EDITED 9/15/2005: Games that have yet to be ripped are marked with orange, while answered requests are marked with green. Thank you guys so very much for your wonderful effort! We really appreciate it!
Here they are (in alphabetical order):
- Contra Force
- Marvel's X-Men (Thank you Gil-Galad!)
- Metal Storm (Thank you kingshriek!)
- Mitsume ga Tooru/3 Eyes Story (Thank you kingshriek!)
- Paperboy (Thank you Gil-Galad!)
- Pipe Dream (Thank you kingshriek!)
- Puss n' Boots (Thank you kingshriek, blargg!)
- Rollergames (Thank you kingshriek!)
- Skate or Die
- Sky or Die
- Tecmo Superbowl (Thank you kingshriek!)
- Tetris (BPS) (Thank you Gil-Galad!)
- Tetris (Tengen) (Thank you Gil-Galad!)
- Toobin
- Wai Wai World 2
- Wizards and Warriors 3 (the missing track)
P.S. Thank you, Memblers for making this thread sticky, and sorry for editing this post so many times; I'm just trying to keep it as organized as I can.
Hmm. It's been a while and no one has responded yet. Would somebody at least kindly recommend a place where I could make such requests?
Thank you.
This is the best place for it, probably.
I'm somehow not surprised there are some unripped Konami games. They tend to be pretty tough from what I've seen, I never managed to rip any of theirs (except a re-rip of the FC version of Contra, I had the US version rip to refer to though). I've been too busy to be up for the challenge, hopefully someone else will give it a shot.
Homer Simpson wrote:
Hi, guys. This is my first post here. I normally don't like to bother people with requests, but I'd really want Konami's "Rollergames" and "Contra Force" ripped NSF-less for my remixing project. I would've done it myself, but I know zilch about the 6502 assembly language
I thank you in advance for any help.
Here is rollergames
http://www.geocities.com/gil_galad75200 ... rgames.zip
I'm still working on Contra Force.
Oceans of thanx, ma good man! I mean, thank you so very, very much! I hadn't checked this thread for a long time, and I checked it today, and... wow! Sweet!
Unfortunatelly, this NSF misses half of all the songs. Are you still working on it, or is it final? Will you add the rest of the songs to the rip?
Thanx
Is there anything
can do for you?
BPS's
Pipe Dream doesn't look ripped on
Zophar's.
I just noticed Skate or Die doesn't seem to be ripped (or is it?). Unbelievable.
I made this thread sticky, so these requests don't fade into obscurity, and to keep them all in one place hopefully. Some NSF's can take a while to be ripped (or a lot of luck, heheh).
Ski or Die, which has some great music, hasn't been ripped either. I haven't ripped any NSFs, perhaps the DMC usage in Ski or Die makes it much more difficult?
I mentioned this before, years ago, but the current Wizards and Warriors 3 rip is missing a track--the music you hear during the test to enter the Wizards Guild. I would hope one could simply take the NSF that's out now and tack the song onto the end.
Also, yes, Skate or Die.
And for that matter, since there are semi-accurate players out now, the Skate or Die 2 intro would be very, very nice (since it supposedly wasn't ripped in the first place because all players/emulators out at the time would have botched it).
I can't think of anything else specific at the moment.
Anonymous wrote:
And for that matter, since there are semi-accurate players out now, the Skate or Die 2 intro would be very, very nice
I've made a really cheap, incomplete S3M copy of the SOD2 intro, using samples that I ripped using my custom NES sample ripper. If you really want it,
get it.
If someone could make an NSF of Tecmo Superbowl, it would be GREATLY appreciated.
Thanks in advance.
I know this is a NSF request thread, but is anyone doing any GBS requests? (the 3 game and watch galleries, motocross maniacs 1, garfield, the 4 bugs bunny crazy castles, to name a few.
)
I have Contra Force ripped and it's on my other computer at home. It might be awhile before posting it.
Gil-Galad wrote:
I have Contra Force ripped and it's on my other computer at home. It might be awhile before posting it.
Fantastic! Can't wait
I would really appreciate (as I'm sure many others would too) a Paperboy NSF. I can't remember there being any more than 2 songs in the game, but I also remember lots of sampled sound effects, which may be the reason there is no NSF. Even a very incomplete NSF would be greatly appreciated.
Hey all. One request I had is for a lesser known game called "Puss n' Boots". Haven't seen it anywhere. If anyone's got the skills though, I'd love it.
Thanks.
Anonymous wrote:
If someone could make an NSF of Tecmo Superbowl, it would be GREATLY appreciated.
Thanks in advance.
(First of all, mucho respect for ANYone who can even remotely understand how to rip an NSF. You are truly a king of kings. And I, I am the lowly peasant who likes to rock out to some sweet NES tune action. That's all.)
Holy crap. This totally deserves an NSF. I can only assume that the reason it doesn't have one yet is because it's impossible or something. But damn, the Pro Bowl Music?! and the Super Bowl Music!? I mean, those are gems!
Request:
Metal Storm
Thanks mucho!
Hey Memb! It's me, Kyle, from your other forum... since I suck ass, I haven't posted practicly at all. No knowledge of asm or anything remotely related to dev has led me to... well.. not come back.
Here I am again begging for someone to give Toobin a shot. Memblers tried and some kind of error screwed him up but he did find the music. You can ask him which part of the rom it's at if you need be. I'd love to get the music for this awesome but often over looked game. It'd be heavily appreciated and all that jazz.
Hey, yeah I remember that. The file is still uploaded here if anyone wants to mess with it. Sounds like it was close to working, but there must be something that wasn't initialized right.
http://www.parodius.com/~memblers/toobin.nsf
Yeah... I really wish I knew what, too, so I could fix it! I love Toobin's music.
Anonymous wrote:
Homer Simpson wrote:
Hi, guys. This is my first post here. I normally don't like to bother people with requests, but I'd really want Konami's "Rollergames" and "Contra Force" ripped NSF-less for my remixing project. I would've done it myself, but I know zilch about the 6502 assembly language
I thank you in advance for any help.
Here is rollergames
http://www.geocities.com/gil_galad75200 ... rgames.zipI'm still working on Contra Force.
The Rollergames NSF is broken. It's missing the PCM, and it's missing a bunch of songs. Like the Level themes, the final boss, the ending, etc.
- which is why it hasn't been removed from the request list.
Could have something do due with the fact that the ROM itself is crap. The first levels music gets all bizaro after the first repetition of the song.
Speaking of repetitions and music going bizarre over time, I'd like to see a re-rip of Tengen's Tetяis. It appears that the order table got corrupted, and the parts of each track that are supposed to repeat don't repeat, causing the tracks to get out of alignment with one another. I have proof. If you want to hear this demonstrated, and you're willing to download 4.5 MB of .ogg and .nsf files,
go right ahead.
I'd also like to see a re-rip of BPS's Tetris, the one where Down and A are swapped. It's missing at least "Technotris", based on Burgmüller's "Arabesque", which is my favorite track from that game.
I don't necissarily like to be a leech to these things. But it'd be nice to see an NSF archive of Marvel's X-Men ripped and posted. I know it doesn't have THAT many songs... but still, it would be nice to listen to them rather then recording them from the sound card.
Thanks if you can get back to me and do this.
drk421 wrote:
Request:
Metal Storm
Thanks mucho!
I've attempted an NSF rip and came up with this:
http://i11.photobucket.com/albums/a151/Kingshriek/metalstm.gif
Just rename the .gif to .zip and extract.
This rip was a little tricky, and I had some trouble getting it to sound right so the above rip might not be completely accurate.
I decided that I'd do Puss 'n Boots also. It was much easier to do than Metal Storm. Same extraction process as before (rename .gif to .zip and extract). Enjoy.
http://i11.photobucket.com/albums/a151/Kingshriek/pussboot.gif
That method of encoding a GIF and ZIP file together is cool (kind of like having the heap grow up and the stack down in memory). I tried both NSF files in my NSF debugger and it didn't notice any internal things that were odd (like accesses to unmapped memory, etc.).
The first Puss 'n Boots first track was silent, and they all clicked at the beginning. I patched the init routine to add one to the track number and NOPed out the DMC ($4011) init to $7f since it doesn't seem to be used. Here's the patched track (in the same zip-in-gif format, heh):
pussboot.2.gif
Hot damn! Nicely done you guys! Keep the rare NSF's coming!
Tecmo Super Bowl was fun to do. Bankswitching and samples - yay! I think I got everything except for a single sound effect (track 47 in the NSF, which is silent). It's the sound effect generated by writing 0x0E to $0700.
http://i11.photobucket.com/albums/a151/ ... ecmosb.gif
Sorry for all the posts, but I believe I have fixed the Rollergames NSF. The music data is split across 2 banks so that's why half were missing in the previous rip. I added the samples as well.
Rollergames (fixed) -
http://i11.photobucket.com/albums/a151/ ... rgames.gif
EDIT: The previous Rollergames fix I uploaded had incorrect initial bank data, so one of the samples wasn't being played correctly. I updated the NSF with the correct bank data so everything should work fine now.
Also, I ripped a bunch of Koei MMC5 games (all have their music code in the same format); however, none of these use the extra sound capabilities of the chip.
Aoki Ookami to Shiroku Mejika - Genchou Hishi -
http://i11.photobucket.com/albums/a151/ ... enchou.gif
Dai Koukai Jidai (Uncharted Waters) -
http://i11.photobucket.com/albums/a151/ ... ijidai.gif
L'Empereur -
http://i11.photobucket.com/albums/a151/ ... pereur.gif
Nobunaga no Yabou - Bushou Fuun Roku -
http://i11.photobucket.com/albums/a151/ ... bushou.gif
Royal Blood (Gemfire) -
http://i11.photobucket.com/albums/a151/ ... lblood.gif
I haven't had any luck in ripping any other NSFs on the request list. I did, however, manage to rip Wario's Woods.
http://i11.photobucket.com/albums/a151/ ... swoods.gif
Heh, maybe I'll have to modify my NSF player to play your GIF/ZIP NSFs directly. :) Why don't you just use normal zips and another free file host, like
Ripway?
EDIT: I ran a few tracks in my NSF debugger and the only MMC5 activity was a single write of $00 to $5015. Why don't you clear the MMC5 sound bit in the NSF header? That would allow them to play on NSF players that don't support MMC5.
Yeah, I was just being lazy with the GIF/ZIP thing. I adhered to your suggestion and have come up with this:
kingshriek's NSF page
This page will list all the NSFs I have ripped or have been involved in ripping.
Also, I cleared the MMC5 bit in the Koei NSF's and re-uploaded them on the page above. Additionally, I filled in composer data that what left blank in some of my previous uploads. I will link to this page from now on for new NSF releases.
I should probably submit these to Zophar's some day.
I got the Pipe Dream NSF working (problem was that I didn't initialize a pointer).
Pipe Dream
As for non-requested, previously unripped (as far as I know) NSFs, I also did:
Ice Hockey
Ice Hockey (FDS version)
Super Dodge Ball / Nekketsu Koukou - Dodgeball Bu
Whomp'Em / Saiyuuki World 2
First, let me just say that kingshriek is a true NES hero. Excellent work lately my friend! I've been waiting for some of the NSFs you've done this month since the very beginning of NSFs! So thank you for that.
Mitsume ga Tooru is one of the least known about excellent games on the system. Music included. Can't believe you made that one!
As for requests. I've noticed that there isn't a "Contra Force" NSF as of yet. This saddens me because the music in the game is trademark Konami gold.
Also, there is yet to be a Pinbot NSF.
Aw. I already did Pipe Dream, Ice Hockey and Wario's Woods. Here is where my NSF rips currently reside:
http://desnet.fobby.net/index.php?page=music
So no one goes to make a unneeded 2nd rip of those games :)
And yeah, Ski or Die and Skate or Die is also there.
@Norrin_Radd: Thanks for the compliments. I'm happy that my NSFs are being enjoyed.
@Matrixz: Since, I've started ripping NSFs, I have learned that there are quite a bit more floating around out there than what's listed at Zophar's. Other NSFs I know I've duplicated are Kick Master and Laser Invasion (listed as Gun Sight at ZD). Thanks for the heads up on your NSF page - I'll make sure not to duplicate anything else on there.
As for requests, I have one. Although it's not exactly an NSF request, it being fulfilled will lead to an NSF. Lately, I've been looking at Cleopatra no Mahou. It has the same music format as Nakayama Miho's Tokimeki High School (which I've done), so it shouldn't be hard once I have all the data necessary. But this is where the problem lies.
Like many FDS games, the music is split across a lot of banks (Tokimeki High School had 9!), and for each bank, an address (for init) needs to be written explicitly. To find these, I basically have to play through the entire game - not an easy task when your Japanese is as poor as mine. For Tokimeki High School, I was able to find a guide/kouryaku, so it wasn't a problem. I've had no such luck with Cleopatra no Mahou. So if anyone has played through this game and can help me or can point me to a walkthrough, I'd greatly appreciate it.
Dammit! If I knew any japanese I would totally help you out man. That is a lot of work for one man. If there is anything a totally japanese illiterate man can do to help, let me know what you need.
before you're fixed Rollergames NSF, I had to hook up my NES to my PCs audio line in, and record each levels music one at a time into wav files. That game gets mighty hard and frustrating toward the end too haha. I could have used the rom but level ones music was glitchy.
To summarize; I've been there dude, and it's definitely poops McGee.
I've noticed there is also no Super Cars NSF out there. Wicked music.
kingshriek: I've noticed your NSF page has changed. When you click on the URL it asks you to DL a program
.
Matrixz: I just checked out your page and I must say you've done some FINE work as well! You guys rock!
That's weird. Hopefully the problem will be resolved soon. Until then, I've made an alternate, offline index.
kingshriek's NSF page alternate offline index
Good news. I was able to finish the Cleopatra no Mahou NSF. From a brief analysis of the file system, I was able to retrieve the rest of the required address data and set up the proper NSF banks. Here it is:
Cleopatra no Mahou NSF
Another Triumph my friend!
I love the Egyptian sound of this one a lot. I'm a total sucker for Egyptian instrumental music. Infact I bought the Mummy Soundtrack earlier today, how odd.
Any others on the go kingshriek?
I also did Suishou no Dragon, another Square FDS title, as well. It had the exact same format as Tokimeki High School and Cleopatra no Mahou, so it was relatively easy to rip. I only encountered two tracks, and from what I played of the game, it seems that that's all there is - most of the game is silent.
Suishou no Dragon NSF
I looked at all the other Square FDS games and none of them have their music organized in the same way, unfortunately.
Also, it looks like I have fixed Toobin'. The NSF required additional initialization of $700-$7FF and bankswitching (music data is split between 2 8K banks).
Toobin' NSF
Hi. I've been lurking here for a while, and I must say its great to see so many new nsf rips. I'd like to thank all the rippers for making these available.
From browsing these posts, it seems to be okay to request nsf rips. I apologize if I'm breaking any rules, but I was wondering if anybody would be interested in looking at some of these games. The first 4 are Famicom Disk System Games, so I dunno if they'd be easy or not.
Famicom Grand Prix
Famicom Grand Prix 2 3D Hot Rally
Knightmove
Exciting Soccer
And these two are both PAL games.
Super Turrican
Konami Hyper Soccer (Completely different game from Exciting Soccer, even though both are by Konami.)
If anyone could rip these I would be very grateful.
Wow! Suishou no Dragon is really rockin! Well, track 1 at least. It's time to get up and dance!
Toobin is kicking my ass too. I like how it sounds like Guantlet. Track 1 and 2 are guantlet all the way. Very rad find! Track 5 is getting me in a silly mood. Especially since I have head phones on. Just the thought of anyone listenin to track 5 with headphones on is a goofy thought. ROCK
Track 11 of Toobin is TOTALLY my taste in music. Tech metal NES style. *drools*
king, I say this all to often, but you are totally keeping NSFs alive! I really wish I knew how to do it too.
Here are the two PAL NES rips you requested (I hope I got all the tracks):
Konami Hyper Soccer NSF
Super Turrican NSF
I'll take a look at the FDS ones sometime later.
Wow. You got those two ripped pretty quickly. Thanks a bunch.
Anonymous wrote:
Wow. You got those two ripped pretty quickly. Thanks a bunch.
Whoops that was me. Forgot to log in.
King, you are an animal!
Thanks for more fine additions to my NSF collection
Any chance you could do Super Cars?
Edit: HOLY SCHNIKIES! Konami Soccer HAS to be done by the same guy that did RollerGames, Basewars and Batman Returns: Shigemasa Matsuo.
Now I will have to beat the game and see the credits to be sure.
Sorry for the double post, but.
http://gilgalad.panicus.org/nsf/contra_force.zip
Just found Gil_Galads Contra Force NSF on his site. Unfortunately it's not very accurate. It has wierd noises all throughout it, and it is missing the DMC in most songs. That's too bad
, but it's a start.
For the recent requests, here's what I was able to come up with. I'm worried that the FDS ones may be missing some tracks, especially since some use multiple init/play routines. Hopefully not, though.
Exciting Soccer - Konami Cup NSF
Famicom Grand Prix - F1 Race NSF
Famicom Grand Prix II - 3D Hot Rally NSF
Knight Move NSF
Super Cars NSF
Here's a DPCM fixed Contra Force:
Contra Force NSF
Exciting Soccer is missing the ending theme, but is otherwise complete. To those using Not so Fatso, Grand Prix II doesn't seem to work on that. It works fine on Nezamp though.
Anyway thanks a bunch for the nsfs Kingshriek.
Anonymous wrote:
Exciting Soccer is missing the ending theme, but is otherwise complete. To those using Not so Fatso, Grand Prix II doesn't seem to work on that. It works fine on Nezamp though.
Anyway thanks a bunch for the nsfs Kingshriek.
Whoops again. This will be the last time. Thought I had it set to always log in. :P
Thanks for letting me know about the incomplete NSFs. I added the ending theme to Exciting Soccer (increasing the file size by another 8K) and fixed the play address in Famicom Grand Prix II so that it would play in players that halt on invalid opcodes.
Here are the fixed NSFs:
Exciting Soccer - Konami Cup NSF (fixed - added ending theme)
Famicom Grand Prix II - 3D Hot Rally NSF (fixed - corrected play address)
I replaced the files so you may need to clear your cache if you aren't getting the fixed NSFs from these links.
Well hot damn kingshriek. I've been thoroughly blown away! Thank you!!!!!!!!!!!!
Thanks for the updated rips.
I was playing around with the Skate or Die 2 title theme, seeing what I can do with an NSF. Here's what I came up with (haven't figured out how to access the other tracks in the game, anyone know how to properly init?):
Skate or Die 2 title theme
For the raw PCM, I had to approximate frequencies. I use a table at $BF00-BFFF to convert the raw PCM frequency to a number of loops to update $4011 after each play routine call. The values in this table should be as high as they can without spilling over to the next play routine call. I tried to tweak them to get as close as I could to this maximum.
Very cool. As for the other tracks, I can't remember how I init'ed them since it was so long ago (6 years, holy crap), but here's the rip:
http://www.zophar.net/nsf/sk8die2.zip
Alright. I combined them together. I think the PCM frequency in the title theme is slightly lower than what it should be, but I can't make it go any higher without spilling into the next play routine. Probably a result of the PCM routine being tied to the play routine in the NSF. In the game, they are completely seperate - the number of times $4011 is updated between play routines varies slightly, although it's almost constant. I wish I knew how to fix this. Anyway, here's the combined NSF.
Skate or Die 2 NSF
EDIT: I was able to tweak the frequency values a little bit more. It turns out I had an extra cycle in the PCM routine. I replaced a NOPx2 with a STA $xx (where xx is a random unused zero page address) in the PCM routine to fix this. It's still not perfect, but it's better than it was before. I updated the file above to reflect these changes.
EDIT 2: Wow, I can't count. It turns out I had 11 extra cycles in the PCM routine. I rewrote it to get rid of these extra cycles, which allowed me to tweak the $4011 write loop values a bit higher, making the NSF even closer to what it should be. I'm not sure if it can be improved from here. It should be nearly cycle accurate with the game's PCM routine now. I updated the file above to reflect these changes.
Norrin_Radd wrote:
As for requests. I've noticed that there isn't a "Contra Force" NSF as of yet. This saddens me because the music in the game is trademark Konami gold..
I ripped Contra Force last month and noticed later that some DPCM is missing, due to lazyness I haven't fixed it yet. I have some other Konmai rips as well for you to download.
http://gilgalad.panicus.org/
Norrin_Radd wrote:
Another Triumph my friend!
I love the Egyptian sound of this one a lot. I'm a total sucker for Egyptian instrumental music. Infact I bought the Mummy Soundtrack earlier today, how odd.
Any others on the go kingshriek?
Then you might like the NSF rip for the game Egypt on my site.
http://gilgalad.panicus.org/
Wai Wai World 2 has been ripped by Ben Parnell. Also you could add to the rip request list by looking at the thread on the old message forum.
I have Marvel's X-Men and Paperboy ripped for ya. Also Super Cars from another request.
http://www.geocities.com/gil_galad75200 ... l_xmen.zip
http://www.geocities.com/gil_galad75200 ... perboy.zip
http://www.geocities.com/gil_galad75200 ... r_cars.zip
Both Tetris have been ripped. If you say there is a problem with them then I will try to rerip them.
@Gil_Gilad: Right on Gil! More rare NSFs *drools*
As for Egypt, I've been frequenting your NSF site since you first posted that Rollergames NSF month ago
Egypt is one of my favorites.
As for Contra Force, Kingshriek fixed the DPCM problem, and I think he, very recently, also made a rip for Super Cars as well.
I love this boom in NSF ripping lately. You guys are my heroes, for real.
Say Gil_Gilad is there an nsf player that will correctly play that rip of Hal's "New Ghostbusters 2"? I've tried it in Nezamp, Not so Fatso, and even in FCE Ultra but in all of them the tracks get stuck on one note.
ArnoldRimmer83 wrote:
Say Gil_Gilad is there an nsf player that will correctly play that rip of Hal's "New Ghostbusters 2"? I've tried it in Nezamp, Not so Fatso, and even in FCE Ultra but in all of them the tracks get stuck on one note.
I think New Ghostbusters 2 is one of my older rips. I'm going to check it out and see what the problem is. I can't run NotSoFatSo on my machine so you might be out of luck if the rip still doesn't work after I fix it.
I just checked New Ghostbusters 2 from Zophar and Gil's NSF page and they are identical except the bytes at offset $2542 in the NSF files, where it's $00 in Gil's version and $60 on Zophar's version. The modification date is also later on Zophar's version. Maybe this is one of the batch Disch fixed a while back. Anyway, the version from Zophar works.
blargg wrote:
I just checked New Ghostbusters 2 from Zophar and Gil's NSF page and they are identical except the bytes at offset $2542 in the NSF files, where it's $00 in Gil's version and $60 on Zophar's version. The modification date is also later on Zophar's version. Maybe this is one of the batch Disch fixed a while back. Anyway, the version from Zophar works.
I think the reason why the NSF didn't work right in other players because it was timing out. 60 is RTS, unless the data was changed somewhere. Good now I don't have to fix it I guess.
I got a bunch of rip requests from the other message forum and here they are, I might try some of these myself.
3-D World Runner (Kingshriek)
AD&D Dragons of Flame
AD&D Hillsfar
Afterburner
Appletown FDS
Back to the Future
Bandai Golf: Challenge Pebble Beach
Bard's Tale
Bard's Tale 2
Battlechess
Battletoads (missing raw PCM)
Bill & Ted's Excellent Video Game Adventure
Bill Elliot's Nascar Challenge
Bugs Bunny Crazy Castle
Bugs Bunny Birthday Blowout
Castle Of Dragon
Chessmaster, The
Dai 2 Ji Super Robot Taisen (Kingshriek)
Defender Of The Crown
Ganbare Goemon Gaiden 2
Ghostbusters
Ghost Lion
Gilligan's Island
Godzilla
Ide Yousuke Meijin no Jissen Mahjong 2
Lunar Ball
Metal Slader Glory
Metalstorm (Kingshriek)
Nobunaga's Ambition
Rocket Ranger
SD Gundam Gaiden - Knight Gundam Monogatari
SD Gundam Gaiden - Knight Gundam Monogatari 2
SD Gundam Gaiden - Knight Gundam Monogatari 3
Skulls & Crossbones
Shingen The Ruler
Space Shuttle
Superman
Tag Team Wrestling
WrestleMania Steal Cage Challenge
Trog
Young Indiana Jones Chronicles
Wrath Of The Black Mantra
Out of those listed, Ai Senshi Nicol, Esper Dream, Metal Storm, RBI Baseball, and Robowarrior (Bomber King) have already been ripped.
Also, I've just ripped 3-D World Runner (FDS and NES variants) and its sequel.
EDIT: Moved rips 3-D World Runner rips to a thread below. They now include the ending theme.
The Zophar download does work fine. Thanks for the help.
By the way Kingshriek, thanks for the Worldrunner rips. I apologize if I come across as sounding really anal here as that's not my intention, but I thought you'd like to know that the ending theme is missing from those rips.
Interesting little tidbit on that series. I beat World Runner and its sequel some time ago. The ending theme in both is exactly the same. Hell the whole ending is exactly the same as World Runner's ending, with the dialog being in English and being the same exact words. The only thing changed, is the graphics of the characters. The FDS ending to the original on the other hand is in Japanese and has completely different dialog.
No problem. I always appreciate corrections/suggestions for any of my rips. The ending theme for the three games uses a completely different play address than the rest of the tracks - hence why I missed it in the initial rips. It was weird to see this in a cartridge game, although it's pretty common for FDS titles - with side A and side B having different play/init addresses. Then again, 3-D World Runner is a from-FDS conversion and its sequel is essentially a hack of it, so I guess it's not so weird in this case.
Thanks again for notifying me of the missing tracks. The updated rips are below:
3-D Battles of World Runner NSF
JJ - Tobidase Daisakusen Part 2 NSF
Tobidase Daisakusen NSF
Hey Kingshriek did you see my requests at Zophar's Domain romhack board. Those NSF's I wasn't able to rip, maybe you would like to give them a try. I also put them on the request list. If there is some that you would like me to try let me know.
Yes. I looked at them and Dai 2 Ji - Super Robot Taisen was the only one I was able to quickly make progress on. I'd really love to see Yuushi no Monshou ripped as well, along with the other Deep Dungeon games. I've tried ripping each of them without any luck.
Others I'd like to see ripped are Nobunaga's Ambition and Metal Slader Glory.
As far as I can tell, Nobunaga's Ambition is the only unripped Koei game at the moment. It's very different from any of the other Koei titles I've done.
As for Metal Slader Glory, I was able to rip 3 tracks from it, but I then came across one while playing the game that wasn't initialized in the same way and couldn't figure out how to do it. Also, the music data appears to be scattered all over the place in the rom. This rip looks to be very difficult.
Anyway, here's the Super Robot Taisen rip:
Dai 2 Ji - Super Robot Taisen NSF
Dai 2 is pretty damn rockin! A great find
I have a request for you guys: as of yet, there is no Pinbot NSF. I know at least two people who will piss their pants if you guys have any luck with it. Litterally. Maybe even pee and poo their pants, only one way to find out.
Edit: Holy Crap! Way to Be King! Just saw you had Pinbot up. HOLY MOLY!
Also, I am browsing this page in search of possible titles that might need NSFs. It has the Company name beside each title which is pretty handy.
http://www.gamersgraveyard.com/repository/nes/nesgames.html
I'll let you guys know if I find anything, which is getting REALLY hard
EDIT: Gil, your Backgammon FDS NSF is so rad! It's classy.
EDIT: King, your post just dissapeared!? The one about Pinbot. o.0. Now I have another double post. So sloppy looking
Yeah, I was just noticing that. I can't wait to show it to my friends. They will go bonkers! And it's all thanks to you
Here is a list of games (with decent music) that according to Kingshrieks page, Gil Gilads page, Zophars page, and Planetemu's page, do not have NSFs. Unless they go by other names.
1. Obocchama Kun (Tecmo) Ripped by Gil_Galad
2. Haja no Fuuin (ASCII)
3. Frankenstein (Bandai)
4. Magic Candle, The (Sammy) Ripped by kingshriek
5. Puzzlot (Sammy) Ripped by Gil_Galad
6. Godzilla (Toho) Ripped by Gil_Galad
7. American Dream (Coconuts)
8. Game Party (Coconuts)
9. Masuzoe Youichi - Asa Made Famicom (Coconuts)
10. Legend of Prince Valliant (Ocean) Ripped by Gil_Galad
11. New Zeland Story (Ocean) Ripped by kingshriek
12. Untouchables, The (Ocean) Ripped by Gil_Galad
13. Defenders of Dynatron City (Lucas Arts)
14. Rackets and Rivals (Palcom/Konami) Ripped by kingshriek
All for now.
I did:
Kiwi Kraze NSF - New Zealand Story's US counterpart. There's a rip already out there that is incomplete (don't know why - the NSF doesn't do anything tricky). Anyway, this one should be complete.
Magic Candle NSF
Rackets & Rivals NSF
Gil-Galad: The Legend of Prince Valiant NSF plays too fast. It looks like you forgot to set the PAL bit.
kingshriek wrote:
Gil-Galad: The Legend of Prince Valiant NSF plays too fast. It looks like you forgot to set the PAL bit.
Thanks for telling me that. Did you know that some players ignore the PBRATE bits so it won't make a difference in some if you change it. I did set the PAL bit and the speed. I have a slow PC and didn't really notice that the rip was any faster then it should be.
I also have Obocchama Kun ripped.
http://www.geocities.com/gil_galad75200 ... ma_kun.zip
You guys never stop amazing the crap out of me! Well done you glorious bastards!
Godzilla = Ultra Nintendo Prog Metal!
Thanks Gil!!!!!!!!!!!!!!!!!!!!
I haven't heard all the songs from Godzilla before and I must say I was really diggin it. So I checked up on some other games that the company Toho has made that also do not have NSFs. There is really no other way for me to help you guys than to point out obscure games that do not have an NSF to their names. I am not officially requesting you guys rip these games I mention. I am just trying to make a record of games that don't have NSFs to them yet. Let me know if it becomes annoying
1. Circus Capers (Toho) Ripped by Gil_Galad
2. Godzilla 2 (Toho) Very different game than the first one.
3. Moeru Oniisan (Toho) Ripped by kingshriek
4. City Adventure Touch - Mystery of Triangle (Toho)
5. Kamen Rider SD (Toei/Angel) Ripped by kingshriek
6. Day Dreamin' Davey (Hal Lab) Cool medieval stuff.
7. Bo Jackson Baseball (Data East) Good tunes, and good NES voice samples "STRIKE!"
8. Bakushou Jinsei Gekijoh 2 (Taito) Ripped by kingshriek
9. Bakushou Jinsei Gekijoh 3 (Taito) Ripped by kingshriek
10. Ankoku Shinwa: Yamato Takeru Densetsu (Tokyo Shosenki) Ripped by kingshriek
So... um, can someone make a NARC nsf? Would be much appreciated.
Gil has already ripped Kyouryuu Sentai Juuranger, and I've already ripped Yamamura Misa Suspense - Kyouto Hana no Misshitsu Satsujin Jiken (along with the other two titles in the series).
Also, just now I ripped:
Kamen Rider SD - Guranshokkaa no Yabou NSF
Moeru! Oniisan NSF
Wow Kingshriek, good eye! I must have miss read the titles when I was searching your sites.
Holy, Moeru Oniisan is ALL good. Thanks!
Thanks for figuring out the Toho format. I ripped Circus Caper and changed the init code some to a loop. Also ripped The Untouchables.
http://www.geocities.com/gil_galad75200 ... _caper.zip
http://www.geocities.com/gil_galad75200 ... hables.zip
Excellent work! These sound great! Thanks Gil.
Track 12 on Circus Capers is rad
I've got some more rips for everyone. I decided to go ahead and do Bakushou everything.
Ankoku Shinwa - Yamato Takeru Densetsu NSF
Bakushou!! Jinsei Gekijou NSF
Bakushou! Star Monomane Shitennou NSF
Bakushou Ai no Gekijou NSF
Bakushou Jinsei Gekijou 2 NSF
Bakushou Jinsei Gekijou 3 NSF
Also, NARC is bizzare. The game appears to be constantly pushing stuff on the stack without pulling, making it a real pain to get entry points for the init/play routines. I've pretty much given up on ripping the NSF.
Bakushou insanity!
Nicely done with these man! This is a major contribution to the NSF scene!
Ankoku Shinwa was a total suprise hit! Check out tracks 8 and 12 for some wicked 5/4 groove. I love hearing that sort of stuff on the NES.
Bakushou! Star Monomane Shitennou - Check out track 20, lots of character.
After listening to the Over Horizon NSF ripped by Kevin Horton, I decided to check out some other Hot-B games, and a lot of them don't have NSFs yet either. Some are good, but other are eck! None are as good as Over Horizon.
1. Black Bass 2, The (Hot-B) Average music
2. Blue Marlin, The (Hot-B) Cooler music than a fishing game should have.
3. Hoshi o Miru Hito (Hot-B) Ripped by Gil_Galad
4. Palamedes (Hot-B) Ripped by kingshriek
5. Palamedes 2 - Star Twinkles (Hot-B) Ripped by kingshriek
6. Shingen the Ruler (Hot-B) Cool tunes for the most part.
7. Takeda Shingen (Hot-B) Tha jp prequel. Decent tunes.
Others:
1. Adventures of Tom Sawyer (Seta -1989) Catchy tunes.
2. Castle of Dragon (Seta - 1989) Ripped by kingshriek
3. Formula 1: Built to win (seta - 1990) Average
4. Uturun Desu (Takara - 1991) Bizzare game.
5. Triathron (K-Amusement) Spelling "Triathron" on the title screen
6. Gorby no Pipeline Dai Sakusen (Tokuma Shoten - 1991) Cool puzzler
7. Majaventure - Mahjong Senki (Tokuma Shoten - 1990) VERY RAD MUSIC
8. Captain Silver (Tokuma Shoten - 1988) Decent tunes.
9. Castelian (Storm\Triffix) All ready ripped
10. Super Dynamix Badminton (VAP -1988) one of my favorite games EVER.
Again, tell me if this is annoying.
Hoshi Wo Miru Hito is already ripped by myself and I'm quite sure Castelian is as well under a different name, I can't think of it right now. I have 2 games ripped.
http://www.geocities.com/gil_galad75200 ... seball.zip
http://www.geocities.com/gil_galad75200 ... _davey.zip
Hi. SDC here. First time poster and requester. I need help with a certain NSF.
See, I have the entire collection of "Capcom-Disney" related nes NSF files except for one.
Chip&Dale Rescue Rangers 2, which is a milestone in itself being Capcom's last NES game if I recall someone's info...
Now here's my problem...I know the zip is up on Zophar's and all over the net, but when i try to play it, even with all the best plugins and players, I get NO SOUND despite the fact that it plays all other NSF files without a flaw. Is the file corrupted? I have no clue.
So, if anyone is out there, please help this old timer out. I would like this rip done so my collection would be complete. I would be beyond eternally grateful for anyone to do this for me. I shall keep my fingers crossed.
Chip n Dales Rescue Rangers 2 works in Nesten and GNSF.
I have already tried them both. Not even a tune comes out. I'm certain the file is corrupted.
For the Chip & Dale 2 NSF at Zophar's, the init address is off by one, so the NSF will only work on players that ignore invalid opcodes. The fix is simple - change the init address from $8003 to $8004 (open the NSF in a hex editor and change the 11th byte from 03 to 04).
King, it worked.
What you have just done for me, a merely trifling thank you is not enough...
You have earned my eternal gratitude. Now and forever. Many million thanks....
My eternal joy aside, I would like to request a NSF file of Bugs Bunny's Birthday Blowout. Nice tunes and nice game in my collection if I recall.
There you go.
I have just updated my site with tons of NSF's. Here is the list of them here. I'm too lazy to link them all so I will give you the link to my site or you click the WWW button.
16 Mahjang
1991 Du Ma Racing
89 Dennou Kyuusei Urani
All One Famimaga Disk Vol. 3 FDS
AV Card Game
AV Pachi Slot
AV Poker
AV Soccer
Bikkuriman World Gekitou Sei
Bo Jackson Baseball
Circus Caper
Date de Blackjack
Day Dreamin Davey
Family Jockey
Family Trainer Rairai Kyonshiizu
Godzilla
Great Battle Cyber
Hello Kitty no Ohanabatake
King's Quest V
Hirake Ponkikki
Hong Kong Famimaga Disk Vol.1 FDS
Honoo no Toukyuuji Dodge Danpei 1
Honoo no Toukyuuji Dodge Danpei 2
Kanshakudama Nage Kantaro
Kobayashi Hitomi no Hold Up FDS
Lengend of Prince Valiant
Marvel's X-Men
Mushashi no Ken Tadaima Shugyou
Navy Blue
Oboccochama Kun
Paperboy
Puzslot
Sesame Street 123
Shin Samurai Spirits 2
Side Pocket
Tecmo Cup Soccer Game
Tetris 2
Tetsudou Ou Famicom Boardgame
Untouchables
Wait and See
WCW World Championship Wrestling
World Champ
This is about all the NSF's I have. I have a few more though. Enjoy.
http://gilgalad.panicus.org/
Hello All,
Can I please have a request for nsf soundtracks for these games.
Dance Aerobics
World Class Track Meet
The Karate Kid
Slalom
Also if somebody can send me nsfs of both Hook and Renegade, because the ones at Zophar's site doesn't play right as it is garbled up.
I appreciate any help you folks can give me.
Thank you so much in advance.
Chris
Kingshriek has the Family Trainer games ripped on his page, which includes the Japanese versions of Dance Aerobics and World Class Track Meet. Look for "Family Trainer - Aerobics Studio" and "Family Trainer - Running Stadium".
Kevin Horton's nsf collection has a Karate Kid nsf. Under the LJN folder. Dunno why it isn't available on Zophar's. Koitsu has a link to it in the "Zophar's NSF section is down" thread below.
I've been considering buying the Dance Aerobics game. It just seems like the sillyest game of all time. And I do have the Powerpad. Who needs DDR when you got Dance Aerobics, right?
Kind of off topic but, have any of you ever played Ikinari Musician for Famicom ? It's a game that lets you play lead solo's over back up music tracks. check it out, it's really fun.
Norrin_Radd wrote:
I've been considering buying the Dance Aerobics game. It just seems like the sillyest game of all time. And I do have the Powerpad. Who needs DDR when you got Dance Aerobics, right?
DDR lets you add your own songs, at least in the
PC version. Imagine
balloon fever.
Quote:
Kind of off topic but, have any of you ever played Ikinari Musician for Famicom ? It's a game that lets you play lead solo's over back up music tracks. check it out, it's really fun.
You mean like Beatmania or Frequency?
tepples wrote:
Norrin_Radd wrote:
I've been considering buying the Dance Aerobics game. It just seems like the sillyest game of all time. And I do have the Powerpad. Who needs DDR when you got Dance Aerobics, right?
DDR lets you add your own songs, at least in the
PC version. Imagine
balloon fever.
wasn't there someone that was developing a DDR game for the powerpad? I think it was on the old boards..
edit: found it
http://nesdev.com/cgi-bin/wwwt ... =#Post1350
*Updated the list*
AMAZING WORK KINGSHRIEK! I am so stoked for the Majaventure NSF. And you got the composer name too! Kazuo Sawa is one of my favorites! His Technos work is incredible. This is actually quite a discovery. I Try to keep track of what composers have done which games, so this is BIG news for me
I am curious, How did you (or anyone who rips NSFs) find the composers name in the game? Is there a way to view the credits or the text in the game with the editors you use? Sure would beat having to finish the game using save states.
Here's how I find game composer information:
1. First I check the internet. If it's a Japanese game, I go straight to
GMCL ver. 2, which requires some basic Japanese skills to navigate. If I can't find the information there or if the game is of non-Japanese origin, then I try various Google searches.
2. If nothing comes up, then I use Chris Covell's ROMSearcher utility to do a relative search for text in the game (I do searches on 'SOUND' and 'MUSIC'). If nothing comes up here, then...
3. If the game is non-Japanese, I give up and put <?> in the composer field. If the game is Japanese, there is still the possibility of credits using kana/kanji for the composer name. I gauge the feasibility of getting to the end of the game, noting what type of game it is, how long/short it is, and how easy it is to hack/cheat to get to the end as fast as possible. If I see the game as too long or too Japanese intensive, then the composer field gets a <?>.
This is great information king. I've checked out the game music composer list 2.0 a lot in my quest to make connections with who did what. an amazing list no doubt. Especially since it has known composers multiple names, That is very handy.
Also, this ROMSearcher tool sounds very useful. I've never used it before so here goes.
Here's Bugs Bunny Birthday Blowout:
Bugs Bunny Birthday Blowout NSF
Ahhh yes. That one's been a long time coming. NSF fans rejoice!
ArnoldRimmer83 wrote:
Kingshriek has the Family Trainer games ripped on his page, which includes the Japanese versions of Dance Aerobics and World Class Track Meet. Look for "Family Trainer - Aerobics Studio" and "Family Trainer - Running Stadium".
Kevin Horton's nsf collection has a Karate Kid nsf. Under the LJN folder. Dunno why it isn't available on Zophar's. Koitsu has a link to it in the "Zophar's NSF section is down" thread below.
Thanks Arnold for the info, I greatly appreciate it.
However Kevin Horton's NSF page is not working anymore. Would anyone know what happened? If it is down could somebody please pinpoint me in the direction on where I can find "Karate Kid" or create it for me.
Anyways, I have a some more requests.
Kung Fu
Urban Champion
Volleyball
Pro Wrestling
Hoops
Nintendo World Cup
Super Spike V'Ball
Anticipation
Who Framed Roger Rabbit
Barker Bill's Trick Shooting
Please let me know where I can find some of these or if you could create them for me.
I really do appreciate it.
Thanks so much in advance,
Chris
You know, Zophar isn't the only source for NSFs. You can find many of the ones you are looking for at this site:
www.planetemu.net. Also Zophar has a couple on your list as well.
The site is in french, but simple to navigate. On the right it says NES, click it, on the next page look for the word NSF, click it. Boom, you're done.
Also, the Kevin Horton Collection has been VERY KINDLY linked by Koitsu in another thread, in this section of the forum. Which is what arnold was pointing out to you. Here
http://nesdev.com/bbs/viewtopi ... 1&start=15
Thanks Gil!
Now the entire world can enjoy the excellence that is the World Class Track Meet! Max Warrior kicks a lot of ass too.
Both Takeda Shingens are now ripped:
Takeda Shingen NSF
Takeda Shingen 2 NSF
I also have ripped Metal Slader Glory which uses expansion sound of the MMC5 (on a few tracks). The music data was spread all over PRG-ROM (512K of it), so the filesize is enormous (168K), unfortunately. It's still smaller than that Maniac Mansion rip at least
. I didn't include any of the ambience tracks as they don't sound that great and are really repetitive. The game's music init process is rather involved, requiring me to play through the game to get init data. For the rip, I played through the game to get the first half of the tracks, while for the rest, I poked around in the debug mode (as I got stuck in the normal game). Because of this and the fact that I didn't fully explore the game's multiple paths, there may be some missing tracks in the NSF.
Metal Slader Glory NSF (incomplete?)
Wow, huge update from both of you guys!
. I've update the big list on page 7 to include these rips.
First. Metal Slader Glory sounds very rad. I've never heard of the game or the music before, but I am very much enjoying it. Sounds like all of your hard work has paid off. Check out track 3 for some 9/8 time sigs \m/ ! or track 5, it's 3:40min long!
Thanks Gil for the Hiryuu NSFs! I am such a sucker for that series and when I found out there was 3 of them that I'd never played, I peed a little. Check out track 3 on Hiryuu no Ken 3 to see what I mean. Rock.
plinkoplus wrote:
Urban Champion
Urban Champion you can rip if you want. I have the game listed in my doc as a test.
Gil, that is one hell of a massive update. Thanks for Pro Sport Hockey especially!
By the way Gil, I noticed your nsf rip of Ganbare Goemon Gaiden. It might interest you to know there is another rip of the game out there that has more tracks than yours. I got it a long time ago from some Japanese page, but I can't seem to find it anymore. Anyway I'd though you'd be interested.
http://arnoldrimmer83.home.comcast.net/ ... Gaiden.zip
By the way thanks for all the new rips. Especially the Cultrue Brain ones.
I'm not even close to being good at making NSFs, and beyond that they weren't even requested here, but the one's I've made(Casino Kid 1 & 2, Fudou Myouou Den) at very least seem to sound right.
Also, to Gil-Galad, thanks for the Level guides to ripping them. It makes me glad that I don't have to go around asking people for the rips I want. If some real expert at NSFs wants to do anything with them, whether it's cleaning them up, or adding them to their page, they can go ahead.
(Note: I've modified the E000 range of code in the Fudou Myouou Den rip to end before it can get trapped in a loop)
http://www.angelfire.com/nc/ugetab/
(forgot to login initially...)
There's another NSF resource that may contain existing rips people want:
http://desnet.fobby.net/index.php?page=music
Their Wario's Woods rip has more songs, and notes an additional author of the music. Other rips may have differences as well.
In the past couple hours I've downloaded NSFs I've been waiting years for. I'm almost lightheaded with awesome overload @_@ I feel unworthy to make a request, but seeing as you all are on a roll, I figure it wouldn't hurt to make a handful of requests which would complete my collection of soundtracks for the NES for the games I own.
Caveman Games
Defender of the Crown
Famicom Jump: Hero Retsuden
Monopoly
Othello
Super Glove Ball
Volleyball
Lets see...
Atlantis no Nazo (J)
Bases Loaded 1, 2, 3, 4
Battletoads (fixed channels)
Bugs Bunny Crazy Castle
Championship Bowling
Dick Tracy
Excitebike (All variants of title screen theme included)
Faxanadu (With sound effects included)
Goonies 2 (Fixed rip with ALL sound effects)
Ironman's Super Off Road
Jaws
Kamen no Ninja - Hanamaru (Japanese Yo Noid)
Kung-Fu Heroes
Kunio Kun no Nekketsu Soccer League
Mega Man 2 (With all sound effects)
Mega Man 6 (With all sound effects)
Mickey Mousecapade
Q-bert
RBI Baseball 1, 2, 3
Rad Racer 2
Tecmo Super Bowl
Teenage Mutant Ninja Turtles 1 (With sound effects)
TMNT 3 (With sound effects)
Tengen Tetris
Treasure Master (Current rip has some musics missing)
WWF Steel Cage Challenge
New:
Who Framed Roger Rabbit(sorry@anyone who looks at the assembly. Required a machettee and a bazooka for me to get it to work)
Mickey Mousecapades
Q*Bert
Dick Tracy
http://www.angelfire.com/nc/ugetab/
http://www.zophar.net/nsf/
Atlantis no Nazo
Tengen Tetris
http://home.ripway.com/2005-9/432665/index2.html
Ironman's Super Off Road(Ivan Ironman Stewart's Super Offroad)
Tecmo Super Bowl
Tengen Tetris needs to be reripped properly. Timings are off on almost all the sounds here.
Also, more NSFs are available at planetemu.net
How about a complete rip of Vs. Excitebike FDS?
So.... long.... Since last...... Update........
*cries*
Edit -- nevermind... I'm a dufus. The rip I was thinking of was right in front of my face on ZD >_<
I know where there are 2 versions available:
http://planetemu.net/index.php?section= ... 237&page=a
I put together a searchable list of NSFs in a text file, sorted under site.
Try using the search feature to find pieces of the game name, if you're missing anything else:
http://www.angelfire.com/nc/ugetab/NSFList.txt
ugetab wrote:
I know where there are 2 versions available:
http://planetemu.net/index.php?section= ... 237&page=aI put together a searchable list of NSFs in a text file, sorted under site.
Try using the search feature to find pieces of the game name, if you're missing anything else:
http://www.angelfire.com/nc/ugetab/NSFList.txt
There is also more NSF's in the NSF collection and several that are not on the list. One of them is Final Lap (N106) for instance. Thanks for the long overdue list and yeah that was a heck of a lot of work.
Great list ugetab
:D
This will make it much easier then having all four pages open in seperate windows as I was doing lol.
I've been busy with a move recently, hence the lack of updates. I did manage to rip Nobunaga's Ambition.
Nobunaga's Ambition NSF
I also have a rip of Door Door, but it behaves differently in different players. In NSFplug, it freezes after the first note. In GNSF, the channels are out of sync with eachother. It appears to play just fine in NotSoFatso and FCEUltra. I can't figure out exactly what is wrong with it.
Door Door NSF (inconsistent behavior amongst different players - needs to be fixed)
I've looked at Battletoads some more, and unfortunately, I haven't been able to make much progress in adding the PCM. The PCM loop is rather complicated and has been very resistant in my attempts to make it a finite routine.
@ugetab: Thank you for your NSF rips and the NSF compilation list. I just want to point out that the link you have listed for my page is out of date (I used it as a temporary page when my main one was down). For my current one, use ->
http://h1.ripway.com/kingshriek/
Thanks for the new NSFs kingshriek! I noticed you have a GBS rip on your site now too. Never heard of the game before but the music is definitely rad sounding
Sorry to hear about the move. Moving is easily on my top 3 list for worst things I've ever had to do. I hope you made it through unscathed.
I updated the list with the NSFColl.zip file contents from Kevin Horton's site:
http://www.angelfire.com/nc/ugetab/NSFList.txt
It wasn't really hard to compile. I used Excel's web page importing feature to handle the tables, and just copied the names to the document(paste special>unformatted text). For NSFColl.zip, I just used cmd, browsed to the unzipped archive, and did a 'dir /B /S > NSFColl.txt', and trimmed out the folder names and the path. A bit of minor formatting with a free word processor removed excess spaces before and after the names in the whole document. It wouldn't be hard to completely redo a section the next time it needs to be updated.
Also, since it would feel like a waste just to include that info...
I don't know how much help, if any, this will be...but here's a few codes that may lead to the games being more rippable, and at least, provide the music through codes and an FCE emulator...
Bases Loaded 1 Title Screen Music(Uses a set of addresses to load pre-assigned values. Needs bankswithing, which I can't handle yet. Should use a JMP (Q), with an array of values to load, so the jump can be done):
8A8E 45
8A8E 5C
8A8E 6E
8A8E 80
8A8E 9C
8A8E B3
8A8E DC
8A8E F3
8A8E 05
8A8F CD
8A8E 17
8A8F CD
8A8E 29
8A8F CD
8A8E 40
8A8F CD
8A8E 60
8A8F CD
Bugs Bunny Crazy Castle Title Screen Music(Couldn't find the right Init address):
8114 ??
Monopoly Title Screen Music(Couldn't find the right Init address):
A87C ??
Looking at RAM, it looks like Bases Loaded uses a driver that I've seen pop up a lot (some Jaleco titles, Datach titles, others).
For Bases Loaded, try this. In the init routine, write #$FF to $45D, $472, $487, $49C, $4B1, $4C6, $4DB (these addresses differ in different games, but they must have #$FF in them for the music to play).
For choosing the tune, the channels are done independently by writing to $FC and then JSRing to $AD8E (on the 0x12000 page). So for the title screen, do something like:
LDA #$00, STA $FC, JSR $AD8E,
LDA #$01, STA $FC, JSR $AD8E,
LDA #$02, STA $FC, JSR $AD8E,
LDA #$03, STA $FC, JSR $AD8E.
$FD may need to have the value #$84. I'm not sure about this - haven't checked.
Not all tunes use 4 channels, some will use less. For example, another tune seems to use only #$0A, #$0B, #$0C.
To handle this, you can either use 4 tables (one for each channel, write #$FF to $FC if the channel isn't used) or use a loop with a table giving the number of times to loop through for each tune based on the number of channels.
I haven't tried this particular rip at all so I don't know if this will work, but based on my experience, I think it will.
Got Slalom and NARC done. Both games continuously overflow the stack and Slalom required a counter to be reset every other play routine call, so both were somewhat tricky rips.
NARC NSF
Slalom NSF
This is probably already documented somewhere, but the way to make non-bankswitched tunes play in FCEU(and hence, it's debugger) is to give it some default banks to use.
If the load address is 0x8000 and has 0x8000 data, number 0x00 through 0x07 at 0x70 through 0x77. If the load address is 0x8000 with 0x4000 data, number 0x00 through 0x03 at 0x70 through 0x73. If it's 0xC000 with 0x4000 data, number 0x00 through 0x03 at 0x74 through 0x77. This should be pretty simple to extrapolate to anything non-standard.
The official NSF spec states that non-bankswitched 'contiguous' NSFs should have all of the default bank numbers (header offsets 0x70-0x77) set to zero, and a vast number of NSFs follow this rule - if FCEU does not support this, I would consider that to be a significant bug.
Well, even if I end up changing it back to the correct set of null values, it's so much easier to just set a break point on the init address, and 'step over' all the jsrs to see if any of them are leading to dead code, as has been happening with that Bases Loaded rip I was working on. Seems like I may just have some chance of making it work if I can work on it with that debugger...or at least know why I won't be able to make it work.
(I have the rip playing not 15 minutes after throwing the code around in that debugger)
(It's done, thanks to the info kingshriek gave me. That was exactly what was needed for that rip to work, once I added the missing 0x4000 bytes of code needed)
Wow, impressive work on these two kingshriek! I remember you saying that NARC was un rippable! So I can believe that it was a pain in the ass. Two more down
ugetab you are a better man than I. Congrats on the rip. Can we look forward to seeing it soon?
ugetab wrote:
Two of the rips are for the arcade VS Excitebike, which has different tunes from the FDS version. The current rip of FDS Excitebike is missing a few songs, notably the main theme that plays when you're racing on a track.
