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- by Richter X at 12:54 AM EST on February 2, 2008
- Marioman.
I see you've done a foobar port of the 2sf plugin, could you possibly do one for Highly Advanced as well? Or possibly just stick GSF support into that one?
- by unknownfile at 1:39 AM EST on February 2, 2008
- lol, marioman does not make plugins. He just reposts them.
But I'd say he's good at what he does.
A couple of things sidetracked me, I will be getting back on the main project when I wake up and get some coffee into my system. If you'll excuse me, I'm off to bed.
edited 1:58 AM EST February 2, 2008
- by Knurek at 2:21 AM EST on February 2, 2008
- in_vio2sf v0.8
Might want to look at it, NSMB-001a has roughly 20% CPU usage here (no skips as well).
- by snakemeat at 2:34 AM EST on February 2, 2008
- Dungeon Maker - Mahou no Shovel to Chiisana Yuusha (2007)(Global A)
Game & Watch Collection (2006)(Nintendo)
I Love Dolphin (2007)(Starfish)
Sangokushi DS 2 (2007)(Koei)
Tingle's Balloon Fight (2007)(Nintendo)
timed, minimal tags, here.
edited 2:34 AM EST February 2, 2008
- by hcs at 2:58 AM EST on February 2, 2008
- just curious: why aren't those cpu flags part of the save state?
- by Kurtis at 6:02 AM EST on February 2, 2008
- I took another look at the lack of the Energy Converter song in my ZX Advent rip. It's missing because it's apparently in another location other than sound_data.sdat. VGMTrans lists it as "STAGE_I" (its name in ZX's ROM data as well), and it's the last track present, right after ZXA_TITLE. However, "STAGE_I" is not present anywhere in the sound_data.smap, ending simply with ZXA_TITLE.
Regarding the sound effect file, that explosion is from a cut scene near the end of the game and was stored as a looping sequence rather than as an ordinary sound effect.
edited 6:02 AM EST February 2, 2008
- by Knurek at 6:18 AM EST on February 2, 2008
- Does VGMTrans show two or more SDATs opened?
Does the STAGE_I track plays correctly (many SDATs have bogus entries)?
I'm all for including all playing SSEQs in the rip. The 2sflib doesn't take much space with them, and if one doesn't want to have them they can always deleted the corresponding mini2sf.
- by marioman at 9:30 AM EST on February 2, 2008
- @Richter: Nope. I don't code vio2sf, and I don't know enough about plugin coding to port HA to Foobar. Sorry. I have heard about Winamp to Foobar wrappers that may be able to help you though.
@UF: It is nice to hear that I am officially good at something. :)
@Kurtis: If you can't hunt down that track, I wouldn't worry about it too much since it is in the ZX set. I wonder if its absence has something to do with the fact that it is only played over Wi-Fi? Interesting.
@Knurek: Thanks for posting the new version of vio2sf. Version 0.08 rarely uses more than 30% CPU. It is amazing.
edited 9:30 AM EST February 2, 2008
- by Knurek at 10:24 AM EST on February 2, 2008
- New rips galore:
Advance Wars - Dual Strike (2005)(Intelligent Systems, Nintendo):
http://www.sendspace.com/file/nvxbs3
Advance Wars - Days of Ruin (2008)(Intelligent Systems, Nintendo):
http://www.sendspace.com/file/smc1tv
Mario Hoops 3 on 3 (2006)(Square Enix, Nintendo):
http://www.sendspace.com/file/8ubxhi
Lucky Star - Moe Drill (2005)(Kadokawa Shoten):
http://www.sendspace.com/file/z549pf
Shin Lucky Star - Moe Drill Tabidachi (2007)(Kadokawa Shoten):
http://www.sendspace.com/file/d6soty
- by Lunar at 10:45 AM EST on February 2, 2008
- Your work rate is ridiculous Knurek. I don't know how you manage to find time to sleep.
But anyway, Bomberman (DS) ripped:
http://www.vgmusic.com/~lunar/bmds.rar
It's timed, tagged (to the best of my ability), no track numbering. I'd consider it complete though, so yeah.
Bomberman Land Touch! is in the works, although it has two .sdats (thus, two 2sflibs.) Which is fine; what isn't fine is that there's a sequence listed in the .smap for the first .sdat that isn't actually represented by a corresponding .sseq. Pretty odd. So I'm "a man down" so to speak.
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