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by Dais! at 1:40 AM EDT on March 18, 2010
thanks for the plugin suggestions, ugetab.

I was fascinated by the Sega music from that GSH set, since I know of no way to hear it in the game (thanks for noticing that, unknownfile). I sorted through the set, then researched the seven Sega tunes and (with the help of others) got them identified.

And you know, I was going through the whole 255 set, and checking everything.

But, uh, it looks like 2ch beat me to it!

http://pc11.2ch.net/test/read.cgi/dtm/1265069464/l50

As noted, there's an error in the psfpoint batch bit there - 14 STONE is actually 0027. Interestingly, it looks like they couldn't find 24 SORROW either...

combine that with the English tracklist here:
http://en.wikipedia.org/wiki/Gunstar_Heroes:_Sound_Collection

well, anyway, here's the credits for the individual Sega tracks.

0016 - "Alone Fighter" from Galaxy Force II - composed by Katsuhiro Hayashi

0017 - "Burning Point" from Thunder Blade - composed by Koichi Namiki

0018 - "Final Take Off" from After Burner - composed by Hiroshi Kawaguchi

0020 - "Altered Beast" from from Altered Beast (it starts with beginning from "Rise From Your Grave") - composed by Tohru Nakabayashi

0021 - ESWAT: City Under Siege boss theme (the Genesis semi-sequel) - composed by Tohru Nakabayashi and Takayuki Nakamura

0022 - Wilderness (first stage theme from Golden Axe)- composed by Tohru Nakabayashi

0023 - Beyond The Galaxy from Galaxy Force II - composed by Koichi Namiki


now someone can make a nice full tagged set (not me - gsfopt doesn't work on this computer for whatever reason). I...kind of wish I hadn't wasted my time sorting...

(you aren't still taking requests, right, unknownfile?)
by lordskylark at 5:36 PM EDT on March 18, 2010
Is anyone taking PSF requests? I have a couple games that I am surprised have never received rips.
by guest at 7:14 PM EDT on March 18, 2010
Is anyone taking PSF requests? I have a couple games that I am surprised have never received rips.

Which games?

edited 7:14 PM EDT March 18, 2010
by lordskylark at 7:19 PM EDT on March 18, 2010
Dice de Chocobo
Shadow Hearts 2
Shadow Hearts 3


Then, I was curious how the final music compared from these demos (or if there was extra or unused music found in them):

Chrono Cross demo
Xenogears demo (I think there is both a JP and US demo)

edited 7:19 PM EDT March 18, 2010
by RukarioGyiyg996 at 9:34 PM EDT on March 18, 2010
I have a PSF request.

Silent Hill 1, (Not the streams, but the actual sequenced music.. I know it has to be sequenced due to how it acts whenever you use savestates in ePSXe, since music tends to cut and fuck over when using savestates)

I'd do anything to have, just 1 PSF of it, the prologue ambiance when you first start the game... That shit's just awesome and I can't get it out of my mind.
by JILost at 9:55 PM EDT on March 18, 2010
PSF request?

What about (Genso) Suikoden 4? I have no idea whether that's even sequenced or streamed, but it's good music and I'm surprised no one's done it yet.
by manakoAT at 4:10 AM EDT on March 19, 2010
lol, the games mentioned in the previous 3 posts using all a custom driver, explains why there are no rips :o)
by Lunar at 6:29 AM EDT on March 19, 2010
i have playstation music requests but i don't know if they are streamed or sequenced or anything. i just haven't had any luck finding the ISOs.

- Nurse Witch Komugi-chan Magikarte (PS2) // Soyo Oka
- X-Squad (PS2) // Masanao Akahori
- Chou-Mahsin Eiyuuden Wataru: Another Step (PSX) // Hayato Matsuo
need more gsf rip requests by unknownfile at 6:12 PM EDT on March 19, 2010
aside from the virt games i am open to more rip requests.

i need to figure out how to do 2sf rips... but reverse-engineering nds audio drivers suck ass
by SmartOne at 10:27 PM EDT on March 19, 2010
*Slurp*
by Tanookirby at 11:55 PM EDT on March 19, 2010
What about an NSF of Mega Man 10?
by Dais! at 12:10 AM EDT on March 20, 2010
additional requests, which I shouldn't be making due to never getting around to tagging old requests:

-Sigma Star Saga (GAX)
-Shaman King: Master of Spirits 1 & 2
-Pyuu to Fuku! Jogger Byuu to Deru! Megane-Kun
-Legacy of Goku I/II/Buu's Fury
-Gegege no Kitarou



very low priority:
-Comix Zone
-Any Yu-Gi-Oh games that haven't been done
-The other two Getbackers games
-Broken Circle (never got a commercial release but was posted online by the creators)
-World Reborn (ditto)

in the case of those last two, it might be possible to get in touch with the creators themselves in order to make things easier
by Lunar at 8:04 AM EDT on March 20, 2010
"What about an NSF of Mega Man 10?"

like he did for mega man 9, TSSF is working on an nsf for mega man 10 at the moment. progress can be tracked here: http://famitracker.shoodot.net/forum/posts.php?id=736

also i guess i'd like to see advance guardian heroes GSF. though i really should tag gunstar super heroes first... if all the tracks are there for sure now, i'd do it, if no-one else has.

edited 8:06 AM EDT March 20, 2010
Sigma Star Saga by unknownfile at 9:33 AM EDT on March 20, 2010
Those pesky sound programmers...

Sound select is at 0x8000434 but it passes offsets to the sequences as GAX normally requires. It doesn't use sound codes from what I see so far...

Example:

LDR R4, =0x266
LDR R0, =unk_814AEC4 ; pointer to sequence
BL sub_8000434

Sequences seem to have the magic word 08 00 20 00, but this doesn't turn up all of them.

