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by Knurek at 4:40 AM EDT on July 22, 2007
>So, is there a way to rip the SNSFs out of the
>game rom, like an automated ripper?

Chances are about as high as automated NSF or GBS ripper (ie very slim).
warning, rant ahead by unknownfile at 10:21 AM EDT on July 22, 2007
Why is it that people can't take the time to look at a game's code and figure out how it works? Patience is one issue, but you're making it seem like it's impossible.

For one thing, ripping *sfs is an educational experience in that it teaches you how a system works, not to mention all the assembly operands that you need in order to work on rips. What knowledge does VGM and SPC give you? Just click on a command, wait a bit, then stop logging, and then maybe loop it later. Automation takes away from the fun and the challenge that manual ripping gives.

Another thing that pisses me off is that people are willing to rip something but they don't even bother trying. A good example of this case is Firedivine, who constantly wants to rip something, but never ends up doing it. Maybe if he tried, he'd get somewhere.

So if you're willing to learn how to rip something and have a nice feeling inside after you've conquered the game, I suggest you give it a try. Otherwise, you can keep living in your world where you think ripping can be done with a click of a mouse.

</rant>
by Knurek at 10:43 AM EDT on July 22, 2007
>Why is it that people can't take the time to
>look at a game's code and figure out how it
>works? Patience is one issue, but you're making
>it seem like it's impossible.

Bad tutorials for most part.
Listen, I've done loads of SID rips. Including some 'semi hard to do, rewrite the playroutine, multispeed' rips.
And I can't really understand even the simplest rip example from that one NSF ripping tutorial.
Don't get me started on GBS rips, there's no imformation anywhere.
Really, if you want to do SID rips, there's ton's of (step by step!) tutorials, there are helpful people from HVSC, there are tools for checking/optimizing rips. If you want NSF/GBS/GSF/etc you're required some arcane knowledge no one's willing to teach you.
by marioman at 1:30 PM EDT on July 22, 2007
Another thing it a lack of free time. As is the situation with me. Automation makes the process faster and therefore possible for people who just don't have as much free time as you do.
by unknownfile at 10:03 PM EDT on July 22, 2007
ripping goes something like, "look for writes to insert sound register here"
by kingshriek at 10:14 PM EDT on July 22, 2007
The problem with step-by-step tutorials is that they can really only target a specific sound driver, and in the case of NSF/GBS where you run across hundreds of different drivers, the ripper needs to possess more general knowledge, which can be found in various tech docs, on how the system works. And really, other than general system-specific knowledge (memory map, memory management, interrupts, etc.) and assembly language experience, the only other things a ripper really needs to know is the specs of the format (sometimes this information isn't really clear - with HES I had to look in the source code of NEZplug to answer some questions I had) and what tools are available that can help out (any emulator with a built-in debugger is a godsend)

As for automation, one case where I was hoping for a way of automatic ripping is PC-Engine CD games, since most games use the System Card supplied PSG driver. Unfortunately, there is no standard way in which the music data is stored. To initialize the sound routines, you basically have to pass in a bunch of pointers to various data (track data, waveform data, envelope data, etc.), and these initializations are pretty much different for each game (some even use indirect addressing modes to do this). Another problem is actually isolating the music data out of the games, as there really isn't anything you can reliably search for.

edited 10:16 PM EDT July 22, 2007
by unknownfile at 10:47 PM EDT on July 22, 2007
In other news, MDSF page up here

Yep, expansion sound's supported.
by Knurek at 1:08 AM EDT on July 23, 2007
Guess I'll stick with PC-98 music ripping.
With the speed the Hoot guys are releasing music driver patches I recon we'll have every game ripped this year. :)
by marioman at 11:48 AM EDT on July 23, 2007
I have found a bug in the latest version of Highly Advanced. If you play a GSF and have more than one GSF into the Winamp playlist, the GSF entries in the playlist window flash repeatedly as if their tags are being updated multiple times per second. If a number of GSF files are visible in the playlist, it can cause the music to skip.

Any idea what's going on with this?
by unknownfile at 12:15 PM EDT on July 23, 2007
I don't know what causes this to happen, but there are multiple bugs in HA that I know of:

- Equalizer settings don't work in Winamp.
- There's a major bug in XMplay that causes the thing to slow the entire machine down if a song is played more than once.
- Timers are not updated correctly in XMplay.

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