User talk:KungFuFurby

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Interplay Notice

I think Rebecca Heineman was invested in co-creating Advanced Real-time Dynamic Interplay as buried in the credits of Out of This World (SNES) with programmers Jim Sproul and John Phillip Britt. That's right. Heineman made three SNES drivers. --Duc4Wikmedia (talk) 19:35, 21 August 2020 (EDT)

I think ARDI supporter Rebecca Heineman was credited as "Super NES Programming" in the credits of Out of This World (SNES), and sound driver programmer Jim Sproul and John Phillip Britt was credited there as "Additional Programming" in the credit roll of the same game, just like with the Brett Hull Hockey games, which listed Chip Level Designs as sound driver programmer. Unfortunately, Heimeman goes uncredited on Claymates (SNES), as it doesn't fit with the other two programmers listed here. --Duc4Wikmedia (talk) 20:04, 21 August 2020 (EDT)

Update

Hold on KFF. I'll plan on revamping the SFC/SNES Sound Driver page, because the fact both the Michelle Simon/Tommy Tallarico and the Basement Boys Software/Chip Level Designs/Equilibrium versions of the N-SPC driver are related. Tallarico used BBS driver for Cool Spot (SNES), while Simon used BBS for Jammit (SNES) and Street Hockey '95 (SNES). --Duc4Wikmedia (talk) 20:39, 3 September 2020 (EDT)

Well another wake up call. The old name for SMSG (SNES Driver) is APU Engine, as sourced on text signatures for Bill Walsh College Football (SNES) and Mickey's Playtown Adventure: A Day of Discovery! (SNES). --Duc4Wikmedia (talk) 21:39, 7 September 2020 (EDT)

I think for these above two games using the signature, "APU" is short for "Audio Processing Unit". --Duc4Wikmedia (talk) 23:31, 9 September 2020 (EDT)

I also missed three SNES simulators in the SNES/SFC Sound Driver page. They are Super Strike Eagle/F-15 Super Strike Eagle, War 2410 and War 3010: The Revolution. I hope KungFuFurby, I'd said Robert C. Ashworth's version of the N-SPC driver is simply a later version of Technos' SNES driver. I'd suggested via message boards on Twitter and the VGMPF page that I think that RPM Racing used an earlier version of Interplay's SNES driver (aka Advanced Real-time Dynamic Interplay) by Rebecca Heineman that did not streams music from the SNES, and I'd thought on Factor 5's page that Super Turrican and Jim Power: The Lost Dimension in 3D used an earlier version of TROET SoundSystem by Chris Hülsbeck (we have to doublecheck Factor 5's name in the title screen of Super Turrican). There's also a separate sound driver by Id Software called SuperFamicom Low Level Sound Driver by Rebecca Heineman and John Carmack that was used in Wolfenstein 3D and Super 3D Noah's Ark. I'd just heard that the Michelle Simon/Tommy Tallarico variant of N-SPC is a branch of Basement Boys Software's SNES driver (since they doublechecked Cool Spot in which Tommy Tallarico used BBS, and doublecheck Street Hockey 95 and Jammit, in which Michelle Simon's name was found in the credits, since they also used BBS). Good luck! --Duc4Wikmedia (talk) 23:31, 9 September 2020 (EDT)

Hold on a second. I clarified that Cal Ripken Jr. Baseball (SNES) is Chip Level Designs, not Andrew Bailey. Got it! --Duc4Wikmedia (talk) 12:47, 10 September 2020 (EDT)

KFF, stay alive! I think Ocean Software's SNES driver needs to be revised and cleaned up merging it with N-SPC's Ocean driver, thus creating three versions of the driver. --Duc4Wikmedia (talk) 21:36, 27 September 2020 (EDT)

Update Report

Well I have an update report for K.F.F., regarding the SNES sound engine list.

