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#34400 10/08/07 07:00 PM
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http://www.esatclear.ie/~bannister/ao20b9-p4-mac.zip

List of what's new shamelessly pillaged from posts on this forum:

- 7Zip archive support.
- HivelyTracker (HVL) and AHX support.
- Sega Saturn (SSF) support.
- Shift-JIS encoded Japanese metadata in files is properly displayed as Japanese characters instead of garbage
- .SPU rips are supported (it's a PS1 log format somewhat popular in Japan that the Eternal SPU plugin for ePSXe can output).
- Support for pretty much every ST and Amiga subformat the SC68 engine supports, including Future Composer, SIDMON, various custom formats used by David Whittaker and Jeroen Tel, and many more. Kickstart your collection here - there's a 25 meg .tar.gz with compatible music in 50+ subformats, and in the meantime the current AO will play the SNDH and SNDH-ICE compatible songs that are in there \:\)

Feedback welcomed.

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That link gives me a 404

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Correct link is..
http://www.esatclear.ie/~bannister/ao20b9-p3-mac.zip

I will verify it tonight.

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I love the new icon! I didn't hate the old one but this new one is better.

Unfortunately I have little interest for the new formats included, so I can't help you with bug reports for them.

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Here is a Windows version.

This contains everything Richard mentions above, plus rewritten timing for PSF/PSF2 files. The PSFs I was pointed to as playing too fast are now at the same speed as in Highly Experimental.

The core DLL is built with a different compiler now (MSVC instead of GCC/MinGW) so be on the lookout for weirdness that didn't exist before (I've smoke tested all 30 formats).

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Thanks.. Will try it out when I get home.. :-)

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Speaking of PSFs, did you guys happen to find out why a small amount of PSFs were playing silence?

Also, any progress on certain ADLIB files? I'd love to be able to play Wolfenstein 3D's music (from the Martin Fernandez zip on the chiptunes site).

Last edited by Slick Mandela; 10/09/07 04:53 AM.
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Investigation of broken PSFs continues, but it's the very definition of tedious. It's believed related to someone abusing bugs in Highly Experimental's core again.

Wolf 3D's music works for me. Try these:

http://rbelmont.mameworld.info/wolf3d.zip

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Huh, this is weird... when I play those Wolfenstein files I get no melodies, just a few spaced out, random computer notes. Here are two samples I recorded:
http://www.supload.com/listen?s=0ZWW0VEK15ZD (DUNGEON)
http://www.supload.com/listen?s=IIX8I6WDP7GO (SUSPENSE)

(Keep in mind I'm using the OS X version)

Last edited by Slick Mandela; 10/09/07 05:32 AM.
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Channel mutes field has some text corruption:

[Linked Image from img171.imageshack.us]

SSF player ignores time tags (heck, every format does that).

The time field near the Save Clip button doesn't show anything other than 00:00:00

Adding a file to the playlists (whether drag'n drop or opening) stops the playback.

S3M loader doesn't handle files with Adlib Instruments

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S98 PCM works now!
This makes me very happy smile

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S3M not handling FM is documented in the readme, and playback has to stop when adding files in order to show actual song names in the list.

Also, most formats that define them in a standard way do respect time/fade tags (notably PSF/PSF2).

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Originally Posted by R. Belmont
and playback has to stop when adding files in order to show actual song names in the list.

Huh? First player I've checked that has that requirement.

Originally Posted by R. Belmont
Also, most formats that define them in a standard way do respect time/fade tags (notably PSF/PSF2).

Not here. Neither MOD, S3M, PSF, nor AHX do that... They just play indefinitely. PSF fade out all right, but don't automatically follow to the next track in the playlist...

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There are no time tags for MOD, S3M, or AHX.

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But it's quite easy to detect the duration for them. All Amiga players could do that, not to mention ancient stuff like Cubic Player, Mod4Win, Modplug, etc.

Also, there's a really funn bug with loading from directories that have dots in them.
S3Ms and other formats load fine, MODs don't.

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BTW, are there "mixed" S3Ms or are they all-FM or all-digital? I've only seen one or the other (probably because the original ST3 didn't try to compensate for the latency between the digi and FM channels).

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I hadn't seen one really, but some of the discussion on Un4seen forums make me believe they exist.

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Updated Mac build here:

http://www.esatclear.ie/~bannister/ao20b9-p4.mac.zip

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I can't even start the player over here.

http://666kb.com/i/asieh06k11qknraiw.jpg

Translation:
"folderblahblah
This application could not be started, because the application's configuration is not correct. To fix the error you should reinstall the application"

And idea why I get this error?

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Try installing this package from Microsoft and it should help.

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I have to assume you don't have the file "mfc80.dll" in your path. AO (At least for Windows) requires this .DLL in the path or folder where you put AO. If I remember, it's used for the oscilloscope effect.

You should be able to find ready links though Google for that .DLL. Find that file, put it in the folder and see if that helps.

Tafoid




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MFC80 is the Microsoft Foundation Classes C++ application framework - it makes it possible to create object-oriented GUI apps, and most Windows apps make use of some version of it.

The "correct" way to install it is the Microsoft redistributable package I linked.

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Do we stand a chance to see the linux beta?

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Maybe on the next test version. There was nothing really earthshattering done to the Linux version except fixing the CPU soaker so it doesn't need testing as much.

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some songs have clicks and pops before song starts and causes song to pause 1 or 2 secs before it starts.. Its great program.. Actually the ssf support seems to play extra sounds missing in songs when using the winamp ssf plugin so good work guys..

I know its preliminary , but great work so far !

Last edited by Marcus; 10/10/07 01:39 AM.
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Is it possible to add volume level and maybe able to edit the tags , like name , length etc?? :-) Just a thought.. ^_^

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Richard,

Please can I have the link to the 25mb collection to kickstart my collection. smile

Also, none of the links to the mac build work for me. I get an unhappy chimpanzee frown

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Richard didn't copy the link from my post. The 25MB archive is here.

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Thanks, R. Belmont

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Was the Mac version taken down? I get a 404.

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I can't make any SNDH and SC68 to play? Using windows version.
The Sam Coupe tunes sound very strange, but i don't remember if they sounded like that in last version also :-)

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SNDH, SC68, and Sam Coupe all sound fine here on Windows.

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Found out the fault with SNDH and SC68... if i try to play an "SNDH v2" first then no other SNDH or SC68 will play until i restart AO, actually i think i mention this before sorry if i repeat myself :-)

For Sam Coupe there is certain sounds than sound odd like 6 seconds in tune "OFC4".

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Please post or link to a "SNDH v2" that causes this.

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ok here is one: http://www.ym2149.com/Everything.zip

V2 has more info like playtime, year and default tune.

Last edited by Stefan Lindberg; 10/13/07 11:45 PM.
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Thanks, got it and verified the problem.

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Here is 2.0b9 Test 2 for Windows, Windows 64-bit, Linux, and Linux 64-bit.

