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by marioman at 3:53 PM EST on January 26, 2008
UF said last week that he was already ripping those sets, and I am asking how it's going. I couldn't really demand that they be ripped because they are already in progress. (According to UF at least.)

edited 3:53 PM EST January 26, 2008
by unknownfile at 5:20 PM EST on January 26, 2008
let me just say this now: i'm currently working on the player, and focusing less on ripping, which is why i released the generic driver stuff.
by Lunar at 7:55 AM EST on January 27, 2008
Tags for Children of Mana and Contra 4 are up:

http://www.vgmusic.com/~lunar/2sftags

Note that they do not have times - I believe that will be dealt with by others.

I'm currently working on tagging Kirby Canvas Curse, but I'm kinda stuck with it. If anyone has played the game, contact me.

Also, I'll tag Hotel Dusk soon as it appears.

edited 7:58 AM EST January 27, 2008
by KungFuFurby at 10:46 AM EST on January 27, 2008
Well, what you're going for in terms of a player is Windows only, and I'm a Mac User. If you don't have a Mac to test a player with, I'm OK with that, since most of the people here are Windows users anyways.
by unknownfile at 11:02 AM EST on January 27, 2008
I'm not planning on writing for Macs because:
1) I don't have one.
2) The API is a mess.
3) Steve Jobs is an asshole.

Anyways, status update.

I'm writing a recompiler for Desmume, and I still haven't quite gotten the opcodes recompiling correctly.

edited 11:03 AM EST January 27, 2008
by Lunar at 12:11 PM EST on January 27, 2008
Hotel Dusk tags are done (again, no times at the moment.)

http://www.vgmusic.com/~lunar/2sftags
by Knurek at 3:21 PM EST on January 27, 2008
Here's today's batch:

Ash - Archaic Sealed Heat (2007)(Mistwalker, Nintendo)
Castlevania - Portrait of Ruin (2006)(Konami)
Dragon Quest IV - Michibikareshi Monotachi (2007)(Square Enix)
Final Fantasy III (2006)(Square Enix)
Final Fantasy Tactics A2 - The Sealed Grimoire (2007)(Square Enix)
Final Fantasy XII - Revenant Wings (2007)(Square Enix)
Hotel Dusk - Room 215 (2007)(Cing, Nintendo)
Trace Memory (2005)(Cing, Nintendo)

http://www.sendspace.com/file/1x608n

Everything's been uploaded to ftp.modland.com as well, so if you have any problems with Sendspace, feel free to get them from there.

edited 3:22 PM EST January 27, 2008
by Knurek at 4:37 PM EST on January 27, 2008
Ash - Archaic Sealed Heat time batch (reqiuires PSFpoint):

www.snesmusic.org/hoot/1460-time.bat

Castlevania: Dawn of Sorrow time batch:

www.snesmusic.org/hoot/0094-time.bat

Castlevania: Portrait of Ruin time batch:

www.snesmusic.org/hoot/0667-time.bat

edited 5:47 PM EST January 27, 2008
by unknownfile at 5:34 PM EST on January 27, 2008
I CAME

---

Seems the Japanese have taken an interest in this. However, because they've been incredibly gay to Knurek about having their rips mirrored, I will be doing absolutely nothing but complaining about them as much as possible. DISREGARD THAT I SUCK COCKS.

There is also a new plugin called vio2sf for Winamp, foobar2000 and kbMediaPlayer, which pretty much makes Highly Whatever useless as I assume it's got the same functionality. Development on HW will continue nonetheless.

edited 5:57 PM EST January 27, 2008
by Tanookirby at 8:19 PM EST on January 27, 2008
I'd like to try that plugin. Where is it?
by unknownfile at 8:53 PM EST on January 27, 2008
here

Trying it now. Stuff that's improved over HW:

- Less slowdowns!
- Actual timers implemented!
- Shit GUI!

edited 8:58 PM EST January 27, 2008

edited 9:07 PM EST January 27, 2008
by Tanookirby at 10:20 PM EST on January 27, 2008
I'm getting squat with this plugin. I hit play and nothing happens.
by marioman at 10:25 PM EST on January 27, 2008
Nice plugin there. I experience terrible slowdown with SPP, but other than that it sounds great. The tagging window could be slightly more HW-like. (Fields for tagger/time/fade and View Raw Tag options.)

