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- by marioman at 6:15 PM EST on January 16, 2008
- Thanks for the Mega Man ZX rip UF. I am checking it out now.
- by Tanookirby at 6:21 PM EST on January 16, 2008
- I'm going to need some more information on how to download the dll file from the site and where to put it.
- by unknownfile at 7:00 PM EST on January 16, 2008
- Give up and switch to XP. You'll be glad you did.
Anyways, where was I? Oh yeah!
Phoenix Wright: Justice for All
Unlike the recent generic driver rips, this is running using its own code as it is using something very similar to the original PW's driver. Awesome!
Note that this rip, much like the GSF rip, does not contain the older tracks from PW/GS1. Now if you'll excuse me, back to work.
Having no homework kicks ass.
edited 7:01 PM EST January 16, 2008
- by marioman at 7:10 PM EST on January 16, 2008
- Just for reference, it looks like the Mega Man ZX set is not missing any tracks. Thanks again.
- by Rew at 7:49 PM EST on January 16, 2008
- Hey UF, was there ever a solution to the problem of some of us not being able to play the 2sf files on your plugin? I downloaded your updated one just now, and it gave me the same error message as it did someone else here: "This application has failed to start because zlib1.dll was not found. Re-installing the application may fix this problem." Also, I have Winamp 5.35.
- by marioman at 8:00 PM EST on January 16, 2008
- It's a two step process:
1. Download zlib1.dll from the Web. (dll-files.com has it.)
2. Extract it to your Winamp directory.
Done.
edited 8:01 PM EST January 16, 2008
- by Rew at 8:17 PM EST on January 16, 2008
- Ah, my mistake. I mistook the .exe file that came with the plug-in for the zlib1.dll file. ;0)
And I'm going to ahead and second Lunar's request for The Legend of Zelda: Phantom Hourglass.
- by unknownfile at 8:54 PM EST on January 16, 2008
- Newer versions might link against the zlib library itself, but I'm too lazy.
For now you're going to need the DLL.
- by JILost at 9:43 PM EST on January 16, 2008
- Where are the new versions of the sets? When I check the folder on your webspace with the sets in it, the dates on them reflect Jan 16 and 17, like they should; but when I decompress the archives, the files in the archives still have the same created dates (Jan 14, etc.) and still slow down like mad when played. I even tried downloading the archives with IE to make sure they weren't stuck in Firefox's cache or something dumb like that.
- by unknownfile at 10:16 PM EST on January 16, 2008
- The 2sflibs were updated. Play it for 9 minutes and 4 seconds. If it fails, then I forgot to update the set, if not, then your computer is slow.
Yes, I'm making that an excuse to anyone asks why things play slowly in Winamp.
Forgive me for being an asshole though, as I come with treats.
Zelda Phantom Hourglass
The sound bank returned only 1 meg or so of data so I suspect incompletion. So you guys get to test it out. Hoorah!
edited 10:18 PM EST January 16, 2008
- by marioman at 10:28 PM EST on January 16, 2008
- Any plans to do ZX Advent in the near future? I can check it for completeness too.
- by JILost at 10:37 PM EST on January 16, 2008
- Okay, apparently NSMB is the only one still slowing down. We'll use 001a as an example:
What happens is it'll play fine for a while, then at 0:28 and 0:52 (and then every time the music reaches these two points again), it'll go incredibly slow for about 5 seconds, then pick back up to normal speed. It doesn't seem time-related because, as I said, it happens every time those two points are reached in the song itself, every loop. Any ideas?
Correction: Only 001a seems to do this anymore. Still, why is it happening?
edited 11:28 PM EST January 16, 2008
- by Penguin at 11:00 PM EST on January 16, 2008
- I'd like to see final fantasy 4 DS 2sfs.
- by unknownfile at 11:21 PM EST on January 16, 2008
- JILost, I don't know why it does that with NSMB, but as far as I can tell it's an emulation error. It does that in a couple of tracks (000b being a good example), but until the emulation is improved I have no way of telling how it runs.
Penguin, your request has been noted.
I plan on implementing playback time settings in lib2sf and Highly Whatever next build. Stay tuned.
- by JILost at 11:31 PM EST on January 16, 2008
- Ahh, okay, so it's emulation-related. I thought maybe it involved yet another weird conflict like the video thread thing you mentioned earlier. Okay, I can wait. I'm glad 2sf exists in the first place, so waiting a little while for it to improve will be pretty easy. Thanks for investigating.
