Daytona 2 Power Edition additions

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Re: Daytona 2 Power Edition additions

Postby Bart » Mon Sep 26, 2011 2:00 pm

Ganondorf wrote:Here's something I noticed today. The crew chief voice in Power Edition has a gravelly, slightly distorted filter over his voice (probably to make it sound more like speech through a radio, but he just sounds like he's a habitual smoker) whereas in Battle on the Edge, the voice has no such filter and just sounds like he is speaking normally.

Also, in reference to the country change code, is it the same for Le Mans 24? Trying to select country just makes the cursor skip down to the next option.


Did you check the README? There's a country code for Le Mans that you have to enter. I think it works but it's been a while since I've tried testing it.
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Re: Daytona 2 Power Edition additions

Postby Ganondorf » Tue Sep 27, 2011 2:13 pm

On an interesting but unrelated note, after going through the sound test of Super GT, I found a couple of interesting things:

1. The car engine sound at the "Sega Super GT!" title screen is a Ferrari (the sound in sound test is labelled "Runaway_Ferrari" or words to that effect, runaway probably meaning "driving into the distance").

2. All the sounds for Super Beginner exist in regular Super GT's sound test, i.e. the announcer saying "Super Beginner", the music, the cat meowing, the sounds for the bowling pins being knocked down, and a couple more.

3. There are many (what I presume to be) unused sounds , such as car horns, truck horns, a number of backfire and crashing sounds, and some other skidding sounds. I'm certain I haven't heard these in normal gameplay.

Also, at one point while playing Daytona 2, several random sound errors occurred, such as the announcer randomly saying "Your place: 40th!" during a race (I was in 26th, and he doesn't say this during a race anyway), the announcer failing to say "2" in the pre-race countdown, and not saying "please select manual or automatic transmission".
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Re: Daytona 2 Power Edition additions

Postby Bart » Tue Sep 27, 2011 2:15 pm

Do those incorrect sounds in Daytona 2 work in the sound menu? I'm not really sure whether I'm doing sound banking correctly. It's entirely possible that I'm not and that a large chunk of the sounds aren't actually being accessed correctly. I thought the place numbers and so forth were at least working in the test menu, and in videos I've seen posted online.
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Re: Daytona 2 Power Edition additions

Postby Bart » Tue Sep 27, 2011 2:17 pm

If you can consistently reproduce some of these with save states, that would be immensely useful, especially the random announcement in the middle of a race. Might be impossible to know when he's going to say it, but if you ever happen to capture it in a save state, let me know ASAP. Backup those save states and we can arrange to have them sent over (don't just dump a 30MB file into my inbox though ;))
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Re: Daytona 2 Power Edition additions

Postby Ganondorf » Tue Sep 27, 2011 2:25 pm

Bart wrote:If you can consistently reproduce some of these with save states, that would be immensely useful, especially the random announcement in the middle of a race. Might be impossible to know when he's going to say it, but if you ever happen to capture it in a save state, let me know ASAP. Backup those save states and we can arrange to have them sent over (don't just dump a 30MB file into my inbox though ;))


Lol, that reminds me of the time my friend sent me a 15mb Half Life 2 map file to my email inbox. Took 7 hours to arrive!

On a more relevant note, I'll just make some save states each time I play and see which ones have messed up sound. It might be important to know these errors only occurred after extended play time (2 hrs +).
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Re: Daytona 2 Power Edition additions

Postby Bart » Tue Sep 27, 2011 2:35 pm

Ganondorf wrote:2. All the sounds for Super Beginner exist in regular Super GT's sound test, i.e. the announcer saying "Super Beginner", the music, the cat meowing, the sounds for the bowling pins being knocked down, and a couple more.


Only the CROMs (which contain code and data used by the PowerPC) are different between Scud Race and Scud Race Plus. The sound ROMs and video ROMs are unchanged, meaning that the additional Scud Race Plus graphics, sounds, and music were inside Scud Race all along. My guess is they had planned this from the beginning but didn't quite have time to work out all the bugs or finish the code and opted to release an upgrade patch.
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Re: Daytona 2 Power Edition additions

Postby MichaelMichael54321 » Tue Sep 27, 2011 5:08 pm

MrThunderwing wrote:There's also an option in the test menu of Power Edition that lets you change who does the in-game vocals (a handy little tip Bart shared with me). To be honest though the second guy, Dennis, is only slightly less awful than the first guy. There's also a way in Battle on the Edge to change the ROM's country setting, so you can change the text to English (useful for the demo mode's information). Using the default keyboard layout, go to the test menu and hold down start then press: F, F, S, D, A, D, S and it'll take to you to the country selection screen. there's probably a way to do this in PE as well, but I don't know how.
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Re: Daytona 2 Power Edition additions

Postby kuran » Wed Sep 28, 2011 11:31 am

I didn't want to create a separate thread for this question, so allow me to splice it into this thread:

When playing Daytona 2, the other cars on the track are all not fully textured. Sometimes they do have roof or hood textures, although not all the time. I am playing the Mac OSX version of Supermodel.

I doubt this is normal since the original Daytona had fully textured opponents AFAIK.. is this a known issue?

In other news, I have been playing in 1920x1200 resolution and set the game to 'grand prix' mode (puts the lap count on the easy track to 40), perfect fun! It runs at a smooth 60fps even in this resolution, with a few 'hiccups' in the amusement park track which seem to be related to streaming data issues, not fps loss. This is on a Macbook Pro 15". Amazing results for a 0.2 release.
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Re: Daytona 2 Power Edition additions

Postby Ganondorf » Wed Sep 28, 2011 1:53 pm

Bart wrote:Do those incorrect sounds in Daytona 2 work in the sound menu? I'm not really sure whether I'm doing sound banking correctly. It's entirely possible that I'm not and that a large chunk of the sounds aren't actually being accessed correctly. I thought the place numbers and so forth were at least working in the test menu, and in videos I've seen posted online.


I've found a huge number of broken sounds in the sound test. I had never seen the Live Camera mode of Daytona 2, so I went into the sound test and tried to listen to the sounds. However, many of the Live sounds were actually other sounds (such as positions, menu voices, crew chief announcements) sped up or slowed down, in varying pitches. Quite odd.
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Re: Daytona 2 Power Edition additions

Postby Bart » Wed Sep 28, 2011 3:35 pm

kuran wrote:When playing Daytona 2, the other cars on the track are all not fully textured. Sometimes they do have roof or hood textures, although not all the time. I am playing the Mac OSX version of Supermodel.

I doubt this is normal since the original Daytona had fully textured opponents AFAIK.. is this a known issue?


Yeah. My guess is an unemulated texture format or a priority issue. I think it's just a decal that goes on top of the doors and tops, with a small logo or number. I notice that MAME has the same problem.

In other news, I have been playing in 1920x1200 resolution and set the game to 'grand prix' mode (puts the lap count on the easy track to 40), perfect fun! It runs at a smooth 60fps even in this resolution, with a few 'hiccups' in the amusement park track which seem to be related to streaming data issues, not fps loss. This is on a Macbook Pro 15". Amazing results for a 0.2 release.


Cool! Glad to hear!
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