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#21747 06/08/05 02:16 PM
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#21748 06/08/05 03:08 PM
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Sorry if it is a stupid questions, but how to rip audio out of roms/cds/whatever?

#21749 06/08/05 07:20 PM
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It varies per format and per system, but generally you need to be really good with the target system's CPU and hardware.

#21750 06/08/05 09:47 PM
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Great release! Thanks to you both. laugh

#21751 06/09/05 02:03 AM
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Quote
Originally posted by R. Belmont:
It varies per format and per system, but generally you need to be really good with the target system's CPU and hardware.
Thanks. IOW I'd better start looking for already ripped tracks through the net.

#21752 06/09/05 02:08 AM
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If anyone has trouble finding tracks in a specific format, just ask. We had to find examples to test, after all smile

#21753 06/09/05 04:48 AM
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Bugs I found with the new Mac 2.0b5 release:

ADLIB: -This isn't really a bug, but Martin Fernandez.zip still isn't compatible (this is the zip with Wolfenstein 3D included). Apparently it has some different ADLIB driver that AO doesn't support yet; I take it it wasn't implemented?

Genesis: -All gyms created in Genesis Plus 1.2 display garbage in the info window and show a running time of between 0:00 or 0:02 and all you hear is static. Gyms created in Generator 0.36 work fine for some reason.

NES: -Ninja Gaiden 1 (the version with sound FX) still crashes the emulator. This has been present since 2.0.
-Playback is slightly slower than 2.0b4. In the previous version, switching to a new song is almost (if not) instantaneous, and here there's a slight delay. Was there something new added?

PSF: -Glad to see the new version supports it, and I didn't really see any bugs, but it was slower than PSFPlay. Nice that it reads rars, though. PSFPlay doesn't.

SNES SPC: -Zoop crashes the emulator.

This is what I've found so far. Glad to see a new version- kudos to all involved.

#21754 06/09/05 05:29 AM
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The Adlib driver still only supports .RAW format files, which the Martin Fernandez ones are not.

GYM is fun - there are 2 distinctly different formats both called "GYM" floating around. My guess is Genesis Plus outputs the "wrong" kind. VGM is preferred for Genesis sound anyway - it can accurately represent samples, which GYM can't.

The NES driver will be replaced with a completely new one next beta, as will the GBS one.

#21755 06/09/05 05:31 AM
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The Mac version now pre-buffers two seconds before beginning playback. That is what you are seeing.

#21756 06/09/05 06:15 AM
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.sndh playback problems

In this release, 2.05b, and the previous release, 2.04b, I have had some problem playing certain .sndh files (not all but some). When attempting to play these files I get the message in the description box "System: no system active" and then the applications freezes and i get the spinning fruit pastille and i have to Force Quit.

7_gates_of_jambala-intro.snd by Jochen Hippel is one example.

This file and the others play quite happily in 2.03b

Does any one else have this problem or is it just me? confused

edit. Much thanks to all involved in this program. It's really great ! laugh (couldn't make first post without saying something positive laugh )

#21757 06/09/05 06:32 AM
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Thanks for the report, we'll have a look smile

#21758 06/09/05 07:13 AM
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Was there a change in the gym driver between 2.0b4 and 2.0b5? Because these Genesis Plus-created gyms played just fine in 2.0b4. Also, is there a site where you can download Genesis VGM files? I know about smspower.org, but apparently that only carries Master System & Game Gear.

#21759 06/09/05 08:08 AM
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zophar.net has music in several AO formats, including Genesis VGMs, PSFs, NSFs, etc, etc. (Warning: extremely aggressive popup ads on that site, but it's worth warding them off).

I didn't change the gym driver, but perhaps the Genesis Plus GYMs accidentally match some other driver's magic ID bytes. Could you post one please?

#21760 06/09/05 11:41 AM
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Ode2ptk.mod is still wrong smile

It's missing a sound at 0:18 or so and it hits a sour note at 0:31.

