- by Munckeyz at 10:51 AM EDT on June 20, 2016
- Anything still going on with this project? I'm interested in hearing the soundtracks of the 3 Tony Hawk GBA ports in full unfiltered quality.
- by RebeccaSugar at 11:00 PM EDT on July 26, 2016
- There is, but, unfortunately, progress is very slow.
Unless someone coughs up a bit of dough to support development, it's going to be like this for a while.
- by Team Fail at 7:59 PM EDT on August 22, 2016
- Thought I'd give an update on this, but over the last few days I decided to try another crack at this to make at least some headway at this, and I managed to figure out the compression on the streamed audio aspect of this engine, and furthermore, implement a custom stream that the game willingly accepted and played:
It uses signed 8-bit PCM mono little-endian data, and the sample rate can vary, although the samples I had were at 12000 Hz and 8000 Hz. If you go to the gsf joshw page and look for "Crash Bandicoot - The Huge Adventure", there's an unused song in there (Called "Unused - Crash Bandy Kuu~!!.gsf") that makes use of these stream formats, and the song is actually split into two different streams - the intro portion, and the looping portion. The intro is 8000 Hz, the loop is 12000, but it is fully streamed. I'm working on finding all the switches and whatnot to make this work, and that tweet of mine shows this. I took the GSF and built it back into a ROM to do this research without all the garbage in the way, so hopefully if you want to look at it, that is a great start.
- by RebeccaSugar at 7:56 PM EDT on September 10, 2016
- Well, that is certainly something! Thank you for the input.
- Props on the GBA Project! by Miles Quickster at 9:08 PM EDT on September 19, 2020
- Just stopping by submit that I'm really interested to see how this project turns out. Unfortunately, I can't really do much to help, as I'm busy with university and my time is spread thin. I'm just eager to understand how sounds are programmed into GBA systems (and that's only 1 of many that have captured my interest).
While the state of soundfonts is pretty cool as it is right now, I still have yet to understand the way particular effects are generated; for instance the LFO effect that so far I've only seen Sonic Battle and Sonic Advance 3 (see Night Babylon from the SB OST and Special Stage from the SA3 OST, where in both tracks, the 8-bit instruments oscillate at particular points of the intro).
It's unfortunate that less popular games have seen interest in this kind of development, since we are still stuck with Sappy 2006 (which leaves MUCH to be desired) to tackle more obscure games, (where GBAMusRiper couldn't) like Sonic Battle and Yoshi's Island GBA. At least with Nitro Studio, (a tool made for parsing SDAT file systems in DS games) it actually tells you the settings configured on 8-bit channels, somewhat.
Anyway, it seems the Poké Community are still active, so that's quite promising. I'll leave this with you all. Thank you for the work and engagement you guys have committed so far.
edited 9:11 PM EDT September 19, 2020
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