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Posts by LadiesMan217

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Fanatical like a Demon
Originally posted by HackerOfTheLegend
No, really, man. You did a phenomenal job with that port. That was always a piece of music from a video game that made me cry. It's nice to see you're making big progress on this! I can't wait for more!


Yoshi's Island had one of the BEST soundtracks of ANY mario games on the SNES in my opinion. It is a very special and important game to me from my childhood (I've only played it 4 times!). I actually have the rom but I REFUSE to play it until I can find a PHYSICAL cartridge and play it on my SNES and pass it 100%. For those who are wondering about what I'm doing after this, I'm going to start showing off all my Mario artwork including a story I have in mind for a 7 part saga.....but until then, please enjoy the music!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Ruberjig
At last your work has done its work! You sir congratulations withe soundtrack! It is well. :)

Hold up bro #ab{:LOL:}! The soundtrack isn't quite done yet........
There's still Bonus Game, Boss Clear, Bowser Defeated, and Powerful Baby! Oh wait, no there's not, because they were just finished today! The Soundtrack is completed at long last! Its COMPLETED in terms of tracks, but terms of progress, its like 99.99% done, I still have to go back and fix a few pitches and stuff on some songs, such as Bowser's theme, fixed a slight pitch error with @28. Don't expect the soundtrack to be released quite yet, I still have to shorten the txt files too.......Should I? Either way, please, don't hesitate to comment, please do so! I want to hear EVERYONE's opinions!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by HackerOfTheLegend
(I know very little about custom music making so sorry if this is a dumb question) Hmm, shorten the TXT files? Why is that?
And a pitch error? For you that shouldn't be hard to fix. But yeah, this sounds great! I'm really exited for this #fim{:D}

Well, shortening the text files decreases the file size, and I'm pretty sure that makes the Addmusic programs load the music in faster because it then has less lines to read. (Correct me if I'm wrong guys #ab{o_o})
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Dang! HyperStarlight answered while I was writing this, but eh, here's an extended version of what he wrote. First thing you have to do to get the GFX files, open your rom in Lunar Magic. First, click on #lm{extgfx}, then #lm{extexgfx}, this should create a folder called GFX with the GFX files in there, along with another folder called ExGFX with nothing in there. Clicking #lm{insgfx} will insert GFX files into hack from the GFX folder, pressing #lm{insexgfx} will insert the GFX files from your ExGFX folder. To insert more than 1 GFX in a level, simply press #lm{gfxby} to have a GFX Set, OR you can press #lm{sgfxby} and have your own combination of different GFX in a level. To insert ExGFX files into your hack, simply create a new .bin file with yy-chr (easiest way to do it is to copy a GFX file to the ExGFX folder, rename it as ExGFXxx, xx being the number of the file you want it to be).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by tcdw2011
Keep this amazing work!

As in keep this work to myself or like, "YEAH MAN! KEEP UP THE GREAT WORK!"? #w{xD}
Sorry for another delay guys, but I can't release these songs until AddmusicK is complete, as they are in #amk 1 format. Though I could convert them to AddmusicM, all I have to do is add the
Code
sXX
_XX_XX_XX_XX_XX_XX_FF


header for the brr samples and erase #amk 1 at the bottom, though I don't know if they'll come out the same as I have never used AMM before and have heard it is rather a little "hard" to first use. We'll see, only time will tell...
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
(restricted)
Fanatical like a Demon
It seems to be incompatible with Reznors (at least for me). Even on a normal level. The only way to make it work is if I change #lm{sprhead} to the NMSTL patch header, but even with that, it places the Reznors on the upper left corner of the screen. Any other headers and the game crashes.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I may be getting ahead of myself, but watch out, because I think Foster the People's Torches album is about to enter Mario's World! (I'm pretty sure I've listened to Pumped Up Kicks more than everyone's lifetimes combined together...) I plan to do Pumped Up Kicks(in the works and sounds legit btw) first, then Houdini, Broken Jaw(?), then from there, who knows but the rest shall be done!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Back with some more Bowser help! I seemed to have lost it but found the boss I tweaked, and I want to add something I forgot to ask last time. Where in the disassembly can I change the rate and target of where Bowser will drop the fireballs in the in between phases like here?
I've looked everywhere but I still think I might be overlooking this. Here's the part in the code:
Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; action 3 - dropping fire
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

