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by SmartOne at 8:37 PM EDT on May 30, 2017
Anyone want to rip/fix Dark Cloud 2 PSF2 so that playback doesn't clip?

Rainbow Butterfly Wood
Furbits' Theme

Thought I'd give my periodic plea another go. This has only been a problem for like a badjillion years. Yeah, a long time. At least please point to PSF2 ripping resources. <3

Kind of a big deal since the Original SoundTrack consists of studio versions of the songs, which, while good, are not the same. (Yay, double the musical content!1!11!!)

Also, while you're at it, write decent PSX and N64 emulators (dynamic recompilation so that they run on normal computers, shader/uber Vulkan implementations of video device quirks; for example PSX gross textures; also include a modern rendering [AKA smooth textures and edges] as an optional enhancement.)

2017 and PSX and N64 emulation is basically nonexistent. And Dark Cloud 2.
by AnonRunzes at 9:08 PM EDT on May 30, 2017
@SmartOne - I used to do that one for myself before deleting it for HDD space concerns. I had to give my external HDD space to other games, you know.
by Nisto at 10:41 PM EDT on September 1, 2017
For the better part of a month, I've been working on a PSF rip of Metal Gear Solid, and today I finally got a playable set!

Sadly however, it doesn't sound too well in foo_psf (notes missing etc.), and PSFLab won't even play it. It does sound great in Mednafen though.

I'm not sure if the issue is in my PSF code or if it's in the emulation to be honest, but despite hundreds of hours of effort I just haven't been able to get it to play in PSFLab, and tweaking the code didn't help for foo_psf.

Anyone willing to take a look at it? If you want to hit me up on IRC, I'm on #vgmdb @ PSIGenix. Or if you'd prefer I reach out to you, just name the place. It could be good with instant chat if you get any questions about my code or whatever; just saying. I also have an IDA database (featuring lots of cringe-worthy notes) that may be of help.. I guess.

edited 1:03 AM EDT September 2, 2017
by Kirishima at 1:31 AM EDT on September 2, 2017
@Nisto

So, it doesn't work in either of kode54's psf plugins? Have you tried this psf plugin: https://ux.getuploader.com/foobar2000/download/186
by Nisto at 11:13 AM EDT on September 2, 2017
Also doesn't play it (at all). I tried all the included SPU plugins. Although I wonder where I'm supposed to get spueternal.dll from, as referenced in the readme. I tried the one from some "ePSXe plugins pack" (DLL is dated 2003-05-30) and that didn't work at least. I tried enabling the SPU IRQ hack as well, but it didn't help.

edited 11:22 AM EDT September 2, 2017
by mogikihei at 3:02 PM EDT on September 2, 2017
viopsf2 v0.08_beta
https://ux.getuploader.com/foobar2000/download/194
Fixed Winning Eleven 5 psf2 to play normally.
by mogikihei at 6:51 AM EDT on September 3, 2017
@Nisto
Is it possible to play with ePSXe or pcsxr with psf-> PSX-EXE?
Probably the viopsf author (anonymous) is asking about it.
He speculated that it is the emulation of a problem other than the SPU.
He says that MSG is using SPU interrupts.
by Nisto at 6:52 PM EDT on September 3, 2017
Thanks for notifying about Winning Eleven 5, that's great.


Yes, the MGS PSFs does play in ePSXe also! But they sound defect there too. Is there an SPU hack for MGS in ePSXe as well? I couldn't find any in the latest version (I'm not using any additional plugins).
by kode54 at 9:58 PM EDT on September 3, 2017
Neill already had issue with using SPU interrupts at all in PSFs, and I barely implemented that at all in the crappiest way possible:

It's designed to be able to count how many cycles will be able to execute until an interrupt occurs. It calculates this by mallocing and copying the entire emulator state, then executing it until either it's run out of samples to run, or an interrupt occurs. This malloc and copy process probably occurs each render call, which can happen every 1024 samples or so.

Anyone else is welcome to contribute code changes to make interrupts more accurate, if they think that PSFs should be able to use SPU interrupts. Most PSF/PSF2 rips just use the root counters for timing.
by mogikihei at 2:45 PM EDT on September 4, 2017
@Nisto
The author of viopsf (anonymous) answers.
It seems that there is a problem with emulation of SPU IRQ and HLE BIOS.
He says it is difficult to fix the problem.

Viopsf has almost finished development, but if there is motivation
When MGS PSFs is released, he says that he wants to try to fix it.

edited 2:50 PM EDT September 4, 2017

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