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- Will you create a ROMC Type 2 Compressor? by TeconMoon at 1:08 AM EDT on March 17, 2016
- Hi there,
Been tinkering around with rom injection on the Wii (Yes I know so old xD), Mario Party 3 specifically. I can get Mario Party 3 to run by injecting it into a Mario Party 2 WAD using Type 0 or Type 1 (LZH8 crashes), but it crashes either at the title screen, or if you let the intro play long enough when you see Mario on his lawn chair.
I'm wondering if this is because the resulting ROMC from Type 0 & 1 is too big, or maybe it's just because I'm running it on Dolphin, or because Mario Party 3 on the Wii was never meant to be.
To that end, do you think that having a Type 2 Compressor available would solve this problem (probably not) and do you think that would be something you'd even want to work on? (Also probably not)
Thanks for reading!
EDIT: Well my theory on Type 2 improving performance for Mario Party 3 is busted, I just injected MP3 into Bomberman Hero which is even smaller and it hasn't crashed at all yet, although it does flicker a ton.
edited 1:28 AM EDT March 17, 2016
- A way to separate instruments in more formats? by Soulis at 7:44 PM EDT on March 19, 2016
- Some plugins let you play with the different channels, like the VGM plugin for the MegaDrive music, NotSoFatso for NES, etc. Which is great because you can mute or play with the volume of each channel and mix them as you like.
But i haven't found a way to do the same thing with other formats like GSF for the GBA music files or USF for N64. Is something like this possible in these formats, or others as well?
- foobar2000 2sf channel splitting. by mariofan12ify at 2:46 AM EDT on March 20, 2016
- I saw this YouTube video of someone actually doing this, but he gave no explanation of how to do it. Does anyone here know how to do it?
- XMA Quality with Towav by Mygoshi at 1:12 PM EDT on March 21, 2016
- why the quality of XMA is always bad with Towav?? I mean, the XMA converted sounds like 128 kbps MP3 tracks...
- Pokkén Tournament .nus3bank by Moonboy65 at 11:13 PM EDT on March 21, 2016
- Does anyone have the game files for Pokkén Tournament in their original .nus3bank sound files?
- Pinned/sticky thread discussion by hcs at 5:07 PM EDT on March 22, 2016
- Hey folks, so I've now implemented thread pinning as often requested, should be live within a few minutes of me posting this.
Now the job is to dig through the archives for anything you think is important enough to pin. Talk about them here and I'll add them to the list if I agree.
I think the first obvious contender is
the joshw.info thread.
Discussion of other stuff that I should add to the forum, unless it directly relates to pinning, goes elsewhere.
edited 12:55 AM EDT March 23, 2016
- forum fixes by hcs at 6:47 PM EDT on March 22, 2016
- Cleared up a few more longstanding issues with the forum today:
* Search can be ordered chronologically or reverse chronologically!
* Creating a new thread is now a new page, hopefully there will be fewer accidental thread creations.
And some little things: the search form is a little easier to use now (better defaults, you can now click on the labels instead of trying to hit the radio button), you can search easily for a user's posts from the user info page.
- Game Music Emu multi channel dumper by kode54 at 3:10 AM EDT on March 23, 2016
- I wrote a thing:
https://static.kode54.net/multidumper.zip
https://gitlab.kode54.net/kode54/multidumper
It currently has no progress indicators, but it's fast enough that it should complete without much trouble, depending on your machine speed.
multidumper <file> <subsong>
And it will mute all but one channel per output file, named after the input file and the channel name.
- MusyX Sample Repacking? by ShrineFox at 4:49 PM EDT on March 23, 2016
- Hi, thought I'd make a separate thread for this since it's a whole different undertaking.
I used Nisto's MusyXExtract.py to extract the sound effects from PM:TTYD. I'm in the process of modding that game, so far text and graphics have been edited and all that's left is sound!
I was able to make new .dsp samples that I wish to replace the originals with, and I'm wondering if it would be easy/plausible to write a repacker.
Currently, I can use a hex editor to replace the existing sounds in the ISO by pasting a smaller file over the samples. However, the compression to get the files that small requires a significant sacrifice in quality-- so the obvious next step would be to possibly rebuild the samp/sdir files to account for the bigger filesizes.
