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Re: AO SDK release 1.4.6 available [Re: Vas Crabb] #47402 01/12/09 01:05 AM
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Knurek Offline
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Here's a little something for today:

Ogre Battle: The March of the Black Queen (1996)(Quest, Riverhillsoft)

http://2sf.hcs64.com/rip/Ogre%20Battle%20-%20The%20March%20of%20the%20Black%20Queen%20%5bDensetsu%20no%20Ogre%20Battle%5d%20(1996)(Quest,%20Riverhillsoft).zip

Only 9 tracks (rest is CDDA, which I can upload somewhere if anyone wants) but very nice tracks (I'd say they're better than the SNES originals, and that's saying something).

Re: AO SDK release 1.4.6 available [Re: Knurek] #47403 01/12/09 01:13 AM
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R. Belmont Offline OP
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Very nice tracks!

Re: AO SDK release 1.4.6 available [Re: R. Belmont] #47420 01/12/09 03:44 PM
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Now I'm starting to understand this. See, all it took was a simple tutorial here:
http://www.bores.com/courses/intro/iir/5_poles.htm
and a nice Windows application here:
http://www.winfilter.20m.com/ (beware banners)

For a 2nd order type 1 Chebyshev filer we conveniently get 2 zeros at -1;0i and two poles symmetrical to Re axis. Meaning we can pretty much focus on just a half of the Zero-Pole diagram.
This gets simple now - when you move the pole around it's projection on the Re axis will be the point where frequency response starts to drop. The closer the pole gets to the unity circle (that is, the absolute value of the complex number approaches one) the bigger the resonance at this point. Of course near 0 and Fmax you end up being almost on the circle anyway, so nothing changes much (frequency wise, phase response is different).

This is no longer a problem of getting 2 variables to fit into 6, but rather into 2 coordinates. And we also get to know some rules of how this is supposed to happen. Much better I'd say. Too bad this is just as useful as Winfilter gets - you can't move the poles freely around (with a mouse for example) and it doesn't show the coefficients unless a project is created. It's doesn't accept negative ripple either so I can't test if this will cause the response to drop even faster - but it should, I mean if the poles don't reach up to 0dB then the projected slope has to look like this?

BTW, leave it to English speakers to come up with a transcription of simple slavic name to something I need to look up every time to make sure I got it right smile

Re: AO SDK release 1.4.6 available [Re: Deunan Knute] #47613 01/20/09 10:18 PM
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Knurek Offline
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Managed to find another mostly sequenced Saturn game:

Sotsugyou II - Neo Generation (1995)(Crosstalk, Riverhillsoft):

http://2sf.hcs64.com/rip/Sotsugyou%20II%20-%20Neo%20Generation%20(1995)(Crosstalk,%20Riverhillsoft).zip

Misses about 6 songs (sung songs, I mean). Custom 16-bit 22kHz PCM format, so would make the pack a bit larger, and they aren't anything special anyway.
Anyone wants'em though, just ask.

Re: AO SDK release 1.4.6 available [Re: Knurek] #47635 01/21/09 10:58 PM
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And another one done:

Kidou Senshi Z Gundam - Zenpen Zeta no Kodou (1997)(Bandai)

http://2sf.hcs64.com/rip/Kidou%20Senshi%20Z%20Gundam%20-%20Zenpen%20Zeta%20no%20Kodou%20(1997)(Bandai).zip

1942 Saturn port rip should be good for laughs, maybe tomorrow. smile

Re: AO SDK release 1.4.6 available [Re: Knurek] #47666 01/24/09 08:03 AM
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3 new DSF rips for today (yea, the folder's emptish ATM, will get full (or even fullier) again soon).

Bikkuriman 2000 Viva! Festiva! (2000)(Sega Toys)
Digital Keiba Shinbun - My Trackman (1999)(Shouei System)
Maken X (1999)(Atlus) <-- raises a few flags here, has 10 or so tracks less than the OST, also uses sample bank #3, couldn't find anything to populate #0-2. No missing instruments that I could spot though, maybe first three banks are for SFX only...

http://dsf.hcs64.com

Also that 1942 SSF rip I've mentione earlier. Funnies thing is it's not even used (game has ADPCM recorded from the arcade cab).
Like I've said, good for laughs:

Capcom Generation - Dai 1 Shuu Gekitsuiou no Jidai (1998)(Capcom)

http://2sf.hcs64.com/rip/Capcom%20Generation%20-%20Dai%201%20Shuu%20Gekitsuiou%20no%20Jidai%20(1998)(Capcom).zip

Re: AO SDK release 1.4.6 available [Re: Knurek] #47678 01/24/09 05:12 PM
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R. Belmont Offline OP
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Nice rips, and yeah, the 1942 one is hilarious.

Re: AO SDK release 1.4.6 available [Re: R. Belmont] #47836 02/02/09 01:14 AM
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Looks like new GD-ROM dumps soon, so hopefully more DSF rips as well smile

Re: AO SDK release 1.4.6 available [Re: R. Belmont] #47876 02/03/09 11:42 PM
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Knurek Offline
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Speak of the devil:

http://dsf.hcs64.com/

Nobunaga's Ambition - Reppuuden (1999)(Koei)
Pro Mahjong Kiwame D (2000)(Athena)

I must say that both games have very nice scores.

Also, since I recall RB being kind of pissed with not being told about HES+ADPCM, I'd just like to mention that a recent NEZPlug++ build added VBlank+Timer mode for GBS files, needed by some newer rips (that were only possible with GBR format previously).
More info here: http://www.angelfire.com/nc/ugetab/nezplug.html (scroll to the bottom of the page).

Oh, and while we're on the GBS topic, here's my updated collection: http://2sf.hcs64.com/gbs/ (!Game Boy Music.rar has everything in one archive for easy leeching). Everything nicely organized, Game Boy Color rips marked, alternative region names and developer/porter info where applicable. Should have everything, including latest ugetab rips.

Re: AO SDK release 1.4.6 available [Re: Knurek] #47878 02/04/09 03:03 AM
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exolon2 Offline
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The Nobunaga's Ambition soundtrack is lovely indeed (did Yoko Kanno do this one? I have some nice real orchestral mp3s of one of the series). Haven't listened to the other one yet. Nice rip!

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