Changes from test 1:
- Fixed issues with some SNDH/SC68 files
- Fixed song time indicator in Windows GUI
- Fixed garbage in channel names in Windows GUI
- Automatically advances to next song when end detected (Windows only)
- Experimental Win64 version for 64-bit XP and Vista

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Impressive work, it's great to have another SSF player to test stuff with.

The following problem seems to present in Audio Overload (Highly Theoretical also) regarding SSF playback:

Originally Posted by kingshriek's rip page (http://snesmusic.org/hoot/kingshriek/)
Added (reluctantly) a script (ssf16bfix.py) to forceably align 16-bit PCM sample start address in SSF files. The SCSP effectively sets the least significant sample start address bit to zero when it's working with 16-bit samples, and if the player doesn't emulate this, the samples will be very "harsh" sounding (e.g. Radiant Silvergun tracks played with Highly Theoretical as of 2007-10-13). There shouldn't be any ill side effects when applying this - the actual hardware should (according to documentation) play back both the input and output SSF files identically.

This affects quite a few SSFs (most tracks from Radiant Silvergun, sakutai2_47.ssf from Sakura Taisen 2, many tracks from Langrisser V, etc.). Although the script above "fixes" it, the problem is really player-related than rip-related.

I still have no idea what's going on with Sakura Taisen's missing notes (I was hoping Audio Overload would play these, as Highly Theoretical doesn't). Looking at output from ssfinfo.py (sakutai_11.ssf is the one I've been particularly beating on), some sample start addresses have strange values (pointing to data that isn't tone data at all). The affected samples (at least in sakutai_11.ssf) do appear to be phase modulated with a triangle wave LFO, though. I've dumped sound data from the game's debug mode in an emulator to compare against the rips I did and notes are missing there as well, so I don't think there's a problem with the rip. Makes me wonder what is actually going on.

Last edited by kingshriek; 10/14/07 04:44 AM.
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Ahh, interesting. So 16-bit samples can be played from odd offsets? That would explain some things.

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Actually (going by documentation), I thought that the opposite is true, that 16-bit samples are played from 16-bit aligned offsets (and that the SCSP ignores the least-significant bit of the SA (start address) value in a slot register in 16-bit PCM mode). The problem is occurring when the 16-bit PCM start address is an odd value.

The script I mentioned effectively does this:

Code
def pcm16bfix(layer):
	PCM8B = (layer[0x3] >> 4) & 0x1  
	if PCM8B == 0:    # 16-bit PCM
		layer[0x5] &= 0xFE    # SA LSB
	return layer

If the documentation is indeed wrong, and that 16-bit samples can indeed be played from odd offsets, then perhaps the "fix" script I had put up could actually be destructive (uh oh). I've removed it from my page until I know for sure what is happing (I've relocated it here - http://h1.ripway.com/kingshriek/ssf16bfix.zip - for testing purposes).

EDIT: After loading some sound memory dumps into Audacity, it seems 16-bit alignment for 16-bit PCM is enforced by the SCSP, even when the sample start address says otherwise (which would make my script safe).

Last edited by kingshriek; 10/14/07 05:54 AM.
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Gah, no, I just mistyped the link. It's fixed now.

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Buttons do not seem to scale well if one uses localised desktop:
[Linked Image from belegdol.fedorapeople.org]

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Here's a zip with more problem SNDH files :-)
http://www.ym2149.com/sndh_dma_and_digi.zip

Some of them are using DMA (Atari STE and Falcon specific) so i don't know if thats the problem since other DMA tunes play fine (but without the DMA samples being heard)... "On_Behalf_Of_the_Queen.sndh" is included as an example of a DMA tune playong in AO.

The "Warp_digi.sndh" has some clicks/noise in it, even if digitunes don't sound good on the ST they don't sound that bad ;-)
A recording (ogg) from an ST of the warp tune is included.

Some newer Atari ST tunes use some sort of limited treble/bass control that only the STE has, not even Falcon has that.
Check out the "Bubble Days" mp3 and SNDH from the following link:
http://dma-sc.atari.org/works.php?cat=st
The treble and bass is heard 1:20 in the tune.
There is no emulator SNDH player supporting that effect... maybe AO can be first :-)

Last edited by Stefan Lindberg; 10/14/07 11:43 AM.
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KS: that's odd, because AO should enforce that. I'll check it out though.

Stefan: we're using SC68 to play that stuff, and the actual authors apparently haven't touched it for about 3 years now, so my ability to fix things is limited (it works like UADE where everything is played by real 68000 code running in an ST/STE/Amiga emulation environment).

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Off topic but The Legend of Dragoon (psf set) is available on my homepage if you want to test with AO while i'm finishing with the Magic Knight ssf set. smile

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Works fine. Your PSF rips always do as far as I know of - the difficulty is usually someone hand-assembling something preposterous in their shell code (the Chocobo's Dungeon 2 PSF rip has a branch in the delay slot of another branch, which is a big no-no in the MIPS manuals and smf even verified on a real PSX that it doesn't run the way the ripper intended). In such cases AO actually detects and patches the code to run properly.

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RB, just a question, as I'm not sure whether you knew 'bout the feature.
Does AO's MDX loader handle PCM8 mode? Not sure if it was done on the real hardware by software mixing or by an additional soundcard (Wiki says the latter, but it's Wiki, so...), but there's a bunch of files that use 8 channels of PCMs.
I've tried them in AO and they're played horrible (clutter of notes on the PCM channel), hence my question. If you want the files (great conversion of Rayforce), I can upload them somewhere.

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Our MDX loader is MXDRV, which is the basis of both the KBMedia and Winamp plugins (it's actually a very literal C translation of the X68k's standard music driver hooked into partial X68000 hardware emulation). Software mixing on that system is extremely unlikely - you'd have to not only mix but encode to ADPCM, which makes it prohibitively expensive on a 68000. This is why several games had the option of using an MT-32.

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Well, the Winamp plugin has an option for PCM8, and plays the files listed below fine (as does Hoot, haven't tried KBMedia). AO doesn't. And wasn't the fastest X68000 setup clocked at 50MHz? Surely this would suffice for some software mixing...

www.snesmusic.org/hoot/rayforce.rar

Also, a bit OT, this is kinda new:
http://www19.atwiki.jp/hoot2ch/pages/373.html
I can confirm it's working fine.

Last edited by Knurek; 10/18/07 10:07 PM.
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The later X68030 was available up to 33 MHz, but Japan had largely fallen to Windows by then[1]. AFAIK all the commercial games run fine on the base 68000 model, and that's what most emulators target (including the current MESS driver).

[1] Imagine what sort of funky JDM machines might've popped up with PS1-era graphics and audio hardware...

Last edited by R. Belmont; 10/18/07 10:25 PM.
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PCM8 is done. Use this replacement DLL with test2's 32-bit exe:

http://rbelmont.mameworld.info/pcm8.zip

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Originally Posted by R. Belmont
Here is 2.0b9 Test 2 for Windows, Windows 64-bit, Linux, and Linux 64-bit.

