@@PrideEepy64WHAT? I refuse to believe that Parappa the Rapper 2 is 4 years older than me. The graphics really stepped up since UJL’s release 2 years prior.
@@PrideEepy64 I feel really sad that this piece of gaming history isn’t getting more mainstream attention. I really want to do something about it, tbh I know how to animate and code, I might just create a ground-up 2D remake so that it at least looks more appealing to the modern lens.
Since I'm seeing this asked in the comments and I'm in nerd mode right now... 32767 is the signed 16-bit integer limit, the highest number than can be represented in the latter 15 bits (01111111 11111111, the very first bit is the sign: 0 for positive, 1 for negative). If you try to add 1 to this value with this data type, it will overflow to -32768, the lower limit. This also happens on the original Um Jammer Lammy for the PlayStation. Um Jammer Lammy NOW! runs on the Namco System 12 (1996) which spec-wise similar to the original PlayStation but with a faster CPU. Both machines, having 32-bit CPUs, are very clearly capable of working with larger values (evidenced by the final score of 98301) which have much higher limits. The potential reasons that I can think of that they used a smaller data type are [a]: as a design choice possibly to fit on the screen where it does, [b]: the PS1 and System 12 only have 2 MB of RAM and the developers needed to be frugal, [c]: whatever version of GCC they were using defaulted 'int' to a 16-bit value (this was a time before stdint.h), or [d]: the developers were inconsiderate of such a big score being possible. Why they used a signed value rather than unsigned in a place where negative scores aren't possible is beyond me. Using an unsigned value seems to me much more in line with what would probably be possible and I'd put money on it that we'd see something like a 50 000 instead
@@_lun4r_ Games for fifth-generation consoles were usually done in C. On the N64, SM64 and MK64 were both written in C with some C++ components. PS1 games were written similarly; SDKs exist for the PS1 in C, and questions on Reddit and the Game Development Stack Exchange confirm that devs were working with C, though some time or performance critical code would have been done in MIPS assembly. I imagine PTR1 and UJL wouldn't have needed that much ASM considering those games mostly just play prerendered(?) videos and then work with simple 3D scenes. UJL NOW I could see one using more ASM since that's much more featureful on top of limited RAM. You are probably right though about them not using GCC. An N64 developer reported using a custom compiler since GCC 2.x was apparently abysmal, and considering PS1 devs report using C+ASM vs. N64's C+CPP using GCC for the PS1 probably would've been hard. The main point is that however the game was made, that portion of the game used 16 bit values rather than 32 bit, which again considering the capabilities of the CPU strikes me as odd.
What i do is i input the codes Off Beat to the song. It also depends on how you input the codes if there are spaces in the codes. It's kind of difficult to get a hang of but enough practice & you should be getting the Fevers in an Instant
Very good play! Also curious, how did you get into stage 7 on the Easy course? Did you go into the test mode and change the difficulty level from there?
Thank you! I don't see compliments that often on my videos so this is a very much thanks! About that Stage 7 thing, I've heard some guy in the UJL NOW! Discord say that if you score a certian amount of points on a course, the final round will be Stage 7 instead of the one that's supposed to be the last.
Strange new thing for me to learn, but interesting to say the least! And so happy Parappa managed to squeeze in his trademark catchphrase x3 "That's right! We gotta believe!"
Don't thank me, thank the people who made this a possibility: Eric Yockey, Johnathan Ross & Phil Bennett. Johnathan Ross for buying the machine on Ebay back in 2007 and still kept it to this day. Eric Yockey for going on his mission to get in touch with Johnathan Ross & preserving the game Phil Bennett for doing an amazing job on dumping the ROMs
@@darlexmcandothers but still, thank you for publishing this video since i can't play the game on my own but huge thanks for people who contributed to play, preserve and dump this game too
I love how Joe Chin goes all out on presentation and yet calls this a so-so game. It's like he believes in the experience he can help create, or maybe he's more of a fan than he lets on.
Dude, 32767 is a terrifying number now. That’s exactly the maximum number of kilos of icecream a person can buy at the cash register at my job. That’s EXACTLY the highest possible number you can input to the Point of Sale system. Now it’s in the title of this video, wtf.
