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by kode54 at 8:40 PM EDT on September 14, 2015
That would require interfaces to the actual player code, which would require hooks similar to what PSFoCycle can do, except in real time. I'm not sure that's even doable.
by Nisto at 10:20 PM EDT on September 15, 2015
Yeah, I wasn't really holding my breath. I suppose I will have to rip the tracks separately (it's just one byte that needs to be changed for each track chunk). Unless someone has a better idea/solution?

How doable is it (if at all) to make a component for foobar2000 that plays multiple tracks simultaneously? I see a couple of old threads on Hydrogen Audio asking about it as well, but it doesn't seem like anyone has come up with a solution (except for the method where you open x instances of foobar2000...) If that was doable, one would at least be able to simply play the separate (modified) PSFs for each channel/track and control it dynamically that way... assuming you can control the volume individually for every track currently playing too?

edited 10:22 PM EDT September 15, 2015
by kode54 at 11:08 PM EDT on September 15, 2015
That is better served by a track mixer panel that can open multiple files at once and vary their levels in real time. Something that could support any arbitrary format decoded by foobar2000 itself.
by MarkGrass at 12:13 AM EDT on September 16, 2015
@Nisto - The Sony PlayStation does support playing multiple, separate sequence data at once, but only if they all share the same soundbank. Each sequence can even have it's own volume levels and such.

This method is accomplished easily with SEP data (container of multiple SEQ data). The original Resident Evil uses SEP data; think of the Dining Room where you simultaneously hear both music and the Grandfather clock (they're both sequences from the same SEP using a singular soundbank). I've confirmed that very PSF player supports multi SEQ playback at once (SEP data).

I'm not sure that this helps, but yeah. If possible, I would just convert the data to standard SDK stuff and use a SEP driver. I know that's not really desired, but it's certainly another way.

I personally wouldn't mind having separate tracks, at least for now. I've been waiting on a rip of SH for quite awhile.
by 47iscool at 2:52 PM EDT on September 17, 2015
2extreme and 3extreme's sequenced music can be ripped and put together with vgmt just in case anyone was looking for more ps1 games that can ripped.
by Nisto at 6:23 PM EDT on October 2, 2015
I'm not sure if there is a more appropriate thread to ask this, and I didn't want to start a whole new thread, because it might ignite a bigger discussion than I personally want. :P

Anyway! When ripping any xSF driver, what exactly should we and should we not remove/modify/tweak? I have followed someone42's guide (where any of it has been applicable) as best as I remember it from my first rip I did last year. I remember they mention changing the driver to directly set the channel configuration to stereo instead of having the code going through some conditions which might end up setting it to mono.

So, suppose I don't know every possible setting a driver might have (number of enabled voices, tracks, reverb stuff, who knows) that could potentially affect the "accuracy" of the final rip. Would it be the end of the world if something I didn't know about that preferrably should have been changed was left untouched? Should I assume everything is good if it.. sounds good by ear?

To be more specific here, I am working on a PSF set with a custom driver. And yes, in this case, I have actually found and made sure channels are set to stereo and that as many voices as possible are enabled (24) - in fact, these are the original driver settings, so I don't really need to change anything. But I honestly really don't know what a lot of the other variables are, even with the help of emulators with SPU debugging capabilities or when trying to compare changes by ear.

My ultimate reason for my concern though is I notice the volume in the driver I ripped is surprisingly low compared to a different driver that supports the same sequence format. Of course I have tried cranking up the main volume on my system as high as it goes (and these are pretty loud headphones I'm using, which are well driven by my computer alone at measly 32 Ohms) and it's still not very loud. So I tried increasing the driver's volume as much as I could and it's not that loud at all - it sounds quite "balanced" in fact (it basically matches the volume of the game's OST CD release based on waveforms). I also know there is a volume tag I could supposedly use instead, but it seems like that doesn't affect anything - at least not with this driver (nor the aforementioned one), neither in PSFLab nor foobar2000 (PSF Decoder). And then there's ReplayGain, sure, but not everyone has ReplayGain available.

So are there any strict guidelines on this stuff? Can we/should we (not) change driver settings (like in this case, the volume)? Should I leave everything untouched? What would pro xSF rippers do? Or for that matter, what do "consumers" think? Anyone?

edited 6:56 PM EDT October 2, 2015
by MarkGrass at 10:30 PM EDT on October 2, 2015
There really aren't any guidelines, so far as quality is concerned. Hell, there aren't really any guidelines at all, in fact, just so long that it works. People used to find errors and update their sets with missing data often.

CaitSith2's "Chocobo Dungeon 2" rip was bugged for a 12 years and no one even noticed until kode54 just recently upgraded old PSF plugin code with care. Specifically, CaitSith2 put a jump opcode in a delay load slot which was never caught because old PSF plugin r3000a code allowed it without crashing. This stuff happens and no one is gong to hate you if a set needs to be updated later.

