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by CapComMDb at 7:31 AM EDT on April 5, 2013
"CBX has provided his ripping tools and the process isn't more complicated than using 2SF ripkit/VGMToolbox."

Yup. Not that hard. Literally just drag and drop. Roms aren't that hard to get as well.

On the other hand, the new format won't change the way the tracks sound...so if there was trouble emulating a particular soundtrack as 2SF, it'll have the same issues as NCSF :)
by CyberBotX at 11:22 AM EDT on April 5, 2013
About the volume thing. So in the INFO section of an SDAT, there is a vol variable for sequences. As it stands, I'm ignoring that value. But I get the feeling that I shouldn't be ignoring it. I know that it's 0-127, with 0 being nothing and 127 being max. But what I don't know is when it should be applied. I had tried at one point to set the player's master volume to that, based on something fincs mentioned to me. That was a bad idea because it caused tracks to play incorrectly. The only other thing I can think of is to either apply the volume to each channel individually before mixing them together or to apply that volume after the mixing is done. If anyone has some insight as to the proper handling of that variable, I'd appreciate it.

As for the comment about the way tracks sound, while most NCSFs will sound the same as their 2SF counterparts, as I mentioned, some NCSFs play incorrectly in comparison to their 2SF counterpart. I still need to dig into this further to find out where the fault is, it could be something I did wrong in handling the samples or it could be an issue with FeOS Sound System itself, which I would have to consult with fincs about. I'll check it out better over the weekend here.
by Knurek at 2:08 PM EDT on April 5, 2013
Why not try mixing the channels internally at 32 bits, and scaling the results back to 16? Wouldn't that give you enough of volume range to handle any distortion.

Not sure if Winamp API allows for that though, but might be worth looking into.
by CyberBotX at 2:49 PM EDT on April 5, 2013
Well, the mixing is being done at 32-bits, it's being clamped to 16-bits before being stored in the buffer that Winamp gets. Some volume changes could be done before the clamping, but others, like ReplayGain, are done after the clamping has taken effect.
by nothingtosay at 3:44 PM EDT on April 5, 2013
Are we talking 32 bits fixed point or floating point? If it's floating, could it just be output like that without reducing to 16? If so, lowering the output volume level should allow us to avoid the problem and make ReplayGain's prevent clipping function more meaningful. Or whatever way Highly Experimental handles it with PSFs would be a good model.

I don't know how the inner workings of these things function, so I apologize if those are ignorant questions/suggestions.
by CyberBotX at 7:15 PM EDT on April 5, 2013
No, I'm talking integers, not decimals. Winamp expects signed 16-bit integers for the data, so that is what it gets. The actual per-channel samples are in 16-bit PCM format, so I add the channels together into a 32-bit integer and then clamp down to 16-bit before putting it into the buffer that Winamp will eventually get.
by CapComMDb at 8:13 PM EDT on April 5, 2013
Thanks for clearing that up, CyberBotX. And HUGE thanks for working on this format! :)

I was also a little curious - isn't vio2sf basically the same thing that's used in DesMuME? I was surprised to find that DesMuME plays the sound to certain games more accurately than vio2sf does. Any idea why that might be the case, or whether it could be improved with FeOS?
by CyberBotX at 8:36 PM EDT on April 5, 2013
I'm sure that things can be improved. fincs has told me that he does have the disassembly for the unimplemented commands, so it's just a matter of him getting around to implementing them. As for any other issues, I'd probably have to make sure the issue is with FSS itself and not my modified version of it.

I really wouldn't know why vio2sf would play things less accurately than DeSmuME, since vio2sf is basically a stripped down version of DeSmuME. It's possible that it's because vio2sf might not be using the most up-to-date version of DeSmuME, but that is just a guess without looking at the code for it.
by CyberBotX at 4:49 PM EDT on April 7, 2013
I just put out a minor update to in_ncsf. This fixes crashing if Winamp tries to access a file that no longer exists, Caitsith2 reported this to me. It also makes it so the SSEQ's volume from the INFO section is being utilized. I'll probably have to redo the ReplayGain on all the current NCSFs on my site as a result. I also did a little minor optimization.

I also think I realized what happened with the opening track of Kirby Super Star Ultra. I haven't checked this completely, but I believe that there are 2 versions of the opening track, one which plays correctly and one which doesn't. I can only guess that the incorrect one uses an invalid bank. I'll have that NCSF set updated when I update the others.

I'm still working on updates to the actual tools, I just haven't been feeling great lately. Other than the SMAP feature, I may also be adding in a way to handle DSiWare, courtesy of Caitsith2. I'll probably have this done in a few days.
by Knurek at 5:42 PM EDT on April 7, 2013
Yeah, that seems to be the case (Re: KSSU).

Although the 2SF->NCSF tag changer doesn't seem to work with KSSU 2SF rip, output mentions not being able to find the SDAT in 2SF if that helps you with anything.

The correct track still sounds slightly different than the 2SF version though, nothing major but it's definitely noticeable. I'm not sure which version is correct - this may as well be the fault of Ys driver used by 2SFs...

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