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Super bomberman 4 music
Super bomberman 4 music






super bomberman 4 music
  1. SUPER BOMBERMAN 4 MUSIC MANUAL
  2. SUPER BOMBERMAN 4 MUSIC PATCH
  3. SUPER BOMBERMAN 4 MUSIC FULL

How does Bomberman 4 differ from the others? Well I’m glad you asked… If you’ve ever played a Bomberman game you’ll be pretty familiar with these options. BLOWING THINGS UP!!!Īs you can see by the title screen at the top of the page you have your typical 3 options of “Normal Game”, “Battle Game” & “Password” for the normal game. Does the plot of a Bomberman game REALLY matter though? We all know what we’re here for.

SUPER BOMBERMAN 4 MUSIC MANUAL

The manual has a little comic at the start which explains the story, but as it too is in Japanese I can’t refer to that for plot points I’m afraid. Hey, it’s Japanese, I don’t speak it, so that’s the best I can give you.

SUPER BOMBERMAN 4 MUSIC FULL

The guys are then awoken from their sleep & they are sent into a world full of clocks for some reason with a little girl dressed in cowboy clothes. A very nice intro starts us off with Shiro & Kuro (another little known fact is that the 2 Bombers actually have names) asleep on a rocket ship which is attacked by a group of 5 evil bombers. On a side note, recently a Bomberman article featured in Retrogamer magazine where they claim that number 5 was the only one never released outside Japan, but I can’t find any evidence to suggest 4 was so we’ll put that down to being a mistake. Not in Japan however, where SNES games were made well into the year 2000. The world was anticipating the next generation of systems, & the 16 bit machines were being abandoned. The problem is that Super Bomberman 4 was released in 1996 which was around the time the SNES had started to drop in popularity. Not many people know this as in the Western world only the first 3 were released. Difficult, to say the least.There are 5 Super Bomberman games on the SNES/SFC. A good chunk of that comes down to just how many bugs trying to include them can introduce (when it wants to play a SFX at the same time there's music going, for example) and I can tell at a glace the way this game handles it's SFX will make coding some into MSU and leaving others SPC will be. In general, I think SFX should stay SPC, with only music getting MSUed (which makes a working SPC fallback a requirement for a proper MSU mod).

super bomberman 4 music

But it might be best to leave those as SPC anyways.

SUPER BOMBERMAN 4 MUSIC PATCH

Updated first post with a new patch that turns all fadeouts into instant ends for the tracksGetting both MSU and SPC playback at the same time with the new patch.Īs to the SFX? Honestly, the little jingles between 3:22 and 3:56 (there's 7 of them, but I'm not counting the 5th one, because that one should stay SPC, so 6 total) are the only parts of the SFX track that I'd say could use the MSU treatment. ATM they're normalized to -18dB, I'll need to test in-game more to see if they'll need to be renormalized before release, 2 of the tracks aren't included yet, and many of them may be edited to closer match the SPC versions before I'm done, but it's good enough for bug testing:Ĭubear wrote:having a bit of trouble squaring that circle for now. Oh, and track 1F (Victory) is supposed to loop, you have it set as non-looping. I didn't play far enough to actually get playing the game, so that's all I got so far.

super bomberman 4 music

SPC fallback doesn't seem to work either, patched game with no PCM's present just gets SFX with no music. (maybe they're fading out, and you don't have fading coded in?) Music doesn't change until the next MSU track kicks in, which again doesn't stop playing when it's supposed to. and the main menu music keeps playing through several bits that are supposed to only be SFX tracks with no music. Start the game, main menu music kicks in, select new game. MSU tracks don't *stop* playing when they're supposed to. So I applied the patch and went to test things out. OK, I've gotten all the tracks converted, but there are enough differences between the in-game tracks and the OST (to the point that some tracks in the OST have entire instruments not present in-game, and some 21-second non-looping tracks are over 4 minutes long in the OST) that I need to check most of them in-game to make sure they work, and actually has the right track playing at the right time (I'm still not sure what tracks 2 of the songs from the OST are in-game). Last edited by Cubear on Tue - 11:56 edited 10 times in total (Reason for editing : adding FLAC source for music. V0.31 Doubled fade speed to match original game. V0.2 Fixed fallback, added in track stops Yet to be done: more testing (SPC fallback works) collecting information on which SFX tracks are worth taking from track 22 and putting into the game? The track names don't fully match Zophar's list, 23= (start of SFX)mapped to zophar's domain spc list names.








Super bomberman 4 music