Previous Page | Next Page
- by marioman at 12:02 PM EDT on August 16, 2007
- ...With updated version 0.9.4.8 + 2 + 5.
Thanks for pointing that out.
- by marioman at 9:02 AM EDT on August 18, 2007
- By the way, where has Akumu's NSF Archive gotten off to these days? Is it down or did it move?
- by Lunar at 12:06 PM EDT on August 18, 2007
- Moved!
http://akumunsf.good-evil.net/
I still hope one day a NES archive that comprehensive will be databased like snesmusic is, so you can display by composer, expansion chip etc.
- by marioman at 7:23 PM EDT on August 18, 2007
- Aha! So that's where it is. Thanks for the link.
What would be REALLY nice is a NSF site that includes NEZPlug M3U lists with all of its NSF files. If I remember correctly, there are quite a few HES/KSS sites that include those NEZPlug M3U playlists with all of their files. NSFs should have such a standard. (It beats NSFe.)
edited 7:24 PM EDT August 18, 2007
- by ugetab at 9:01 PM EDT on August 18, 2007
- If I understand the M3U format correctly, it would be easier to generate those files than it would be to make RSN M3U files. You'd get no details on the music tracks, but generating M3U files is easy enough with the right details, and can be done in batch with little to no real effort when dealing with NSFs
- by marioman at 10:57 PM EDT on August 18, 2007
- It would probably be very easy to write a program that will generate the NEZPlug M3U files automatically. (To a certain extent - tracks can't identify themselves you know.) Sure these M3U files wouldn't have the overall functionality of something like ID3 tags, but it would be a definite improvement over not having any tags at all. The thing that concerns me the most is that NSF is kind of getting left behind by HES/KSS in this respect. However, I *think* that the NES was more popular than both the TurboGrafx and MSX.
It's just an idea. I wonder if a site like Akumu's NSF archive would give consideration to including M3U lists like this.
- by unknownfile at 1:20 PM EDT on August 19, 2007
- Looking for code that scans an entire directory of a specific file type in C...
- by Knurek at 4:44 AM EDT on August 20, 2007
- But, but, but... the extended M3U playlist that NEZPlug and NSFPlug support can have pretty nifty tag info. I did post my Solstice list with all the data here a while ago.
- by Lunar at 5:52 AM EDT on August 20, 2007
- It's a shame NEZPlug isn't as sophisticated as other NSF plugins (though it is improving these days.) I have NSF support disabled in it, and instead alternate between using Notso and NSFPlug.
That's the most annoying thing about the format. It is well covered by this point, but it's well covered all over the damn place, in terms of players and soundtracks. It'd be nice to have one great plugin and one great place for soundtracks. Everything is all over the place and it's hard to figure out what's what.
- by marioman at 9:44 AM EDT on August 20, 2007
- @Knurek: Actually, I have seen that a lot of M3Us with M3Us on the HES/KSS sites that I was referring to. It is especially nice to have if you are not familiar with the game/composer/etc.
@Lunar: I think that NEZPlug is sophisticated enough. The only thing that I would like for it to have it channel muting, but it would take a little time to implement because it would have to be available for all of the supported file formats.
I do not really see why a site like Akumu's could not begin accepting NEZPlug M3U files for its rips. Akumu's is the most complete NSF archive that I have seen, and including submitted M3Us would just make it more complete than it already is. Sure the M3U files only work with NEZPlug, but, then again, NSFe files only work with Notsofatso. If Akumu's would accpet NEZPlug M3Us, there you would have your one plugin and your one place for soundtracks.
edited 9:47 AM EDT August 20, 2007
- by Lunar at 1:30 PM EDT on August 20, 2007
- NSFPlug and NotSo have some nifty features that NEZPlug doesn't. One of those is channel muting, which I'd rate as a make-or-break deal. Others include keyboard view, listing of what expansion chips are being used at a time (I didn't realise nezplug even supported expansion sound), stereo controls... notsofatso has good pop reduction too. They seem to be well developed on the whole... nezplug seems quite featureless and empty, though I'll give it another try with some particularly demanding NSFs and see how it copes.
Another thing that confuses me is that ugetab worked on nezplug recently... yet he's not the author. So what happens when the author updates it? There isn't just one place to look for new versions - again, it's all over the place. Plus I had to install some extra bit of software in order to use ugetab's update... not particularly enduser-oriented. "0.9.4.8 + 2 + 5" is whacked-out version number.
And I still think a databased NSF site would make it 10x better+more fun! Akumu is THE place for NSF files I think. It just has to be recognised as such by everyone, so people just send their rips there instead of (or as well as) starting their own sites :P.
I really think NES soundtracks deserve something as unified, comprehensive and awesome as snesmusic.org. Then again, I'm probably seeming like a real armchair critic anyway. Just idealising ;).
- by ugetab at 1:48 PM EDT on August 20, 2007
- I just mirror the files, and provide instructions on what needs to be installed to make the plugin work. I only use NEZPlug for it's GBS support, as that's what's been improved enough to warrant grabbing runtime files.
