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Group:
Misfit:Misfits
Active Posts:
116 (0.13 per day)
Most Active In:
Engineering & Reverse Engineering (82 posts)
Joined:
19-November 10
Profile Views:
87
Last Active:
User is offline Private
Currently:
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My Information

Age:
21 years old
Birthday:
April 14, 1992
Gender:
Male Male
Location:
Pennsylvania
Interests:
Programming, college, electronics, & retro gaming

Contact Information

E-mail:
Private
Website:
Website  http://tamkis.tripod.com/

Previous Fields

Project:
Megaman 2: The Robotnik Wars, Unnamed S3&K hack
National Flag:
us
Wiki edits:
16

Latest Visitors

Posts I've Made

  1. In Topic: SMPS2ASM and improved S&K Driver

    05 November 2011 - 07:29 PM

    Glad to hear that you've finally released the modified S3&K z80 sound driver, and the ASM'd music! This should make music porting and hacking much easier :). Now I'm just waiting for SMPS2ASM.

    Quote

    The _smps2asm_inc.asm file is based off of one from Cinossu's tool; I revamped it and updated it to perform the bulk of the conversion. It handles different pointer formats, different IDs of DAC samples, handles the 12-semitone (1 octave) difference between PSG notes in S1/S2 versus S3/S&K/S3D, and does the bulk of coordination flag conversion. While this makes it trivial to convert songs and SFX in general, converting to Sonic 1 or Sonic 2 drivers is a lot harder (unless you are converting from Sonic 1 or Sonic 2) due to the lack of necessary coordination flags.


    If I'm reading this correctly, this means no longer do hackers have to use Music Pointer Fixer (MPF) or do manual pointer fixing to fix the pointers for music for z80 sound drivers? All I have to do now is just "include" ASM'd music files to the S3&K driver for my S3&K hack, and I'm ready to go? Awesome, I didn't think such a thing was possible! I'm going to try the new driver, and see if it improves the playback of some of my ports for my S3&K hack. (Some Ristar songs and S2F songs sounded wrong in the previous driver.) Thanks for the release.
  2. In Topic: Project SCDPSR

    05 November 2011 - 02:44 PM

    View PostNeo, on 05 November 2011 - 01:27 PM, said:

    I appreciate the effort, but I still don't get why the RAR you posted is half filled with shortcuts.


    The shortcuts are there to show that those samples are one of the shared samples (e.g. "Yes!" and Amy Love). I did that to save space, instead of making putting, say, the "future" sfx in each folder. More for personal use than anything...

    Quote

    Anyway, I don't know if the format contains information about the sampling rate, because it's all over the place.


    Maybe in the header of the PCM samples there might be a sampling rate indicator. How else would the Sega CD know how to properly play the files with different sampling rates correctly? I'll look into this

    Quote

    I just listened to all the unused clips from the 712 prototype, and worked out the intended sampling rate by ear:


    Palmtree Panic:
    SNCBNK1A (Present) - 24000 Hz
    SNCBNK1C (Good Future) - 16000 Hz
    SNCBNK1D (Bad Future) - 16000 Hz

    Collision Chaos:
    SNCBNK3A (Present) - 16000 Hz
    SNCBNK3C (Good Future) - 16000 Hz
    SNCBNK3D (Bad Future) - 16000 Hz

    Tidal Tempest:
    SNCBNK4A (Present) - 22050 Hz
    SNCBNK4C (Good Future) - 24000 Hz
    SNCBNK4D (Bad Future) - 24000 Hz

    Quartz Quadrant:
    SNCBNK5A (Present) - 22050 Hz
    SNCBNK5C (Good Future) - 22050 Hz
    SNCBNK5D (Bad Future) - 24000 Hz

    Wacky Workbench:
    SNCBNK6A (Present) - 22050 Hz
    SNCBNK6C (Good Future) - 24000 Hz
    SNCBNK6D (Bad Future) - 24000 Hz

    Stardust Speedway:
    SNCBNK7A (Present) - 22050 Hz
    SNCBNK7C (Good Future) - 24000 Hz
    SNCBNK7D (Bad Future) - 24000 Hz

    Metallic Madness:
    SNCBNK8A (Present) - 24000 Hz
    SNCBNK8C (Good Future) - 24000 Hz
    SNCBNK8D (Bad Future) - 16000 Hz

    SNCBNKB1 (Boss) - 22050 Hz
    SNCBNKB2 (Final Boss) - 16000 Hz

    As a bonus, the SEGA chant from the 510 prototype is at 12000 Hz.


    I knew/guessed that the SEGA chant from the 510 prototype was a different frequency, since almost every other Sonic game iirc uses a similar frequency. But I didn't know that the non-Past SNCBNKs from 712 had different frequencies! That might be problematic for trying to get HQ rips from the 712 beta.

    As quoted from the manual of Snatcher PCM2Wav

    Quote

    The full resolution is decoded by
    SPCM2WAV, at 16 kilohertz (also mono and 8 bits). As you might guess, those
    extra kilohertz make a world of difference!


    Since in Lunar PCM2Wav, you can change the output frequency, I tried converting some of those files with the frequency you suggested, but the outputted wav files still sounded like geezers or chipmunks. Interesting. Luckily the source (in C) is included with Snatcher PCM2Wav. Maybe somebody can modify the program so that different input frequencies can be outputted correctly. I don't remember much C programming, nor do I understand the contents of the source, even with what I know of C.
  3. In Topic: Who has that SCDPlay tool from a couple years back?

    04 November 2011 - 11:34 PM

    Coincidentally, I found the equivalent of this program just a few days back. I can't remember where I found it, but I think I found it at Eidolon's Inn. It's called STMView. It's not exactly the same as SCDPlay, but it will read the .stm files from Sonic CD AND Ecco the Dolphin! I'm not sure which is better/newer, but for now just use this. If you can't find it there, just PM me, and I'll send you my copy.
  4. In Topic: SLO & BuildSCD help

    30 October 2011 - 05:27 PM

    I tried some of your suggestions, but nothing worked. Eventually, I found out that I could just use a unique piece of software, called UltraISO, which can correctly insert files into an existing .iso. Needless to say, I just removed the files from the original slodemo.iso, put my files in, and then used BuildSCD.exe to make a bootable .iso, since I still don't know how to make an original SLO .iso . The resulting output.iso worked!

    With that "hack" in mind and with an emulator, I tried some tests. I found out that SLO can't have folders, and that apparently, homebrew which uses multiple .bin files/resources (e.g. Sonic for Mega CD, by Stealth) doesn't work. Only homebrew that has all of the contained resources in one .bin file works. Sadly, that does not inlcude iso files that have been converted into a bin file :(.

    I only now realized that only 1 Sega CD Homebrew program I have can be put onto SLO and work properly, meaning I did much work for nothing, lol. Mask of Destiny should really have given better documentation for this tool. Thanks for your help anyway!
  5. In Topic: SOST Clean-up Project

    28 October 2011 - 08:29 PM

    View PostNO CARRIER, on 28 October 2011 - 07:58 PM, said:

    As many of you are aware, whenever you access the old Secrets of Sonic Team (SOST) website (sost.emulationzone.org), a warning message is displayed indicating that the site is infected with malware. This weekend, I will start going through the website with the goal of purging the rogue script from the infected files. I'll post a follow-up message once this has been completed.


    Ahh.. so that's why I was redirected to a another website when I recently visited SOST. I visited before the warning existed, in order to try look up some scans on the Sonic CD manual/box art. Thanks for posting about this; imma be scanning my computer for possible viruses, just in case, I caught something when I last visited.