Leiti 9 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
639 Press any key to continue... Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] 0 2025-08-14 In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game.

77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages.

The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound.

At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version).

If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise.

xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4

xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/
0 1 0 1 https://www.youtube.com/watch?v=Be8u3YzST0w 0 Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game.

77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages.

The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound.

At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version).

If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise.

xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4

xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/
In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game.

77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages.

The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound.

At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version).

If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise.

xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4

xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/
flipnic_lanesfx.mp4 Videomängude analüüs Video game analysis N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/639.jpg N/A N/A N/A N/A
636 Press any key to continue... Flipnic - Free Camera [PCSX2 Cheat Engine Mod] 0 2025-07-26 In this video, I showcase various areas of the game you normally don't see thanks to a freecam mod I made with Cheat Engine. It's ready to use if you have the PAL version, but other versions require some manual labor to get it working.

----------------------------------------------------
CT file download
----------------------------------------------------

https://gist.github.com/MarkusMaal/bc9b2d7497d67cb1a17e1ad1d61ca0eb/raw/9b3679e61b9aeacc02fc69ffa725bb57f1e0ee11/FlipnicFreecam-public.CT (right click → save as)

----------------------------------------------------
Using Cheat Engine with PCSX2 2.x
----------------------------------------------------

To use Cheat Engine with PCSX2 2.x, you need to enable this setting:

Edit → Settings → Scan Settings → Scan the following memory region types → MEM_MAPPED

Otherwise, it'll just ignore the PS2 EE memory region.

----------------------------------------------------
Using the CT file
----------------------------------------------------

To load the CT file, choose File → Load in Cheat Engine. Find the file with file browser and open it. Allow it to execute the lua script. Now hook Cheat Engine to PCSX2 with the game already running and keep the address list. You should now see the EEmemPointer has an address - do not remove it!

To see the form, double-click Table → FlipnicFreecam. You should see a window open, resize it. Now, in-game, go into a stage and let your ball drop into the outhole (don't relaunch it). Now you have the conditions to control the camera without interruptions.

----------------------------------------------------
Troubleshooting
----------------------------------------------------

Switch back to Flipnic Freecam window and click the "Freecam enable" button. For testing, drag the "Field of view" slider and you should see the FOV change. If you don't see anything change or the game crashes, that means it isn't the PAL version and you need to modify the script to get it to work (for safety reasons, if it didn't crash, restart the game without saving).

To see the code, click Table → Show Cheat Table Lua Script. You want to specifically modify the local camLoc variable. Perform the following steps to get the offset:

1. Load the Metallurgy A stage (a 5-minute demo of this stage is immediately accessible even if you don't have a completed save file). You can press START to pause the timer if you only have access to the demo.
2. Let the animation play
3. Using Cheat Engine or PCSX2 debug tools, search for this array of bytes in memory: 4A F0 40 44 00 00 D0 41 BA 18 1D 44 00 00 80 3F 4A 30 47 44 FC FF FF 3F BA D8 16 44 00 00 80 3F 00 00 00 00 00 00 00 00
4. It should return 1 result. If you're using CE, you can set the start to eemem or pcsx2-qt.eemem in memory scan options to ensure only 1 value is returned.
5. Add 0x30 to the address where you found these bytes
6. If you used CE, you also need to also subtract the address of EEmemPointer to get the actual offset in PS2 memory
7. Take the resulting offset and set the camLoc variable to it (hexadecimal values are prefixed with 0x)
8. Save the script and click the "Execute script" button to apply changes immediately

----------------------------------------------------
How to use Flipnic Freecam form
----------------------------------------------------
There are three columns that you can mess with:

- Origin+Target - moves both the target and origin, so that you can just move around without changing the angle
- Target - moves the "imaginary point", which the camera looks at
- Origin - moves the actual camera position without moving the target

Also

- Freecam enable - Enable Freecam mode (doesn't work when multiball mission is active or in evolution stages)
- Freecam disable - Resets the camera to whatever it was

There are also three sliders

- Field of view - Adjusts FOV, smaller values zoom the camera out, while higher values make everything smaller and more distorted
- Substep - Each time you click a + or - button, move the camera by this mu
0 1 0 1 https://www.youtube.com/watch?v=31-pnJw6PFo 0 Flipnic - Free Camera [PCSX2 Cheat Engine Mod] Flipnic - Free Camera [PCSX2 Cheat Engine Mod] In this video, I showcase various areas of the game you normally don't see thanks to a freecam mod I made with Cheat Engine. It's ready to use if you have the PAL version, but other versions require some manual labor to get it working.