Changes from test 1:
- Fixed issues with some SNDH/SC68 files
- Fixed song time indicator in Windows GUI
- Fixed garbage in channel names in Windows GUI
- Automatically advances to next song when end detected (Windows only)
- Experimental Win64 version for 64-bit XP and Vista

Ok, here are some initial findings when testing the latest public release mentioned above:

- I loaded a .ZIP archive into AO (in this case, it's an ADLIB collection for the game Lost Vikings). I use the DELETE button to get rid of all the entries. Then, if I want to re-add this archive, AO tells me that it's already loaded. I have to assume DELETE button does not check if an archive is out of the playlist completely?

- Referring to the Japanese Language Support - will there be options to disable this feature if not desired? AO seems to try to display Japanese/English both, I'm assuming? In some cases I'm finding, It only displays the Japanese and not the filename (if no tag is found) in English.
EXAMPLE VGM SET

- There are other .ZIP sets of VGM archives which simply crash AO as soon as you try to load it in to your playlist. It's not 100% consistant, but nearly always crashes in a freshly loaded AO.
Shining Force (GENESIS VGM)

- Is the YM2413 FM Chip (used in certain SMS VGM collection) only supposed to output to left channel? Maxim's Winamp Plug-in does at least fake the stereo to both channels, which I'd assume you'd hear in the console version as well?

More to come,
Tafoid




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Actually both the Antarctic Adventure and Shining Force problems were the same thing - there were some issues with how the name was handled in the Windows version, and the only relation to the Japanese support was that I caused the problems when I converted the app to Unicode.

Get a fixed aowin32.exe at: http://rbelmont.mameworld.info/vgm.zip (this doesn't address the delete issue, that's ongoing). Combine with the fixed DLL I posted for Knurek for maximum newness, or something.

As a weird bonus, it adds files from archives to the list a lot faster.

The YM2413 is a stereo device and it's entirely possible to create VGM logs from systems where it is in stereo. SMS is weird in this case.

Last edited by R. Belmont; 10/19/07 03:49 AM.
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Just testing the fixes.... it seems that this revision, regardless of format: PSF, SPC and AdLib Tested, the song stops playing as soon as it starts and skips to the next one (if the list is populated). I cannot stop the process unless I close AO down. Something awry in the song end detection?




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Ooh. Let me rephrase my earlier suggestion: you *must* use the new DLL I posted for the MDX fix with this EXE. (The old EXE will work with either).

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Is that the PCM8.zip above? If so, It's in the AudioOverload Folder. In fact, the new .EXE you posted (VGM.ZIP) above will not load unless it's there.

The latest aocoreVC.DLL I have is dated 10/13/2007 - 9:11pm

If I'm missing something, send a link again please laugh






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The one from the PCM8.zip should be 10/18 at 8:12 pm, and that plus the new EXE I posted should work fine - I just tried several VGMs and PSFs and everything played fine.

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You are right. I reacquired the file and it's dated as you said. It's possible that I caught it before you updated it initially. I do remember snagging it rather soon after your initial post..

Thanks!




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So I've been out of the loop for a while, and am asking on behalf of someone else, as I myself do not have a graphical Linux system running right now: Does the Linux port of AO support .wav output?

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Both of my ports are feature-identical. WAV out, channel muting, drag-and-drop, Japanese, etc.

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Here's another SSF-related playback problem regarding missing pitch bend and DSP effects (same problem occurs in Highly Theoretical demo incidentally):

The later driver versions poll Timer A's SCIPD (interrupt pending) bit in the main routine and only when the bit is set go off to apply PLFO/PEG/pitch bend effects (as well a load any DSP programs if necessary). I know that AO is not reaching these routines not only because of missing pitch bends/DSP effects, but also because I can put a MOVE 0x2700,SR instruction right after the branch point in the polling loop and not hear the music stop (play routine runs on Timer B).

Even though Timer A is polled in the above manner, it's not used for any interrupt requests. Its SCIEB (interrupt enable) bit is not set and it is not associated with any of the 68000's interrupt autovectors (SCILV0, SCILV1, SCILV2 bits all zero). I mention this because the interrupt pending bits are still set on timer rollover even if no interrupt requests are to be signaled. Perhaps this is why AO is not escaping the polling loop to call the pitch-bend/DSP routines.

Last edited by kingshriek; 10/23/07 02:58 AM.
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Interesting. Can you give me a rip to check and tell me where the program counter should end up if it's working?

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Hmm, it looks like that should work properly except that timers don't loop right now (the manual isn't clear if they should, and the driver normally resets them on an interrupt which would imply that they don't). Again, a test case would be awesome smile

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Here's a test case w/ pitch bends and voices mixed only with the DSP --> sakutai_11.zip

The relevant code is:

Code
0x0000111C: 0x302D 0x0420           MOVE.W   (0x420,A5),D0        ; get SCIPD
0x00001120: 0xD000                  ADD.B    D0,D0                ; timer A interrupt pending?
0x00001122: 0x6A00 0xFF98           BPL      *-0x66 [0x10BC]      ; beginning of main loop 
0x00001126: 0x3B7C 0x004E 0x0418    MOVE.W   #0x4E,(0x418,A5)     ; TACTL, TIMA
0x0000112C: 0x3B7C 0x0040 0x0422    MOVE.W   #0x40,(0x422,A5)     ; reset Timer A
0x00001132: 0x522E 0x1827           ADDQ.B   #1,(0x1827,A6)
0x00001136: 0x6100 0x14B0           BSR      *+0x14B2 [0x25E8]
0x0000113A: 0x4EBA 0x02D6           JSR      (0x2D6,PC) [0x1412]  ; apply PLFO/PEGs
0x0000113E: 0x102E 0x1827           MOVE.B   (0x1827,A6),D0
0x00001142: 0x0200 0x0001           ANDI.B   #0x1,D0
0x00001146: 0x6600 0x0016           BNE      *+0x18 [0x115E]
0x0000114A: 0x4EBA 0x01A8           JSR      (0x1A8,PC) [0x12F4]  ; load DSP program
0x0000114E: 0x1038 0x0483           MOVE.B   0x483,D0
0x00001152: 0xB02E 0x1831           CMP.B    (0x1831,A6),D0
0x00001156: 0x6700 0x0006           BEQ      *+0x8 [0x115E]
0x0000115A: 0x6100 0x0146           BSR      *+0x148 [0x12A2]
0x0000115E: 0x6100 0x0040           BSR      *+0x42 [0x11A0]
0x00001162: 0x6100 0x0094           BSR      *+0x96 [0x11F8]
0x00001166: 0x6100 0x0060           BSR      *+0x62 [0x11C8]
0x0000116A: 0x6000 0xFF50           BRA      *-0xAE [0x10BC]      ; beginning of main loop

AO doesn't seem to be making it to 0x00001126.

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Perfect, thanks!

