This is a winamp plugin I've been working on (based on some source Destop gave me a while ago) that plays a variety of Gamecube streamed formats based on the "DSP" ADPCM format. Just now I got the Super Smash Bros. Melee HPS files working (though I'm told there are some that don't work...)
Not to be outdone... my connection here in the computer lab will max out most any server you download from. I just finished a 5 MB gmail attachment at 1200 k/s.
There's currently a torrent up for those who would like to get the streamed music from Super Smash Bros. Melee. It's being hosted off of a dial-up connection, so please help us out by getting more peers on so that it can be distributed more fully.
The link is here. It's about 213mb (or something) and includes the in_dsp plugin to play it. Hope you all enjoy this, and thanks in advance for any help! Mouser X over and out.
Oh wait, is this something like ADX? If it is, there WON'T be any DSP archives because the DSP files will be illegal.
Illegal? No more than any other ripped game audio. These are really too big to host though, in most cases. Which is why I set up a torrent for this (and may follow with some other games, we'll see).
There's a new torrent up of the Star Fox: Assualt music. The link is here. Help get this one. It's great music, and it's not being seeded by dial-up, so it should be faster than the SSBM one.
Hope to see some people grabing this one. Mouser X over and out.
Note that I never said it wasn't illegal, as IANAL, just that it can't be seen as any more illegal than any other ripped music format. Which there doesn't seem to be a problem with.
The Star Fox Assault soundtrack is AWESOME. IMO, there should be more completely orchestral albums like Star fox Assault, LOZ Hyrule Symphony, Mario & LOZ Big Band, etc. (Those two albums are awesome too.)
Also, new in_dsp (1.6), now with working Metroid Prime (1) support, including the ability to play the two files at once for stereo! Also includes a config window for number of loops (0 to play forever) and length of fade. Also fixes a minor issue with the visualization.
Yeah, the music's copyrighted, whether it's from the SNES or the GameCube. But so far I've not heard a single story about game companies cracking down on people sharing music from their software--console emulation is obviously higher on their list of objectives.
by unknownfile at 7:06 AM EST on November 13, 2005
Please note that I am currently seeding all of the torrents that I know about (SSBM, SFA, MP (TPB & Zero Tracker)). However, as a seed, I suck (I can't make outgoing connections). So, if you've gotten any of these files, please help out. Most of the time, I'm not even connected to anyone. I'm hoping that there's enough "other" seeders out there that my crappy connection doesn't make a big deal.
Anyway, that's just to you let you all know that the files are all still there, in case anyone wants them. Also, a Metroid Prime 2 torrent is soon to be released, if anyone is interested. I know I'll be seeding, but I think HCS might be helping on that one as well (if you have suggestions on creating torrents, and sites/trackers to post them on, that might help (me, not HCS. He's done a fine job of creating torrents)).
Hope you all enjoy! Mouser X over and out.
by PokeParadox at 2:28 AM EST on November 14, 2005
Hmm... are these DSPs with titlenames... or are they the raw files from the games... I'm just wanting to know because if they are the latter.. I can easily just rip my own instead...
Yes, these are the raw files. They're provided via bittorrent for people who don't have the capability of extracting them from the disks (like me, for instance).
Also, Metroid Prime 2 *may* be coming to a torrent soon. At the moment there are still a few tracks not looping exactly right, and this REALLY GETS ON MY NERVES. The algorithm for converting from the numbers given in the header to the actual loop points is horrific, and apparently still not right, regardless.
[edit] I finished downloading the Metroid Prime DSPs, and it's obvious to me that these aren't looping right.
edited 9:18 AM EST November 14, 2005
Also, source code is now up, maybe someone else can come up with a working solution?
by PokeParadox at 5:11 AM EST on November 14, 2005
I'll take a look into the source... although I really doubt I'll be able to do much if anything. Still consider myself to be very NOOBish at programming >_>.
EDIT: I'm just thinking... the fact that my own DSP rips would be from PAL versions shouldn't mean anything right?
edited 10:19 AM EST November 14, 2005
by unknownfile at 6:38 AM EST on November 14, 2005
mrider.hps and in_dsp 1.7 work under XMPlay. So, Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay.
PokeParadox: If you have some DSPs (or any streamed Gamecube music, perhaps) and you would like to see support for them in in_dsp, maybe you could send HCS a few for him to look at.
Of course, me not being HCS, I don't want to put words in his mouth, so I just thought I'd bring up the possibility. Although, if you can make GC images, mind shedding some light on that? I have all the hardware (includinge PSO), I just need some of the software...
Anyway, glad this could be of use to some people! Mouser X over and out.
Ripping GCN discs by PokeParadox at 10:04 AM EST on November 14, 2005
http://www.eurasia.nu/modules.php?name=Downloads&d_op=getit&lid=2679 <-- that is a really quick GCN disc ripping program, which uses the BBA in 100Mb mode. I can rip game discs in roughly 12 minutes with that.(You need to reg with Eurasia to download it.)
in addition to this you need : http://gchack.free.fr/utils/pdx-gt12b.zip (from : www.nintendomax.com ) This is a tool to actually explore a ripped image on your pc, and extract the sound files.
I would have no issues with sending files to HCS to look at... but I don't have my own inet connection... and those files can easily surpass email attachment limits. Maybe I can FTP them to you HCS? I have like 40+ GCN games, so I could provide the needed material...
