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Viopsf Plugin Reverb Comparison by Kirishima at 10:19 PM EDT on August 14, 2018
I'm just creating this thread so as to not derail nisto's any further.

I converted a couple psf's to wav using both the Mednafen plugin and peop's with reverb 2 set so people can get an idea how the 2 sound against one another. They are trimmed and label so as to keep the files short and easily identifiable. Also included are snippets of the same tracks from ost's(I understand OST's are NOT good for real hardware comparisons, but you try finding audio capture of these games, or getting the proper hardware to do so), and in the case of the track from The Crow a youtube snippet that might be from real hardware.

https://www.dropbox.com/s/5643chybuauv4xy/ps1%20reverb%20comparison.7z?dl=0

TBH, it's kinda hard to find reliable real hardware recordings of these games. I think I found a better one from The Crow, but I haven't asked the user what platform it was captured from. In the case of Brave Fencer Musashi, this is the best I could find for it:

https://www.youtube.com/watch?v=gHJ3gOv9Uwo&t=7m15s

Of course that video was captured from a ps2, model unknown, and with the voices in the way, it's hard to do a proper comparison.

As I said before, while I believe mednafen to be the more accurate emulator, it just doesn't sound it yet, to me anyway, when compared to many hardware videos I've come across. I didn't use those, however, because reverb is a bit harder to hear in them against all the other sfx. I'm certain others have their own opinions.

Also, one more thing, this is a simple comparison, not an expansive comparison with various sfx being set to various reverb settings and checking differences.

edited 11:14 PM EDT August 14, 2018
Just Dance Timeline files by yunyl at 10:07 AM EDT on August 15, 2018
I'm modding a game (its just dance, no forum or anything about it, its private modding) and im taking files from old game and putting them into new game. There is some timelines where the game configures when should moves (the .msm files when you do dancer's move and it gives you point) appear. Both games has same file, same .msm and same file. In old game, the game is using milliseconds but in new game it's a thing i dont know. Example from old game's same file and same .msm

StartTime: 4800 (it's milliseconds)
Object "example_handsup.msm"

but in new game,

StartTime: 24 (A time stamp I don't know)
Object "example_handsup.msm"

I'm searching for a help. I really wonder how can I convert old game's timelines into new game's timeline system (talking about new game's time)

I really need help, I can't find a way to do it for 2 months and one person said that it's Cross Multiplication.

Also, don't care about the "png" in new game file.

Please answer if you have any ideas.

Here are the files: https://drive.google.com/drive/folders/1LSWvkbv2aHTJyn1myatMyIxnOfKabKAd
Resident evil Font? by Zetto Kuzuuya at 10:35 AM EDT on August 17, 2018
I think I have posted this before, but there is a so called, "Resident Evil 2 Kit" but it's not well put together, and they are more or less samples which I have no clue how to work work and have NOT been looped. But from what I gather, most n64/playstation games used sequenced music and audio,so given that bit, I can assume the instruments can be ripped from resident evil 2-3 and code veronica and any RE game from the two consoles, but mostly RE 2-3 being that they are both on the n64 and the n64 games and ports used more sequenced and Rippable audio than the playsation, anyone got any advice on this? or any Soundfonds that they, themselves have or had ripped and put together?

I will leave a link to the 2 "fonts" I already have, one of them being the samples, and the other being a bunch of sounds and strings and junk from the game that sounds like 8 bit stuff

https://drive.google.com/open?id=1JUWf9x5BgA3V_5Xc0cj0qFwfD-tJusSC

edited 10:47 AM EDT August 17, 2018
How to play as Prince Fluff alone in Kirby's Epic Yarn? by Devan Wolf at 12:30 AM EDT on August 27, 2018
I know the trick for using Player 2 to play as Prince Fluff while leaving player 1 untouched. However when doing this trick I always see Kirby being followed behind and some transformations (e.g. Train) require player 1 to perform an action to continue. However I probably know if there is a Gecko cheat code or Riivolution patch that exists that lets player 1 play as Prince Fluff alone without Kirby being there (except the cutscenes where Kirby can show up, not 2 Prince Fluffs). If anyone tells me/knows then I'll be impressed and I'll enjoy it!

