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by iloveyou at 8:27 AM EDT on July 12, 2009
Thank you v^(00)^v Thank you

edited 8:46 AM EDT July 12, 2009
by Lunar at 10:57 AM EDT on July 12, 2009
*scratches head*
dynamic tracks 2sf by jurassicPieter at 4:46 AM EDT on July 17, 2009
Hey, I found a way to split tracks for dynamic tracks with 2sfs. You don't need to know assembler, only the generic rip kit and tools to edit the sdat file.


Here's the example where I split the museum track from Animal Crossing Wild World.
http://www.megaupload.com/?d=6M59UQK7

Software I used:
some kiwi.ds software i found on a forum that allows you to convert a directory into a sdat file. I have to google it again to find it.
vgmtoolbox and testpack.nds

Steps:
1. extract sdat from the nintendo ds rom
2. open the kiwi.ds editor and extract the sdat
3. open a hex editor and load the sseq you want to split. Look at offset 0x40 where you see FE followed by 2 bytes telling which channels it uses. If you change these 2 bytes you can mute channels.
4. with the kiwi.ds editor recreate the sdat file
5. and use the generic rip creator to build the 2sf again.
by snakemeat at 1:52 PM EDT on July 17, 2009
moved here

edited 3:46 PM EDT July 17, 2009
by hcs at 2:24 PM EDT on July 17, 2009
As snakemeat mentions, there is another thread for 2sf discussion.
VGMToolbox r440 Released by snakemeat at 12:30 PM EDT on July 18, 2009
You can get it on Sourceforge.

-= NEW =-
[VGMTAGGER] Added a Tag Editor for VGM format files. Works just like the xSF Tag Editor.
[2SFTAGCOPY] Add V1 to V2 2sf tag copier. Good for migrating your tags from the old format to the new format.
[ZLIB] Added zlib compressor/decompressor for use in experiments or whatever. Gzip coming soon.

-= UPDATED =-
[MAKE2SF]
- Update to allow volume adjustments. Just click the volume box in the list and alter it.
- Added duplicate checking. Duplicates will be marked red and unchecked from the list for ripping. The first instance will be kept of course.
[CDXAEXTRACTOR] Large overhaul of CD-XA extraction code. Now checks for silent blocks and filters nonmusic data. Also added configurable silence detection for files that use very few silent frames to delimit files. May be a little slower because of silent block detection, but it also skips processing of non-music blocks which speeds things up.
[XSFTAGGER]
- Updated to work with S98v3 tags since they use the same format. This also affects the Tag/Info Viewer, so you can now update S98v3 tags there too.
- Added "Generate Tag from Filename" functionality, similar to the "-tf" option with psfpoint.exe
[SIMPLECUTTER] Added Batch Mode to allow multiple files to be dropped. Great for trimming headers off a bunch of files or any other bincut batch type activity.
[HOOTAUDITOR] Updated to properly parse the incoming UTF8 xml and to output the file and display results in UTF16 for proper handling of international symbols.
[GUI]
- Updated the look of most, if not all, Drag and Drop style forms to have a much larger "Drop" area.
- Added right-click refreshing to GENH Builder, xSF Tag Editor, and VGM Tag Editor
- Added file filter for GENH Builder.

-= FIXED =-
[PSF2TIMER] Fixed bug where it was not checking that an .ini existed before scanning it. Usually caused errors when trying to time .psf2lib files.

edited 12:32 PM EDT July 18, 2009
VGMToolbox r491 Released by snakemeat at 10:02 PM EDT on August 3, 2009
Grab the latest version at Sourceforge

-= NEW =-
[NDSto2SF]
- Add .nds to 2SF converter. Drag and drop your NDS file(s) and wait for the 2SFs to be created and STRMs to be extracted. Any other stream formats will not be extracted (SWAV, ADX, etc...). Files will be optimized and duplicates removed.
- Add NDS class for simple file parsing and serial number generation.
[PSFSTUBCREATOR] Added a PSF stub creator to build driver stubs. Not perfect, but working ok.
[MIDIEXTRACTOR] Added a MIDI class and a MIDI extractor to extract MIDI from other files.
[VABSPLITTER] Added a PSX .VAB file splitter. Splits .VAB files into .VH and .VB files.
[GZIP] Added gzip compression tool for experiments or whatever.

-= UPDATES =-
[TAG/INFOVIEWER] Added right-click edit option for VGM/GD3 format tags.
[PSFMAKER]
- Renamed bin2psfFE
- Added ability to use zero length SEQ files.
[ADVANCEDCUTTER] Added starting offset to the Advanced Cutter so you can skip large chunks at the start of a file of you want.
[GENH] Update version bytes so as not to conflict with manakoAT's implementation.
[GUI] Increased size of Drag and Drop area on some more tools.
[MANUAL] More info added to the "manual" .html file. Still incomplete.

-= FIX =-
[SPC] Fix OST Track Number tag parsing.

edited 10:15 PM EDT August 3, 2009
VGMToolbox r535 Released by snakemeat at 11:55 AM EDT on August 23, 2009
Grab it at Sourceforge.