EDIT: Forgot to mention, I ripped the PAL SSBM tracks, and they play fine and seem to loop correctly with the current version of the plugin in foobar2000.
Hey, thanks for the links. Would you mind contacting me either through email, or AIM, or Yahoo IM? My AIM is "mouser0x" and yahoo is "mouser_x" email is mouser_x at hotmail dot com
Also, I found a "tutorial" thingy, but it says I need PSUL v1.1 to do it (and I don't have that). Thanks in advance for any help you can offer.
Again, thanks for the links. Now I just need to figure out how to use this stuff... Mouser X out.
You could send me stuff via yousendit (that seems to be popular with some people). Let me know if you have any games with DSP files that I might take a look at.
v1.8 now up, working perfectly with Metroid Prime and Metroid Prime 2 (as far as I can tell, and I listened to every track with a critical ear).
I feel like barging into Retro's offices and screaming "HA! YOU THOUGHT YOU COULD DEFEAT ME! NOW I AM THE MASTER!", etc.
the only other change made was to fix an issue wherein seeking would not stop if you hit stop while seeking. That sounds redundant, but isn't.
edited 12:23 AM EST November 15, 2005
Doh, just realized I'd left the "looping still doesn't work" comment in for Prime 2. I'll take it out next version. Apparently I have some things for fix for the Paper Mario 2 STM format.
edited 2:13 AM EST November 15, 2005
v1.9 now up, mono STM files are now supported (fixed a few Paper Mario 2 tracks). And comment fixed. Now I must rest my weary, bloodshot eyes.
Could it be, that the SSBM HPS Soundtrack isn't complete?I downloaded the whole 213 MB and I think the tune for the "adventure" and the tune of the last enemy in classic mode is missing.But... the other tracks have a very good quality.Better than the mp3 converted Original SOundtrack of SSBM.
Hmm *downloads and seeds SSB:M*. Nice to have a DSP winamp plugin. I've been sent a track or two in this format before but never had a whole soundtrack or decent means to play them.
Someone just sent me Paper Mario 2 via yousendit, I'll be downloading it shortly and then I'll post the link here, and when that runs out we can maybe set up a torrent.
oh, and: But I think, I dont find the classic mode enemy song.Or may I be wrong?
It's possible that if this is a sound effect it isn't included in the HPS files. There are a whole bunch of other files called SSM that I don't have support for yet, but they only appear to be sound effects so I haven't bothered with them. It might be in there.
edited 2:10 PM EST November 15, 2005
by Truth Unknown at 3:38 PM EST on November 15, 2005
I don't mind doing some Ripping. I have Metroid Prime and Phantasy Star Online Ep 1 & 2.
EDIT: Meep. I should have read carfully, Prime is done already.
I'm helping seed the Paper Mario 2 DSPs. If you can connect to me, you'll be able to get reasonable speed off of me (I consider anything 5k and up reasonable. It's better than dial-up. Usually though, I get around 10-20k).
Also, in case anyone is still interested, I'm still seeding all of the current torrents as well. That list so far, for those curious, is as follows: Super Smash Bros. Melee, Star Fox: Assualt (a personal recommendation, but that's my opinion), Metroid Prime (The Pirate Bay; Zero Tracker), Metroid Prime 2, and Paper Mario 2. However, if you want Metroid Prime, I recommend using the torrent from Thepiratebay, as the Zero tracker torrent doesn't seem to be connecting anyone to me (though I am seeding it).
As far as requests, personaly, I'd like F-Zero GX. I have that game, but I'm still not sure how to backup GC games. Any help would be appreciated. And good luck on the torrents. Mouser X over and out.
edited 2:43 AM EST November 16, 2005
by PokeParadox at 11:33 PM EST on November 15, 2005
Sorry, I didn't post yesterday... since I wasn't in uni yesterday. I'll take a look at some games tonight.
As for the help with sending stuff to the game cube.
which was found by googling this page: http://ngc.gueux.be
That is an all in one frontend for game cube app loading.It should be pretty straight forward.When you run phoenix it unpacks all the loaders it uses into the local dir (you need to turn on showing hidden files) so if you need to use the loaders via commandline, you have them all with phoenix. I hope you understand what I mean.
And here is a nice tutorial: http://club.cdfreaks.com/showthread.php?t=94781+
EDIT: And I'll take requests for games to look into... there's a good chance I'll have the game. If I don't have a game it's tough but I have a lot of Cube games ;) edited 4:38 AM EST November 16, 2005
The .aw files are, at least in Wind Waker, instrument and sound effect banks. The music in this game is largely sequenced.