Volume output from PSF is never quite what you'd expect (loud), no matter the driver/game or data. I think this is because PSF plugins do not have an output gain/amplification routine <--- I could be wrong about this.

When creating an original driver, if it works with the newest PSF plugins, it's acceptable. Really, all you should be doing is removing calls to CD/GPU/related functionality and ensuring it's ready for audio playback. At this point, it's expecting data to be in RAM and the SPU code will fetch any necessary values elsewhere in the exe or ram.

Really, though, I think people are ready for the Silent Hill rip :P

edited 11:00 AM EDT October 3, 2015
by kode54 at 4:27 AM EDT on October 3, 2015
It was the Chocobo's Dungeon 2 set, which this player had a hack for, but it was dependent on reading the tags within the emulator setup code, and I didn't want to do that, so I wrote a tool to patch the set instead. The tool is in my gist repository on Github.

As for loud or not, it depends on the set, but the volume the emulator outputs is as the digital part of the SPU produces. The analog response of the hardware is then simulated on top of that, optionally.

Good job on contributing more rips, though! I'm still waiting on a brave soul to make use of the information I tried to glean from Mega Man Legends 2, as I eventually grew tired of playing through and logging the song numbers and such. I still have the save states for PCSX-R, though.
by MarkGrass at 11:18 AM EDT on October 3, 2015
Ah, I knew it was one of the Chocobo games; updated my post. Just out of random curiosity, I suppose the patch is still included in the latest plugin source code?



EDIT:

I had another look at MML2 and reconfirmed what I had figured years ago: The data is standard SDK format, just simplified to use less space. In fact, it's very similar to what was used in Resident Evil 3.

A converter can be written...

edited 7:23 PM EDT October 3, 2015
by RB at 5:48 PM EDT on October 3, 2015
I publicized the Chocobo's problem back in 2005 when I first encountered it. Because MAMEdev runs everything into the ground, we even loaded it on real hardware and watched it crash.

There's a reference here:
http://rbelmont.mameworld.info/?p=40

And here:
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=21786

People had noticed that e.g. SexyPSF also didn't play it before AOPSF existed, but nobody had debugged it before me.

So either way, it certainly wasn't unnoticed for 12 years :)
by MarkGrass at 7:19 PM EDT on October 3, 2015
Ah! Okay. Many thanks for the clarification, R. Belmont. I love finding out about this kind of stuff :D

My main point in mentioning that rip wasn't to put CaitSith on blast - I have the utmost respect for the guy - and it certainly wasn't meant to offend or disregard anyone who had documented the error before. Rather, it was to simply point out that mistakes happen.

Suffice to say, if anyone encounters an error with Nisto's rip, it can surly be traced and debugged. No biggie.
by RB at 10:14 AM EDT on October 4, 2015
Yeah, anything that expedites the Silent Hill rip is fine with me. I've been waiting since the dawn of PSF for that :)
by kode54 at 5:06 AM EDT on October 7, 2015
R. Belmont? I thought RB was Richard Bannister and that R. Belmont usually went by Arbee or R. Belmont?
by RB at 9:05 AM EDT on October 7, 2015
Richard is largely out of emulation, so he just goes by "Richard".

I'm using "RB" here because I forgot my password for "Arbee" and there isn't a way to reset it AFAIK.
by marcusss at 9:51 AM EDT on October 9, 2015
Hi all

Was trying to rip sengoku Antology for the PS2 (hopefully rip to psf2) but had trouble using VGMToolbox. There are files in the Modules folder such as a driver?? and IRX files as well as large .ngx files (Neo Geo X) in the sound folder.

I wanted to get the music from the games, especially Sengoku 3. I know there are ways to get arcade rips but wanted to hear the PS2 version and see if there are any differences in quality etc.

So I have added links to the driver files and a couple of the .ngx files so hopefully someone can rip it or help me ripping it. Thanks

MODULE FOLDER

SENGOKU 3 ngx

MAIN ngx file

There are a few more ngx files but want to see if it is possile first.

Thanks

Marcus




edited 9:52 AM EDT October 9, 2015
by marcusss at 12:44 PM EDT on October 9, 2015
BTW, I tried playing Kileak and Kileak 2 PSFs fro the psf archive here but results in "Decoding failure at 0:00.000 (Unsupported format or corrupted file)" Latest version 2.1.9 of foo psf/aopsf

I ripped the psfs again myself using Mark Grass's Generix Driver 3.00 and the the other 2 drivers in VGMToolbox but same issue so is this a driver issue??

Cheers



edited 12:49 PM EDT October 9, 2015

edited 12:51 PM EDT October 9, 2015
by kode54 at 12:19 AM EDT on October 10, 2015
Actually, it's a bug in the new PSF player.

