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- by Knurek at 12:08 PM EST on January 24, 2008
- I have a little problem with your rip tutorial...
>Open up the Desmume source package, and look at >armcpu.c. Uncomment the lines:
Those lines below are uncommented by default. There are 5 lines commented out, but changing them doesn't do anything.
Anyway, I compile the Desmume, load generated modcrap.nds (it plays different music, so I guess it's generated properly), and press Enter at the intro sequence.
Nothing out of the ordinary happens, the game proceeds to the title screen. Pressing Enter there doesn't do anything special as well.
My YI rom info: NTR-AYWE-USA, CRC32: C9964EE1
- by unknownfile at 1:08 PM EST on January 24, 2008
- Nope, that's the wrong ROM. The intended one is the European version. I shall fix the typo later.
What you are looking for is:
Yoshi's Island DS (E)
NTR-AYWP-EUR
CRC32: C97C2AE8
Also note that this driver will only play sequences, and not streams. I will work on a generic stream driver rip later.
edited 1:10 PM EST January 24, 2008
- by Knurek at 4:03 PM EST on January 24, 2008
- I think the streams are best left for in_cube, but whatever floats your boat.
Another problem:
>Replace bottom_trace_value with the lowest
>possible sequence in the sequence bank,
>and top_trace_value with the highest possible
>sequence.
Okay, this is a sample SMAP:
# label number fileID bnk vol cpr ppr ply hsize size name
OPENING 0 0 27 127 64 64 1 121032 1076 Seq\OPENING.sseq
TOWN_DAY 1 1 1 127 64 64 1 169352 2512 Seq\TOWN_DAY.sseq
..
JINGLE2 27 27 26 127 64 64 1 65704 180 Seq\JINGLE2.sseq
So, which number should I choose? Number, fileID or bnk?
//Edit
Another thing... Some of the values produce mini2sf files that don't play nothing.
I did a quick 0x00-0x03 run and only 0x00 and 0x03 play.
OPENING 0 0 27 127 64 64 1 121032 1076 Seq\OPENING.sseq
TOWN_DAY 1 1 1 127 64 64 1 169352 2512 Seq\TOWN_DAY.sseq
TOWN_DAY2 2 2 1 127 64 64 1 168772 1932 Seq\TOWN_DAY2.sseq
TOWN_NIGHT 3 3 2 127 64 64 1 142716 3088 Seq\TOWN_NIGHT.sseq
Might this be caused by the fact, that TOWN_DAY and TOWN_DAY2 share BNK number? VGMTrans plays them both without problems though...
// Edit 2
This is weird, I just did a full run of all files available in SDAT (0x00 to 0x55), and still the only ones that play are 0x00 and 0x03... Both of which were played before the savestate was made (0x00 is intro song, 0x03 menu theme).
// Edit 3
Also, looking at the generated clean.nds, it contains only 3 instances of SSEQ chunk. No wonder it doesn't play any other tunes, they get zeroed out during the cleaning part... I just don't understand why...
// Edit 4
Sorry for the Edit from Hell, but I've did a quick check with another game (FF12 RW, this one has the SDAT larger than Yoshi's Island was, the former game had a smaller one) and exactly the same thing happens here as well.
edited 6:17 PM EST January 24, 2008
- by marioman at 6:11 PM EST on January 24, 2008
- The new version of HW hardly runs for me. It crashes 90% of the time when loading a file. In the rare case that it does play something, it does sound really good.
- by unknownfile at 6:14 PM EST on January 24, 2008
- Knurek, the row you're looking at should be the number rather than stuff. Also, the number is in decimal, rather than hex.
Once again: get on IRC if you have trouble getting stuff to work.
edited 6:17 PM EST January 24, 2008
- by Knurek at 6:23 PM EST on January 24, 2008
- Which channel, which server again?
- by hcs at 8:10 PM EST on January 24, 2008
- Tune in next week for Assorted Emulated Audio Discussion, same irc.freenode.net server, same #usf channel.
- by marioman at 11:01 AM EST on January 25, 2008
- OK, so I have looked over the new plugin again, and I have located where the error is. The crashing is caused by something in the CPU initialization routine. If Winamp is going to crash, it will be during that routine.
There is only one way that I can get the new plugin to work. Beware that this explanation will be a little lengthy:
If I load a 2SF file and then try to play it immediately after loading it, Winamp will crash. It will continue to crash every time I restart Winamp and play a 2SF file. (Even if I load the 2SF, leave it in the playlist, close Winamp and restart.)
The only way that I have found to fix this is to roll back to an older version of HW and play a 2SF. I leave the 2SF in the playlist, close Winamp, and switch to the new HW. When I start up Winamp with the newer HW, the CPU is initialized at startup. The 2SF file plays fine, and since the CPU init will be skipped for all subsequent files that I play, all other files play fine until I close Winamp.
Once I get things going, I notice CPU init is skipped twice every time a file is loaded. Could the CPU init also be run twice when the first track is loaded? Just a thought.
Just to let you know, there is still a click at the beginning of tracks as if the data from the previously played track has not been flushed. CPU usage is still 100% for anything I play, but I gave a listen to some of the troublesome 2SFs. nsmb-001a does not skip at all, nor does SPP. Great job on fixing that!
edited 11:23 AM EST January 25, 2008
- by Knurek at 12:06 PM EST on January 25, 2008
- Here's how I get around the crashes in XMPlay:
Start the player.
Add a large number of mini2sf files to the playlist.
Immediately start playing something (once in_2sf starts trying to read tags it'll crash at playing).
Don't alt-tab or anything else during track loading.
After that it should work fine.
- by unknownfile at 3:08 PM EST on January 25, 2008
- I found the problem that Knurek is talking about.
In main.c:
Replace
NDS_ARM9.R[0] = cur_trace_value;
with
NDS_ARM9.R[trace_register] = cur_trace_value;
There are two instances.
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