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Re: AO SDK release 1.4.8 available [Re: F-3582] #48290 02/22/09 10:55 PM
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Why exactly would Mother 3 be expected not to play? Was there some new anti-AO ripping technique used or something? smile

Re: AO SDK release 1.4.8 available [Re: F-3582] #48291 02/23/09 12:13 AM
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Originally Posted By F-3582
- Automatic track advancing is still missing, regardless of what the Readme files are saying

Aye I'd love to see this too - my GF complains whenever I leave AO playing, because I keep having to switch back and manually start the next song shocked

Re: AO pre-2.0.1 test version available [Re: F-3582] #48292 02/23/09 04:40 AM
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Can we be totally clear on which versions are being complained about here? Auto track-advance works fine on both of my PC ports to my knowledge (the Linux version just tore through all the "mini-tracks" in Space Channel 5 Part 2 with no intervention).

Last edited by R. Belmont; 02/23/09 04:44 AM.
Re: AO pre-2.0.1 test version available [Re: R. Belmont] #48293 02/23/09 06:56 AM
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As stated i my previous post, I was talking about the (Intel) Mac version.

About Mother 3, I'm talking about the version ripped by UNKNOWNFILE (the one on gsf.caitsith2.net). Last time I tried it - on the Linux build - it just didn't play on AO. Now I wanted to test it on the Mac build, but it crashed.

I'm not sure why it doesn't work, but I previously thought that you guys mentioned that your gsf core sorta sucked, anyway and was due for a rewrite. I'm terribly sorry if I hurt any feelings wink

Re: AO pre-2.0.1 test version available [Re: F-3582] #48294 02/23/09 08:13 AM
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Richard Bannister Online Content
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Yeah, I don't have auto track advance implemented. I'll see about doing that.


Noli umquam docere porcum cantare; perdes tempus et irritabis porcum.
Re: AO SDK release 1.4.8 available [Re: F-3582] #48297 02/23/09 02:18 PM
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Cool! Testing Mac version now...

Re: AO SDK release 1.4.8 available [Re: Slick Mandela] #48331 02/24/09 01:59 AM
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Not a huge deal, but something you might want to look into: Test out the Kid Chameleon VGM rip (from project2612.org) and play track 5, "Cave Area" in both the public AO and this test build. You'll notice that in the test build, a key instrument (that musical saw-esque instrument) is fainter. In the public build it's more prominent like it should be and comes through crystal clear.

Re: AO SDK release 1.4.8 available [Re: Slick Mandela] #48332 02/24/09 03:24 AM
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As far as I know there've been no changes to anything relevant to that between the last release and now in AO.

Last edited by R. Belmont; 02/24/09 03:36 AM.
Re: AO SDK release 1.4.8 available [Re: R. Belmont] #48907 03/21/09 03:43 PM
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Did some more testing (or better: tried to play some songs).

Did you know that a few songs in Final Fantasy XII are missing quite a few instruments? "107 - Secret Practice.psf2" for example loses its pizzicato strings and xylophone track (and maybe a few more I didn't catch) compared to being played in HE.

This happens in both Linux and Mac AO ever since this rip has been being supported, I think.

Last edited by F-3582; 03/21/09 03:44 PM.
Re: AO SDK release 1.4.8 available [Re: F-3582] #49076 03/31/09 05:51 PM
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Hey, just tried out the 2.0.1 test on my 10.5.6 Intel Mac, and it's still stopping early on some SPC tracks. (It'll probably be the same on my 10.4.11 PowerPC at home.)

These tracks play completely in AO 2.0b6 (and the WinAmp SPC plug-in) but stop early in AO 2.0b9, 2.0, and now the 2.0.1 test.

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