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Ok, got it. The missing behavior was that SCIREing a timer that still had a value of "expired" should not clear that timer's SCIPD bit. A little subtle, and definitely not in the manual, but it's fixed now and the pitchbends work in that song.

http://rbelmont.mameworld.info/noirqtimers.zip

Includes that fix and a new frontend EXE with several stability fixes. Files should be:

10-23-07 23:42 171120e3 aowin32.exe
10-23-07 23:52 f0e2725b aocoreVC.dll

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I don't know if this has been noted before, but it seems some of the Devil May Cry PSF2 sound files from Zophar.net which worked under the b8 version do not work under the b9-p4 version (I am using the Mac version, btw).. Other than that, everything seems to work similarly to b8 as far as I can tell.. I haven't gotten a chance to test some of the new formats or features yet.. What are some good sites for SSF files anyway ? (Actually, any good sources for game music files other than Zophar.net would be nice, as I am always looking for new sites.)

Another thing, I was wondering if Audio Overload is ever going to support USF (Nintendo 64) sound files.. It is such a great piece of software, though that seems to be a major area holding it back from being a "complete" solution for playing game music.

Also, how is the progress going with support for PSF2 streaming sound files (as in FFX or FFX-2) ?..



Keep up the good work guys, and thanks for making such a great piece of software!

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Originally Posted by KBeazley
What are some good sites for SSF files anyway ? (Actually, any good sources for game music files other than Zophar.net would be nice, as I am always looking for new sites.)

I've been uploading all my finds to ftp.modland.com, so it should have a largely complete collection of all emulation related formats (sans Hoot/M1).

Originally Posted by KBeazley
Also, how is the progress going with support for PSF2 streaming sound files (as in FFX or FFX-2) ?..

Actually, FFX/Square PS2 games don't have streaming PSFs, they use Minoru Akao Threaded Sound Driver of Doom(TM).



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Originally Posted by R. Belmont
Ok, got it. The missing behavior was that SCIREing a timer that still had a value of "expired" should not clear that timer's SCIPD bit. A little subtle, and definitely not in the manual, but it's fixed now and the pitchbends work in that song.

http://rbelmont.mameworld.info/noirqtimers.zip

Excellent. DSP effects are now working too, although they are barely audible. Here's another Sakura Taisen track that mixes most of the voices only with the DSP (even more so than sakutai_11) --> sakutai_20.zip . Without the DSP, this particular track spends most of its time in silence (thus it makes a good test case for DSP related issues).

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KB: Odd. DMC plays fine in my command line test version on my G5, but not in Richard's binary. (We're having a similar issue with SPU files). We'll have to figure out what the difference is.

I haven't worked on SPU2 for a while. The streaming problem should be pretty simple to at least cheese into working (Corlett's shell for those games is waiting for an IRQ from the SPU2 which it never does anything to cause, which is a bit odd). I still don't understand how the Akao driver is intended to work.

USF is something I'd really like to support but I lack the technology to make it run at all fast right now. It requires emulating 2 93 MHz 32-bit CPUs, which is far beyond even PSF2 (1 37 MHz CPU that spends most of it's time idle).

KS: Here's a new DLL that cranks the level on the DSP. Might be a little *too* high - the kick reverb tail on Shienryu is definitely a bit too noticable, but at least you can definitely hear DSP stuff with it smile

http://rbelmont.mameworld.info/dsplv.zip

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There appears to be a subtle issue relating to the compiler optimization flags in the current Xcode. I'm inclined to ignore it for the minute, since I'll be installing Leopard next week which will give me a new compiler update and no doubt a whole new set of bugs.

RB, are you sure about what you say re USF? I've not investigated the format in a good while but I seem to recall that a large majority of music can be emulated in a useful fashion with a small amount of HLE. The only thing that put me off it was the state of the code for the existing player. Personally I'd like to get it implemented if nothing else to stop people asking for it smile

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It's possible to use HLE to get a lot of rips running, but that won't be fully compatible. And the existing player source (derived from Project 64) is atrocious. No concept of non-MSVC compilers, no concept of non-little-endian, and no concept of non-Win32 (and yeah, hcs knows all that). I'd really rather just try and write a new engine for it from the MAME cores and corlett.c.

Of course, if you'd like to port the existing player, go ahead smile

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Some more SSF adjustments: I backed off the DSP level one notch and boosted the overall mix level of the SCSP, which improves the sound quality a bit (you can still tell a lot of songs are relying on low-res 8-bit samples, but at least the kick drum actually moves some air now :-)

http://rbelmont.mameworld.info/dsplv2.zip

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Even if I had the time for such a thing (I don't) my emulation skills don't extend much past eight bit I'm afraid. If only the N64 used a Z80 or two smile

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kingshriek: Ok thanks, but where are the sound files on ftp.modland.com ? There are a lot of folders to sift through...

R. Belmont: I figured as much about the streaming PSF2 files, though from what you say it seems USF is a lot harder to emulate.. Interesting though.. How is it that N64 hardware is more difficult to emulate than PS2 hardware ?.. I know there are N64 console emulators for Mac OS X (i.e. SixtyForce) as well as Windows that work reasonably well, while no decent PS2 ones seem to exist at all for either platform.

PSF2 (1 37 MHz CPU) ?.. I thought the PS2 had 2 CPUs, that being one of the major obstacles of emulating the console on PCs (which until recently were typically single CPU machines)...

Back to game music though.. I know the people behind Project 64 created a plugin for (eck..) Winamp that plays USF files, but I suppose the situation there is a bit different, seeing as how that is a team of people creating a plugin for an existing app vs. Audio Overload which is a standalone app created by a few people.. Also, it would seem that you guys are not too fond of how they create software..

Still though, it would be nice to have a USF player on the Mac.. I would work on it myself, but unfortunately my programming skills are still rather rudimentary at this point.. I am currently pursuing DeVry University's Game & Simulation Programming Degree, so hopefully that will change down the line..

Btw, what are some good sources to start learning what you guys are doing ?..

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The number of CPUs on the emulated system has nothing to do with how hard it is to emulate or how many CPUs you need in your computer to emulate it. MAME routinely runs systems with 3 or more processors just fine.

Re: N64, nobody's emulated it correctly yet. That's how hard it is. Game emulators are exactly that - they run the games, they aren't emulating the hardware (this is known as "HLE", high-level emulation). By comparison, PCSX2 runs many PS2 games with proper graphics and sound and even online works now.

The PS2 does have 2 CPUs. One of them is the PS1's CPU - when you play PS1 games, it becomes the main CPU and runs the game. When you play PS2 games, it's run at a faster clock and it handles all I/O, including the disc, controllers, network, USB, memory cards, and sound. In particular, it can play a sequenced song by itself with no intervention from the main CPU, so only that CPU needs to be emulated, and of course on that side it looks a lot like an extended PS1, which is well understood.

The Winamp plugin was made by hcs actually, but it's derived from Project 64's source. hcs is a smart guy and a good programmer, but Project 64 is a large mess. The reason USFs are hard to play is that there's no separate sound CPU so you have to emulate the entire N64 minus video output to get a single note to play.

