Not really, pretty much the only recently updated NSF plugin is foo_gep for Foobar2000. Disch has discontinued NotSo Fatso (the Stereo NSF/NSFE plugin for Winamp), unfortunately. Wish someone would merge it with foo_gep so I could listen to NSFs in stereo (and bandlimited as well) on it. ^_^
There's still a decent amount of NSF and GBS ripping still occuring, or at least has the potential to occur.
Some games have just proven to be a royal pain in the butt to get ripped. Mario is Missing is one of the ones I've tried, and keep getting stonewalled with. Kaettekita Mario Bros is an FDS game, and having ripped 1 of those before, I can say it's likely to be an intensive process that I don't feel like performing.
Are you sure NotSo Fatso was discontinued? I wish there was at least one more update that would make the tracks shadow into Winamp's playlist automatically and maybe ATF support (if that's even possible).
BTW I definitely prefer NSFE over NSF, having the titles of each track is much better.
Yes, Disch is no longer updating NotsoFatso. However, the source code is available, so you can use that to make updates and such yourself. HCS ported NotsoFatso to Rockbox, so updates are possible, if you can find someone willing to do them. DrO added ATF support to 64th Note. So, I would think that adding ATF support would be reasonably possible for NotsoFatso, if you can find someone willing to do the work.
Also, I agree. I prefer NSFe files to NSF because having track times is very nice (I don't like having to skip through them in Rockbox). Another reason for an update to NotsoFatso is that there's some NSFs that it can't play. It either crashes, or skips them completely. I don't know which ones off the top of my head, but I've experienced the problems myself. NSFplug is a pretty good alternative, but it doesn't have NSFe support. It's open source, so maybe someone can add it? HCS attempted to port NSFplug to Rockbox, but was unable to get it to compile (NotsoFatso compiled for him, which is why he went with that one).
Also, in regards to tags+times, there are other plugins which use some form of playlist commands to add this information. Marioman knows more about it than I though. As I recall, he uses that system. I've tried it in the past, but I never could figure it out. On top of that, I've never seen links for the playlists either. NSFe files I've seen. I wouldn't want to have to re-add all that info into some playlist stuff. If someone has already done the work, then why not host the files somewhere? They've got to be very small in size, since they're all text.
Also, Game_Music_Emu is a pretty neat library. If you know how to use it, you could probably make a NSF/GBS/etc. plugin pretty easily. Also, GME has support for NSFe files, and it might have support for the playlist tags as well (I'm not sure on that one, I don't remember).
When I see anewuser on #usf next, I'll have him check this thread. He's into the NSF stuff a lot more than I am. He could very possibly have something to contribute to this thread.
Anyway, if you know where to look, there is still NSF and GBS stuff going on. It's slowed down some, but there's still people who are working on it, in some form or another. Mouser X over and out.
Yeah, forgot about the timing, that is another advantage over NSF. I also like the playlist which allows you to put the tracks in order.
I'm not a fan of external players except for M1. If it's not in Winamp, then I don't use it. Do you think its possible to have the shadowed tracks in Winamp's media library? And what about GBS tracks, is there any support for tags? in_nez is from 2002, anything newer?
There is no way I'm going to be able to modify anything in NotsoFatso. If I'm ever going to learn a new language its going to be Japanese.
Just sent in a couple tagged NSFe files, nothing super interesting. Has anyone ever found a rip of Jim Henson's Muppet Adventure - Chaos at the Carnival?
For those needing to stock up on NSFs, here you go.
Btw, Notsofatso is crap with VRC7 emulation, so I use NSFplug instead, even though it crashes Winamp every time it shuts down, which has gotten on my nerves fast.
And NSFe is overrated. I never use it because it's barely ever used, and also because homemade music has become plentiful on the archives *cough*CHIBITECH*cough*.
#1: I have the akumu archive, and the muppet game isn't in there.
#2: NSFe rules.
#3: I don't care for original stuff.
#4: Do you have any comparisons for games with the VRC7 chip with NSFplug and Notso? I don't feel like installing a plugin that crashes Winamp. Had too many of those in the past.
One is from the Lagrange Point OST, released by Victor. One is from the NSF played in Notsofatso. One is from the NSF played in nsfplug.
