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by Knurek at 3:56 AM EST on February 19, 2008
MMBN5 doesn't work as well (along about 20 other games as of now).

There were some problems with Star Fox Command IIRC, that's why it hasn't been added. Will have to look at the game myself.

Games with SDATs that completely crash sdattool will be looked at at a later time.
by Kurtis at 6:25 AM EST on February 19, 2008
I just did a rip of an unoptimized ROM file of Diamond and generated 1025 mini2sf files to search for the right range. Well, I'm not sure if it's simply because it's unoptimized or what, but the files I did find are extremely broken. Many instruments don't play with vio2sf. I haven't tried Highly Whatever yet. I'm really doubting that the problem is simply that they're unoptimized because I first did a proof of concept with Mega Man ZX Advent, and those files played just fine. I would post my results here, but the 2sflib I generated is 25MB.

More so I won't forget the range than anything else but also for anyone else that takes a look at the files, one of the test tracks from Ruby and Sapphire they made is 03e8, but the rest of the range starts at 03eb with yet another test track followed by all the other songs that were used in the game.

Edit: According to VGMTrans, there are also a few blank dummy tracks before that, which should start at 03e5, but as I said, there's nothing in them. I'm just stating the start for completion's sake. The full range seems to be 03e8 to 04a4, or 1000-1188 in decimal, giving no room for slack, for anyone who wants to take a look at it in the meantime.

edited 6:44 AM EST February 19, 2008
by unknownfile at 8:47 AM EST on February 19, 2008
my name is uf and i will rip the requested music of a tired franchise that everyone likes despite it being shit after rbyg/gsc.
Animal Crossing: Wild World by AENIGMA at 10:49 AM EST on February 19, 2008
I downloaded the Animal Crossing: Wild World 2sf's and all of the hourly music [16 - 2D (24 songs)] and museum music [62] have all of the variations playing at once. Is there any way to tweak the .mini2sf or .2sflib files to mute certain soundbanks from playing? Or would the tweaking have to happen before ripping the tracks?

If anyone's interested, here are the titles for most of the songs (I'm still trying to figure out 3 of them).
by DjKnuX at 11:09 AM EST on February 19, 2008
Are the Music Files of Digimon Story Sunburst / Moonlight already ripped?
I like a few Music Pieces there in this Game.^^
Where can I get them when it will already ripped or can somebody rip it?
Thanks in advance...
by Knurek at 12:16 PM EST on February 19, 2008
AENIGMA, the dynamic track splitting isn't possible ATM. Few other games have tracks like that as well (Super Mario 64 DS, Tetris DS, maybe more).

Fixing those would require either some massive hacking of the game, or coding a SDAT recombiner and a SSEQ splitter.
Both are rather beyond my skillset.
by Peppyman at 12:18 PM EST on February 19, 2008
I wanna know why there are 300 tracks for Animal crossing? It seems alot for a DS Game.
by AENIGMA at 1:10 PM EST on February 19, 2008
Thanks Knurek, I thought that might of been the case (dynamic track splitting).

edited 1:39 PM EST February 19, 2008
by nensondubois at 1:26 PM EST on February 19, 2008
Has anyone ripped Picross DS?
by Knurek at 1:33 PM EST on February 19, 2008
facepalm.jpg
by AENIGMA at 1:36 PM EST on February 19, 2008
Picross DS has been ripped.

Note: The title song [prds-0000.mini2sf] doesn't sound right. Some of the notes get cut off too soon.
by nensondubois at 2:55 PM EST on February 19, 2008
Up to higher level directory: I can't download it under 2sf mirrors.
by Omochao at 8:55 AM EST on February 20, 2008
I belive the Phantom Hourglass .2sf is missing some tracks such as the cave theme (track 0a).

Here is a list of what the first few tracks should be:
http://i4.photobucket.com/albums/y128/MithosYggdrasil/PHlist.jpg

Also, there may be duplicates in there, judging by my work with VGMtrans.
by Knurek at 3:17 PM EST on February 20, 2008
I'll look into the game this weekend. The song might've been duped later though.

And AENIGMA, you sure about the Animal Crossing tracks? Randomly chosen 0018 and 001b don't sound like they're playing too much music (I didn't play the game at all, so maybe there's something I'm missing here though).
by AENIGMA at 6:34 PM EST on February 20, 2008
The ACWW Hourly Music songs play the Default, Raining and Snowing variations all at once. The Snowing variation has a 'jingle bell' and the Raining variation has a more mellow, echoey sound to them.

The Museum song would be the best example to listen to. In the game, each room in the Museum has a distinct variation. The main room has a 'horn', the observatory has a 'bell', the painting room has a 'violin' and the fossil room has a 'drum'.


