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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 |
New DLLs are up that fix panning, make 8-bit samples clearer, and add interpolation to SSF playback. http://rbelmont.mameworld.info/aoDec12_w32.zip for Win32 and http://rbelmont.mameworld.info/aoDec12_w64.zip for Win64. ETA: At this point, please speak up if you know of any tracks that sound radically different from either the KBMedia plugin or real hardware. (Not the Winamp plugin, that's known buggy).
Last edited by R. Belmont; 12/12/07 04:31 PM.
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Joined: Apr 2005
Posts: 29
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Joined: Apr 2005
Posts: 29 |
Feature suggestion (if you don't mind): Adding the ability to actually determine when a track ends for SPCs. That's been absent for quite a while, but there should be an option to turn the feature on or not...
SNESMusic.org would be a good site to test times.
KungFuFurby, Bug Reporter for various stuff (somewhat)
Runs: Mac OS X 10.4.11 on a 1.8 GHz PPC G5
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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 |
Last edited by R. Belmont; 12/14/07 06:03 PM.
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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 |
For today's SSF rip I went for a Saturn game and got my hands dirty with custom area maps and ssfmake.py. The genre's a bit foreign to music rippers, but the composer needs no introduction: Madden NFL '97, composed by Brian Schmidt.
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Joined: Nov 2003
Posts: 459
Senior Member
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Senior Member
Joined: Nov 2003
Posts: 459 |
I've done and ripped the Shining Wisdom music, but the files could use a bit of minissf optimization. And I'm not sure if the timing data is correct, seeing a 15+ minutes song isn't common in Japanese games... Anyway, it's here: http://snesmusic.org/hoot/sw_ssf.rar
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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 |
Nice 
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
first of all thanks to ks for the fixes... I just tried the last AO with shienryu & radiant silvergun and they're magnificent now!
@arbee: [OT]does you're rip of madden ssf make use of the MESS saturn driver or is the script independent by the emulation?
in other words, does the rip mean any improvemente to the driver and to the CD handling?[/OT]
sorry but I couldn't resist... I'm waiting to convert my 2 saturn original CD to CHD and come back to summer '96-'97...
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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's compiled from the files on the CD, not by RAM-grabbing an emulator.
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
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Posts: 3,691 |
thanks for the answer... and the rips 
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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 |
Length and Fade support for SSF and SPC (both plain and extended ID666): http://rbelmont.mameworld.info/aoDec16_w32.zip for Win32 and http://rbelmont.mameworld.info/aoDec16_w64.zip for Win64. (This means that properly timed songs will fade out after a reasonable amount and continue automatically to the next song in the playlist). Also fixed a Windows-only problem where SAP files ate all your CPU instead of, ya know, playing.
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