Super Mario Bros. DX
(Wonder why this one has been done yet when it is a major title)
Harvest Moon 2
Harvest Moon 3
Last Action Hero
Kawa no Nushi Tsuri series (Legend of the River King)
Mario's Picross 2
Magination
Pokemon Trading Card Game 2
Still waiting for SMB DX.
In addition, I would like to see the Opening and Surf Minigame themes from Pokemon Yellow added onto the Blue .GBS
Murray wrote:
Well?
If yer that desperate, try ripping it yourself.
If you don't understand what's going on when someone rips a GBS, how can you be so certain someone around is currently capable of filling your requests so quickly?
I've gotten the rip done. I still need a bit of experience with the assembly instructions before I'll be able to start knocking out the custom coding process with no trouble. On the plus side, even if I'm working for an unresponsive audience, it's so much better to be credited for whatever I may achieve, instead of having it blindly taken, like my hard-won cheat codes for the same systems.
New: Tamagotchi(good practice, since it has a sound test, and wasn't ripped yet), Super Mario Bros. Deluxe(started at song 63, which threw me)
You can probably copy the SMBDX author's name from the SMB1 NSF.
EDIT: Or maybe not. The GBS hits a lot of wrong notes compared to the NSF. First is in GBS track 1, around 0:38.
I fixed the sound authors on SMB-DX. Beating a game to get to the credits isn't a 4:00AM task.
I have attempted to do Pokemon Yellow myself, but I was not succesful.
Here is my attempt:
http://www.megaupload.com/?d=Y3N7BBEU
All my attempts to make a Pokemon Yellow GBS have failed. I don't have the kind of debugging stuff I can use when doing an NSF.
I have made the Last Action Hero GBS, in a fraction of the time spent on PM Yellow. I did get tired of there only being a PM Blue GBS, so I filled over it with PM Red data, which isn't precisely the same, but it's only a few isolated bytes of difference...which I can't check for accesses very easily.
Just because:
Last Action Hero:
0?1-88F-E6E:Level Select(A = Credits)
If Pokemon Yellow is anything like Pokemon Crystal, then the added music tracks will be in a bank isolated from the Red/Blue music (it may have been the last bank of the ROM for Crystal), and the init data (pointers, bankswitch values) for each song will be organized in a table. Hopefully, it shouldn't require anything more than just adding another bank, using the new init table, and altering the bankswitch values to work the rip.
I may take a stab at it tomorrow.
thanks so much for last action hero, appriciate you taking the time to do it
great to have you guys still making game soundtracks available!
if you ever got the time, feel free to do Harvest Moon 2 and 3 on gameboy too
I made a Visual Basic 6 program that converts GBS files to GB files, using the GBS Player 1.02 setup. It's mostly to make quick-change debugging easier on me, but if someone else thinks it could be helpful, then great.
Source code is included, so if you want the stuff at 0x150 - 0x400 to be relocatable in the program, and the 0x101 jump reprogrammed to match, you can do that yourself. I don't claim to have made the GBS player coding.
Hope we can get Pokemon Yellow soon.
I would also like a rip of Mole Mania(if you've even HEARD of it!)
I have done Pokemon Yellow (I hope everything is there).
http://www.snesmusic.org/hoot/kingshriek
Hey, I see you've recently ripped 'Project S-11', thanks for that.
kingshriek wrote:
I have done Pokemon Yellow (I hope everything is there).
http://www.snesmusic.org/hoot/kingshriek
Doesn't seem to work in Audio Overload.
Neither does Game & Watch Gallery 1
Pokemon Yellow should work now. All was needed was to force switching in bank 0 to switiching in bank 1 in my bank handling lookup table. Very common cause (along with switching in of missing banks) of rips working in some players and not in others. Thanks for letting me know.
A stranger incompatibility is with my Last Bible 1 & 2 rips. They both cause Audio Overload (2.0b7 - Windows) to crash but work fine with NEZplug.
Last Bible seems to have a header issue - I used a hex editor to replace the first line of hex with that from Pokemon Yellow and AO didn't crash(though it couldn't play it either.)
I'd change my GBS sound engine (used in Audio Overload) to convert bad bank values to good ones if I knew what conversion to apply. I'd just use modulus (as the hardware would) except GBS files can have a non-power-of-two number of banks. It seems the correct thing to do would be to apply a modulus based on the number of banks in the original cartridge. Sorry that I never cleaned up my GBS debugger and released it.
blargg wrote:
I'd just use modulus (as the hardware would) except GBS files can have a non-power-of-two number of banks.
You can probably just pad the file with $FF (excuse me, 0FFh in Intel syntax because the Game Boy processor is a customized LH-0080, a Sharp clone of a
Zilog clone of an
Intel design) to the next power of two bytes.
The GBS format doesn't specify a MBC (memory bank controller), unlike the GBR format, so a max rom size isn't defined.
NEZplug assumes MBC1 w/ a 512KB ROM/32KB RAM maximum (ROM bank # is modulo 0x20) for GBS files. MBC1 doesn't allow switching in bank 0 into $4000-$7FFF, and will switch in bank 1 instead.
It would probably be a good idea to switch in bank 1 for both bank 0 and bank 1 selections. Most MBCs exhibit this behavior (all except MBC5 I believe).
Thanks for the info kingshriek, especially the bit about bank 0. I had already found that Tetris DX and Wario Land 3 rips failed if you didn't either ignore bank 0 requests or use bank 1 instead. But what is the correct bank masking behavior? Perhaps I could (virtually) pad the input data to 512K. I really wish the GBS spec were clear on this matter.
Sorry for the bump, I was hoping for 2 things:
a Spanky's Quest GBS rip
(you know it in not JUST on Snes, but on GB too!)
And
a GBS (or GB) to MIDI converter!
That is what I wanted so much,
but that is all unless I want something more
Thanks
-Hamtaro126
I'd love to see Mario Golf ripped.
and more harvest moon goodness
Dwedit wrote:
I'd love to see Mario Golf ripped.
Mario Golf was ripped by kingshriek a long, long time ago.
http://snesmusic.org/hoot/kingshriek/
Would be good if before requesting a rip any of you'd check my GBS rips listing:
http://snesmusic.org/hoot/temp/gbs.html
I try to update it as soon as I find any new GBS files (though yes, it doesn't have latest kingshriek update, will fix that tomorrow).
Mole Mania and Spanky's Quest are done and uploaded.
www.snesmusic.org/hoot/kingshriek
Hmm, seems like ugetab has ripped two other GBS files. Do I understand correctly that the Harvest Moon 2 rip is good (just doesn't work as a .GB file, which doesn't concern me much), and the Simpsons one isn't?
In the mean time I've added them both to my listning for now, if you think I should remove any/both, tell me.
The Harvest Moon 2 GBS only works in NEZPlug for reasons that I believe relate to stack overflows or underflows. I had to re-engineer the GBS2GB player code just to keep it from crashing. Escape from Camp Deadly sounds far from correct. Even with the BGB debugger, I can't seem to get either to work to a degree that satasfies me.
If these are acceptable to you, feel free to add them, with the noted issues.
kingshriek wrote:
Mole Mania and Spanky's Quest are done and uploaded.
www.snesmusic.org/hoot/kingshriek
Thanks for Mole Mania! Please fix it so that it works in Audio Overload.
Track 15 is beta, I believe.
BTW, would any of you know how snesmusic.org managed to do Super Punch-Out?(seeing as neither ZSNES or SNES9x can rip it)
kingshriek wrote:
Mole Mania and Spanky's Quest are done and uploaded.
Kingshriek, thanks for the HES rips especially! Did you rip them all, and do you have an information page about the HES rips from CD games?
Yes, I ripped all the HES files on my page. I wouldn't be surprised at all if some are duplicates of what has been done the Japanese ripping community, though. I wouldn't know, given how the Japanese ripping scene consists of posting links to low-retention upload sites on 2ch (also low-retention).
I don't have an information page about CD rips, though I'll give a short description right here.
Most CD games use the System Card PSG driver (thankfully). To determine if a game does, make a save state while PSG music is playing, and search for occurances of "20 D8 E0" in a hex editor. If you get some matches, chances are the game uses the System Card driver.
The System Card PSG driver comprises bank 2 of the system card and is loaded into MPR6 when needed. The PSG driver has two interface routines, one for intialization and one for playback. These are called through a jump table at the top of bank 0 of the system card which is loaded into MPR7. The initialization routines are called through $E0D8 and the play routine through $E0E1. Song data is loaded into MPR4-MPR5 - one or the other or both. In summary, for an System Card driver rip, you will need to rip bank 2 from the system card, the interface routines in bank 0, and of course the music data itself.
$E0D8 takes at least one parameter which determines which one of the initialization routines is chosen. This parameter is located at $FF on the zero-page. The initialization routines make take additional parameters (usually $F8 and $F9 depending on the routine). For HES rips, you only need to care about 9 or 10 of these routines. These are:
Code:
$E0D8 init routines - parameter $FF selects the routine
$FF parameters description
-----------------------------------------------------------------------------------
#$00 $F8=0 turns on playback
#$02 $F8=(0..5) sets clock rate, preps RAM
#$03 $F8,$F9 - stored into MPR4,MPR5 respectively banks for song data
#$04 $F8,$F9 - address (little endian) song data
#$05 $F8,$F9 - " " wave data*
#$06 $F8,$F9 - " " envelope data*
#$07 $F8,$F9 - " " pitch envelope data
#$08 $F8,$F9 - " " frequency modulation data
#$09 $F8,$F9 - " " percussion data
#$0B $F8 - song number song select
*additional to what's in the system card
The above init routines (other than the song select one) are called sequentially in a block of code in just about every game I've seen that uses the system card driver. So, they are very easy to find in a hex editor. The song selection is handled the same way in every System Card driver game.
You can take out routine #$03 if you NOP out the banking used in the driver and handle it from the outside (this is what I prefer). Also, not all games will used all the above routines. #$05-#$09 are purely optional, for example, although the music will generally sound better if they are used.
Below is a typical init routine (assuming banking is handled outside as described above):
Code:
.
.
.
PHA ; push HES song number
TAX
LDA banktable,X ; load banks - set up music data in $8000-$BFFF
TAM #$10
INC
TAM #$20
CLA
STA $FF
STA $F8
JSR $E0D8 ; turn on playback
LDA #$02
STA $FF
LDA #$05
STA $F8
JSR $E0D8 ; set clock frequency (w/ arg=#$05)
LDA #$04
STA $FF
LDA $8000 ; song address LSB
STA $F8
LDA $8001 ; song address MSB
STA $F9
JSR $E0D8 ; set song data address
.
. ; insert data init routines #$05-#$09 - similar to that of #$04
.
PLA ; pull HES song number
TAX
LDA songtable,X ; load song number specific to music data block
STA $F8
LDA #$0B
STA $FF
JSR $E0D8 ; establish song number
.
.
.
The play routine takes no parameters. However, depending on the game, it can be driven either by IRQ1 or TIQ. You'll need to check this for each game.
Finding all the music data can be a challenge in itself. I usually search for strings of repeated "1F"s or "01"s - common sequences that occur in additional waveform data. You can also try searching for "DD FF", a common bytecode sequence in the music data which sets the pan to full volume on both sides. I don't know of any search criteria that will guarantee finding all of the music data in a game, but I've been very successful with the criteria listed above. If the game has a soundtest, you can easily just use save states to extract the music data. Much easier than combing through the CD image.
Also, it isn't uncommon for their to be a lot redundancy among the music data blocks in the data section of the CD. I found over 100 16K blocks of music data in Kabuki Den for example.
Zeograd's lair has a full disassembly of the System Card PSG driver (with comments). A very good reference.
For games that don't use the System Card driver, there's not much I can say other than doing a lot of disassembling, analysis, and testing (and hair pulling, praying to the gods, etc.). Luckily these don't come up to often. Another driver I've seen come up a few times is one where each section of song data begins with the ASCII string "MUZ". You can look to my rips of Fiend Hunter or Cal II as a reference for these.
Hope the above is helpful.
