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NDS strm decoding component for foobar2000 ? by ghf_50 at 7:30 AM EST on December 26, 2008
Is there any available NDS strm format Decoding component for foobar2000 0.9.x ?

by the way,can someone write a gsf decoder with the AudioOverload SDK for foobar2000 just like aoqsf,aodsf and aossf.
Miniusf to Midi? by SH&E at 3:00 PM EST on December 28, 2008
No way of doing this is there? I've searched and searched but haven't found anything, I know miniusf is similar to midi.. :/

edited 3:03 PM EST December 28, 2008
foobar plugin link broken? by MrDoomMaster at 3:38 PM EST on December 30, 2008
Hi,

I'm unable to download the FooBar2000 plugin for 64th Note. The link is available at the bottom of the main page. Is there another way I can gain access to this plugin? Thanks.
Trauma Centre Second Opinion - Certain BRSTMs not playing :/. by SH&E at 8:22 AM EST on December 31, 2008
Okay, I thought I had it working, but there was just a selection of files that do work, and some that don't. And I'm not sure why :/. They're all BRSTMs.. I shall upload one in a second.

They just, don't seem to wanna play :(.

By the way I'm using VGMStream :).
I've tried in_cube too.

edited 3:01 PM EST December 31, 2008

edited 5:18 PM EST December 31, 2008
Compiling Help by Elven Spellmaker at 8:58 AM EST on December 31, 2008
I have tried to compile this several times and it fails every time. Its only a minimal function application, but I would like to see what they have done. Any help would be much appreciated.
Its a MIDI sequencer, and I have the working version 4.0.0.

I have tried to compile the non stock version of wxwidgets, and that apparently worked, both the debug and the release. Then it asks me to conpile tex2rtf, because the application relies on it. I try to do what it says and the compiler throws errors. I have installed the Platform SDK and copied the bin, include and the lib files over the top of VC++'s default files. This allowed the first builds I mentioned to work. So I am stuck now.

I added the environment variable as they said. (Thats for later, but I tried compiling the application wihtout the tex2rtf and suprise suprise, it didn't work.)

http://jazzplusplus.sourceforge.net/buildingwx/
and
http://jazzplusplus.sourceforge.net/buildingjazz/

If you manage to build the debug and release wxWidgets and the release tex2rtf, you will need the application which is here

Jazz++ Source code

You will also as mentioned, need to add an environment variable in order to build the program.




This isn't a high priority thing and its quite off topic for the forum (Sorry =/), but I know you all are quite experienced with C++ and may have a solution to this, the program is only minimal functionality, but as I said it would be nice to see if there is anything different to the MIDI editor version I currently have, and this build process seems to me, to be impossible.

edited 9:35 AM EST December 31, 2008
Happy New Year! by SH&E at 7:21 PM EST on December 31, 2008
I had to do it ;).
My new year's resolution shall be not to - ...well I better not tell you actually xD.
What's everyone else's gonna be? :)

EDIT: Just so you know I'm not crazy, it is past 12 midnight here in the UK xD.

edited 7:27 PM EST December 31, 2008
(Generic Wii Sequenced Music) RSEQ Format by SH&E at 6:12 AM EST on January 1, 2009
Some example .RSEQ files here.

Okay, to begin with I thought .RSEQ was a whole new format. It's not. To put it simply, RSEQ is basically SSEQ with a few modifications. Information on SSEQ can be found here, and I shall just report the differences :).

The first difference is obviously, the header. It's 'RSEQ' instead of 'SSEQ'. There is also now a mysterious gap of 16 bytes in between the main header and the 'DATA' header which has to be looked into =P. But after that gap, it's pretty similar to a SSEQ. Other differences:

Track Pointers - Where as SSEQs track pointers start with 0x93 with 4 extra bytes, RSEQs are now 0x88 with the same extra 4 bytes.

There is also a new header called 'LABL', not sure what this is for... But what I'm trying to say is... Eventually.. I'm sure someone with some knowledge of code could modify, maybe sseq2mid and utilities like that (as they include source), to work with Wii RSEQs.

I've tried changing the main header to SSEQ, and getting rid of the extra bit before the DATA header, changing all the track pointer's '88's to '93's like in SSEQ.. Then deleted the LABL data at the bottom to make it pretty much identical to a SSEQ.. But SSEQ2MID still doesn't like it :/.

I think I know why now... The track pointers aren't pointing to the right tracks, because I deleted that extra bit before the 'DATA' heading. I just need to know how to point them to the right places, and we should be able to do something with them :).

edited 5:32 AM EST January 2, 2009

edited 6:12 AM EST January 2, 2009
About NUB audio format by HHTT at 10:32 AM EST on January 1, 2009
NUB do not work on vgmstream and other extractors or convertors.
I guess this format is not implemented yet.
NUB is include in The Sky Crawlers Innocent Aces (for Wii) and
Family Ski (for Wii), Ridge Racer 7 (for PS3).
These games are all the games of Bandainamco.

Does anyone know the method of listening NUB format?
These are NUB files in The Sky Crawlers Innocent Aces.
http://www.megaupload.com/jp/?d=5L2U54Q5
Megaman 7 nsf? by Tanookirby at 4:50 PM EST on January 1, 2009
After creating the Megaman 9 nsf file, would it be possible to create an accurate nsf version of the 8-bit Megaman 7 based off the PC version (and possibly one for a fan made Megaman 8)?
The Battery Thread by wolupgm6 at 7:55 PM EST on January 1, 2009
As mentioned in the "How I spend my time..." thread, this is a completely random thread. I just wanted to see, if everyone states the name of a brand of batteries, how many we can get.

To start, i'd like to say Duracell.

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