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- by BigCN401 at 11:20 PM EDT on September 10, 2006
- I didn't think it was WORST as a 4Kids' One Piece dub. We're talking about music here and Nintendo didn't replace (keyword) 99% of the music in Twisted!.
I actually like both version of Mona Pizza. It's impossible to do a direct translation of the lyric but it still kept the "meaning" of the song. XD
And speaking of that song, ever since loveemu created a NDS strm to wave converter I was able to rip the song from both version of Touched!.
EDIT: Since this is about other audio format I just wanted to say that I was surprise that Animal Crossing DS have two strm audio. The title music was recorded at 47605Hz. Doesn't that mean the NDS SPU is outputting audio at 48kHz?
edited 11:25 PM EDT September 10, 2006
- by agu fungus at 12:49 AM EDT on September 11, 2006
- As for Twisted, I'm still thankful for the Japanese version. I found out that there's at least one microgame missing (Goku Attack) in the US version, and the baseball track has been horribly changed. And don't forget the Famicom-to-NES transition (at least Famicom Rob remained).
- by unknownfile at 9:45 AM EDT on September 11, 2006
- I compare it as such because it has:
- an excess of puns
- censorship of alcohol (becomes juice or milk)
- missing elements
- Americanized themes
Look at this and tell me what the two things have in common in terms of editing.
- by BigCN401 at 7:14 PM EDT on September 11, 2006
- I know all about the edits that 4Kids did to One Piece (and what they used to do with Pokémon too) and Nintendo with Twisted! too.
For me, I just look at the edits between anime and games differently. Or rather, you can say I look at the experience from each one of them. When I watch the Japanese and the English version of One Piece, I get two different experience of the anime. When I play both Japanese and the English version of Twisted!, I get the same experience from the game.
Anyway, maybe that's just me. I'm not saying you're wrong. I don't want to go off topic either so I'll stop here.
edited 7:14 PM EDT September 11, 2006
- by unknownfile at 6:17 PM EDT on September 12, 2006
- Joshfish, I can't seem to compile the MSF driver example. It reports:
Converting src/layout/dualhovu.lay...
Unable to open output file 'obj/mame/layout/dualhovu.lh'
make: *** [obj/mame/layout/dualhovu.lh] Error 1
- by Josh W at 11:37 PM EDT on September 12, 2006
- you need to make the obj directory tree first:
make maketree
and to make the driver go
make gamedriver.dll
- by unknownfile at 12:07 PM EDT on September 14, 2006
- Josh W's got a new site, how snexy
- by marioman at 8:33 PM EDT on September 15, 2006
- Hey Josh. Good work on the MSF stuff. I know that it is still a work in progress, but I would like to point something out.
The in_mame plugin only works with out_wave in Winamp 5. If it is played with out_ds, the music will be choppy/garbled.
Also, I tried it in Winamp 2 and if you use out_wave, the music is choppy/garbled like out_ds on Winamp 5, but if you use out_ds nothing will play.
You probably know of this already, but just in case you don't, here you go.
Thanks for the great format.
- by Knurek at 1:24 AM EDT on September 16, 2006
- It also works fine in XMPlay, go figure. ;)
- by kode54 at 12:51 PM EDT on September 16, 2006
- Maybe the sound is dodgy because it isn't using the output's CanWrite function, which is supposed to report how much room there is in the output buffer. The typical plug-in design calls for polling that until there's enough room in the output buffer, and waiting with Sleep() until there is.
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