It was suspected that all the games listed under "Michelle Simon/Tommy Tallarico" now detected as a no signature Basement Boys Software/Chip Level Designs/Equilibrium variant, since in the SNES credits for Cool Spot, Tommy Tallarico was listed for "Audio" in the credits. Even the SNES credits for Jammit and Street Hockey 95 listed Michelle Simon in there. The end result goes to like that:

  • Bebe's Kids
  • Cal Ripken Jr. Baseball (this game credits Equilibrium for sound code, all other cases that trace from the sound driver with the signatures credit Basement Boys Software)
  • Hunt for Red October
  • Muhammad Ali Heavyweight Boxing
  • NFL Football
  • Super Caesars Palace
  • Super Slam Dunk
  • Super Slap Shot
  • Tom and Jerry

--Duc4Wikmedia (talk) 00:03, 25 October 2020 (EDT)

It is reported that these drivers have two matching builds. Five no signature builds were taken from games by Park Place Productions and Virgin Games, the other four came from different developers and publishers. I agree. It was used by American developers only. I like the way I asked to make way for a change. --Duc4Wikmedia (talk) 22:22, 25 October 2020 (EDT)
It was reported that two of these were merged. They were this and this, just because Tallarico worked on the SNES audio conversion for Cool Spot, which used Chip Level Designs' sound engine. --Duc4Wikmedia (talk) 23:05, 25 October 2020 (EDT)
It is estimated that Chip Level Designs' N-SPC/Kankichi driver was used externally by American developers. --Duc4Wikmedia (talk) 09:24, 26 October 2020 (EDT)
Well this is really interesting. --Duc4Wikmedia (talk) 23:13, 26 October 2020 (EDT)

Issue with the game rip file layout

Regarding Blackthorne (SNES)#Game Rip and possibly others. It's expected to see ripped music files in the root of the archive, but instead there are two directories, one being "__MACOSX" and another is the same as the game page name.

Next problem is the music filenames layout:

  • Files inside "/__MACOSX/Blackthorne (SNES)" directory are being 1KB in size (they don't look like correct music files) and follow this naming:
 ._01 Title Screen.spc
  • Files inside "/Blackthorne (SNES)" directory follow this naming:
 01 Title Screen.spc

The correct naming is:

 01 - Title Screen.spc

See Editing Rules: Rips for the details. --binarymaster (talk) 17:35, 11 June 2024 (EDT)

OK, so it's a combination of a naming convention fault on my end and some erroneously included Mac-specific files that made it into the .zip file. I think the Issue Rip tag was a bit erroneous because of its text, but thanks for notifying me about it. --KungFuFurby (talk) 18:01, 11 June 2024 (EDT)
Yeah maybe the template could be improved in some way to allow selecting descriptions. --binarymaster (talk) 08:33, 12 June 2024 (EDT)

Another World

Hi! I checked meta tags in your rip of Out of this World, Charles Deenen was credited in most of tracks. I'm compared music with Genesis version, the score is same, but with some additions. It really seems, that it composed by Jean-François Freitas. Charles Deenen, like Tommy Tallarico in Genesis version, just arranged original score. Unlike the Genesis version, SNES version had better sounding. I don't try to annoy you, as Duc Nguyen does. I'm just want to help you. What do you think? --IgoreshaZhu (talk) 13:12, 2 January 2025 (EST)

Most of the music doesn't even exist in the other versions, and the Amiga version is the original version of the game. http://www.anotherworld.fr/anotherworld_uk/page_versions.htm has some info about the process from the developer. The music was mostly replaced, and it is implied that the original composer was not involved. The only other place I've seen the music in question is the Apple IIGS version, and I think the Genesis version inherited the music from the SNES version (and I've seen replaced credits before, and in this case, given that it's Tommy Tallarico...). I'm leaning towards Charles Deenen being the composer of the extra music (though the Genesis version seems to have some differences as you mentioned, so that can get murky), Charles Deenen being the arranger for the SNES music, and I don't have enough data for the Apple IIGS version. The 3DO version has completely different music, and thus is not a factor. Similar case with the Mega CD version. KungFuFurby (talk) 22:11, 2 January 2025 (EST)
Okay, thanks for explaining it! --IgoreshaZhu (talk) 01:30, 3 January 2025 (EST)
Maybe not... for Tommy Tallarico. KungFuFurby (talk) 21:23, 5 January 2025 (EST)
I'm already know that Tallarico is a liar. And I've already expressed his disappointment more than once. --IgoreshaZhu (talk) 00:36, 6 January 2025 (EST)

SNES drivers

Hi! I'm already know that you an expert on SNES games only, but not in other consoles.