I have 42 tracks ripped out of 48.


edited 10:50 AM EDT March 20, 2010
...and its incomplete rip by unknownfile at 1:03 PM EDT on March 20, 2010
Here's an incomplete rip of Sigma Star Saga. It has 46 tracks. I gave up looking for the last 2 missing ones mainly because the music sucks.
by Dais! at 7:44 PM EDT on March 20, 2010
thank you very much! I really appreciate it.

(I'm kind of surprised there's so many music tracks, I thought there were only about two dozen in the game. Guess there were more event themes than I remembered)

I'm...not sure I understand, though. When you say you can't find the 2/3 missing ones, is that some specific problem with ripping GAX games? I assume the same thing that prevents you from just handing me every possible minigsf (like with an automatic extraction)?
RE: Mega Man 10 NSFs by marioman at 10:23 PM EDT on March 20, 2010
Awesome. I was wondering if TSSF would try his hand at some Mega Man 10 NSFs. Thanks for the heads up Lunar.
GAX and why it is annoying as shit to rip by unknownfile at 11:55 PM EDT on March 20, 2010
All drivers use a call that tell things to play. On the GBA, most of these drivers pass a sound code to their initialization function. I've seen this happen with most drivers, even custom ones.

GAX on the other hand requires the programmers to send an offset to a sequence through GAX_Init. While this makes sense from a programming standpoint it makes things difficult to rip because I can't just send the function a range of values between 0x00 and 0x2f -- instead I need to pass offsets which have big values like 0x814bdd4.

Typically there's a table that contains pointers to all the sequences as there has been in the Iridions, but I haven't seen one here.
Broken Circle by unknownfile at 12:12 AM EDT on March 21, 2010
IN THE BEGINNING
THE BROTHERS FIGHT,
AND KILL EACH OTHER...

IT'S NO WONDER WHY
THIS GAME WASN'T RELEASED,
IT SUCKS ASS

MOST OF THE PROGRAM
IS ARM INSTEAD OF THUMB,
HOW ODD

found the sound select

MOV R0, R8 ; argument 1, pointer to a function I think
MOV R1, #1 ; no idea
MOV R2, #9 ; sound code
LDR R4, =(sub_807684C+1) ; jump into THUMB code
MOV LR, PC


Well I was about to throw it into gsfopt, but it uses MULTIPLE SOUND BANKS!!! GAHHH!!!!!!

edited 11:05 AM EDT March 21, 2010
...and its rip by unknownfile at 11:35 AM EDT on March 21, 2010
Broken Circle

This is unoptimized due to gsfopt fucking up and duplicating tracks for no reason. But hey, you're always welcome to give optimization a try.
by Dais! at 5:10 PM EDT on March 21, 2010
thanks again! I really don't mind getting unoptimized stuff, I'm just happy to have anything to work with/listen to.

In the case of Sigma Star Saga...I realize you don't like the music or dealing with GAX, but if I ended up finding those other two songs while playing the game....geez, how do I ask this...

I'm aware that a number of GBA emulators provide various debugging tools - most of which I don't understand, but quite a few of which detail what the hardware is being told by the software to do.

If I found where one of the missing SSS songs played in the game, does it seem reasonable to believe that my using some sort of debugging function could provide data which could lead to finding where those songs can be found?

This is definitely a hypothetical question.
by unknownfile at 6:33 PM EDT on March 21, 2010
put a breakpoint at 0x08054F94 (this is the GAX_Init function)

when the bp hits, write down the value of r0 somewhere

repeat this for every song that plays

then post those values

i'm too lazy to play through the game to log all these values so blah
a dangerous project by unknownfile at 7:18 PM EDT on March 21, 2010
Ladies and gentlemen.

My next GSF rip is one so dangerous that nobody else has done it before.

It is...

...the GBA bios boot sound.

___
Code at 0x1bd4 in BIOS:

CMP R7, #0x10
BLT loc_1BE4 ; changing to branch prevents the sound from playing.
BL sub_1DC4

The trick now is to get this running as a GBA ROM, by default the BIOS runs at 0x00000000 in memory rather than at 0x08000000 like GBA carts.

edited 10:52 PM EDT March 21, 2010
by Lunar at 7:35 AM EDT on March 22, 2010
mega man 10 nsf is done

http://famitracker.shoodot.net/forum/posts.php?id=736
disregard my previous statement by unknownfile at 9:56 PM EDT on March 22, 2010
the bios can't be ripped too easily and i should have realized this based on experience but i'm a gigantic moron so i tried again and failed

will be getting back to requests later this week due to shit
by Sir-Sabin at 3:22 AM EDT on March 23, 2010
if you fail once or twice, try try again. one day you will do it
m1 by unknownfile at 10:44 AM EDT on March 23, 2010
putting up an unofficial version of m1 tonight since rb is not going to in a million years and i've been sitting on this forever so i might as well release it

of note are several drivers added on request of everyone's favorite pole plus a rollback of fm.c to the older version

also cocks

yes i know he's released the m1 source so shut up k

___

alright here it is, it's based on 0.7.8a9 so it's a bit old

stuff

changes include the hexion driver in the public source code, plus some dynax games and misc changes including the following:

- Xexex still runs on Xexex hardware
- Bucky O'Hare, Wild West COW Boys and X-Men run on X-Men hardware
- various volume level corrections in X-Men, Neo Geo and Ninja Gaiden

includes a patched xml for you to jerk yourselves to

i'll be moving over to the new source and will also move some smse2k crap in there because i dunno why

edited 6:21 PM EDT March 23, 2010
by guest at 11:19 AM EDT on March 27, 2010
Hi Lunar
i have playstation music requests but i don't know if they are streamed or sequenced or anything.

