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XMPlay + Winamp plugin = occasional crackle... by SmartOne at 2:01 AM EST on January 9, 2009
I've used XMPlay with many different sets of sound output settings, drivers, and buffer lengths, but when using Winamp plugins there's sometimes a little stutter or crackle. I'm pretty sure it's just Winamp plugins... Any suggestions? XMPlay 3.4.2.72

Other than that, with the right settings, XMPlay rocks.

Oh, and I can never get ASIO4ALL v2 to work for "bit perfect" playback without a ton of crackles. But that's another issue entirely.
The 2sf Overhaul Project by unknownfile at 11:23 AM EST on January 9, 2009
Time to get started on some major revisions to the format. As I can't upload the changes at the moment, you get to read this here.

__ begin 2sf_spec_revision.txt __

2SF specification revision as of 01/09/2009
written by unknownfile, 2009
part of the 2sf overhaul project

This file was written to address some long-overdue changes to the 2SF specification.
Sorry this came so late, but it's kind of hard to do when people go off and make a billion
rips while you're still trying to sort some issues out with the format.

Changes in brief:
a. Removed Desmume savestates from the specification altogether due to possible incompatibility
issues.
b. Defined "NEW2SF!" header in reserved section.
c. Created a custom savestate format for legacy rips.
d. Removed _frames tag as it is no longer needed.

Part A. Desmume savestates are no longer valid.

Savestates in the Desmume format are no longer valid due to possible revisions in Desmume
rendering certain savestates invalid. This is also to leave room for possible support across
multiple emulators.

Part B. NEW2SF!

All 2sf files ripped after this format revision must contain the following 8-byte string
to differentiate them from old-format 2sfs.

'N', 'E', 'W', '2', 'S', 'F', '!', 0

Part C. The 2sf savestate format.

This is a custom savestate format used on rips that require them.
The header goes something like:
4 bytes '2', 'S', 'A', 'V'
4 bytes unsigned int size

The savestate is stored sparsely using the following command:

4 bytes 'C', H', 'N', 'K'
1 byte address map to write this data to (0 = ARM9, 1 = ARM7)
4 bytes size
xx bytes data

At the end of every savestate is a 3 byte string, "EOF". This should be checked when the save
is initially loaded. If EOF is not at the end of a savestate it can be considered invalid.

Part D. Removed _frames tag.

This is a needless hack that was used in early rips so that they would work in Highly Whatever.
Now that vio2sf can handle these rips without using the _frames tag, it is no longer supported.

__ end 2sf_spec_revision.txt __
64th Note - differences b/w Winamp and foobar by VGSB at 7:44 PM EST on January 9, 2009
We started discussing this in the Zelda thread, but I think this issue deserves its own thread.

Here are issues we discovered with Ocarina of Time and Majora's Mask. Not sure how the issues vary from game to game.

Winamp - 64th Note v1.2 beta 3
-tempo is slower; length of song is approximately 105% for OoT compared to OST
-dynamic tracks are different from foobar (such as Hyrule Field Main Theme)


foobar - 64th Note v1.2 (April 10 2008)
-tempo is slower; length of song is approximately 101% for OoT compared to OST
-stereo channels are swapped
-dynamic tracks are different from Winamp (such as Hyrule Field Main Theme)
-volume difference from Winamp - as one example, Termina Field peaks at a slightly higher volume


Questions:
1. What other differences have people noticed between plugins?
2. What other differences are there compared to actual N64 hardware?
3. Have some of the sound issues been fixed in Project64?
4. Josh W., is the latest version a port of Beta 3, or some other version? Do you have any idea why there are differences?
5. hcs, any idea on how to make the tempo more accurate?


edited 5:37 AM EST January 10, 2009
[GCN] Wind Waker - Ghost Ship by Lost Darkness at 7:57 AM EST on January 12, 2009
Just been researching through the forums, looking for Wind Waker files and there's been some amazing work extracting files, AFC and AW files, unfortunately none of them contain the eerie chanting of the ghost ship, for those that have played, it's not the tune inside the ship but the one when you drift next to it.

So i'll just go ahead and request. Is there any way to extract the music specifically? I understand there's a way to record it with hardware straight from a tv without sounds overlaying and such like some Twilight Princess rips, but it's difficult when in-game a player has to float at a specific distance without the ship disappearing and the music halting abruptly.
Goldeneye MINIUSF by morpheus at 10:46 AM EST on January 12, 2009
Hey all. I have the Goldeneye music in miniusf, and I have a question about something else. I used to use a gameshark code called "Waterfall Music" (there was also another called "Psycho Music" which was cool too) that would change the music in the game somehow through sound manipulation or something of the sort. I'm wondering if there's any possible set of music files out there with this gameshark code applied or if anyone knows how to rip it out of the game this way. In particular I'm especially looking for one of the multiplayer level's music with Waterfall applied. I don't know its regular counterpart because it sounds nothing like any of the other songs.

Thanx!
GC Stream DB gone by nensondubois at 11:59 PM EST on January 13, 2009
You probably already know this but the GC stream DB is down and I'd like to know what game's format are supported with the new VGMStream and that I am able to dump gamecube and Wii ISOs and explore them; extracting the audio folders so if you have the link or any relevant info on the games please post it. Also I need to know of some good file hosting sites for the game music I will dumping. Universal Studious will be up tomorrow if I can find the proper uploading site. Thanks.
rcf fies by nensondubois at 11:03 AM EST on January 14, 2009
How do I extract the music from such files? I installed the plugins into the gamextracter.zip (jar) file but no success. I still get the same error as if those files were not installed.

Now I need to extract audio.rez.


edited 12:18 PM EST January 14, 2009
About Metroid Prime's music by ghf_50 at 1:03 PM EST on January 14, 2009
Please tell me,which music format that Metroid Prime 1,2,3 use? Is vgmstream support it?

If anyone knows these music files' download address,please post a link for me. thanks!!!
ITT: I subtly request support for a new (?) format by valiant at 1:31 AM EST on January 15, 2009
Eurocom's MUSX, that is.

It seems there are three slightly different versions of the format, one for each last-gen console. I uploaded an archive with the NGC, PS2 and Xbox versions of the same track.

The PS2 MUSX is already supported, but the other two won't play. I'm only interested in the Xbox version as it seems to have a better quality than the other two files (higher sampling rate maybe?). Would be nice to see it supported in a future revision if it doesn't differ too much from the PS2 MUSX.

edited 2:14 PM EST January 15, 2009
Muting USF channels by TheUltimateKoopa at 2:25 PM EST on January 15, 2009
I read an old thread here from 2005 where someone said they managed to use the sm64.usflib to mute channels. How is this done? And can you mute channels on any song so that, for example, just the drums play, or just, say the slap bass in "Super Mario 64 Main Theme"? I know with Banjo-Kazooie, you can use a hex editor for each song and edit certain values to mute certain channels.

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