-= NEW =-
[PSF DATA FINDER]
- Add tool to extract SEQ/VH/VB data from files for making PSF sets.
- Not perfect yet (but "pretty damn good") and need to add proper SEP extraction. VB extraction is very slow.
[PSF2 DATA FINDER]
- Add tool to extract SQ/HD/BD data from files for making PSF2 sets.
- Not perfect yet (but "pretty damn good"). BD extraction is very slow.
[EASY PSF DRIVER EXTRACTOR] Add tool to extract SEQ/VH/VB from Easy PSF Driver sets. This should make updating sets with the original driver easier.
[DATAFILE EDITOR (WIP)] Incomplete tool to allow editing of Datafiles, currently only Delete works.

-= UPDATED =-
[PSF MAKER]
- Now properly makes .minipsfs. Driver must use default offsets from the stub creator (see drop down) since the .minipsf .exe file uses these same offsets.
- Add option to make all possible combinations of SEQ and VH/VB. This allows you to find matching pairs for proper creation.
[MKPSF2 FRONT END] Add option to make all possible combinations of SQ and HD/BD. This allows you to find matching pairs for proper creation.
[ADVANCED CUTTER]
- Add ability to save/load/create settings via .xml files. See OffsetFinder.xsd for schema, or save from inside VGMToolbox.
- Add PlayStation VAB format.
[CHECKSUM CALCULATOR] Added duplicate checking to checksums. Duplicates will be listed at the end of the output if the option is checked.
[XSF TAG EDITOR]
- Add code to predict code page of existing tags (Shift_JIS vs. Latin). This makes output more likely to be accurate for tags not using UTF8 encoding.
- Add option to output operations to a psfpoint.exe batch file for sharing. Because batch files do not handle UTF8, special chars may not appear as you would hope.
[PSF TIMER] Add loop points to output batch file as REM statements.
[2SF TAG MIGRATOR] Added warning for duplicate track ID entries, since the tool cannot tell which track will match.
[DAT CREATOR] Added option to use normal, non-VGMT method checksums.

-= FIXED =-
[GENH CREATOR] Fix issue where loop end was not added for non-looping files. Loop end still needs to be present.
[2SF TAG MIGRATOR] Fix bug where zlib decompressor was looking at the wrong offset, breaking the entire tool.
[SDAT FINDER] Fixed to increment a single byte after finding an SDAT. This will prevent "fake/bad" SDATs from causing the finder to skip over good SDATs.
[ADVANCED CUTTER] Fixed cut type radio buttons to force a selection.
VGMToolbox r581 Released by snakemeat at 3:34 PM EDT on September 27, 2009
Grab it at Sourceforge

-= NEW =-

[PSX SEP SPLITTER] Add PSX SEP splitter, it splits PSX SEP tracks into SEQ files. Mostly preparation for SEP timing, since splitting SEPs isn't too useful for proper original driver rips. Would be good for files that will use generic drivers when original drivers are just too tricky.


-= UPDATED =-

[ADVANCED CUTTER]
- Add plugins from bxaimc and manakoAT. Lots of good ones here, thanks!
- Add offset modulo to allow you to target search strings and terminators with specific offset modulo values (i.e., for a PS/PS2 ADPCM loop, look for value 0x03 where offset % 0x10 = 1).
- Add minimum cut size parameter to help avoid false positives, sfx, or any other small chunks you may not want.
- Add optional output folder argument if you'd like to use an output folder other than the default..
- Modified to only increment chunk number if a file is cut.
- Multiple minor GUI changes to better handle current and future updates.

[EXTRACT CDXA]
- Fix block ID filter. May have filtered out valid music before. Worth a recheck if you couldn't find that song you were looking for.
- Add option to turn block ID filter on/off. This can help find music using the nonstandard block IDs. Previously, this was always set to "On", and may have missed some music.
- Adjust number of silent blocks to 1 as default.

[GENH CREATOR]
- Update GUI to show loop points in realtime when it has enough information to do so.
- Fix and improve some other GUI elements.

[PSF DATA FINDER]
- Add SEP searching.
- Some VB searching improvements.

[PSF MAKER]
- Add SEP support. SEPs will be detected and .psflibs will be created automatically if the SEP has more than 1 sequence. For SEPs that only have one useful track, you can use the "Force SEP Track Number" to make a single PSF with only that track. You can also use SEPs with VH/VB .psflibs. "_lib" and "_lib2" tags will be properly added to your minipsfs.
- Add proper minipsf handling for any input offsets. This means that rips that didn't use the default VGMToolbox stub values will now work correctly with .minipsfs. Should've been like this all along, sorry!
- Add ability to copy offset values from the Stub Creator form so you don't have to type the same numbers in both places.
- Add drag and drop functionality for the "Driver" and "Source Files" text areas. Saves time and hassle of browsing.

[PSF STUB MAKER]
- Add ability to make proper stub files for SEP sequences sets. SEPs can now be played in their native format without trimming files!
- Update to allow for offset and size modifications. See the output source code to better understand what you are doing.
- Now that offsets can be altered, I've added an option to relax the PSX Driver Load Address restrictions that were present in the past. Check the "Allow driver with load address > 0x80100000" box to work with PSX-EXEs that have text areas that start at offsets greater than 0x80100000. Try this option if you ever received the message like: "Error processing <foo.exe>. Error received: Text Area + Size is greater than 0x80100000, this is not supported."