This is what I found last night. by PokeParadox at 11:29 PM EST on November 16, 2005
1080 - (Haven't yet double checked, but I think the audio is DVD audio.) Animal Crossing - audiorom.img Billy Hatcher - ADX Donkey Konga - DSP Donkey Konga 2 - DSP F-Zero GX - Unknown Final Fantasy CC - Unknown (Wouldn't let me extract the files) Ikaruga - ADP Metroid Prime - DSP Metroid Prime 2 - DSP Mario Party 4 - GSND - mpgcsnd.msm Megaman Anniversary Collection - DSP (Plays in in_dsp17 (seems to also loop ok.) Pikmin - AW,STX,ARC Pikmin2 - BMS (I can't find these files >_>) AW,STX,ARC Pok?mon Box Ruby & Sapphire - PCM Prince Of Persia Sands Of Time - SRB Puyo Pop Fever - ADX Resident Evil Code Veronica X - ADX (Not confirmed) R: Racing - ADX (Not confirmed) Pacman Vs - Unknown Sonic Mega Collection - ADX (It will be for the menu music etc I would imagine) Sonic Gems Collection - ADX Sonic Adventure DX - ADX (Not Confirmed) Sonic Adventure 2 Battle Sonic Heroes - ADX (Not Confirmed) Soul Callibur II - ADX (Not Confirmed) SSX3 - (Unknown) Star Wars Rogue Leader - Unknown Star Wars Rebel Strike - Unknown Star Fox Adventures - Midi?? (midi.wad) Super Mario Sunshine - Unknown Super Monkey Ball - DVD Audio Tales Of Symphonia - ADX (Not Confirmed)
Just for kicks, the ones in you're list that I'd be interested in would be the following:
F-Zero GX Final Fantasy CC Megaman Anniversary Collection (Just a little. I can get most of it as NSFs anyway) Sonic Mega Collection Sonic Gems Collection Sonic Adventure DX Sonic Adventure 2 Battle Sonic Heroes Star Fox Adventures Tales Of Symphonia
The 1st 2, and the last 4 I can get myself, as long as I can figure out how to make GCMs, because I have those games. Also, as I said, those are ones I'd like. I'm pretty sure that a good portion of them aren't, and won't be, supported by in_dsp (it sort of depends. If it's midi, then probably not. If it's ADX, then I believe there's already a plugin that plays them. As such, I'm not sure HCS would provide support for those, because there's already a way to play them).
Anyway, glad to see that you've got some success. Hope to see more, and I hope to figure out the GCM thing myself, soon enough. Mouser X over and out.
Games i've checked so far by Sir-Sabin at 3:35 AM EST on November 17, 2005
Megaman X Command Mission DSP Megaman X Network Transmission DSP Shadow The Hedgehog ADX Crazy Taxi ADP Bust A Move 3000 SPT, SPD Harvest Moon Another Wonderful Life ADP, SAMP, ARC? TMNT Mutant Melee MCP (one big file)
Megaman X Command Mission and Megaman X Network Transmission doesn't loop with the dsp plugin, hcs knows about it.
I'll post more of what i find.
wanna help too :) by Emil007 at 5:55 AM EST on November 17, 2005
I`ve checked some games too :)
Battalion Wars ADP Bust'A'Move 3000 SPD BomberManLand2 unknown (only 5 files on the DVD, 2x dig, 3x h4m) DDR Mario Mix MSM (one big) Donkey Konga 3 DSP (works) GrooveRider Slot Car Thunder DSP (works) Harry Potter and the Goblet of Fire .big-Files like the PC-EA-Games Harvest Moon another Wonderful Life ADP Kirby's Air Ride HPS / SSM (works!) Kururin Squash HPS / SSM (works!)
i'll post more when i get back home :)
by PokeParadox at 6:22 AM EST on November 17, 2005
Just a note: I tried to "Yousendit" some files to HCS and it kept messing up...
Mouser X: Final Fantasy CC... I CAN'T extract from it.. I don't know why but it thinks the files in it are dirs... >_>
A lot of the games you listed use ADX... I don't know if there is a freely available plugin to listen to those files or not. Extracting the files is easy, however.
MM Aniversary Collection is easy, I just need to finish ripping them. There are a lot of files!
Star Fox Adventures -> I think it is midi, but it's one file... I need to get the files to HCS but so far been unsuccessful.
by unknownfile at 6:48 AM EST on November 17, 2005
Super Mario Sunshine uses a player similar to the Zelda Wind Waker player, so it uses aw files (one file actually, for the title screen) for streams. I am not sure about the sequences yet. I might need to re-download SMS, as I might have left some files out.
By the way, if this expands to support non-DSP formats, then I guess it no longer needs the name in_dsp...
before I read through all the stuff above: I've modified in_adx (v1.1) to loop, since ADX is used in all those Sonic games. So far I've only tested it on one track from Shadow that Sir-Sabin sent me, but it sounds like this is how things should loop. I'll be glad to take a look at other files if they don't loop right, and I think I should see an example non-looping file so I know when not to loop. Config and all that fun stuff might be coming soon, but for the moment it just loops indefinately (as I gather this is what people mostly want...)
Glad to hear it works with all those other games (I'm adding them to the list now)! I'm going to get to work on an SSM exporter now, I think. It isn't practical to add direct support for it to in_dsp, but it seems to be just standard devkit DSPs packed in there so it should be trivial to play them when in seperate files.
Should I add support for other streaming file types? Typically when presented with this type of question I just respond "NO"; it is my belief that each program should have a single, well defined purpose and stick to that. This is why 64th Note (in_usf) doesn't have any resampling or tempo control, and why I chose to make a change to in_ADX rather than incorporate it into in_dsp. The benefits of throwing in_dsp, in_adx, and cube2wav (adp) together might outweigh the disadvantages, though. The purpose would still be "play Gamecube music" (though ADX would add support for a good many Dreamcast and Saturn games), there would be a single codebase to make general purpose maintenance and changes easier (and porting, for that matter), and all the other bits are open source so I know that from the get-go I'll have at least the functionality of all those combined.
i think it would be great if one plugin supports all gamecube-soundfiles :) you can make in_cube or something :D
its easier to handle, but i think it wouldnt be a big problem if not ;)
I'm going to unpack more games now and look what type of soundfiles they use :)
edited 3:53 PM EST November 17, 2005
edited 4:08 PM EST November 17, 2005
new in_adx by hcs at 11:17 AM EST on November 17, 2005
new in_adx, now supports the files from Soul Calibur II, which have a slightly different header (only affects the position of the loop offsets, actually). Thanks to Dark Pulse for the file to test on.