Official Homepage:
http://offgao.no-ip.org/program/nezplug++.html
0.9.4.8 was the official version
0.9.4.8 + 2 was a modified version from someone else.
0.9.4.8 + 2 + 5 is the 5th version of the modified version that yet another grabbed and started working on.
You have to remember that the author is japanese, and may have different standards than an american.
Additionally:
If you're worried about checking sites for updates, give me a list of sites(and what you want to track), and I'll set you up with a program I've got that does the checking for you. If you want it, and you're running Vista, it'll take a few extra steps.
edited 1:57 PM EDT August 20, 2007
- by Lunar at 2:24 PM EDT on August 20, 2007
- I just tried nezplug out. It worked better than I thought I would. VRC7 isn't great, and the overall sound isn't as pleasant as other plugins... but still, not bad. It froze on one of the famicompo tracks though. I don't think I'd switch to it for NSF playback until it can do the stuff I find useful in other players. M3U playlists is very useful though... shame.
So what happens to those updated versions when the author updates it? Surely whatever progress they just made would be nullified by the next official release?
I realise it's japanese, though I don't think the author's nationality should make much difference. If anything, japanese people have higher standards in many respects! And besides, NSFPlug is also japanese isn't it?
Checking the sites isn't a real problem, it's just not ideal/an inconvenience. Some have the same soundtracks, but different versions... some have some sets some have other sets... etc. It can get confusing. I've already said far more than I wanted to about this anyway. I'll just sit and be hopeful instead!
EDIT: turns out NSFPlug DOES support m3u playlists. From the site - "Supports playlist file compatible with NEZplug (only for Winamp)."
Rock on?
edited 2:44 PM EDT August 20, 2007
- by ugetab at 3:03 PM EDT on August 20, 2007
- http://nezplug.sourceforge.net/
Let's see...
It's been about 4 years since the last official NEZPlug update. In that time, the source code has been available. If by some chance there's another update, the changes could probably be incorporated into it by finding other people's updates, and working forward from there. Otherwise, the official version differences could be incorporated into the offshoots if they are less significant in size than the offshoot differences.
- by Lunar at 4:26 PM EDT on August 20, 2007
- Ahh fair enough. If it hasn't been worked on in 4 years, there's probably no issue.
- by marioman at 5:34 PM EDT on August 20, 2007
- VRC7 isn't great, and the overall sound isn't as pleasant as other plugins
Funny...I feel the opposite. When compared to the actual output of the system, I think that NEZplug is more accurate than the others. Also, if I remember correctly, the VRC7 is one of the most accurate there is. (As UF has pointed out, the VRC7 in Notsofatso is absolutely inaccurate.)
Additionally, as ugetab pointed out earlier, it plays GBS files better than any other program available. (Not to mention the M3U support.)
Yes it is just preference, but this is why I use NEZPlug as opposed to the others.
- by Mouser X at 7:54 PM EDT on August 20, 2007
- I use Notso for NSFs and NSFe files. Mostly for convenience, since I find it to be nusance to switch plugins. As for NSFe support, it is supported in foobar2k, and GME (Game Music Emu). Personaly, I see nothing wrong with the NSFe format, and would like to see it implented in more players.
As for the custom M3U files, they're not bad either, but I wouldn't mind seeing a better editor for them. I find that, for me at least, it takes extra effort to keep track of all the commas, entries, and whatnot.
Also, custom M3U can't be used in Rockbox. When HCS made NSF support for Rockbox, he ported NotsoFatso. Thus, Rockbox also supports NSFe files. If my understanding is correct, it'd be difficult to implement custom M3U support into Rockbox, due to the way Rockbox handles playlists. Now, I'm not a Rockbox programmer, so I'm not sure if this is the case or not. If it is difficult to implement custom M3U support into Rockbox, then perhaps a reasonable solution would be a PC program that could input a custom M3U, and output a NSFe file, and vice-versa.
As for VRC7 support in Notso, I've heard UF's comparisons, and it is very very poor. However, due to the small number of NSFs that use the VRC7, I don't consider it a major concern (in regards to Rockbox in that area, HCS removed VRC7 support, since it took too much CPU for the average portable player to run it).
Hopefully I've adequately and correctly stated my opinion. Unfortunatly, my PC is unuseable right now (power supply failed), so I ended up writing this using the Wii's browser. As such, I'm having difficulty proof-reading this, since the text entry on the Wii is limited to 2 short lines.
Anyway, maybe someone (ugetab? :) ) could be nice enough to create a custom M3U <-> NSFe converter. If that existed, then you wouldn't need to worry about which format to support. There are some entries in the M3U files that are not present in NSFe files, and possibly vice-versa. Wii text buffer = full. Mouser X ou
- by unknownfile at 8:06 PM EDT on August 20, 2007
- Listening to NEZplug VRC7 output. The readme file gives credit to Okazaki so this is apparently an earlier version of the library. Ironically Lagrange Point track 10 is very accurate (the bass has a "pluck" sound whereas the newer versions do not have this effect).
I am currently building a test board for the VRC7, but I can't do much work as I am headed to the Netherlands tomorrow. When it is complete (if ever), I will try recording its output.