- by Lunar at 4:08 AM EST on January 17, 2008
- nsmb-001a.mini2sf is slowing down on that set, true, but literally every other set still uses around 50% CPU for me. 2GHz machine, should be fast enough if it can cope with USFs.
I wonder if the stuttering + slow response is just due to high CPU use rather than an emulation problem. nsmb-001a.mini2sf for instance is hitting 99% CPU when it slows down, so it's no wonder really.
- by Knurek at 4:14 AM EST on January 17, 2008
- While you're in a request filling mood, might I suggest tackling Etrian Odyssey (Seikaiju no MeiQ for weaboos). Great faux FM music by Yuzo Koshiro there.
Also Final Fantasy Tactics A2 and Archaic Sealed Heat would warrant a look (what with them being done by Hitoshi Sakimoto and all).
- by unknownfile at 8:40 AM EST on January 17, 2008
- I do not notice a slowdown in nsmb-001a on my home machine, but my school machine experiences a bit of a slowdown. However, the set itself uses less CPU than it did before (80% instead of 95%).
- by marioman at 9:42 AM EST on January 17, 2008
- I get severe slowdown on nsmb-001a. Additionally, for some reason the player always jitters for the first 1-2 seconds of any track that I play. After playing about 18 tracks or so, Winamp crashes. Perhaps there is some type of leak/subroutine that causes the slowdown and eventually crashes Winamp?
- by nensondubois at 12:40 PM EST on January 17, 2008
- I don't get any slowdown on nsmb-0001.
- by marioman at 1:42 PM EST on January 17, 2008
- 001a is the one that causes slowdown. How does it run for you?
- by unknownfile at 5:05 PM EST on January 17, 2008
- Yes, there is a memory leak somewhere. I think it's in the emulator core, but then again I don't know anything.
Here's the new version. There is a small performance boost at the end of the play thread (sleep for 10 ms), and the 8% CPU I was having before is floating between 1-2%. That isn't to say that the slowdown problems in NSMB are fixed, but stuff is running better now.
I also added Knurek's suggested XMplay-friendly code in, and suffice to say that it doesn't really work all that much. Ah well.
PLUGIN
edited 6:00 PM EST January 17, 2008
- by marioman at 6:45 PM EST on January 17, 2008
- Well... I hate to rain on your parade, but now all tracks that I try to play (including nsmb-001a) are jittery. In fact, nsmb-001a is worse than the previous build.
- by unknownfile at 7:23 PM EST on January 17, 2008
- I'll tell ya what: get onto IRC and we'll discuss things about performance.
- by Tanookirby at 7:28 PM EST on January 17, 2008
- I have many other game music plugins for winamp. Can you see if the 2sf's can still play when winamp has these other plugins installed?
Edit: Never mind. They are not the problem.
BTW, the plugin is fine in Vista. It's that after finally getting a file to play, if I try to do something like play another file or press pause or stop, Winamp gets an error.
edited 7:37 PM EST January 17, 2008
- by unknownfile at 7:43 PM EST on January 17, 2008
- I'm not quite sure what your problem is, Tanookirby. Try uninstalling some plugins and see if it works then.
Source code for the latest library
- by Penguin at 8:12 PM EST on January 17, 2008
- well, this plugin version doesn't crash for me.
but I'm also getting the jittering problem.
- by Lunar at 9:38 AM EST on January 18, 2008
- affirmative. jitteryness has escalated and there isn't a significant CPU reduction. :(
- by holyice7 at 11:12 AM EST on January 18, 2008
- Well, the plugin works fairly well for me. Jitteryness is about the same, but playing the Phoenix Wright stuff only takes about 20% of my CPU now, compared to about 70% before. Though, it still crashes when I hit Stop or try to close the program.
New SMB doesn't fare any better than before, though.
EDIT: Using Vista 32 bit, by the way (if it matters).
edited 11:36 AM EST January 18, 2008
- by unknownfile at 11:48 AM EST on January 18, 2008
- The jitter is not present at home. Configuration options will be added to allow people to screw around with the emulator settings.
And also, I'm trying to compile the plugin with Dev-C++ and suffice to say that it's a terrible IDE. It really, really, really, really, really sucks.
I still have yet to figure out that memory leak though... Everything seems to be freed up from RAM when the emulator is destroyed according to what I see going on in the background.
Library revisions, new sets, and possibly a fb2k port will be made on the weekend since I don't have any studying to do.
First set of the weekend. Somewhat shitty music, but there are some good tracks in there.
