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Cart #segalogogame-0 | 2021-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Desc

A de-make of SEGA™️'s logo whenever starting up a game made by SEGA™️ (no wonder)

Controls

Re-start

Press 🅾, ❎ or Z, X to restart the logo

Flip/Unflip

Press ⬅️, ➡️ or the left/right arrow keys to flip/unflip the logo respectively.

SFX

SEEEEEGAAAAA™️!

[sfx]

!™️AAAAAGEEEEES

[sfx]

Weird secret

If you wait 3 minutes without pushing a button, the SEGA™️ logo will jump off the screen like in Sonic CD.

PCM sample version

@rnd made PCM sample version from my request from the comments. Take a listen!

Cart #sega_logo_pcm-0 | 2021-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Credits

@Gabe_8_bit (improving the "SEEEEEGAAAAA™️!" chime)

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2

SEEGAAAAA!!! (Very nice cart, btw)


2

It would be great if you included the original choir sample.


1

@StinkerB06 I would've, but there's no samples online as far as I know. Although if anybody finds the sample or a sample-er, please comment that here.


12

I was able to find the raw PCM sample (seemingly encoded at 16000 Hz) in the Sonic 1 disassembly.

Using it (and needing to create a separate tool to port raw 8-bit data into a PICO-8 string), I made a 5512 hz raw 8-bit unsigned PCM file from the sample, converted it into P8SCII, and then wrote some code to stash it into the normally-disabled 0x8000~0xFFFF memory area.

From there, playing it back was the matter of watching how much sound is still in the buffer and filling the rest with the serial() command until the sound is over.

Cart #sega_logo_pcm-0 | 2021-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1

@rnd That's amazing! I love how you also included the backwards version just for the sake of the original cart.


1

Hey @rnd, can you make a PCM sample of this, I want to make something like it in a game I'm making. If you do, I'll make sure to give you credit!
EDIT: I tried to use your tool but I don't know how to use it because I'm not good at anything that's not PICO-8 Lua.


7

@Gabe_8_bit, I understand. It's written in C and the user needs to compile it from source, preferably in an environment like MinGW or MSYS. (I don't know really how to code for Windows, I'm sorry here.)

Here's the cursed version of the previous cartridge, where the SEGA! sample is replaced with "It's-a me, Mario!".

UPDATE: drew a Nintendo logo in place of the SEGA logo.

Cart #itsa_me_mario_pcm-1 | 2021-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Old version:
Cart #itsa_me_mario_pcm-0 | 2021-08-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1

@rnd this sounds surreal, great job. Do you think you could create some sort of webapp/app to convert sounds into these PICO-8 strings?


1

@rnd Could you please record the process of this in a GIF or MP4? I'd love to use this in future projects. (if possible)


1

I made a personal tool to convert samples but it seems to be broken... but maybe I should come back to this :o
Fun carts above <B


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Cart #sm64_mario_thing-2 | 2021-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I decided to make something with the PCM sample.


1

Would it be possible to use this to put our own samples/sfx in PICO-8?


1

@CarsonK Yes! (well, only samples. sfx() data is out of the question)


1

How would you go about converting/compressing a sound file to a usable "PCM" format?


1

read the header to find the channel and bitdepth and then convert the data into picoscii chars.
Pico has 256 chars so you might have to compress the bigdepth if it was say 16 or higher.
Although sure people have made tools to do this if that's not your thing.
ya like rnd right above already did it if you want to not make your own


1

who is it?



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