- Nurse Witch Komugi-chan Magikarte (PS2) // Soyo Oka


Here's the PSF2s
by agu fungus at 11:22 AM EDT on March 27, 2010
@ unknownfile
Here's another challenge (anyone else can take it, if you'd like):

Mario Kart Super Circuit - Single Cart Multiplayer

Yes, tracks from this mode are still not ripped, not even with Saptapper. Does it use a different driver?

edited 11:31 AM EDT March 27, 2010
by Lunar at 10:10 AM EDT on March 28, 2010
"Here's the PSF2s"

... mother of god.

thanks very much for these. some of them are amazing.
by Omochao at 6:54 AM EDT on March 29, 2010
@aqafungus
It probably uses a different song bank, like the Mother 1 section of the Mother 1-2 collection.
Mario Kart Super Circuit, Multiboot Edition by unknownfile at 9:46 PM EDT on March 29, 2010
L:\gsf>saptapper mkss_mb.gba
File mkss_mb.gsflib loaded
found at 0x325fbc
Checking for soundmain...found at 0x325fb0
Checking for soundint...found at 0x325f38
Checking for vsync...found at 0x3258ec
Enter your name for GSFby purposes.
The GSFBy tag will look like,
(yourname)*
GAY ANAL RAPE

0 error(s)

This produces one track which does nothing.

edited 9:47 PM EDT March 29, 2010
by Omochao at 1:25 AM EDT on March 30, 2010
Well, I could record those tracks myself, IF I had a code to turn off the Kart sound.
by unknownfile at 9:39 AM EDT on March 30, 2010
well it depends, does it use tracks not present in the normal game?
by Omochao at 10:50 PM EDT on March 30, 2010
It does indeed (though they all originally appeared in Super Mario Kart).

EDIT: I have recorded the Results and Track Select. I can't, however, do the track itself, because of the Kart sound.
http://www.sendspace.com/file/t7p5o8

edited 11:52 PM EDT March 30, 2010
by Apx at 1:27 AM EDT on April 2, 2010
Looks at the last four entries in "brd_dcs.cpp" from the latest M1 source code.
Notes the lack of windows version in the Bannister m1 forum thread.

Cries :'''(
got bored and ported stuff by unknownfile at 2:06 PM EDT on April 2, 2010
i now have the pc-88 version of Snatcher running in m1, which means i just wasted my time yay

will be getting to gsf rips eventually due to boredom
by RukarioGyiyg996 at 7:52 PM EDT on April 2, 2010
@unknownfile How does the Team Metalslave logo music sound in M1?
by unknownfile at 8:45 PM EDT on April 2, 2010
all the music sounds identical to hoot, just some slight differences in the envelope generator

this is on the old fm.c thing so blah
more porting stuff by unknownfile at 2:51 PM EDT on April 4, 2010
trying my hand at getting x68k over to m1 from hoot, good thing they use the executable off the game disks themselves.

read_memory_32 address 00000AC8 <-- jump from patch into executable code
read_memory_32 address 00008414 <-- bad opcode
read_memory_32 address 00000010
read_memory_32 address 000008D4 <-- infinite loop, seemingly put there by the developers

_________________

wow nice, the code used to load x68k .x files is terrible. i have the basic flow of it reversed, but the initialization for the loop is redundant, will finish it later and release the new version and source.

edited 6:47 PM EDT April 4, 2010
more stuff by unknownfile at 3:18 PM EDT on April 5, 2010
i have the executable format decoded for the most part thanks to a bit of reverse engineering, now what i need to do is emulate bus errors.

as you know, some x68k games use midi. to check to see if midi devices are present, the x68k does a check and waits to see if the check succeeds or a bus error is raised. the m68k core that runs in mame (as well as m1) does not support bus error emulation, so accesses to the midi ports cause the program to hang.

shouldn't be too hard to do now that i've got stuff figured out.
m1 by jonai at 1:31 AM EDT on April 6, 2010
thank you so much for this correction :), now the neogeo volumes sounds correct.
It is funny that This correction was made even before I wanted to notice you in the irc about that XD.

Unfortunenately now it seems that it does not support a few of my romsets anymore that worked with the old version, it gives some error message:

D:\1gJoNaI\PORTABLE\m1078a10-w32\m1078a10>m1.exe kof2001

M1: arcade video and pinball sound emu by R. Belmont
Core ver 0.7.8a9, CUI ver 2.3.3
Copyright (c) 2001-2008. All Rights Reserved.

Reading configuration from m1.ini

Switching to game The King of Fighters 2001 (set 1)
Game selected: The King of Fighters 2001 (set 1) (Eolith / SNK, 2001)
Wrong size for file 265-262_decrypted-m1.bin, expected 262144 and got 131072

ERROR: unable to load ROM 265-262_decrypted-m1.bin
ROM load error, bailing

D:\1gJoNaI\PORTABLE\m1078a10-w32\m1078a10>


thank you anyway.
by RukarioGyiyg996 at 3:26 AM EDT on April 6, 2010
I get ROM load error's with Mortal Kombat 3, when with the original version of M1 it worked fine. (Other than the music sound strangely different...)
by unknownfile at 10:17 AM EDT on April 6, 2010
later NeoGeo games use encrypted sound roms which you need to decrypt yourself. i'm thinking of having M1 decrypt everything so you don't need to worry about it.

also i don't know about the MK3 errors. try updating your XML files or romsets.

in other m1 news i have Gradius 2 x68k booting for the most part but for whatever reason the program returns into what is supposed to be the stack and locks up. it's probably a memory read/write error that has caused stack corruption or something.
before i forget by unknownfile at 5:55 PM EDT on April 6, 2010
here's the latest version. all it does is add support for snatcher and not much else.