Another game that could use a rensf is Rush N Attack. Its missing 3 songs, the ending theme, the game over theme, and the theme that plays when you go underground. (This was something you could do in the FDS version Green Beret, that Rush N Attack apparently removed for some reason. After destroying land mines, a ladder would sometimes appear and you could climb down it.)
The Bases Loaded rip is with the other ones I made at
http://www.angelfire.com/nc/ugetab/
I finally found the error in Bugs Bunny Crazy Castle, so that's up now as well. It just needed a lookup table address to be loaded on init.
Also, in FCEUXDSP, to be able to use the Hex Viewer on an NSF file, load a game, open the hex viewer, then load the NSF you want to debug.
Found and fixed all the init errors I made in Monopoly, so it works now.
Added Bases Loaded 2. It's unsorted, because the requester seems to want sound effects in his NSFs, and there's only 1 bit of looping music after the main collection of them, that I heard.
Whoa! Big updates today
ugetab, I have your site in my favorites now too. Thanks for the bases loaded!
Gil some of these ones you found are fantastic. The Aa Yakyuu Jinsei Icchokusen one is quite tastey! As well, Dino Riki is some hi quality stuff!
Added Bases Loaded 3 with some unusual banking that I'm not entirely sure conforms with the NSF specifications(loads bits and pieces non-contiguously to reduce size)
http://www.angelfire.com/nc/ugetab
Wow. Who knew the games would have had such complicated banking?! Thanks for yet another ultra rare NSF
.
I've also colour coded the list on Page 7 so all of your names stand out. It's... beautiful......
Hey see if you can rip Namco Classic 2, I think this is the only N106 game left that hasn't been ripped. I didn't have much luck with it. The title screen is N106 and the first couple of tunes are not and maybe there is more N106 tunes in this game.
That may be a bit more than I can handle organizing in my head...
The title theme consists of these 2 codes:
9BB5 2F
9BBD 42
Using the second screen's music as the title screen requires these 2 codes:
9BB5 37
9BBD FF
Using the third screen's music as the title screen requires these 2 codes:
9BB5 33
9BBD FF
It'll mostly be a disassembly search, looking for LDAs, followed by sequential JSRs to E331, and E33C. You seem to have some music code written, since you know about differences between pieces of music. I guess I can leave this up to you, now that the song loading pattern has been identified. A quick disassembling, and a search for calls should lead you to sounds/music you can test using the title screen.
I can't even handle the Bases Loaded 4 rip yet, so it seems like a shot in the dark to try and finish this thing in the hour I intend to stay up from now...and it would be duplicated effort to find and debug the rest of the inits(821F is a Sound Init)
Bases Loaded 3 nsf is incomplete. Songs are missing and some tunes have channels missing.
Sorry about that. I guess I was a bit too frugal with the banks I loaded. I think I'll go for bigger rips instead of possibly malfunctioning rips from now on. I don't think anybody would mind an extra 16k to 48k of extra size if the rip sounds right.
http://www.angelfire.com/nc/ugetab
Let me just say, I don't care how big an NSF is if it's working. Just look at GYM files 0.0;
GYMs are the 'old' format, since 3 days ago. Try VGMs(Rippable through Kega).
http://project2612.bandwidthmonkey.net
ugetab wrote:
I don't think anybody would mind an extra 16k to 48k of extra size if the rip sounds right.
Heck in the age of 500 MB PSF2 rips (
Katamari Damacy and anything else that uses streaming), I wouldn't mind if the NSF is as big as the .nes file's PRG. You can just 00 out stuff that it doesn't use, and it'll compress away to nothing anyway, praise Phil Katz.
It took a while, but I ripped 'Kid Klown'. I also have the idea of using the Memory Viewer, and pasting everything before the music area of memory from active game memory to the NSF memory(by using the Memory Viewer opening trick), at some point after any memory clearing is done. This would have made it a bit easier to rip Kid Klown, had I figured it out before...because all it was really missing was a default jump location.
ugetab, I'm the one who requested Monopoly and I wanted to thank you for ripping it. As you said you were having trouble with the title screen, but I was easily able to record an mp3 of it from the original easily, just to complete the soundtrack. You did great work overall though, lots of songs I didn't even know were in the game!
ugetab wrote:
GYMs are the 'old' format, since 3 days ago. Try VGMs(Rippable through Kega).
http://project2612.bandwidthmonkey.net
There..... is no word..... to describe......
I am speechless! Thanks for the tip ugetab. I am in HEAVEN!
Also, the Kid Klown NSF sounds amazing! Is anyone else getting a wicked Megaman 3/4 vibe from track 2? Keep em coming ugetab!
Namco Classic 1 & 2:
Namco Classic NSF
Namco Classic 2 NSF
Namco Classic 2's 8K music bank is split into two portions - one is a pointer table used to init, the other is the music data. For the pointer table, the bank is placed at $8000-$9FFF, and for the music, it's placed at $A000-$BFFF. The game also does a bunch of writes to $4012, but DMC is never turned on.
Mickey Mousecapade is missing its ending and game over themes.
Bases Loaded 1 is missing the music played when you *just* hit a home run. The music that plays after that is track 8.
Bugs Bunny Crazy castle is missing its death and I think the game over tune.
Hey all,
I have a few more requests, which are not on any of the sites yet.
Superman
Volleyball
Hoops
Anticipation
Slalom
If you somebody can please rip these, I really would be grateful.
Thank you so much in advance.
Chris
I do believe Slalom has all ready been ripped by the great kingshriek.
plinkoplus wrote:
Hey all,
I have a few more requests, which are not on any of the sites yet.
Superman
Volleyball
Hoops
Anticipation
Slalom
If you somebody can please rip these, I really would be grateful.
Thank you so much in advance.
Chris
kingshriek wrote:
Got Slalom and NARC done. Both games continuously overflow the stack and Slalom required a counter to be reset every other play routine call, so both were somewhat tricky rips.
NARC NSFSlalom NSF
Don't forget to check all the pages of this thread.
I fixed Micky Mousecapades. 3 of the tunes were being put to memory, then being played from there. I really never expected that to happen.
I added the missing tunes to Bugs Bunny Crazy Castle. I changed the code a bit, so it would play the first note of the new tunes.
Ripped/added 'Anticipation'.
Updated listings in NSFList.txt
I think I fixed the error with kingshriek's 'Eggerland'. Someone else should check the rip I uploaded for accuracy.
http://www.angelfire.com/nc/ugetab
Yeah, it's weird indeed to see a cartridge game load a chunk of music data into RAM. Urusei Yatsura does this as well (the music data is initially in CHR-ROM). Of course, in FDS games, having $6000-$DFFF as RAM, you'll see different chunks of music data loaded into a specific spot in RAM quite often.
Thanks a lot for the Eggerland fix. Sounds great to me. I updated my page with your fix as well.
I found another unripped N106 game - Namco's Sangokushi - Chuugen no Hasha. Like Namco Classic 2, the game barely uses the additional sound capabilities.
Sangokushi - Chuugen no Hasha NSF
I got a rip of Druid as well. For this, I extracted the music data through examinination of the disk image (files,headers) and have not played through the game to check the rip's completeness. I'm almost positive I got everything important at least (opening, levels, ending music).
Druid - Kyoufu no Tobira NSF
Because I'm no good at sports games, Abster will have to tell me if I found the missing bit of music for Bases Loaded 1. The remaining tracks all sounded like short sound effects to me, and I wanted to follow the caveats of NSF ripping. The new file has been uploaded.
I'm glad the Eggerland fix was right. I just made it cut half way into the play routine during init, into a point after the play routine changes the data.
Added Space Shuttle Project(not requested)
Wow, great updates from both of you!
kingshriek, many thanks for ripping Druid!Also, Sangokushi was a great suprise! The music is totally Sumurai! The Namco Classic NSFs were also completely new to me. Very good stuff.
ugetab, Anticipation and Mickey Mousecapades are sounding rad! Who knew!? You might be interested to know that Acticipation is labled another 'Bases Loaded 3' on your site.
Bases Loaded 1 is now good.
Added Frankenstein - The Monster Returns.
It's possible that it has missing songs, because I used a pre-coded song selector(instead of direct referencing, like some tunes used) to handle the songs, which was much easier than deducing and programming a complete table of information.
Ripped/Added Bases Loaded 4. I was convinced that I'd need to bank-switch to get this done, but it turned out to be pretty simple after I realized the issues were limited to Init(I copied the Music portion of memory with a few songs, and they played fine, regardless of banking, which meant the bank was likely the same for all songs. This was initially done to ensure that I had found the correct Play address.)
http://www.angelfire.com/nc/ugetab
Frankenstein is rocking my world! So much better better then I remember it
Great rip!
Bases Loaded 4 at last
! That was the one I was secretly waiting for the most. It has some slick tunes for sure! Track 2.... Awww j'eah!
Lovely update ugetab!
The problem with the Bases Loaded rip is that it lacks that pauses that the original game has when it switches screens.
Added fixed versions of Startropics 1 and 2. It removes the pop when tracks start, caused by writes to 4011 during Init. Also added Kirby's Adventure.
As for the bases loaded thing, I'm not concerned with delayed starts unless is makes the music different.
Ahhh, great update ugetab, those have been bothering people for a while.
Hey, I wrote some NSF/NSFE conversion tools a while back. I should release a tool for merging an updated NSF rip with a previous NSFE tagged version (or does NotSo Fatso make this easy to do?). That would make it easy to keep the
NSFE rips in sync. Except of course that the NSFE site requires an administrator to babysit it (we need an automatic NSF/NSFE site that automatically updates!).
Thanks for those updates ugetab. Since you added the author of Kirby's Adventure, I thought you might like to know the authors of the Startropics games. The composer of Startropics is Y. Hirai and for Startropics 2, T. Kumegawa and Y. Hirai.
Thanks for the info. I updated the files with that info.
Ripped/Added Defenders of Dynatron City(and just added looping to additional songs...).
http://www.angelfire.com/nc/ugetab
Has Tengen's Tetяis been ripped 'PROPER'ly?
Quote:
16. Blue Marlin, The (Hot-B) Cooler music than a fishing game should have.
I ripped that one a long time ago (January 5th, 2005) after somebody requested it in the IRC channel (EFnet #nesdev), though I forgot to post it on the forums. It can be found
here.
I'm still hearing pops at the beginning of NSF tracks on Startropics 1, 2, and Kirby's Adventure. BTW, I use FCE Ultra to play my NSFs.
I checked them and they indeed write 0 to $4011 at the beginning, so a proper NSF player should not cause a pop at the beginning.
I didn't hear the pops in Startropics 1, I fixed the last 4011 write needed for FCE Ultra in Startropics 2, and I can't figure out the track-switch problem with Kirby's adventure. It only happens if 4013 is written to, but I can't seem to track down the actual problem. Writing 00 to 4013 during init doesn't help, but writing 00 to that address in the middle of Play does prevent the problem from occuring. The write to 4013 is neccesary for the music to play correctly, so it can't be removed.
Star Tropics 2 actually uses $4011 as a volume control (I found that by using a modified version of the register veiwer on my NSF player).
Quietust: Wow, good eye! That's impressive that you caught that.
Added Black Bass, The(unrequested), Formula One: Built To Win
Added a fixed rip of Zelda 2. Some tracks had a bit of noise at the start if they have a high enough volume in the beginning. It's caused by writing non-zero values to 4015 too early(Zelda 2 does so twice, so I removed the first of the 2), and I suspect it was joined to initialization writes to 4000-4014 while related sound channels were active.
http://www.angelfire.com/nc/ugetab
Yipes! Huge updates from ugetab and kingshriek! Rad.
Some more rips from me:
requested:
City Adventure Touch - Mystery of Triangle NSF
Godzilla 2 - War of the Monsters NSF
not requested:
Chibi Maruko Chan - Uki Uki Shopping NSF
Chiisana Obake - Acchi Socchi Kocchi NSF
Hao Kun no Fushigina Tabi NSF
I really happy to get Hao done. I started on that one about a month ago. It's another one of those evil FDS games that initialize the ending music in a different way than all the rest of the music. I really hate those. Now if I could only make some progress on Kalin no Tsurugi...
Wow! You guys actually did it. The whole first list is finished. Congrats! That is quite an amazing bit of work.
Norrin_Radd wrote:
Wow! You guys actually did it. The whole first list is finished. Congrats! That is quite an amazing bit of work.
So I guess we need to carry all the rest over to the next page:
- Cadillac (Hector - 1990) Some slightly out of tune classical arrangements. May use similar music engine to Square Deal.
- Great Deal (Hector - 1991) Pretty rad tunes.
- Emo Yan no 10 Bai Pro Yakyuu (Hector - 1989) Decent
- Golf Grand Slam (Atlus - 1991) US Version
- Golf Grand Slam (Hector - 1991) Title song is different, whole game might be as well.
- Mahjong Club Nagatacho (Hector - 1991) Sounds cool.
- Project Q (Hector - 1992)
- Shougun (Hector - 1988) Typical Samurai tunes.
- Youkai Kurabu (Jaleco 1987)
- Terao no Dosukoi Oozumou (Jaleco - 1989) SUMOS!
- Racket Attack (Jaleco - 1988)
- Metal Flame Psy Buster (Sculptured Software INC - 1990) Good tunes.
- Moero!! Juudou Warriors (Jaleco - 1990)
- Jajamaru no Daibouken (Jaleco - 1986) Pretty cool for an oldie.
- Goal! 2 (Jaleco - 1992)
- Goal! (Jaleco - 1989)
- Fuuun Shaolin Kyo - Ankoku no Maou (Jaleco - 1988) (for FDS)
- Fuuun Shaolin Kyo (Jaleco 1987)
- Big Challenge! Gun Fighter (Jaleco - 1989) (for FDS)
- Big CHallenge! Go-Go Bowling (Jaleco - 1989)
- Ghost Busters II (Hal Lab - 1990) This game was never released here. But the music slays! Very Konami sounding. Different than the Activision game.
- Tetяis (Tengen - 1988) Russian folk tunes. Channels in existing rip fall out of sync; does it disregard an order table?
I'm also working on a third list of games
Hopefully you guys find them helpful.
Ripped/added 'Goal!'...it seems to have some sort of sound test code(thank goodness), so I left it in the order I found it in within the game.
An additional note on using the FCEUXDSP hex editor to debug memory issues...
Don't paste anything to the 5FF8-5FFF range in the editor. It will affect the banking if you do, and will probably result in frozen music at best. Best to stick to copying 0000-3FFF from game memory to the NSF. This is a helpful method because you can avoid finding certain inits before you find the play address, and it'll probably work as long as everything is banked to the correct memory locations, but you may need to set 4015 on games that don't use it to mute channels while the music plays.
$0000-$3FFF? Only $0000-$07FF is actual on-board RAM. $0800-$1FFF are just mirrors of this and $2000-$3FFF is mirroring of memory-mapped PPU registers. A few games use additional cartridge based RAM at $6000-$7FFF for music. The only time a possible conflict could arise with NSF bankswitching is for an MMC5 game that uses EXRAM ($5C00-$5FFF) in its music code.
For debugging, I just log traces of the init and play routines in both the NSF and the game itself and compare them line by line.
*pauses her downloading frenzy to worship kingshriek for ripping Mendel Palace and Whomp 'em*
There's one problem though, the Mendel Palace rip is missing the final boss battle music. There's the normal boss battle music, but at the very end of the game you fight the chick that caused all the problems, and she's got her own music.
Even with that one problem, I still think it's great that you managed to rip it, especially with that one song that only plays when you move your character. I'd imagine that one would've been a pain . . .
GOOOOOAAAAAAAALLLLLL!!!!!!!!!
Thanks ugetab
Shadow Wolf75 wrote:
There's one problem though, the Mendel Palace rip is missing the final boss battle music. There's the normal boss battle music, but at the very end of the game you fight the chick that caused all the problems, and she's got her own music.
Thanks for pointing that out to me. It's now fixed. Three of the tracks were on a different bank (they should be 25,26,27 in the rip). Get the updated version from my site.
Wow. It's all about the team work here
Good ears Shadow.
I've also updated the list to include
PHASE 3
http://nesdev.com/bbs/viewtopi ... =6666#6666
Good times... yeah.
Casino Kid 2 was the second rip I put on my site. I already ripped Dick Tracy as well.
http://www.angelfire.com/nc/ugetab
Norrin_Radd wrote:
Wow. It's all about the team work here
Good ears Shadow.
Well, it's not so much good ears as it was how many times I've played and beaten Mendel Palace. It's a long game, and the final boss battle is downright crazy, but I love it. That and the music's pretty good.
*returns from checking out the updated rip and scratches her head* Um, kingshriek, are you sure you saved the changes to the nsf? Because I just played it and the songs still aren't there. Just thought I'd let you know.
Hmm, I know I reuploaded it. Your browser must have stored the older version in its cache. The updated rip has 30 tunes and is 27.2 KB in size.
Ugetab, how come you don't have your site on your nsf database list? Quit being so modest
You have a big list too!
I'm not sure if he remembers but some time ago Memblers ripped Rad Racer 2 upon my request on another board. I didn't see it on his page or anywhere on the net, so I figured I should upload it here.
http://arnoldrimmer83.home.comcast.net/Rad_Racer_2.zip
kingshriek wrote:
Hmm, I know I reuploaded it. Your browser must have stored the older version in its cache. The updated rip has 30 tunes and is 27.2 KB in size.
Yeah, looks like that's what it was. I cleared the cache out and redownloaded, it showed up as the new version this time.
Ripped/added Taboo: The Sixth Sense. Spent a bit of extra time to add the looping the game uses, because I recall liking the music several years ago.
Added missing tunes to Space Shuttle Project(uses a weird A and X loading scheme)
http://www.angelfire.com/nc/ugetab
SCORE! Nicely done ugetab. Taboo sounds fabulous! And the Looping was dead on.
Is there any NSF for 3D-World runner (or it's FDS version Tobidase Daisakusen), and it's sequel Jump'n'Jack Tobidase Daisauken 2 ?
Here's the last NSFs I ripped. Already from a couple years ago, time sure flies. Probably some duplicated work, sorry about that (like Dick Tracy I also ripped a while back).
http://mywebpages.comcast.net/memblers/somensfs.zip
Blaze Busters
Contra (J)
Defenders of Dynatron City
Kiwi Kraze (re-rip)
Kunio-kun no Nekketsu Soccer
Adventures of Rad Gravity
Rad Racer 2
Rocketeer
Wall Street Kid
World Games
There's also Airwolf (had some assistance with that one), and Airwolf (J), if those aren't released already, let me know.
Chitei Senkuu Vazorudaa has already been ripped. *points to Zophar's NSF archive*
http://www.zophar.net/nsf/wurm.zip
It's called Wurm: Journey to the Center of the Earth in the States. I should know, I'm the one who emailed the rom to Chris Covell to get the NSF ripped.
Karakuri Kengou Den - Musashi Road NSF
Patlabor Mobile Police NSF - heh, it does sound a bit like Rygar
EDIT: Need to fix up Patlabor a bit.
EDIT 2: Fixed.
Bregalad wrote:
Is there any NSF for 3D-World runner (or it's FDS version Tobidase Daisakusen), and it's sequel Jump'n'Jack Tobidase Daisauken 2 ?
Yes, I ripped all 3 of them. Get them from my page ->
http://h1.ripway.com/kingshriek/
Ripped/added Stanley: The Search for Dr. Livingston, Chaos World(unrequested)
Holy smokes kingshriek! Karakuri Kengou Den - Musashi Road has some phenomenal music!
ugetab, I think Chaos World has all ready been ripped by 2 people. There is one with SFX that has 58 tracks and one with no SFX that has 23 tracks. Since yours is 28 tracks, You may have found addition music which is excellent!
[rant]Also, the Composer is Iku Mizutani (Shatterhand, Shadow of the Ninja, Touken Club, he rocks.) I once emailed the guy who translated the rom to ask him if he still had his save states from the end of the game (So I could check and confirm). He said he didn't, but he told me that Iku was the composer. Also, following up on a rumor I heard, I emailed Hiroyuki Iwatsuki and asked him if he had ever worked with Iku Mizutani and he said "Chaos World. He is main composer. I composed two tunes." Which two, I have no idea. But his style is very close to Iku's. Compare Mitsume ga toru to Shatterhand to hear some simularities. [/rant]
By the way, Stanley: Search for Dr. Livingston track 8 is wicked
Excellent rips gentlemen.
PS: Memblers, excellent work on the Contra(j) rip! We need more of that if the Japanese version has additional music. track 2 and 11 for lyfe!
Random fact: Chaos World, Shatterhand, Choujin Sentai Jetman, and Mitsume ga Tooru use the same music driver.
Anyway,
Richter X requested this many pages back.
VS. Excitebike NSF
Let me know if anything is amiss. FDS games are typically quite difficult to rip completely.
Whoa! Can you tell what driver they are using when you make the NSF rip?!
I'd love to compile a list of matching drivers for games.
Well, yeah. You can always tell by examining the code. Sometimes, however, the driver will leave an easily identifiable memory signature - this is the case for Shatterhand, Mitsume ga Tooru, etc. The memory signature here is about an 80-byte or so contiguous block of nonzero RAM that exhibits a continuous byte shifting phenenomenon.
Being able to identify the music driver solely by looking RAM greatly expediates the ripping process.
VS Excitebike doesn't seem to be working in Not so Fatso. I dunno if its a faulty address or not.
The mention of Shatterhand reminded me of something. The Japanese version of that game is called " Tokkyuu Shirei - Solbrain". One major difference is the submarine stage in Shatterhand is a carnival level in Solbrain.
The current rip of Shatterhand is actually a rip of Solbrain. Tracks 5 and 10 are songs that don't play at all in Shatterhand. And likewise Shatterhand has 2 songs that don't show up in Solbrain, specifically the intro cinema song, and the theme to the sub stage. Although Zophar has Solbrain and Shatterhand nsfs listed seperately, they're both actually rips of Solbrain. As far as I can tell there's no rip of Shatterhand yet.
Added Cadillac
Sorry about the mix up with Chaos World. I thought that I had checked for it's existence, but I guess I forgot to. There aren't extra tracks in mine, I just didn't exclude the duplicates and silence tracks, which others did do.
Fixed the Excitebike rip. The Play address needed to be F0C0, not F080.
Added Great Deal, Project Q, Golf Grand Slam (J), Golf Grand Slam (U)(The US version appears to be a hacked ripoff of the Japanese version), Emo Yan no 10 Bai Pro Yakyuu, New Ghostbusters II, Shougun, Foton - The Ultimate Game On Planet Earth, Mahjong Club - Nagatachou
Interesting about Shatterhand. Here's a corrected rip:
Shatterhand NSF (corrected with the exclusive tracks)
I updated Vs. Excitebike on my page as well with the corrected play address. Forgot to update it after adding 64 bytes to the top of the file.
Thanks a bunch for the rip.
Wow. That was a huge update from everyone! Today is definitely a good day to be a NSF fanatic
Thanks for the updated Shatterhand kingshriek, I guess I can finally delete my MP3 rip of the rom now
Added Goal Two, Youkai Kurabu, Terao no Dosukoi Oozumou, Racket Attack, Moero!! Juudou Warriors
(I hope nobody is offended if I don't do the hard ones)
http://www.angelfire.com/nc/ugetab
SOOWEEEEEEEET! You guys are relentless! So many good ones this batch. So many.....
Added Jajamaru no Dai Bouken. This thing is NOT using anything resembling a Jaleco driver. All the music needs direct references to init addresses, and a good deal of the actual music is put to memory to be played. I kind of spaghettied the assembly, and left everything in a time-saving lack of order, but it's readable enough in a debugger. I also decided to quit after stage 20, and hacked level codes for 40, 60, 80, 99+, so if there's an ending to this game, it's not forthcoming.
I just took a look at Jajamaru no Dai Bouken, and to me it seems like it inits on a per-channel basis, calling $E210 for each channel initialized. You may have just picked a bad entry point into the init code.
The game loads some music data from CHR-ROM into RAM it seems. Another game that does this is Urusei Yatsura - Lum no Wedding Bell, also by Jaleco. Perhaps the two games share the same music driver.
Either way, the music for it is probably better then any other game made in 1986. I'm stoked!
king, Famicom Jump and Magical Taruruuto 2 are GEMS! Very good stuff coming outta there
Arctic makes me giggle. It's so ridiculous. And what's up with the whole Artdink thing? Goofy all around.
Also, kingshriek you are totally right. I miss spelled the name of the game
. It was actually suppose to be
"Akuma Kun: Makai no Wana" .
It was a long night of searching, my eyes must have just skipped to the next game in the list. It's actually a pretty rad looking game. To bad there isn't a translation.
Added a fixed rip of Tengen Tetris. Turns out that it just needed to have Init data in the rom, and have it run during Init. Strange how it managed to play without a needed init...
That guy requesting it can tell me if everything sounds correct now.
Added Back to the Future, Back to the Future 2 & 3
Tengen Tetris is now good with that fix.
ugetab wrote:
Added a fixed rip of Tengen Tetris.
Fixed. Thanks. Now can anybody do a re-rip of BPS's Tetris? The rip at Zophar's seems to lack at least the "Technotris" track (based on Burgmuller's "Arabesque"), which seems to be why Zophar's originally got it confused with Tengen's version, as both Tengen's and BPS's use the "KARINKA" (i.e. "Kalinka" with the verses played too fast) and "TROIKA" tracks.
Well done boys!
Thanks for the FDS rips kingshriek! Making those sounds like hell! By the way, Akuma Kun rocks HARD!
ugetab, back to the future rocks too. But it's easily the hardest most frustrating game of all time. *throws controller*
The List has been moved to page 20
http://nesdev.com/bbs/viewtopic.php?p=7180#7180
Um, what part of "Chitei Senkuu Vazorudaa is already ripped" don't you understand? At least the American version is, anyway. *points at Zophar's archive once again* See that, the one way at the bottom that says "Wurm/Chitei Senkuu Bazorudaa"? It's romanized a little differently, but B and V are interchangeable in Japanese.
Oh, and I didn't rip it, Chris Covell ripped it.
Sorry for getting snarky, but I don't like being ignored . . .
Phase 3 rips:
Aces - Iron Eagle 3 NSF
Eliminator Boat Duel NSF
The reason why Aces - Iron Eagle 3 is a hefty 80K is that it uses 5 8K sequence data banks and 4 8K sample data banks.
Unrequested rips:
Galaxy 5000 NSF
Noah's Ark NSF
The Noah's Ark rip here is for the PAL game published by Konami, not the subgame in Bible Adventures. Just wanted to make that clear.
Fixes:
Beauty and The Beast NSF
Gil-Galad's rip of this cycled through single channels of all the tracks, playing them on the 1st square wave channel, regardless of what channel they're supposed to be played on. I fixed it up so the channels are combined properly for each tune.
Thanks for the rips king! I'll update the list tomorrow night though. I am in a crazy rush out the door.
Shadow, sorry, I didn't recognize the name when I saw your post, so naturally I just assumed you were talking about someone else. My bad. I've changed the list to include that. next time put my name infront of your comment so I know you are talking to me.
I'll update my list to feature the ones that are still left. I'm too lazy to mention the people that were able to rip some of the ones I requested before, but I give credit to those who were able to eliminate those entries from my previous list.
Battletoads (fixed channels)
Championship Bowling
Excitebike (All variants of title screen theme included)
Faxanadu (With sound effects included)
Goonies 2 (Fixed rip with ALL sound effects)
Jaws
Kamen no Ninja - Hanamaru (Japanese Yo Noid)
Kung-Fu Heroes
Mega Man 2 (With all sound effects)
Mega Man 6 (With all sound effects)
RBI Baseball 1, 2, 3
Teenage Mutant Ninja Turtles 1 (With sound effects)
TMNT 3 (With sound effects)
Treasure Master (Current rip has some musics missing)
WWF Steel Cage Challenge
Treasure Master was an easy fix. The rip was missing half of the sequence data - I simply added it in, no bankswitching required. Only recovered two more tracks out of it. Let me know if there's more that's missing.
Treasure Master NSF (fix - added 2 more tracks)
RBI Baseball has already been ripped. It's in Kevin Horton's NSF collection.
Treasure Master is now good.
but I can't seem to find Kevin Horton's NSF collection with RBI baseball in it.
http://home.comcast.net/~alanweiss3/dwe ... iors_3.zip
The original was improperly stripped, cutting off the Wizard's guild theme. I just copied and pasted in the original complete 32k bank, and that fixed the tune.
EDIT: I just rearranged the tracks too!
Ok. RBI Baseball is cool, and so is W&W3 now with that fix.
I have a simple request; two to be exact.
WWF steel cage challenge and Beetlejuice. Thats all I ask, thank you for your time
Wow! That was fast, thanks alot man.
Sorry to bother but one more....this is it I swear, Blues brothers on NES
Added a rip of Super Mario Bros. 3 that includes the sped up versions of 11 tracks. Updated the NSF site list.
http://www.angelfire.com/nc/ugetab/NSFList.txt
Blues Brothers, The NSF
This was a strange rip. The music driver itself cycles through all the music in the game, playing the next track after the current one is finished. It does this by calling the init routine inside the play routine when it's time to move on to the next tune. When I tried to incorporate this into the NSF (trying to switch in the right banks at the right time), the music would get slightly more and more corrupted after each track initialization by the music driver.
To fix this track corruption, I decided to go ahead and separate out the music by NOPing out the init call in the play routine, so that the tracks stop instead of going on to play the next track in the cycle. The unfortunate side effect of this is that a few seconds after the tune is stopped, there's an isolated beep (only seems to be the case for track 1). Otherwise everything is ok.
Also, I put in the normal and sped-up version of each of the tracks (for when you ride the dog in-game).
Both Super Spy Hunter (12 and 13 songs version) plays at least first stage theme wrong. I'm using Festalon plugin for winamp and VirtuaNES NSF players.
Use the Battle Formula rip instead - it's the Japanese version of Super Spy Hunter.
I think this is no good if some of NSFs ripped wrong.
(who cares about that... nah...
)
Has anybody ever ripped the extra songs in SMB2J and Vs. SMB? SMB2J has a FDS-enhanced version of the ending music, Vs. SMB has a Name Entry music. I ripped those some time ago but didn't post them because I thought somebody else already had. Apparently not so, since I can't find them anywhere. I have combined them all into one
SMB1,2,Vs NSF.
Also, is there a fixed version of the Zelda1J nsf? The FDS monster sound effects sound wrong in the current rip, because of an incorrect bank setting.
Here are some others I did. If some have already been ripped, my apologies, just ignore them.
Binary Land
Digger T. Rock
Dirty Pair
Jovial Race
Nintendo World Championships '90. What's song #2 for?
Pyramid
San Guo Zhi (Asder Soft)
I go away for one weekend and look at all these lovely rips
What a treat. I've updated Phase 3 with a few additional games. Notabley a game called Night Shade.
Thanks for updating the list ugetab!
NewRisingSun, I searched said list for your rips and only San Guo Zan came up. So looks like all the rest are brand new to the scene
Thanks!
NewRisingSun wrote:
Probably just a song they ended up not using. Its pretty cool when there are "hidden" songs in some Nes games.
Thanks Gil
!
Quote:
I searched said list for your rips and only San Guo Zan came up
If you're talking about "San Guo Zhi - Ying Jie Zhan", that's a different San Guo Zhi. The full name for my Asder Soft San Guo Zhi is "San Guo Zhi - Qun Xiong Zheng Ba".
Here's another Chinese .nsf:
Bao Qing Tian, not to be confused with "Bao Xiao Tien Guo".
Ohhhhh, Yeah, I guess it is a different game. Score! Thanks for Bao Quing Tian too!
Super Arabian
Super Turrican - updated kingshriek's nsf for dual NTSC/PAL support (the original game detects NTSC/PAL and adjusts the music speed accordingly).
Thankily dankily! Although it's old, I still dig the eastern grooves of Super Arabian
I went ahead and added the much needed 3-2/6-2 music (track 12 in the NSF) to the Ninja Gaiden rip. It's strange that this has seemingly gone unfixed until now (6 years later).
Ninja Gaiden NSF (fix - added music from stage 3-2/6-2)
WOW! Damn! I've listened to the old NSF a million times and never noticed. Good ears kingshriek! How the heck did you figure this out?
NewRisingSun wrote:
Has anybody ever ripped the extra songs in SMB2J and Vs. SMB? SMB2J has a FDS-enhanced version of the ending music, Vs. SMB has a Name Entry music. I ripped those some time ago but didn't post them because I thought somebody else already had. Apparently not so, since I can't find them anywhere. I have combined them all into one
SMB1,2,Vs NSF.
The ending music from SMB1 is missing from that rip! It just has the VS and FDS enhanced SMB2 version, not the original that consisted of one looping measure. The faster levels, and unused game over theme are also missing.
You know, I never noticed that the Vs. ending was actually different than the regular one. I just listened to the first notes and thought they were the same. Silly me! The faster versions are omitted on purpose. I interpreted the "unused" game over theme as an artifact rather than a purposeful but non-used variation. And your forgot to mention that the sound effects are missing, too (again, on purpose).
A few questions:
-Has Mappy Land been ripped?
-What about Xevious?
-Castelian?
-Beta/unreleased games like Drac's Night Out and Free Fall?
-The current Chip n' Dale Rescue Rangers NSF is missing the invincibility song; will that be included in a future update?
Outstanding job on all the other new NSFs so far!
I've reripped Chip n' Dale, though I haven't yet inserted the translation table (it currently has all of the sound effects intact). It was missing the "End of Level" tune as well.
Oh wait, looks like Castelian has already been ripped as "Kyoro Chan Land". Never mind about that one. (Yes, I was "Guest" above; I accidentally posted before validating my account)
Good to hear a rerip of Chip N Dale is on the way!
YES! Super Glove Ball! You da man!
UPDATES!!!!!!!!!!!!!!!!!!!!!!!
Nicely done kingshriek! Plenty of goodies. A lot of these are seriously kick ass! track 1 on Kawa no Nushi Tsuri is absolutely fabulous! Mirai Senshi - Lios is a total suprise hit. When I checked it out before I had no Idea it was this rad. Check out track 6 and 8
Thunderbirds is really rad, but some notes are really out of tune (check track 2). Not sure why. track 1 on Jaws is so simple, but so damn rad.
As for Nightshande, I think when I searched for it, I spelled it "Night Shade" *d'oh!*
The composer of Jumpin Kid seems to be the same guy who did the music to Jackie Chan's Action Kung Fu. The music in both games feels very similar.
Is it possible to rip Action 52, or does its one song per game (bank) pose a huge challenge?
I'd imagine similar issues with Caveman Games, which has an independent game on each rom bank, each with their own songs.
Of course it's possible, and not necessarily a huge challenge. What the many song banks would do is make the size of the rip very large (this is the case with my Metal Slader Glory rip). If the music can be easily isolated, than a smaller rip could be made by making it an FDS rip - that way music data can be relocated and a routine can be written to load the music data into the correct place in memory. I don't think I would do this, since I like the sound extension in the NSF to reflect what is used in the actual game.
Ripped Caveman Games. It used 2 independant(but similar) music drivers for 2 sets of music.
Super Chinese 1 needs an update. It is missing the boss music (when the fire breathing creature enters the screen on certain levels)
Also, Ninja Gaiden 2's NSF has a channel missing on the level 5-1/7-1 track.
Thanks for Caveman games ugetab
:D:D It's so pleasing to my ears.
Phase 1 complete!
1. Obocchama Kun (Tecmo) Ripped by Gil_Galad
2. Haja no Fuuin (ASCII) Ripped by kingshriek
3. Frankenstein (Bandai) Ripped by ugetab
4. Magic Candle, The (Sammy) Ripped by kingshriek
5. Puzzlot (Sammy) Ripped by Gil_Galad
6. Godzilla (Toho) Ripped by Gil_Galad
7. American Dream (Coconuts) Ripped by kingshriek
8. Game Party (Coconuts) Ripped by kingshriek
9. Masuzoe Youichi - Asa Made Famicom (Coconuts) Ripped by kingshriek
10. Legend of Prince Valliant (Ocean) Ripped by Gil_Galad
11. New Zeland Story (Ocean) Ripped by kingshriek
12. Untouchables, The (Ocean) Ripped by Gil_Galad
13. Defenders of Dynatron City (Lucas Arts) Ripped by ugetab
14. Rackets and Rivals (Palcom/Konami) Ripped by kingshriek
15. Black Bass 2, The (Hot-B) Ripped by ugetab
16. Blue Marlin, The (Hot-B) Ripped by Quietust
17. Hoshi o Miru Hito (Hot-B) Ripped by Gil_Galad
18. Palamedes (Hot-B) Ripped by kingshriek
19. Palamedes 2 - Star Twinkles (Hot-B) Ripped by kingshriek
20. Shingen the Ruler (Hot-B) Ripped by kingshriek
21. Takeda Shingen (Hot-B) Ripped by kingshriek
22. Adventures of Tom Sawyer (Seta -1989) Ripped by Gil_Galad
22.5. Castle of Dragon (Seta - 1989) Ripped by kingshriek
23. Formula 1: Built to win (seta - 1990) Ripped by ubetab
24. Uturun Desu (Takara - 1991) Ripped by ugetab
25. Triathron (K-Amusement) Ripped by Gil_Galad
26. Gorby no Pipeline Dai Sakusen (Tokuma Shoten - 1991) Ripped by kingshriek
27. Majaventure - Mahjong Senki (Tokuma Shoten - 1990) Ripped by kingshriek - Thank you!
28. Captain Silver (Tokuma Shoten - 1988) Ripped by kingshriek
29. Castelian (Storm\Triffix) All ready ripped
30. Super Dyna'mix Badminton (VAP -1988) Ripped by kingshriek
31. Circus Capers (Toho) Ripped by Gil_Galad
32. Godzilla 2 (Toho) Ripped by kingshriek
33. Moeru Oniisan (Toho) Ripped by kingshriek
34. City Adventure Touch - Mystery of Triangle (Toho) Ripped by kingshriek
35. Kamen Rider SD (Toei/Angel) Ripped by kingshriek
36. Day Dreamin' Davey (Hal Lab) Ripped by Gil_Galad
37. Bo Jackson Baseball (Data East) Ripped by Gil_Galad
38. Bakushou Jinsei Gekijoh 2 (Taito) Ripped by kingshriek
39. Bakushou Jinsei Gekijoh 3 (Taito) Ripped by kingshriek
40. Ankoku Shinwa: Yamato Takeru Densetsu (Tokyo Shosenki) Ripped by kingshriek
Phase 2: 41. Wrath of the Black Manta (Taito - 1989) Ripped by Gil_Galad
42. Slalom (Rare - 1986) Ripped by kingshriek
43. World Class Track Meet (1988 - Nintendo) Ripped by Gil_Galad
44. Ide Yousuke Meijin no Jissen Mahjong 2 (Capcom - 1991) Ripped by kingshriek
45. Cadillac (Hector - 1990) Ripped by ugetab
46. Great Deal (Hector - 1991) Ripped by ugetab
47. Emo Yan no 10 Bai Pro Yakyuu (Hector - 1989) Ripped by ugetab
48. Golf Grand Slam (Atlus - 1991) Ripped by ugetab
49. Golf Grand Slam (Hector - 1991) Ripped by ugetab
50. Igo Sinan (Hector - 1989) Ripped by kingshriek
51. Igo Sinan '91 (Hector - 1991) Ripped by kingshriek
52. Igo Sinan '92 (Hector - 1992) Ripped by kingshriek
53. Igo Sinan '93 (Hector - 1993) Ripped by kingshriek
54. Igo Sinan '94 (Hector - 1994) Ripped by kingshriek
55. Mahjong Club Nagatacho (Hector - 1991) Ripped by ugetab
56. Project Q (Hector - 1992) Ripped by ugetab
57. Shougun (Hector - 1988) Ripped by ugetab
58. Tonjan (NMK - 1989) Ripped by Gil_Galad
59. Youkai Kurabu (Jaleco 1987) Ripped by ugetab
60. Terao no Dosukoi Oozumou (Jaleco - 1989) Ripped by ugetab
61. Bases Loaded (Jaleco - 1988) Ripped by ugetab
62. Bases Loaded 2 (Jaleco - 1989) Ripped by ugetab
63. Bases Loaded 3 (Jaleco - 1990) Ripped by ugetab
64. Bases Loaded 4 ( Jaleco - 1994) Ripped by ugetab
65. Saiyuuki World (Jaleco - 1988) ripped by kingshriek
66. Racket Attack (Jaleco - 1988) Ripped by ugetab
67. Pro Sport Hockey (Jaleco - 1993) Ripped by Gil_Galad - Thank you!
68. Matsumoto Tooru no Kabushiki Hisshou Gaku 2 (Unknown) Ripped by Gil_Galad
69. Metal Flame Psy Buster (Sculptured Software INC - 1990) Good tunes.
70. Moero!! Juudou Warriors (Jaleco - 1990) Ripped by ugetab
71. Max Warrior (VAP - 1990) Ripped by Gil_Galad
72. Kid Klown (Kemco - 1993) Ripped by ugetab
73. Jajamaru no Daibouken (Jaleco - 1986) Ripped by ugetab
74. Jajamaru Ninpou Chou (Jaleco - 1989) Ripped by Gil_Galad
75. Goal! 2 (Jaleco - 1992) Ripped by ugetab
76. Goal! (Jaleco - 1989) Ripped by ugetab
77. Fuuun Shaolin Kyo - Ankoku no Maou (Jaleco - 1988) Ripped by kingshriek
78. Fuuun Shaolin Kyo (Jaleco 1987) Ripped by kingshriek
79. Foton - The Ultimate Game on Planet Earth (Takara - 1987) Ripped by ugetab
80. Druid (Jaleco\Firebird Software 1988) Ripped by kingshriek - Thank You!
81. Big Challenge! Gun Fighter (Jaleco - 1989 - FDS) Ripped by kingshriek
82. Big CHallenge! Go-Go Bowling (Jaleco - 1989 - FDS) Ripped by kingshriek
83. Sugoro Quest - Dice no Senshitachi (Technos) Ripped by kingshriek
84. Shuffle Fight (Banpresto - 1992) Ripped by kingshriek
85.Ghost Busters II (Hal Lab - 1990) Ripped by ugetab
86. Hiryuu no Ken 2 (Culture Brain) Ripped by Gil_Galad - Thank you!
87. Hiryuu No Ken 3 (Culture Brain) Ripped by Gil_Galad - Thank you!
88. Hiryuu no Ken Special - Fighting Wars (Culture Brain)Ripped by Gil_Galad - Thank you!
Phase 3: 1. Dash Yarou (Visco - 1990)
2. Western Kids (Visco - 1991) Ripped by Gil_Galad
3. Casino Kid 2 (Sofel - 1992) Ripped by ugetab
4. Chitei Senkuu Vazorudaa (Sofel - 1991) Allready ripped
5. Klash Ball (Sofel - 1991) Ripped by Gil_Galad
6. The Money Game (Sofel - 1988) Ripped by Gil_Galad
7. The Money Game 2 - Kabutochou no Kiseki (Sofel - 1989) Ripped by Gil_Galad
8. Monster Maker - 7 Tsu no Hihou (Sofel - 1991) Ripped by Gil_Galad
9. Melville's Flame (Gakken/Interlink - 1988)
10. Mahjong RPG Dora Dora (Natsume - 1990) Ripped by kingshriek
11. Touhou Kenbunroku (Natsume - 1988) Cool tunes!
12. Chuugoku Senseijutsu (Sanritsu\Jaleco - 1988) Ripped by Gil_Galad
13. Young Indianna Jones Chronicles (Lucas Films - 1992) Ripped by kingshriek
14. Peepar Time (Sanritsu - 1990) Ripped by Gil_Galad
15. Arctic (Pony Canyon\Artdink) Ripped by kingshriek
16. Bad News Baseball (Tecmo -1990) Ripped by Gil_Galad
17. Tecmo NBA Basketball (Tecmo - 1992) Ripped by kingshriek
18. Caveman Games (Data East - 1990) Ripped by ugetab
19. Daikaijyuu Deburas (Data East - 1990) Ripped by Gil_Galad
20. Dash Galaxy in the Alien Asylum (Data East - 1989) Ripped by Gil_Galad
21. Toukyou Pachi Slot Adventure (Coconuts\C Dream - 1991) Ripped by Gil_Galad
22. Magical Taruruuto Kun - Fantastic World!! (Toei\Bandai - 1991) Ripped by kingshriek
23. Magical Taruruuto Kun 2 - Mahou Daibouken (Toei\Bandai - 1992) Ripped by kingshriek
24. Sakigake Otoko Jyuku (Toei\Bandai - 1988) Ripped by kingshriek
25. PatLabor: Mobile Police (Bandai - 1989) FDS - Ripped by kingshriek
26. SD Gundam Gaiden - Knight Gundam Monogatari (Bandai - (1990) Ripped by kingshriek
27. SD Gundam Gaiden - Knight Gundam Monogatari 2 (Bandai - 1991) Ripped by kingshriek
28. SD Gundam Gaiden - Knight Gundam Monogatari 3 (Bandai -1992) Ripped by kingshriek
29. Stanley: The Search for Dr. Livingston (Electrobrain - 1991) Ripped by ugetab
30. Karaoke Studio Senyou Cassette Vol 1 (Bandai - 1987) Cassette 2 seems to be identicle.
31. Akuma Kun: Makai no Wana (Toei\Bandai - 1990) Ripped by kingshriek
32. Dick Tracey (Bandai - ????) Ripped by ugetab
33. Famicom Jump - Eiyuu Retsuden (Bandai - 1988) Ripped by kingshriek
34. Famicom Jump II - Saikyou no 7 Nin (Bandai - ????) Pretty rad tunes.
35. Kyuukyoku Tiger (Sony\CBS - 1989)
36. Legends of the Diamond (Bandai - 1990) Rad from what I heard.
37. Les Chevaliers du Zodiaque (Bandai - 1987) Old but cool.
38. Crystal Mines (Color Dreams - 1989)
39. Devil Man (Namco - 1989)
40. Family Pinball (Namco - 1989)
41. Hyakkiyakou (Use.co - 1988) Cool tunes! Samurai style.
42. Meijiishin (Use.co - 1989) Even Better. SAMURAI!
43. Best of the Best: Championship Karate (Electro Brain - 1992)
44. Karakuri Kengou Den - Musashi Road - Karakuri Nin Hashiru! (Yutaka - 1991) Ripped by kingshriek
45. Eliminator Boat Duel (Electro Brain - 1991) Ripped by kingshriek
46. Kawa No Nushi Tsuri (Pack-In Video - 1990) Ripped by kingshriek
47. Mirai Senshi - Lios (Pack-In Video - 1990) Ripped by kingshriek
48. Taboo: The Sixth Sense (Rare - 1988) Ripped by ugetab - Thank you!
49. Thunderbirds (Pack-In Video - 1989) Ripped by kingshriek
50. Aces: Iron Eagle 3 (Pack-In Video\Activision - 1991) Ripped by kingshriek
51. Juvei Quest (1990 - Namco) Ripped by kingshriek
52. Jumpin' Kid Jack (Asmik - 1990) Ripped by kingshriek
53. Lupin Sansei - Panora no Isan (Namco - 1987) Ripped by kingshriek
54. Super Arabian (Sunsoft - 1985) Ripped by NewRisingSun
55. Super Black Onyx (BPS - 1988) Ripped by kingshriek
56. Super Glove Ball (Mattel - ????) Ripped by kingshriek
57. Super Pinball (Coconuts/C-Dream 1988) Ripped by kingshriek
58. Night Shade (Ultra\Beam Software - 1991) Ripped by Gil_Galad
59. Igo Kyuu Roban Taikyoku (BPS - 1987) Some very wicked tunes.
60. Pipe Dream (Lucas Arts - 1990) Ripped by kingshriek
61. Break Time - The National Pool Tour (FCI/Pony Canyon/Opera House - 1992)
62. Chinese Chese (TXC - 1991) Spelled Chese on the title screen.
63. Best Play Pro Yakyuu Special (Sonobe Hiroyuki/ASCII - 1992)
64. Banana Prince (G) (Takara - 1992) Already ripped
65. Baken Hisshou Gaku - Gate In (K.Amusement - 1990)
66. Best Keiba - Derby Stallion (Sonobe Hiroyuki/ASCII - 1991) Ripped by kingshriek
67. Barcode World (Sunsoft/Epoch.co - 1992) Ripped by ugetab
68. Dai Meiro - Meikyuu no Tatsujin (Epoch.co - 1990) Different game than Pyokotan no Dai Meiro
69. Blodia Land - Puzzle Quest (Tonkin House - 1990)
70. Boogerman (1997) What the hell is this? Cool tunes at least.
71. Aa Yakyuu Jinsei Icchokusen (Sammy - 1992) Ripped by Gil_Galad
72. Archon (EA/Activision - 1989) Ripped by kingshriek
73. Airwolf (Acclaim - 1989) Ripped by Memblers
74. Cross Fire (Kyuogo - 1990) Ripped by kingshriek
75. Satsui no Kaisou - Power Soft Satsujin Jiken (??????) Cool into. I think
76. Sensha Senryaku - Sabaku no Kitsune (Kemco - 1988) Pretty cool tunes!
77. Sanada Juu Yuushi (Kemco - ????) Rad Samurai RPG
78. Sansaara Naaga (??????) Obscure and bizare RPG
79. Sukeban Deka 3 (Toei Animation - 1987)
80. Ginga no Sannin (Nintendo - 1987) Ripped by kingshriek
81. Ginga Eiyuu Densetsu (Kemco - 1988) Even better Space RPG. Really cool game.
82. Famicom Shougi - Ryuuousen (I'Max - 1991) GREAT TUNES!
83. Famicom Igo Nyuumon (I'Max - 1991) More good tunes
84. Famicom Meijin Sen (SNK - 1988) Deadly tunes.
85. Deep Dungeon 4 (Asmik - 1990) Ripped by kingshriek
86. Meitantei Holmes - Kiri no London Satsujin Jiken (Towa Chiki - 1988) Ripped by kingshriek
87. Mei Tantei Holmes - M Kara no Chousenjou (??????) Ripped by kingshriek
88. Maison Ikkoku (Bothtec - 1988) Ripped by kingshriek
89. Kakefu Kun no Jump Tengoku - Speed Jigoku (Vic Tokai - 1988) Also Kid Kool?
90. Jikuu Yuuden - Debias (Namco - 1987) Ripped by kingshriek
91. Kujaku Ou (Pony Canyon) Ripped by kingshriek
92. Kujaku Ou 2 (Pony Canyon) Ripped by kingshriek
93. Taiyou no Shinden - Asteka 2 (Tokyo Shoseki - 1988) Ripped by Someone
94. Tatakae!! Rahmen Man - Sakuretsu Choujin 102 Gei (Shinsei - 1988) Opening theme is cool.
95. Soccer League - Winner's Cup (Data East - 1988) Seems good.
96. Erika to Satoru no Yume Bouken (Namco - 1988) On Zophar
97. Genpei Touma Den - Computer Boardgame (Namco - 1988) SAMURAI!!!!!!!!!!!
hey can anyone rip mega man 2 with game genie? is that possible? game genie screwed up the sound a lot in it and it sounded different
Anonymous wrote:
hey can anyone rip mega man 2 with game genie? is that possible? game genie screwed up the sound a lot in it and it sounded different
Yeah, someone would just have to write to the sweep registers ($4001/$4005) in the init code with whatever value the game genie sets it to.
GG screws up the music in lots of Capcom games, I always thought that was kinda funny.
Is the Game Genie's sweep detectable by the CPU (e.g. as a tone that shuts off early)?
It's a little more complicated than Memblers put it. Each time you write a letter to the Game Genie, it plays a sound effect. Since the sound registers aren't reinitialized when the game starts, it has some of the left over sound data from the effect it played. The potentially complicating part of it is that each letter creates a different sound, which could screw up the music in certain games in a unique way. To test a game with what I explained above, enter any single letter into the game genie, then start the game. If the music is different with different letters, it means more possible variations.
Added modified versions of Megaman 1 and Megaman 2.
http://www.angelfire.com/nc/ugetab
Hello, I'm from the 2A03.org forum. I assume this is the place for NSF requests. I'm specifically looking for Rad Racer II. Has it been ripped? Should I post in a different thread?
Thankyew
Rad Racer 2 is in here with some other NSFs I ripped a while back.
http://mywebpages.comcast.net/memblers/somensfs.zip
Ah, gracias Memblers. Someone is buying my RR2 cartridge and I realized that I will miss the music.
i listened to the mega man 2 nsf and a lot of songs are still missing, including the boss theme (a lot of the later songs don't play)
Those Game Genie Megaman NSFs are PRICELESS! lol.
Quickmans stage made me smile uncontrolably.
Sorry about the MM2 rip. I accidentally overwrote the latter half of the music sorting table with code. It's fixed now.
Added Barcode World. Updated NSFList.txt.
Thanks ugetab! This is a total underdog NSF. Great tunes, and plenty of em (track 9 rocks)! The sound effects are also quite excellent.
Did you manage to get anywhere in the game at all!? I didn't even get into the game. Damn japanese menus! > : (
I didn't get anywheres at all in the game(but only because I don't have much interest in untranslated japanese games). I tried to insert data randomly into memory to enable stuff, and I have managed to get a touch into the game by editing the Save 1 data randomly.
All editing should be done on the menu directly before opening Save 1, or while the game is in progress.
Since I hail from a code hacking community, here's some more stuff that may help you see the innards of the game:
(67A4 = Set this to 01 to be able to get into the game)
(67A5 = Save 1 # of Bots) (FF = 8 bots, 0F = First 4)
(67A6 = Set this to FF to be able to get into fights at all)
Bot 3 is enabled by the 04 bit at 67A5, so use 0F if you want to be able to use it.