I've uploaded files of some Games what are not supportet (and where i know the music-files)
Beyblade Magnetag Battle - Unknown (just a few files: bin, rel and one h4m) Blowout - POD (one big file, all other files are also saved in POD-Bigfiles) Casper Spirit Dimensions - ADP Sample Demo Nr. 1 - Gamecube World (Gamecube Techdemo) - SNG, SMP Sample Disney's Magical Park - Unknown (about 20 files: dat, h4m, ssc) Donkey Kong Jungle Beat - ARC, AW, AST Sample Doshin The Giant - H, POO, PRO, SAM, SDI (one track 5 Files. Speech in dsp-format works) Sample Eternal Darkness - ADP Geist - ADP (Only 2 files?) Harry Potter Quidditch World Cup - CCD, MUS Hot Wheels World Race - DSP (works!) Kao the kangaroo: 2nd round - unknown / PAK The Legend of Zelda: Four Swords Adventures - AW, ARC, AST Luigis Mansion - ARC, AFC, AW, AAF Mario Superstar Baseball - ADP Sample
Just a few, more to come :) (but not now i want to play NFS MW ;) )
edited 6:20 PM EST November 17, 2005
by unknownfile at 1:54 PM EST on November 17, 2005
ADX files from Sonic Adventure (DC) are available here:
True Crime New York City OGG F-Zero GX ADX (Sega helped make it) James Bond 007 From Russia With Love MUS Need for Speed? Most Wanted BIN (dunno if they are CD images) Mario Power Tennis Unknown (all i found was number files) Nintendo Puzzle Collection Unknown
I have two questions, I hope u could understand the problem:
1. is it true, that the Tunes of GCN (no matter what a format) are very huge, like mp3 Files? 2. If it is so (like the SSBM hps files), why is there a reason to rip GCN music Files (adx,hps...)?Because u could get it in a OST (simply by ripping it into .mp3).
If I missunderstood something, then I feel sorry for that.Hopefully u understand what I want to intend.
bye PdZ
edit: by PdZ at 9:46 AM EST on November 18, 2005 lol, In Germany the time is now: 15:49 PM at 18th November... ^^ Now... I know why , If i wrote something, the answers of other people here take sometimes very long :D
edited 9:51 AM EST November 18, 2005
by unknownfile at 5:16 AM EST on November 18, 2005
I think it's because we hate mp3s and wish to have files that loop more than once and have the original sample quality.
Updated List by PokeParadox at 6:12 AM EST on November 18, 2005
Wow, good to see an interest in this ^_^ Apologies that I am having trouble in sending any example files to anybody >_> But in anycase here is my (Full) list. I am still to go through many of the title in this list, but I hope this info helps. Also I'll just update this post as I find out more formats :). //////////////////////////// 1080 - DVD Audio Animal Crossing - audiorom.img Billy Hatcher - ADX Burnout - ULW Crazy Taxi - ADP Donkey Konga - DSP Donkey Konga 2 - DSP Donkey Kong Jungle Beat - Unknown Eternal Darkness - DVD Audio (Unconfirmed) Extreme G 3 - Unknown F-Zero GX - ADX Final Fantasy CC - BGM, STR, WD Game Boy Player Startup Disc - Err... I'll look into if anyone REALLY wants me to >_> Ikaruga - ADP Luigi's Mansion - Unknown Mario Kart: Double Dash - Unknown Metal Gear Solid The Twin Snakes - Unknown Metroid Prime - DSP Metroid Prime 2 - DSP Mario Party 4 - GSND - mpgcsnd.msm Megaman Anniversary Collection - DSP (Plays in in_dsp17 (seems to also loop ok.) Need For Speed Underground 2 - Unknown Pacman Vs - Unknown Paper Mario: The Thousand Year Door - DSP Phantasy Star Online - Unknown Pikmin - AW,STX,ARC Pikmin2 - BMS (I can't find these files >_>) AW,STX,ARC Pok?mon Box Ruby & Sapphire - PCM Pok?mon Collosseum - Unknown Prince Of Persia Sands Of Time - SB3 Puyo Pop Fever - ADX Resident Evil Zero - Unknown Resident Evil - Unknown Resident Evil 3 - Unknown Resident Evil 4 - Unknown Resident Evil Code Veronica X - ADX (Not confirmed) R: Racing - ADX (Not confirmed) Sonic Mega Collection - ADX (It will be for the menu music etc I would imagine) Sonic Gems Collection - ADX Sonic Adventure DX - ADX (Not Confirmed) Sonic Adventure 2 Battle - Unknown Sonic Heroes - ADX (Not Confirmed) Soul Callibur II - ADX (Not Confirmed) SSX3 - (Unknown) SSX On Tour - Unknown Star Wars Rogue Leader - Unknown Star Wars Rebel Strike - Unknown Star Fox Adventures - Midi?? (midi.wad) Super Mario Sunshine - Unknown Super Monkey Ball - DVD Audio Super Smash Brothers Melee - HPS Tales Of Symphonia - ADX (Not Confirmed) The Legend Of Zelda: Collectors Edition - Unknown The Legend Of Zelda: The Wind Waker - Unknown The Legend Of Zelda: Four Sword Adventures - Unknown Time Splitters 2 - Unknown Tony Hawk's Pro Skater 4 - Unknown Turok Evolution - Unknown Viewtiful Joe - Unknown Warioware, Inc. Mega Party Game$! - sound_data.bin Wave Race Blue Storm - Unknown
Since the torrents seem to die out rather quickly, I was wondering how much interest there was in getting those DSP sets. Sometimes there's people that can't use torrents. I'm sure I'm not the only one who would like a more permanent way to share out these files. Does anyone have any ideas? Suggestions? There's "yousendit.com" but those links are only good for 7 days, or 25 downloads, whichever comes first.