here's the xml for snatcher if you're interested:

<game name="snatcher" board="Snatcher (PC-88)">
<description>Snatcher (PC-88)</description>
<year>1988</year>
<manufacturer>Konami</manufacturer>
<m1data default="1" stop="0" max="255"/>
<region type="cpu1" size ="81920">
<rom name="PATCH" offset="4000" size="110"/>
<rom name="LOADER" offset="6800" size="14848"/>
<rom name="DRIVER" offset="D000" size="7552"/>
</region>
<region type="user1" size="98304">
<rom name="MUSIC" size="56540"/>
<rom name="MUSIC2" offset="E000" size="11970"/>
</region>
</game>

it's nothing more than a direct port from hoot, but there you go
x68k almost figured out by unknownfile at 6:50 PM EDT on April 7, 2010
there are some errors when returning from interrupts. for whatever reason, the rte opcode gets this off the stack:

Jumping back to 0B1A0000 (SP = 00F0FFC0)

i'm guessing it's either bad byteswapping or bad everything.

__________

Gradius II is now up and running. The driver has the following problems:

1. The timing is wrong.
2. No PCM chip emulation.
3. The binaries need to be patched before you load them.

I'll get back to work on this later, as I got other shit I should be doing.

edited 9:05 PM EDT April 7, 2010
it gets worse by unknownfile at 4:19 PM EDT on April 8, 2010
Looking at the X68k PCM situation. Hoo boy.

What they've done is alter how the PCM chip is controlled via patches. Usually the MSM6258 chip is fed data which it then outputs, but what the patches do is feed the code offsets and status registers. This way, it is easier to control and is a bit more like a MSM6295, but it makes it more annoying to hack away at.
VGMToolbox r636 Released by snakemeat at 12:08 PM EDT on April 9, 2010
VGMToolbox r636 released, grab it on Sourceforge. Here's what's new:

-= NEW =-
[VFS EXTRACTOR]
- Add a Virtual File System (VFS) extractor. Useful for extracting large container files that have a file table included or in a separate file.
- Sample plugins have been included for reference purposes.

[PSF2 SETTINGS UPDATER] Add a tool to change the psf2.ini file in batch mode for easy set-wide updates of parameters.

[SONY ADPCM RIPPER] Add Sony ADPCM Ripper. Tool is still WIP and may produce imperfect results.

-= UPDATED =-
[CD-XA EXTRACTOR]
- Add two-pass option for files that do not have silent blocks between reused block IDs. Use this when multiple tracks are extracted in a single file even when the silent blocks setting is set to 1. This option will determine a ceiling value for the distance between blocks and split tracks where that value is exceeded.
- Modified to clean up silent blocks, so extraction process doesn't leave a folder full of small, empty files.

[MKPSF2 FRONT END] Add option to create .psf2lib files to simplify creation for small groups.

[PSF DATA FINDER] Improved handling of small samples (less than 0xA0 in size), partial matching will now be used to try and match VB data to VH data.

[PSF2 DATA FINDER] Improved handling of small samples (less than 0xA0 in size), partial matching will now be used to try and match BD data to HD data.

-= FIXED =-
[PSF2 DATA FINDER] Fix code to prevent extracting the same BD section repeatedly.

-= PLUGINS =-
[ADVANCED CUTTER]
- Add PS2 KCES/SVAG plugins (bxaimc).
- Add XBOX360 tri-ace SO4/Infinite Undiscovery XMA plugin (bxaimc).

-= SOURCE ONLY =-
[MANAKUT] Add manakut.exe tool, a binary cutter with some useful options.

[VGMT INFO] Add vgmtinfo tool, a small tool to output tag info to console for all supported formats.

-= THANKS =-
bxaimc: Thanks for the new Advanced Cutter plugins.
by marioman at 9:23 PM EDT on April 9, 2010
PlugNinja just updated nearly all of his plugins! It appears that the synchronization issue in the SNSF plugin has been fixed and other general improvements have been made to the other plugins. There is also a new QSF plugin available. But enough talk, go get them.

edited 9:24 PM EDT April 9, 2010
by Elven Spellmaker at 10:25 PM EDT on April 9, 2010
Daaaaw, was rather hoping the Shining the Holy Ark bug would be fixed. Alas its still there. =/
by Lunar at 4:10 AM EDT on April 10, 2010
oooo plugin updates. *moist*
hopefully this means sim city 2000 will play properly now
edit: i think its playing too fast from what i can tell, but it is in sync.

edited 4:19 AM EDT April 10, 2010
by Sir-Sabin at 5:34 AM EDT on April 10, 2010
Mother 3 seems to have sounds like static or something when being played via viogsf 0.07
by SmartOne at 3:17 PM EDT on April 10, 2010
Timing must have changed in VBA-M. I'll stick with viogsf 0.05 and the Mother 3 set that plays without pops. Unless there's a better solution.
by ugetab at 5:53 PM EDT on April 10, 2010
Sim City 2000 timing between Geiger's SNES9X debugger and the in_snsf9x plugin seem to match up. If there's an error, I think it's in the basis emulator for the plugin.
by JudgeIto at 11:54 PM EDT on April 10, 2010
[ADVANCED CUTTER]
- Add PS2 KCES/SVAG plugins (bxaimc).


Oh wow, this works great. Thanks so much!

I was getting ready to ask you guys for help with getting the output from the two PS2 Contra games to mesh with manakoATs DATs, but this'll do fine.