For more crap about the VRC7, read this (includes pretty pictures).
- by marioman at 9:26 PM EDT on August 20, 2007
- then perhaps a reasonable solution would be a PC program that could input a custom M3U, and output a NSFe file, and vice-versa.
I just had that thought after I posted my last message. M3U end of things would be easy, but I am not sure how easy reading the NSFe tags would be. Nonetheless, it would be a greatly helpful tool.
edited 9:26 PM EDT August 20, 2007
- NotSo Fatso by Richter X at 12:44 AM EDT on August 21, 2007
- The new VRC7 in NotSo Fatso is great, but could someone add bandlimited synthesis to NotSo as well (Schpune has it)? Perhaps even port it (and a bandlimited GSF plugin) to Foobar2000? It's the only reason I even use Winamp anymore.
- by Lunar at 5:19 AM EDT on August 21, 2007
- I still use nez for GBS and those other formats. And yeah the VRC7 in the official notso isn't great. Now that I've found NSFPlug can use m3u lists I'll probably stick with that (nsfe2m3u would be sweet - and vice versa.) Shame you can't make nsfplug loop indefinitely without setting the default track length to about 20 years (to my knowledge), and pop reduction is kinda weak/not as good as notso's.
nezplug may have a more true-to-nes sound output for all i know, though i don't find it as pleasant to listen to as nsfplug using its "new famicom" preset - which can be changed to suit tastes anyway. ;)
- by unknownfile at 10:33 AM EDT on August 21, 2007
- Why not integrate a parser into NSFPlug?
...No, sir, I'm not doing it.
- by unknownfile at 11:43 AM EDT on August 21, 2007
- Latest build of NotsoFatso
Stuff that is in this build:
- FME-7 relabled to SUNSOFT5 as the actual FME-7 chip cannot generate sound.
- Panning and channel toggling added for new VRC7 core
- Writeups nobody cares about for each expansion chip
Stuff that is still needing fixings:
- VRC7 tones 6, 12 and 14
- VRC7 volume and inversion
You might notice this build is a bit bigger than usual; this is because of the work-in-progress OPL3 code that is currently unused as of this build.
Enjoy!
- by Lunar at 1:02 PM EDT on August 21, 2007
- I must stop posting, but this is something entirely different now:
I noticed on the NSFPlug site that for SUNSOFT 5, it mentions "Square x 3 + Noise x 1" (source.) I have always known this chip to just be 3 square channels (with no pulsewidth control), and that seems to be what everyone else thinks everywhere else I look too. What more, I don't see a "noise" checkbox for SUNSOFT 5 on NSFPlug.
Confusing. Just a typo?
- by unknownfile at 3:03 PM EDT on August 21, 2007
- As far as I know, the FME7 does not support noise.
- by unknownfile at 3:04 AM EDT on August 24, 2007
- And yes, I am aware that this version of NotSo still has some bugs, I will try fixing them later. Just let me finish my trip, anewuser. That's all I ask from you.
- by kingshriek at 3:25 AM EDT on August 24, 2007
- NEZplug++ 0.9.4.8 + 2 + 6 - http://offgao.no-ip.org/program/nezplug++.html
Main addition is View File Info support in Winamp.
- by marioman at 12:10 PM EDT on August 24, 2007
- Thanks. It's high time that was added. Now I don't have to open a NSF in a text/hex editor every time I want to view composer information.
- by nensondubois at 7:00 PM EDT on August 25, 2007
- Shock GBS?
- by marioman at 7:31 PM EDT on August 25, 2007
- Huh? I am not sure of the meaning of that last post.
- by ugetab at 11:52 PM EDT on August 25, 2007
- After searching through some databases, and translating nenson-speak, I've come to the undeniable and unalterable conclusion that what he means is:
"I want a bacon and ham on swiss-cheese samwich with shredded hair, mustard, katsup, a cat, a pygmy-horse, world peace and a GBS"
- by nensondubois at 9:50 PM EDT on August 26, 2007
- Sorry I was a little um, well this is awkward. I was drunk when I posted that. Sorry.
- by Warpstar at 4:59 AM EDT on August 27, 2007
- Here are a bunch of GBS .m3u files, if anyone wants them.
link
Contains:
Bubble Ghost
Darkwing Duck (there are separate m3us for both rips, but both only list the 15 music tracks; the sound effects collection is omitted from the Matrixz rip m3u.)
DuckTales 2
Kid Icarus - Of Myths and Monsters
Kirby's Dream Land 2
Kirby's Pinball Land
Kirby's Block Ball
Kirby's Star Stacker
Pokemon Blue
Pokemon Red
Pokemon Yellow
Tom and Jerry - Frantic Antics!
And a request: Is there any chance I can get a Tetris 2 (Tetris Flash) GBS? It's not that important, since the NSF has pretty much the same music, but it'd be nice to have the Gameboy version too.
- by Lunar at 6:30 AM EDT on August 27, 2007
- Thanks for that - although for some reason I can't get them to work. Same directory + filename as respective .gbs files, but nothing plays.
Additionally, is there anywhere where one can download these m3u lists?