Densetsu no Stafy 4
I also have the following on the request list. Bolded ones are additions of my own.
-Wario: Master of Disguise
-Megaman ZX Advent
-Final Fantasy IV DS
-Kirby Squeak Squad
-Super Princess Peach (if I can figure out the driver)
edited 2:19 PM EST January 18, 2008
- by marioman at 5:49 PM EST on January 18, 2008
- On the subject of the plugin memory woes, it seems that .mini2sf files are not closed properly. The 2FSs just stay open after the player has stopped playing. That would definitely cause memory problems.
edited 5:49 PM EST January 18, 2008
- by unknownfile at 6:13 PM EST on January 18, 2008
- Yeah, I think that might be the problem.
Super Princess Peach is now going through the cleaner and should be up in a few hours. The sequence player does not permit swi 4, so it might run slowly on certain computers.
- by nensondubois at 6:17 PM EST on January 18, 2008
- Request:
Animal Crossing WW
Game and Watch Collection (japan only but I have it coming in the mail and can't be found on DGEmu)
Picross DS
- by unknownfile at 6:35 PM EST on January 18, 2008
- marioman wins an internets. That was which was causing the memory leak.
- by marioman at 7:09 PM EST on January 18, 2008
- Yays! I never won an internets before.
Glad that I could be a help.
- by unknownfile at 10:28 PM EST on January 18, 2008
- Super Princess Peach
This set is more than likely to run slow on older computers, so you have been warned.
- by marioman at 10:39 PM EST on January 18, 2008
- Yeah, we may have been warned, but that doesn't mean that we can't complain anyway. :P
Thanks for the rip.
- by holyice7 at 11:05 PM EST on January 18, 2008
- Just a few more requests added to your list. ^_^
-Wario: Master of Disguise
-Megaman ZX Advent
-Final Fantasy IV DS
-Kirby Squeak Squad
-Castlevania: Dawn of Sorrow
-Castlevania: Portrait of Ruin
-Lunar Knights
-Animal Crossing: Wild World
-Game and Watch Collection
-Picross DS
- by nensondubois at 11:09 PM EST on January 18, 2008
- Thanks for ripping as well.
- by marioman at 11:09 PM EST on January 18, 2008
- The Super Princess Peach Phenomenon: CPU time is used, but nothing comes out of the speakers.
- by unknownfile at 11:46 PM EST on January 18, 2008
- That probably has to do with the fact that I'm using a different build than you. Instead of building a new thing, I'll just put what I have right now online and we'll leave it at that.
Note that the command prompt that pops up - this is just debug crap generated by the core. Close it, and Winamp closes with it, so just minimize it.
(disregard that, this build sucks cocks)
If you still don't get anything, try playing track 015a.
Now for some nostalgia. This week's been a pretty epic one on this slow-as-molasses forums with this whole development with 2sf (if I do say so myself), as well as Wii sound formats. I mean, that's fucking awesome and you can't say anything against that.
This new build breaks Phoenix Wright. Hold on...
Never mind about it for now. I'm going to go back to ripping stuff but before I do, I just need to inform everyone that Wario Master of Disguise uses streamed music at points. Time to figure this stuff out.
Streamed sound support has been forwarded to the in_cube department. Now back to ripping the sequenced portion of this.
Wario Master of Disguise (sequenced stuff only)
edited 2:05 AM EST January 19, 2008
- by Omochao at 2:52 AM EST on January 19, 2008
- I just wanted to say thanks for letting me know of the streamed tracks in Wario: Master of Disguise. They are now in my gamerip.
- by marioman at 9:14 AM EST on January 19, 2008
- OK, so spp-015a works for me. It's very jittery with the older version of the plugin, but it plays. The Wario rip works great with the old version. Thanks.
- by unknownfile at 11:06 AM EST on January 19, 2008
- Here are the streams from Kaitou Wario The Seven (Wario Master of Disguise), ripped directly from the sdat. Enyoj?
Shining bright, Wario The Seven...
Final Fantasy 4 is going through the cleaner. Here's what I offer to keep you interested:
(And the percentage is a bit wrong)
edited 11:32 AM EST January 19, 2008
- by starerik at 11:40 AM EST on January 19, 2008
- I'm listening to some NSMB right now and this sounds amazing!! Though I don't have enough RAM, so it lags.
But.. does the cmd window has to show everytime I load up Winamp?
- by unknownfile at 12:17 PM EST on January 19, 2008
- It's just debug stuff generated by the core. It'll be gone from all public builds.
