A quick heads up, but nobody has solved my puzzle yet. So, if any of you want to decide on my next disassembly, you'll still be able to.
Originally posted by DPBOX
Wow, oh man. They could have saved a little bit of money and used a 256 KB ROM chip then.
And I can't believe the game has no music.
Also, I think a Sega Genesis and PlayStation 1 version of Frogger were released alongside the Super Nintendo version. I think they were trying to push the PlayStation version and the SNES was a dying system in 1998, which is probably why the game is so poorly made.
Maybe. by 1998, I imagine it didn't cost much extra to make 512 KB carts over 256 KB. Alternatively, 256 KB carts were out of production, so 512 KB ones were used instead.
And yeah, considering this game came out 2 years after the next gen systems, there wasn't much incentive for the devs to make a masterpiece. XD
Originally posted by Klug
You finally managed to make a disassembly of one of the greatest SNES RPGs ever made! This makes me so proud!!!
You're welcome! Technically, this disassembly has been around for a year, but it was less complete than it is now.
Originally posted by LadiesMan217
Seriously tho, amazing work. I can't fathom the time it took to do these in the format you have them in, not just all.log. We could probably rip some other game's SPC engine and make a new addmusic tool with these lol (looking at you Jurassic Park). Actually, if I may ask (should you know), how does Jurassic Park's spc engine go about its "random pans" as well as its sophisticated GAIN enveloping? Is the panning really RNG? Or is there a table it pulls panning values from? How does GAIN work? With SMW you have set ADSR? Does Jurassic Park have GAIN preset "instruments"?
You might be surprised by how quickly I was able to do most of these disassemblies. If you look at the hints for my puzzle, I have the dates of the posts listed, and you can see I was completing disassemblies within a week or two, sometimes even within a couple days (although the first date is wrong, I completed that disassembly about a week before I announced the secret project). I'm really glad I made those disassembly scripts though, since I definitely wouldn't have been able to do these as quick without them.
Also, I didn't look very deep at most of the SPC700 engines for any of these games, because the SPC700 is the thing I understand the least of all the SNES's components (I don't even know what "GAIN enveloping" even is. XD). You should ask KungFuFurby.
Originally posted by imamelia
Do you happen to know anything about how Yoshi's Island does its Mode 2 levels? In particular, I'm wondering how it handles levels like the first room of 6-4, where there are discrete moving objects that can be partly offscreen.
Also, can we request disassemblies? I can think of a couple games that I'm curious about.
YI was actually the game I looked at the least (ironic, I know, considering my username), so I wouldn't be able to tell you much about anything it does, including how it uses mode 2. Disassembling it proved to be really annoying and I kind of just wanted to move onto the next game by the time I finished it. XD
Also, you can request disassemblies. Right now, the next disassembly I do will be determined by who can solve the puzzle I gave at the start of the Day 4 post. If you solve it, then you can pick a game for me to disassemble next. After this next disassembly though, whether I do another will depend on if I'm in the mood to make one.
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3
/ V1.3.1 Beta 4.6
/ Latest Test Build (Mario & Yoshi's Strange Quests)
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server
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