When HCS posted a yousendit link to Paper Mario 2, it was gone within one 1/2 hour. Apparently, that release is somewhat popular. However, that torrent for it hasn't been overly active (SSBM HPS have been pretty popular. I've uploaded close to 2gb for those). The torrent probably hasn't seen much activity because 25 people already had it. Seeing that this is the case, this is probably not going to go very far. I uploaded the Paper Mario 2 DSPs to yousendit again, to see what kind of interest it would generate. The link is http://s6.yousendit.com/d.aspx?id=2O6NAUKYM1OWN3FGM0OGR8NNDK or, for you "lazy" people, click here.
Please feel free to advertise this, and the torrents, anywhere that there may be interest. Also, remember, that the yousendit link will die out reletively quickly.
And for those who were unable to keep track of the point of this message, I'm trying to gauge the interest, and look for suggestions on how to distribute the DSPs. Thanks again, and hopefully someone will find this useful (both the DSP torrents, and the yousendit link I posted). Mouser X over and out.
Here's an idea. If the individual DSP files were acuratly named, then perhaps they could be hosted as individual files. That way, people aren't downloading the entire 200+ mb of DSPs (obviously this is not true for everyone, but it would help save on bandwidth a little). Of course, there's still the problem of finding a host...
Is there any set (of the currently torrented ones) that you'd like to see specifically hosted somewhere, even if it's at yousendit (and therefore temporary)? If yes, let me know, I might put it up. Mouser X over and out.
Here is my master list of DSPs that I would like to have. (Direct download if possible.) Please don't get overwhelmed - IF these are made available I will download them:
Super Monkey Ball Super Monkey Ball 2 Mario Sunshine Mario Kart Double Dash Mario Baseball Mario Golf Toadstool Tour Mario Power Tennis Luigi's Mansion Mario Party 4 Mario Party 5 Mario Party 6 Mario Party 7 Legend of Zelda: Wind Waker Mega Man Anniversary Collection Sonic Gems Collection Sonic Mega Collection Sonic Adventure DX Sonic Adventure 2 Battle Star Fox Assault
And, I think that is it. As I said, I know that it is a big list, but I am just letting everyone know that there is interest in this music. (Especially Super Monkey Ball 1&2)
Since I haven't been able to look in the games themselves, I can't say for certain. However, I do know that LoZ:WW is not streamed (there *might* be some streamed stuff in there, but from what I've heard, there doesn't seem to be), and therefore doesn't contain DSPs. Ive heard that Super Mario Sunshine and the Mario Party games use the same format as LoZ:WW, so chances are reasonable that those games don't contain DSPs either (though, as I said, I'm not sure on that one). Also, anything that had Sega's hand in it uses ADX (at least, everything I've heard about to this point).
Out of that list, the only ones that I know to be rippable (into any useable format at this time) are Star Fox Assualt, (which I can upload to yousendit, if you'd like) Sonic Adventure 2 Battle, Sonic Adventure DX, maybe Sonic Mega Collection and Sonic Gems, and MM:AC.
If I can get some GCMs made, I'll do what I can to get a torrent started for SA2 Battle and SA DX games. Also, if I can get the GCMs made, I'll look into Luigi's Mansion, Mario Golf: Toadstool Tour, and MK:DD. I'm definatly glad to see some interest in this stuff. Apparently, the Paper Mario 2 DSPs I uploaded are either past their 25 download limit, or it can't be downloaded by more than 1 person at time, as I can't access it. It tells me "Your transfer cannot be completed. The file has most likely exceeded its allotted bandwidth or has been removed by the original sender or a recipient."
Anyway, good luck with distribution, in whatever form it may take. Mouser X over and out.
Mouser, I think your best hope for keeping the yousendit links useful for as long as possible is to only give them out to one or two people at a time. I have the feeling that the links don't actually last for 25 downloads for files as large as the ones we're sending.
That's a good point. Marioman, if you want the Star Fox: Assualt DSPs via yousendit, either contact me via AIM, Yahoo IM, ICQ, or email. In that order: Moouser0X, mouser_x, (I don't remember it off hand), mouser underscore x at yahoo dot com. I'll upload it tonight (roughly 3 or 4 hours from now). If I don't hear from you, I'll post the link here on Sunday, or Monday (though if I receive rquests from other people as well, I might not). Again, if anyone would like a yousendit link for any of the currently released DSP sets, please let contact me through one of the ways already mentioned. Hope this can help. Mouser X over and out.
