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by Elven Spellmaker at 8:56 AM EDT on April 15, 2010
@Elven: aossf 1.21 has been released and it supposedly fixes the Shining Holy Ark problem.
YES!

That has made my day.

Thanks to the PluginNinja, and you mario for spotting it! =D

edited 8:56 AM EDT April 15, 2010
gg mingw by unknownfile at 11:52 PM EDT on April 18, 2010
have been working on getting this hacked version of mame into a DLL form for use in m1 frontends and so on. thankfully, gcc thinks that certain functions compiled have vanished into thin air (specifically some important osd ones), so the compile shits. haven't tried the visual studio compiler for dll builds yet, but it was annoying getting it to compile plain old mame.

once it's working i can get down to srs biz
GBA Request? by SynaMax at 7:02 PM EDT on April 19, 2010
Hey guys, I'm new to this forum but I've been messing around with game files (especially audio) for a while... I don't really know a whole lot of programming, but I have dabbled in it before and I have a general understanding of loops and initialization and all that crap.

Anyways, I was wondering if you guys can help me rip the GSF and GSFlib files for Tron 2.0 Killer App? I found out that the audio engine is called "Sonix Audio Tools" by some German company named Cosmigo. As far as I know, Tron 2.0 Killer App is the only game to use it.

I have ripped one track using saptapper, rom2gsf and gsfopt and I included that in this post...however I have reason to believe the gsf has all of the other songs from the game in it because of the file size (it's 7 MB..that may be because it's unoptimized too...IDK). Either way, check it out:

Tron 2.0 Killer App (preliminary).gsf

Also, has there been any progress on the AGSC sound effect files from Metroid Prime? It's most likely that these files are a collection of various sound effects in one file.

Thanks in advance!
by unknownfile at 10:15 AM EDT on April 20, 2010
i'm assuming you know arm/thumb assembly so i'll tell you the basics

look for writes to the gba audio enable register, this'll typically get you the driver init function

then put breakpoints in other functions around the audio init until you find something that looks like the sound select function - this is typically called when sound effects and music start, try changing the registers around

find somewhere where that init function is called then put a loop after it's called to freeze game execution

then you pretty much have a gsf rip

it's hard when you start but it gets pretty easy afterwards

problem is that this can usually take a bit of time, most work i've spent is a few days, but i've been able to do rips in less than half an hour

just get that method down and you can be a kewl kid
AGSC by CapComMDb at 8:02 PM EDT on April 28, 2010
Yeah, I'll second the question regarding the AGSC format. Some of the ones from Metroid Prime 2 will play (really, just the title theme). I'm not sure if it's playing right though as it comes out in mono. Are these like Prime 1 and have the left and right sound channels separate?

Looks like the sound files in the Prime 1 folder are for the title, Tallon IV overworld, Omega Pirate, and...either the menu theme or Metroid Prime battle.
by ugetab at 3:23 AM EDT on May 9, 2010
Turns out the same method for ripping Virtual Boy Wario Land worked identically for Teleroboxing. I'm not just going to sit on the info in case of interest, so here.

http://stashbox.org/889045/TeleroboxingMusicRip.7z

http://stashbox.org/876623/WarioLandMusicRip.7z
by Omochao at 2:51 PM EDT on May 10, 2010
What emulator should I use for that? I would like to rip some Wario Land tracks to supplement Blue_Kirby's rip.
by arbingordon at 3:31 PM EDT on May 10, 2010
http://code.google.com/p/vbjin/
^that one, you press F2 and F3 to load the saves iirc
by Omochao at 3:48 PM EDT on May 10, 2010
And how do I select which music I want?
by arbingordon at 9:59 PM EDT on May 10, 2010
http://hcs64.no-ip.org/logbot/usf/index.cgi?2010-04-30

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