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- by hcs at 10:56 PM EST on November 21, 2005
- NOTE:
E021 SNG.ADX in Sonic Adventure 2 does not loop correctly with the current in_adx.
Also, ice worldmainL/R.dsp in Metroid Prime glitches upon looping, at 3:40.
edited 7:39 PM EST November 22, 2005
- by Vague Rant at 12:10 AM EST on November 22, 2005
- Did anyone ever get hcs the audio from Star Fox Adventures? Just out of curiosity.
- by kode54 at 1:49 AM EST on November 22, 2005
- My bad, there was a stupid bug in my seeking/skipping code. I really need to make myself a generic input class base for unseekable inputs, to save myself the trouble of reimplementing it everywhere in slightly different ways. It's prone to error every time I redo it, like here.
New version uploaded here. I haven't noticed the issue since, but that shouldn't stop me from cleaning things up a bit... tomorrow. I've already been up too long as it is now.
- by unknownfile at 6:42 AM EST on November 22, 2005
- I have decided not to implement this.
If you really want tags for the files then just rename them. Because unmodified DSP files are the best.
- by hcs at 10:30 AM EST on November 22, 2005
- Yes, I have the music data from Star Fox Adventures (was one of many things PokeParadox sent), but it's sequenced and thus beyond the scope of my current exercises.
kode, when I attempted to used that plugin I got the error that shared.dll was not found...
Also, I have support for the IDSP format found in Super Mario Strikers (the football (a.k.a. soccer) game) and the SPT/SPD pair (SPT contains a rearranged header, SPD is normal DSP-format ADPCM data) in Bust-a-Move 3000, but i only have one track from each and I'm waiting for verification from Sir-Sabin that it works on others.
- by Tiberious at 12:31 AM EST on November 23, 2005
- PokeParadox, you can go ahead and mark Soul Calibur II and Sonic Heroes as confirmed.
The ADX audio for the GameCube version is 32000Hz, while the XBox version uses 48000Hz (Link's theme is the only one that should be at 32000 in any decent set).
I had a copy of all the ADX files from SC2 (they're the older version), but in the interest of space, I deleted a good number of them...
With Heroes, I believe the same thing applies. The XBox's music should be spread. However, there are problems with some of them: Nearing the loop point, you'll hear this VERY NASTY(as in super-loud) static. This has to be a player (in_adxloop v3) problem, as they're fine in CinePack.
- by kode54 at 1:56 AM EST on November 23, 2005
- Everything in http://static.morbo.org/kode54/beta/ is for 0.9 beta. I should restrict future links to the directory, since the index has a nice disclaimer.
- by Mouser X at 10:46 AM EST on November 23, 2005
- Well, after attempting to make some GCM files, it has been brought to my attention that I can't do it with PSO I&II plus. I got the game months before I got the BBA, so that's definatly not why I got it, but it still stinks that I can't help provide DSPs sets myself...
PokeParadox: Thanks for your help anyway. Mouser X over and out.
edited 4:29 PM EST November 23, 2005
- by Emil007 at 5:04 PM EST on November 23, 2005
- there is a plus-version of PSO1&2? i've never heard about that and i am very active in th e"cube-scene" :-?
- by Emil007 at 7:29 PM EST on November 27, 2005
- another new filetype, .idsp
used in Mario Smash Football, but .dsp is also used in this game..
ive uploaded a sample idsp:
Link
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