Thanks for the info, it'll be very helpful! If I get some free time someday, I might try my hand at HES ripping too. But I'd better try some HuCard rips first. Anyway, do you know of any pages with the HES format specification, or any HES tutorials?
ccovell wrote:
Anyway, do you know of any pages with the HES format specification
http://www.purose.net/befis/download/ne ... esspec.txt
This might count as a tutorial (The Legend of Xanadu .hes ripper with sourcecode).
http://www.purose.net/befis/download/ne ... 020519.zip
More on the HES format:
PCE ROM compatibility - Just about all HES files out there have a segment of code located at $FF00-$FFFF included so that the rip becomes functional as a PCE ROM (using I and II to select songs). So when you make a rip, just copy this section from another rip into the same place. The IRQ1 and TIQ vectors in this code are $E020 and $E023 respectively, so put entry points to the vsync and timer routines in these locations.
Data size field - Make this the size of the rip in bytes minus the 32 byte header. Some HES players strictly enforce this field, others don't.
Load address field - Make this $20 if you want the rip to be compatible as a PCE ROM.
MPR values and compatibility - HES rips can use SGX RAM if they need extra RAM, however this presents compatibility problems when loading as a PCE ROM in an emulator that doesn't support/allow you to force SGX emulation. For rips that use 16K of RAM, they can be played in these emulators by changing the MPR value 'F9' to 'F7', using battery RAM instead. However, I know for one thing that NEZplug doesn't support battery RAM (even though it should).
DDA samples - Some games use DDA for drums rather than synthesized noise. This is mostly done via the timer interrupt (with the PSG synth driven by vsync). These aren't usually too hard to deal with - just follow the TIQ vector in the ROM for the DDA code (you'll see it write to $0806). Just make sure you write the correct value to $0C00 so that the samples will play at the correct rate (very easy to find if you know where your emulator of choice stores it in its save-state files).
ADPCM - I don't think it's supported. Ru^3's version of NEZplug looks like it has partial support, but I couldn't get anything working (in both rips that use it and small test HES's I made).
General ripping strategy:
Tools - PCE emulator, Hex editor, HuC6280 disassembler
The two general methods of attack are from the outside-in and from the inside-out. The first being tracing from TIQ and IRQ vectors and the second being picking a place that's obviously part of the music driver (writes to $0800-$0807) and working from there. I prefer the latter of these two methods, especially for CD game ripping, as the first method will just send you through a bunch of BIOS routines which will surely use an indirect jump somehwere to get to music player routine. The rest of the information I provide below will imply the inside-out methodology.
Obviously, you'll want to locate the chunk of code that contains the music driver. Searching for writes to $0800-$0807 should lead you to it (unless it's a System Card driver game, which I already explained in my last post). What I usually do is just throw in an infinite loop ("80 FE") in place of one of these sound register writes, reload the ROM/save-state and if it locks up, I know I'm inside the play routine. From here, you can get a stack trace to help lead you to the entry point. You'll of course want to disassemble the bank that it resides in as well. Sometimes, inspection is enough to find the necessary routines (hope for a jump table at the top of the bank).
If you can find the play routine, search for a JSR to it elswhere in the ROM/save-state, and see what's being written to the memory registers (MPR0-MPR7) before it's being called. Searching on these MPR writes may give you the init routine. You can try the "80 FE" technique here as well - if the game locks up when it tries to load a song and not any time else, you're in the init routine. Watch for what is passed into the init routine - the accumulator is common, but it can be an index register, a memory address, or even from the stack.
I wish there was a good PCE/CD debugger. Would make the process so much easier.
Thanks! Don't forget that battery RAM is technically "locked" until one writes to $1807 with the high bit set. But I'm sure if a player doesn't support BRAM, it won't get this technical either.
Hi, I have a few GBS requests myself. I'm glad people are still ripping them, and doing a great job of it too - ripping the popular as well as the obscure. Mine are as follows:
Adventure Island 2
Alleyway (this was a launch title, why hasn't it been ripped yet?
)
Burger Time Deluxe
F-1 Race (rad title tune)
Xtreme Sports (a GBC title by WayForward)
Thanks in advance~ Getting these would complete my collection!
Edit: I have just discovered Xtreme Sports has a sound test. So that doesn't need to be a priority should someone decide to rip one of these.
I've made a new thread about HES file ripping here:
http://nesdev.com/bbs/viewtopic.php?t=1416 so we can stay on-topic here.
I second the requests for:
Alleyway
F-1 Race
that picc made. Gotta love the music from those early generation games.
http://drag.wootest.net/gbs/
That's the stuff I've done.
I have ripped Mario's Picross 2, but the reason I don't release it is that it has a really strange problem which I can't fix (Data East games have this problem too), the PCM channel doesn't silence, it just hangs, which makes songs sound wrong. The .gb version of the gbs works fine though, so I'm thinking it's possibly an emulation problem, but still, I don't feel comfortable releasing GBSes that blatently don't work. :S
Drag wrote:
I noticed a problem with your Donkey Kong gbs rip. Track 46 is the credits theme, but for some reason it just keeps looping the first few notes over and over and never starts up the rest of the song.
Also I'd like to request "Tenchi Wo Kurau", a Gameboy installment of Capcom's Destiny of an Emperor series, to anyone willing.
ArnoldRimmer83, Track 46 is Game Over, the Credits theme doesn't seem to be there.
Oh yeah, you're right. Its been awhile since I saw the game over screen in that game. The credits sequence music does start up with that same tune, then it changes.
Gameboy gallery (U) (S) W/Sound FX
Animaniacs (Found but no super gameboy music or sounds, needed)
Toy Story
Sorry to be out of touch, but have Ikari no Yousai (Fortified Zone), Ikari no Yousai 2, or Chikyuu Kaihougun "ZAS" ever been ripped?
They have some pretty nice tunes, I think.
What we need is a fixed version of Donkey Kong.
Ripped Adventure Island 2. Also did Bubble Bobble.
Thanks, but... your Adventure Island 2 .zip seems to be empty?
Fixed, and added a broken rip of Chikyuu Kaihougun "ZAS". It works in an emulator, but not in NEZPlug.
Ripped Ikari no Yousai 1 and 2.
Some other games to consider:
Amazing Tater (1991)(Atlus)
Brain Drain (1997)(Visual Impact, Acclaim)
Crazy Bikers (1999)(Konami)
Daffy Duck - Fowl Play (1999)(Sunsoft)
Flipull (1990)(Taito)
Ganbare Goemon - Hoshizorashi Dynamites Arawaru!! (2000)(Konami)
Ganbare Goemon - Mononoke Douchuu Tobisuise Nabebugyou! (?)(Konami)
Grinch (2000)(Konami)
Hamtaro - Ham-Hams Unite! (2001)(Nintendo)
Harry Potter and the Chamber of Secrets (2002)(Electronic Arts)
Harry Potter and the Sorcerer's Stone (2001)(Electronic Arts)
Harvest Moon 3 (2001)(Natsume)
Hello Kitty no Beads Koubou (1999)(Imagineer, Nintendo)
Hello Kitty no Magical Museum (?)(Imagineer)
Hugo - Black Diamond Fever (2001)(ITE Media)
Keep the Balance (2001)(Karma Studios, JoWood)
Kirby's Star Stacker (1997)(HAL Laboratory)
Kirby's Tilt 'n Tumble (2000)(HAL Laboratory)
Legend of the River King (1998)(Natsume)
Legend of the River King (2000)(Natsume)
Lil' Monster (1999)(Kid, Agatec)
Magi Nation (2001)(Interactive Imagination)
Magical Tetris Challenge (1999)(Elorg)
Mickey's Racing Adventure (1999)(Rare)
Mickey's Speedway USA (2001)(Rare)
Monster Rancher Battle Card GB (1999)(Tecmo)
Monster Rancher Explorer (2000)(Tecmo)
Mr. Driller (1999)(Namco)
Mystical Ninja starring Goemon (1998)(Konami)
Perfect Dark (2000)(Rare)
Planet of the Apes (2001)(Torus Games, Ubisoft)
Pokemon Puzzle Challenge (2000)(Intelligent Games, Nintendo)
Pop 'n Pop (2000)(Taito)
Power Quest (1998)(Sunsoft)
Quest RPG - Brian's Journey (1999)(Imagineer, Sunsoft)
Rayman 2 - The Great Escape (2001)(Ubisoft)
Ripped Deja Vu 1 and 2. May do a few more from the above list that interest me.
Thanks for the rips!!!
Some of the games in the list above have already been ripped. Like check out Contra under Operation C, its U.S. name. And wasn't Mystical Ninja starring Goemon just a colourized version of Ganbare Goemon - Sarawareta Ebisumaru!, which has a rip?
ccovell wrote:
Thanks for the rips!!!
Yeah, you're a godsend.
Now if only kingshriek would wake up from his ripcoma.
ccovell wrote:
Some of the games in the list above have already been ripped.
Updated the post to reflect that - I just went through my 'best game' folder and looked which games weren't in gbs colly. There may be other, worse games with good music too though.
ccovell wrote:
And wasn't Mystical Ninja starring Goemon just a colourized version of Ganbare Goemon - Sarawareta Ebisumaru!, which has a rip?
Will confirm that if time permits, and edit the list if so (though if there are rips of LoZ4 DX, Mystical Ninja starring Goemon is fair play IMO.
Added Battle of Olympus. I doubt this even qualified for ripping, to be honest.
I modified my GBS2GB program to allow one to move the code at 150-400 to some other location in bank 0. I'd say that pretty much makes it complete for debugging purposes.
Added Shadowgate Classic.
ccovell wrote:
Thanks for the rips!!!
Some of the games in the list above have already been ripped. Like check out Contra under Operation C, its U.S. name. And wasn't Mystical Ninja starring Goemon just a colourized version of Ganbare Goemon - Sarawareta Ebisumaru!, which has a rip?
I believe he means the second gameboy Goemon game. The one Konami released in the US. It's completely different from Sarawareta Ebisumaru.
Added Bomberman GB 2. The time I saved on the routines being easily located was spent relocating and rewriting FF3x load tables, and rewriting code that banks and unbanks some init code.
ugetab wrote:
Added Bomberman GB 2. The time I saved on the routines being easily located was spent relocating and rewriting FF3x load tables, and rewriting code that banks and unbanks some init code.
Umm, your rip is identical (track for track) with Matrixz's rip of Bomberman GB (
http://elazulspad.net/matrixz/gbs/gbs.htm)
What gives?
Here's how it seems to me:
Bomberman GB (J) = Not released in america
Bomberman GB (U) = Bomberman GB 2 (J)
Bomberman GB 3 (J) = Japanese release only
I expected you already were aware of this if you were requesting Bomberman GB 2/3, which was (J) only.
Ripped Bomberman GB (J). The simplicity from Bomberman GB 2 was here, without the complex stuff to add 2 hours of effort.
Ripped Bomberman GB 3. It suffered from the same problems that #2 had, but with a simpler solution. Just an hour total, instead of 2 after locating the music banks.
Ripped Bomberman Quest. The sheer number of tracks that needed sorting was the worst of it. Internally, the bank-switching used matched up with what the GBS needed, so that made it pretty easy to get it working.
ugetab wrote:
Here's how it seems to me:
Bomberman GB (J) = Not released in america
Bomberman GB (U) = Bomberman GB 2 (J)
Bomberman GB 3 (J) = Japanese release only
I expected you already were aware of this if you were requesting Bomberman GB 2/3, which was (J) only.
Actually I was aware only that Bomberman GB (J) was released stateside as Wario Blast.
Still, thanks for the Bomberman rips. Nice music there, as per usual with Hudson Soft.
Added Robopon - Sun Version. Hudson music drivers have quirks, but they're compartmental in structure. Rebuilt 2 identical banking tables, and a few init values, and had to trick it into thinking it always had to re-init the songs.
ugetab wrote:
Ripped Bomberman GB (J), Bomberman GB 3, Bomberman Quest
If Dubble's gamerip of Gameboy Bomberman games is to be believed, Bomberman GB games were composed by Yasuhiko Fukuda (with the standard Bomberman tracks by Jun Chikuma), while Bomberman Quest was done by Keiji Ueno, Goro Takahashi.