- by marioman at 7:25 AM EDT on August 27, 2007
- @Warpstar: Thanks for the M3Us. I am also looking for the Tetris 2 GBS. I will let you know if I find anything. By the way, do you possibly have Kirby's Tilt & Tumble M3U? That is the hardest Kirby game to find any information on whatsoever.
@Lunar: These M3Us work fine for me. Are you using NEZPlug? That is the only plugin that they will only play in. There isn't really a NEZPlug M3U archive per se, but blm07 has some up on his site.
edited 7:46 AM EDT August 27, 2007
- by Warpstar at 8:15 AM EDT on August 27, 2007
- Sadly, Tilt & Tumble is one of the few Kirby games that I've never played, so I wouldn't be able to identify any of the tracks.
- by marioman at 10:12 AM EDT on August 27, 2007
- That's fine. I figured that since you are a Kirby fan, it was worth asking. Thanks anyway.
- by Lunar at 11:40 AM EDT on August 27, 2007
- Yeah, using nezplug for GBS stuff. I don't understand why it isn't working.
- by P_L at 1:33 PM EDT on August 27, 2007
- Did you re-name the GBSs upon saving them? That would cause the m3u to be unable to read from the files, as it looks for specific filenames (which can be changed in any text editor).
I'm guessing that's not gonna be it, but it never hurts to check.
- by marioman at 5:19 PM EDT on August 27, 2007
- What he said. It sounds like the filename in the playlist is not the same as the filename of the GBS file. Rename the file.
--EDIT--
Ugetab has ripped Tetris 2 for the Gameboy. Thanks a lot.
edited 7:20 PM EDT August 27, 2007
- by Lunar at 6:22 AM EDT on August 28, 2007
- Yeah that was it - had to open the m3u lists and change the names of the GBS files being referenced. I would have thought having the same filenames would suffice. How.... un-userfriendly :P
- by marioman at 7:51 AM EDT on August 28, 2007
- Well, it is quite simple. All that any M3U playlist does is point to the location of a file so the player can retrieve data from it. If there is an issue with the location or destination file, the player cannot do anything.
It is the same thing as telling someone to go to Shanghai, France or find the Sydney Opera House in London, England. In each of these cases the location does not exist and the destination does not exist respectively.
Anyway, there are two possible solutions to this problem:
1. Open the M3U file in a text editor (Notepad is fine) and replace the filename of your GBS with the filename in the M3U.
2. Open the file in a text editor, find the replace function (Ctrl+H in Notepad), and replace the default filename in the M3U file with the name of your file.
I hope that this is a help.
- by Lunar at 3:19 PM EDT on August 28, 2007
- All the help I needed was in your previous post - thanks anyway.
- by Knurek at 4:27 PM EDT on August 28, 2007
- @Warpstar: Thanks for those playlist. I've fixed the Tom and Jerry one, and put them along with all those new rips on my GBS listing site. :)
- by Warpstar at 7:03 PM EDT on August 28, 2007
- Oh, whoops. The track "Stage Complete" in the Tom and Jerry playlist should have a 0:00:00 fade, not 0:00:10.
- by Warpstar at 8:44 AM EDT on August 29, 2007
- Anyway, here's another set.
link
This one has:
Donkey Kong Country
Donkey Kong Land
Donkey Kong Land 2
Donkey Kong Land 3
Donkey Kong Land 3 JP
Street Fighter 2
The Donkey Kong Country list isn't too good, though. I've never played the GBC version, so I don't know where any of the tracks are used. The soundtrack consists almost entirely of reprises from the original DKC and Donkey Kong Land, so the tracks are IDed according to that.
Street Fighter II GB also had one track that I couldn't find on any other versions of SFII; I just labeled it as Ken's Ending 2, since the usual version of that track wasn't present.
I'll try to complete the DK set with Donkey Kong '94 next time.
- by Knurek at 11:29 AM EDT on August 29, 2007
- One thing of note:
You can safely change the line
Tom and Jerry - Frantic Antics (1993)(Beam Software).gbs::GBS,1,Marshall Parker - Stage Theme 1,0:00:39,,0:0:10
to
Tom and Jerry - Frantic Antics (1993)(Beam Software).gbs::GBS,1,Marshall Parker - Stage Theme 1,39,,10
Or line
Tom and Jerry - Frantic Antics (1993)(Beam Software).gbs::GBS,10,Marshall Parker - Game Over,0:01:17,,0:0:10
to
Tom and Jerry - Frantic Antics (1993)(Beam Software).gbs::GBS,10,Marshall Parker - Game Over,01:17,,10
Little nitpicky, but it's somewhat better readable this way (and saves a few bytes as well). ;)
- by marioman at 3:21 PM EDT on August 29, 2007
- NEZPlug++ 0.9.4.8 + 2 + 7 released. Not sure what it does yet though...
- by Warpstar at 5:08 AM EDT on August 30, 2007
- More m3us.
link
Donkey Kong
Dragon Quest 1 & 2
Final Fantasy Adventure
Final Fantasy Legend
Final Fantasy Legend 2
Final Fantasy Legend 3
The Donkey Kong GBS is missing a few short tracks. The "Level Start" jingle, the standard "Death" jingle, and the Hammer theme are the few that stand out to me right now.