(6803/6804/6805 = Bot 3 HP) (Max: 9F8601)
(6806/6807/6808 = Bot 3 ST) (Max: 9F8601)
(6809/680A/680B = Bot 3 DF) (Max: 9F8601)
(680C = Bot 3 MP) (Max: FF)
(680D = Bot 3 Jap Named 1) (Max: FF)
(680E/680F = Bot 3 Jap Named 2) (Max: 0F27)
(6810/6811 = Bot 3 Jap Named 3) (Max: 0F27)
(6829 - 682C = Bot 3 Single Byte Abilities, in japanese)
(6927 - 692E = Bot 3 Single Byte Name Characters, in japanese)
I may work further on this one, but I doubt it. The basis for completing the bot stats has been laid out here, so feel free to let someone else complete it if you're desperate.
Holy Snaps! That is pretty amazing ugetab. Hacking must flow through your veins! I really appreciate your help, but sadly, I have no idea what any of that means. I am the un-hacker. I have absolutely no hack skills.
On an un related note, I just noticed Airwolf doesn't have an NSF. 0.0;
Aa Yakyuu Jinsei Icchokusen has already been ripped by me recently.
I have it on my site.
Norrin_Radd wrote:
On an un related note, I just noticed Airwolf doesn't have an NSF. 0.0;
It does, I guess it's just not up anywhere. A couple years ago I ripped the (J) version, and IIRC it was Gil that ripped the US one.
Here's both.
http://mywebpages.comcast.net/memblers/airwolf.zip
So is anyone willing to rip Mappy Land then?
Have the alternate versions of the Excitebike title screen theme been ripped?
@ugetab: The Barcode World NSF has broken DPCM. Seems like there is no sample data in the NSF so it's just playing garbage instead.
Update my site recently with 3 unrequested NSFs:
Flintstones 2 - The Surprise at Dinosaur Peak NSF
Legend of the Ghost Lion NSF
Mechanized Attack NSF
Quote:
Actually both of those Mappy sets (including the ones from Horton's collection) are the same game, and aren't actually from Mappy Land; they're from the NES port of the original Mappy. Those two nsfs have been mislabeled for quite some time.
Mappy Land was a separate game made in 1986, while the NES port of Mappy was from 1984. Here are a couple screenshots:
http://www.consoleclassix.com/gameinfo_ ... d_nes.html
Well, DPCM is certainly a short circuit in my system of ripping. No data seems to get read or executed from A00B-FFFF(according to my emulator), but when I add the correct banks to C000-FFFF, it plays the extra channel. I uploaded the fixed version.
DPCM is kind of weird. The starting address and length of the sample data are encoded by writes to $4012 to $4013 respectively. Specifically, the sample data begins at $40 * value + $C000 and the length is $10 * value + 1, where the values are what's written to $4012 or $4013.
Phase 2 NSFs:
Big Challenge! Go! Go! Bowling NSF
Big Challenge! Gun Fighter NSF
Metal Flame Psybuster ($C746/$D752?) and Melville's Flame ($8000/$EA0B?) are giving me trouble. I listed what I think are the init and play addresses for each (init/play).
Updated the errors in the list. Thanks Gil.
Memblers, thanks for Airwolf, I know a guy that is going to pee his pants when he sees that.
ugetab, thanks for the fix. I didn't even notice, i thought the game just had an wierd sounding kickdrum. Can't wait to check the fixed version out.
kingshriek, thanks for the FDS, and un requested rips! Sucks that Those two are giving you a hassle. Damn obscure NES game company programers!
Dwedit wrote:
Have the alternate versions of the Excitebike title screen theme been ripped?
That's a music code bug, not "alternate versions". Then again, since someone already did a Game Genie'd Megaman rip, I'm sure you'll get your wish sooner or later.
Jordan vs Bird! Hell yes! Rad update kingshriek!
Skull & Crossbones
SMB1,2,Vs. Now with sound effects and other requested but still useless junk!
Phase 3 List wrote:
64. Banana Prince (G) (Takara - 1992) Sounds really good!
That game has already been nsf'd --- "Bananan Ouji no Daibouken", which is the original Japanese version.
Arch Rivals is missing the musics when someone scores a basket (There are 3 of them)
Is it correct that "David Wise" should be credited as the composer of all Rare games?
http://en.wikipedia.org/wiki/David_Wise
You're on fire kingshriek. Another great update!
Also, thanks NewRisingSun for Skull & Crossbones
(As well as for pointing out Banana Prince.)
kingshriek wrote:
And another batch:
Thanks for all the new NSF rips.
My little request list:
Drac's Night Out (Prototype) (U) [!]
Kamen no Ninja - Hanamaru (J)
Kero Kero Keroppi no Dai Bouken (J)
Kero Kero Keroppi no Dai Bouken 2 - Donuts Ikeha Oosawagi! (J)
Keroppi to Keroriinu no Splash Bomb! (J)
Squashed (U) (Prototype)
Ufouria (E)
Door Door (J)
Door Door FDS (J)
Portopia Renzoku Satsujin Jiken (J)
Thexder (J) [!]
Deep Dungeon 3 - Yuushi heno Tabi (J)
Deep Dungeon 4 - Kuro no Youjutsushi (J)
Toukyou Pachi Slot Adventure (J)
Pachi Slot Adventure2 - Sorotta Kunno Pachi Slot Tanteidan (J)
Pachi Slot Adventure 3 - Bitaoshii 7 Kenzan! (J)
A little bit off topic, but are you planning on ripping more GBS files? I greatly apprecieated your GBS rips (especially the Mario Golf and Shantae ones). Would be great if you could rip the Dragon Quest and Furai no Shiren games.
The Japanese version of Ufouria has already been ripped, "Hebereke". Should be on Zophar's. Also Sqashed's Japanese counterpart "Ninja Jajamaru Ginga Dai Sakusen. That one is on kingshriek's page.
As for the Dragon Quest GBC games, 1 & 2, and 3 have been ripped. I don't remember what page I got these from, as they aren't on Zophar's.
http://arnoldrimmer83.home.comcast.net/Dragon_Quest.zip
Great update kingshriek
You're picking games with really rad music!
I had no idea the Lethal Weapon Game even existed. The music sounds great! Tracks 6 and 7 lead me to believe that Neil Baldwin may have had a hand in it's composition.
Superman has a great dissonant feel to it. I don't recall ever playing this preticular version. Great tunes tho, especially tracks 3 and 22.
Monster Truck Rally has some pretty unique sounding tunes. Was it hard to rip? Sounds pretty heavy for NES music. Rock!
Last Action Hero, has some very slick tunes as well. Tracks 2 and 5 rocking my A off.
Bottom line. Excellent day for NSFs. Thanks!
Superman is a very unusual game. I mean Superman can be harmed by bullets. (?!) One of the stranger things about it was how Kemco changed some of the music for the US release. In the Japanese version, the theme song from the Superman movie was used. I guess it was cut from the US version cause Kemco US didn't have the rights to use it. And some other tunes got changed.
The music Kemco used as replacements all came from some RPG they made called "Indora no Hikari". The overworld theme from that game was used as the title screen, the cave theme was used when you're Superman, and for some unusual reason the battle theme was used for the password screen. (Explains why it sounds so sinister.) Also Superman and Clark Kent's graphics look very different.
These small little tidbits I find very interesting in Nes games.
Very intersting. Here are the rips of Superman (J) and Indora no Hikari:
Indora no Hikari NSF
Superman (J) NSF
Wow. Most impressive Arnold! That was crazy
Thanks again kingshriek, for fast and decisive action!
ArnoldRimmer83 wrote:
As for the Dragon Quest GBC games, 1 & 2, and 3 have been ripped. I don't remember what page I got these from, as they aren't on Zophar's.
http://arnoldrimmer83.home.comcast.net/Dragon_Quest.zip
Whoa, GBR files. First time I see them, luckily NEZPlug handles them fine. Might you have other GBR files? A quick Google search didn't return any sites with them.
Well this page has some gbs files that Zophar doesn't. (On a recent update they claimed to have added them, but I don't actually see them on there.)
http://www.geocities.com/matrixz15/
Its got Wario Land 3, Game and Watch Gallery 3, and the Megaman Xtreme games among others.
ArnoldRimmer83 wrote:
Well this page has some gbs files that Zophar doesn't. (On a recent update they claimed to have added them, but I don't actually see them on there.)
http://www.geocities.com/matrixz15/
Yea, I know about this site, I have also all GBS that Drag ripped (he posted on this forum sometime ago).
What I was asking for were GB*R* files. If you look at the DQ rips you posted, you will notice, that they are GBR (with a different header than GBS). I couldn't find any other on the net, and it got me curious. I mean, NEZPlug supports them, and I doubt the author would add support for them if only two were ripped.
I don't know anything about the GBR format, nor do I have any other GB music files labeled that way. If you rename the GBR part as GBS, they still work fine so its possible they were just mislabeled. Maybe someone who rips Gameboy music could explain it.
Just out of curiosity, to all those who have been providing NSFs in this thread, what general procedure do you follow for ripping an NSF?
I've played around with ripping NSFs before, but I'd be interested to hear how other people do it. Any favourite software for this sort of thing, or tricks of the trade that might be worth mentioning?
--
_zane
_zane wrote:
Just out of curiosity, to all those who have been providing NSFs in this thread, what general procedure do you follow for ripping an NSF?
Just want to mention that a reply to this would make a great nesdev wiki article.
If you'd like to rip NSFs, read the NSF spec along with Chris Covell's document on getting started (both can be found on nesdev or on ZD's NSF page). Also read Gil-Galad's NSF docs (on his website) - they cover NSF ripping in a detailed manner and have many different case studies.
As a general overview of what I do/use, I use FCEUXDSP along with a hex editor when ripping NSFs. In FCEUXDSP, I mainly use the debugger and the memory viewer.
First thing I do upon loading the game up is checking for what is written to $4017.7 (this is easy to forget to do). This determines the frame sequencer. This is commonly done upon start-up rather than in the play or init routines. I also check for any initial writes to the sound registers.
Next, I hunt down the play routine, which is usally very easy to do. I set a write breakpoint to a range of sound registers, and then look through the stack for a big difference between adjacent return addresses to find the entry point to the play routine. This works for me around 95% of the time. If this doesn't work, I examine a trace log between 2 successive NMIs containing writes to the sound registers.
After successfully finding the play routine, I set an execute breakpoint on it, and from there set a read breakpoint on $8000-$FFFF in order to find where the sequence data is located in the ROM image. If the game uses DPCM, I find where the sample data is located in the ROM image by observing writes to $4012.
For FDS games, oftentimes, sequence data can be found by examining file headers - sometimes they'll have nice names like MUSIC1, MUSIC2, etc. It's also really important to keep in mind that $6000-$DFFF is RAM for FDS games. Since this is true, It is often the case that a single block of memory is used to hold different sequence data chunks. You can handle this the lazy way - using 4K NSF banks and bankswitching (very inefficient if the chunks of sequence data are small), or a more efficient way - relocating the sequence data and writing some code to load it into the correct place in memory.
The init routine is usually more difficult. I employ several methods:
(1) I take note of what areas of RAM are being used by the play routine, find a static value in the area of RAM, and set a write breakpoint. Then, I load up a save state before some music starts, and hopefully the debugger will snap inside of the init routine, from which I observe the stack to find the entry point.
(2) I look to see if the init routine is combined with the play routine by observing what RAM addresses are read from near the beginning of the play routine. I then plug in different values in these addresses with the memory viewer. If I can change the music this way (while the game is running), the init and play routines are combined - all I need to do is write the correct values to the correct memory address(es).
(3) I set a write breakpoint to $4015. Sometimes this works (although rarely).
(4) I look what comes immediately before the play routine in the dissasembly, setting execute breakpoints after RTS instructions, checking each time if I have the init routine.
(5) If the play routine is reached via a JMP table, chances are the init routine is in the same JMP table. In this case, I try different JMP entries in the table until the init routine is reached.
(6) If the play routine is reached from an indirect JMP, I set an execute breakpoint there in hope that the init routine is called from the same place.
... and probably some others I can't recall at the moment. When hunting down the init routine, I take note of whether the A, X, Y registers, or a memory address is used to init the tune (seeing that if changing their values changes what song is played). I also take note if init is done on a channel-by-channel basis, where the init routine is called separately for each sound channel.
Note that some games, especially some FDS ones, have multiple init or play addresses. This is easily handled with an indirect JMP.
Once I think I have the play/init addresses, and the appropriate banks for the music driver/data, I place that below a nsf header template. I then fill in the header with the correct values.
I test it out. If it doesn't work properly, I debug it until it does (which can take a long time). Usually what's needed at that point are some additional initializations (often for indirect addressing or if instruction are executed in $0000-$07FF), NOPing out unneeded routines that jump to unprepped memory, and/or bankswitching. I then add whatever code/data is necessary to the NSF to get it working.
Once I'm satisfied with the NSF, I then do some optimization, removing unneeded data, setting the load address, rearranging banks, etc. If I care enough, I'll rearrange the tunes so that their in "in-game" order.
Finally, I add the title/artist/copyright info.
New rips:
Drac's Night Out (Prototype) NSF
Kamen no Ninja - Akakage NSF
Kamen no Ninja - Hanamaru NSF
Thexder NSF
The Thexder rip raises a red flag for me, as I didn't see any evidence of Beethoven's Moonlight Sonata being included (it was in the original PC-88xx game). If it is, it's sequence data format is completely different from the 1 track that's in the NSF. Let me know if it is (and how to access it in-game), and I'll update the NSF as soon as I can.
Also, Thexder's data format for music is really interesting in that it's a MML-like ASCII format. Very convenient for hacking purposes.
kingshriek wrote:
The Thexder rip raises a red flag for me, as I didn't see any evidence of Beethoven's Moonlight Sonata being included (it was in the original PC-88xx game). If it is, it's sequence data format is completely different from the 1 track that's in the NSF. Let me know if it is (and how to access it in-game), and I'll update the NSF as soon as I can.
*sigh* And here I was hoping for Moonlight Sonata 2a03 rendition. The PC88 version had that song as ending music, but there's no amount of money in the world that's gonna convince me to play this to the end.
Still, thanks for the rips.
Did anyone ever rip Tetris? That is, the one licensed by Nintendo in the USA? (i.e. not Tengen or BPS)
1. To see the ending to thexder in FCEUXD(SP), enter and enable the code 0074 63 as the end of level info is scrolling onto the screen. The ending just freezes the music. The code is courtesy of Gamefaqs.com
2. You can find Nintendo's tetris at:
http://www.zophar.net/nsf/
It'll be under "Tetris (Nintendo)"
Added a fixed version of Zelda 1. The fix prevents startup noise when you play the NSF in NotSoFatso.
Famicom Tantei Club 1:
Only data that the FDS sound doesn't ring was found.(zophar, tosec)
Is it somewhere?
Are you sure any music in Famicom Tantei Club 1 uses the FDS channel? From what I played, the FDS channel was only used for sound effects.
Speaking of FDS, I have two FDS rips for everyone. I did my best to get all the tracks, but there may be some missing. I was planning on ripping more today, but I didn't anticipate these two taking 5 hours.
Fire Bam NSF
Time Twist NSF
5 hours! wow! They must have been insanely difficult!
Well, if it's any consolation. They sound fabulous ^^; Thanks kingshriek.
Just curious, how long does a normal NSF take to rip, with no problems?
I've spent the last few hours coming up with some more games that don't have NSFs, added to phase 3.
Famicom Tantei Club 1 surely uses the FDS channel. I own this disk.
The FDS channel should ring at least on the screen of opening (It is not the first title screen. It is displayed that the game is advanced for a while) and ending.
It rings normally in the emulator. If it is necessary, I disclose the save state data
.
Famicom Tantei Club 1:
This is music of the opening screen in the emulator.
http://vista.x0.com/img/vi14909.mp3
And, the music of the ending screen is Song No.17 (in Zophar).
However, the music of ending cannot be recorded at once...
Sorry for doubting you. I just wanted to make sure after going through the 5 or 6 save states I had at various points in the game, and not detecting any writes to the FDS sound registers. Thanks for the mp3 and the additional information about where the FDS channel is used.
In the NSF, the FDS channel is handled completely separate from the other channels - it has its own init and play routines, so I can see why it was missed in the original rip. I added the FDS rountines to the NSF - to the opening and ending tracks specifically (17 and 18 in the NSF). Here's the updated rip:
Famicom Tantei Club NSF - fix - added FDS channel to opening and ending tracks.
Norrin_Radd wrote:
Just curious, how long does a normal NSF take to rip, with no problems?
If I don't have to do any debugging, I'd say around 20 minutes. This is including the time spent checking the integrity the rip - checking how it sounds compared to the game, and doing some optimization on the rip's file size.
Norrin_Radd wrote:
I've spent the last few hours coming up with some more games that don't have NSFs, added to phase 3.
Asteka 2 is one of the earlier Falcom games. You can check how the original PC88 version sounded on my site:
http://snesmusic.org/hoot/
Sansara Naga is by Kenji Kawai (of Ghost in the Shell fame). Well, at least he did the music for the SNES sequel.
Is
Lode Runner ripped? It doesn't show up in Zophar's, nor does it show up in this thread. I haven't played very far, but I count six tunes:
- title screen
- stage start
- play
- collect all gold
- stage clear (climbing ladder slowly and panting)
- EDIT: die
- game over (collect all gold played slower)
(PS: What the heck is a
Lodeamari Bombacy?)
EDIT: Thanks.
Here's Lode Runner.
Lode Runner NSF
Thanks for ripping Ginga no Sannin kingshriek. That was an nsf I was thinking of requesting.
YES! King, you picked all of the ones I really wanted from phase 3. Some of these games have amazing soundtracks, and to think that they were never available untill now is sad, but also exciting. It's so excellent to hear NEW tunes from the 2A03, 20 years later. So for that, I thank thee!
I think I would like to officially request " Chitei Senkuu Vazorudaa (Sofel - 1991) "
For some reason I marked it as ripped, but I don't think it ever was. Anyway, the music from the first level is phenomenally badass.
Norrin_Radd wrote:
I think I would like to officially request " Chitei Senkuu Vazorudaa (Sofel - 1991) "
For some reason I marked it as ripped, but I don't think it ever was. Anyway, the music from the first level is phenomenally badass.
Well, I have Chitei Senkuu Bazorudaa (1991)(Asmik, Sofel).nsf in my collection. And I do recall someone mentioning it on this thread when you requested it last time.
Get it here:
ftp://ftp.modland.com/pub/modules/nintendo%20nsf/-%20unknown/chitei%20senkuu%20bazorudaa.nsf
Norrin_Radd, edit your list so it has "Wurm: Journey to the Center of the Earth" in parentheses after "Chitei Senkuu Vazorudaa", so you'll know how to find it again.
ohhhhhh, you're right, it
IS Wurm. I couldn't remember why it was marked ripped. That's why. That's also why I couldn't find it in this thread. Probably.
Thanks for rippin it Knurek ^^
Norrin_Radd wrote:
ohhhhhh, you're right, it
IS Wurm. I couldn't remember why it was marked ripped. That's why. That's also why I couldn't find it in this thread. Probably.
Thanks for rippin it Knurek ^^
I didn't rip it, just have it in my NSF collection.
Is it a crime to love NES music so? It leads me to post crazy things that seem awfully crazy.
Now lets all forget about this debacle and enjoy an enchanting holiday full of presents and eggnog.
Also, I've been meaning to ask for some time... Does any of you guys know an automated NSF time detectors? Something akin to NSFMeasure, but one that actually umm... works?
See, I don't have anything endless looping tracks, but I do prefer not having to manually change the tracks most of the time. And timing those ~3000 NSFs (games + 2A03.org collection) isn't something I'd prefer to do alone.
SIDs have a tool that detects the time, which makes listening to HVSC with proper plugins oh-so-more pleasurable.
How would such a tool work?
tepples wrote:
How would such a tool work?
Well, here's a explenation taken from the readme for SID detection tool by Michael Schwendt. It's obviously more SID related, but should give you an idea about what's necessary. Not sure if it's even feasible to do with NSF, someone with a better NES knowledge would have to look into that.
A friend of mine whipped a time detector for his Amiga music emulator using similar principles (he added sound register state logging I think), which worked pretty good.
Also, the sc68 Atari ST sound emulator has a time detector, which I think uses an similar algorithm.
Article:
I've promised I would either document my current song-length
detection or release it as a module or library, respectively. After
separating some parts of siddiag to get a better overview, I've
decided I would rather document my method in order to suggest a
concept instead of an clean implementation. Here's a small draft.
See what you can get out of it.
[As a side note: if anyone has further ideas on finding a song-end
or loop position by analyzing sequences of normalized frequency
values, this might still be an option, too.]
DETECTING SILENCE?
On the SID emu side, I won't discuss the obvious things here. One
can easily determine when a sidtune turns silent. For instance, when
Master Volume turns zero, chosen waveforms turn inaudible (TEST=1 |
WAVE=0 | FREQ=0), ADSR envelopes reach a near-zero level and digis
are not active. One might even take into account invalid filter
settings which turn off voices. But I doubt the latter is relevant
for song-end detection.
The only issue here is that this kind of "silent song-end detection"
wouldn't help with sidtunes that restart playback after some silent
period of time. Raises the question how many seconds of silence a
song-end detector should allow for? 5 seconds? 10 s? 20 s? I would
look for a period of 10-20 s of silence, so detected get only tunes
that "seem" to have ended for some time at least, leaving undetected
only those which restart or play a next part after a short pause.
However, all this would still not be enough with sids that loop
forever to some arbitrary song position. These never become silent
and hence require a more powerful song-end detection.
MEMORY USAGE PROFILING
The "memory usage dump" feature of sid2crc has lead to the idea of
observing a music player's activity in memory. My first assumption
is, that a sidtune -- which consists of e.g. 2.5 KiB of machine code
and 1.8 KiB of data -- towards its song-end would have accessed all
or most of its data bytes at least once and would begin recycling
previously accessed memory locations when it loops. So, why not
modify the code emulator to observe how often memory locations are
accessed?
Of course, this makes some fundamental assumptions about how the
sidtune is stored in memory. For instance, that a part of a song yet
to be played requires the music player to read new memory locations
that have not been read before. Fortunately, music players are built
like this usually. Imagine a track/step table which lists the
patterns to be played. Entries in that table and the corresponding
patterns of music data have not been played until they have been
accessed. And when they are accessed it means the music player is
still playing something new and has not reached end of music.
THE EXPERIMENTAL IMPLEMENTATION
What I have currently implemented can be described as follows:
* A function that tells the current playtime (e.g. in seconds), so
when there is some kind of event (e.g. the music turning silent),
we know exactly at which place in time we are.
* A modified SID emulator which signals the different "silence"
events outlined above. A front-end measures when these events
start and how long they last. The song-end detector can stop
right away when silence has been detected for 10-20 seconds.
* A slightly modified interpreter in libsidplay tells whether each
accessed memory location is READ, WRITTEN, or EXECUTED,
respectively. While it executes the sidtune, it transfers this
information to the back-end for each address that it accesses.
[That back-end is part of siddiag/sid2crc and maintains a log
with additional information for each C64 memory address, whether
it is READ_FIRST, WRITTEN_FIRST, etc. This allows more detailed
analysis of whether a sidtune utilizes uninitialized memory, uses
self-modifying code, or relocates memory areas, and things like
that.]
Distinguishing between READ/WRITE/EXE memory access allows for
sids that relocate memory areas before they use them
(WRITE_FIRST, then READ and/or EXE), and future song-end
detection extensions regarding self-modifying code and random
values.
* A "memory activity analyzer" (class ActivityWatch) counts how
often each address has been READ/EXE. Outside the initial sidtune
loading range, it makes sure a byte has been WRITTEN FIRST before
it is counted as being read or executed. Additionally, it
maintains five separate counters on how many addresses have been
read so far the FIRST TIME, the SECOND TIME, the THIRD TIME, etc.
up to the FIFTH TIME. When these five counters stop increasing
for some period of time, it means all recently accessed addresses
have been accessed before at least five times, which is likely an
indication that the music player is looping. Sidtune emulation
can stop, and further code be run to determine the song-length.
One could use less than five such counters. But it might be that
a sidtune reads new addresses for the first time after it has
read other addresses many times, i.e. it plays a new part after
it has looped on previous parts for some time. Processing a
sidtune long enough helps here -- "long" being 15 minutes or so
unless the detector kicks out sooner. If none of the five
counters has changed for some long period, it seems safe to
assume that all recently accessed addresses have been read more
than five times, i.e. the machine code has been recycling old
data.
I assume the song-length in seconds to be the last second in which
an address was counted as being accessed for the FIRST TIME, keeping
any eye on above silence events, of course (any objections,
anyone?).
BAD RIPS AND BUGS IN MUSIC PLAYERS
What is left is the case of bad rips (which read unused new bytes
sporadically) or sids that loop X times, reading a few new bytes
each time, before they restart for good (e.g. /BOGG in HVSC).
This is where additional code kicks in. It divides time into small
UNITS -- e.g. 10 seconds -- and counts how many new bytes per unit
are accessed the FIRST TIME. The threshold of how many new bytes per
unit mark a sidtune as still playing new parts needs to be
determined empirically. I'm using 8 bytes per 10 seconds, but have
not examined this deeply (only with sids with suspiciously long
playtimes). When such a low activity in memory has lasted for
several minutes, I assume the sidtune does bad things in memory (the
"B" attribute in the song-lengths database). In such as case, as
song-end is taken the first second when such low activity started.
When detection can fail:
- the sidtune loops, but player keeps reading many new bytes from
somewhere (bad rip or unused machine code)
- machine code stays in a long loop, while modifying memory
addresses and reading them to feed the SID, it neither reads nor
executes any _new_ addresses, but creates new data
It might be easier to either 1. manually contribute timing values for NSFs using some sort of collaborative database or, more likely, 2. make a detector function for common music playback engines (e.g. NT2 or MCK or engines that pop up in numerous games by a given publisher).
Even if a track has no timing information, a player should fade it out after some number of minutes. The proper solution is for the song file itself to encode the length of tracks in the file itself. If this can be done automatically, great, but do that on the archive copy of the file rather than requiring a player to go through backflips. For the NSF format, this has been solved, and it's called
NSFE.
And start a new thread already if you really care about the topic of track length. Sheesh. :)
NewRisingSun's rips seem to be down. I was looking forward to Pyramid, too. Anyone happen to grab that one?
Here's a copy of the rips I downloaded. I may not have the most up-to-date version of smb12vs.zip.
http://www.thegshi.org/ugetab/
Hello folks,
I was just wondering if the Nintendo version of "Volleyball" has been ripped yet.
If so could somebody please let me know where I could find it.
If not would somebody be able to rip it.
Thank you so much for your help in advance.
Chris
Umm, it's been a bit quiet here lately. I've just wanted to post that there's a NSF for Taiyou no Shinden - Asteka 2 (1988)(Falcom).
Available for instance here: ftp.modland.com/pub/modules/nintendo nsf/- unknown/taiyou no shinden-asteka 2.nsf
Added a fixed Shadowgate rip. Updated the NSF Site Listings.
Hi, folks. Chris Covell here.
It's great how many rips have been done in the space of a year! I haven't checked this thread in a long time, so I was surprised.
However... has Yuushi no Monshou (FDS) ever been ripped? That was a game that had some fantastic music, but a bugger of a job to try ripping. Anyone up to the challenge?
Added a fixed version of myu2203's Shooting Range, with a corrected track 7, and smaller size
can anyone get a working World Boxing rip? I think it's the only Natsume NSF that noone's gotten yet
Also, Spider Man and the return of the sinister six needs a fix. The music plays at twice the tempo that it should.
On that note, I'll request Arkista's Ring.
Spiderman rip is fixed. Luckily, it was a straight-forward need for another init value to be present in memory.
Added Arkista's Ring rip.
Added a World Boxing rip. It's by T.S.S., not Natsume.
http://www.angelfire.com/nc/ugetab/
Quote:
Homer Simpson said:
Games that have yet to be ripped are marked with orange, while answered requests are marked with green. Thank you guys so very much for your wonderful effort! We really appreciate it!
Here they are (in alphabetical order):
Can someone tell us where the answered requests are located? Thank you.
Norrin_Rad, you can add these to your list:
Done:
Super Boogerman (1997)
Taiyou no Shinden - Asteka 2
Erika to Satoru no Yumebouken
Genpei Toumaden
Super Chinese 1 needs to be fixed. There is no boss theme and the ending music appears in the .nsf twice.
ugetab wrote:
Here's a copy of the rips I downloaded. I may not have the most up-to-date version of smb12vs.zip.
Indeed you haven't. Here are my previous non-mirrored ones:
Super Mario Bros. 1, 2J, Vs. (updated, with .nsfe)
Skull & Crossbones
Also, Dirty Pair has been confirmed to be complete (I've played it to the end), so you can remove the "not sure" note.
Here are three new ones:
Deep Dungeon 2: Yuushi no Monshou
Golf Japan Course
Golf U.S. Course
Mirror them if you consider them worth keeping, as I'm not going to keep them on that server.
The error with super chinese was a matter of optimization gone awry. The amount of data removed was just slightly more than should have been. I uploaded a rip without the optimization, and it includes the missing song. If it's important to gil-galad that the rip be optimized, then at least the lookup table is built already.
I've added those rips to the mirror for you NewRisingSun.
http://www.angelfire.com/nc/ugetab/
Wizards and Warriors 2 is good, except for one thing. Each of the songs only play once and don't have looping.
Requesting sound effects in Faxanadu.
I added some looping to Wizards and Warriors 2. It's very basic, but should be close enough to the original game's system to not require insanely complex coding. It's also a 'Rare' production, and they're notorious for doing odd-ball crud with their music systems.
Not all of the musics needed looping (Like #9, finding a treasure) and there is some weird timing in some of their tracks. The intro track in the regular Ironsword game goes silent for several seconds before it goes back to the beginning.
Whoa, Sorry dudes! I had a big CPU crash and I've been down and out for a while. I'll update the list right now!
I uploaded a new version of Wizards and Warriors 2 with the suggested fixes. It'll take me a while to nail down any other tracks that have special needs at the rate I'm going, so if you have anything else in mind, you should probably inform me of it.
W&W2 is mostly good now. There is still a few seconds of silence that needs to be inserted between loops in the intro song. I'm too lazy to check exactly how many seconds there are precisely. The treasure grab is really the only song that didn't need looping.
Also, Ninja Gaiden 2's NSF has a channel missing on the level 5-1/7-1 track.
Here's my updated NSF request list.
Battletoads (fixed channels)
Excitebike (All variants of title screen theme included)
Faxanadu (With sound effects included)
Goonies 2 (Fixed rip with ALL sound effects)
Mega Man 2 (With all sound effects)
Mega Man 6 (With all sound effects)
RBI Baseball 2, 3
Teenage Mutant Ninja Turtles 1 (With sound effects)
TMNT 3 (With sound effects)
The Wizards and Warriors 2 in-game intro song has a variable amount of time between loops. I just chose a constant wait amount by ear.
Akumajou Densetsu needs a fix. Dracula's third form music has issues with certain channel timing.
I suspect that Akumajou Densetsu will boil down to DPCM data corruption. As for the Ninja Gaiden 3 issue, please tell me the place you got your NSF from, and what exact number the track is. For Akumajou Densetsu, it's track 18 in both the Castlevania 3 NSF and the Akumajou Densetsu NSF from the Kevin Horton collection.
It's Ninja Gaiden 2 not 3, and I think I got it from zophar.net. It's track 6.
The NSF of Akumajou Densetsu has the said issue on track 18.
The Akumajou Densetsu issue was significantly more complex than I had anticipated, so I ended up just patching the neccesary few bytes when that song is loaded instead of trying to fix the underlying issue (I watched the affected bytes for similar issues with other songs, but didn't find any). It sounds correct to me.
Faxanadu (with sound effects)
The Goonies II (with more (all?) sound effects)
Punch-Out!! (original arcade version)
Super Arabian (size-optimized from 13.5 kilobytes to 1.3 kilobytes)
Thanks Rising Sun. Goonies 2 and Faxanadu are both good and have all sfx.
What's the word on the missing channel in one of NG2's songs?
Ninja Gaiden 2 is fixed. It took a fairly extensive debugging process to figure out that the ripper played with the last 16 bytes of the 9000-9FFF range. They were probably attempting to add some extra code, and forgot to restore the original coding. The song plays correctly now.
I should probably start using the Compare feature in my hex editor when attempting any fixes, so I can tell for certain where things are changed, relative to the original data bank.
http://www.angelfire.com/nc/ugetab/
Quote:
Here's my updated NSF request list.
Battletoads (fixed channels)
If you mean by "fixed channels" the drum samples, then I guess you're out of luck. I wonder why no one bothers to update the NSF spec to allow for raw DAC output (without halting the song or doing some tricks), as we already have at least three cases where that would be needed.
Yeah, Battletoads & Double Dragon also has this issue. The drum samples in Battletoads make up their own pause theme. If the drums aren't part of the NSF specification, then how come NSFs exist that carry them with no issue? (Some of the Nekketsu games, sunsoft games, etc)
Quote:
If the drums aren't part of the NSF specification, then how come NSFs exist that carry them with no issue?
Because they don't use raw PCM, but DPCM.
That rip of arcade Punch Out is pretty interesting. Did that game use similar sound hardware to the Nes?
ArnoldRimmer83 wrote:
That rip of arcade Punch Out is pretty interesting. Did that game use similar sound hardware to the Nes?
Yeah, it uses the NES CPU (2A03). And Donkey Kong 3 used 2 of them.
I did the mappy land rip, and was forced to use banking because the music init and music data partially share the same bank. I didn't include any SFX tracks.
http://www.qmtpro.com/~nes/nsf/battletoads_pcm.zip - Battletoads, reripped with RAW PCM (and properly ordered tunes)
May not work with all NSF players, since its INIT routine loops forever instead of returning, but it is supported by the latest build of Nintendulator 0.965 (which fixed a bug in the NSF BIOS to preserve the X register during the PLAY routine interrupt).
It doesn't include the "pause music", though - apparently, it's not part of the music engine.
Hmmmm. Doesn't work with the FCE Ultra emulator. I'm not into using winamp plugins that much.
Then use Nintendulator. The NSF works fine in the emulator or the Winamp plugin(which is a touch less responsive than the emulator), so choose the one you want to use. If NotSoFatso/FCE(UXD)(SP) won't work, it's because of an NSFSpec error that hasn't been corrected within the emulators, not because it was ripped wrong. I can't fix the error with my level of understanding, so I'm also at the mercy of skilled programmers in this matter.
Abster wrote:
Hmmmm. Doesn't work with the FCE Ultra emulator. I'm not into using winamp plugins that much.
Doesn't work with NSFPlug and Nestopia either...
Does Nintendulator call the play routine before the init routine has a chance to return?
Anonymous wrote:
Does Nintendulator call the play routine before the init routine has a chance to return?
Yes, though it gives it about 4 frames to return before it 'gives up' (by means of a watchdog timer).
The method by which I ripped the RAW PCM samples is not technically supported within the NSF spec, though it is simple enough to add support for it.
The NSF also is unoptimized (weighing in at a full 32KB), mainly because my NSF optimizer (NSFtool) chokes on it. As-is, it complains that all 20 tunes are bad because the INIT routine never returns. If I hack the NSF to call the raw PCM routine at the end of the Play routine only when a sample is waiting to play (as well as hack the sample playback routine to take out the delay loop), it STILL complains since the PLAY routine takes longer than 1 frame to return.
In order to optimize this NSF, I'd need a special tool that allows the init routine to loop forever.
ugetab wrote:
The error with super chinese was a matter of optimization gone awry. The amount of data removed was just slightly more than should have been. I uploaded a rip without the optimization, and it includes the missing song. If it's important to gil-galad that the rip be optimized, then at least the lookup table is built already.
Thanks for bringing this to my attention and if you find any more errors I would be more then happy to correct these errors in the future. Just let me know.
I haven't been real active as of late because I got a new computer and have been updating XP on dialup and getting all the roms and other stuff I used to have. However I did rip a bunch of NSF's that are not on the list, these are a bunch of Sachen rips. get them here.
http://www.geocities.com/gil_galad75200 ... en_nsf.zip
Stay tuned for more rips.
ugetab, thanks for the Mappyland rip. Though it is missing a few songs (such as the Bonus Round after Level 8, the Bonus win/lose, and die/game over), it's nice to finally have this nsf.
Cool, glad to see you're active again. While you're active, might as well rip Xevious- it's likely only two tracks: The level intro music and the ever-looping in-game tune.
I found where you were talking about in mappy land, so I added most of the missing tunes. I say most, because I stopped looking after about 58 total tracks. If you find any sound effects that have been seperated, but need to be together, you should say so, because I don't find Mappy Land a fun enough game to totally debug it's sound effects through playing. A sound effect translation table hasn't been forthcoming either.
http://www.angelfire.com/nc/ugetab/
Was Battletoads & Double Dragon ripped properly? ^_^;;
It was ripped, but not properly. It has the same issue with missing drum beats not currently supported by the current NSF format.
Here's Xevious:
Xevious NSF
I realize I've been inactive for the past couple months. I've been concentrating more on GBS ripping instead.
Thanks for Xevious, kingshriek! There's only one more nsf that I would request (actually I requested it a couple months ago but it must've gone unnoticed) and that's Free Fall, a prototype game that eventually became Fish Fall. It was made by Color Dreams/Wisdom Tree:
http://www.planetnintendo.com/thewarpzone/free.html
Gil-Galad wrote:
However I did rip a bunch of NSF's that are not on the list, these are a bunch of Sachen rips. get them here.
http://www.geocities.com/gil_galad75200 ... en_nsf.zip
Great Wall doesn't play with NSFPlug, NotSoFatso and Nestopia.
Knurek wrote:
Great Wall doesn't play with NSFPlug, NotSoFatso and Nestopia.
Thanks for bringing this to my attention. I've been using NotSoFatSo with the option "Dont wait for play return" which I use often while NSF ripping then I clean up the rip. I forgot to uncheck it to see if it played. The init was timing out at the end which required a RTS.
http://www.geocities.com/gil_galad75200 ... t_wall.zip
The Q Boy rip is missing a lot of songs. You can access a sound test, (As well as a level select) by simply pressing select on the title screen.
Since you're interested in ripping Sachen games, could I request a rip of Magical Tower? Its a sort of Bubble Bobblish game contained exclusively on one of their multicarts "Super Cartridge Version 8".
Redid the
Battletoads & Double Dragon NSF, with PCM drums, with regards to Quietust's update.
NewRisingSun wrote:
Redid the
Battletoads & Double Dragon NSF, with PCM drums, with regards to Quietust's update.
Sounds good, though there are quite a lot of 'broken' tunes which simply play normal songs at high speed (some of which with
significant desynch between the channels).
I just took the song order list from the existing NSF.
NewRisingSun wrote:
I just took the song order list from the existing NSF.
Yes, but the original NSF had 12 songs - yours has 34, most of which are bad.
The original NSF from Zophar's Domain has 34. Now that you have mentioned an NSF with 12 songs, I have looked for it and found that someone took the 34 song one and added a second song table with just 12 songs. But that wasn't the original one.
Either way, I have updated the file.
Now it would be nice if someone could update NotsoFatso to support these. I would do it myself, but I don't have the Microsoft Visual Thing.
Quote:
Now it would be nice if someone could update NotsoFatso to support these.
It would also be nice if this was gone about in a more official manner, by posting the changes to the NSF play environment (in a separate thread!
) so other people can comment on the changes, and once accepted, implement it in their player.
Richter X wrote:
How about a complete rip of Vs. Excitebike FDS?
ArnoldRimmer83 wrote:
The current rip of FDS Excitebike is missing a few songs, notably the main theme that plays when you're racing on a track.
kingshriek wrote:
Well, I was going to come here and request a re-rip of Excitebike (FDS), but after trapsing through this thread, I'm delighted to have found that it's already been done. Bravo Kingshriek! I definitely second the notion of a more comprehensive NES Game music database. It's all a bit of a mess; makes it hard to find stuff at current. But I got there. Great, great soundtrack. Ms. Oka is very talented indeed.
I updated the site listings:
http://www.angelfire.com/nc/ugetab/NSFList.txt
and I added the Battletoads & Double Dragon rip to the mirror.
ArnoldRimmer83 wrote:
The Q Boy rip is missing a lot of songs. You can access a sound test, (As well as a level select) by simply pressing select on the title screen.
Since you're interested in ripping Sachen games, could I request a rip of Magical Tower? Its a sort of Bubble Bobblish game contained exclusively on one of their multicarts "Super Cartridge Version 8".
OK Q-Boy is fixed and all the tunes are there and the SFX has been removed as I usually do. Thanks for the menu because I think that some of the banks had a sound driver on it but not the entire sound track and so the bank with the menu or the bank that the menu accessed had all the music on it so I was kinda fooled on this one as I had 6 tunes before and now there are 36 tracks.
I'm planning on ripping the Super Cartridge games but here is the one you requested.
http://www.geocities.com/Gil_Galad75200 ... _tower.zip
http://www.geocities.com/Gil_Galad75200 ... oy_fix.zip
Anything else let me know.
NewRisingSun wrote:
The original NSF from Zophar's Domain has 34. Now that you have mentioned an NSF with 12 songs, I have looked for it and found that someone took the 34 song one and added a second song table with just 12 songs. But that wasn't the original one.
Either way, I have updated the file.
...and this way, you took out a few tracks. -_-;;
Download the original 34-track NSF from Zophar's, tell me which tracks should be included and in what order. You could have done that right away instead of posting that comment.
Quote:
1. tradewest logo / game over
2. main title
3. choose your character
4. boss battle
5. tail of ratship (stage 1)
6. mini spaceship stage (stage 4)
7. roper variant (stage 3)
8. roper (stage 3)
9. T.Bird and defeated boss chat
10. missile (stage 5)
11. (unused) tradewest logo / game over speed up
12. stage 3b, right before roper (buggy siren)
13. next boss / dark queen stage
14. 'starring the toads and the dragons'
15. 'versus the bosses'
16. stage 2b (like turbo tunnel)
17. stage 4 boss
18. (unused) stage 1 speed down
19. (unused) boss battle - buggy (speed up)
20. (unused) main title (speed up)
21. (unused) T.Bird and defeated boss chat (speed down)
22. (unused) T.Bird and defeated boss chat (speed up)
23. (buggy) mini spaceship stage (stage 4)
24. missile (stage 5) (speed up)
25. (buggy) tradewest logo / game over
26. (slowest) stage 4 boss
27. next boss / dark queen stage (speed up)
28. 'starring the toads and the dragons' (speed up)
29. 'versus the bosses' (speed up)
30. stage 2b (like turbo tunnel) (speed up)
31. stage 4 boss (speed up)
32. stage clean
33. stage clean (buggy)
34. stage 3b, right before roper
- Well, 26 tracks are OK, 17 are normal playbacks and 9 as 'speed up' versions. Here we go...
Order of tracks:
01. tradewest logo / game over
02. main title
14. 'starring the toads and the dragons'
15. 'versus the bosses' / shadow boss theme
03. choose your character
13. next boss / dark queen stage
05. tail of ratship (stage 1)
07. stage 2
16. stage 2b (like turbo tunnel)
08. roper (stage 3)
34. stage 3b, right before roper
06. mini spaceship stage (stage 4)
10. missile (stage 5)
04. boss battle
17. stage 4 boss
32. stage clean
09. T.Bird and defeated boss chat
--total: 17 tracks
Speed up versions:
11. (unused) tradewest logo / game over speed up
20. (unused) main title (speed up)
28. 'starring the toads and the dragons' (speed up)
29. 'versus the bosses' (speed up)
24. missile (stage 5) (speed up)
22. (unused) T.Bird and defeated boss chat (speed up)
27. next boss / dark queen stage (speed up)
30. stage 2b (like turbo tunnel) (speed up)
31. stage 4 boss (speed up)
--total: 9 tracks
The others are buggy or playing very slowly...
12. stage 3b, right before roper (buggy siren)
18. (unused) stage 1 speed down
19. (unused) boss battle - buggy (speed up)
21. (unused) T.Bird and defeated boss chat (speed down)
23. (buggy) mini spaceship stage (stage 4)
25. (buggy) tradewest logo / game over
26. (slowest) stage 4 boss
33. stage clean (buggy)
I have updated the file again. I have included your whole 34-item list into the song order table; currently, only the first 26 are selectable, which is what I think you want. I would have included only the first 17; some might even want all 34: all those preferences can be met by just changing NSF header byte 6 to 17, 26 or 36, whatever you like.
Only the first 17 seems good, but number 17 is the same as 13, number 12 is the same as 4, so be careftull, remniscent songs are boring to the user. Speed ups are pure crap, especially when some channels are speeded up and other aren't.
Unfortunatley, your NSF works for me only trough Meridian Advance (but without PCM), wich is by far not the best NSF player, but *every* others won't play anything. Nintendulator is way too slow to be used as an usual NSF player. It don't even run at full speed on his own on my PC, so I can even less use it in parallel with other programs to listen music, as I can do with Winamp. I think we need time so players programmers updates their players.
What I like it that all songs are organized in a more logical way than before.
Does anyone know where Battletoad track Nr 19 is heard in the game ??
Bregalad wrote:
Nintendulator is way too slow to be used as an usual NSF player. It don't even run at full speed on his own on my PC, so I can even less use it in parallel with other programs to listen music, as I can do with Winamp.
Have you tried in_nintendulator.dll, the Winamp plugin? It runs significantly faster than my emulator (only around 25% CPU on my system, since it doesn't have to bother with PPU emulation) and uses the same code+interface. The only drawback is that it switches tracks *without* stopping/restarting the audio stream in Winamp, so it will result in a delay equivalent to your buffer size.
Added a simple webpage. Ugetab can now drop the mirroring; remove all references to the old server from the list.
Also, added a .NSF of "Ninja Kid"/"Gegege no Kitarou". I'm sure you've all waited for this one...
http://www.geocities.com/belzorash/nsf/
Done. The mirror is wiped out, and the old server address is out of the files. I'm glad to see a new official site for your rips.
Anyone know if the Videogame: The Movie: The Game thingy is fake or something?
The NES version has some groovy tunes, so if it's true, might this one be ripped?
More info here:
http://xocmusic.com/vgtmtg/
that game (Videogame: the movie) Is DEFINITELY FAKE! due to the screens!
Thanks though!
-hamtaro126
Added Deep Dungeon 3. Like all Deep Dungeon 2 before, it was a nightmare to rip. If someone has actually played the game from start to finish, please tell me if there are any wrong tempos or other errors, and feel free to suggest a more logical song order.
http://www.geocities.com/belzorash/nsf/
I uploaded a new fix of Akumajou Densetsu. After I made the music init initialize to the final boss 2 song and play once before loading the desired track, the track 18 music was a little different from my original fix. The change is barely perceptible, possibly even imaginary, but I'll err on the side of following the in-game mechanics.
Anyone know where I can find Who Framed Roger Rabbit? I heard it's music was stolen for Nightmare On Elm Street and I wanna verify that...
Oh, thanks a mill man!
Anyone get Toobin to work yet?
Skunk wrote:
Anyone get Toobin to work yet?
*raises hand* You can get it from my
rip page.
You're my new best friend. I also got Monster Truck Rally.
Zophar sucks. XD
"SD Hero Soukessen - Taose! Aku no Gundan" nsf exists?
May I request? ;)
I'm interested why did nobody mention earlier this site:
http://manbowj.hp.infoseek.co.jp/nsf/index.shtml
Seems to have a few NSF files (well, batchfiles to make ones) that noone else has (Dungeon & Magic - Swords of Element, Magical Doropie, etc).
Hi! I'm kinda new to this site and forum, so I hope that I'm doin it right. From my understanding, this is where I should make a request for a nes song in nsf format. Well, if that's the case, is there a way that someone can do that, but for a game called "Sqoon." It is a very rare game, and even rarer to find on the internet... so here's a link to the rom:
http://www.freewebs.com/pancakeknight76/Sqoon.nes
The music is just so good, and I need help. Thanks!
To the great NES rippers: Hatris would be awesome
ugetab wrote:
The in-game music seems to be missing from that rip. And the title screen music is in there twice (track 1 and 8).
Memblers wrote:
ugetab wrote:
The in-game music seems to be missing from that rip. And the title screen music is in there twice (track 1 and
.
Yeah, that's what I meant. I knew about this one, but it isn't right... just as he said the in game music is wrong and the intro is played twice. I just needed a "correct" version
ugetab wrote:
OMG! THANK YOU! ...
...how did ya do it?
I used FCEUXDSP, and broke on E08B in the game, set register A to 0B(I breakpointed the same address to find the A register value) and traced to the point that $90 changed. Then, I broke on the same address in the NSF, with it on song 12 (A=0B), and checked it against the trace log until I hit a branch that executed differently, and worked out that $00AC was set to #$01 when it branched correctly in the game. I set a new code init point, and programmed this to be set before the song init was run, added a song order table, and set the few bytes of extra code to use bank D000.
Ok, I found two more that don't have a nsf soundtrack. One's called "Alpha Mission" and the other is called "Paper Boy." I doubt that anyone can find the first one (the company that made it is called SNK, the makers of Metal Slug and the more obvious SNK vs. Capcom games), but the second one is so common that I don't know why I can't find it.
cartridge wrote:
Ok, I found two more that don't have a nsf soundtrack. One's called "Alpha Mission" and the other is called "Paper Boy."
Zophar's has the soundtrack for "ASO - Armored Scrum Object" which is the same game as Alpha Mission.
Gil Galad has ripped Paperboy.
... that was faster than the sqoon one. You are lectric fast, my friend. Thanks!
Added Gilligan's Island, and Baby Boomer.
just wanna express my deepest thanks to you guys for making all these nsf's
much male love to you
AkumuHau wrote:
much male love to you
WTF?!?!
Turtles Tournament Fighter is missing the ending(when Master Splinter speaks to you.)
I fixed the TMNT Tournament Fighters rip.
requesting a master fighter 2 nsf
here's the rom
Kart Fighter is already done at
Zophar's.
Problem with Zelda II NSF(US) - the Boss theme is missing.
Added the missing song, as well as several themes with and without intros that had their alternate variations.
Added The Dragon NSF.
The other ones don't work in FCEUXDSP, so I'm not planning to rummage around in the dark, trying to find some routine I've never seen work.
Hi, I'm new here and i'm not an nsf ripper or anything like that so i come here to ask for a few nsf request rips to be done...
Punchout!! Arcade Version - with voice samples this time
Rescue:The Embassy Mission - rerip with the other songs and sfx
Skate or Die 2 - rerip with sound effects and voice samples and possibly with the intro ripped perfectly.
WWF King of the Ring - New NSF
Teenage Mutant Ninja Turtles - with sound effects
Teenage Mutant Ninja Turtles II - with sound effects and any voice samples
Teenage Mutant Ninja Turtles III - with Sound Effects and any possible voice samples.
Spyhunter - if it isn't ripped well already.
That's all.
-Hayamaru3000
Hayamaru3000 wrote:
Rescue:The Embassy Mission - rerip with the other songs and sfx
I ripped and re-ordered the tracks on that one. I didn't know what you meant by other songs, but I just played the NSF in Nintendulator NSF winamp plugin and I'm only hearing the first track. Weird, it worked before on other players (including mine).
That's exactly what i mean.I only hear the first track repeated on the rest of that nsf's tracks and no sound effects or other songs from the game.And i'm using NotSoFatso which is also a winamp plugin.
Rescue: the Embassy Mission should have $EA00 as its init instead of $E800 (you can get around this in NotSoFatso by ignoring illegal opcodes).
Until raw PCM support is oficially added to the NSF spec, I'm not going to bother trying to improve the Skate or Die 2 rip. What I have now is as close as I can get using the current spec (the rip's PCM lags behind the game's due to the overhead required by the timer I added so it sounds a bit distorted).
Quote:
Rescue: the Embassy Mission should have $EA00 as its init instead of $E800 (you can get around this in NotSoFatso by ignoring illegal opcodes).
Well that solved the problem!
Quote:
Until raw PCM support is oficially added to the NSF spec, I'm not going to bother trying to improve the Skate or Die 2 rip. What I have now is as close as I can get using the current spec (the rip's PCM lags behind the game's due to the overhead required by the timer I added so it sounds a bit distorted).
So than hasn't someone contacted the creator (which i believe is Kevin Horton) of the nsf spec format about enabling raw pcm support for nsf rips? Wouldn't he have to update his nesm format for that? Is it even possible to contact him now about this problem?
Hey i was just playing Ninja Gaiden 1 on the fceuxd emulator and as i got far in the game a song was playing during one of the cutscenes.A song that has not been ripped yet from the existing nsf rip.It comes from the cutscene after defeating the boss from act 4 during the cutscene Ryu meets Jaquio for the first time and Jaquio makes Ryu give up the shadow statue and when he does Jaquio makes him fall on the trapped floor.And then thats when the new cutscene tune plays.After that tune/cutscene act 5 begins.
So is there anyone someone can be able to rip the missing Cutscene track from the ending of Act 4?
-Hayamaru
Hey guys just to be sure i went to gamefaqs to see if i could find any codes for the game and i found a sound test code.I did the code and heard all the sounds of the game including the sfx and that cutscene track is the only song that needs to be ripped on the nsf file of the game.
How about I give you this:
Hold Down And Press Start For Sound Test(Do this on the 'Tecmo Presents' screen)
GASETAVT
and you tell me what sound test number I need to add to the NSF. deal?
The sound test number is 4C on the sound test screen.
You can get the updated NSF from my site.
