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by kingshriek at 4:01 PM EST on December 18, 2007
In other news, I've managed to produce some more DSFs that sound decent.

Here's a pack of Sakura Taisen 3 tracks that are in Sakura Taisen Online:
http://snesmusic.org.nyud.net/hoot/kingshriek/other/sto_st3_test.7z

I would prefer to get them from 3 itself, but I don't have a BBA or an ARRRRRed copy so I can't get access to the game's MLT files.

This is just a test rip (untagged/untimed/incomplete), so I prefer that it not be archived anywhere.
by Knurek at 5:44 PM EST on December 18, 2007
Here's another SSF rip, Super Robot Wars F Final.

I've uploaded the files to Modland, so they should be available tomorrow.
Here are the files required for making the SSF, kingshriek, feel free to delete the pack once you add it to your site (that is, if you plan on adding my rips).

www.snesmusic.org/hoot/srt_f_final_ssf_make.rar

//Edit

Gah, I'm stupid, forgot about the ending track.
Reuploaded the whole pack.

Now if only some place had Japanese Saturn games available (certain hustling site has full American set, but most of the stuff there is streamed)... I seriously can't believe how easy this stuff is. ;)


edited 5:54 PM EST December 18, 2007
by kingshriek at 6:26 PM EST on December 18, 2007
I'll add them. No problem. Site updates have just taken a backseat to the AO/MAME SCSP emulation improvements I've been working on.

Although I have generated the set from the raw files you have provided, I'll think wait until the files are available on Modland before I make the update (although I'm not quite sure why you are not just providing a link to the final SSFs than the input files you have used to generate them.)

Heh, I feel the same way about the availability of Japanese Dreamcast games - I'd really love to do a proper DSF rip of Sakura Taisen 3 (fully timed/tagged and everything). Guess I'll just have to be patient (I'm definitely not going to spend $100+ on a BBA just so I can rip the ~1-3 sequenced games from my personal collection).
by Knurek at 7:00 PM EST on December 18, 2007
Well, the files are provided just as a failsafe in case I've screwed something (bad offset at exb ripping, wrong dsp map, god knows what else can go wrong here).

Here are the final ssfs: www.snesmusic.org/hoot/srt_f_final.rar
by unknownfile at 7:02 PM EST on December 18, 2007
lib2sf, built Dec 18 2007 15:37:35
16
reading code...decompressing...code unpacked OK!
ROM size established as 00000008 bytes
end of code section, assuming everything's loaded OK.

Parser is now working.
by Knurek at 2:30 AM EST on December 19, 2007
Kingshriek, it's actually possible to dump GD-ROM games using standard PC drive.

More details here: http://dknute.livejournal.com/8098.html

Translated into english: http://forums.ngemu.com/misc-dreamcast-discussion/79778-new-dc-emulator-5.html#post1159202

//Edit

Here's another one, Blazing Heroes aka Riglord Saga

www.snesmusic.org/hoot/bh_ssf.rar

This was kinda funny, required me to hack my own MAP file (one of the tone data was larger than 0x6D000). No EXB programs on disc, not really that strange I guess when you have 95% of 68000 RAM taken by samples. ;)

I'll try Albert Odyssey next, looks kinda painful though (multiple TON banks per SEQ). What's the standard procedure here, should I add them in the order tonext.py extracts them, or some other way?

edited 1:44 PM EST December 19, 2007
by unknownfile at 2:16 PM EST on December 19, 2007
i fucking hate minipsf
by kingshriek at 2:39 PM EST on December 19, 2007
>> This was kinda funny, required me to hack my own
>> MAP file (one of the tone data was larger than
>> 0x6D000). No EXB programs on disc, not really
>> that strange I guess when you have 95% of 68000
>> RAM taken by samples. ;)

Hmm, are you sure about that? In some of the tracks I'm seeing non-zero effect-out mixer values as well as non-zero effect-in mixer data in the voice layers (doesn't guarantee that the game uses the DSP, but indicates that it might).

The best way to check for DSP use is to check the actual area map that the game itself uses. If you can't find it in the game data, then grab a sound memory dump from an emulator and check the area map that way.

EDIT: Well, actually, only BGM01.ssf has a non-zero effect-out mixer in it's tone data.

>> I'll try Albert Odyssey next, looks kinda
>> painful though (multiple TON banks per SEQ).
>> What's the standard procedure here, should I
>> add them in the order tonext.py extracts them,
>> or some other way?

No standard procedure here. I would check the archive that the tone/sequence data is in (via a hex editor), and see if they are packaged together in such a manner where they can be matched up easily. If not, then you either have to try to manually match them up (if you have a soundtrack to compare the results with) or you can just try dumping the SSFs from an emulator (if that is feasible).

I actually have a WIP Kakyuusei rip that I'll probably never finish because I have no way to match up the tone and sequence data (game has no sound test that I'm aware of and playing through it until all the music has been accessed is not something I really want to do.)


edited 2:54 PM EST December 19, 2007
PHOENIX WRIGHT: ASS ATTORNEY by unknownfile at 5:00 PM EST on December 19, 2007
if (armcpu->R[15] == 0x02060BB8){
    MessageBox(NULL,"i c whut u did thar","ay",MB_OK);
    armcpu->R[1]=soundcode;
}

OH THE SUSPENSE
by Knurek at 5:03 PM EST on December 19, 2007
>> Hmm, are you sure about that? In some of the
>> tracks I'm seeing non-zero effect-out mixer
>> values as well as non-zero effect-in mixer
>> data in the voice layers (doesn't guarantee
>> that the game uses the DSP, but indicates that
>> it might).

I did byte search the iso and it's contents for '.exb' didn't found anything, so yea, I'm pretty sure it's not there. I was thinking the header of BGM files was the exb, but that mato appears in all datafiles from the game, and it's obviously shorter than 1344 bytes.

And I have the worst luck when it comes to getting Saturn emulators to run. SSF doesn't even run (SSE2 required) and all Yabause does is show the BIOS CD player (it does detects the CD, and I've tried with all three BIOSes and few games, so I'm stumped here).

>> No standard procedure here. I would check the
>> archive that the tone/sequence data is in (via
>> a hex editor), and see if they are packaged
>> together in such a manner where they can be
>> matched up easily. If not, then you either

Oh, they are, 70 separate files with all the data encapsulated.
What I meant was how am I supposed to add the separate TON files? I've tried doing the '68000ram.bin' addition, but the script crashes at bank #2 with 'failed to write sequence data' error.

Just look for yourself: www.snesmusic.org/hoot/MAP000.SNF

tonext and seqext will extract TON/SEQ

MAP file starts at 0x00B0 to 0x00FA. The first tone bank has the data rougly the same as MAP000_001.BIN, the second one has size like MAP000_002.BIN, and on.

Driver starts at 0x00FA. You've said that one should extract 28672 bytes, are you sure it's supposed to be that much? Or is it just a failsafe for larger than standard drivers?

EXB file is at the end, last 1344 bytes.

I've tried doing a SSF with the provided MAP (I've set the transfer bits though) and only the first TON file, still doesn't play. I've used the Shining Wisdom driver as well, still doesn't play, so it isn't a driver issue.

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