In the meantime, here's a familiar game that Square has released a gajillion times, but at least they didn't fuck it all up like Final Fantasy 7 which was never a good game in the first place.
Final Fantasy 4
This set's a bit big (13 MB) so I hope that the server doesn't go splat because of this.
OK, here's a new version of the plugin. In addition to crashing a lot less, it should run faster. I don't know exactly what it is I did, but it's running at 1% CPU on some sets and 8% on Super Princess Peach. Oh, and the command prompt is still there.
Dongs
Also, virt.
Contra 4
edited 3:57 PM EST January 19, 2008
- by marioman at 3:43 PM EST on January 19, 2008
- The new version is better. It actually plays SPP now, but it is very, very jittery. Other than that, most of the tracks are unchanged. (All tracks jitter at the start of the song, and nsmb-001a is still having trouble.)
And thanks for the Contra 4 rip. I guess that 2SF is now officially manly. </gamefaqs>
edited 4:21 PM EST January 19, 2008
- by Knurek at 5:02 PM EST on January 19, 2008
- Whatever you did, this helped with the XMPlay. Some sets (FF4 most noticable) are still choppy from time to time (without maxing the CPU strangely), and the plugin crashes when changing from FF4 to Phoenix Wright, but it plays now. Thank you.
The choppiness is kinda strange, as it's not maxing the CPU while doing that. Maybe the emulated DS CPU isn't getting enough cycles?
edited 5:07 PM EST January 19, 2008
Another funny thing. When things start to get choppy, pausing the song helps for a few seconds (and if it gets choppy again, another pause helps). WTF?
edited 5:14 PM EST January 19, 2008
- by unknownfile at 5:16 PM EST on January 19, 2008
- It's due to how Desmume renders its audio, I think. It does this when you set the frame rate to Automatic, and the code in this instance is forced to 1 frame per audio frame (758 samples). Frame skip would likely speed up some stuff, but it would end up breaking audio stuff.
Or it might just be XMplay-specific. Winamp runs everything OK, and I haven't really tested XMplay all that much.
- by Knurek at 5:18 PM EST on January 19, 2008
- I'll check Wiinamp later, if it's a XMPlay
problem, I'll report it on it's board.
Yupp, XMPlay only. Winamp skips only at the very beginning of the file.
edited 5:53 PM EST January 19, 2008
- by Lunar at 7:24 PM EST on January 19, 2008
- Haven't had any crashes with the new one. Good stuff!
- by unknownfile at 8:16 PM EST on January 19, 2008
- I have had some crashes with newer builds, it's likely because of how I resize memory blocks, so I will need to study stdlib a bit more.
- by unknownfile at 11:02 AM EST on January 20, 2008
- This is the line that is likely causing jittery playback on some computers:
while(InMod.outMod->IsPlaying()) Sleep(1);
Excluding it causes the system to eat up 99% CPU, and keeping it in keeps the CPU down but increases the jitter.
I say it's time to implement some options.
___
Actually, options suck. Here's what happens now when the program is run:
Welcome to Highly Whatever!
Got 111 for processor type.
Core 2 processor detected, auto-enabling accuracy over performance.
Core 2 processors pretty much always come in dual and quad flavors, so this will assign one core to do all the processing. Slow downs are less frequent as a result, but the CPU usage is usually 100% on that specific core.
edited 12:42 PM EST January 20, 2008
- by Knurek at 4:43 PM EST on January 20, 2008
- Regarding that XMPlay breakups, here's what XMPlay author had to say:
"This seems to be related to the "IsPlaying" function - the plugin won't write any more data until that returns 0. According to the Winamp API, it should return "non0 if output is still going or if data in buffers waiting to be written". I guess that isn't really the case."
There's a special bugfix version of exe for now, but I'm not sure if it isn't something you should fix as well. :)
- by unknownfile at 5:39 PM EST on January 20, 2008
- Actually, that's what's been causing slowdowns.
This is where the newest version of the plugin comes in.
This fixes some skippage, but not all (000b of NSMB comes to mind). And yes, I am aware this is the gajillionth build without tag support.
Memory errors are stupid
Enjoy your 100% CPU usage.
edited 5:39 PM EST January 20, 2008
- by Knurek at 5:59 PM EST on January 20, 2008
- Ohnoez, the choppy playback remedied by pause button is back (in both XMPlay and Winamp this time). Noticable in mkds-0001 for instance
- by unknownfile at 6:05 PM EST on January 20, 2008
- You silly silly people... get on IRC more often so I don't need to have to post stuff and wait for a reaction.