[PSF TIMER]
- Add timing for PSFs that use SEP style sequences. Should handle all filetypes (PSF/PSFLIB).
- WARNING!!! Because .psflibs can contain SEP files, the timer will "time" the lib files. Be sure to check the output scripts to avoid adding unneeded tag data to your libs. Or just don't drag and drop them onto the timer :P


-= FIXED =-

[ADVANCED CUTTER] Fixed the Preset refresh to clear list before refreshing and avoid dupes.
[GENH CREATOR] Fix MS 4-bit ADPCM loop end.
[PSF DATA FINDER] Fix case for SEQ without end found.
[PSF2 UNPACKER] Fix PSF2 unpacker to properly handle subdirectories.


-= THANKS =-

Many thanks to manakoAT for helping me understand all of the PSF stuff. Without him, the PSF tools could not exist!
Many thanks to bxaimc for contributing his many plugins. Almost all of the plugins that come with VGMToolbox are thanks to him!

edited 6:12 PM EDT September 27, 2009
by SmartOne at 11:11 PM EDT on October 4, 2009
I read somewhere that Rogue Galaxy (JP) used sequenced music. True? PSF2?
by manakoAT at 3:12 AM EDT on October 5, 2009
Ripped it a while ago with snakemeat, it's on Lin's mirror, >here<, the JP version has just some beta tracks, the rest is streamed too :o)
by SmartOne at 3:27 PM EDT on October 5, 2009
Okay. Thanks.
by agu fungus at 3:57 PM EDT on October 8, 2009
New version of vio2sf is out. Also, viogsf?

Vio2sf
http://foobar2000.xrea.jp/up/files/up1024.zip

viogsf
http://foobar2000.xrea.jp/up/files/up1028.zip
by SmartOne at 7:07 PM EDT on October 8, 2009
:D :D :D :D :D

Who is this mysterious, awesome, and utterly amazing plugin guy??? The GSF plugin sounds like it uses the same interpolation that VBA-M uses by default (half). Hopefully this will be adjustable in the future...

I'll be examining the masterful source quite intently. See if I was even in the ballpark.

edited 7:47 PM EDT October 8, 2009
by Lunar at 8:08 PM EDT on October 8, 2009
...and now the discussion is in yet another thread D:

i have found one issue with the plugin - lots of DC clicks, particularly noticable with mother 3. it's not too bad though.
by SmartOne at 8:53 PM EDT on October 8, 2009
Is it different than VBA-M? I haven't noticed anything yet.

Mario and Luigi: Superstar Saga doesn't play. Silence.

edited 9:12 PM EDT October 8, 2009
by iloveyou at 6:48 AM EDT on October 9, 2009
New version of viogsf(0.02) is out

http://foobar2000.xrea.jp/up/files/up1030.zip
by Lunar at 8:52 AM EDT on October 9, 2009
well i don't have VBA-M, just regular VBA, but i did a comparison between the two anyway.

http://www.shakal.net/lunar/temp/mother3comparison.mp3

first is VBA, second is viogsf -- and if VBA-M sounds more like the latter then I fail to see how it's an improvement.
by marioman at 10:22 AM EDT on October 9, 2009
Nice to hear that there is another GSF player in the works. All of the other plugins by this author are very good, and I will be excited to see how development on this one progresses.
by SmartOne at 2:41 PM EDT on October 9, 2009
iloveyou.

Thank you for the Declicking and Filtering options and fixing the EEPROM issue (Mario and Luigi Superstar Saga).

The greatest difference between VBA and VBA-M audio-wise (raw, no filtering) is VBA-M's use of blargg's GB APU and Blip Buffer. Sonic Advance 2 now sounds amazing because it uses the GB sound extensively, for example. This is what makes GBA music so interesting.

edited 4:26 PM EDT October 9, 2009
by ugetab at 4:26 PM EDT on October 9, 2009
With 5.x Winamp plugin:
Quite good. Most GBS2GSF sets are almost identical to a regular GBS playing in BGB.

Best of all, I can have this installed with my normal winamp setup, and it won't die horribly.

Most tracks from straight GSF sets sound smoother, a few sound choppy/crackly.

Can't handle relative paths for minigsf's gsflibs(Metroid Fusion)

Doesn't handle a GBS2GSF of a GBC game(Oracle of Ages) too well at all at this point. Freezes on the first note for a lot of songs.

Overall, a very promising start.
by nensondubois at 6:10 PM EDT on October 9, 2009
Yay! Channel muting! :D
by Knurek at 7:45 AM EDT on October 10, 2009
Ooh, nice, this makes Kaarnaj Racing (and most other Virt GBA songs) not sound like shit anymore.
Try AGB-AYKE-USA-0004.minigsf for instance, the drum loop is finally listenable (and has that nice C64 drum quality to it).


Hmm, you know what'd be great? in_viovgm plugin using the latest MAME cores. Since, you know, in_vgm uses severly outdated GENS core which fucks up dozen of songs, and Maxim seems too busy to port the new stuff.


edited 7:53 AM EDT October 10, 2009
by marioman at 8:32 AM EDT on October 10, 2009
I second a viovgm plugin which uses the MAME core.

viosnsf would also be nice too as there is not a reliable SNSF plugin out there yet.

