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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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