If it's too much to ask for I apologize, in which case (with permission and credit given ofcourse) I could attempt to reverse the script myself, but Nisto is clearly more experienced with Python and the understanding of the format. Any help/advice would be greatly appreciated!
For reference, I'm not using the official gamecube SDK tool to convert the new samples. I'm using this that I found on gbatemp:
https://gbatemp.net/threads/dspadpcm-dsp-audio-encoding-made-easy.390305/
Perhaps I should try to use the official tool next.
edited 5:44 PM EDT March 23, 2016
- Digital recordings: conclusions on ripping in general and on poor Wii U sound hardware by Promiznivas at 5:47 PM EDT on March 23, 2016
- Lately I've been looking into the possibility of ripping GameCube and Wii game soundtracks on the Wii U.
In theory, I created a setup that makes lossless, digital rips possible using the Wii U's HDMI output. No noise interference, no volume troubles, no conversion, no resampling.
But during testing, I encountered severe problems that are caused by Nintendo's seemingly poor hardware implementation on Wii U.
Following up on this thread, I would like to present my findings here.
First of all, a description of my setup...
Audio sources / video game consoles:
– Wii U (WUP-001(03), EUA)
– Xbox 360 (would have to check the model, has an S/PDIF and HDMI out)
– PlayStation 2 (SCPH-50004 AQ, fat model)
Cables / switches / adapters:
- HDMI cable
- TOSLINK / digital optical cable
– Ligawo HDMI Audio Switch - 2CH/ stereo (HDMI input to S/PDIF output)
- TOSLINK to mini-TOSLINK adapter (JIS F05 jack to 3.5mm connector)
- USB cable
Recording:
– iRiver Model H120 Ver 1.33B (line input / optical input)

Judging from my tests, the setup itself is impeccable. I will get to this in a minute.
Without further ado, I am presenting you my sample recordings. The complete package can be downloaded here.
Spectral frequency display and comparison of sample recordings:
Click the names of the files for a graphic analysis of the sampling rate.
1. Eternal Darkness — Gateway to Destiny
ED_ADP.wav = conversion of the streamed file from the game disc
ED_LIGAWO_TOSLINK.wav = digital recording using the HDMI out with the Ligawo switch and the Nintendont GameCube loader/interpreter
Note: large volume difference and audio was downsampled by the Wii U
2. Need for Speed: ProStreet — title screen
NFS_ProStreet_TOSLINK.WAV = digital recording using the S/PDIF out
NFS_ProStreet_LIGAWO_TOSLINK.WAV = digital recording using the HDMI out with the Ligawo switch
NFS_ProStreet_LIGAWO_LINE-IN.WAV = analog recording using the HDMI out with the Ligawo switch
Note: difference in data between the digital recordings is really marginal and volume is the same for all recordings (so it's not the Ligawo switch causing the volume difference or the resampling)
3. Silent Hill 2 — Maria in jail scene
SH2_PSS.wav = conversion of the streamed file from the game disc
SH2_TOSLINK.wav = digital recording using the S/PDIF out
Note: parts of the file are absolutely identical while others are not (nevertheless, the recording comes as close to the streamed file as it gets)
4. Wii U — loading Miiverse
Wii_U_BFSTM.wav = conversion of the streamed file from the BIOS
Wii_U_LIGAWO_TOSLINK.wav = digital recording using the HDMI out with the Ligawo switch
Wii_U_LINE-IN.wav = analog recording using the A/V out
Note: large volume difference in the digital recording and audio was upsampled by the Wii U
Conclusions:
– there is no such thing as a consistently byte-perfect recording, even with a purely-digital setup
– however, digital recordings get very close to the source audio and there is no audible difference anymore
– the Wii U resamples all audio to an unknown sampling rate (sample recordings ranged between 36KHz and 42KHz, maybe the sampling rate is variable?)
– the Wii U's digital audio via the HDMI output looks to be much more quiet than its analog audio
– digital recordings from the Wii U should not be attempted until Nintendo resolves the volume issue (which is never lol)
I have spoken.
edited 5:51 PM EDT March 23, 2016
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