----------------------------------------------------
CT file download
----------------------------------------------------

https://gist.github.com/MarkusMaal/bc9b2d7497d67cb1a17e1ad1d61ca0eb/raw/9b3679e61b9aeacc02fc69ffa725bb57f1e0ee11/FlipnicFreecam-public.CT (right click → save as)

----------------------------------------------------
Using Cheat Engine with PCSX2 2.x
----------------------------------------------------

To use Cheat Engine with PCSX2 2.x, you need to enable this setting:

Edit → Settings → Scan Settings → Scan the following memory region types → MEM_MAPPED

Otherwise, it'll just ignore the PS2 EE memory region.

----------------------------------------------------
Using the CT file
----------------------------------------------------

To load the CT file, choose File → Load in Cheat Engine. Find the file with file browser and open it. Allow it to execute the lua script. Now hook Cheat Engine to PCSX2 with the game already running and keep the address list. You should now see the EEmemPointer has an address - do not remove it!

To see the form, double-click Table → FlipnicFreecam. You should see a window open, resize it. Now, in-game, go into a stage and let your ball drop into the outhole (don't relaunch it). Now you have the conditions to control the camera without interruptions.

----------------------------------------------------
Troubleshooting
----------------------------------------------------

Switch back to Flipnic Freecam window and click the "Freecam enable" button. For testing, drag the "Field of view" slider and you should see the FOV change. If you don't see anything change or the game crashes, that means it isn't the PAL version and you need to modify the script to get it to work (for safety reasons, if it didn't crash, restart the game without saving).

To see the code, click Table → Show Cheat Table Lua Script. You want to specifically modify the local camLoc variable. Perform the following steps to get the offset:

1. Load the Metallurgy A stage (a 5-minute demo of this stage is immediately accessible even if you don't have a completed save file). You can press START to pause the timer if you only have access to the demo.
2. Let the animation play
3. Using Cheat Engine or PCSX2 debug tools, search for this array of bytes in memory: 4A F0 40 44 00 00 D0 41 BA 18 1D 44 00 00 80 3F 4A 30 47 44 FC FF FF 3F BA D8 16 44 00 00 80 3F 00 00 00 00 00 00 00 00
4. It should return 1 result. If you're using CE, you can set the start to eemem or pcsx2-qt.eemem in memory scan options to ensure only 1 value is returned.
5. Add 0x30 to the address where you found these bytes
6. If you used CE, you also need to also subtract the address of EEmemPointer to get the actual offset in PS2 memory
7. Take the resulting offset and set the camLoc variable to it (hexadecimal values are prefixed with 0x)
8. Save the script and click the "Execute script" button to apply changes immediately

----------------------------------------------------
How to use Flipnic Freecam form
----------------------------------------------------
There are three columns that you can mess with:

- Origin+Target - moves both the target and origin, so that you can just move around without changing the angle
- Target - moves the "imaginary point", which the camera looks at
- Origin - moves the actual camera position without moving the target

Also

- Freecam enable - Enable Freecam mode (doesn't work when multiball mission is active or in evolution stages)
- Freecam disable - Resets the camera to whatever it was

There are also three sliders

- Field of view - Adjusts FOV, smaller values zoom the camera out, while higher values make everything smaller and more distorted
- Substep - Each time you click a + or - button, move the camera by this much
- Step - Same as substep, but allows you to move even faster

Obviously you can click on the - and + buttons, but you can also scroll the mouse wheel on the - buttons to change that specific value.


