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by Mouser X at 3:51 PM EST on January 10, 2008
Snakemeat is correct. Your original question was ambiguous, and therefore I answered as best as I could understand it. Since you asked about using MagicISO, I *assume* you meant the BIN file was an ISO file. However, the BIN you're attempting to open *IS NOT* an ISO, and is in fact, as I said in my 3rd paragraph, a data file. You'll need to either find out what format it is (look at the header as snakemeat suggested), or you'll need to run adXtract on the BIN file. If you're looking for ADXs (which I thought you were), then adXtract should work, unless the BIN file is over 2 GB in size. If it's over 2 GB, then I guess you're out of luck for now.

Sorry I didn't make myself clear in the 3rd paragraph. I thought that what I said would have explained your current situation. That being, that you're currently attempting to open the BIN files as though it's a CD/DVD image, which it isn't.

As for irc.freenode.net, that's not a web address. That's an IRC server. You need an IRC client to be able to access that server. Your browser of course couldn't find it, because it couldn't interface with that server, since it's not a web server. There are tons of IRC clients available. Do a Google search for IRC clients, or CGI:IRC (CGI:IRC is free, and doesn't require you to install anything at all. At least, if you already have a browser installed, then you can use a CGI:IRC client). The two that I (currently, due to hardware problems) use the most are a Java Client (this requires Java, which you might not have installed) or IRC At Work (IRC at Work might not work for freenode, since it sometimes gets a temporary ban for abuse).

Hopefully this clarifies the situation. Mouser X over and out.
by marioman at 6:46 PM EST on January 10, 2008
Hey, I just realized that NEZPlug++ now supports channel muting on most, if not all, supported files. View the info for a file (Alt+3) and select Channel Mask. Not sure if it is new to version +16.2, but it's there. Now in_gbs does not have any advantage over NEZPlug.

Also, is the Japanese version of Sonic CD's soundtrack on the Sonic Gems Collection? It would be nice to have a looping version of those tracks.

edited 6:47 PM EST January 10, 2008
by unknownfile at 8:22 PM EST on January 10, 2008
no it isn't
by unknownfile at 6:03 PM EST on January 11, 2008
lib2sf is now working (although it can't load 2sf files and uses the Desmume wave write interface instead of the actual library output function).

nyonk (source code only)


edited 6:04 PM EST January 11, 2008
by marioman at 7:22 AM EST on January 14, 2008
VORC reports updates for AOSSF. They say that kingshriek's patch has been added to it. Is this htcore.exe?

Here's the VORC article.

edited 7:24 AM EST January 14, 2008
by kingshriek at 7:37 AM EST on January 14, 2008
No, it's based on the latest Audio Overload SDK (http://rbelmont.mameworld.info/?page_id=221). The patch simply removes some (probably) unnecessary code that was causing problems in MAME 0.122u5 (causing Guardian Force to lock up for instance). The patch actually doesn't really have much relevance in a SSF player, since it's not expected that any released SSFs will be changing area maps on the fly, and this is what was triggering the undesirable behavior in MAME.
by Knurek at 7:49 AM EST on January 14, 2008
BTW, those are plugins for various media players (Winamp2/XMPlay, Winamp5, Foobar, KBMedia) based on Audio Overload SDK.
Quite nifty at that.
by marioman at 7:58 AM EST on January 14, 2008
OK, thanks for clearing that up. We still need to get htcore.exe into a Winamp plugin of some sort...

In other news, NEZPlug v0.9.4.8 + 2 + 16.3 has been released.
by Knurek at 8:42 AM EST on January 14, 2008
There shouldn't be any difference between the plugin and htcore (heck, latest AOSDK emulates FM part, which htcore doesn't).

This version NEZPlug adds better OPL(L?) emulation. No other changes were listed.
by Lunar at 3:44 PM EST on January 14, 2008
There shouldn't be any differences, but there are. Here's my link again for convenience:

http://www.vgmusic.com/~lunar/shiningwisdomtowncomparison.mp3

Comparison of htcore + AO winamp plugin. htcore is playing it properly, AO isn't.