Also to note: Lagrange Point is the only game that uses the VRC7, so like it matters anyways, I just like my sound accurate. Even if Winamp crashes whenever I close it.
Heh, your opinion is cool with me, I was just messing around. That is a huge difference, but since it's for that one game I'm definitely sticking with Notso, I couldn't live without tags & times.
I know what it's like to have one game that doesn't play right: Turok / 64th note ;)
"DrO added ATF support to 64th Note. So, I would think that adding ATF support would be reasonably possible for NotsoFatso, if you can find someone willing to do the work."
i have briefly looked into doing that for NotsoFatso along with some other minor changes to bring the plugin upto spec against newer winamp releases, but otherwise core changes to it are something i wouldn't be competant enough to do
I wish that GBS ripping would get some attention. In_gbs hasn't been updated in a while, and I still can't find a GBS rip of Kirby Star Stacker. With all of the Kirby fans that are out there, you would think that Kirby's Star Stacker would have already been ripped.
I've been running that version for quite some time now. I don't know when I updated to it, but it wasn't recently.
As for a GBSe format, I've been considering implementing/making a GBSF format (obviously with the idea of fitting in the PSF framework). If I was to do so, I'd be using Blargg's Game Music Emu library for the core. The biggest problem though, is the fact that I don't adequately know any programming languages... So don't hold your breath on that one. If I ever get around to learning C or C++ (perhaps after I've finished watching ReBoot, Static Shock, Darkwing Duck, and Ducktales on my breaks at work), then maybe I can do it then.
I agree though. Tag support for GBS files would be really nice. After saying all this, I'm half expecting UNKNOWNFILE to come along and say something like "That's what GBS2GSF is for." The problem with that, is that it doesn't work for all the GBS files out there, it can degrade the quality, and it takes up a lot of CPU (usually more than the GBS normally would). So, GBS2GSF works, but it's certainly not optimal.
Marioman: This may be a dumb question, but you're aware of the GBS Penultimate Archive, right? If not, look there. If it's not there, I'm under the impression you won't find it. Perhaps you can contact ugetab, and see if he could rip it. GBS may not be his specialty (if I recall correctly), but he's ripped and fixed a few sets, so he might be willing, and able, to rip Kirby Star Stacker. Just a suggestion for a possibility.
Anyway, there's what I've got on the issue. Mouser X out.
Oh, I just realized that ugetab is a user here. Ugetab, if you are reading this, I would like to ask that you please give consideration to ripping Kirby's Star Stacker and Kirby's Tilt and Tumble. (Tilt and Tumble hasn't been ripped either. As you can see, I got a Kirby thing going with my GBS collecting.) Both of those sets would be fairly popular rips I am sure.
Thanks in advance.
GBS timing by Knurek at 5:18 AM EDT on May 9, 2007
You know, it's possible to have full metadata for GBS, NSF, KSS and HES. With the wonders of extended M3U playlists (supported by NEZPlug, NSFPlug, MSXPlug and I've heard from blargg that the next version of Game Music Emu will support them too).
There are some examples of that in the large GBS package on my GBS listning site (which BTW, should be complete bar some obscure Japanese rips that noone seems to have anyway (the listning, not the large GBS package, need to upload the updated one)). Tales of Phantasia ND and Star Ocean Blue Sphere AFAIR.
GBS->GSF conversion thingy would be nice if not for the fact that the GBA GBC emu used for them (Goomba IIRC) sucks plain ass.
Are there any examples of the extended m3u playlist? I can see the specifications here: http://nezplug.sourceforge.net/in_nez.txt this does look promising, but I want to see it in action.
Hey UNKNOWNFILE, are you by any chance using that Winamp plug in called Play Tracking Replacement? I remember when I was using an older version of it, Winamp crashed constantly. The newer version is here: http://www.myplugins.info/misc_plugins.php
>Are there any examples of the extended m3u >playlist?
Here's one Datschge did for Star Ocean Blue Sphere.
Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,23,Motoi Sakuraba - STAR OCEAN FOREVER,75 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,25,Motoi Sakuraba - Myth of Fate,38 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,0,Motoi Sakuraba - Pacifism,128 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,1,Motoi Sakuraba - The Surface of the Blue Sphere,174 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,4,Motoi Sakuraba - Peace of Mind,157 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,17,Motoi Sakuraba - Hand to Hand,119 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,21,Motoi Sakuraba - Victory Pose!!,35 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,8,Motoi Sakuraba - Treasure Hunter,135 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,18,Motoi Sakuraba - Like the River Styx,91 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,5,Motoi Sakuraba - Greed City,97 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,9,Motoi Sakuraba - Price of Progress,124 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,13,Motoi Sakuraba - A Heavy Heart,141 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,14,Motoi Sakuraba - No Mercy,44 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,2,Motoi Sakuraba - Forsaken Wastes,165 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,10,Motoi Sakuraba - Legacy from the Past,146 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,6,Motoi Sakuraba - Unfulfilled Desires,200 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,15,Motoi Sakuraba - Guardian of Truth,136 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,16,Motoi Sakuraba - Created Destryed and Reregenerated,114 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,3,Motoi Sakuraba - Null Chamber,136 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,7,Motoi Sakuraba - Sacred Ground,82 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,11,Motoi Sakuraba - Boundless Sea,120 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,12,Motoi Sakuraba - Civilization Keeper,127 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,19,Motoi Sakuraba - Death is the Great Leveller.,110 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,20,Motoi Sakuraba - Every Extremity is a Vice.,151 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,27,Motoi Sakuraba - There is nothing Permanent except Change.,163 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,22,Motoi Sakuraba - Serene Heart,50 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,28,Motoi Sakuraba - MEET_AGAIN,02 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,24,Motoi Sakuraba - Challenger from the Other Side,69 Star Ocean - Blue Sphere (2001)(tri-Ace, Enix).gbs::GBS,26,Motoi Sakuraba - Penance,120
Kaminari's HES archive uses them extensively (http://www.namida.com/kaminarimon/)
Same goes for ShaiWa KSS archive (http://home.hccnet.nl/s.v.nimwegen/kss/)
Here's one I did for Solstice NSF
# Solstice (CSG Imagesoft) [1989] # Composer: Tim Follin
Yes, extended M3Us are the way to go. It should also be noted that if you break up one of those large M3Us into separate M3U files with only one track per file, then it is similar to a xsflib/minixsfs. That makes navigation a LOT easier.
Yeah I've been wanting a Star Stacker rip for a long while. I downloaded mp3s. Many of the tracks are similar to those in the Glittering Kids SPC set - I think they're essentially the same game. Tilt and Tumble - dunno much about that. Is it Ishikawa?
Soon after I found out there was a way to give times to GB games, this was coming soon after:
Super Mario Land.gbs::GBS,0,World Music 1,0:0:50.016,,0:0:10 Super Mario Land.gbs::GBS,1,World Music 2,0:0:47.993,,0:0:10 Super Mario Land.gbs::GBS,2,World Music 3,0:0:51.765,,0:0:10 Super Mario Land.gbs::GBS,3,World Music 4,0:0:37.516,,0:0:10 Super Mario Land.gbs::GBS,4,World Music 5,0:1:38.012,,0:0:10 Super Mario Land.gbs::GBS,6,Pipe Room,0:0:09.002,,0:0:10 Super Mario Land.gbs::GBS,7,Boss,0:0:06.016,,0:0:10 Super Mario Land.gbs::GBS,9,Invincible (Can-Can),0:0:17.311,,0:0:0 Super Mario Land.gbs::GBS,10,Lose Life,0:0:01.986,,0:0:0 Super Mario Land.gbs::GBS,11,Level End,0:0:03.583,,0:0:0 Super Mario Land.gbs::GBS,12,Bonus Game,0:0:10.173,,0:0:10 Super Mario Land.gbs::GBS,13,Bonus Game Walk,0:0:08.115,,0:0:0 Super Mario Land.gbs::GBS,14,Extra Life,0:0:01.460,,0:0:0 Super Mario Land.gbs::GBS,15,Princess Daisy,0:0:31.003,,0:0:0 Super Mario Land.gbs::GBS,16,Oh! Daisy,0:0:06.021,,0:0:10 Super Mario Land.gbs::GBS,8,Last Boss,0:0:31.513,,0:0:10 Super Mario Land.gbs::GBS,5,Ending & Credits,0:1:33.003,,0:0:10 Super Mario Land.gbs::GBS,17,Game Over,0:0:05.887,,0:0:0
Sound: H. Tanaka
Is there a place to submit these?
edit: I've started my own little site here GBS I'll be putting the games that I've timed here.
