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Re: AO SDK release 1.3.1 available [Re: R. Belmont] #37885 01/28/08 06:26 PM
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I did that Saptapper GSF pack a while ago (posted here IIRC).
Caitsith2 seems to have lost interest (or rather, is busy with automatic song timer based on blargg's GME and/or SNSF).
Unknownfile is busy with the new 2SF format (zero points for guessing which system it covers).
There were a few rips done by Labmaster a while ago, but after that silence.
The current rippers are more interested in other formats (Sega 32bit for kingshriek, GBS for ugetab).

I'd love to have at least rips for Manfred Linzner games, but alas, doesn't seem like it's gonna happen soon.

Re: AO SDK release 1.3.1 available [Re: Knurek] #37887 01/28/08 08:37 PM
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Yeah, 2SF concerns me. Ideally *SF formats decompose into self-booting executable images like NSF or SID (not that Neill himself kept that story straight with PSF2). USF and 2SF are both just save states for specific emulators, which is irritating when that emulator is strongly OS-specific or licensed in a way that doesn't work for you.

Re: AO SDK release 1.3.1 available [Re: R. Belmont] #37888 01/28/08 08:51 PM
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Actually ROM + Savestate + Memory patches.

I guess this was done to ease writing the emulation a little (UF mentioned something about DS bootup process being scary).

I understand you though, but the only thing end users care about is if the thing works (or, well, don't work if you can't implement it in the player that's runable in their OS).


Re: AO SDK release 1.3.1 available [Re: Knurek] #37889 01/28/08 09:01 PM
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The full ROM is included, or just the sound data? And I would assume given the wide variety of DS homebrew that the boot process isn't *that* scary. Oh well.

Last edited by R. Belmont; 01/28/08 09:03 PM.
Re: AO SDK release 1.3.1 available [Re: R. Belmont] #37890 01/28/08 09:45 PM
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Full ROM with the unused data changed to 0x00 to compress better.
Of course the tracer that identifies unused data does so after loading the savestate, so all bootup data is most probably gone.

Dunno, if you want to help UF with the thing, better do so fast, before the ripped games number is below 50.

Last edited by Knurek; 01/28/08 09:48 PM.
Re: AO SDK release 1.3.1 available [Re: Knurek] #37892 01/28/08 09:52 PM
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That's actually not too bad. I don't have the bandwidth to adult-supervise UF, so just keep in mind you may be ripping for a Windows audience only.

Re: AO SDK release 1.3.1 available [Re: R. Belmont] #37893 01/28/08 10:05 PM
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I'm ripping for myself mostly, other people are just a nice side effect. smile
There's always Wine and co (though to my understanding the UF's plugin doesn't work there, not sure about the Japanese one). If that doesn't pan out, there's always wavewriting (hey, there was a usenet group releasing crappy VGMTransed oneloop mp3s, so I'm pretty sure the proper ones will get done too).
And I'm pretty sure the savestate is changed from the Desmume one to SR64 (Project 64 one?).

Re: AO SDK release 1.3.1 available [Re: Knurek] #37894 01/28/08 10:40 PM
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What's SR64? An N64 savestate is not compatible with the DS, even a little bit smile

Also, there's a second plugin that plays them?

Last edited by R. Belmont; 01/28/08 10:45 PM.
Re: AO SDK release 1.3.1 available [Re: R. Belmont] #37902 01/29/08 03:04 PM
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Yea, the guy that was doing those AOSDK ssf plugins released it on Sunday IIRC.
Here's the link to the latest version, fixing a very annoying memory leak: http://pc11.2ch.net/test/read.cgi/dtm/1191788775/629

Re: AO SDK release 1.3.1 available [Re: Knurek] #37903 01/29/08 03:35 PM
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Looks like people like the "FM-B" patch that he put in the AOSSF plugin, so I guess I'll include it officially smile

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