Great rips too!
I updated the bomberman sets with the info you provided. I also like some music from most of the bomberman sets.
I added a modified, but still broken, Harvest Moon 2 rip. It plays super-fast in my modified player, but it does work. If I could figure out why it keeps refusing to work in the normal player, or wants to keep being difficult in the emulator, I'd have a better chance of working out more natsume drivers. As it stands, they have a nightmarish quality to them...
Added a fully working Harvest Moon 3 rip. The main problem was rewriting a banking table/including correct banking, and deciphering a problem where writes to 3000 were immediately un-banking the banks that were put there by writes to 2000.
Added Alleyway, F-1 Race, Felix the Cat, Bomberman Collection(Game Selecter), Bomber Boy.
Murray wrote:
ArnoldRimmer83, Track 46 is Game Over, the Credits theme doesn't seem to be there.
The version I used to rip the GBS was the version I played the entire way through, and when I got to the credits screen, there was no music present.
Edit: This is in regards to my DK rip.
some games these are unusual ones thought would be interesting.
toy story
wario land 2
gameboy gallery
gameboy color promotional demo
game genie
Some of these have already been done. Check
http://www.snesmusic.org/hoot/gbs/ for existing rips.
i only wario 2 unless they are updating there not there.
http://www.zophar.net/music.html
This link will work. They don't like linking directly to that page, it seems.
can someone create gbs for these games? take your time i don't Need them
but it would be a more complete collection.
Ugetab, your GBS of Bonk's Revenge is identical to Kingshriek's GB Genjin 2. I take it they are the same game, so in this case you can reuse the composer credits from Kingshriek's rip (Kimitaka Matsumae).
I'm just working through a few more hudson drivers. If I re-rip something that doesn't go by the US name, and it uses the simple hudson driver, I don't mind. I'll add the author name to Bonk's Revenge when I get the chance.
Several of the games seem to have worth-while music, so I don't mind a slight bit of work on a driver I understand well. The majority of the work goes into rewriting 1 particular banking routine, and relocating the FF30 table info. It's all the newer games that have coding too complex for me to grasp easily with the current tools. Perfect Dark loads it's music driver into a D000 bank, at which point, it proceeds to bank and unbank the RAM from code, and the D000 code seems to bank and unbank the ROM. There's also the matter of how differently each GBS emulator works, where even an overall successful rip for one will fail in another.
Also, I've messed with my GBS to GB maker enough that it actually works again, with the new coding. I don't see how I kept believing it worked when it had a few errors here and there. Must have had something to do with my keeping the original known-working version in my GBS folder.
Thank you Ugetab for the gameboy gallery Gbs and Alleyway I'm so happy!! May you have good carma!
Drag's Mickey's Magical Wands Gbs is missing the Game over track and wand
wave track.
Drag wrote:
Murray wrote:
ArnoldRimmer83, Track 46 is Game Over, the Credits theme doesn't seem to be there.
The version I used to rip the GBS was the version I played the entire way through, and when I got to the credits screen, there was no music present.
Edit: This is in regards to my DK rip.
What version could you possibly have?
Here are all the missing tracks(going by Reichu's gamerip):
Hammer Theme
Special Block(placing a road or ladder)
Plumber Down! 1(hit by enemy - might be considered SFX)
Staff Roll(credits)
nensondubois wrote:
Drag's Mickey's Magical Wands Gbs is missing the Game over track and wand wave track.
Oops! Sorry about that! I just checked and there were some additional song riffs after all of the sound effects. I'll fix it in a bit.
Edit: Ok, if you redownload the gbs from my site, you should get the updated version. Thanks for telling me!
Murray wrote:
What version could you possibly have?
Here are all the missing tracks(going by Reichu's gamerip):
Hammer Theme
Special Block(placing a road or ladder)
Plumber Down! 1(hit by enemy - might be considered SFX)
Staff Roll(credits)
I have "Donkey Kong (JU) (V1.0) [S][!]"
Unfortunately, this is one of my older rips, and I lost my notes on it, so the only way I can fix it is if I were to re-rip the gbs, which I might do in the future.
I just looked at the game again, and there definately was no music playing during the credits. Perhaps you're using a different version of the game than I am?
I have the same thing no music in the credits on Donkey Kong (JU) (V1.0) [S]. It definately is the version maybe even a prototype.
That is because you are playing in Super Game Boy mode. If you play in a different mode, there will be music in the credits.
Ok, I'll have to look into it then, I must be missing a bank or something...
Can you ripp a gbs for Toy story? And you might want to add Gameoy gallery To your gbs archive Before you do, you must ask Ugetab because he ripped it.
People shouldn't have to ask before they make a copy of something like an NSF or GBS. Mirroring is what saves files from being junked when a server dies, or the site stops operating. Maybe with broken rips, it would be a good idea to ask, but with rips that are believed to be working, it shouldn't be an issue. Rippers who choose to stick around know the score on the potential that their name will be lost when their work moves around. Most people who would want to steal credit are too dense to actually pull it off.
I managed to do that Toy Story rip. It required that I set BGB's mode to regular Gameboy, because the music wouldn't play otherwise. It makes sense that the DK rip could be missing music in that case, but having skimmed through the code, I think some init value needs to exist, or some tracks need to be played consecutively, or some other mind-numbingly obscure nonsense.
When if you changed it to sgb mode then changed the filename extension to spc would that work?
Nonsensedubois: I wanted to go into a rant over that reply, but to put it simply, you have what you wanted, so you can leave for a while again. Read other sources of information or do some tests yourself. If they don't work, you can either deem it a failure, or find out why it doesn't work. If your only avenue of interest is to ask other people to do things for you, then you're not contributing anything but a headache to respond to. You need to study, comprehend, and possibly even practice in some of the fields you've been posting about. The reply you just posted could have been avoided just by attempting to rename the file to .SPC, and trying to play it. The fact that it wouldn't have worked would have immediately answered your question for you.
I wrote that in a rush because I had a meeting with my boss and wasn't thinking please disregard that.
nensondubois wrote:
I wrote that in a rush because I had a meeting with my boss and wasn't thinking please disregard that.
Boss? Didn't you say you were 15 years old?
He's my dad he wants me to call him my boss because I work with him at the factory stripping wires hammering some nails and sometimes remove sheetrock from a unused wall.
Here's why you can't save a GBS in .spc format:
The Super Game Boy is considered a coprocessor on the Super NES, just like Super FX, SA-1, etc. Unlike some NSF players that support coprocessor sound in Famicom rips, the SPC players that I'm aware of do not support coprocessor sound.
tepples wrote:
Here's why you can't save a GBS in .spc format:
The Super Game Boy is considered a coprocessor on the Super NES, just like Super FX, SA-1, etc. Unlike some NSF players that support coprocessor sound in Famicom rips, the SPC players that I'm aware of do not support coprocessor sound.
Heck, none support processor sound too AFAIK. All that's emulated is the APU. Hence no SPC rips of games that require the main CPU unit - Lost Vikings, FEDA, Furai no Shiren, a few more.
Is the Super Game Boy generating sound and pass it trought an audio pin into the SNES (?) or does it just give parameters to the SPC700 to emulate the GB sound ? As far I know there is no audio pin on the SNES conector, but maybe I'm wrong.
PS : Nonsensedubois lied one more time.
I would guess that the SGB sends some kind of gb-sound engine over to the spc-700 and then only sends commands over to this gb-sound thingy in the spc-700 through the I/O pins of the CPU. And then the sounds get generated in the spc-700.
Either that or everything is taken care of in the SNES CPU and then it just streams the sound over to the spc-700?
edit:
or maybe the SGB takes care of the sound and pass it on to the spc-700 through the cpu?
The hot point is that the SPC700 cannot create Square wave via normal samples, else they'll get filtered because of the cubit interpolation and will sound weird. I hate lowpass filtered NES/GB sound. I didn't use my super game boy since at least 2 years, so I should play it back to remember how it sounded.
SGB sound is identical to GB/GBC sound except faster and half a semitone higher pitched. This leads credence to either 1. sample compression hardware on the SGB along with DMA of compressed sample stream from the SGB through the CPU to the SPC or 2. Famicom style mapper sound.
This may very well be my final GBS request because of I'm leaving in about a week and I'll be back well I don't know. It's Pac-man special color edition, Pokemon Puzzle Challenge (I'm surprised this hasn't been ripped along with pokemon gold/silver because of popularity) Hoyle card games and Stargate. That's it. I'm also thinking of a Nsf requset but I won't post it here.
I finished replaying DK in gameboy mode, and what do you know, credits music.
Today, when I tried to add the track number into the playlist in the gbs, it played way too fast, and it lead me to discover a very beginner error I made... I set the timer interrupt speed wrong (exactly copying the byte from the debugger without masking out the bits that are unused.
), which actually made the entire gbs play at the wrong speed, so to compensate, I played around with the reload counter until the speed sounded right... yeah. So to fix this gbs, I masked out the unused bits in the control register, and set the reload value to what gets set in the game. For some reason, DK will change the reload value when it plays the credits song to make it play slower, and with the borked control byte I had, it made it play much too fast, so I think that's why I left it out of the gbs in the first place. Sorry about that.
You can get the updated gbs at my site. Sorry if I neglected to tackle this issue sooner. :S
tepples wrote:
SGB sound is identical to GB/GBC sound except faster and half a semitone higher pitched. This leads credence to either 1. sample compression hardware on the SGB along with DMA of compressed sample stream from the SGB through the CPU to the SPC or 2. Famicom style mapper sound.
The Game Boy core of the SGB runs the CPU and refresh faster than a standard Game Boy (61.17? Hz with the CPU speeded up proportionately), which explains the pitch difference, but that doesn't change your main argument. I'm not an expert on the SGB, so I don't mean to argue anything.
I would like to correct one detail in another post:
Bregalad wrote:
...else they'll get filtered because of the cubit (sic) interpolation and will sound weird.
Gaussian interpolation, not cubic interpolation.
Really ? I've heard that Gaussian was an approximate workaround and that Cubic was the actual interpolation.
Or did I mix up and remembered it the wrong way arround ?
I am pretty darn sure that the SGB-CPU just passes its audio along the 2 audio-in pins on the cartridge connector of the SNES.
ccovell wrote:
I am pretty darn sure that the SGB-CPU just passes its audio along the 2 audio-in pins on the cartridge connector of the SNES.
yeah I recently read about the audio pins on the cartridge connector. didn't know they exist before.
ccovell wrote:
I am pretty darn sure that the SGB-CPU just passes its audio along the 2 audio-in pins on the cartridge connector of the SNES.
I agree, since that makes a lot of sense.
The SGB does send commands to the SPC700, but only for real SNES-generated sound (not for the main Game Boy sound).
So that means the SNES mix audio from the SPC700's DSP output and the cartridge connector to send it to the output ?
Then the SNES does also allow carts with their own synthetizer just like the NES, but none wanted to do that because the SPC700 was powerfull enough... ?
In addition, Nintendo controlled all Game Pak manufacturing on the Super Famicom, unlike the Famicom.
That's why there is no custom memory mapping on the SNES and all games follows Nintendo standards, or used Nintendo made special chips, right ?
Also, Ninendo didn't controlled all Game Pack manufacturing on the Famicom, but they did on the NES in america and in europe, right ?
So that's why all cartridges are gray (unlike FC cartridges wich all have fun colors) and why nearly all custom chips FC games were either unreleased outside of Japan, or seriously modified (CV3), right ?
Bregalad wrote:
Also, Ninendo didn't controlled all Game Pack manufacturing on the Famicom, but they did on the NES in america and in europe, right ?
So that's why all cartridges are gray (unlike FC cartridges wich all have fun colors) and why nearly all custom chips FC games were either unreleased outside of Japan, or seriously modified (CV3), right ?
