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Everything posted by CTRL-ALT-DEFEAT
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You do need to point to the BML in order for the game to launch. As for the ROM name itself, you have a couple of options. You can either edit the BML in any text editor to change the name from "program.rom" (or whatever else it might be called, but usually this is what Higan/bsnes rename ROMs to in the standalone emulator) to the file name and extension that your ROM is named (ex: Super Metroid.sfc) OR you can just rename the ROM itself to "program.rom" (changing the extension name won't break the file) or whatever else it might be looking for. I opted to just rename the ROM with what is in the BML sine I keep the ROM and all soundtrack/FMV files in a folder called "Super Metroid", "Secret of Mana", etc. anyway. An example of the BML I use for Super Metroid is below, as is a screenshot for what the directory I use looks like, for reference: Super Metroid - unverified cartridge region=NTSC rom name=supermetroid_msu1.sfc size=0x300000 ram name=save.ram size=0x2000 map id=rom address=00-7f,80-ff:8000-ffff mask=0x8000 map id=ram address=70-7f,f0-ff:0000-7fff msu1 rom name=supermetroid_msu1.msu size=0x0000 map id=io address=00-3f,80-bf:2000-2007 track number=1 name=supermetroid_msu1-1.pcm track number=2 name=supermetroid_msu1-2.pcm track number=3 name=supermetroid_msu1-3.pcm track number=4 name=supermetroid_msu1-4.pcm track number=5 name=supermetroid_msu1-5.pcm track number=6 name=supermetroid_msu1-6.pcm track number=7 name=supermetroid_msu1-7.pcm track number=8 name=supermetroid_msu1-8.pcm track number=9 name=supermetroid_msu1-9.pcm track number=10 name=supermetroid_msu1-10.pcm track number=11 name=supermetroid_msu1-11.pcm track number=12 name=supermetroid_msu1-12.pcm track number=13 name=supermetroid_msu1-13.pcm track number=14 name=supermetroid_msu1-14.pcm track number=15 name=supermetroid_msu1-15.pcm track number=16 name=supermetroid_msu1-16.pcm track number=17 name=supermetroid_msu1-17.pcm track number=18 name=supermetroid_msu1-18.pcm track number=19 name=supermetroid_msu1-19.pcm track number=20 name=supermetroid_msu1-20.pcm track number=21 name=supermetroid_msu1-21.pcm track number=22 name=supermetroid_msu1-22.pcm track number=23 name=supermetroid_msu1-23.pcm track number=24 name=supermetroid_msu1-24.pcm track number=25 name=supermetroid_msu1-25.pcm track number=26 name=supermetroid_msu1-26.pcm track number=27 name=supermetroid_msu1-27.pcm track number=28 name=supermetroid_msu1-28.pcm track number=29 name=supermetroid_msu1-29.pcm track number=30 name=supermetroid_msu1-30.pcm information title: supermetroid_msu1
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(Looking for) Super Nintendo manual scans
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Game Media
Thanks for that info. I appreciate it! -
CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
Thank you! -
CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
Thanks, man! Still haven't forgotten about the platform-specific hack themes you asked about, so if you still want to take a crack at 'em, just let me know. -
CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
Thanks! It totally does! It's one of my favorite features in the videos you do. -
Deleting the games from LB will not delete the art work, videos, music, etc., associated with them. You'll have to go into the LB folder delete them manually for the platform you don't want media for any longer.