----------------------------------------------------
Chapters
----------------------------------------------------
0:00 Biology
9:57 Metallurgy
21:33 Optics
37:09 Biology 2P
42:08 Metallurgy 2P
45:00 Geometry
57:56 Optics 2P
59:01 Geometry 2P

----------------------------------------------------
In case you use macOS
----------------------------------------------------

You need to temporarily disable System Integrity Protection to use Cheat Engine on a Mac. Follow Apple's instructions here: https://developer.apple.com/documentation/security/disabling-and-enabling-system-integrity-protection.
In this video, I showcase various areas of the game you normally don't see thanks to a freecam mod I made with Cheat Engine. It's ready to use if you have the PAL version, but other versions require some manual labor to get it working.

----------------------------------------------------
CT file download
----------------------------------------------------

https://gist.github.com/MarkusMaal/bc9b2d7497d67cb1a17e1ad1d61ca0eb/raw/9b3679e61b9aeacc02fc69ffa725bb57f1e0ee11/FlipnicFreecam-public.CT (right click → save as)

----------------------------------------------------
Using Cheat Engine with PCSX2 2.x
----------------------------------------------------

To use Cheat Engine with PCSX2 2.x, you need to enable this setting:

Edit → Settings → Scan Settings → Scan the following memory region types → MEM_MAPPED

Otherwise, it'll just ignore the PS2 EE memory region.

----------------------------------------------------
Using the CT file
----------------------------------------------------

To load the CT file, choose File → Load in Cheat Engine. Find the file with file browser and open it. Allow it to execute the lua script. Now hook Cheat Engine to PCSX2 with the game already running and keep the address list. You should now see the EEmemPointer has an address - do not remove it!

To see the form, double-click Table → FlipnicFreecam. You should see a window open, resize it. Now, in-game, go into a stage and let your ball drop into the outhole (don't relaunch it). Now you have the conditions to control the camera without interruptions.

----------------------------------------------------
Troubleshooting
----------------------------------------------------

Switch back to Flipnic Freecam window and click the "Freecam enable" button. For testing, drag the "Field of view" slider and you should see the FOV change. If you don't see anything change or the game crashes, that means it isn't the PAL version and you need to modify the script to get it to work (for safety reasons, if it didn't crash, restart the game without saving).

To see the code, click Table → Show Cheat Table Lua Script. You want to specifically modify the local camLoc variable. Perform the following steps to get the offset:

1. Load the Metallurgy A stage (a 5-minute demo of this stage is immediately accessible even if you don't have a completed save file). You can press START to pause the timer if you only have access to the demo.
2. Let the animation play
3. Using Cheat Engine or PCSX2 debug tools, search for this array of bytes in memory: 4A F0 40 44 00 00 D0 41 BA 18 1D 44 00 00 80 3F 4A 30 47 44 FC FF FF 3F BA D8 16 44 00 00 80 3F 00 00 00 00 00 00 00 00
4. It should return 1 result. If you're using CE, you can set the start to eemem or pcsx2-qt.eemem in memory scan options to ensure only 1 value is returned.
5. Add 0x30 to the address where you found these bytes
6. If you used CE, you also need to also subtract the address of EEmemPointer to get the actual offset in PS2 memory
7. Take the resulting offset and set the camLoc variable to it (hexadecimal values are prefixed with 0x)
8. Save the script and click the "Execute script" button to apply changes immediately

----------------------------------------------------
How to use Flipnic Freecam form
----------------------------------------------------
There are three columns that you can mess with:

- Origin+Target - moves both the target and origin, so that you can just move around without changing the angle
- Target - moves the "imaginary point", which the camera looks at
- Origin - moves the actual camera position without moving the target

Also

- Freecam enable - Enable Freecam mode (doesn't work when multiball mission is active or in evolution stages)
- Freecam disable - Resets the camera to whatever it was

There are also three sliders

- Field of view - Adjusts FOV, smaller values zoom the camera out, while higher values make everything smaller and more distorted
- Substep - Each time you click a + or - button, move the camera by this much
- Step - Same as substep, but allows you to move even faster

Obviously you can click on the - and + buttons, but you can also scroll the mouse wheel on the - buttons to change that specific value.