CODE_03A7AD:		LDA #$08			;I added
			STA $18B9			;these 2 lines
			LDA #$60			;\ set scaling
			STA $38				; |
			STA $39				;/
			LDA #$FF			
			STA !RAM_SpriteXHi,x		
			LDA #$60			
			STA !RAM_SpriteXLo,x		
			LDA $14B0			;\ if not time to go to next action,
			BNE CODE_03A7DF			;/ branch

			LDA #$18			;\ change music
			STA $1DFB			;/
			LDA #$02			;\ set new action (returning)
			STA $151C,x			;/
			LDA #$53			
			STA !RAM_SpriteYLo,x		
			LDA #$00			
			STA !RAM_SpriteYHi,x		
			LDA #$08			;\ set scaling
			STA $38				; |
			STA $39				;/
			LDA #$64			
			STA !RAM_SpriteSpeedX,x		
			RTS				; return

CODE_03A7DF:		CMP #$60			;\ if not time to drop fire,
			BCS Return03A840		; |
			LDA !RAM_FrameCounter		; |
			AND #$1F			; |
			BNE Return03A840		;/ branch

			LDY #$07			; setup loop
CODE_03A7EB:		LDA $14C8,y			;\ if sprite being checked doesn't exist,
			BEQ CODE_03A7F6			;/ branch
			DEY				;\ if still sprites left to check,
			CPY #$01			; |
			BNE CODE_03A7EB			;/ branch
Return03A7F5:		RTS				; return

CODE_03A7F6:		LDA #$17			;\ play sound effect
			STA $1DFC			;/
			LDA #$08			;\ set new sprite status
			STA $14C8,y			;/
			LDA #$33			;\ set new sprite number (Bowser fire)
			STA.w !RAM_SpriteNum,y		;/
			LDA $14B7			;\ set new sprite x position low byte
			PHA				; |
			STA.w !RAM_SpriteXLo,y		;/
			CLC				;\ set position for next fire drop
			ADC #$20			; |
			STA $14B7			;/
			LDA #$00			;\ set new sprite x position high byte
			STA !RAM_SpriteXHi,y		;/
			LDA #$00			;\ set new sprite y position
			STA.w !RAM_SpriteYLo,y		; |
			STA !RAM_SpriteYHi,y		;/

			PHX				
			TYX				
			JSL $07F7D2			; reset sprite table values
			INC !RAM_SpriteState,x		; set new sprite sprite state
			ASL !RAM_Tweaker1686,x		;\ clear "don't interact with objects" bit of new sprite
			LSR !RAM_Tweaker1686,x		;/
			LDA #$39			;\ set new sprite clipping
			STA !RAM_Tweaker1662,x		;/
			PLX				
			PLA				
			LSR				
			LSR				
			LSR				
			LSR				
			LSR				
			TAY				
			LDA BowserSound,y		;\ play sound effect
			STA $1DFC			;/
Return03A840:		RTS				; return


BowserSound:		db $2D				;\ fireball sound effects
BowserSoundMusic:	db $2E,$2F,$30,$31,$32,$33,$34	;/
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Well, I managed to change the rate at which they spawn, but I still can't get them to fall as randomly as they did in the video and all scattered throughout. I commented STA $14B7 out, and yeah, they all fell in a straight line, I tried replacing it with $148D hoping to get a random value, but SMW's random routine sucks, they only fell in 2 lines. The random value patch was no better either. Any tips as to what to do? Again, here's the video.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I couldn't make the 1st code work, but the second....Wow! This is perfect! Another thing, where exactly is the address that handles the amount of fireballs dropped? Because only 6 fall, then 4. I want to make at least 10 then 8 fall. (sorry, I haven't done ASM since the LAST post in August, then I just stopped.)
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Thomas

Basically, it's checking sprite slots 1-7 (so a max of 8 sprites at once), and if there's a sprite already in all of them, it just doesn't spawn anything. In other words, the only way is to increase the value at STY #$07 as an index (max is #$11, though #$08 is the technical max due to other sprites being used in the fight), or reduce the amount of time a fireball stays active, which I can't seem to find anywhere. Apparently the Bowser fireballs share their code with the Podoboos, but I can't make much sense of it and can't find a timer of any kind in it. If you did find it, though, you could potentially make a continuous stream of fireballs by setting the timer low enough.

