Super Bomberman 3
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Super Bomberman 3
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:
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!)
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
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:
00= MUTE
01= Title
02= Opening Part 2
03= Select 1
04= BGM6 Intro
05= Select 4
06= Level Start
07= Level Start
08= Level Start
09= Level Start
0A= Level Start
0B= Level Start
0C= BGM1
0D= BGM2
0E= BGM3
0F= BGM4
10= BGM5
11= BGM6
12= Boss 1
13= Boss 2
14= Level Finished
15= Select 3
16= MUTE
17= Game Over
18= Password
19= Ending
1A= (broken)
1B= Select 2
1C= Battle Start
1D= MUTE
1E= Soccer Bomber
1F= Victory
20= Draw Game
21= Win Round
22= Battle
23= (start of SFX)
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
- Attachments
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))
Re: Super Bomberman 3
Oh nice that you took on it, that was also a game of my youth. 4 players is fun 

Conn- Since : 2013-06-30
Re: Super Bomberman 3
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?
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?
edale- Since : 2017-10-03
Re: Super Bomberman 3
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"
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"
Re: Super Bomberman 3
...So: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"
$01 = not looped
$03 = looped?
edale- Since : 2017-10-03
Re: Super Bomberman 3
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
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
edale- Since : 2017-10-03
Re: Super Bomberman 3
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
Re: Super Bomberman 3
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.
Re: Super Bomberman 3
There an ETA on that update? I'm kinda waiting on it to finish things on my end.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.
edale- Since : 2017-10-03
Re: Super Bomberman 3
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.
Re: Super Bomberman 3
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
updated first post with a new patch that turns all fadeouts into instant ends for the tracks

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