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Interesting.. Perhaps I had been misinformed about the difficultly of emulating multiple processors..

Yeah, N64 emulators still have a ways to go.. Sixtyforce, for instance, still has a lot of glitches in some games.. Yes, I've heard of HLE, which would seem to be akin to high-level vs low-level programming, the latter of which is more accurate but more time-consuming... PCSX2 works well now ?.. I'll have to look into that, it worked crappily last time I remembered.. Are they ever going to release a Mac version, btw ?.. (I know they did for PCSX some time ago, though it is PowerPC and crashes every time I load a disk on my Intel Mac)..

Ok, well that makes sense then.. PS2 is basically like 2 consoles in one, with only one CPU needing to be emulated for PS2 functions..

Yes, I have heard that N64 ROMS are basically one big chunk of code, in which the sound files must be extracted from the rest, as opposed to other formats where the sound is more self-contained.. definitely sounds like a pain in the butt.. Btw, who is the guy behind hcs ?.. The "Halley" in Halley's Comet Software perhaps, lol ?..


Thank you for sharing your knowledge.

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PCSX2 works well on a lot of games now, but it's not necessarily fast. Also, a lot of their biggest improvements seem to have come after the last public release so I have to trust their news updates smile

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KBeazley: pub/modules
Sorted by format and then by composer.

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Knurek: Ah, well thank you for that information. Looks like quite a collection, I'll have to look through it more thoroughly when I have the time.

Btw, are there any players listed for Mac ?.. There is only one file under pub/players/Mac , but it is a Windows .exe file (i.e. playerp4.exe) !..

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I was wondering, could anyone post the most recent beta of Audio Overload for Mac ?.. I already have the one posted by Richard at the beginning of this thread, so if that is the most recent version than disregard this message.

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The one at the start of this thread is the latest. The current mac build doesn't run a handful of drivers and I'm not sure why yet.

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Oh, ok then..

Drivers.. Are you referring to the individual channels ?..

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i think he means that some format has issues in builds more recent than the one linked above (and therefore he's not releasing further betas on mac)

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Makes sense..

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Came across a .HES file which crashes AO (Windows version). Trying to play the 2nd track causes it. NEZPlug++ (through WinAmp) doesn't seem to have a trouble with it.
You can get it here: Turbografx-16/PG Engine - Fantasy Zone





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It's probably not actually the .HES, there are major stability problems in all posted versions of the EXE since it was converted to Unicode (although the latest one on this thread is better).

OTOH, if it's one of those new-style HESes that has CD audio or whatever all bets are off.

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Using all the Windows builds in this thread, I cannot get SSF files to play. I tried with some GYM and VGM files, and they work. But when I try the NiGHTS SSF files (http://snesmusic.org/hoot/kingshriek/ssf/), they all are silent. The SSF files work fine on the Winamp plugin. I'm on Windows XP Tablet PC Edition SP2, with a Pentium M. Any ideas why I'm having this problem?

Thanks.

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I switched to a G5, but I've lost intrest for the moment. However, I know some facts from the previous versions that I found while I was still on the G3:

Lost Vikings GSF file was broken in the last version I had for the G3. It played a looping sound that was not what it originally sounded like... I bet.
Vortex Tracker 2 files (I think they said they were supported) crashed Audio Overload.

This was either Audio Overload v2.0b6 or v2.0b7.


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GSF is known to be broken - it's based on whichever GBA emulator Richard ported to the Mac, and it fails more than half of ARMWrestler.bin. I'm trying to get a better GSF engine going based on my MESS GBA driver but there've been some odd problems :-)

Could you post a link to the VTX files that were crashing for you? Might be a PowerPC thing or it might be a real problem - I'll admit I only regularly test that engine with the YM-ized version of Second Reality.

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Correct, GSF is a chopped up version of Boycott Advance which is well behind the curve as emulation technology goes. At some stage Se�or Belmont will finish his new GSF engine and this will cease being a problem.

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RB, how about a challenge? Snakemeat unearthed a Wonderswan music format, as discussed here: http://www.vorc.org/forum/viewtopic.php?id=145. There's a winamp plugin with source included (not sure about the licence though). Might want to look at it. wink

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Nice find. I'm on the case; I've got a transatlantic flight tonight to work on it smile

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MESS has been in need of some accurate Wonderswan sound for a while - no doubt this will be helpful!





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A better GSF engine? (drools)

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Originally Posted by Knurek
There's a winamp plugin with source included (not sure about the licence though).


Hey guys, after double checking src dates, I found what appears to be the most recent version of the plugin. Given the two weeks difference, maybe this one will have some more clues. Grab it here.

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So you're saying the reason why USF is not supported at the moment is due to speed and emulation issues? If that's the case, then I see what you mean. The N64 is a lot more "unusual" in terms of music than other systems, because there doesn't appear to be a standard at all.

Let me know when the next version is good to go; I'm curious again now that I've switched!


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I have WSR playback working.

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I'd be intrigued if someone with a PC could try that WinAmp plugin and let me know what it's compatibility is like. Quite a few songs from that pack linked to in this thread will not play in Audio Overload and I'm wondering if it's something I broke.

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I downloaded it. Throw me a few troubled games/track names and I'll report results.




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Originally Posted by biolizard89
Using all the Windows builds in this thread, I cannot get SSF files to play. I tried with some GYM and VGM files, and they work. But when I try the NiGHTS SSF files (http://snesmusic.org/hoot/kingshriek/ssf/), they all are silent. The SSF files work fine on the Winamp plugin. I'm on Windows XP Tablet PC Edition SP2, with a Pentium M. Any ideas why I'm having this problem?

Thanks.
I apologize if I annoy anyone by posting again, but I'm wondering if anyone has any idea why I'm encountering this problem. I'd love an alternative to the Highly Theoretical Winamp plugin, which is very buggy.

Thanks.

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Oh! The files posted on KS's page are not SSFs, they are the files that generate SSFs. As a result, simply downloading them will not result in anything that plays.

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Night's IIRC are ready to play. I'm guessing the guy forgot to extract the ssflibs as well. smile

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Belmont found the problem. Never write code when you're tired frown
Everything seems to work now.

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Gee, if I took that advice I'd hardly write anything!

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Richard was referring to the Wonderswan files, BTW smile They all work fine now.

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Is it me, or do those Wonderswan rips sound like that custom Namco wavetable PSG chip thingy (Mappy, Dragon Buster, the likes)?
What are Wonderswan's sound specs?

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It's essentially DMA wavetable from a quick look at the code - some games play voice samples and decent quality sampled drums, but most use small looping waves like the WSG.

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Kinda strange though, that those chip Protracker modules which used kinda similar way to produce sound sound pretty much different.