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CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
This is the final intro for the Super Game Boy theme video. I'm already working on the main part of the theme and hope to be finished with it by Friday. Still have a few things left to implement, but figured I'd share what the intro of the video will be: -
CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
I did, but it didn't render out well. Tried a different technique to get a static background, which looks better, but still renders poorly and looks bad when larger. I'm going to try to come up with a different background effect instead I think. Sent from my SM-G930T using Tapatalk -
CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
I'm going to add an intro clip for Super Game Boy to keep things uniform/similar-ish to @BakerMan's videos for Game Boy/Game Boy Advance. Not necessarily final, but this is what I've come up with so far. -
MSU-1 Platform Theme Video (16:9)
CTRL-ALT-DEFEAT commented on CTRL-ALT-DEFEAT's file in Platform Theme Videos
That first hacks video I did was only around 20ish layers, but this one was closer to 70 :D. It definitely becomes a bit to manage, so I save every time I do something I'm good with. I wanted to add a special effect for when the song does that kind of spiraly sound effect a few times, but couldn't figure out anything that I liked and I figure I can wait till I do the Super Gameboy video to try some other stuff (no point trying to cram every idea into one video). I just used the Gausian Blur, a mild amount of Fractal Noise, Matte Choke and Ripple effects for the backgrounds (the song kinda reminds me of water) to give some animation throughout and I used the Gradient transition for going from one game to the next. I added some Drop Shadows around the videos, too. Decided to keep it fairly simple this time, so I didn't look into anything advanced (mostly because I had all those dang layers!). -
CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
Up next will be Super Gameboy. If I can get decent enough art, I'll make it for both the Super Gameboy and Super Gameboy 2. Might take me a few days to get it up with work and everything, but after that I'll move on to game-specific themes. -
MSU-1 Platform Theme Video (16:9)
CTRL-ALT-DEFEAT commented on CTRL-ALT-DEFEAT's file in Platform Theme Videos
I went with After Effects since the here-and-now entry fee is much more palatable at $20 per month (I'm comfortable sticking with GIMP for image editing for now). I'm not a big fan of paying for forever, though, and I won't buy any extra plugins; want to figure out how to make the effects with what is available. I like to draw, so I might upgrade at some point to the $50 per month tier to get access to everything available, but I've got plenty to learn yet with After Effects before I can validate adding more software and expense to things. I do want to learn how to do those really cool animations and lighting effects. A friend who is a graphic designer sent me a link to a YouTube channel that puts out tutorials, so I've been watching those like crazy https://www.youtube.com/channel/UCSUSgx9qc_NydrOL59xbJIA -
MSU-1 Platform Theme Video (16:9)
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
Awesome, I didn't know SNES9X was updated for it. -
MSU-1 Platform Theme Video (16:9)
CTRL-ALT-DEFEAT commented on CTRL-ALT-DEFEAT's file in Platform Theme Videos
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CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
MSU-1 Platform Theme Video is here: -
Version 1.0.0
511 downloads
A theme video for MSU-1 enhanced games. I use a separate platform category for these, so I made a video for anyone else that does the same. The song is called "Catharsis" by Geoplex. You can download for free at Newgrounds: http://www.newgrounds.com/audio/listen/724826 Posted 3 hours ago (edited) · Report post MSU-1 Platform Theme Video (16:9) If you are unfamiliar with MSU-1: MSU-1 (Media Streaming Unit – Revision 1) is a Super Nintendo-only, processing architecture developed by Byuu, author of the bsnes/Higan emulator. This technology brings a realization to “what could have been” had Nintendo not abandoned the deal with Sony to develop a CD-ROM add-on for the Super Nintendo. Instead of getting the Sony PlayStation as a standalone console, it would have been the Nintendo Play Station CD-ROM attachment for the Super Nintedo. This technology allows for an additional 4GBs of storage for Super Nintendo games. It’s primary use, thus far, has been to create CD quality soundtracks for Super Nintendo games. It can also be used to add FMVs (The Legend of Zelda: A Link to the Past) and, in some case, allows for games to be ported to the Super Nintendo (the Sega CD FMV game Road Avenger has been ported to the Super Nintendo using this technology). In many cases, the CD soundtracks have been provided, royalty-free, but there are some exceptions and you must buy the soundtracks from the composer(s) (Chrono Trigger being one such case). Currently, Byuu’s own emulator is compatible with this technology (the bsnes cores in RetroArch are also compatible) and SNES9X (as of version 1.54 - thanks for the correction @lordmonkus) as is the Super Nintendo flash cartridge, SD2SNES. There are currently 10 games that have patches to make use of this technology (all of them featured in the video), but it is technically compatible with all Super Nintendo games, should any one decide to put in the leg work to make a patch. More info on this is here: http://helmet.kafuka.org/msu1.htm -
