Trying to mute SSF channels... by Moose at 9:38 AM EST on March 2, 2017
So here's what's going on. I'm currently trying to study Radiant Silvergun's compositions by adjusting the CC bytes so the volumes are set to 0. Initially, I wanted to create new SSFs with VGMToolbox with these edited seq files, but I couldn't get it to work, so I found a feature that lets me 'recompress' SSFs so all the data is uncompressed.

Now the problem here is whenever I change even one byte by any amount, the file becomes unplayable. Could this be because it's not truly 'uncompressed' and it still relies on everything to be exactly the way it's expected to work? Or is there something deeper (i.e. sound driver shit) going on? I'm using the SS rip hosted on the site by myk65535 (at least the name appears in the "SSFBY" tag).

edited 9:39 AM EST March 2, 2017
by kode54 at 8:42 PM EST on March 3, 2017
SSF files still have a CRC32 in the header for the entire EXE portion of the file. You'd be better off converting the SSFs to EXE/BIN files first, then creating new SSF files from the modified data.
by Moose at 12:19 PM EST on March 4, 2017
Thanks for responding!

I am aware of VGMToolbox's "xsf2exe" feature, but what would I have to do to change it back to SSF? Would I have to split the resulting file into the driver/seq/bin/map files or something and use ssfmake?

edited 12:20 PM EST March 4, 2017
by kode54 at 12:38 PM EST on March 4, 2017
You could also use exe2psf with the correct version hex code for SSF.
by Moose at 2:18 PM EST on March 4, 2017
That's exactly what I was looking for! Thanks!


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