If you take a listen to the Animal Forest USF Hourly Music, they all sound similar but with different variations/sounds in them. The AF songs have Default, Cherry Blossom Festival and Snowing variations.

-edit-
I also noticed that the game has 336 SSEQ's but there are only 209 sequenced songs in the rip, were there a bunch of dummy/dupe songs when the game was ripped?

edited 6:47 PM EST February 20, 2008
by nensondubois at 10:32 PM EST on February 20, 2008
ftp://ftp.modland.com/pub/modules/Nintendo%20DS%20Sound%20Format/
is out of order. In fact, the whole site directory is out of commission.
by Omochao at 12:11 AM EST on February 21, 2008
Seems fine to me.
by Lunar at 3:57 AM EST on February 21, 2008
sometimes you have to refresh for the files to appear.
by Knurek at 4:47 AM EST on February 21, 2008
AENIGMA, you're right of course. I was expecting more variations to the music.
Well, this way at least they're listenable. :)
The missing SSEQs didn't play in the plugin (and VGMTrans as well). Judging from their size and the samples they use, those are just ambient SFX.

nensondubois, if you have a Japanese IP range, you won't be able to connect to Modland. It's due to that retarder xenophobic 2ch stalker (I guess the last straw was when he posted Modland's admin personal information and then reported his imaginary crimes to Modland's ISP).
You can get the files from Manly 2SF Page.
by unknownfile at 10:30 AM EST on February 21, 2008
obvious troll is obvious
by Omochao at 6:16 PM EST on February 22, 2008
The ACWW issue also applies to a few tracks in Diddy Kong Racing DS: Character Select, Central Area, and Boulder Canyon.
by Knurek at 6:35 PM EST on February 22, 2008
Diddy Kong Racing wasn't ripped, was it?
by Kurtis at 6:51 PM EST on February 22, 2008
@Knurek: To my knowledge, no, but like its original counterpart, Diddy Kong Racing DS also has dynamic tracks, as can be observed from using VGMTrans.
by P_L at 6:53 PM EST on February 22, 2008
I think it was started by someone, but never released ...

[EDIT: Beaten to it. Below is still relevant however.]

The character select shouldn't be on that list as the DS version of the song was a medley of a few of the original dynamic variations. Unless it's done as a dynamic track with channels muting every few bars, in which case I have no idea why they didn't just keep the character select theme the same way as the original game ... no idea why they'd do such a thing, but the rest of the game felt so strangely constructed (that many crappy touch gimmicks in a DS game this late?) I wouldn't be surprised.

edited 6:55 PM EST February 22, 2008
by Omochao at 8:27 PM EST on February 22, 2008
Interesting thing is, there seem to be two character select tracks: Player Select and Player Select Ex.
by Knurek at 3:28 AM EST on February 23, 2008
That missing Zelda track is duped at least a dozen time, so I've kept only one in the final set. zeldaph-00a3.mini2sf should be the one you look for.
by Peppyman at 5:54 AM EST on February 23, 2008
Would someone be able to do Worms Open Warfare 2?
by marioman at 9:28 AM EST on February 23, 2008
Knurek, I have been giving a listen to your NSMB re-rip, and I have noticed that all of the minigame themes are missing. I don't know if they are in a different SDAT file or what, but they are not present in the rip.

Also, I have been listening to UF's SPP rip, and I suspect that there are a large number of tracks missing too. These missing tracks include the Bowser Battle theme, the Title Theme, and the File Select theme, along with many others. Yes, I saw the message about many tracks not working, but I didn't know if they were just broken SE tracks or what.

edited 9:56 AM EST February 23, 2008
by unknownfile at 10:31 AM EST on February 23, 2008
the title theme is there. spp-0190.mini2sf

a lot of tracks are missing though. i will fix when i care more about 2sf though
by marioman at 10:46 AM EST on February 23, 2008
spp-0190.mini2sf plays silence for me in vio2sf and the latest release of HW. Weird. A fix would be great whenever you get around to doing it. Thank you.

edited 10:47 AM EST February 23, 2008
by Knurek at 12:58 PM EST on February 23, 2008
Manly 2SF site updated, enjoy.

21 new sets this time, thanks goes out to all contributors.

