Leiti 5 vastet.
| ID | Kanal | Video | Kustutatud | Kuupäev | Kirjeldus | Subtiitrid | Avalik | Ülekanne | HD | URL | PRIVATE | TitleMUI_en | TitleMUI_et | KirjeldusMUI_en | KirjeldusMUI_et | Filename | Category | CategoryMUI_en | Tags | OdyseeURL | KanalMUI_en | KanalMUI_et | Translated | has_thumbnail | local_stream | ytdlp_meta | est_subs | eng_subs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 677 | Press any key to continue... | Flipnic - Full soundtrack [PS2 BGM Loopback Rip] | 0 | 2026-05-18 | There are already some uploads of the soundtrack for this game, but they're incomplete and missing tracks. This one should include every single background music from Flipnic, which has a corresponding .MID, .BD and .HD file. The images are backgrounds used in certain menu screens. I was able to record these soundtracks by muting the sound effects, then replacing a music track that was supposed to play with another one using PCSX2 debugging tools. Finally, I recorded all of the background music by setting the record source to loopback in Audacity and then exported each recording into a file. The non-looping was accomplished by removing the last ControlEvent from the corresponding MIDI file and replacing it with an end of track event. And yes, this video is basically a re-upload. I fixed the menu images and actually made the music end instead of suddenly cutting off. Download: https://drive.google.com/file/d/1wMrX_xHuJPdXjvgRepo0F1fCig53ymvN/view?usp=drive_link Timestamps: ------------ Biology ------------ 0:00 Stage main (Biology) [NATURE_0.MID] 2:19 UFO warning [NATURE_1.MID] 3:48 Multiball [NATURE_2.MID] 4:48 Bonus missions [POSITIVE.MID] --------- Metallurgy ---------- 6:31 Stage main (Metallurgy) [ISEKI_0.MID] 9:02 Spider crab [ISEKI_1.MID] 10:25 Multiball/Shut down the shafts [ISEKI_2.MID] ------------ Optics -------------- 11:47 Stage main (Optics) [HIKARI_0.MID] 13:46 Non-stop area/Bumper village [HIKARI_1.MID] 15:16 Multiball/Loop the loop [HIKARI_2.MID] ---------- Evolution ------------ 16:42 Stage main (Evolution) [BOSS_1.MID] --------- Geometry ------------ 18:29 Stage main (Geometry) [LOAD_RETRO_3.MID] 19:13 Chu chu multiball [LOAD_RETRO_4.MID] 19:44 Alien hill [LOAD_RETRO_5.MID] 20:22 Area 74 [LOAD_RETRO_6.MID] 21:05 Galaxy Tennis [LOAD_RETRO_7.MID] --------- Incidentals ---------- 22:00 Red mission [LOAD_0.MID] 22:05 Yellow mission [LOAD_1.MID] 22:10 Warning [LOAD_2.MID] 22:15 Geometry mission 0 (unused ver.) [LOAD_RETRO_0.MID] 22:20 Geometry mission 1 [LOAD_RETRO_1.MID] 22:24 Geometry mission 2 [LOAD_RETRO_2.MID] ------- Miscellaneous -------- 22:27 Zero gravity [SERIOUS.MID] 23:51 Geometry 2P [RETRO_0.MID] 25:12 Geometry 2P (unused ver.) [RETRO_1.MID] 26:17 Main menu [MENU_1.MID] |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=9XI9jBHbdQw | 0 | Flipnic - Full soundtrack [PS2 BGM Loopback Rip] | Flipnic - Full soundtrack [PS2 BGM Loopback Rip] | There are already some uploads of the soundtrack for this game, but they're incomplete and missing tracks. This one should include every single background music from Flipnic, which has a corresponding .MID, .BD and .HD file. The images are backgrounds used in certain menu screens. I was able to record these soundtracks by muting the sound effects, then replacing a music track that was supposed to play with another one using PCSX2 debugging tools. Finally, I recorded all of the background music by setting the record source to loopback in Audacity and then exported each recording into a file. The non-looping was accomplished by removing the last ControlEvent from the corresponding MIDI file and replacing it with an end of track event. And yes, this video is basically a re-upload. I fixed the menu images and actually made the music end instead of suddenly cutting off. Download: https://drive.google.com/file/d/1wMrX_xHuJPdXjvgRepo0F1fCig53ymvN/view?usp=drive_link Timestamps: ------------ Biology ------------ 0:00 Stage main (Biology) [NATURE_0.MID] 2:19 UFO warning [NATURE_1.MID] 3:48 Multiball [NATURE_2.MID] 4:48 Bonus missions [POSITIVE.MID] --------- Metallurgy ---------- 6:31 Stage main (Metallurgy) [ISEKI_0.MID] 9:02 Spider crab [ISEKI_1.MID] 10:25 Multiball/Shut down the shafts [ISEKI_2.MID] ------------ Optics -------------- 11:47 Stage main (Optics) [HIKARI_0.MID] 13:46 Non-stop area/Bumper village [HIKARI_1.MID] 15:16 Multiball/Loop the loop [HIKARI_2.MID] ---------- Evolution ------------ 16:42 