EDIT: and, while the new AO adds FM, it seems pretty unlistenable. I tried AO today with a NiGHTS track. There was FM, but it was garbled.

edited 3:46 PM EST January 14, 2008
by Knurek at 3:53 PM EST on January 14, 2008
The bass in nights_2b sounds pretty good.
by marioman at 7:15 PM EST on January 14, 2008
Yeah, but it's not quite right. Give a listen to the Full Selection Soundtrack and see what I mean. The bass sounds a little messed up and so does the some of the flutes and echo. Very garbled.

Not to mention the fact that it still conflicts with in_zip.
by Richter X at 10:38 PM EST on January 14, 2008
Wow, the FM in that MP3 sounded sweet. Makes me wonder why no modern system use FM Synthesis anymore. :(

edited 10:38 PM EST January 14, 2008
by Rew at 12:27 AM EST on January 17, 2008
Going back to the discussion on Mega Man X8 recently, I've developed the following questions/observations:

1) Sadly, as expected, I checked the audio for the movie files, and the SFX and voices are imbedded in there right with the music. Is there no possible trick to extract the music from there somehow or to mute the voices and SFX (kind of like the trick that was used to rip Twilight Princess SFX-free)? I know there's very likely not, but I figured I'd ask just in case anyone knew anything. =P

2) In the AFS sound file, where all the main musical tracks are kept (61 of them), I've noticed that three have what sound like exact duplicates...
- 22 & 23: Dynasty (Gigavolt Man-O-War Stage)
- 32 & 33: Gateway Stage
- 36 & 38: Sigma Palace Stage
Regarding Dynasty, I'm tempted to guess the duplicate track is the second and final lap of the stage, but there's just no variation at all (even the loop time and bit size is exactly the same between the two). As for Gateway, 33 sounds a bit flatter than 32, but it also has a slightly larger file size and bit time. I'm assuming one is the "Gateway Stage Load" theme, and the other is the actual stage theme itself? I just don't know which one. Ditto the Sigma Palace theme. Any ideas? (Gah, I'm so nitpicky. LoL)

3) The archive containing all these tracks is an AFS file, whereas the tracks themselves are CRI audio files (or ADX). I've got them isolated, and I also know there's this same ADX set here at this site. What happens when I converted one to MP3 or WAV, however, is that it plays for one loop and stops immediately. How do I change the settings so I can get it to play for 2 or 3 loops then have a 5-second fade-out? I tried adjusting in PSound, but it surprisingly didn't work. I would set it to 2 loops and 5-second fade-out, and what I got was a 2-second track with an additional 5 seconds of fade. Or a few seconds of playing, punctuated by abrupt static. =/
by hcs at 1:11 AM EST on January 17, 2008
You could use in_cube and the Disk Writer output plugin.
by Mouser X at 5:17 AM EST on January 17, 2008
AFS files are a well-known format. They very often contain ADXs. Look for a program that will unpack these AFS files. I think it's called afs2adx. Why would you use PSound? For ADX extraction, there are far better tools available.

As HCS said, use in_cube to play the ADXs, and change the settings as you see fit. Then, have Winamp use the disk-writer output plugin, to write WAV files. If you've been dealing with console audio, why not give in_cube a try? It has a pretty good list of formats it supports.

Hope that helps. Mouser X over and out.
by hcs at 5:48 AM EST on January 17, 2008
I even have my own AFS extraction program (lafs, on the in_cube page), though I recommend AFS Explorer. afs2adx doesn't get file names.
by kingshriek at 6:57 AM EST on January 19, 2008
The pitch problems in AO's SSF playback should now be fixed with the patch I just submitted (http://tinyurl.com/2xztw2).

Also in the chance that the AOSSF plugin author checks here, there is a problem currently with reading the length/fade tags.

