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Data East / Side Pocket Sound Driver reverse engineered

#16 User is offline ValleyBell 

Posted 02 May 2012 - 10:15 AM

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Cool.

I made a page from the list: Data East Music Hacking/Music Pointers
I also included notes are reused soundtracks (just complete soundtracks, not single songs) and the number of songs for all games. (except the ones with a Side Pocket-like pointer list)

#17 User is offline Tiberious 

Posted 06 May 2012 - 04:40 PM

  • Yeah, I'm furry. Got a problem?
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I tried to log VGMs from that Samurai Shodown II pirate (the Cham Cham and Nakoruru tracks are DAMN good for a pirate effort), but I can't play them in WinAmp (VGM plugin) without it crashing.

What changed in the format that kills playback?

#18 User is offline ValleyBell 

Posted 06 May 2012 - 04:59 PM

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The player logs VGM v1.60, so you need the new in_vgm to play it.
Logging VGMs v1.60 in players is a lot more comfortable and it's smaller than v1.50. SMPSPlay logs v1.60, too, btw.

To answer your question: The actual change in the format is, that it can now tell the player to stream DAC data at a specific sample rate to the chip. It needs just 1 or 2 commands for that.
In VGM v1.50 and earlier this was done "manually", I.e. many 'write DAC data xx' and 'wait xx samples' commands.

#19 User is offline Tiberious 

Posted 07 May 2012 - 03:00 AM

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Awesome. That worked out well.

However, it apparently doesn't log 'loop to start' quite like it should. I tried to log the Nakoruru music, and it wouldn't stop because the way it's written apparently doesn't trigger the loop-detection routine the way an 'intro-then-loop' track does.

#20 User is offline ValleyBell 

Posted 07 May 2012 - 03:37 PM

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Yeah, some songs have really weird loops.

Example: The first song in Shui Hu: Feng Yun Zhuan has a 50 measure loop in all melody tracks and a 13 measure loop in the drum track.
That doesn't only sound weird, but would take hours until the correct loop back point is reached.

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