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Snes9x MSU-1 Support

Started by qwertymodo, November 10, 2016, 03:37:14 PM

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qwertymodo

Yes 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.

nintendo_nerd85

#21
Quote from: qwertymodo on November 12, 2016, 02:14:57 PM
Yes 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.

Okay so I was half right with Audacity, WAV2PCM should be easy to find, which offsets does the head start and end? I can use HxD to open and close it.  I'll figure something out.


Edit: Found them, reduced db by -10, not as loud, I'll try -12 next, but no more distortion. This gonna take a while XD

Edit 2: -12 db is the sweet spot, sounds good, now to repeat for the others XD

qwertymodo

Start offset is 8 bytes, end is 100%

nintendo_nerd85

Quote from: qwertymodo on November 12, 2016, 03:02:57 PM
Start offset is 8 bytes, end is 100%

Got it, converted some PCM files, this is gonna take a while to fix Mega Man X's since IDK if the ROM hacker will.

qwertymodo

Yeah, 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.

nintendo_nerd85

Quote from: qwertymodo on November 12, 2016, 03:46:18 PM
Yeah, 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.


I mean, I can try to mess with them a bit, reducing the volume, it's a daunting task. Now that the Wii U has RetroArch working (still pre alpha), the team discussed porting over Snes9x 1.54 to it.

Kallisto

This is incredible! Nice! Are you planning on making snes9x msu compatible with the Wii, and other systems?

I remember Retroarch staff said doing so for the Wii might not be strong enough (unless there can be a workaround with it).

qwertymodo

I'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.

nintendo_nerd85

Quote from: qwertymodo on November 13, 2016, 09:19:09 AM
I'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.

What about Wii U?

Wii U would be more practical, given its raw power; the RetroArch team would love to port it over at some point, but they need to give it time as they're pretty busy fixing up the Wii U port, which was released as pre-alpha last Saturday.   There's been so much going on in the Wii U scene the past few weeks.

qwertymodo

I 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.

Bahamut ZERO

Finally I can try an MSU-1 hack on an emulator I like! Thank you very much!

And the possibility of it running on Wii (maybe even PSP if hell were to freeze over) one day is epic.  :thumbsup:
Like Super Mario Land? Then you'll love my first completed Rom Hack: Maniac on the Run!

nintendo_nerd85

Quote from: qwertymodo on November 13, 2016, 01:38:22 PM
I 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.

Right, again the Wii U scene has been catching on like wildfire, full kernel/IOSU access is achievable, a few exploits, RedNAND (NAND emulation), so the Wii U with MSU-1 will be pretty sweet.



sindrik

Quote from: nintendo_nerd85 on November 13, 2016, 10:28:47 AM
Wii U would be more practical, given its raw power

i 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 240p

hope it happens on both, but wii is THE best option

nintendo_nerd85

Quote from: sindrik on November 14, 2016, 11:20:53 PM
i 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 240p

hope it happens on both, but wii is THE best option

Eh, Wii U port already has perfect sound and speed on Snes9x, there's a Snes9x 1.54 core, it's not final, it all depends on what the team does.

Bahamut ZERO

True, 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.
Like Super Mario Land? Then you'll love my first completed Rom Hack: Maniac on the Run!

nintendo_nerd85

Quote from: Bahamut ZERO on November 15, 2016, 02:35:37 PM
True, 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.

Sound effects should be spot on, Snes9x uses Blargg's S-SMP audio core; the Wii VC however, doesn't and the game sounds weird.  Again, it's up to the team to do it.

qwertymodo

Snes9xGx (the Wii port) is still based on 1.52 with the old APU.

nintendo_nerd85

Quote from: qwertymodo on November 15, 2016, 03:35:05 PM
Snes9xGx (the Wii port) is still based on 1.52 with the old APU.

Not as old as the APU from 1.51, I remember when 1.52 has superior sound to 1.51.

http://www.snes9x.com/phpbb3/viewtopic.php?t=4542

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 versions
Quote

1.54 however, implemented Byuu's S-SMP core, making it even more accurate.