ALSO: While we're talking about SNSFs, is there any reason why the Wario's Woods set in the archive here is just 28 copies of the same track?

edited 12:05 AM EDT April 11, 2010

edited 12:06 AM EDT April 11, 2010
more m1 crap by unknownfile at 10:50 AM EDT on April 12, 2010
I'm in the process of porting M1 over to run on MAME 0.137's core to resolve some issues and add a whole new bunch of features.

This means I'm now open to feature or driver requests now that I'm on the new core.

This new version will be released once I have it running without it crashing over and over and over.

The following drivers are on the to-do list:

- Sega C2 board. (Genesis-based, for games like Thunder Force AC. I already have the driver for this one worked out)

- Psikyo SuperH-based hardware, particularly Space Bomber and Strikers 1945 II.

- And, of course, every driver in M1 that now has to be ported to run on the new core.

Also, the X68K driver is complete, even if the PCM sounds like crap. I probably won't add it in the final builds due to hackiness.

edited 10:51 AM EDT April 12, 2010
by marcusss at 2:34 AM EDT on April 13, 2010
IS there any way to get Vasara 1 or 2 working on it? I have been told they don't have a separate sound cpu so it won't be supported but anyway will ask just incase :)

Good work though !!
by Knurek at 10:35 AM EDT on April 13, 2010
Getting a game that doesn't have a separate sound CPU to work in M1 is like ripping an NSF or GSF - so possible, just hard to do.
by unknownfile at 11:00 AM EDT on April 13, 2010
Pretty much what Knurek said.

It's pretty easy on 68000 systems as they have usually have the YM chips sending a specific interrupt to the CPU, rather than the chip being controlled by vblanks.

Z80s on the other hand often have other bits and pieces running in the interrupt code, so that has to be isolated somehow.

Now onto interesting stuff:

Thunder Force AC's player has three vectors to the sound driver right next to each other, in this order:

- Init
- Select (Controlled by several functions)
- Play (referenced by IRQ vectors)

I'm guessing several other games running on the same system will have a similar driver.

The new core currently has Gradius 3 running fine. The video system still requires a screen to be present, otherwise the core crashes. I might just leave these nullscreens in place, but whatever.
by marioman at 3:39 PM EDT on April 14, 2010
@Elven: aossf 1.21 has been released and it supposedly fixes the Shining Holy Ark problem.
by Elven Spellmaker at 8:56 AM EDT on April 15, 2010
@Elven: aossf 1.21 has been released and it supposedly fixes the Shining Holy Ark problem.
YES!

That has made my day.

Thanks to the PluginNinja, and you mario for spotting it! =D

edited 8:56 AM EDT April 15, 2010
gg mingw by unknownfile at 11:52 PM EDT on April 18, 2010
have been working on getting this hacked version of mame into a DLL form for use in m1 frontends and so on. thankfully, gcc thinks that certain functions compiled have vanished into thin air (specifically some important osd ones), so the compile shits. haven't tried the visual studio compiler for dll builds yet, but it was annoying getting it to compile plain old mame.

once it's working i can get down to srs biz
GBA Request? by SynaMax at 7:02 PM EDT on April 19, 2010
Hey guys, I'm new to this forum but I've been messing around with game files (especially audio) for a while... I don't really know a whole lot of programming, but I have dabbled in it before and I have a general understanding of loops and initialization and all that crap.

Anyways, I was wondering if you guys can help me rip the GSF and GSFlib files for Tron 2.0 Killer App? I found out that the audio engine is called "Sonix Audio Tools" by some German company named Cosmigo. As far as I know, Tron 2.0 Killer App is the only game to use it.

I have ripped one track using saptapper, rom2gsf and gsfopt and I included that in this post...however I have reason to believe the gsf has all of the other songs from the game in it because of the file size (it's 7 MB..that may be because it's unoptimized too...IDK). Either way, check it out:

Tron 2.0 Killer App (preliminary).gsf

Also, has there been any progress on the AGSC sound effect files from Metroid Prime? It's most likely that these files are a collection of various sound effects in one file.

Thanks in advance!
by unknownfile at 10:15 AM EDT on April 20, 2010
i'm assuming you know arm/thumb assembly so i'll tell you the basics

look for writes to the gba audio enable register, this'll typically get you the driver init function

then put breakpoints in other functions around the audio init until you find something that looks like the sound select function - this is typically called when sound effects and music start, try changing the registers around

find somewhere where that init function is called then put a loop after it's called to freeze game execution

then you pretty much have a gsf rip

it's hard when you start but it gets pretty easy afterwards

problem is that this can usually take a bit of time, most work i've spent is a few days, but i've been able to do rips in less than half an hour

just get that method down and you can be a kewl kid
AGSC by CapComMDb at 8:02 PM EDT on April 28, 2010
Yeah, I'll second the question regarding the AGSC format. Some of the ones from Metroid Prime 2 will play (really, just the title theme). I'm not sure if it's playing right though as it comes out in mono. Are these like Prime 1 and have the left and right sound channels separate?

Looks like the sound files in the Prime 1 folder are for the title, Tallon IV overworld, Omega Pirate, and...either the menu theme or Metroid Prime battle.
by ugetab at 3:23 AM EDT on May 9, 2010
Turns out the same method for ripping Virtual Boy Wario Land worked identically for Teleroboxing. I'm not just going to sit on the info in case of interest, so here.

http://stashbox.org/889045/TeleroboxingMusicRip.7z

http://stashbox.org/876623/WarioLandMusicRip.7z
by Omochao at 2:51 PM EDT on May 10, 2010
What emulator should I use for that? I would like to rip some Wario Land tracks to supplement Blue_Kirby's rip.
by arbingordon at 3:31 PM EDT on May 10, 2010
http://code.google.com/p/vbjin/
^that one, you press F2 and F3 to load the saves iirc
by Omochao at 3:48 PM EDT on May 10, 2010
And how do I select which music I want?
by arbingordon at 9:59 PM EDT on May 10, 2010
http://hcs64.no-ip.org/logbot/usf/index.cgi?2010-04-30
by ugetab at 3:34 AM EDT on May 15, 2010
I've been puttering around with some C++ and LUA code, so here's a nice result for people who want some music.

http://stashbox.org/896698/VBJin_svn51.7z

Load either VB Wario Land or Teleroboxer, and the included LUA script. Page Up and Page down selects. Edit the script to make Insert go straight to a track(good for recording). Teleroboxer actually plays full tracks with this setup. I can't get it to play stage endings, but those are already recordable with no noise, I believe.