YES!! Thank you very much! Now this is the complete nsf rip of Ninja Gaiden!
Damn, that Ninja Gaiden rip has been through alot! 6+ years and at least 3 contributors before a (hopefully) complete rip. And sadly, none of this is due to anything tricky with the rip - everything's due to missing song numbers in the rip's song table.
kingshriek wrote:
Rescue: the Embassy Mission should have $EA00 as its init instead of $E800 (you can get around this in NotSoFatso by ignoring illegal opcodes).
I notice the Ganbare Goemon 2 rip has the same problem in Notsofatso. Thanks for the illegal opcodes suggestion though as it seems to work fine.
Its been a little while but here are some other nsf suggestions if anyone wants to do them.
Shin 4 Nin Uchi Mahjong - Yakuman Tengoku - One of the few games by Nintendo left that doesn't have a rip
Ginga Denshou - Galaxy Odyssey - An FDS game. It plays very similar to Super Star Force. Has an excellent sounding title screen.
Bio Miracle Upa cart version - Although the music doesn't sound as good as its FDS counterpart, I do like the way some of it sounds.
Mach Rider - I think this game needs to be rensfed. Tracks 4 and 5 which both play the level theme sound screwy on the current one.
Rush n Attack/Green Beret (FDS) - Current rip is missing 3 songs, ending theme, game over theme, and underground. It seems to only be possible to get to the underground segement in Green Beret as it was apparently removed from Rush N Attack. (Blow up a mine and if a ladder appears climb down it.)
Quote:
Shin 4 Nin Uchi Mahjong - Yakuman Tengoku - One of the few games by Nintendo left that doesn't have a rip
There must be one somewhere though, because I have the .NSF for that game, and I know I didn't do it myself...
Quote:
Rush n Attack/Green Beret (FDS) - Current rip is missing 3 songs, ending theme, game over theme, and underground. It seems to only be possible to get to the underground segement in Green Beret as it was apparently removed from Rush N Attack. (Blow up a mine and if a ladder appears climb down it.)
Done (see homepage). I haven't actually played the game, but track 9 sounds "undergroundy" to me and is not in the old NSF, neither are 22 and 23. I'm not in the mood for size-optimizing that NSF right now.
Huh, I had no idea the Shin Mahjong game was ripped. Guess I should've checked ugetab's nsf search list. Thanks for bringing that to my attention.
And thanks for ripping Green Beret. All the songs are in there and yeah track 9 is the underground theme.
Added "Ginga Denshou - Galaxy Odyssey" and Bases Loaded 2 (all other Bases Loaded games are already done). I only played Ginga into the first level, so if there's something missing, tell me (or better yet, post a saved game).
NewRisingSun wrote:
Added Bases Loaded 2 (all other Bases Loaded games are already done).
Uhh, are you sure about that? I had Bases Loaded 2 nsf in my colly before (granted, it's 24kB vs yours 7, but it has two more subsongs). But for the life of me I can't say where I got it from...
Still, the other rips are mighty fine (and I seem to have not noticed that you put Deep Dungeons 1 in there). Great job.
I ended up ripping all 4 Bases Loaded NSF files. I don't make significantly optimized rips, because I both don't know how, and have seen the effect of over-optimizing a rip when trying to add missing music to it.
I added all the NSFs from my main page to the list I'm keeping, and updated all the page info, except the one divided into A-Z file pages.
I also added WWF King of the Ring. If you actually play this game, you should check the NSF for missing music, because there is the slightest bit of question in my mind as to whether I got it all or not.
NewRisingSun wrote:
Added "Ginga Denshou - Galaxy Odyssey" and Bases Loaded 2 (all other Bases Loaded games are already done). I only played Ginga into the first level, so if there's something missing, tell me (or better yet, post a saved game).
Thanks for ripping Galaxy Odyssey. Unfortunately I haven't made any real progress in that game either, so I couldn't tell you if anything is missing at the moment.
Quote:
Uhh, are you sure about that? I had Bases Loaded 2 nsf in my colly before (granted, it's 24kB vs yours 7, but it has two more subsongs). But for the life of me I can't say where I got it from...
Probably from ugetab's page; he just didn't add his own rips to his searchable list (as of yesterday). Grr. The two more subsongs are probably just sound effects. Nevertheless, I'm removing mine, since his came earlier.
i wanna request MDSYM, Yuefei and some dragon ball z games not yet done
uploaded the roms
here
removed wcw cause it's done
removed everything else -- mod
Quote:
96. Erika to Satoru no Yume Bouken (Namco - 1988) VERY rad tunes
Already on Zophar's.
Ahhh, thanks for pointing that out. Score
I don't want to be a stickler, but the Untouchables NSF has some problems with it. The songs don't repeat, after about a minute they just freeze on one note
Norrin_Radd wrote:
Ahhh, thanks for pointing that out. Score
Taiyou no Shinden -Asteka 2- is also ripped. I've written about it few pages ago.
Damn. Totally missed that! Thanks for the heads up
hey just wanna update my request list, hope you guys don't mind me requesting so much, just rape me in rage or something then
Dragon Ball Z - Kyoushuu! Saiya Jin
Dragon Ball Z II - Gekishin Freeza!!
Dragon Ball Z Gaiden - Saiya Jin Zetsumetsu Keikaku
King Neptune's Adventure
King Of Fighters 97
Mari Street Fighter III Turbo
MDSYM
Time Diver Eon Man
Yuefei
Robo Demons
I'll update my request list as well.
Teenage Mutant Ninja Turtles - with sound effects
Teenage Mutant Ninja Turtles III - with Sound Effects and any voice clips
Mega Man 1 with sfx
Mega Man 2 with sfx
Mega Man 6 with sfx
Super Pitfall
RBI Baseball 2, 3
TMNT2 needs a fix. Noise at the beginning of certain sound effects.
Fester's Quest NSF needs a little fix in the Game Over tune.
Hi, here is the NSF from the newly released unreleased game Pescatore
Pescatore NSF
Pescatore on Lost Levels.org
Mickey Mouse 3 - Yume Fuusen is the Japanese version of
the game ''Kid Klown (in Night Mayor World)'' Which is
Already Ripped! But i need the NSF for it just for a purpose!
Has there been a rip of Dirty Harry, and if so, does it include the sample(s) from the end of the game... you know, where Clint Eastwood does the, "Do you feel lucky?" speech. It's quite long, and it's always been one of my favorite parts of NES sound.
I fixed the memory location in the 'Fester's Quest' that was skewing the sound effect...but it still doesn't work right in NotSoFatso.
ugetab wrote:
Ripped road runner
sweet! thanks
hope to see more done
Tiny Toons Cartoon Workshop
street cop
Game Genie
Mario is missing!
Mickey's Adventures in Number land (w/voices)
Mickey's Saffari in letter Land (w/voices
Gauntlet 2
Urban Champion(Recieved from romreactor.net)
Wario's Woods
Mario & Yoshi (E)
Thanks in advance!
Was Dragon Warrior 3 ever ripped? Dragon Quest 3 was ripped a long time ago, but was the US version ever ripped? It contained at least one additional track.
Dwedit wrote:
Was Dragon Warrior 3 ever ripped? Dragon Quest 3 was ripped a long time ago, but was the US version ever ripped? It contained at least one additional track.
I don't think it was. I've actually been meaning to mention that game, as the US version does have some additional music aside from the title screen. I played all the way through the Japanese versions of the Dragon Warrior games once cause I was bored and curious of any graphical changes in them. I've included in this zip save states at the end of Dragon Warrior and Quest 3, as well as the meeting with Ortega. They're for FCE Ultra.
http://arnoldrimmer83.home.comcast.net/Dragon_Warrior_3.zip
When Ortega is killed in the US version, a sad tune plays that doesn't show up at all in the Japanese version. (You'll notice the whole Ortega scene in general is really lame in the Japanese version. If they weren't gonna give him his own sprite, you gotta wonder why they bothered. I'm so glad the US version changed this.)
The ending tune is different. The credits had to be made longer to include the localization staff, so the music was slightly modified and made more lengthy. (At one point it has a mini remix of the Alfeguard theme.)
Almost done ripping it... It was just a matter of finding the corresponding calls in each version.
Edit: DONE! File is at
http://home.comcast.net/~alanweiss3/dwedit/files/dw3nsf.zip
Contains both the original NSF order and a rearranged order. But I still think it could be re-ordered further. Any ideas for how to arrange the tracks?
Note, you might think that dragon warrior 3 contains both the ending themes of DW3 and DQ3, since the revised DW3 ending theme appears among the new tracks at the end, but nope. Both entires point to the same revised song.
Did anyone rip Aladdin? The real one (Aladdin (E) [!]), there's a NSF for the pirate one (Aladdin (E) [p1].nes). Two different games with different music AFAIK.
Aladdin only exist as a pirate so the other songs are screwed.
Aladdin only exist as a pirate nsf so the other songs are screwed but, you can wav log the song using tour emulator and save it as
WAV-MPEG LAYER-3 56 kBit/s, 24,000 Hz, Stereo
P.S. Sorry if you don't like numbers
I ripped the copy of Aladdin that was mentioned in the previous posts. 4 songs found, and it's an unplayable game, so no ending check.
Unplayable? You mean, because it's so bad, or because it doesn't work properly? Remember it's a PAL game, and it will hang if you're not set to PAL timing.
NewRisingSun wrote:
Unplayable? You mean, because it's so bad, or because it doesn't work properly? Remember it's a PAL game, and it will hang if you're not set to PAL timing.
The NSF uses NTSC timing as well (songs play too fast). Changing byte $7A to $01 fixes that, though I'm not sure if that's the 'correct' way to fix it. What think you, rip-gurus?
Hamtaro126 wrote:
Mickey Mouse 3 - Yume Fuusen is the Japanese version of
the game ''Kid Klown (in Night Mayor World)'' Which is
Already Ripped! But i need the NSF for it just for a purpose!
I forgot to mention that this version of that game has
some DIFFRENT songs compared to the revised/dubbed
version
Thanks. I haven't even played a game before that required that option to be enabled.
I fixed the NSF, in the manner you described.
Also, added Mickey Mouse 3.
just being annoying and updating my requests
King Neptune's Adventure
King Of Fighters 97
Mari Street Fighter III Turbo
MDSYM
Time Diver Eon Man
Yuefei
Robo Demons
Stealth ATF
Ripped Dragon Ball Z - Kyoushuu! Saiya Jin. Mostly to keep from getting rusty on 6502 assembly and such.
Checked the other DBZs you listed, and DBZ Gaiden had a simple interface for music, unlike the first one. So, I ripped it.
thanks so much
you are a 8bit saint
AkumuHau wrote:
thanks so much
you are a 8bit saint
AkumuHau, what about Dragon Ball Z 3 NSF? While I have a file supposedly from the game, I've compared it to the game sound and it doesn't look like it's from the official game at all (the copyright tag in the NSF file raises a red flag as well - "Copyritht" instead of Bandai, so it's probably from some HK pirate or sth).
hmm well the official DBZ 3 game is called
Dragon Ball Z III - Ressen Jinzou Ningen
it seems you are right about the pirate thing
DBZ3 is done. Came with it's own channel sorting table, with music already sorted first.
and you also did the gaiden game
thank you so much again, really appriciate all your work and help
Bill and Ted, please.
Bill and Ted is done. Added some looping that at least some songs in the game don't have. I'd say it's one of the more inane drivers I've attempted to debug. Something about it made the coding less distinguishable from the surrounding code.
ugetab wrote:
DBZ3 is done. Came with it's own channel sorting table, with music already sorted first.
Awesome work, now only DBZ2 remains.
Scratch that, awesome work period.
once again, thank you so much for your work ugetab, look forward to more nsf's from you
Kid Clown; please.
"Kid Clown", or "Kid Klown"?
Kid Klown is ripped in it's US and Japanese counterparts already(Micky Mouse 3)
Some requests (that I havent seen anywhere yet):
Track & Field
Wheres Waldo (either or both of the games)
HES Total Fun Pack
Sessame Street ABC
Sessame Street 123 ABC
Ghostbusters
Added a fixed Mach Rider NSF. I find it noteworthy due to the nature of the fix. I replaced some $4017 init code with code to increment $3F in the start of the play routine. Managed to rule out the usual suspects by using game memory to NSF memory copying to exclude init, and copied from the NSF to the game to exclude play. Ended up using the 'Freeze Memory' feature to duplicate the NSF troubles in the game to find the source of the problem.
It doesn't play completely right in NotsoFatso, but plays fine in FCEUXDSP.
Thanks for fixing Mach Rider. Track 4 also seems to work okay in Nezamp.
Star wars (E)?that game has good music.
Set byte 7A to 02 in the US version of the NSF. Then play it in FCEU with the mode set to "PAL", and it'll play at the European speed.
kewl it works thanks Ugetab.
some nsf request
street cop
mickey in leeterland w/voice samples (don't know title)
mickey in numberland w/voice samples
action 52
stealth atf
Those voice samples (including Action 52) can't be ripped because they use raw PCM, which isn't supported by the NSF format. (The current NSF format doesn't provide for an "idle" routine to continually execute outside of the play routine. I *think* this is being worked on, although any work has probably stalled.)
Raw PCM should work in NSFs as long as there's no need to play any other channels while you're playing the raw PCM sample.
As for the NSF format update: I made a proposal, sensible counter-proposals were made, then the thread got spammed with C-64 nonsense, and so nothing further happened.
NewRisingSun wrote:
Raw PCM should work in NSFs as long as there's no need to play any other channels while you're playing the raw PCM sample.
That holds true for Action 52 but not for the other games. This has nothing to do with the nonstandard trick of the init routine signaling that it will never return, right?
NewRisingSun wrote:
As for the NSF format update: I made a proposal, sensible counter-proposals were made, then the thread got spammed with C-64 nonsense, and so nothing further happened.
Post in that topic again and I'll split out the Commodore 64 related posts to the best of my ability.
Hello,
Is there already a Legend Of Zelda rip w/the sfx available?
If so could somebody please point me as to where it is?
If not could I please request a rip of the sfx?
I really appreciate your help.
Thanks in advance.
Yours truly,
Chris
tepples wrote:
NewRisingSun wrote:
As for the NSF format update: I made a proposal, sensible counter-proposals were made, then the thread got spammed with C-64 nonsense, and so nothing further happened.
Post in that topic again and I'll split out the Commodore 64 related posts to the best of my ability.
I believe
this is the thread. Should I bump it?
EDIT: Oh, never mind; I had an issue to post about in that thread, so it's bumped anyway.
Does anyone have an ExciteBike nsf with all 3 variants of the Title screen?
Hi! Nice thread!
ok i'm studying nsf ripping but with no success
I need help with Road Blasters and Totsuzen Machoman. TIA.
I have no idea what those games are but if you have no succes with nsf ripping try reading and asking questions people will be glad to help.
so, first i'm trying to find $8D$15$40 (as state in Chris Covell NSF guide) in hex editor, and I found 5 accesses to sound register (in game Totsuzen Machoman) at $101cc, $10299, $1045c, $10693 and $106b8 but now I'm stuck
from where place cut memory?
With the advent of FCEUXDSP, there's an easier way to get into NSF ripping.
Look at the way existing rips run using the FCEUXDSP debugger, mostly in how the 'Load' address works on the ROM(uses FCE Trick 1, and browse to 0x8000), the Init address works with front-end programming(just put in a breakpoint on the init address shown in the file), and how the Play code works(this 'execute' breakpoint will break the most often, so turn it off when you're done looking)
FCEUXDSP doesn't like bankless NSF files, so the easy way is to put in some info that ends up being default(byte 0x70 through 0x77 refer to the banks at 0x8000 through 0xF000. If the init address is 0xAxxx, you'd start at 0x72, then put in 00 01 02 03 04 05, which would make the NSF itself debuggable in the emulator). It's best to test whether the NSF plays in FCEUXDSP before messing with this.
Another trick I know of is to copy memory from the game to the NSF, which allows you to bypass memory init issues, if done after the NSF's init has executed(Use FCE Trick 1 to access NSF memory). Copy the game memory from 0x0200 to 0x0900, and paste the info into the NSF memory at 0x0200. This will make it avoid the Stack info that the RTS commands run on. If the songs play then, but won't otherwise, then you have the Play banking right, and the init code wrong. If it won't play, then the play address is wrong, or the banking is wrong, either in bank chosen, or in the setup of 0x70-0x77 in the file. If the songs play from FCEUXDSP do play right when copying from game memory, but don't play right when using the song selector, then that means that it's a problem with Sound Init. Usually, it can be narrowed down by copying 0x0100 memory from the game to the NSF, 0x0100 at a time, until it sounds right, then restarting the tune in the NSF and copying by 0x0080 at a time in that 0x0100 range, and so on until you have the bytes responsible. I've done this to fix more than one or 2 NSFs.
FCE Trick 1:
To be able to use the memory editor on an NSF file...
Open a regular, non-NSF game.
Open the memory viewer.
Open the NSF file you want to edit.
Ignore messages about being unable to edit memory in NSF files when you type into the memory editor.
Some registers to remember:
4015 = Channel Enabler. This will often be in the middle of the sound init routine, if it's not being written to constantly when a song is playing.
(I divide most NSF files into 'Sound Init', 'Song Init' and 'Play', when recording information on them. I tend to put everything in a document, in case I need extra testing on a given field using the original game)
4000-4008 = This is a good range to use the 'Step Out' option on to find the Play routine. It can also help find the music data location in memory, which can be used by resetting the game, and finding where the Song Init routine could be located. It takes experience to spot the types of code that suggests that you've found the song init.
4012 / 4013 = If writes occur in these bytes, you've probably got DPCM samples, which is somewhat harder to explain in a paragraph. Look it up. See Barcode World for an example(you can trim out 0x2080 to 0x6080 (and change the 06 at 0x72 to a 02), and it'll mess with some of the instruments without being extremely noticable).
Beyond this, you'll have to get experience. It's not something that's supposed to be easy, or quick. On rare occasion, you'll find something that takes no time at all to make work. This type of speedy works is an exception to the rule. Expect and exert long hours of effort, and you'll be rewarded with the ability to make precisely the NSFs you wish to make, and be able to spend your time perfecting those, or even working on existing NSF files you have an interest in bettering.
nades wrote:
Hi! Nice thread!
ok i'm studying nsf ripping but with no success
I need help with Road Blasters and Totsuzen Machoman. TIA.
nensondubois wrote:
I have no idea what those games are but if you have no succes with nsf ripping try reading and asking questions people will be glad to help.
He said he's been studying, and he asked for help.
Responding by telling him to study and ask for help isn't terribly useful.
ugetab's suggestions seem reasonably sound, though my usual method is to simply run a game in an emulator with a CPU log function (which reports every instruction executed), search for code which looks to be related to audio, and then deduce the addresses of the necessary routines from there. It's not something you can learn overnight, but after you've ripped enough NSFs (especially simple ones) it almost becomes second nature.
I was just providing a method for him to get started. I'm quite sure that more mentally capable people wouldn't have to use the method I outlined.
The breakpoints on writes to sound-related RAM addresses are something I use in conjunction with the 'Step Out' instruction. It tends to get me close to where I need to get to. FCEUXDSP provides logging functions as well, both to the logging window, and to a text file, in case you wish to use Quietust's method. I use the logger in window-mode sometimes if the step out command doesn't put me where I expect to be, and just go from one write to the next, and back track to the start of that code segment to try to find an address, or to find a control value for loading music-track specific info.
The ability to deduce the type of code to look for comes from experience, as Quietust says.
I just thumbed through all the pages in this thread and I noticed that Battle Chess and The Chessmaster haven't been ripped yet — is it okay if I rerequest them? :D
Oh, P.S.: THANK YOU THANK YOU THANK YOU kingshriek, for ripping The 3-D Battles of World Runner! :D I'm going to go listen to that right now… :)
Battle Chess and Chessmaster ripped.
Hmm, The Chessmaster is fine, but some of the tracks in Battle Chess's NSF play really slow, about half-speed. O.o As far as I can tell, tracks 1, 5, 8, 9 and 10 are fine — I dunno what 7 is — it's 2, 3, 4 and 6 that play at half-speed. Just thought you'd like to know.
Thanks for ripping them! :D
Track 7 is a hidden song as far as I can tell.
I think 7 is part of Queen vs Knight. I don't know for sure though.
I fixed the NSF to play the right way with those tracks. Though the reason for it escapes me, there is an additional track speed section that I didn't think to look for. I believe that's the last speed modifying code. If any other tracks play wrong, tell me. The data doesn't make it apparent which speed to use.
Has anyone ripped Urban champion and Mario is missing? The only rip of Urban champion I found was with only the title screen and victory song.
They all seem to play fine now, thanks. :D
My final nsf request :
Mario is missing! Street cop,Mickey's adventures in letterland and saffari numbers,Game genie, Excitebike all 3 title screen variants,Tinytoons Cartoon Workshop and pacmania. I'm leaving in a week because I'm creating a wikipedia article on Game Boy Gallery and may never be back here for other reasons.
Question.Who was the artist that did the music for Skate or Die! for the NES? Was it Rob Hubbard?
On the C64 Rob Hubbard did the title screen music, and (I think) David Warhol the rest of the soundtrack. The NES version though definitely sounds like Konami's versions of the same songs.
Well i found out from answers.com that Kyle Granger and Rob Hubbard did the music for it and Christopher Grigg did the sound effects for it.Now that I have that information I will finish off creating the nsfe file version and send it to Slick so he can have it up on his site.
P.S.For Ski or Die I know Rob Hubbard did the music for that game as well but did anyone else do the music and sound effects with him?
I have 1 request.Can someone do a rerip of Target Renegade?There are 2 rips of it on Zophar's Domain but both don't seem to be complete.The one that is a little more complete has sfx but with static noise on them.So can someone possibly do a complete rip of this game with all the music and sfx and no static noise at all.
Hey can someone do a rerip of WCW Wrestling with the voice samples in it?I want to hear Paul E. Dangerously's voice!!
Can someone do a rerip of Balloon Fight? The music when you hit a bird is missing and the one at zophar's has the second to last track not playing.
hey, just wanted to bump my request list quick
King Neptune's Adventure
King Of Fighters 97
Mari Street Fighter III Turbo
MDSYM
Time Diver Eon Man
Yuefei
Robo Demons
Stealth ATF
more or less everyone of these are pirates, just ask me if you have questions about them
I have two requests, one of which isn't specifically NSF but is similar. The first is that I'd like to see Wizards and Warriors 3 re-ripped, since some of the songs have errors (track 3 loops and it shouldn't, the square channels cut out in the middle of track 20, etc.) and there's a song missing (the Wizards' Guild joining test). The other is that The Legend of Zelda: Link's Awakening's GBS is missing the ending track and, if any of you happen to do GBS stuff, I'd like to see that song (and possibly DX's color dungeon) added--if not, where should I post about that? Thank you for your time.
Also for Wizards & Wizards 3 track 18 the paused game music is not supposed to loop either, the sound channels little by little cut off until the track ends with one channel on I believe.
Track 18? The pause music is track 3 in mine. Are there two different versions? Where did you get yours? Mine comes from Kevin Horton's massive zip, I believe.
I have a re-rip done by ugetab that I believe HAS the guilded joining test track but the pause music is looped which in the game its not cause after a while the sound channels shorten until there is only 1 channel left to finish the music.
Yeah, mine has the pause music that way, too (looped). I've always been annoyed by that. Mine has 21 tracks, does yours? If not, where might I be able to find it?
Mines has 22 tracks I think I downloaded it from ugetab's website but I don't see it there anymore.Hopefully someone else will re-rip it with the pause music unlopped and fix the square channels from cutting out in the middle of your track 20 (my track 21?)
I found ugetab's website but that particular file isn't present. Might you be able to e-mail it to me or get it to me through some other means? Google doesn't seem to connect ugetab with W&W3, either, so perhaps getting it from you is my best option at the moment.
Here I found it on this thread on page 17 it was not on ugetab's website sorry.Here's the link:
http://nesdev.com/bbs/viewtopi ... &start=240
its somewhere in the middle of the page just scroll down a bit and you'll find it.
Ha! Thanks. I missed that page because I started following the "THE LIST HAS MOVED" links. Doh.
Mckids please.
Thanks in advance!
ManicH6 wrote:
Mckids please.
Thanks in advance!
Already ripped.
http://www.zophar.net/nsf/mckids.zip
Whoops! Sorry my bad, thanks for pointing that out.
I have a request. I would like an NSF rip of Zelda II: The Adventure of Link with full soundtrack, including the musical bits for both the Fairy and Whistle (neither of which are on even ugetab's webpage).
Oh, and I downloaded the full, 23-track NSF file for Zelda II from ugetab's website yesterday. It worked fine yesterday, but today it gives me an error message everytime I try to play it (both on Meridian Advance and Winamp)--even though every other NFS and SPC file works fine (including a Super Mario 3 NSF also from ugetab's page). So it seems to be a corrupted file, for whatever reason. I already emailed ugetab about it personally and am waiting to hear back from him/her. Does anyone else have any idea what to do about this error?? (I'm stuck with the inferior, 16-track Zophar version in the meantime--which sucks since Zelda II is perhaps my favorite NES game musically.)
Many thanks!!
Try downloading it again, and replace the file you were using. If it begins to follow a work/corrupt pattern, then you should probably run a surface scan on the drive using chkdsk. I'm listening to the file I have locally without issue, and if it worked before, you should revert to the working version. Also, restart your computer after this if it still doesn't work.
Actually, I figured out what the problem was--the Meridian Advance player I was using worked just fine on the Zophar files because they're older, just as the Meridian is older. Using Meridian on a newer file, like yours ugetab, caused a compatibility problem. Anyway, at someone's suggestion, I downloaded a newer Winamp NSF plugin, and now your NSF set works just fine. So, thanks!
Still, any chance of a Zelda II rip with the whistle and fairy mini-music in it? No hurry, though. If you're too busy, that's cool.
Requesting a re-rip of the NES Hook. The rip on Zophar's Domain (ripped by Memblers back in '99) only plays in NotSo Fatso if I turn on the Don't Wait for Play Return option, and even then all but two or three of the tracks are still broken.
Hello! Newb here.
Sorry if I missed any of these but this is a monster of a thread.
Are there nsfs for-
--Super Sprint
--Track and Field (I)
--American Gladiators (sfx are a must for this game
, hilarious scream sample)
--Akumajou Dracula (FDS)?
Other nsfs of interest-
--Super Pang 2 (the one I have is incomplete with just 1 track)
--Swords and Serpents (track 2 loops back to track 1, track 3 does the same but is incomplete by a couple measures and freezes)
--Bucky O'Hare (some tracks may be weird with looping. bass is messed up in track 7, and parts get off when it loops)
Also, a friend of mine is putting together a a simple but well organized archive of nsfs together. I believe it has everything from zophar as well as that from as many personal collections as he could find. It should be up by tonight... with the best part about it being that all files renamed in full. So you don't have to deal with renaming every other file you unzip from zophar or from elsewhere. Unless if you like a lot of abbreviated filenames. :p
For the sake of consistancy I helped with renaming all soundtracks with sound expansions to have their respective tags in parenthesis at the end (FDS, N106, etc...). I'm only doing this to games that actually make use of their sound expansions, if they have it and don't use I didn't bother.
This is the list of all FDS games we had within our collection that used the extra channel:
Ai Senshi Nicol
Arumana no Kiseki
Backgammon
Big Challenge! Dogfight Spirit
Big Challenge! Go! Go! Bowling
Bio Miracle Bokutte Upa
Cleopatra no Mahou
Dirty Pair - Project Eden
Dracula II (Castlevania 2)
Exciting Baseball
Exciting Basketball
Exciting Billiard
Exciting Soccer
Falsion
Famicom Grand Prix 2 - 3D Hot Rally
Famicom Tantei Club Part II
Fire Bam
Ginga Densgou - Galaxy Odyssey
Golf Japan Course
Golf U.S. Course
Hao Kun no Fushigina Tabi
KiKi KaiKai
Knight Move
Link no Bouken (Zelda 2)
Meikyuu Jiin Dababa
Metroid
Nakayama Miho no Tokimeki High School
Nazo No Murasamejou
Risa no Yousei Densetsu
Santa no Takarabaki
Shin Onigashima
Suishou No Ryuu
Super Mario Bros Vs
Time Twist
Tobidase Daisukusen (3D World Runner)
Vs. Excitebike
Yume KooJoo Doki Doki Panic (Super Mario Bros 2)
Yuushi no Monshou
Yuuyuuki
Zelda no Densetsu (Zelda)
I'm not entirely sure how accurate this list of
FDS games on wikipedia is, but it would seem that a lot of FDS games don't have nsfs yet, or we haven't found them. Anything we don't yet have we'll want to get for sure, but my first interest is finding all the FDS games first that stand out from standard soundtracks, however minimal the use may be or not. If you got any we missed or know where to find them, many thanks!
Zophar's Domain has a fixed version of the Bucky O'Hare NSF. (The problem is that the original was ripped from a bad dump.)
Hello, I'm new here. First of all, thanks to you guys, I finally found FDS NSF files of games I was looking for time ago. Now, for the request:
1) I think the NSF rip for Zelda no Densetsu (FDS) should have the SFX included.
2) Popeye should be reripped. Some notes are missing in some tracks.
3) One of the tracks from Kirby's Adventure should be fixed. It's the Kirby's Dreamland title theme.
That's all I can add. Long live the FDS. ^_^
(Sorry if some of the games have been mentioned before. The search feature works like crap)
"G.I. Joe - A Real American Hero" needs to be reripped - the one I've got (by Matrixz) includes numerous PPU writes and actually crashes in some emulators since it enables NMIs.
Instead of re-ripping the NSF, I just NOPed out the writes to anything between $2000 and $3FFF. If that's not enough, tell me which emulator it's crashing in.
The main emulator where I observed problems was my own, since I don't explicitly unmap the PPU.
Also, simply NOPing out the PPU writes is not a proper solution, since it merely masks the fact that the audio code was never properly isolated.
I consider that being a bit picky, but it did look like a project that wore on the ripper's nerves until they just released it in a working state. I managed to remove the routines that were doing the PPU writing, and shaved about 20k worth of useless banks off the rip. It only took a little while to manage it into a more refined state with good tools, but who knows how long was spent on the original.
I replaced the old file. Download and unzip it again.
Works nicely now. For some reason, it had also been having trouble in my Winamp plugin (sounding really choppy), but this version sounds fine in there as well.
Can Mach Rider be re-done? Tracks 4 and 5 sound all chopped-upish.
I fixed it as best I could last time. A few notes sound wrong here and there, but it's a lot better than it was. Unless someone knows why the notes don't play right, I doubt I'll invest much more time into it.
Rerequesting a rerip of the Hook NSF — it didn't look like anyone noticed in on the other page. <.<
Hook is fixed. See my page.
Thanks, it sounds great now. :D
requesting Time Diver: Eon Man
Time Diver Eon Man is done.
Are there perfect rips of Rockman 4 and 6?
thanks ubergod
you think you could write a small guide to start ripping nsf? so that we can help you out instead of using you
In terms of finding the routines that init and play the music, it's pretty simple how I manage it. I use fceuxdsp, and check for writes that could be part of the routine. Sound Init usually writes 0F to 4015, if there is a sound init. Play routines do the writing to 4000-400F, so I'll usually step out of the routine until it looks like other routines I've run into, or recode the JSR addresses I exit with 'RTS' instructions to see if the music freezes. Song inits are usually a little before the play routine, and usually right after the sound init. Anything more complex than that usually means I'm checking the play routine for the addresses used to read music data from RAM, and then checking what initializes those addresses during a song init, and stepping out, etc.
What I've done is find an approach that makes good use of the tools I have. Experience in trying to make rips is mainly what I've used to advance. Studying GilGalad's documentation helped get some initial techniques, and the NSF Specs also help.
If you want to learn how to make NSF rips, then start by getting used to thinking in terms of how the 6502 assembly works. I spent a good deal of time just playing around with many different types of assembly while making cheat codes. It's tough to see the instructions for what they are without a bit of experience, so literally playing with the assembly is about the best course of action I think someone can take.
alright, thanks, i'll start actually studying this some
thanks for all your help though, you do a great job
The music banks for Megaman 4 US and JP are byte-for-byte identical. The US rip doubles as the JP rip.
I've done some minor patch work on Megaman 6 JP using the Megaman 6 US NSF as a guide. It has more songs that play now, and all SFX tracks. Overall, only a minor edit.
Ugetab, Wild Thornberrys was ripped a while ago by Kingshriek.
Also, you have some errors in the composer field of Conker GBS. Also weren't the Mickey Speedway games developed by Rare?
In addition to what's left of my list, I'd like to add to that the original famicom version of Akumajou Dracula.
Wild Thornberrys - I looked under W not T. No big deal, just didn't see it. Took it down, since it wasn't needed.
Mickey's Speedway - Even if Rare made it, I took the info from the title screen. I added Rare to the file info.
Conker - I didn't verify the names, just typed them in as I saw them. I think they were in all caps, and the 'C' happened to be a control code.
I went down the Rare list on gamefaqs looking for games using the 'Perfect Dark' driver, and did all of them I could find. I think I got the rips done correctly, even if I didn't get the info right at first.
Uhh, sorry if my message sounded like I was being ungrateful or something - I'm not, every rip from any ripper out there is a godsend.
Just wanted to post some corrections, is all. Keep up the great work.
I hope this isn't too much trouble, but how about the music from the pirated Aladdin game? I hope someone knows what I'm talking about.
I believe the unlicensed version of aladding is here:
http://www.zophar.net/nsf/
There's also another aladdin on my own page, in case that's not the one you were thinking of.
Jedi QuestMaster wrote:
I hope this isn't too much trouble, but how about the music from the pirated Aladdin game? I hope someone knows what I'm talking about.
If it's the one that's just like the SNES version (but with awful trilly "dog whistle" music), then I ripped that several years back (and submitted it to zophar.net).
Yes, that's the one!
I should've checked Zophar first. Boy do I have egg in my face.
Oh, btw, I've updated the NSF Pack I've put a while ago. Should be on par with all the new rips/ugetab's fixes.
Get it here:
http://snesmusic.org/hoot/nsf/NSF%20Pac ... .11.06.rar
Goonies 1 is missing one song, the song that plays during the second to last stage (deep in the caves)
Greetings.
Would Iron Tank and/or Destination: Earthstar be doable?
The Japanese version of Iron Tank is called Great Tank, and that's already been ripped.
Nice, thanks for pointing me in the right direction.
Destination Earthstar is done, but I've only got 2 tracks out of this rip, so tell me if I'm missing some music.
Well done! These are the only 2 tunes I can remember from this game, as it was very hard and I only made it to the fourth planet or so.
Thanks a lot, I really appreciate the rip.
Would there be an interest in ripping Tengen's Rolling Thunder, the USA version without the N106 channel? The N106 channel sounds good, but it's just not what I remember playing years ago.
I'd appreciate if this could be ripped. If not, or there isn't an interest due to the "superior" N106 rip already being available, then no problem.
Thanks in advance.
Rolling Thunder (US) is done. I used the existing rip for init and play info, and stole the song init coding and sorting table directly from it, so it should match track-for-track between them.
Decided to normalize the behavior of both NSFs across different players, and adjusted the song sorting table accordingly.
Very kind of you, ugetab. Thanks again!
I have a question for you: Why does the Flying Warriors .nsf play slowly? If you're not familiar with the game, play it a bit then go check the .nsf; the .nsf file will play slower. I tried the Hiryuu no Ken .nsf files and they all seem to be fine and play at the normal speed. What would be causing this? Flying Warriors is easily in my top 10 NES games, and it's really annoying having the soundtrack play incorrectly. I was hoping that since you obviously have technical knowledge and a good understanding of the .nsf file, maybe you could explain this. Thanks again for your time.
Flying Warriors plays slowly because it incorrectly has the PAL speed bit set. Here's the fixed version:
Flying_Warriors_fixed.nsf.zip
Eh. I had it on my page by the time I hit reply, so I'm leaving it up too.
"Thanks" to both of you. You've really helped me clean up what I considered to be some major issues with my .nsf collection.
As for Flying Warriors, that's exactly what I was going to compare it to - PAL timing on NTSC.
Top Gun needs a fix. Jet sounds still play after certain sounds and during certain songs, namely track 6 and a number of the sound effects.
Akumajou Dracula actually had the same music as the regular NES version, so that request is invalid.
However, I haven't seen famicom based Zelda no Densetsu ripped yet, and 3d World Runner as well.
In addition, there's the homebrew Super Contra 7, Big Bird's Hide and Speak, and Rare's work on Sesame Street ABC/123.
Fester's Quest game over theme still doesn't play properly. The drum parts are fine after the second bit, but the high pitched sound that plays at that part shouldn't be there.
Actually, there's an archive of commercial game NSFs somewhere (I can't remember where) which has Zeruda No Densetsu.
NSF Pack:
http://snesmusic.org/hoot/nsf/NSF%20Pack%20-%2026.11.06.rar
l/Legend of Zelda JP (1986)(Nintendo).nsf = Zelda no Densetsu
0-9/3-D Battles of WorldRunner (1987)(Square) = 3D World Runner
Ripped:
Sesame Street ABC
Sesame Street ABC - 123
Super Contra 7
Fester's Quest: I've attempted to fix it, but the fix doesn't work in NotSoFatso, only in an FCE emulator.
Edited Top Gun to remove a lot of engine noise
I'm sure it doesn't matter, but the 2 Sesame Street game NSFs should go together since they're both from the same game. Hide and Speak is a different game.
Go ahead and upload the Fester's Quest fix if you want, since I intended the fix to be for FCE anyways.
I ripped the sesame street NSFs from distinct ROMs, and didn't notice there being 3 song inits and 3 play routines for 1 game. The idea of needing 3 distinct song init and play routines for 1 NSF isn't something I've run into before, and seems like a very hacked together bit of programming. I thought the second init/play set was where I had hit the speed bump, but no, it was the third set of routines...
Updated Sesame Street ABC - 123 with the additional tracks. I'll leave both rips up.
In 'Fester's Quest', get a game over close to where you start the game, then check that sound effect against the one in the NSF. I believe you'll find them to be a close match. If you die while underground, the effect will sound a little different, but I believe it to be a programming error on the part of the game designers.
Edit:
I just checked every NSF on my site for missing DPCM data, and found out I'd forgotten to add it to New Ghostbusters 2. I also fixed the starting song number in Foton.
You're right about Fester's game over theme being different depending on where you died. However, the NSF plays exactly the same way as it does in game, leaving me to declare is that this issue is actually something with emulator compatability.
Can I get Dragon's Lair track, I know one excists already but I want the tracks from the japanese version, they are a little faster then the american version.
It sounds like you're comparing the Japanese Dragon's Lair with its European release. If it's published by Elite, I don't think it's the American version.
I humbly request an NSF rip of "Lunar Pool" aka "Lunar Ball". If one is already available, please steer me in the proper direction
Thanks!
Tafoid
Lunar Ball & Lunar Pool ripped. The music sounds the same, but I ripped the J and US releases because it was easy.
Has anyone ripped the music from Dash Galaxy? The intro track to that game cut off.
Somehow I heard the rest of it on an emulator & sequenced it to MIDI. Thank goodness I did, too, because I forgot how I was able to do that.
SPOILER
I'd like to hear it again in NSF.
I Would like to Have
RoadBlasters NSF (
Mindscape 1990).
http://www.gamespot.com/nes/driving/roa ... index.html
Thanks.
It looks like there are 3 unused tracks as well.
Hey guys, I'm looking for a rip of Ninja Gaiden 3 with all the tracks. The only one I can find is missing all of the music from the cinematic scenes. I'm also trying to get the music from the final battle with Wily in Mega Man 4, it is excluded in every version I've found.
Megaman 4:
http://snesmusic.org/hoot/nsf/NSF%20Pack%20-%2026.11.06.rar
(\m\Mega Man 4 (1991)(Capcom).nsf)
Check track 18. If that's not it, check in again.
Got bored and reripped Battletoads & Double Dragon with RAW PCM support (using the "infinitely looping init routine" method):
http://www.qmtpro.com/~nes/nsf/battletoads_doubledragon_pcm.zip
No, that's not it. That's the regular boss music. There was a different track played when you fought Wily in the very last stage. Here's a midi of a remix of it:
http://www.midishrine.com/dritidet/nes/ ... 4final.mid
I didn't go far enough into the game the first time. Check track 70.
Quietust, I thought that B&DD was already ripped with PCM, or is that why you said re-ripped? On the topic of the never-returning init routine, there's at least one other player that supports PCM NSFs (using the latest release of
Game_Music_Emu):
Fox Audio Player (FAP) for Windows and Linux.
One other thing, it'd be nice if these PCM rips returned from their init routine for tracks which don't use any PCM, since not returning increases CPU usage significantly. Or rather, it defeats the optimization available on normal NSFs of not bothering to emulate the CPU for the 99% of the time that it's unused before the next frame. This isn't an issue on a desktop PC, where CPU usage goes from say 0.3% to 2%, but on a handheld platform (like the Nintendo DS), this might be more of an issue. Ignore this if your re-rip already does this.
blargg wrote:
Quietust, I thought that B&DD was already ripped with PCM, or is that why you said re-ripped?
Evidently, it was - since I didn't have a copy of it, I didn't remember that it had already been reripped. However, I also seem to recall that it had a lot of extraneous tunes (and was possibly missing some songs), and that they were not in the proper order.
blargg wrote:
One other thing, it'd be nice if these PCM rips returned from their init routine for tracks which don't use any PCM, since not returning increases CPU usage significantly.
Neither of my rips do this, though it'd be fairly straightforward to add the ability to do so.
ugetab wrote:
I didn't go far enough into the game the first time. Check track 70.
Awesome, ty. Now I just need the missing tracks from Ninja Gaiden 3.
I listened to and re-did the music table. I believe that only 1 song was missing. I left an error song in the NSF, because it was in the original. A cutscene track did seem to be missing, so I made sure it was present in the new song table.
I can think of 10 that were missing from Ninja Gaiden 3: Music from the cutscene of the prologue (this is probably 2 tracks actually), music during cutscene after act 1, music from cutscene after act 2, music from cutscene after act 3, music from cutscene after act 4, music from cutscene before you start act 5, 2nd track used in the cutscene before you fight the boss in Act 5, music from the cutscene before you start act 6, and finally the music from the cutscene before you start Act 7.
You're right. I had been modifying the wrong banks in the NSF header while checking for songs. I added the rest of the music I found to the NSF, which totals to about 17 tracks.
Awesome, they're all there now. I appreciate it, thanks man.
I removed a dupe from Ninja Gaiden 3. I think that's the last fix it'll need. It just took a while to iron out how the music system worked.
For Top Gun, removing the jet noise on the main action track also removed the drum beats from it.
Could anyone make a nsf of "Sword of Kalin"?
http://en.wikipedia.org/wiki/Sword_of_Kalin
I could not find it though looked for in various places...
Kalin no Tsurugi is done.
As my first FDS rip, this was harder than the average NSF, and it still has a few errors. Songs won't loop in certain cases, even though I've gone through the code for it (Check for reads to 0051, and that will be the loop point coding)
If you're using NotSoFatso to play the NSF, go to the 'Config 3' tab, and enable 'Reset 6502 Regs'.
ugetab wrote:
Lunar Ball & Lunar Pool ripped. The music sounds the same, but I ripped the J and US releases because it was easy.
Sorry for the belated thanks for a job well done!
Thank you!
Tafoid
ugetab wrote:
Kalin no Tsurugi is done.
As my first FDS rip, this was harder than the average NSF, and it still has a few errors. Songs won't loop in certain cases, even though I've gone through the code for it (Check for reads to 0051, and that will be the loop point coding)
If you're using NotSoFatso to play the NSF, go to the 'Config 3' tab, and enable 'Reset 6502 Regs'.
I'm most grateful to you for making this nsf !!!
Lisening to this treasure always makes me
bring back happy memories when I was child...
then I'm filled with soothing.
I use "VirtuaNES (
http://virtuanes.s1.xrea.com/vnes_dl.php)" and
songs can loop on this emulator. It's OK!!
Thanks so much!!
requesting Robodemons and King Neptune's Adventure
also the mega man 3 nsf is missing protoman
MM3: Your request is unclear, because Protoman only has an arrival jingle, not any theme that I can deduce. The jingle in the game is just a cut-off version of track 18.
well the protoman jingle (from whenever protoman is about to show up) and the ending music (which starts with the protoman jingle) are missing
also tengen tetris has some channels out of sync
Akumu, I've got those as track 18 and 19 in the Megaman 3 NSF I've got, and I've already fixed a copy of Tengen tetris once for that problem. Where are you getting your files from?
from a big pack Norrin sent me
my rip doesn't have those, must be outdated quite a bit then
Grab this one:
http://snesmusic.org/hoot/nsf/NSF%20Pack%20-%2026.11.06.rar
It's from 06, but it's been updated pretty well from what I've seen of it. Old Zophar's Domain era rips have seen quite a few updates and repairs, and not just by me. There's also a GBS page that's frequently updated.
thanks bro
there's still some big names missing nsf's
dance aerobics
1942
smash tv
captain comic
and some pirates like the ones i mentioned
i need to get back to learning to rip nsf's
damn twilight princess
ugetab wrote:
I'll upload an up to date packs for NSF and GBS when I get back from work.
//Edit
Okay, here they are:
http://snesmusic.org/hoot/nsf/NSF%20Pack%20-%2016.01.07.rar
http://snesmusic.org/hoot/gbs/gbs.7z
Also, if you want to download single files, I'm actively uploading all new rips to
ftp://ftp.modland.com
It might take a day or two until the files get added there, but it's better than nothing.
1942 is done. I can see why nobody did it before. Damn you, unrestored TXS commands! The equivalent effect of RAM banking in a GBS, which also causes stack trouble.
Also, I'm twice through Twilight Princess, and agree with the sentimate that it should have had a hard-mode follow-up quest.
Has anyone ripped Wally Bear and the No Gang yet?
i updated my archive too, should be up to date, been to the us so been catching up
I'm also making it so that the creator of the nsf is listed behind the nsf, cause i feel bad for it not being shown properly other than the mainpage
Robodemons and King Neptune's Adventure are done. Weird drivers for them, but they're both the same driver. I'd tried to either rip or make cheats for robodemons before, but didn't get anywhere.
thanks man! I noticed some other new ones too, so good.
There's not too many big mainstream games undone now
Smash TV
Dr Chaos
Captain Comic
anyone else?
Hey Knurek, thanks for that .gbs pack. I wanted the updates but didn't want to click on every single file.
SlyBeast wrote:
Hey Knurek, thanks for that .gbs pack. I wanted the updates but didn't want to click on every single file.
No problem.
Hopefully we'll see GBS rips catch up to NSF this year. While there aren't that many unripped games on NES left (I'd say less than 5%), on the Gameboy front the number's at about 75%.
If any ripper's interested in a list of unripped Gameboy games, I could whip up something.
Speaking of .gbs files, and I apologize in advance for briefly going off topic, but is there a better player for these than Meridian Advance? I'm working with 1.09 now. It does an OK job, but I'd prefer more interface options & compatibility (like some of the Winamp plugins for other emulated music formats).
Knurek wrote:
SlyBeast wrote:
Hey Knurek, thanks for that .gbs pack. I wanted the updates but didn't want to click on every single file.
No problem.
Hopefully we'll see GBS rips catch up to NSF this year. While there aren't that many unripped games on NES left (I'd say less than 5%), on the Gameboy front the number's at about 75%.
If any ripper's interested in a list of unripped Gameboy games, I could whip up something.
There's some pirates left, a few mainstream (as listed earlier) and i think some hacks uses new soundtracks, like Dragoon X Omega, most of them release an nsf on the side luckily
Also probably a prototype or two
SlyBeast wrote:
Speaking of .gbs files, and I apologize in advance for briefly going off topic, but is there a better player for these than Meridian Advance? I'm working with 1.09 now. It does an OK job, but I'd prefer more interface options & compatibility (like some of the Winamp plugins for other emulated music formats).
I'm using NEZplug for everyday's work. I hear blargg's Game_Music_Emu player is nifty, but until someone ports it to a Winamp or XMPlay plugin I'll have to stick to GBS2GB and BGB/KiGB combo when it comes to accuracy.
has anyone ripped the wisdom tree games yet?
Those games aren't at the top of my list of rips to do. If someone wants a little bit of work, they can try to rip some of them. A minor inspection of 2 games shows a decent amount of stuff going on in them that doesn't seem logical, and does several things that would make it harder to rip, like using the stack to store song information during song init.
Does anyone have the menu sounds from the original Legend of Zelda? I got the NSF from ugetab's site however the menu sounds weren't present. Just wondering if someone has them or if there is some reason they weren't included in the NSF.
ugetab wrote:
A minor inspection of 2 games shows a decent amount of stuff going on in them that doesn't seem logical, and does several things that would make it harder to rip, like using the stack to store song information during song init.
Could those be due to prototyping in a high-level language that provides for reentrancy? I seem to remember Pascal and C calling conventions using the stack for function arguments and temporary variables.
ugetab wrote:
Those games aren't at the top of my list of rips to do. If someone wants a little bit of work, they can try to rip some of them. A minor inspection of 2 games shows a decent amount of stuff going on in them that doesn't seem logical, and does several things that would make it harder to rip, like using the stack to store song information during song init.
What rips are next on your list?
Probably a few rips that don't require a heavy rewrite, and lots of inspection to get done. Not neccesarily NSFs. I'll do them as I feel the desire to.
Sorry if I missed this, but where can I find the NSF to the Famicom pirate Super Fighter III/Street Fighter III?
I lost my password for this forum a year ago and I was unable to re activate it for some reason. Glad to be back though!
You're kicking ass ugetab!
Any chance of ripping the newest Lost Levels prototype (Buzz & Waldog)?
http://h1.ripway.com/kingshriek/BuzzandWaldog.zip
It looks like DPCM samples haven't been put in, so the game uses 6502 code in their place.
Anyone ripped American Gladiators? If not, I request it.
Is there an NSF rip of the pirate "Donkey Kong Country 4" ? I found that music interesting despite the usual sound style it has along with other pirates.
I know somebody requested it a few pages earlier in this thread, but after watching the Angry Video Game Nerd review, I'll second the request: Ghostbusters. AFAIK, it only has one music track and the voice byte "Ghostbusters!", so it should be easy to rip.
Hi all
I think Hamtaro126 want use FDSFILL and MCK.
http://nesdev.com/bbs/viewtopic.php?t=2856
Hamtaro126 want download FDSFILL and MCK.
http://nesdev.com/bbs/viewtopic.php?t=2929
Has who using FDSFILL and MCK?
Has who making FDS music?
Please help.
Hamtaro126, you want making FDS music?
After seeing it discussed on 2a03 and trying it out.. I'm curious.. has anyone ripped the Family Composer NSF (FDS)?
NC
Hello, No Carrier
You watching 2A03 and trying?
I know
Family Computer and
Nintendo Entertainment System.
kingshriek wrote:
http://h1.ripway.com/kingshriek/BuzzandWaldog.zip
It looks like DPCM samples haven't been put in, so the game uses 6502 code in their place.
kingshriek watching 6502 and DPCM?
I know Motorola 6502 and Nintendo 2A03.
Who making music?
Who using mumml?
Who using MCK?
Who using ppmck?
About all!
Bohan wrote:
I know Motorola 6502 and Nintendo 2A03.
6502 is no Motorola product. In fact, Motorola sued MOS Technology for making
the 6502's predecessor pin-compatible (though not instruction-compatible) with Motorola's 6800 series, and MOS Technology settled by changing the pin layout of 6502 and newer parts and by introducing the KIM-1 reference board.
Hi all
Who using FDSFILL?
Who using MCK?
Who using mumml?
I need about FDSFILL and help FDSFILL!
Who making music?
Here's a small list of games that haven't been ripped that i can think off right now, probably more than this unripped
US:
Dirty Harry
Mad Max
American Gladiators
Japan:
Akumajou Dracula (FDS)
Holy Diver (Missing the Holy Diver track)
Euro:
Unlicensed (pirates):
Super Sprint (Tengen)
Secret Scout
Unreleased & Prototypes:
The Adventures of Dr. Franken
Thomas the Tank Engine & Friends
I want to request of an NSF file rip for the game Super Pitfall, Even if the gameplay is terrible, The only thing I like about it is the music!
Can MML convert NES?
Who making NES music?
I want know.
Who can MML convert NES?
<meta name="keywords" content="MML convert NES NSF downloads freeware music compose"/>
Even if I had a solution to the problem you're having, I'd never be able to explain it to you, if the problem is anything like I think it is.
You convert MML the same way you
shot web: very carefully.
It seems those Japanese bast... our dear 2chn friends did rip some new NSF files. And promptly forgot to mention it anywhere.
Here's the stuff I've been able to gather. No telling how much got lost due to low retency upload sites...
http://www.sendspace.com/file/hfy9wf
14 new GBS files, 62 NSF files (not sure if anything's been ripped by our guys), 4 new HES files.
Enjoy.
Too bad the archive does not distinguish between homebrew and rips.
If I make a homebrew game and release its soundtrack as NSF, would its NSF be counted as "homebrew" (because it was never part of a commercial game) or "rip" (because it's part of a game nonetheless)?
Since the prototype of SMB2 is finally available, can someone make an .NSF from it? The Starman and underground tracks are different than in the full version.
AkumuHau wrote:
Here's a small list of games that haven't been ripped that i can think off right now, probably more than this unripped
Japan:
Akumajou Dracula (FDS)
I could be wrong, but I haven't noticed any difference between the FDS version and the NES version, sound-wise.
commodorejohn wrote:
AkumuHau wrote:
Here's a small list of games that haven't been ripped that i can think off right now, probably more than this unripped
Japan:
Akumajou Dracula (FDS)
I could be wrong, but I haven't noticed any difference between the FDS version and the NES version, sound-wise.
