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by Lunar at 6:10 AM EST on December 14, 2007
I keep looking over at kingshriek's page as well as modland, hoping to see Shining Wisdom, and every time I'm like "nooooooooo not there" :( but I'm otherwise really surprised by the amount of soundtracks already ripped... if you go look over at modland, there's a whole load of SSF stuff ripped in the span of like... two months? So it's very encouraging.

Yeah, still waiting on the SSF plugin. I don't suppose Neill ever did answer those emails...
by kingshriek at 8:43 AM EST on December 14, 2007
Rather than waiting, have you tried ripping Shining Wisdom yourself? It shouldn't be too difficult to do with the scripts I have provided (and I'd be willing to help at any step of the process).

Regarding the player side of things, I've been spending my time recently doing as much as I can to improve SSF playback in the open-source (MAME-license) Audio Overload SDK (http://rbelmont.mameworld.info/?page_id=221). The latest update I've made (not integrated yet as of this post) includes very noticeable improvements to the sound quality, producing comparable output to Neill's emulation core (the fixed version that is). Would be nice to see a Winamp plugin based on that someday. I've taken a look at the Winamp SDK myself, but I'm afraid it consists of more Win32 API voodoo than I'm comfortable with.

edited 8:45 AM EST December 14, 2007
by Knurek at 7:34 AM EST on December 15, 2007
Kingshriek, I've looked at Shining Wisdom, and surprise, surprise, it works even though it uses driver version 1.28 (94/12/29)

Okay, that was fast... And pretty easy, hopefully I didn't screw something up. Great music here (by Motoaki Takenouchi even).

www.snesmusic.org/hoot/sw_ssf.rar
www.snesmusic.org/hoot/sw_ssf_make.rar (seq/exb/map/tone/driver/tag data).

All files use the same tone data so this would benefit from minissf, but that's a little beyond my skills.

The detected times are somewhat strange (15 minutes for a Japanese game?), maybe it's another SSFTime bug?
edited 8:18 AM EST December 15, 2007

edited 8:48 AM EST December 15, 2007

edited 11:16 AM EST December 15, 2007

edited 3:06 PM EST December 15, 2007
by snakemeat at 11:46 AM EST on December 15, 2007
Hey Knurek, thanks for the work. Unfortunately, both of the links are already dead. Any ideas?
by Knurek at 3:07 PM EST on December 15, 2007
Argh, I'm stupid, I've posted the wrong links. They should work now. ;)
by Lunar at 4:55 PM EST on December 15, 2007
MERRY CHRISTMAS DAVE.

I was going to reply saying I might give it a shot too (even though I can barely rip an SPC, let alone anything else.) Thanks a load! Regardless of how easy or hard it was, it's great to finally have. Takenouchi is smashing, I recommend anything by him.

Yet again, HT lets it down a bit (crackling and distortion it seems?) At least there's htcore.exe.
gens32 mdz test build by unknownfile at 8:46 PM EST on December 15, 2007
is here

currently there is no way to play back the mdz files it produces, so you're on your own.

other than that, the sound emulation is really really shitty. just thought i'd let you know.
by kingshriek at 11:58 PM EST on December 15, 2007
Knurek: The timing data appears correct to me, or at least there's isn't anything else that really can be done in ssftime for these tracks. ssftime uses two sources of data to determine the track time - 1. the tempo data given in the track header and 2. the total accumulated no. of steps given by adding up all the step deltas in the sequence data. After getting these two values, if they end up different, ssftime tries to pick the most reasonable one.

There can be errors/weirdness in both of these data sources. For example, Golden Axe the Duel has zero as the number of steps in some of its tempo data. Also, I've seen sequence data with events corresponding to 30+ minutes of silence at the end of the track (one of the Doukoku Soshite tracks) for instance.

For the Shining Wisdom tracks, ssftime is reporting the same number of steps in both data sources for each track (which happens most of the time), and there isn't really much I can do if both data sources agree.

edited 11:59 PM EST December 15, 2007
by unknownfile at 9:01 AM EST on December 17, 2007
I am taking a look into how the generic Nintendo DS sequence driver works. What I know so far is:

1) The sequence bank is loaded
2) When asked to, the program converts a sound code into an offset
3) Snd_PlaySeq is called, and plays the sequence starting at the offset.

Before all of that, I'm going to need to find what is establishing what sequence to play. Let me take you back to a time when we were replacing sequence banks in Yoshi's Island DS.

Noticed how all the sounds seemed to work when the banks were switched. Theoretically, there is a table in the bank that establishes what sequences to load.

Tonight is a busy night so I'm not sure if I'm going to be able to get this figured out by the time I go overseas to the land of people who shag kangaroos. I guess we'll need to wait and see.

____

Oh yeah, I forgot to mention, no matter which way you're going to look at it, the 2sf format will be using savestates similar to the USF format, there's just too much crap going on when the system boots as well as all the threading that the DS operating system uses.

Opinions are welcome.

edited 11:06 AM EST December 17, 2007
by Lunar at 12:09 PM EST on December 17, 2007
Meh. Ripped NDS music is ripped NDS music, and I'm sure many other people feel similarly. Thus - whatever works.

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