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Chessmaster
http://snesmusic.jukor.net/viewtopic.php?f=26&t=1792
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Author:  KungFuFurby [ Tue Apr 10, 2018 5:26 pm ]
Post subject:  Chessmaster

Here's the next game to be stripped of its undumpable status: The Chessmaster. The tracknames are mostly based off of what nensondubois used, and to be faithful to what nensondubois originally extracted, I also extracted all of the jingles (which use the same basic commands as the music... interestingly enough). Overall, I extracted one extra piece of music and two extra jingles.

You may hear something unusual at 52 seconds for Welcome to Chessmaster (American). I have identified this as a SPC player bug, as it is a foul note by default, but it's supposed to be triggered twice... and then cut off almost immediately.

Attachments:
File comment: The complete Chessmaster SPC set, dumped by KungFuFurby and tagged by KungFuFurby and nensondubois.
chess.rsn [73.71 KiB]
Downloaded 184 times

Author:  Slick Mandela [ Sat Jun 23, 2018 5:17 pm ]
Post subject:  Re: Chessmaster

Exciting that you were able to get them to play as spcs! Any plans to tackle the rest? (California Games 2, Lost Vikings, Ren & Stimpy Veediots, etc.)

Author:  KungFuFurby [ Sat Jun 23, 2018 6:05 pm ]
Post subject:  Re: Chessmaster

Yes and no. I have the rest of the Nick Eastridge sound driver games lined up, but I need to program a bug fix... and have an actual assembler do the job, as these were literally hex-coded (I have asar for the job as soon as I port my stuff over... and maybe even automate the music extraction). I also have bsnes-plus working for me. I'm also distracted with various other stuff...

Speaking of which, I meant to do a bugfix for the first three I had released (including Chessmaster). My timer code is slightly off... and Ren and Stimpy - Veediots! (as well as James Bond Jr., which I also tested) both gave me suspicions that the notes were clicking occasionally. Testing through Ren and Stimpy - Veediots! on actual gameplay confirmed that I can only go so far... but what I was planning was an improved timer (and actually letting the original timer do its job) where I can better emulate the actual NTSC rate. This requires me to rapidly switch from one timer value to the next.

Anything else will be done on a case-by-case basis, and is heavily dependent on not overflowing the SPC700's memory when implanting the music data (plus the new code I have to come up with: I just so happened to pick one of the simplest cases). This includes identifying SFX samples and overwriting those if absolutely necessary.

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