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#21834 07/06/05 08:06 AM
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There are a few NSF files that cause an error dialog to appear in OS X, the kind that says it's either a nested file or unsupported. After this dialog, the emulator crashes. The NSF files affected in 2.0b6 are: (might be more)
-Die Hard
-Doki Doki Panic
-Indiana Jones and the Last Crusade (one of the versions; the other plays fine)
-Mr. Gimmick!
-Power Blade

Otherwise, good release. I like how the GBS files actually play at actual speed now instead of how slow they were before. To be honest, I couldn't really tell much of a difference between the NSF playback in 2.0b5 and 2.0b6, except that Kirby's Adventure now sounds correct. Thanks for that.

#21835 07/06/05 10:00 AM
Joined: Feb 2004
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Quote
Originally posted by Richard Bannister:
Right. S98 is improved in 2.0b6, but will be even better in 2.0b7 now that the second sound chip is updated properly smile
Great! It is better in 2.0b6 but some of the instruments are still really wrong. I can host a track or three from "Music From Sorcerian" if it'd help to hear the originals.

#21836 07/06/05 10:01 AM
Joined: Jan 2005
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Gimmick doesn't work because the new NSF engine only supports Namco 106 (N106) and Konami VRC6 expansion sound (it doesn't support VRC7 or MMC5). When I tried Gimmick! and got the "not supported" error, the next NSF file I opened triggered an internal assertion failure on the console. It looks like a minor bug in AO's glue code for the new NSF engine.

eng_nsf.cpp:34: failed assertion `emu == NULL'

I tried the other files from Zophar and found that they incorrectly specify that they use several expansion sound chips, thus cause AO to quit as described above. The expansion sound byte at offset 0x7B in these files should be zero. Kevin Horton\'s NSF archive has rips of these that work fine.

#21837 07/06/05 08:30 PM
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Quote
Originally posted by Richard Bannister:
Right. S98 is improved in 2.0b6, but will be even better in 2.0b7 now that the second sound chip is updated properly smile
Oh, good! It's already a fair improvement, so I quite look forward to that. Do you know if it fixes the buzzing in Yu-No as well?

#21838 07/06/05 09:48 PM
Joined: May 2002
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Cool, a few of the SNDH files I was having trouble with in b5 work great now!

Small HES problem, the bass in songs from Raiden and Soldier Blade gets pretty weird. in_he2.dll and NEZPlug don't exhibit this behavior. I can provide comparison recordings from my TurboGrafx if needed for troubleshooting.

I'm glad to finally have a Windows-based player that runs Eternal Blue Complete PSFs at the correct tempo! They've been slow for me in HE for a long time now... with the correct rip no less.


-nZero
#21839 07/07/05 12:26 AM
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Quote
Originally posted by Vlcice:
Do you know if it fixes the buzzing in Yu-No as well?
I only tried two of the tracks at random, but neither have buzzing - so probably.

#21840 07/07/05 12:51 AM
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Ah, great. :3 Thank you very much!

#21841 07/07/05 04:12 AM
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Blargg, about the correct NSF files: I went to that site you linked to but I couldn't find any downloads. Do I have to have EDonkey to access them?

#21842 07/07/05 09:18 PM
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gamesnet.raw still crashes (using the Win32 version on an Athlon XP).

ode2ptk.mod is now even worse although I understand if you don't want to listen to it further smile

NSF and GBS sound quite good now, I'll have to do some comparisons to real hardware.

#21843 07/07/05 09:55 PM
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The MOD change fixed a very bad error in U4ia's "Watch Your Bass Bins". I don't see how it would affect ode2ptk.

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