Fix:

tag2ms(const char *p) in tagget.h, change

- if (*p >= '0' && *p < '9')
+ if (*p >= '0' && *p <= '9')
by marioman at 9:33 AM EST on January 19, 2008
Great! Please let us know when the plugin is updated.
by Rew at 10:42 AM EST on January 19, 2008
Thanks for your help everyone on X8! Yeah, I knew that AFS was a very common and fairly easy to use format. I'm just so new at ripping that I hadn't seen it yet and didn't know the right way to unpack them. So thanks!

Speaking of another common format that I'm having trouble opening, I'm now looking at the audio files for the Mega Man Anniversary Collection on PS2, which consists of 13 AIF files. I heard you're supposed to be able to open those with QuickTime, iTunes, or Windows Media Player. I tried all three, but to no avail.

QuickTime gave me this error message: "Error -39: the end-of-file was reached." WMP told me this: "Windows Media Player cannot play the file. The Player might not support the file type or might not support the codec that was used to compress the file." And iTunes simply did nothing at all, nor did Winamp. I even tried PSound and Cube Media Player. The former gave me a bunch of weird sounds, whereas the latter admittedly got me the closest, giving me music, but it was garbled (and took forever scanning).

So all that to say, any tips for ripping game music from AIFF files? Sorry for all my noobishness, but y'all have been extremely helpful so far and I'm glad I'm learning all this! =0)
by JILost at 7:31 PM EST on January 19, 2008
Each of the games in MMAC were released on the PSX as "ports" of the NES games, called "Rockman Complete Works". MMAC is simply those, MM7, MM8, and the arcade games stuck together with an added "menu". In the original PSX ports, the music was in plain old XA format (which is why all the music fades out if you stay in a level long enough), so I'm guessing the AIF files are simply compressed files containing the original XA streams. That could by why they don't play in any players -- they're simply compressed files, not AIFF audio. I could be completely wrong on this theory, but I went through all the same stuff as you (and more, probably...ugh MFAudio) and got no results one way or the other. If anyone else has any ideas or has actually managed to extract the audio, by all means, share!
by Rew at 10:43 PM EST on January 19, 2008
Ah, so I'm not the only one unable to extract the audio from this disc! Yes, I echo what JILost said--if anyone knows how, please do let us know! =0)
by kingshriek at 8:36 PM EST on January 20, 2008
Updated AOSSF plugin pack is here: http://foobar2000.xrea.jp/up/files/up629.zip

Also, I've been playing around with the FM a bit in an attempt to get it sounding better. Unfortunately, I don't have very good means of testing it against actual hardware (don't have Shinobi X or a modded Saturn).

I've put together 5 FM-using samples, each played with the current FM implementation (fma_*) and the new one (fmb_*). The only difference between the two is that for fmb_, I put a TL (total level) calculation before the SCSP writes samples to the sound stack, which will attenuate the modulators a bit, lessening the strength of the FM (Sakura Taisen definitely benefits from it).

http://h1.ripway.com/kingshriek/fm_compare.zip

Just wondering if I should push ahead the new FM scheme through to the AOSDK or if I should just keep the old one for now (Shinobi X would be a deciding factor for me if I had real hardware samples to compare against).
by marioman at 9:14 PM EST on January 20, 2008
Much better! It actually sounds very accurate now. The only thing that I noticed was that the bass of nights_3b sounded a little raspy. If you want an accurate comparison, get the Full Selection Soundtrack that I posted a link to earlier in this thread. It was recorded straight from the Sega Saturn hardware, so it is a very accurate standard to compare the plugin to.

Also, could it be possible to add tag editing capability to this plugin? It is kind of annoying to have to switch to in_ssf every time I want to tag a SSF file.

Thanks. Keep up the good work.
by Knurek at 1:19 AM EST on January 21, 2008
You can always use psfpoint for the tagging.
by Lunar at 4:54 AM EST on January 21, 2008
SSF is sounding great now. No more pitch issues! What was it that was causing that? The newest in_aossf sounds as good as htcore.exe anyway. *happy*

I'm sure it'll get more of the superficial stuff added (like tag viewing/editing) later. psfpoint works for now.

