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Soma Bringer 2SF Rip by loveemu at 7:27 AM EDT on August 20, 2017
I have researched Soma Bringer for a total of 21 hours, but unfortunately I was unable to make the 2SF yet. You can read my Soma Bringer Research Progress if you interested.

However, I can tell a simple music hack.

Change BGM

You can change the title BGM by editing the string ("W02"), which located at ROM:0xDDE38. (or do the same to ROM:0xDE4C8, the menu BGM)

* B01~B05
* C01~C07
* D01~D09
* E04~E31 (there are some missing No.)
* F01~F06
* W01~W04

Disable SFX

ROM:67A48: 0F 00 2D E9 -> 1E FF 2F E1

Could anybody finish the rest? I'm getting stuck for now.

edited 7:29 AM EDT August 20, 2017

edited 7:30 AM EDT August 20, 2017

edited 7:57 AM EDT August 20, 2017

edited 8:12 AM EDT August 20, 2017
Banjo-Tooie soundfont by mariofan12ify at 5:03 AM EDT on August 21, 2017
I extracted the soundfont from a rom and it doesn't really play properly. It only plays a TINY bit of the start of the instruments. Can someone help me fix it?
Calling for problematic ACB+AWB+ACF by snakemeat at 2:50 PM EDT on August 26, 2017
Hi, I'm working on the ACB code for VGMToolbox. I know a lot of folks have submitted problem files that I never got to look at. I'm asking for you to post them here if you want me to take a look. I can't guarantee that I'll have time to fix them, but I've been working on the code for a week, so I understand it well right now.

Due to my limited free time and varied interests I don't code as often as I used to, so I figured I'd try and get ACB+AWB as solid as possible while I'm in a "coding mood."

Here's VGMToolbox r1045 with the latest fixes.

Note: I've already got the Metal Gear 3d working from the VGMToolbox thread. The link above will work for it.

Also, I believe Datschge had a question about internal checksums to match ACB and AWB. ACBs do have a checksum. Sometimes it's MD5 and that can be used. There's another checksum type that I haven't figured out yet. In any case, please repost those, I may be able to make a little command line exe to handle that.

Lastly, if you don't want to post here, you can email at vgmtoolbox g mail acct

edited 3:17 PM EDT August 26, 2017
Raspberry Pi Music Player by froggestspirit at 11:14 AM EDT on August 27, 2017
I'm looking to make a minimal portable music player with a raspberry pi zero. I'm wondering if there's any port of vgmstream and other sequenced formats to play on this. I don't need internet streaming, just local music from an SD (this rules out chipmachine). I've seen Audacious, although the support didnt seem too good for videogame music. I know this can be done on an android, but I'm looking for a raspberry pi solution.
Hoot by Koto at 2:49 PM EDT on August 27, 2017
Hi,

Long time ago, Knurek use to update for us all the Hoot sets he can, but this project was unfortunatly discontinued.

I'd like to continue this, but I do not have any idea even how to start.

- Where can I find new sets?

- How can I make them playable with the my current version of Hoot?

- How I can make work new sets? (For example, I remember Windjammer was not avaliable and I don't know if it has been done)

Hope someone can help. Thanks in advance.

See ya
Gamecube Soundfonts by Zetto Kuzuuya at 3:35 PM EDT on August 27, 2017
To say this much...I have seen very few gamecube soundfonts, the goal of this thread is to make more possible, I unfortunately do not know how to rip samples and make them myself, other than DS games, I wish to hopefully seek out or someone to make a soundfont out of Dragon Ball Z budokai for the gamecube/PS2.
PSF2 Playback Problem by punk7890-2 at 3:55 AM EDT on August 29, 2017
I've been trying to create a PSF2 set, but for some reason whenever I do they end up not be able to play. I've made PSF2s in the past without error. In foobar, I keep getting this error:

"Decoding failure at 0:00.000 (Unsupported format or corrupted file)"

The game is Atelier Viorate. The odd thing is VGMTrans reads the sets fine without a problem.
Another odd this is that the latest version of VGMToolBox doesn't seem to want to output a file. The old version that outputs PSF2s for this game is vgmtoolbox_bin_r1026. Any help with this issue would be much appreciated.

Here is the files I've been working with, it includes the modules, sq, hd, bd, and the PSF2s.

Atelier Viorate test.zip




edited 3:55 AM EDT August 29, 2017
PSF audio channels by Volkov73 at 4:27 AM EDT on August 29, 2017
Hi guys. I'm hoping someone can make a suggestion on how to save a lot of time.

I want to create WAV files from psf (or minipsf) files. I can do this with Audio Overload, though - this is incredibly time consuming.
I would like each channel as a separate WAV file. Audio Overload is also capable of this, but in it's current form would take up to an hour or so per song (with constant human interaction).

I'm looking to generate songs in the following format:

\SONG_01
\Channel_01.wav
\Channel_02.wav
.....
\Channel_24.wav

\SONG_02
\Channel_01.wav
\Channel_02.wav
.....
\Channel_24.wav

You would think one of these Winamp plugins or foobar plugins would come with a command line output option. I don't mind some manual work, I can create scripts for mouse/keyboard automation. But I would at least like to save each WAV file near-instantly, as opposed to letting the entire song play through 24 times (takes extremely long time).

Hope that made sense.

Thanks guys :)
Volume discrepancy between different consoles by Volkov73 at 4:42 AM EDT on August 31, 2017
Has anyone else experienced major volume discrepancies between different consoles when logging emulated music?

The major discrepancy I am experiencing is between Genesis and Super Nintendo. I'm not sure if it's due to the software, or I have some settings incorrect (you be the judge):

GENESIS TEST:
Audacity Screenshot
Full song

SUPER NINTENDO TEST:
Audacity Screenshot
Full song

I believe the Super Nintendo is perhaps the culprit? It seems very quiet.

I'm using 'SPCplay' for Super Nintendo.
I'm using 'VGMPlay' for Genesis.

SPCplay has options to increase volume from 100% up to 400% but I did notice clipping when raising these values.

I would like these to be "normalized" aka play at the same volume compared with each other. Before I create too many songs, I want to make sure I am doing this correctly.

Should I try some different settings? Different software?

If everything seems correct here, which of the following two methods would be correct?
a) Raise volume on the final result of the SNES audio
b) Lower volume on the final result of the GENESIS audio?

Thanks in advance for any suggestions!
peace

edited 4:44 AM EDT August 31, 2017

edited 11:52 AM EDT August 31, 2017
gsfopt by TheUltimateKoopa at 3:56 PM EDT on September 6, 2017
Why does gsfopt just refuse to accept certain minigsf files? For example, those converted from the Metroid II: Return of Samus GBS rip, but works on other minigsf files, even those converted from other GBS rips?

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