Oh and Knurek, I am not sure if you are in charge of the Modland FTP or not, but if you are or know who is in charge, I find browsing by composer a little difficult. A list of games and composers in the main sound format directories would be very helpful. I mean, it is very important to give composers credit, but how often do you look for game music based on composer?
by Chupperson Weird at 11:22 PM EST on January 27, 2008
I don't know about you, but I seek out Yasunori Mitsuda and Motoi Sakuraba, among others, regardless whether I've played, like, or have even heard of the game.
From what I see of the Modland FTP, for what it's worth, I like the composer-based layout because I recognize most of the names there and know their work.

EDIT: This plugin works excellently for me.

edited 11:43 PM EST January 27, 2008
by Tanookirby at 12:11 AM EST on January 28, 2008
I put the 5.x plugin into the Winamp plugins directory. Am I missing something?
by P_L at 12:49 AM EST on January 28, 2008
This plug-in works for me, but I have to wait an inconvenient number of seconds before anything happens. The longest was for a song from NSMB (forgot which) was over a minute, complete with Winamp feigning crashing a couple times. The shortest was with Yoshi T&G, about 10 seconds per track.

(This isn't a complaint; it works after all, which is a step up from what I had before. :P)

Try waiting and seeing if anything happens. If not ... then someone with better knowledge of how the plug-in's inner workings function (or rather someone with ANY knowledge ... I have none) can give a better answer.

The .bin file has to be with it as well in the plug-ins place, if that's possibly part of the problem.

edited 12:51 AM EST January 28, 2008
by Chupperson Weird at 1:03 AM EST on January 28, 2008
I get the uncomfortable silence before playback also. It reminds me of early builds of some other game music player but I can't remember which one. At least it works.
by Knurek at 1:14 AM EST on January 28, 2008
You have to put the included .bin file as well as the dll. Otherwise it won't work.
The pause is due to the plugin having to load whole 2sflib, decombress the rom and the savestate (each ~30 MB in size) and load the two into Desmume core).
I'm not in charge of Modland, just upload stuff there. There's contact info in the root folder, the admin's nice enough guy.

There's a serious problem with the Winamp2 plugin (maybe with others as well). It doesn't free the used memory after loading another file, so with each played track it eats about 60 MB of RAM. Don't worry, closing the player frees the memory, so if you run low just restart the player.
It's an obvious oversight, so I hope this will get fixed soon, other than that the plugin is great!

edited 1:22 AM EST January 28, 2008
by Chupperson Weird at 2:12 AM EST on January 28, 2008
It was slowing my system down somewhat after a few tracks with the 5.x plugin as well.

edited 2:14 AM EST January 28, 2008
by Lunar at 2:23 AM EST on January 28, 2008
"but how often do you look for game music based on composer?"

Very often, myself :P but I also like looking for soundtracks by other methods. This is why project2612 and snesmusic are awesome, as well as mobygames...

I have wet dreams about seeing a databased modland, I promise you!

Anyway, I'm enjoying the new plugin. I do hope HW gets more work all the same. Maybe the two plugins can spur each-other on, and possibly get it to a point where playback is as smooth as 64th note (wishful thinking perhaps.)
by Knurek at 3:27 AM EST on January 28, 2008
One thing to note - almost all rips currently available use Yoshi's Island music driver.
This may cause some minor or major problems with tracks (there's a possibility that another driver revision used in a different game will have some effects implemented slightly different, some bugs/bugfixes, etc).
Still, there shouldn't be much difference between this and those generic PSF drivers (davironica and Mark Grass one), so if you spot any errors out there, they are most definitely caused by an error in Desmume core.
by Lunar at 3:54 AM EST on January 28, 2008
The only error I've noticed is some pitch issues in Hotel Dusk (not dissimilar to the ones that SSF support had in Audio Overload.)

05 - City Sleep.mini2sf as an example. It seems to happen on all tracks that use vibraphones.

I thought about maybe tagging Mario Kart DS, but I just noticed the 2sf rip has a tonne more tracks than the mp3 rip I have again. I think I should probably leave tagging to people who have played the games :P
by Knurek at 11:46 AM EST on January 28, 2008
You mean the sound skipping? This seems to have something to do with the Desmume core as both plugins behave identically here, and the Japanese one doesn't max out my CPU.

Trace Memory is the worse offender, almost all tracks behave this way.