I'd like to finish tagging Shining Wisdom, myself.
by kingshriek at 10:48 AM EST on January 21, 2008
The problem was being caused by something rather simple. On looping samples, the remaining fractional sample position was not being carried over when the loop point was crossed which was causing looped samples to come out at an inconsistently lower pitch.
Nice fix,but still sounds weird... by DX7Rocks at 11:03 AM EST on January 21, 2008
The main pitch is (finally) fixed,but the FM parts still sound weird (wrong pitch,harsh/inaccurate sound,very loud and with long decay).

Also,NiGHTS still doesn't sound as good as with the KBMedia Player plugin.
The kbht plugin (not the latest version,but the build before it) has the most accurate sound reproduction so far.


edited 11:05 AM EST January 21, 2008
by marioman at 10:40 AM EST on January 22, 2008
Hey kingshriek. Just out of curiosity, why are your Segagaga and Skies of Arcadia DSF sets not on your SSF/DSF rip page? I just noticed this, and am a little puzzled as to why they are not there.

edited 10:41 AM EST January 22, 2008
by kingshriek at 11:33 AM EST on January 22, 2008
They're not on the page because they both have some serious problems - missing notes and/or the EG decaying far too quickly.

I haven't yet determined if the problems are rip- or player-related (or a combination of both).
by Mouser X at 12:03 PM EST on January 22, 2008
Based on what I recall from Neill, it's the player's fault, not the rip. Do you have a means to test the DSFs on an actual Dreamcast? I'm inclinded to believe that if you did, they'd sound just fine. I know the player is faulty, and that there's missing notes. Neill said this was the biggest reason he never officially released it. He knew there was a problem, but hadn't been able to pin it down in the code.

Personally, faulty or not, I'd like to have the files. Again, I doubt it's the rip that's the problem. Mouser X over and out.

edited 12:08 PM EST January 22, 2008
by JILost at 1:11 AM EST on January 23, 2008
Hey Rew, I finally figured out MMAC. Use this player on the .AIF files. Here are the values to enter into the player for the Frequency, Channels, and Interleave. On files that say "non-zero", the interleave is ignored; the player simply won't play if the interleave is set to 0, however, so just enter something like 10 or some random number.

DATA1-6: 38700, mono, non-zero
DATA7: 44100, stereo, 800
DATA8: 38700, mono, non-zero [note: there's only one song in this one, the rest are sound effects]
DATA9,10: 38700, stereo, 800
DATA11: 38700, stereo, 3000
DATA12,13: no audio

Each DATA# represents the game # (so Megaman 3 is in DATA3, for example). 9 is the first arcade game, 10 is the second. 11 is a collection of random arrangements with one 44khz one stuck on the end. Enjoy!

edited 3:42 AM EST January 23, 2008
by marioman at 5:44 PM EST on January 24, 2008
The long version numbers just keep getting longer. NEZPlug++ v0.9.4.8 + 2 + 16.4b released.

edited 5:45 PM EST January 24, 2008
by nensondubois at 11:56 AM EST on January 25, 2008
Maybe it's in friiggin English this time with normal GUI.
by Knurek at 12:10 PM EST on January 25, 2008
This encorporated ugetab proposed changes to GBS format allowing some newer rips to play (Lacroan Heroes, Little Nicky GBS).
B because the changes haven't been properly tested, so it's still in beta.
by marioman at 6:16 PM EST on January 25, 2008
So they do listen to ugetab... I wonder if he could put in a request for an English changelog and a graphical config dialog that updates playback settings at the start of each track? *nudge nudge*

edited 6:22 PM EST January 25, 2008
by marioman at 11:11 AM EST on January 28, 2008
It looks like there is a new version of in_ssf that was just released here. It adds a patch of some sort by kingshriek, tagging support, and replay gain. The raspy bass issue in nights_3b is also fixed.

There is a problem with the _lib tag being deleted when a tag is modified.

