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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Not really rom hacking but still... | | | |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 1494/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Originally posted by Darth MoleA font I have. Duh. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 687/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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I got my conversion tool far enough to produce fairly well-compressed output, and the only things you have to input is how many N-SPC ticks you want to assign to an ORG tick (8 turned out to be appropriate in most cases) and what instruments you want to assign to the single tracks. http://a3o.attrib.org/cs_gravity.spc - Here is an example that turned out really nice. The original song was "Gravity" aka the first boss theme. [edit] I almost forgot to say the most important thing - it, in most cases, is small enough to be used in SMW hacks without sacrificing crucial portions of the sound effects now. (edited by Darth Mole on 04-30-05 03:32 AM) (edited by BMF98567 on 10-31-05 08:44 AM) |
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Dwedit Shyguy Level: 17 Posts: 45/92 EXP: 20794 For next: 3949 Since: 04-26-04 Since last post: 5 days Last activity: 1 day |
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Any way to fix the transpose of the instruments? Every SPC has been off-key so far! | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 688/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Hm. What player do you use? I tried foobar2k (based on libopenspc) and winamp (based on snesapu.dll), and both of them sounded right to me. (edited by BMF98567 on 10-31-05 08:44 AM) |
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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 831/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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I know older emulators/SPC emulation libraries played SPCs an octave or two too high, though I think that was fixed a few years ago... Just try kicking it up a notch or two, and we'll let you know if it sounds right. |
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Dwedit Shyguy Level: 17 Posts: 46/92 EXP: 20794 For next: 3949 Since: 04-26-04 Since last post: 5 days Last activity: 1 day |
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The transpose is just plain off. What should be played as a B is being played as an F#. All notes need to be raised by 5 half steps, and the speed is slightly too slow. Is orgview playing stuff back at the wrong frequency for you? | |||
Devin Red Koopa Level: 20 Posts: 110/136 EXP: 38569 For next: 3870 Since: 03-21-04 From: thar Since last post: 1 day Last activity: 6 hours |
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After downloading and playing this game, I felt like making a frontend, as was brought up on the first page, to create/manage multiple saved games via a small EXE edit. I spent a couple hours in VB4 and came up with this: Doukutsu Profiler v0.1b Readme and instructions (also in zip) Let me know what you think of it. I'd also appreciate bug reports. |
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kapow Newcomer Level: 3 Posts: 1/3 EXP: 94 For next: 34 Since: 12-09-04 Since last post: 176 days Last activity: 2 days |
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I figured out some more TSC commands, feel free to add them (edited by kapow on 05-08-05 04:41 PM) (edited by kapow on 05-08-05 04:43 PM) (edited by kapow on 05-09-05 12:53 AM) |
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kode54 Level: 4 Posts: 1/7 EXP: 246 For next: 33 Since: 05-09-05 Since last post: 154 days Last activity: 133 days |
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Originally posted by Keitaro Here is a foobar2000 component which contains SNES and PSX ADPCM decoders and encoders, among other things. It slaps a simple header on files, and supports uggly stereo interleave that the real hardware would never support. The player and converter (use foobar2000 converter component) are basically just to play around with the format. (Plus, when I find some odd format with an odd loop point, and I don't want to use whatever software is otherwise required to play the stuff, I convert it to this format and hack in the loop point myself. I've only done this a few times, though...) Anyway, link to binary: http://www.saunalahti.fi/cse/kode54/foo_adpcm.zip The source code itself would probably be more relevant for general use. The encoder, which is loosely based on the MS ADPCM encoder from SoX (adpcm.c), is in brr.cpp. Good ol' brute force attack. Although, I'm not sure that it represents the SPC-700's odd clipping behavior properly. Or, maybe the real problem is the emulators... Test on real hardware with SPC2ROM? Or, play it safe and make sure none of the samples peak over ~95% amplitude. http://www.saunalahti.fi/cse/kode54/foo_adpcm_source.zip *Whew* Oh yeah, and before I forget, some tips for preparing samples. Testing shows one-shot samples end 25 samples before the end (block marked with the end bit is discarded, as are the last 9 samples from the block preceding it) probably due to some look-ahead mechanism. So, account for this by padding one-shot samples with 25 samples worth of silence on the end, then round that padding up until the length is a multiple of 16 samples. Looped samples should be even more fun, as the loop has to be an exact multiple of 16 samples. Note how the brute force function can also be forced to "hint" its search to fit the two samples preceding the loop start point, so the loop hopefully meshes / fits / whatever when run through the ADPCM decoder. I'm done now, really. I think... (edited by kode54 on 05-08-05 04:52 PM) (edited by kode54 on 05-08-05 05:05 PM) |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 695/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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I almost forgot about the existance of this thread due to some serious lack of time for reading all the new posts in here... well... @Dwedit ~ 5 half tones too low? What I did for this converter was just adding 0x80 to the .org tone height values (thus transferring them 1:1 to the N-SPC tone range) and replacing any tones that ended up being higher than 0xC8 (which appears to be the upper limit of the N-SPC tone height range) with zero tones (0xC9). Now, because I mainly use Snes9x as an emulator, the songs sounded too high for me, so I added a transpose 0xFB command to every track. The parameter for transpose is signed, so the music was lowered by exactly 5 half tones. Heh. http://a3o.attrib.org/cs_gravity_h.spc - here's a version of "Gravity" with nulled transpose commands. @kode54 ~ what do you mean by "one-shot samples"? Do you mean especially short ones, or does that limitation with the 25 dropped samples apply to all of them? Anyway, welcome to Acmlm's board. @kapow ~ Good work. This will certainly come in handy. (edited by Darth Mole on 05-09-05 02:30 AM) (edited by BMF98567 on 10-31-05 08:45 AM) |