#21761 06/09/05 12:17 PM
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http://ftp.atari.art.pl/stuff/mirror/chiptune.de/adlib/raw/gamesnet.raw crashes, dunno if it's a new change or not though.

#21762 06/09/05 06:48 PM
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Is it possible for a note to be "sour" in the context of a song that's intended to sound like Shaq stepping on the Smurf village?

I've fixed that raw file, they specify a timer divisor of 0, which is not real legal, but AdPlay accepts it so I will too :-)

#21763 06/10/05 04:51 AM
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Heh, you think that's grating, try this (fortunately, it seems to work fine in AO... wink )

#21764 06/10/05 05:04 AM
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Ugh, my ears are bleeding. Stop it, stop it now!@

#21765 06/10/05 05:22 AM
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To R. Belmont: Here are some Genesis Plus-created gyms in rar format.
B.O.B.: http://freewebs.com/slickmandela/bob.rar
Rocky & Bullwinkle: http://freewebs.com/slickmandela/rockyandbullwinkle.rar

Hope you can find the culprit! wink

#21766 06/10/05 05:33 AM
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Thanks!

#21767 06/10/05 06:28 AM
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No prob. I've actually got quite a few Genesis Plus gyms that I created myself, and it'd be a shame to lose them or have to make them all over again.

Also, this is to anyone who works on AO- does anyone know WHY Zoop for SNES crashes AO?

And about the new buffering for Mac- what exactly does this do? Does it make it more stable or something?

#21768 06/10/05 08:03 AM
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Genesis Plus is being overly cute and storing gzip data inside a zip file.

Zoop works fine if you unrar it - there's a bug in the new RAR engine.

The new buffering helps slower machines that might otherwise be "on the edge" to keep up.

#21769 06/10/05 09:11 AM
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Ah yes, it seems that if you unstuff the rar file for a Genesis Plus-created set of gyms, it plays just fine. And then if you zip it, it still runs fine. So yeah, it must be an issue with double compression like you said. Re-zipping the rar files can be a temporary solution.

Thanks for the quick response.

#21770 06/10/05 02:22 PM
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The changed buffering means that machines which are not quite fast enough for AO (PSF on my laptop before it was optimized) can produce recognisable music for a few seconds at a time.

#21771 06/10/05 06:41 PM
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Reminder for Windows users: if you get an error about MFC71.dll, you can download it from dll-files.com.

#21772 06/11/05 03:23 AM
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When testing out PSF (thanks for this BTW) of FF VII against reference CD's, AO plays the tracks too fast. The difference is slight, but noticable. Also, some of the sounds are inaccurate, but I assume that's just an emulation issue that will be worked out eventually. I'd think the speed thing could be looked at though?

#21773 06/11/05 07:28 AM
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Yeah, I noticed Final Fantasy 8 sounded a wee bit fast, too. But believe me, I'd rather have AO plays songs too FAST than too slow. wink

#21774 06/12/05 06:13 PM
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Ha-ha! This is nice! It even plays Chocobo Dungeon 2, which PSFPlay cannot! Mega-kudos to R. Bannister and everyone else who had a hand in this version of Audio Overload!
Granted, there are some things I think could make it even better, but there'll probably be another topic for that. For now, I'm delighted with the new AO release, and greatful for the hard work you're putting into this.
Thanks!

#21775 06/12/05 06:40 PM
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Credit where it's due. The PSF engine is courtesy of R. Belmont and nothing to do with me.

Chocobo Dungeon 2, for what it's worth, is almost certainly a bad rip. AO plays it by patching the loader. R. Belmont can explain in more detail.

#21776 06/12/05 06:58 PM
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I guess the crash in the Windows version when opening FF7_psf.rar from zophar is also due to the RAR engine bug...