EDIT:

viogsf v0.03 released. It fixes the relative path issue. Thanks Plugin Guy!

edited 11:30 AM EDT October 10, 2009
by nensondubois at 4:27 PM EDT on October 10, 2009
Mario & Luigi SuperStar Saga now works. I may look into the speed issues of the G&WG4 GSF set.

edited 4:32 PM EDT October 10, 2009
by SmartOne at 4:34 PM EDT on October 10, 2009
A decent SNSF plugin should be integrated with GME. Optimal SNSF and SPC all-in-one.

viopsf2. Highly Experimental's reverb isn't accurate. The plugin may clip unless Output is set to +0.00 dB, Replay gain: Disabled, Clip protect: Disabled, Reverb is disabled, and Simulate frequency response is disabled. Raw.
by kode54 at 6:08 PM EDT on October 10, 2009
Highly Experimental's reverb isn't accurate
How so? The reverb is modeled after how the real SPU calculates reverb.

P.E.Op.S. SPU's "best" reverb is the exact same algorithm.

Yes, the output may clip. How about foo_psf, based on the same core? It disregards the volume tags, and allows foobar2000 itself to apply the ReplayGain correction. It also applies the "Simulate frequency response" in floating point, so any digital clipping is entirely accurate to how the actual hardware would clip producing such a signal.

Could you cite an example of a soundtrack which clips loudly?
by SmartOne at 8:48 PM EDT on October 10, 2009
The reverb is definitely not like the hardware. All you have to do is listen. Neill Corlett says so himself:

"It sounds great and I don't plan on revisiting it anytime soon, but it's still not 100% accurate."

http://www.neillcorlett.com/downloads/HE_Readme.html

Except it doesn't sound great. It may even cause some clipping. Dark Cloud 2's Sindain track, from off the top of my head. I tried foo_psf, and it sounds the same. However, HE exhibits some weird behavior. In XMPlay, I've set HE's global volume to 0.00 dB and have disabled Replaygain completely. Album gain is still applied to tracks (in the Track info window).

When are preferences saved and applied in foobar2000?


edited 11:28 PM EDT October 10, 2009
by nensondubois at 9:11 PM EDT on October 10, 2009
I'm working on a few manual gbs to gsf conversions sets. the first one will be done soon.
by SmartOne at 9:39 PM EDT on October 10, 2009
Why?
by marioman at 10:56 PM EDT on October 10, 2009
viogsf version 0.04 is now up. OoA/OoS now works.

However, not all of the tracks in the LoZ:LttP set work. The Four Swords and system music plays fine, but the tracks from the actual LttP game do not. Looks like it may be a problem with handling _lib2 tags.

edited 10:59 PM EDT October 10, 2009
by nensondubois at 12:18 AM EDT on October 11, 2009
I don't know why but here it is. lol

http://www.mediafire.com/download.php?amn5nymwzkn
by JILost at 3:05 AM EDT on October 11, 2009
There is one issue present in this plugin which was also present in HA. I guess it's in the GSF rather than the player.

Ruined Castle Corridor from Castlevania AoS. The pitch or...something...is off. Listen to the lead. The PCM and GB can be heard distinctly, like two leads. The real GBA has only one lead, which I presume is both of them combined without either detuned like that. The ROM doesn't do it in emulators. Haven't tried in VBA-M but I assume it wouldn't there, either. Bad GSF? Bad player(s)?
by SmartOne at 2:36 PM EDT on October 12, 2009
Try it in VBA-M. viogsf = VBA-M
by JILost at 10:39 PM EDT on October 12, 2009
Weird. I tried in VBA-M and it didn't happen. Then I tried in Winamp again and...it didn't happen. I guess Winamp was still using Highly Advanced before or something. The only issue now (in VBA-M and the plugin) is that the GBC synth is way too loud, as far as the lead goes. So...disregard my previous post, I suppose.
by marioman at 9:47 AM EDT on October 16, 2009
Plugninja has once again listened to our input and made three new releases. The first release is a SNSF plugin called in_snsf9x! It seems to be very stable and plays Wario's Woods at the right speed. Also released are vio2sf v0.22 and viogsf v0.05 which address issues with _lib2 tags and relative paths. (Which means that LoZ:LttP works now.)

Thank you Plugninja. Your work is absolutely top-notch.

EDIT: For those interested NEZPlug++ v18.01 has been released. v18.00 introduced some type of memory dump feature (possibly for individual track ripping?), and this version fixes a bug in that feature.

edited 11:15 AM EDT October 16, 2009
by Lunar at 11:51 AM EDT on October 16, 2009
wow. plugninja is absolutely heroic.
by SmartOne at 3:10 PM EDT on October 16, 2009
snsf9x implies Snes9x audio? I'll take a look.
by snakemeat at 7:41 PM EDT on October 16, 2009
new SSFs here: Ronde (1997)(Access, Multimedia Intelligence Transfer)(Atlus)[SSF]
by Dais! at 4:39 PM EDT on October 17, 2009
Ronde! Yay! Now I can hear if the game sounds as bad as it looks.