MSU-1 Platform Theme Video (16:9) View File A theme video for MSU-1 enhanced games. I use a separate platform category for these, so I made a video for anyone else that does the same. The song is called "Catharsis" by Geoplex. You can download for free at Newgrounds: http://www.newgrounds.com/audio/listen/724826 Posted 3 hours ago (edited) · Report post MSU-1 Platform Theme Video (16:9) If you are unfamiliar with MSU-1: MSU-1 (Media Streaming Unit – Revision 1) is a Super Nintendo-only, processing architecture developed by Byuu, author of the bsnes/Higan emulator. This technology brings a realization to “what could have been” had Nintendo not abandoned the deal with Sony to develop a CD-ROM add-on for the Super Nintendo. Instead of getting the Sony PlayStation as a standalone console, it would have been the Nintendo Play Station CD-ROM attachment for the Super Nintedo. This technology allows for an additional 4GBs of storage for Super Nintendo games. It’s primary use, thus far, has been to create CD quality soundtracks for Super Nintendo games. It can also be used to add FMVs (The Legend of Zelda: A Link to the Past) and, in some case, allows for games to be ported to the Super Nintendo (the Sega CD FMV game Road Avenger has been ported to the Super Nintendo using this technology). In many cases, the CD soundtracks have been provided, royalty-free, but there are some exceptions and you must buy the soundtracks from the composer(s) (Chrono Trigger being one such case). Currently, Byuu’s own emulator is compatible with this technology (the bsnes cores in RetroArch are also compatible) and SNES9X (as of version 1.54 - thanks for the correction @lordmonkus) as is the Super Nintendo flash cartridge, SD2SNES. There are currently 10 games that have patches to make use of this technology (all of them featured in the video), but it is technically compatible with all Super Nintendo games, should any one decide to put in the leg work to make a patch. More info on this is here: http://helmet.kafuka.org/msu1.htm Submitter CTRL-ALT-DEFEAT Submitted 02/04/2017 Category Platform Theme Videos
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CTRL-ALT-DEFEAT's Platform Theme Videos
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
No worries at all! You can't be expected to do ALL of the things! I always look forward to seeing what you concoct next, though. -
Hi All, Just opening up a new thread where I can post updates for new theme videos I will be making. My focus is going to be on the "underdog" categories for platforms/games. I'm very new to motion design/video editing, but I hope to add some nice contributions for the community to enjoy. I definitely draw inspiration from @BakerMan's work in his videos (nowhere close to that level of quality and polish, but I hope to get a little closer someday) and have also been inspired by EVERYONE else contributing their time and talents to help make BigBox look so great with themes, art, videos, tutorials, troubleshooting and, of course, @Jason Carr's one-man army development blitzkrieg and bug-squashing (I'm still testing that crash!! :P). I really love the community here; lots of really great folks. OK, I don't like sappy so.... this is where I'll put updates to things I am currently working on to showcase progress on projects or make announcements. It's also a place to make requests or suggestions or even offer critiques. I recently made a platform theme video for the Hacks & Fan-Made category (link to it below) and I have started work on a platform theme video for MSU-1 since I have a platform category for that. Next will be Super Gameboy and then I will dive into some game-specific themes for the Amiga systems. In the meantime, this is short clip showing the little bit of progress for the MSU-1 to get a rough idea of what it will look like (all 10 of the games that currently have an MSU-1 patch will be featured) and what the music of choice is, though with some suggestions that could still be changed.
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And don't work too hard! I feel for ya pulling a double
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You can run MSU1 enhanced games in RA as long as you use one of the bsnes cores since it is the older, SNES-only version of what is now called Higan. Byuu, the author of bsnes/Higan, is also the author of the MSU-1 processor architecture, so as far as I'm aware, games patched for MSU-1 enhancement only work with his emulator (or in the case of RA, a core built on his emulator), so no SNES9X, etc. You can also run them on a real SNES with that SD2SNES flash cartridge. I used to use standalone Higan, but I currently use the plain bsnes-accuracy core (never tried that mercury one since I don't know what is different about it) for all SNES games, including MSU-1. bsnes-balanced works too, but never use performance since I have a fast enough CPU for the accuracy one. Sent from my SM-G930T using Tapatalk
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I'd be more than happy to put some stuff together. Being new at this, the more practice the better. I still have the original video, so I may re-upload that so there are a couple of options. Just figured since they are made from the same composition, I'd just have one, but maybe the other one would be preferable to some. I've got an idea kicking around in my head for an MSU-1 theme video (I have a platform category for those) that I'm going to start work on, too. I am also going to do a theme for Super Gameboy and then move on to game-specific themes for Amiga and MSX. I think I'll start new threads for each platform I start making the game themes for and open them up to requests since I cherry pick all of the games I have for any platform, so I never have every single everything that is available on them. Definitely upload the stuff you've got and any creative suggestions you might have for them too!
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I did a re-do on the video theme. Ver. 2.0 is here:
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Probably not naming convention since I name my TurboGrafx/PC Engine platforms the same way you do, but I get a similar issue with my Hacks & Fan-Made category. It's like things have to "catch up" before the video plays or before inputs will register from the keyboard/controller. This is the only platform I get this with and it only happens on an initial fresh boot of Big Box. Once it's up and going, it won't happen until the next time. Sent from my SM-G930T using Tapatalk
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Hacks & Fan-Made Platform Theme Video (16:9)
CTRL-ALT-DEFEAT replied to CTRL-ALT-DEFEAT's topic in Platform Media
Awesome! It was mostly done with After Effects. I do use GIMP for image editing and I used Windows Movie Maker for the game clips that I edited together for that explosion transition (though there might have been something similar in After Effects, too). I also used Movie Maker to re-render the video after rendering it in After Effects. The file was 16.5GBs, but I have a profile in Movie Maker that I used on it and got it down to 180MBs :). Again, though, this is probably doable in After Effects, too. I wasn't sure where to start either and I'm just kind of guessing at stuff, but it is super fun, so I recommend going for it!