//Edit

Children of Mana timers:
www.snesmusic.org/hoot/0338-time.bat

Contra 4 timers:
www.snesmusic.org/hoot/contra4-time.bat

Deep Labyrinth time:
psfpoint -length="0:07" -fade=1 "0380-0000.mini2sf"

Densetsu no Stafy 4 timers:
www.snesmusic.org/hoot/stafy4-time.bat
The missing tracks are either dupes or don't play.

edited 1:15 PM EST January 28, 2008
by Lunar at 1:22 PM EST on January 28, 2008
Nah not skipping (which may well be there too for all I know); I meant the messed up tuning. Check out 11 - Pink Rabbit.mini2sf too - it's great up until about 0:41 when the vibraphone comes in, then it starts sounding a bit .. colourful. And I promise it is not meant to sound like that :P

Good job on the times! That means we've got some finished sets. woot.
by Knurek at 1:40 PM EST on January 28, 2008
Not hearing anything strange here, could you provide comparative samples?

Dragon Quest 4 timers:
www.snesmusic.org/hoot/1699-time.bat
not sure about the ending, seems much shorter than the NSF one...
And it seems to loop...

Etrian Odyssey timers:
www.snesmusic.org/hoot/0818-time.bat

Final Fantasy 3 timers:
www.snesmusic.org/hoot/0525-time.bat

edited 2:57 PM EST January 28, 2008
by Lunar at 3:27 PM EST on January 28, 2008
http://www.vgmusic.com/~lunar/hoteldusk-pinkrabbitcomparison.mp3

First is from an mp3, second is the 2sf.
by Knurek at 3:53 PM EST on January 28, 2008
Very subtle, but yea, it's there.
Did you try playing the ROM in the Desmume? If it sounds the same, then it's a guaranteed core bug.
by marioman at 4:16 PM EST on January 28, 2008
Thanks for those timers Knurek. Hopefully these new tags/timers/sets will be put of on UF's site before things get too messy.

EDIT:

Oh, and be warned that vio2sf will delete the _lib tag when modifying tags in the File Info window.

EDIT 2: And beware that vio2sf has a bad memory leak.

edited 4:41 PM EST January 28, 2008
by Knurek at 5:15 PM EST on January 28, 2008
Final Fantasy 4 timers:
www.snesmusic.org/hoot/ffiv-time.bat

Why didn't anybody tag this sucker yet?
by unknownfile at 8:07 PM EST on January 28, 2008
Highly Whatever is discontinued until further notice, due it being unstable, slow and crappy.

At least the tag window worked reliably.

latest build

The only thing new to this build is that you can turn some options on or off, but the settings don't save.

edited 8:14 PM EST January 28, 2008
by marioman at 8:49 PM EST on January 28, 2008
Too bad. Thanks for working on it anyway. I guess the upside is that we will see more sets. :)

edited 8:49 PM EST January 28, 2008
by nensondubois at 9:04 PM EST on January 28, 2008
Thanks UF. You did a great job once again and now I'll listen to to recent rips now.
by Knurek at 2:58 AM EST on January 29, 2008
UF, one thing.

If you're planning on changing the format a little, effectively making all the done sets unplayable, do so before the ripped games number reach 50 (is close ATM, but still under 40).

I really won't have the will (time notwithstanding) to update/redo all the sets after that.

It all seems to work fine fortunately, but maybe you want to fix some things or something, I'm not sure.

Only thing I'd change is to make the generic driver game one of the smaller ones (I think I've seen 4MB ones, and quite a few 8MBs). This could save some memory during the song loading (it's sparsed in the 2sflib, but still takes some RAM).
by Lunar at 5:43 AM EST on January 29, 2008
unknownfile, are you shitting me? CPU is down as low as 16% for me in the latest build! I'm not even kidding. The previous version maxed CPU on every file. I dunno what you did, but it made a huge difference. It's using less CPU and RAM than the japanese plugin, and takes about half the time to load files too.

You should definitely keep working on it. That was my #1 gripe and it's now not even an issue. Seriously, it's better than you think. It hasn't even crashed once since the newest build.

Also Knurek, you have the wrong filenames in your time .bat files. Instead of 101 Blah.mini2sf, they should be 1-01 - Blah.mini2sf, for example. I've fixed them myself, so the times are definitely writing to the 2sf files now, and Highly Whatever picks them up but for some reason doesn't make use of them :P every track still displays as 0:01. Oh well!

edited 6:30 AM EST January 29, 2008
by Knurek at 6:31 AM EST on January 29, 2008
I make the batches with my files in mind (and the stuff I upload to Modland).
I did some renames on your contribs to keep everything consistent with my naming scheme, sorry. :)
by PokeParadox at 8:20 AM EST on January 29, 2008
I have to agree with Lunar, this latest release also works very well for me. I have had a crash when playing about with the settings, but I don't currently remember what the settings were I'm afraid.