> If you want a game put up on the site, tell me > here or contact me somehow. Game Boy games only.
Shantae and Toki Tori come to mind. Unless you've only meant GB Mono games. If so, Kaeru no Tameni would be nice (that's the Link's Awakening prequel of sorts).
Also, I'll add the M3U files to the GBS pack on my site with anything you post here (or on the GBS site). If that's okay with you of course.
Kirby Tilt 'n' Tumble is done. Star Stacker has issues that I've tried to fix. If I could figure out why notes don't stop, it could help fix some other GBS sets.
Wow! Thanks for the Tilt and Tumble GBS ugetab. Good luck on fixing the Star Stacker rip. If you figure anything out, please let us know. Thanks again.
Since there seems to be a interest in a GME-based emulator plugin for Winamp/XMPlay, I started to code one: http://www.sendspace.com/file/wybaa8
Atm, its just a stub, and playing doesnt work yet (since its so alpha). All emulation code is in, yet the sample feeding code is quite incomplete (which most likely is the cause for the crashing).
just to clarify things with the talk of the 'extended m3u' playlists, what's been pasted is not an extended m3u (no #extinf lines, etc).
all that those plugins are doing is custom processing of the file being passed in. it's easy to do as long as all of the files adhere to the correct format/your parser is able to cope with things. i use a similar thing with in_zip and it's control on playback of different entries in the zip files.
but just wanted to clarify the apparant confusion over the reference/meaning of 'extended m3u' :)
Well, I have no idea what the hell I'm talking about then :) I just saw that there was a way to create a playlist for Game Boy games and started to make some.
Where can I find info about the extended information? And is it useful for this situation?
Just ignore the fact that the playlists are not official M3Us and you will be fine. The specification for NEZPlug's M3U lists can be found here:
http://nezplug.sourceforge.net/in_nez.txt
This is the same type of M3U list that you used on your Mario Land M3U. Keep in mind that this is a custom M3U list specification that will only work with NEZPlug. It may not work with any other NSF/GBS player.
i think the choice of extended m3u in in_nez.txt was a bad one since it's caused this confusion, heh
as long as the relevant input plugin is coded to do so (as with the examples of NSFPlug and MSXPlug and also there was in_linein which in a similar vein has a massively customisable playlist entry format or extended m3u format as we're refering to it now ;o) ) then anything is possible as a playlist entry (which will then be in turn give the m3u if so saved as one).
i keep forgetting all about the little quirks with these sort of plugins and the terminology adapted to their use, back to my corner i go :o)
I tried a prgoram from zophar.net called nes2nsf.exe What a joke. This must be a novelty item or something. I put Teenage Mutant Ninja Turtles demo.nes in it and there is no sound on notsofats or meridian advance. I hear no sound. Is this supposed to happen?
Wow. Something must have been *REALLY* wrong last time I used NEZplug. It seems to be working now though. I may have to look into making some M3U files. After all these years, I *finally* understand how they're built (as DrO said, calling it an extended M3U was confusing, since that's what I was attempting to do). One for Zelda and FF Adventures would be nice... Note that #69 in Zelda:LA displays the bug that almost all GBS players have. Meridian's GBS plugin, and the GME (Blargg's stuff) don't seem to reproduce that noise, whereas almost every other GBS player I've tried does...
If someone is working on porting GME to a Winamp plugin (as was mentioned earlier in the thread), then please try to implement the M3U stuff. It'd be appreciated. Mouser X out.
I don't refine non-working GBS files much. Track 16 is simply the best one I had for comparison purposes.
I've been stepping through and comparing code from the GBS and the game for several hours over a couple days trying to isolate code that wrote to bytes...about 0x80 past where I was inspecting in memory. It required me to add one more bank of code to the GBS, but it sounds like it works. Unfortunately, it's hard to determine what data in memory performs what function, but thanks to the amount of blind debugging I did, I have an idea about how some channels are halted in a GBS now. FF12/FF17/FF1C/FF21 writes seem to control when tones end, which I hope to eventually be able to use to fix some GBSs that have tones that never quit in some players. I'd also like to note that I have been working on getting this GBS to work on and off for quite a while, and the request is the only thing that stirred my third or fourth concerted effort to get the thing ripped. I happen to like HAL and Kirby music too.