Given my limited knowledge of Dragon Quest jingles and fanfares, all of those tracks have been left unidentified at the end of the list for now.
- by Knurek at 6:03 AM EDT on August 30, 2007
- From what I can see the only new thing NEZPlug +2+7 offers is a GBS/NSF memory viewer (seems this can help with ripping/debugging process, not sure how).
- by unknownfile at 8:11 AM EDT on August 30, 2007
- OK, I have fixed that problem anewuser was talking to me about the other day, but I'm not going to release it just yet. Instead I'm going to remove all the unneeded stuff about OP* emulation until I actually need to use it.
In other news, today I will be working on my VRC7 testing board, and hopefully I will be able to fix the amp so that I won't need to build my own.
- by Warpstar at 8:51 AM EDT on August 31, 2007
- Right now, I'm looking into the NSFe<->m3u conversion idea that was posted earlier. After looking over the docs, it doesn't seem all that complicated. I've already planned out the processes, but I'm not sure when I'll be able to start programming it.
- by unknownfile at 10:54 AM EDT on August 31, 2007
- if you can't do it, i will
- by marioman at 12:13 PM EDT on August 31, 2007
- Thank you! I really would like to have a program that can do the conversion. Please let me know if there is any progress.
- by unknownfile at 12:14 AM EDT on September 2, 2007
- Because I hate you all, I am continuing work on Notsofatso. The latest builds have mixing (with volume controls) that doesn't use much hackage but is still very broken. I'll see what I can do.
- Castlevania 2 NSF niggling by JILost at 2:12 AM EDT on September 2, 2007
- There is one small issue with the Castlevania 2 (US) NSF that has bugged me for ages.
In some of the tracks (mostly tracks 1 and 2, that I've noticed), the note lengths in the bass (triangle) channel are wrong. The most annoying, at least to me, is prominent here:
http://www.purpleguppy.net/music/BloodyTears.mp3
The first recording is from...some version of FCEU and is accurate to the NES, the second is from UF's most recent upload of NotSoFatso. Notice how the bass sounds almost like one continuous note in the first recording (as it does on real hardware and in the ROM on any emulator) while each note is short and distinct in the second recording (as it's always been in NSF players). I'm not sure what's causing this, but it's likely as simple as some value being set incorrectly in the NSF. It has, however, irritated me for years and I'm amazed no one else has caught it. Perhaps ugetab could once again grace us with his talents?
- by Knurek at 4:08 AM EDT on September 2, 2007
- ugetab, please check if this message helps with those gbs rips that refuse to play in Nezplug:
2chn said:
Message to GBS ripper:
If playing without trouble in GBS2GB and playing trouble in NEZPlug++, it may read or jump a program domain of GBS2GB.
When I perform the next procedure and played it normally, it is not to be fault of the player.
1: Open the .GB file in Binary Editor.
2: Insert a GBS header in 0000H.
3: Transfer a road address to 0000.
4: Change extension into .GBS and save it.
- by kingshriek at 4:37 AM EDT on September 2, 2007
- @JILost: The problem is a result of failing to set bit 7 of $4017, which controls the rate of the APU frame counter. This is probably the easiest thing to neglect when ripping NSFs, as the frame counter rate is commonly established outside of any sound routines (inside the reset routine is typical). This problem occurs in many more rips other than Castlevania 2. Blargg has compiled a short list of problematic rips here ---> http://slack.net/~ant/info/buggy-music.html
- by ugetab at 10:57 AM EDT on September 2, 2007
- I believe that the accurate translation of the instructions are:
1. Open the converted .GB file in a Hex Editor.
2. Insert a GBS header in 0000H. (note: without overwriting anything. The RST table created for 0000-0040 will suffice)
3. Set the load address to 0000.
4. Change extension into .GBS and save it.
Under these assumptions, the idea is that the GBS needs to be expanded to full ROM size in order to make it play correctly.
- by unknownfile at 12:43 PM EDT on September 2, 2007
- You forgot ??? and PROFIT.
Also, looking at this playlist parser from NSFplug is quite frustrating... If it's passed between 10 functions I don't know what the hell's going on, at least Notsofatso's NSFe support is easier to read.
- by ugetab at 2:13 PM EDT on September 2, 2007
- I updated that build of FCEUXDSP so that it fully replicates what I've been doing by hand to the bankswitching headers, and I added several 4017 fixed NSFs, specifically, those listed on the site posted above.
Tracking down and verifying the 4017 writes on such a large number of NSFs isn't going to be quick or easy, and I may not even get around to is very soon depending on what I have to do. I've also had to fight for space on an NSF or 2, so modification time is also a factor. The code itself is simple, but getting everything else working is the hard part. Basically, if the 80 bit is set before the play routine runs in the game, just set A9808D1740 in the song init routine without breaking anything else.
- by Warpstar at 1:17 PM EDT on September 3, 2007
- All right, I've got the NSFe->m3u conversion part of the program up and running.
