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by TheUltimateKoopa at 8:31 PM EDT on May 18, 2013
ADSR -- a good example of how this doesn't work properly, is the Menu theme of Mario Kart DS ... one of the piano instruments sounds like a constant tone.
by CyberBotX at 11:13 PM EDT on May 18, 2013
Krude, the playback is done via either my Winamp plugin or kode54's foobar2000 plugin. Long story short, I basically took a DS library called FeOS Sound System, which was designed for a DS OS called FeOS, both being developed by fincs. I had to modify it because it was DS-based and I needed to play back on a PC, without emulating the DS's ARM7. The plugin reads from NCSFs, which are created from the SDAT of a DS ROM, the tools are in the first post.

TUK, I'll try to look into that more tomorrow.
by TheUltimateKoopa at 6:25 PM EDT on May 19, 2013
I was referring to the MIDIs and DLS stuff as heard in VGMTrans. The ADSR thing, in my context, is nothing to do with NCSF.
by JFD62780 at 10:41 PM EDT on July 30, 2013
...Okay, I have a problem:

I just installed Windows 7 Ultimate 64-bit. And now my XMPlay Portable won't even detect ANY plugins of yours. What's the deal? o.o
by Knurek at 12:11 AM EDT on July 31, 2013
Check if you have MSVCP100.dll and MSVCR100.dll installed.
by JFD62780 at 4:24 AM EDT on July 31, 2013
(one local search session with a side order of file copy later...)

....ahhhhhh. That did the trick. :D

edited 4:26 AM EDT July 31, 2013
by CyberBotX at 8:50 PM EDT on July 31, 2013
I think I do mention that those runtimes are needed in the docs for the plugin. :P

Anyways, considering that the thread got bumped, I should probably mention that I've done nothing with the tools. ;_; Up until the end of last month, I was working on other video game music related projects, and then I got a job and now my free time is at a disadvantage. The good news is that the tools do still work, the bad news being just that they are still not all that user friendly yet. I'll try to find some time to work on them again eventually, but unless someone else wants to help with adding things to them, they probably won't get updates any time soon.
by CyberBotX at 9:24 PM EDT on October 19, 2014
So yeah... I've been pretty silent on this thread, despite that I've done updates to the plugin. (The tools, not so much, other than a fix I'll mention.) Gotta break the silence. :D

So, I'm going to list what I've done with the plugin in the last 4 months (since that was the earliest I made any changes to it):

* Changed the Sinc interpolation from the Hann window to the Lanczos window. (As an aside, I am still not sure if this is the best window or not.)

* Removed the Cosine, 4-Point B-Spline, 6-Point B-Spline, and 6-Point Osculating interpolations. The reasoning behind this is because Cosine is just horrible in general and the other 3 "muddied" the sound, because they actually caused lower volumes in a lot of cases.

* Added 4-Point and 6-Point Legrange interpolations in place of the removed ones.

* Volume issues have been completely fixed. A few things here: the volume level that FSS was calculating needed to be clamped as it was actually going over the array bounds of the volume table; the default volume of a track is 127, not 64; the SSEQ volume from the INFO section is being correctly handled now, it was being handled incorrectly before; master volume was already being applied by FSS so I didn't need to apply it again.

* Implemented the commands that were not implemented in FSS; this is basically the random, variable, and comparison commands. This fixes almost all playback issues with tracks that utilized these commands. This implementation was also applied to the SSEQ timer of the SDAT tools so now just about every single SSEQ can be timed correctly.

* Allocation of SSEQ tracks was moved from the player to the SSEQ command handler, after I found some KSSU tracks that didn't have their "opentrack" commands (0x93) immediately after the "alloctrack" command (0xFE). This change fixes those KSSU tracks. Granted, the tracks I found like this were sound effects, but still, it was a good thing to fix.

Now, most of the above is included in the Winamp plugin that is on my NCSF site. The plugin isn't FULLY up to date yet, because I am still looking into some things.

Specifically, and mostly because of the Etrian Odyssey 3 track that Knurek brought up earlier in the thread, I realized what the problem is NOW (why I didn't last year, I'm not sure...), and it has to do with the channel allocation of FSS. The Labyrinth VI track from EO3 utilizes some PSG Wave sounds in addition to standard PCM sounds. The PSG Waves are killing off the PCMs. I've yet to figure out a fix for it, and I've brought it up with fincs to see if he can help with that.

All in all, I do believe that the plugin will be in pretty good shape once that issue is fixed. I do think that I may need to check on using a different windowing function for the Sinc interpolation, though. The track labeled SERPANT in Mega Man ZX sounds a bit bad with Sinc (and both Lagrange) interpolation but sounds somewhat fine with Linear interpolation. Granted, my comparison is DeSmuME/2SF with Linear interpolation, so it might not be the best comparison. But it is definitely an example of something sounding bad with "better" interpolation.
by Knurek at 3:36 AM EDT on October 20, 2014
Great to hear, I've been using NCSF for portable music history with NDS games that don't work with CaitSith2's driver, I'll make sure to have the latest plugin linked there.
by CyberBotX at 8:41 AM EDT on October 20, 2014
I'm still looking into the EO3 sound issue. My gut feeling says that it is because FSS isn't checking if a channel has just been allocated (i.e. being in the "start" state), so I tried to change that, and while it sounds better, it still sounds a tad different than the 2SF version. I'm going to get the EO3 OST and check how it sounds there, to see which sounds closer to the correct one. I've yet to hear from fincs, but I did post the question on IRC in the middle of the night (for me) so he might not have been around at the time.

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