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Joined: Mar 2001
Posts: 17,239 Likes: 263
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,239 Likes: 263 |
PSF's a hair fast. I didn't think it would matter that much (it's less than a 5 BPM difference) but apparently everyone's a perfectionist about the Squaresoft crap.
-RB far prefers Konami soundtracks
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Joined: Oct 2004
Posts: 296
Senior Member
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Senior Member
Joined: Oct 2004
Posts: 296 |
I'd rather soundtracks be too fast than too slow, myself. 
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Joined: Nov 2000
Posts: 114
Senior Member
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Senior Member
Joined: Nov 2000
Posts: 114 |
Actuate emulation, that's all we're after! I think everyone is just pointing out the bug, is all.
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Joined: Mar 2005
Posts: 42
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Joined: Mar 2005
Posts: 42 |
I suppose it has been established that VRCVII files (well, the one file) cause AO to crash. That's too bad, I love listening to Lagrange point. However, on another note, the VGM code is buggy in its emulation of periodic noise. The current noise is entirely untuned, which makes listening to such tunes (Matt Furniss makes a lot of use of periodic noise, as do current doujin composers) sounds like a really bad SAP.
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Joined: Mar 2001
Posts: 17,239 Likes: 263
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,239 Likes: 263 |
It really shouldn't crash (I think we actually have it fixed so it just doesn't play now), but VRCVII support is kinda up to blargg at this point.
AFAIK the VGM support is using the latest MAME cores, and I know for the YMxxxx at least that Jarek has verified those sample-per-sample against the real chips, including the noise. The PSG for the Master System may not be so lucky though.
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Joined: Dec 1969
Posts: 920 Likes: 3
Senior Member
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Senior Member
Joined: Dec 1969
Posts: 920 Likes: 3 |
VGM support *is* using the latest MAME cores. In theory I could switch to blargg's implementation, but right now that doesn't support the FM chip so I'm not going to do that.
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Joined: Aug 2003
Posts: 122
Senior Member
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Senior Member
Joined: Aug 2003
Posts: 122 |
I'm sure this isn't the right place to ask, but where is -eh? So why not?
Other than hunting down an OST of MegaMan-X4; I did find a site that does have some MP3s (actually when you try to save them all you get is a web-page 'html'). They have 4 MP3s. 2 of them you can already listen to on the disc. And the other 2 are said to have been ripped from the data tracks on the disc.
I've even looked around over at Zophar's. Nothing there. Will AO ever support whatever file types are in Saturn discs?
Or perhaps someone knows of a way to convert the data on a Saturn game disc to something that's listenable... :hmm:
Thanks for any info.
Dear Mod/Admin, Please let me know why you had to delete this post. Thanks.
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Joined: Mar 2001
Posts: 17,239 Likes: 263
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,239 Likes: 263 |
Unlike the PSX the Saturn didn't really have any standard audio formats - they pretty much were different per developer and sometimes per game.
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Joined: Aug 2003
Posts: 122
Senior Member
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Senior Member
Joined: Aug 2003
Posts: 122 |
Hmm... Now I'm reminded of what someone said over at mame.net. About the STV not having any 'standards'. lol If the link in this post isn't allowed then (of course) delete it (and accept my apologies). This is what I was talking about when I mentioned the 2 tracks that were ripped from the 'data' files of the CD... That is: if they can even be DL'ed. I wonder how they did it? :hmm: segaxtreme
Dear Mod/Admin, Please let me know why you had to delete this post. Thanks.
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Joined: Mar 2001
Posts: 17,239 Likes: 263
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,239 Likes: 263 |
Someone figured out the format Capcom used for those tracks, apparently. That doesn't mean it's a universal solution for all the tracks in that game though, let alone all ST-V/Saturn games 
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