I've found a better one, but it's a godawful mess of C++11 and Boost bullshit. Unfortunately, I need something just like it, only written in C++98 or C89 standards.
by Kirishima at 12:35 AM EDT on October 10, 2015
@marcusss

You could try using another foobar psf plugin from here: http://ux.getuploader.com/foobar2000/

It actually lets you select various spu sound plugins including mame's and madnefen's, but I'm not sure how well it works compared to the other one. It includes a modified version of kode54's plugin if you can't get theirs to work.

Sengoku Anthology uses sony adpcm stereo streams with the vag label, but have to be genh'ed (for lack of a better term) to be playable. Use the ADPCM player by FastElbja to for easy extraction and vgmtoolbox to apply genh settings to them.

Settings: Sony/Playstation Adpcm; 2 channels; 20000khz; 0x10 interleave; no loops

edited 1:15 AM EDT October 10, 2015

edited 1:15 AM EDT October 10, 2015

edited 1:16 AM EDT October 10, 2015

edited 1:22 AM EDT October 10, 2015
by kode54 at 1:56 AM EDT on October 10, 2015
Those sets, including the Rayman rip, are broken.

They invoke SpuSetCommonMasterVolume and SpuGetCommonMasterVolume with the same parameters. The former accepts (correctly) raw values, while the latter is expecting pointers to memory addresses that the volumes should be read back to. Since the initial volumes are 0x007F, it is attempting to SH the volume to 0x007F, which is an unaligned address to write a halfword to, so it throws a memory access exception, then dies.
by RB at 5:00 AM EDT on October 10, 2015
Not to mention that even if your CPU core let you write to 0x7F, that's stomping on reserved BIOS variable space if a real Sony BIOS were present.

But in this case it sounds like the ripper wasn't sure which call went in which direction so they simply did both.
by marcusss at 10:04 AM EDT on October 10, 2015
Thanks for your replies guys
by kode54 at 7:26 PM EDT on October 10, 2015
From the looks of the API, the "Get" calls should have been preceded by:

ADDUI $a0, $gp, 0x20
ADDUI $a1, $gp, 0x22

instead of

LH $a0, 0x20($gp)
LH $a1, 0x22($gp)

I tried patching the getters' parameters with that at runtime, but it doesn't fix it.
by MarkGrass at 12:07 AM EDT on October 11, 2015
Just a reminder that v4.2.1 is the newest version of my generic driver.

Snakemeat has this version and will eventually include it into his toolset.
by kode54 at 3:35 AM EDT on October 11, 2015
I just re-ripped a single tune from Kileak using the latest generic driver, and it works.

CONFIRMED v2.x driver is totally broken with AOPSF. Sets should be updated.
by marcusss at 6:19 AM EDT on October 11, 2015
Thanks a lot for the update..Re-ripped the broken psf's and they now play in Foobar while using Generic PSF Utility.



edited 6:37 AM EDT October 11, 2015
HYBRID by marcusss at 1:45 AM EDT on October 12, 2015
Today I played an old FPS on PSX Emu today and the music is cool and funky. I didn't see it in the PSF archive so here are the timed psfs to it.

HYBRID


edited 12:28 PM EDT October 12, 2015
by hcs at 12:42 PM EDT on October 12, 2015
IPFS mirror: Hybrid (1997-11-27)(MotiveTime, Ltd.)(Midas Interactive Entertainment).zip
by marcusss at 8:21 PM EDT on October 12, 2015
Also here is a rip of Azumi for the PS2. Music files each have a L and R file and are VAG so they play in stereo.

Some pretty decent Japanese music in that game.


Azumi (2005-03-24)(Gargoyle Mechanics)


edited 9:02 PM EDT October 12, 2015
by hcs at 2:26 AM EDT on October 13, 2015
IPFS mirror: Azumi (PS2-VAG)(2005-03-24).zip
by MarkGrass at 1:15 PM EDT on October 13, 2015
Enjoy this mighty fine, tempo proper PSF rip of Misadventures of Tron Bonne.

This game utilizes standard SDK VAB data, but sequence data is in the same exact format as Bio Hazard 3 / Resident Evil 3.

The header of the sequence data is simply missing the "pQES" signature and has a few very minor rearrangements (8bytes swapped). In other words, it's SDK standard.
by hcs at 7:48 PM EDT on October 13, 2015
Thanks MarkGrass, IPFS mirror: PSF_Misadventures of Tron Bonne.7z
by Kirishima at 8:50 PM EDT on October 14, 2015
Onto dsf issues, these are less music dsf's and more sfx dsf's but they nonetheless don't play with foobar highly theoretical unlike aodsf (and there are other games with the same issue).

https://www.sendspace.com/file/g2ttl4

edited 8:53 PM EDT October 14, 2015
by marcusss at 9:27 PM EDT on October 14, 2015
Hi I have been trying to rip Baldur's Gate Dark Alliance 2. I managed to rip a few songs and sound great but some have a small stutter every 1 or 2 secs , they are the PS2 (interleaved songs) but the MIB songs play clearly but sometime contain voice files on the last 1 or 2 secs..

examples - Playing fine once converted to wave


OGRECAVE

hamb

Caravan

OnyxTop

Mouth

example - stuttering song
Stuttering Ps2 file

Some working but have some audio garbage at end (guess need to cut off the garbage??)