New on the in_dsp page: SSMEx, which extracts DSPs from SSM files, as found in several games. I don't have a single working algorithm for locating the data, but I have two which seem to work together well (though neither being itself entirely accurate). Certainly room for improvement. It works well on Super Smash Bros. Melee.
New in_adx, proper looping for mono files (such as those Sonic Adventure tracks UNKNOWNFILE put up). I was using the NCH variable before it was loaded, which screwed things up for mono files (it's inited to 2).
Please let me know of any ADXs that don't work right.
I have some ADX files that wouldn't "work right", but in the technical sense, the only thing which would fix them is to decode with clipping, and scale the volume down later. You can find several examples of these overly loud files with Silent Hill 2 PC version, or I can upload one of them for you to test.
I would be interested to know your reference for the newer loop offsets, since every file I have, and even the encoder tool I found produce files with 0x1F40300 version(?) field.
Version handling assimilated into foo_adpcm's ADX decoder, which was previously assuming the offsets for 0x1F40300, and not even checking that version field. Thanks for that information.
DSP support also assimilated. Feature request for in_dsp: Stop at the end of non-looping files, instead of assuming ReadFile succeeded and decoding whatever was already in the uninitialized buffer, which usually results in deafening squeal. "Easily" solved by checking for how many bytes were read. Then when you start breaking in the middle of a decode loop, you start to need to record how many samples were actually decoded, as circular read/write pointers are insufficient for expressing the difference between empty and full buffer.
ADX decoder front-end is already available in public foo_adpcm source code, but the DSP will have to wait for foobar2000 0.9, since I don't feel like backporting all those inputs to 0.8.3. ( Spoiler: Early in the 0.9 alpha cycle, the input API was overhauled completely. )
Back on topic, I am currently seeding Metroid Prime, Metroid Prime 2, and Paper Mario 2 sets, and will probably keep them seeded for the indefinite future. Heh, looks like zerotracker is awake now, but prq.to is offline. Is there no better solution than flaky public trackers? Maybe we should use ed2k instead... Hmm...
Also, the Metroid Prime set seems to be missing a few things, like the title and menu themes. If I had a broadband adapter, I could rip the disc and search it myself. Conveniently, I had a GCN image of it which I acquired from the eMule Store, but deleted it months ago because I needed the space. Not like I could do any better at searching it for files, since I wouldn't even know what to look for beyond the obvious *.dsp.
Actually, the "missing" files weren't included because they're not supported by in_dsp, and won't be in the forseeable future. I already asked about them, and sent the missing files to HCS. Apparently, they are indeed streamed data, but they contain no header, so HCS doesn't know where to start to figure out how to decode them. Actually, if you'd like to look at them yourself, you're welcome to do so. They're currently located here. There's 8 files in that RAR, 4 of which are "RSF" and won't work with in_dsp. The other 4 are DSPs, but they're basically noise/sfx. There is one though that is a spoken intro of the game, so that's slightly interesting.
Anyway, yes, I agree that having support for those missing files would be awesome, as my favorite songs are, most likely, stored in there. Also, for those interested (and able to connect to me), I'm still seeding all of the torrents, including both MP1 torrents. However, I haven't seen anyone on any of them for a few days (though I think someone downloaded MP2 off of me last night while I was asleep). Glad to see support for these growing out. Mouser X over and out.
I have converted the music from Super Monkey Ball 1 and 2 before to MP3. Super Monkey Ball uses ADP while Super Monkey Ball 2 uses both DSP and ADP. They worked with the first in_dsp dll and give an error in the one next to it. I only have the mp3's I created and removed the original DSP files, so I can't test it if it works with HCS in_dsp plugin.
I also tried to get the music from Donkey Jungle Beat which are saved in two archive files. One contains chords and has a cit extension and the other has bms file format which probably contains the musical notes. They have a header. There are also 2 ast-files used for ambient sound which have no header(like found in Luigi's Mansion and Super Mario Sunshine). I still have these files on my disc so if anyone can find a way to play them.
The mario kart double dash files use a different AST file format. I can hear distorted sound in goldwave when reading it raw, 16-bit big-endian, signed. Reading it with a hex I see it has a header and chunks starting with BLCK and another 4 bytes(probably frequency or some control info, haven't looked in it) followed by raw data.
Aww, too bad that the SMB and SMB2 DSPs got deleted. Is there a way that you can re-rip them? If not where can I get your mp3s? I have mp3s of both games, but they are very low quality. I would be very happy if I could get some high quality SMB 1&2 music.
Hey kode, I looked at your adpcm player in an attempt to fix up my ADX player (though I quickly found that my bug was just something stupid), but I don't have any of those odd files you mention to test on. So if you could provide a link to one I might work on supporting that. The intention at the moment is to lump ADX, ADP, and DSP support into in_dsp (or whatever it is renamed to) at some point in the near future, as Winamp is lacking a decent player for all of them.
The 0x1F40400 version code is from Shadow the Hedgehog, and probably others. sample
As for playing past the end of nonlooping tracks, I guess I could just add another condition to not play forever if it's nonlooping.
And about Super Monkey Ball, if they worked with the original in_dsp they'll work with the current one. When I first made the modification support for mono DSPs was removed, but it's all back in now.