I'll look into NSMB later.

edited 1:00 PM EST February 23, 2008
by unknownfile at 2:45 PM EST on February 23, 2008
marioman: ill get around to it, when i care about 2sf more. schoolwork and other things are of concern right now so youll need to wait

also, keep the guro out of the goddamn 2ch thread, you lameass trolls.
by Omochao at 6:06 PM EST on February 23, 2008
marioman, the minigames themes ARE in a different .sdat

Normal: sound_data.sdat
Minigames: mgvs_sound_data.sdat

edited 7:52 PM EST February 23, 2008
by unknownfile at 11:02 PM EST on February 23, 2008
[22:56] <Kurtis-> Just finished ripping Pokemon Diamond 2SF's with the generic driver rip kit. Unfortunately, the optimized set has the same problem as the unoptimized set.
[22:56] <Kurtis-> What's a tad bit bothersome is that the 2sflib is only 2.64MB
[22:57] <Kurtis-> for 187 songs
[22:57] <Kurtis-> Then again, they don't use many different sample sets.
[22:58] <Kurtis-> http://kurtis.voidaudio.net/temp/diamond.rar
by Kurtis at 11:11 PM EST on February 23, 2008
It really seems like a polyphony issue to me. Unfortunately, the tracer program also shares the same problem, though I don't recall having these issues when emulating the game in DeSmuME itself ages ago. That said, I didn't try it out past setting up the character.
by Peppyman at 4:10 AM EST on February 24, 2008
The diamond files play weird, I think it's 2x speed but I'm not certain exactly.

edited 4:11 AM EST February 24, 2008
by Lunar at 6:45 AM EST on February 24, 2008
Where's the list of all the new 2SF rips from yesterday? I don't see them on VORC.
by Knurek at 7:00 AM EST on February 24, 2008
Just do a search for 23.02.2008.

I'll add a separate update page the next time.
by Omochao at 6:42 PM EST on February 24, 2008
Peppyman, it's more than a speed problem.
by marioman at 9:03 PM EST on February 24, 2008
@UF: I'm in no hurry. I was just letting you know that there is actually interest. Take your time.

@Omochao: So I was right for once. Nice. Thanks for confirming that.

@Knurek: Thanks for the update. I was hoping that Phoenix Wright 3 & 4 would be ripped. Oh, and thanks for having a look at the rest of the tracks in NSMB.

edited 9:46 PM EST February 24, 2008
behold my power by unknownfile at 1:05 PM EST on February 25, 2008
When I have a bit more free time, I'm going to clean up the mess that all the automated rippers have made and have sets initialize and run without needing savestates. Eventually, savestates will be phased out completely from the format, due to comments made on some other forum saying that a specific file format for savestates just won't do.

First, though, I need a new crash-test dummy for the job.

Also, Knurek, stop naming 2sf sets to stupid numbers and rename them to something recognizable.

edited 1:06 PM EST February 25, 2008
by Knurek at 1:26 PM EST on February 25, 2008
Don't like the numbers, don't download the sets (or rename them to your liking, two DOS commands are needed).

And I'm not being an ass or something. The numbers let me easily check which games were done already.

edited 1:27 PM EST February 25, 2008
by marioman at 2:10 PM EST on February 25, 2008
UF, does the automated ripper implement a sdat combiner? If so, will you please try Sonic Rush Adventure?

edited 2:48 PM EST February 25, 2008
by marcusss at 4:53 PM EST on February 25, 2008
Well guys keep it up. Its not easy and we appreciate all your effort !! ^_^.. I wonder if resident evil deadly silence has been ripped yet ? ;) Never got to play it , but wondering if it used same music from psx version or its all dif. Just curious ;)

So a few games are a b!tch to rip because of the sdat.. hmm well good luck guys !!
by unknownfile at 5:13 PM EST on February 25, 2008
> The numbers let me easily check which games were done already.

That's bullshit and you know it. I know which games were ripped because of the set name or the tags, and not numbers. Is it so hard to remember a name?
by Knurek at 5:36 PM EST on February 25, 2008
Ah, whatever. You seem to know my work methods better than me.
What's next, berating me for using /* */ comments instead of //?
by JFD62780 at 5:41 PM EST on February 25, 2008
Speaking of names and tags, I did a preliminary tag for Planet Puzzle League that adds proper tracknames, and the purposes of the tracks in parentheses. Hadda do it; I requested it, and I wanna help contribute something to make up for it.

Now the Million Dollar Question: Is there an easy way to upload said rip WITHOUT relying on those dime-a-dozen upload sites? Also for Extra Credit, is there a proper title for the hidden Lip stage theme in the original Japanese version? (Because I don't wanna have to default to "Panel de Pon (DS version)" for a title.)
by Omochao at 7:16 PM EST on February 25, 2008
Lip's stage is in the US version, as well.
by JFD62780 at 8:38 PM EST on February 25, 2008
Omochao: One problem though: How do you enable said hidden stage in the U.S. version WITHOUT a game enhancer? Hmmm...? :P
by Omochao at 9:32 PM EST on February 25, 2008
Far as I know, you DO need Action Replay.
by JFD62780 at 9:46 PM EST on February 25, 2008
Pass...

I'll gladly wait for a devoted importer to fill that void...

