Supermodel - Synthwave Scud Race
Вставка
- Опубліковано 11 вер 2024
- Using Supermodel's new MPEG music replacement feature to turbo charge Scud Race with some synthwave.
Tracks:
Selection: Electric Dark Souls - The Power
Beginner: STEALTH - Ride
Medium: Turboslash - Deathracer
Expert: Electric Dark Souls - Race
That is pretty goddamn awesome! The tunes are a cool fit for the game too.
If there’s anything synthwave doesn’t go well with, I haven’t found it!
Man, that's cool!
@trzy which is the latest official SuperModel3 version?
на оф качай
Whatever is on the download page, as always.
А можно скачать готовый образ игры с вашем музыкой ? это очень круто!
Can I download a ready-made image of the game with your music? It is very cool!
No but I listed the tracks in the description. You can use a YT MP3 downloaded (there are many online), then use an app (I recommend GoldWave) to convert to 32 KHz. The latest build of Supermodel on supermodel3.com contains the Config/Music.xml file you can edit to add your own tracks.
Can this work on other games such as Daytona 2? Been wanting to use the full versions of the music in the game
Works on Scud, Daytona 2, Sega Rally 2, Spikeout, and Star Wars Trilogy, which are the only titles that use the MPEG board.
@@trzy Awesome to know! So the music files are MP2, right? and can they be looped?
@@BrokenGamerX I'd ask for further help on the Supermodel Forum. MP2 or MP3 but they need to be 32 KHz. By default they will play looped. You can set a different loop point using a currently-undocumented file_start_offset tag, which gives the offset in bytes (not time) within the file to loop around to. This has to be found by trial and error. Thankfully, MP3 is a stream format and if you use an offset that isn't aligned with an audio frame it will just skip to the next frame.
Nice!!! How does it handle music loops or what would be needed to get loops of music to work.
There is an undocumented file start offset that can be used to create different loop points otherwise it’ll loop back to 0 if the game requested looping. All offsets are in bytes.
@@trzy cool. Is there any steps on how to do that for our own music. I always wondered how it worked on the arcade boards. Faintly remember adx or one of the other formats used regions in the file
@@GamerGee Not sure what you mean? You need to supply 32 KHz MP2 or MP3 files and edit Music.xml accordingly in the latest release. I've only shown examples for Scud Race because I haven't had time to discover the required ROM addresses for other games. If you know how to compile Supermodel there are two commented-out printf() lines in MpegAudio.cpp you can uncomment that will log addresses.
@@trzy cool. I think that would help
@@GamerGee Post your racing mixes to UA-cam when you get it working :D