Yeah checked it out, no difference, someone just requested it
i updated the unripped list cause i gotten some emails about games
US:
Dirty Harry
Mad Max
American Gladiators
Japan:
Holy Diver (Missing some tracks apparently)
Euro:
Uforia (small differences in some music apparently)
Unlicensed (pirates):
Super Sprint (Tengen)
Secret Scout
Bible Adventures
Sunday Funday
Spiritual Warfare
King of Kings
Bible Buffet
Exodus
Unreleased & Protos:
The Adventures of Dr. Franken
Thomas the Tank Engine & Friends
Super Mario Bros 2
SMB2 Prototype Ripped, and Mach Rider also finally sounds accurate on track 4 in NotSoFatso.
I can't find Jeopardy! in the NSF list (
http://www.angelfire.com/nc/ugetab/NSFList.txt) — any chance someone could rip that one?
Some new 2chn rips:
http://vgmmusic.66ghz.com/vgm/012.zip
America Oudan Ultra Quiz (1990)(Tomy).gbs
America Oudan Ultra Quiz 2 (1991)(Tomy).gbs
America Oudan Ultra Quiz 3 (1992)(Tomy).gbs
America Oudan Ultra Quiz 4 (1993)(Tomy).gbs
Yu-Gi-Oh! Duel Monsters 3 (2000)(Konami).gbs
Yu-Gi-Oh! Duel Monsters 4 (2000)(Konami).gbs
http://vgmmusic.66ghz.com/vgm/013.zip
Bishoujo Sexy Derby (1988)(Super Pig, Big Wave).nsf
Door Door (1985)(Chun Soft, Enix).nsf (doesn't play in NSFPlug, NEZPlug plays it fine)
RPG Jinsei Game (1993)(Takara).nsf
http://vgmmusic.66ghz.com/vgm/014.zip
http://vgmmusic.66ghz.com/vgm/015.zip
Bunch of new HES rips (too many to list them, I've counted about 70)
http://vgmmusic.66ghz.com/vgm/016.zip
Exerion (1985)(Jaleco).nsf
Formation Z (1985)(Jaleco).nsf
Both work only with the newest version of NEZPlug
http://www.offgao.dyndns.org/program/nezplug++.zip
Maybe some kind soul would look into them and fix them to work with other players?
Thanks, but any click on those files just sends me to some flashing swiftphp.com page. Could you host those files someplace normal so I (we?) can download them?
ccovell wrote:
Thanks, but any click on those files just sends me to some flashing swiftphp.com page. Could you host those files someplace normal so I (we?) can download them?
Uhh, sorry, bad referer data most probably.
http://vgmmusic.66ghz.com/ should do the trick.
Also to clear up any possible misunderstanding, those aren't my rips, only anonymous 2chn posters.
Ah, a lot of these are really old rips... And what's up with the 160k Bravoman rip? I fixed that one up a little while ago.
NSF request of Devil World (Tamagon), Mario Bros. Classic (E), and Dk jr. Math.
ccovell wrote:
Ah, a lot of these are really old rips... And what's up with the 160k Bravoman rip? I fixed that one up a little while ago.
Well, seems someone over there 'fixed' most of your and kingshriek's rips. Not sure why, as I had no problems with them.
But yeah, I've just disregarded those ones and still came up with about 70 new (for me at least) rips.
Knurek wrote:
ccovell wrote:
Ah, a lot of these are really old rips... And what's up with the 160k Bravoman rip? I fixed that one up a little while ago.
Well, seems someone over there 'fixed' most of your and kingshriek's rips. Not sure why...
Our rips had too much efficiency, I suppose...
ccovell wrote:
Our rips had too much efficiency, I suppose...
Or not enough nipponness.
Concerning these 2 NSFs you say won't play:
Exerion (1985)(Jaleco).nsf
Formation Z (1985)(Jaleco).nsf
1. I got them to play in notsofatso
2. I got them to play in fceuxdsp, when I added some banking data
3. Both players made the NSFs sound about the same as in the new nezplug
they don't play in nsfplug though
Concerning NSFPlug, if I can't access the data the program is using, I can't do a thing about it. The best I can hope for is to make it play in fceuxdsp, and in NotsoFatso, then hope that's enough for other players. The fact that it's not enough is beyond anything I can do at this point.
AkumuHau wrote:
they don't play in nsfplug though
Which is what I meant.
Sorry, I didn't check those files in other NSFPlayers, as I'm only using NSFPlug (NotSoFatso doesn't work that well with non-Winamp players).
The post on 2chn with the link to these two files mentioned the newest NEZPlug++ build, so I thought it was required to play them.
The fact that NSFPlug doesn't play them, might have something to do with this:
http://www.pokipoki.org/dsa/index.php?Bugs
That's extremely likely to be the problem for both of those NSFs. They both use 4015 reads extensively.
FamiTracker and ModPlug can open .MID
This convert .MID to .NSF
Has NSF2MIDI is convert .NSF to .MID
Has MIDIMML is convert .MID to .MML
Please make .FTM and .MID and .MML and music
ugetab, are you working on any nsf's right now? I noticed you posted a fix on your site
AkumuHau wrote:
ugetab, are you working on any nsf's right now? I noticed you posted a fix on your site
Kingshriek started doing semiregular updates again (joy!).
Also the 2chan rippers did some more releases (
http://vgmmusic.66ghz.com/).
Can convert .GB to .GBS?
Can convert .GB to .GBR?
Can convert .NSF to .NES?
Please help.
Bohan, 请, 中止张贴这胡话, 我们无法了解您说的词。
[Subtitle by MOD:
Bohan, please stop posting this nonsense, we are unable to understand a word you said.]
I know this isn't a NSF file, but does anyone want to rip the music from Bubsy 2 (Gameboy)? I can't seem to find that on any gbs sites.
I watched FamiTracker in the 2A03 forum.
http://2a03.org/forum/viewtopic.php?id=365&p=25
Please JSR add FDS and MMC5 and NAMCO106 in the FamiTracker.
JSR done with the new version, but still no expansion sound.
I've come across the NSF for Battleship at Zophar's, and it doesn't play right. I was wondering if there's a fixed version of this particular one?
Rerequesting an NSF for Jeopardy!/Jeopardy! 25th Anniversary or whatever, and also requesting a GBS rip of Phantasy's Mental Respirator tech demo for the GBC (
downloadable here, below the screenshot of Tetris DX). I loved the music that was put into the latter.
Yes, I know, this is the NSF thread, but everyone else was doing it so I thought what the hell.
Anyone got Pokemon Gold/Silver? I've been looking everywhere for a GBS of it...
I did a GBS rip for Mental Respirator awhile ago. As for Pokemon Gold/Silver, there is no GBS in existence that I'm aware of, but I did do a rip of Pokemon Crystal (under the assumption that its music is a superset of what's in Gold/Silver).
Both rips are available at the
GBS Penultimate Archive (check here first if you're looking for availibity of a particular rip) as well as my (less organized) site (
http://snesmusic.org/hoot/kingshriek).
Music's the same to my knowledge, with added tracks for legendary pokemon. Thanks for the linkage!
EDIT: Crap I spent like 2-3 hours listening to this GBS! It's too good!
Thanks, kingshriek!
is there any nsf for Shockwave?
Edited FCEUXDSP to allow for better NSF support for playing and debugging. I've been waiting for this to be done by someone else, but after finally getting all the pieces I needed for MinGW to work with this thing's source, I hacked in the stuff I wanted done, and it worked without much hassle after that.
http://www.angelfire.com/nc/ugetab/
Hello all,
I was wondering if anything could please try to rip the music for the gameboy game "Yogi Bear In Yogi's Gold Rush".
I appreciate it.
Thanks in advance,
Chris
plinkoplus
A few more new tunes
here. Thanks to Knurek for the original link.
New packs are 26 and 27 and include the following titles (all new if I am not mistaken):
-- 026:
10-Yard Fight (1985)(Nintendo)
Battle City (1985)(Namco)
Donkey Kong Jr. no Sansuu Asobi (1983)(Nintendo)
Gomoku Narabe Renju (1983)(Nintendo)
Joust (1987)(HAL)
Millipede (1987)(HAL)
Naitou 9 Dan - Shougi Hiden (1985)(Seta)
Pac-Man (1983)(Namco)
Star Gate (1983)(Atari)
Warpman (1985)(Namco)
-- 027:
Aki to Tsukasa no Fushigi no Kabe (-)(Super Pig - Hacker International)[FDS]
Chack 'n Pop (1985)(Taito)
Jongbou (1987)(K Amusement)
Kagerou Densetsu (1990)(Pixel Multimedia)
Sky Destroyer (1985)(Taito)
Zippy Race (1985)(Irem)
Thanks to all posters and rippers
I've uploaded the updated NSF pack, located here:
http://snesmusic.org/hoot/nsf/NSF_Pack_-_28.08.07.rar
Other than the gobs of new rips, it has all my NSFE files, and homebrew section (contents of 2a03.org with some additions from 2CHN/Famicompos/2a03.org forums). Not complete by a long shot, so if anyone can expand that, feel free to PM me.
I know i never requested one (that I know of) so I'm going to request super pitfall!
Could you resize your avatar? I guess it's still too small, as I can see parts of the message without scrolling.
A significant set of fixed NSFs is at
http://www.angelfire.com/nc/ugetab/NSFs now. I found a precise example of what writing 0x80 to 4017 does in favor of making songs accurate, so I fixed up all the NSFs on the page listed that suffered from the problem, and put them into 1 file. They should be a lot easier to add to NSF_Pack in the format provided.
ugetab wrote:
A significant set of fixed NSFs is at
http://www.angelfire.com/nc/ugetab/NSFs now. I found a precise example of what writing 0x80 to 4017 does in favor of making songs accurate, so I fixed up all the NSFs on the page listed that suffered from the problem, and put them into 1 file. They should be a lot easier to add to NSF_Pack in the format provided.
Yes, thank you for fixing all those. Now a question - do you plan on making other batch 4017 fixes soon? If not I'll just upload updated NSF Pack, if yes I'll wait for a while.
Also, about that one NSF you added that was missing - it was there all along: Twin Cobra JP - Kyuukyoku Tiger (1989)(CBS, Sony, Taito).nsf
Still, thanks for the effort.
I don't plan to make a batch of them in too short a time.
I felt that I could update NSFs I worked on previously without spending much time on the matter. Overall, I think I was right, but going through a good number of other people's NSFs may end up being an alphabetical process using the NSF_Pack contents.
There's also the matter of how different emulators make an NSF sound based on what point 80 is written to 4017. FCE based emulators seem pretty tolerant of timing, as does NEZPlug, but to make it right in NotSoFatso, you need to write it only during init, or it ends up sounding like it wasn't set. Mach Rider's track 4 seems to be the easiest way to hear the difference between 4017 writes, so it is something to be aware of for player compatibility issues.
ugetab wrote:
I don't plan to make a batch of them in too short a time.
Okay, I'll put the updated pack as soon as I'm done with getting Battle of the Bits NSFs into the colly (I'll split the archive into games and homebrew parts most probably).
ugetab wrote:
Mach Rider's track 4 seems to be the easiest way to hear the difference between 4017 writes, so it is something to be aware of for player compatibility issues.
Can you specify? I mean, sample wavewrites of the NSF before fix and after it? I can't really spot any difference (I'm using NSFPlug though, that may be the cause).
http://www.angelfire.com/nc/ugetab/Mach_Unfix.zip
Check track 4, about 9 seconds in. There should be a quick blip of 2 notes in either player in the unfixed version, and 1 continuous note in the fixed one. This is the most dramatic example that I've found, but other games probably have more minute differences that may go unnoticed due to the problem notes, like Castlevania 2.
It took some experimenting to get Mach Rider to work, and I've used that as the basis for the fixes I've applied. In NotSo, initing 4017 continuously is the same as not initing it for Mach Rider, but initing once during the NSF Init routine is compatible with the few players I've tried it with, so writing 4017 during NSF init seems to be the standard to follow.
Hope that explains it.
ugetab wrote:
Check track 4, about 9 seconds in. There should be a quick blip of 2 notes in either player in the unfixed version, and 1 continuous note in the fixed one.
Ah, that'd explain it. NSFPlug doesn't support $4017 at all. This, with the already known $4015 bugs would make it kinda worthless. I'm gonna mail the author of the plugin, we'll see if it helps.
I hate that this is the case, but...
I think that I'm at a dead-end with NotSoFatso.
NotSo, when initing 4017 with 80 continuously, straight out fails to sound accurate. I suspect that those NSFs that do this from code also sound incorrect.
I'd be willing to start with NotSoFatso fixed2, but I don't have the source code. I can guess that the problem is that with 4017 being inited, some other variable is being set in the emulation that shouldn't be set, or should only be set if the 4017 state is different.
I'll see if I can't fight with jdc for the source code he used, and try to fix it with what little I know about the emulation process, or at least, try to fix it in the official version, and leave the changes for it on my page.
edit:
-
When you write 1 to bit 7 of $4017, the frame counter will be
reset, but the first sound update will occur at the same time.
2nd, 3rd, and 4th update will be done after 7457, 14914, 22371
CPU cycles after the first update respectively, but the 5th
update will be 14914 cycles after the 4th update. This causes
sound output to last 1.25 times longer than that of bit 7 = 0.
-
The above is adhered to in NotSo, however, it's not consistent enough when writing to 4017.
In FCEU*, it seems to act correctly, but I haven't found out why yet.
For the FCEU code, open Sound.c, and find "V&=0xC0;". That's the 4017 write routine for it.
In NotsoFatso, it's NSF_Code.cpp, and "case 0x4017:".
I'd try stuff to fix it, but I don't have the software to compile Notso.(unless, by some chance, it'll compile in the free MS visual C, in which case, I'll get it in a few days for testing stuff)
I have ___FINALLY___ managed to rip Metal Flame Psybuster, after a mere 27 pages of this thread or so since it was suggested.
It's huge, clunky, unoptimized, and only has 4 tracks. But aside from that, it's very likely complete, and therefore done. Enjoy, for what it's worth.
I'll break my thumb first. Thanks ugetab.
Here's a funny thing... Hidden in older NEZPlug packages were rippers for a bunch of KSS files. Didn't see them anywhere earlier, so I've put them for grabs:
http://rapidshare.com/files/54910018/kss.rar.html
Of note is Zerowing.kss which is taken from the *arcade* version files. That KSS format is prette versatile.
Since no one has posted a request in quite some time, I noticed Mickey Mouse ABC or 123. I don't remember what the games is called but anyway a request of this musically delicious games. If I recall, wee there voice samples used in it?
Are you thinking of Sesame Street ABC, Sesame Street 123, Big Bird's Hide and Speak (with voices), and Sesame Street Countdown (with voices)?
[quote="tepples"]Are you thinking of Sesame Street ABC, Sesame Street 123, Big Bird's Hide and Speak (with voices), and Sesame Street Countdown (with voices)?[/quote]
No, I'm pretty sure it was mickey mouse.
NotTheCommonDose wrote:
tepples wrote:
Are you thinking of Sesame Street ABC, Sesame Street 123, Big Bird's Hide and Speak (with voices), and Sesame Street Countdown (with voices)?
No, I'm pretty sure it was mickey mouse.
The titles are ''Mickey's Adventures in Numberland'' and ''Mickey's Safari in Letterland'' by the same creators. (Hi-Tech)
BTW: Thier gameplay engines suck, But they have great music (Mark Van Hecke?)
EDIT: They might have too much DPCM samples to do much, But can be a plus if added as SFX!
[quote="Hamtaro126"][quote="NotTheCommonDose"][quote="tepples"]Are you thinking of Sesame Street ABC, Sesame Street 123, Big Bird's Hide and Speak (with voices), and Sesame Street Countdown (with voices)?[/quote]
No, I'm pretty sure it was mickey mouse.[/quote]
The titles are ''Mickey's Adventures in Numberland'' and ''Mickey's Safari in Letterland'' by the same creators. (Hi-Tech)
BTW: Thier gameplay engines suck, But they have great music (Mark Van Hecke?)
EDIT: They might have too much DPCM samples to do much, But can be a plus if added as SFX![/quote]
It would be great if someone ripped it. Another idea, a youtube video were someone rips them.
I noticed the songs in Letterland don't loop or some don't anyway and their are no voice samples is it hard to rip them? Because I don't know...
I found a slight error in the Monster Party nsf. There's no "wind houling" effect in the level 6 music.
I have cabbage the doorknob. I just ran through the battery for a bit, and found the municiple that it needed. It was thermometer enough.
ugetab wrote:
I have cabbage the doorknob. I just ran through the battery for a bit, and found the municiple that it needed. It was thermometer enough.
LSD is a wonderful thing
snakemeat wrote:
ugetab wrote:
I have cabbage the doorknob. I just ran through the battery for a bit, and found the municiple that it needed. It was thermometer enough.
LSD is a wonderful thing
that's why I know a paraplegic.
It's been some time since I've posted here and had to make a new account to post once again. I have a new domain for my webisite now, it's called Arc-Nova. I have some new content there as well as some other NSF collections on my NSF page and a new look.
http://gilgalad.arc-nova.org/
I've noticed the NES Version of Yoshi has a NSF but the Gameboy version does not have a GBS yet. I think it might have been called Mario and Yoshi.
NotTheCommonDose wrote:
I've noticed the NES Version of Yoshi has a NSF but the Gameboy version does not have a GBS yet. I think it might have been called Mario and Yoshi.
As it was explained to me on Sardius's web board, the name didn't depend on platform: Yoshi no Tamago (J), Yoshi (U), and Mario and Yoshi (E).
The version sold in the United States and Canada, signified with (U), was Yoshi. The version sold in Europe, signified with (E), was called Mario and Yoshi.
And in Japan it's Yoshi No Tamago? I would like the Gameboy vrsion to have GBS it would be a complete compilation and would be cool.
I have updated my website many times since the last time that I had posted here. I also managed to recover my password for this account, despite losing my email account.
I've added several NSF expansion rips, a few other odds and ends.
Homepage of Gil Galad
Also, I wonder if the NSF rip request lists are still being maintained. Hey, Norrin Rand, where are you? You done a real good job at keeping track of the request lists. I also thank you for it.
Hey Gil!
I've been lurking this forum a lot since around 2006, but I would be happy to update the list so that it is 100% current. It's been so long, I am certain that a few have been ripped since I last updated it. Plus, I bet there are a few more un-ripped games to find
.
I'll try and do this tonight, or very soon. I'll post it as a new reply in this thread so you don't have to search for it.
Good to have you back man!
A request I have is the game genie bios that has about 17 or so sounds from it and Super Pitfall or was it Pitfall, Super?
I've ran into a serious problem lately, my main computer went down which was a Gateway E-2000 Celeron 2.0 GHZ CPU, etc. I had to pull out one of my backup computers which is a Compaq Presario 7599. This machine has a P3 700 MHZ CPU and currently 256MB of memory.
Problem: My ISP's DSL software only works on Windows 2000 or later OS. SBC tells me that since Microsoft is no longer supporting Windows 98, they stopped adding support for the OS. So, in effect I need to wipe out the existing Compaq custom OS and upgrade to Windows 2000. Also, I don't have a Ethernet card. It may be a couple of months before I am back on broadband once again.
I am out of town right now, once I get back home I am going to be attempting changing the OS to Windows 2000 and all of the BS and updates afterwards (assuming that it works well enough). Needless to say, I won't be working on my site or ripping for a short period of time until I get these things worked out. Hopefully, if everything works as planned, I could be back at it in a day or two. I've had a lot of bad luck with computers in the past year. This is my 3rd computer this year.
Presuming this thread is also for GBS requests, I'd like to see a rip of 'Aguri Suzuki F-1 Super Driving'. It's pretty good from what I've heard - composed by Motoaki Takenouchi, the genius of the 'Shining' series.
Just putting that out there. Thanks!
See below for Aguri Suzuki and Yoshi GBSs
Wow, excellent (and a quick response)! The five tracks I hadn't heard are as good. Thanks ugetab
this is great.
I would like to request Tiny toons cartoon workshop with PCM samples. An interesting note about this one: the composer died of heart cancer a few weeks ago so I request in commemoration.
Working on ripping cartoon workshop
BDA5 looks like the code the game calls to change song,
When I put a breakpoint there, then change this memory
$35:04
$36:song number
it plays a different song
Tons of bankswitching in this game, sound init and music data are even on different pages mapped into the same memory.
I do like the remix, I guess it is because I never heard the song in the game before, nice work!
If it hasn't already been done, I would like to request Konami Track And Field (the first one)
I searched but couldn't find it.
Bust a move 2 for gameboy is missing as well.
Not an easy one for a n00b like me to rip. Definitely the last choice for someone's first NSF rip. Sound init code is on a different bank than playback code.
I've found the entry point to the init code, but I haven't yet looked for the playback code.
I think this will end up as something which "loads state" to init the RAM to a set of hardcoded values, then just let the normal NMI handler do this game. (unless of course I replace the call to the NMI handler with the actual sound playback routine)
There is a homemade Test multi track NSF that used expansion and was really good does anyone know where to find it?
Does anyone know that NES Kiosk bios rom someone dumped years ago? The one that cycled between "(NINTENDO) ENTERTAINMENT SYSTEM" on a starfield, and a "press whatever to make your selection and hold something for something else blah blah." screen, and it played some cool music?
If someone can point me to a NSF rip of it (if one exists, I have no idea what the name is), I'd appreciate it.
Drag wrote:
Does anyone know that NES Kiosk bios rom someone dumped years ago? The one that cycled between "(NINTENDO) ENTERTAINMENT SYSTEM" on a starfield, and a "press whatever to make your selection and hold something for something else blah blah." screen, and it played some cool music?
If someone can point me to a NSF rip of it (if one exists, I have no idea what the name is), I'd appreciate it.
Is this it?
http://www.fileden.com/files/2007/11/9/ ... %5D%20.nsf
That's called the M82 Demo, I think. I also don't think the NSF's been ripped.
That Disc Writer NSF is interesting... I wonder if it's a rip of the real Disk Writer ROM or just a cover song. Got any info on the NSF's origins?
The Disk Writer was the unit in Japanese stores that wrote new FDS games to disk for 500 yen. Totally unrelated to kiosks like the M82.
ccovell wrote:
That's called the M82 Demo, I think. I also don't think the NSF's been ripped.
That Disc Writer NSF is interesting... I wonder if it's a rip of the real Disk Writer ROM or just a cover song. Got any info on the NSF's origins?
The Disk Writer was the unit in Japanese stores that wrote new FDS games to disk for 500 yen. Totally unrelated to kiosks like the M82.
The Discwiter had a song? Do you own a Disk Writer?
No, but I would love to have one
Does
anybody know if the Disk Writer has ever been dumped? It's very doubtful because the DW was most likely lent/leased to stores, and then collected by Nintendo at the end of the FDS' lifespan.
nensondubois has one I have seen one on ebay a while back for like $1,000.
ccovell wrote:
That's called the M82 Demo, I think. I also don't think the NSF's been ripped.
Thank you so much! That was it! I didn't know the name, and I kept remembering the song, it was driving me crazy. >_<
Drag, if you get a chance can you rip a GBS of the "Gameboy Color Promotional Demo"?
See my page for Bust-A-Move 2/3 GBSs, and M82 Demo rip. The M82 rip ended up being less than half a bank of data, and didn't pose much challenge when I had side-by-side comparisons of how the code was being run, otherwise, it's odd init data could've thrown the rip into tomorrow land.
ugetab wrote:
See my page for Bust-A-Move 2/3 GBSs, and M82 Demo rip. The M82 rip ended up being less than half a bank of data, and didn't pose much challenge when I had side-by-side comparisons of how the code was being run, otherwise, it's odd init data could've thrown the rip into tomorrow land.
Ha, thanks again I never even knew about that demo thanks for ripping it and the Bust-a-moves. The M8 demo sounds like it could be at the end of Metroid or something.
NotTheCommonDose wrote:
ugetab wrote:
See my page for Bust-A-Move 2/3 GBSs, and M82 Demo rip. The M82 rip ended up being less than half a bank of data, and didn't pose much challenge when I had side-by-side comparisons of how the code was being run, otherwise, it's odd init data could've thrown the rip into tomorrow land.
Ha, thanks again I never even knew about that demo thanks for ripping it and the Bust-a-moves. The M8 demo sounds like it could be at the end of Metroid or something.
Thanks for that, yeah the M82 music composer is clearly Hirokazu Tanaka.
Even though it's a rom hack, what about an NSF rip from Rockman no Constancy?
Rockman no Constancy is done.
ugetab wrote:
Rockman no Constancy is done.
SPEEEEED!
So awesome.
I've thought of two others, if possible:
-Adventures of Rad Gravity
-Yo! Noid with fixes. Some of the music in the rip I have don't seem to have the second square wave right and it's very loud instead of echo-sounding.
http://www.snesmusic.org/hoot/nsf/nsf_games.rar
That has Adventures of Rad Gravity. The original source was a site Memblers made, but since that's not up, just check in 'A' in the above package.
As for fixing Yo Noid....I do believe that I've come to the conclusion that all the Winamp players I've tried to fix are far beyond my knowledge as a mere NSF ripper. I can extract the data, but I can't make it play right in the existing players, so it's counter-productive to spend time fixing something that I can hardly tell whether or not I've really fixed. I'm still working on a GBS format update as well, so it's not like I'm just quitting, but I am reallocating my time to something I might have some chance of improving to some degree still.
Hopefully, I'm not the only one still sitting around ripping NSFs, and someone else will be able to help you until I've regained the mental stamina needed to go on another spree of multi-format activity. I just never know when I'll hit a pit in my concentration levels.
A few ideas (some are my ideas and some are from other people)
Dian Shi Ma Li (Chinese Mario Lottery)
Donkey Kong Classics
Earth Worm Jim 2 (Pirate Original)
Game Genie bios
Karaoke Studio Senyou Cassette Vol 2 (J)
Lion King
Lion King, The (Mapper 4) (L-N1 or I or L)
Mach Rider (VS)
Mario Bros. Classic (E)
Mickey Mouse Dream Balloon (U) (Prototype)
Ms. Pac-Man (Namco)
Pac Pac Land
Pinball VS
Pizza Pop Mario (Unl)
Tiny Toons Cartoon Workshop
some of the names, don't ask me as I didn't write these and can barely read the handwriting so I don't know.
NotTheCommonDose wrote:
A few ideas (some are my ideas and some are from other people)
Dian Shi Ma Li (Chinese Mario Lottery)
Donkey Kong Classics
Earth Worm Jim 2 (Pirate Original)
Game Genie bios
Karaoke Studio Senyou Cassette Vol 2 (J)
Lion King
Lion King, The (Mapper 4) (L-N1 or I or L)
Mach Rider (VS)
Mario Bros. Classic (E)
Mickey Mouse Dream Balloon (U) (Prototype)
Ms. Pac-Man (Namco)
Pac Pac Land
Pinball VS
Pizza Pop Mario (Unl)
Tiny Toons Cartoon Workshop
some of the names, don't ask me as I didn't write these and can barely read the handwriting so I don't know.
I recently ripped Ms. Pac-Man along with a few others that I have released at my site
http://gilgalad.arc-nova.org/
I also ripped the Ms. Pac-Man (Tengen) version but haven't released it yet.
I never knew they made a Namco version.
NotTheCommonDose wrote:
A few ideas (some are my ideas and some are from other people)
Dian Shi Ma Li (Chinese Mario Lottery)
Donkey Kong Classics
Earth Worm Jim 2 (Pirate Original)
Game Genie bios
Karaoke Studio Senyou Cassette Vol 2 (J)
Lion King
Lion King, The (Mapper 4) (L-N1 or I or L)
Mach Rider (VS)
Mario Bros. Classic (E)
Mickey Mouse Dream Balloon (U) (Prototype)
Ms. Pac-Man (Namco)
Pac Pac Land
Pinball VS
Pizza Pop Mario (Unl)
Tiny Toons Cartoon Workshop
some of the names, don't ask me as I didn't write these and can barely read the handwriting so I don't know.
I managed to rip the following games.
Earth Worm Jim 2 (Pirate Original)
Lion King
Lion King, The (Mapper 4) (L-N1 or I or L)
Mach Rider (VS)
Ms. Pac-Man (Namco)
Pac-Land
Tiny Toons Cartoon Workshop
The following have already been ripped.
Karaoke Studio Senyou Cassette Vol 2 (J)
Pinball VS
This one here is debatable. As there is a (J) version of the game. I don't have the (unl) version.
Pizza Pop Mario (Unl)
I may rip this one later just to find out if the music driver is any different in the other versions.
Mickey Mouse Dream Balloon (U) (Prototype)
Donkey Kong Classics
Mario Bros Classic (E) - This one is PAL version and a possibility of having additional tunes. I am going to check both of these out later.
Dian Shi Ma Li (Chinese Mario Lottery) - Not much music in this one.
Game Genie bios - just bleeps as far as I know.
I will upload the ones that I've ripped in a few days, as well as a few others that I have ripped.
I've also noticed that the track 6 of Adams Family plays too fast.
NotTheCommonDose wrote:
I've also noticed that the track 6 of Adams Family plays too fast.
I've been listening to tune 6 which is the very last tune in the rip. Yeah, over-all the tune is a bit fast. But is this the way it plays in the game? I've been playing the game and haven't run into the tune yet to know for a fact what the true speed is in the game.
It when you go past the house in the first level and go into the grave. You'll notice it's a bit slower.
I have just uploaded the NSFs and updated my website. You can find them on them on the new NSF page, located on the NSF Central page
HERE
I'm not sure if the NSF for Gradius is supposed to have the name entry song or not because there is one cover single N109 NSF that has it.
Monopoly has initial noise on each song played through the noise channel. Needs fixing.
Dwedit wrote:
Monopoly has initial noise on each song played through the noise channel. Needs fixing.
I cannot really tell what the problem is specifically, nor can I hear this noise that you're talking about over here on this computer.
However, I have changed the code a bit. See if this sounds any better.
http://gilgalad.arc-nova.org/nsf/newnsf/Monopoly1.zip
EDIT: I have just updated and uploaded six NSF's for download.
Battle Tank
Hanafuda Yuukyouden-Nagarebana Oryuu(Hacker)
Idol Shisen Mahjong(Hacker)
Kero Kero Keroppi no Daibouken
Minnano Taabouno Nakayoshi Daisakusen
Zhong Guo Xian Qi(Unl)
Did anyone already make a Super Pitfall NSF yet? Just a reminder.
-Hamtaro126
Hamtaro126 wrote:
Did anyone already make a Super Pitfall NSF yet? Just a reminder.
-Hamtaro126
I was messing with Super Pitfall a few days ago, I'm going to try again here soon.
Has anyone got a Konami Track And Field NSF?
jonwil wrote:
Has anyone got a Konami Track And Field NSF?
You can find and play Track and Field 2 in a few places, if you want to listen to that one.
So far I have about 4 tunes working in Track and Field 1.
Game Genie Sounds on a NSF file would be funny but also weird.
I would like to request a game i noticed is not done, has some catchy music
Grand Master (JP)
AkumuHau wrote:
I would like to request a game i noticed is not done, has some catchy music
Grand Master (JP)
I've only been able to get one tune working so far. I'm going to keep on working on it to see what I can come up with.
I'd love if someone rip those two games:
http://vgrebirth.org/games/game.asp?id=15508
http://vgrebirth.org/games/game.asp?id=16340
Ports of PC88 games always pick my curiosity.
Knurek wrote:
I have just ripped the NSF from both games. I'll release them soon on my website.
Gambler Jiko Chuushin Ha - Mahjong Game
Gambler Jiko Chuushin Ha 2
A note about Gambler Jiko Chuushin Ha 2. There are a lot of pops in the music, the pops also sound in the ROM, in many emulators. I am not sure if these pops would occurr on the real hardware or not, so I did not try to remove them.
Also note, that you will not hear the pops in NotSoFatSo if you have DMC Pop Reducer checked or Ignore writes to $4011 checked.
AkumaHau: I am still working on Grand Master.
What about the game genie?
I know it sounds ridiculous but it's mainly for novelty. I don't really want it.
NotTheCommonDose wrote:
What about the game genie?
I know it sounds ridiculous but it's mainly for novelty. I don't really want it.
What do you mean?
Game Genie, as in reference to what? What don't you want?
I'd been pissing around with the Game Genie sound code for several hours every 2 weeks, trying to make it work in Winamp and FCEUXDSP equally before I finally decided not to mess with it, or random NSF rips in general, anymore.
Feel free to try to fix it, but I'm pretty sure that it's the NSF Specific winamp players that will give you hell for about 160 bytes of sound code.
What's the point? It's a *blong* and a *boom*. Why do we need an NSF of that? For completeness' sake?
Well like I said its a novelty and yes for completeness sake as well. but why are there two sets of the same sounds Letters like A is track 1 and track 17.
It reminds me of Canadian Geese for some weird reason.
Could someone take a look at the Robocop 3 NSF?
The file doesn't play in NEZPlug++ and NSFPlug does play something with a veeeeery low volume. Seems to work fine under NotSoFatso.
Is this a bad rip, or does it just use some 2A03 feature not emulated correctly by the former two plugins? That it has set flags for FDS, VRC6 and VRC7 kind of raises a warning flag here...
In the Game Genie rip, the reason there are 2 sets of blips for each note is that the first letter used when powering on the GG sounds different from the next however many times you use it. I'd noticed this on the console before I started ripping it. The first set is the first use. The last set is the 2nd use and onward.
Really? Wow that's weird. Even after using it a million times on my NES. Is the sound difference slight?
The sound difference is significantly slight. It's just a matter of my having played around with it on the real thing so many times, just listening to the sounds as though it was a music composing program when I got bored, that I could tell the difference.
I have ripped the following requests by Knurek. You can get them
HERE
Aspic - Najaou no Noroi
Gambler Jiko Chuushin Ha - Mahjong Game
Gambler Jiko Chuushin Ha 2
Ginga Eiyuu Densetsu
Mahjong Taikai
Satsui no Kaisou - Power Soft Satsujin Jiken
The Robocop 3 rip is an evil one, the addresses used in the rip are in fact mirrored addresses. Come to find out, the ripper Mike Blume had used these addresses, not the orginals used in the game itself. I have been messing with the game in an attempt to make a new rip, with no success so far.
Gil-Galad wrote:
I have ripped the following requests by Knurek. You can get them
HEREAspic - Najaou no Noroi
Just a question - this doesn't have the FDS bit set, so it doesn't use the PWM channel, right?
Also, playing the new rips in Hoot I can see activity on the DPCM channel in some of them (once at the start of each song). No sound plays on it though, so is that just the init procedure?
AkumuHau wrote:
I would like to request a game i noticed is not done, has some catchy music
Grand Master (JP)
Grand Master is now done.
Knurek wrote:
Just a question - this doesn't have the FDS bit set, so it doesn't use the PWM channel, right?
Also, playing the new rips in Hoot I can see activity on the DPCM channel in some of them (once at the start of each song). No sound plays on it though, so is that just the init procedure?
The game uses mapper controller MMC1, so there is no expansion sound in the game. The game does not use any type of PCM.
I'm still examining the rip and trying to determine just how the ripper got it to work, as well as attempting to rip from a clean slate. It's better to try and rerip it because of all the issues.
Gil-Galad wrote:
The game uses mapper controller MMC1, so there is no exapnsion sound in the game. The game does not use any type of PCM.
No, no, I was asking about Aspic. This was a FDS game, so just curious if it didn't use the additional hardware.
Knurek wrote:
No, no, I was asking about Aspic. This was a FDS game, so just curious if it didn't use the additional hardware.
I'm going to check Aspic out again. However, there are writes to FDS sound registers, it doesn't appear to use the channel in playback, according to the code. If you play Aspic in an emulator, the title screen tune almost sounds like it uses the channel. I have initialized these registers and addresses associated, to no additional effect.
As far as Robocop 3 is concerned, I guess my mind is on that game, lol.
I just fixed Robocop 3. No longer uses mirrored addresses, header cleaned up, tunes and sound effects are in order. The rip is now compatible with most, if not all players. I will be releasing this fix later.
Just a quick post: I did a rip of
Metal Force, a decent Korean Mega Man clone. NSF should have all the songs. If not, please say so.
http://www.disgruntleddesigner.com/chri ... risrip.zip
Link to more info about the game:
http://forums.lostlevels.org/viewtopic. ... sc&start=0
I found the music in Metal Force pretty bland. Although I like track 6, and overall they did a good job with the drums.
Can you put a column that tells weather there is expansions for your new NSF?
NotTheCommonDose wrote:
Can you put a column that tells weather there is expansions for your new NSF?
If you are talking to me. I'm not sure if I should place an expansion sound collumn, since most are not. If a NSF uses expansion sound, it goes on the front NSF page.
Can someone create a nsf of rip of the Punch Out Arcade with the voice samples?
The arcade game wasn't based on an NES architecture or even a 6502 family CPU. An NSF would be a ground-up rewrite.
Then where did the NSF come from?
Dwedit wrote:
Then where did the NSF come from?
This game, probably?
http://vgrebirth.org/games/game.asp?id=10640
tepples wrote:
The arcade game wasn't based on an NES architecture or even a 6502 family CPU. An NSF would be a ground-up rewrite.
I personally would not believe all that is stated in Wikipedia (especially for games which are in an active project like MAME). Your best bet for arcade games is to take the information as MAME has documented it.
http://www.mameworld.net/maws/set/punchout
The main processor shown as a Z80, but the co-main+main sound CPU is shown as a N2A03 - the same processor in used in the NES/Famicom. It would be very possible, as I understand it, to create NSF's from arcade games which use the N2A03 for sound. Punch Out + many games of that era use a VLM5030 for speech - which I can only assume is handled by Z80. That part would mostly likely not be able to be easily converted.
The music can be converted.. and has. Proof?
Download these that have already been done to NSF from Arcade:
http://mameload.mameworld.info/punch-out_arcade.zip
http://mameload.mameworld.info/donkey_kong_3_arcade.zip
I was wondering where a few of those arcade NSFs came from, in the current archive. Now I know.
That would be nice if someone made a list of drivers that can possibly be ripped in NSF form from certain arcade games. I am unfamiliar with arcade games, so I probably would not be able to make an accurate list.
Currently I am working on a list of NSFs that have not been ripped yet. So far, I have one list nearly complete.
If it helps, you can use MAWS:
http://www.mameworld.net/maws/index.php ... 6by%3Dname
This pages shows all games which use the N2A03 processors, like the Famicom/NES. Most of them are the VS. series or the Playchoice-10 though.
Tafoid wrote:
If it helps, you can use MAWS:
http://www.mameworld.net/maws/index.php ... 6by%3DnameThis pages shows all games which use the N2A03 processors, like the Famicom/NES. Most of them are the VS. series or the Playchoice-10 though.
Alright, thanks for the list. I'll check out these games soon and see what's proper to rip and what is not. Doesn't mean that I'll personally rip them, however.
Donkey Kong 3 uses two N2A03's, so I dunno what you'd do about that one.
BMF54123 wrote:
Donkey Kong 3 uses two N2A03's, so I dunno what you'd do about that one.
For stereo, or just more channels? How are the sounds divided among the two chips? I could suggest a solution based on that info.
Was "Banana" ever fixed? The rip with this MD5 ( ef20e80409b7847746fadb48fa43f3c9 ) has glitches.
Is there a good rip of Nightshade around the 'net somewhere? The only one I can find is sped up entirely too fast. Thanks.
EDIT: It seems to play alright in PAL mode on some emus I guess. Probably since it was developed abroad hehe Anyway, some emus handle it fine, some don't. So, nevermind I guess : P
Hello. I'm new to the forums.
I really like to listen to the "Arabian Dream Sherezaado" NSF, but i couldn't find it in any site or collection.
Arabian Dream Sherezaado is a japanesse game for the famicom system, in the web you'll find NSFs of its american counterpart (the magic of scheherezade), but they are diferent in music, graphics and certain gameplay elements. Basically someone redesigned Arabian Dream Sherezaado to be more easy and somewhat different in its look & feel, so the music in Magic of Scheherazade is different from music in the Arabian Dream game (Some pieces have improved, others were deleted, others get worse, etc).
Magic of Scheherazade has a good soundtract, but i like to hear the original one. I have the japanese rom, but since i don't understand japanese text, i can't make any progress to hear all the game music .
So. Is there a volunteer to rip "Arabian Dream Sherezaado" NSF?
Thanks for reading.
PD.-Sorry for my english, it isn't my native languaje.
I have 2 different rips of Battletoads & Double Dragons and one rip has one of the tracks from the other slowed down instead of the fast paced version from the other rip. Can someone make a new rip with all the tracks together?
Is there a Ninja Gaiden III NSF with all the cutscene tracks? All the ones I find are missing them.
Yes there is and there's an nsfe file of the game as well.
Roth wrote:
Is there a good rip of Nightshade around the 'net somewhere? The only one I can find is sped up entirely too fast. Thanks.
EDIT: It seems to play alright in PAL mode on some emus I guess. Probably since it was developed abroad hehe Anyway, some emus handle it fine, some don't. So, nevermind I guess : P
Actually the rip does have problem with it, the play address is wrong, that's why the music plays too fast. The music driver is NTSC.
Nightshade was a rip that I had done back in 2004. I was trying to remember what the problem was. At the time I didn't have a stack viewer, so that was part of the problem. Even though I probably could have used NESticle for that, by dumping RAM.
I'll post the fix here in a day or two.
megalosaurus wrote:
Hello. I'm new to the forums.
I really like to listen to the "Arabian Dream Sherezaado" NSF, but i couldn't find it in any site or collection.
I ripped the NSF for Arabian Dream Sherazaado just a moment ago. Over-all I would say the music is worse. I'll post the rip in a day or two.
Bases loaded 3/4 Voice samples?
Gil-Galad wrote:
megalosaurus wrote:
Hello. I'm new to the forums.
I really like to listen to the "Arabian Dream Sherezaado" NSF, but i couldn't find it in any site or collection.
I ripped the NSF for Arabian Dream Sherazaado just a moment ago. Over-all I would say the music is worse. I'll post the rip in a day or two.
I would like to see it, Some of the music is reused and remade in The Magic of Scherezade. I would compare the music to both versions for reused tracks, if possible
Gil-Galad wrote:
megalosaurus wrote:
Hello. I'm new to the forums.
I really like to listen to the "Arabian Dream Sherezaado" NSF, but i couldn't find it in any site or collection.
I ripped the NSF for Arabian Dream Sherazaado just a moment ago. Over-all I would say the music is worse. I'll post the rip in a day or two.
Thanks a lot!!!
I really want to listen it all. I know its similar to the 1rs gen NES music, but i'm fan of this game. This nsf can be remix or remade to Last Gen NES music.
I will wait for this.
Thanks a lot !!!
megalosaurus wrote:
I really want to listen it all. I know its similar to the 1rs gen NES music, but i'm fan of this game. This nsf can be remix or remade to Last Gen NES music.
I will wait for this.
Thanks a lot !!!
I released the NSF a day or two ago.
Here
Is there a rip of Otocky (FDS)?
It'd be neat to have one that includes all the FDS instruments as their own 'sfx' tracks, if possible.
Hello,
This is my first post here and I am alittle embarrased that it is a massive request
I do apologize for that.
Anyways, I am trying to get NSF's for all the US games. (I have put together a US NES Gamebase) and I am missing about 100. I know this is a huge list, I don't expect anyone to rip all of these but any help is appreciated. If any of these are already ripped please point me to a link.
So here goes....
Advanced Dungeons & Dragons: Hillsfar
Adventures of Rocky And Bullwinkle And Friends, The
After Burner
American Gladiators
Bandai Golf: Challenge Pebble Beach
BaseBall
Best of the Best Championship Karate
Bible Adventures
Bible Buffet
Blackjack
Break Time
Castle of Deceit
Championship Pool
Chiller
Classic Concentration
Cliffhanger
Color a Dinosaur
Conan: Mysteries of Time
Crystal Mines
Cyberball
Cybernoid
Death Race
Deathbots
Dirty Harry
Donkey Kong Classics
Double Dare
Double Strike
Dragon Power
Dudes with Attitude
Dusty Diamond's All Star Softball
F-117A Stealth Fighter
F-15 City War
F-15 Strike Eagle
Fisher Price: Fierhouse Rescue
Fisher Price: I Can Rember
Fisher Price: Prefect Fit
Gauntlet II
George Foremans KO Boxing
Golf
Great Waldo Search
Home Alone
Hunt For Red October
Impossible Mission II
Infiltrator
Jeopardy 25th Anniversary Edition
Jeopardy Jr. Edition
Jimmy Connors Tennis
Joshua & the Battle of Jerico
Krazy Kreatures
Little League Baseball
MULE
Mad Max
Major League Baseball
Max 15
Menace Beach
Mermaids of Atlantis
Mission Cobra
Moon Ranger
Motor City Patrol
Muppet Adventure - Chaos at the Carnival
Mutant Virus
NES Play Action Football
Operation Secret Storm
Paperboy 2
Pesterminator
Peter Pan and the Pirates
Phantom Fighter
P'radikus Conflict
Punisher
Puzzle
RBI Baseball 2
RBI Baseball 3
Rad Racket
Raid 2020
Remote Control
Ring King
Rock 'n Ball
Roger Clemens MVP Baseball
Rollerblade Racer
Rondball 2 on 2 Challenge
Secret Scout
Seicross
Sesame Street - Big Birds Hide and Speak
Sesame Street - Countdown
Shockwave
Short order/Eggsplode
Solitaire
Spirtual Warfare
Stadium Events
Star Trek - 25th anniversary
Star Voyager
Stealth ATF
Sunday Funday
Super Jeopardy
Super Pitfall
T&C II - Trillas Surfari
Tagin' Dragon
Tennis
Terminator
Thundercade
Tiles of Fate
Trog!
Trolls on Adventure Island
Ultima - Warriors of Destiny
Ultimate League Soccer
Venice Beach Volleyball
Videomation
Wayne Gretzky Hocky
Wayne's world
Wheel of Fourtune
Wheel of Fourtune - Family Edition
Wheel of Fourtune - Junior Edition
Wheel of Fourtune Featuring Vanna White
Where in Time is Carmen Sandiego
Where's Waldo
Win, Lose or Draw
Thanks in advance for any help.
It's about time someone ripped those games! Some of them have already been ripped on that list. If Gauntlet 2 is ripped the voice samples would be great.
I know I mentioned it earlier in the thread, but I'd love to see American Gladiators with the brutal DPCM screams in there.
NotTheCommonDose wrote:
If Gauntlet 2 is ripped the voice samples would be great.
I thought NSF needed a revision to handle raw voice samples.
There's always the non-returning variety of NSF used by Nintendulator which could do the samples with no problem.
NotTheCommonDose wrote:
Some of them have already been ripped on that list.
If you could point me to them, that would be great. I have grabbed every NSF pack I could find and I am still missing those.....
Thanks.
I've been working on a few of those off and on for awhile. Like Wheel of Fortune for example. Some of them would be better ripped as NSF2 format, unless you're planning on doing some extensive hacking, or ripping them in a certain way for a particular NSF player, which means lower compatibility in some cases.
Hayamaru3000 wrote:
Yes there is and there's an nsfe file of the game as well.
Could I get a link, please?
I heard that the Ninja Gaiden III NSFE was based off of an incomplete rip anyways, but I wouldn't know myself--
http://www.slickproductions.org/nsfe.php
user42 wrote:
NotTheCommonDose wrote:
Some of them have already been ripped on that list.
If you could point me to them, that would be great. I have grabbed every NSF pack I could find and I am still missing those.....
Thanks.
Should I take the lack of response to mean that you were mistaken?
I am mistaken then. I thought some were ripped already.
Oh well....
I was hopeing that mabey some were.
Requesting the Battletoads Pause Theme.
Isn't that made mostly of samples written to $4011? Once that can be ripped, Joshua and Wheel of Fortune and The Three Stooges and SCAT and Skate or Die and Big Bird's Hide and Speak can be ripped.
I have just released some new NSF rips.
Ai Sensei no Oshiete - Watashi no Hoshi
F-15 City War (Rev1.1)
Fisher-Price - Firehouse Rescue
Fisher-Price - I Can Remember
Fisher-Price - Perfect Fit
Jim Henson's Muppet Adventure - Chaos of the Carnival
Mahjang Companion
Mermaids of Atlantis - The Riddle of the Magic Bubble
Poke Block
Puzzle
Rokudenashi Blues
Takeshi no Sengoku Fuuunji
Tiles of Fate
Wayne Gretzky Hockey
user42: You may want to update your list, since a few have been ripped.
You can get the NSF rips
HERE. Happy Halloween!!
Happy Halloween indeed (although I am a few days late). Looks like I do have some updating to do. Thanks a million.
OK
Here is my updated list of missing NSF's from the US game set.
Advanced Dungeons & Dragons: Hillsfar
Adventures of Rocky And Bullwinkle And Friends, The
After Burner
American Gladiators
Bandai Golf: Challenge Pebble Beach
BaseBall
Best of the Best Championship Karate
Bible Adventures
Bible Buffet
Blackjack
Break Time
Castle of Deceit
Championship Pool
Chiller
Classic Concentration
Cliffhanger
Color a Dinosaur
Conan: Mysteries of Time
Crystal Mines
Cyberball
Cybernoid
Death Race
Deathbots
Dirty Harry
Donkey Kong Classics
Double Dare
Double Strike
Dragon Power
Dudes with Attitude
Dusty Diamond's All Star Softball
F-117A Stealth Fighter
F-15 Strike Eagle
Gauntlet II
George Foremans KO Boxing
Golf
Great Waldo Search
Home Alone
Hunt For Red October
Impossible Mission II
Infiltrator
Jeopardy 25th Anniversary Edition
Jeopardy Jr. Edition
Jimmy Connors Tennis
Joshua & the Battle of Jerico
Krazy Kreatures
Little League Baseball
MULE
Mad Max
Major League Baseball
Max 15
Menace Beach
Mission Cobra
Moon Ranger
Motor City Patrol
Mutant Virus
NES Play Action Football
Operation Secret Storm
Paperboy 2
Pesterminator
Peter Pan and the Pirates
Phantom Fighter
P'radikus Conflict
Punisher
RBI Baseball 2
RBI Baseball 3
Rad Racket
Raid 2020
Remote Control
Ring King
Rock 'n Ball
Roger Clemens MVP Baseball
Rollerblade Racer
Rondball 2 on 2 Challenge
Secret Scout
Seicross
Sesame Street - Big Birds Hide and Speak
Sesame Street - Countdown
Shockwave
Short order/Eggsplode
Solitaire
Spirtual Warfare
Stadium Events
Star Trek - 25th anniversary
Star Voyager
Stealth ATF
Sunday Funday
Super Jeopardy
Super Pitfall
T&C II - Trillas Surfari
Tagin' Dragon
Tennis
Terminator
Thundercade
Trog!
Trolls on Adventure Island
Ultima - Warriors of Destiny
Ultimate League Soccer
Venice Beach Volleyball
Videomation
Wayne's world
Wheel of Fourtune
Wheel of Fourtune - Family Edition
Wheel of Fourtune - Junior Edition
Wheel of Fourtune Featuring Vanna White
Where in Time is Carmen Sandiego
Where's Waldo
Win, Lose or Draw
It looks like there's some funny things going on with the Rod Land nsf (both the 15 and 39 track versions).
Track 6 freezes around the 33 second mark, and track 11 freezes around the 29 second mark (but will move on if your nsf player has silence detection, since it gets stuck whilst silent). Track 2 freezes around 0:41.
This happens in both notsofatso and nsfplay. Tracks 19, 23, and 25 freeze instantly only in notsotfatso, but play through in nsfplay (but all sound like the same sfx, which seems odd).
I can not find the "Scene 05" music, it seems to be missing. It is called "shark" in the sound test. Same in both the US and J versions... I believe there are no differences in the soundtracks.
edit: Additionally, all the music from the rom plays much faster in emulation, and also on the console (as tested on the powerpak). It's like as if you're running a PAL game at 60fps... but I don't understand why there's a difference since the nsf is also supposed to be NTSC to begin with.
Hi, I Have some PAL music requests. I'm currently using NotSo Fatso, and while it's possible to change the speed from 60hz to 50hz, I haven't found any way to alter the pitch, which is a little lower on PAL.
If there's some way to do this in NotSo Fatso, or maybe some way to alter the nsf's, I would greatly appreciate it.
Games I'm interested in "PAL mode" are:
Anticipation
Blades of Steel
Castlevania II
Chip'n Dales
Chip'n Dales 2
Déjà vu
Ghost'n goblins
Guardian Legend
Kabuki: Quantum Fighter
Kirby's Adventure
Legend of Zelda
Magic Jewlery
Mega Man
Metroid
Robin Hood
Robocop
Rollergames
Section Z
Shadowgate
Super Mario Bros
Super Mario Bros 2
Super Mario Bros 3
Wizards & Warriors
Also, Mega Man seems to be missing part of the boss introduction song, Déjà vu the first note on many of the songs, and there's some missing tracks in Magic Jewlery. (however, getting PAL music to play correctly is higher on my wishlist)
Yeah, I noticed something weird going on with the Deja Vu music when I ripped it to mp3. (
here)
The triangle misses the downbeat in a bunch of tracks. While it plays "in time", notes will drop out sporadically every now and again. The weird part is that the original does this too in gameplay, but at different times than the nsf. It's not consistent with the looping of the track either (it'll always happen at a different part in the song). Why it gets muted for a brief pause every now and again is beyond me.