Original .vat files of songs above. Are you able to genh these without issues???

VAT

I'm pretty sure every .vat audio file for that is Playstation 4 bit ADPCM which uses 400 interleave and 0 header skip @ 24000Hz.

Weird part is when using ADPCM Player v1.44h The songs rip fine using 24000Hz, Stereo and Interleave of 400 after checking with a hex editor to get that info..but when using VGMToolbox, Genh doesn't work using the same info.. Any idea?? They don't play back once genh'd?

Thanks

edited 9:54 PM EDT October 14, 2015
by snakemeat at 10:08 PM EDT on October 14, 2015
I GENH'd the entire mgate.vat file. My guess would be that the files near the start are stereo, but once the stuttering starts (the voices) that the files are mono.

It seems like their should be some sort of index file for these archives to identify the offsets of each subfile. These can often be contained in the games executable, or even in the .vat file itself.
by marcusss at 10:16 PM EDT on October 14, 2015
Well when I the VAT files originally each VAT file contained 10 or so files with offsets ...but when extracting the 1 song I wanted it results in the above files. Some cut out the last second or perhaps loop..

I guess ADPCM player could be wrong with the offsets or more likely I am doing something wrong causing this issue..

Will try with VGM Toolbox but says something about ADPCM not perfect so hope it works.


I guess I will try harder :-)

Thanks for the tips snakemmeat

Actually there are 4 files types on the disc in the audio folder, VGB, VBF, VAT and some other but the 4th was SE only. VGB, VGF and VAT have exactly the same files names, use same offsets for the music and a similar (not exact) file size

These songs can interestingly be ripped using any of the 3 file types.. Could it be multi channel?? I guess the game was 5.1 afterall or just duplicated for some odd reason perhaps



edited 10:33 PM EDT October 14, 2015
by Kirishima at 11:32 PM EDT on October 14, 2015
Yeah, there are those games that use headerless adpcm's that the ADPCM player would end up not ripping correctly. What I initially ended up doing when ripping the arcade version of Soul Calibur 2 was to manually rip it with a hex editor.
by hcs at 6:01 AM EDT on October 15, 2015
IPFS mirrors:
IV.7z from Kirishima
VAT files.zip from marcusss

I didn't bother with the WAVs.
by marcusss at 9:43 AM EDT on October 15, 2015
Well good news is I have ripped almost all the music properly into GenH format. Bad news I still can't get a few "interleave PS2" files working properly as they are stuttering during playback.
.....
Actually I figured out the pattern. MIB files which are the ones that work, had a small header on the 1st line
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

whereas the PS2 files which stutter had data straight away and no header? I guess this was leading to the crackled playback when converted to GenH.. Hmm..I manually added that line before converting with VGMToolbox and VOILA it works :P

Gosh so simple was staring at me the whole time. I feel embarressed now, heh


edited 9:54 PM EDT October 15, 2015
by marcusss at 9:32 PM EDT on October 16, 2015
Well I ripped what music I could find which should be all of it. Most sound great though one or two songs end suddenly..I guess that's how they are ingame.

Getting some files to convert to genh and to loop properly and hex editing~ drove me NUTS but was worth it. I have had enough as the songs seem good enough so here they are :-)


Baldur's Gate - Dark Alliance 2 (PS2 - GENH)

PS2 24khz Stereo ADPCM

Hope someone out there enjoys this ^_^

.. oh and apologies if anything is missing or imperfect and for the most part the naming is how it was on the disc.

Marcus


edited 9:43 PM EDT October 16, 2015
by hcs at 2:18 AM EDT on October 17, 2015
IPFS mirror: BGDAII-GENH.rar
by Roxie at 9:33 AM EDT on October 20, 2015
Does anyone happen to have done Pokemon Rumble World? I know it reuses some music from Rumble (Wii), but I don't know about the rest (like the battle themes, etc.).
by Kirishima at 7:27 PM EDT on October 25, 2015
A couple of modified Parasite Eve psf's that some people might like.

https://www.sendspace.com/file/f544j6

This just contains "Influence of Deep"/"Femme Fatales" with the main vocals disabled.