Stage main (Evolution) [BOSS_1.MID] --------- Geometry ------------ 18:29 Stage main (Geometry) [LOAD_RETRO_3.MID] 19:13 Chu chu multiball [LOAD_RETRO_4.MID] 19:44 Alien hill [LOAD_RETRO_5.MID] 20:22 Area 74 [LOAD_RETRO_6.MID] 21:05 Galaxy Tennis [LOAD_RETRO_7.MID] --------- Incidentals ---------- 22:00 Red mission [LOAD_0.MID] 22:05 Yellow mission [LOAD_1.MID] 22:10 Warning [LOAD_2.MID] 22:15 Geometry mission 0 (unused ver.) [LOAD_RETRO_0.MID] 22:20 Geometry mission 1 [LOAD_RETRO_1.MID] 22:24 Geometry mission 2 [LOAD_RETRO_2.MID] ------- Miscellaneous -------- 22:27 Zero gravity [SERIOUS.MID] 23:51 Geometry 2P [RETRO_0.MID] 25:12 Geometry 2P (unused ver.) [RETRO_1.MID] 26:17 Main menu [MENU_1.MID] |
There are already some uploads of the soundtrack for this game, but they're incomplete and missing tracks. This one should include every single background music from Flipnic, which has a corresponding .MID, .BD and .HD file. The images are backgrounds used in certain menu screens. I was able to record these soundtracks by muting the sound effects, then replacing a music track that was supposed to play with another one using PCSX2 debugging tools. Finally, I recorded all of the background music by setting the record source to loopback in Audacity and then exported each recording into a file. The non-looping was accomplished by removing the last ControlEvent from the corresponding MIDI file and replacing it with an end of track event. And yes, this video is basically a re-upload. I fixed the menu images and actually made the music end instead of suddenly cutting off. Download: https://drive.google.com/file/d/1wMrX_xHuJPdXjvgRepo0F1fCig53ymvN/view?usp=drive_link Timestamps: ------------ Biology ------------ 0:00 Stage main (Biology) [NATURE_0.MID] 2:19 UFO warning [NATURE_1.MID] 3:48 Multiball [NATURE_2.MID] 4:48 Bonus missions [POSITIVE.MID] --------- Metallurgy ---------- 6:31 Stage main (Metallurgy) [ISEKI_0.MID] 9:02 Spider crab [ISEKI_1.MID] 10:25 Multiball/Shut down the shafts [ISEKI_2.MID] ------------ Optics -------------- 11:47 Stage main (Optics) [HIKARI_0.MID] 13:46 Non-stop area/Bumper village [HIKARI_1.MID] 15:16 Multiball/Loop the loop [HIKARI_2.MID] ---------- Evolution ------------ 16:42 Stage main (Evolution) [BOSS_1.MID] --------- Geometry ------------ 18:29 Stage main (Geometry) [LOAD_RETRO_3.MID] 19:13 Chu chu multiball [LOAD_RETRO_4.MID] 19:44 Alien hill [LOAD_RETRO_5.MID] 20:22 Area 74 [LOAD_RETRO_6.MID] 21:05 Galaxy Tennis [LOAD_RETRO_7.MID] --------- Incidentals ---------- 22:00 Red mission [LOAD_0.MID] 22:05 Yellow mission [LOAD_1.MID] 22:10 Warning [LOAD_2.MID] 22:15 Geometry mission 0 (unused ver.) [LOAD_RETRO_0.MID] 22:20 Geometry mission 1 [LOAD_RETRO_1.MID] 22:24 Geometry mission 2 [LOAD_RETRO_2.MID] ------- Miscellaneous -------- 22:27 Zero gravity [SERIOUS.MID] 23:51 Geometry 2P [RETRO_0.MID] 25:12 Geometry 2P (unused ver.) [RETRO_1.MID] 26:17 Main menu [MENU_1.MID] |
flipnic_ost_full_R2.mp4 | Muusika | Music | Flipnic,bgm,background music,Ultimate Pinball,NATURE_0,NATURE_1,NATURE_2,POSITIVE,ISEKI_0,ISEKI_1,ISEKI_2,HIKARI_0,HIKARI_1,HIKARI_2,BOSS_1,LOAD_RETRO_3,LOAD_RETRO_4,LOAD_RETRO_5,LOAD_RETRO_6,LOAD_RETRO_7,LOAD_0,LOAD_1,LOAD_RETRO_0,LOAD_RETRO_1,LOAD_RETRO_2,SERIOUS,RETRO_0,RETRO_1,MENU_1,Menu theme,Biology,Metallurgy,Theology,Evolution,Optics,Geometry,Staff credits,stage music,original soundtrack,OST,LOAD_2 | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/677.jpg | N/A | N/A | N/A | N/A |
| 676 | Press any key to continue... | Adding a custom FMV to a PlayStation game can't be that difficult, right? [PS2 Romhack] | 0 | 2026-04-19 | Famous last words. This video showcases what it takes to insert a custom video clip into a retail PlayStation 2 game. I'm demonstrating with Flipnic, because I know a thing or two about this game. Tools used: DaVinci Resolve - For creating the source video MFAudio - For converting WAV to Sony ADPCM ffmpeg - Video encoder ps2str - For converting M2V to IPU Ps2IsoTools - Included with FFT, allows you to repack PS2 ISO files ImHex - Hex editor and data analysis tool Audacity - For converting source audio to 16-bit PCM PCSX2 - PlayStation 2 emulator Custom tools: FlipnicBinExtractor - STR.BIN repacking FlipnicFileTools - For working with game-specific data FlipnicPatterns - Custom patterns for ImHex Chapters: 0:00 Audio conversion 0:27 Video encoding with FFmpeg 0:44 IPU conversion 0:55 Patching the generated