Previous Page | Next Page

by lordskylark at 6:18 AM EDT on August 1, 2014
Requesting a few PSF rips (mainly from demos), in order to compare if the music is different or not, or if there are any unused tracks:

Chrono Cross: Japanese Demo
Xenogears: Japanese Demo [not the US one]
Final Fantasy VIII: Demo

Then a game I never saw ripped:
Dice de Chocobo (from Chocobo Collection)
by dormouse at 6:18 AM EDT on September 3, 2014
Hi, I'm curious as to whether the non-streamed tracks from everyone's favorite Gundam: Battle Assault 2 can be ripped. It seems to be put together the same way as the other The Battle Master games, but VGMToolbox didn't seem to show anything.
by snakemeat at 5:38 AM EST on December 14, 2014
Just a heads up, looks like Project2612.org has some new activity!
by Kirishima at 10:55 AM EST on December 14, 2014
I just tried out the ssf/dsf decoder for foobar (http://www.foobar2000.org/components/view/foo_input_ht) and it seems to work really well for dreamcast dsf's. But when i tried with naomi dsf's (dead or alive 2), it seems to be missing the pcm samples, but plays the adpcm samples better than the current in_aodsf plugin. If this was already known, then nevermind my babbling. Since the source code for aodsf came with the releases, is there anyway to fix this?
by Kirishima at 11:02 AM EST on December 14, 2014
I just tried out the ssf/dsf decoder for foobar (http://www.foobar2000.org/components/view/foo_input_ht) and it seems to work really well for dreamcast dsf's. But when i tried with naomi dsf's (dead or alive 2), it seems to be missing the pcm samples, but plays the adpcm samples better than the current in_aodsf plugin. If this was already known, then nevermind my babbling. Since the source code for aodsf came with the releases, is there anyway to fix this?

Update: Tested with House of the Dead 2 and it doesn't seem to have any problems.
by kode54 at 3:57 PM EST on December 14, 2014
The source code for Highly Theoretical is up on one of my repositories, either on Github or Bitbucket. I tried to base quite a number of fixes on AOSSF and AODSF, but did not touch any of the CPU implementation.
by Knurek at 11:33 PM EST on December 14, 2014
@snakemeat: JoshW's mirror should be up to date - I pushed a silent sync with P2612 last week.
99% of them were just tag changes, composer information and the like.
RSYNC should take care of it, no need to download 600+ sets from P2612
by Nisto at 10:27 AM EDT on July 25, 2015
In other news, BizHawk now supports playing PSF1 files.
by kode54 at 2:06 PM EDT on August 2, 2015
Please do let us (me) know when it plays PSF2 files without a BIOS image, because I'd love to make use of code that can do that with full compatibility. Clean code with reentrancy, something viable for a multithreaded player/converter.

GPL isn't really a problem so long as the original code's authors aren't opposed to the code being used in a component for a closed source player, so long as the full code to the component is released. That's not entirely GPL compatible, but a lot of developers have turned a blind eye to me using their code, even before I was sharing in return like I should have.
by Nisto at 7:12 PM EDT on September 14, 2015
Hi, kode54. This has probably been asked before, but I'm wondering if you could implement a way to adjust the volume for MIDI channels of PSF1 files, maybe through some handy UI element (similar to what Waveform Seekbar or Game Emu Player does, in that they add elements (a waveform seekbar (duh), and SPC700 status, respectively) selectable in the layout scratchbox which you can add however you want).

The reason I'm eagerly requesting this is because I'm getting closer to completing a rip of Silent Hill (custom driver), but I've come to the conclusion that there's no way to get it to play its dynamic tracks back in any "standard" fashion - it progresses as the character does, by adjusting the channel volumes for each track (each sequence is assigned to their own separate MIDI channel). All dynamic tracks are initially muted also, so that might give the listener the impression that it "doesn't play".

I am certainly able to simply modify the sequence data manually and make a PSF for each MIDI channel (track), but that's hardly convenient for neither me nor the listener, and it wouldn't allow playing multiple parts simultaneously. Plus, I (and probably others here) wouldn't like the idea of the sound data being modified.

I haven't quite grasped how all of this low-level SPU stuff truly works, so I'm not sure if you even have a way to control the volume for MIDI channels, but I figure it may be worth asking at least. Thanks!

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source