I would say that we have a fairly complete SSF plugin here. Now all that is left to do in order to make Highly Theoretical obsolete is create a DSF plugin.

edited 4:32 PM EST January 28, 2008
by Lunar at 5:39 AM EST on January 29, 2008
"View file info" doesn't bring up a tag dialogue for me.
by Rew at 3:46 PM EST on January 29, 2008
@JILost: Hey, thanks for that! That helped me out a lot.

A couple issues, though: How come some of the themes (example: Ice Man in MM1) are split up into 10-20 repetitive 6-second tracks? If I were to rip it to put into a WAV or MP3 file, how would I make those all into one track? Or have been put on the disc in that format to prevent such uniting? Also, my player sometimes randomly crashes. =(

But thanks still!
by unknownfile at 2:13 PM EST on February 7, 2008
Now that I have 2SF stuff out of the way, I have the following projects to do:

- Some KSS rips
- Megadrive Sound Format
- Get a fucking job

Which is the way to go, boys? (no girls on the internets)
by snakemeat at 3:10 PM EST on February 7, 2008
My vote is for the megadrive stuffs.
by marioman at 5:40 PM EST on February 7, 2008
Megadrive please. (Must have Knuckles' Chaotix MDSF rip.)
by nensondubois at 6:07 PM EST on February 7, 2008
Support yourself first with a job then start with Megadrive.
by unknownfile at 6:48 PM EST on February 7, 2008
MDSF it is

but first, what's a good debugger you know of? i'm trying to mess about with gens, and it's just assembly up the ass.
by anewuser at 11:13 AM EST on February 8, 2008
hey

dunno, but I browsed this briefly.

edited 11:17 AM EST February 8, 2008
by unknownfile at 4:01 PM EST on February 8, 2008
[15:59] <Knurek> unknownfile, you do know about M1 adding support for about 100 Genesis games recently?
[15:59] <unknownfile> duuurh?
[15:59] <unknownfile> no, i didn't.
[15:59] <unknownfile> OKAY THEN IDIOTS, YOU HAVE DESTROYED MY MOTIVATION
[16:00] <Knurek> you're welcome

http://www.bannister.org/forums/ubbthreads.php?ubb=showflat&Number=37857&fpart=1

edited 4:02 PM EST February 8, 2008
by marioman at 6:40 PM EST on February 8, 2008
But that's just GEMS. There are lots of other drivers used in the Genesis. See here.

None of the Sonic games will play in it, nor will Alex Kidd, Wonder Boy, Outrun, and many others.

edited 6:43 PM EST February 8, 2008
by unknownfile at 7:10 PM EST on February 8, 2008
point taken
by nensondubois at 9:06 AM EST on February 9, 2008
Why are you doing this again? VGM is perfect. Unless you are trying find unused songs its useless.
by marioman at 9:33 AM EST on February 9, 2008
>> VGM is perfect

Then why can't it play music from the 32X? Why are there YM2612/PSG balance issues? Why are people looking for alternatives anyway?

Nothing is perfect my friend.
by unknownfile at 10:29 AM EST on February 9, 2008
More importantly, why the fuck are people still hanging onto logged formats? For me it presents no challenge to rip, and thus is incredibly boring.
by nensondubois at 1:30 PM EST on February 9, 2008
A new version of in_vgm for winamp has arrived! http://www.smspower.org/music/tools/in_vgm035.zip


edited 1:33 PM EST February 9, 2008
by ugetab at 3:01 PM EST on February 9, 2008
Winamp 5.35 seems to support this, but I can't yet say anything about the other 17 plugins I use.
http://www.winampheaven.net/old.php?major=5
http://www.winampheaven.net/dl.php/winamp535_lite.exe

in_vgm version .34 (http://www.smspower.org/music/tools/in_vgm034.zip) has better compatibility with some other versions of winamp, if you're determined to use them instead.