P.S. Support Prince Fluff (not yarn) to become Dream Friend in Kirby Star Allies!
Ubisoft APM Strange IMA ADPCM (Donald Duck: Goin' Quackers) [PC] by Anterag at 3:49 PM EDT on August 28, 2018
Hi! I tried to convert the APM music files into a playable format (Donald Duck: Goin' Quackers PC), but I found something really weird.

FILE: APM Sample

Here are all the details I seem to be sure they correspond to the following APM music file:
Codec Interleaved DVI 4-bit ADPCM (maybe not exactly?)
Frequency 44100Hz
Interleave 0x1
Header skip ??? PS: That must be the problem.

In fact, the offset seems to change from file to file, and I have some trouble finding it.
For this sample, I think it might be 0x64 or 0x6A.

THE PROBLEM: When creating a GENH header to the file, I have to specify the header skip. You can hear the music "sounding" changes when varying from 0x60 to 0x6F as offset. It can starts from example at the left channel, then move to the center, returning to left... Or the volume can be really low, or there is a fade in at the beginning...

My question is: is it a problem of format or a problem of header skip??

Thank you!
PS4 PKG Extractor? by miavalter at 10:36 AM EDT on August 31, 2018
Hello everyone,

Quick question: is there a program available that would be able to unpack PKG files? I think it's a fake PKG.

Thanks.
NEZ m3us in foobar2000 (yea, that old chestnut) by Lunar at 8:01 AM EDT on September 1, 2018
Despite the information present on vgmpf.com, some of these M3Us do in fact work in foobar2000, for example this older set for Balloon Kid, or any set where a single M3U is paired with the GBS/NSF/HES/etc. Others, generally newer sets like this set (also for Balloon Kid) where separate M3Us exist for each playlist item, do not work, at least not for me with everything I have tried so far.

Can anyone point me in the right direction as to what I should be doing with these multi-M3U sets to get them working under foobar2000? Alternatively, is there somewhere I can find sets that use a single M3U, to save me on quite a bit of manual editing? Thank you.

edited 8:09 AM EDT September 1, 2018
Encrypted SFDs (CRIWARE) by punk7890-2 at 8:06 AM EDT on September 2, 2018
I found these encrypted SFD files in Sakura Wars: So Long, My Love (these are from the Japanese version, although they should be the same in the USA version) and I don't know of any tools to decrypt them. Here's some info that I know about them:

*A password is needed for decryption. Said password is "hantosikurai" without the quotes.

*The correct decrypted header for the movie file "MV0000.SFC" can be found by clicking here. (I am not sure if the latter part of it is 100% correct)

I think these might be similar to ADX / CVM encryption / decryption processes. Any tips would be appreciated.



edited 2:06 AM EDT September 3, 2018
Donald Duck Quack Attack/Goin Quackers [Gamecube] SM3 by Anterag at 1:44 PM EDT on September 2, 2018
Hi! I need a script for unpacking the streams inside that big SM3 archive which seems to contain all the sounds from the game.

Actually, there are three files in the "sound" directory: GAMESND.SP3, MAPS.SM3 & STRM.SM3

While STRM.SM3 contains all the data, I think MAPS.SM3 has the references for the files (I think, because the format seems a bit complex)

Streams may use the DSP codec.

Samples: GC

Thanks!
Change PSF Length? (Yu-Gi-Oh! Forbidden Memories) by Despair at 3:35 PM EDT on September 4, 2018
I grabbed the PSF rip of Yu-Gi-Oh! Forbidden Memories from joshw, but a majority of the tracks have 22 seconds worth of length. I had been planning to convert these so I could play them on my default music player but with such a short length I wanted to increase the loop count. I just assumed they had really short loops and it was a simple case of "2 loops + fadeout." Unfortunately, it ignores the "Default Length" field in the PSF Decoder settings. However the real problem is the fade out actually happens over the loop, so I can't even copy/paste in Audacity. Bizarrely, using the "force all songs to play indefinitely" option reveals that the tracks are in reality much longer and vary, so it's not a case of really short loops. I'm not sure how they got assigned a default length of :22 when the tracks are actually significantly longer (1.5-2 minutes!), but my question is: How would I go about modifying the default length so it will play the full track? Hopefully then I can actually convert it with that length intact...

example file: https://mega.nz/#!ulpV0aJI!oVP_5GrcM_Dogh9hNN-YpgnFjzlt8BEckAhAnbksX7s

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