On NES, not completely. After seeing lots of opened carts I noticed at least Acclaim and Konami used their own PCBs sometimes. And MaskROMs. The Acclaim ones didn't have solder-mask, which would make them a tiny bit cheaper to make. I would assume it follows that companies could put whatever chips they wanted on there. Maybe it was cheaper for Konami to use Nintendo's boards with MMC5 instead of their own VRC6, or something. But they always need Nintendo's cases and lockout chips.
Didn't Sunsoft or someone make NES carts using the custom mapper from their Famicom carts? Just ignoring the sound part of course.
All my Konami cards use regular boards, and I think the particular boards are found only in american version (I'm unusre tough).
Batman - Return of the Jocker has a special chip in it, including the american version. The first Batman game has been ported to the MMC3 with a few alterations in music to be ported in the america and europe.
I seem to remember reading that Acclaim and Konami were allowed to make their own boards at some point due to 1. the so-called ROM shortage and 2. their support for NES even after the launch of the Sega Genesis.
On the off chance that someone with GBS knowledge is paying attention to this thread and not the NSF request thread: both Link's Awakening files (regular and DX) are missing the ending/staff roll. My guess is that the song is stored in some odd place in the ROM, seperate from everything else, and that's why it hasn't been added yet. It would be much appreciated by myself and anyone else who's hear the GBS for that track to finally be added, if possible. Thank you.
Zelda DX Ending Theme:
Track 61, 20 seconds in.
Heh, yep, a few GBS tracks have an unreasonable amount of silence at the beginning. Metroid II's ending theme is like this too (or maybe the next-to-last track). I have Game Music Box skip up to 20 seconds of silence at the beginning of a track before starting playback.
Maybe someone can fix the few tracks that are like this?
Hello.
Could I request the soundtrack from Bart Simpson Escape From Camp Deadly.
I appreciate it.
Thanks,
Chris
UGEtab did that one, but it doesn't work right.
I updated the Zelda DX GBS so that instead of 22 seconds of silence on the Credits track, it's only 3 seconds of silence.
Hello folks,
Would you be able to rip the gameboy game "The Jetsons Robot Panic".
Any help is greatly appreciated.
Thanks in advance.
Chris
Hello again,
I have a second game boy gbs request.
Could you guys please rip "The Amazing Spiderman" by LJN from 1990.
Again any help is appreciated.
Thanks again in advance.
Chris
Jetsons, Amazing Spider Man are done
Stargate? I didn't know
Defender 2 was ported to GBC. I thought only the first
Defender got ported.
I only have it on gb and it's a space matching game kind of like klax but you watch the game in a birds eye view.
I've recently uploaded a GBS called 'SD Gundam Gaiden - Lacroan' Heroes', and I'd like to know if the .GB functions on a real gameboy.
It fixes an issue I had to deal with on a game recently, most notably, that the game used both the VBlank and the Timer interrupts to perform musical trickery. I modified the GBS2GB program to support a GBS Player program that I redesigned, with an updated gbsplay.asm included, but not fully compatible assembler-wise. I also included an updated GBSSpec.txt, and some failed code that was my attempt to make it possible to use both the new interrupt format and an interrupt-interperter.
NEZPlug didn't like the interperter, so until that can be resolved, the code is being canned for any future uses of this added option.
I never heard of those games. Anyway thanks for ripping them. Is it possible for GBS2GB to make .GB files so you can use the D-PAD for toggling any or all of the sound channels off and on? A button would advance on to the next track while the B would go to the previous one as well. I don't have any Ideas for Start or Select tho.
Two requests!
Pac-attack (the non-color edition sounds different)
Puzzle league pokemon
Ripped Pac-Panic (J version of Pac-Attack) and Pokemon Puzzle Challenge
Thanks!
but I remember The color edition sounded better.
Just so you know the GBC promotional demo is not .GB able with your program. I tried it in like 5 emulators and gives me a debug menu with "undefined opcode".
Fixed it. Left the standard 4003 call I have in my header file. Should work now.
Could somebody see if they can rip Lock 'n Chase for Gameboy?
(Feel free to IM me over AIM, MSN, or Yahoo if anybody has any questions or difficulty locating the rom)
Thanks for all the hard work creating all these music rips! However, I have one issue that bugs me to no end. Not all games that support stereo sound are ripped in stereo!
For example, Pokemon Yellow supports Mono, Earphone1, Earphone2, and Earphone3 audio modes. The rip is only Mono. Could someone please rip this game in stereo (at least Earphone1 mode, but a separate rip for each mode would be wonderful!) or tell me how to do it myself (if it's a simple fix...)
Also, I notice that in many songs in Yellow the Noise channel is sporadic and extremely messed up with all the GBS players I use. (foo_gep, NEZPlug, etc)
Pokemon Crystal has Mono and Stereo audio modes and the rip is only in Mono. This game NEEDS stereo!
Perhaps it's a GBS player setting you need to adjust, rather than a stereo-rip?
Seems the PM games default to MONO sound in the settings. This has the GBSs being ripped to the same settings.
It's not a terribly hard fix to implement, as long as you know the stereo address in RAM, and can work with the files.
I've done PM Yellow and Crystal, check my site. If you find any other MONO sound games with a stereo option, I can probably fix them with little effort.
I LOVE YOU. Thanks so much! I don't know which Earphone setting is the best, so I'm curious why you chose Earphone2?
There's one last issue that I have (for now.
) Check out Yellow's tracks 3 and 7. The drums (Noise) sounds like it desyncs with the rest of the audio in track 3, and there's a Noise channel active in track 7 that shouldn't exist at all. Those are just 2 examples, so I'm guessing there's a bunch more problematic tracks.
EDIT: Listing all the bad tracks I can find: (Yellow)
3
7
11
12
16
19
20
21
22
34
37
38
40
49
In short, it's all the tracks that use Noise at some point. All of Pikachu's voice clips (the last bunch of tracks in the file) play really high-pitched and fast, but I think that's a problem with GBS emulators playing DAC.
Whatever it is you hear in the GBS that's not in the game, I'm not hearing it, so I can't fix it.
Are you using NEZPlug++ 16.91b? Are you using BGB with GBS2GB?
The above 2 players are the only ones I actually trust to sound reasonably correct, so it could be your GBS player.
I've been using foo_gep to play GBS files because the quality is much better than NEZPlug. The only NEZPlug that I've ever used is inluded with out-of-date Chipamp. The sound it produces is "scratchy."
It's good to hear someone support BGB, because I love that emulator.
Is GBS2GB fully automated? Because I know nothing about all this assembly stuff.
NEZPlug++ info (Homepage, MS distributable to install)
http://www.angelfire.com/nc/ugetab/nezplug.html
The current "NEZPlug" is a broken piece of crap compared to the improved NEZPlug++. It's worth having to install a C++ library to make it work.
GBS2GB makes darn good decisions on it's own a vast majority of the time. All that generally needs to be done is to choose the file, and have it converted to a .GB file. It makes more decisions than Scott Worley's gbsplay.asm file, because it reads the required info out of the GBS, and tells you if a game is incompatible with the default settings. I use it primarily for debugging GBS files in BGB. I work on it whenever I see a problem, but the total count on real problems the coding has had is about 2, one with the EI/HALT instructions, another with Timer+VBlank emulation. Overall, you're not likely to do much better for 0x400 bytes of code.
I don't use other GBS players because NEZPlug is the one being updated to work right at the moment. BGB seems to be a great music playing emulator, as well as having a debugger, so that's not something that'll be leaving my arsenal for a while.
Thanks for the link. The included player became unresponsive after I had played a few songs, but the Winamp plugin seems to work fine, albeit the little popping noise when changing tracks. Pokemon Yellow sounds great now. The problem must be in out-dated players.
Now I need to find a good way to do some Diskwriting so I can create some "Highest Quality" Pokemon soundtrack CDs. EPIC. It's such a pain that most video game ripped music formats lump all the songs together, resulting in one huge WAV file. Foobar was nice because it separated the songs, but the plugin was inaccurate. I could try using GBS2GB like you suggest and record the music from the resulting rom in BGB, but that would take FOREVER.
Another issue is having to set the playing time limit. I'll have to go back and edit out all the extra data for each song. That will take FOREVER. Meh, I guess it's the price one has to pay for awesomeness.
Which is more accurate, NEZPlug or BGB?
Completely off-topic, but what's the most accurate NSF player? Notso Fatso's stereo enhancement sounds great, but if I want raw accuracy, what's the best choice? I've been using Nestopia's NSF player.
Winamp has a diskwriter plugin that should allow you to easily get a clean start to a song by starting it, changing tracks, stopping it, and then choosing the next song.
BGB has a WAV File Writer, but you're likely better off learning how to edit the start address of music if you want to use it, then reloading the game(or you can use GG codes to edit it in the GBS header data)
As for accuracy, that's just plain hard to judge. The only actual GB I had access to is long dead, and it would be hard to determine it's accuracy even if I had a good one, because the GB doesn't have the best sound system.
For NSFs, I use NotSoFatso. (and have NSF support in NEZPlug disabled)
The problem with NSF support is that if you want accurate sounding NSFs, about the only place you'll get close is with a FCEU(XD)(SP) variation. No winamp plugin has accurate 4017 support at the moment. This is very annoying, but I can't fix it, because I just plain don't know how.
How accurate is
Blargg's Game_Music_Emu library? If it's reasonable, I could post a command-line program (GCC source + Windows binary) that makes uncompressed wav files from any supported format. It's a more polished version of the "basics" example program that comes with Game_Music_Emu.
Code:
E:\...\Game_Music_Emu-0.5.2>gme2wav --help
Usage: gme2wav [options] GMEFILE WAVFILE
Converts an NSF, SPC, or other video game music file (GMEFILE) to a
RIFF WAVE file (WAVFILE).
Options:
-l 12345 Record the first 12 seconds and 345 milliseconds
(if not specified, record 120 seconds)
-t 12 Record NSF track 12 (if not specified, record track 1)
-h, -?, --help Display this message
--version Display version and copyright information
Gameboy has a pretty damn good sound system when the headphone out is connected to Klipsch Promedia 2.1 PC speakers. All these programs that we've talked about sound pretty darn close to that.
Game Music Emu is pretty good... I think, but foo_gep is based off of it and Foobar has issues with the Noise channel in Pokemon Yellow. Also, isn't Game Music Emu bandlimited? (aka kinda muffled)
Winamp has crapped out on me... The "associated file types" was over the 260-ish limit in Windows XP, so for the longest time the Open dialogue wouldn't show any files unless I chose "All files" waaaaaay down at the bottom of the scroll menu. I tried removing a bunch of unnecessary file type associations, and for some unknown reason, Winamp now crashes each time I try to run it.
EDIT: The problem was in_cube.dll. Apparently Windows XP only supports 200 characters worth of file type extensions to show up in "All supported file types." That plugin supports about one million different extensions. Sheesh.
SmartOne wrote:
Completely off-topic, but what's the most accurate NSF player? Notso Fatso's stereo enhancement sounds great, but if I want raw accuracy, what's the best choice?
Quietust just updated his
Winamp plugin a couple weeks ago. It's based on the Nintendulator sound core, so it's probably about as accurate as you can get. Unfortunately, the interface kinda sucks, and it has no configuration options whatsoever...
Quote:
BGB seems to be a great music playing emulator, as well as having a debugger, so that's not something that'll be leaving my arsenal for a while.
BGB sounds kind of weird compared to no$gmb sometimes. I haven't tested which sounds most like an actual Gameboy though, but Martin (the no$ guy) usually knows what he's doing.
BMF54123 wrote:
Quietust just updated his
Winamp plugin a couple weeks ago. It's based on the Nintendulator sound core, so it's probably about as accurate as you can get. Unfortunately, the interface kinda sucks, and it has no configuration options whatsoever...
- Try to save a WAV file and open it in a wave editor to see...
NO$GBA/NO$GMB has inaccurate GBC sound channels, it does not emulate waveforms resetting, so sounds which sound terrible on hardware will sound fine on NO$GBA.
VisualBoyAdvance has the best emulated sound.
I've noticed that the resetting is actually a bit harsher when running a .gba program in VBA than on a GBA.
Dwedit wrote:
VisualBoyAdvance has the best emulated sound.