It always sounded to me like the triangle channel misses it's first note, I've heard those drop-outs too sometimes. I ripped a lot of those Kemco NSFs, I always figured it had something to do with the note being intialized (like that missing first note might happen once, but never again on the game).
It is weird and annoying though. Happens on Shadowgate too (but not Uninvited).
Try the tracks on FCEUXDSP. If that plays it right, it's likely a 4017 error.
I think I've solved my PAL music problem (sort of). I recorded the nsf's to WAV, opened them in Audacity and changed the pitch down 7.407% and then recording them to MP3. (I recorded a wave file from Nestopia to get the 7.407 number, I think that's right)
What are your guys opinions about ripping PAL versions of already existing NSF rips?
Maybe just those that we know--or are fairly certain--were originally developed on PAL hardware, or are significantly different from their NTSC counterparts (Mr. Gimmick).
BMF54123 wrote:
Maybe just those that we know--or are fairly certain--were originally developed on PAL hardware, or are significantly different from their NTSC counterparts (Mr. Gimmick).
I would agree with that.
How about a Rockman 2 Minimum NSF/NSFE? It's the only Mega Man 2 romhack I know of that doesn't have a custom soundtrack rip.
Plugged the new bank into the MM2 NSF, and it works, wadayaknow. Done.
Baseball
Crystal Mines
Death Race
Donkey Kong Classics
Double Dare
Dusty Diamond's All-Star Softball
Jeopardy! 25th Anniversary Edition
Jeopardy! Junior Edition
Street Dance
Tennis
Ultimate League Soccer
Venice Beach Volleyball
Wheel of Fortune
Wheel of Fortune - Family Edition
Wheel of Fortune - Junior Edition
Wheel of Fortune - Starring Vanna White
Yousei Monogatari Rod Land (Fix request by Bucky)
I have just released these NSFs on a site update,
HERE.
Let me know if Yousei Monogatari Rod Land plays alright for you guys. I have added the missing tune and fixed some of the tunes to continue playing past their freeze spot in some players. There still are some minor compatibility problems with this rip.
Awesome, thanks a lot!
It works just fine for me.
I still find it odd that the music plays faster in gameplay, but whatever.
Great!!!
Thanks alot Gil-Galad!
EDIT:
Hummm....
Trying to download now and just getting "page in page" when I click the link....Guess I'll try again later.
It seems that I just can't use Opera on your site...but Firefox works.
Thanks again Gil
That is really weird. I use Opera almost religiously, and even edit my site in Opera. I have never had that problem. I am using Opera 9.24, build 8816.
Perhaps some of your Opera settings are messed up, or there is a bug in the version your using.
I'm on Version 9.61 Build 10463.
...and your site used to work with Opera here.
Well, I'll play with the settings alittle.
Donkey Kong Classics is missing several tracks.
Just thought I would update the list of missing NSF's from the US game set.
Advanced Dungeons & Dragons: Hillsfar
Adventures of Rocky And Bullwinkle And Friends, The
After Burner
American Gladiators
Bandai Golf: Challenge Pebble Beach
Best of the Best Championship Karate
Bible Adventures
Bible Buffet
Blackjack
Break Time
Castle of Deceit
Championship Pool
Chiller
Classic Concentration
Cliffhanger
Color a Dinosaur
Conan: Mysteries of Time
Cyberball
Cybernoid
Deathbots
Dirty Harry
Double Strike
Dragon Power
Dudes with Attitude
F-117A Stealth Fighter
F-15 Strike Eagle
Gauntlet II
George Foremans KO Boxing
Golf
Great Waldo Search
Home Alone
Hunt For Red October
Impossible Mission II
Infiltrator
Jimmy Connors Tennis
Joshua & the Battle of Jerico
Krazy Kreatures
Little League Baseball
MULE
Mad Max
Major League Baseball
Max 15
Menace Beach
Mission Cobra
Moon Ranger
Motor City Patrol
Mutant Virus
NES Play Action Football
Operation Secret Storm
Paperboy 2
Pesterminator
Peter Pan and the Pirates
Phantom Fighter
P'radikus Conflict
Punisher
RBI Baseball 2
RBI Baseball 3
Rad Racket
Raid 2020
Remote Control
Ring King
Rock 'n Ball
Roger Clemens MVP Baseball
Rollerblade Racer
Rondball 2 on 2 Challenge
Secret Scout
Seicross
Sesame Street - Big Birds Hide and Speak
Sesame Street - Countdown
Shockwave
Short order/Eggsplode
Solitaire
Spirtual Warfare
Stadium Events
Star Trek - 25th anniversary
Star Voyager
Stealth ATF
Sunday Funday
Super Jeopardy
Super Pitfall
T&C II - Trillas Surfari
Tagin' Dragon
Terminator
Thundercade
Trog!
Trolls on Adventure Island
Ultima - Warriors of Destiny
Videomation
Wayne's world
Where in Time is Carmen Sandiego
Where's Waldo
Win, Lose or Draw
I made a small hack to Shadowgate and Deja Vu so the triangle channel wouldn't skip notes.
As it turns out, it was some kind of weird internal bug with the music engine, and in fact *not* a 4017 problem. I dunno if I somehow broke the engines in the process, but they play fine as far as I can tell.
Shadowgate
Deja Vu
There's something wrong with the rip for King Of Kings(Namco)- in song 3 (which is the overworld map music I guess) part of the melody is missing.
Thanks, Drag. Works great!
Can someone rip a rom hack of Megaman 2?
http://www.romhacking.net/hacks/132/
I've just released 15 FDS NSF rips. Some of them use the FDS channel. Enjoy and Merry Christmas!
Bishojou Mahjong Club
Famimaga Disk Vol. 5 - Puyo Puyo
Famimaga Disk Vol. 6 - Janken Disk Shiro
Ishido
Kick and Run
Lutter
Matou no Houkai - The Hero of Babel
Monitor Puzzle,The - Kineko - Kinetic Connection
Nankin no Adventure
Sailor Fuku Bishoujo Zukan Vol. 1
Sailor Fuku Bishoujo Zukan Vol. 3
Sailor Fuku Bishoujo Zukan Vol. 4
Sailor Fuku Bishoujo Zukan Vol. 5
Sailor Fuku Bishoujo Zukan Vol. 6
Santa Claus no Takarabako (Fix)
NotTheCommonDoe: I am going to be looking into messing with Donkey Kong Classics soon.
Fixed Rod Land. Both rips that existed before were from the Jap version. This fix adds 1 base theme(Scene 5 music), fixes several other themes that were crashing due to a missing bank of code, and adds the 'paused game' themes for all the tracks.
You think you could add voice samples to those games?
Bases loaded 3
Mickey series
Gauntlet 2
Sesame Street
NotTheCommonDose wrote:
You think you could add voice samples to those games?
Bases loaded 3
Mickey series
Gauntlet 2
Sesame Street
For Bases Loaded 3, If I am correct. Uses a External Chip. But Emulators require external *.WAV files to do that chip, Hap's Nes emulator ''Sega Li'' uses this trick for it's Jaleco Mapper 18
EDIT: The FC version of Bases Loaded 3 is explained above, The NES version might of used DPCM instead.
The Two Mickey games, Sesame Street series, and Gauntlet 2 uses Raw PCM, which makes the game stop until the sample is finished.
Raw PCM also is ''Incompatible'' with the current NSF format unless a New NSF format is made. Kevtris is working on a solution for this.
But Bases Loaded 3 can't use expanded audio because the NES can't produce expanded audio. As for the NSF2 format; ok.
Last year's request for Yo! Noid to be fixed is done(probably)
The Yo Noid link seems to be down last I checked. Also requesting the Rockman Unprecidented hack NSF, namely due to its kickass Wily stage song.
Yo Noid link fixed, and Rockman 2 Unprecedented ripped.
1942 (1985)(Capcom).nsf
It does write to PPU registers. Is possible to remove or mask it?
Code:
[C083] LDX $2002
[C086] LDA $D1
[C088] STA $2006
[C08B] LDA $D0
[C08D] STA $2006
[C090] LDX #$20
[C092] LDA ($2006), Y
[C094] STA $2007
[C097] INY
[C098] DEX
[C099] BNE #$F7
[C092] LDA ($C092), Y
[C094] STA $2007
[C097] INY
[C098] DEX
Fx3 wrote:
It does write to PPU registers. Is possible to remove or mask it?
Are you asking someone to fix the NSF? That seems simple to do... remove the code.
Or are you asking about how to mask the writes? Simply... ignore writes to PPU registers when you are playing an NSF.
Why is 1942 being labeled as "Capcom"? Micronics is not Capcom.
Sorry to derail the thread further, but has anyone compiled a list of all the games Micronics barfed up? I have a strange fascination with horrible programming...
BMF54123 wrote:
Sorry to derail the thread further, but has anyone compiled a list of all the games Micronics barfed up? I have a strange fascination with horrible programming...
I guess it's only a stub but there is a list on wikipedia
here.
I have the same fascination, you're not alone! Long time ago I was collecting them just so we could laugh about them. But when I moved I lost all those "great" crappy games (i.e. I had to sell all my games). A shame indeed.
I still try to do it in japan when I find something but less than before. I just need to find someday this jewel, just for the name: Foton - the ultimate game on planet earth. I'm sure it must be the best, the name says it!
Dwedit wrote:
Why is 1942 being labeled as "Capcom"? Micronics is not Capcom.
1942 (1985)(Micronics, Capcom).nsf here
Updated the 1942 play address to skip the code being complained about.
Dwedit wrote:
Why is 1942 being labeled as "Capcom"? Micronics is not Capcom.
Nor is Ikari Warriors SNK, despite the "TM and © 1986 SNK Electronics Corp." on the title screen. Can we get a language lawyer to determine what field of NSF should have the (corporate) developer if it differs from the publisher?
Dwedit wrote:
Why is 1942 being labeled as "Capcom"? Micronics is not Capcom.
I know you want to sound all knowledgeable in writing this, but you're putting the developer before the publisher. After all,
Code:
NES Music Format Spec
By: Kevin Horton khorton@iquest.net
.
.
.
offset # of bytes Function
----------------------------
.
.
.
004e 32 STRING The Copyright holder, null terminated
ugetab wrote:
Updated the 1942 play address to skip the code being complained about.
Thank you.
ccovell wrote:
Code:
004e 32 STRING The Copyright holder, null terminated
Thanks for digging it up.
Could someone rip an NSF from the NES version of American Gladiators? Thanks in advance,Xterra
Thanks. and BTW-I am not German.
Ya then you would've written schon (dot the o).
American Gladiators is missing some things, like the Wall when Gladiators are present and the Eliminator music.
Getsufuu Maden has an extra sound that plays at the beginning of each track. This problem is also present in Rainbow Islands.
Was Battletoads ripped with RAW drums, without the Nintendulator' "watch dog" thing?
EarthBound Zero/Mother 1 NSF is missing a couple tracks
Did anyone look at D-Pad Hero yet?
http://www.dpadhero.com
Should be fun, nice NES remixes of some well known songs (there are samples in Songs section of the page).
Palamedes appears to be missing a track, the ending credits music.
It can be found very quickly in the rom to hear what it sounds like-
http://www.gamefaqs.com/console/nes/code/587504.html
('View Game Endings', not the sound test)
If you select "Ending" from the unlocked menu, it starts with nsf track 8. Then when that short piece of music is over it continues onto the credits track, which isn't in the nsf.
The artist field can be filled with Kyohei Sada too
.
I found something funny about the tempo that the Moai Kun nsf plays at.
It seems to play too fast compared to the actual rom/ gameplay. It is a Japanese game and both should be NTSC, so I'm not sure what the problem is. To get the tempo in correct ballpark, I had to slow the tempo in NotSoFatso from 60 down to 45...
Artist is H. Ueko
user42 wrote:
Just thought I would update the list of missing NSF's from the US game set.
Trog!
Has anyone attempted Trog? I've just started Gil-Galad's excellent tutorial the other night (on about level 3) and trying what I've learned so far against Trog! doesn't seem to get me far.
I was hoping someone could tell me in advance if I'm wasting my time on this particular game. I've done programming, but not assembly.
I'll be finishing the tutorial regardless, but if Trog is full of really ugly or really smart tricks I should probably rip the tracks I want in WAV instead.
Trog:
8009 = Sound Init part (more related stuff around C099 on reset)
D0DA = Song Init
800C = Play related
Go for it, if you can figure out how to put this together
I will dig into this again when I get home tonight. Thank you!
I was just wondering, is there a list of "Undumpable" NES soundtracks?
user42 wrote:
I was just wondering, is there a list of "Undumpable" NES soundtracks?
There's nothing about 6502 code or the nes architecture that would render something unrippable, so I'd be happy to say that any NES game that plays sound will most certainly be rippable.
Now, difficulty on the other hand...
Any game with more than 255 music tracks.
Imagine a game that dynamically composes music, and there are more than 255 possible pseudorandom seeds.
I was under the impression that some games could not be ripped to nsf for one reason or another. If I am wrong about this, then....great.
In theory, a game "can't be ripped" to NSF if it relies on things that the NSF spec forbids, like reading music data from CHR ROM. But a ripper can relocate the data to PRG ROM to work around that. Things like continuous $4011 playback (in the latest stable spec) present more of a challenge.
In theory, a game "
can't be ripped" to SPC if it relies on continuous interaction between the 65C816 CPU and the SPC700 CPU during playback. For comparatively simple cases like Wario's Woods, which plays music as if it were sound effects, the ripper can in theory rewrite the playback engine in SPC700 assembly language, but none seem to bother. Even worse are games that stream samples into SPC700 RAM during playback, like some Square/Enix RPGs.
I have been searching for the non-FDS version of Bio Miracle Bokutte Upa NSF for some time now. I've only seen the FDS version, I can't seem to find the NSF for the regular Famicom version anywhere. I'd like to request it, pretty please.
I've located an incomplete NSF:
"Golgo 13: Top Secret Episode". I noticed that none of the NSF files I've seen floating around have the song for the final stage, where Duke is walking past the Proto Command Module. And I kinda like that track.
I hate to be asking for sh1t already since I'm new here and all, but maybe someone who knows 6502 can rectify this...
Hello there!
First time here, checked the whole techical stuff needed to rip an NSF and learning all that seems a wee bit too complex for what I need... truth be told, I just want to get 1 complete NSF to turn it to MID and then work on it for a MUGEN fullgame I'm developing (which I'ld say is 30% done already).
[We're perfectly capable of finding ROMs, thank you very much. --MOD]
Street Fighter IV [p1] by Gouder, 1993. A fun pirate hack. Has got sound test, and not that many tunes are required (11 tunes total).
Haven't seen this in any list of NSFs (UGETAB, gilgalad.arc-nova, etc.), so I guess this is a still non-ripped game.
If complete sound effects could be ripped, even better (game has sound test but I can't access this one sound the fighters do when they perform the Dragon Punch move: F, D, Punch - done by Cliff/Goho Li and Pasta/Rober).
If anyone rips this, I'll appreciate it very much and give complete credit after turning it to MID and re-working it into my MUGEN fullgame.
Thanks.
Hey, I've decided to aid on in your quest of this game. I'm sure that you probably don't want to mess with it much.
The official rip that I'm going to release only has the tunes and some of the voice samples. Unfortunately, there is a problem with these that I haven't been able to solve as you'll see when you listen to it. There are 12 tunes in this game. Also, I don't usually include sound effects in my rips. However, I have made a couple files so that you can cycle through the index and pick out what you want.
DrLove0378 wrote:
I've located an incomplete NSF:
"Golgo 13: Top Secret Episode". I noticed that none of the NSF files I've seen floating around have the song for the final stage, where Duke is walking past the Proto Command Module. And I kinda like that track.
I hate to be asking for sh1t already since I'm new here and all, but maybe someone who knows 6502 can rectify this...
I've just uncovered 4 more tunes in this NSF, I will be uploading later on.
Gil-Galad wrote:
Hey, I've decided to aid on in your quest of this game. I'm sure that you probably don't want to mess with it much.
The official rip that I'm going to release only has the tunes and some of the voice samples. Unfortunately, there is a problem with these that I haven't been able to solve as you'll see when you listen to it. There are 12 tunes in this game. Also, I don't usually include sound effects in my rips. However, I have made a couple files so that you can cycle through the index and pick out what you want.
Thanks x 10.000!
I'll be sure to add you and this whole place in both the 'Special thanks' and 'Credits' sections. Nice people like you guys is hard to find, and friendly-to-n00bz forums are even more rare.
I've already finished 10 characters and done all stages (that is sprite ripping & cleaning, recoding, animation and collision box making, and gameplay tweaking). When everything's released, I'll be sure to let you all know as well.
Thanks again.
PS: Sorry for the ROM post. Couldn't find any rules regarding that, so I thought it wuz OK. Actually, I couldn't find any rules post at all. :p
PS2: WTF? 12th tune? WOW. Now my MUGEN fullgame can have its own tune for secret stages/bosses! *drools*
Ok, I just sent you a link to the files you need in a PM. I didn't post it here because I don't want copies of the other two floating around.
Let me know if you get them and how they work out for ya.
Bippo Ernesti wrote:
I have been searching for the non-FDS version of Bio Miracle Bokutte Upa NSF for some time now. I've only seen the FDS version, I can't seem to find the NSF for the regular Famicom version anywhere. I'd like to request it, pretty please.
Look at the NSF list at UGETAB's website. There is a link to Knurek's archive there.
www.angelfire.com/nc/ugetab/
bucky o'hare wrote:
I found something funny about the tempo that the Moai Kun nsf plays at.
It seems to play too fast compared to the actual rom/ gameplay. It is a Japanese game and both should be NTSC, so I'm not sure what the problem is. To get the tempo in correct ballpark, I had to slow the tempo in NotSoFatso from 60 down to 45...
Artist is H. Ueko
Here is the fix to that game. Let me know if the tune speeds are right.
http://gilgalad.arc-nova.org/junk/MoaiKun_fix.zip
Gil-Galad wrote:
Ok, I just sent you a link to the files you need in a PM. I didn't post it here because I don't want copies of the other two floating around.
Oki doki. Will guard them a secret, safer than my life savings.
Gil-Galad wrote:
Let me know if you get them and how they work out for ya.
They worked great! You've ripped sound fx I didn't even know the game had at all (just thought the sound test + me playing every move with every char covered everything).
Your effort'll allow me to add a great retro feel to the characters.
Thanks again!
PS: Timings are great for all tunes, they are complete, etc.
Wow, dude. I'm just happy.
WIP topic of my project, in case anyone wants to check it out:
http://randomselect.piiym-net.com/forum ... topic=5069
Gil-Galad wrote:
Look at the NSF list at UGETAB's website. There is a link to Knurek's archive there.
www.angelfire.com/nc/ugetab/
Thanks, I didn't find the non-FDS version there yet, but I'm gonna check it again later. Also, props for the Moai-Kun fix, I had noticed that problem as well.
Bippo Ernesti wrote:
Gil-Galad wrote:
Look at the NSF list at UGETAB's website. There is a link to Knurek's archive there.
www.angelfire.com/nc/ugetab/Thanks, I didn't find the non-FDS version there yet, but I'm gonna check it again later. Also, props for the Moai-Kun fix, I had noticed that problem as well.
That rip is there. I downloaded the large package and looked through the NSFs.
I just made a list of the games that haven't been ripped yet. If you guys would like to help in editing this list, would be fantastic.
http://gilgalad.arc-nova.org/nsf/docume ... t(05-03-09).txt
Ah I posted this at the shizz too, but has the Japanese Maniac Mansion been ripped yet? If not I'd love to see it done! It has an alternate version of the introduction music.
bucky o'hare wrote:
Ah I posted this at the shizz too, but has the Japanese Maniac Mansion been ripped yet? If not I'd love to see it done! It has an alternate version of the introduction music.
Does this game go by a Japanese name, and if so, what is it?
Gil-Galad wrote:
Does this game go by a Japanese name, and if so, what is it?
I believe it's simply called Maniac Mansion (マニアック マンション - maniakku manshon), but it's a completely different game than the US one.
Yeah, the rom I have is simply titled 'Maniac Mansion (J)'.
bucky o'hare wrote:
Yeah, the rom I have is simply titled 'Maniac Mansion (J)'.
I finished ripping the NSF last night. The driver is different and fewer tunes. Although, I'm not sure if I got all the tunes or not, despite checking out all 16 banks.
Oh awesome, thanks!
From checking out the game briefly I was under the impression it didn't have all the individual character themes, so it'd make sense that it would have less music.
link?
I was just noticing that maybe Kiwi Kraze should be a PAL NSF rather than a NTSC NSF, so it matches the sound pitch of the Arcade/Genesis version of New Zealand Story.
Edit:
Did Nightmare on Elm Street ever get fixed? That NSF is broken.
Dwedit wrote:
I was just noticing that maybe Kiwi Kraze should be a PAL NSF rather than a NTSC NSF, so it matches the sound pitch of the Arcade/Genesis version of New Zealand Story.
Edit:
Did Nightmare on Elm Street ever get fixed? That NSF is broken.
What's wrong with Nightmare on Elm Street?
Also, what's the hash of the file?
Missing sound channels.
MD5: 6b5aa66fe667af32913804dcf1e97b79 *Nightmare on Elm St.nsf
SHA1: dcb70665c3a59e76b101e2ab7e8ed30779078211 *Nightmare on Elm St.nsf
Dwedit wrote:
Missing sound channels.
MD5: 6b5aa66fe667af32913804dcf1e97b79 *Nightmare on Elm St.nsf
SHA1: dcb70665c3a59e76b101e2ab7e8ed30779078211 *Nightmare on Elm St.nsf
Ok, I have the same file as you do. To narrow this down a bit, which tunes are missing channels and which channels are missing?
Never mind, it's just a REALLY CRAPPY ordering of the songs, which puts a glitch song as the first song. Song #19 is the correct version of Song #1.
Alright, I just released a few NSFs. You can download them at my site.
NSF Fixes
Golgo 13 - Top Secret Episode (fix request by DrLove0378)
Moai Kun (fix request by bucky o'hare)
New NSFs
Devil Man
Maniac Mansion (J) (request by bucky o'hare)
Star Wars (Namco)
Street Fighter IV (request by Lasombra_Demon)
All the remaining tracks from Donkey Kong Classics?
NotTheCommonDose wrote:
All the remaining tracks from Donkey Kong Classics?
Are you talking about sound effects?
Gil-Galad wrote:
Alright, I just released a few NSFs. You can download them at my site.
NSF Fixes
Golgo 13 - Top Secret Episode (fix request by DrLove0378)
Moai Kun (fix request by bucky o'hare)
New NSFs
Devil Man
Maniac Mansion (J) (request by bucky o'hare)
Star Wars (Namco)
Street Fighter IV (request by Lasombra_Demon)
Hey, thanks for the NSF fix! =) Finally, we have something definitive, instead of what's been floating around for years. But I can't download it -- everytime I click on it, it goes back to your homepage. How do I get it to download?
DrLove0378 wrote:
Hey, thanks for the NSF fix! =) Finally, we have something definitive, instead of what's been floating around for years. But I can't download it -- everytime I click on it, it goes back to your homepage. How do I get it to download?
Downloads fine for me. You need to disable any file managers you are using and download the file directly from my site.
Gil-Galad wrote:
Downloads fine for me. You need to disable any file managers you are using and download the file directly from my site.
I'm not using any file managers. I tried to download it in Firefox, disabled the firewall, but still nothing.
DrLove0378 wrote:
Gil-Galad wrote:
Downloads fine for me. You need to disable any file managers you are using and download the file directly from my site.
I'm not using any file managers. I tried to download it in Firefox, disabled the firewall, but still nothing.
I don't know what to tell you other than using another browser. I have my site set up to prevent hotlinking. For whatever reason, your browser is not liking it.
Left-clicking the link in Firefox 3.0.10 on Windows XP downloads it fine. What extensions do you have installed?
I have just updated the list of games that haven't had a NSF ripped yet. If you care to look at the list, you will have a preview of the future.
http://gilgalad.arc-nova.org/nsf/docume ... t(05-18-09).txt
Gil-Galad wrote:
I don't know what to tell you other than using another browser. I have my site set up to prevent hotlinking. For whatever reason, your browser is not liking it.
Never mind, I just used another computer to download it -- for whatever reason, mine's acting flaky. Thanks again for the file, it works great. =)
DrLove0378 wrote:
Gil-Galad wrote:
I don't know what to tell you other than using another browser. I have my site set up to prevent hotlinking. For whatever reason, your browser is not liking it.
Never mind, I just used another computer to download it -- for whatever reason, mine's acting flaky. Thanks again for the file, it works great. =)
Not a problem, enjoy.
Thanks for the MM rip! I do believe the title screen / introduction music is missing unfortunately. You can access it in gameplay right after the character select screen.
bucky o'hare wrote:
Thanks for the MM rip! I do believe the title screen / introduction music is missing unfortunately. You can access it in gameplay right after the character select screen.
I don't know how I missed that. I will work on it sometime today. My DSL modem is coming in today, so maybe after that. Finally, I'm upgrading!!
Cool thanks. You're the best! No rush of course, just that it's probably the only interesting track in the whole game.
A couple more things to bog you down with if you have the spare time--
Palamedes (incomplete)--
bucky o'hare wrote:
Palamedes appears to be missing a track, the ending credits music.
It can be found very quickly in the rom to hear what it sounds like-
http://www.gamefaqs.com/console/nes/code/587504.html ('View Game Endings', not the sound test)
If you select "Ending" from the unlocked menu, it starts with nsf track 8. Then when that short piece of music is over it continues onto the credits track, which isn't in the nsf.
The artist field can be filled with Kyohei Sada too
.
Moai Kun (too fast?)--
bucky o'hare wrote:
I found something funny about the tempo that the Moai Kun nsf plays at.
It seems to play too fast compared to the actual rom/ gameplay. It is a Japanese game and both should be NTSC, so I'm not sure what the problem is. To get the tempo in correct ballpark, I had to slow the tempo in NotSoFatso from 60 down to 45...
Artist is H. Ueko
Apple Town Story / Monogatari [FDS] (messed up tracks)--
Tracks 10 and 11 play the bass pulse part out of time. They are both from the same part of the game, two different tracks for when the girl plays the Famicom.
Track 12 is really odd. It's quite messed up but manages to play inconsistently for me anyways. Sometimes notsofatso will play all the way through this odd sounding track, sometimes it won't. ? Huh.
The rest should be fine.
Overlord (incomplete)--
It's a very short song, but the main menu music immediately after the title screen is missing (select enemy / play saved game screen). Some rad Jeroen Tel music.
Would it take a lot of your time to rip a NSF off Super Turrican? I wasn't able to track down a NSF of it and I just love the soundtracks. I would really appreciate your help...
bucky o'hare wrote:
Moai Kun (too fast?)--
bucky o'hare wrote:
I found something funny about the tempo that the Moai Kun nsf plays at.
It seems to play too fast compared to the actual rom/ gameplay. It is a Japanese game and both should be NTSC, so I'm not sure what the problem is. To get the tempo in correct ballpark, I had to slow the tempo in NotSoFatso from 60 down to 45...
Artist is H. Ueko
Gil uploaded a fix on his page some time ago.
Eightbit Allstar wrote:
Would it take a lot of your time to rip a NSF off Super Turrican? I wasn't able to track down a NSF of it and I just love the soundtracks. I would really appreciate your help...
This the one?
ftp://ftp.modland.com/pub/modules/Ninte ... d%20Trenz/
EDIT: I noticed that the Nuts & Milk NSF contains a weird track (track 4 on the file) that, after a while, turns back into a real track. Is this an unused track or just a glitchy rip? The NSF is also missing two tracks, the "Bonus Round" track and the other round theme.
Bippo Ernesti wrote:
Eightbit Allstar wrote:
Would it take a lot of your time to rip a NSF off Super Turrican? I wasn't able to track down a NSF of it and I just love the soundtracks. I would really appreciate your help...
This the one?
ftp://ftp.modland.com/pub/modules/Ninte ... d%20Trenz/
Thanks.
I was reading that list of games yet to be ripped and the Base Ball game (made by Nintendo) wasn't there, but I haven't yet found a rip of it. Has it been done or has it been forgotten from the list?
Bippo Ernesti wrote:
I was reading that list of games yet to be ripped and the Base Ball game (made by Nintendo) wasn't there, but I haven't yet found a rip of it. Has it been done or has it been forgotten from the list?
If you're talking about Baseball (Nintendo), yeah it's at my site. I ripped it awhile back.
Here is a quick release for you guys. I worked on this NSF for a couple of days and now it's done. This NSF weighs somewhat heavy for a commercial NSF, at 248KB decompressed.
http://gilgalad.arc-nova.org/junk/GoldenKTV.zip
Can someone redump the Earthbound Zero NSF, including all tracks? All the extra ending tracks seem to be not included (I think the only NSF that is dumped is named by it's japanese version ''Mother'')
Ah, is there an nsf for Mr. Gimmick (E / PAL)?
I'd be interested in seeing a rip of the expansion-less companion to Gimmick, I couldn't find it on arc nova or in knurek's archive.
bucky o'hare wrote:
Ah, is there an nsf for Mr. Gimmick (E / PAL)?
I'd be interested in seeing a rip of the expansion-less companion to Gimmick, I couldn't find it on arc nova or in knurek's archive.
I'll look into it soon.
I just updated the list of games that do not have a NSF.
http://gilgalad.arc-nova.org/nsf/docume ... t(06-02-09).txt
NotTheCommonDose wrote:
404 error.
http://gilgalad.arc-nova.org/nsf/documents/notrippedlist(06-02-09).txt
Obviously web boards handle URLs badly, but the whole text of the link is still staring at you in the face. Highlight, copy, paste.
If you try really, really hard...
http://gilgalad.arc-nova.org/nsf/documents/notrippedlist(06-02-09).txt
You can URLEncode the darn link and it'll work.
]url=http://gilgalad.arc-nova.org/nsf/documents/notrippedlist%2806%2D02%2D09%29.txt]http://gilgalad.arc-nova.org/nsf/documents/notrippedlist(06-02-09).txt[/url]
I think the board's software could use a bit better interpretation on the links, so this could become unnecessary. Perhaps using URLEncode on the whole text between the tags, and adding the original link text part if different?
bucky o'hare wrote:
Ah, is there an nsf for Mr. Gimmick (E / PAL)?
I'd be interested in seeing a rip of the expansion-less companion to Gimmick, I couldn't find it on arc nova or in knurek's archive.
This game is kind of funny, if you ask me. The ports to the sound chip have not been removed. Probably should have been since they are not used in the PAL game.
ugetab wrote:
If you try really, really hard...
http://gilgalad.arc-nova.org/nsf/documents/notrippedlist(06-02-09).txtYou can URLEncode the darn link and it'll work.
]url=http://gilgalad.arc-nova.org/nsf/documents/notrippedlist%2806%2D02%2D09%29.txt]http://gilgalad.arc-nova.org/nsf/documents/notrippedlist(06-02-09).txt[/url]
I think I'll try doing that the next time.
I've updated the unripped NSF list. I also just finished the unripped FDS list a moment ago.
NES/Famicom
[url=http%3A%2F%2Fgilgalad.arc-nova.org%2Fnsf%2Fdocuments%2FFDS_notripped_list(06-07-09).txt]FDS[/url]
I can get to the NES/FC list easily, but I'm having trouble trying to get to that FDS list.
NES/Famicom
FDS
It doesn't like (s or )s in the URL.
What about a NSF fix for Kaiketsu Yanchamaru 3/Kid Niki 3 for Famicom? The songs after a couple of verses sound off!
I accidently uploaded the wrong copy of Conan - The Mysteries of time. I was mailed about this and I am going to post the fixed version at the next update.
I just updated at my site, about 10 minutes early with 6 new rips and a fix for Conan - The Mysteries of Time.
* 100-in-1 Contra Function 16
* 1000000-in-1
* Adventures of Rocky and Bullwinkle and Friends
* Magic Jewelry 2
* R.B.I. Baseball 2
* UFC Ultimate Frogger Champion
Gil-Galad wrote:
* 100-in-1 Contra Function 16
They ripped that from Booby Kids. That 1st song always cracks me up, it's great.
Some other pirate carts used music ripped from Adventure Island.
Memblers wrote:
They ripped that from Booby Kids. That 1st song always cracks me up, it's great.
Some other pirate carts used music ripped from Adventure Island.
I thought that something was familiar with the music in that multi-cart, but I couldn't place what it was exactly.
Yeah and tunes like GLK Dance by FengiLi crack me up too. lol
I've decided to update early this time with 6 new NSF rips.
* America Daitouryou Senkyo
* Business Wars
* Garfield - A Week of Garfield
* Hit the Ice (Prototype)
* Urban Strike
* Where's Waldo
I have just released 6 more NSFs.
* Astro Fang - Super Machine
* Auto-Upturn
* Exerion 2
* Golden KTV
* Tenshi Tachi no Houkago
* Wakusei Aton Gaiden (National Tax Agency Demo)
The last two are from FDS games, but no expansion sound.
There was a post on another forum inquiring about nsfs for Punisher, The, and Vs. Dr. Mario.
I can see that The Punisher is on the not ripped list, but I didn't see the latter on there.
- Was Battletoads / Battletoads & DoubleDragon dumped with DMC samples, but without the "watch dog" hack on it?
bucky o'hare wrote:
There was a post on another forum inquiring about nsfs for Punisher, The, and Vs. Dr. Mario.
I can see that The Punisher is on the not ripped list, but I didn't see the latter on there.
I have Punisher, The ripped and scheduled for release. If you want me to bump it up to be released sooner, I can.
Fx3 wrote:
- Was Battletoads / Battletoads & DoubleDragon dumped with DMC samples, but without the "watch dog" hack on it?
I beleive that's the only rip out there right now, with the DMC samples.
Gil-Galad wrote:
Fx3 wrote:
- Was Battletoads / Battletoads & DoubleDragon dumped with DMC samples, but without the "watch dog" hack on it?
I beleive that's the only rip out there right now, with the DMC samples.
Where is it located?
Eightbit Allstar wrote:
Gil-Galad wrote:
Fx3 wrote:
- Was Battletoads / Battletoads & DoubleDragon dumped with DMC samples, but without the "watch dog" hack on it?
I beleive that's the only rip out there right now, with the DMC samples.
Where is it located?
Should be here in Knurek's archive.
http://nsf.hcs64.com/
Gil-Galad wrote:
bucky o'hare wrote:
There was a post on another forum inquiring about nsfs for Punisher, The, and Vs. Dr. Mario.
I can see that The Punisher is on the not ripped list, but I didn't see the latter on there.
I have Punisher, The ripped and scheduled for release. If you want me to bump it up to be released sooner, I can.
That would be cool. Thanks!
I've noticed you've done some gbs rips too. Would you accept any requests? Or should I send an e-mail to some of the other regulars from the gbs archive (kingshriek, ugetab)?
I'm not sure what the best place to ask for that is, but Neil mentioned on his site that none of his gb stuff has been ripped. Lethal Weapon 3, Rodland, and Jungle Book.
bucky o'hare wrote:
Overlord (incomplete)--
It's a very short song, but the main menu music immediately after the title screen is missing (select enemy / play saved game screen). Some rad Jeroen Tel music.
To add to this, does anyone know what's up with track 8?
Is it really supposed to never end like that? It just keeps on going, getting increasingly atonal and weird. You'll hear things 20+ minutes into it that haven't already happened...
/triple post
bucky o'hare wrote:
I've noticed you've done some gbs rips too. Would you accept any requests? Or should I send an e-mail to some of the other regulars from the gbs archive (kingshriek, ugetab)?
I'm not sure what the best place to ask for that is, but Neil mentioned on his site that none of his gb stuff has been ripped. Lethal Weapon 3, Rodland, and Jungle Book.
Right now I'm not ripping GBS rips.
I don't know any place that has a request thread for GBS music files. Maybe I may look into ripping those three soon, not sure.
bucky o'hare wrote:
bucky o'hare wrote:
Overlord (incomplete)--
It's a very short song, but the main menu music immediately after the title screen is missing (select enemy / play saved game screen). Some rad Jeroen Tel music.
To add to this, does anyone know what's up with track 8?
Is it really supposed to never end like that? It just keeps on going, getting increasingly atonal and weird. You'll hear things 20+ minutes into it that haven't already happened...
/triple post
I'll look into Overlord soon.
The only one that wasn't ripped was Jungle Book. It's just a matter of all the collective sources for GBS files being a little bit behind the times, or perhaps I'm keeping them there when it comes to my rips, since I only do the music side and some basic info, as opposed to everything it takes to make them release-ready.
Lethal Weapon 3 = Lethal Weapon, so there.
Gil-Galad wrote:
I don't know any place that has a request thread for GBS music files. Maybe I may look into ripping those three soon, not sure.
Try Other -> General Stuff forums on this site. Can't guarantee I'll do them, but if I do feel like doing some, I tend to check there first.
Gil-Galad wrote:
bucky o'hare wrote:
bucky o'hare wrote:
Overlord (incomplete)--
It's a very short song, but the main menu music immediately after the title screen is missing (select enemy / play saved game screen). Some rad Jeroen Tel music.
To add to this, does anyone know what's up with track 8?
Is it really supposed to never end like that? It just keeps on going, getting increasingly atonal and weird. You'll hear things 20+ minutes into it that haven't already happened...
/triple post
I'll look into Overlord soon.
I'm sorry about Overlord. I ripped it ages ago when I wasn't as skilled. I could find the init routines for some music, but each track played a single channel's sound only. So for each song, I inited 4 different routines, one for each channel that I could match up. Song 8 is just a glitchy mishmash of leftover channel songs that seemed to fit together. If you can fix it up, please rip away!
ccovell wrote:
I'm sorry about Overlord. I ripped it ages ago when I wasn't as skilled. I could find the init routines for some music, but each track played a single channel's sound only. So for each song, I inited 4 different routines, one for each channel that I could match up. Song 8 is just a glitchy mishmash of leftover channel songs that seemed to fit together. If you can fix it up, please rip away!
Unfortunately, I haven't had much luck with getting the missing tune to work in a fresh rip. I may try again here soon.
With the exception of one or two rips, Jeroen Tel music drivers are hard to rip. Overlord is no exception.
I noticed that in your Moai-Kun fix, the tempo in the first track is a tad too slow and the tempo in the second track is a tad too fast when I compared the NSF to the game itself.
Bippo Ernesti wrote:
I noticed that in your Moai-Kun fix, the tempo in the first track is a tad too slow and the tempo in the second track is a tad too fast when I compared the NSF to the game itself.
That's strange.
I tracked the speed adjustment variables down in the code and then included them in the initialization code, using a compare since each tune has a different speed.
I tried my hand at Overlord as well. I seriously think that there's some essentially unused musical tunes in the file. I played the heck out of that game trying to access new musical numbers, but I just can't seem to find anything more than what I've got, despite knowing some additional working song values for a fact. If you find some music that's not represented here, tell me how to access it. I'm sure I can rip music init values verbatim out of practically any save state for the game, as long as the music is playing at the time in the game. Additionally, I can debug the routines to search for.
Specifics on how I got the info is shown in the text file.
http://www.angelfire.com/nc/ugetab/
Excellent. That's certainly more complete than the last nsf. I wanted to tag an NSFE / M3U for it, do you think you could help supply track names? (I didn't have the patience to learn this game to try and beat it)-
I can see in the text file that you've identified the tracks, but as a coding n00b I'm not sure which corresponds with which track.
Track 1 = Title Theme
Track 2 = (Unnamed Jingle)
Track 3 = War Begins (Round Start)
Track 4 = (Unnamed Jingle)
Track 5 = (Unnamed Jingle)
Track 6 = (Unnamed Jingle)
Track 7 = Game Over
Track 8 = Menu
There's no need to bother with identifying sfx.
I wouldn't be surprised if there are unused tracks, that seems to be a trend with Jeroen Tel nes music. There were 6 tracks in Beauty and the Beast I couldn't find in-game (16, 17, 18, 19, 21, and 22), and 3 from Bram Stoker's Dracula (tracks 1, 2, and 3, although they're in the sound test).
I found the latter really odd, especially since those are some of the few tracks with percussion. It seems pretty clear that track 1 is a titular theme, yet the game has no music at the title or in the intro. None at the ending credits either. I'm thinking that might've been a mistake, but I don't know how you'd miss something so obvious.
Track 1 = Title Theme
Track 2 = (Unnamed Jingle)
Track 3 = Battle Failure
Track 4 = (Unnamed Jingle)
Track 5 = Battle Success
Track 6 = Hard Game Completed
Track 7 = Game Over
Track 8 = Menu
Awesome, thanks!
In Transformers: Convoy no Nazo's NSF, the stage BGM (track 3) seems to lack the "stops" in the triangle channel.
Does anyone know if "Shadow Warriors" (EU version of Ninja Gaiden) is already ripped?
Eightbit Allstar wrote:
Does anyone know if "Shadow Warriors" (EU version of Ninja Gaiden) is already ripped?
Is there any major differences between the two sound engines?
Both above done.
The Transformers game may have been an emulation issue, because I just can't hear any difference. Try FCEUXDSP, and see if it plays nice with the track. If so, there's a newer NotSoFatso (
http://nesdev.com/bbs/viewtopic.php?t=4653 ) that should play it right too.
There was practically no difference at all for the Ninja Gaiden set. I only changed out the 4 banks from C010 from Shadow Warriors(C010 * 3FE0, specifically), and all other data from the Ninja Gaiden rip was left where it was.
Gil-Galad wrote:
Eightbit Allstar wrote:
Does anyone know if "Shadow Warriors" (EU version of Ninja Gaiden) is already ripped?
Is there any major differences between the two sound engines?
- Probably no. Anyway, I'm not in the mood for 50hz playback; so, 60hz must rule the world! ^_^;;
Different DPCM samples (snare got replaced with some tom). Also it seems that this change effects the pulse channels in some tracks. The speed is nearly identical to the NTSC version.
I don't know if this matters, but as far as I can tell, Power Rangers 2 (Unl) seems to be exactly the same as Kyoryuu Sentai Juuranger (except that the title image is a bit different and the extra lives start at 7). The music doesn't seem to have been changed at all, so I was thinking if the game should be taken off the "not ripped" list.
Bippo Ernesti wrote:
I don't know if this matters, but as far as I can tell, Power Rangers 2 (Unl) seems to be exactly the same as Kyoryuu Sentai Juuranger (except that the title image is a bit different and the extra lives start at 7). The music doesn't seem to have been changed at all, so I was thinking if the game should be taken off the "not ripped" list.
Ok, I just updated my local copy to remove Power Rangers 2, as it does seem to have the same music.
Bippo Ernesti wrote:
I don't know if this matters, but as far as I can tell, Power Rangers 2 (Unl) seems to be exactly the same as Kyoryuu Sentai Juuranger
I wouldn't be surprised. The first season of
Mighty Morphin Power Rangers was based on the
Kyōryū Sentai Zyuranger TV series. But where did they get the 2? It seems to me that a game called
Power Rangers 2 would be an adaptation of
Gosei Sentai Dairanger, the series on which the second season of
MMPR was based.
It's just an unlicensed hack.
18010 - 1FE12 are identical in the 2 games, and since that's where the music banks are located, one rip doubles for the other, as is.
tepples wrote:
It seems to me that a game called Power Rangers 2 would be an adaptation of Gosei Sentai Dairanger
I wish they had one Sentai game per year like happens with the series. The NES would have seen some interesting games. I didn't like the Zyuranger one much, but the Jetman game is kinda nice. A Dairanger game would probably be interesting, but then again the NES was already starting to die by that time.
* FC-LCD-2
* Lipstick #.1 - Lolita Hen
* Lipstick #.2 - Joshi Gakusei Hen
* Lipstick #.3 - OL Hen
* Lipstick #.4 - Hakui no Tenshi Hen
* Lipstick #.5 - Stewardess Hen
* Punisher, The
I've just relased these NSFs. The Lipstick series are FDS rips. You'll notice that for each one, there are 3 repetitive tunes and 3 original, for a total of 6 tunes.
These games didn't seem to have original music added.
Mario 16 (1993) (Unl) - (Joe & Mac)
Pikachu (Unl) - (Tiny Toon Adventures)
Pikachu Y2K (Unl) - (Felix the Cat)
Pokemon Blue (Unl) [!] - (Wacky Races)
Pokemon Golden (Unl) [!] - (Tom & Jerry / Tom & Jerry and Tuffy)
Pokemon Green (Unl) [!] - (Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi!)
Pokemon Yellow (Unl) [!] - (Felix the Cat)
Rockman 7 [p1] - (Rockman 6)
Space Boy (Unl) - (Metal Fighter)
Super Mario 14 (Unl) - (Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen)
Super Mario Bros Malee 2 (Unl) [U][!] - (Super Mario Bros.)
Super Mario Bros. (Alt Levels) [p1][!] - (Super Mario Bros.)
Super Mary [p1][!] - (Super Mario Bros.)
Already ripped (?)
Choujin Ookami Senki - Warwolf (J) - (Chou Jinrou Senki - Warwolf / Werewolf - The Last Warrior)
Other
Bomberman Collection [p1] - Contains multiple versions of the original Bomberman, doesn't seem to have different music.
Street Fighter III (18 Fighter) (Unl) [!]
Street Fighter III (9 Fighter) (Unl)
Mari Street Fighter III Turbo (Unl) - These three games seemed to use the same music, though there might have been some differences between each other that I didn't notice.
Track & Field in Barcelona (E) [!] - Seems to be the same game as Track & Field. Only difference I noticed in the music was the fact that there was no tune when you failed.
Thanks a lot, Bippo. I just updated my local copy. Soon I'll be uploading the notripped list.
Bippo Ernesti wrote:
Choujin Ookami Senki - Warwolf (J) - (Chou Jinrou Senki - Warwolf / Werewolf - The Last Warrior)
Interesting, I've never seen that version of the name (with Ookami in it), just alternate spellings of Chou Jinrou Senki.
Btw, the Japanese and US versions are different. There are two different tracks and different dpcm samples for the tom. I put the complete soundtrack up
here, so you can see which tracks belong to which. I used the US version by default as I like its tom sample more, and distinguished which two were unique to the JP version.
I have news for ya, both the US and JP version have been ripped. I went and ripped Choujin Ookami Senki - Warwolf (J) and compared it to this NSF, which is identical. Werewolf - The Last Warrior JP [Chou Jinrou Senki - Warwolf]
Ah, I've noticed something funny with the Mig 29 nsf. It sounds like a lot of the triangle sounds aren't as short or staccato as they're supposed to be.
part of track 5, as heard from the rom in nestopia -
link
part of track 5, as heard from the nsf in notsofatso -
link
The nsf for Neil Baldwin's James Bond Jr plays too fast and too high pitched. I noticed this as I was getting ready to tag an NSFE for it. Can anyone fix that?
bucky o'hare wrote:
The nsf for Neil Baldwin's James Bond Jr plays too fast and too high pitched. I noticed this as I was getting ready to tag an NSFE for it. Can anyone fix that?
A semitone up and 20 percent higher BPM? Sounds like PAL music being played in NTSC mode. Does it work when you put your NSF player into PAL mode?
I'm sure that's what it is--
In nezplay (standalone), the information display labels it as an NTSC nsf and plays it as such. I don't see an option to change that, but it recognizes other PAL nsfs as being PAL, and plays those correctly.
In notsofatso, I can enable a "Force PAL" option, but it does nothing! And it plays other PAL nsfs correctly, so I wouldn't think I should have to mess with that.
So while it may just be an issue of it being played back at NTSC, it seems like something that still needs fixing with the nsf itself.
I went through the not ripped list and came up with these.
These games didn't seem to have original music added.
Batman Flash [p1] - (Monster in My Pocket)
Chip & Dale 3 (Unl) - (Heavy Barrel)
Chou Hen (J) (Joy Van) - (Galactic Crusader)
Contra Fighter (Unl) - (G.I. Joe - A Real American Hero)
Contra Spirits (1995) (Unl) - (Contra Spirits (1996) (Unl))
Darkwing Duck 2 (Unl) [p1] - (Super Contra)
Dong Fang de Chuan Shuo - The Hyrule Fantasy (Ch) - (The Legend of Zelda)
Dragon Ball (E) (PRG0) - (Dragon Ball - Shen Long no Nazo)
Dragon Ball Z - Super Butouden 2 (Unl) - (Dragon Ball Z 3 (Unl))
Dragon Ball Z IV (Unl) [U] - (Dragon Ball Z - Gekitou Tenkaichi Budou Kai)
Dragon Ninja (J) - (Bad Dudes vs. Dragon Ninja / Bad Dudes) - Could contain some differences.
Dragon Quest (Unl) - (Dragon Quest)
Dragon Quest IV (Unl) - (Dragon Quest III)
Double Strike (AVE) (V1.0) - (Twin Eagle)
Dynablaster (E) - (Bomberman II) - Could contain some differences.
FIFA 97 International Soccer (Unl) - (Tecmo World Cup Soccer)
FIFA International 2' 96 (Unl) - (Goal! Two / Goal!!)
Forcity (Unl) - (Jackal)
Ghostbusters III (Unl) - (Ghostbusters II)
Goal 3 (Unl) - (Kunio-kun no Nekketsu Soccer League)
Grand Combat (Unl) - (Chip 'N Dale's Rescue Rangers)
Gu Ba Zhan Shi Xi Hua (Ch) - (Guerrilla War / Guevara)
He Xin Wei Ji (NJ075) (Ch) - (Final Fantasy VII (Unl))
Houma ga Toki (J) - (Dr. Jekyll and Mr. Hyde / Jekyll Hakase no Houma ga Koku) - Could contain some differences.
Ji Jia Zhan Shi (Ch) - (Metal Max)
Ma Li 12 [p1] - (Yoshi's Cookie)
Mario Rider (Unl) [!] - (Top Rider)
NBA Jam 2 (Unl) [!] - (Tecmo NBA Basketball)
Night Arrow (Ch) - (Galaxian)
Pokemon 2000 (Unl) [!] - (Mitsume ga Tooru)
Pokemon II (Unl) - (Adventure Island III)
Popeye 2 - Travels in Persia (Unl) [!] - (Aladdin (Unl) / Aladdin III (Unl))
Power Rangers III (Unl) [!] - (Mighty Morphin' Power Rangers 3 (Unl))
Power Rangers IV (Unl) [!] - (Mighty Morphin' Power Rangers 3 (Unl))
Pu Nu Jing Ling (Ch) - (Mari -Ayami- Lukano AV Poker)
Qi Wang - Chinese Chess (MGC-001) (Ch) [!] - (Zhong Guo Xian Qi (Unl))
Red Arremar II (J) [!] - (Gargoyle's Quest II / Red Ariimaa) - Could contain some differences.
Reigen Doushi (J) - (Phantom Fighter) - Could contain some differences.
Sensha Senryaku - Sabaku no Kitsune (J) - (Desert Commander) - Could contain some differences.
Shin Moero!! Pro Yakyuu (J) [!] - (Bases Loaded / Moero!! Pro Yakyuu) - Could contain some differences.
Super Bros 8 (Unl) [!] - (Don Doko Don 2)
Super Contra II (Unl) [!] - (Contra)
Super Contra 6 (Unl) - (Contra Force)
Super Contra 8 (Unl) [!] - (Super Contra 7 (Unl))
Super Mario Bros 14 (Unl) [!] - (Tiny Toon Adventures 2)
Super Mario Bros 16 (Unl) [!] - (Kaiketsu Yanchamaru 2 - Karakuri Land)
Super Mario Bros 2 (Lost Levels) (Unl) - (Super Mario Bros.)
Super Mario Bros 6 (Unl) [!] - (Tiny Toon Adventures)
Super Mario Bros IV (Unl) [!] - (Armadillo)
Super Mario Bros Jurassk Park (Unl) [!] - (Joe & Mac)
Super Mario Bros. 11 (Unl) [!] - (Adventure Island III)
Super Mario Bros. 13 (Unl) [U][!] - (Whomp 'Em / Saiyuuki World 2 - Tenjoukai no Majin)
Super Mario Bros. 17 (Unl) [!] - (Chip 'n Dale's Rescue Rangers)
Super Mario Bros. 8 (Unl) [!] - (Don Doko Don 2)
Super Mario Bros. Pocker Mali (Unl) [U][!] (Crayon Shin-chan - Ora to Poi Poi)
Super Mario USA (J) [!] - (Super Mario Bros. 2 (U)) - Could contain some differences.
Super Mario World 9 (Unl) [!] - (Adventure Island II)
Super Sonic 5 (1997) (Unl) [!] - (Sonic & Knuckles 5 (Unl))
Tekken 3 (Unl) - (Tekken 2 (Unl))
Time Diver Avenger (Unl) - (Time Diver Eon Man)
Tiny Toon 4 (Unl) [!] - (Bugs Bunny Birthday Blowout / Happy Birthday Bugs)
Tiny Toon Adventures 6 (Unl) [!] - (Tiny Toon Adventures) - Could contain some differences.
Top Gun III (Unl) - (Flight of the Intruder)
Tui Do Woo Ma Jeung (Ch) [!] - (Mahjong)
Taiwan Mahjong 16 (Sachen) [!] - (16 Mahjong (Unl))
Wei Lai Xiao Zi (Joy Van) - (Metal Fighter)
Wei Luo Chuan Qi (Ch) - (Willow)
Winning Goal 5 (Unl) [!] - (J.League Winning Goal)
Yin He Shi Dai (Ch) - (Final Fantasy)
Ying Xiong Chuan Qi (Ch) - (Final Fantasy III)
Ying Xiong Yuan Yi Jing Chuan Qi (Ch) - (Dragon Quest)
Yong Zhe Dou E Long - Dragon Quest V (Ch) - (Dragon Quest II)
Yong Zhe Dou E Long - Dragon Quest VI (Ch) - (Dragon Quest III)
Yong Zhe Dou E Long - Dragon Quest VII (Ch) - (Dragon Quest IV)
Yu Zhou Zhan Jiang - Space General (Ch) - (Final Fantasy II)
Other
Bao Xiao Tien Guo (Explosion Sangokushi) (Ch)
Shang Gu Shen Jian (Ch) - These two are the same game, though I don't know if there are music differences.
