There's quite a few alternate media players that include support for the VGM format, if you don't like Winamp. You can find most of them at Project 2612.
Released!
#77
Posted 13 April 2008 - 05:42 AM
QUOTE (evilhamwizard @ Apr 13 2008, 07:06 AM) [post="188050"]
Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.
Take a listen. (This is in VGM format)
This programmer must've loved Michael Jackson. :P[/quote]
Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P

Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.
Take a listen. (This is in VGM format)
This programmer must've loved Michael Jackson. :P[/quote]
Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P
#79
Posted 13 April 2008 - 09:29 PM
Don't take me wrong and think I'm saying MJ = pedo, because I don't, but I do find it funny that there is an MJ song in a game that was for little kids. :P
#80
Posted 13 April 2008 - 10:51 PM
I know this was probably posted in the irc channel, and ICEKnight posted about this game having source. But here's another weird thing, the November 7th build had ASM source inside the rom, but the 11th however...
There's some more misc programming stuff below all of this in the rom which looks like it's for a program for the PC, but it doesn't beat this. :P
DrawScrollPlane(2, &CopyOfCamera2, camDX, lineCountForBackGround);
#endif
#endif
DrawObjects (CopyOfCamera2.currentTile, NumberOfTiles, RoadDistances,
TileScreenPositionArray, SM);
DrawPlayerLapFlag(2);
#ifdef MARS
if (SM == MASTER)
#endif
{
Camera1Data = CopyOfCamera1;
Camera2Data = CopyOfCamera2;
}
}
else /* Not split screen. */
{
CopyOfCamera1 = Camera1Data; /* Copy the whole structure. */
#ifdef DEBUGSPEED
WindowWidth = SMALLWINDOWWIDTH;
HalfWindowWidth = WindowWidth / 2;
WindowX = SCREENWIDTH / 2 - HalfWindowWidth;
WindowY = SCREENHEIGHT / 2 - SMALLWINDOWHEIGHT / 2;
WindowHeight = SMALLWINDOWHEIGHT;
WindowScaleFactor = 2;
#else
WindowX = WINDOWXMARGIN;
WindowWidth = SCREENWIDTH - (WINDOWXMARGIN * 2);
HalfWindowWidth = WindowWidth / 2;
WindowY = 4;
WindowHeight = SCREENHEIGHT - (WINDOWYMARGIN * 2) - 4;
WindowScaleFactor = 1;
#endif
#ifdef PC
/* PC background is a full screen and must be drawn first. */
drawBackground (FALSE, 0, 0, SM);
#endif
NumberOfTiles = CalculateTileAndCameraPositions (TileScreenPositionArray,
&CopyOfCamera1, &camDX, &camDY);
// .......... calc the difference in absolute heights between the bike and camera
heightDiffForHorizon =
(CopyOfCamera1.SubjectBikeTileHeight + CopyOfCamera1.subjectBike->bottomY) -
(CopyOfCamera1.absoluteTileHeight + CopyOfCamera1.yOffset);
lineCountForBackGround = DrawGround (NumberOfTiles, RoadDistances,
TileScreenPositionArray, SM);
#ifdef MARS
// .......... 32X background gets drawn after, to limit the # of lines that need to be drawn
DrawScrollPlane(1, &CopyOfCamera1, camDX, lineCountForBackGround);
#endif
DrawObjects (CopyOfCamera1.currentTile, NumberOfTiles, RoadDistances,
TileScreenPositionArray, SM);
DrawPlayerLapFlag(1);
#if 0
ShowNum(heightDiffForHorizon);
#endif
#ifdef MARS
if (SM == MASTER)
#endif
{
Camera1Data = CopyOfCamera1;
}
}
#if 0
#ifdef DEBUG
/* Print out the debug value. */
if (SM == MASTER)
{
char TempString [40];
#ifdef DEBUGSPEED
#else
IntToAscii ((int) DebugValue, TempString, 10);
PutString (0, 0, "Debug value:", WHITECOLOUR);
PutString (120, 0, TempString, WHITECOLOUR);
#endif
}
#endif
#endif
}
void ShowNum(int num)
{
char String1[100],String2[20];
StringCopy (String1,"Number: ");
IntToAscii (num, String2,10);
StringCat(String1,String2);
#ifdef MARS
ColorAreaNOCLIP(50,50,100,20,0,0);
#endif
PutString(50,50,String1,100);
}
void ShowAbsoluteTileHeight(CameraDataRecord CopyOfCamera)
{
char String1[100],String2[20];