It's weird how all the filenames have "map" in them, especially since it's an SRPG. There's no streaming audio, correct? Maybe it's an anagram, something like....Megaten Audio....Phormat.

(actually, this isn't that bad - kind of sounds like the Devil Children games, except not as terrible. I wonder who composed it)


incidentally, does anyone know of a Winamp plugin that will give me the capability to switch between different input plugins without going a few levels deep into menus? I realize that sounds somewhat unhealthy, and probably isn't something best done in the middle of the song, but my musical memory is pretty terrible, so I have to hear things like GSFs right next to each other to tell if there's any difference between plugins.
by Mouser X at 4:56 PM EDT on October 17, 2009
To my knowledge, no such plugin exists. However, theoretically one could be made. DrO made in_zip, which is able to play essentially any Winamp supported audio file from within an archive. If you can do that, then theoretically you could create a plugin which would be the "default" plugin (you'd likely have to rename all of the other input plugins to something like *.dllt, so that Winamp would be forced to use your new input plugin, and then that new input plugin would load the various DLLT files as you specify). However, you would not be able to switch input plugins mid-song. This is because of how the way Winamp works, and how most of the emulated audio plugins work. Because it's emulated audio, you can't simply start the song at any point you want to. The plugin has to run through the song (via emulation) to the point at which you specify. This is why seeking takes so long in all the emulated audio plugins.

But yes, it seems to me that something like this would be feasible. I just don't think it'd be worth it. I think you'd be better off with converting the various GSFs (or whatever) to WAV with the plugin you're wanting to test, and then comparing the resulting WAVs from the different plugins. Considering that no such "multi-input" plugin currently exist anyway, this is almost certainly your best option for now anyway.

Good luck with that either way. Mouser X over and out.
delete by anewuser at 6:30 PM EDT on October 17, 2009
pls delete.me

edited 6:40 PM EDT October 17, 2009
by Mouser X at 1:57 AM EDT on October 18, 2009
I must say that the SNSF9x plugin sure sounds nice. I listened to the Tales of Phantasia opening song with it (the one with vocals), and was impressed. Maybe I had something screwed up on my PC, but with this new plugin, the vocals aren't choppy with intermittent static. Sure, they're still heavily compressed, but it sounds like what I'd expect it to, from a SNES, anyway. The in_snsf plugin I had previously was pretty choppy (for the vocals).

Nice job! Now if only the format could be "finalized" (if it isn't already) and the necessary tools written/fixed, and maybe we could have a few more non-SPC-able rips available.... Mouser X over and out.
by JILost at 3:56 AM EDT on October 18, 2009
ROM2SNSF actually exists at the moment, but you have to know the ROM offset of the music data for whatever game you want it to rip -- which means no Clayfighter SNSF for me. Boo.
by Lunar at 6:06 AM EDT on October 18, 2009
yes, very much looking forward to developments. initially i was kind of sniffy about the format because of both the success of SPCs and the problems with the player, but now i'm realising that it's nothing but a good thing. i'd love to see rips even for popular soundtracks, there could be some unused tunes and things.
VGMToolbox r590 Released by snakemeat at 11:25 AM EDT on October 18, 2009
This release contains a CD-XA fix and a few new SSF related options. I also updated it to target a 32-bit build which should alleviate problems associated with the 64-bit OSes in the past. Grab it at Sourceforge.

-= NEW =-

-= UPDATED =-
[ADVANCED CUTTER] Add Sega Saturn SDDRVS.TSK preset for SSF work.

[SSF MAKER]
- Add option to try all combinations of sequence (SEQ) and tone data (BIN) for identifying matching pairs.
- Add drag and drop functionality for source paths.

-= FIXED =-
[ALL] Updated target to x86 which should resolve any issues people with 64-bit OSes have had. Previously, VGMT would simply crash due to a 32-bit .dll.

[EXTRACT CDXA] Correct area containing data length. CDXA data length was incorrect and overwriting portions of actual data.

-= THANKS =-
Many thanks to kode54 for helping me work through the CD-XA issues and Lunar for discovering the issue.
by ugetab at 3:00 PM EDT on October 18, 2009
I finally have the basics of SNSF ripping down, and have a fixed set of Wario's Woods up now.

http://www.angelfire.com/nc/ugetab/

Basic SNSF Ripping Caveats:
Starting at game's internal name, copy 0x1A bytes. This covers relevent copyable header data. You can replace the game's name afterwards, if you want.

Register Address Writes to match between the game and the rip:
4200 (A9 ?? 8F 00 42 00) (NMI Enable = 80)
420D (A9 ?? 8F 0D 42 00) (Memory access cycle speed)
4210 (A9 10 42) (Read once during NMI for more accuracy. Discard result.)

Header Values to check:
$FFD9 (US/Pal Speed) (Take from game) (Wario's Woods sounded nearly right, but notes didn't sound correct, but this was an error combination being weird)

If you've checked the above, make sure you didn't screw up the data banks, or leave some data out.