--Darkstar

#21777 06/12/05 07:43 PM
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Chocobo Dungeon 2's PSF shell code (written by CaitSith 2, not the actual Squaresoft player) has an illegal MIPS code sequence[1] and relies on a bug in Highly Experimental's CPU core. smf has tested both the specific code sequence and the actual PSF converted to EXE on real hardware and both fail, so SexyPSF and PSFPlay are technically more accurate by refusing to play it. As Richard noted, AO plays it by detecting and patching the offending code smile

[1] For the technically inclined, they put a J[ump] in the delay slot of a BNE. That's legal on some later MIPS CPUs which have more advanced interlocks, but on the PSX's CPU chaos ensues.

#21778 06/16/05 08:16 PM
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Quote
Originally posted by R. Belmont:
The NES driver will be replaced with a completely new one next beta, as will the GBS one.
Will the GBS change also affect GSF playback? It's quite jarring how out-of-sync the GSF channels currently are.

#21779 06/16/05 09:00 PM
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No, it won't.

#21780 06/17/05 05:50 AM
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I haven't studied the problem in detail, but is the PSG ahead of the sample channels or vice-versa?

#21781 06/19/05 04:52 AM
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R. Belmont: The PSG is faster than the samples. Yes, faster; the tune starts off sounding OK, but the PSG and samples grow more and more out of synch as the tune plays on.

I've been told this is a problem in the underlying Boycott Advance core, and indeed, game music in Boycott Advance seems to have the very same issue. Perhaps this could be remedied by changing to Visual Boy Advance 's sound emulation...

#21782 06/19/05 10:23 AM
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And another .sndh problem...

MSG's soundtrack for the homebrew Atari version of Chu Chu Rocket plays perfectly fine in XSC , but seems to be missing, well, most of the instrumentation when played via Audio Overload.

It's in snd10_lf.zip on the SndPlayer site , for the record.

#21783 06/19/05 06:00 PM
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don't use Sndh files from sndplayer.atari.org since many of them are directly converted from logged YM-files.
To have an updated archive of SNDH music go to http://phf.atari.org
its in the downlaod section... starting with Grazey's zak hacks #21 are the sndh files.

Also there is an V2 of SNDH-format now smile

#21784 06/19/05 06:12 PM
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Now i checked with the newest AO and the reason why ChuChu Rocket sound bad is that AO dont play the Sid-voice effect.

btw: its the windows version i use... and it's still playing the sndh music in stereo, i find no mono option?

#21785 06/19/05 06:23 PM
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Sid-voice? Does the ST also have a PC speaker or something?

#21786 06/19/05 06:50 PM
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it's called "sid-voice" since the effect is similar to one of the waveforms from the commodore sid ;-)

#21787 06/19/05 07:16 PM
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Here are some articles about Atari ST YM effects:

ym303
ymsamp
ymvolum
minymise

They are from an Atari ST disk magazine, and can also be read on the web: Alive online issues

#21788 06/19/05 09:31 PM
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Thanks, I just compiled SC68 and tried the Chu Chu tunes. *That's* a 2149? Holy @#$%!

#21789 06/19/05 10:50 PM
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to hear some other cool YM2149 music go to this page: the Phattdemo mp3 downloads

those tunes use several effects and i doubt they will play properly in AO wink

#21790 06/19/05 11:48 PM
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We just got permission to use SC68's next version (yes, it's still in development despite the last version coming out in 2003) in AO to replace our old STSound engine, so don't assume AO's future quality ;-)

#21791 06/20/05 12:08 AM
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Yes, SC68 has a good sound compared to example WinJam ... i mean the lowpass filter or whatever it's called is much better, sounding more like from a real Atari, but since there was so long ago the latest SC68 was released i am forced to use WinJam because it's more compatible... maybe AO will be the best program soon for Atari ST tunes(sndh) smile

#21792 06/21/05 01:11 AM
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I'm having some trouble with S98 files in the new Audio Overload; some of the the ones I've downloaded from Rophon's site, PSP , play just the first note and then hang on it. I'm using the Mac version of Audio Overload, if that makes any difference.