Please keep working on the plugin if you can, it's the original and best, so to speak, so please keep at it, if you can! ^_^
by Knurek at 9:20 AM EST on January 29, 2008
in_vio2sf bugfix released:

0.02 (2008/01/29)
    Fixed:Erase system tags('_lib') by tag writer in Winamp.
    Fixed:Uncompressed buffers are leaked on loading process.

http://pc11.2ch.net/test/read.cgi/dtm/1191788775/629

in_aossf was updated as well ('_lib' tag fix only).

I'm guessing the speed increase in Highly Whatever is due to Unknownfile's recompiler efforts. Let's see if vio2sf will get updated with this as well.

edited 9:22 AM EST January 29, 2008
by marioman at 9:43 AM EST on January 29, 2008
Thanks for the heads up on those updates. That _lib error was annoying.
by Tanookirby at 11:21 AM EST on January 29, 2008
I need a better link to the vio2sf plugin, since I don't read Japanese.
by unknownfile at 11:29 AM EST on January 29, 2008
Super Princess Peach is giving me a hard time. Modifying the register value in the savestate does nothing so it's time to do some crazy ASM garbage.
by Knurek at 11:59 AM EST on January 29, 2008
Tanookirby, second foobar something link in the message.

Final Fantasy Tactics A2 - The Sealed Grimoire timers: www.snesmusic.org/hoot/1537-time.bat

Final Fantasy XII - Revenant Wings timers: www.snesmusic.org/hoot/1019-time.bat

Heroes of Mana timers: www.snesmusic.org/hoot/0875-time.bat

edited 12:48 PM EST January 29, 2008
by Lunar at 2:46 PM EST on January 29, 2008
Kirby: Squeak Squad is ripped:

http://www.vgmusic.com/~lunar/kirbyss.rar

No times (yet) because I got interrupted and am lazy. Hope it works okay otherwise. Knurek walked me through the process on IRC. For anyone interested in picking up 2SF ripping, this is pretty much a step-by-step guide on how to do it:

http://www.vgmusic.com/~lunar/2sfrippingwalkthrough.txt
by Knurek at 5:11 PM EST on January 29, 2008
Hotel Dusk timers: www.snesmusic.org/hoot/0825-time.bat

Lunar, you'll have to change the batch a little again. Sorry.
by marioman at 6:25 PM EST on January 29, 2008
Thanks for the KSS rip Lunar. I am going to have a listen now.
by Knurek at 6:42 PM EST on January 29, 2008
Kirby Canvas Curse rerip/timer tags: http://www.sendspace.com/file/uyax2u
by Dark Pulse at 6:49 PM EST on January 29, 2008
Howdy gents. Nice work on the stuff. :)

I contributed my own little slice to the project - a fully timed, tagged, and renamed Castlevania: Dawn of Sorrow set.

Not much, but I suppose some help is better than nothing.
by Dark Pulse at 7:43 PM EST on January 29, 2008
If you downloaded the file in the last hour, please re-download it. I fixed some tags and added proper composer credit per-song.
by unknownfile at 11:34 PM EST on January 29, 2008
I am currently tweaking with the Desmume code to see if I can improve speeds. Turns out that the compiler code I've written doesn't work is because the assembly code is badly written. This is likely because of how C pointers work, and I might have just ended up with a pointer to a pointer rather than a pointer to data.
by SquareTex at 11:40 PM EST on January 29, 2008
Even if this project might be put on ice, what has happened here is pretty awesome anyway. I gotta say "thanks" for that. :)
by Knurek at 1:19 AM EST on January 30, 2008
New in_vio2sf

http://pc11.2ch.net/test/read.cgi/dtm/1191788775/632

0.03 (2008/01/30)
    Removed:Needless cpu emulation on loading process.

Files load much faster here (2-3 seconds max).

Dark Pulse, thanks for the Castlevania tags.
That SMAP file is not necessary to include, I just add them cause the do contain some tagging information from time to time. Feel free to delete them. :)

edited 1:22 AM EST January 30, 2008
by marioman at 11:04 AM EST on January 30, 2008
The new version of vio2sf works very well. Track loading was a pain for me, but now it is greatly improved. I did a little testing, and most music runs at about 50% CPU except for SPP and that guitar section on nsmb-001a. SPP skips, but nsmb-001a sounds fine.
by Knurek at 12:49 PM EST on January 30, 2008
Mario Kart DS rerip/timers: http://www.sendspace.com/file/hpjdam

Mega Man ZX timers: www.snesmusic.org/hoot/mmzx.zip

edited 1:26 PM EST January 30, 2008
by Mouser X at 3:35 PM EST on January 30, 2008
I hadn't really noticed this before, but apparently the Japanese 2SF plugin doesn't play nice with DrO's in_zip plugin. The files play, and the track times work (where they exist), but none of the other tags work. All I'm getting is "zip://<location on HDD>" or some such stuff. These are from files that I had loaded into Winamp before compressing them. They displayed the author tags (authors? Why not game? That's how all my other plugins do it...). Now that I compressed them (it saved me quite a bit of space on my FAT32 MP3 player), I've lost track of that information.