- by marioman at 9:34 PM EST on January 20, 2008
- Overall, the plugin is much better. It's still choppy with Super Princess Peach and nsmb-001a, but other than that it is crystal clear. (As long as you don't have anything else running in the background.)
Two things that I would like to point out are:
1. When switching between tracks, the newly-loaded track pops immediately before the music starts. It is almost like the data from the previous track is not flushed before the next one starts.
2. As for SPP and nsmb-001a, it seems that there is a single instrument that just eats resources until it's done playing. This would explain why pausing the track causes it to stop.
edited 9:52 PM EST January 20, 2008
- by unknownfile at 8:42 AM EST on January 21, 2008
- 1) Yes, I know, it's due to the fact that I haven't figured out a solution to the pause-stop-play issue, so it's probably due to a result of that.
2) I suck at coding.
Also, no slowdowns on New Super Mario Bros. at this shitty computer.
oops, disregard that
There's plenty of stuff running that isn't even remotely related to what I want going here (graphical processing comes to mind) but that isn't going to really help with speed. A recompiler comes to mind...
Also, I think it's time to finish implementing tag support.
edited 10:07 AM EST January 21, 2008
- Extremely choppy playback by DX7Rocks at 10:13 AM EST on January 21, 2008
- Playback in XMPlay is extremely choppy with the latest build of HW.MKDS chops like an automated slicer :(
Moreover,the CPU load stays at 100% all the time during playback.
While the sound quality is decent,the severe chopping spoils the fun.
edited 11:15 AM EST January 21, 2008
- by marioman at 10:24 AM EST on January 21, 2008
- @UF: Now don't go knocking your coding skills. I am just trying to help come up with possible solutions. Can't wait to try out the tag support.
- by unknownfile at 12:06 PM EST on January 21, 2008
- I have no idea why it's choppy on older computers. I think it's time to pull out the ol' Compaq for the job.
- by Lunar at 12:47 PM EST on January 21, 2008
- I would imagine it's choppy because of the amount of CPU it's using. That about sums it up, surely?
"There's plenty of stuff running that isn't even remotely related to what I want going here (graphical processing comes to mind) but that isn't going to really help with speed."
Hmm, see, I would have thought that that was precisely why the CPU is high - unnecessary threads still running or whatever, so killing them off would help speed. That's what my intuition tells me. I remember there being unoptimised USF sets with graphics threads still running (Kirby 64 comes to mind, I believe.)
- by unknownfile at 1:32 PM EST on January 21, 2008
- The video thread is required in order for the generic driver rips to run. Otherwise they just crash.
- by anewuser at 10:42 AM EST on January 23, 2008
- BUMP
Hi...
What's ripped and what was requested (so we know where we are)
RIPPED 15 sets
Phoenix Wright
Yoshi Touch and Go
Mario Kart DS
Kirby Canvas Curse
New Super Mario Bros
Super Mario 64 DS
Metroid Prime Hunters
Megaman ZX
Phoenix Wright: Justice for All
Zelda Phantom Hourglass
Densetsu no Stafy 4
Super Princess Peach
Wario Master of Disguise (sequenced) (streams)
Final Fantasy 4
Contra 4
Requested (yeah, I added mine)
Etrian Odyssey (Seikaiju no MeiQ)
Advance Wars (them all)
Nanostray
Front Mission
Ridge Racer DS
Viewtiful Joe
Mega Man ZX Advent
Sonic Rush Adventure
Kirby Squeak Squad
Sonic Rush
Lunar Knights
Final Fantasy III
Phoenix Wright 3
Kirby Squeak Squad
Hotel Dusk - Room 215
Diddy Kong Racing
Wario ware touched
Castlevania (them all)
Final Fantasy Tactics A2
Archaic Sealed Heat
Wario: Master of Disguise
Animal Crossing: Wild World
Game and Watch Collection
Picross DS
edited 10:45 AM EST January 23, 2008
- by unknownfile at 10:59 AM EST on January 23, 2008
- HOLY SHIT WHAT THE FUCK
- by 9th Sage at 11:19 AM EST on January 23, 2008
- He IS only one man guys. :P
- by unknownfile at 11:38 AM EST on January 23, 2008
- Let me just get my notes on the generic driver out instead of the ass rape ok?