Wario's Woods had a few combined lack-of-experience issues. One of them was that there was a missing byte in the file. This shifted all the data, but the music still played for some reason. This is something to watch for carefully.
by Josh W at 9:35 PM EDT on October 18, 2009
i realized trying to remember something after two years is futile, and it is best to just make up things as you go along and trust that i have already made the tools do things


Clay Fighter SNSF
by Omochao at 10:58 PM EDT on October 18, 2009
Would a Super Mario Kart .SNSF be possible?
by SmartOne at 11:52 PM EDT on October 18, 2009
Why? SPC's allow you to use GME, which is the most accurate SNES APU.
by ugetab at 12:48 AM EDT on October 19, 2009
Nice clayfighter rip. I was getting nowhere in my attempts today, so it's nice to not have to do it.

I actually like the music from clayfighter. I have to kill/max the time on the tags though, I don't like this 2 and 3 minutes crap.
by JILost at 12:53 AM EDT on October 19, 2009
Thank you, Josh W, for the Clayfighter rip. It is MUCH better than the SPC rip insofar as each song starts from the beginning, notes don't randomly drop, there are no weird timing/volume issues, etc, which were the main reasons I thought it would do better in SNSF. The only downside at all to this rip is that Intro part 3 -still- doesn't have the vocals in it. I would presume it's possible since the Phantasia rip has them; am I wrong? I suppose I can always use the ROM and BSNES if so.
by ugetab at 12:56 AM EDT on October 19, 2009
The vocals don't work too well in the copy of SNES9X I use. I wouldn't be surprised it they don't work too well in the SNSF player version either.
by Omochao at 1:13 AM EDT on October 19, 2009
SmartOne, I want to know if any beta tracks were left in the final version.

As for the vocals in Clay Fighter, I suspect they are put over the music.


edited 2:57 AM EDT October 19, 2009
by JILost at 3:30 AM EDT on October 19, 2009
As I recall, they're read straight from the ROM due to being too large to fit in the RAM; which is why they were never in the SPC set. I suspect that's also the case with ToP.
by Omochao at 3:33 AM EDT on October 19, 2009
Doesn't seem to be the case with Phantasia.
by Josh W at 5:40 AM EDT on October 19, 2009
I just checked, the vocals are not part of the track.

If i switch the track with another, the vocals are played on top of that one instead.
by Lunar at 7:54 AM EDT on October 19, 2009
SmartOne, in addition to beta tunes (which may not be there, but fingers crossed), another problem is the snesmusic rip is REALLY bad, with lots of missing channels. the old zophar set had similar problems but with different channels. i tried fixing it but i wasn't able to. i mentioned it to datschge, etc. but snsf would side step the whole bother with the kart motor sounds at the starts of the tunes, which is basically what is screwing things up.

great job JoshW and ugetab!

if anyone decides they want to rip sim city 2000, i'll put myself forward to tag it.
by snakemeat at 11:04 AM EDT on October 19, 2009
Ronde! Yay! Now I can hear if the game sounds as bad as it looks.

There's no streaming audio, correct? Maybe it's an anagram, something like....Megaten Audio....Phormat.

(actually, this isn't that bad - kind of sounds like the Devil Children games, except not as terrible. I wonder who composed it)


Gotta check for streaming audio in Ronde, there are likely some videos to be demuxed too. I'll keep you posted on updates. If you discover the composer, please let me know and the tags can be updated.
by ugetab at 11:31 AM EDT on October 19, 2009
Sim City 2000 SNSF:

http://castleofthewinds.angelfire.com/

Ran out of space on the other account, so this one will have to host the slightly larger stuff I do. I think the other account will survive my smaller rips though.
by Lunar at 2:25 PM EDT on October 19, 2009
coolness, thanks for doing this. got all but 5 tracks accounted for currently. unfortunately either the set or emulation has problems, it's playing considerably faster than it should be, and some notes are being dropped or off-timed. this video has the same problem.
by ugetab at 3:26 PM EDT on October 19, 2009
SNSF is based off of the SNES9X core. If SNES9X can't play it right, then oh well. It's ripped either way, whether it plays right or not.

I can say that the plugin plays it a bit fast, but other versions of SNES9X I use seem to match the speed that ZSNES has.

It's likely emulation.
by SmartOne at 3:33 PM EDT on October 19, 2009
The SNESmusic rip of Mario Kart is bad? I'll have another listen. I don't know what SPC (or any) ripping entails. Save states and stuff?

Currently SNSF playback is less accurate because the player uses SNES9x, no?

edited 3:41 PM EDT October 19, 2009
by ugetab at 3:48 PM EDT on October 19, 2009
Actually, I think it's just that particular Winamp port of snes9x, because ZSNES agrees with my SNES9X hacking emulator on music speed, but the SNSF set doesn't.
by nensondubois at 5:10 PM EDT on October 19, 2009
@ Smartone: The SNESmusic Mario Kart SPC set is not bad anymore. Have another listen. The Bowser's Ranks track was redumped to fix a problem with the fourth channel.

edited 5:20 PM EDT October 19, 2009
by Lunar at 6:28 PM EDT on October 19, 2009
no, the set is still very bad. since you won't take my word for it, here is your proof.