I haven't tried UF's plugin yet. I therefore have no idea how well his plugin handles the in_zip "environment." Hopefully though, the author of the Japanese plugin will look into this. Actually, I'd really hope that UF can contact the Japanese guy, and the 2 can work together to make the plugin better. Currently, I agree with UF. The GUI is rather lacking. And the entire lack of settings is a definite dislike for me (I want to display the game, not the artist!).

Excluding the above issues, the Japanese plugin seems to be doing quite well. At least, here at my school anyway. Mouser X over and out.
by Knurek at 5:12 PM EST on January 30, 2008
Metroid Prime Hunters rerip/timers: http://www.sendspace.com/file/ozgy5q

New rip:

Super Robot Taisen W (2007)(Banpresto):
http://www.sendspace.com/file/sa8gt3

edited 5:54 PM EST January 30, 2008
by marioman at 6:37 PM EST on January 30, 2008
Wow! Those rips are great. Thank you Knurek.
by Kurtis at 11:15 PM EST on January 30, 2008
Mega Man ZX Advent rips, timed but not tagged: http://kurtis.voidaudio.net/temp/mmzxa.rar

"Mirai e Tsuzuku Kaze" (ending credits theme) and its North American mix are AHX streams and are not present.

edited 11:19 PM EST January 30, 2008
by Knurek at 3:03 AM EST on January 31, 2008
Looks fine.

Like you can see, this is pretty easy, hope more poeple pick this up (1200 more games to go :D)

Anyway, seems the latest vio2sf version (0.03) has problems with both Phoenix Wright/Gyakuten Saiban rips (as in, doesn't play anything at all).
Seems the CPU optimization in this version somehow broke rips not using custom driver...

Unknownfile asked *NOT* to rerip them using the custom driver, as they work in his player just fine, so the timing job on those will have to wait for vio2sf bugfix (they played fine in 0.02 IIRC).

Also, one of 2ch posters has written that he can't get my retimed track to play (at least I think that's what he's written). Anyone else having problems?

edited 3:22 AM EST January 31, 2008
Hi. by souma at 4:38 AM EST on January 31, 2008
Megaman ZX Advent tags.
http://www.sendspace.com/file/rnkuke
I think that Energy Converter(mini-game)BGM has come off.

By the way,I have two questions.
First:
>Open up the Desmume source package, and look at armcpu.c. Uncomment the lines:
Which line is uncommented?
There are 5 lines commented out,it's not confident.

[Second:]
>Replace bottom_trace_value with the lowest possible sequence in the sequence bank,
>and top_trace_value with the highest possible sequence. Leave cur_trace_value and
>trace_register alone unless you want the ripping process to screw up.

What number should I put when 2sf of "Castlevania:Dawn of Sorrow" is ripped?
While seeing bnk
unsigned int bottom_trace_value=0x00;
unsigned int top_trace_value=0x1E;
unsigned int cur_trace_value=0;
unsigned int trace_register=1;
It failed though it input like this.

I'm not good at English.
sorry.
by Knurek at 4:52 AM EST on January 31, 2008
I've ripped both Castlevania games already, they are available here:
ftp://ftp.modland.com/pub/modules/Nintendo%20DS%20Sound%20Format/Michiru%20Yamane/

The uncomment lines thing is a typo. You should comment the whole procedure when doing the tracing process, and uncomment again when making a savestate (rebuild DeSmuME again each time of course). I just keep a separate DeSmuME_save.exe for savestates, and recompile the normal one with different trace values.

If I have some time this weekend I'll try adding reading top/bottom values from a file. No recompiling would be required then, just changing a small text file.

bottom_trace_value should have the *lowest* value that has a corresponding SEQ file in the SMAP SEQ section (usually 0x00), top_trace_value should have the *highest* one (in Castlevania DoS case it's 0x1d).

