OK, it works.It was fault of the PATH environment variable not stated, so Python was not running.
Thanks for the bug report, I've added some code to check for Python in the path and throw an error if it is not found. It's now in the latest binary release.
Ok,thanks.I'm starting to rip music from Saturn games using your VGMToolBox, the only thing difficult to me is to associate .SEQ files with right tone .BIN (with same name otherwise program doesn't work..), because often the names are not the same for both.How can I find them?Only trying and listening if musics play well?
Yea, that's one of the problems I mentioned earlier.
They might be grouped together (if they are in one big datafile, you can look at the offsets they are in, and pick SEQ and TONE that are close to each other). You can also use the savestate rips to look up which TONE is used.
But you see, the biggest problem is that one SEQ file can use more than one TONE file. When I see stuff like that in a game without a soundtest, I usually run for the hills.
ssfinfo.py output might help a bit here, as it shows how many banks and how many samples each SEQ file uses...
From Tactical Fighter (1997)(TamTam)(Media Rings) rip:
Sequence Bank 1 - Track 0 ------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------ Channel 0: Bank 0, Voice 2 Channel 1: Bank 1, Voice 1 Channel 2: Bank 1, Voice 1 Channel 3: Bank 0, Voice 20 Channel 4: Bank 0, Voice 20 Channel 5: Bank 1, Voice 0 Channel 6: Bank 0, Voice 26
As you can see, the sequence file here needs two TONE files, one with only 2 samples (tonext.py can give you the amount of samples each TONE file has), and another one with at least 26.
Other than that, yeah, you're stuck with listening and matching the files manually.
Also, be sure to read on kingshriek's site about DSP, this is really easy to miss, and will result in badly played, unfixable files.
Thanks for the explanation.Now,I found one .SEQ file that uses two TONE Files, how can I combine them to output a proper .ssf file? I have to put the two TONE filenames in 'nbin' parameter in the ssfmake.py? And, sssinfo.py has to be executed with 'a' parameter to output all info?
That should do the trick. The script supports wildcards, so you can just use *.ssf or *.minissf.
And as to the first one, from kingshriek's script:
# NOTE: The script is really only set up to handle a single bank of tone data (matching the sequence bank). # Some games contain sequences that reference multiple tone banks. To handle these, the script # needs to be run multiple times (each time with a different tone data file and bank #). Each time # script is run, a file named 68000ram.bin will be dumped out. This is a 512K file that corresponds # to sound memory. For additional runs, just set the driver file name to this file ('68000ram.bin') # as well as setting the corresponding bank numbers and tone data files, leaving the other file name # parameters blank. Finally, the last pass of the script needs to have the bank number set to the # desired sequence bank since the script always writes this value into the SEQUENCE_START command.
So it's possible, but generally annoying to do so. I've been doing some manual building myself, but this of course needs different approach with each set of files.
Ok, thanks.But if I execute multiple times the script sssfmake.py (each time with a different tone data file and bank #) then each time it will output ssf or minissf files , then how can I combine them to obtain definitive .ssf ?
But if I execute multiple times the script sssfmake.py (each time with a different tone data file and bank #) then each time it will output ssf or minissf files , then how can I combine them to obtain definitive .ssf ?
# NOTE: The script is really only set up to handle a single bank of tone data (matching the sequence bank). # Some games contain sequences that reference multiple tone banks. To handle these, the script # needs to be run multiple times (each time with a different tone data file and bank #). Each time # script is run, a file named 68000ram.bin will be dumped out. This is a 512K file that corresponds # to sound memory. For additional runs, just set the driver file name to this file ('68000ram.bin') # as well as setting the corresponding bank numbers and tone data files, leaving the other file name # parameters blank. Finally, the last pass of the script needs to have the bank number set to the # desired sequence bank since the script always writes this value into the SEQUENCE_START command.