It looks like I made a mistake in my code anyway. It wasn't reading enough of the header to actually pull in the loop point for that file. I amended it to pull in the whole header up to the stream start offset, which is hopefully a reasonable value. It will, of course, fail and report an error if it can't allocate a large enough buffer.
It also checks offset and requires a minimum to allow for number of channels, sample rate, and size fields. It will fall back gracefully if there isn't enough for the version field, and if it finds a matching version, if there isn't enough for the loop flag and respective loop info fields.
Anyway, here's the sample. With my decoder, it gets a peak output of 2.904083 according to the ReplayGain scanner, and a gain correction of -16.68 dB. That track you posted from Shadow the Hedgehog approaches loud, with a peak of 1.104462 and a gain correction of -7.99 dB.
Since I don't hear any distortion in-game, I assume the game itself uses a decoder with greater than 16 bit range and scales the volume accordingly.
I also tried toying with the BASEVOL and/or SCALE1/2 macros, and while the result didn't clip, it still sounded bad. They may be wrong, though. I didn't check your decoder. They seem to be correct for what I've encoded with adxencd, though, so I don't know how they produced these rather loud files. ( I haven't tested if the encoder accepts floating point input, but I doubt it would be something like that. Hmm... )
The decoder I use is what was in in_adx already, it's credited to bero and El Barto. My only modification was the addition of looping
edited 9:26 PM EST November 19, 2005
Also, halleyscometsoftware.com now hosts a BitTorrent tracker. No idea how it will hold up under heavy use, but it does work. If you have DSPs or ADXs you want to share let me know and I'll get you the appropriate permissions. Anyone can download, though.
I've edited this post because I feel that its previous contents fit best in the distribution forum/thread that HCS setup on the tracker page. However, to help people out, the link to that page is here. If you're interested to know, I posted links to a hosted (non-torrented) DSP set. Please enjoy! Mouser X over and out.
Ok, so games like Shadow and Hyper Street Fighter 2 use this newer ADX format. Is it possible to do a conversion to the 'older' format, which is recognized by players such as CinePack?
Reason I ask is because I'd like to use these Hyper Street Fighter 2 ADXes as replacement music in Super SF2X on the Dreamcast, as there are both remixed and CPS1 versions of each theme, as well as the 'standard' CPS2. In fact, some of the older/newer versions are better than the ~1994 pieces. However, I fear the driver in SSF2X won't recognize the new format.
However, one bug I have noticed with version 3 of in_adx.dll is that it won't play non-looped files (plays silence). Probably something introduced when taking out the high-pitched garbage sound on the 'play forever' code. Hope this'll be fixed soon.
It should be easily possible to switch the format, you just have to juggle the values in the header a bit. If you can't figure this out from the in_adx source code (which has both right next to each other) maybe I can write up something to do it for you.
And all the nonlooping files I tested work, could you upload (or email) an example of one that doesn't so I can check it?
I just finished working on in_adx a little more, it now can loop a specified number of times and then fade. Not ready for a release yet, though.
TorrentTrader Beta 3 sucks by hcs at 3:54 PM EST on November 20, 2005
I apologize, we didn't do a good job choosing a tracker. The TorrentTrader beta we were using was release just a few days ago and is full of bugs.
We'll be setting up something more stable as soon as possible, and hopefully I can transfer all the existing torrents over so we can get things back up and running.
[edit]
OK, we're up and running with ByteMonsoon, which is fairly popular, simple, and stable. I've transferred over the torrents, the uploaders are going to have to create new accounts before I can link them to their torrents. The torrents you got from the old tracker will work on this one.
edited 12:03 AM EST November 21, 2005
sorry was going to edit earlier post. by PokeParadox at 2:54 AM EST on November 21, 2005
PS: I made a bat file for renaming Metroid Prime DSPs It is incomplete, but renames the files to those of the OST. (For some reason I'm missing track 09) And for some reason my DSPs ripped are missing the title and options screen. Get it here:
The missing title and menu music is a known issue. The reason that they're not included in the torrent is because the files that those songs are beleived to be stored in can't be played in in_dsp. Also, due to their lack of header information (tells in_dsp about the file, loop points ect.), support for these files is very unlikely. However, if you'd still like to have them, they can be found here. There's 8 files in that RAR that were not included in the torrent. 4 don't play, 3 are basically noisy sound FX, and 1 is a spoken intro to the game.
Thanks for the info and renaming batch file. I'd use it, but I'm still seeding the MP set (along with nearly everything else). Also, new release, Sonic Adventure DX is seeded, and ready for downloads. Enjoy! Mouser X over and out.
edited 10:33 AM EST November 21, 2005
by PokeParadox at 6:21 AM EST on November 21, 2005
Hmm I'm assuming you don't have the rest of the intro speech due to you having USA rips of the DSPs I might bundle all the PAL intro speeches together... we'll see.
As for the intro and title I'll rerip Metroid Prime and have another poke around for them. meh.. I'll download that rar in anycase... lol
HCS: Would there be any likelyhood in enabling the ability to add some form of tags to the dsp files?