If you want to provide an order for the tracks, you can do so by putting the song numbers in the order you want them to be. If you're content to browse in the order provided, that works too.
In regards to GBS files, CaitSith2 has made an auto-timer for GSFs and SPCs. He talked about NSFs and GBSs, but I don't know where he got on those. I'm only bringing this up because having an auto-timer would be *very* helpful in adding times to GBS files... Also, a "shadow" feature (like what NotsoFatso does) would be nice. It'd make it easier to split up the GBS songs into separate tracks.
For those who are interested though, you can find the SPC auto-timer here and the GSF auto-timer is here. This also works on GBS2GSF sets, so there's one way to time GBS sets. Check ugetab's site for a tool that can make GBS2GSF sets easily, if that's something you're interested in.
Anyway, the auto-timers are both open-source, so take a look, and see if you can figure out any other formats to adapt the auto-timer code to. Just a thought, of course. Mouser X out.
Hm, is the Star Stacker rip considered "fixed" now? Because it still sounds funky on my end - some of the sounds aren't correct, tracks are still slow for me too... though I think that's due the my Winamp plugin (Meridian) because the .gb file had tracks at the right tempo in KiGB.
Here's a rip of it I downloaded a while back. Compare and contrast, if you like. Some of the sounds in it are pretty nuts, and I don't hear those in the GBS rip... gets me thinking on whether these mp3s are even recorded from a GameBoy (I'm not very familiar with the GB's sound capabilities, but I've not heard soundtracks take GB sound this far.)
I get some weird error when I try to run the spc timer: This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.
I was also wondering if the auto timers are really accurate? Does it really find the true exact looping point?
Knurek wrote: Problem is, last time I've checked, the GSF auto timer only outputted one loop (ie something we wouldn't really want). SPC one is a godsend tho. :)
The important thing to note here, is the "last I've checked" part. I wouldn't have linked to it, if I didn't *know* it was working as I said it did. In other words, CaitSith2 has updated, and improved the auto-loop system. He's run it on many GSF and SPC sets, and says it has a 98% accuracy rating. He's even gone against his previous policy, and made it auto-tag the files, because it's reliable enough to do so.
Does that make it sound more appealing? If you want, I can provide logs from #psf. Also, I haven't used them myself. I have no idea how to set them up, or any of that stuff. If you have problems, then you can ask in #psf (on irc.zirc.net), or I can ask for you, if you can't get on/don't have time.
As far as I've been told, it works great. If there *is* an issue, then I'm sure that CaitSith2 would like to know. Mouser X out.
It seems that there were a few extra instruments in the MP3s. I did a little investigation, and I found that Kirby's Star Stacker is a Super Gameboy game. I also know that some Super Gameboy games use the SNES sound hardware to produce some/all of the music for the game. For example, when playing Donkey Kong for the GB on the SGB, the whole Credits theme is done with the SNES instruments instead of the original Gameboy sound.
So, I would say that it is possible that, when played on the SGB, the Kirby's Star Stacker music is "helped" by the SNES hardware. This would explain why the MP3s sound a little different than the actual GB output. If the recording came from the SGB, the extra instruments are present.
While I am on the subject, how would one go about ripping these SGB tracks? Would the rip have to be dumped as a SPC on a SNES emulator, or would it have to be ripped traditionally as a GBS? It seems like a strange ripping situation either way.
Concerning the tempo, in_gbs plays the music slow for me too. Meridian is still ironing out the bugs in the plugin, but progress has been slow. He may get around to fixing it soon. The file plays perfectly in NEZPlug though.
Anyway, I hope that this helps explain what is going on with the MP3s.
Is there a gamegenie code for Donkey Kong GB to see the credits? I never actually have been able to beat the game due to time and would like to see and hear the credits song. Or if not a gamegenie code an MP3 of it would be as well.
Ahhh now that's interesting. That'd explain it too, for sure. What would I need in order to play the game Super GameBoy style? I presume a GB rom of Star Stacker and a super gameboy SNES rom?
Also I would presume they're neither rippable as GBS or SPC.
I used to have NEZplug but I got fed up with it hijacking other file formats. I liked its GBS emulation more though.