- by marioman at 12:02 PM EST on January 23, 2008
- I think that he was in a sense trying to construct a requests list like we have for USFs, but it needs to be organized and cleaned up.
- by unknownfile at 2:16 PM EST on January 23, 2008
- Generic driver rip kit
Just add Yoshi's Island DS (U), Visual C++ 2005 and a SDAT, and stir.
- by Knurek at 3:15 PM EST on January 23, 2008
- Any way do you regenerate a SDAT?
Some have obsessive amounts of speech samples present... Would be pretty bad to have a 30 MB rip that uses only 1 MB for music...
- by unknownfile at 3:22 PM EST on January 23, 2008
- As is the case with Wario Master Of Disguise, only the sequences and associated sounds are kept after it is cleaned, meaning the streams etc. are removed.
- by Knurek at 3:29 PM EST on January 23, 2008
- Ah, okay, didn't read the readme past the SDAT part. :)
Visual C++ 2005 Express will do, right?
- by unknownfile at 3:35 PM EST on January 23, 2008
- I guess it would work, but you need to install some libraries that most likely don't work with the Express version.
But my advice is:
DO WHAT YOU WANT CAUSE A PIRATE IS FREE, YOU ARE A PIRATE
- by anewuser at 7:27 PM EST on January 23, 2008
- </drama>
offtopic
@9th Sage|marioman
Nah, not really. I just listed what was *already* (multiple times, even) requested on previous msgs of this thread. Also, so that unknownfile, if so he desires (or not), has an already built list to copy-paste without having to browse up to five-seven pages like I did.
Enyoj?
edited 7:34 PM EST January 23, 2008
- by unknownfile at 9:26 PM EST on January 23, 2008
- A new Highly Whatever will be uploaded tomorrow.
New features:
- GPU emulation cleanup. (somewhat insignificant performance boost)
- Tag support. (very limited but working)
9% cpu in Super Princess Peach here rather than 14%.
- by Lunar at 6:32 AM EST on January 24, 2008
- 98% CPU for Super Princess Peach...
I forgot there was another Yoshi game for DS. Awesome-cool.
- by unknownfile at 10:26 AM EST on January 24, 2008
- Here is the new version of the player. Timers and volume controls don't work yet but that's something I'm planning on.
BUILD
Now get tagging!
- by Knurek at 11:14 AM EST on January 24, 2008
- Seems to work fine from what I've tried.
Here's the list of composer tags:
Contra 4: Jake 'virt' Kaufman
Final Fantasy 4: Nobuo Uematsu, arranged by Junya Nakano
Kirby Canvas Curse: Jun Ishikawa, Tadashi Ikegami
Mario Kart DS: Shinobu Tanaka
Mega Man ZX: Ippo Yamada, Masaki Suzuki, Ryo Kawakami
Metroid Prime Hunters: Lawrence Schwedler, James Phillipsen
New Super Mario Bros.: Asuka Ota, Hajime Wakai, Koji Kondo
Phoenix Wright 1: Akemi Kimura, Masakazu Sugimori, Atsushi Mori
Phoenix Wright 2 - Justice for All: Akemi Kimura
Super Mario 64 DS: Koji Kondo, arranged by Kenta Nagata
The Legend of Zelda - Phantom Hourglass: Kenta Nagata, Toru Minegishi
Yoshi Touch & Go: Asuka Ohta, Toru Minegishi, Kazumi Totaka
Wario Master of Disguise: Kenji Hikita
//Edit
You've mentioned something about there being two versions of SSEQ format (one used by Phoenix Wright games). Any way to determine which format a game is using (like some byte at some offset in the file or something)?
edited 11:24 AM EST January 24, 2008
- by unknownfile at 11:40 AM EST on January 24, 2008
- it wasn't relating to formats, it was relating to the sequence players.
ah whatever
- by Knurek at 12:08 PM EST on January 24, 2008
- I have a little problem with your rip tutorial...
>Open up the Desmume source package, and look at >armcpu.c. Uncomment the lines:
Those lines below are uncommented by default. There are 5 lines commented out, but changing them doesn't do anything.
Anyway, I compile the Desmume, load generated modcrap.nds (it plays different music, so I guess it's generated properly), and press Enter at the intro sequence.
Nothing out of the ordinary happens, the game proceeds to the title screen. Pressing Enter there doesn't do anything special as well.
My YI rom info: NTR-AYWE-USA, CRC32: C9964EE1
- by unknownfile at 1:08 PM EST on January 24, 2008
- Nope, that's the wrong ROM. The intended one is the European version. I shall fix the typo later.