Where would I store STY #$XX to? STY $XX? (I looked at SMW's sprite tables in the RAM address but didn't know which one to choose.) Anyways, I managed to kinda tweak the fireball pattern in my own way by simply using the original code and changing ADC #$20 to ADC FirePos, where FirePos was db $60, $60 and got a similar pattern (except some go off screen still which I hate). Even with this though, all these solutions end up screwing the music in phase 2 at it doesn't play at all and everything mutes. This is what I have:
Code
CODE_03A7F6:	LDA #$17			;\ play sound effect
			STA $1DFC			;/
			LDA #$08			;\ set new sprite status
			STA $14C8,y			;/
			LDA #$33			;\ set new sprite number (Bowser fire)
			STA.w !RAM_SpriteNum,y		;/
			LDA $14B7			;\ set new sprite x position low byte
			PHA				; |
			STA.w !RAM_SpriteXLo,y		;/
			CLC				;\ set position for next fire drop
			ADC FirePos			; |
			STA $14B7			;/
			LDA #$00			;\ set new sprite x position high byte
			STA !RAM_SpriteXHi,y		;/
			LDA #$00			;\ set new sprite y position
			STA.w !RAM_SpriteYLo,y		; |
			STA !RAM_SpriteYHi,y		;/

			PHX				
			TYX				
			JSL $07F7D2			; reset sprite table values
			INC !RAM_SpriteState,x		; set new sprite sprite state
			ASL !RAM_Tweaker1686,x		;\ clear "don't interact with objects" bit of new sprite
			LSR !RAM_Tweaker1686,x		;/
			LDA #$39			;\ set new sprite clipping
			STA !RAM_Tweaker1662,x		;/
			PLX				
			PLA				
			LSR				
			LSR				
			LSR				
			LSR				
			LSR				
			TAY				
			LDA BowserSound,y		;\ play sound effect
			STA $1DFC			;/
Return03A840:		RTS				; return


BowserSound:		db $2D				;\ fireball sound effects
BowserSoundMusic:	db $2E,$2F,$30,$31,$32,$33,$34	;/
FirePos:	db $60,$60			; Messing with these two numbers will change the spacing of fireballs.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
As far as the no slowdown, it's great! But there still seem to be sprite tile limits (Yes, I'm using the NMSTL patch sprite header). As I thought, the new NMSTL patch doesn't seem to be compatible with the cage sprite (88), swooper death bat ceiling cluster (causes quite a few sprites to jumble up with the bats and they go EVERYWHERE). Arujus, do you plan to make it compatible with these sprites in the future and Reznor? Still got fingers crossed for the mode 7 bosses too #w{=3}. Also, I had 2 red koopas and a message box on screen 00, and 5 bullet bill shooters stacked on screen 01, and only 3 bullet bills shot, didn't matter if I killed the 2 koopas or not.
Quite recently, the orange platform (5D) had a weird glitch that occurred on level 102. I put a jumping fish generator, and was on Yoshi, stepped on a silver POW, and for some reason, it's tilemap used the 1st GFX page, turned to a red palette, and was a harmful sprite (looked quite scary as it floated up with messed up GFX #ab{o_O}). I would think it had nothing to do with the new NMSTL patch as I didn't use that header (was using 00). After exiting to level to 1FF, the game froze upon crossing the finish line, it also froze quite a few times while on Yoshi.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Once upon a dream, I heard a *tune plays* and it was so familiar sounding that I got a bit obsessed with it. So here I give you it to hear. I know I've heard this before from somewhere, but I can't remember. Anyone know where, a game perhaps?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by HackerOfTheLegend
This, and Super Mario 3D World, are all I want for Christmas. Yoshi's Island is such an awesome game.