EDIT: I think I will redo my batch file with this tracklisting... Seems my OST is a bit incomplete >_>
Agreed. That's the OST I have (the one Lik-sang sells). Though I don't know what you were comparing the DSPs against in the first place, I always thought that "Phendrana Drifts" as #14 seemed odd. Apparently, that's not even the name the OST give it. Good luck with the batch file. I might try to help out, but I can't garantee anything. Mouser X over and out.
by PokeParadox at 7:12 AM EST on November 21, 2005
Well my friend gave me a copy of an OST he had... so somewhat unreliable... I'll match up what I can, but yeah I only have the game and a somewhat unreliable and questionable mp3 OST (PAH!) sat on my pc.
Well, while I think having tags would be nice, I think I can understand HCS's take on this. Though he has not said this, I imagine he sees at least a few of these points. For one, if tags were added, then it would very likely require a file extension change, because having that extra data on the end (or wherever you put it) could alter the file enough that it no longer fits the original parameters. Also, what method would you use to tag the files? The PSF method, or the ID3v2 (or whatever) method, or something else entirely? I don't know the details on the PSF method, so I could be wrong, but if that one is used, I'm pretty sure that more modification than simply adding tags would need to be done. As for ID3v2, I have no idea whatsoever, since I don't know how that's done. Perhaps ID666 (used in SPCs) could be implemented, as I don't think (again, I'm probably wrong on this) that alters the files so much that they don't work on the orginal hardware.
Either way, it sounds like a little more effort than it's worth. On top of that, with as large as the files are, there might be a noticeable delay in saving the tags (I've noticed this for some MP3s, but it doesn't happen as badly as it used to). Anyway, while tags would be nice, I don't think they're a major concern. If you really want to, you could save all the necessary data into a text file with the DSPs, and simply rename/number the DSPs appropriatly.
There's also the "philosophy" idea, in that tags are outside the scope of in_dsp. In_dsp was meant to play DSP streamed media off of GC games. It wasn't really meant to rename, organize, tag, ect. those files. So, from that veiw point as well, I can understand where HCS might be coming from on this. Maybe that helps clarify the situation some. Mouser X over and out.
APEv2 tags nicely support flexible tagging of both text and binary fields, but I suppose you could invent your own way of storing Unicode text and/or binary chunks.
But really, that's beyond the scope of this format.
Probably also beyond the scope of mere decoding would be those RSF files from Metroid Prime, which would appear to be some other form of 4 bit ADPCM, with no identifying headers. The frontend files would appear to be all the left data, followed by all the right, but again, no headers. Finding those out would probably require searching for executable code which contains a reference to the filename(s), then loading that up in IDA Pro or similar debugger and digging about how they are played.
I found a nice DOL loader for that purpose, but I lack a GCN image of the disc, and while I do own it, I also lack the means to rip it. Yeah, I think I already said that.
Random comment: Is kongo.hps supposed to have all that popping? Damn that's a major mastering screwup if they let that slip into production. ( Also, I think I'm going to add full parsing for HALPST so I can have useless reporting of loop start offset in samples, as well as the correct length. Just in case of who knows what files, I shall keep an array of block offsets so I can consult them for "already played" status so I can tell for sure when it actually loops. Talk about too much time on my hands... )
I don't know what you mean about popping in kongo.hps, I've listened to it several times and not noticed anything. Any particular time it occurs? Are you listening with your plugin or mine?
And with regards to RSF, I'd love to add support for it, so if you manage to find a working method please do be so kind as to let me know.
My bad, there was a stupid bug in my seeking/skipping code. I really need to make myself a generic input class base for unseekable inputs, to save myself the trouble of reimplementing it everywhere in slightly different ways. It's prone to error every time I redo it, like here.
New version uploaded here. I haven't noticed the issue since, but that shouldn't stop me from cleaning things up a bit... tomorrow. I've already been up too long as it is now.
by unknownfile at 6:42 AM EST on November 22, 2005
I have decided not to implement this.
If you really want tags for the files then just rename them. Because unmodified DSP files are the best.
Yes, I have the music data from Star Fox Adventures (was one of many things PokeParadox sent), but it's sequenced and thus beyond the scope of my current exercises.
kode, when I attempted to used that plugin I got the error that shared.dll was not found...
Also, I have support for the IDSP format found in Super Mario Strikers (the football (a.k.a. soccer) game) and the SPT/SPD pair (SPT contains a rearranged header, SPD is normal DSP-format ADPCM data) in Bust-a-Move 3000, but i only have one track from each and I'm waiting for verification from Sir-Sabin that it works on others.
PokeParadox, you can go ahead and mark Soul Calibur II and Sonic Heroes as confirmed.
The ADX audio for the GameCube version is 32000Hz, while the XBox version uses 48000Hz (Link's theme is the only one that should be at 32000 in any decent set).
I had a copy of all the ADX files from SC2 (they're the older version), but in the interest of space, I deleted a good number of them...
With Heroes, I believe the same thing applies. The XBox's music should be spread. However, there are problems with some of them: Nearing the loop point, you'll hear this VERY NASTY(as in super-loud) static. This has to be a player (in_adxloop v3) problem, as they're fine in CinePack.
Everything in http://static.morbo.org/kode54/beta/ is for 0.9 beta. I should restrict future links to the directory, since the index has a nice disclaimer.
Well, after attempting to make some GCM files, it has been brought to my attention that I can't do it with PSO I&II plus. I got the game months before I got the BBA, so that's definatly not why I got it, but it still stinks that I can't help provide DSPs sets myself...
PokeParadox: Thanks for your help anyway. Mouser X over and out.