If Lip is unlocked, do the Sound Test pages (if they exist in the JP version) each have seven entries?

edited 9:47 PM EST February 25, 2008
SOMA BRINGER by souma at 1:47 PM EST on March 2, 2008
There was only a file named data.srl in ROM of Soma Bringer.

Can I make 2SF of SOMA BRINGER?


-------------------------------
Sorry.

SDAT was not found though it was possible to extract with ndstool.

There was a file named xxx.mus (Perhaps, it is a file related to BGM).

edited 2:25 PM EST March 2, 2008
by Knurek at 3:39 PM EST on March 2, 2008
It uses custom driver *and* custom streams, so no easy rip is possible.
by Knurek at 6:04 PM EST on March 2, 2008
2SF site weekly update. http://hcs64.com/2sf

New rips:
Bokujou Monogatari: Kira Kira Taiyou to Nakama Tachi
Brave Story: Boku no Kioku to Negai
Digimon World DS
Greg Hastings' Tournament Paintball Max'd
Harvest Moon: Island of Happiness
Houkago Shounen
Kabu Trader Shun
Lost in Blue 3
Magical Starsign
Mega Man ZX Advent
Power Pro Kun Pocket 9
Summon Night Twin Age: Seireitachi no Kyoumei
Super Black Bass Fishing
Tokimeki Memorial: Girl's Side ~1st Love~
Tokimeki Memorial: Girl's Side ~2nd Season~

Updated packs:

New Super Mario Bros.
by marioman at 6:44 PM EST on March 2, 2008
Thanks Knurek. I am going to have to have a look at the updated NSMB set now. It is also good to see that ZX Advent is officially released now.
by JudgeIto at 4:15 AM EST on March 5, 2008
vio2sf 0.12

This seems to break tags in Winamp 2.95. They display fine when added to the playlist, but disappear once the file is actually played. Seeking seems to be a little slower, too.

Is there a utility for tagging/timing sets? Glancing through these threads, I haven't seen anything. I'd like to help out and tag a few of these sets, if possible.
by Knurek at 6:40 AM EST on March 5, 2008
All sets are timed, so that shouldn't be a problem for you. As for tagging, just rename the mini2sf files to your liking (say, "01 Title Theme.mini2sf") then just run "psfpoint -tf *.mini2sf" command.
You can get psfpoint from here: http://www.neillcorlett.com/psfpoint/
by marioman at 7:23 AM EST on March 5, 2008
Hmmm... I wonder why the vio2sf update did not show up on the main page of the Foobar 2000 Wiki. There are new versions of aodsf, aossf and aoqsf here for anyone who wants them.

No problems with vio2sf or aossf, but aodsf still has a ways to go. Hopefully Richter X will get all of the bugs fixed soon.

edited 7:37 AM EST March 5, 2008
by DjKnuX at 8:27 AM EST on March 5, 2008
Hey Man,
Thanks for ripping Digimon World DS!^^
I´m very happy that somebody done this one...
by souma at 10:04 AM EST on March 5, 2008
http://foobar2000.xrea.jp/up/files/up794.zip
http://foobar2000.xrea.jp/up/files/up795.zip
http://foobar2000.xrea.jp/up/files/up796.zip
http://foobar2000.xrea.jp/up/files/up797.zip
It seems to have been corrected that tag was broken in Winamp2x.
by marioman at 10:37 AM EST on March 5, 2008
So who is it that works on these plugins? They usually fix errors that we find within hours...
by JFD62780 at 4:53 PM EST on March 5, 2008
Not to mention, shouldn't there be an Options window, once the plugins are accurate enough? I mean a window with options like Sample Rate, types of interpolation (none, linear, FIR) for the audiophiles, number of times a song loops (including infinite loops), etc.

EDIT: Okay... Just DL'ed the latest builds of AOSSF and VIO2SF and from what I saw, I stand corrected: the latest build DOES have an options window, which at least takes care of my Infinite Loop suggestion. But my other two suggestions (sample rate and interpolation) still stand. ;)

edited 7:02 PM EST March 5, 2008
by nensondubois at 8:50 PM EST on March 5, 2008
channel muting (may sound redundant)
oh hey by Dais! at 11:26 PM EST on March 5, 2008
I had an account here but I forgot the password :(

anyway, um, I just wanted to show up and thank Knurek for pointing this out to me (um, over a month ago, I'm kind of slow), and also apologize for really hitting the manly archive hard in the past week or so. I don't know why the thought of tagging gets me excited (well, reasonably excited)...maybe it's kind of like how some people find it more fun to "Let's Play" an old game than simply replay it.

Two things while I'm here...