I've noticed through my testing, that NSFplug doesn't seem to detect the "fade time" field of the playlist. That, or it doesn't like skipped fields. Or maybe something's wrong with my configuration. NEZplug reads them correctly, though.
(And am I the only one who can't seem to type anything into the fields in the NSFPlug options in XMPlay?)
Anyway, now I need to work on the m3u->NSFe part
of the program.
EDIT: Ok, it appears that NSFPlug doesn't read anything past the "Track time" field; the loop time, fade time, and loop count are being totally ignored.
edited 6:26 AM EDT September 4, 2007
edited 8:10 AM EDT September 4, 2007
- by marioman at 2:29 PM EDT on September 3, 2007
- Awesome! Thanks for working on this program. I know that it will be a help to many.
- by ugetab at 10:59 PM EDT on September 3, 2007
- New package of 4017 fixes and such on the page http://www.angelfire.com/nc/ugetab/NSFs
It's a package of stuff I've done, and the 4017 fixes are listed in a file. The filenames and text headers match the NSF_Pack versions, for those inclined towards informative files.
I'll see what I can do about fixing other NSFs with the 4017 error over time.
- by JILost at 3:15 AM EDT on September 5, 2007
- Thank you, thank you, THANK YOU, ugetab, for fixing the 4017 errors in the Castlevanias and Zelda II. The Castlevania 3 NSF always sounded "weak" to me, but I could never figure out exactly how; apparently it was the 4017 errors. Anyway, thanks again for fixing all those -- I know you didn't do it for me specifically, but my Castlevania 2 thing started it, so I wanted you to know I appreciate it.
- by marioman at 10:48 AM EDT on September 5, 2007
- Yeah, thanks a lot ugetab. I am updating my NSFs now.
- by unknownfile at 5:39 PM EDT on September 5, 2007
- I just built the latest version of notsofatso, I still can't figure out how to get mixing the VRC7 buffer in with the rest of the channels working without it sounding staticy, so I'm throwing the source code out for people who want to do work with it.
New in this build is the feature to switch tone sets for VRC7 channels, which is something I wanted to implement in NSFplug for a while.
This build is source-only
Enjoy it if you can build it.
- by unknownfile at 9:38 PM EDT on September 5, 2007
- DUE TO NO DEMAND AT ALL, I am putting out the latest stable version of my modifications to the piece of shit I have turned Notsofatso into.
As mentioned above, I have added some tonesets to the VRC7 engine for you stups to play around in. The tones are as follows:
(VRC7)
1 - Merged (most accurate, to my knowledge)
2 - FCEU (from latest build)
3 - Old FCEU (from official Notsofatso)
4 - Emu2413 (NSFplug, VirtuaNES, etc)
(Other)
5 - YM2413
6 - YMF281B
Just a note, when you change tones, the custom tone (0) is reset, so tracks that rely on it (Theme of Isis from Lagrange Point) can often screw up if the tone is reset.
There may be problems in mono mode where I have implemented VERY BROKEN volume controls, but other than that, this build is very stable.
Also, this has a modified $4017 write routine from ugetab which I'm not sure works or not, so that's another reason I'm releasing this. Get testing, fools!
Doink
- by Knurek at 7:44 AM EDT on September 11, 2007
- Here's a funny thing... Hidden in older NEZPlug packages were rippers for a bunch of KSS files. Didn't see them anywhere earlier, so I've put them for grabs:
http://rapidshare.com/files/54910018/kss.rar.html
Of note is Zerowing.kss which is taken from the *arcade* version files. That KSS format is prette versatile.
edited 7:46 AM EDT September 11, 2007
- by snakemeat at 7:47 PM EDT on September 11, 2007
- Many thanks as always Knurek.
- by anewuser at 9:26 PM EDT on September 11, 2007
- I second snakemeat.
Ps: sorting nsf files is a pain. Still going at it. I'll send you both my stuff.
- by unknownfile at 11:05 AM EDT on September 12, 2007
- New notsofatso build coming soon, the following things are to be done:
- Tossing away this nonsense about the VRC7 having its own audio buffer.
- Tone 3 in the merged set is getting its YM2413 equivilent after being deemed inaccurate.
- The pitch of the sound is off a semitone. OPLL clock frequency will be modified upon creation.
Now the question remains, does anyone besides anewuser care?
edited 11:06 AM EDT September 12, 2007
- by snakemeat at 12:34 PM EDT on September 12, 2007
- NotSoFatso is my player of choice, I appreciate the upgrades. The added information about each chip, although minor, was a great idea. Switching between the various implementations of VRC7 is fun too. Keep up the good work man.
- by Richter X at 9:44 PM EDT on September 12, 2007
- I care, and I greatly appreciate the work on the VRC7. I'd love to see bandlimited synthesis put in it like Schpune and Game_Music_Emu does, then ported over to foobar2000 so I wouldn't have a need for Winamp anymore, but that's asking for a lot though! XD
- by unknownfile at 11:31 AM EDT on September 13, 2007
- I found a source of inaccuracy last night, one of the volume controls was being recalculated wrongly. It has been fixed. Now for a cup of soup.