IPU file 1:20 Generating the final PSS file used by the game 1:40 Adding the PSS file to STR.BIN 2:30 Modding Optics stage to play the new FMV at a specific point 7:30 Repacking ISO file 7:46 Testing with emulator (failed attempt) 8:09 Testing if the video plays at all 8:36 Undoing stage mods 8:55 Second attempt at modding the stage data 9:39 Repacking ISO file (again) 9:58 Final result |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=N9kGGcxSt-Y | 0 | Adding a custom FMV to a PlayStation game can't be that difficult, right? [PS2 Romhack] | Adding a custom FMV to a PlayStation game can't be that difficult, right? [PS2 Romhack] | Famous last words. This video showcases what it takes to insert a custom video clip into a retail PlayStation 2 game. I'm demonstrating with Flipnic, because I know a thing or two about this game. Tools used: DaVinci Resolve - For creating the source video MFAudio - For converting WAV to Sony ADPCM ffmpeg - Video encoder ps2str - For converting M2V to IPU Ps2IsoTools - Included with FFT, allows you to repack PS2 ISO files ImHex - Hex editor and data analysis tool Audacity - For converting source audio to 16-bit PCM PCSX2 - PlayStation 2 emulator Custom tools: FlipnicBinExtractor - STR.BIN repacking FlipnicFileTools - For working with game-specific data FlipnicPatterns - Custom patterns for ImHex Chapters: 0:00 Audio conversion 0:27 Video encoding with FFmpeg 0:44 IPU conversion 0:55 Patching the generated IPU file 1:20 Generating the final PSS file used by the game 1:40 Adding the PSS file to STR.BIN 2:30 Modding Optics stage to play the new FMV at a specific point 7:30 Repacking ISO file 7:46 Testing with emulator (failed attempt) 8:09 Testing if the video plays at all 8:36 Undoing stage mods 8:55 Second attempt at modding the stage data 9:39 Repacking ISO file (again) 9:58 Final result |
Famous last words. This video showcases what it takes to insert a custom video clip into a retail PlayStation 2 game. I'm demonstrating with Flipnic, because I know a thing or two about this game. Tools used: DaVinci Resolve - For creating the source video MFAudio - For converting WAV to Sony ADPCM ffmpeg - Video encoder ps2str - For converting M2V to IPU Ps2IsoTools - Included with FFT, allows you to repack PS2 ISO files ImHex - Hex editor and data analysis tool Audacity - For converting source audio to 16-bit PCM PCSX2 - PlayStation 2 emulator Custom tools: FlipnicBinExtractor - STR.BIN repacking FlipnicFileTools - For working with game-specific data FlipnicPatterns - Custom patterns for ImHex Chapters: 0:00 Audio conversion 0:27 Video encoding with FFmpeg 0:44 IPU conversion 0:55 Patching the generated IPU file 1:20 Generating the final PSS file used by the game 1:40 Adding the PSS file to STR.BIN 2:30 Modding Optics stage to play the new FMV at a specific point 7:30 Repacking ISO file 7:46 Testing with emulator (failed attempt) 8:09 Testing if the video plays at all 8:36 Undoing stage mods 8:55 Second attempt at modding the stage data 9:39 Repacking ISO file (again) 9:58 Final result |
FMV replacement PS2.mp4 | Videomängude analüüs | Video game analysis | PlayStation 2,romhack,custom video,pss,playstation stream | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/676.jpg | N/A | N/A | N/A | N/A |
| 672 | Press any key to continue... | Red screen of death.mid | 0 | 2026-03-25 | This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=UKwgctZfcPE | 0 | Red screen of death.mid | Red screen of death.mid | This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
Red Screen Of Death.mid.mp4 | Videomängude analüüs | Video game analysis | PlayStation 2,RSOD,red screen,scary screen,glass cubes,SpessaSynth,MIDI,Musical Instrument Digital Interface,SF2,SoundFont 2,JAM,voicebank,Sony Computer Entertainment,Please insert a PlayStation or PlayStation 2 format disc. | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/672.jpg | N/A | N/A | N/A | N/A |