Championship Rally (E)
Exciting Rally - World Rally Championship (J) - These are the same game, though I don't know if there are music differences.
Chu Liu Xiang (Ch)
Meng Huan (Ch) - These two seemed to be the same game, though there might be some changes in the music.
Colorful Dragon (Sachen)
Tagin' Dragon (Bunch) [!] - These two are the same game with no apparent differences in music.
Da Hua Xi You (Ch)
Titanic 1912 (Unl) - These two games seemed to use the same music, likely to have music differences.
Dragon Ball Z 5 (Ch)
Dragon Ball Z Super (Ch) [f1] - These two seemed to be the same game with same music, only apparent difference being that Dragon Ball Z Super (Ch) [f1] had language selection.
Fun Blaster Pak (HES) - Four games in one, contains Little Red Hood (as Red Riding Hood), Metal Fighter, Pipe 5 (as Pipe Mania) and Twin Eagle (Double Strike), doesn't seem to have different music.
Hunt for Red October, The (E)
Hunting in Red October (Unl) - These two seemed to be the same game with same music.
Mind Blower Pak (HES) - Four games in one, contains The Penguin Seal (as Arctic Adventure), Magical Mathematics (as Math Quiz), Shui Guo Li (as Jackpot) and Galactic Crusader.
Missile Tank (Ch) - Contains multiple versions of Battle City with no altered music.
Mission Cobra (Bunch) [!]
Sidewinder (HES) [!] - These two are the same game with no apparent sound changes.
Mortal Kombat 2 (Unl) [!]
Mortal Kombat 3 (18People) (YH2001) [p1]
Mortal Kombat II (Unl) [!]
Mortal Kombat II Special (Unl) [!]
Mortal Kombat III Special (Unl) [!]
Mortal Kombat V1996 Turbo 30 Peoples (Unl) [!] - These six games seemed to use the same music, though there might have some differences between each other that I didn't notice.
Samurai Shodown III (Unl)
Samurai Spirits (Rex Soft)
Wu Shi Hun (Ch) - These three games seemed to use the same music, though there might've been differences.
Shui Guan Pipe (Unl) [!] - This is Gimmick! (Mr. Gimmick) without the sound chip, apparently (technically Gimmick! with eliminated channels).
Street Blaster II Pro (Unl) [!]
Street Blaster V Turbo 20 (Unl)
Super Blaster VII Turbo 28 (Unl) [!] - These three games seemed to use the same music, might contain differences.
Super Fighter III (Unl) [!] - Seems to use the same music as the Street Fighter III games I previously mentioned.
Super Wonderful Mario 5 (Ch) [!] - The game is Super Mario Bros. 2 (U), music seems to be sped up a little.
Tank 1990 (Ch) - Contains multiple versions of Battle City with no altered music.
Ying Lie Qun Xia Zhuan (Ch)
You Ling Xing Dong (Ch) - These two seemed to be the same game, might contain differences in music.
A couple of random things
Something I noticed during playing Night Arrow, I have a Galaxian NSF, but I've never heard any of the tracks in-game. Granted I've never gotten too far in the game but still, do I have the wrong file or is there a correct rip at all?
Nuts & Milk seems to have a weird rip, track 4 sounds glitchy and the rip is missing a track (one of the stage BGMs).
I also noticed that in a multicart (8-in-1 Supergame (KY8002) [p1]) , game 6, Pocket World / Pocket Maero (Super Mario Bros. pirate) seemed to contain altered music and sounds.
Whew.
bucky o'hare wrote:
I'm sure that's what it is--
In nezplay (standalone), the information display labels it as an NTSC nsf and plays it as such. I don't see an option to change that, but it recognizes other PAL nsfs as being PAL, and plays those correctly.
In notsofatso, I can enable a "Force PAL" option, but it does nothing! And it plays other PAL nsfs correctly, so I wouldn't think I should have to mess with that.
So while it may just be an issue of it being played back at NTSC, it seems like something that still needs fixing with the nsf itself.
As speculated, it was a PAL version of the music being played back as NTSC. Not sure how the NSF came about, I just downloaded it off the net.
I no longer have the source code to that project but I trawled through the game source code and there were two binary files for the music. Turns out one was PAL and the other NTSC. I stuck a NSF header on it and copied the (rather clumsy) hack from the old NSF and so now a fixed version is up on my website (just replaced the incorrect versions of the files).
Bippo Ernesti wrote:
These games didn't seem to have original music added.
Now that I have an NSF update set up, I'm going to start working on the list again. Thanks for the help.
I have 6 NSFs for you. The first two are FDS rips with the FDS expansion channel. Bishoujo Hanahuda Club Vol.2 - Koikoi Bakappana Hen also has a girl voice sample at the beginning of the first tune.
* Bishoujo Hanahuda Club Vol.1 - Oityokabu Hen
* Bishoujo Hanahuda Club Vol.2 - Koikoi Bakappana Hen
* Casino Derby
* Corvette ZR-1 Challenge
* Mottomo Abunai Deka
* T&C 2 - Thrilla's Surfari.
I just updated the NSF notripped list. I have a few more games to iron out yet.
NES/FC
Has Otocky (FDS) been ripped yet? I don't see it on the not ripped list.
I believe there are speed issues with the Dark Man nsf, although this time I'm not so sure it's a PAL / NTSC error. It almost sounds like it (plays too fast), however, the pitch seems to be correct where it is. Running it at PAL messes up the pitch.
bucky o'hare wrote:
Has Otocky (FDS) been ripped yet? I don't see it on the not ripped list.
Gil's FDS notripped list
Otocky's on there.
Ah, I forgot there was a separate list for FDS. thanks
I wasn't aware until lately that Wakusei Aton Gaiden(National Tax Agency Demo) was a dead link. I fixed the link so that you guys can download it now. Thanks to anewuser for noticing the dead link.
I just updated 6 new NSF rips.
* Gauntlet II
* Jimmy Connor's Tennis
* Jumbo Ozaki no Hole in One Professional
* Quarter Back Scramble
* Road Runner
* Trog
Gauntlet II does not have the PCM voice samples, unfortunately.
This seems the appropriate place to request NSF Rips.
Both are Rom Hacks, so this leads to obscurity.
Mario vs Airman
Rockman 5: Wily’s Dream Space
Also, please rip the unfinished SMB3 hack by JaSp,
http://klikechange.free.fr/romhack/smb3asm/exp%20SMB3.ips
He did release it around the beginning of summer at ''Board 2'' (You should know what and where it is, If not, it is at:
http://acmlm.kafuka.org/board/
Note that the music from the above hack is bankswitched, Just a heads up
I felt that it was at least somewhat important to post this bit of updated info:
The composer for Ghoul School should be "Scott Marshall", not Garry Kitchen. I got really certain of this on the last track of said NSF.
I played through the game and tagged an NSFE for it some months back,
Ghoul School NSFE
I changed it to Scott Marshall when I tagged it, because as I recall that was the name used in the credits.
ugetab wrote:
Stealth ATF is ripped
I'm going to update the notripped list here soon.
Stay tuned, I'm going to have another NSF update sometime tonight.
Stealth ATF has looping problems.
Thanks, fixed it. I inited something, but it had to be both non-zero, and a negative signed byte in order to loop songs. I only met the non-zero condition based on the initial init used.
A day late and a dollar short, I just released 6 NSF rips.
* Bandai Golf - Challenge Pebble Beach
* Break Time - The National Pool Tour
* EarthWorm Jim 3
* Famicom Doubutsu Seitai Zukan! - Katte ni Shirokuma - Mori w
* Famicom Meijin Sen
* Star Trek - 25th Anniversary
Here is an unripped proto:
Superman (U) [Prototype].nes
ROM is at Lost Levels, A prototype of a prototype (Sunman)
Superman done, and Dragon Wars too.
I've noticed that Mega Man has the wrong boss introduction music for a while, unless there's a rip somewhere I don't know about.
Track 10, minus some of the channel muting from SFX?
I just released six NSFs.
* Impossible Mission II
* Kaettekita! Gunjin Shougi - Nanya Sore!
* Little League Baseball - Championship Series
* Mortal Kombat 4
* SD Hero Soukessen - Taose! Aku no Gundan
* Zhan Guo Qun Xiong Zhuan
Videomation done
Super Mario USA(J) and SMB2(U) are almost identical in the banks, but the DPCM for track 16 has 2 bytes changed, so I've just added that as well.
Super Mario USA track 31 (shrinking) sounds a bit strange. This appears to be in every rip of Super Mario Bros. 2 including the US version, the prototype and the one you just ripped. BTW, Konchan is the original composer for Doki Doi Panic, not Koji Kondo as he only remixed it for Super Mario Bros. 2. I don't know why people get this misconstrued.
I've also noticed some sound differences in Super Mario 3 (J). Could tyou do an entire re-rip of Super Mario Bros. 3 because of the note length issues ($4017)? (Apparently I've learned something while reading around here!)
Nope! Konchan is the original composer for Doki Doki Panic and Koji Kondo remixed it for Nintendo for Mario 2.
Sorry, NTCD, you've got to learn more about Japanese diminutives...
http://ng-stg.hp.infoseek.co.jp/gm/name ... koji_kondo
It would also help to learn about the programming world in Japan in the 1980s. Nearly everybody used nicknames and pseudonyms because a) it was the cool thing to do and b) there was pressure from one's company not to use one's real name -- because, as the specious argument went, "Why would you need to use your real name anyway, if not to promote yourself to OTHER companies, and you want to remain loyal to
US, don't you?"
On the same note, Shigeru Miyamoto sometimes wrote his name in games as "Miyahon."
err... nevermind. Never would have known that.
Uh, SMB3 4017 issues were fixed some time ago, for my copy.
http://www.angelfire.com/nc/ugetab/NSFs/
Grab it from that pack. It's been noted, checked, and fixed.
I noticed that the Peepar Time NSF seemed to lack the "Stage Intro" track.
I second the request for Wily's Dream Space.
Abster wrote:
I second the request for Wily's Dream Space.
In PM, can you tell me where to get the ROM. Then I'll take a look at it.
Knocked out Wilys Dream Space with about 8 minutes of effort.
Gil-Gilad: I would have the rom on me but it seems there's no need.
Thanks again Ugetab. but track 52 in the rip hangs up about 10 seconds in.
I matched the banks used to Megaman 5, and it seemed to work. Had to add 2 more to end the error, so no big deal.
Ok. Works like a charm now. Thanks again.
Sorry for the late response, I wanted to share appreciation for the Wily's Dream Space rip. Thanks.
Well, there's a hack called Rockman GrayZone out there. I was hoping for that NSF too. It's a RM2 hack yet again.
http://rg20.web.fc2.com/grayarea.html - This is the site with the IPS.
There's a Toy Story Pirate and the music is a rip off of the SNES version.
http://cah4e3.shedevr.org.ru/dumping_2008.php
Here is the NSF for Rockman Grayzone.
Rockman Grayzone
Here is Toy Story NSF for ya.
Toy Story
Thanks.
Ok , time for an update since I missed the last one.
Korean Igo
Nantettatte!! Baseball '91 Kaimaku Hen
Toy Story
Wisdom Boy
Xing Zhan Qing Yuan
Young Chivalry
Zhen Ben Xi You Ji
All but one of these are unlicensed games. You can get them at my website.
There seems to be an error with the Kouryuu Densetsu Villgust Gaiden nsf (aka Armed Dragon etc...). In track 1 around 15 seconds in, track 2 around 30 seconds in, and throughout tracks 7, 8 and 9, there are these weird arpeggio effects that aren't supposed to be there. Sounds like they all happen in place of where a more normal echo effect is supposed to be.
Some of these are easy to find very quickly in-game.
Track 1 - World Map
Track 2 - Opening
Track 7 - Battle Theme
The 'sleep at inn' jingle is also missing from the nsf. Not sure that counts as an error exactly (since sfx aren't included), but figured I'd mention that since a couple other jingles are included.
Here is the fix, let me know how it sounds.
Kouryuu Densetsu Villgust Gaiden
sounds perfect to me, thanks!
edit: I just noticed you added an extra track at the end. not sure if including that sfx was intentional or not, but it's not the missing jingle. Otherwise all the track fixes are sounding good.
Adding the sound effect in there was intentional, I was wondering if that was the "jingle" that you were talking about. I'll look into it again soon to see if I can locate it.
Paperboy 2 and Super Pitfall?
Gil-Galad wrote:
Adding the sound effect in there was intentional, I was wondering if that was the "jingle" that you were talking about. I'll look into it again soon to see if I can locate it.
Oh sure! It should be pretty easy to find if you're playing the translated rom. I think there's likely an inn at the first town, if not, there is one at the second and it doesn't take long at all to get there. Might require save-stating through a couple battles between the towns, but not much else.
Unfortunately, I haven't been able to add the inn jingle. In fact, I wasn't able to find it in the sound driver.
That's odd, but that's no big loss. Thanks again for cleaning up the nsf, you're the best!
I have 6 more NSFs released today. These are all licensed games, as far as I know. But not completely sure about Hoppin Mad.
Hoppin Mad
SD Gundam - Gachapon Senshi 3 - Eiyuu Senki
SD Gundam - Gachapon Senshi 5 - Battle of Universal Century
Shougi Meikan '92
Shounen Ashibe - Nepal Daibouken no Maki
Stick Hunter - Exciting Ice Hockey
You can get them at my website.
I'd like to re-request a rip of D-Pad Hero (which has only been mentioned once, a few pages ago — and oddly not by me…), and I submit
Neil Baldwin's own rip of Erik the Viking*, an old game from 1992 that was never released. Too bad, really — it sounds like it might've been cool.
*Check the bottom of the post for the link.
For those who use notsofatso or rockbox, I tagged an NSFE for
Erik the Viking.
It's an ace soundtrack!
Today, once again for an update. I have 7 NSFs for you. I have also made a new page for Public Domain (PD)/Homebrew NSFs that have been ripped from a ROM. For each NSF I have listed what section to download them from to make it easier to find said NSF.
Battle Kid - Fortress of Peril (PD/Homebrew)
Championship Rally (Licensed)
Comic Sakka Series Touma Senki #1 - Mashoujo Gakuen Iivuru (FDS)
Comic Sakka Series Touma Senki 4 - Tenkuu Ryuumaou Fukkatsu (FDS)
D-Pad Hero (PD/Homebrew)
R.B.I. Baseball 3 (Licensed)
Shu Ma Zhan Dui II[NJ006] (Shenzhen Nanjing Technology)
You can find a direct link to either NSF page in the news section on my website.
Regarding the Japanese Maniac Mansion from before, there is an in-game sound test. I seem to recall there being some pain in putting it together, not sure if accessing the sound test would help. It took me a couple tries of following these instructions, but it works.
http://www.gamefaqs.com/console/nes/code/919744.html
There's a total of 14 tracks, the current nsf has just 9. The tracks are labeled from 0-D. Here's what sound-test tracks correspond with the nsf tracks, to show which are missing:
0 - NSF 6 (Is missing the noise channel and second square wave)
1 - NSF 2
2 - NSF 5
3 - NSF 4
4 - NSF 3
5 - NSF 8 (second square wave drops out)
6 -
7 -
8 -
9 - NSF 1 (Is producing a weird hum with the DPCM channel... actually I think several tracks are)
A - NSF 7
B -
C - NSF 9 (second square wave is messed up)
D -
The "Gun Nac" NSF I have has faulty DPCM drums (low pitched?). Is there a better rip of this game?
To anybody who cares, "Sunday Funday (Wisdom Tree) [!]" contains a game called "Fish Fall" which is basically the same game with same music as "Free Fall (U) (Prototype)", so ripping Free Fall would be a little redundant. I'd like to request a rip of Sunday Funday.
EDIT: And of course "Menace Beach (Color Dreams) [!]" is the same game as "Sunday Funday" from the three games.
Yay. The rip of my game is out there... Now all we need is the actual game itself.
I believe there is an error with track 3 of Vs Excitebike (the one with 23 tracks). It is supposed to loop. In notsofatso, it freezes at the end. In other players I've tried it won't freeze, but it'll cut off anyways.
To find the track in-game, it is the 'Track Edit' tune, found after selecting the 'Vs Edit' mode from the main menu.
Today, once again for an update. I have 7 NSFs for you. For each NSF I have listed what section to download them from to make it easier to find said NSF. Merry Christmas!!
Pi Nuo Cao De Fu Su (Pirate)
SD Sengoku Bushou Retsuden (Licensed)
Sekiryuuou (Licensed)
Shougi Meikan '93 (Licensed)
Tagin' Dragon (Pirate)
Taiwan Mahjong 2(16) (Pirate)
Tanigawa Kouji no Shougi Shinan 3 (Licensed)
^thank you so much for Tagin' Dragon!
merry christmas!
also, does anyone have the Toobin NSF?
I searched the first pages of the thread where it was posted, but the links appear to be dead
You can get the Toobin' NSF from here.
http://nsf.hcs64.com/
^thanks very much! I got some that I didn't have from here!
Requests (since I don't know how to do it)
preferably the North American versions
Battle of Olympus
The Krion Conquest
Stinger
I know someone made a Tagin' Dragon NSF - I would make the NSFe if I knew how - I identified all the themes and posted the videos on YouTube
I want to make videos of the above three requests, but can't identify all the themes - I'm currently working on identifying themes from The Krion Conquest but it's difficult
The Krion Conquest and Magical Doropie have an identical music bank.
I can tell you that there's already a Battle of Olympus NSF, and if you want to identify music to an in-game area, watch the TAS of it from TASVideos.org. It will at least help you, and if you use the emulator, you can pretty much let it play until you're close to an area you'd like to check, then stop the inputs and use codes to get to where you want to be.
Battle of Olympus
http://tasvideos.org/590M.html
Krion Conquest:
http://tasvideos.org/596M.html
I'm going to do things a little bit differently for this update, as I don't really feel like updating the NSF page at my site. I'm going to start releasing the NSFs in packs, starting today.
01-01-2010
Mad Max
Mahjong Academy
Metro-Cross
Myth Struggle
Nantettatte!! Baseball OB Allstar Hen
Pipe 5
Poker
ah, I was referring to NSFes, not NSFs
I got my threads mixed up
BubbleBobble wrote:
ah, I was referring to NSFes, not NSFs
I got my threads mixed up
Here is how I would convert to NSFE. I have an older Winamp version.
Right click on the NSF name in the playlist, then click file info and then convert to NSFE, save file, then load the new NSFE into Winamp. Right click on the NSF name again and start editing the tag information. It's pretty easy once you get the hang of it.
my problem is not knowing which theme is which
Incase anyone else checks, the Stinger NSFE is up
here.
Krion Conquest should be up soon.
Ugetab's idea of letting a TAS in the emulated format play and then interrupting it if you need to check out an area more thoroughly didn't even cross my mind! That's pretty cool. I may have to start doing that. I usually just play through a game using save states (and game genie codes, if I'm lucky enough for those to exist).
^did you change the unknown theme to invincibility?
I just updated the NSF NES/FC unripped list
Here
I am making a request. There are three Eggerland games for NES/FDS
"Eggerland (FDS)" and "Eggerland: Souzou he no Tabidachi (FDS)" have been ripped, but I cannot find the last one anywhere. Is there anyone that someone could rip "Eggerland: Meikyuu no Fukkatsu (NES)" ?
Thanks
Andy
I couldn't find the NSF either, so, I ripped it.
Eggerland - Meikyuu no Fukkatsu
Some tunes are exactly like Adventure of Lolo 1, except the pitch is different.
- Was the NSF of Metroid PAL version dumped?
The Eggerland NSF has noise glitches in track 17 when using nezplug.
I have 15 PD/Homebrew NSFs that I ripped out of ROMs.
01-15-2010
bump ^_^;;
Zepper wrote:
- Was the NSF of Metroid PAL version dumped?
Gil-Galad wrote:
I have 15 PD/Homebrew NSFs that I ripped out of ROMs.
01-15-2010
Nice, I just noticed these. Years Behind is a music ROM and is missing a lot of tracks. The track in there is just the intro, all the other songs have to be uncompressed before playing (no big deal, wouldn't be an easy rip I'm sure).
Hey guys!!
I did have a few request for NSF I would really need.
If there's any information I need to provide for the games just let me know.
Also let me know if it is at all possible to rip theses for me
Seicross
Thundercade
Penguin Kun Wars
Paperboy 2
Thanks a bunch!
List o' nsfs needed:
(NES)Super Pitall
(FDS)Koneko Monogatari - The Adventures of Chatran**
(NES)Bugs Bunny Birthday Bash (Proto)***
**= AKA Milo's Adventure in my WIP Translation/Engrish fix coming soon
***= Diffrent music than the Final US and Euro versions, No Japanese Version of BBBB exists
I made a Bugs Bunny Prototype NSF by copying 2000 bytes from 14010 in the NES file to 0080 in the NSF file. Surprisingly, the music data switch just works. The player code from the final game has no problems with it.
You also need to get rid of the track remapping code by replacing 404B in the NSF file with EA EA EA. (and of course, change the number of tracks from 21 (0x15) to something else)
The short track that plays when you enter a level is cut off in-game, but complete in the NSF, about 2 seconds long, and does not exist in the final game. The track that plays when you have a power up item is missing from the prototype.
Yes, there is also a Japanese version of the game. It has identical music data to the US version.
edit: grab the
NSF here. I also included a copy of the final version with track reordering removed. This NSF is not 100% authentic, since it's using the final version's music engine, but the data from the prototype version. Seems to work perfectly though.
locke_gb7 wrote:
Hey guys!!
I did have a few request for NSF I would really need.
If there's any information I need to provide for the games just let me know.
Also let me know if it is at all possible to rip theses for me
Seicross
Thundercade
Penguin Kun Wars
Paperboy 2
Thanks a bunch!
Actually I have not yet played Paperboy 2 on NES, is it really a different game? Does it have the same music as the first?
I've never played Paperboy 2 on NES, but the Super NES version of PB2 (U) that I rented has differences from PB1 on NES:
- Different music (different composition, not just arranged for the more powerful APU).
- Its graphics flip horizontally halfway through the stage to represent houses on the other side of the street.
- Two different skins (male or female).
- Mailbox target is drawn clearly.
I checked against
youtube: paperboy 2 nes, and the NES version appears to match what I remember of the Super NES version, though IMHO the music (Super NES version heard
here) was simplified far more than what was necessary to fit it on the 2A03's APU.
Memblers wrote:
Gil-Galad wrote:
I have 15 PD/Homebrew NSFs that I ripped out of ROMs.
01-15-2010Nice, I just noticed these. Years Behind is a music ROM and is missing a lot of tracks. The track in there is just the intro, all the other songs have to be uncompressed before playing (no big deal, wouldn't be an easy rip I'm sure).
I noticed that the other demo was the same way, that's why I didn't try to rip it. I didn't notice that Years Behind had more tunes. I will look into it soon and try to rip the rest, if I can.
I've tried to rip Paperboy 2 and Super Pitfall a few times, failed miserably!
I may try to rip them again. However, I've been busy with my other translation hacking projects lately.
Ok, I'm a few days late for an update. But here it is.
02-01-2010
As it stands, looking at my folder of rips, I have enough to last until 05-15-2010 (unless I manage to rip more). At the rate of releasing updates twice a month.
President no Sentaku
Thunder Warrior
Thunderbolt 2
Titan
Universe Soldiers, The
Xi Tian Qu Jing II
Xiao Au Jiang Wu
locke_gb7 wrote:
Hey guys!!
I did have a few request for NSF I would really need.
If there's any information I need to provide for the games just let me know.
Also let me know if it is at all possible to rip theses for me
Seicross
Thundercade
Penguin Kun Wars
Paperboy 2
Thanks a bunch!
Thanks for the info
Yeah I checked on the list of NSF that are not done and all of the above are on it.
Penguin Kun Wars by the way is a small but quite fun funny little game lol
you guys should try it sometime
Super Pitfall should be complete. I messed with ripping it quite a while ago, but didn't feel like extracting the song init data at the time.
http://www.angelfire.com/nc/ugetab/
I had forgotten a game I needed the NSF for in the below list.
Seicross
Thundercade
Penguin Kun Wars
Paperboy 2
The other game is
Short Order - Eggsplode
Thanks in advance : )
I have six NSFs to release today.
02-15-2010
Chess Academys
Chinese Kungfu
Dong Dong Nao II - Guo Zhong Ying Wen
Huge Insect
Mahjan Samit Kabukicho Hen
Mahjong Academy
These are all Sachen NSF rips.
Thanks for all the rips.
Here are a few that I am currently looking for.
Chiller
Cliffhanger
Double Strike
Shockwave
Shockwave is on it's way for release on 03-15-2010.
Good to hear.
03-01-2010
Mei Nu Quan (Honey Peach)
Rockball
Rocman X
Strike Wolf (MGC-014)
Super Pang
World Hero
These are the NSFs that I released today.
Hyia, theres a couple more games I need NSF for that are in the NOT list
so I figured I'd rewrite my list more neatly
I hope I"m not being difficult, it's just I realized that I had this 52 in 1 cartridge as a kid and thoese two are the only ones missing ^_^
Gyrodine (J)
Front Line (J)
Seicross (J) (PRG0) [!]
Thundercade (U) [!]
Penguin-kun Wars (J)
Paperboy 2 (U) [!]
Short Order - Eggsplode (U) [!]
Again thanks a million!
- A bump: could someone rip the PAL version of Metroid?
Paperboy 2 ripped. Didn't bother with SFX, and only 1 song found from my attempt.
ugetab wrote:
Paperboy 2 ripped. Didn't bother with SFX, and only 1 song found from my attempt.
Awesome, where can I get the file ?
From my website, of course.
Sorry about the delay, I just got out of the hospital, so this update was delayed.
I have seven NSFs to release this time
HERE
Chou Hen
Chu Da D
Chu Han Zheng Ba - The War Between Chu & Han
Shockwave
Shu Qi Yu - Zhi Li Xiao Zhuan Yuan
Snowboard Challenge
Street Fighter V (20 Peoples)
Gil-Galad wrote:
Sorry about the delay, I just got out of the hospital, so this update was delayed.
I have seven NSFs to release this time
HEREChou Hen
Chu Da D
Chu Han Zheng Ba - The War Between Chu & Han
Shockwave
Shu Qi Yu - Zhi Li Xiao Zhuan Yuan
Snowboard Challenge
Street Fighter V (20 Peoples)
oh no, are you ok buddy?
Yeah, I'm fine now. I had my gall bladder removed because it was inflamed really bad and possibly had stones in it.
Well get well soon, don't work too hard
Yeah had my appendix out last year myself.
Ouch, that sounds rough! Hope you're feeling ok.
Get well!
There seems to be an error with the Untouchables NSF. The triangle wav is more staccato and 'bass-y' in-game. I think some notes come out higher and 'effectless' in the nsf. Quick comparison to be made is track 5 (you hear it shortly after pressing start at the main menu). Another is track 6 (the first level).
Anyone happen to have or know where I can get my hands on Megaman 1 & 2 with the sound effects included?
Vanya wrote:
Anyone happen to have or know where I can get my hands on Megaman 1 & 2 with the sound effects included?
None exists. If you want to make a NSF for yourself. Select the bank out of the ROM and prepend a NSF header to it. The addresses are 8000/8003/8000 respectively. You need to write some code and add a look up table.
locke_gb7 wrote:
Hyia, theres a couple more games I need NSF for that are in the NOT list
so I figured I'd rewrite my list more neatly
I hope I"m not being difficult, it's just I realized that I had this 52 in 1 cartridge as a kid and thoese two are the only ones missing ^_^
Gyrodine (J)
Front Line (J)
Seicross (J) (PRG0) [!]
Thundercade (U) [!]
Penguin-kun Wars (J)
Paperboy 2 (U) [!]
Short Order - Eggsplode (U) [!]
Again thanks a million!
Hey guys, from my long excessive list of requests above, the one I would need soonest is Thundercade (U) [!], My Friend happens to also want the music from it as well lol
Hey Gil-Galad, hows the recovery?
locke_gb7 wrote:
Hey Gil-Galad, hows the recovery?
I'm doing a lot better now. The pain is completely gone and the doctor said I was cured.
I'm way behind on my updates due to lazyness. Now, I have an update that was supposed to be in April. I do have a couple more packs to release.
HERE
AGCI Test Cart
Death Race
Futebol
Lin Ze Xu Jin Yan
Papillon
Um Chi
The first two NSFs are from American Game Cartridges Inc.
I've been trying to list out unreleased NES games, and NES games where prototypes have been discovered with different music. As for the latter, the only two I know of are Batman and DuckTales, and those already have NSFs. For the former, I couldn't find NSFs for the following after a quick search-
-Bashi Bazook: Morphoid Masher
-Dragon Wars
-Escape From Atlantis
-Exerion (I'll have to double check, but I believe the one I have is the commercial JP version)
-Free Fall (*read below)
-Happy Camper (*read below)
-Hit the Ice
-Mike Ditka's Big Play Football
-Squashed (*read below)
-Tower of Radia
-Uforce Power Games
bucky o'hare wrote:
-Free Fall
-Happy Camper
-Squashed
Free Fall is to be under Fish Fall via the 3-in-1 Cart (Menace Beach/Sunday Funday, 4Him The Ride and Fish Fall) by Wisdom Tree/Color Dreams,
Happy Camper, Has no ROM released. So you are out of luck
Squashed already has a NSF: Ninja Jajamaru - Ginga Dai Sakusen
http://www.arc-nova.org/chiptunes/NSF/N/Ninja%20Jajamaru%20-%20Ginga%20Dai%20Sakusen.7z
Thanks for Arc-nova for the archive of NSFs, 7zip Required.
Uforce Power Games is ripped on my site. I also ripped Hit the Ice.
I didn't have any luck ripping Free Fall or Happy Camper.
Request:
Title music from Nintendo M82 store kiosk.
I'm pretty sure it was done by Hip Tanaka, because it sounds a LOT like Kid Icarus.
Hi guys, got a chance to take a look at my requests?
Just wondering
drk421 wrote:
Request:
Title music from Nintendo M82 store kiosk.
I'm pretty sure it was done by Hip Tanaka, because it sounds a LOT like Kid Icarus.
The NSF is ripped for M82 Game Selectable Working Product Display. Just look for the link Old NSFs and then download the set that has a set fixed for $4017 writes.
http://www.angelfire.com/nc/ugetab/
PLEASE PLEASE PLEASE!!!
Rip Dirty Harry's NSF. I want it really bad.
I thought I'd release another NSF pack.
Cliffhanger
Demogorgon Monk
Di Dao Zhan
Dirty Harry - The War Against Drugs
Home Alone
Wayne's World
A couple of these NSFs have problems between players though.
You can get them
HERE
I heard that most of the games I posted a request for bellow by a friend who is learning how to rip NSF are problematic and apparently Front Line doesnt have any music
Is there really a problem with most of my requests or is he just a n00b
Gyrodine (J)
Front Line (J)
Seicross (J) (PRG0) [!]
Thundercade (U) [!]
Penguin-kun Wars (J)
Paperboy 2 (U) [!]
Short Order - Eggsplode (U) [!]
I haven't heard any music in Front Line, which makes me wonder why you want that one ripped. Have you found any music in the game? lol
I've tried some of those and haven't been able to rip them. Short Order - Eggsplode, I got it to play but some of the channels are missing. Of course I ain't going to release a rip like that.
I may try them again soon. Right now I'm in the middle of ripping a multi-cart with 20 games. Asder 20-in-1.
Be patient though, because I'm the only one ripping right now. Sometimes ugetab comes along and rips one or two.
If you'd like to try ripping them yourself, I can guide you through some of the basics, but you'll still have to figure out how to get the rip done.
Hey thanks man we really appreciate your hard work
Yeah I double Checked Front Line lol not a single tune XD
I wish I could try it myself, I read some of the tutorials out there, but I'm no programmer, especially not assembly! I think think it would b possible, thoguh if you had any pointers on where to start, It would be appreciated
locke_gb7 wrote:
Hey thanks man we really appreciate your hard work
Yeah I double Checked Front Line lol not a single tune XD
I wish I could try it myself, I read some of the tutorials out there, but I'm no programmer, especially not assembly! I think think it would b possible, thoguh if you had any pointers on where to start, It would be appreciated
To start, it's pretty simple.
1.) Make a NSF directory, make sub-directories with emulators, etc.
2.) Gather tools
3.) Get some documents
4.) Get some ROMs you want to work with
5.) Load ROM in a emulator with a debugger. Set write breakpoints to $4000 - $4008. Dump PRG-ROM $8000 - $FFFF. Works for one bank drivers. Disassemble that bank with DCC6502.
6.) Load file in a hex editor, prepend NSF header. Become familiar with the NSF spec.
7.) Track down Play address in the NMI interrupt or through the stack at $0100 - $01FF.
8.) Track down init address by examining reset code and the sound driver code. May take some effort to track the init down. Sometimes you have to write code for those that don't have the usual init routine.
9.) Write code for init and/or play and then load up in favorite NSF player. Test the NSF rip thoroughly in different players and examine the code so that it conforms to the NSF spec. Make sure the tunes are arranged.
For now, learn what JSR, RTS, JMP, LDA (various address modes), STA (various address modes) these opcodes mean for starters. Then learn the rest as you go along.
Learn hexadecimal and binary numbers. Get a NES memory map and know the difference between ROM and RAM.
Lean about the NES audio hardware registers. Learning the other registers will help because then you know the audio code will not be in that area, more than likely.
There is a lot more to it, but that's the very basics. Any questions?
This is not the thread to talk about NSF tutorial but Just wanted to ask, would it be referable for me to brush up on programming concepts first? and maybe try and learn as much assembly as possible?
locke_gb7 wrote:
This is not the thread to talk about NSF tutorial but Just wanted to ask, would it be referable for me to brush up on programming concepts first? and maybe try and learn as much assembly as possible?
You can also make a new thread if you like. Maybe others will join in too, they usually help people that want to learn.
It wouldn't hurt for you to brush up on programming concepts, I think. I didn't bother to learn all that stuff at first. I only wanted to hack ROMs, lol. Of course, a lot of that stuff came later anyways.
I do suggest that you read these documents
Assembly in One Step and
Programming the 65816
The first one is short and easy to follow and is strictly 6502. The second one covers 6502, 65C02, 65802 and 65816. It covers all those CPUs quite well and covers a lot of basics. Be prepared for a long read for this document.
If one has written his own NES music player, will that help him recognize and isolate music players in NES games?
tepples wrote:
If one has written his own NES music player, will that help him recognize and isolate music players in NES games?
Oh yeah, most certainly.
The only thing is that everyone writes their own music driver differently as can be expected. Also, you're dealing with a raw disassembly which makes it a bit tougher. Who knows, you might even pick up some new methods from examining other code.
King Pepe e-mailed a NSF request for Harry's Legend. Harry's Legend was part of a collection of four games and I decided to rip one of the others too.
Harry Potter
Harry's Legend
Harry Wrestle
bucky o'hare wrote:
Ah, I've noticed something funny with the Mig 29 nsf. It sounds like a lot of the triangle sounds aren't as short or staccato as they're supposed to be.
part of track 5, as heard from the rom in nestopia -
linkpart of track 5, as heard from the nsf in notsofatso -
link
Just thought I'd bump this, since I had a request to sample the soundtrack.
There's also a similar error with The Untouchables.
Another NSF update.
[NJ098] Zui Zhong Huan Xiang IV Guang Yu An Shui Jing Fen Zheng
[NJ099] San Guo Da Luan Dou Zhan Guo
Boogerman II - The Final Adventure
Harry Wrestle
Harry's Legend
Panda World
Super Shinobi
You can get them
HERE
Hey guys, can we request a missing track ?
If so, I was looking for a song from Side Pocket.
I downloaded the NSF for it and I saw that the Bonus Shot Theme was missing.
Thanks again!
Could you give me a wav of it. I'm not getting any bonus shots. lol
I just updated my site with a bunch of new rips and a couple fixes.
168-in-1 (menu)
Castelian (fixed)
George Foreman's KO Boxing
Hunt for Red October,The
Infiltrator
Pulsar no Hikari - Space Wars Simulation (FDS)
Seicross
Sesame Street - Big Bird's Hide and Speak
Star Wars (fixed)
Tekken 2 (fixed)
Thomas the Tank Engine and Friends (fixed)
Seicross! YAY thanks man !! I'll try to get that wav to you for Side Pocket
Gil-Galad wrote:
Could you give me a wav of it. I'm not getting any bonus shots. lol
Found it, it happens after you pass the first level in 1 player mode.
heres the link to the wav file you requested
http://www.nes-snes-sprites.com/Uploads ... yLevel.wav
thanks!
Nintendulator won't play the Big Bird nsf.
Oops. I forgot to remove the routines out of there that I was using to block the rest of the ROM off when I was hacking it. Of course Nintendulator doesn't like them. Here is the fix. Thanks for telling me about it.
Big Bird Fix
Thanks Gil-Galad.
Listen to the first 8 seconds of track 1 of Big Bird's Hide and Speak, then listen to track 1 of
Faceball 2000 (Super NES version) starting at 0:48. Coincidence? How many nice days can you have before the sun goes down?
That's hilarious. lol
It probably is a coincidence since Big Bird was composed by Nick Scarim and Faceball 2000 was composed by George Sanger(unless the songs were ported)(I don't know much about the game). It wouldn't surprise me if George Sanger was thinking about that song when he composed it. He can be a real goofball sometimes.
Alright, here is the fix to Side Pocket and the missing song. I think it was excluded because the first part of the song sounds the same as another.
Side Pocket fix
Gil-Galad wrote:
I think it was excluded because the first part of the song sounds the same as another.
I think I know what you mean, sounds like the area champion theme a bit.
thanks so much dude!!! Really appreciate it
Gil-Galad wrote:
It probably is a coincidence since Big Bird was composed by Nick Scarim
An arrangement of the original
by Joe Raposo in 1969. (
Listen)
Sciuto or Cadabby?
That's a pretty cool video of Sesame Street. I guess Joe Raposo is the real composer. I didn't do much research on it.
Yeah, Kent Hansen mailed me and asked me to rip both D-Pad Hero games and so it is done. You can get them both at my site on the news page.
Gil-Galad wrote:
I just updated my site with a bunch of new rips and a couple fixes.
Nice! Thanks alot.
By my count there are now less than 60 nsf's missing from the US released games.
Keep up the good work!
Since Gil-Galad suggested it, here's a list of the NSFs I request. If anyone rips it and doesn't know the composer I will put their name down:
FIXES:
Game - Composer
Pac-Mania - Paul Mudra (Ending song does not play properly.)
Paperboy 2 - Hal Canon? (A song is missing)
Rocketeer - Dave Hayes, George Sanger "The Fatman" (A song is missing)
Swamp Thing - Mark Van Hecke
RIPS:
AD&D Dragons of Flame - Seiji Toda?
AD&D Hillsfar - Mark Cooksey?
Remote Control - John Spence/Mike Riedel?
Win Lose or Draw - Mike Riedel/John Spence?
Actually, if I could make one request, I would really like the nsf for "M.U.L.E."
Thanks in advance.
I went on the site but which subsection are these into exactly couldn't find them :S
Gil-Galad wrote:
I just updated my site with a bunch of new rips and a couple fixes.
168-in-1 (menu)
Castelian (fixed)
George Foreman's KO Boxing
Hunt for Red October,The
Infiltrator
Pulsar no Hikari - Space Wars Simulation (FDS)
Seicross
Sesame Street - Big Bird's Hide and Speak
Star Wars (fixed)
Tekken 2 (fixed)
Thomas the Tank Engine and Friends (fixed)
You can download those NSFs on the "News" page from the left menu of my site. I've been doing it like that for awhile now because I've been lazy updating the new NSF page as it's getting really big.
My friend ask me for the tunes from Ai Senshi Nicol, I believe Stage_06 music is missing. Would it be really tough to get? I understand this stuff is damn hard to do but if it's at all possible, that would be great.
Stage 6's theme is just Stage 2's theme without the intro.
Dwedit wrote:
Stage 6's theme is just Stage 2's theme without the intro.
That is awesome, will save me a lot of time lol thanks for the clarification
You add 3 to the song number to skip the intro on Level 2's music.
Level 1 also has an alternate song number to skip the intro by adding 3 to the song number.
Only those levels have intro-free versions available by adding 3 to the song number.
The reason you add 3 is because the song number maps to a single channel of a song, some songs have the tops bits of the channel selection byte set so that it indicates how many channels the song has. It uses the subsequent channels.
Oh yeah, one of the sound effects in the NSF rip is invalid, it's just the second channel of a different sound effect.
Hey there, was curious to know what goodies are being worked on right now in the awesome world of NSF : )
you all have a good one!
I'm always working on something. However, due to the fact that we are getting down to the bottom of the barrel, it's getting more difficult to extract music drivers out of games. But I do have a few coming up soon that I'm going to release. I just haven't gotten around to it yet. I've also been working on my video game source code collection.
I've just updated some NSFs to my web site. I'll say it again though, the NSFs are updated in a pack from now on, on the news page. The news page can be accessed from the left-hand menu. Sesame Street Countdown will not play in all players. It will play on many, including Nintendulator. It will not play on Nestopia. I'm not sure if I got all the tunes in Short Order Eggsplode. The music was just so annoying to me that I couldn't stand listening to it anymore.
AD&D DragonStrike - Fixed
Beat n Box
Blade Buster
Castle of Deceit
Master Shooter
Sesame Street Countdown
Short Order Eggsplode
Famicom LCD 14-in-1 Study - ADD
Famicom LCD 14-in-1 Study - Concert
Famicom LCD 14-in-1 Study - DEV
Famicom LCD 14-in-1 Study - Goblet Tower
Famicom LCD 14-in-1 Study - Trizone Combat
Famicom LCD 14-in-1 Study - Magic Card
Famicom LCD 14-in-1 Study - Math Game
Famicom LCD 14-in-1 Study - MUL
Famicom LCD 14-in-1 Study - Porter
Famicom LCD 14-in-1 Study - Puzzle
As usual, you can download them from my web site.
haha thats funny lol there ARE some soundtracks that have terrible soundtracks like that that you can barely stand it lol
Gil-Galad wrote:
I've just updated some NSFs to my web site. I'll say it again though, the NSFs are updated in a pack from now on, on the news page. The news page can be accessed from the left-hand menu. Sesame Street Countdown will not play in all players. It will play on many, including Nintendulator. It will not play on Nestopia. I'm not sure if I got all the tunes in Short Order Eggsplode. The music was just so annoying to me that I couldn't stand listening to it anymore.
AD&D DragonStrike - Fixed
Beat n Box
Blade Buster
Castle of Deceit
Master Shooter
Sesame Street Countdown
Short Order Eggsplode
Famicom LCD 14-in-1 Study - ADD
Famicom LCD 14-in-1 Study - Concert
Famicom LCD 14-in-1 Study - DEV
Famicom LCD 14-in-1 Study - Goblet Tower
Famicom LCD 14-in-1 Study - Trizone Combat
Famicom LCD 14-in-1 Study - Magic Card
Famicom LCD 14-in-1 Study - Math Game
Famicom LCD 14-in-1 Study - MUL
Famicom LCD 14-in-1 Study - Porter
Famicom LCD 14-in-1 Study - Puzzle
As usual, you can download them from my web site.
hello all. i've lurked here off and on for a long time, but i figured registering here would be the best way to get some NSF requests fulfilled
anyway, i wanted to request a fix. the NSF for Chaos World is missing the Ending music. i checked every track in the NSF, including all the sfx, and it was definitely not in there
thanks in advance
Can you give me a savestate of the screen before the ending music starts playing? I'd prefer that you not use Nestopia. Thanks. FCEUX or FCEU MOD would be fine.
EDIT:
I dismantled the ROM and found another driver in bank 0D. If this is it, let me know and then I can merge it with the main driver.
Bank 0D
that's the one. thank you so much
Alright, it's time to release some NSFs. I've been kind of lazy lately so there has been a delay. You can get them on my site in the news section.
* Advanced Dungeons & Dragons - Hillsfar
* Bing Kuang Ji Dan Zi - Flighty Chicken
* Blodia Land - Puzzle Quest
* Championship Pool
* Chaos World - fix
* Crime Busters
* M.U.L.E.
* Mortal Kombat II
An odd thing about AD&D Hillsfar (or the player). "Don't wait for play return" has to be unchecked in order for the first tune to play if you use NotSo Fatso. It plays fine in all the other players I have.
Ok, I'm excited now. Only one more to rip in the Advanced Dungeon & Dragons set.
Hi, is Thundercade and Gytomite some of those really hard ones to rip?
Kabuki Quantum Fighter is missing one song.
Uploaded it here:
http://www.mediafire.com/?jmcmvv2b7wqa6b3 (PAL version)
Gil-Galad wrote:
Alright, it's time to release some NSFs. I've been kind of lazy lately so there has been a delay. You can get them on my site in the news section.
* Advanced Dungeons & Dragons - Hillsfar
* Bing Kuang Ji Dan Zi - Flighty Chicken
* Blodia Land - Puzzle Quest
* Championship Pool
* Chaos World - fix
* Crime Busters
* M.U.L.E.
* Mortal Kombat II
An odd thing about AD&D Hillsfar (or the player). "Don't wait for play return" has to be unchecked in order for the first tune to play if you use NotSo Fatso. It plays fine in all the other players I have.
Ok, I'm excited now. Only one more to rip in the Advanced Dungeon & Dragons set.
thanks again for Chaos World. now i can make a complete NSFE for it
I hate to request this, but I'd really like to see a torrent with all the best versions of the NSFs out there. With NSFs being fixed left and right, and some having added song remapping tables, some having the sound effects preserved and others not, and still others being NSFe tagged, it's really hard to tell what the best versions are out there.
It would be nice if someone volunteered to do it. I'm already busy enough with the ripping and doing other stuff for the most part. Knurek was updating his archive frequently, but I haven't heard from him in quite awhile.
It would even help if someone wrote a utility similar to the Good tools.
Hey, does anyone know where ugetab is? I sent him a few messages and he's never replied.
Thanks
Is it only in the PAL version?
Teppic wrote:
Kabuki Quantum Fighter is missing one song.
Uploaded it here:
http://www.mediafire.com/?jmcmvv2b7wqa6b3 (PAL version)
locke_gb7 wrote:
Is it only in the PAL version?
No. It's in the cutscene after the forth level.
I would also like if this NSF could get a fix for the song mentioned
Teppic wrote:
locke_gb7 wrote:
Is it only in the PAL version?
No. It's in the cutscene after the forth level.
Big THANKS Gil-Galad for the MULE rip.
Knurek's NSF is down, it give me the following error. Is there anywhere else the majority of NSF are stored?
Forbidden
You don't have permission to access / on this server.
Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.
locke_gb7 wrote:
Knurek's NSF is down, it give me the following error. Is there anywhere else the majority of NSF are stored?
Forbidden
You don't have permission to access / on this server.
Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.
I'm guessing that directory listings have been disabled. I'm going to try and contact the administrator about it.
Theres a song in Dig Dug that I clearly remember, it is not in the latest NSF file and I cannot seem to find it in the game, it was like an alternate version of a main theme, it plays during normal gameplay but I cannot find it anywhere? lol I could even play it on the piano if I need to unless someone else remembers
All I remember is that it usually plays right after Track #8 on the most recent NSF, like track 8 plays then that other song im thinking of plays after it.
Never Mind lol it was in Dig Dug 2 >_<
locke_gb7 wrote:
Theres a song in Dig Dug that I clearly remember, it is not in the latest NSF file and I cannot seem to find it in the game, it was like an alternate version of a main theme, it plays during normal gameplay but I cannot find it anywhere? lol I could even play it on the piano if I need to unless someone else remembers
All I remember is that it usually plays right after Track #8 on the most recent NSF, like track 8 plays then that other song im thinking of plays after it.
Was Bible Adventures ever ripped?
Hey guys, were the following games done yet? I found Dragon Strike and Hillsfar but I can't find the other 3?
Advanced Dungeons & Dragons - Dragons of Flame
Advanced Dungeons & Dragons - Heroes of the Lance
Advanced Dungeons & Dragons - Pool of Radiance
For all those that are curious about what's ripped and what ain't, here is an update of those that ain't ripped yet. I've tried my best to keep it up to date and accurate as possible. However, it is possible that something is not listed here. This list does not include FDS NSFs. I have a separate listing for those as it's easier for me to keep track of. I'm going to update that list later on.
2011 NSF Unripped List
Bible Adventures hasn't been ripped yet. All AD&D games except for Dragons of Flame have been ripped.
The only thing I noticed missing from the unripped list is "Chiller (U)"
Also I see on the list...
Color A Dinosaur (U) [Gil-Galad][04-01-2010]
But I downloaded the [04-01-2010] pack and it was not there. Can you tell me where to find it?
Ooops, I accidentally dropped that NSF in the wrong folder. Here it is.
Color A Dinosaur
I removed Chiller because I did not find any music in the game. If there is music in the game, let me know.
Gil-Galad wrote:
Ooops, I accidentally dropped that NSF in the wrong folder. Here it is.
Color A DinosaurI removed Chiller because I did not find any music in the game. If there is music in the game, let me know.
Thanks.
I loaded the Chiller rom and there is some music. It is just some slow "death march" kind of tune but there is something there.
Hey there! I know you will probably hate me for this but there is one track I needed from that horrible game you hate
Short Order Eggsplode, it plays during the Burger stacking game, it's one of the two main tunes I believe..
IT is not a request for myself but my cousin really enjoyed that game some reason and really wants me to give him the soundtrack :/
I totally agree with you that the music is probs the worst of all lol but I owe him one so I thought I'd ask :S
locke_gb7 wrote:
Hey guys, were the following games done yet? I found Dragon Strike and Hillsfar but I can't find the other 3?
Advanced Dungeons & Dragons - Dragons of Flame
Advanced Dungeons & Dragons - Heroes of the Lance
Advanced Dungeons & Dragons - Pool of Radiance
Gil-Galad ripped all of them, and they've been around for a long time, well, except Dragons of Flame. He recently ripped Hillsfar. Heroes of the Lance and Hillsfar don't have credits, but Heroes of the Lance is Seiji Toda, and Hillsfar sounds like it could be the work of Junko Tamiya, but I'm not 100% sure.
Dragons of Flame does have credits and Takeshi Yasuda and Hitoshi Sakimoto are the composers. DoF uses a DPCM sample in its songs. I went through the whole game. Thankfully, more times than not, the music does not contain digitized instruments.
The NSF rip of Rocman X (Sachen) has 2 repeated tracks. Please fix the NSF.
Track 2 = Track 9
Track 3 = Track 8
Now I have a request, to anyone who can rip NSFs,
I would like Rollerblade Racer. I want the instruments from it (I know how to 'rip' instruments from the game.) I went through the game and it does have credits, but it doesn't say who the composer is, but I'm pretty sure it's Doug Brandon because he did all of the other games by Radiance and it sounds like his work.
NSFs are much like a game, except the header is 128 bytes instead of 16, they use a different mapper, and their reset vector and play vector aren't at $FFFC and $FFFA but instead inside the header. How do you ordinarily rip instruments?
I use NSF2MIDI and open the MIDI in the sequencer and there's the instrument.
I found a few games that have missing tracks, hope we can get them fixed if possible.
[Short Order] - Eggsplode - Burger Game
[Kabuki Quantum fighter] - Cutscene Theme (as mentioned by another user)
[Obocchama-kun] - a Theme that plays when a weird dude flails around on the floor in front of a character on the map
[Baseball Stars] - You're Hired ! Song
[Rally Bike] - Losing a life
- Stage 3
- Stage 5
Yes, Rocketeer is one of them. Pac-Mania needs to be fixed. On the ending song, the first channel doesn't play. Dirty Harry's instrument envelopes are too long, too.
Is anyone good at ripping NSFs besides Gil-Galad? I've given him some requests but he hasn't done them.
I know from running my own site that it can be a handful to deal with 100s of requests from users so Gil-Galad is probably swamped with stuff to work no lol.
I am starting a list of NSF Needing to be fixed, Could you tell me what was the problem with pac-mania and rocketeer so I can add it to my list?
Also if anyone else has some that also need to be fixed let me know and I'll add it to my list. Just so we can keep track of them.
Then whenever someone has time to work on them, I can provide the list
Doommaster1994 wrote:
Yes, Rocketeer is one of them. Pac-Mania needs to be fixed. On the ending song, the first channel doesn't play. Dirty Harry's instrument envelopes are too long, too.
Is anyone good at ripping NSFs besides Gil-Galad? I've given him some requests but he hasn't done them.
I was listening to the Battletoads NSF and I noticed that at least the title theme was missing the DPCM track and the NSF was missing the pause theme. Hint hint.
Bippo Ernesti wrote:
I was listening to the Battletoads NSF and I noticed that at least the title theme was missing the DPCM track and the NSF was missing the pause theme. Hint hint.
It's not DPCM, it's raw PCM. Using raw PCM in NSF is tricky because there are no IRQs/timers. Quietust made a rip (
http://www.qmtpro.com/~nes/) which includes the PCM drums but AFAIK it only works in Nintendulator.
Bippo Ernesti wrote:
I was listening to the Battletoads NSF and I noticed that at least the title theme was missing the DPCM track and the NSF was missing the pause theme. Hint hint.
I think the paused is just made out of sound effects from the game.