I haven't had good experiences with VisualBoyAdvance. While using DirectDraw and Vsync in GB mode, for one, the quality doesn't seem very good (it's not SMOOTH,) and every so often the sound glitches, is scratchy, desyncs, and then fixes itself. It's painful.
VBA's GBA mode audio seems alright, or at least as good as Highly Advanced Winamp plugin...?
I love BGB, except I can't get it to achieve a perfect Vsync without any horizontal tearing. There's always one line of tearing in the top fourth of the screen. If it wasn't for that, it would be perfect!
BGB's audio is sexy.
Thanks BMF54123 for in_nintendulator.dll! I might end up using that now. How does Nestopia rank?
SmartOne wrote:
Game Music Emu is pretty good... I think, but foo_gep is based off of it and Foobar has issues with the Noise channel in Pokemon Yellow. Also, isn't Game Music Emu bandlimited? (aka kinda muffled)
But then the Nintendo hardware is bandlimited too.
SmartOne wrote:
I haven't had good experiences with VisualBoyAdvance. While using DirectDraw and Vsync in GB mode, for one, the quality doesn't seem very good (it's not SMOOTH,) and every so often the sound glitches, is scratchy, desyncs, and then fixes itself. It's painful.
Did you try bumping up the frameskip? Sometimes I get audio that desyncs and resyncs when my PC's 0.86 GHz CPU can't keep up.
SmartOne wrote:
I love BGB, except I can't get it to achieve a perfect Vsync without any horizontal tearing. There's always one line of tearing in the top fourth of the screen. If it wasn't for that, it would be perfect!
My PC has an ATI Radeon 9000 card, and I always get tearing. In fact, I made an OpenGL program with wglSwapIntervalEXT(1) that had rock-solid tearing near the top of the screen. By now, I'm convinced it's a problem with the card or its driver.
I tried in_nintendulator.dll. It has the same 4017 errors I've seen in some other players.
I went through a few chance encounters that convinced me to rely on Mach Rider to check 4017 support.
Super Smash Bros. Melee has a mach rider track that, unless I'm mistaken, is based on the original song. It would make sense to rely on the notes from that 1 song, because it encompasses both songs I use to check the accuracy of 4017 emulation in the NSF. The emulator I used to fix the rip plays it essentially the same way as the SSBM track.
Because the .NSF is so picky, and relies on such weird things to make it function properly, it's actually a good test of certain emulated functions.
tepples wrote:
But then the Nintendo hardware is bandlimited too.
Does GME bandlimit in exactly the same way? I thought the bandlimiting in GME was the same across the board for each console it emulates (like Sega Genesis.)
Quote:
Did you try bumping up the frameskip? Sometimes I get audio that desyncs and resyncs when my PC's 0.86 GHz CPU can't keep up.
Why should I have to? That seems pretty ridiculous to enable frameskipping for Gameboy. CPU = Dual Core 2.21 GHz
I hate frameskipping anyway. It should be silky smooth.
Quote:
My PC has an ATI Radeon 9000 card, and I always get tearing. In fact, I made an OpenGL program with wglSwapIntervalEXT(1) that had rock-solid tearing near the top of the screen. By now, I'm convinced it's a problem with the card or its driver.
Nvidia 7900 GT. I'm convinced it's a problem with the emulator. What's with the four different "VBlank" modes, anyway? I've never understood this "VBlank" and "Wait for VBlank" junk. Give me a good ol' fashioned VSYNC option like every other emulator. Please. Maybe we should contact the author.
Ugetab, what exactly is this 4017 thing? Could you restate which emulators (if any) emulate this correctly? Is 4017 used in only a few select games?
Random: If NES and GB have similar sound hardware (probably untrue,) would it be possible to convert GBS to NSF to play Mono Gameboy music with NotSo Fatso's stereo enhancement? Or something?
SmartOne wrote:
Nvidia 7900 GT. I'm convinced it's a problem with the emulator. What's with the four different "VBlank" modes, anyway? I've never understood this "VBlank" and "Wait for VBlank" junk. Give me a good ol' fashioned VSYNC option like every other emulator. Please.
I think one of the different vsync modes is designed not to hog CPU time, but instead to allow other programs to
Quote:
Ugetab, what exactly is this 4017 thing?
CPU $4017 controls a divider from the NES's 240 Hz timer to make either a 60 Hz timer or a 48 Hz timer for certain APU update operations and for APU timer IRQs.
Quote:
Random: If NES and GB have similar sound hardware (probably untrue,) would it be possible to convert GBS to NSF to play Mono Gameboy music with NotSo Fatso's stereo enchancement? Or something?
A GBS file is written in Z80 bytecode. A NSF file is written in 6502 bytecode. And even if you do manage to port the music engine to the NES, the Game Boy's configurable 32-step wavetable channel would be replaced with a constant 0123456789ABCDEFFEDCBA9876543210.
Is there a headphone mode in PokeMon Yellow like this?
Square A - Left
Square B - Right
Wave - Center
Noise - Center
If so, could it be ripped that way?
How come when using NotSo Fatso (even your updated version) some songs sound muffled and constipated when I turn off all pass filters? ex) Super Mario Bros track 3, Desert Land?
Another example is Akumajou Densetsu track 1, Beginning.
They sound fine (although filtered) with the filters on like normal.
I updated the Stereo file to include Earphone 1-3 files. Something tells me that a Mono set isn't needed, because it can be mixed that way without much trouble.
I don't deal with NSFs much anymore because the players are almost exclusively borked in some fashion or another.
Spanky's Quest? ((反省ザルジローくんの大冒険)
http://snesmusic.org/hoot/gbs/
Check the link at the bottom of the page. It has a copy of:
Spanky's Quest [ラッキーモンキー]
That must be new but it's not in a ny of his recent updates...
Also when I try to convert Megaman 1 and 2 GBS to play on my PSP, It sounds screwy with some other games just to let you know but it runs fine on BGB and in GBA emulators they sound like shit when converting them to .gba with GBS2GB.
I found it in the copy I just downloaded. It's there, really.
As for GSFLib options, it runs fine in BGB, and not in a GBA emulator, it's probably the 2-layered emulation going on. a GBS, converted to .GB, appended to the Goomba GB emulator, played in a GBA emulator. Up until the point it's attached to Goomba, it should be alright. Goomba isn't perfect, so that muddles the results a bit.
edit:
Actually, it turns out that Goomba Color has been updated since I last checked. Goomba Color makes a GSF set sound nearly tolerable to listen to for Zelda OOA, and I didn't really hear much wrong with a fresh MM2 GBS2GSF set. I replaced the existing GBS2GSF pack with the new goomba, but you can use any goomba file you think you'd like to.
Do PSP Game Boy emulators normally have trouble playing certain GBS player files (converted GBS files with your program GBS2GB)?
1. I don't have a PSP.
2. I don't know the state of PSP gameboy emulators.
3. I don't know how direct a path it is from a .GB conversion to the PSP Emulator you're using.
Any one of the above severely limits my ability to predict anything about how well it'll work.
Oh. Well it's ok. It's not normal listening to gameboy music on the go anyway.
NotTheCommonDose wrote:
Oh. Well it's ok. It's not normal listening to gameboy music on the go anyway.
Doing technical things that ordinary boring people couldn't ever think to do is sweet. Now go kick ass. Humanity needs you.
Earthworm Jim 2 (GBC)
Thanks a million once again ugetab.
Now to report a problematic gbs; MegaMan 2 - Channel 3 pops when it's supposed to change notes in BGB. Also there are more tracks in Earthworm Jim 2 - Menace to the Galaxy.
EWJ2 had to be reprogrammed to handle the 3 banks. The code is already documented and setup in asm.txt, so it was easy enough to add.
As for MM2, nice find. I hadn't heard it was broken before. ZD says it's about 7 years old. It's probably the first rip by Scott Worley that I've ever found that actually needed to be repaired. All he forgot was to run 'Play' once before initing the song value. That inits it with Song 0, which the game does. After that, everything is identical to the original rip.
hmm... well thanks again. I wish I could tell Scott thanks but no one has been able to contact him.
edit: I'm still encountering problems with Megaman 2. I tested it on a few emulators and some do not play it correctly. Could it not be the rip but rather your program being out of date?
I talked to Scott Worley over the course of about 5 exchanged e-mails. He's still got an interest in the scene, and doesn't seem too peeved about my changes to the format, but he does seem to prefer the rips being changed to work with the format, instead of the other way around.
"I tested it on a few emulators and some do not play it correctly."
Um...hate to break it to you, but not every GB emulator does the sound the same way. Some excel in certain areas, and fall behind in others.
GBS2GB simply puts the file with the ROM-Based player. It does complicated things, but the basic operation of the .GB conversion is what you'd get by compiling it off of Scott Worley's original .ASM. I haven't seen much that would suggest the ASM file needs to be repaired in any other way, and the GBS2GB program still seems to be knocking the stuffing out of any GBS I see fit to throw at it.
What is the difference between the GBS Players like 1.02, 1.04U and 1.03?
1.02 = The original Scott Worley .GB attachment. Basically, what you'd get from using the .ASM file for 1.02 (gbsplay.asm)
1.03 = The previous version I was working on. Changed significantly enough to deserve an upgrade to 1.04
1.04 = Has moved program data, "EI, Halt" setup, Int+Vblank support, altered Joypad read-in routine(not tested on hardware, but many emulators), and a 1.04 .ASM file included with the source code to GBS2GB.
I'm updating the fonts on the 1.04 version right now. It just occured to me that some of them look a bit off.
Both ending songs from Super Mario Land 2 are missing.
Try track 24. It'll take a bit of time, but wait out the silence, and you should hear them.
How do I create a m3u playlist for nezplug?
Sorry for all the questions, but why is there a pop at the beginning of each GBS song in NEZplug++? It's easy to hear in Pokemon.
Here's a "fun" question for everyone. Do you prefer NES or GB music? I think they generally sound very similar. A big plus for GB is the stereo capability, though not all games use it. If you want a game that's on both systems to compare, try Duck Tales. The sequel Duck Tales 2 is good as well. And they are both stereo GBSs.
NotTheCommonDose wrote:
Both ending songs from Super Mario Land 2 are missing.
http://snesmusic.org/hoot/gbs/Super%20M ... ns%20(1992)(Nintendo).zip
The contained M3U playlist solves that problem.
One problem with stereo on Game Boy is that a channel must be panned hard left, center, or right. You can hear the limitation especially in Space Invaders when the saucer passes over the top of the screen. A lot of games, such as Super Mario Land, just pan each instrument back and forth between the channels to add gimmicky stereo. I haven't listened to DuckTales (I'm on break at work at the moment), but does it actually place each "instrument" (e.g. kick, snare, hat, horns) at a consistent position (L, C, or R) in the stereo field?
SmartOne wrote:
Sorry for all the questions, but why is there a pop at the beginning of each GBS song in NEZplug++? It's easy to hear in Pokemon.
It has to do with the sound inits, I'm fairly sure. The gameboy sound system sometimes makes a popping sound when certain sound features are setup for use by the game. Similar things can happen with the NES sound system. If you increase the 'Frequency' value in the NEZPlug setup file, you can decrease the effect a little. Some valid values to try:
32000
44100
48000
88200
96000
The best number will depend on what your sound card can handle playing back.
The Pagemaster? The game sucks but it has good music.
Has Street Fighter 2 been ripped? It's a rare game and it's a good one.
Yeah.
http://snesmusic.org/hoot/gbs/
Check the 'whole archive' link at the bottom of the page.
I downloaded it but haven't really looked through it. I figured it was ripped being so popular. I'm going through it now to see what gbs' there are. Do you enjoy ripping these gbs files?
I don't rip GBS files for no reason. Sometimes I end up ripping GBSs like Animorphs or Bomberman Quest, which have music that's very much worth the time it takes to make a rip. I don't always get good music, but I usually end up with something to browse through for the effort. I like it because I sometimes find music I like for the effort.
ugetab wrote:
It has to do with the sound inits, I'm fairly sure. The gameboy sound system sometimes makes a popping sound when certain sound features are setup for use by the game. Similar things can happen with the NES sound system. If you increase the 'Frequency' value in the NEZPlug setup file, you can decrease the effect a little. Some valid values to try:
32000
44100
48000
88200
96000
The best number will depend on what your sound card can handle playing back.