Thank you for the tags. :)

edited 4:53 AM EST January 31, 2008
by marioman at 6:33 AM EST on January 31, 2008
Thanks for the ZXA rip Kurtis and thanks for the tags souma. As souma said, the Energy Converter theme is missing, but other than that it sounds great. Thanks a lot.
by Lunar at 6:46 AM EST on January 31, 2008
I've been working on Diddy Kong Racing DS and Mega Man Battle Network 5 DS. Got both of them as far as making actual 2sf files/lib, but both sets have the same problem - they play, but there's no sound. I've checked _lib tags in the 2sf files, made sure I put the SDAT files in in the \file\ directory... honestly don't know what I'm missing.

The thing that concerns me is that in neither case did I hear music while loading the modcrap.nds files in DeSmuME_save.exe (or infact during the tracing process.)

I R CONFUSED

Btw unknownfile, there's contra tags+times, so you can update the set on 2sf central.

www.snesmusic.org/hoot/contra4-time.bat
http://www.vgmusic.com/~lunar/2sftags/c4_tag_e.bat

edited 6:55 AM EST January 31, 2008
by souma at 7:01 AM EST on January 31, 2008
Thanks Knurek.
but, there are only 1.8MB completed 2sflib.
there are 5.92MB2sflib that Castlevania DoS is correct.
In a word, 2sf that I made is a failure work....

YI ROM CRC:C97C2AE8
BASE.DST 1.01MB

It doesn't understand where is bad..
by marioman at 9:44 AM EST on January 31, 2008
I would second a 2SF Rips page update. There are many new 2SF sets now, and many more that are at least timed. It would be a good idea to get everything in one place before there is so much loose data floating around that it would be impossible to organize it.
by unknownfile at 11:05 AM EST on January 31, 2008
I'd like to make a page that contained all of that stuff, but my PHP/HTML skills are miserable. If someone's willing to code it for me, please do. I'm a lazy ass.

Also, souma, there's one thing I should say about how the generic driver works. If no music plays while Desmume runs, there is an error in the tracer code.

I should really post a newer version of the driver rip kit.

__

Highly Whatever is undergoing a rewrite to C++. So far some problems have been cleared up, but I suck at math, so the fading code is a disaster. The following are priorities for the player:

- Removing the assembly code, as it runs slower on older computers
- Recompiler code for slower computers
- Complete conversion of lib2sf to C++
- Multilingual support (Japanese and French are currently planned, but will likely be badly translated)
- Faster loading time for sets (such as keeping ROM data in memory and freeing it when it detects a new 2sflib needs to be loaded)
- Better detection of Desmume's SPU crapping out when CPU speeds are slow

edited 11:53 AM EST January 31, 2008
by Knurek at 11:59 AM EST on January 31, 2008
in_vio2sf 0.06
http://pc11.2ch.net/test/read.cgi/dtm/1191788775/650

Fixes those Phoenix Wright games. Thank you very much :)

edited 2:59 PM EST January 31, 2008
by marioman at 12:00 PM EST on January 31, 2008
@UF: Just steal CS2's GSF Central page and change all references from GSF to 2SF. :P

Those improvements for HW sound good. Can't wait to see how it works.

edited 12:01 PM EST January 31, 2008
by unknownfile at 12:06 PM EST on January 31, 2008
(the Objection!! sound effect is objection-0190.mini2sf)
by Lunar at 12:07 PM EST on January 31, 2008
the 2sf wiki works fine for now! worry about it later.
by Knurek at 12:08 PM EST on January 31, 2008
uf, while you're here.
The issue Lunar talks about (Diddy Kong Racing and Mega Man Battle Network 5DS) has something to do with the SDAT crashing the music driver.

Not sure why this happens, they both have silence SSEQ files at 0x00, but I've hacked the SDAT to referrence 0x01 and it still doesn't play music in neither Desmume or No$gba.
by Kurtis at 2:14 PM EST on January 31, 2008
Whoops. I'll go through those again tonight and see if I can find what happened to that song, but in any case, it's the same as one of the songs in ZX (Area I?). Thanks for tagging. I'm at work, so I can't really do much at the moment.
by Kurtis at 3:33 PM EST on January 31, 2008
Also, regarding the issue Lunar mentioned, I had the same exact problem last night following the brief instructions he gave me - I was putting it in \file as a subfolder of \yoshi. However, it needs to go in \data\file instead.
by Knurek at 3:54 PM EST on January 31, 2008
Unfortunately, that's not the issue here.
by Lunar at 4:02 PM EST on January 31, 2008
I did mention that that text file was for my reference.
by Knurek at 4:57 PM EST on January 31, 2008
Today's ripping spree:

New Super Mario Bros. (2006)(Nintendo):
http://www.sendspace.com/file/gbpm93
A rerip/timer with few additional jingles.
Might be something wrong with it, I'll never again start doing a set at 2 A.M.