first versions of each song are fucked, second ones are correct, with the exception of Invincible (both are messed there, one is snesmusic (screwed chords) the other is zophar (screwed drums)). i didn't record two others since they were harder to illustrate (koopa beach and yoshi's theme), and those are just the ones i'm aware of. the set needs redumping from scratch.

if you're still not convinced, go check the set and compare the regular and final-lap versions of tracks. the final lap ones are fine, the regular ones are borked.

edited 4:43 AM EDT October 20, 2009
by marioman at 6:29 PM EDT on October 19, 2009
After giving a closer listen to the SNSF plugin, I am noticing dropped/delayed notes too. It seems to be mostly a problem with drums and such. (More specifically the BRRPCM 4 & BRRPCM 5 channels.)

edited 6:31 PM EDT October 19, 2009
by SmartOne at 6:34 PM EDT on October 19, 2009
I never disagreed with you. I had never noticed the missing channel. Thank you for pointing it out.

I was talking about the accuracy of viosnsf in general, by the way. Why would the Winamp version be different?

edited 6:35 PM EDT October 19, 2009
by Lunar at 6:40 PM EDT on October 19, 2009
that was aimed at nensondubois not you :)
by nensondubois at 7:20 PM EDT on October 19, 2009
Ah, I see now. Fine, I'll redump them all starting from scratch.

Edit: I have them all redumped.

edited 7:38 PM EDT October 19, 2009
by nensondubois at 8:23 PM EDT on October 19, 2009
http://www.mediafire.com/download.php?yykynmjzljj

Roughly tagged.
by SmartOne at 1:01 AM EDT on October 20, 2009
Thanks!
by Lunar at 4:58 AM EDT on October 20, 2009
ah, these are much better, good job. no mario circuit though? and invincibility isn't right still (SPC channel 6 is missing.) credits are missing too but that's not too important since as far as i can tell it didn't need redumping, though it might be best to check anyway.
by nensondubois at 9:35 AM EDT on October 20, 2009
The last three. Redumped the ending just in case of fail.
http://www.mediafire.com/download.php?wmltxjmgmmm
by ugetab at 11:01 AM EDT on October 20, 2009
Nenson's SMK rips
http://www.mediafire.com/?sharekey=c56c2f1b052a859c8d78a0e555291609e04e75f6e8ebb871

1. 7-zipped (64k vs 1.4m)
2. All end in .spc
3. Fixed misspellings
4. Noted old dumps
4. Added fast versions by hacking normal versions
5. Bonus: Fast Battle Mode track.
by Lunar at 11:03 AM EDT on October 20, 2009
listen carefully - invincibility is still not right, this time SPC channel 7 is missing. is it not possible to dump with all the sound channels?
by arbingordon at 12:03 PM EDT on October 20, 2009
somewhat xsf/Lunar/Mickey's Speedway USA related
ended up checking my messages on myspace today (was going to ask Kota Hoshino for music from lost kingdoms games, even though its been ripped and playable in vgmstream, a more official copy can't hurt) and got a message from ben cullum

"Hi NAME - nice to hear from you.
Indeed that was me! It was the first video game I ever composed for.
Am very glad you enjoyed it the music :)

Best regards,
Ben"

didn't know it was his first game, pretty neat though as the game has good music considering it was his first

I think I will link him to the usf domain & info page etc once I get the replay gains done for usfs. (am I the only one that thinks he'd not go after us for ripping the music? iirc neil voss was cool with usfs)

edited 12:18 PM EDT October 20, 2009
by Lunar at 1:04 PM EDT on October 20, 2009
i don't know whether linking him is a good idea or not. i know as a musician i'd be flattered, and since there is no OST release it isn't like we're stepping on anyone's toes... it is a great soundtrack after all, people should hear it! but, you never know. you could chance asking him, worst that could happen is we'd have to take it down probably!

another thing to keep in mind is the set still isn't fully tagged. i'm pretty much at a dead end with that for the time being.
by nensondubois at 1:06 PM EDT on October 20, 2009
Channel 7 repaired.

http://www.mediafire.com/download.php?zqxddmz2lro

edited 8:17 PM EDT October 20, 2009
by Omochao at 6:10 PM EDT on October 20, 2009
Great! Now we just need a .SNSF to check if any beta music, in paticular the Vanilla Lake beta track, are still in the game.
by SmartOne at 8:53 PM EDT on October 20, 2009
How are beta tracks easier to find with SNSF? Why do you suspect there are beta tracks?
by ugetab at 9:19 PM EDT on October 20, 2009
No. You can check with a damned music test code or with even more sophisticated means than that.