I'm always a bit skeptical of winamp upgrading at this point.
by Mouser X at 4:14 PM EST on February 9, 2008
I don't know what's wrong with your setup, but v0.35 works fine on Winamp 5.52 for me. I put it in the plugins folder a few days ago, and I've used it a few times since then. Actually, it's rather rare that I've had a problem with my current installation of Winamp. Then again, this is a brand new, fresh installation. I've got vio2sf v0.10, in_cube v0.33, and in_vgm v0.35 installed, along with in_zip and most of Winamp's defaults. So far, it's worked just fine for me. Well, excluding the atrociously evil "paths.ini" file which is installed by default with no option to disable it! Someone should be shot for that.

Anyway, sorry to hear it's giving you problems. Mouser X over and out.
by Lunar at 6:03 PM EST on February 9, 2008
"More importantly, why the fuck are people still hanging onto logged formats? For me it presents no challenge to rip, and thus is incredibly boring."

Because people just want the soundtracks. That simple.
by nensondubois at 7:26 PM EST on February 9, 2008
Words spoken, truth revealed.
by Richter X at 10:52 PM EST on February 9, 2008
Honestly, I want a ripped format due to the fact that there tends to be some music tracks that are hidden inside of certain games, not found in a sound test. Even though just about every Genesis game out there has a sound test, yet very few SNES games do. Strange.
by unknownfile at 11:56 PM EST on February 9, 2008
"Because people just want the soundtracks. That simple."

Agreed, etc
by Chupperson Weird at 12:03 AM EST on February 10, 2008
I'm all for getting a ripped Genesis format, since VGM and its variants are not by any means perfect (VGZ at least can loop correctly).
by Knurek at 3:51 AM EST on February 10, 2008
WTF? Why should gzipping a file add proper loops?
by F3582 at 5:10 AM EST on February 10, 2008
Pwnd! ^^

(I'm usually not one to make such comments, but this time I honestly couldn't resist.)
by unknownfile at 10:26 AM EST on February 10, 2008
lol

Looping's another thing about VGM that pisses me off, and it's pretty obvious why. I have to log a bunch of songs then dump wavs of all of them, throw them into a sound editor, find all the loop points and whatnot then optimize the entire thing.
by marioman at 7:54 PM EST on February 11, 2008
New versions of aossf and vio2sf here. The aossf update implements Audio Overload SDK v1.3.2, and the vio2sf update fixes a memory leak.
by Chupperson Weird at 1:23 AM EST on February 12, 2008
Knurek: Don't ask me. For some reason, VGZs seem to loop at the actual loop points.
by marioman at 6:29 AM EST on February 12, 2008
Well, well... Lookie at what we have here: aodsf

That's right a new DSF plugin based in AO. I guess now it is time to test some of kingshriek's DSF rips and see if they sound better in this plugin.
by Knurek at 6:55 AM EST on February 12, 2008
Please note that the DSF part of AO is still in prealpha stages (as RBelmont put it: THIS IS NOT FOR END-USERS AND YOUR EARS WILL BLEED IF YOU TRY AND PLAY ANYTHING WITH THIS!).

Might be better than Neill's implementation on few things, but if I were you, I'd still wait until it's finished.
by marioman at 7:42 AM EST on February 12, 2008
Well, maybe it will be incentive enough for improvement. aossf wasn't exactly spectacular when it was first released, but now it sounds excellent.
by Rew at 9:23 AM EST on February 12, 2008
I asked this somewhere else, but I'll ask here too because this thread seems to get more visibility: How do I open .AUS audio files? Thanks!
HES specs by snakemeat at 2:23 PM EST on February 13, 2008
Anyone have an url for PC Engine TG16 HES file specs?
by Knurek at 2:46 PM EST on February 13, 2008
http://www.proc.org.tohoku.ac.jp/befis/download/nezplug/hesspec.zip

There are some changes to it made by kingshriek adding PCEngine CD ADPCM support, but that's supported only by the new Nezplug++ builds.
notsofatso ufmix aka waste of time by unknownfile at 12:41 AM EST on February 16, 2008
Notsofatso UFmix has been dragged out of the grave again. Still trying to improve the shit VRC7 support that only one game uses. But it's the thought that counts, right?