What I was originally trying to do was remove the opening vocals. But after many attempts caused the song to become desyncronised and slow, these were the results. Decided to share since there might be people out there who wanted versions of these without the synth opera voice. Now If only I could figure out how to enable the missing vocals the "Someone Calls Memorias"

Works on both the Winamp version of Highly Experimental and the recent foobar AO based plugin(by kode54), but not the foobar pcsx based plugin(maybe it's opening silence and i'm just too impatient).

edited 7:28 PM EDT October 25, 2015

edited 10:43 PM EDT October 25, 2015
by mrjaredbeta at 8:19 PM EDT on October 25, 2015
Thank you for these psfs. Speaking of Parasite Eve, can anyone who has a chance and the knowledge take a look at the AKAO format it uses and try to reverse it? Looking for the MIDIs of that game. Thank you.
by Nisto at 6:46 AM EDT on October 29, 2015
Am I the only one unable to play Mark's PSF rip of Resident Evil 3 with the most recent foo_psf version? No errors, just silence. I was actually listening to that set shortly before I updated foo_psf a few days ago.
by MarkGrass at 4:01 PM EDT on October 29, 2015
It could possibly be the bug that was discovered with one (or more) of my old drivers where I accidentally forgot to set pointers for a few function parameters.

...just tested this set which uses the newest drivers, works fine.

I recently released a utility that will upgrade or convert any PSF [that uses standard SEQ, VH and VB data] to use the latest driver, even if the original PSF wasn't created with any of my driver versions.


Also, I would love an AKAO->MID converter myself. Perhaps, the MIDs that come with the initial, disc based version of FF7 PC could be of help?

edited 4:05 PM EDT October 29, 2015
by Nisto at 4:46 PM EDT on October 29, 2015
Thanks for the update, Mark. Sounds fine.
by RukarioGyiyg996 at 10:51 PM EDT on October 30, 2015
Now somebody needs to work on reverse engineering DOOM PSX's sound engine.

Or in the very least figure out how to extract it's samples.
by Kirishima at 1:38 AM EDT on October 31, 2015
Doesn't the ps1 version of Doom just stream its music, or are you looking for sfx?
by RukarioGyiyg996 at 4:18 AM EDT on October 31, 2015
It does not stream it's music. It uses it's own sequence driver.

The music that's streamed is the intro, title, and episode end screens.
by Kirishima at 4:25 PM EDT on October 31, 2015
Looks like it uses the same lcd format as mk mythologies to store its samples in. A sony adpcm extractor or psound can get you the samples.
by RukarioGyiyg996 at 5:45 PM EDT on October 31, 2015
I'll have to look into that, thanks.

Still, a PSF set of DOOM PSX is only possible through ripping the driver. If only I was well versed myself I'd take a crack at it.
by Squaresoft74 at 6:46 PM EDT on October 31, 2015
Talking about PSF rip, i'm almost done with Samurai Shodown RPG, anyone willing to do the timing/tagging job ?

edited 8:08 PM EDT October 31, 2015
by marcusss at 10:46 PM EDT on October 31, 2015
I remember psx doom has only 10 or 20 samples and the game's driver mixes & manipulates them to produce the music ingame. Would be cool to be able to somehow get music out of it.

The samples are cool though like the crying baby but ingame it sounds creepy :-)
by RukarioGyiyg996 at 12:50 AM EDT on November 1, 2015
I think Doom64 used some of the same samples plus new ones. It also has a sequenced version of the PSX doom title screen.
by marcusss at 10:33 PM EST on November 13, 2015
Hi I was wondering if someone could get the music out of these files. The file contains extracted files from Perfect Dark XBL on XBOX360. There is also included, a file in the rar called PackedSegFile which is probably compressed and may contain the music??


PDXBLA

The music is supposedly better than the N64 version . Dolby etc and I love PD music :-)

Cheers


Also a nice game, Monster World has .psb files


MW

It has sound_archive.360 in hex editors but so far can't play it. It must be compressed or something as each game is just 1 psb file ~ 2-5MB


edited 10:59 AM EST November 14, 2015
by Nisto at 8:09 PM EST on November 14, 2015
Hmm, I just found this on foobar2000's components page. I may have been living under a rock the past few days, but what's the background on this component update/variation? I didn't find any post/thread about it on hcs64, and I'm not sure what it's supposed to fix/improve. The Github commit logs also doesn't tell me much tbh.
by Kirishima at 7:22 PM EST on November 15, 2015
@mrjaredbeta

midi's can be logged with the spuAndy plugin for whatever emulator. The only thing thing that needs to be done is make an sf2 file from the samples(which is a huge pain), and assign each channel in the midi a proper the proper instrument.

Here's an unmodified sample midi that i'm currently playing around with: https://www.sendspace.com/file/g1wwv9

edited 7:24 PM EST November 15, 2015

edited 9:51 PM EST November 15, 2015
by RB at 8:39 AM EST on November 17, 2015
@Nisto:

He switched back to using Neil Corlett's PSF/PSF2 engine, which is less legal (it includes a Sony BIOS) and less accurate, but more compatible with the many, many broken rips out there.
by MarkGrass at 9:51 PM EST on November 17, 2015
Well damn @ old PSF engine :/
by Nisto at 10:46 PM EST on November 17, 2015
Ah, I see. Thanks, RB. I'll probably stick with foo_psf then.
by kode54 at 11:32 PM EST on November 18, 2015
Stick with whichever makes your rips work for now. It's not exactly 100% a Sony BIOS.