SD Gundam G Generation DS (2005)(Bandai):
http://www.sendspace.com/file/4vk9o2

SD Gundam G Generation - Cross Drive (2007)(Bandai):
http://www.sendspace.com/file/wbkzct

Rune Factory timers:
http://www.sendspace.com/file/w0n4hy
by marioman at 5:54 PM EST on January 31, 2008
@Kurtis: No problem about the missing track. I noticed that one of the tracks in the set was a S.E. Maybe you just copied the wrong file?

@UF: I agree with Lunar. The wiki format of the 2SF page is fine. All that is needed is to update/add content.

@Knurek: As usual, thanks for the rips!
by Knurek at 6:23 PM EST on January 31, 2008
Trace Memory timers:
http://www.sendspace.com/file/5wxpui

The Legend of Zelda - Phantom Hourglass timers:
http://www.sendspace.com/file/tzvjv2
by marioman at 6:39 PM EST on January 31, 2008
It should be noted that Super Princess Peach runs at about 50% CPU for me with vio2sf v0.06. Great job guys!

edited 6:39 PM EST January 31, 2008
by Lunar at 7:18 PM EST on January 31, 2008
Note: I'm tagging+timing Squeak Squad, so don't anyone touch it :P
by souma at 7:21 PM EST on January 31, 2008
@unknownfile
Thank you for advice.
I do not have the so much exclusive knowledge,
I will wait for new ripkit...
by unknownfile at 8:02 PM EST on January 31, 2008
Second attempt at a rip kit

My apologies if this doesn't work as I'm too lazy to test it. I say we get Knurek to test it first.
by snakemeat at 9:39 PM EST on January 31, 2008
Souma - one thing that can get over looked is the small fix described here:

<unknownfile> NDS_ARM9.R[0] = cur_trace_value; <-- This line
<unknownfile> change R[0] to R[trace_register]
<unknownfile> there are two instances

I only found one instance and I have not checked the new rip kit, but maybe this will help you. I couldn't get good rips either. I had the same problem with no sound from Desmume during the 'cleaning' phase.

If you get it working, please let me know, since I want to join in the fun :D
by souma at 10:09 PM EST on January 31, 2008
@unknownfile
Great job...
Correct 2sf was able to be made from new ripkit.

@snakemeat
It failed though it was done while reading an old log.

But, the problem was solved by new ripkit!


Picross DS
http://www.sendspace.com/file/j2fi2f
My first rip

Thank you for all.
by marioman at 10:47 PM EST on January 31, 2008
Congratulations souma. Glad that you got it working. Hopefully the new rip kit will also solve Lunar's problems.
by unknownfile at 11:28 PM EST on January 31, 2008
C++ build in a somewhat working state.

Also, I'm going to remove the assembly code from the interpreter as it's actually slow and shitty. At this point though, the program won't allow me to remove it...
by Knurek at 3:43 AM EST on February 1, 2008
Souma, I'm happy that everything worked out for you.

BTW (and this is for all the other rippers as well).

Please time the sets you release. It's really easy to do, and takes a little time (I wager about 15 minutes for the whole set, sometimes less).

How it can be done easily is discussed here:
http://www.vgmusic.com/~lunar/2sfrippingwalkthrough.txt

Of course it can be optimized a little (I use the SEQ section of SMAP file as basis for a batch file to rename the sseqs, so that I'm sure they are in correct order for instance), but still shouldn't take much time.

I've been doing the retime jobs for a while, and not having to do more of them could allow me to, you know, rip some more games (as it still requires hunting for the ROM, extracting all the data, making another timing batchfile).

Vio2SF has a standard duration for untimed songs @ 2:00. Kinda annoying having a 0:30 tune last that long, even more annoying if the tune lasts for 3 or 4 minutes.

edited 4:50 AM EST February 1, 2008
by Lunar at 7:03 AM EST on February 1, 2008
Kirby: Squeak Squad is finished, aside from two tracks I couldn't recognise:

http://www.vgmusic.com/~lunar/kirbyss.rar

...or if you just want the batch:

http://www.vgmusic.com/~lunar/2sftags/kirbysstimetag.bat

unknownfile, redownload the rar because I put a shitty .txt in there too. FUNTIMES.