>I get some weird error when I try to run the spc >timer: This application has failed to start >because the application configuration is >incorrect. Reinstalling the application may fix >this problem.
You'll need to install the latest VC runtime for the program to run, get it here: http://support.microsoft.com/kb/259403
>I was also wondering if the auto timers are >really accurate? Does it really find the true >exact looping point?
It's pretty accurate, comparing it to tons of already timed tracks from Snesmusic. Some sporadical tracks are badly times, but rule of a thumb it's spot on in 99% of the cases.
>> I used to have NEZplug but I got fed up with it hijacking other file formats.
That's an easy problem to fix. Open in_nez.ini (found in your Winamp plugins folder) in a text editor such as Notepad, and you will see the following text:
If you don't want one of these formats to be handled by NEZPlug, just change the 0 to 1. For example, say I would like for some other plugin to handle NSFs. I would just have to disable NEZPlug's NSF handling by changing the line for NSFs to:
DisableNSFExtension=1
Just make sure that you actually SAVE THE CHANGES to in_nez.ini. Otherwise, you haven't done anything to the plugin configuration.
One thing to note about NEZPlug, it has trouble with a bell-like instrument that is present in quite a few games. (In NEZPlug, it sounds like a loud buzz.) If I want to listen to a track with that instrument in it, I just switch to in_gbs.
In order for there to be a working Super Gameboy emulator, the Z80 chip in the Super Gameboy would have to be emulated in the same emulator as the SNES architecture, and a method of loading the gameboy game would have to be included. In addition to this, it strays into the realm of SPC Rom rips(the concept of which, has been all but dismissed), because you'd need to have the code used to produce the sound to be running, not unlike what's described for Wario's Woods SPC ripping. Then you'd need to include the extra sound generation coding in the GBS rip, loaded into a possibly hacked Super Gameboy ROM, which would play back the music generated. My understanding of the Super Gameboy is that compatible game packs send packets of code to run on the SNES. This can be seen in BGB's debug window, with the Debugger>Window>SGB packets window, which lists some different sound packets being sent with different songs in Star Stacker. If all of the above was done, you'd then need to include the routines that send the sound packets to the SGB in the GBS rip, and probably feed the ouputted sound data into the SNES sound chip emulator the way it would normally, and have SNES sound playback. If it were possible to include a set of SNES routines in a GBS emulator, and get them to run the way they do on a Super Gameboy, then feed them the data used for sound emulation, it's probably something like 2 months worth of work with an understanding of the SNES, gameboy, and super gameboy, and access to the source code of a decent gameboy emulator to possibly enable a GB Emulator or GBS Player to play super gameboy compatible notes.
Would this be the same for super gameboy 2? Because of slightly diffrent codeing was used in order to emulate the secret border in Tetris DX and the pocket camera speial features also present in sgb2
Nensondubois: What ugetab said is the same, no matter how you look at it. To rip the audio from a GB ROM that uses SNES hardware via the SGB cart (or SGB2, since it's still doing the same thing, but not the same way, necessarily), you have to be able to rip both the audio, and application, of both the GB ROM, and the SNES commands. Then, you need an emulator that supports both GB code, and SNES code, to play back the file.
To reiterate: GBS files are made from GB/C code. SPC files are made from the SPC700 DSP code (pretty much). There are some SNES games that can't be ripped in SPC, because they require both the SPC700 chip, as well as the main SNES CPU. SPC contains *only* the code for the SPC700. The file format is incapable of holding the necessary info to rip *all* SNES games.
This is important, because to rip a GB/C game that used SNES hardware, you need to rip the code from both the GB/C ROM, as well as the SNES code. No file format exists to support this. GBS can't do it*, and SPC can't do it (you require main CPU code). So, not only would you need to create a new format, but you'd have to create a player for that format, that emulates both the SNES hardware (most of it, which SPC players don't do), and GB/C hardware (and no current player anywhere does both).
So no, I can't see how the SGB2 cart would make any difference. Hopefully that clears things up a little more (ugetab's post was a little long, and had no seperation of paragraphs... Note: I'm not an English major, so perhaps how he wrote it is grammatically correct). Nensondubois, it sounds like you are trying to familiarize yourself with emulated audio formats. Good luck on that. Hopefully my post will help in that regard as well.