Edit:
Now with Wave File ripping.

edited 5:42 PM EDT May 15, 2010
by Omochao at 4:51 AM EDT on May 16, 2010
This also works for Mario Clash and Galactic Pinball, but not Panic Bomber and Mario's Tennis.
by ugetab at 8:52 PM EDT on May 16, 2010
http://code.google.com/p/vbjin/source/browse/

trunk>luaScripts. I have panic bomber and several others working since this upload.

Also: Mario's Tennis is broken, as far as I can tell. I can't make this work for a game that won't start.

edited 8:56 PM EDT May 16, 2010
by Omochao at 6:25 PM EDT on May 17, 2010
Mario's Tennis starts up fine for me.
by ugetab at 2:22 AM EDT on May 18, 2010
I got Mario's Tennis to work, but I can't find music inits. Too bad.

Edit:
Improved sound quality in the emulator, altered LUA programming and script to be better.

http://stashbox.org/899928/VBJin_svn60.7z


edited 7:47 PM EDT May 18, 2010
by ugetab at 2:12 AM EDT on May 20, 2010
http://stashbox.org/901143/VBJin_svn61.7z

I don't think I'll be spamming updates again any time soon. VBJin can finally be used as a music player itself with no noticeable errors to my ears.
by mudlord at 3:01 AM EDT on May 21, 2010
Nice, what we need now is a plugin!
by RukarioGyiyg996 at 6:04 AM EDT on May 21, 2010
Are there any USF's for Vigilante 8? I'm dying to hear that music again without bringing my N64 in here.
by Lunar at 9:50 AM EDT on May 21, 2010
^^^me too. both V8 N64 games have great tunes. i can tag them too if they're ripped.

i've got mp3s as well if you don't want to wait.
by RukarioGyiyg996 at 9:54 AM EDT on May 21, 2010
I have a TV tuner card on this new PC, I'm wondering if I can get audio from it if I just bring my N64 in here and plug in the RF Modulator jack into the port it has... depends if I ever find that thing..

That and if my cartridges ever work, if there's one thing I hated about the cartridge format is when it fails to boot up properly due to lousy connection or a ton of corrosion or dust.
by hcs at 12:35 PM EDT on May 21, 2010
I'd just like to point out that in this thread "other xsf formats" refers to "not USF or 2SF". And don't feel like you have to ram everything else into this one thread, anyway...
by ugetab at 12:23 AM EDT on May 24, 2010
Virtual Boy Mario's Tennis music ripping:
Open the .VB file and go to AB22.
Change A042C740 to C0A0??00, replacing ?? with the music number.
Load the game to play the music. Record, then Reset to start the music with silence.

jal 0700B16E is the music init call, and it's all hard-coded values so far, hence the recoding info.

Jack Bros:
Just listening:
Change CE2 from 16 to what you want in the .VB file.
Reload or reset the game.

Recording:
Change 1B1D8 from 20 to what you want.
When you get to the Yes/No option, change the selection to start/restart the music.

edited 12:57 AM EDT May 24, 2010
Old Request Filled by guest at 10:57 PM EDT on May 26, 2010
Dai-4-ji Super Robot Taisen S (1996)(Winkysoft)(Banpresto)[SLPS_001.96] PSF:
http://www.sendspace.com/file/6i3jdu
by iloveyou at 1:44 AM EDT on May 27, 2010
guest!!!!!
Thank you very much !!!!

Does anyone have this format?

[Langrisser 4,5 - PSF format]
[Super Robot Taisen R,D,J - GSF format]
[Super Robot Taisen 64 - USF format]
[Super Robot Spirits - USF fromat]

Heal the world make it a better place~¢Ü
For you and for me and the entire human race~¢Ý
There are people dying~¢Ü¢Û
If you care enough for the living~¢Ý¢Ý
Make a better place for you and for me~~¢Û¢Û

edited 1:51 AM EDT May 27, 2010
by agu fungus at 10:31 PM EDT on May 27, 2010
So, is there any progress on trying to make a format for Wii and Gamecube sequences?
by RukarioGyiyg996 at 11:50 AM EDT on May 28, 2010
Is the music in Doom PSX sequenced or streamed? Because I've been wanting to have PSF's or XA of PSX Doom for a very long time now...
by marcusss at 9:16 AM EDT on May 30, 2010
sequenced in .lcd files right? It would be cool to play them someday without the need for wave logging in an emulator ^ ^
by Knurek at 11:41 AM EDT on May 30, 2010
guest: Since you're in the PSF ripping phase, how about the 1st X-Com game (you ripped the second one, I think. Most music is in CD-DA format, but maybe there's some noticeable sequences as well:

http://www.sendspace.com/file/sryd4n
by guest at 5:03 PM EDT on May 30, 2010
guest: Since you're in the PSF ripping phase, how about the 1st X-Com game

X-Com PSFs

edited 5:09 PM EDT May 30, 2010
by MarkGrass at 5:58 PM EDT on May 30, 2010
Resident Evil 3: Nemesis (PSF)
Resident Evil 3: Nemesis (PSF) - MIRROR

I can't remember who requested this PSF set, as it's been awhile... but, better late than never.

