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by Lunar at 6:46 AM EST on January 31, 2008
I've been working on Diddy Kong Racing DS and Mega Man Battle Network 5 DS. Got both of them as far as making actual 2sf files/lib, but both sets have the same problem - they play, but there's no sound. I've checked _lib tags in the 2sf files, made sure I put the SDAT files in in the \file\ directory... honestly don't know what I'm missing.

The thing that concerns me is that in neither case did I hear music while loading the modcrap.nds files in DeSmuME_save.exe (or infact during the tracing process.)

I R CONFUSED

Btw unknownfile, there's contra tags+times, so you can update the set on 2sf central.

www.snesmusic.org/hoot/contra4-time.bat
http://www.vgmusic.com/~lunar/2sftags/c4_tag_e.bat

edited 6:55 AM EST January 31, 2008
by souma at 7:01 AM EST on January 31, 2008
Thanks Knurek.
but, there are only 1.8MB completed 2sflib.
there are 5.92MB2sflib that Castlevania DoS is correct.
In a word, 2sf that I made is a failure work....

YI ROM CRC:C97C2AE8
BASE.DST 1.01MB

It doesn't understand where is bad..
by marioman at 9:44 AM EST on January 31, 2008
I would second a 2SF Rips page update. There are many new 2SF sets now, and many more that are at least timed. It would be a good idea to get everything in one place before there is so much loose data floating around that it would be impossible to organize it.
by unknownfile at 11:05 AM EST on January 31, 2008
I'd like to make a page that contained all of that stuff, but my PHP/HTML skills are miserable. If someone's willing to code it for me, please do. I'm a lazy ass.

Also, souma, there's one thing I should say about how the generic driver works. If no music plays while Desmume runs, there is an error in the tracer code.

I should really post a newer version of the driver rip kit.

__

Highly Whatever is undergoing a rewrite to C++. So far some problems have been cleared up, but I suck at math, so the fading code is a disaster. The following are priorities for the player:

- Removing the assembly code, as it runs slower on older computers
- Recompiler code for slower computers
- Complete conversion of lib2sf to C++
- Multilingual support (Japanese and French are currently planned, but will likely be badly translated)
- Faster loading time for sets (such as keeping ROM data in memory and freeing it when it detects a new 2sflib needs to be loaded)
- Better detection of Desmume's SPU crapping out when CPU speeds are slow

edited 11:53 AM EST January 31, 2008
by Knurek at 11:59 AM EST on January 31, 2008
in_vio2sf 0.06
http://pc11.2ch.net/test/read.cgi/dtm/1191788775/650

Fixes those Phoenix Wright games. Thank you very much :)

edited 2:59 PM EST January 31, 2008
by marioman at 12:00 PM EST on January 31, 2008
@UF: Just steal CS2's GSF Central page and change all references from GSF to 2SF. :P

Those improvements for HW sound good. Can't wait to see how it works.

edited 12:01 PM EST January 31, 2008
by unknownfile at 12:06 PM EST on January 31, 2008
(the Objection!! sound effect is objection-0190.mini2sf)
by Lunar at 12:07 PM EST on January 31, 2008
the 2sf wiki works fine for now! worry about it later.
by Knurek at 12:08 PM EST on January 31, 2008
uf, while you're here.
The issue Lunar talks about (Diddy Kong Racing and Mega Man Battle Network 5DS) has something to do with the SDAT crashing the music driver.

Not sure why this happens, they both have silence SSEQ files at 0x00, but I've hacked the SDAT to referrence 0x01 and it still doesn't play music in neither Desmume or No$gba.
by Kurtis at 2:14 PM EST on January 31, 2008
Whoops. I'll go through those again tonight and see if I can find what happened to that song, but in any case, it's the same as one of the songs in ZX (Area I?). Thanks for tagging. I'm at work, so I can't really do much at the moment.

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