First, in tagging a set based off an OST or otherwise in a numerical order, is it bad form to tag the STRM and mini2sf files in the same manner? It makes sense from the point of view of cavemen like me who still Ctrl-A+right-click+open to make their playlists, but I wasn't sure. Since it's obviously a bad idea to waste time sending STRM files that have just been renamed, I would be sending in a batch file that renames them (and maybe IPS patches or something if the ability to tag them in an ID3-like manner ever pops up). Would that work?

Second, ah....who ripped the music for Fushigi no Dungeon: Shiren the Wanderer (PS: go buy it)? It's missing some files that show up in VGMtrans, including one song. I mean, it'd be kind of nice to have the various ambience tracks, since they actually are used in place of music in several areas, but that's totally optional. But there's one definite music track missing, a boss theme.

It's called SND_BGM_M_DUNGEON_BOSS_02 in VGMtrans, and if it had been in the set of mini2sfs, it probably would've been -0032. If it helps any, here's some additional details from VGMtrans (whose potential relevance I haven't the faintest idea about):

Instrument set offset: 0x9DFAC0
Sequence offset: 0x9CSBE0

Not to nag, but it'd be nice to have it to fill out the set.

finally, I'd just like to say thanks to everyone for all the hard work - I definitely appreciate it.
by Knurek at 3:03 AM EST on March 6, 2008
>First, in tagging a set based off an OST or
>otherwise in a numerical order, is it bad form
>to tag the STRM and mini2sf files in the same
>manner?

Of course not, just look at Atelier whatever set.

Re: Shiren.
Oops, this is fault of that sdattool thingy, it craps out on files with large filenames (it did so in few other games, must have missed it doing here). Will rerip (with ambient tracks, yes) for the next update.
by Knurek at 3:46 PM EDT on March 9, 2008
Manly 2SF site weekly update:

17 new sets:
Black Cat: Kuroneko no Concerto
Black Jack: Hi no Tori Hen
Code Geass: Hangyaku no Lelouch
FIFA Street 3
Jigoku Shoujo: Akekazura
Nodame Cantabile
Project Hacker: Kakusei
Sunrise Anime Duke: Sunrise no Joushiki ~Minna no Hijoushiki~
Tamagotchi Connection: Corner Shop
Tamagotchi Connection: Corner Shop 2
Tamagotchi Connection: Corner Shop 3
Tanoshii Youchien: Kotoba to Asobo!
Touch Detective 2 1/2
Tsunde Tsumi Kiss
Yu-Gi-Oh! GX: Spirit Caller
Yu-Gi-Oh! World Championship 2007
Yu-Gi-Oh! World Championship 2008

1 set updated:
Mysterious Dungeon: Shiren the Wanderer - added few missing tracks
by Peppyman at 4:11 PM EDT on March 9, 2008
Is there a chance anyone can do Worms Open Warfare 2?

Mainly for a high quality version of the pirate theme.
by marioman at 10:48 PM EDT on March 9, 2008
Well, since all but one of my requests have been ripped, I guess I will update my official request list. No pressure or anything, but if someone is looking for sets to rip, here are a few suggestions:

Sonic Rush Adventure
Super Princess Peach
Yoshi's Island DS
Mega Man Battle Network 5: Twin Leaders
Sonic Rush

Yes, I know that SPP has already been ripped, but it needs to be fixed/reripped, and that is why it is on there. By the way, am I the only one who finds it odd that the YIDS driver is used for ripping sets, but YIDS itself hasn't been ripped?
by souma at 4:31 AM EDT on March 10, 2008
Yoshi's Island DS
http://www.sendspace.com/file/0jgw6j

2sf of MMBN5 was not able to be made well.
by Lunar at 4:48 AM EDT on March 10, 2008
amazing it took this long for yoshi's island DS to get ripped really :P
by marcusss at 6:02 AM EDT on March 10, 2008
Thanks for the rip !.. Good stuff..
by souma at 6:09 AM EDT on March 10, 2008
On another note,
I succeeded in the ripping of Energy Converter(mini-game) BGM of Mega Man ZXA.

16 head bytes of sound_mini.bin are deleted.
It is the same always.

If 2sf of Mega Man ZX has been made, it might be unnecessary.
http://www.sendspace.com/file/foqci9
by marioman at 6:31 AM EDT on March 10, 2008
Thanks for the rips souma. Mega Man ZX has been ripped, but for completeness sake this track should be added to the ZXA set. I saw that someone unsuccessfully tried to rip MMBN5, but I am sure that it will eventually be ripped. It may just take a little hacking.

