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by Omochao at 6:54 AM EDT on March 29, 2010
@aqafungus
It probably uses a different song bank, like the Mother 1 section of the Mother 1-2 collection.
Mario Kart Super Circuit, Multiboot Edition by unknownfile at 9:46 PM EDT on March 29, 2010
L:\gsf>saptapper mkss_mb.gba
File mkss_mb.gsflib loaded
found at 0x325fbc
Checking for soundmain...found at 0x325fb0
Checking for soundint...found at 0x325f38
Checking for vsync...found at 0x3258ec
Enter your name for GSFby purposes.
The GSFBy tag will look like,
(yourname)*
GAY ANAL RAPE

0 error(s)

This produces one track which does nothing.

edited 9:47 PM EDT March 29, 2010
by Omochao at 1:25 AM EDT on March 30, 2010
Well, I could record those tracks myself, IF I had a code to turn off the Kart sound.
by unknownfile at 9:39 AM EDT on March 30, 2010
well it depends, does it use tracks not present in the normal game?
by Omochao at 10:50 PM EDT on March 30, 2010
It does indeed (though they all originally appeared in Super Mario Kart).

EDIT: I have recorded the Results and Track Select. I can't, however, do the track itself, because of the Kart sound.
http://www.sendspace.com/file/t7p5o8

edited 11:52 PM EDT March 30, 2010
by Apx at 1:27 AM EDT on April 2, 2010
Looks at the last four entries in "brd_dcs.cpp" from the latest M1 source code.
Notes the lack of windows version in the Bannister m1 forum thread.

Cries :'''(
got bored and ported stuff by unknownfile at 2:06 PM EDT on April 2, 2010
i now have the pc-88 version of Snatcher running in m1, which means i just wasted my time yay

will be getting to gsf rips eventually due to boredom
by RukarioGyiyg996 at 7:52 PM EDT on April 2, 2010
@unknownfile How does the Team Metalslave logo music sound in M1?
by unknownfile at 8:45 PM EDT on April 2, 2010
all the music sounds identical to hoot, just some slight differences in the envelope generator

this is on the old fm.c thing so blah
more porting stuff by unknownfile at 2:51 PM EDT on April 4, 2010
trying my hand at getting x68k over to m1 from hoot, good thing they use the executable off the game disks themselves.

read_memory_32 address 00000AC8 <-- jump from patch into executable code
read_memory_32 address 00008414 <-- bad opcode
read_memory_32 address 00000010
read_memory_32 address 000008D4 <-- infinite loop, seemingly put there by the developers

_________________

wow nice, the code used to load x68k .x files is terrible. i have the basic flow of it reversed, but the initialization for the loop is redundant, will finish it later and release the new version and source.

edited 6:47 PM EDT April 4, 2010

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