* After reading ugetab's post 2-3 more times, it looks like you might be able to fenangle the GBS file to include the necessary information (both audio, and application code). However, it'd still require the creation of a player that supports SNES code. Essentially, it'd be a nasty conglomeration of GBS, and a ripped SNES format (which doesn't exist. It'd be sort of like the PSF, GSF, USF, or NSF format, in how it'd be ripped, and the data it would contain). If someone did actually pull this off, a ripped SNES format might not be to far behind. That is, if my understanding of ugetab's post is correct. Mouser X over and out.
ugetab: Since I didn't know where else to put this, I figured it wouldn't hurt to put it here. I was listening to "Ultima - Runes of Virtue 2 (1993)(Origin, Pony Canyon, FCI).gbs" and realized that it didn't loop most of the time, and quite a few songs ended on a hung note. Have you looked at this one? Would you mind looking? Feel free to ignore me, if you're working on other projects.
So, has anyone here used ugetab's GBS2GSF program and GSFopt to add times to GBS files? I'm very much considering doing this. I was going to do it on the Ultima GBS, but it's a little wonky, so I figured it probably wasn't worth the effort right now. Perhaps I'll try it out on some different ones.
[EDIT] It seems that I am unable to make Azure Dreams into a GSF set. I run GBS2GB, with "minigsf," "rom2gsf," and "goomba.gba" in the same directory as "GBS2GB," but all I'm seeing is a GBS file, a GB file, and a GBA file. Obviously, a GB file needs to be made so that GBA file can be made. However, if my memory serves me correctly, rom2gsf should be run next, followed by minigsf... Either that's not happening, or some important information isn't being passed along properly.
Just to be sure that the resulting GBA rom wasn't messed up, I tested it in VisualBoy Advance, and it seems to work just fine. Anyway, help would be appreciated. It'd make time GBS sets much easier if this works... Mouser X over.
I finally figured out what's been going on with my renaming stuff...The programs included to do the main work of converting were treating the extensions of the files in a case-sensitive way, which made my attempts at a case-insensitive system cause trouble.
It worked fine with extensions that were lower-case, but mixed case extensions that were generated didn't work right with the renaming portion.
Grab the newest version of the program, 1.10 now, and see if that doesn't do everything you wanted it to.
I've inspected ultima, and I believe the problem of it not looping is directly related to the fact that in the game, the songs don't loop. Some songs loop manually a few times, like track 21, which does end. I checked this by hacking what music was played for the king's chamber in the game.
As for the continuous note, I've tried disabling the notes after the song's ended using a variety of methods, including zeroing FF24-FF26, and messing with the registers. The less significant nybble of FF26 seems to indicate which channels are active, but after it's zero, it seems you can't affect the sound produced.
I'm beginning to think that writes to the sound registers are ignored at that stage, even though there's still sound being produced. In BGB, this error doesn't seem to exist.
It's still not working... However, I have figured out (part of?) the problem. It seems that everything I was working with was buried too deep in the directory structure. After moving stuff to the root of my drive, it's working. Is that a limitation of Windows/DOS/command prompt, or can you make a workaround? Just so you know what I was working with, here's the directory listing to get GBS2GB and the GBS files:
Even after moving the "00_A" directory to the root, it didn't work. I had to move GBS2GB110 as well. So, it seems that, at least in part, it was my fault for having to many characters in the commands for DOS to handle.
Anyway, thanks for looking into Ultima for me, and for working on GBS2GB. I'll see if I can figure out how to use GSFopt, and see if I can start adding some times to some GBS files (using the specialized M3U entries). Mouser X over and out.
I generally don't bury my programs in folders with spaces in them.
I anticipated GSF sets being in folders with spaces in them, but I didn't anticipate the program itself being buried in a folder with spaces.
I quoted the hell out of all the batch perameters, and it should work now. I left the version number the same, because you're likely the only one who's grabbed it so far.
Ah. Thanks for the update. Going about timing GBS files using this method (GBS2GSF, then GSFopt) really speeds things up. Honestly, the part that's taking the longest is fixing the track numbers and titles. Sadly though, the entire process could easily be automated. However, since I don't know how to program, I'll continue doing it the slower, and slightly more difficult way... It's really nice to be able to have some track times for my GBS files (titles would be nice, but hey, it's not like I'm watching it the whole time). :D Mouser X over and out.