- by anewuser at 1:40 PM EDT on September 13, 2007
- Richter X, not at all xD
*adds list to UF's todo* :P
(ahem...jk)
edited 1:42 PM EDT September 13, 2007
- by ugetab at 3:01 PM EDT on September 13, 2007
- So far, the most useful thing I've managed to do with NotSoFatso is find that commenting out 1 line helps certain NSFs sound right in NotSoFatso.
There are other problems with the basic sound of NotSoFatso, but I didn't hear any problems that were actually introduced by this modification.
Just take the following code, and use for NSF_Core.cpp > "case 0x4017:"
---
bFrameIRQEnabled = !(v & 0x40);
bFrameIRQPending = 0;
nFrameCounter = 0;
if (nFrameCounterMax==0) nFrameCounterMax=3;
fTicksUntilNextFrame = (bPALMode ? PAL_FRAME_COUNTER_FREQ : NTSC_FRAME_COUNTER_FREQ);
//CLOCK_MAJOR();
if(v & 0x80)
{
if(nFrameCounterMax!=4)
{
CLOCK_MINOR();
}
}
nFrameCounterMax = (v & 0x80) ? 4 : 3;
break;
---
The most usefully improved NSF is Mach Rider. I'll probably go through my collection again, and implement the most accurate 4017.7 writing with this fix in place. This will mean additional edits to a small number of NSFs I just fixed.
- by unknownfile at 5:33 PM EDT on September 13, 2007
- Added this new code in, now proceeding to fix up some stuff before I release the latest build, in particular keeping non-fade related functions outside of the fade function.
Also, PCM problems mostly cleared up, there is a track which somehow creates static, it is med_-_disk_system_boot_vrc7.nsf. For now I advise you to stay away from it.
... and here is the latest build. Enjoy!
DLL
Source
ARGH, I just caught a bit of static. Anyways, I'll fix it later. I think this'll do for now as static is kept to a minimum.
edited 6:20 PM EDT September 13, 2007
- by nensondubois at 12:45 PM EDT on September 15, 2007
- What is the expansion checklist for in the play info tab? I don't hear any difference.
- by unknownfile at 1:03 PM EDT on September 15, 2007
- This is there to soon replace the "Expansion" label you see above in the information field. Currently this is unimplemented, as I have better things to do (ie, finish VRC7 support).
- by nensondubois at 1:10 PM EDT on September 15, 2007
- Ah, ok.
- by unknownfile at 1:31 PM EDT on September 15, 2007
- ...and it has been implemented.
The question is now: Would you like the checkboxes to be clickable or not?
Also, get on IRC: irc.freenode.net (ick) #usf
edited 1:39 PM EDT September 15, 2007
- by nensondubois at 10:27 PM EDT on September 15, 2007
- I think clickable would be fine. Just out of curiosity what is non clickable?
I can't use IRC now because I'm at work.
edited 10:32 PM EDT September 15, 2007
- by unknownfile at 12:06 AM EDT on September 16, 2007
- As in, greyed-out
Also you must be European, it's midnight here.
- by nensondubois at 12:13 AM EDT on September 16, 2007
- Clickable, I vote and I work the night shift at a cemetery for $50.75 an hour for six hours a night from 5 pm to 5 am.
- by unknownfile at 10:04 AM EDT on September 16, 2007
- Lucky bastard...
Anyways, the buttons will remain clickable.
- by ugetab at 11:27 AM EDT on September 17, 2007
- More NotSoFatso updatishs
I found the place in FCEU variants that NotSoFatso was having trouble with, and I adapted some of the FCE code to work in NotSo. Seems to work reasonably well.
Wave_Square.h:
__forceinline void ClockMajor() //decay
{
static int i = 0;
for(i = 0; i < 2; i++)
{
//if(nDecayCount[i])
// nDecayCount[i]--;
//else
if(nDecayCount[i]>0)
nDecayCount[i]--;
if(nDecayCount[i]<=0)
{
//nDecayCount[i] = nDecayTimer[i];
nDecayCount[i] = (nDecayTimer[i]&0x0F)+1;
if(nDecayVolume[i] || bDecayLoop[i])
{
nDecayVolume[i]--;
//nDecayVolume[i] &= 0x0F;
//if(bDecayLoop[i])
if(bDecayLoop[i] && nDecayVolume[i]==0)
nDecayCount[i]<<=1;
//{
nDecayVolume[i] &= 0x0F;
//}
}
if(bDecayEnable[i])
nVolume[i] = nDecayVolume[i];
}
}
}
NSF_Core.cpp:
Changed:
if(mWave_TND.bNoiseChannelEnabled)
mWave_TND.nNoiseLengthCount = LENGTH_COUNTER_TABLE[v >> 3];
-
to
if(mWave_TND.bNoiseChannelEnabled)
mWave_TND.nNoiseLengthCount = LENGTH_COUNTER_TABLE[(v>>3)&0x1f];
I recommend replacing all instances of
LENGTH_COUNTER_TABLE[v >> 3]
with
LENGTH_COUNTER_TABLE[(v>>3)&0x1f]
Anything read past the 0x1F bytes of data in LENGTH_COUNTER_TABLE will be garbage memory, and won't represent anything realistic.