My soundcard resamples everything to 48000 as evidenced by my home theater receiver's report when I use SPDIF.
Would it be worth the trouble to write WAVs at 48 KHz and downsample them to 44.1 KHz with Audacity if I wanted the best possible sounding audio for a CD? (I'm guessing no.)
If your renderer uses Blip_Buffer or another advanced resampler, use the desired output rate such as CD's 44100 Hz. But if it uses a cheap resampler, I'd recommend 88200 Hz, which gives a clean 2x oversample factor for CD.
tepples wrote:
If your renderer uses Blip_Buffer or another advanced resampler, use the desired output rate such as CD's 44100 Hz. But if it uses a cheap resampler, I'd recommend 88200 Hz, which gives a clean 2x oversample factor for CD.
Okay, this is the type of nitty gritty stuff that I'm interested in. I've never gotten a very clear answer about all of this.
By "renderer," do you mean Winamp's Diskwriter plugin that creates the WAVs? How would I know the quality of the renderer? I never knew it was this complicated.
I clearly don't understand the sampling process, but wouldn't any quality gains from using 88200 be lost when downsampling to 44100 anyway? Is Audacity a high quality resampler?
And of course, is this worth all the trouble?
So what you're saying is 2 * cheap = high quality?
SmartOne wrote:
By "renderer," do you mean Winamp's Diskwriter plugin that creates the WAVs?
The renderer is part of what Winamp calls an "input plug-in".
Quote:
How would I know the quality of the renderer? I never knew it was this complicated.
Digital signal processing is complicated. Say NICK-vist a few times, then read on. When a waveform changes state faster than
half your sampling rate, you will get
aliasing noise. Channel 4 on the NES, Game Boy, and GBA is especially a culprit.
Quote:
I clearly don't understand the sampling process, but wouldn't any quality gains from using 88200 be lost when downsampling to 44100 anyway?
The point is that if you render in 88200 Hz, more of the aliasing noise stays between 22050 Hz and 44099 Hz, where it gets
filtered out when downsampling to 44100 Hz. The remaining aliasing noise is quieter and hopefully
masked.
Quote:
Is Audacity a high quality resampler?
I would hope so.
Quote:
So what you're saying is 2 * cheap = high quality?
I'm saying that in my experience, 2 * crap = good enough.
Thanks for all the info, tepples. Ugetab, I noticed that Pokemon Crystal battle tracks are mono. Is that the way they are in game?
Could you add the Pokemon Red/Blue intro music to the Pokemon Yellow rip? I don't know if there are anymore Red/Blue specific tracks...
1. I set the Stereo value the way the game wanted for stereo sound on many tracks. If there are problems, I expect the people who actually like listening to the GBS to tell me. After all, if nobody cared that I ripped or edited something, who's going to care if it's a little wrong?
2. The actual internal track values used for PM Yellow's Title Screen(Track 1) are the same as the internal values used for the PM Blue Title Screen. It appears that, when they were editing the system, they replaced the title track with another physical file, and it was used instead. That makes the inclusion of the original title screen music unlikely.
Well that seemed grumpy. Obviously I care, or I wouldn't have asked. Perfection is always the goal. I thought that was a basic understanding that people have. I'm going to check in BGB.
Okay, it seems the battle songs are mono in-game even when Stereo is selected and the battle sounds are panned according to the attacker and defender. This is a shame, because Yellow's battle songs are stereo.
It's not being grumpy that makes me favor new GBSs to existing ones, it's just an understanding. I rip them as well as I can think to at the time, release them if I can't hear anything wrong, and provide tools to help repair them if someone wants to start getting into GBS ripping. If nobody seriously cares about the way a GBS sounds, then the point behind releasing it is moot. If someone does care, and points out an error, I'll almost always investigate it for issues, whether I made it or not.
I like releasing a fairly large number of GBSs if I can, simply because I'm more likely to enjoy a certain set of music more than I'll enjoy a perfectly optimized set. I'd rather be listening to music than extracting it most of the time. Getting the Game Genie music routines perfectly space optimized was rather difficult, because of the debugging it took.
Since it takes so much time to really optimize the sets, I choose to go for numbers over perfection.
Is BGB perfect? I ask this because that's the only emulator that plays Mega Man 2 properly. I think a re rip is in order
Now I remember why I never optimize. It causes more errors than the space savings are worth. Turns out one minor issue with the MM2 GBS was that 3(0x03) bytes of trailing 00s were trimmed from the file. Why the hell they were removed is beyond me, but by adding them back in, the first note of several songs now play. Who knows what else was affected by this tiny fraction of missing data. I did a little extra to help reduce data difference for the debugging, but the 3 null bytes had the only noticed effect. Definately not my first guess about the issue or the solution.
It may play a little better, but you can't overcome some issues if the emulator doesn't play things right to start with.
It's actually kind of nasty for a Mono GBS. It kept referencing the RST table for sound data, which doubled as coding.
What I mean is perfection is always the goal to shoot for, though rarely attained. If there's an improvement possible on the playback quality, it should always be made. Difficult optimizations aren't included when talking about perfect reproduction. A few extra bits here or there probably won't effect the quality, luckily.
Sorry for misinterpretting your post.
Think about it this way: If I mess up, and don't notice, someone else will have to notice and tell me. If nobody listens to the GBS, that won't happen. With that in mind, it's easier to just concentrate on a single game for a while then go to the next. It comes down to the same thing as only caring about GBS files that people want to listen to.
I think the only thing you misunderstood about my statement was the source of my belief. The end result is pretty much as you'd expect.
ugetab wrote:
Now I remember why I never optimize. It causes more errors than the space savings are worth. Turns out one minor issue with the MM2 GBS was that 3(0x03) bytes of trailing 00s were trimmed from the file. Why the hell they were removed is beyond me, but by adding them back in, the first note of several songs now play. Who knows what else was affected by this tiny fraction of missing data. I did a little extra to help reduce data difference for the debugging, but the 3 null bytes had the only noticed effect. Definately not my first guess about the issue or the solution.
It may play a little better, but you can't overcome some issues if the emulator doesn't play things right to start with.
It's actually kind of nasty for a Mono GBS. It kept referencing the RST table for sound data, which doubled as coding.
Actually the problem is that the notes are held on certain channels. I know I probably sound annoying at this point.
It may hae Scott Worley's first .gbs
Well here are few games I thought had Interesting Music with bad instruments including Small Soldiers, Madden 98, Hunchback of Notredamn: Topsy turvy games, Summer Olympic Games, Mulan, Hercules, Sports Illustrated Golf Classic.
Fx3 wrote:
your game of childhood, inside your heart and the music is wonderful for you... OR the requests happen because you're a collector? ;)
I have rips that could fall under either category. Why do you think I ripped Frommer's Travel Guide? It's because I have the cart, and wanted a GBS for the collection. Why eventually do a GG rip? It's because I enjoyed the Game Genie quite a bit, regardless of the quality of the sound. That big list Knurek posted near the start of the topic has been whittled down to something like 5 games. If I recall correctly, that's just from a favorites folder.
As for MM2, it needed an overhaul anyways to get it working more accurately. The tones I hear in NEZPlug++ sound equivalent to the GB Conversion/Game. If you're referencing some other issue, I don't know which. I make it play the same from BGB in the game and as a .GB converted GBS if I can, because that usually means any edit to the underlying mechanics of sound production will usually affect both the game and the .GB the same way.
If I didn't love the music, I wouldn't obsess over the GBSs so much.
Ugetab, is it possible at all or even for someone like me to edit the Pokemon Crystal battle tracks making different channels pan the way I like? Hex editing or something?
I don't understand how anyone could dislike the first two generations of Pokemon games' charming music. You can't deny the overall joy conveyed by the high and crystal clear instruments of the tracks. If you don't like joyful, happy, hopeful music, then something is wrong with you. Go listen to death metal. </rant>
As a GBS/NSF/SPC ripper, I can make my own stuff. For other formats, I can't do a thing, so I don't mind doing certain rips just because someone wants it for their collection. People have filled unspoken PSF requests(Vandal Hearts 2), and many have worked on the VGM Genesis rips at length(which I grabbed all of), and someone else extracted the ADXs from the PS2 Tales of Symphonia that I'm listening to now. I can't download or get access to most of these games, and I can't write the software that plays them, but what I can do is a fair amount of rips for somewhat older systems, or at least help make it happen(I'm willing to make music changing codes for SNES games to help someone rip a complete set).
People are free to request even a fairly significant list of games, as long as they're not expecting immediate results. I took it upon myself to go through a list of Gamefaqs mono Gameboy RPGs just because RPGs can have decent music. It's not done, but it's started. It would be hypocritical to request something(even only occasionally), and not provide some of what I can rip on request.
SmartOne wrote:
If you don't like joyful, happy, hopeful music, then something is wrong with you. Go listen to death metal. </rant>
There are a lot of people who lack hope so they listen to death metal music.
Fx3 wrote:
Yes, this is the point, but
I'm avoiding to go
offtopic!
Learn English, and stop creating conflicts. I'm done.
And ugetab, where could I get said Tales of Symphonia ADXs?
Speaking of requesting PSF rips, Rogue Galaxy and Dark Cloud DESPERATELY need PSF2 rips. In case anyone is interested.
Wow, I must've killed this thread or something.
NotTheCommonDose wrote:
There are a lot of people who lack hope so they listen to death metal music.
You don't need to lack hope in order to like death metal!
And what's up with Fx3? Deleting every post like loopy did? People here can be really weird... Quietust banning himself, now these guys deleting their posts... what's up with that? Hopefully they won't delete
useful posts.
It was only the posts in this thread, it seems. I just think if you want to leave a site, just don't go on there anymore. You don't need to go banning yourself and deleting your posts. I don't see how people get SO emotional about NESdev... I mean, I'm all about NESdev, but I'm not gonna jump out of buildings because of it. Though attributes still make me want to kill myself
.
It's funny that you should say people who lack hope listen to Death Metal. My brother could go on for hours with his rotten morals speech about how hope is just waiting to be let down, and he listens to nothing BUT Death Metal. But yeah, you don't have to be like that in order to like it. I like SOME Death Metal, but usually, it's like Coffee; I like it sweet, and not bitter. So usually I like melodic music that's not unpleasant, like Death Metal.
I don't mean to sound so harsh, but my ideas and values are mine. If people don't like them, that's too bad.
I went off because I don't like when people butt into a productive discussion and cause conflicts over stupid things like "You're going off topic!" As long as the discussion is productive, who cares? It's not like little tangents here and there are getting in the way of the thread's topic. If you have something to say regarding a "GBS Request," say it! Everyone has equal power to mold the discussion around the information they know/want to discuss.
I slip a few times, sorry. You're right, but I suggest you to "don't be a dick" regarding the "go learn English". I wouldn't say "go learn Portuguese" for you to discuss with me after all.
SmartOne wrote:
Ugetab, is it possible at all or even for someone like me to edit the Pokemon Crystal battle tracks making different channels pan the way I like? Hex editing or something?
I found your Tales of Symphonia ADX torrent.
Well it's not ugetab's fault but rather the PSP GB emulator's. I have found something else for the PSP called Game Music Gear that handles an array of emulated music formats including GBSs and NSFs (with no VRC7 support at all) So I apologize in making ugetab optimizing the MM2 GBS. I now use Game Music Gear to play it perfectly.
Odd thing is that MM2 was just slightly broken, even in the best players. The effort wasn't wasted either way, so no harm done.
SmartOne wrote:
Ugetab, is it possible at all or even for someone like me to edit the Pokemon Crystal battle tracks making different channels pan the way I like? Hex editing or something?
I guess that's too stupid a question for an anwser.
Wave Race - Kazumi Totaka
Wave Race is done, but I think it was the N64 Wave Race that was done by Kazumi Totaka
The N64 version he definitely did.