I thought not.
by marioman at 8:26 AM EST on February 16, 2008
New versions of aossf and aodsf have been put up as the Foobar2000 Wiki. (Along with a new aoqsf plugin.) The aodsf still isn't quite up to par, but it seems to be improving a little. It seems that the FM instruments are the ones that aren't playing right. (As was the case with oassf for a while.) Hopefully they will figure it out soon.

While I am on the subject of Dreamcast, is Sonic Shuffle rippable using DSF? The Stream DB says that it does not not use ADX.

edited 11:07 AM EST February 16, 2008
by Knurek at 11:29 AM EST on February 16, 2008
Just a heads up, Dreamcast soundchip AICA doesn't have any FM features.
by marioman at 11:36 AM EST on February 16, 2008
Really? The instruments in question aren't even played in HT, so I figured that they were FM since HT doesn't even try to play FM. Shows what I know.
by Chupperson Weird at 1:15 PM EST on February 16, 2008
I like Lagrange Point and I like NotSoFatso. Go UF!
by nensondubois at 4:51 PM EST on February 16, 2008
"I like Lagrange Point and I like NotSoFatso. Go UF!" I agree and don't forget lemmings are the only animal that commit suicide besides humans.

edited 4:53 PM EST February 16, 2008
by hcs at 5:54 PM EST on February 16, 2008
What about moths and other insects attracted to fire? Or most mammals that when dangerously dehydrated will drink themselves to death upon finding a water source?
by nensondubois at 5:57 PM EST on February 16, 2008
But they purposely do kill themselves by jumping off buildings. Maybe it's because they used to be able to fly but now they can't but think they do.
by unknownfile at 6:11 PM EST on February 16, 2008
wut
by nensondubois at 6:24 PM EST on February 16, 2008
Sammy Davis Jr. is the only black person who could speak proper English but now he's dead, the Candyman. Oh I don't know it started with lemmings.
by marioman at 6:58 PM EST on February 16, 2008
Man, are you feeling OK?
by nensondubois at 7:28 PM EST on February 16, 2008
No I feel like shit really shitty.
by Peppyman at 4:37 AM EST on February 17, 2008
Has everyone given up on Jak and Daxter?
by marioman at 5:35 PM EST on February 18, 2008
R. Belmont, it seems from this discussion that you think that I am trolling your IRC channel, and that I am hostile to any non-Corlett xSF plugins. Just to let you know, I don't use IRC and I fully support just about any plugin provided it is accurate and easy to use. Just look over the last few pages and see how many links I have posted to the AO plugins.
spoilers by unknownfile at 9:06 AM EST on February 19, 2008
Those are all Mouser X quotes
by marioman at 6:50 PM EST on February 19, 2008
NEZPlug v0.9.4.8 + 2 + 16.5b released. Not sure what is does, but it's there.
by nensondubois at 7:00 PM EST on February 19, 2008
Website again? I feel like a lazy bastard and not searching.
OMG NOTSOFATSO by unknownfile at 10:18 PM EST on February 20, 2008
Yeah, it's done. Now let me go to bed.

New this build:

VRC7:
- Actually working YM2413 emulation with less static
- Better panning for channels
- Invert function returns
- New toneset, improved the merged toneset

General:
- Set some options up to have the most accurate settings available to fresh installs

The build

edited 10:19 PM EST February 20, 2008
by Chupperson Weird at 2:13 AM EST on February 21, 2008
So, the weird blips and echo loops in the background on Theme of Isis are supposed to be there? Just checking. Also the stereo support was acting really weird for me but it seems to be better now that I've adjusted panning.
by unknownfile at 10:26 AM EST on February 21, 2008
Ah yep, there's a problem with panning. Shall fix it later.

... I really need to get better speakers.

edited 10:28 AM EST February 21, 2008
by Richter X at 11:09 PM EST on February 21, 2008
Ahhhh.....yes. It feels sooooo good to hear stereo NSFs again! Thanks.