I've tried several sets, among them Yu-No and Popful Mail, and many, though not all, exhibit this behaviour. (Misty Blue and Ys do work, oddly.)

#21793 06/21/05 03:03 AM
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Could you give some specific files that do that?

#21794 06/21/05 05:08 AM
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This is the zip file containing the soundtrack to Yu-No. All of the songs I've tried to play in it exhibit the same bug. The Popful Mail set has the same bugs, once more in all songs I've tried.

#21795 06/21/05 07:41 PM
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Quote
Originally posted by R. Belmont:
Thanks, I just compiled SC68 and tried the Chu Chu tunes. *That's* a 2149? Holy @#$%!
Yeah... that was my thought when I first heard those tracks too! I discovered them via the online radio station Kohina ... those guys have managed to dig up some utterly awesome chip tunes for their playlist.

Also worth checking out: YM Rockerz . A lot of the stuff in those collections is awesome, but particularly worth checking out is 'dYManite' from the 'Warryorz' album. I didn't know the Atari ST's sound chip could do percussion samples like that... not to mention the line sampled from a rap song about a third of the way through. eek

#21796 06/22/05 12:28 AM
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YM2149 might be a 4-bit soundchip but Atari ST is an 16-bit computer so playing samples is no big deal wink

#21797 06/22/05 03:34 AM
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I always thought hooking up a PSG to a 16-bit computer was criminal. I mean...

Amiga 4 PCM channels (custom)
Mac 4 PCM channels (custom)
X68000 6 FM channels, 1 ADPCM (YM2151)
Apple IIgs 32 PCM channels (ES5503)
Atari ST 3 square waves, one noise (YM2149)
286 PC 1 Beeper ;-)

#21798 06/22/05 09:59 AM
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Quote
Originally posted by Vlcice:
I'm having some trouble with S98 files in the new Audio Overload
Wow, this is really great. I have a bunch of these old pc-9800 game soundtracks on cassette tape, somewhere. Now AO can play them.

Well, sort of... there are some problems:

* the tempo of track 08 from Sorcerian is really slow. The tempo of other tracks in the same archive are OK, though.
* some of the instrument sounds are wrong, for example the intro of track 11 in the same Sorcerian archive should be much more distorted.
* similarly(?) some instruments are replaced by weak hums or buzzing in the background. Track 07 from The Scheme (pcm) is a good example.
* a more general problem, the overall mix doesn't sound quite right; I guess it is too "bright" making high pitched instruments relatively louder than they should be.
* the playback has a blip at the beginning of each track, and static/dropouts if I use AO's interface while playing (I mean scroll the list, look at menus etc.) This on 1.25 GHz 15" AlBook, 10.4.1. Haven't noticed any similar dropouts with other formats.

#21799 06/22/05 10:04 AM
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Not sure if this is the fault of the rips/tags, but QSF (i.e. Capcom Q-Sound) files play much slower and start a few seconds after they are supposed to.

#21800 06/22/05 10:13 AM
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Also some (Mac) UI related things:

* File>Clear List should reset the scrollbar of the list.
* Japanese text in tags shows up garbled (mojibake)
* Long text in tags wraps around but you can only see the top pixel of the second line of text. There's lots of space left over in the dialog not being used...
* Add channel checkboxes for individual NSF NRVCII voices?
* Add channel checkboxes for S98 voices?

#21801 06/29/05 04:37 AM
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Gameboy/Gameboy Advance issues:

Gameboy: proper support for .GBSs such as TMNT2 and Mario Tennis, support for Zelda Oracles.

Gameboy Advance: support for .GSFs such as Mario and Luigi, proper support for the SNES tracks in Mario Kart: Super Circuit

#21802 06/29/05 05:44 AM
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The next version has a completely different .GBS engine which should be more compatible. I'll check those specific games though.

