Previous Page | Next Page

by hcs at 10:23 AM EST on December 1, 2005
v0.2 of in_cube now up, with a new ADP decoder I just wrote.
by marioman at 3:08 PM EST on December 1, 2005
The new version sounds good hcs. All it lacks now is ADP looping.

Thanks for fixing it.
by hcs at 8:55 PM EST on December 1, 2005
v0.3 of in_cube now up, check the page for details.
GCM by PokeParadox at 8:06 AM EST on December 2, 2005
Ah thanks for the clarification, MouserX... I don't have Lego Star Wars, nor have I come accross that format in the games I've looked into yet.

Luigi's Mansion: I couldn't find anything other than what looks like sequenced music for it... sorry.

I'll try out the new in_cube now :)
by marioman at 8:36 AM EST on December 2, 2005
>>Luigi's Mansion: I couldn't find anything other than what looks like sequenced music for it... sorry.


Yes, UNKNOWNFILE mentioned that to me. Bummer. Please let me know if it by chance does work with in_cube, but if it doesn't I guess that I will have to wait for someone to develop CSF. (Or whatever they are wanting to call it.)

Thanks for your attempt to get it to work. I guess I can't have everything. :)
by hcs at 10:42 AM EST on December 2, 2005
Mouser pointed out a bug I introduced into the DSP decoding in in_cube 0.0, it was a result of trying to make the Mega Man Command Mission tracks loop properly... It causes Metroid Prime 2 tracks to loop wrong. (and the Command Mission hack didn't work, anyway) New version should be up soon.
by hcs at 9:02 PM EST on December 2, 2005
in_cube 0.4 now up. Fixes the Metroid Prime 2 problem.
by hcs at 6:49 PM EST on December 3, 2005
in_cube 0.5 now up. Fixes spd/spt problems. Adds support for Bomberman Jetters, which is a signatureless DSP with a different interleave from Lego Star Wars. Lego Star Wars has a GCM extension, so I use that to specify its interleave. It is quite possible this breaks other games, but I don't know of any. If you find one let me know.
by hcs at 11:28 PM EST on December 4, 2005
in_cube 0.6
Fixes a minor bug in looping for noninterleaved DSPs.
For a good demonstration see gcfe_bgm_evt_heron2_32k.dsp from Fire Emblem, at about 24 seconds and 49 seconds, there is a pronounced "dit" in the left channel with 0.5. This is gone. Metroid Prime seems to still loop properly, which hopefully indicates that nothing else is broken. If you do notice a minor loop issue (this will only affect the loop point by a single frame) try it with 0.5 and see if things clear up. Either way let me know.
by hcs at 4:42 PM EST on December 6, 2005
in_cube 0.7, fixes some short ADXs that wouldn't play.

Also, I finally got around to constructing a database for GC streamed audio.
Anyone with an account here can update it. If someone else made an entry about a game that you disagree with, or that is different in a different version, make another entry to let us know.

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source