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salass00
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 14:02:03
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
I'm pretty sure I've fixed all the endian issues in halomus, but since I don't have the sounds.map file I can't test if it works or not. |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 15:09:46
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
yea... rearchiving it for you is on my to do list. sorry for taking so long.
are you working on any plugins or something? a status report would be fun to read!
i will repost the link today. to the halo zak.
archiving now...
edit2: ok weird. lha seems to have problems with such big files. i have put an unpacked file at the same place. check your mail.
Last edited by spotUP on 01-Apr-2009 at 03:52 PM. Last edited by spotUP on 01-Apr-2009 at 03:41 PM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 16:00:32
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @spotUP
WOW! I just found a GREAT source for videogame music in all kinds of formats! XBOX ADPCM is there too!
http://samples.mplayerhq.hu/game-formats/
here's non game formats too:
http://samples.mplayerhq.hu/
GREAT if you are going to develop a plugin and need files to test with.
Last edited by spotUP on 01-Apr-2009 at 04:05 PM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 16:19:06
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @spotUP
I finally found a source of Interplay ACM music, so i could test the plugin. Unfortunately it doesn't work so well. It plays OK for some seconds, then some noise, and then OK for a bit, and so on, and suddenly a crash.
Here's a good source for test tunes: http://www.blackwyrmlair.net/~chevar/Community/Music/
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 17:12:01
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
I just converted an ACM to WAV with the ACM tool from the libacm archive, it turned out good. So I guess it's not libACM.
edit: Hmmm... but this ACM seems to play nicely too... i will do some more testing.
edit2: OK now i found a problematic tune.
Download this: http://www.blackwyrmlair.net/~chevar/Community/Music/BG/Bc1.rar
and play Bc1a2.ACM, when it has finished tunenet outputs a lot of noise. the same file works if i convert it to wav.
i do get this from acmtool though:
7.RAM Disk:> acmtool -d Bc1a2.ACM Bc1a2.ACM: Samples:76456 Chans:2 Freq:22050 A1:0x07 A2:0x0010 kbps:163 Bc1a2.ACM: ACM error
So i guess there could be something wrong with libACM still. But as I said, the wav works.
Last edited by spotUP on 01-Apr-2009 at 05:23 PM. Last edited by spotUP on 01-Apr-2009 at 05:20 PM. Last edited by spotUP on 01-Apr-2009 at 05:17 PM. Last edited by spotUP on 01-Apr-2009 at 05:17 PM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 17:54:23
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @sallass00 oh.. i didn't realise you posted the exe of halomus until now.
this is the output i get:
13.Megadrive:AmiUpdate/temp> halomus sounds.map mus/
Halo PC music extractor and concatenator 0.2 by Luigi Auriemma e-mail: aluigi@autistici.org web: aluigi.org
- open input file "sounds.map" - enter in directory "mus/": ok
and after a while it grims:
module halomus at 0x7ED265D0
no file was created in mus/ Last edited by spotUP on 01-Apr-2009 at 05:54 PM.
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afxgroup
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:02:11
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Super Member |
Joined: 8-Mar-2004 Posts: 1968
From: Taranto, Italy | | |
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| @spotUP
as I said you most of the problems are endian byte swapping. 80% of formats are little endian.. you should convert them.. :-/ _________________ http://www.amigasoft.net |
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salass00
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:11:11
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
I fixed the problem with the ACM plugin. The problem was because the acm_read() function was returning >0 bytes read even after the end of the file had been reached. I added a simple workaround for it. |
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salass00
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:15:01
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
this is the output i get:
13.Megadrive:AmiUpdate/temp> halomus sounds.map mus/
Halo PC music extractor and concatenator 0.2 by Luigi Auriemma e-mail: aluigi@autistici.org web: aluigi.org
- open input file "sounds.map" - enter in directory "mus/": ok
and after a while it grims:
module halomus at 0x7ED265D0
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It seems I forgot to save halomus.c after adding the endian fixes . I'll apply them again and then test the program with the sounds.map file. Probably it will work then.Last edited by salass00 on 01-Apr-2009 at 06:15 PM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:15:16
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
great! :)
afx: that tool (halomus) is being ported by salass00. not me. that one seems problematic indeed.
as for the rippers i uploaded, i have not tested all of them no, but i think most should be endian safe. the other apps written by the same guy are. well, his new ones anyway.
if problems arise i will try to fix them. the first one in whdread has been fixed thanx to salass00, that one was a bit different, it wasn't written by the same guy.
Last edited by spotUP on 01-Apr-2009 at 06:17 PM.
