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Originally Posted by R. Belmont
VF4's songs are built entirely out of loops (more like a MOD than normal sequencing)

Wha? That doesn't make any sense, since MODs are sequenced, plain and proper. Unless you're talking about those Amiga MODs that tried to get around the 4ch limit by sampling whole sections of the song...
Though why Sega would want to do that on a 64ch chip is beyond me.

Also, latest dsfdtpk.py flagged all VF4 songs as SFX... Which means I need to go through all games once more, to check if it didn't do so with previous games too.

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Each song is a single mono ADPCM sample which they key on roughly 32k at a time (due to AICA sample size restrictions). It's like streaming except it's entirely resident in AICA RAM. And that's also why it sounds like crap on good speakers, especially compared to a lot of sequenced DSFs.

Given that I'm not surprised it got tagged as SFX since it effectively is.

Last edited by R. Belmont; 11/04/08 02:18 PM.
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New sets for today:

http://dsf.hcs64.com/

Initial D - Arcade Stage (Naomi 2)(2002)(Sega)
Virtua Striker 2 Ver.2000 (Naomi)(1999)(Sega)
Virtua Striker 3 (Naomi 2)(2001)(Sega)

Cosmic Smash is purely streamed (SPSD format).

Initial D's streams are broken in VGMStream right now (they aren't interleaved at all, just binary joined). Not sure if this can be derived from the header, if not, I'll post a SPSD->GENH batch soonish.

Think that wraps up all currently dumped Naomi games. smile

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Nice. I was hoping for rippable stuff in the Hikaru dump (Air Trix is complete) but no luck, at least DTPK-wise. That board has two complete 8 meg AICAs (although each with their own ARM7 so a single 128-voice sequence isn't happening).

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Originally Posted by R. Belmont
(although each with their own ARM7 so a single 128-voice sequence isn't happening).

I doubt any sane composer would attempt 128-voice music in an arcade game anyway, but I don't see why it would be so impossible to do it with two ARM7s driving 64 voices apiece. As long as one of the SH-4s issues a sound command to both ARM7s at relatively the same time, they should end up playing in sync with no noticeable lag.

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It's prolly used like other arcade games with multiple chips, one for music, other for SFX.
That said, I don't see any AM2/AICA refferenced there (even taking into account the fact the roms are bytesplitted).

//Edit

Ack, messed the VF4 and VS3 sets a bit (renamed the dsflibs while not updating the _lib tags in minidsfs).

If you don't want to redownload the whole 28 MB archive just to fix that, here are just the minidsfs:

http://dsf.hcs64.com/Virtua%20Fighter%204%20(Naomi%202)(2001)(Sega)%20fix.zip
http://dsf.hcs64.com/Virtua%20Striker%203%20(Naomi%202)(2001)(Sega)%20fix.zip

Plese tell me if you find any other mistakes. :|

Last edited by Knurek; 11/04/08 10:31 PM. Reason: added VF4/VS3 fixes
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Hey, don't diss on-the-fly joined streams! It might look silly in VF4 but this system can be made to dynamically pick the next fragment to play rather then follow a predefined order. And it can do so in response to change in the game environment.
This extended system was used for in-game music in System Shock 2. They don't make games like this anymore... okay, so maybe HL2 is as good. But not better yet smile

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Also used in DC version of Rayman 2 IIRC.
Lotsa small wavs with different sections of the song.

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I like interactive music. It just seems to me that playing relatively low sample rate mono ADPCM for music when you have 64 voices and 8 megs of sample RAM is lame smile

Sega's weird with the VF series though. VF1 and 2 had classic sequenced music. Remix on the ST-V had 8 kHz mono 8-bit streams, VF3 pushed the SCSP harder than anything else probably ever will, and now VF4 is this?

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Bacause you just can't have Initial D without eurobeat, here's a batch that will convert the SPSD files into GENH ones that are playable by current public VGMStream.

Songs seem to loop, but I don't think the looppoints are determined in SPSD header, so they are unlooped. They might sound glitchy near the end.

I'll post updated batch if I manage to find them somehow (so keep the original SPSDs handy).

Initial D: Arcade Stage convert batch

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