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The Protracker chiptunes I've heard are all obsessed with sounding like the C64 so they tend to use only elementary fixed-function waves (square/saw/pulse/triangle). As Namco demonstrated, you can really break out of the crowd using more complex waveforms. Pacman and Rally-X and Xevious and Galaga sounded nothing like all the AY-powered games of the early 80s and their distinct sounds cut through the noise in arcades admirably.

Similarly, I love Atari 8-bit .SAP rips because the Pokey's weird polynomial waveforms sound new and refreshing, especially in the hands of good composers.

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Ya, I love the work of Grayscale, though I still think SID, especially with some PCM drums and mad filter usage beats anything Atari ever could produce.
I'm also quite amazed at the things you can squeeze out of puny AY-3-8910 given enough CPU power (Jochen Hippel, Tao and just about anything by YM Rockerz's on Atari ST for instance).

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Originally Posted by Knurek
Night's IIRC are ready to play. I'm guessing the guy forgot to extract the ssflibs as well. smile
I extracted everything from the archive, and it works fine in Highly Theoretical. They are miniSSF's, and the metadata shows up fine. The time counter makes it look like it's playing, but there is no sound, and the waveform graph is flat. I'm not sure what you guys are doing to make it work. Any ideas?

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NiGHTS needs special patches that didn't make it into released AO yet and it frankly sounds pretty awful - you're ahead to use kingshriek's KBMedia plugin (he sacrificed freedom for expediency, and I can't entirely blame him even though it's a long-term error). If we can just figure out the problem with Radient Silvergun I think everything else would fall into place.

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Uhm, doesn't Radiant Silvergun play fine with kingshriek's updates? Had some farty samples with Corlett's code...

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In AO? It's a lot better than it used to be, but it's still not right.

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Seems like one of the main problems is how the amplitude envelope is handled. Right now, AO/MAME is just interpreting it linearly, but according to Neill Corlett's AICA notes (http://www.neillcorlett.com/etc/myaica.txt), it's logarithmic, at -3 dB per 0x40 steps.

Here's a patch (against scsp.c in from the latest MAME source) that incorporates the above which seems to improve things a bit:

Code
diff -Nru mame_base/src/emu/sound/scsp.c mame/src/emu/sound/scsp.c
--- mame_base/src/emu/sound/scsp.c	2007-11-18 15:54:28.000000000 -0800
+++ mame/src/emu/sound/scsp.c	2007-11-30 19:44:49.000000000 -0800
@@ -38,7 +38,7 @@
 #define FIX(v)	((UINT32) ((float) (1<<SHIFT)*(v)))
 
 
-#define EG_SHIFT	8
+#define EG_SHIFT	16
 
 // include the LFO handling code
 #include "scsplfo.c"
@@ -108,6 +108,7 @@
 					920.0,790.0,690.0,550.0,460.0,390.0,340.0,270.0,230.0,200.0,170.0,140.0,110.0,98.0,85.0,68.0,57.0,49.0,43.0,34.0,
 					28.0,25.0,22.0,18.0,14.0,12.0,11.0,8.5,7.1,6.1,5.4,4.3,3.6,3.1};
 static UINT32 FNS_Table[0x400];
+static INT32 EG_TABLE[0x400];
 
 typedef enum {ATTACK,DECAY1,DECAY2,RELEASE} _STATE;
 struct _EG
@@ -378,7 +379,7 @@
 	else
 		rate=0; //rate=((FNS(slot)>>9)&1);
 
-	slot->EG.volume=0;
+	slot->EG.volume=0x17F<<EG_SHIFT;
 	slot->EG.AR=Get_AR(SCSP,rate,AR(slot));
 	slot->EG.D1R=Get_DR(SCSP,rate,D1R(slot));
 	slot->EG.D2R=Get_DR(SCSP,rate,D2R(slot));
@@ -410,7 +411,7 @@
 			break;
 		case DECAY1:
 			slot->EG.volume-=slot->EG.D1R;
-			if(slot->EG.volume>>(EG_SHIFT+5)<=slot->EG.DL)
+			if(slot->EG.volume>>(EG_SHIFT+5)<slot->EG.DL)
 				slot->EG.state=DECAY2;
 			break;
 		case DECAY2:
@@ -426,7 +427,7 @@
 			if(slot->EG.volume<=0)
 			{
 				SCSP_StopSlot(slot,0);
-				slot->EG.volume=0;
+				slot->EG.volume=0x17F<<EG_SHIFT;
 				slot->EG.state=ATTACK;
 			}
 			break;
@@ -467,7 +468,7 @@
 	slot->step=SCSP_Step(slot);
 	Compute_EG(SCSP,slot);
 	slot->EG.state=ATTACK;
-	slot->EG.volume=0;
+	slot->EG.volume=0x17F<<EG_SHIFT;
 	slot->Prev=0;
 	slot->Backwards=0;
 	Compute_LFO(slot);
@@ -535,6 +536,13 @@
 		float fcent=44100.0*(1024.0+(double) i)/1024.0;
 		FNS_Table[i]=(float) (1<<SHIFT) *fcent;
 	}
+	
+	for(i=0;i<0x400;++i)
+	{
+		float envDB=((float)(3*(i-0x3ff)))/32.0;
+		float scale=(float)(1<<SHIFT);
+		EG_TABLE[i]=(INT32)(pow(10.0,envDB/20.0)*scale);
+	}
 
 	for(i=0;i<0x10000;++i)
 	{
@@ -1257,7 +1265,7 @@
 	if(!STWINH(slot))
 		*RBUFDST=sample;
 
-	sample=(sample*EG_Update(slot))>>SHIFT;
+	sample=(sample*EG_TABLE[EG_Update(slot)>>(SHIFT-10)])>>SHIFT;
 
 	return sample;
 }
@@ -1308,8 +1316,8 @@
 			if(EFSDL(slot))
 			{
 				unsigned short Enc=(TL(slot))|((EFPAN(slot))<<0x8)|((EFSDL(slot))<<0xd);
-				smpl+=(SCSP->DSP.EFREG[i]*SCSP->LPANTABLE[Enc])>>(SHIFT-5);
-				smpr+=(SCSP->DSP.EFREG[i]*SCSP->RPANTABLE[Enc])>>(SHIFT-5);
+				smpl+=(SCSP->DSP.EFREG[i]*SCSP->LPANTABLE[Enc])>>(SHIFT-4);
+				smpr+=(SCSP->DSP.EFREG[i]*SCSP->RPANTABLE[Enc])>>(SHIFT-4);
 			}
 		}
 

Changes:

-Added logarithmic envelope table
-Set envelope level to start at 0x17f in the ATTACK state (0x3ff-0x280) as per Neill's notes
-Changed EG_SHIFT from 8 to 16 - more precision is needed to differentiate the longer decay envelope times
-In the DECAY1-->DECAY2 transition, changed the "<=" to "<"
-Decreased the output of the effect out mixer a bit

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That's definitely nicer, thanks. Although it makes the guitar in sakutai_11 decay so quickly you can't really hear the pitchbend - is that correct?