What you are looking for is:
Yoshi's Island DS (E)
NTR-AYWP-EUR
CRC32: C97C2AE8
Also note that this driver will only play sequences, and not streams. I will work on a generic stream driver rip later.
edited 1:10 PM EST January 24, 2008
- by Knurek at 4:03 PM EST on January 24, 2008
- I think the streams are best left for in_cube, but whatever floats your boat.
Another problem:
>Replace bottom_trace_value with the lowest
>possible sequence in the sequence bank,
>and top_trace_value with the highest possible
>sequence.
Okay, this is a sample SMAP:
# label number fileID bnk vol cpr ppr ply hsize size name
OPENING 0 0 27 127 64 64 1 121032 1076 Seq\OPENING.sseq
TOWN_DAY 1 1 1 127 64 64 1 169352 2512 Seq\TOWN_DAY.sseq
..
JINGLE2 27 27 26 127 64 64 1 65704 180 Seq\JINGLE2.sseq
So, which number should I choose? Number, fileID or bnk?
//Edit
Another thing... Some of the values produce mini2sf files that don't play nothing.
I did a quick 0x00-0x03 run and only 0x00 and 0x03 play.
OPENING 0 0 27 127 64 64 1 121032 1076 Seq\OPENING.sseq
TOWN_DAY 1 1 1 127 64 64 1 169352 2512 Seq\TOWN_DAY.sseq
TOWN_DAY2 2 2 1 127 64 64 1 168772 1932 Seq\TOWN_DAY2.sseq
TOWN_NIGHT 3 3 2 127 64 64 1 142716 3088 Seq\TOWN_NIGHT.sseq
Might this be caused by the fact, that TOWN_DAY and TOWN_DAY2 share BNK number? VGMTrans plays them both without problems though...
// Edit 2
This is weird, I just did a full run of all files available in SDAT (0x00 to 0x55), and still the only ones that play are 0x00 and 0x03... Both of which were played before the savestate was made (0x00 is intro song, 0x03 menu theme).
// Edit 3
Also, looking at the generated clean.nds, it contains only 3 instances of SSEQ chunk. No wonder it doesn't play any other tunes, they get zeroed out during the cleaning part... I just don't understand why...
// Edit 4
Sorry for the Edit from Hell, but I've did a quick check with another game (FF12 RW, this one has the SDAT larger than Yoshi's Island was, the former game had a smaller one) and exactly the same thing happens here as well.
edited 6:17 PM EST January 24, 2008
- by marioman at 6:11 PM EST on January 24, 2008
- The new version of HW hardly runs for me. It crashes 90% of the time when loading a file. In the rare case that it does play something, it does sound really good.
- by unknownfile at 6:14 PM EST on January 24, 2008
- Knurek, the row you're looking at should be the number rather than stuff. Also, the number is in decimal, rather than hex.
Once again: get on IRC if you have trouble getting stuff to work.
edited 6:17 PM EST January 24, 2008
- by Knurek at 6:23 PM EST on January 24, 2008
- Which channel, which server again?
- by hcs at 8:10 PM EST on January 24, 2008
- Tune in next week for Assorted Emulated Audio Discussion, same irc.freenode.net server, same #usf channel.
- by marioman at 11:01 AM EST on January 25, 2008
- OK, so I have looked over the new plugin again, and I have located where the error is. The crashing is caused by something in the CPU initialization routine. If Winamp is going to crash, it will be during that routine.
There is only one way that I can get the new plugin to work. Beware that this explanation will be a little lengthy:
If I load a 2SF file and then try to play it immediately after loading it, Winamp will crash. It will continue to crash every time I restart Winamp and play a 2SF file. (Even if I load the 2SF, leave it in the playlist, close Winamp and restart.)
The only way that I have found to fix this is to roll back to an older version of HW and play a 2SF. I leave the 2SF in the playlist, close Winamp, and switch to the new HW. When I start up Winamp with the newer HW, the CPU is initialized at startup. The 2SF file plays fine, and since the CPU init will be skipped for all subsequent files that I play, all other files play fine until I close Winamp.
Once I get things going, I notice CPU init is skipped twice every time a file is loaded. Could the CPU init also be run twice when the first track is loaded? Just a thought.