It's similar to 255, because both of these numbers are limits of a power of two minus one. In 32767's case, it's 2^15 - 1, also 65535 as 2^16 - 1 also exists as an upper cap.
It's a very good strategy if you wanna grind points in Fever Mode. If you spam the buttons you activated fever mode on to the BMP of the song, you'll get about 2000 points each turn.
@@darlexmcandotherspppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppipi pick you were spamming the guitar n table
Just realised that i did a stupid thing in OBS with the audio. Sorry for the Volume going up & down in the video, i've seemed to increase the compression in the audio instead of making the main Volume higher. (i swear this won't happen again)
im so happy that this dumb silly little old game series about a dog that raps is still getting love after 24 years
Except the dumb silly little game series has been extinct since 2002
(PlayStation all stars battle & Remake Don’t Count)
@@PrideEepy64WHAT?
I refuse to believe that Parappa the Rapper 2 is 4 years older than me. The graphics really stepped up since UJL’s release 2 years prior.
@@UramiLamb uh…well Parappa The Rapper 2 came out in 2002
And it’s been 21 years and no new game
Cuz I know how everyone else feels
@@PrideEepy64 I feel really sad that this piece of gaming history isn’t getting more mainstream attention. I really want to do something about it, tbh I know how to animate and code, I might just create a ground-up 2D remake so that it at least looks more appealing to the modern lens.
@@PrideEepy64 2001* not 2002.
even that game is one year older than me
3:44 wtff
That's his chin...
Since I'm seeing this asked in the comments and I'm in nerd mode right now...
32767 is the signed 16-bit integer limit, the highest number than can be represented in the latter 15 bits (01111111 11111111, the very first bit is the sign: 0 for positive, 1 for negative). If you try to add 1 to this value with this data type, it will overflow to -32768, the lower limit. This also happens on the original Um Jammer Lammy for the PlayStation.
Um Jammer Lammy NOW! runs on the Namco System 12 (1996) which spec-wise similar to the original PlayStation but with a faster CPU. Both machines, having 32-bit CPUs, are very clearly capable of working with larger values (evidenced by the final score of 98301) which have much higher limits. The potential reasons that I can think of that they used a smaller data type are [a]: as a design choice possibly to fit on the screen where it does, [b]: the PS1 and System 12 only have 2 MB of RAM and the developers needed to be frugal, [c]: whatever version of GCC they were using defaulted 'int' to a 16-bit value (this was a time before stdint.h), or [d]: the developers were inconsiderate of such a big score being possible.
Why they used a signed value rather than unsigned in a place where negative scores aren't possible is beyond me. Using an unsigned value seems to me much more in line with what would probably be possible and I'd put money on it that we'd see something like a 50 000 instead
They definitely didn't use GCC. Most of the old games were created using assembly code.
@@_lun4r_ Games for fifth-generation consoles were usually done in C. On the N64, SM64 and MK64 were both written in C with some C++ components. PS1 games were written similarly; SDKs exist for the PS1 in C, and questions on Reddit and the Game Development Stack Exchange confirm that devs were working with C, though some time or performance critical code would have been done in MIPS assembly.
I imagine PTR1 and UJL wouldn't have needed that much ASM considering those games mostly just play prerendered(?) videos and then work with simple 3D scenes. UJL NOW I could see one using more ASM since that's much more featureful on top of limited RAM.
You are probably right though about them not using GCC. An N64 developer reported using a custom compiler since GCC 2.x was apparently abysmal, and considering PS1 devs report using C+ASM vs. N64's C+CPP using GCC for the PS1 probably would've been hard. The main point is that however the game was made, that portion of the game used 16 bit values rather than 32 bit, which again considering the capabilities of the CPU strikes me as odd.
@@tschammo okay so i went too old, however the point stands for not using GCC, as GCC was kinda garbage for console game development in the late 90s
8:25
NO PARAPPA YOU CAN'T SAY THAT WORD THAT'S RACIST
It technically is saying "digging", not the N-word.