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Although I'm not intrested in Sega Saturn music at the moment, it's going to be intresting to see if we get it up and running...

Perhaps SNSF can be considered? I'm thinking about being a tester, but not down to the assembly part, just listening to audio and reporting problems.


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Originally Posted by R. Belmont
That's definitely nicer, thanks. Although it makes the guitar in sakutai_11 decay so quickly you can't really hear the pitchbend - is that correct?

The quicker decay that the fix produces is definitely closer to the output of an actual Saturn. I've posted another fix in the AOSDK thread that improves the attack and release states - Radiant Silvergun is sounding quite good now.

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Mac version here:

http://www.esatclear.ie/~bannister/ao-20b9-mac-20071202.zip

Versions for other platforms will no doubt follow.

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I'm going to start a new thread for the latest prerelease in the interest of confusion avoidance. Please go here to continue discussion.

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Windows (32 and 64-bit) and Linux (x86 and x86-64) versions are up
on my WIP page.

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..and a full SSF set for ST-V Shienryu is up on my rip page. It's a good candidate for conversion to minissf/ssflib because all the songs are just track selects in a single sequence and tone bank, but I haven't done that conversion yet smile

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rsgun does indeed sound better. The issue with buttons not scaling properly persists, though.

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The VTX files now work. Thanks!


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A preliminary SSF rip for ST-V Golden Axe: The Duel is on my rip page now.

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Umm, RB, for the 'fixed' RSG STV set:

"psfpoint --game="" --year="" --copyright="" --coypright="" --artist="" --title="" -coypright="" *.ssf"
Shaves a few kB of worthless data. :P

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I have 4 GB of RAM and a 500 GB HDD. I care why? ;-)

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This collection of SPC sets, when they're played, in the tagging, instead of garbage, they display "Can't Decode!".
www.snesmusic.org/hoot/2CHN_New.zip


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Dunno, maybe you'd prefer people not to see the list of typos you've made while tagging. :P

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They don't show in AO or KBM with the current plugin. And if they're using a hex editor they're welcome to it ;-)

ETA: The set has been retagged, but I think it was maybe 1k total adding up the difference for all 9 tracks smile

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Today's ST-V SSF release is Compile's Puyo Puyo Sun, which sounds equally fantastic in AO Test 3 and the KBM plugin. Once again I couldn't find any composer or track name info for this, although apparently the Japanese Saturn version came with a soundtrack CD.

Also, Golden Axe: The Duel has been retimed with the new 0.05 version of ssftime.py (thanks kingshriek!)

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According to GMCL the Saturn version of Puyo Puyo Sun was scored by Katsumi Tanaka (&#30000;&#20013;&#21213;&#24049;): http://ng-stg.hp.infoseek.co.jp/gm/name/ta.html
The STV credits should be the same, right?

Shienryu was done by Yukihiko Murabayashi and Koichi Ishibashi (&#30707;&#27211;&#28009;&#19968;): http://ng-stg.hp.infoseek.co.jp/gm/name/mu.html , http://ng-stg.hp.infoseek.co.jp/gm/name/i.html

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Thanks, that's great. Any leads on the track names or an OST?

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I don't mind the typo part, Knurek, actually.


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Here's a list of tracks for Puyo Puyo Sun (taken from the Saturn version's sound test):

puyosun00.ssf &#12458;&#12540;&#12503;&#12491;&#12531;&#12464;&#12479;&#12452;&#12488;&#12523; / Opening Title
puyosun01.ssf &#12523;&#12540;&#12523;&#12398;&#12379;&#12388;&#12417;&#12356; / Rule Explanation
puyosun02.ssf &#12521;&#12531;&#12461;&#12531;&#12464; / Ranking
puyosun03.ssf &#12356;&#12429;&#12356;&#12429;&#12360;&#12425;&#12412;&#12358; / Let's Choose
puyosun04.ssf &#12380;&#12435;&#12383;&#12356;&#12510;&#12483;&#12503; / Entire Map
puyosun05.ssf &#12420;&#12373;&#12375;&#12367;&#12354;&#12381;&#12412;&#12358; / Let's Play on Easy
puyosun06.ssf &#12405;&#12388;&#12358;&#12395;&#12354;&#12381;&#12412;&#12358; / Let's Play on Normal
puyosun07.ssf &#12416;&#12378;&#12356;&#12369;&#12393;&#12354;&#12381;&#12412;&#12358; / Let's Play on Hard
puyosun08.ssf &#12456;&#12461;&#12471;&#12499;&#12472;&#12519;&#12531; / Crystal Vision
puyosun09.ssf &#12521;&#12452;&#12496;&#12523;&#12392;&#12354;&#12381;&#12412;&#12358; / Let's Play Against Rival
puyosun10.ssf &#12469;&#12479;&#12531;&#12398;&#12486;&#12540;&#12510; / Satan's Theme
puyosun11.ssf &#12467;&#12531;&#12486;&#12451;&#12491;&#12517;&#12540; / Continue
puyosun12.ssf &#12467;&#12531;&#12486;&#12451;&#12491;&#12517;&#12540; / Continue (Duplicate)
puyosun13.ssf &#12493;&#12540;&#12512;&#12456;&#12531;&#12488;&#12522;&#12540;&#65297; / Name Entry 1
puyosun14.ssf &#12493;&#12540;&#12512;&#12456;&#12531;&#12488;&#12522;&#12540;&#65298; / Name Entry 2
puyosun15.ssf &#28459;&#25165;&#65374;&#12362;&#12435;&#12394;&#12398;&#12371;&#65374; / Comic Dialogue -Girl-
puyosun16.ssf &#28459;&#25165;&#65374;&#12362;&#12392;&#12371;&#12398;&#12371;&#65374; / Comic Dialogue -Boy-
puyosun17.ssf &#28459;&#25165;&#65374;&#12523;&#12523;&#12540;&#65374; / Comic Dialogue -Rulue-
puyosun18.ssf &#28459;&#25165;&#65374;&#22793;&#12394;&#12420;&#12388;&#12425;&#65374; / Comic Dialogue -Strange Fellows-
puyosun19.ssf &#28459;&#25165;&#65374;&#12521;&#12452;&#12496;&#12523;&#65374; / Comic Dialogue -Rival-
puyosun20.ssf &#12489;&#12521;&#12467;&#12456;&#12531;&#12487;&#12451;&#12531;&#12464; / Draco Ending
puyosun21.ssf &#12450;&#12523;&#12523;&#12456;&#12531;&#12487;&#12451;&#12531;&#12464; / Arle Ending
puyosun22.ssf &#12471;&#12455;&#12478;&#12456;&#12531;&#12487;&#12451;&#12531;&#12464; / Schezo Ending
puyosun23.ssf &#12503;&#12524;&#12452;&#12522;&#12470;&#12523;&#12488; / Play Result

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Nice. I'll up a fully tagged PPS set soonish then smile

ETA: any requests? Almost any ST-V game that boots in MAME is fair game, with some exceptions: Die Hard Arcade, VF Remix, VF Kids, Shanghai: The Great Wall, Cotton Boomerang, Cotton 2, and Guardian Force. kingshriek already ripped the Saturn version of Cotton 2 so it's covered anyway.