Thanks a lot.
by Omochao at 10:46 PM EDT on March 10, 2008
I would like to know how SPP was done as there is no .sdat, and am wondering if Metroid Hunters: First Hunt could be done the same way.
by Peppyman at 5:17 PM EDT on March 11, 2008
Any progress with sorting out Pokemon Diamond?
by Omochao at 7:04 PM EDT on March 11, 2008
I'd like to know that as well, as I want properly looping versions of three tracks - Mystery Zone, First Dimension, and Arceus Battle.
by unknownfile at 12:58 AM EDT on March 12, 2008
SPP was done manually because the sound stuff was easy to locate. I'm not going to update the set.
by Mouser X at 1:26 AM EDT on March 12, 2008
In other words, yes. Metroid Prime: First Hunt (First Hunt has different music than Hunters? If not, then why not just use the MP:H rip?) could be done the same way. However, it requires knowledge in ARM assembly to do it. Essentially, you'd be ripping it the same way that USFs (and originally PSFs) are ripped. Mouser X over and out.
by Omochao at 1:34 AM EDT on March 12, 2008
Yes, First Hunt has different music.
by souma at 6:16 AM EDT on March 12, 2008
Can 2sf be made in Japanese Yoshi's Island DS??
by marcusss at 9:27 AM EDT on March 12, 2008
This thread a few pages back someone provided the link for YIDS http://www.sendspace.com/file/0jgw6j

edited 9:31 AM EDT March 12, 2008
by souma at 9:39 AM EDT on March 12, 2008
Sorry.
Because my English was unskilled, it did not transmit well.
Can it be replaced with a Japanese version though generic_driver_ripkit_r2.rar uses Yoshi 's Island DS.nds(European version)?
by Knurek at 10:03 AM EDT on March 12, 2008
If you're asking if the generic driver will work with Japanese sdat, than yes, it should work fine (incidently, the European version you used as ripping basis has one more track than the US one).

If you're asking of making another generic driver ripkit, based on the Japanese game, than the only one really capable of that is unknownfile, so the probability of this happening is pretty low, what with his work on MDSF and stuff.

Also, to that Japanese 2CH pigfucker troll - "Fuckin` Knurek"? Really? Come on, that has got to be the most sorry excuse for an isult I've ever seen. My grandmother would do better than this, even after being hit by a pussification ray, and she's been dead for a few years.
by marioman at 10:41 AM EDT on March 12, 2008
@Knurek: Don't let the 2CH crowd get to you.

@marcuss: Souma originally posted that YIDS link. I think that he should know about it.

EDIT:

So I have been listening to the ZX Advent set, and I have identified one of the unknown tracks. mmzxa-0021.mini2sf is called "Metallic Soul" and the Biometal Theme that is played when you encounter Vent/Aile. It was originally played in ZX1.

Additionally, mmzxa-0023.mini2sf. It is exactly the same as Den of Hunters (Track 6) so it can probably be deleted. The Hunter Camp theme is played during the ending, so I suspect that there may be two copies of it because of that.

If mmzxa-0022.mini2sf is going to be kept in the set, can be labeled as "Ouroboros Emerges" or something similar.

Finally, the tags are old. Here is the most current set of tags.

By the way, I just noticed the AHX file in the set. (It's the Credits Theme.) Just out of curiosity, are there any AHX files in ZX1?

edited 6:35 PM EDT March 12, 2008
by marcusss at 6:26 PM EDT on March 12, 2008
Ahh sorry .. Well :).. and yeah don't let those idiots get to you... You guys are doing a great job with your ripping.
by souma at 8:13 PM EDT on March 12, 2008
@Knurek
I was going to have questioned on the latter.
Thank you.

@marioman
I thought that there was a detailed difference in those tracks before(such as "Awake" and "Fate" in ZX).
Actually,
0007 and 0023,
0020 and 0021
were the same respectively.

ZX does not seem to have .ahx, but there is .vx.

By the way,
"Mirai he to Tsuduku Kaze" is played even at Model A Megamerge, but only introduction is played.
(Perhaps it is WAVE_VOCAL.swar in SDAT, not AHX)
by marioman at 8:22 PM EDT on March 12, 2008
I have analyzed tracks 21 and 23 a lot, and couldn't find anything. If someone else can spot the difference, please point it out.

edited 8:22 PM EDT March 12, 2008
by Chupperson Weird at 3:15 AM EDT on March 13, 2008
There is no difference afaik.
by Orpheus at 10:43 PM EDT on March 17, 2008
I couldn't find any contact information on the 2SF archive, so I'd figure I'd mention the following information here: the soundtrack for Magical Starsign is composed by Tsukasa Masuko, and the developer field for Harvest Moon DS and Harvest Moon: Island of Happiness should say Marvelous, not Natsume. Additionally, I believe CHACKEY (I think his real name is Tanaka Tsuyoshi, I'm not sure) should be added to the artist field of Harvest Moon DS as the game recycled music from the two games he composed for (Harvest Moon and Harvest Moon 64). I'd have no problem pointing out, and labeling, the tracks he composed if it were requested.