----------------------------------------------------
Chapters
----------------------------------------------------
0:00 Biology
9:57 Metallurgy
21:33 Optics
37:09 Biology 2P
42:08 Metallurgy 2P
45:00 Geometry
57:56 Optics 2P
59:01 Geometry 2P

----------------------------------------------------
In case you use macOS
----------------------------------------------------

You need to temporarily disable System Integrity Protection to use Cheat Engine on a Mac. Follow Apple's instructions here: https://developer.apple.com/documentation/security/disabling-and-enabling-system-integrity-protection.
FlipnicFreecam.mp4 Videomängude analüüs Video game analysis free camera,freecam,mod,cheat,Cheat Engine,PCSX2,2.0,Flipnic,Flipnic: Ultimate Pinball,Flipnic research,Optics,Biology,Geometry,Metallurgy,2 player,PlayStation 2 N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/636.jpg N/A N/A N/A N/A
616 Press any key to continue... Bad Apple, but it's in Flipnic (FMV replacement attempt) [PS2 Romhack] 0 2025-04-26 Through a very involved process, I was able to successfully play a custom video clip in Flipnic. The audio is stuttery for reasons I don't really understand yet, but I was able to have the game play back a custom video with alpha mask.

Steps that I took to replace the FMV:
1. Create an AVI video file with 256x512 resolution where the first half is RGB data and the second half is alpha mask.
2. Separate audio/video
3. Convert video to m2v with this ffmpeg command (currently only tested with low-res FMVs):
ffmpeg -i badapplefmv.avi -c:v mpeg2video -profile:v main -level:v 8 -b:v 4.531M -maxrate 5M -minrate 4.531M -bufsize 1835k -pix_fmt yuv420p -g 1 -bf 0 -flags +ildct+ilme -top 1 -r 50 -s 256x512 badapplefmv.m2v
4. Convert audio to WAV with these settings:
- PCM
- Signed 16-bit little endian
- 44.1 kHz
5. Convert WAV file to INT in MFAudio with these settings:
- [File format] RAW - Raw Sound Data - Compressed ADPCM
- Frequency: 44100Hz
- Interleave: 400 Bytes
- Samples: 16 bits
- Channels: 2 (Stereo)
6. Convert m2v video to .ipu using ps2str.exe
- IPU Convert (tab)
- Add your .m2v file
- Choose "MPEG Video Elementary Stream"
- Choose where the output file should be
- Press "Start"
- It may say bad video file, but in the end you should have an .ipu file regardless (just make sure it's bigger than a few kilobytes)
7. Patch the .ipu file using a hex editor
- Change first 4 bytes to 69 70 75 6D
- For hi-res FMVs: set bytes 8 to B as "00 02 C0 01" (width and height btw)
- For low-res FMVs: set bytes 8 to B as "00 01 00 02"
- At offset 0x0C, it should have 32-bit int corresponding to the number of frames in little endian byte order
- At offset 0x04, it should have the size of the file (including this patched header)
- At the end of the file, insert 8 bytes with the following values: "00 00 01 B0 00 00 01 B1"
8. Mux IPU and INT files
- Currently this relies on using an existing .PSS file (I used STAFF_ROLL1.PSS for this video)
- Replace the contents of the audio and video streams with the contents of INT and IPU files respectively. There is currently no other way to do this other than coding (I might release a tool that could do the patching and muxing for you).
9. Repack STR.BIN with the modified video file
- You can use FlipnicFS or FlipnicBinExtractor to do this
- You may want to replace an existing .PSS file
10. Replace STR.BIN in the ISO file
- I used Apache1.1 in this demonstration (ISO tools - Update selected file)
- You should backup the original ISO file first
11. Load the modified file in an emulator or OpenPS2Loader if you want to use original hardware
0 1 0 1 https://www.youtube.com/watch?v=FBDma-tPlJw 0 Bad Apple, but it's in Flipnic (FMV replacement attempt) [PS2 Romhack] Bad Apple, but it's in Flipnic (FMV replacement attempt) [PS2 Romhack] Through a very involved process, I was able to successfully play a custom video clip in Flipnic. The audio is stuttery for reasons I don't really understand yet, but I was able to have the game play back a custom video with alpha mask.