Also, the huge playlist issue is still there. Any idea what's causing it? Another issue. When you're not playing a VRC7 NSF and switch between tonesets, you can't see what toneset you're switching to.

edited 11:45 PM EST February 21, 2008
by nensondubois at 11:13 PM EST on February 21, 2008
Great!
This weekend by unknownfile at 9:20 AM EST on February 22, 2008
I will be doing work on school stuff, but if I get around to having spare time (I always do), I will try and get some MDSF crap done.

I'm just that bored.
Battletoads by unknownfile at 5:38 PM EST on February 23, 2008
1) 0x25E6C = nop
2) 0x25F26 = infinite loop
3) Save ROM
4) ???
5) PROFIT
gens getting ported to winamp by unknownfile at 1:14 PM EST on February 24, 2008
Yeah, it's underway and such. I still have to remove a lot of code (in particular, the graphics processing) before it can become a Winamp plugin.
in_msx in STEREO by unknownfile at 10:22 PM EST on February 24, 2008
I have been screwing about with in_msx for a while now, and now you, too, can listen to stuff in stereo!

You can't configure the pan yet, but whatever.

Doink

(I wanted access to this at school so ya)

...

WELL HELLO THERE. IT SEEMS THAT THIS DIDN'T CHANGE.

edited 10:59 AM EST February 25, 2008
mdsf specs, revision 1 million by unknownfile at 12:42 PM EST on February 25, 2008
MDSF Specs revision 0
by unknownfile

INTRODUCTION TO MDSF

MDSF ("Megadrive Sound Format") is yet another PSF-based format. This time, it is aimed at replacing
the long-lived problem of logged Genesis/Megadrive music (VGM, GYM etc) which are often far from optimal,
or contain quirks that might not be present in ripped data.

MDSFs use PSF version byte 0x13 (official), and do not use the reserved section as of yet.

THE COMMON ROM SECTION

Every set has a generic ROM section present. The section is laid out thus:

4 bytes: "ROMS" ("ROM section")
4 bytes: load offset
4 bytes: load size
xx bytes: the data itself

If a Sega CD is emulated, data in this section will be written to a space for ISO data, and the Sega
CD BIOS will be written to the ROM section instead unless specified below.

INITIALIZING OTHER CPUS

To allow other CPUs on the Megadrive to run, you need to specify one of the following:

- "S68K" for Sega CD
- "SH2!" for Sega 32X
- "Z80?" for Z80-only rips

Parameters for these follow.

NOTES ON THE SEGA CD

The Sega CD ROM section will contain an ISO unless a flag is written in the header:

4 bytes "S68K"
1 byte "override flag"

If the override flag is not 0, the data in the ROM section will be written to Genesis ROM space.

NOTES ON THE SEGA 32X

Simple section. There is one byte there for expansion flags.

4 bytes "SH2!"
1 byte expansion

NOTES ON Z80 RIPS

Some sets do not require that the 68000 be in place. As a result, rips can be more optimal
by just emulating a Z80 CPU and not needing to go through initialization code, etc.

The parameters are:

4 bytes "Z80?"
2 bytes load address in Z80 memory
4 bytes initial 68K memory pointer
x bytes data

Note that by using this section, all other CPUs are halted.
Also, this might not work with all Z80 music drivers, as it is only a concept and may not be needed.
SMPS Z80 sound code offset by unknownfile at 10:21 AM EST on March 5, 2008
Write the sound code to 0x1C0A, receive sound. Hopefully.
regarding the above by unknownfile at 8:53 PM EST on March 5, 2008
Confirmed this method to work with:

- Battletoads
- Sonic 3
- Sonic Crackers (and Knuckles' Chaotix)
- Phantasy Star 3
- Phantasy Star 4

Still have more games to test...
by Richter X at 10:38 PM EST on March 5, 2008
Kickass! Can't wait until Snatcher can be ripped.

*Thumbsup!*

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