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by Mouser X at 4:56 PM EDT on October 17, 2009
To my knowledge, no such plugin exists. However, theoretically one could be made. DrO made in_zip, which is able to play essentially any Winamp supported audio file from within an archive. If you can do that, then theoretically you could create a plugin which would be the "default" plugin (you'd likely have to rename all of the other input plugins to something like *.dllt, so that Winamp would be forced to use your new input plugin, and then that new input plugin would load the various DLLT files as you specify). However, you would not be able to switch input plugins mid-song. This is because of how the way Winamp works, and how most of the emulated audio plugins work. Because it's emulated audio, you can't simply start the song at any point you want to. The plugin has to run through the song (via emulation) to the point at which you specify. This is why seeking takes so long in all the emulated audio plugins.

But yes, it seems to me that something like this would be feasible. I just don't think it'd be worth it. I think you'd be better off with converting the various GSFs (or whatever) to WAV with the plugin you're wanting to test, and then comparing the resulting WAVs from the different plugins. Considering that no such "multi-input" plugin currently exist anyway, this is almost certainly your best option for now anyway.

Good luck with that either way. Mouser X over and out.
delete by anewuser at 6:30 PM EDT on October 17, 2009
pls delete.me

edited 6:40 PM EDT October 17, 2009
by Mouser X at 1:57 AM EDT on October 18, 2009
I must say that the SNSF9x plugin sure sounds nice. I listened to the Tales of Phantasia opening song with it (the one with vocals), and was impressed. Maybe I had something screwed up on my PC, but with this new plugin, the vocals aren't choppy with intermittent static. Sure, they're still heavily compressed, but it sounds like what I'd expect it to, from a SNES, anyway. The in_snsf plugin I had previously was pretty choppy (for the vocals).

Nice job! Now if only the format could be "finalized" (if it isn't already) and the necessary tools written/fixed, and maybe we could have a few more non-SPC-able rips available.... Mouser X over and out.
by JILost at 3:56 AM EDT on October 18, 2009
ROM2SNSF actually exists at the moment, but you have to know the ROM offset of the music data for whatever game you want it to rip -- which means no Clayfighter SNSF for me. Boo.
by Lunar at 6:06 AM EDT on October 18, 2009
yes, very much looking forward to developments. initially i was kind of sniffy about the format because of both the success of SPCs and the problems with the player, but now i'm realising that it's nothing but a good thing. i'd love to see rips even for popular soundtracks, there could be some unused tunes and things.
VGMToolbox r590 Released by snakemeat at 11:25 AM EDT on October 18, 2009
This release contains a CD-XA fix and a few new SSF related options. I also updated it to target a 32-bit build which should alleviate problems associated with the 64-bit OSes in the past. Grab it at Sourceforge.

-= NEW =-

-= UPDATED =-
[ADVANCED CUTTER] Add Sega Saturn SDDRVS.TSK preset for SSF work.

[SSF MAKER]
- Add option to try all combinations of sequence (SEQ) and tone data (BIN) for identifying matching pairs.
- Add drag and drop functionality for source paths.

-= FIXED =-
[ALL] Updated target to x86 which should resolve any issues people with 64-bit OSes have had. Previously, VGMT would simply crash due to a 32-bit .dll.

[EXTRACT CDXA] Correct area containing data length. CDXA data length was incorrect and overwriting portions of actual data.

-= THANKS =-
Many thanks to kode54 for helping me work through the CD-XA issues and Lunar for discovering the issue.
by ugetab at 3:00 PM EDT on October 18, 2009
I finally have the basics of SNSF ripping down, and have a fixed set of Wario's Woods up now.

http://www.angelfire.com/nc/ugetab/

Basic SNSF Ripping Caveats:
Starting at game's internal name, copy 0x1A bytes. This covers relevent copyable header data. You can replace the game's name afterwards, if you want.

Register Address Writes to match between the game and the rip:
4200 (A9 ?? 8F 00 42 00) (NMI Enable = 80)
420D (A9 ?? 8F 0D 42 00) (Memory access cycle speed)
4210 (A9 10 42) (Read once during NMI for more accuracy. Discard result.)

Header Values to check:
$FFD9 (US/Pal Speed) (Take from game) (Wario's Woods sounded nearly right, but notes didn't sound correct, but this was an error combination being weird)

If you've checked the above, make sure you didn't screw up the data banks, or leave some data out.

Wario's Woods had a few combined lack-of-experience issues. One of them was that there was a missing byte in the file. This shifted all the data, but the music still played for some reason. This is something to watch for carefully.
by Josh W at 9:35 PM EDT on October 18, 2009
i realized trying to remember something after two years is futile, and it is best to just make up things as you go along and trust that i have already made the tools do things


Clay Fighter SNSF
by Omochao at 10:58 PM EDT on October 18, 2009
Would a Super Mario Kart .SNSF be possible?
by SmartOne at 11:52 PM EDT on October 18, 2009
Why? SPC's allow you to use GME, which is the most accurate SNES APU.

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