| 670 | Press any key to continue... | Bitball [Python3 Longplay] | 0 | 2026-03-07 | In case you were wondering, yes I made this game. It was first developed in late 2019 with the last update made in 2022. It's a simple brick breaker, but with a bit more realistic physics system compared to most standard implementations and it features a few different game modes. Source code: https://github.com/MarkusMaal/Bitball Sound effects: https://freesound.org/people/mmaal/ The general goal of the game is to get the highest score compared to your opponents. Here are the game modes: - Classic: The original game mode, you start with 1 ball, but you can earn 1 extra ball on each area. The game ends if you lose all balls. - Zen: A time attack mode. You have infinite number of balls, but you're playing on a timer. The game ends when that timer reaches zero. The timer is paused when you respawn. - Survival: A hardcore game mode. You have 5 balls in total from the start, but you can't earn any more balls throughout the game (apart from multiball). The game ends if you lose all balls. - Eliminator: Elimination rounds based mode. You have infinite number of balls, but everyone is playing on the same timer. Once the timer reaches 0, the player with the lowest score is eliminated and the game ends for that player. At this point the timer resets and the cycle repeats. The game ends when only 1 player remains and their timer runs out. - Developer (a.k.a. Void): A sandbox mode. By default, it acts similar to classic mode, however unlike other game modes, this one allows you to activate various cheats during gameplay. Special bricks that you may encounter: - Orange: Multiball trigger. As you hit other bricks, the bonus multiplier increases. That bonus is given out as soon as you hit the orange brick, at which point multiple balls appear. You may lose every ball except for one before your ball counter goes down. - Cyan: Extra ball. This adds 1 extra ball to the reserve (Classic and Developer modes only). - Gray: Obstacles. These may appear when you reach specific level counts. You can't break these and you don't have to hit them to clear an area. The game has two physics engines - the new and old one. The new one is the default and allows balls to collide with each other and when bouncing from a paddle, the ball bounces back in the direction relative to where the ball lands on the paddle. The old physics don't have these two things. Credits: Game logic/level design/graphics/sound effects by me :) Music by 8-Bit Misfits |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=yO-nafWCBxE | 0 | Bitball [Python3 Longplay] | Bitball [Python3 Longplay] | In case you were wondering, yes I made this game. It was first developed in late 2019 with the last update made in 2022. It's a simple brick breaker, but with a bit more realistic physics system compared to most standard implementations and it features a few different game modes. Source code: https://github.com/MarkusMaal/Bitball Sound effects: https://freesound.org/people/mmaal/ The general goal of the game is to get the highest score compared to your opponents. Here are the game modes: - Classic: The original game mode, you start with 1 ball, but you can earn 1 extra ball on each area. The game ends if you lose all balls. - Zen: A time attack mode. You have infinite number of balls, but you're playing on a timer. The game ends when that timer reaches zero. The timer is paused when you respawn. - Survival: A hardcore game mode. You have 5 balls in total from the start, but you can't earn any more balls throughout the game (apart from multiball). The game ends if you lose all balls. - Eliminator: Elimination rounds based mode. You have infinite number of balls, but everyone is playing on the same timer. Once the timer reaches 0, the player with the lowest score is eliminated and the game ends for that player. At this point the timer resets and the cycle repeats. The game ends when only 1 player remains and their timer runs out. - Developer (a.k.a. Void): A sandbox mode. By default, it acts similar to classic mode, however unlike other game modes, this one allows you to activate various cheats during gameplay. Special bricks that you may encounter: - Orange: Multiball trigger. As you hit other bricks, the bonus multiplier increases. That bonus is given out as soon as you hit the orange brick, at which point multiple balls appear. You may lose every ball except for one before your ball counter goes down. - Cyan: Extra ball. This adds 1 extra ball to the reserve (Classic and Developer modes only). - Gray: Obstacles. These may appear when you reach specific level counts. You can't break these and you don't have to hit them to clear an area. The game has two physics engines - the new and old one. The new one is the default and allows balls to collide with each other and when bouncing from a paddle, the ball bounces back in the direction relative to where the ball lands on the paddle. The old physics don't have these two things. Credits: Game logic/level design/graphics/sound effects by me :) Music by 8-Bit Misfits |
