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by marioman at 12:56 PM EST on November 18, 2005
Here is my master list of DSPs that I would like to have. (Direct download if possible.) Please don't get overwhelmed - IF these are made available I will download them:

Super Monkey Ball
Super Monkey Ball 2
Mario Sunshine
Mario Kart Double Dash
Mario Baseball
Mario Golf Toadstool Tour
Mario Power Tennis
Luigi's Mansion
Mario Party 4
Mario Party 5
Mario Party 6
Mario Party 7
Legend of Zelda: Wind Waker
Mega Man Anniversary Collection
Sonic Gems Collection
Sonic Mega Collection
Sonic Adventure DX
Sonic Adventure 2 Battle
Star Fox Assault

And, I think that is it. As I said, I know that it is a big list, but I am just letting everyone know that there is interest in this music. (Especially Super Monkey Ball 1&2)

Thanks.
by Mouser X at 1:17 PM EST on November 18, 2005
Since I haven't been able to look in the games themselves, I can't say for certain. However, I do know that LoZ:WW is not streamed (there *might* be some streamed stuff in there, but from what I've heard, there doesn't seem to be), and therefore doesn't contain DSPs. Ive heard that Super Mario Sunshine and the Mario Party games use the same format as LoZ:WW, so chances are reasonable that those games don't contain DSPs either (though, as I said, I'm not sure on that one). Also, anything that had Sega's hand in it uses ADX (at least, everything I've heard about to this point).

Out of that list, the only ones that I know to be rippable (into any useable format at this time) are Star Fox Assualt, (which I can upload to yousendit, if you'd like) Sonic Adventure 2 Battle, Sonic Adventure DX, maybe Sonic Mega Collection and Sonic Gems, and MM:AC.

If I can get some GCMs made, I'll do what I can to get a torrent started for SA2 Battle and SA DX games. Also, if I can get the GCMs made, I'll look into Luigi's Mansion, Mario Golf: Toadstool Tour, and MK:DD. I'm definatly glad to see some interest in this stuff. Apparently, the Paper Mario 2 DSPs I uploaded are either past their 25 download limit, or it can't be downloaded by more than 1 person at time, as I can't access it. It tells me "Your transfer cannot be completed. The file has most likely exceeded its allotted bandwidth or has been removed by the original sender or a recipient."

Anyway, good luck with distribution, in whatever form it may take. Mouser X over and out.
by hcs at 3:04 PM EST on November 18, 2005
Mouser, I think your best hope for keeping the yousendit links useful for as long as possible is to only give them out to one or two people at a time. I have the feeling that the links don't actually last for 25 downloads for files as large as the ones we're sending.
by Mouser X at 3:34 PM EST on November 18, 2005
That's a good point. Marioman, if you want the Star Fox: Assualt DSPs via yousendit, either contact me via AIM, Yahoo IM, ICQ, or email. In that order: Moouser0X, mouser_x, (I don't remember it off hand), mouser underscore x at yahoo dot com. I'll upload it tonight (roughly 3 or 4 hours from now). If I don't hear from you, I'll post the link here on Sunday, or Monday (though if I receive rquests from other people as well, I might not). Again, if anyone would like a yousendit link for any of the currently released DSP sets, please let contact me through one of the ways already mentioned. Hope this can help. Mouser X over and out.
by hcs at 7:50 PM EST on November 18, 2005
New on the in_dsp page: SSMEx, which extracts DSPs from SSM files, as found in several games. I don't have a single working algorithm for locating the data, but I have two which seem to work together well (though neither being itself entirely accurate). Certainly room for improvement. It works well on Super Smash Bros. Melee.
by hcs at 9:03 PM EST on November 18, 2005
New in_adx, proper looping for mono files (such as those Sonic Adventure tracks UNKNOWNFILE put up). I was using the NCH variable before it was loaded, which screwed things up for mono files (it's inited to 2).

