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Game Boy Advance games store their audio samples as uncompressed data in the code. By importing a GBA game file in an audio editor, these can be heard directly. Below is an excerpt of Wario Land 4 being listened to in an audio editor.

710,501 次观看 • 2 年前 •via X (Twitter)

10 条评论

SkylandersKirby 的头像
SkylandersKirby2 年前

Dumb meme I made

Kermis 的头像
Kermis2 年前

Reminded me of this old Vinny Vinesauce Doom GBA corruption

maulmann💥💥💥 的头像
maulmann💥💥💥2 年前

What about warios voicelines are they stored in another way?

Supper Mario Broth 的头像
Supper Mario Broth2 年前

No, they are there among the samples, only stored at a different sample rate. Below is the relevant excerpt. Thank you very much for your inquiry!

IsaTweets 🏳️‍⚧️🍉【Commissions OPEN】 的头像
IsaTweets 🏳️‍⚧️🍉【Commissions OPEN】2 年前

Is there a reason the code comes out as white noise? Are there specific lines that make unique noises (Such as the ending sounding like a high pitch screechy beep)?

Supper Mario Broth 的头像
Supper Mario Broth2 年前

In general, any data imported into an audio editor that is not originally audio (text, image, etc.) will be white noise as it has quickly changing erratic values. The beep is long stretches of the same value in a row. Thank you very much for your inquiry!

U.Flame 的头像
U.Flame2 年前

Yeyeye thezazzglitch did a video about dumping a ROM using this audio

Pixel 的头像
Pixel2 年前

we've encountered supper mario broth's alleged rival; wario soup

Will Weaver 📸 的头像
Will Weaver 📸2 年前

I know you said it's uncompressed but that sound quality is really, really good for a GBA game.

Beau 的头像
Beau2 年前

Another fun fact: The terrible quality of GBA music is due to hardware limitations. One of the main issues being that devs had to balance cpu resources between audio mixing and gameplay and most of the time they chose to prioritize the latter

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