Here. I've been playing with getting one of these, but that just kind of boiled my blood a bit.
81F34D?? (Title Screen Music Played)

81F423A9
81F424?? (Start a race for different music. Every 3rd number is valid, so 00,03,06,etc.)


edited 9:58 AM EDT October 21, 2009
by Lunar at 8:08 AM EDT on October 21, 2009
smartone: these are the tunes that are being searched for.

http://www.shakal.net/lunar/temp/Vanilla%20Lake.mp3
http://www.shakal.net/lunar/temp/DK%20Jr.%20theme.mp3

there may be other beta tunes as well.

it's very unlikely that any of this stuff is in the final game. which means if people want to see SPC rips of them, they'll have to do as i've done, and politely enquire about it in this thread. emphasis on the polite, or you'll get your ass banned like Omochao did... gj.
by SmartOne at 2:37 PM EDT on October 21, 2009
Just curious.
by Omochao at 3:45 PM EDT on October 21, 2009
Since I was able to make character themes play on the title screen, I can confirm that the DK. Jr beta theme is not in the final. I couldn't get race themes to play, though.
by nensondubois at 4:08 PM EDT on October 21, 2009
I could get the race song modifier working and the only thing I could find was of remote interest was an echoed version of the character select theme but it wouldn't dump to SPC with the echo.
by ugetab at 4:08 PM EDT on October 21, 2009
check the second code. Use it, and start a race. It'll have the selected music. There aren't any beta themes though. I can hear the difference in the music drivers just by listening to the MP3s of the beta tracks.

The beta system has fewer instruments, as far as I can tell. Best to let the beta owner rip it himself, or let someone he trusts rip it for him.
by agu fungus at 5:24 PM EDT on October 22, 2009
Has anyone ever thought of making an SNSF plugin using the SNESAMP core. It would be more accurate that way.
by SmartOne at 9:21 PM EDT on October 22, 2009
GME > SNESamp, where ">" = more accurate.
by snakemeat at 10:53 PM EDT on October 22, 2009
new SSFs: Shin Megami Tensei - Devil Summoner ~Akuma Zensho~ (1996)(Atlus)[SSF]

Probably not as perfect as a Knurek rip, but it's a great listen. It's pretty much a dupe of the original SMT - Devil Summoner rip, except I couldn't get a few tunes playing right. I'm not sure if it's my fault or the source data. Anyhow, nothing that new, but I'm obsessive about these SMT related rips.

Edit: Forgot to add tag data, redownload if your set is untagged.

edited 11:22 PM EDT October 22, 2009
by ugetab at 2:31 AM EDT on October 23, 2009
Just wanted to note that I was accidentally using the old SNSF plugin for a while(renamed in_snsf.dll to in_snsf.dll_, which doesn't work damnit! I should know this by now...)

in_snsf9x a definitive improvement in main code execution timing, which makes most sets that require SNSFs over SPCs to sound considerably better. If you're still getting messed up playback for sets, remember to just take the old in_snsf plugin out of the folder completely.

Also, expect a Lode Runner USF rip sometime tomorrow barring the apocalypse or frogs raining on the house.
by Lunar at 5:47 AM EDT on October 23, 2009
i guess that doesn't include sim city 2000; no confusion about winamp plugins on this end since i'm using fb2k... i suppose we wait and see if plugninja does anything. in the mean-time, here's a partially tagged & untimed set for anyone who's interested.

w00t for more usf ripping!
by nensondubois at 9:30 AM EDT on October 23, 2009
New version of GameMusic Gear for the PSP is out in case anyone is interested.

http://pspupdates.qj.net/PSP-homebrew-GameMusicGear~MX-v1.3/pg/49/aid/135433

The Good:

-Plays/Supports multiple formats VGM files including .SID, .SPC, .NSF, .GBS, .VGM, PSF and others.
-Plethora of configurable options.

The Bad:
-Takes a few seconds to load each song.
-Can't make songs play forever 1000 seconds is the longest.

The Ugly:
-Consumes much battery power
-Midis still don't play
-Ignores all VGMstream file extensions like .adx and .aw
by arbingordon at 10:15 AM EDT on October 23, 2009
Isn't Lode Runner already ripped to usf?
(or am I just missing something?)
by hcs at 10:22 AM EDT on October 23, 2009
I probably made a godawful mess of it.
by ugetab at 11:56 AM EDT on October 23, 2009
Probably not a mess, I just wasn't very observant.

I made a standard attempt to rip it, and it fought me hard. So I tried harder, and it fought harder. I just didn't quit thinking about how it could be done until I figured out a way to do it, because it was being so belligerent. Then I noticed it was probably ripped, and noticed I had forgotten to check for it in the database.

Oh well. I guess I was just more interested in succeeding than I was in contributing.

Edit:
It's just about 400k smaller is all. CPU Usage is about the same, but I'll tag it all up with your tags/names, and call it released.

http://stashbox.org/671373/LodeRunner3D_USF.7z

edited 1:05 PM EDT October 23, 2009
by SmartOne at 1:24 AM EDT on October 25, 2009
Does 64th Note produce the correct panning? The foobar2000 port is opposite. (I've also noticed a few hiccups at the beginning of tracks with the foobar2000 plugin.)
by hcs at 2:13 AM EDT on October 25, 2009
Several people have mentioned that the channels are reversed in fb2k, I don't know which is right.
by ugetab at 3:30 AM EDT on October 25, 2009
If I have a game and set to check with, and can discern the panning being used in a song, I'd be willing to check on hardware. Unfortunately, my N64 collection is rather limited to the likes of Zelda 64, Mario, Pilotwings, Cruisn USA, and maybe some others I'm not thinking of at the moment.
by Josh W at 5:33 AM EDT on October 25, 2009
yeah the channels were reversed, but only in the last(-ish) build when i added floating-point output.

Lemme know if this one fixes/breaks things.

foo_input_usf-251009.zip

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