Page 3 of 4

Posted: Thu Oct 02, 2008 4:20 am
by Knurek
Pack #4 is up: http://snesmusic.org/hoot/new_spc4.rar
Again, 26 sets, all from soundtests IIRC:

Osu!! Karatebu [押忍!!空手部] (1994)(Culture Brain)
Pachi Slot Kanzen Kouryaku - Shindai Nyuka Vol. 1 [パチスロ完全攻略 ユニバーサル新台入荷Vol.1] (1997)(Syscom Entertainment)
Pro Yakyuu Nettou - Puzzle Stadium [プロ野球熱闘ぱずるスタジアム] (1997)(Coconuts Japan)
Puzzle'n Desu! [ぱずるんでス!] (1995)(Nichibutsu)
Saibara Reiko no Mahjong Hourouki [さいばらりえこのまあじゃんほうろうき] (1995)(Natsume, Taito)
Saikyo Takada Nobuhiko [最強高田延彦] (1995)(Dual, Hudson Soft)
Sargeant Saunder's Combat! [サージェント・サンダース・コンバット!] (1995)(ChickenHead, ASCII)
Sengoku Denshou [戦国伝承] (1993)(SNK, Pure Sound, Data East)
Shijou Saikyou League Serie A - Ace Striker [史上最強リーグ セリエA Ace Striker] (1995)(TNN)
Sotsugyou Bangai-hen - Nee Mahjong Shiyo! [卒業番外篇 ねぇ麻雀しよ!] (1994)(Head Room, KSS)
Sougou Kakutougi Astral Bout [総合格闘技 アストラルバウト] (1992)(A-Wave, King Records)
Sougou Kakutougi Astral Bout 2 - The Total Fighters [総合格闘技 アストラルバウト2] (1994)(A-Wave, King Records)
Sougou Kakutougi Rings - Astral Bout 3 [総合格闘技RINGS アストラルバウト3] (1995)(A-Wave, King Records)
St. Andrews - Eikou to Rekishi no Old Course [セントアンドリュース 栄光と歴史のオールドコース] (1995)(Epoch)
Super Mad Champ [Super マッドチャンプ] (1995)(Tsukuda Original)
Super Shougi 3 - Kitaihei [スーパー将棋3 棋太平] (1995)(I'Max)
Sutobasu Yarou Show - 3 on 3 Basketball [ストバスヤロウ将] (1994)(KID, B-AI)
Touge Densetsu Saisoku Battle [峠・伝説 最速バトル] (1996)(Lenar, Bullet Proof Software)
Umitsuri Meijin - Suzuki-hen [海釣り名人 スズキ編] (1994)(A-Wave, Electronic Arts Victor)
Waratte Iitomo! Tamorinpic [笑っていいとも! タモリンピック] (1994)(Athena)
Yuu Yuu Hakusho [幽遊白書] (1993)(Namco)
Yuu Yuu Hakusho - Tokubetsu-hen [幽遊白書 特別篇] (1994)(Namco)
Yuu Yuu Hakusho Final - Makai Saikyou Retsuden [幽遊白書FINAL 魔界最強列伝] (1995)(Tose, Namco)
Zen Nihon GT Senshuken - Hyper Battle Game [全日本GT選手権] (1995)(Kaneko, Banpresto)
Zenkoku Koukou Soccer Senshuken '96 ['96全国高校サッカー選手権] (1996)(Magical)
Zootto Mahjong [ZOOっと麻雀!] (1998)(Nintendo)

Some really nice tunes there. Will see about having pack #5 soonish

Posted: Fri Oct 10, 2008 5:29 pm
by KungFuFurby
Got another first-note sticking problem. The game is Shin Togenkyo, full name in SNESMusic.org as Sityusuimeigaku Nyumon Shin Togenkyo (四柱推命学入門 真桃源郷). This appears to be fixable, becuase a patch meant for Gourmet Sentai Bara Yarou actually had some effect... it made a tune play two notes, although slowly.

With this game being more of an info/comparison game, I could go through and get every tune I could find. The bad news was the first-note sticking problem, which meant this game is a no-go until a patch can be made. It appears to be fixable.

The other four games, Fune Taro, Mario's Early Years Series, Marko's Magic Football, and Universal Solider, are still unconfirmed problematic tracks.

Super Uno had a problem for when you win a game. Getting it at the first note fails to work... getting it at the second note does.

Trying to get the music at the start by pausing the game and un-pausing the game is a no-go for Turn and Burn - No Fly Zone. That results in a first-note sticking problem.