If just occurred to me. When listening to the entire Game & Watch Gallery series, every one of them had missing tracks when your missed or lost a life, you would normally hear a tune but they are not in the GBS files Drag ripped. Can someone add them looping forever so they sound like they are repeating?
Here is a GBS request: Ganso! Yanchamaru / Kid Niki (GB)
I like pointing out problematic GBSs sets. Has The Game Boy bios been ripped? That bleeeeep Nintendo sound?
NotTheCommonDose wrote:
I like pointing out problematic GBSs sets. Has The Game Boy bios been ripped?
Yes. It required opening the CPU, taking a photo of the mask ROM containing the BIOS with a microscope, and reading 2,048 "wires" that could be connected or disconnected.
That 'bleep' when you startup the gameboy is going to give me more accuracy issues than the Game Genie rip did.
It needs a 9 count on the FF44 register being 90. I can only get to within 8 or 10 as far as the VBlank itself is concerned, and the FF44 register doesn't work right in in_nez. I think I'm kind of out of luck on getting this one to work accurately outside of a .GB conversion. It could be doable if I simulated the conditions of FF44, but that would be rather extreme for a 2-count tone that's already setup the actually-working way.
I've added a .GB that works to my site anyways. Since the bios itself can't be played, this should fulfill the desires of nostalgia.
Where's the officially up-to-date good GBS archive?
http://www.snesmusic.org/hoot/gbs/ Thanks again ugetab for fulfilling my request!
Has anyone tried ripping
Bingo yet?
Bingo is done, and I decided to go through the effort of making a BIOS rip compatible with in_nez.
How do you come up with all these obscure (and usually foreign) games? That's an accomplishment in and of itself.
SmartOne wrote:
How do you come up with all these obscure (and usually foreign) games? That's an accomplishment in and of itself.
Me? I don't know. I have found some other obscure games in my collection.
Bugs Bunny Collection (menus)
Ken Griffey Jr. Presents Major League Baseball
Marble Madness
Pocket Soccer
Can someone rip ''Pocket Kyoro-Chan''?
Oddworld: Abe's Odyssey. There are few voice samples including a fart sound! These are also present in the PSX edition but they are of higher quality. Also Disney's Tarzan
So, there was an Obscure GB Mono games thread on selectbutton.net forums, and I've noticed quite a few of the listed games don't have the GBS files made for them.
While I can't really say they have good music (playing GB stuff on Lameboy DS, whcih doesn't have the greatest sound emulation) they do play nice, and with good gameplay usually comes good music.
Anyways, here's the list of them:
Burning Paper (1993)(Pixel, G-Amusements)
Rainbow Prince (HK Pirate most probably)
Blues Brothers, The (1992)(Titus)
James Bond 007 (1998)(Saffire, Nintendo)
Nail 'n Scale [Dragon Tail] (1992)(Bit^2, Data East)
After Burst (1990)(Dual, Masaya/NCS)
Noobow (1992)(Irem)
Adventures of Star Saver, The [Rubble Saver] (1992)(Dual, Taito)
Skate or Die: Bad 'n Rad (1990)(Konami)
Burai Fighter Deluxe (1990)(KID, Taito)
Heiankyo Alien (1990)(Hyperware, Meldac)
Shanghi Pocket (The GB one, not the GBC version Pocket Shanghi the one you ripped. They are two separate games)
"Bugs Bunny Crazy Castle 2" has the Collection title music.
Also The Strike series including Jungle Strike, Desert Strike and Urban Strike and Yakuman 2. Also it turns out that Pocket Shanghi was ripped under the name "Shanghi".
Games without .GBS conversions
Golf
Tennis
Yakuman
Shanghi Pocket
Request:
Block Kuzushi GB
Missing Track GBS:
Qix - Missing all Mario endings
Requesting Micro Machines.
Edit: Thanks for ripping it, ugetab!
Is it possible to edit the battle songs of the Pokemon Crystal GBS to pan some of voices? They're all crammed into mono, unlike Pokemon Yellow's stereo battle songs. They did this to allow panned battle sounds in Crystal. The music would sound so much better with panning.
I found this game to have really kick ass music:
NBA 3 on 3 Featuring Kobe Bryant
I think foo_gep for Foobar2000 can spread GBS channels out. It's pretty sad that only a few of the original Game Boy games used stereo.
It's pretty sad that foo_gep isn't very good. Actually it's not, since XMPlay is the best player anyway. The last time I checked, foo_gep glitched the noise channel in Pokemon. Too bad NEZplug 0.9.4.8 + 2 + 17.01 doesn't have a panning feature.
Thank you, blargg. It took forever to get an answer.
Can I request the the original Addams Family ([url=http://en.wikipedia.org/wiki/The_Addams_Family_(Game_Boy)]Wikipedia[/url]) soundtrack?
Thanks.
The Qix that ugetab recently ripped is not .GB makeable.
What about my request? I've been waiting patiently for like, 2 months now... Is there some timeframe that I can expect my request finished
or rejected within?
Thanks,
- robert_
robert_ wrote:
Can I request the the original Addams Family (
Wikipedia) soundtrack?
Thanks.
NotTheCommonDose wrote:
The Qix that ugetab recently ripped is not .GB makeable.
You're wrong.
Can anyone rip ''Blaster Master - Enemy Below''? There may be tunes not in the original blaster master that are in there.
Toy Story 2?
I beat the game (which took a little under three hours) and the composer is Mark Ortiz.
I have a fix for Volley Fire. The rip, as I found it on the GBS Penultimate Archive, would have the songs freeze when tracks 2, 3, and 4 tried to loop.
Volley Fire
Sir Drag... can you fix Donkey Kong while you're at it? Several tracks are missing and when you convert it to GB, only one track plays regardless of the selected track.
NotTheCommonDose wrote:
Sir Drag... can you fix Donkey Kong while you're at it? Several tracks are missing and when you convert it to GB, only one track plays regardless of the selected track.
Which tracks?
And I dunno about the GB thing, I only really do GBS files, I don't use the GBS -> GB tool or whatever.
The item placement track... That's all I know of sorry. All of your other GBSs work fine with the tool. Also can you add the G&WG miss songs?
The thing is, those all get into sound-effects territory. It's very possible that the reason they're not in the nsfs and gbses is because they're sound effects, and aren't loaded with the normal music loading routine.
I don't see why it couldn't, but it just seems "incorrect" to me. I mean, you'd might as well ask for someone to put the sound effects back into SMB's nsf rip, or something.
There is a continuum between "sound effect" and "music". Are these music or sound effects?
- Life bar extension jingle in Super Mario Bros. 2
- 1-up jingle in Sonic the Hedgehog 2
- Multiplayer death jingle in GoldenEye 007
- Starman sound in Mario Kart series
They're called "Jingles".
Which leads to the next question: at what point does a jingle deserve to stay in the GBS or NSF vs. be dropped?
tepples wrote:
at what point does a jingle deserve to stay in the GBS or NSF vs. be dropped?
If you can hum it, it's music. =)
The "item placement track" in DK, I'm assuming is when you grab a platform or a ladder block, and you place it on the field, which makes a simple "sploinnnng" noise. It's no jingle or anything, it's just a sound effect, not unlike the sound that plays when Mario walks, or jumps.
The G&WG miss songs are mostly extremely short 1-channel sounds that consist of 4-8 notes that just loops over and over. You could argue that it's a jingle, but it's no more so then having the SMB 1-up sound looping over and over.
The last thing is that these tracks aren't even accessible via the regular music-loading routine, in most cases (Which includes DK and G&WG iirc). Given this, considering that they're not really 'tunes' of any sort, there's no real reason to track down the SFX loading routine.
Drag wrote:
The G&WG miss songs are mostly extremely short 1-channel sounds that consist of 4-8 notes that just loops over and over.
As is the background music of the first four levels in DK.
tepples wrote:
Drag wrote:
The G&WG miss songs are mostly extremely short 1-channel sounds that consist of 4-8 notes that just loops over and over.
As is the background music of the first four levels in DK.
The difference is in the composition. Did you notice how you called it "background music"? It's simply that, even though it's an extremely short 1-channel song, it's composed such a way that it resides in the background. It's subtle, unobtrusive, and most importantly, it was composed with the intention of it being BGM and looped a lot while you're focused on something else.
G&WG's miss tunes. Although they are extremely short, 1-channel songs, like the DK BGMs, they aren't "background music". They are designed to be more in the foreground, and the intention definitely *isn't* to have these loop repeatedly while you're trying to concentrate on what you're doing. This is the key distinction, they're treated as sound effects.
um... well as in Item placement, I meant when you have control over where the item is going to be placed. The screen fades a shade whiter and Mario freezes from where he was when he plucked the item placer, then you hear a tune similar to K.K. song but it is NOT K.K. song. It's certainly hummable so I guess it's more of a song than a jingle.
NotTheCommonDose wrote:
um... well as in Item placement, I meant when you have control over where the item is going to be placed. The screen fades a shade whiter and Mario freezes from where he was when he plucked the item placer, then you hear a tune similar to K.K. song but it is NOT K.K. song. It's certainly hummable so I guess it's more of a song than a jingle.
Oh! Yeah, that's a song.
I wonder why it's not in the tracklist though... o_O
Super B-Daman and Super Black Bass Pocket 2 (J)?
http://www.angelfire.com/nc/ugetab/GBSs/
Super B-Daman is there.
http://www.angelfire.com/nc/ugetab/
Just added a fixed Donkey Kong. GBS2GB song reinits don't automatically reinit the bank number to 1, so it had to be done manually. If they had stored the song table before 0x4000(like I tend to), it wouldn't have mattered.
Track 34 or is still missing When you are actually placing the ladder or spring trampoline.
I looked into it. Too much trouble.
DF0F is related to it being active, but it's really not worth the effort to me.
Could someone rip the the Addams Family game (
Wikipedia) soundtrack?
I can provide the ROM if needed.
Thanks.
- robert_
P.S. I requested this back in like, August. To date, I haven't received any responses. If it's already ripped or something, let me know, because I can't find it anywhere.
http://www.angelfire.com/nc/ugetab/
I did that quite a while ago, it seems. May 2, 2008 if the HTTP header is right.
Seems to be here too:
http://gbs.hcs64.com/a/
ugetab wrote:
GBS2GB song reinits don't automatically reinit the bank number to 1, so it had to be done manually. If they had stored the song table before 0x4000(like I tend to), it wouldn't have mattered.
Ah, ok. DK was one of my earliest GBS rips, I just saw it worked in the GBS players, and thus called it a success, just assuming it'd also work with the GB version.
Sorry if I've been so hesitant to modify my older rips, by the way. College work is kinda burning me out on everything, and I'm really just trying to find excuses to not do stuff because of that.
I'm not always fit to do rips myself, but Gameboy is probably the easiest of what I do, so I can often knock out a code-side rip in a couple of minutes, as long as there's no unique data inits to deal with.
Would you be able to rip the PD demo of Stunt Race FX? I think it's labeled elsewhere as demo3d. I'd also like Kobe Bryant NBA 3 on 3 and Toy Story 2?
Way cool, Thanks!
Edit: The FX Demo doesn't work when converted to .gb. Just thought I'd mention it.
1. What are you using to convert the FX Demo
2. What are you using to play the .GB file
I had it playing as a .GB before I tested it as a .GBS in winamp.
Me too. Works perfectly. Now, are you using my program, or the ASM file to generate the .GB file?
I'm using your program.
I forgot to mention that the symptom is a black screen with no music playing.
First, unzip the latest version of the program and all the .bin files to where you keep the program, and try it again. If that doesn't work, upload the .GB it creates to stashbox.org, and I'll see what the problem is.
I found the problem.
I run everything in compatibility mode, unless there's a reason not to.
Compatibility mode means there's always an SRAM to be read from and written to. Accuracy mode only supplies that if the ROM says it should be.
The music data was stored to and read from SRAM, likely due to Main RAM usage, so I switched all the calls to SRAM to an equivalent spot in Main RAM, and it works in accuracy mode now. The old one worked in compatibility mode, but would have had some issues on an SRAM-lacking cart version.
