Super Bomberman 3

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Post by Cubear Tue 7 Mar 2023 - 22:18

Hey! Surprise beta release here!

Target rom is (J) but I checked and it should apply to Europe with no issues.

Nothing fancy, loops/noloops done, SPC fallback done, 

no fading or anything (does this game even do it..?)

track map:
Track map:
mapped to zophar's domain spc list names.

There's a replacement soundtrack here:
https://www.youtube.com/watch?v=B6i2-Ok6Q5E
With an mp3 download link here:
https://drive.google.com/drive/folders/1mDYLIPZC225ny3aI8biy_lW7Hk1yIys7
FLAC here: (thanks polar!)
https://archive.org/details/superbomberman3soundtrack


BETA PCMs (Thanks edale!)
Code:
https://mega.nz/file/DIJRiQxY#XAn_JAmuaKpQfJcmzEn0yTEfaHBplrk7xWBfqu2KEYI



The track names don't fully match Zophar's list,
As far as I can tell:
Zophar:                          Soundtrack:
Opening (part 2)                  Opening
BGM6 Intro                          Select 4
Select 3                               Clear
Select 4                               Select 3


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?

Updated March 29th, 2023:
v0.2 Fixed fallback, added in track stops
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Last edited by Cubear on Wed 29 Mar 2023 - 23:14; edited 4 times in total (Reason for editing : adding FLAC source for music. (ty Polar))
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Post by Conn Thu 9 Mar 2023 - 6:18

Oh nice that you took on it, that was also a game of my youth. 4 players is fun Very Happy
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Post by edale Tue 14 Mar 2023 - 16:05

I'll take care of the PCM pack with the soundtrack you linked to.

You don't list if a track is looped or not in the trackmap, so I'm looking at the ASM for that.

$01 = looped
$03 = not looped
Is this correct?

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Post by Cubear Tue 14 Mar 2023 - 17:13

oh. its the other way around, actually! thanks for taking this on!


the "play" signal is sent to MSU1 in bit format.
01= 00000001
03= 00000011

the last digit is play, the second to last is "loop"
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Post by edale Tue 14 Mar 2023 - 19:57

Cubear wrote:oh. its the other way around, actually! thanks for taking this on!


the "play" signal is sent to MSU1 in bit format.
01= 00000001
03= 00000011

the last digit is play, the second to last is "loop"
...So:
$01 = not looped
$03 = looped?

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Post by Cubear Tue 14 Mar 2023 - 22:35

yep! you got it.
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Post by edale Sun 19 Mar 2023 - 5:50

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).

So I applied the patch and went to test things out... and... yea, you got some bugs, lol.

MSU tracks don't *stop* playing when they're supposed to. Start the game, main menu music kicks in, select new game... and the main menu music keeps playing through several bits that are supposed to only be SFX tracks with no music. Music doesn't change until the next MSU track kicks in, which again doesn't stop playing when it's supposed to. (maybe they're fading out, and you don't have fading coded in?)

SPC fallback doesn't seem to work either, patched game with no PCM's present just gets SFX with no music.

I didn't play far enough to actually get playing the game, so that's all I got so far.

Oh, and track 1F (Victory) is supposed to loop, you have it set as non-looping.

Here's a v0.1 of the PCMs. 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:
https://mega.nz/file/DIJRiQxY#XAn_JAmuaKpQfJcmzEn0yTEfaHBplrk7xWBfqu2KEYI

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Post by Cubear Sun 19 Mar 2023 - 7:16

oh, thanks for the detailed post! bugs are normal for me lol, thats the whole point of the beta. i'll take a look at this shortly
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Post by Cubear Sun 19 Mar 2023 - 12:58

i've fixed all those issues on my end. it does seem like there's a fadeout done at the end of a match so i'll add the code for that and issue a new beta soon.
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Post by edale Yesterday at 5:17

Cubear wrote:i've fixed all those issues on my end. it does seem like there's a fadeout done at the end of a match so i'll add the code for that and issue a new beta soon.
There an ETA on that update? I'm kinda waiting on it to finish things on my end.

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Post by Cubear Yesterday at 10:49

oh, my apologies. it's taking a bit longer than i thought because of the way the game separates sfx from spc, and it doesnt differentiate between fades and stops as far as signals to the apu go. i'll get something out tonight, sorry.
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Post by Cubear Yesterday at 23:13

having a bit of trouble squaring that circle for now.

updated first post with a new patch that turns all fadeouts into instant ends for the tracks
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