Sonic and Sega Retro Message Board: ValleyBell - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Tech Member: Tech Members
Active Posts:
208 (0.12 per day)
Most Active In:
Technical Discussion (89 posts)
Joined:
08-September 10
Profile Views:
16865
Last Active:
User is offline Jul 21 2015 02:08 AM
Currently:
Offline

My Information

Age:
24 years old
Birthday:
May 29, 1991
Gender:
Male Male

Contact Information

E-mail:
Private
Website:
Website  http://vgm.mdscene.net/

Previous Fields

Other Contact Info:
irc://irc.digibase.ca/vgmrips
Project:
researching SMPS sound drivers
National Flag:
de
Wiki edits:
10

Latest Visitors

Posts I've Made

  1. In Topic: Valley Bell's SMPS Research

    21 July 2015 - 01:51 AM

    SMPSPlay can't play any of the rips in the "Other" folder, due to them using a fundamentally different format. (Because of this, they also important lack files like "config.ini" and "DefCFlag.txt").
    Revenge of Shinobi for example uses separate coordination flag sets for FM and PSG channels. That's something no other SMPS game does (but Streets Of Rage), but it's commonly seen in games that use Koshiro's Mucom driver.

    preSMPS rips are also working only partly, because some of them are untouched since I rewrote SMPSPlay. SMPSPlay still lacks support for preSMPS headers and Phantasy Star 2's chord mode.
  2. In Topic: Valley Bell's SMPS Research

    19 July 2015 - 03:47 PM

    Researching and ripping SMPS drivers is fun, you know, so here is a bump for the release of my SMPS Research Package, now in version 4.

    Summary of the contents:
    • 35 SMPS 68k games (that means I ripped all known MegDrive SMPS 68k games, btw)
    • 80 SMPS Z80 games + 12 Game Toshokan games
    • 3 Sega Pico games
    • more disassembled SMPS drivers (including Sega Pico, MegaCD SMPS and a few Master System drivers)
    • comparisons of the coordination flags of various SMPS drivers
    • updated and new tools (SMPSExtract was improved a lot and I wrote a few tools to analyze SMPS 68k and SMPS Z80 drivers)

    Note: Even though Revenge of Shinobi and Streets of Rage are SMPS drivers at their core, their sequence format is completely different and largely matches Yuzo Koshiro's Mucom format. So I put them into the "Other" folder.


    Because all the stuff got pretty large, I split the package into two parts.
    Part 1 (rips and tools) (10.5 MB) and Part 2 (disassemblies) (20.6 MB)

    Of course there is also a new version of SMPSPlay, supporting all the new stuff. (like Sega Pico PCM)
    SMPSPlay v2.11: Win32/64 Binary (source archive, GitHub repo)

    Enjoy!
  3. In Topic: S3K to S1 SMPS Converter

    06 April 2015 - 06:42 AM

    Finally an update ... it's about time, isn't it?
    Download

    Update list:
    • support for S3 instrument bank (If used, it will patch the resulting SMPS files to only contain the required instruments.)
    • various fixes, improving Trs->S1 and Tra->S1 conversions (especially tempo commands were handled incorrectly)
    • Sonic 2 support (uncompressed only)
    • support for OutRunners (reading only, it can't create .ors files)
    • You can enbale warnings about DAC sounds and PSG instruments that lack an entry in the mapping files.
  4. In Topic: mid2smps

    05 April 2015 - 03:43 PM

    In order to make it easier to preview songs made with mid2smps, I made a small package with SMPSPlay v2 and the config files required to play the exported SMPS files.
    You can download it here.

    Aside from the most recent SMPSPlay, it includes:
    • config files to play SMPS files for Sonic 1 and Sonic & Knuckles
    • PSG files for S1, S2, S3K and S1+S3K (used by some S3K->S1 song porting tutorials)
    • DAC configurations for Sonic 1 (original DAC driver, jman2050, MegaPCM), Sonic 2 Clone Driver (jman2050, MegaPCM) and Sonic 3 (original, MegaPCM)

    By default, it loads definitions for both, Sonic 1 and S3K. You can disable loading of either by editing config.ini in the root directory.
    .bin files are assumed to be Sonic 1 SMPS (defined with .smp extention). You can change that behaviour in config.ini as well.

    In order to choose the DAC driver and DAC drum set, you edit Definitions\config_S1.ini. The "DAC" entry sets the respective .ini file that defines all that.
    If you need a custom drum set, I recommend to make a copy of one of the existing DAC.ini files (choose the one with settings for the DAC driver used in your hack) and modify that with your custom DACs. Valid values for the "Compr" setting are "DPCM" (compressed) and "PCM" (uncompressed), the rest should be self-explanatory.
    If you need help, you can read the "documentation" or send me a PM.


    Logged VGMs always go to the "dumps" folder and have the same file name as the original SMPS files with a .vgm extention. If you want to log VGMs, you should leave the SamplesPerSec setting at 44100 (or use a multiple of it), because that's the native sample rate of VGMs.
    If you log the sound to a WAV file, keep in mind that everything you play goes to the same file. But dumping a VGM and converting that to WAV is the recommended way anyway.


    I wish you a happy SMPS and VGM making!
  5. In Topic: Somari 3D Blast 5

    04 April 2015 - 12:56 PM

    It's Somari and ... it's actually playable!
    Nice work there.

    View PostZycor, on 04 April 2015 - 01:49 AM, said:

    https://youtu.be/aN-WSJs82ho I was playing through and on Marble Zone Act 2, I got this odd little glitch. It kind of adds to the bootleg charm.
    Ahh, so the major graphical glitches I encountered the first time I got to Marble Zone 2 aren't all that random after all.

    In general, there are many neat things in this game. Elemental shields, the post-boss hit and friendly fire for enemies are only a few of them. (I found the latter one especially awesome.)
    Just one question: How many rings are actually in the special stage? The highest ring count I got was 642, but I still missed a few of them.


    There are still a few bugs though. Losing rings sometimes mutes the normal ring sound entirely. And of course there are Sonic Worlds things like getting stuck on the edge of a spring being unable to jump. (Moving to the left or right works, if there is space on that side.)
    The jump seems to have a constant height is some levels and not in others.

    Also: I know that the original Somario songs aren't good. But the "new" songs are a lot worse. The original songs usually did the harmonies right, but the new songs are entirely off-key and not in a listenable state. Please fix them.