In case you were wondering, yes I made this game. It was first developed in late 2019 with the last update made in 2022. It's a simple brick breaker, but with a bit more realistic physics system compared to most standard implementations and it features a few different game modes. Source code: https://github.com/MarkusMaal/Bitball Sound effects: https://freesound.org/people/mmaal/ The general goal of the game is to get the highest score compared to your opponents. Here are the game modes: - Classic: The original game mode, you start with 1 ball, but you can earn 1 extra ball on each area. The game ends if you lose all balls. - Zen: A time attack mode. You have infinite number of balls, but you're playing on a timer. The game ends when that timer reaches zero. The timer is paused when you respawn. - Survival: A hardcore game mode. You have 5 balls in total from the start, but you can't earn any more balls throughout the game (apart from multiball). The game ends if you lose all balls. - Eliminator: Elimination rounds based mode. You have infinite number of balls, but everyone is playing on the same timer. Once the timer reaches 0, the player with the lowest score is eliminated and the game ends for that player. At this point the timer resets and the cycle repeats. The game ends when only 1 player remains and their timer runs out. - Developer (a.k.a. Void): A sandbox mode. By default, it acts similar to classic mode, however unlike other game modes, this one allows you to activate various cheats during gameplay. Special bricks that you may encounter: - Orange: Multiball trigger. As you hit other bricks, the bonus multiplier increases. That bonus is given out as soon as you hit the orange brick, at which point multiple balls appear. You may lose every ball except for one before your ball counter goes down. - Cyan: Extra ball. This adds 1 extra ball to the reserve (Classic and Developer modes only). - Gray: Obstacles. These may appear when you reach specific level counts. You can't break these and you don't have to hit them to clear an area. The game has two physics engines - the new and old one. The new one is the default and allows balls to collide with each other and when bouncing from a paddle, the ball bounces back in the direction relative to where the ball lands on the paddle. The old physics don't have these two things. Credits: Game logic/level design/graphics/sound effects by me :) Music by 8-Bit Misfits |
bitball.mp4 | Muud mängimise videod | Other gameplay videos | Python3,pygame,self-made,video game,breakout clone,brick breaker | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/670.jpg | N/A | N/A | N/A | N/A |
| 662 | Press any key to continue... | When an Eurobeat song breaks Windows Media Player (Flashing lights) | 0 | 2026-01-06 | Funny glitch I found. If you use the "Bubbles/Gravity" visualization (from PsychedeliaVizPack) on a 4:3 display, in some cases it does this. I suspect the reason it breaks is because the developers of this visualization pack didn't test it on 4:3 displays. This pack also has the "apparently this is possible" bug on one of the other visualizations. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=eDpyeLBdUJk | 0 | When an Eurobeat song breaks Windows Media Player (Flashing lights) | When an Eurobeat song breaks Windows Media Player (Flashing lights) | Funny glitch I found. If you use the "Bubbles/Gravity" visualization (from PsychedeliaVizPack) on a 4:3 display, in some cases it does this. I suspect the reason it breaks is because the developers of this visualization pack didn't test it on 4:3 displays. This pack also has the "apparently this is possible" bug on one of the other visualizations. |
Funny glitch I found. If you use the "Bubbles/Gravity" visualization (from PsychedeliaVizPack) on a 4:3 display, in some cases it does this. I suspect the reason it breaks is because the developers of this visualization pack didn't test it on 4:3 displays. This pack also has the "apparently this is possible" bug on one of the other visualizations. |
what.mp4 | Varia | Miscellaneous | Windows Media Player,visualization,psychedelia visualization pack,bubbles,Windows 10,WMP 12,eurobeat | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/662.jpg | N/A | N/A | N/A | N/A |