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by kode54 at 7:41 PM EST on January 22, 2013
The Mother 3 rip is still broken. Confirmed to play with static in the latest VBA-M (GBA ROM image ripped out of PSF set and played with the emulator, not viogsf), while the same version of VBA-M plays the music in the game's own jukebox just fine. Someone either trimmed too much, or didn't include enough of the game's initialization code.

I also find it amusing that the mysterious viogsf author somehow fixed it by messing with the optimization settings of the compiler. I can't exactly do that with my current setup, and I still say it's not an emulator problem, but a rip problem.
by derp at 1:15 AM EST on January 30, 2013
Star Ocean 3 - after all those years... by F3582 at 1:10 PM EST on February 22, 2013
Naggin people again about Star Ocean 3. Has been a while, I guess.

Since the game has been playable in PCSX2 for quite some time, now, has anyone bothered looking into it? Maybe there is no sequenced music in it, after all, but it'd be totally awesome, if there was.
by MarkGrass at 10:06 AM EST on February 24, 2013
biohazard / resident evil 1.5 PSF rip


download - mirror
by dormouse at 3:45 PM EDT on September 8, 2013
Silly little bump, but how do I disable/adjust interpolation in the latest viogsf? Can't seem to find an option anywhere...
by RukarioGyiyg996 at 5:07 PM EDT on September 11, 2013
Is it possible to get ssf's out of House of the Dead 1 on the arcade or CyberTroopers VirtualON? They both run on a system that uses the SCSP... and I don't understand why the saturn ports have crappy CD AUDIO of tracks that could of worked since it's the same audio chip...
by kode54 at 12:33 AM EST on February 22, 2014
I'm attempting to rip Mega Man Legends 2, but I'm getting stuck. It appears to use its own SEQ/VAB variant, possibly with custom players attached.

The music and associated sample banks appear to be paired together in stage-specific files. The only files that appear to have anything to do with music are the *T.BIN files in the DAT folder, all 117 of them.

The beginnings of the files look almost like they could be executable code, but I'm not sure. That block of data does get loaded into memory, but at an odd offset, at least going by what got written to a save state.

It would be helpful to my cause if I could overwrite files in-place on the CD image to see how the game reacts. For instance, ST0BT.BIN appears to contain the music for the Yosyonke Gallery.

EDIT: Oh, interesting. It looks as if the title screen's music and sample bank are both in COMMON/TITLE.BIN. This could be easier than I thought.

edited 1:06 AM EST February 22, 2014

EDIT: Looks like there's a function at 0x8001D854 into the main executable, which loads from a queue at 0x8009E068 worth of 16 byte entries. When the first halfword is non-zero, it calls a function based on that halfword. The function which seems to be related to sound is 0x0001, and then the second halfword is a function to call from there. It seems the title screen starts its music with 0x0000, and plays sound effects starting with 0x0080, and no parameters for either.

In-game starts various music with numbers such as 0x0015, 0x0016, etc, and changing it to something which isn't loaded doesn't seem to work.


edited 4:12 AM EST February 22, 2014

Seems it also calls into 0x8001bd08 from yet unloaded code to perform the sample bank upload.

edited 5:19 AM EST February 22, 2014
by MarkGrass at 9:10 PM EST on February 26, 2014
I look forward to your progress, Kode. :)

I started a rip of Misadventures of Tron Bonne several years ago, and noticed that both sequence and VAB formats were CAPCOM's proprietary formats - the same they used for Bio3/RE3.

That said, I suspect that the same can said for MML2 (judging your disassembly notes).

For the Bio3 rip, I wrote a little utility to automatically convert the VAB and SEQ data to Sony's standard SDK format.

I never finished the MoTB rip - I only ripped a few tracks to prove it's possible.

...I can't seem to locate the utility/source, right now, but I will post as soon as I find it, should you need or want it.
by kode54 at 10:17 PM EST on February 26, 2014
I have something that may also be useful in attempting to rip the set. I've ripped a third or so of the game's sequenced tracks as PcsxR save states sitting just at the top of the function which will process the sequence start command, with the sample data block already uploaded to the SPU. It could theoretically be possible to write a tool based on Highly Experimental to parse the save states into the emulator, probe the system and SPU RAM for usage, assuming it even runs, and then strip out a large enough chunk of the system RAM to store a copy of the SPU RAM which was actually used, along with the intial register states which need to be restored before launching the play function.

From what I can see so far, the R3000 in Highly Experimental does support assigning the full set of GP registers, the limited set of C0 registers it stores, the lo/hi registers, the program counter, and the cache isolate register, whatever that is.

It shouldn't be terribly hard to load some of that state into HE, see if it runs. If so, I could have the makings of a lazy Original Driver rip.

Conveniently, all of the unique sequences even have their own numbers. Some little things are only mimicked by extra commands and parameters, like the room just before the boss room at the Manda Ruins sending command 0x0006 with the music number and some extra parameters, which either changes the music parameters, or starts the music and queues the parameters a moment into the music. The effect being that it mutes all but the drums. I didn't save state that one, but I do have a memcard save at that spot.

EDIT: It looks like I'll be discarding parts of the state regardless. For instance, Highly Experimental emulates only a partial R3000, no COP2 support. And lots of the extraneous hardware is unsupported, like the GPU and the CDROM and memcard and controllers. I'll see if I can get a minimal amount of the state loaded into an instance of HE and see if it runs.

edited 10:20 PM EST February 26, 2014
by Kirishima at 12:41 PM EST on February 27, 2014
I wonder has anyone made any progress in figuring out Metal Gear Solid's music and the missing psf's from Final Fantasy 6?

edited 12:42 PM EST February 27, 2014

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