Just for the record, both the SPC timer and GSFOpt do not work for me. I get the same error for both.
I tried to install the runtimes, but I think that something is wrong. I ran the initial EXE file, and it extracted another EXE file. When I run the second EXE file, nothing appears to happen.
I do not have Visual C++, so I am not sure if that is why it does not work. I will continue to look for an answer, but I really am not sure what to do. Any other suggestions? Thanks.
--EDIT--
I just thought of something. Were both of these programs compiled by CS2 recently? I just ran a program that calculates the dependencies of both programs, and I have all of the DLLs that are needed. However, the dependency calculator says that there is an error in Side-by-Side configuration of the programs.
Maybe CS2 needs to adjust a setting in his compiler? Just a thought.
I am still trying to get GSFOpt to work. I installed vcredist_x86.exe and tried the solution that is given here, but nothing seems to work. After reading a few articles, it seems that CS2 upgraded from VC++ 7.1 to VC++ 8.0, and that is the cause of the SxS errors.
Any more suggestions? I am really wanting to try that two loop timer. :(
--EDIT--
Are these versions debug versions? That would explain why I have installed the standard runtimes, but the programs still do not work. I am looking for the debug runtimes, but I haven't found anything yet.
At the bottom of the page. Click on the link next to "Download the whole archive". It is the last thing on the page.
By the way Omochao, have you made any progress on your USF tagging? (Bomberman 64 2, Earthworm Jim, etc.) I can help you figure out what needs to be done in order to finish them. (If you want.)
OK, I have both both programs working now. Here is what I did:
I mentioned above that I installed the Visual Studio C++ 2005 Redistributable Package (vcredist_x86.exe) from the Microsoft website, and that did not solve my problem.
Thanks to Microsoft's obsession with confusion, it seems that there are TWO versions of vcredist_x86.exe. One is for Visual C++ 2005, and the other is for Visual C++ 2005 Service Pack 1. Note that both files are called vcredist_x86.exe.
So, if anyone else is having trouble, be sure that you have the SP1 version of the runtimes. (Maybe a note about this needs to be put on the download page for GSFOpt.) Now, I am going to FINALLY try to time some converted GBS/GSF files to two loops.
(Oh, by the way, some direct links on the GBS listing would be a help. It is a little inefficient for me to have to download and browse an entire archive just to get one of Matrixz's GBS files. Thanks.)
Well, if you have some time to spare, I can send you the html files for the site, and you can add the direct links yourself as I have close to zero free time lately. :P
@Knurek: I don't know that first thing about HTML. So, I would not be much help there. Besides, I will probably be spending most of my free time messing around with the new version of GSFOpt.
@UF: Yeah, I too am not a huge fan of those Mac ads. I think that it is very unprofessional to bash competitors like that. However, I do like the "Choose a Vista" and "Home Movie" ads just because they are actually funny.
By the way, does anyone happen to have a copy of the source for a recent build of in_gbs? I am going to try to see if my inexperience can help find/fix some of the bugs. I may or may not be able to fix anything, but I would like to at least have a look.
All NSFs for Balloon fight even the vs. Balloon Fight NSFs seem to be missing the track when you pop the balloon on a bird and he falls with the parachute. Is anyone aware of this problem? I have no actual request (except The Mickey Safari/letterland games with PCM Samples If possible) for anything for a long time because I have all the NSFs and GBSs I want already. just a fix-up for Balloon Fight.
edited 10:17 PM EDT May 24, 2007
Thanks. by anewuser at 10:31 AM EDT on May 25, 2007
Knurek thanks for sharing those tunes, the Japanese language eludes me. Very nice :)
At 20 posts per page (page 0 being the first page), then I'd have to disagree. This thread does indeed have 97 (including this one) posts. At 101, it should be on to page 5 (this is page 4 we're on right now, again with page 0 being the first page). Feel free tor re-read everything. It's all there. Some interesting stuff, in a few places. Mouser X over and out.
No, the only other GBS plugin for Winamp is Meridian's in_gbs (look here for a few versions (newest is 0.42, or something, and is elsewhere)). In_gbs is nice, but it's got some pretty noticeable issues. Mouser X over and out.