By this, are you implying the Soundtrack? Like you'd like it for Christmas? Late note buddy, on my Birthday (November 13), I was actually giving away 1 song to each person who would say something nice about the Soundtrack, sadly no one replied that day, so I deleted the post that day and well, yeah. I'm sorry, but the songs won't be released until texts can be shorten AND AddmusicK gets done. But since I'm a heck of a nice person, would you like one song?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Well, decided to try port Yoshi's Story - On the Beach, and well.....here's the work in progress(WIP) I have.

EDIT: Took away the keyboard.....(what was I thinking?!?!)
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Yeah, just thought I'd check back so this won't get buried....
I've been tinkering but still no luck.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
To be honest, there should be no reason for changing any name at all. The editor is simply that, an editor made to hack SMW on an easy level which hardly requires work other than to think where you want to place things, not to be a Mario database of correct names, that's what the Mario Wiki is for. The only one doing the heavy lifting here is FoSoYa. He's not obligated to do these things but chooses to out of the his kindness and spare time. The "fishes" aren't called fishes, they're cheep cheeps, the Goomba was still called Goomba in the credits of SMW, the "fireball" and "reflecting fireball" are Podoboos, the Boo Block is really "Boo Buddy Block" (dear lord!), the floating spike ball is Floating Mine, etc, etc, one could go on but who cares? If it really bugs some of you THAT much, click the sprite you want to name, set it in coordinates 7,7 on screen 00, press ctrl+shift+f12, give it the hex number and name you want. There, you got the "correct named" sprite on your list Custom Spites, problem solved and FoSoYa doesn't need to change ANYTHING with names.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I ripped the last few SMW songs that were needed for AMK. Everything works just fine. The 3 credit songs work, they only thing that doesn't work is the Bowser battle. The 1st phase plays, his retreating phase plays, actually EVERYTHING plays except the phase 2 and 3 songs.
Here's the code where I changed stuff in tweaks.asm:
Code
!CreditsSong1	= #$22		; \ comments removed to get rid of massive table stretch
!CreditsSong2	= #$23		; | 
!CreditsSong3	= #$24		; / 

Code
org $03A702
	db $1F
org $03A7A8
	db $25
org $03A7C2
	db $28
org $03ABF4
	db $20
org $03AC53
	db $21

All those work well, but I couldn't find the Bowser phase 2 and 3 songs, so I did my own patch:
Code
LoRom
Header

;org $03A702	; Bowser Zoom Out SFX
;db $1F

;org $03A7A8	; Bowser Interlude
;db $25

org $03A849	; Music for Bowser Battle 2nd & 3rd attack
db $26,$27

;org $03ABF4	; Bowser Defeated SFX
;db $20

;org $03A7C2	; Bowser Zoom In SFX
;db $28

Ignore the commented stuff, but is the Bowser 2nd and 3rd stage address right? I looked at it through the rom map. Every other address seems to work. Why aren't those 2 playing? And for those who are curious about the Addmusic_list, here the songs after 1E:

1F Bowser Zoom Out.txt
20 Bowser Defeated.txt
21 Princess Rescued.txt
22 Staff Roll.txt
23 The Yoshi's Are Home.txt
24 Cast List.txt
25 Bowser Interlude.txt
26 13 Bowser 2.txt
27 13 Bowser 3.txt
28 Bowser Zoom In.txt

yczedit: table stretch begone
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by metalgearhunter
I like the way that sounds LadiesMan217, you've got the tune flowing nicely. Is this going to be your next porting project?


(capitalized m on the quote XD oh and OMG A STAFF MEMEBER REPLIES TO MY STUFF!), Anyways, I think it just might be if I can get it sounding right! First though, I have to send the AMK Rips of Staff Roll and Cast List to someone because when they sound off and I've tried everything to my knowledge to fix them, but I just can't do it #ab{;_;}. Anyone willing to take the texts to help me out here?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
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