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Research complete smile

PLFO is not affected by voff bit (and neither by lpoff nor the still unknown bit 7, no surprise there).

LFORE = 0:
LFOs are not reset on key-on or sample loop start/end. The starting position (and by that I mean the shape's phase) seems to be random, it is possible that the counter is running even if the channel is not playing anyting.

LFORE = 1:
LFOs aren't working at all... quite puzzling. It looks like the period counter is forced to zero and not advancing. This does not affect the noise mode however, because period is then ignored (noise works at sampling frequency).
In other words, LFORE seems to act like a disable bit. Well, the doc says it "puts the LFO in the reset state"...

Maybe I'm doing something wrong, but quite frankly there's not much room for error when all you have to do is toggle one bit. I'm going to leave this as is for now - maybe I'll figure something out later.
BTW, as far as I can tell both LFOs share one common phase counter (though keep in mind ALFO can only add to attenuation while PLFO shifts frequency both up and down so it's zero point is shifted).

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Very interesting, thanks for doing the research smile

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New SSF rips:

Dragon Force II - Kamisarishi Daichi ni (1998)(Chime)(Sega)
Riglordsaga 2 (1996)(Microcabin)(Sega)
Vandal Hearts [Vandal Hearts - Ushinawareta Kodai Bunmei] (1997)(KCE Tokyo)(KCE Nagoya)(Konami)
With You - Mitsumete Itai (1999)(Cocktail, Stack)(NEC Interchannel)

All pretty much great (Dragon Force 2 scored by Hayato Matsuo, and Vandal Hearts is the usual Konami greatness.

http://2sf.hcs64.com/rip

Also, RB, just making sure... Did you by chance skip the Dragon Force 1 bug I mentioned at the end of the previous page?

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What am I supposed to be hearing wrong in 21_00_00.ssf from Dragon Force? Besides that I've heard the sample CD all the instruments are from and it's distracting, that is? (And I would've thrown in more DSP reverb if I were the composer).

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One of the samples is a bit too much clicky for my tastes, I take it it just's supposed to sound this way? Kind of grating if so...

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It's probably high frequency distortion in the FM bass. I haven't had much luck improving it.


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Hmm, is it just me or does AO die often when trying to load either of Dragon Force rips?

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Like I said, sometimes makessf.py outputs a zlib block that decompresses to 9+ megs and the destination is 512k of SCSP RAM. And because of the address randomization thing modern kernels do that sort of bug is no longer a 100% thing (unless you run with Electric Fence or Valgrind). The latest SDK has a workaround.

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Knurek: question about the giant DC upload. Most of them are either DSF or ADX rips as expected but some are MP3 or FLAC. Are those OSTs rather than actual game rips or what?

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Nope, CD-DA (well, GD-DA, but same deal).

Few games had an bonus OST included with the game (usually one or two tracks). Not sure how to treat those though, but not planning on having actual sold OSTs there (even if they've been out of print for a few years). There are other places for that.

//Edit

This took a bit longer than expected:

Idol Janshi Suchie-Pai II (1996)(Jaleco)
Yuukyuu Gensoukyoku Ensemble (1998)(Starlight Marry)(Media Works)

Suchie-Pai rip still isn't perfect, some songs just refuse to play. Not sure why, ssfinfo.py output looks perfectly okay for those.

Oh, and a nice new hub for all the new/uploading rips:

http://vgm.hcs64.com

Last edited by Knurek; 02/20/09 12:33 AM. Reason: new SSF rips
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