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Joined: Feb 2008
Posts: 107
Senior Member
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Senior Member
Joined: Feb 2008
Posts: 107 |
Yeah! Don't stop the music! I gotta be careful not to bring those tunes to the car. Or it's going to hit 7000 rpm way more often than it should :P
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Joined: Nov 2003
Posts: 459
Senior Member
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Senior Member
Joined: Nov 2003
Posts: 459 |
Okay, ladies and gentlemen, the big one: Shenmue (1999)(Sega) http://dsf.hcs64.com/BGM061.dsf <3 The lead section craps out a bit under both my (outdated) AOSDK compile and Deunan's player. BGM093.dsf <3 The 'let's go away' part clicks in both players. //Edit: NVM, listened to Model 2 version, and it click there too. Not as noticable since the samplerate is clearly lower.
Last edited by Knurek; 11/06/08 12:19 AM. Reason: clarified daytona problem
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Joined: Mar 2001
Posts: 17,294 Likes: 272
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,294 Likes: 272 |
I'm not sure what "craps out" means wrt Magical Sound Shower. As far as I can tell they just bump the LFO up on certain notes to give it more of an FM-like "growl".
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Joined: Nov 2003
Posts: 459
Senior Member
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Senior Member
Joined: Nov 2003
Posts: 459 |
I'll do wave write comparisions tom... later today. One section just sounds weird to me.
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Joined: Mar 2001
Posts: 17,294 Likes: 272
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,294 Likes: 272 |
BTW, I've been trying to update the aodsf plugins myself and not having a lot of luck yet. Even unmodified source won't build a working aodsf.bin on VS.NET 2005 - I guess he used '03 or '01. And they need a version of the Foobar 2000 SDK that's no longer available to build that plugin. If there's some way to contact whoever made them that would probably be preferable.
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Joined: Nov 2003
Posts: 459
Senior Member
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Senior Member
Joined: Nov 2003
Posts: 459 |
This is what I'm talking about: http://www.snesmusic.org/hoot/BGM061.dsf.mp3The last two notes of the section sound kinda off key compared to the arcade original. In other news, Initial D: Arcade stage SPSD2GENH batch v2 http://dsf.hcs64.com/fix/Initial%20D%20-%20Arcade%20Stage%20SPSD2GENH.zipStill not perfect, glitches a bit at the loop point, but at least has looping (and no dual file crap to boot). In other other news, in_aodsf is up to date with AOSDK 1.47 and sounds great. Thanks a lot mysterious plugin guy!
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Joined: Mar 2001
Posts: 17,294 Likes: 272
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,294 Likes: 272 |
Ahh, fantastic (re: the plugin getting updated). ETA: for those who are interested, the plugins are here.
Last edited by R. Belmont; 11/06/08 05:03 PM.
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Joined: Feb 2008
Posts: 107
Senior Member
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Senior Member
Joined: Feb 2008
Posts: 107 |
Shenmue tune indeed sounds wrong compared to hardware, because - brace for it - we do not emulate FEG. Now, FEG is 4-point envelope with a 5-point low-pass filter. All of these values are user-definable of course  I'm going to try and implement this monster this weekend. I hope to reuse some of the AEG code...
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Joined: Nov 2008
Posts: 39
Member
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Member
Joined: Nov 2008
Posts: 39 |
Hi guys, sorry to butt in with ignorance, but not many of these dumps play in the current AO v2.0 on the Mac (e.g. Shenmue, Initial D, Virtua Golf). Do they depend on recent builds of the AO SDK that make AO outdated?
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Joined: Mar 2001
Posts: 17,294 Likes: 272
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,294 Likes: 272 |
Yes. By definition if I fixed those games after the last AO was posted then AO won't play them without an update. And Richard's in Kuala Lumpur so the Mac version can't get updated right now.
Also, Initial D is not sequenced and won't play in AO even after the update. You'll need someone to port VGMStream to the Mac.
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