Steps that I took to replace the FMV:
1. Create an AVI video file with 256x512 resolution where the first half is RGB data and the second half is alpha mask.
2. Separate audio/video
3. Convert video to m2v with this ffmpeg command (currently only tested with low-res FMVs):
ffmpeg -i badapplefmv.avi -c:v mpeg2video -profile:v main -level:v 8 -b:v 4.531M -maxrate 5M -minrate 4.531M -bufsize 1835k -pix_fmt yuv420p -g 1 -bf 0 -flags +ildct+ilme -top 1 -r 50 -s 256x512 badapplefmv.m2v
4. Convert audio to WAV with these settings:
- PCM
- Signed 16-bit little endian
- 44.1 kHz
5. Convert WAV file to INT in MFAudio with these settings:
- [File format] RAW - Raw Sound Data - Compressed ADPCM
- Frequency: 44100Hz
- Interleave: 400 Bytes
- Samples: 16 bits
- Channels: 2 (Stereo)
6. Convert m2v video to .ipu using ps2str.exe
- IPU Convert (tab)
- Add your .m2v file
- Choose "MPEG Video Elementary Stream"
- Choose where the output file should be
- Press "Start"
- It may say bad video file, but in the end you should have an .ipu file regardless (just make sure it's bigger than a few kilobytes)
7. Patch the .ipu file using a hex editor
- Change first 4 bytes to 69 70 75 6D
- For hi-res FMVs: set bytes 8 to B as "00 02 C0 01" (width and height btw)
- For low-res FMVs: set bytes 8 to B as "00 01 00 02"
- At offset 0x0C, it should have 32-bit int corresponding to the number of frames in little endian byte order
- At offset 0x04, it should have the size of the file (including this patched header)
- At the end of the file, insert 8 bytes with the following values: "00 00 01 B0 00 00 01 B1"
8. Mux IPU and INT files
- Currently this relies on using an existing .PSS file (I used STAFF_ROLL1.PSS for this video)
- Replace the contents of the audio and video streams with the contents of INT and IPU files respectively. There is currently no other way to do this other than coding (I might release a tool that could do the patching and muxing for you).
9. Repack STR.BIN with the modified video file
- You can use FlipnicFS or FlipnicBinExtractor to do this
- You may want to replace an existing .PSS file
10. Replace STR.BIN in the ISO file
- I used Apache1.1 in this demonstration (ISO tools - Update selected file)
- You should backup the original ISO file first
11. Load the modified file in an emulator or OpenPS2Loader if you want to use original hardware
Through a very involved process, I was able to successfully play a custom video clip in Flipnic. The audio is stuttery for reasons I don't really understand yet, but I was able to have the game play back a custom video with alpha mask.

