Generic Driver Test by hcs at 10:25 PM EDT on May 27, 2005
I've built a generic audio lib driver from the PlaySeq demo, and I'll be trying it with games more likely to work soon, but the first game I tested was Jet Force Gemini. It sounds like they've modified things a bit on their end... but could someone more familiar with the music give their opinion on this?

JFG sample
by hcs at 12:47 AM EDT on May 28, 2005
I then proceeded to rip a sample from Body Harvest, again I ask someone familiar with the music to let me know how good this sounds. It seems to have come out better for me. I'm using the .ctl, .tab, and .seq from Body Harvest, everything else is the devkit example player. What worries me is that there's a lot of configuration, even certain effects, that might not be included. I'll try a few more things before I go through with this set, but here's an example for now.

Body Harvest sample

For the record the JFG came from data Destop had collected... and my initial check of JFG seemed to indicate a very loose usage of the audio library functions. Body Harvest is much less, er, creatively programmed.
by hcs at 6:54 AM EDT on May 28, 2005
I've found that Body Harvest doesn't use any custom parameters for AlSeqpConfig (which would be stuff like functions for effects) but it does use a custom reverb effect for AlSynConfig (previously I was using the "small room" model). I copied that table into PlaySeq and here's what I have:

Body Harvest sample 2

Sounds much nicer.
Now I'm going to see if I can manually generate a usflib and miniusfs instead of running this through the batchripper.
by Clements at 8:09 AM EDT on May 28, 2005
The JFG sample sounds weird of course, but you can recognise the tunes mostly.

First you hear the clear an area sound. Pretty much perfect.

Next, Spawnship has a wailing sound over the top that shouldn't be there, but underneath that the tune sounds similar to what it should.

I recognise that last tune, but I can't put my finger on what it is.
by hcs at 9:50 PM EDT on May 28, 2005
Thank God...
I finally got this last friggin' annoying bug out of the way, there was a click at the beginning of some tracks, now a few frames of silence pass before the sequence player starts and that seems to have fixed things. I'm also nearly done with a .ctl/.tbl ripper, which I used in Body Harvest to isolate things used in bank 1 (instruments for the sequencer, bank 0 was sound effects) which brought the .tbl size down significantly (by more than half). The .ctl processing is apparently missing something so I had to use all of that, but it's 50k total so no big loss. I'm uploading the set now as a prelim.

Once again, please, people familiar with Body Harvest tell me how this sounds.I don't think there's anything else that needs to be done with this set but tagging.

Oh, and, er, bh57.miniusf is in there by mistake. It's just silence.

This driver should pave the way for "easy" ripping for many games.
by Lunar at 4:22 AM EDT on May 29, 2005
Heh, since you said easy in quotations, I think the question that follows is "what do you mean by easy?" I mean, ripping MIDIs from games with the smashy driver (and other drivers? O.o) is like a walk in the park using VGMTrans - would the process be anything like that? I never imagined it would be somehow but I thought I'd ask.
by hcs at 12:08 PM EDT on May 29, 2005
Well, it means that if something uses the audio library I can locate the .seq, .ctl and .tbl, any parameters used for the synthesizer, and just plug them into the driver. At least that's the theory...

I'm taking a look at Forsaken now, it's all straight from the official libraries.

I figure it could in fact be automated, add a scanner for library functions into an emulator (HLE emus do that already), trap the parameters to the initialization functions, BAM!
by Lunar at 12:14 PM EDT on May 29, 2005
Sounds like a plan ;)!
by unknownfile at 1:44 PM EDT on May 29, 2005
Oh yays, we are on the way to making a craptapper for usf!
Body Harvest by Gema at 7:34 PM EDT on May 29, 2005
Thanks for Body Harvest Hcs!

However i dont think its ready yet for tagging, some tracks have errors, like missing instuments - bh1f is one fine example - you can realy tell that something is wrong without having played the game...

Some other tracks have similar problems but less noticeable... i dont know how you can be sure when a track is good if you havent played the game hcs...

if you want i can point to you the problematic tracks, i will test them later when i finish my job
by hcs at 9:42 PM EDT on May 29, 2005
I can't, it's just guessing on my part as to what sounds more or less right. I'll give it a listen and see if I can't fix it up.
by hcs at 10:33 PM EDT on May 29, 2005
I don't know, I've listened to bh1f a few times from a few different versions of the rip (from before I started eliminating stuff and back when I was using the general MIDI soundbank) and it sounds the same (and maybe my music sense is broken but it doesn't sound like anything is missing to me). Could you be so kind as to let me know how I could get to where this is played in the game so I could compare? Is there a certain point in the song where it is very obvious? Like at 1:00 the bass drops out suddenly, but it sounds musically right to me. Maybe you could provide a brief, low-quality MP3 recording of a track to contrast with the USF?

You're right to ask how I can make decisions about a game I've never heard the music from, but that's why I'm asking y'all to judge for me.
by Gema at 12:28 AM EDT on May 30, 2005
I do have some mp3s but only a few tell me how i could send them to you...

When i get home i'll tell u every problematic track that i can remember and the time when these problems occure. Oh and the bass drops out suddenly in many tracks. As i remember the bass never stops playing

In the game most of these tracks play randomly just pause the game and every time u unpause a different track is played.
Mind the indoors music tracks are different.