In fact, take a look at mkhebios.* from the ESP or from the HighlyExperimental package. Basically, a selection of pre-compiled replacement modules, some patches against Sony supplied modules, and what you end up with is a transformation.

Input one PS2 BIOS, currently the North American variety. Input the replacement modules and patches, originally defined on disk, but in this case, defined in a header.

Output one 512KB module, which contains roughly 100KB of code and data.

The goal of AOPSF is to play without all that.

There's another PSF player, too. PsfPlayer, based on the Play! emulator project, which happens to have superior compatibility compared to AOPSF, and is also fully HLE BIOS, with some assembled MIPS code written for the replacements as well.

Unfortunately, PsfPlayer, and much of Play! itself, is a huge orchestration of C++11 code, with some Boost dependencies as well, and it doesn't even compile with my current choice of Win32 compiler, MSVC 2010 Pro, so there's that as well. Oh yeah, and it only supports a recompiling CPU for now, so it's totally useless for embedded targets, like ARM for foobar2000 Mobile.
by Kirishima at 12:18 AM EST on November 19, 2015
@kode54

Does the reverb on that player (the Play! one) sound any better?

There's also these players for foobar that use plugins base on mame and mednafen:

http://ux.getuploader.com/foobar2000/download/128/viopsf_v0.05.zip

http://ux.getuploader.com/foobar2000/download/127/viopsf2_v0.03_beta.zip

not sure how much better they are, but they are louder.
anything? by rickysticky at 5:32 AM EDT on July 6, 2016
sorry for necro'ing this thread, but has anybody figured out how to rip the soundtrack from Radiata Stories since the last time somebody had posted in this thread?
by JFD62780 at 12:17 AM EDT on July 8, 2016
Don't be sorry.

In fact can we sticky this thread please? >;)
by Kirishima at 12:34 AM EDT on July 8, 2016
@JFD62780

You should ask here: https://hcs64.com/mboard/forum.php?showthread=44664
by mogikihei at 5:02 PM EDT on August 7, 2016
New ssf rip
Layer Section II (Aka RayStorm)
by SmartOne at 5:08 PM EDT on August 24, 2016
Is there any plugin configuration/machination that can play Dark Cloud 2 without distortion in the left channel/clipping? For example:

Rainbow Butterfly Wood
Furbits Theme

Playstation 2 audio emulation seems still inaccurate, unfortunately. Especially since PS2 CD soundtracks (Final Fantasy) are usually por quality.

And Final Fantasy X HD sounds awful (go figure).
by AnonRunzes at 5:44 PM EDT on August 28, 2016
So I'm about to make a .psf from some game(Rage Racer) and I want to split the channels into each file. Or maybe configure the .psf file for that, I don't know...

What should I do?

edited 5:54 PM EDT August 28, 2016
by Nisto at 5:54 PM EDT on August 28, 2016
You can listen to them with Audio Overload. Although, you may not get what you expect, unless it's really the channels you want to play. From what I understand, it's instrument tones that are assigned to channels, rather than single instruments. So you may hear multiple instruments in the same channel.

It's more involved if you want to actually extract to files, and/or extract based on instruments. If you want to extract to separate files by instruments, you can mute all instruments (or samples) except one, via the bank headers, and create a new PSF for each modification. But it's a real hassle doing it by hand, and I don't have any readily available program that does it.

edited 6:07 PM EDT August 28, 2016
by AnonRunzes at 6:01 PM EDT on August 28, 2016
@Nisto - "You can mute instruments via the bank headers and/or samples and create a new PSF for each modification, but it's a real hassle doing it by hand, and I don't have a program that does it, readily available."
Well, I do have a few files to work with(3 vh, vb, and seq files to be exact) so I'm interested to hear your method either way.
by Nisto at 6:23 PM EDT on August 28, 2016
Come to think of it, with VH/VB/SEQ data, you can probably do the same via Awave Studio, but it may not sound as accurate of course.

