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04-21-22 05:23:29 PM
Jul - The Cutting Room Floor - SimCity Classic (SNES) Debug Menu Notes New poll - New thread - New reply
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Sukasa

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Posted on 12-04-10 09:18:38 PM (last edited by Sukasa at 12-05-10 02:34 AM) Link | Quote

A few notes I've made regarding the SPC700 control in the debug menu.

Commands to the SPC700 (as displayed by the debug menu) are split into two parts, presumably two addresses on the SPC700 port. The first part is a number from 0 to 3, and the second is a number whose range depends on the first part.

For simplicity's sake, I will refer to the first number as the command and the second number as the value.

Command 0 (0-_) Appears to be BGM selection. There are 20 possible commands the game will allow you to send
0x1 through 0x13 select BGMS. It is worth noting that I have never heard 0x10 in game.
0xF0 is an additional command, which stops the currently playing music.

Command 1 (1-__) appears to be a sort of BGM Control. There are two values, 01 and 02. When command 1-01 is issued, all 0-__ commands with a value less than 7 are ignored after that, and if any BGM track corresponding with those values is playing, it stops. Command 1-02 reverses this and brings the music command s back to normal, but does not resume playing any previously playing music. I went to test the effects on sound effects, but failed to do so when the game promptly glitched and crashed. More on that later.

Commands 2-__ and 3-__ control the playing of sound effects. I assume they are split between sound classes, though I have not done any more than a small look into it. My guess is they are either split by sound effect length, or UI versus Environmental effects.

During my time working on this, I somehow managed to trigger the game to slowly crash - I assume I disturbed the console slightly, as it is not exactly the most stable SNES system in existence. It took about 2 seconds for the crash to progress from initial symptom to black screen.

At first, I noticed the Command number spazzing out, displaying garbage where it had been. This was followed by all the debug menu text becoming corrupted and the moon disappearing. During this time I was holding the controller and one of the D-pad buttons, and I noticed that in place of where the moon had been, was a 16x16 block of textual garbage - moving according to what I pressed on the D-pad. It did not move like the in-game cursor, but instead moved smoothly and per-pixel. Approximately half a second to a second after I noticed this movable cursor, the screen flashed a few frames of utter garbage, then blackscreened.

My SNES has a broken power connector. I need to repair it before using the SNES some more.

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Rachel Mae

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Posted on 12-04-10 11:46:30 PM Link | Quote
Originally posted by Sukasa
It is worth noting that I have never heard 0x10 in game.

According to the SNESmusic set, it's "Congratulations on Megalopolis," so I'm assuming it is used. It just takes a really long time to actually get there.

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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 12-05-10 02:38:38 AM Link | Quote
12-04-10 09:38:38 PM
Post #3924
Originally posted by Sukasa
The first part is a number from 0 to 0
Well that's not very useful.

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Sukasa

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Posted on 12-05-10 05:34:46 AM Link | Quote

Fixed

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Jul - The Cutting Room Floor - SimCity Classic (SNES) Debug Menu Notes New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

29 database queries, 1 query cache hits.
Query execution time:  0.096327 seconds
Script execution time:  0.015819 seconds
Total render time:  0.112146 seconds


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Tidy found 111 warnings and 0 errors!


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You are recommended to use CSS to specify the font and
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compared with using <FONT> elements.

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of inserting <NOBR>...</NOBR> into the markup.

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