Steps that I took to replace the FMV:
1. Create an AVI video file with 256x512 resolution where the first half is RGB data and the second half is alpha mask.
2. Separate audio/video
3. Convert video to m2v with this ffmpeg command (currently only tested with low-res FMVs):
ffmpeg -i badapplefmv.avi -c:v mpeg2video -profile:v main -level:v 8 -b:v 4.531M -maxrate 5M -minrate 4.531M -bufsize 1835k -pix_fmt yuv420p -g 1 -bf 0 -flags +ildct+ilme -top 1 -r 50 -s 256x512 badapplefmv.m2v
4. Convert audio to WAV with these settings:
- PCM
- Signed 16-bit little endian
- 44.1 kHz
5. Convert WAV file to INT in MFAudio with these settings:
- [File format] RAW - Raw Sound Data - Compressed ADPCM
- Frequency: 44100Hz
- Interleave: 400 Bytes
- Samples: 16 bits
- Channels: 2 (Stereo)
6. Convert m2v video to .ipu using ps2str.exe
- IPU Convert (tab)
- Add your .m2v file
- Choose "MPEG Video Elementary Stream"
- Choose where the output file should be
- Press "Start"
- It may say bad video file, but in the end you should have an .ipu file regardless (just make sure it's bigger than a few kilobytes)
7. Patch the .ipu file using a hex editor
- Change first 4 bytes to 69 70 75 6D
- For hi-res FMVs: set bytes 8 to B as "00 02 C0 01" (width and height btw)
- For low-res FMVs: set bytes 8 to B as "00 01 00 02"
- At offset 0x0C, it should have 32-bit int corresponding to the number of frames in little endian byte order
- At offset 0x04, it should have the size of the file (including this patched header)
- At the end of the file, insert 8 bytes with the following values: "00 00 01 B0 00 00 01 B1"
8. Mux IPU and INT files
- Currently this relies on using an existing .PSS file (I used STAFF_ROLL1.PSS for this video)
- Replace the contents of the audio and video streams with the contents of INT and IPU files respectively. There is currently no other way to do this other than coding (I might release a tool that could do the patching and muxing for you).
9. Repack STR.BIN with the modified video file
- You can use FlipnicFS or FlipnicBinExtractor to do this
- You may want to replace an existing .PSS file
10. Replace STR.BIN in the ISO file
- I used Apache1.1 in this demonstration (ISO tools - Update selected file)
- You should backup the original ISO file first
11. Load the modified file in an emulator or OpenPS2Loader if you want to use original hardware
2025-04-26 16-12-25.mkv Videomängude analüüs Video game analysis N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/616.jpg N/A N/A N/A N/A
509 Press any key to continue... Flipnic - Optics B (Hard difficulty gameplay) 0 2022-12-04 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

It took me a long time to upload the Optics B gameplay, because my initial victory didn't have sound, so I had to beat it again (and this stage is really difficult).

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=VahRvD_2iyY 0 Flipnic - Optics B (Hard difficulty gameplay) . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

It took me a long time to upload the Optics B gameplay, because my initial victory didn't have sound, so I had to beat it again (and this stage is really difficult).

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
. FlipnicOpticsBHard.mp4 Muud mängimise videod Other gameplay videos N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/509.jpg N/A /channel_db_lite/web/json/509.json N/A N/A
474 Press any key to continue... Flipnic - Biology B (Hard difficulty gameplay) 0 2022-07-28 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

This time I'm playing the very first B-version of a stage in this game - Biology B. These secondary versions are mirrored and have modified textures and color pallettes. You need to complete these B-versions before unlocking the final stage, which is Geometry A.

At the minimum, to complete this stage, you have to do the following:
1. Get to the "Slot chance" area
2. Go to the right lane
3. Once you get to the middle section with the flipper, you need to aim for the lane on the left
4. Hit bumpers, until all of them have butterflies. This will complete the "Freeze Over" mission
5. Go back to the "Slot chance" area. You should now see 2 platforms. Try to make the ball jump over these ramps a certain number of times. If the counter reaches 0, the "Hidden path discovery" will start
6. Go up the mountain and collect all of the shiny coins. Once you reach the very top, the "Zero Gravity" mission will start.
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=cTGeJ3Yr3_c 0 . . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

This time I'm playing the B-version of the Metallurgy stage. These secondary versions are mirrored and have modified textures and color pallettes. You need to complete these B-versions before unlocking the final stage, which is Geometry A.

At the minimum, to complete this stage, you have to do the following:
1. Go through the first lane after spawning on the stage
2. Take a color coded lane
3. If you chose the magenta lane, you'll end up in an area with a UFO trying to shoot lasers at you. Try to hit the purple circuit board certain number of times, which will complete the first "Move On" mission
4. Take the lane, which you just uncovered after completing this mission
5. You'll now be at another area. Try to hit another purple circuit board certain number of times, which will complete the second "Move On" mission
6. Take the lane, which you just uncovered
7. Go through the non-colorcoded lanes until you find a color-coded lane, which you haven't taken
8. If you chose the green lane, you'll end up in the air spinning around cylinders. If you press circle, you'll move forward in that direction
9. Take a specific path until you get to an area with four shafts. Hit one shaft while it's active to start a "Shut Down the Shafts" mission
10. Shut down all shafts within the time limit
11. Repeat steps 9-10
12. You can go back to the lane selection area if you go through a portal
13. Repeat step 7
14. If you chose the blue lane, you'll end up in another area, where a giant spider crab mini-boss spawns. If you hit the spider crab with the ball, you'll remove some of its health. Try to do this until the spider crab explodes. Then you can take a specific lane to go back
15. Take the non-colorcoded lanes until you get back to the spawn area.
16. Take the white lane, that was previously covered by a pillar before. This will start he "Zero gravity" mission
17. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
18. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)

