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by ugetab at 2:31 AM EDT on October 23, 2009
Just wanted to note that I was accidentally using the old SNSF plugin for a while(renamed in_snsf.dll to in_snsf.dll_, which doesn't work damnit! I should know this by now...)

in_snsf9x a definitive improvement in main code execution timing, which makes most sets that require SNSFs over SPCs to sound considerably better. If you're still getting messed up playback for sets, remember to just take the old in_snsf plugin out of the folder completely.

Also, expect a Lode Runner USF rip sometime tomorrow barring the apocalypse or frogs raining on the house.
by Lunar at 5:47 AM EDT on October 23, 2009
i guess that doesn't include sim city 2000; no confusion about winamp plugins on this end since i'm using fb2k... i suppose we wait and see if plugninja does anything. in the mean-time, here's a partially tagged & untimed set for anyone who's interested.

w00t for more usf ripping!
by nensondubois at 9:30 AM EDT on October 23, 2009
New version of GameMusic Gear for the PSP is out in case anyone is interested.

http://pspupdates.qj.net/PSP-homebrew-GameMusicGear~MX-v1.3/pg/49/aid/135433

The Good:

-Plays/Supports multiple formats VGM files including .SID, .SPC, .NSF, .GBS, .VGM, PSF and others.
-Plethora of configurable options.

The Bad:
-Takes a few seconds to load each song.
-Can't make songs play forever 1000 seconds is the longest.

The Ugly:
-Consumes much battery power
-Midis still don't play
-Ignores all VGMstream file extensions like .adx and .aw
by arbingordon at 10:15 AM EDT on October 23, 2009
Isn't Lode Runner already ripped to usf?
(or am I just missing something?)
by hcs at 10:22 AM EDT on October 23, 2009
I probably made a godawful mess of it.
by ugetab at 11:56 AM EDT on October 23, 2009
Probably not a mess, I just wasn't very observant.

I made a standard attempt to rip it, and it fought me hard. So I tried harder, and it fought harder. I just didn't quit thinking about how it could be done until I figured out a way to do it, because it was being so belligerent. Then I noticed it was probably ripped, and noticed I had forgotten to check for it in the database.

Oh well. I guess I was just more interested in succeeding than I was in contributing.

Edit:
It's just about 400k smaller is all. CPU Usage is about the same, but I'll tag it all up with your tags/names, and call it released.

http://stashbox.org/671373/LodeRunner3D_USF.7z

edited 1:05 PM EDT October 23, 2009
by SmartOne at 1:24 AM EDT on October 25, 2009
Does 64th Note produce the correct panning? The foobar2000 port is opposite. (I've also noticed a few hiccups at the beginning of tracks with the foobar2000 plugin.)
by hcs at 2:13 AM EDT on October 25, 2009
Several people have mentioned that the channels are reversed in fb2k, I don't know which is right.
by ugetab at 3:30 AM EDT on October 25, 2009
If I have a game and set to check with, and can discern the panning being used in a song, I'd be willing to check on hardware. Unfortunately, my N64 collection is rather limited to the likes of Zelda 64, Mario, Pilotwings, Cruisn USA, and maybe some others I'm not thinking of at the moment.
by Josh W at 5:33 AM EDT on October 25, 2009
yeah the channels were reversed, but only in the last(-ish) build when i added floating-point output.

Lemme know if this one fixes/breaks things.

foo_input_usf-251009.zip

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