Please let me know of any ADXs that don't work right.

edited 2:04 AM EST November 19, 2005
by kode54 at 11:39 PM EST on November 18, 2005
I have some ADX files that wouldn't "work right", but in the technical sense, the only thing which would fix them is to decode with clipping, and scale the volume down later. You can find several examples of these overly loud files with Silent Hill 2 PC version, or I can upload one of them for you to test.

I would be interested to know your reference for the newer loop offsets, since every file I have, and even the encoder tool I found produce files with 0x1F40300 version(?) field.

Version handling assimilated into foo_adpcm's ADX decoder, which was previously assuming the offsets for 0x1F40300, and not even checking that version field. Thanks for that information.

DSP support also assimilated. Feature request for in_dsp: Stop at the end of non-looping files, instead of assuming ReadFile succeeded and decoding whatever was already in the uninitialized buffer, which usually results in deafening squeal. "Easily" solved by checking for how many bytes were read. Then when you start breaking in the middle of a decode loop, you start to need to record how many samples were actually decoded, as circular read/write pointers are insufficient for expressing the difference between empty and full buffer.

ADX decoder front-end is already available in public foo_adpcm source code, but the DSP will have to wait for foobar2000 0.9, since I don't feel like backporting all those inputs to 0.8.3. ( Spoiler: Early in the 0.9 alpha cycle, the input API was overhauled completely. )


Back on topic, I am currently seeding Metroid Prime, Metroid Prime 2, and Paper Mario 2 sets, and will probably keep them seeded for the indefinite future. Heh, looks like zerotracker is awake now, but prq.to is offline. Is there no better solution than flaky public trackers? Maybe we should use ed2k instead... Hmm...

Also, the Metroid Prime set seems to be missing a few things, like the title and menu themes. If I had a broadband adapter, I could rip the disc and search it myself. Conveniently, I had a GCN image of it which I acquired from the eMule Store, but deleted it months ago because I needed the space. Not like I could do any better at searching it for files, since I wouldn't even know what to look for beyond the obvious *.dsp.
by Mouser X at 12:14 AM EST on November 19, 2005
Actually, the "missing" files weren't included because they're not supported by in_dsp, and won't be in the forseeable future. I already asked about them, and sent the missing files to HCS. Apparently, they are indeed streamed data, but they contain no header, so HCS doesn't know where to start to figure out how to decode them. Actually, if you'd like to look at them yourself, you're welcome to do so. They're currently located here. There's 8 files in that RAR, 4 of which are "RSF" and won't work with in_dsp. The other 4 are DSPs, but they're basically noise/sfx. There is one though that is a spoken intro of the game, so that's slightly interesting.

Anyway, yes, I agree that having support for those missing files would be awesome, as my favorite songs are, most likely, stored in there. Also, for those interested (and able to connect to me), I'm still seeding all of the torrents, including both MP1 torrents. However, I haven't seen anyone on any of them for a few days (though I think someone downloaded MP2 off of me last night while I was asleep). Glad to see support for these growing out. Mouser X over and out.
by PJ at 1:32 AM EST on November 19, 2005
I have converted the music from Super Monkey Ball 1 and 2 before to MP3. Super Monkey Ball uses ADP while Super Monkey Ball 2 uses both DSP and ADP. They worked with the first in_dsp dll and give an error in the one next to it. I only have the mp3's I created and removed the original DSP files, so I can't test it if it works with HCS in_dsp plugin.

I also tried to get the music from Donkey Jungle Beat which are saved in two archive files. One contains chords and has a cit extension and the other has bms file format which probably contains the musical notes. They have a header. There are also 2 ast-files used for ambient sound which have no header(like found in Luigi's Mansion and Super Mario Sunshine). I still have these files on my disc so if anyone can find a way to play them.

The mario kart double dash files use a different AST file format. I can hear distorted sound in goldwave when reading it raw, 16-bit big-endian, signed. Reading it with a hex I see it has a header and chunks starting with BLCK and another 4 bytes(probably frequency or some control info, haven't looked in it) followed by raw data.
by Emil007 at 2:13 AM EST on November 19, 2005
Hmm, why you dont use rapidshare for downloads?
I personally hate Rapidshare, but i think it would be very useful :)

try it
www.rapidshare.de

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