Before I added missed games to your list, but vgmid didn't identified them.

From missed games, i added Quinty, which later deleted from internet. Only SFC rips are exist. I think that this game can be use custom sound driver by Game Freak, but it can be sounds like Beat Maniac/Tomcat System.

Moto-X seems to be use Mike Webb's sound driver, but really? I'm only believe, that unreleased port of Disney's Pocahontas by FunCom uses Mike Webb's driver, since Paul Tonge was mentioned in readme file in Jeroen Tel's music source.

But some of my edits of headers are unnecessary. Can you confirm some of them?

While you helped me with SNESmod and some of BS-X titles, I'm still looking for expert, who can confirm some of my thoughts about GBA drivers, especially for MaxMod. --IgoreshaZhu (talk) 06:40, 13 March 2025 (EDT)

I have confirmed Quinty (under Game Freak), Moto-X and Pocahontas (the latter two under Software Creations), so your info is correct there.
For Quintet to Ancient, specifically, I consider Ancient to be as plausible as Quintet. Yuzo Koshiro is not the only composer to have used the sound driver, as it is used in a few games by Quintet... and is also used in Magic Sword, though an uncredited arranger is plausible here. There actually is one credit, found in Miracle Casino Paradise, that does credit Yuzo Koshiro with the sound driver, so I still consider this plausible.
For Nova/Arc System Works (of which I had previously only included Nova)... every single known SFC game Arc System Works developed, according to GDRI, did not use a N-SPC variant (the exception being Shougi Club, but that's not even the variant you indicated). The earliest games had Norihiko Togashi on music, and the earliest game to have credits, Kidou Senshi Gundam F91: Formula Senki 0122, is credited to Nova on GDRI (the other two, Battle Dodgeball and SD The Great Battle, list the same company in red, and they don't have credits). Norihiko Togashi used multiple sound drivers throughout his music career on the SNES.
I reverted the Kennosuke Suemura one because it is not a descendant of Nova/Arc System Works to my knowledge.

KungFuFurby (talk) 15:52, 13 March 2025 (EDT)

Thanks for confirming it! --IgoreshaZhu (talk) 18:52, 13 March 2025 (EDT)

About MaxMod

Hi! I know that your music for MazezaM Challenge later ported to GBA port. I think, if original game uses SNESMod, GBA port uses MaxMod.

You already corrected me, when I added some homebrew drivers. Did you know, in which GBA games uses MaxMod? Although I still doubt that you know anything about GBA games either. You can also check my WIP list.

In another case, I'm trying to find signature for birdmanager6's similar tool to yours, but I can't and don't know how to get signatures for identification. I need this to confirm that this game really uses this engine. --IgoreshaZhu (talk) 10:08, 2 April 2025 (EDT)

Correct, my music for MazezaM Challenge was indeed ported to the GBA, and I'm pretty sure MaxMod was used in the port as well, though that's only because the original sources were .it files in the first place. However, the way I sorted out my stuff when doing these sound driver identificaitons was by assembly lookups... and admittedly, there are a couple of factors to put into play when it comes to looking this stuff up. One of them is that most of the music playback on the SPC700 side actually keeps memory locations relatively consistent for my lookups (though this isn't always true, especially with Konami's later ones) so that I don't have to go down to the opcode level to do comparisons, though I can still get foiled by some things. ARM ASM also appears to be a lot more complicated for me to look up in terms of raw hex opcodes as opposed to what I could do with the 65816 and SPC700 ASM, respectively. My focus is on the SNES side, and sorting out sound drivers across an entire commercial era, including homebrew stuff, can be a really big task, so I ultimately don't have much else to say at the moment. KungFuFurby (talk) 16:06, 2 April 2025 (EDT)

Okay, thanks for this! --IgoreshaZhu (talk) 01:34, 3 April 2025 (EDT)