Would anyone like to try to find music modifiers or perhaps make patches for these games so I can give these games a shot? I can't do Marko's Magic Football due to emulation issues with SNES9X, but I can do the others. :)

I'm also seeing if anyone has a Sound Test dump for Akazukin Cha Cha (赤ずきんチャチャ). A code was posted in the spcdumpers group, but that was one heck of a hard one... it would freeze up the game. So far, I have no idea if I need to input a variable other than the lower values, which I thought could have been 00 (or 01) to about 19 or 1A. If I do, then I'll go for it.

Posted: Wed Oct 22, 2008 6:16 am
by d4s
Universal Soldier is a direct port/rip-off of Turrican 2 from the Amiga.
I believe the music player runs on the 65816, making spc dumps of the music impossible.
The tunes are just horrible conversions of the TFMX originals, anyway. :roll:

Posted: Wed Oct 22, 2008 6:41 am
by tepples
d4s wrote:Universal Soldier is a direct port/rip-off of Turrican 2 from the Amiga.
I believe the music player runs on the 65816, making spc dumps of the music impossible.
So it's a Wario's Woods style player. Has anybody tried to rewrite these players in SPC700 assembly language using spare SPC700 RAM, or perhaps figure out how to adapt PSF as was done for N64 music (USF)? Or is it just not worth it?

Posted: Wed Oct 22, 2008 7:32 am
by Knurek
tepples wrote:So it's a Wario's Woods style player. Has anybody tried to rewrite these players in SPC700 assembly language using spare SPC700 RAM, or perhaps figure out how to adapt PSF as was done for N64 music (USF)? Or is it just not worth it?
http://caitsith2.com/snsf/

Posted: Wed Oct 22, 2008 9:39 am
by SmartOne
The Chrono Trigger set sounds really nice! A sample rate of 48 kHz probably helps a bit. It's also smaller than the RSN.

Posted: Wed Oct 22, 2008 12:08 pm
by Bregalad
Oh my that ROCKS !! I can eventually hear the song from Tales of Synphonia without running the whole game into an emulator !! (altough both versions sounds somewhat wrong, I belive a good one will come up soon... with named songs ? That would be so awesome.)

Posted: Wed Oct 22, 2008 12:31 pm
by NotTheCommonDose
tepples wrote:Would it be rippable if someone were to rewrite its music engine from 65c816 to spc700 asm?
I would to see that happen as well instead of the SNSF format.

Posted: Wed Oct 22, 2008 8:54 pm
by BMF54123
NotTheCommonDose wrote:I would to see that happen as well instead of the SNSF format.
Uh, why? The SNSF format is superior to SPC, aside from the current lack of support in existing players. Give it some time.

Posted: Wed Oct 22, 2008 10:47 pm
by kode54
Waiting for player code that isn't just ripped off from an existing emulator. Oh, and a rip from Another World / Out of this World would be nice, even though it doesn't have a whole lot of music.

Posted: Wed Oct 22, 2008 11:54 pm
by blargg
Forgive my ignorance, but why does Chrono Trigger one even need to be in SNSF format? I thought it was sort of like the iNES 2.0 proposal, only for those few games which can't be handled by the current format.

Posted: Thu Oct 23, 2008 12:06 am
by BMF54123
Maybe it was just a test case to see if the new format worked properly?

Posted: Thu Oct 23, 2008 3:35 am
by tepples
kode54 wrote:Waiting for player code that isn't just ripped off from an existing emulator.
What's so bad about that? A lot of NSF players, such as Festalon, are based on major emulators' CPU and audio cores.

Posted: Thu Oct 23, 2008 7:50 am
by Knurek
blargg wrote:Forgive my ignorance, but why does Chrono Trigger one even need to be in SNSF format? I thought it was sort of like the iNES 2.0 proposal, only for those few games which can't be handled by the current format.
Less size for one (when not using solid compression), and prolly Caitsith just wanted to confirm the existing SPC set isn't missing any tracks.

Posted: Thu Oct 23, 2008 12:55 pm
by kode54
tepples wrote:
kode54 wrote:Waiting for player code that isn't just ripped off from an existing emulator.
What's so bad about that? A lot of NSF players, such as Festalon, are based on major emulators' CPU and audio cores.
Well, it depends on how much of a rewrite it needs for multi-instance safety, a feature that would be nice for a foobar2000 component. And also Winamp, if you want to support the newer ReplayGain scanner and converter features of the Media Library.