Finally, in the case 0x4017: coding, restore the Clock_Major call. It didn't kill the 4017 writing effect for me, so it's likely to be quite a bit more accurate with some popular NSFs(SMB1-3, Zelda1-2, Kirby's Adventure) with the above fix in place.
And now, I need to edit Bubble Bobble because the NSF is missing a 4017 write...
edited 12:05 PM EDT September 17, 2007
- by unknownfile at 11:40 AM EDT on September 17, 2007
- Will be updated in newest build.
Also, guessing VRC7 tones wasn't enough, so I'm going to dig up a microscope and some sulfiric acid when I get a chance. Hardware analysis is inconclusive, as I don't know if the VRC7's sound generator is on-die; if it is, I sure hope that the wafer is only one-sided.
... in fact, that'd be a stupid idea. New build coming up soon.
edited 6:46 PM EDT September 17, 2007
- by unknownfile at 11:54 AM EDT on September 18, 2007
- Also, there's going to be a special surprise for Notsofatso soon. Guesses anybody?
- by JILost at 12:13 PM EDT on September 18, 2007
- SSF support?
A special cameo appearance by Rod Stewart?
Even better(!) VRC-7?
Band-limited synthesis?
Accurate default volume levels for VRC-6?
An offer for a free NES console when you mail in the UPC codes from three boxes of Frosted Flakes?
Completely revamped dialogs?
I'm stumped.
- by marioman at 2:25 PM EDT on September 18, 2007
- I'd say SSF support. Either that or money. How about a Bob Saget or Chuck Norris appearance instead of Rod Stewart?
edited 2:28 PM EDT September 18, 2007
- by nensondubois at 3:08 PM EDT on September 18, 2007
- Or William Shatner!
- by unknownfile at 5:54 PM EDT on September 18, 2007
- marioman was closest; support for a new format is going to be added in an upcoming build once I can get my head around C++ namespaces.
- by marioman at 6:15 PM EDT on September 18, 2007
- Actually, JILost said it first. I was just sarcastically agreeing.
New format huh? My guess is that it will probably be GBS/GBSe. (Just to try to bring NotSo up to par with NEZPlug.) Unless you decide to just go ahead and for some weird reason include 2SF support in a NSFe plugin. :P
- by unknownfile at 8:05 PM EDT on September 18, 2007
- marioman, it is with great honor that I urge you to go back to psychicville.
- by marioman at 8:38 PM EDT on September 18, 2007
- Oh, so you are including 2SF support. I figured as much. :P
Really, when you consider the active formats that would be compatible with NotSo, the demand for tagging for GBS, the fact that you were messing with GBS to GSF conversions, etc. one can easily deduce what the format will be. (Well, I guess it does help a little to read the cosmic vibrations first.)
Since you are making changes to the plugin, I will put in a request. I really do not like two things about NotSo:
1. You have to load an entire NSFe into NotSo in order to listen to one track. (Solution: Allow miniNSFe/NSFlib-esque separation of files.)
2. You have to use an external window to play/seek the NSFe file.
If you can fix either of these and get GBS files working, my enthusiasm for this plugin would increase. Otherwise, I find those two things too much of a bother.
edited 9:47 PM EDT September 18, 2007
- by ugetab at 8:48 PM EDT on September 18, 2007
- In notsofatso, you can shadow files to winamp. Load the NSF you want a playlist of, view the file information window, and click the Shadow -> Winamp button. This should remove the need for any external files, as the resulting file can be saved as a playlist, or you can skip shadowing to winamp by clicking Shadow -> File instead.
- by marioman at 8:58 PM EDT on September 18, 2007
- I have tried that, but I find it a little bulky. Additionally, if I remember correctly, the shadowed playlist entries still have to be played through the external window.
edited 8:59 PM EDT September 18, 2007
- by ugetab at 10:07 PM EDT on September 18, 2007
- Under 'Config 2' of the external window, uncheck 'NSF Shadows'. This will exclude that window from appearing when playing shadowed files.
I never had much trouble with using the external window, so I haven't investigated shadowing to any degree.
- by Warpstar at 3:00 AM EDT on September 19, 2007
- Shadowing does need a few improvements, though. It stores playlist entries in a format of "nsf://<songindex>:<NSFe filename>".
The problem is, if you modify the <NSFe filename> field to only contain the filename and not the full pathname, the playlists aren't guaranteed to work. So Shadow Playlists aren't quite as portable as NEZplug m3us.
Also, regarding the progress of my converter program: As already reported, the NSFe->M3U portion of the program works perfectly.
However, I haven't managed to start on the M3U->NSFe functionality yet. The one thing I had neglected to include in my plan was a way to isolate the track titles themselves from whatever else that would be included in the M3U's "Title" field (Game, Artist, etc.). The tricky part is, of course, that different people format the string in different ways.
Previous Page | Next Page
Go to Page 0 1 2 3 4 5
Search this thread
Show all threads
Reply to this thread:
HCS Forum Index
Halley's Comet Software
forum source