I haven't tried reripping those other games with the new tools, I'll probably leave it for now. I've found another game I'd quite like to rip :) so.. fingers crossed?

edited 7:04 AM EST February 1, 2008
by Knurek at 7:12 AM EST on February 1, 2008
Try the new game with the older builds for now. If the savestate creation succeds (game goes to intro screen island thingy after popping out the messagebox) it's doable. :)

I'll upload the new compiles once I get back from work.

edited 7:13 AM EST February 1, 2008
by Lunar at 7:15 AM EST on February 1, 2008
Well, funnily, that did happen with MMBN5DS. It reached the intro screen - but I just didn't hear any music.
by marioman at 8:55 AM EST on February 1, 2008
Thanks for the KSS tags Lunar. By the way, the Unknown 1 song is the Boss Stage theme. Not sure what the other one is though.

edited 9:06 AM EST February 1, 2008
by souma at 9:28 AM EST on February 1, 2008
Megaman ZX tags
http://www.sendspace.com/file/bgyxi1
The order of the track refers to ZX TUNES.
by marioman at 10:29 AM EST on February 1, 2008
Thanks for the tags. May I give a little constructive criticism?

Even though ZX Tunes is the OST, it is a two-disc OST. Therefore, the tracks are split up and a little out of order. If I were you, I would try to put them in order that they first play in the game. Title Screen, En-Trance Code, Awake, etc. This makes things easier to find.

Secondly, while I to not mind OST names, I feel that a small description of where the music is played should also be in the filename/tag. If you look at the Mega Man Zero GSF sets (especially Z2-Z4), they have the OST name with where it is played in parentheses. So in the case of Mega Man ZX, 04 Green Grass Gradation.mini2sf would become 04 Green Grass Gradation (Area A).mini2sf. It just again makes navigation easier and gives the tracks a little more meaning. Had a rather difficult time browsing the KSS set because of the track titles, and since I am seeing this convention again, I figured that I would say something about it.

So there's my two cents worth.

edited 10:31 AM EST February 1, 2008
by Chupperson Weird at 11:00 AM EST on February 1, 2008
You're almost never going to find that on an official OST, really. I'm a little confused why, when the convention has been to name the emulated file after the OST track for any music format, that would actually be necessary. I tend to actually remember the music by its title, though.

P.S. Even though ZX Tunes is the soundtrack, it is arranged.
by unknownfile at 11:45 AM EST on February 1, 2008
The C++ plugin is now in a somewhat working state. It crashes a whole lot less when files load, and that's pretty much all that's done.

Next up is getting the plugin to seek correctly.
by Knurek at 3:17 PM EST on February 1, 2008
New rips:

Ys Strategy (2006)(Future Creates, Marvelous):
http://www.sendspace.com/file/49ot11

Wizardry Asterisk - Hiiro no Fuuin (2005)(Starfish):
http://www.sendspace.com/file/pxrqxi

Timers for a few sets:
http://www.sendspace.com/file/y23fdb
by Lunar at 3:22 PM EST on February 1, 2008
Ganbare Goemon: Toukai Douchuu Ooedo Tengu ri Kaeshi no Maki (a.k.a Ganbare Goemon DS):

http://www.vgmusic.com/~lunar/goemonds.rar

No tracknames, just times for now (which I hope are correct, took me long enough.) I'm also not convinced it's playing entirely correctly (goemonds-0068.mini2sf as an example) - probably a sound core problem rather than a ripping problem, but who knows? But otherwise, yay Goemon.

edited 3:23 PM EST February 1, 2008
by marioman at 7:49 PM EST on February 1, 2008
vio2sf v0.07 released

It implements a new SPU core. Be warned, the CPU usage is now very high, and it causes problems with the usual tracks. (nsmb-001a and SPP.)

Oh and Knurek, just so you know, sendspace seems to be having trouble now. You may want to mirror your files elsewhere.

edited 7:50 PM EST February 1, 2008
by unknownfile at 8:44 PM EST on February 1, 2008
HI GUYS. ENJOYING YOUR BUGGY SOUND CORE?

I am ripping off the new vio2sf code happily. Apparently the reason that code has to run for a second when loading a ROM is that CPU flags aren't set up. But who gives a crap? Setting up CPU flags only allow the generic driver rips to play.
by souma at 8:50 PM EST on February 1, 2008
The order of the tune was made as shown in the game.
And,
Details of the name of a song were written (boss&stage)in ZXA.

To tell the truth, the same thing had been said before though I struck the tag of
MMZ2&3 that existed in GSF Central.

Sorry....
http://www.megaupload.com/?d=UOISN8O1
by marioman at 9:52 PM EST on February 1, 2008
Those tags look excellent. Thanks for sharing them.
by AENIGMA at 12:31 AM EST on February 2, 2008
Here are 2 Streamed songs from Animal Crossing Wild World (Title and Taxi).

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