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- by Missingno_force at 12:45 PM EDT on May 6, 2018
- Awesome, thanks a lot!
- by Kirishima at 12:47 PM EDT on May 13, 2018
- More viopsf feedback. Crash Team Racing appears to not be playable probably for similar reasons to Crash 2 and 3 (PAL rip). It sorta is playable if skip silence on start is disabled/set to 0, but apparently there is alot of silence in these files.
I was contemplating re-ripping the game with markgrass's generic psf driver, but the readme stated the game is using its original driver for features a generic driver can't provide.
Anybody know of other pal rips that could be problematic?
- Metal Gear Solid PSF's by Enclave123 at 7:49 AM EDT on June 22, 2018
- I wonder if there any recommended ways to play the PSF of MGS? it not really playing well in Winamp for some reason. It have no sound when playing them.
I am really happy to see a PSF of MGS since i really enjoy the soundtrack.
Is there going to be a MGS VR missions PSF in there future?
- by Nisto at 9:04 AM EDT on June 22, 2018
- @Enclave123: I recommend viopsf with the Mednafen SPU DLL. Most PSF players don't have (proper) support for SPU interrupts, so that's why they won't play it correctly (if at all).
I uploaded VR Missions (as part of MGS Integral) a few pages ago, but it has since disappeared from Sendspace (guess no one uploaded it to Josh W or elsewhere). It's a rather large set since it's not a minipsf set. But I have the "PSF kit" still up on my Dropbox if you want to build the PSFs yourself. You need to know what you are doing though; there are some pretty crucial values in the Python script you might want to configure before you run it:
https://www.dropbox.com/s/4joqco4kkih8zxx/mgs_psfkit.7z?dl=1
edited 9:17 AM EDT June 22, 2018
- by Kirishima at 1:29 PM EDT on June 22, 2018
- If only it could have the alternate reverb that's in the "Peopsound" plugin. That's one of the few that sounds similar to a real spu's reverb rather than most of the others which, to me, sound like an enhanced snes reverb.
Also since I'm here, viopsf was updated to fix Crash Team Racing some time ago: https://ux.getuploader.com/foobar2000/download/201
- by Nisto at 12:55 PM EDT on July 25, 2018
- @ viopsf developer
Can you please update to SDK v1.4? It's still listed as a legacy decoder in foobar2000 v1.4, which finally has a stable release.
edited 1:12 PM EDT July 25, 2018
- by Nisto at 12:06 PM EDT on July 30, 2018
- I caved in and decided to install VC++2017 in an attempt to build viopsf for foobar2000 v1.4 myself. After spending the whole evening with this yesterday, I think I finally managed to do it. But as I have zero past experience with the foobar2000 SDK, and not much experience with the extended features of C++ (templates, classes, and all that), I can't guarantee a proper build. I hope someone who perhaps does have better experience can point out any mistakes I may have made!
Here's what I did to build it for v1.4
1. Install VC++2017 (I got the free Community edition of Visual Studio 2017 personally)
2. Create a folder named viopsf
3. Download the foobar2000 SDK and unpack the contents directly into the "viopsf" folder
4. Download viopsf and unpack the contents of the src folder in src.7z directly into the "viopsf" folder. You should now have three folders in the "viopsf" folder created in step 2 -- "viopsf", "foobar2000" and "pfc"
5. In the viopsf\foobar2000 folder, create the directory tree test\components. Without this, Visual Studio fails to execute a copy command at the end of the build process, even when run as administrator.
6. Open viopsf\foobar2000\foo_input_viopsf\foo_input_xsf.cpp
7. Change line 368 to:
class input_xsf : public input_stubs
8. Add this code between line 997 and 998:
static const char *g_get_name() { return "PSF Decoder"; }
static const GUID g_get_guid() { return XSFDRIVER_GUID2; }
static const GUID g_get_preferences_guid() { return XSFDRIVER_GUID1; }
9. Open the viopsf\foobar2000\foo_input_viopsf\foo_input_viopsf.sln file (solution) in Visual Studio
10. Build foo_input_viopsf by right-clicking the item in the left-hand pane and clicking "build"
edited 1:57 PM EDT July 30, 2018
- by Kirishima at 3:50 PM EDT on August 11, 2018
- @Nisto
Viopsf has been updated to SDK 1.4.
- Soma Bringer by RetroFanatic at 9:38 AM EST on December 22, 2018
- No success in ripping this one yet?
- by SmartOne at 11:38 PM EST on January 5, 2019
- in_vgm 0.40.9 was released!
That's right; for the first time since October 19, 2017, we're able to used the "nuked," cycle-accurate YM2612 core to listen to VGMs!
https://vgmrips.net/forum/viewtopic.php?f=3&t=112
https://github.com/vgmrips/vgmplay
But if I were you, I'd skip that official Winamp plugin (for use in XMPlay, of course; you're not crazy, are you?) and get the unofficial foobar2000 port plugin, creatively named "VGM input" and maintained by mysterious Japanese:
https://ux.getuploader.com/foobar2000/download/213
"VGM input" is functionally superior because you can configure the core type in the GUI, unlike "in_vgm," which requires a secret INI setting change. Here are the completely intuitive GUI help tooltips:
https://github.com/vgmrips/vgmplay/commit/f712603913050feca455dcd547f981dc1f2ebc9a
Also, the foobar2000 plugin sounds less bad on manual track change. I believe the correct technical term is "less poopy."
It's a great time to be alive, folks. Accurate YM2612 (which has been available in Genesis Plus GX for over a year)! Much hype.
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