Download the same pack, and it'll have the new file in it. The conversion tool is still very much error free in my opinion. Adding the SRAM tag would reduce compatibility with hardware, and would only benefit a few SRAM-based music routines, which could likely be modified with only a bit of knowledge that they need to be changed and the effort to change them.
What's up with the Mario Golf rip? It fails in nezplug++.
I actually fixed that one, along with a few others, to work in the newer NezPlug++. I added Timer+VBlank support, so around that time I scanned the GBS file pack I had, and fixed them so they didn't use all the bits the new format used.
http://www.angelfire.com/nc/ugetab/GBSs ... d_GBSs.zip
I've been trying to find a gbs file for the japanese godzilla for gameboy [Kaijuu-Oh Godzilla].
Final Fantasy Legend III rip doesn't have the second part of the ending music. Track 7 is the first part. The second part is only a few seconds long. It acts as an ending to Track 7, once it has finished looping enough times for the player to see the entire ending.
Wolf Chow wrote:
Final Fantasy Legend III rip doesn't have the second part of the ending music. Track 7 is the first part. The second part is only a few seconds long. It acts as an ending to Track 7, once it has finished looping enough times for the player to see the entire ending.
Ah, so it wasn't just me being crazy when I remembered an ending to that song when I completed the game a long time ago.
I'd like to request .gbs files for The Flash and Terminator 2: Judgment Day. Thanks for your time!
http://gbdev.gg8.se/files/musictools/Jeremy%20Evers/
Here's an old GBC tracker with some neat songs that could be ripped.
Legend of Zelda!!! I am a huge zelda fanatic and I guess I haven't heard much on a new release on the game this year. I hope to see and play more zelda games in the near future. I hope the company doesn't foreclose the game since I really love it.
Johnny Parks
Blender |
Blender Tutorial |
Blender Example
[Please don't use a fake signature, especially one with offtopic links. Links neutralized. --MOD]
I know this thread hasn't been active but I really wanted the below gbs.
heck, if I had any idea what to study to be able to do rips I certainly would, its driving me nuts that i cant. I mean all I know is probably wrong, open rom in a hex editor somehow locate addesses then dump them in a file?
surely im missing key elements lol
Tiny Toons - Plucky's Adventure [GBC]
Tiny Toon Adventures - Babs' Big Break [GB]
(Tiny Toon Adventures - Wacky Stackers [GBA]) but thats gsf so nm
Can anyone rip the GBS for the game "Tony Hawk's Pro Skater" for the GBC?
I've tried to figure it out myself but I can't. Anyone help?
qazwsxedc wrote:
Can anyone rip the GBS for the game "Tony Hawk's Pro Skater" for the GBC?
I've tried to figure it out myself but I can't. Anyone help?
http://www.angelfire.com/nc/ugetab/GBSs/
GBS rip from the newest Game Boy scene demo:
Demon Blood by Youth Uprising
Very nice music.
I'm looking for a music rip for the gameboy port of the ORIGINAL Pac-Man.
Every rip of Battletoads: Ragarok's World seems to be missing some tracks. I know it has less levels than the NES one, but I know there are some tracks that aren't on there.
And Battletoads & Double Dragon, sounds pretty off to the original sadly :<
urgh if I wasnt up to my neck in biological research for my condition i'd really study to be able to rip game music, its a great skill to have. I attempted understanding NSF once and soon had to give up.
Dragon Quest 1, 2, and 3
I found them in GBR format at
http://snesmusic.org/hoot/gbs/I'm using Game Music Emu in my program, and it doesn't support GBR. I've looked into converting them to GBS, but I'm not sure how to do it. So far the only info I found about this are at
http://www.angelfire.com/nc/ugetab/nezplug.html and
http://www.angelfire.com/nc/ugetab/GBR_Format.txt but I don't know what to do with this info. Does anyone know how to do the GBR to GBS conversion? Or would it be easier to just rip the music into GBS directly?
So what about the original Pac-man GBS? Anybody have it?
It's been about eight months (or so) since I requested it. :p
You guys probably look down on double posting, but I wanted to bump the thread. My links expired, but I found a
site that has tons of GBS files. Cheers.
So, is anyone still taking GBS requests? There are a crapton of unripped games, and some old ones that are missing music or need fixing.
Is there gbs files from these games:
Quote:
MYGB.GB (black - box "My GB is your GB and your GB is my GB")
MUSBOXEX.GB
ironhike.gb
nanovoice.gb
nanovoice2001.gb
nanosynth.gb
nl15d.gb
ucbnMain.gb (8CYLINDER)
LSDJ.GB (littlesounddj)
lsdj3_1_9_demo.gb
Pocket Music.gbc (Jester Interactive / Rage Software)
MUSICBOX.GB (black - box "Music Box Version 1.3")
sludgeon2_003.gb (8cylinder software)
pounder2_001.gb (8CYLINDER)
muddygb11.gb
............................
Full list in attachment.
If I'm not mistaken, a lot of those are music sequencers/synths, making a GBS rip kinda pointless.
A rip still ought to include the predefined sequences. For example, Mario Paint has a sequencer, but I wouldn't consider a rip complete unless it includes the three predefined sequences (Mario, Twinkle, and that third one with the animal noises).
Drag wrote:
If I'm not mistaken, a lot of those are music sequencers/synths, making a GBS rip kinda pointless.
I can use messui to create vgm logs using (GB DMG). And those vgm logs becomes vgm rips. And if there exists a (GB DMG) vgm to gbs conversion program. Then it will be easy to make gbs rips.
A vgm log from nanovoice takes around 5,05 MB if 02:35.41 seconds was recorded.
5.05 MB (~40 Mbit) is bigger than the biggest Game Boy Color game that I'm aware of (32 Mbit). Is there a GbCartDB counterpart to BootGod's NesCartDB where I can check the ROM sizes of games?
Here is all my gameboy vgm rips:
Attachment:
VGM gameboy.zip [1.47 MiB]
Downloaded 421 times
Perhaps this thread should be moved into GBdev for organizational/OCD sake, eh?
My requests-
Hyper Lode Runner (Every rip is horribly broken)
Battleship/Navy Blue 1 - All songs are sped up
Navy Blue '90 - Same as above
Itchy & Scratchy in Miniature Golf Madness - Unripped
Speedy Gonzales Aztec Adventure - Unripped
Here's Hyper Lode Runner and
source if anyone cares. Couldn't find any GBS examples, so did my own.
Itchy & Scratchy in Miniature Golf Madness seemed also challenging, so here it is. Rest looks too easy, so I'm not touching it.
tmk wrote:
Itchy & Scratchy in Miniature Golf Madness seemed also challenging, so here it is. Rest looks too easy, so I'm not touching it.
Holy shit, thank you so much for ripping these!
I really hope you reconsider regarding the rest since it seems everyone else has completely stopped ripping GBS tracks until I saw your posts
Thanks again!
No problem. You can easily fix Battleship and Navy Blue '90 by yourself. Just patch header at $000E to $AB and $000F to $04. That will fix tempo issue. As for Speedy, I might take a look but can't promise when.
Funny, it was supposed to be a busy day but I somehow ended with few spare hours, so... Arriba, Arriba! Andale, Andale!
tmk wrote:
Funny, it was supposed to be a busy day but I somehow ended with few spare hours, so... Arriba, Arriba! Andale, Andale!
Once again, thanks so much for ripping those!
Regarding the Navy Blue games...How do I go about those changes? A hex editor? Never done it before.
Here are a few more I honestly forgot to include in my last post-
Toxic Crusaders (Unripped)
Othello (Current rip is buggy and missing tracks IIRC)
Out of Gas (Unripped)
Crayon Shin-chan 4 aka Super Mario 4 (Ripped, but missing several tracks)
As well as those, could you also rip these ROMs as well? None of these have been ripped as far as I know. Some of these games have terrible music, but I would love to see a GBS rip of them.
- Attack of the Killer Tomatoes (U) [!]
- Blues Brothers, The - Jukebox Adventure (U) {Warning: sound emulation for this game is very bad on some emulators!}
- Bubsy 2 (E)
- Extreme Sports with The Berenstain Bears (U) (M5) [C][!]
- Gex - Enter the Gecko (U) [C][!]
- Jurassic Boy 2 (E) [C][!]
- Oddworld Adventures (UE) [!]
- Thunder Blast Man (J) [C][!]
Of course, if MrNorbert1994 ever starts doing GBS rips, he might become one of the top rippers.
BlackGuyRX wrote:
Out of Gas (Unripped)
THIS IS MY TIME TO SHINE
BlackGuyRX wrote:
Regarding the Navy Blue games...How do I go about those changes? A hex editor? Never done it before.
Yes, just get any hex editor of your choice, apply those changes and.. that's it. As for others I can't promise anything but it looks like DevEd got interested.
I've actually been doing GBS rips for a while, it's just that few of them have recieved proper public releases. Most of my rips can be found here:
http://devnet.sonicgamesdimension.net/GBS/ (Includes a few GBS files for unreleased games!)
Kinda off-topic, but would a Discord server and/or IRC channel for GBS ripping be something of interest to anyone?
BlackGuyRX wrote:
Othello (Current rip is buggy and missing tracks IIRC)
Here's proper one. I somehow enjoy those 32k games with code, player, songs and gfx scattered all over the space.
* fixed / added
tmk wrote:
BlackGuyRX wrote:
Othello (Current rip is buggy and missing tracks IIRC)
Here's proper one. I somehow enjoy those 32k games with code, player, songs and gfx scattered all over the space.
Thanks a bunch! The Main board BGM is still glitched tho.
https://youtu.be/zTp63Xse4TE?t=14s
BlackGuyRX wrote:
tmk wrote:
BlackGuyRX wrote:
Othello (Current rip is buggy and missing tracks IIRC)
Here's proper one. I somehow enjoy those 32k games with code, player, songs and gfx scattered all over the space.
Thanks a bunch! The Main board BGM is still glitched tho.
https://youtu.be/zTp63Xse4TE?t=14sAnd if you re-rip it, can you rip the European version as well?
BlackGuyRX wrote:
Thanks a bunch! The Main board BGM is still glitched tho.
Thanks for pointing this out. Fixing this was more challenging than I expected. Hope it's ok now.
SuperWill24 wrote:
And if you re-rip it, can you rip the European version as well?
Done. Only wavetable seems to be different in (E).
tmk wrote:
BlackGuyRX wrote:
Thanks a bunch! The Main board BGM is still glitched tho.
Thanks for pointing this out. Fixing this was more challenging than I expected. Hope it's ok now.
SuperWill24 wrote:
And if you re-rip it, can you rip the European version as well?
Done. Only wavetable seems to be different in (E).
Thanks a bunch!
BlackGuyRX wrote:
Crayon Shin-chan 4 aka Super Mario 4 (Ripped, but missing several tracks)
Here's proper. Didn't check throughout the game but I think there was 1 unused tune and couple of sfx.
i am looking for the GBS file of these games for one year, here is the list of the games:
-Feng Kuang Da Fu Weng (aka crazy monopoly)
-Baiwan Dafuweng - Jin Ban (aka crazy monopoly 2)
-Shuihu Shenshou
Can anyone re-rip or fix the GBS of "Ultraman Ball"? All the songs only have one square wave and one noise enabled...
Could you rip Pokemon Prism to GBS?
Guess what? This forum is active again!
Somehow, just somehow, I managed to rip the audio of some games that nobody had ever done before! These are also my first GBS rips, as these were more of a hack than anything else. Still can't figure out how to deal with multi-bank games.
Two of these games were done before, but they weren't proper. Speedy Gonzales failed to initialize the wave channel, while Les Visiteurs was broken in some other way.
Anyway, enjoy! You might also notice that these games all have one thing in common.
P.S.: RE was actually developed by some UK-based company, but I can't remember the name of it.
Due to the 5 attachments per post limit, here are the rest:
My first GBS rips:
A few SFX rerips from Alberto González.
Does a Beavis & Butt-Head GBS exist? I've been searching for one.