There's also tracks recycled from Back to Nature (composed by "CATS", apparently), which would not be difficult for me to label, as well as tracks from A Wonderful Life and Save the Homeland. I, however, probably wouldn't be able to label the latter two.

That's it.
by Knurek at 2:05 AM EDT on March 18, 2008
As for the recycled tracks, open the included .smap file in a text editor. Should help you much, as they are named according to the game they are from (SFC_MAP, N64_OPENING, PS2_FUYU, etc).

I'll fix the rest with the next update. Thank you very much for the corrections. :)

edited 2:05 AM EDT March 18, 2008
by CapComMDb at 5:28 PM EDT on March 22, 2008
Has controlling the number of audio loops been implemented yet? I've been running Foobar2000, but the tracks only seem to want to play once, loop, then fade. Haven't seen any settings that might allow this. With in_cube and other VGM plugins you can alter this, but vio2sf will only play what the mini2sf was tagged at. Is this something having to do with the tag, or can it be fixed with an update to the plugin? There are a few tracks I want to play without the loop and it seems to me it would take less time if I didn't have to manually cut out that part of the track when I convert it to wav.
by Mouser X at 6:18 PM EDT on March 22, 2008
Try looking on the site where vio2SF is updated. That would be at http://foobar2000.xrea.jp/up/. Really, we don't know who's making the vio2SF plugin. It just keeps showing up, with updates. The newest version (0.13, I think) allows you to loop the 2SF infinitely, or to set the default time. It still doesn't allow you to display the album tag instead of the artist though. I find that one troublesome to work with.

Also, the reason in_cube allows 2 loops + fade is because it plays streamed files. What that means is that the looping info is stored in the header of the file. It's read by in_cube, and then the file is played based on that. 2SFs, and all other xSF formats, can't support that, because they don't read the header of the data they're playing. They read the xSF header, which doesn't contain loop info. The looping data is contained within the ROM data, and this ROM data is read by the NDS audio driver (also part of the ROM data), and the NDS audio driver runs on NDS hardware, which is emulated by vio2SF. In other words, xSF players never directly interact with the audio data they play.

Anyway, update vio2SF. I'm pretty sure that's your problem. Mouser X over and out.
by CapComMDb at 7:56 PM EDT on March 22, 2008
Thanks Mouser X, that explained it.

Yeah, I've been using 0.13. The problem is, the files I'm trying to play (Metroid Prime Hunters) are set to play, loop, fade when I want them to play then fade. Infinite looping isn't the problem; getting it to single play is (i.e. I don't want an 8 minute track that could instead be 4 minutes long).

Sounds like this means each track is tagged individually by the person who rips the audio. Because it's streaming, there would be no way to automatically fix this so I guess I'll just manually edit the wav file.
by Mouser X at 11:14 PM EDT on March 22, 2008
Too long; didn't read version -> See the last paragraph or so.

I'm not sure I understand what you're saying. There's a 2SF in the MPH set that's timed for 8 minutes (2 loops?), and you'd rather that it play for 4 minutes? That can be fixed, but you'd have to edit the tags. Due to some *very* poorly implemented features, vio2SF looks like it can't change the times. You'd need to get PSFpoint to do that.

Metroid Prime Hunters has only 1 streamed song in it, and it's only 21 seconds. Everything else is a 2SF file. This means that the PSF header has PSF timing information in it. Since the accepted method is loop twice, and then fade, the timing information in the PSF header is supplied (by the ripper) as such.

In other words, either I don't understand you, or you don't understand me. Streamed files contain the loop points within the streamed file, which are read by in_cube. You can change how many loops you want in_cube to play, using in_cube's settings. This can be accessed by pressing CTRL+P in Winamp, and then accessing the input plugins submenu.

The reason you can't specify how many loops vio2SF plays is because vio2SF never sees loop points. vio2SF is an emulator. When a 2SF plays, what you're actually doing is running an NDS application (contained in the 2SF), and this application accesses the sequence data (also contained in the 2SF), and plays it. The sequence data contains loop points (otherwise it wouldn't loop), but since vio2SF is only an emulator, it never sees these loop points. The NDS application doesn't care about the loop points. It's given a file (the sequence data) and runs through that data until it's told to stop. Since it contains loop info, it continually runs through the file. In a manner of speaking, it's caught in an infinite loop (using a programming term). So, what PSF tags do (the times specifically) is they tell vio2SF (the emulator) when to stop emulating the NDS hardware. When the emulation stops, of course the NDS application stops as well, and therefore so does the audio it was outputting.

In other words, vio2SF never directly interacts with the songs it's playing. But using PSF tags, you can tell it (vio2SF the emulator) when to stop emulation. In other words, if you want it to play for 4 minutes, edit the tags. If you want it to play for 76,000 minutes (will that even work? That number might be too high), edit the tags.