#21803 06/29/05 06:06 AM
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In paticular, the Oracles as they just go "BEEEEP"

Also, the Kirby soundtracks will lose instruments after a tune has been playing for a while.

#21804 06/29/05 09:45 PM
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Hmm, you're right, the Oracle of Ages rip from zophar.net just plays the first couple beats' worth and then sustains the note indefinitely, for all tracks. It works with NEZPlug, albeit at half tempo (it probably doesn't support the Game Boy Color's double CPU speed mode which the game uses).

(Win32 version)

#21805 06/29/05 09:51 PM
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There is no point in testing either the GBS or NSF engines in 2.0b5. They've been replaced.

#21806 06/29/05 11:50 PM
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If you have a Mac you can "pre-test" them by running Game Music Box though.

#21807 06/30/05 02:53 AM
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foo_gep for Foobar2000 (on Windows) also uses the new engine, though the latest version requires Foobar2000 0.9 beta.

#21808 06/30/05 03:26 AM
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Incidentally, Oracle of Ages does seem to be broken as described even in GMB. Is there some trick to it?

#21809 06/30/05 04:56 AM
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I just went to http://www.zophar.net/gbs/ and downloaded the Legend of Zelda - Oracle of Ages soundtrack and it plays fine in GMB (including the latest internal build). I'd like to solve this. In case we are using different files somehow, here are the checksums:

File: ZeldaOoA.gbs
MD5: ed2726c69caba7bacf57cb196380ea92
SHA-1: aaf479097cc39046dc4627052f73588d5441cbf1

#21810 06/30/05 05:57 AM
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Though I would make you aware that this problem is also with Oracle of Seasons.

Link's Awakening works fine though.

#21811 06/30/05 06:17 AM
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My bad, I didn't delete eng_gbs.c so my Linux build of AO was using the wrong GBS core. I fixed that and Oracle of Ages works fine.

Murray: all the games you cited work beautifully on the new engine which will be in the next AO2 release.

Along with PSF2.

That's right, boys and girls. Total Corlett Domination continues ;-)

#21812 06/30/05 09:43 AM
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Does that include the GBA stuff I mentioned?

#21813 06/30/05 09:59 AM
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GBA is not GBS.

And what's wrong with the SNES tracks in Super Circuit? They sound fine to me.

#21814 06/30/05 10:21 AM
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Some instruments are missing, at least in the current build.

#21815 07/02/05 05:45 AM
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BTW, thanks for all the awesome ST links, I have StSound Pleasuredome's collection but after that went down I didn't realize that other archives/formats/players have started up, and even that some of the oldies are still composing stuff shocked

#21816 07/02/05 11:53 AM
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QSF had the CPU too slow. That's been fixed.

Also fixed: S98 tempo handling, S98 click on startup/song change.

#21817 07/02/05 01:11 PM
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Woot! Looking forward to the next release.

#21818 07/04/05 01:53 AM
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Just added: transparent .cab support, joining the existing .zip and .rar. Now you don't need to hunt around for an extractor for those Japanese files smile

Also fixed an issue with the Popful Mail .s98 files not playing.

#21819 07/04/05 08:42 AM
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Actually, Stuffit Expander can open .cab archives...

#21820 07/04/05 10:05 AM
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Sure, but wouldn't you rather have a cleaner filesystem? :-)

(Besides, handling .cab is a PITA on Linux, so that's what I care about =)

#21821 07/06/05 03:32 AM
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Quote
Originally posted by R. Belmont:
Also fixed an issue with the Popful Mail .s98 files not playing.
Ooh, nice! Does that fix Yu-No, too?

#21822 07/06/05 03:45 AM
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I don't have Yu-No on me, but it's pretty likely any S98 file should do *something* now :-) (b6 was supposed to be up by now, I'm not sure what's delaying Richard).

#21823 07/06/05 04:32 AM
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Honest answer? The pub - I went out for a pint with a friend tonight instead of uploading the release smile

It's there now.

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