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salass00
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:23:45
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
About the whdread endian fix. That was a bit weird because it would have had the same problem on a little endian CPU too because he was reading values as big endian while in the Hitman 2 .whd files (at least the ones I have here) they are clearly stored as little endian. |
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salass00
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:39:05
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Joined: 31-Oct-2003 Posts: 2707
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spotUP
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Re: Let's make TuneNet plugins! Posted on 1-Apr-2009 18:56:27
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
it does indeed seem to work very nicely. i still have the crashed tasks from the earlier version present in my system.. so it's slow atm, but it's extracting tracks nicely! \o/ will reboot and have a listen when it's done!
edit: playing the tunes now! works perfectly. 10/10!
Last edited by spotUP on 01-Apr-2009 at 07:43 PM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 0:13:03
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Update 64: * Added download links for many music tracks in various supported an unsupported formats. (Check top of post #1). * Added contact info for HCS, the VGMStream author.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 2:11:28
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
HMM!!! I think i just found out something important! I _might_ know why your wsr (wonderswan) plugin isn't working! :D
the rips found here: http://wsr.hcs64.com/
have .m3u files included, with gamename, subsong name and offsets. what happened in your player might have been that it didn't know what and where to start playing so it choked? have a look at this, and then check the added info about the format in post #1.
here's some info from one of the m3u files.
# ƒoƒgƒ‹ƒXƒsƒ¦ƒbƒg ƒfƒWƒ‚ƒ“ƒtƒ�ƒ“ƒeƒBƒA
Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$05,05 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$06,06 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$07,07 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$08,08 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$09,09 Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$0a,0a Battle Spirit - Digimon Frontier (WSC)(2002)(Dimps)(Bandai).wsr::WSR,$0b,0b
Last edited by spotUP on 03-Apr-2009 at 02:14 AM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 10:20:20
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Update 65: * Added a link to Sam Coupe .cop music. I had only linked to .sng music before. * Collected info for Sam Coupe playback and put it in post #1. * Collected more info on WSR (Wonderswan) and added it to post #1.
Last edited by spotUP on 03-Apr-2009 at 11:46 AM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 11:37:17
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Quote:
Xbox ADPCM audio codec Winamp plugin for playing the audio compressed with the Xbox ADPCM codec.Supports wave (tag 0x0069), DAT files (like those extracted with the old versions of my XWB/ZWB files unpacker) and XWB/ZWB/WBA/XSD/XSH archives (seen as an unique audio file and with the automatic skipping of WMA and PCM audio).
Do you know anywhere where I can find files in these formats? |
http://samples.mplayerhq.hu/game-formats/xbox-adpcm-wav/Global%20Progress%20Bar.wav
However... i think the VGMStream plugin would play these too, and do a better job as well.
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salass00
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 12:11:29
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Since at least some of the Xbox ADPCM files are RIFF-WAVE files I'm going to add Xbox ADPCM support to wave.datatype and TN_WAVE.tnplug. Last edited by salass00 on 03-Apr-2009 at 12:12 PM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 15:06:13
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
vgmstream lists the extensions like this:
Xbox IMA ADPCM: - .matx - .wavm - .wvs - .xmu - .xvas - .xwav
but the ones i have found has the extension as wav.. so are you going to add these to the wav plugins or how are you gonna do?
actually... hmmm is PCM normal wavs?
vgmstream supports these:
PCM: - .aiff (8 bit, 16 bit) - .asd (16 bit) - .baka (16 bit) - .bh2pcm (16 bit) - .gcsw (16 bit) - .gcw (16 bit) - .int (16 bit) - .pcm (8 bit, 16 bit) - .kraw (16 bit) - .raw (16 bit) - .rwx (16 bit) - .sap (16 bit) - .str (16 bit) - .wav, .lwav (unsigned 8 bit, 16 bit) - .xss (16 bit) - .zsd (8 bit)
so maybe if the vgmstream plugin was made, the wav plugin would be obsolete alltogether?
or the other way around... vgmstream could be implemented in the wav datatype and the wav plugin?...
Last edited by spotUP on 03-Apr-2009 at 03:08 PM.
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salass00
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Re: Let's make TuneNet plugins! Posted on 3-Apr-2009 15:18:39
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Hitman 2 has sound files that use .wav extension but are not RIFF-WAVE files. They don't have a RIFF-WAVE file header. Instead they seem to be stored as just raw PCM without much of a header or footer (this is after using whdread to extract them).
I wrote a simple vgmplay program that I used to play them with but obviosly I did something wrong because they were played at a much too high frequency. The speech sounded especially funny this way . |
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