P.S. I already finished the Optics B stage, but due to some garbage with pulseaudio, the recording was missing audio, which is really annoying. This means that it'll take some time before I can upload a finished Optics B run :(
. MetallurgyB_hard.mp4 Muud mängimise videod Other gameplay videos N/A Press any key to continue... Press any key to continue... 1 /channel_db_lite/web/thumbs/474.jpg N/A /channel_db_lite/web/json/474.json N/A N/A
467 Press any key to continue... Flipnic - Metallurgy A (Hard difficulty gameplay) 0 2022-07-25 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

This time it's Metallurgy A, which is unlocked after defeating the first boss.

At the minimum, to complete this stage, you have to do the following:
1. Go through the first lane after spawning on the stage
2. Take a color coded lane
3. If you chose the magenta lane, you'll end up in an area with a UFO trying to shoot lasers at you. Try to hit the purple circuit board certain number of times, which will complete the first "Move On" mission
4. Take the lane, which you just uncovered after completing this mission
5. You'll now be at another area. Try to hit another purple circuit board certain number of times, which will complete the second "Move On" mission
6. Take the lane, which you just uncovered
7. Go through the non-colorcoded lanes until you find a color-coded lane, which you haven't taken
8. If you chose the green lane, you'll end up in the air spinning around cylinders. If you press circle, you'll move forward in that direction
9. Take a specific path until you get to an area with four shafts. Hit one shaft while it's active to start a "Shut Down the Shafts" mission
10. Shut down all shafts within the time limit
11. Repeat steps 9-10
12. You can go back to the lane selection area if you go through a portal
13. Repeat step 7
14. If you chose the blue lane, you'll end up in another area, where a giant spider crab mini-boss spawns. If you hit the spider crab with the ball, you'll remove some of its health. Try to do this until the spider crab explodes. Then you can take a specific lane to go back
15. Take the non-colorcoded lanes until you get back to the spawn area.
16. Take the white lane, that was previously covered by a pillar before. This will start he "Zero gravity" mission
17. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
18. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=pftgH8DNink 0 . . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

This time it's Metallurgy A, which is unlocked after defeating the first boss.

At the minimum, to complete this stage, you have to do the following:
1. Go through the first lane after spawning on the stage
2. Take a color coded lane
3. If you chose the magenta lane, you'll end up in an area with a UFO trying to shoot lasers at you. Try to hit the purple circuit board certain number of times, which will complete the first "Move On" mission
4. Take the lane, which you just uncovered after completing this mission
5. You'll now be at another area. Try to hit another purple circuit board certain number of times, which will complete the second "Move On" mission
6. Take the lane, which you just uncovered
7. Go through the non-colorcoded lanes until you find a color-coded lane, which you haven't taken
8. If you chose the green lane, you'll end up in the air spinning around cylinders. If you press circle, you'll move forward in that direction
9. Take a specific path until you get to an area with four shafts. Hit one shaft while it's active to start a "Shut Down the Shafts" mission
10. Shut down all shafts within the time limit
11. Repeat steps 9-10
12. You can go back to the lane selection area if you go through a portal
13. Repeat step 7
14. If you chose the blue lane, you'll end up in another area, where a giant spider crab mini-boss spawns. If you hit the spider crab with the ball, you'll remove some of its health. Try to do this until the spider crab explodes. Then you can take a specific lane to go back
15. Take the non-colorcoded lanes until you get back to the spawn area.
16. Take the white lane, that was previously covered by a pillar before. This will start he "Zero gravity" mission
17. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
18. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
. MetallurgyA_hard.mp4 Teised skriptimiskeeled Other gameplay videos N/A Press any key to continue... Press any key to continue... 1 /channel_db_lite/web/thumbs/467.jpg N/A /channel_db_lite/web/json/467.json N/A N/A
468 Press any key to continue... Flipnic - Biology A (Hard difficulty gameplay) 0 2022-07-25 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

This time I'm playing the very first stage in this game - Biology A. It also has a little introduction sequence, which other stages don't have.

