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by psy_commando at 1:30 AM EST on December 17, 2015
That's alright. I'll figure it out eventually. By trial and error if it comes to that.. XD

The current 0.2 release doesn't have support for 999 or zombi daisuki. Its not out yet. There are still a few issues to work out.

But, with that said, I'm really not sure what you're doing to get that output ? In particular that line : "Exception - vector<T> too long"..

That sounds like a mangled header.. Since the files in that game aren't stored as separate smd and swd, I assume you've tempered with those to get them to work ? How did you proceed to do it ?

Also, can you post the command line you've used to run the program ?

And that's not the log output. Logging is disabled by default. You need to append "-log log.txt" to get the actual log output. Though, I doubt it will be necessary for now.
by Saburo at 11:28 PM EST on December 19, 2015
I think the inazuma eleven games also uses the procyon studio format, could you check those games too?, greetings.
by psy_commando at 8:59 PM EST on December 20, 2015
I took a look and inazuma eleven uses only SADL files. Its just streamed audio.
vgmstream for foobar2000 can play those.
by Saburo at 2:25 AM EST on December 21, 2015
Yeah, but those are only voice clips, jingles and the sound from the movies, you can't find the music that plays normally in-game(at least I can't), sorry for bothering you and thanks anyways.
by psy_commando at 1:32 AM EST on December 22, 2015
Alright, I took another look and apparently that a couple of SMDL and SWDL are stored in "sound.pb". I know absolutely nothing about this game though, so I don't know if that's all the music.

I worked on a feature to load swdl and smdl from a "data blob" like file. And it turns out the devs might have been a bit sloppy with this one.. (definitely worse than prof layton's few missing sample references)

It also uses a lot event 0xC3 and event 0xA8, both of which are unsupported right now, because I'm not sure what they do. So the music sounds pretty bad. And the pitch bug is especially noticeable in this game. They seem to have a ton of really short samples..

So I'm not sure if I'm going to go out of my way for supporting that game right now. Because even if I did, it wouldn't sound decently anyways. Well, the soundfont export wouldn't at least.

Actually, the soundfont export will never possibly sound 100% like the original. Soundfont and DLS are both too limited to do the same stuff that DSE can do with its own "soundfont". The best would be writing a custom player. And I'm looking into that actually, but I don't know much at all about audio programming. DSE is really simple overall though.
by Saburo at 3:30 AM EST on December 24, 2015
Oh, it can't be helped then, thanks for trying tho!
by psy_commando at 3:49 PM EST on December 24, 2015
Oh I didn't say I won't support it ever, or that its impossible to do. Its just that, for the near future, I got a lot of stuff to fix/figure out first ^^;

The entire codebase for my utilities is a big messy workbench I use for research and making tools, so that doesn't help XD

But you're welcome.
by psy_commando at 2:00 PM EST on February 3, 2016
So, I just wanted to share something I just found out about. The game Luminous Arc uses DSE, but an older version of it. The version number in the smd and swd files is 0x402, while in PMD2 and the other DSE using games I found it was 0x415.

The format of the headers changes, the format of the sound samples entry in the wavi chunk, and the format of the program entries in the prgi chunk also changes significantly. I'm still investigating.
by AnonRunzes at 12:08 PM EDT on March 26, 2016
I've found another game that uses the SMD/SWD format - Ni no Kuni Shikkoku no Madoushi. The files are here if anyone wants so investigate this thing:
NiNoKuniDS_DSE.rar

Speaking of the format, is it possible to develop a format dedicated to playing the Procyon Studios Digital Sound Elements format?
by psy_commando at 1:53 PM EDT on March 28, 2016
Btw, I figured out part of the problem with the samples being at the wrong pitch. It seems its only pcm16 samples that have that issue. I just need to figure out why.. I know that pcm16 samples have a few differences in their entries.

"I've found another game that uses the SMD/SWD format - Ni no Kuni Shikkoku no Madoushi. The files are here if anyone wants so investigate this thing:
NiNoKuniDS_DSE.rar"
Thanks, I'll try taking a look.

"Speaking of the format, is it possible to develop a format dedicated to playing the Procyon Studios Digital Sound Elements format?"

I'm not sure what you're talking about? Why develop a format for playing those? The format is already meant to be played?

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