The BGM data was ripped from the DreamCast version disc, reverted to standard Sony format using an included tool that I developed, and was then converted to PSF format using snakemeat's VGMToolbox with my generic psf driver.

None of the PSFs are tagged, timed, etc.
by arbingordon at 9:14 PM EDT on May 30, 2010
fixed link for post above
by Knurek at 7:40 PM EDT on June 3, 2010
@guest: Another PSX game to look at, Blaster Master - Blasting Again [Blaster Master] (2000)(Sunsoft):

http://www.sendspace.com/file/zmnf6s
by guest at 10:19 PM EDT on June 3, 2010
Another PSX game to look at, Blaster Master - Blasting Again [Blaster Master] (2000)(Sunsoft)

Nice music here.

Here too, who is the composer?

edited 10:49 PM EDT June 3, 2010
by Knurek at 10:50 AM EDT on June 6, 2010
Dreamcast Music Archive update:

2010-06-06

new:

Blue-Sky-Blue[s] - Aki wo Mau Tsubasa (2003)(Reindeer)
Derby Tsuku - Derby Uma wo Tsukurou (2000)(Land Ho!)(Sega)
Derby Tsuku 2 (2001)(Land Ho!)(Sega)
Tanteishinshi DASH! (2000)(Abel)
Tenohira wo, Taiyou ni (2004)(Princess)
Tokusatsu Bouken Katsugeki - Super Hero Retsuden (2000)(ALU)(Banpresto)
Toy Commander [Totsugeki! Teketeke!! Toy Ranger] (1999)(No Cliche)(Sega)
Tsuki wa Azuma ni Hi wa Nichi - Operation Sanctuary (2004)(August)(HuneX)(Alchemist)
Utau - Tumbling Dice (2004)(Ecole)(Reindeer)
Weakness Hero Torauman DC (2002)(Fortyfive)
Web Mystery - Yochimy wo Miru Neko (1999)(Mebius)

updated:

Ao no 6-gou - Saigetsu Fumahito - Time and Tide (2000)(Sega) - corrected game name
Fuurai no Shiren Gaiden - Jokenji Asuka Kenzan! (2002)(Neverland)(Sega) - not sure what :)
by iloveyou at 6:06 AM EDT on June 7, 2010
Thank you~ ^0^
VGMToolbox r654 Released by snakemeat at 8:56 PM EDT on June 8, 2010
Note: This release is a bit rushed because of the MKPSF2FE fix. Be sure to read about it in the "Fixes" section. Some of the new features in VGMT are not fully complete. Details are provided in each tool's description.

As always, you can grab it at Sourceforge

-= NEW =-
[ADX EXTRACTOR]
- Add ADX extractor.
- Thanks to the hcs/ak for their open source adXtract, it helped me solve a problem calculating the cut size :)

-= UPDATED =-
[FILE CUTTING]
- 2GB file size limit removed for all file cutting operations, both in VGMToolbox and other tools.

[NDSTo2SF]
- Add SWAV extraction from SWAR and game image.
- Add ADX extraction.

[VFS EXTRACTOR]
- Add multiplier for length value.
- Add option to select output folder.
- Update with additional options for getting the file name from a VFS: Variable Length with Terminator, Absolute Offset, Relative Offset*.
* Validation is incomplete on this tool so be sure complete the "Individual File Name Size" section if you are working with file names.
* The new name-related VFS settings have not been added to preset saving or loading.

[ADVANCED CUTTER]
- Add option to cut to EOF if terminator not found. Good for rules that use the same string for starting headers and ending terminators.
- Add length multiplier.
- Add STER plugin.

[GENH CREATOR]
- Add batch file output script for "Output Header Only" option. This will create a .bat file with "copy /b" commands to append the headers to your source files.
- Add alternate method for finding loop start for Sony ADPCM.
- Add bytes to samples for Sony ADPCM. To use, right-click on "Loop Start (Samples)" or "Loop End (Samples)"

-= FIXED =-
[MKPSF2FE]
- Big!!! fix for multi-track SQ files. The last track in multi-track SQs was being skipped, which will result in incomplete rips. Old multi-track SQ PSF2s should be reripped to make sure the last track in each SQ is not missing. On the bright side, some sets which seemed incomplete, actually have the missing music included in the SQ files, they were just skipped. More to come on that...

[GENH CREATOR]
- Fix "Output Header Only" option, wasn't actually working in other releases.

edited 9:00 PM EDT June 8, 2010
by Knurek at 5:24 PM EDT on June 10, 2010
Playstation Music Archive update:

new:

