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by Knurek at 4:58 PM EDT on September 7, 2008
NEZplug++ is the best for GBS, KSS and HES types.

And it's not like you have much choice when it comes to GSF plugins, as there's only one. :)
HOW TO MAKE THE SMB NSF NOT SHIT by unknownfile at 8:22 PM EDT on September 7, 2008
Select Config 3.

1) Force $4017 Write: Force $00
2) Uncheck all in Misc
3) Ignore BRK, Ignore Illegal Opcodes, Reset 6502 regs, Ignore NSF version number are all checked.
by VideoGameScrapBook at 2:36 AM EDT on September 8, 2008
To anybody who can answer any of the following:

1. Which settings can I leave like that without risking compromising the output quality of other NSFs?
2. If I need to do that, does that mean I have a slightly faulty NSF rip?
3. What's the best place to get trustworthy NSF rips?
4. UF, any arguments against NEZPlug++ not being as accurate as NotSoFatSo for games other than those made by Konami?

I'm going to use NEZPlug++ for ripping it seems, but I'm definitely going to hold onto NotSoFatSo for whenever I feel like playing around with the sound.
by VideoGameScrapBook at 2:44 AM EDT on September 8, 2008
5. Why didn't I have a problem with those those settings on that NSF with the non-UF version of NotSoFatSo?
by Knurek at 3:08 AM EDT on September 8, 2008
Re: 4

I've been uploading all emulated music format I could find to Modland (http://www.exotica.org.uk/mediawiki/index.php?title=Special:Modland&md=for&id=203).

If you want most of them in one place, here's my NSF package: http://snesmusic.org/hoot/nsf/nsf_games.rar

Didn't update it yet with some new Gil_Galad rips, but other than that it should be complete (and it's organized a bit better than Modland).

Also, you seem to misunderstand something. UF's work on NotSoFatso was mostly for VRC7 chip (basically an OPLL), which was used in only one commercial game (Konami's Lagrange Point).

edited 3:13 AM EDT September 8, 2008
by unknownfile at 11:10 PM EDT on September 8, 2008
unless you want vrc7 accuracy, don't bother using notsofatso as very little is changed. knurek answered it best, the only thing i did was make a specific soundtrack sound more accurate.
by VideoGameScrapBook at 11:50 PM EDT on September 8, 2008
Thanks everybody for the help. Here's my new understanding of what plugins/settings are the most faithful to the original hardware. If any of this is wrong, please correct and I will either update this post, or create a new one in this thread if I can't edit anymore:

NSF - NEZPlug++ v0.9.4.8 + 2 + 17.01 (x86)

GBS - NEZPlug++ v0.9.4.8 + 2 + 17.01 (x86)

SPC - in_spc (very early plugin based on BSNES, no seek/tags support)
-Sample Rate - 32000 Hz
-alternative: in_mgme: "You can copy the accurate Spc_Dsp.h and Spc_Dsp.cpp files into your MGME plugin source, recompile, and get fully accurate DSP emulation in GME" -blargg from ZSNES Forums

GSF - Highly Advanced v0.11
-Sample Rate - 44100 Hz (actual maximum sample rate unknown)

USF - 64th Note v1.2 beta 3 Mar 31 2007
-Sample Rate - use settings produced by plugin, varies by game
-disable HLE

2SF - 2Sf Decoder 0.14/SeSmuME v0.8.0 (x86)
-Sample Rate - 44100 Hz (actual maximum sample rate unknown)


Remaining questions:
-What settings would produce the most faithful N64 sound for 64th note?
-What is the maximum sample rate used for GBA and DS games?
-Do any systems have 8 bit sample resolution instead of 16 bit?


edited 3:20 AM EDT September 9, 2008
by Knurek at 1:41 AM EDT on September 9, 2008
Not going into details, HLE is anything but faithful. It speeds up things a lot, but can introduce *A LOT* of errors here and there.

Here's a little suggestion for NEZPlug based writing.
I don't think there will be any quality difference between 32000 and 44100 (if the highest possible frequency NES can output is 16 kHz, the 44100 setting will just have a lot of unneeded data). And having the wavs/mp3s/whatever you plan on doing in 44100 will help when someone wants to write your rips to a CD (no resampling required, and I guess most CD writing programs don't use a good resampler algo). Just something to think about.

Also, if you gotten the NSF pack I've listed, take a look at Super Mario Bros. (1985)(Nintendo).
It has two files, the standard NSF and an M3u file with tagging/timing data (should be pretty selfexplaining, but if you have any questions, feel free to ask). Since you're probably gonna make the data anyway for the rips, why not compile it into the M3u file and send it my way. I'll include it in the next update, and more people will be able to listen to the tagged NSF without having to download your MP3 rip. :)
by VideoGameScrapBook at 1:53 AM EDT on September 9, 2008
What do you mean by compiling the data into the m3u file? I'm only going to be concentrating on getting the tags correct for the music tracks featured in Brawl instead of all the tracks from every featured game, otherwise I'll go insane by the amount of work that would be required. If I do tag all of the tracks from a game though, I'll be sure to upload a m3u playlist.

I am going to release the emulated files and a playlist with each release (I'm redoing the one that's already on the site). I'm already going slightly batty by the effort this has taken. I think people will be pleased when all is said and done.

So are you certain that the NES outputs at 16kHz? Can you point me to a source? Do you happen to know what the sample rate is for the Game Boy?

edited 1:59 AM EDT September 9, 2008
by hcs at 3:07 AM EDT on September 9, 2008
NES doesn't output at a particular frequency (well, there is an upper limit, but it's quite high); unlike the SPC where there is a digital signal generated (and then analog filtering), there is a large aspect of analog effects involved in the mixing. Effectively any sample rate you use will involve a resampling of the signal, and the best way to do that (from what I've heard, at least) is the bandlimited synthesis blargg uses in GME.
This comes from no real signal processing and little 2A03 background, so take for what it's worth.

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