Just to let you know, there is still a click at the beginning of tracks as if the data from the previously played track has not been flushed. CPU usage is still 100% for anything I play, but I gave a listen to some of the troublesome 2SFs. nsmb-001a does not skip at all, nor does SPP. Great job on fixing that!
edited 11:23 AM EST January 25, 2008
- by Knurek at 12:06 PM EST on January 25, 2008
- Here's how I get around the crashes in XMPlay:
Start the player.
Add a large number of mini2sf files to the playlist.
Immediately start playing something (once in_2sf starts trying to read tags it'll crash at playing).
Don't alt-tab or anything else during track loading.
After that it should work fine.
- by unknownfile at 3:08 PM EST on January 25, 2008
- I found the problem that Knurek is talking about.
In main.c:
Replace
NDS_ARM9.R[0] = cur_trace_value;
with
NDS_ARM9.R[trace_register] = cur_trace_value;
There are two instances.
- by Knurek at 5:39 PM EST on January 25, 2008
- Done with the first rip.
Big thanks to unknownfile for having the patience for all my (mostly) inane questions.
Without further ado:
Etrian Odyssey aka Sekaiju no MeiQ
http://www.sendspace.com/file/y9oc08
- by marioman at 6:23 PM EST on January 25, 2008
- @Knurek: Congratulations! Keep up the good work.
@UF: I will test your change to HW after you get it up and see if it helps with the crashing that I am experiencing. Knurek and I seem to be having a similar problem, so maybe it fixed both issues.
- by unknownfile at 8:07 PM EST on January 25, 2008
- that is not a change to highly whatever, it is to the code tracer used to create rips. get on irc to discuss stuff so i can send you builds as I go along.
- by marioman at 8:13 PM EST on January 25, 2008
- Sorry, I don't have the time to do IRC. (I hardly even know what it is or how it works.) As you can see, it took me a while to get the time to even try to identify the source the problem. If you get anything figured out, just put it up and I will look at it when I get a chance.
- by Chupperson Weird at 8:23 PM EST on January 25, 2008
- Well if you knew what it was you would probably realize you had time for it.
- by unknownfile at 12:47 AM EST on January 26, 2008
- WELL FOR SOMEONE WHO HAS THE THIRD LARGEST POST COUNT ON THE ENTIRE FORUMS I'D HARDLY SAY YOU'RE BUSY DOING OTHER STUFF
well enough of that...
As only 1 of you know, I have been needlessly converting optimal C code into suboptimal assembly code to help with speeds with common ARM opcodes. If you notice shit speeds, please let me know so I can undo my mistakes.
Seeking implemented in the newest plugin version. Seeking backwards is not supported. Seeking backwards then forwards crashes the thing.
edited 1:28 AM EST January 26, 2008
- by Knurek at 2:03 AM EST on January 26, 2008
- Another one:
Tales of the Tempest
http://www.sendspace.com/file/a8nk1u
Seing as both my rips got an OST release if anyone wants to contribute tagging, I'd be most grateful (times can be automatically generated, so don't bother with that).
And another one:
Rune Factory: A Fantasy Harvest Moon
http://www.sendspace.com/file/09s8iq
And, uhh, 4 more:
Castlevania - Dawn of Sorrow (2005)(Konami)
Children of Mana (2006)(Next, Square Enix)
Deep Labyrinth (2006)(Interactive Brains, Atlus) (single nonstreamed very short track)
Heroes of Mana (2007)(Brownie Brown, Square Enix)
http://www.sendspace.com/file/ja4700
edited 2:39 PM EST January 26, 2008
- by anewuser at 3:11 PM EST on January 26, 2008
- knurek yer ripping like mad!
Thanks, man. After reading MX and hcs comment on Deep Labyrinth's music I can only download and check myself.
- by marioman at 3:29 PM EST on January 26, 2008
- @UF: Just think of it this way, your post count is about twice my post count. Therefore I have at most half of the free/idle time that you do. By the way, have you made any progress on the ZXA and Squeak Squad rips that you were working on last weekend?
@Knurek: Wow! Nice job there. It is nice to see another 2SF ripper here.
edited 3:30 PM EST January 26, 2008
- by Knurek at 3:47 PM EST on January 26, 2008
- marioman, believe me, this isn't exactly rocket science. If you want the game to be ripped fast, you can do it yourself. uf wrote a very thorough tutorial in his generic rip docs and both Kirby and Megaman games use the generic driver so you're free to do them. I'd rather have uf work on the player plugin some more (which he does AFAIK).
The ripper works pretty fine with completely free MS VC++ 2005 Express.
edited 3:49 PM EST January 26, 2008
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