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by mogikihei at 11:44 PM EST on February 26, 2017
There are sd_call.irx in Genso Suikoden III and IV, is this a sound driver? (There is TD/HD/BD character in this file)

Genso Suikoden III files
http://www.mediafire.com/file/4k1kjfypy6qwu6j/GS3.zip
Genso Suikoden III did not work, The song number is not written on 0x18 of .TD file(This file contains several songs).
by Nisto at 1:02 AM EST on February 27, 2017
Not quite - libsmf2.irx contains the driver (library), while sd_call.irx handles RPC function calls (more high-level functions). [EDIT: you are right actually, in GS3 it seems the driver is in the same file as the RPC request function; in GS4 they are divided]

I gave it a look, and indeed, it doesn't seem to work either. Too bad.

edited 5:54 AM EST February 27, 2017
by MusashiAA at 7:11 PM EST on March 5, 2017
@Nisto

I would post my contribution on the xxx.joshw.info thread, but I haven't figured out how to time these .minipsf2
by kode54 at 11:01 PM EST on March 5, 2017
The old fashioned way: By listening to them and timing them manually.
by Nisto at 2:08 AM EST on March 6, 2017
@MusashiAA: to time xSF files, you add a length tag. PSFPoint is probably the tool most people use for tagging (VGMToolbox may also have a GUI front-end, I forget). Or, if you're equally comfortable with a hex editor, tags are really just a list of x=y values separated by newline (ASCII 0x0A) characters (after "[TAG]" at the end of the file). The format for the length tag is described here. But as kode54 says, there's no magic button for automatically calculating times in this case. Although, the official OST, if available, is likely a good reference, and should be used if it makes sense.
by MusashiAA at 2:38 PM EST on March 6, 2017
@kode54

Yeah, I realized. But...

@Nisto

My problem seems to be that the files are .minipsf2, NOT .psf2. VGMToolbox does have a PSF2 timer, but it doesn't seem to work in the intended way? All I get is a folder with a .smd file, a .swd file, and a .ini file, with VGMToolbox saying there was some sort of error processing the .minipsf2 file.

I recall being able to time .psf files before (a little), it seemed like a pretty automated process, but at least those were straight .psf files: I guess I'd need the .minipsf2 files here to be straight up .psf2 files?
by Nisto at 3:24 PM EST on March 6, 2017
I don't think it should have any problems dealing with minipsf2 sets. The tool in VGMToolbox indeed appears to be an automatic timer. My guess is that it expects a CSL (Component Sound Library) rip, where the sequence format would be .SQ (rather than .SMD). So obviously that won't work, and it's probably why you're getting those errors. You're simply gonna have to tag them manually, one by one, via PSFPoint or some other tool of your choice (it's a pain, I know).
by snakemeat at 7:42 PM EST on March 10, 2017
Yeah the timer in VGMToolbox expects a CSL rip.
by mogikihei at 4:36 PM EDT on March 31, 2017
http://ux.getuploader.com/foobar2000/download/192/viopsf2_v0.07_beta.7z
It appears to be working with viopsf2.

Description of the author of viopsf2.
Silent Hill 2 driver calls strtoul in iop_sysclib, but that failed.
https://github.com/jpd002/Play-/commit/54b7857edeb041fa7eeda5f081b77ae02e4faa8d
This fix has come to play(Silent Hill 2 driver was rewriting the memory size of thread, so it failed to call strtoul in iop_sysclib).
Graffiti Kingdom seems to specify an illegal value in argument thread id in WakeUpThread function.
Winning Eleven 5 is under investigation (The tempo seems to be wrong)

by Nisto at 5:38 PM EDT on March 31, 2017
Thank you for bringing this to my attention, mogikihei!

I would like to fix the problems if possible.

Do you know where I can get in contact with the developer of viopsf2? (If they speak English).

Otherwise, if you are able to relay these questions to the developer somehow, I would appreciate it:






Graffiti Kingdom and SILENT HILL 2 uses the same method to pass a thread ID to WakeupThread. So does the latter have the same problem? Do you know what the problem is? The relevant C code: https://pastebin.com/raw/VG1gmkwv


The toolchain in the official SCE SDK has issues, especially with optimizations enabled. It is possible it has erroneously compiled my Graffiti Kingdom module (it has happened with a module I wrote for Shadow Hearts also). I may have to look into it.


As for Winning Eleven 5. The KCET drivers do not seem very backwards-compatible. If data from another game is used for the WE5 driver, the tempo will probably be incorrect (it's why I also had to rip the driver of SILENT HILL 2). But I think the tempo is correct for the menu theme of WE5? Are you using data from a different game?

edited 6:14 PM EDT March 31, 2017

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