Hopefully any confusion that may have been in place (either from me, or from you) has been cleared up. Streamed files *can* be told exactly how many loops to go through, since in_cube interacts with the files directly (it's reading the actual data it plays through). vio2SF cannont, because it never actually "sees" the files it plays. Since MPH has only 1 streamed file in it (which is 21 seconds as I recall), that means you need to edit the PSF tags. Hope that helped. Mouser X over and out.
by CapComMDb at 12:11 AM EDT on March 23, 2008
No, I think I understand what all you're saying here; pretty straightforward. I've just been a bit confused as a lot of other music formats (spc for instance) have the loop function.

Don't think PSFpoint will be much help to me as I've always had trouble getting command line software to work. However, you can edit the track information by opening the files in notepad or a similar program, just is a bit tedious (or most of what you need at least - game title, artist, copyright, year, fade, and length). Unfortunately, length is defined in time, so you have to know how long the song is to input that information. I don't know how they determined the loop points to begin with beyond becoming familiar with the music; you'd think there would be some information in the file to tell you that. As it is, it's a bit easier for me to figure this out by looking at the track's waveform in an editor after it's been converted.

BTW, any idea why the fade for the 2sf files are set at 7 seconds as the standard? I thought 10 was... Just curious.
by unknownfile at 12:27 AM EDT on March 23, 2008
because knurek is an idiot
by Mouser X at 2:26 AM EDT on March 23, 2008
In regards to finding loop points for 2SFs, the NDS sequence format has actually been figured out. NDS sequences can be converted to MIDIs. The reason you don't see a large collection of NDS MIDIs (at least, I haven't seen one), is because the converter software only does the barest job. It doesn't associate instruments properly. If you were take a NDS converted MIDI, and play it in a normal MIDI player, it would sound like crap.

The reason I bring this up is because the converter software is able to read the NDS sequence data. This sequence data contains the loop point, which the converter software understands. When it outputs a MIDI, the loop point is not converted. But, if you set it in advance, the converter software will make the MIDI loop twice, because it "knows" where the loop point is. This is how Knurek (who has done most of the ripping, and I think all of the timing) is able to loop the 2SFs twice.

When Knurek rips a 2SF set, he actually creates a MINI2SF set, and a MIDI set. The MIDIs are deleted eventually, but before they are, he pulls the length data from them, so that he knows how long each 2SF needs to be to loop twice.

I'm pretty sure that Knurek has written up a ripping/timing process, but I don't have a link for it on me. Either he can answer you here (I think he's gone to bed by now, so you'll have to wait for morning), or you can can contact him on IRC (obviously, you'll need to wait a bit for that as well). #usf is the channel, and the server is irc.freenode.net.

Sorry I don't have the name of the converter software. I do know that's how Knurek was able to time the sets though. If you're going to be changing some timing tags, or want to find specific loop points, then that's what I would suggest you do. Convert some SDATs (I think that's where/how the NDS sequence data is stored) to MIDIs, and work from there.

Also, interesting method for finding the times (waveform). It's not the one I would have used. Anyway, I hope that you can find this info. useful. I didn't understand that you were trying to find the exact loop point, and loop the files based on that. Perhaps I'm using an old version of SNESAmp (I use 3.1, which is old), but I've never seen that option.

In regards to SPCs though, I should mention that CaitSith2 created a tool that can find the loop points of SPCs 95% or 98% of the time. It's a variation (adapted for SPCs of course) on the method CaitSith2 devised for timing GSFs. So if SPCs have exact loop points, I would suspect that at least some of the SPC sets have CaitSith2's tool to thank for it. Mouser X over and out.

edited 3:44 AM EDT March 23, 2008
by CapComMDb at 11:12 AM EDT on March 23, 2008
Actually, scratch using Notepad - it screws up the characters it can't read. You can just ALT+3 (File Info) them in Winamp to manually edit the tags, but I'll still have to find the track lengths.

I'll keep my eye open for the sequencing software, but I haven't seen anything yet so it would probably just be quicker to find them manually at this point.

Thanks again!
Mirror? by Ice_Pegasus at 2:58 AM EDT on March 27, 2008
Yo...i notices that the mirror that the 2sf files are hosted on is EXTREAMLY slow.....if you want i could help with the mirroring of the files, and you can use my site.....its hosted on a fast 100mbs server and is Never down....
by hcs at 4:00 AM EDT on March 27, 2008
Feel free to mirror 'em, maybe give Knurek an account over there? The current mirror is powerful enough to withstand the slashdot effect, not designed for raw speed, and we pay nothing for it, and it was trivial to use.

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