Obviously, I was making a joke.
how do you manage to put in the fever codes so effortlessly thats still a thing i struggle with 😔😔 amazing plays and video
What i do is i input the codes Off Beat to the song. It also depends on how you input the codes if there are spaces in the codes. It's kind of difficult to get a hang of but enough practice & you should be getting the Fevers in an Instant
Very good play! Also curious, how did you get into stage 7 on the Easy course? Did you go into the test mode and change the difficulty level from there?
Thank you! I don't see compliments that often on my videos so this is a very much thanks!
About that Stage 7 thing, I've heard some guy in the UJL NOW! Discord say that if you score a certian amount of points on a course, the final round will be Stage 7 instead of the one that's supposed to be the last.
Strange new thing for me to learn, but interesting to say the least!
And so happy Parappa managed to squeeze in his trademark catchphrase x3
"That's right! We gotta believe!"
the difficulty thing changes how hard the game generally is by changin the timings
@@darlexmcandothersOh, you actually got Stage 7 on Easy Mode because you ended Stages 1 and 2 on COOL Mode.
How Can I Enter Fever Mode Like That?
enter cool mode
enter cool mode, luck into the codes or memorise them
wow lots points
The lyrics in round 2 should be the real lyrics
Sup yall
so nice hearing parappa's voicelines without the PSX compression. it's like wearing glasses for the first time
UH UH UH UH UH UH UH UH COME COME COME COME COME COME COME- parappa whatchu doin?
4:42 stop smacking it parappa
amazing video dude, it's amazing how much we're able to see this game after 24 years and here we are, thank you
Don't thank me, thank the people who made this a possibility: Eric Yockey, Johnathan Ross & Phil Bennett.
Johnathan Ross for buying the machine on Ebay back in 2007 and still kept it to this day.
Eric Yockey for going on his mission to get in touch with Johnathan Ross & preserving the game
Phil Bennett for doing an amazing job on dumping the ROMs
@@darlexmcandothers but still, thank you for publishing this video since i can't play the game on my own but huge thanks for people who contributed to play, preserve and dump this game too
I love how Joe Chin goes all out on presentation and yet calls this a so-so game. It's like he believes in the experience he can help create, or maybe he's more of a fan than he lets on.
Dude, 32767 is a terrifying number now. That’s exactly the maximum number of kilos of icecream a person can buy at the cash register at my job. That’s EXACTLY the highest possible number you can input to the Point of Sale system. Now it’s in the title of this video, wtf.
It's similar to 255, because both of these numbers are limits of a power of two minus one. In 32767's case, it's 2^15 - 1, also 65535 as 2^16 - 1 also exists as an upper cap.
puncc if it was FOUND media
1 strategy for every stage on cool mode 1 BUTTON GO BRRRRRRRRRRRR
It's a very good strategy if you wanna grind points in Fever Mode. If you spam the buttons you activated fever mode on to the BMP of the song, you'll get about 2000 points each turn.
@@darlexmcandotherspppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppipi pick you were spamming the guitar n table
Fact: 32767 is 2^15 - 1
Just realised that i did a stupid thing in OBS with the audio. Sorry for the Volume going up & down in the video, i've seemed to increase the compression in the audio instead of making the main Volume higher. (i swear this won't happen again)
I can also got cool mode but can you tell me how to get fever mode?
Can you not go over 32767
nope. it is hard locked to the max limit of a 16-bit signed integer which is 32767
5:03 Bahndaten moment
5:03 cucucucucum
I 8 years old
Santa is not real
Life is about to get harder
bruh
That Score Is Excellent
nice score 32000 each one cool
Pick
4:49 why also how to use my ps4 controller in the emulator
5:01 PARAPPA SAYS CUM
Yes is say cum 😟😟
It's supposed to say "come" though
Download please!!!!!!!
Howd you not get audio stuttering? Is it just luck?
@@Gingernugget24 fast computer that's it
@@_lun4r_ fair enough
3:36 beautiful! You gave joe chin goose bumps!
I swear that if I saw a 98301 score on a UJLNOW! machine i'd be freaking jealous