Anyway ill help as much as i can if u want a good BH rip...
by Gema at 3:03 AM EDT on May 30, 2005
I,ve send you some MP3s
i think you can find some differences to a couple of those
by Gema at 8:50 AM EDT on May 30, 2005
Here are some tracks i found errors and the time these errors start:

bh00 - 00:16
bh01 - 00:24
bh1f - 00:19 (All instruments mess up for the whole track)
bh47 - (from the beginning)

If i find more i will post them here...
by hcs at 9:17 PM EDT on May 30, 2005
I figured out what I was missing: all the other parameters to the synth and seq config fcns. Like the maximum number of voices or events, which was set too low for Body Harvest. So I copied all the values over and things sound a lot better. bh1f is awesome. The prelim is updated.

Gema, thanks for sending all the MP3s. Let me know if this is close enough.
by hcs at 9:25 PM EDT on May 30, 2005
This is, by the way, the sort of thing the auto-ripper would take care of automatically.

I've seen this sort of thing before, and it can always be attributed to human error.
by Gema at 1:03 AM EDT on May 31, 2005
I'm glad you figured this out, Body Harvest sounds Perfect now, Good work hcs....

..and thanks again for the soundtrack, this game has some of the most unsetting tunes ever, much more atmospheric than any Resident evil or Silent hill game out there.. almost saves the game from its horribly generic graphics :)
by SquareTex at 7:29 AM EDT on May 31, 2005
I agree. For a set in "preliminary development hell", it still sounds downright incredible. Great work. :)
by hcs at 8:16 AM EDT on May 31, 2005
ASCII obscenity yeah!
by hcs at 1:19 PM EDT on May 31, 2005
So is someone gonna tag this?
by hcs at 1:08 AM EDT on June 2, 2005
I've got stuff in place to recognize all the initialization functions I need. It turns out Forsaken is absolutely standard with the exception of not using a sequence bank file. If I can track down how its sequences are stored I can rip it.

I tested this program out on Nintama Rantarou 64, which has absolutely awful music so fortunately it didn't take me very long, though it sounds right. I can now run some other games through it and rip them fairly quickly through the driver, assuming that they are standard (unfortunately quite a few seem to share Forsaken's disregard for Nintendo's sequence bank file format).
by hcs at 2:26 AM EDT on June 2, 2005
Just finished ripping Mace. It's the first game I've run across yet that uses the uncompressed sequence format.
by hcs at 2:42 AM EDT on June 2, 2005
Bah, thought I could get Chopper Attack done, too, but it uses custom callbacks for some effects and I'd rather not go tracing all that down. It'll be a custom rip when the time comes.
by NPA at 3:36 AM EDT on June 2, 2005
Gee that was fast ^^;
by NPA at 3:40 AM EDT on June 2, 2005
maybe you should try some of the Midway games, since they are lazy when it comes to many of their arcade conversions. :P
by hcs at 4:24 AM EDT on June 2, 2005
Gah, Diddy Kong Racing has all the appearances of a standard library-driven game, but apparently it uses a customized sequence player.
by hcs at 11:41 AM EDT on June 2, 2005
This sucks, Killer Instinct Gold looks perfectly in line, yet the player crashes. I'm using the same version of libultra they used to build the game, what the hell could I be doing wrong?
by Blue_firestarter at 9:20 PM EDT on June 2, 2005
Does JFG work with this generic driver... it says planned or is it one of those really hard games to do
by hcs at 3:21 AM EDT on June 3, 2005
No, no success with the generic driver. The tools I've developed will aid in its ripping when I get to it, though.
by unknownfile at 12:42 PM EDT on June 4, 2005
If you rip Conker's BFD, could I tag it? :D
by hcs at 11:33 PM EDT on June 4, 2005
I like to stick with the "whoever tags it appropriately first" thing.
On that subject, I'll try to get Blast Corps up soon, sorry for holding back on that, PdZ's tags are fine.
by hcs at 1:10 AM EDT on June 5, 2005
In other news, I actually got around to listening to the Mace rip, it seems that it doesn't loop for some reason.
Just so you know.
by hcs at 5:44 PM EDT on June 5, 2005
I forced Mace to loop, it has a less-than-nice pause before it does so. Oh well. prelim2 is on the way to the server now.

I also discovered what was causing my attempted Diddy Kong Racing and Killer Instinct Gold rips to fail, they're now uploading.

I also decided to go ahead and finish the generic Jet Force Gemini rip just to see how bad it is. It's pretty bad (unless the music is supposed to sound broken). I'm uploading it anyway so y'all can experiece the horror. It seems like Rare used the exact same interface as Nintendo's sequence player but the rewrote the internals enough that it's almost compatible. I'm also having a hell of a time trying to do a normal rip of this game.
by NPA at 5:55 AM EDT on June 6, 2005
kig1b.miniusf - crash
kig1c.miniusf - TBL ERROr, lockup
kig1d.miniusf - lockup
kig1e.miniusf - crash
kig1f.miniusf - crash
kig20.miniusf - lockup
kig2b.miniusf - lockup

:P
by hcs at 6:25 AM EDT on June 6, 2005
Oops, that's what I get for not checking it out...
Other than that how does it sound?
by hcs at 5:01 PM EDT on June 6, 2005
You might also notice that none of the generic driver rips work under the interpreter CPU, which is very odd. They seem to seize up...


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