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kapow Newcomer Level: 3 Posts: 2/3 EXP: 94 For next: 34 Since: 12-09-04 Since last post: 176 days Last activity: 2 days |
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TSC notes updated DNP, ESC, GIT, MNA, MS2, MS3, RMU, TRA, TUR, UNI added command value lists: Fade directions (FAI/FAO) Weapons (AM+/AM-/AMJ/GIT/TAM) Items (GIT/IT+/IT-/ITJ) Equip (EQ+/EQ-) Faces (FAC) Songs (CMU) Maps (TRA) - also useful for matching Miza map listing to filenames TODO: sound effects (SOU), flags (FL+/FL-/FLJ), maybe a list of event descriptions for each TSC |
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kode54 Level: 4 Posts: 2/7 EXP: 246 For next: 33 Since: 05-09-05 Since last post: 154 days Last activity: 133 days |
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Originally posted by Darth Mole For reference, you may wish to check against SNESAmp or Game_Music_Emu. (foo_gep would be one front-end, or you could toss together your own based on the included demo code.) I'm not so sure about Snes9X. Maybe v1.43 is nearly up to spec, but it lacks Gaussian interpolation, as well as cycle-accurate sample generation. The pitch was off for many versions due to an improper rate conversion, and I have completely forgotten if that was fixed. Mainly because my build doesn't use the original sound code, heh.
If it isn't looping, it's a one shot sample. This behavior is quite noticeable in both Earthworm Jim and Plok, where several percussion and voice samples are apparently padded with whatever garbage was left in some buffer instead of silence, and therefore produce obvious popping noises on the ends if the emulator doesn't observe this behavior.
Thanks. |
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kapow Newcomer Level: 3 Posts: 3/3 EXP: 94 For next: 34 Since: 12-09-04 Since last post: 176 days Last activity: 2 days |
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TSC notes updated ANP, CPS, CRE, CSS, DNA, FMU, FOB, FOM, FON, FRE, HMC, KEY, MOV, MYD, PRI, SMC, SPS, XX1, maybe others I forgot added notes on profile.dat bytes minor touch-ups, etc. |
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jman2050 Red Koopa Level: 19 Posts: 95/123 EXP: 33172 For next: 2605 Since: 03-21-04 Since last post: 10 days Last activity: 103 days |
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OMG teh bump Anyway, I find all this crap interesting, and was actually thinking of making an editor myself before I found this topic. Speaking of which, any progress on any front? This is a great game, and it'd be sad to see all the work done here lost in the obscurity of AcmlmBoard. |
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Kuroikaze Newcomer Level: 4 Posts: 6/6 EXP: 148 For next: 131 Since: 07-23-05 Since last post: 3 days Last activity: 2 days |
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I've been messing around with Mizu and Cave Story's TSC files, and gotten some new info. I've figured out what some of the unnamed entities are (about 200 or so), and I've figured out what some TSC commands are. Once I finish copying what's on my notepad to my computer, I'll post it here. But as far as the TSC commands, MNPXXXX:YYYY:ZZZZ:WWWW = MoveNonPlayer, it moves an entity with TSC of X to coodinates Y/Z. I'm not sure what W does. Also, ANP doesn't animate an entity. It does something else. I accidentally used it to get call a Health Capsule script that wasn't even on the same map by copying the ANP command that plays when you fight Ballos. (edited by Kuroikaze on 10-30-05 03:32 AM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 8137/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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4-month bumps are bad, m'kay? | |||
Bit-Blade Pixel Artist Level: 34 Posts: 442/445 EXP: 229264 For next: 24387 Since: 03-16-04 Since last post: 2 days Last activity: 7 hours |
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Let me get this straight... you're scolding someone for adding authentic content to an old thread? That's retarded, dude. It would be understable had this bump been the kind of empty inane crap that most bumpers do "zomg POST COUNT". Leave him alone. Acmlm's would be better off with more of this (where it is applicable). I mean... shit, if you're going to try to discourage something at least know when it's necesary. I've actually been kind of surprised there hasn't been a little more info discovered on the cave story engine. |
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The Kins Kodondo Level: 38 Posts: 594/595 EXP: 354733 For next: 15714 Since: 03-15-04 From: Melbourne, VIC, Australia Since last post: 2 days Last activity: 9 hours |
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Mother of sin, what happened to the tables on this page? | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 8146/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Bit-Blade Shit, I misread that. I thought he was asking for help. But he still could have made a new thread. |
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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1255/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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Bleh. I don't see anything wrong with bumping an old thread if you have some new information to add. What's the point in starting a new thread with a link to the original if the original is still open? It just clutters up the forum. (re: the tables, I think the switch to Unicode or whatever several months ago trashed Blackhole's footer, since it cut off right where the first << symbol was supposed to be. I can only imagine how many old posts got screwed up as a result... ) |
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