My "method" is as I described otherwise. There's not really much else to say. You'd have to know how to dig into formats and manipulate them. And I assume you know that PSF/PSFLib files are zlib-compressed PS-X EXE files? So you need to decompress them first and find the VH/VB/SEQ data within them to make edits. Use e.g. VGMTrans to know where values like instrument volumes and stuff like that are, then edit with a hex editor, or write a program to automate the extremely tedious process.
by AnonRunzes at 6:32 PM EDT on August 28, 2016
Well, I do have the VH/VB/SEQ files in case I need to make the .psf files again so I'll give it a try.
by Kirishima at 10:24 PM EDT on August 28, 2016
If you're using markgrass most recent psf driver, you can just use psf-o-cycle to mute the channels you want since the driver supports that.
by AnonRunzes at 10:55 PM EDT on August 28, 2016
@Kirishima - Are you really sure about this? Because the tool runs like shit on Windows 10.
GenPSF runs much better here.

edited 10:59 PM EDT August 28, 2016
by Kirishima at 12:56 AM EDT on August 29, 2016
@AnonRunzes

See for yourself:

https://www.dropbox.com/s/kjsrvn9kjvamlaq/Biohazard%20Battle%20Game.7z?dl=1

I just did this on my laptop that has win10 installed and encountered no problems. Included unmodified psf for comparisons sake.

edited 12:57 AM EDT August 29, 2016

edited 12:57 AM EDT August 29, 2016
by AnonRunzes at 1:15 AM EDT on August 29, 2016
Heh.
by kode54 at 9:16 PM EDT on September 4, 2016
I have just produced a GSF player based on mGBA. Or at least, I've figured out how to use mGBA as a GSF player. Currently, it does not support multi-boot dumps. (Are there any?)

It also doesn't support a few dumps that I've tested:

Mega Man Zero, Mega Man Battle Network 1 / 2, Legend of Zelda: The Minish Cap: Fixed by a20061e, how ldm {pc} works.

Mario & Luigi: Superstar Saga: Works on hardware, broken GSF set in mGBA. Needs debugging.

Metroid Fusion: Broken on hardware as well as mGBA. Crashes after a few buffers of audio. Needs debugging, most likely the GSFLIB needs to be corrected. EDIT: Broken GSF rip, latest rip works fine.

edited 7:27 PM EDT September 5, 2016

EDIT 2: Whatever happened to Final Fantasy IV Advance and Donkey Kong Country 3 rips? I have them somehow, but they do not exist on gsf.joshw.info.

edited 8:01 PM EDT September 5, 2016
by Knurek at 11:17 AM EDT on September 7, 2016
@kode54: Weird, give me an hour or so to resync my collection.
by kode54 at 3:38 PM EDT on September 8, 2016
@Knurek: It isn't in anything but Cog yet. I'll sync it into foo_input_gsf later.
by Knurek at 4:09 PM EDT on September 8, 2016
@kode54: I meant the missing sets on joshw server.
All of them should be up now (including FF4, FF5, FF6 and whatever else was missing).
by kode54 at 8:44 PM EDT on September 8, 2016
Ah, excellent. Thanks for that, then.
by lordskylark at 1:00 PM EDT on September 30, 2016
Is there anyone that can rip the PSF files from the "The Chrono Cross Demo" released on a disc called "Square's Preview, Vol. 5", packaged with the Japanese PlayStation releases of Chrono Trigger and Legend of Mana?

I know that several of the tracks have significantly different instrumentation. And with demos, it is possible that the rest of the muscial tracks were included in the data, even though not present in the game.

I would make the same request for the japanese Xenogears demo too. I think some tracks had some slightly different instrumentation as well.
by banshiryuu at 11:00 PM EDT on September 30, 2016
I have thought about and would do that, as I was going to add them to my rip of the game on VGMPF, but I gave up looking for a rip of the demo disc. (Granted, I didn't look all too hard tbh)
by AnonRunzes at 2:52 PM EDT on October 9, 2016
So... about this SSF/DSF phyton scripts:
http://snesmusic.org/hoot/kingshriek/ssf/
Is it necessary to have Phyton 2 in order to run them?
by Kirishima at 4:25 PM EDT on October 14, 2016
@AnonRunzes

Yes, you need python to run the scripts. Once installed, you can just run them from command-line like normal. There are games that the scripts will not work with due to being in a completely different format (Biohazard/Resident Evil 2)
by jimbo1qaz at 7:00 PM EDT on October 14, 2016
I found "a" Square Demo volume 5 ISO. Is this what you need? http://chronofan.com/Zeality/SquarePreviewVolume5.iso
by AnonRunzes at 8:13 PM EDT on October 14, 2016
@Kirishima - OK, I`ve already got it at this point.
Although I`m not really appreciating the ancient ISO sets at this point so the only thing I`ve left from me are a few BIOS dumps.
by AnonRunzes at 11:54 AM EST on November 13, 2016
Here's a format for someone to take a look:

menu_ins_seq.rar


This format came from Gran Turismo 2000.
by Nisto at 5:01 PM EST on December 12, 2016
Is there a way I can debug a PSF2? I vaguely recall reading that PSFLab is supposed to have some kind of support for PSF2 but it has never proved useful to me.. The "emu mode" says PS1 even though I "set PSF2 base path" from the file menu. And I've never been able to even play a PSF2 (unpacked or not) with it. Is there some configuration I'm missing?

edited 5:55 PM EST December 12, 2016
by Nisto at 8:08 AM EST on January 7, 2017
Oh-- ohhh, I figured it out!! File -> new -> PSF2 did the trick.

