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- by hcs at 9:33 PM EST on December 13, 2005
- There's no reason to get viruses from these torrents, since there are no executable files involved. Just make sure you aren't using a shitty BT client. BitTornado is recommended.
And sure, you can get these files anywhere else you can find GC ISOs. Either rip them yourself or look for the scene releases.
- by hcs at 2:23 PM EST on December 15, 2005
- TMNT3:MN extractor v0.0
Extracts DSPs from Teenage Mutant Ninja Turtles 3: Mutant Nightmare's strbgm.bin file. I think it's right, but let me know if anything sounds screwy.
TMNT3:MN extractor v0.1
Whoops, loop points were set too early in 0.0. Should be cool, now.
edited 7:37 PM EST December 15, 2005
- by hcs at 7:56 PM EST on December 15, 2005
- It has come to my attention, rather belatedly, that many IDSP tracks in Super Mario Strikers/Mario Smash Football do not play correctly. I have resolved this and should have an updated version of in_dsp some time tomorrow.
- by valiant at 1:49 AM EST on December 16, 2005
- @Mouser X: Just wanted to point out that "Eternal Darkness: Sanity's Requiem" only works partially. The ADP and DSP (there's also some music in them) files are working, but the AUD files aren't. These are the music files for the chapter intros (found in the "Levels" folder).
edited 6:50 AM EST December 16, 2005
- by hcs at 4:34 AM EST on December 16, 2005
- in_cube 0.12 is now up, with proper IDSP support (I think) and a nasty hack for Monopoly Party (rename the tracks to .MPDSP).
I also put all my GC audio related tools right on that page for easy access.
Also, I love horizontal rules.
edited 9:35 AM EST December 16, 2005
- by Mouser X at 5:25 AM EST on December 16, 2005
- I didn't actually rip ED. That was Emil007. I just added it to the DB, since I had downloaded the ADPs Emil007 put up. However, I'll go and change the entry to reflect those playable, and non-playable, files. If you still want those DSPs distributed, you'll have to contact Emil007 about that. Hopefully, that takes care of that. Mouser X out.
- by valiant at 1:25 PM EST on December 16, 2005
- No, I was just thinking of the database. I've got the game myself. :D
- by valiant at 5:25 AM EST on December 19, 2005
- Found another error regarding ADX playback. Here's a file from "Silent Hill 2 - Director's Cut".
http://rapidshare.de/files/9451417/BGM_012.rar.html
The file has a frequency of 22050kHz, but the playback is distorted, in the game it sounds perfectly, though.
- by hcs at 9:42 AM EST on December 19, 2005
- kode54 has mentioned this clipping issue. I'd rather not handle it with scaling as he does, though...
[edit]
I was looking over some other ADX code today and I think I have a better value to use for the scale, which reduces the distortion of this track a little. It still doesn't sound exactly like the OST (this is track 29, Pianissimo Epilogue), but at 22050 Hz you really can't expect it to. In any case this slightly revised decoder sounds better, I'll have it up shortly to see what you think.
edited 3:01 PM EST December 19, 2005
in_cube 0.13 now up, with a smaller scale (seems to be what bero originally used before switching to a larger value) for less clipping. Also enabled a weird track from Super Mario Strikers to play "Super_Mario_Brothers_Stream_test_L.dsp" (and its stereo twin, Super_Mario_Brothers_Stream_test_R.dsp). This is a track from the Orchestral Game Concert, which is sort of surprising... It isn't in the torrent for some reason. The track wouldn't play before because the start and end points for the loop are equal, now in such a situation I just tell it to ignore looping.
edited 3:21 PM EST December 19, 2005
- by unknownfile at 7:26 AM EST on December 22, 2005
- hcs: would you like ADS/SS2 support notes? I still have some left over from Megaman X7.
edited 12:27 PM EST December 22, 2005
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