For reference, DHA, VFK, and Shanghai use an incompatible 68000 driver and will need extra work. VFRemix uses streamed 8-bit mono music. Yes, really. And ewwwww. The rest have a test menu that locks up in MAME right now for some reason.

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Power Instinct 3 - Groove On Fight would be nice, especially if it's anything like Matrimelee.

If Pebble Beach - The Great Shot has music comparable to older T&E golf games, than that too.

And of course Mogu Rapper, whenever it gets dumped. Some of the worst VGM here, judging from the OST.

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I'll look at ripping those later today. Meanwhile, here's updated DLLs with kingshriek's latest SCSP fixes. This eliminates the popping/distortion at the start of tracks and fixes the internal balance and panning. The Qsound demo works perfectly now, for instance.

http://rbelmont.mameworld.info/aoDec9_w32.zip for Win32 and
http://rbelmont.mameworld.info/aoDec9_w64.zip for Win64 and
http://rbelmont.mameworld.info/ao20b9r31-lnx.tar.bz2 for Linux x86 and
http://rbelmont.mameworld.info/ao20b9r31-lnx64.tar.bz2 for Linux x86-64.

(As usual, if you get Google'd, copy/paste the URL directly).


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I've ripped Power Instinct 3: Groove On Fight, and it's a scorcher. Several outstanding tracks, now in search of artist and title tags :-)

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If anyone doesn't want to wasta bandwidth on redownloading the updated SSF packs, run this batches with psfpoint handy:

Puyo Puyo Sun

Code
psfpoint -artist="Katsumi Tanaka" *.ssf
psfpoint -title="Opening Title" puyosun00.ssf
psfpoint -title="Rule Explanation" puyosun01.ssf
psfpoint -title="Ranking" puyosun02.ssf
psfpoint -title="Let's Choose" puyosun03.ssf
psfpoint -title="Entire Map" puyosun04.ssf
psfpoint -title="Let's Play on Easy" puyosun05.ssf
psfpoint -title="Let's Play on Normal" puyosun06.ssf
psfpoint -title="Let's Play on Hard" puyosun07.ssf
psfpoint -title="Crystal Vision" puyosun08.ssf
psfpoint -title="Let's Play Against Rival" puyosun09.ssf
psfpoint -title="Satan's Theme" puyosun10.ssf
psfpoint -title="Continue" puyosun11.ssf
psfpoint -title="Continue (Duplicate)" puyosun12.ssf
psfpoint -title="Name Entry 1" puyosun13.ssf
psfpoint -title="Name Entry 2" puyosun14.ssf
psfpoint -title="Comic Dialogue -Girl-" puyosun15.ssf
psfpoint -title="Comic Dialogue -Boy-" puyosun16.ssf
psfpoint -title="Comic Dialogue -Rulue-" puyosun17.ssf
psfpoint -title="Comic Dialogue -Strange Fellows-" puyosun18.ssf
psfpoint -title="Comic Dialogue -Rival-" puyosun19.ssf
psfpoint -title="Draco Ending" puyosun20.ssf
psfpoint -title="Arle Ending" puyosun21.ssf
psfpoint -title="Schezo Ending" puyosun22.ssf
psfpoint -title="Play Result" puyosun23.ssf

Shienryu

Code
psfpoint -artist="Yukihiko Murabayashi, Koichi Ishibashi" *.ssf

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Yeah, although the multiplatform nature of AO means a fair amount of users won't be able to run psfpoint or bin2psf. I might start mirroring "cooked" versions of kingshriek's batch-only releases for that reason. Twisty assures me that mameworld.info can't run out of bandwidth and I'm always up to test that ;-)

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They are on that ftp.modland.com server as well, and it's linked to from his rip site, so shouldn't be much of a problem.

Don't all Corlett PSF tools compile under GCC?

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modland.com doesn't offer archives though - I tried getting NiGHTS one-file-at-a-time from there and it was not pleasant.

I haven't tried porting the PSF tools, but I believe they're for MSVC as-is.

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It's a FTP server, just use wget or whatever you *nix guys use for FTP. wink

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There's now a rip of Hanagumi Taisen Columns - Sakura Wars. The title song at least turns out to actually be streamed so it's not included, but all the sequenced tracks are present.

ks: ssfdump could use an "automatic" mode where it tries to guess the bank/track #/tonebank # from the last commands found in the history buffer. I'm sure there are cases where that wouldn't work, but I think for everything I've seen thus far it would.

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Any chance you could provide the streamed tracks as well for completeness sake?

Not necessarily do full streamed rips, but if there's one track, shouldn't be that time consuming?

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Depends on the actual on-cart data format. The sound test refers to stereo and mono ADPCM streams, which doesn't really narrow anything down smile

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I meant something like wavewriting the stuff and encoding to mp3 or ogg.
Heck, I guess I can do that as well. STV emulation doesn't reach 50% on my machine though, this shouldn't be a problem when wavewriting right?

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Wavewriting isn't hurt by speed, no. And yeah, that's actually probably the way to grab streamed ST-V tracks - I was greatly overthinking that.

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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).

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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.


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Even more SSF fixups:

http://rbelmont.mameworld.info/aoDec14_w32.zip for Win32 and
http://rbelmont.mameworld.info/aoDec14_w64.zip for Win64.

ETA:
http://rbelmont.mameworld.info/ao20b9t32-lnx.tar.bz2 for Linux (x86) and
http://rbelmont.mameworld.info/ao20b9t32-lnx64.tar.bz2 for Linux (x64).

The sound quality overall gets a nice boost on this one, in addition to fixing specific errors in some games.

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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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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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Nice smile

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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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It's compiled from the files on the CD, not by RAM-grabbing an emulator.

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thanks for the answer... and the rips smile

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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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Originally Posted by R. Belmont
Even more SSF fixups:

http://rbelmont.mameworld.info/aoDec14_w32.zip for Win32 and
http://rbelmont.mameworld.info/aoDec14_w64.zip for Win64.

ETA:
http://rbelmont.mameworld.info/ao20b9t32-lnx.tar.bz2 for Linux (x86) and
http://rbelmont.mameworld.info/ao20b9t32-lnx64.tar.bz2 for Linux (x64).

The sound quality overall gets a nice boost on this one, in addition to fixing specific errors in some games.
Hey, that's a huge improvement. Not sure if a Saturn version of Radiant Silvergun is a valid comparison here, but now AO sounds almost like the real thing! Keep up the good work guys!

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I've not noticed a difference in music between Saturn and ST-V games when both are sequenced. The second track in my ST-V Radiant Silvergun rip sounds identical to Neil Corlett's original test rip from the Saturn version, and ditto my test Guardian Force ST-V rip vs. the corresponding track in kingshriek's Saturn rip.

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