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- by Gohdan at 10:29 AM EST on January 20, 2008
- Hey, thanks for the interesting explanation. I really appreciate your effort in developing in_cube.
in_cube 0.29 seems to work fine now. Thanks!
- by marioman at 3:17 PM EST on January 20, 2008
- The current version of in_cube doesn't close .brstm files properly when play stops. Just FYI.
- by Tanookirby at 3:21 PM EST on January 20, 2008
- Now the Super Paper Mario files are back in sped-up mode.
- by unknownfile at 3:36 PM EST on January 20, 2008
- Got a bunch of NDS streams from Gyakuten Saiban 4, and they don't play correctly. I suppose it's a different format altogether.
- by Omochao at 6:15 PM EST on January 20, 2008
- I don't think DS streams work, period. I've tried streams from Harry Potter and Ratatouille, and neither worked.
- by Knurek at 6:38 PM EST on January 20, 2008
- The only ones that worked for me were from Wario Master of Disguise.
Too bad, wanted to give those Yasunori Mitsuda's Deep Labyrinth tunes a try (there's STRM2WAV, but that doesn't handle looppoints yet).
edited 6:39 PM EST January 20, 2008
- by hcs at 7:00 PM EST on January 20, 2008
- Tanookirby: were they working right in 0.28? What are the names of the troublesome files?
Knurek: If you get me those files I can work on adding support. I only had Wario Master of Disguise to test on.
- by Tanookirby at 7:09 PM EST on January 20, 2008
- Version 0.27 is the highest version where all SPM files play at the proper speed.
Never mind, It's all normal now.
edited 8:37 PM EST January 20, 2008
The problem is that the plugin causes a script error called "guru meditation" when viewing in modern skin mode.
edited 8:44 PM EST January 20, 2008
- by Knurek at 1:27 AM EST on January 21, 2008
- Here's one file, hopefully this will be enough.
I suspect this is due to the fact, that the STRM can have various samplerates (those are 44kHz IIRC) and the Wario ones were 22kHz only.
http://www.sendspace.com/file/rw2npa
- by hcs at 1:59 AM EST on January 21, 2008
- Sorry, these aren't PCM. And I have no idea how NDS ADPCM works.
[edit]
With minimal research I turned up that it uses IMA-ADPCM, so it might be supported in an upcoming release.
At the moment, though, I'd like to focus on seriously cleaning things up.
edited 2:05 AM EST January 21, 2008
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