At the minimum, to complete this stage, you have to do the following:
1. Get to the "Slot chance" area
2. Go to the left lane
3. Once you get to the middle section with the flipper, you need to aim for the lane on the right
4. Hit bumpers, until all of them have butterflies. This will complete the "Freeze Over" mission
5. Go back to the "Slot chance" area. You should now see 2 platforms. Try to make the ball jump over these ramps a certain number of times. If the counter reaches 0, the "Hidden path discovery" will start
6. Go up the mountain and collect all of the shiny coins. Once you reach the very top, the "Zero Gravity" mission will start.
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=wwQiDW8WaDA 0 . . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

This time I'm playing the very first stage in this game - Biology A. It also has a little introduction sequence, which other stages don't have.

At the minimum, to complete this stage, you have to do the following:
1. Get to the "Slot chance" area
2. Go to the left lane
3. Once you get to the middle section with the flipper, you need to aim for the lane on the right
4. Hit bumpers, until all of them have butterflies. This will complete the "Freeze Over" mission
5. Go back to the "Slot chance" area. You should now see 2 platforms. Try to make the ball jump over these ramps a certain number of times. If the counter reaches 0, the "Hidden path discovery" will start
6. Go up the mountain and collect all of the shiny coins. Once you reach the very top, the "Zero Gravity" mission will start.
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
. BiologyA_hard.mp4 Muud mängimise videod Other gameplay videos N/A Press any key to continue... Press any key to continue... 1 /channel_db_lite/web/thumbs/468.jpg N/A /channel_db_lite/web/json/468.json N/A N/A
463 Press any key to continue... Flipnic - Optics A (Hard difficulty gameplay) 0 2022-07-24 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

I've decided to go with Optics A first, because it's my favorite stage in this game and I've praticed a lot on it.

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=XudtUvFv-r8 0 . . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

I've decided to go with Optics A first, because it's my favorite stage in this game and I've praticed a lot on it.

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
. OpticsA_hard.mp4 Muud mängimise videod Other gameplay videos N/A Press any key to continue... Press any key to continue... 1 /channel_db_lite/web/thumbs/463.jpg N/A /channel_db_lite/web/json/463.json N/A N/A
397 Press any key to continue... Unknown music on my hard drive 0 2021-10-29 This is a compilation of music that I have on my hard drive that I haven't been able to find much info about (because I don't know the song names). I uploaded this for both your enjoyment and in hopes that Content ID might pick something up... 0 1 0 1 https://www.youtube.com/watch?v=F2WdXYgvtvk 0 . . This is a compilation of music that I have on my hard drive that I haven't been able to find much info about (because I don't know the song names). I uploaded this for both your enjoyment and in hopes that Content ID might pick something up...

0:00 #1
0:30 #2
2:45 #3
3:35 #4
3:50 #5
4:50 #6
5:05 #7
5:25 #8
5:56 #9
6:43 #10
7:02 #11
7:21 #12
7:36 #13
8:57 #14
10:55 #15
12:29 #16
12:42 #17
12:58 #18
13:07 #19
13:17 #20
13:32 #21
13:52 #22
14:04 #23
14:24 #24
15:09 #25
15:54 #26
17:07 #27
17:20 #28
18:20 #29
20:30 #30
. unknown_songs.webm Muusika Music N/A Press any key to continue... Press any key to continue... 1 /channel_db_lite/web/thumbs/397.jpg N/A /channel_db_lite/web/json/397.json N/A N/A