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by Mouser X at 11:03 AM EDT on May 13, 2007
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.
by marioman at 1:49 PM EDT on May 13, 2007
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.

edited 2:15 PM EDT May 13, 2007
by nensondubois at 3:21 PM EDT on May 13, 2007
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.

edited 3:23 PM EDT May 13, 2007
by Lunar at 3:24 PM EDT on May 13, 2007
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.
by Knurek at 3:35 PM EDT on May 13, 2007
>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.
by marioman at 3:55 PM EDT on May 13, 2007
>> 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:

DisableNSFExtension=0
DisablePCEExtension=0
DisableNSFSupport=0
DisableKSSSupport=0
DisableGBRSupport=0
DisableGBSSupport=0
DisableHESSupport=0
DisableAYSupport=0

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.

edited 4:02 PM EDT May 13, 2007
by Knurek at 4:52 PM EDT on May 13, 2007
>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.

Oh, didn't know about that, great news!

edited 5:29 PM EDT May 13, 2007
by ugetab at 7:44 PM EDT on May 13, 2007
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.
by marioman at 8:40 PM EDT on May 13, 2007
OK, I was just curious if any thought had been given to the issue at all. It sounds about as difficult as I imagined.
by nensondubois at 12:02 AM EDT on May 14, 2007
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

edited 12:05 AM EDT May 14, 2007

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