11 March 2016 - Forum Rules
Started by qwertymodo, November 10, 2016, 03:37:14 PM
Quote from: qwertymodo on November 12, 2016, 02:14:57 PMYes you can open them in Audacity, Import> Raw Audio>16 Bit/2 Channel/Little Endian/Skip First 8 Bytes. Use the Normalize effect, -12dB is a good starting point but you'll need to try it out to find a good level. Then save as 16 bit PCM WAV, and then run it through WAV2PCM (I'm on my phone and don't have a link, sorry). Finally, you need to copy the 8-byte header from the original file into the new one using a hex editor (really it's just bytes 4-7, but either way, you want to paste OVER the existing 8 bytes, not insert). Sorry if that's hard to follow, like I said I'm on my phone right now.
Quote from: qwertymodo on November 12, 2016, 03:02:57 PMStart offset is 8 bytes, end is 100%
Quote from: qwertymodo on November 12, 2016, 03:46:18 PMYeah, it's just a really unfortunate situation all around, and it really all came down to timing. The MSU-1 gained popularity really quickly following Conn's initial aLttP release, which very quickly unearthed the SD2SNES issue which had largely gone unnoticed before then, but ikari wasn't able to patch it quickly enough to stop people from coming up with a workaround, and then by the time he did patch it, these hacks were released this way and their authors had moved on and didn't want to go back and fix them properly now that the workaround was no longer necessary. I know there's one guy that's trying to collect all of the audio packs he can and fix them all, but I don't what the status is on that currently.
Quote from: qwertymodo on November 13, 2016, 09:19:09 AMI'm not going to port it, no, but I can say that the amount of processing power required is trivial (literally, read a file and add two numbers together), so it absolutely should be portable to any system. I'd love to see it on the Wii.
Quote from: qwertymodo on November 13, 2016, 01:38:22 PMI haven't paid much attention to the WiiU scene, but yeah it would be great there as well. Like I said, there is almost 0 computational overhead, so there is no need to think of this as a resource-constrained feature. You just have 2 read-only file handles, one of them you just read a byte and return it, the other one you read the audio samples and add them to the DSP output (literally sample_a + sample_b = sample_out). There's no fancy processor to emulate, it's basically just a giant 32-bit mapper with raw audio streaming. I can easily hit 1200-2000fps with MSU on my desktop. The Wii/U won't have any problem with it at all.
Quote from: qwertymodo on November 14, 2016, 02:27:44 PMhttps://github.com/snes9xgit/snes9x/commit/27e6bc1b0114b088bf9000a2bd51c0d2108cf474
Quote from: nintendo_nerd85 on November 13, 2016, 10:28:47 AMWii U would be more practical, given its raw power
Quote from: sindrik on November 14, 2016, 11:20:53 PMi would rather have the Wii port first, it would work on vWii too, and the snes9x gx emulator is much much more stable and mature than the retroarch port. It also works on sharp 240phope it happens on both, but wii is THE best option
Quote from: Bahamut ZERO on November 15, 2016, 02:35:37 PMTrue, but the Wii port's come a long way. Outside of maybe some sound effects in Chrono Trigger and a speed issue with Star Fox it's just about as stable.
Quote from: qwertymodo on November 15, 2016, 03:35:05 PMSnes9xGx (the Wii port) is still based on 1.52 with the old APU.
Quote- Highly acculate SPC700 and S-DSP emulation. (Blargg)- Replaced APU emulation cores (SPC700 and S-DSP) with ones provided by Blargg's SNES_SPC library. This renders savestates incompatible with older versionsQuote1.54 however, implemented Byuu's S-SMP core, making it even more accurate.
Quote1.54 however, implemented Byuu's S-SMP core, making it even more accurate.
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