StringCopy (String1,"TileHeight: ");
IntToAscii ((int) CopyOfCamera.absoluteTileHeight, String2,10);
StringCat(String1,String2);
#ifdef MARS
ColorAreaNOCLIP(90,30,100,20,0,0);
#endif
PutString(10,30,String1,100);
}
void ShowSegment(void)
{
trackTilePointer CurrentTilePtr;
char String1[100],String2[20];
CurrentTilePtr = GetTrackTileForNumber (Camera1Data.currentTile);
StringCopy (String1,"Segment # ");
IntToAscii ((int) CurrentTilePtr->segmentNumber, String2,10);
StringCat(String1,String2);
PutString(10,30,String1,100);
}
/****************************************************************************
* Draw the race track and objects on it to the screen.
*/
void Render (void)
{
RenderTrackAndObjectsToRamScreen ();
DisplayStatusInfo ();
//ShowSegment();
sendBuffersToScreen ();
}
There's some more misc programming stuff below all of this in the rom which looks like it's for a program for the PC, but it doesn't beat this. :P
This post has been edited by evilhamwizard: 13 April 2008 - 10:57 PM
#81
Posted 14 April 2008 - 10:56 PM
Skaarg, on Apr 13 2008, 10:29 PM, said:
Don't take me wrong and think I'm saying MJ = pedo, because I don't, but I do find it funny that there is an MJ song in a game that was for little kids. :P
If you play Carnival Night backwards, simulataneously with Ice Cap forwards, while Launch Base plays in slow motion blackwards, you can hear the subliminal messages. :P
But yeah, I told drx in the channel before, he's awesome.
#82
Posted 06 December 2008 - 06:34 AM
Something from Cosmic Carnage (32X) 9/21/94:
I know there isn't anything after vdps., it seems to cut off there...
PZMAX 0000C0 vector.obj PZMIN1 000080 vector.obj PZMIN2 000040 vector.obj RAMBOARD32 000001 vector.obj RAMTEMP FF1400 vector.obj ray_staticblaster_init 893F2E c_ray.obj ray_staticblaster_main 894086 c_ray.obj renda_prog_1_0 88ABD2 logic.obj renda_prog_1_1 88AC68 logic.obj renda_prog_4_0 88ACDE logic.obj renda_tric_control 88AAFA logic.obj request_code 0000EE logic.obj request_code2 0000F0 logic.obj request_code3 0000F2 logic.obj request_code_get 889EBE logic.obj request_wait_count 0000F4 logic.obj RUNVECT 880F56 vector2.obj r_cgadr 000008 vector.obj r_coladr 00000C vector.obj r_mainadr 000004 vector.obj r_setadr 000000 vector.obj sAnimation 888312 spmake.obj sAttackcheck 886E16 break.obj sBreakcalc 886AD4 break.obj sBreakcheck_damagemove 8874B0 break.obj sBreakcheck_main 8872C8 break.obj sBreakcheck_move 887380 break.obj SCFULL 000140 vector.obj sCGPARTSinit 881CF4 varsub.obj SCHALF 0000A0 vector.obj sCheckCanGard 88625A player.obj sCPUlogic 889E8C logic.obj sDamageJump0 88640A player.obj sDamageJump1 886412 player.obj sDamageJump2 88641A player.obj sDamageJump_commondown1 886422 player.obj sDamageJump_commondown2 88642C player.obj sDamageJump_commondown3 886436 player.obj sDamageJump_commontobi 886400 player.obj sDamageJump_main 88643C player.obj sDebugfontset 883988 debug.obj sDebugInfo 883B94 debug.obj sDMAcw 8814B6 vdps.
I know there isn't anything after vdps., it seems to cut off there...
#83
Posted 07 December 2008 - 03:46 AM
QUOTE (drx @ Apr 13 2008, 05:42 AM) [post="188072"]
Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.
Take a listen. (This is in VGM format)
This programmer must've loved Michael Jackson. :P[/quote]
Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P
[/quote]
It's busy town. I have the CDI version of the game. =P

Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.
Take a listen. (This is in VGM format)
This programmer must've loved Michael Jackson. :P[/quote]
Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P
[/quote]
It's busy town. I have the CDI version of the game. =P

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