Can someone here explain to me why I'm seeing syscall instructions instead of NOP in PSFLab after I've zeroed out calls (jal) to library functions? Is there something else I should be changing to properly hack out the calls? I'm not finding anything about this.

No one?

edited 4:44 AM EST January 8, 2017
by SmartOne at 8:37 PM EDT on May 30, 2017
Anyone want to rip/fix Dark Cloud 2 PSF2 so that playback doesn't clip?

Rainbow Butterfly Wood
Furbits' Theme

Thought I'd give my periodic plea another go. This has only been a problem for like a badjillion years. Yeah, a long time. At least please point to PSF2 ripping resources. <3

Kind of a big deal since the Original SoundTrack consists of studio versions of the songs, which, while good, are not the same. (Yay, double the musical content!1!11!!)

Also, while you're at it, write decent PSX and N64 emulators (dynamic recompilation so that they run on normal computers, shader/uber Vulkan implementations of video device quirks; for example PSX gross textures; also include a modern rendering [AKA smooth textures and edges] as an optional enhancement.)

2017 and PSX and N64 emulation is basically nonexistent. And Dark Cloud 2.
by AnonRunzes at 9:08 PM EDT on May 30, 2017
@SmartOne - I used to do that one for myself before deleting it for HDD space concerns. I had to give my external HDD space to other games, you know.
by Nisto at 10:41 PM EDT on September 1, 2017
For the better part of a month, I've been working on a PSF rip of Metal Gear Solid, and today I finally got a playable set!

Sadly however, it doesn't sound too well in foo_psf (notes missing etc.), and PSFLab won't even play it. It does sound great in Mednafen though.

I'm not sure if the issue is in my PSF code or if it's in the emulation to be honest, but despite hundreds of hours of effort I just haven't been able to get it to play in PSFLab, and tweaking the code didn't help for foo_psf.

Anyone willing to take a look at it? If you want to hit me up on IRC, I'm on #vgmdb @ PSIGenix. Or if you'd prefer I reach out to you, just name the place. It could be good with instant chat if you get any questions about my code or whatever; just saying. I also have an IDA database (featuring lots of cringe-worthy notes) that may be of help.. I guess.

edited 1:03 AM EDT September 2, 2017
by Kirishima at 1:31 AM EDT on September 2, 2017
@Nisto

So, it doesn't work in either of kode54's psf plugins? Have you tried this psf plugin: https://ux.getuploader.com/foobar2000/download/186
by Nisto at 11:13 AM EDT on September 2, 2017
Also doesn't play it (at all). I tried all the included SPU plugins. Although I wonder where I'm supposed to get spueternal.dll from, as referenced in the readme. I tried the one from some "ePSXe plugins pack" (DLL is dated 2003-05-30) and that didn't work at least. I tried enabling the SPU IRQ hack as well, but it didn't help.

edited 11:22 AM EDT September 2, 2017
by mogikihei at 3:02 PM EDT on September 2, 2017
viopsf2 v0.08_beta
https://ux.getuploader.com/foobar2000/download/194
Fixed Winning Eleven 5 psf2 to play normally.
by mogikihei at 6:51 AM EDT on September 3, 2017
@Nisto
Is it possible to play with ePSXe or pcsxr with psf-> PSX-EXE?
Probably the viopsf author (anonymous) is asking about it.
He speculated that it is the emulation of a problem other than the SPU.
He says that MSG is using SPU interrupts.
by Nisto at 6:52 PM EDT on September 3, 2017
Thanks for notifying about Winning Eleven 5, that's great.


Yes, the MGS PSFs does play in ePSXe also! But they sound defect there too. Is there an SPU hack for MGS in ePSXe as well? I couldn't find any in the latest version (I'm not using any additional plugins).
by kode54 at 9:58 PM EDT on September 3, 2017
Neill already had issue with using SPU interrupts at all in PSFs, and I barely implemented that at all in the crappiest way possible:

It's designed to be able to count how many cycles will be able to execute until an interrupt occurs. It calculates this by mallocing and copying the entire emulator state, then executing it until either it's run out of samples to run, or an interrupt occurs. This malloc and copy process probably occurs each render call, which can happen every 1024 samples or so.

Anyone else is welcome to contribute code changes to make interrupts more accurate, if they think that PSFs should be able to use SPU interrupts. Most PSF/PSF2 rips just use the root counters for timing.
by mogikihei at 2:45 PM EDT on September 4, 2017
@Nisto
The author of viopsf (anonymous) answers.
It seems that there is a problem with emulation of SPU IRQ and HLE BIOS.
He says it is difficult to fix the problem.

Viopsf has almost finished development, but if there is motivation
When MGS PSFs is released, he says that he wants to try to fix it.

edited 2:50 PM EDT September 4, 2017

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