Adventures of Lomax, The [Lomax] (1996)(Psygnosis)[Streams]
Agile Warrior F-111X [Agile Warrior] (1995)(Black Ops)(Virgin)[Streams]
All Star Racing (2001)(Midas, Kung Fu)(Midas)[Streams]
Andretti Racing (1996)(High Score, Stormfront Studios)(Electronic Arts)[Streams]
Ao no 6-gou - Antarctica (2000)(-)(Bandai Visual)[PSF]
Armorines - Project S.W.A.R.M. (2000)(Acclaim London)(Acclaim)[Streams]
Army Men - Sarge's Heroes (2000)(3DO)[Streams]
Army Men - Sarge's Heroes 2 (2000)(3DO)[Streams]
Army Men 3D (1999)(3DO)[Streams]
Assault Rigs (1996)(Psygnosis)[Streams]
Backstreet Billiards [Carom Shot 2] (1998)(Agenda)(Argent)[Streams]
Baldies [Baldyland] (1998)(Creative Edge)(Banpresto)[Streams]
Ball Breakers [Moho] (2000)(Lost Toys)(Take-Two)[Streams]
Barbie - Gotta Have Games (2003)(Digital Illusions)(Vivendi Universal)[Streams]
Battle Arena Toshinden [Toshinden] (1995)(Tamsoft)(Takara)[Streams]
Battle Stations (1997)(Realtime Associates)(Electronic Arts)[Streams]
Beyblade - Let it Rip! [Bakuten Shoot Beyblade - Beybattle Tournament] (2001)(Wavedge)(Takara)[PSF+Streams]
Bio FREAKS (1998)(Midway)(Saffire)(Midway)[Streams]
Blaster Master - Blasting Again [Blaster Master] (2000)(Sunsoft)[PSF]
Blaster Master - Blasting Again [Blaster Master] (2000)(Sunsoft)[PSF+Streams]
Bloody Roar II [Bloody Roar 2 - Bringer of the New Age] (1999)(Raizing)(Hudson)[Streams]
Bogey - Dead 6 [Sidewinder] [Raging Skies] (1996)(Pegasus Japan, Bit Town)(Asmik)[Streams]
Bombing Islands, The (1997)(Kemco)[Streams]
Bowling [Simple 1500 Series Vol. 18 - Bowling, The] (1999)(Tamsoft)(D3 Publisher)[Streams]
Burning Road (1996)(Toka)(Playmates)[Streams]
Bust A Groove [Bust A Move] (1998)(Metro)(Enix)[Streams]
Bust-A-Move 4 [Puzzle Bobble 4] [Simple 1500 Series Vol. 93 - Puzzle Bobble, The - Puzzle Bobble 4] (1998)(Taito)[Streams]
Bust-A-Move '99 [Puzzle Bobble 3 DX] [Bust-A-Move 3 DX] (1997)(Taito)(Aisystem Tokyo)(Taito)[Streams]
Buster Bros. Collection [Super Pang Collection] (1997)(Mitchell)(Capcom)[Streams]
Dai-4-ji Super Robot Taisen S (1996)(Winkysoft)(Banpresto)[PSF]
Future Cop - L.A.P.D [Soukou Kidoutai L.A.P.D.] (1998)(EA Redwood Shores)(Electronic Arts)[Streams]
Inuyasha (2001)(-)(Bandai)[PSF]
iS internal section (1999)(Square, Positron)(Square)[Streams]
Meitantei Conan - Trick Trick Vol. 1 (2003)(Kamui)(Bandai)[PSF]
Monster Farm Jump (Arcade) (2001)(-)(Tecmo)[PSF]
Motocross Mania 2 (2003)(Alpine Studios)(Gotham)[Streams]
Resident Evil 3 - Nemesis [Biohazard 3 - Last Escape] (1999)(Capcom Production Studio 4)(Capcom)[PSF]
Rising Zan - The Samurai Gunman (1999)(UEP Systems)[Streams]
Tokyo Majin Gakuen - Kenpuu Chou (1998)(Shout! Designworks)(Asmik Ace)[PSF]
UFO - A Day in the Life (1999)(Love-de-Lic)(ASCII)[Streams]
Warhammer - Shadow of the Horned Rat (1996)(Mindscape)(SSI)[Streams]
X-Com - UFO Defense [X-Com - Michinaru Shinryakusha] [X-Com - Enemy Unknown] (1995)(Mythos)(MicroProse UK)(MicroProse)[PSF]
X-Com - UFO Defense [X-Com - Michinaru Shinryakusha] [X-Com - Enemy Unknown] (1995)(Mythos)(MicroProse UK)(MicroProse)[PSF+Streams]

updated:

2 Xtreme [Street Games '97] (1996)(Sony Interactive Studios America)(SCE America)[PSF+Streams] - added streams
Alnam no Kiba - Shouzoku Juunishin-to Densetsu (1996)(Right Stuff)[PSF+Streams] - added streams
Brigandine - The Legend of Forsena [Brigandine - Gensou Tairiku Senki] (1998)(Hearty Robin)(E3 Staff)[PSF+Streams] - added streams
Klonoa - Door to Phantomile [Kaze no Klonoa - Door to Phantomile] (1997)(-)(Namco)[PSF+Streams] - rerip using VGMToolbox
Persona [Megami Ibunroku Persona] (1996)(Atlus)[PSF] - retagged
Puzzle Star Sweep [Star Sweep] (1997)(-)(Axela)[Streams] - rerip using VGMToolbox
Ridegear Guybrave (1997)(Avit)(Axela)[PSF+Streams] - added streams
Shin Megami Tensei - Devil Children - Kuro no Sho ~ Aka no Sho (2002)(Access)(Atlus)[PSF+Streams] - added streams
Soul Blade [Soul Edge] (1996)(Namco)[Streams] - rerip using VGMToolbox
Tekken 2 (1996)(Namco)[Streams] - rerip using VGMToolbox
Tekken 3 (1998)(Namco)[Streams] - rerip using VGMToolbox
Xevious 3DG+ (1997)(Namco)[Streams] - rerip using VGMToolbox
by snakemeat at 5:40 PM EDT on June 10, 2010
Thanks Knurek! Some awesoma power in there.
by iloveyou at 7:52 PM EDT on June 10, 2010
snakemeat & Knurek ~
Thank you ^0^
by marcusss at 12:32 AM EDT on June 12, 2010
Not sure if it was updated or not but yeah Lunar 2 Sega Saturn I grabbed from an iso and didn't see it in the SS vgm section :-)

Its around 86mb (adx 22khz)

HERE


Thanks for those updates too !! ^

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