But I see what you mean about the title theme.
locke_gb7 wrote:
Bippo Ernesti wrote:
I was listening to the Battletoads NSF and I noticed that at least the title theme was missing the DPCM track and the NSF was missing the pause theme. Hint hint.
I think the paused is just made out of sound effects from the game.
But I see what you mean about the title theme.
Pause theme is raw PCM as well.
Question similar to the last post lol is the title theme of Gyromite PCM also ? is it why its not in the NSF?
Oh, do you mean there's PCM missing from this track? I'm pretty certain Gyromite doesn't have any (does any Nintendo game?)...
http://www.youtube.com/watch?v=skhqDdjcq40
Or do you mean you couldn't find that track at all in the NSF? Bear in mind there's a Stack-Up nsf floating around that's mislabeled as Gyromite, so that could be what's throwing you off. The above track is in the proper nsf (which can be found on zophar still, I think). You can see how I was thrown off too-
http://nesdev.com/bbs/viewtopic.php?t=6381
I have used the nsf for it from knurek's archive (Before it went down permanently seemingly) it only contained 9 songs, the one from zophar has 11 including the missing title theme.
so thanks!
bucky o'hare wrote:
Oh, do you mean there's PCM missing from this track? I'm pretty certain Gyromite doesn't have any (does any Nintendo game?)...
http://www.youtube.com/watch?v=skhqDdjcq40Or do you mean you couldn't find that track at all in the NSF? Bear in mind there's a Stack-Up nsf floating around that's mislabeled as Gyromite, so that could be what's throwing you off. The above track is in the proper nsf (which can be found on zophar still, I think). You can see how I was thrown off too-
http://nesdev.com/bbs/viewtopic.php?t=6381
I think the DPCM is messed up in Sword Master, or at least some of the percussive samples. Someone noticed, you can read about it in the comments of my upload-
http://www.youtube.com/watch?v=v38SPuwCVI0
Just fire up the game and you'll notice that the bass drum doesn't "pop" like that. I compared the rom and nsf sampled from hardware and you could see a clear difference. The snare sounds like it might have more body but I'm not certain. Maybe the samples were trimmed short somehow?
I am keeping a list of missing tracks, theres a lot on it but I think if anyone will be working on fixing NSF, these two games should probably be first as they are missing more than one
Rally Bike
- Stage 3 music
- Stage 5 music
- Song when you die
The Goonies
- Losing a life
- Rescuing a Friend (Not the one where you collect all items, the other)
- Underground Lake area (Possibly PCM)
anyways if this could be done I would be ever so grateful : )
I'd like to add that the Silver Surfer NSF freezes a bit into its final song.
Alright, it's time for another release. I have 19 NSFs to listen to.
* Aliens (FDS)
* Brilliant Com Pack 2
* Cobra Mission (CN-27)
* Crayon Shin-Chan (C)
* Dragon Knife (C)
* Elfland (From 200-in-1 Elfland)
* Europe Sensen
* EverQuest (C)
* Exciting Boxing
* Felix The Cat (Dragon Co.)
* Huo Ying Ren Zhe (Naruto RPG)[NJ081]
* Jing Hua Yuan [ES-1033]
* Mike Tyson's Intergalactic Power Punch
* Qi Long Zhu Da Mao Xian (Dragonball) [NJ095]
* Rocman(Sachen) fix
* Sheng Dou Shi Xing Shi 2 Bei Ou Tu Ji Bian [NJ084]
* Sneak 'n Peak by Kahn Games (Kevin Hanley)
* Sui Tang Ying Xiong [NJ030]
* War in the Gulf
You can get them at my site in the news section.
http://gilgalad.arc-nova.org/
Gil-Galad wrote:
Alright, it's time for another release. I have 19 NSFs to listen to.
* Aliens (FDS)
* Brilliant Com Pack 2
* Cobra Mission (CN-27)
* Crayon Shin-Chan (C)
* Dragon Knife (C)
* Elfland (From 200-in-1 Elfland)
* Europe Sensen
* EverQuest (C)
* Exciting Boxing
* Felix The Cat (Dragon Co.)
* Huo Ying Ren Zhe (Naruto RPG)[NJ081]
* Jing Hua Yuan [ES-1033]
* Mike Tyson's Intergalactic Power Punch
* Qi Long Zhu Da Mao Xian (Dragonball) [NJ095]
* Rocman(Sachen) fix
* Sheng Dou Shi Xing Shi 2 Bei Ou Tu Ji Bian [NJ084]
* Sneak 'n Peak by Kahn Games (Kevin Hanley)
* Sui Tang Ying Xiong [NJ030]
* War in the Gulf
You can get them at my site in the news section.
http://gilgalad.arc-nova.org/
Awesome lot of rips man! not that many left now, well compared to how many are done
What is EverQuest (C)? Did someone beat us to the
NES network adapter?
It's kind of difficult to tell what's going on in this game since it's all in Chinese. All I know is that it's from Waixing and appears to be a standard RPG with towns, castles and an overworld similar to many Dragon Quest games.
Was wondering, is there a thread for snes music somewhere I can't find one :/
usually zsnes rips spc fine but this time about 3 layers of sound are missing for part of the song
locke_gb7 wrote:
Was wondering, is there a thread for snes music somewhere I can't find one :/
usually zsnes rips spc fine but this time about 3 layers of sound are missing for part of the song
SPCs ain't rips, they are dumps, for the most part. There are other sites that have SPCs.
Well I was trying to dump the Sim Ant SPC's which nobody has, they all seem fine except the title theme, but this is not a snes thread so I will forever hold my peace
Gil-Galad wrote:
locke_gb7 wrote:
Was wondering, is there a thread for snes music somewhere I can't find one :/
usually zsnes rips spc fine but this time about 3 layers of sound are missing for part of the song
SPCs ain't rips, they are dumps, for the most part. There are other sites that have SPCs.
Gil requested I do this so here I go. This is a list of games that need to be fixed:
Game - Reason for Needing Fix
Day Dreamin' Davey - Missing PCM Samples
Dirty Harry - Missing PCM Samples
Pac-Mania - Track 6: Channel 1 does not play
Rocketeer - Missing Song
Sesame Street: Big Bird's Hide and Speak - Missing PCM Samples
Sesame Street: Countdown - Missing PCM Samples
Wayne Gretzky Hockey - Missing Pause theme
Obocchama-kun - Missing Track(s) - Drowning Guy Song
Kabuki Quantum Fighter - Missing Track(s) - Cutscene Song
Thundercade - Missing NSF
Short Order Eggsplode - Missing Track(s) - Burger Game Song
Baseball Stars - Missing Track(s) - You're Hired Song
Rally Bike - Missing Track(s) - Died, Stage 3 and Stage 5 songs
Silver Surfer - Abster said NSF freezes he'd like to add that the Silver Surfer NSF freezes a bit into its final song.
Goonies, The - Missing Track(s) Losing a Life Song, Saving Friend 2nd song,underground lake (may be sound), Press Start Song?(not sure)
Sword Master - bucky o'hare said:DPCM is messed up
Dai-2-Ji - Super Robot - Missing Track(s) - Regular Battle Scene Song
Bases Loaded - Missing Track(s) - Switching sides
Gyrodine - No NSF
Advanced Dungeon & Dragons - Dragons of Flame
Free Fall
Gyrodine
Happy Camper
Penguin-kun Wars
Remote Control
Rollerblade Racer
Thundercade
Win Lose Draw
Mike Ditka's Big Play Football - This game was mentioned but I can't find the ROM anywhere. So, I can't rip it if I don't have the ROM. lol
No, I haven't ripped these ones yet. I grouped them together from previous posts. If anyone has any requests that ain't here, add them now.
Gil-Galad wrote:
Advanced Dungeon & Dragons - Dragons of Flame
Free Fall
Gyrodine
Happy Camper
Penguin-kun Wars
Remote Control
Rollerblade Racer
Thundercade
Win Lose Draw
Mike Ditka's Big Play Football - This game was mentioned but I can't find the ROM anywhere. So, I can't rip it if I don't have the ROM. lol
No, I haven't ripped these ones yet. I grouped them together from previous posts. If anyone has any requests that ain't here, add them now.
Mike Ditka's Big Play Football is only on Sega Genesis
thats why.
The only NES game that is football that ever came up during search results was
Quarter Back Scramble: American Football Game
On no, there is definitely a NES version. Here is just one site for it.
http://www.nintendoage.com/forum/messag ... adid=11516
Gil-Galad wrote:
On no, there is definitely a NES version. Here is just one site for it.
http://www.nintendoage.com/forum/messag ... adid=11516
ill try to find it, let you know on here if I do
I just figured out that it looks like the same game as Quarter Back Scramble and I compared the game and NSF as well.
yeah actually it has the same title screen but with different title. and the screenshots from the game are teh same, safe to assume the sounds would be same also
http://ui03.gamefaqs.com/1026/gfs_20426_1_1.jpg
Super C NSF - Mini Boss Tune is to fast + I think there should be 15 songs but I can't find which one is missing
The Super C NSF is a garbled mess. Levels 4 and 7 use the same song in the original, and it appears 3 times on the NSF. With this there should only be 14 songs in it. The rest of the tracks are random instruments or sound effects. I'd also like to repeat that the mini boss theme (track 11) is too fast.
I just reripped Super C and I believe I solved all the issues as well as getting rid of the DPCM at the end and adding sound effects. The original NSF was ripped from the Japanese ROM Super Contra. This one you can say comes from the verified Super C (U) ROM. Let me know if everything is kosher with this rip.
Super C
awesome! sounds great
Here are some NSFs for ya. You can download them at my website in the news section as usual.
Dance and Karaoke
Dance Xtreme
Fengli Dance 24-in-1
Fighting Hero
Fighting Hero III
Hot Dance 2000
NES Play Action Football
Roger Clemens' MVP Baseball
Super C (Super Contra) fix
Super Donkey Kong - Xiang Jiao Chuan
Super Donkey Kong 2
Super Jeopardy
For those that downloaded this package earlier, redownload it because I added in the just released Bio Force Ape NSF.
Gil-Galad wrote:
For those that downloaded this package earlier, redownload it because I added in the just released Bio Force Ape NSF.
For some reason, the noise channel doesn't play.
Sorry about that guys. I made a mistake and forgot to do some additional initialization. I fixed the problem and uploaded it again.
http://gilgalad.arc-nova.org/junk/NSF/B ... %20fix.zip
That fixed it! Thank you, this game has some pretty surprisingly good music.
Thanks Gil for the NSFs. You rule!
By my count there only 48 missing NSFs in the US set. I feel like we are seeing the light at the end of the tunnel....
Missing US NSF List (aka- My Request List)
Best of the Best Championship Karate
Bible Adventures
Bible Buffet
Blackjack
Chiller
Classic Concentration
Cliffhanger
Cyberball
Cybernoid - The Fighting Machine
Deathbots
Dirty Harry: The War Against Drugs
Double Strike
Dragon Power
Dudes with Attitude
F-117A Stealth Fighter
F-15 Strike Eagle
The Great Waldo Search
Home Alone
Joshua & the Battle of Jericho
Krazy Kreatures
Major League Baseball
Menace Beach
Mission Cobra
Moon Ranger
Motor City Patrol
The Mutant Virus - Crisis in a Computer World
Operation Secret Storm
Pesterminator - The Western Exterminator
Peter Pan & The Pirates - The Revenge of Captain Hook
Phantom Fighter
The P'radikus Conflict
Rad Racket - Deluxe Tennis II
Raid 2020
Remote Control
Rock 'n Ball
Rollerblade Racer
Roundball 2-on-2 Challenge
Secret Scout in the Temple of Demise
Solitaire
Spiritual Warfare
Sunday Funday
Terminator
Thundercade
Trolls on Treasure Island
Ultima - Warriors of Destiny
Wayne's World
Where in Time Is Carmen Sandiego?
Win, Lose or Draw
I notice that many of those are non-licensed companies. Are those games harder to rip or is it just that no one cares about "Sunday Funday" and the like...?
Anyways, keep up the great work. Thanks again.
user42 wrote:
Menace Beach
Sunday Funday
Practically the same game, but Sunday Funday uses modifications to turn everything around morally. including the YOU CHEATERHEAD! cheat,
The music and sound is the same though!
Fortunately, I've been in touch with a few people who have worked on those games. Unfortunately, VERY unfortunately, they don't have any source code.
user42, I see your list is a bit inaccurate. A few of those NSFs have been ripped.
Cliffhanger
Dirty Harry
Home Alone
Wayne's World (Needs to be fixed).
user42 wrote:
Thanks Gil for the NSFs. You rule!
By my count there only 48 missing NSFs in the US set. I feel like we are seeing the light at the end of the tunnel....
Missing US NSF List (aka- My Request List)
I notice that many of those are non-licensed companies. Are those games harder to rip or is it just that no one cares about "Sunday Funday" and the like...?
Anyways, keep up the great work. Thanks again.
You need to update your list a bit.
Those that are ripped:
Cliffhanger
Dirty Harry: The War Against Drugs
Home Alone
Wayne's World
Cybernoid doesn't seem to have any music in it.
Also, not that no one is interested in it (maybe some ain't, true). I'm mostly doing this myself and it's slowly but surely. Most of the ones left are difficult to rip.
Gil-Galad wrote:
Cybernoid doesn't seem to have any music in it.
It does, in Nestopia you can hear the in-game music. In FCEUX and Nintendulator music is off by default (because they initialize RAM differently), but you can enable it by pausing game with START and then pressing A.
Woohoo! then theres even less left ^_^
Was DPCM on Klax ever fixed?
Gil-Galad wrote:
You need to update your list a bit.
Those that are ripped:
Cliffhanger
Dirty Harry: The War Against Drugs
Home Alone
Wayne's World
I seem to be missing those. I just scrolled thru the "News" page on your site and did not see them listed. Can you (or anyone) please point me to where they are posted?
Gil-Galad wrote:
Also, not that no one is interested in it (maybe some ain't, true). I'm mostly doing this myself and it's slowly but surely. Most of the ones left are difficult to rip.
Glad to know that they are not impossible. And I know you have been carrying on this project mostly by yourself for a long time now. I think I can speak for everyone here when I say that we all have
Much Respect for you and your work.
Look under 08-23-2010 update. Those NSFs are in the 05-01-2010 zip file. That was when I was really getting lazy for awhile and wasn't posting on my site. I later caught up and just posted all those packages in one update.
Thanks.
I thought I had grabbed all those but I must have missed that one.
tepples wrote:
Was DPCM on Klax ever fixed?
What exactly is wrong with Klax with the DPCM? I haven't listened to the NSF in a long time and I'm not at home right now.
Klax from
atarihq
Unfortunately, I can't provide recordings as to what's wrong with the sound.
Nestopia says "Corrupt File!" which I've said before is unhelpful
FCEUX says "Invalid load address"
Nintendulator loads it, and the DPCM doesn't sound like the game. Unlike Nestopia and FCEUX, Nintendulator appears to have no way to silence individual audio channels; the only thing on the "Sound" menu is "Enabled (Ctrl+S)".
If this NSF is outdated, which pack on
your NSF page has the updated version? They didn't seem to have individual tables of contents.
Is everybody okay? not much action in here lately
Very quiet right now. Soon it's about to get a hell of a lot more louder!
Abster wrote:
I'd like to add that the Silver Surfer NSF freezes a bit into its final song.
I'm not sure how much this has been discussed/ beaten to death, but Swords and Serpents is still kind of weird. It was fixed a while back to not freeze, but some of the tracks just start at different spots. Or something. You can hear how they sound or start differently in-game (all tracks are easy to find within moments of starting the game, there's only title/ bgm/ battle music).
I don't think I've had problems with Silver Surfer freezing? I'll have to dig for whichever NSF I used, because I'm pretty sure I sampled the whole soundtrack from the NSF at some point...
bucky o'hare wrote:
I don't think I've had problems with Silver Surfer freezing? I'll have to dig for whichever NSF I used, because I'm pretty sure I sampled the whole soundtrack from the NSF at some point...
I've tried the Silver Surfer nsf from knurek's, akumu's, zophar's, and HCS's archives. They all freeze on track 9, which is the high score theme:
http://www.youtube.com/watch?v=6mKJYnr_l2E
Though I did find one that works. It was the one on arc-nova's.
So, never mind. Problem solved.
Now it is time for a massive update this month. I haven't released this many at one time in a long time. A note about some of the NSFs, I have tested all of them in various players and including on the NES PowerPak. With the exception of Cyberball that doesn't play right in NotSoFatSo. I had some help this month, thanks to thefox for assisting me with Cybernoid. Also, a big thanks to Dommmaster1994 for finding composer names, playing entire games to find credits, number of songs and to see if the songs sound correct for some games. I'm also happy to add that finally, I have ripped all the Advanced Dungeon and Dragons games. Also, I'd like it if someone plays Swords and Serpents all the way through to see which tunes are right and which ones are not. Some of them I think might be glitch songs that start at the wrong time or add in another part of a song to verified good song. I still have a little bit of work to do on Klax but it's as close as it's ever been right now. If anyone finds any problems with these rips, let me know and I can try to work some of the problems out, perhaps.
There are some other games that I'm having problems with, although I am close to getting them done. Classic Concentration; there are two songs that I haven't been able to get. Major League Baseball; there are two songs that I haven't been able to get. Ultima Warriors of Destiny; I've actually managed to get a couple of tunes working but the rest I have not, I found four music banks. Dudes With Attitude; I am close to getting this one except that in the rip the songs starts several seconds later which is a problem that I need to work out. Remote Control; I have a completely stripped 32KB ROM with only the music but haven't been able to get it to work in NSF form yet. Rollerblade Racer; I've only been able to get that one to work in Nintendulator so far.
Advanced Dungeons & Dragons - Dragons of Flame
Best of the Best - Championship Karate
Blackjack
Chiller
Cyberball
Cybernoid - The Fighting Machine
Double Strike - Aerial Attack Force
Dragon Power
F15 City War
F-15 Strike Eagle
F-117A Stealth Fighter
Famicom Igo Nyuumon
Famicom Shougi - Ryuuousen
Family Quiz
Four Players Tennis
Gimmi a Break - Shijou Saikyou no Quiz Ou Ketteisen 2
Golf '92, The
Golf Ko Open
Great Waldo Search, The(no title screen music)
Gun Hed
Gyrodine
Hissatsu Doujou Yaburi
Hokkaidou Rensa Satsujin - Okhotsk ni Kiyu
Jangou
Klax fix
Krazy Kreatures (Beta)
Meikyuu Shima
Mini Putt
Morita Kazuo no Shougi
Motor City Patrol
Motorcross Champion
Mutant Virus, The
Nakajima Satoru - F-1 Hero 2
Napoleon Senki
Nichibutsu Mahjong 3 - Mahjong G Men
Nihonichi no Mei Kantoku
Peter Pan & The Pirates
P'radikus Conflict, The
Rad Racket - Deluxe Tennis II
Raid 2020
Rock 'n' Ball
Rocketeer fix
SD Battle Oozumou - Heisei Hero Basho
Solitaire
Super Rugby
SWAT - Special Weapons and Tactics
Swords and Serpents fix
Terminator,The
Thundercade
Top Rider
Ultraman Club 2 - Kaettekita Ultraman Club
Ultraman Club 3
I also fixed Silver Surfer but since a good copy was found at Arc-Nova.org, I removed it from this update archive. If you guys find any problems, I will try to fix them. I ripped all these fairly fast and in a month's time.
You can download them at my site in news as usual.
Awesome. I'm grateful for you rippers.
RipperS? There's only one left, Gil. He should be paid a million dollars or something for all his hard work!!!
Doommaster1994 wrote:
RipperS? There's only one left, Gil. He should be paid a million dollars or something for all his hard work!!!
Agreed.
@Gil
F'ing amazing. Wow, just wow. I don't have have a million dollars (or even a job right now) but I just sent you a small token over at UG. Thank you so much for the rips.
Hahahaha. Thanks guys, I appreciate it.
user42: Wow, that 20GB credit boost over at UG sure helps. Thanks a lot!
Played through Swords and Serpents. Only tracks used was 1, 2 and 6. I do like some of the glitch tracks though :)
!!!! Gyrodine and most of all Thundercade!!! I been hoping for Thundercade since September 2009 ^_^ i enjoyed the looking forward to it and im sure to enjoy the actual thing.
thats almost all the games i ever requested lol dude you;re totally awesome. Only Penguin Wars is missing of my requests which is the least important one
right now I'm having severe reactions to a medication which may last teh rest of my life and at best 6 to 18 months and cannot work had to send my wife to work...
But if I ever get back on my feet we'll make enough money that I'll send you a generous contribution... As soon as life permits me!
Here is an update on the USA list from user42.
Bible Adventures
Bible Buffet
Classic Concentration
Deathbots
Dudes with Attitude
Joshua & the Battle of Jericho
Major League Baseball
Menace Beach
Mission Cobra
Moon Ranger
Operation Secret Storm
Pesterminator - The Western Exterminator
Phantom Fighter
Remote Control
Rollerblade Racer
Roundball 2-on-2 Challenge
Secret Scout in the Temple of Demise
Spiritual Warfare
Sunday Funday
Trolls on Treasure Island
Ultima - Warriors of Destiny
Where in Time Is Carmen Sandiego?
Win, Lose or Draw
Also, here is the list of games that haven't been ripped from all regions. I removed a lot of ones that have already been ripped, thus making the list smaller. You can still view the old list, this will be the new one.
Unripped List
So far, I haven't ripped many NSFs yet this month, but I do have a few ready.
Hey, was wondering if you still have a list of NSF that need fixing as well as the list of ones that need ripping? I keep a list each time I find one. I think I psoted it before and I don;t think theres anymore so far.
locke_gb7 wrote:
Hey, was wondering if you still have a list of NSF that need fixing as well as the list of ones that need ripping? I keep a list each time I find one. I think I psoted it before and I don;t think theres anymore so far.
Here is my updated list of missing tracks
Obocchama-Kum Drowning Guy
Kabuki Quantum Fighter Cutscene
Advanced Dungeons & Dragons - Hillsfar Arena Match Start
Advanced Dungeons & Dragons - Hillsfar Failed Lock Pick
Short Order Eggsplode Burger Game
Baseball Stars You're Hired
Rally Bike Died, Stage 3, Stage 5
Goonies, The Losing a Life, Saving Friend 2,underground lake (may be sound), Press Start?
Dai-2-Ji - Super Robot Regular Battle Scene
Bases Loaded Switching sides
Also I noticed that the music is much too slow on A D&D Heroes of the Lance, I tried to locate a fix for it but I did not. Was there a fixed version?
The Goonies 1 NSF is missing a song (the second-to-last stage's BGM), and the ending song is missing the triangle channel. I can't find a copy that doesn't have these problems. o_O
locke_gb7 wrote:
locke_gb7 wrote:
Hey, was wondering if you still have a list of NSF that need fixing as well as the list of ones that need ripping? I keep a list each time I find one. I think I psoted it before and I don;t think theres anymore so far.
Here is my updated list of missing tracks
Obocchama-Kum Drowning Guy
Kabuki Quantum Fighter Cutscene
Advanced Dungeons & Dragons - Hillsfar Arena Match Start
Advanced Dungeons & Dragons - Hillsfar Failed Lock Pick
Short Order Eggsplode Burger Game
Baseball Stars You're Hired
Rally Bike Died, Stage 3, Stage 5
Goonies, The Losing a Life, Saving Friend 2,underground lake (may be sound), Press Start?
Dai-2-Ji - Super Robot Regular Battle Scene
Bases Loaded Switching sides
Also I noticed that the music is much too slow on A D&D Heroes of the Lance, I tried to locate a fix for it but I did not. Was there a fixed version?
Really? I didn't noticed abotu the ending theme, but I definitely noticed that the little press start jingle, when you die and there's two songs when you rescue a friend and teh second one is missing
actually, the second "saving a friend" is really the "you have everything you need to exit the level" sound.
Also, sorry I missed that post, but huge threads are very scary. :S
Also, I can't find Startropics 2 on teh unripped list or in the ones that are ripped. Any idea where it is?
You can find the fixed rip here on UGETAB's site.
http://www.angelfire.com/nc/ugetab/NSFs/
This month I don't have many NSF rips. I've been taking it easy and working on other things to take a break from NSF ripping.
Mike Tyson's Intergalactic Power Punch fix
Penguin-kun Wars
Pesterminator - The Western Exterminator
Punisher, The fixed
Swords and Serpents fix2
Technocop
You can download these NSF rips at my website as usual.
lol awesome, had no idea Penguin Kun wars only had that one song but it really does, I still like it
Total Recall needs to be fixed, as it's missing the song when you die or get a Game Over. Unfortunately, I don't think we'll ever have the honor of listening to the way the music to that game the way it was originally intended to sound.
I have a few NSFs this month, mostly fixes.
AD&D Heroes of the Lance - fix
Bensheng 4-in-1 Table Tennie - fix
Goonies 1 - fix
Pocket Monsters
Pocket Monsters Red
Sea of Dreamland
Um Chi - fix
You can download them at my website.
I was going to do another Famitracker cover today for Super Pitfall until I realized it hasn't been ripped. Also, using Nintendulator, I also notice a bunch of NSFs don't work in there. I will make a list soon when I have the time.
There are a few MegaSoft NSFs that need to be ripped. They are:
Hit Marmot (ROM text says the composer is 'Melody')
Magic Block
and then Roundball 2-on-2 Challenge needs to be ripped, whose composer is Michelle Simon. Gil told me he wasn't able to get the NSF to play anything on Roundball, though.
EDIT: 8/3/11 - I noticed the Japanese version of Al Unser Jr.'s Turbo Racing has different music than the US/EU version. It's called World Grand Prix - Pole to Finish. Either the songs are higher pitched than the US version's songs or they're completely different songs altogether.
Also, Hatris is missing a song.
Hiya, I've foudn a few more missing tracks so I thought I'd paste the updated list.
Obocchama-Kun --------> Drowning Guy taht appears now and then
Kabuki Quantum Fighter --------> Cutscene
Advanced Dungeons & Dragons - Hillsfar --------> Arena Match Start
Advanced Dungeons & Dragons - Hillsfar --------> Failed Lock Pick
Short Order Eggsplode --------> Burger Game
Baseball Stars --------> You're Hired
Rally Bike --------> Died, Stage 3, Stage 5
Dai-2-Ji - Super Robot --------> Regular Battle Scene
Bases Loaded --------> Switching sides
Jackie Chan's Action Kung Fu --------> Second part of the Ending
Thanks a million!
There's a couple NSFs that need to be fixed still:
NSF - Problem/Issue
Alfred Chicken - Plays Too Fast
Castelian - Plays Too Fast
Jimmy Connors Tennis - Plays Too Fast
Total Recall - Missing death/game over song (They're both the same)
Doommaster1994 wrote:
There's a couple NSFs that need to be fixed still:
NSF - Problem/Issue
Alfred Chicken - Plays Too Fast
Castelian - Plays Too Fast
Jimmy Connors Tennis - Plays Too Fast
Total Recall - Missing death/game over song (They're both the same)
Isn't the NTSC Version of Castelian = Kyoro Chan Land?
If so, The NTSC one is ripped under the name of the Japanese version!
Alfred Chicken is also PAL, But as far as I know, is a European-only NES game. Same with Jimmy Connors Tennis. it is a PAL-Exclusive as far as I know.
I seem to remember Alfred Chicken having been reviewed in
Nintendo Power (U). So I search for Alfred Chicken on NesCartDB and
there it is: NES-AC-USA, UNROM.
Jimmy Connors Tennis is also a USA release: NES-JT-USA, UNROM.
Kyoro Chan Land has also been ripped but the NSF hangs on the first notes. I've tried a bunch of NSF players and they do that with the NSF. Also, Nick Eastridge didn't answer the phone so I left him a message so hopefully he calls me back. If not I will call him again. I sent him an e-mail before but he never got back to me. Call me crazy but I like the music of the Mindscape developed games.
Speaking of Speed, can anyone try the Smurfs NSF? I tried a few emulators and they all paly the song faster, so im not sure if the problem is that the emulator emulate the sound wrong or the NSF is too slow. I'm pretty sure the NSF is the oen thats right but FCEUX, NNNesten, JNES all play the song faster.
Doommaster1994 wrote:
There's a couple NSFs that need to be fixed still:
NSF - Problem/Issue
Alfred Chicken - Plays Too Fast
Castelian - Plays Too Fast
Jimmy Connors Tennis - Plays Too Fast
Total Recall - Missing death/game over song (They're both the same)
I don't know but don't expect any NSFs to be ripped for a long time. Gil said he's very busy with game hacks and translations. And he told me he hasn't checked this thread lately.
I tried calling Nick Eastridge today and still no answer. Last night I left him my phone number but he still hasn't called me back. Hopefully I can get a hold of him.
locke_gb7 wrote:
Speaking of Speed, can anyone try the Smurfs NSF? I tried a few emulators and they all paly the song faster
I don't remember any Smurfs game getting released in North America. NesCartDB has only French and German listings. Have you tried the NSF in PAL mode?
Yeah The Smurfs and Asterix were only released in Europe. I have the music/sound source files for Asterix. Alberto Gonzalez said he couldn't give me Smurfs though because of an NDA.
The crazy part about Asterix and NTSC/PAL compatiblity issues is that the
Infamous OC Remix was based on a song from the Asterix NSF played back at NTSC speed.
Even when I use the emulation in PAL mode it doesnt seem to play the same speed as the NSF, however, watched someone playing it on youtube and it was playing at the same speed as teh NSF. That being said I think the NSF is correct?
Doommaster1994 wrote:
Yeah The Smurfs and Asterix were only released in Europe. I have the music/sound source files for Asterix. Alberto Gonzalez said he couldn't give me Smurfs though because of an
NDA.
I played the Smurfs on FCEUX and it played slower and one note lower.
Really? I tried some on NTSC and it lpayed super fast, PAL was slower but still faster than the NES, argh.. i like the music in that game I wish i had a way to know if the NSF has the right speed, it sound good either speeds mind lol but I'd like to have the official one
idk if it's because we live in different places. Not sure where you live but I live in the US.
well im in Canada, but I'm not using the actual game, im using the emulator. I am using the NSF i found in knurek's archive BTW forgot to mention it.
Oh, I also forgot, there's two more games that are missing songs or need fixing:
Wayne's World - Songs start at wrong times.
Wayne Gretzky Hockey: Missing Pause theme.
Where's Waldo: Missing Found Waldo theme.
UPDATE: Nick Eastridge answered the phone today, but he said he never worked on games, so the programmer that gave me the link to this guy's site probably didn't know either.
Gil: Can I PM you a Fix of the Donkey Kong 3 Arcade NSF? It's archived with a error, it is a dual-2a03 NSF.
(not VRC6 as seen in the NSF, with value as $09 instead of the $08 for MMC5)
Also, any future rips from VRT Technologies VT-series games that use OneBus and 2 APUs will have to be MMC5 for now,
Hamtaro126 wrote:
Gil: Can I PM you a Fix of the Donkey Kong 3 Arcade NSF? It's archived with a error, it is a dual-2a03 NSF.
(not VRC6 as seen in the NSF, with value as $09 instead of the $08 for MMC5)
Also, any future rips from VRT Technologies VT-series games that use OneBus and 2 APUs will have to be MMC5 for now,
He's not going to be getting to it for a long time, as he is busy with translations and hacks. Plus we're working on assembling a Color Dreams game to an NSF since we have the source code to it.
Was Checking the NSF for World Class Track Meet, All the songs are there, but there seems to be tracks that have parts of each songs mixed together, wondered if anyone knew why or what it is.
I've been playing a lot of games through lately and looking for missing/problem tracks, Here is again the updated list;
Missing Tracks
Obocchama-Kum------------------------------- Flopping Guy
Kabuki Quantum Fighter------------------------Cutscene
Advanced Dungeons & Dragons - Hillsfar Arena Match Start
Advanced Dungeons & Dragons - Hillsfar-----Failed Lock Pick
Short Order Eggsplode--------------------------Burger Game
Baseball Stars------------------------------------You're Hired
Rally Bike-----------------------------------------Died, Stage 3, Stage 5
Dai-2-Ji - Super Robot---------------------------Regular Battle Scene
Bases Loaded-------------------------------------Switching sides
Jackie Chan's Action Kung Fu-------------------Second part of the Ending
Wurm----------------------------------------------Jingle after final boss
Goal! ----------------------------------------------Shoot Competition
Flying Warriors-----------------------------------Password Screen
Flying Warriors-----------------------------------Demon Attack, Tusk Soldier Battle
Track Problems
World Class Track Meet-------All tracks present, but a lot of partial tracks
Flying Warriors-----------------Track 08-22 are repeated
Wrath of the Black Manta------Persussions (They're called Triangle?) sound off
Is eveyone ok? Everybody I know lately has been disappearing, including here :\ hope you guys are well.
I forgot this one in my list above
Barbie NSF is missing the following;
Boutique Stage
Stage with Waterfall
Fountain Bonus
Mermaid Stage
I don't mean to pepper the Forum with Messages, I just saw that Jackal, a relatively popular Konami Game, was missing few tracks
Jackal Boss Battle
Jackal Stage 04
I think there are more missing but I'm not sure
Hey there, locke_gb7.
I'm afraid your luck has ran out, as Gil_Galad I believe is retiring from NSF ripping. I would learn 6502 to rip NSFs myself, but hearing how hard it is, I don't think I'm going to. Only thing I do know remotely is a little C++ which I don't think helps in NSF ripping. I asked Gil for a fix for J League Winning Goal because it's missing 5 songs (the game has a sound test) but he didn't fix it. All we can do is hope that somebody new comes along who can rip NSF files.
Thats crazy its almost all done lol I couldn't stand being so close to being completely done and not finishing it, thats a disaster, nobody else will ever do it -_-
I mean I have a friend, Acmlm, who has knowledge and has touched the subject but I don't think he has any interest in doing it. Hell, I'll pay to have the NSF Fixed/Ripped if I have too lol I really enjoy them.
You could ask kevtris, but I'm not sure if he'll do it or not. I heard he won't take requests.
There's also the recent Battle of Gamma hack for Mega Man 3 I've been waiting on. Insectduel said he would do a NSF rip of it but I haven't seen it yet.
Damn, I tried so hard to get a grip of the tutorials and textbooks on teh subject, but the problem as it was mentioned before is that all the easy stuff has been done, so all thats left are the hard ones, so it's futile to even try...
Perhaps the easiest way to rip some of the tougher games to NSF would be by logging APU writes, compressing the logs somehow (e.g. recognize common frequencies and common sequences of duty+volume writes), and making a player for the logs. I seriously considered doing this when someone was having problems with spaghetti code in Klax.
tepples wrote:
Perhaps the easiest way to rip some of the tougher games to NSF would be by logging APU writes, compressing the logs somehow (e.g. recognize common frequencies and common sequences of duty+volume writes), and making a player for the logs. I seriously considered doing this when someone was having problems with spaghetti code in Klax.
ValleyBell has done this already, you can log NES music to VGM with a custom built MESS. Doesn't work for games using additional chips, and I can't say that I've tried doing anything with it, so can't really tell if it works as intended, but it's out there.
http://www.smspower.org/forums/viewtopi ... 8008#68008
Yeah, and unfortunately, none of those developers have the source code anymore to those spaghetti-coded NES games, or they don't want to give it out.
tepples wrote:
Perhaps the easiest way to rip some of the tougher games to NSF would be by logging APU writes, compressing the logs somehow (e.g. recognize common frequencies and common sequences of duty+volume writes), and making a player for the logs. I seriously considered doing this when someone was having problems with spaghetti code in Klax.
Don't tell me there are still problems with Klax. If not, I may have to look at it again, but yes it was a difficult fix.
Gil-Galad wrote:
Don't tell me there are still problems with Klax. If not, I may have to look at it again, but yes it was a difficult fix.
I haven't checked your latest fixed Klax NSF in detail but I was just relating how difficult you were telling me it was.
Okay. Here are my NSF requests/fixes:
Game - Problem - Composer (In case NSF is ripped)
AD&D Pool of Radiance - Missing sound effects. - Seiji Toda
Al Unser Jr.'s Turbo Racing (Japan) - No NSF rip. - Shogo Sakai, Takafumi Miura, Yuji Suzuki
Alfred Chicken - Speed issue. - David Whittaker (Fixed)
Bible Adventures - No NSF rip. - Vance Kozik
Bo Jackson Baseball - Speed issue. - Marshall Parker, Gavan Anderson (Fixed)
Castelian - Speed issue. - David Whittaker (Fixed)
Challenge of the Dragon (Color Dreams) - No NSF rip. - John Dwyer
Day Dreamin' Davey - Missing 1 song/Track 17 fix. - Paul Webb
Deathbots - No NSF rip. - Mike Smith
Dudes With Attitude - No NSF rip. - Bob Landwehr
Fun House - Missing songs - George Sanger, David Warhol
Happy Camper - No NSF rip. - John Dwyer
Hit Marmot - No NSF rip. - Melody
International Cricket - Speed issue. - Marshall Parker (Music), Gavan Anderson (SFX) (Fixed)
J League Winning Goal - Missing 5 songs. - Shige Chan, Yoko Chan (Fixed)
Jimmy Connors Tennis - Speed issue. - Mark Cooksey
Loopz - Missing 1 song. - David Whittaker
Magic Block - No NSF rip. - Melody?
Moon Ranger - No NSF rip. - Mike Smith
Operation Secret Storm - No NSF rip. - Sandra H. Sims
Paperboy 2 - Missing 1 song. - Nick Eastridge?
Puzzle - Missing 1 song. - B.H. Ting?
Secret Scout - No NSF rip. - Roger Deforest
Super Turrican - Missing 1 song. - Manfred Trenz, David Whittaker
Tom and Jerry 3 (Pirate) - No NSF rip. - Li Meng
Total Recall - Missing 1 song. - David Warhol, George Sanger (Fixed)
Trolls on Treasure Island - No NSF rip. - Bob Landwehr
Wayne's World - Missing 1 song/Songs start at wrong points of tune. - Paul Wilkinson
Winter Games - Some songs don't play the right speed. - Takeshi Yasuda?
I did want to request Remote Control and Win Lose or Draw, but I know Gil tried several attempts with them and just couldn't rip them.
It's been awhile since the last release and now just before Christmas, here are 20 NSF rips. Some are fixes and some are new rips. Enjoy and merry Christmas.
Barbie (REV0) (Request by locke_gb7)
Barbie (REVA) (Request by locke_gb7)
Castelian fix (Request by Doommaster1994)
Dragon, The (M8002) (Request by SolarFOX)
Dreamworld Pogie
Flying Warriors fix (Request by locke_gb7)
Gaau Hok Gwong Cheung
Goal! (Jaleco)(U) (Request by locke_gb7)
Happy Biqi III - World Fighter (Request by SolarFOX)
He Jin Zhuang Bei 150-in-1 Real Game - Orchard Kavass
Jackal fix (Request by locke_gb7)
Janggun ui Adeul (General's Son)(K)
J-League Winning Goal fix (Request by Doommaster1994)
Kang Ti Wu Wang
Roundball 2 on 2 Challenge (Request by Doommaster1994)
Super Contra X (Request by SolarFOX)
Tian Wang Xiang Mo Zhuan (Request by SolarFOX)
Wrath of the Black Manta fix (Request by locke_gb7)
WURM - Journey to the Center of the Earth fix (Request by locke_gb7)
Zelda(ES-1096)
As I stated in a post about donating. If you wish to, please contact me.
You can get the NSFs from my website. Go to the left menu and then to news and the link to the NSFs will be there. Thank you.
My site.
Very cool.
And remember, Gil, I'm still committed to donating $5-10 for your hard work. I updated my list a little bit too, with composer information, and more specific names like for Challenge of the Dragon (since there's two versions, one by Sachen and one by Color Dreams).
Thanks a lot Gil. Happy Holidays.
I bumped this because I want to tell you that Gil-Galad hasn't posted any news since December of the last year.
I've requested 10 games for his next work, but I can't currently enjoy them as NSF's... I think he's doing hacks/translations like several months ago, and that I had to wait 5 months for another NSF update since July.
I talk to Gil-Galad frequently. He said he's starting to quit NSF ripping because only the hard ones are left and it's too much for him. He said though if you are willing to donate to him, it will encourage him to keep on it.
Doommaster1994 wrote:
I talk to Gil-Galad frequently. He said he's starting to quit NSF ripping because only the hard ones are left and it's too much for him. He said though if you are willing to donate to him, it will encourage him to keep on it.
The only ones I'd like to have are Zheng Jiu Shi Ji, Zhen Jia Hou Wang and Ling Jie Hu Fa (from the pack I sent him about one month ago). I'll use them for my future GameMaker projects. But I can't donate because I'm under 18.
BTW, if you can learn 6502 for your NSF resurrection project, I'll send you a pack with some unripped MMC3 games.
@SolarFox - I am currently in a Digipen class learning C++. After that, I will try learning 6502 assembly. There are some Color Dreams games which I have the source code to and they aren't ripped (Operation Secret Storm, Challenge of the Dragon, and Happy Camper). I already know where the instrument data is, but I don't know how to rip an NSF. Gil-Galad did do a video showing how it's done on YouTube.
I was wondering, is there a rip of Mad Max ? (Not MagMax) but Mad Max.
Also have you talked to Gil lately? I wanted to offer another contribution for the rest of my list but I can't get a hold of him.
Yeah, Mad Max has been ripped and is on his site. The NSF doesn't have the composer though but I know who it is.
I'll let Gil know you tried to talk to him.
Thanks! Not sure if im blind or something, I went through all the NSF on the site I can only find MagMax no sign of Mad Max... Yet i feel like i've seen it there years ago.
It's in one of his earlier zip archives. Look under the News section of his site and then search for (in your browser) '08-23-2010' and I'm pretty sure it's in one of those zip files. I covered the whole game's music in Famitracker. Not sure why you like the music like me lol
And I know what game you're talking about, the one developed/published by Mindscape, the Motor Massacre rip-off.
If nothing else, I can send you the NSF.
That would be great! I looked in all the ones you sent and more of the older ones without luck.
if u could send it to locke_gb7 (at) hotmail (dot) com that would be awesome
Thanks!
You got it. Going to send it right now. Make sure you reply so I know you got it.
Does anyone know if an NSF for Nangoku Shirei: Spy vs Spy was ever created? It's the second Spy vs Spy game (was not released outside of Japan on the NES/FC), also known as Spy vs Spy: The Island Caper. Thanks.
I didn't know that one was released on FC/NES. Gil-Galad told me to check this site for the latest NSFs:
nsf.joshw.info
it doesn't have the latest fixes Gil did though, or Mad Max
Thanks again for sending. What a weird feeling game that was
Do you guys know who actually owns the copyright to the game music?
Published? Developer? Composer?
Mindscape developed and published the game. The game design was apparently ripped off of a game called Road Raiders but the game design is from Gray Matter (who Mindscape worked with a lot).
Oh I meant in general for any given game, which of the 3 holds copyright to music in video games
I thought the way it worked was the composer signed over the music to the developer as "work-for-hire", then every element of the game was entered under exclusive license to Nintendo. So technically the developer owns it, but in practice only Nintendo can use it.
cak wrote:
then every element of the game was entered under exclusive license to Nintendo.
Then explain any game that is ported to both NES and Sega Genesis, like Battletoads or Smash TV.
Yeah, I talked to the founder of Realtime Associates since I wanted George Sanger's NES MIDI files (which I never got) and he said I'd have to talk to the publishers.
There is no standard for assignment of intellectual property in a game deal.
In general, whomever funds the game will have the leverage when making the deal to get the rights to everything. Usually this is a publisher, but occasionally development of a game is self (or otherwise) funded. Even when funded by a publisher, it is not uncommon to find agreements where the developer retains some of the rights.
Sometimes, but especially in the cross platform case, the game has multiple publishers. A variety of things could have happened here. Most likely one of the port publishers has struck a deal with the rights holder for a license to make and distribute that port. Very often they will hire the original developer to do this, but not always.
In general, all material produced for a game is done as "work for hire", meaning its rights are immediately assigned to the developer who hired them (who may reassign them to the publisher). This makes it a lot easier for the developer to ensure there are fewer problems when working out rights deals.
So, the short story is usually the publisher owns it. Sometimes the developer owns it. In some rarer cases, the artist himself may own it.
In a case like Battletoads, the title screens of the various games are pretty clear on ownership.
Rare owns the copyright.
Tradewest is the primary publisher, to whom Rare has given what appears to be a fairly wide license to sell and distribute their game. Their name appears on every port of the game I've seen.
On various platforms other publishers are involved. For Nintendo, you would license Nintendo to take part of the sales, sell you cartridge materials, give your game the "official seal" and official recognition by Nintendo, etc. In the vast majority of cases, it is unlikely that Nintendo would take any ownership of the game's materials for a deal like this.
Anyhow, if it says "licensed to" this is an indication that the party it is licensed to does not own the rights. (It does mean they had some limited right to profit from it.)
Thanks for Clarifying
Sadly, one of my favorite NES games NSF i just realized is missing the "Noise" layer
The Blue Marlin
Has the PAL (expansion-less) version of Mr. Gimmick been ripped?
Custom zelda music by Wkter in NES format:
http://www.2shared.com/file/RY7aVRK7/House.html
http://www.2shared.com/file/E5lEX_l8/Gerudo.html
NSF files is not available. He said he used Famitracker v0.3.5 and NESASM.
And yet no FTM files is available. Wkter is available here:
http://nesdev.com/bbs/profile. ... ile&u=3812
And he have more music that is only streamed and it's here:
http://www.youtube.com/watch?v=Tz--cgwxdAY
Jandazekon wrote:
Custom zelda music by Wkter in NES format:
http://www.2shared.com/file/RY7aVRK7/House.htmlhttp://www.2shared.com/file/E5lEX_l8/Gerudo.htmlNSF files is not available. He said he used Famitracker v0.3.5 and NESASM.
And yet no FTM files is available. Wkter is available here:
http://nesdev.com/bbs/profile. ... ile&u=3812And he have more music that is only streamed and it's here:
http://www.youtube.com/watch?v=Tz--cgwxdAY
It clearly uses expansion sound.
But do we really need random Famitracker songs in this thread? There's a whole board for that.
Famitracker forum generally doesn't receive requests in a favorable manner, but there's also chipmusic.org, 2a03.org, etc.
Why would anyone mimic songs from NES roms?
NSF ripping from NES roms is better than recreating by ear.
I can then import the NSF files into famitracker for editing everything.
.WAV, .MP3, .OGG, music is worth recreating with 8-bit instruments and then sharing it in FTM / NSF format.
And requesting music to be recreated in famitracker on the famitracker forum wakes the banhammer to close the FTM / NSF demanding request thread.
Jandazekon wrote:
Why would anyone mimic songs from NES roms?
Some NES games have all music code in one bank. These are easy rips. Other NES games are big piles of lotsa spaghetti code. In at case, it might just be better to log the register writes from the sound test (GYM/VGM style) and create a new, hopefully cleaner music engine that makes the same writes. For a moment, when Gil-Galad was having trouble re-ripping Klax correctly, I was seriously considering this.
Alright guys! I have a few things to mention before I get started with the task at hand in ripping NSFs.
I've been gone for a few months because I fell and injured my back rather seriously. After X-rays and a MRI, I have four disk compression fractures in my spine. I've been in a lot of pain, also sleeping around the clock. I had to practically learn how to walk again. I am starting to feel better now, still recovering. I thought I'd explain my absence and letting you guys know of my return.
I have a few NSFs to release that I ripped before my injury and will be releasing them soon. Also, I need to go over my lists and other things to post because I need you guys to consolidate your requests in new posts and as well as finding requests made by other people that do not frequent this board much. I am also going to be posting the archives so that you guys can easily find what's ripped and the latest known updated NSFs as much as possible.
For now, hold up on that until I get ready for it. This is also an advanced warning to get ready for it. Yes, I need to take stock of everything first before getting started again.
A quick update. I've checked my unripped lists and updated accordingly.
FDS NSF Unripped List - 05-01-2012
Unripped NES NSF List 05-01-2012
I'm dating these for May 1st to make it easier for me.
NSF Archive 06-01-2011
This archive includes as many NSFs as I could find. Last updated, June 1st, 2011. It won't have any of my new rips after that date. You can find those at my
website
With all these inventory updates, I'd like you guys to start working on the request lists that you made. You can check my lists as well as the archive and the rips I've made.
Next on the list is releasing a handful of NSFs, which is coming soon.
Sorry to hear about your injury, but having relatives who have suffered massive back trauma I can say that I'm glad that it wasn't any worse than what you've said.
Just a quick note: One game that may need to be added to the Unripped NES NSF List is Nangoku Shirei!!: Spy vs Spy. There doesn't appear to be an NSF online, either under that name or the name Spy vs Spy 2: The Island Caper. The game was a Famicom-only commercial release by Kemco, and is a port of the First Star Software game on C64 (and possibly other home computer systems, for all I know).
Good luck on a more complete recovery!
Excellent!
I just added Nangoku Shirei!! Spy Vs. Spy. to the unripped list. I couldn't find a ROM for the U version prototype Spy Vs. Spy 2: The Island Caper. I wonder how much the same those two are as far as music is concerned.
Thanks a lot, Klarth.
@Gil-Galad
Any chance of you provide a ZIP file within all the NSFs?
Zepper wrote:
@Gil-Galad
Any chance of you provide a ZIP file within all the NSFs?
What do you mean?
I usually zip up a bunch of NSFs for a update release. The archive I just have them uncompressed because it's easier and faster to work with, for me.
More requests...
-Kiddy Sun in Fantasia (Adventure Island graphical/musical hack)
-Wu Shi Hun
-Hero on Devil Lands
-Anti-Terror Action (Duck Hunt hack)
-Wai Xing Zhan Shi 2
-Xi You Ji Hou Zhuan
-Exploding Fist (Prototype)
-Silver Eagle (Sachen)
-Yuefei
-Duo Bao Xiao Ying Hao
-Aladdin 2
-Journey to the West
-Ling Jie Hu Fa - Shock
-Xing Ji Wu Shi - Super Fighter
These:
1 - 8bitpeoples_-_deadline_console_invitro.nes
2 - CMC80s.nes
3 - Oct_pulse.nes
4 - StarsSE.nes
http://www.2shared.com/file/BkEFcQBG/Nesity.html
Okay I have updated my request list:
720 - Speed issue. - Neil Brennan
AD&D Pool of Radiance - Missing sound effects. - Seiji Toda
Al Unser Jr.'s Turbo Racing (Japan) - No NSF rip. - Shogo Sakai, Takafumi Miura, Yuji Suzuki
Bible Adventures - No NSF rip. - Vance Kozik
Challenge of the Dragon (Color Dreams) - No NSF rip. - John Dwyer
Circus Caper - Missing fanfares. - Michiharu Hasuya, Masaaki Harada, Osamu Kasai
Day Dreamin' Davey - Missing 1 song/Track 17 fix. - Paul Webb
Deathbots - No NSF rip. - Mike Smith
Dragon Wars (J) - No NSF rip. - Hiroyuki Masuno
Dudes With Attitude/Trolls on Treasure Island - No NSF rip. - Bob Landwehr
Fun House - Missing songs - George Sanger, David Warhol
Happy Camper - No NSF rip. - John Dwyer
Hit Marmot - No NSF rip. - Melody
Jimmy Connors Tennis - Speed issue. - Mark Cooksey
Loopz - Missing 1 song. - David Whittaker
Magic Block - No NSF rip. - Melody?
Metal Mech - Missing 1 song - Paul Webb
Mickey Mouse 3: Yume Fuusen - No NSF rip.
Moon Ranger - No NSF rip. - Mike Smith
Operation Secret Storm - No NSF rip. - Sandra H. Sims
Paperboy 2 - Missing 1 song. - Nick Eastridge?
Puzzle - Missing 1 song. - Ding Bohao?
Secret Scout - No NSF rip. - Roger Deforest
Super Pang - Amy Chou
Super Turrican - Missing 1 song. - Manfred Trenz, David Whittaker
Tom and Jerry 3 (Pirate) - No NSF rip. - Li Meng
War on Wheels (Prototype) - Paul Webb
Wayne's World - Missing 1 song/Songs start at wrong points of tune. - Paul Wilkinson
Winter Games - Some songs don't play the right speed. - Takeshi Yasuda?
Jandazekon wrote:
These:
1 - 8bitpeoples_-_deadline_console_invitro.nes
2 - CMC80s.nes
3 - Oct_pulse.nes
4 - StarsSE.nes
http://www.2shared.com/file/BkEFcQBG/Nesity.html
CMC80s is a music rip of "Magician"
StarsSE is also called "Comic Bakery", the NSF is well available.
And there's even more than one NSF of "Comic Bakery".
Not to mention
Press Play On Tape's Backstreet Boys parody. Once you hear the lyrics you can't unhear them.
The moment you've been waiting for, for a few months has arrived. But don't get too excited. Some are decent, some not. I also filled in a few requests from you guys. You can download them at my
website.
Alfred Chicken - FIX
Bo Jackson Baseball - FIX
Cammandos
Exploding Fist (Prototype)
Golden Axe
Imparial Judge
International Cricket - FIX
Nangoku Shirei!! - Spy Vs Spy
Total Recall - FIX
Zhen Jia Hou Wang
Zheng Jiu Shi Ji
Have fun and enjoy listening. I will try to rip some more for the next update.
locke_gb7 wrote:
Sadly, one of my favorite NES games NSF i just realized is missing the "Noise" layer
The Blue Marlin
I have a fix version of Blue Marlin on my website. Specifically in the NEWNSF page, NSF Fix category. I hear the noise channel in it. Let me know if it's ok.
Obocchama-Kum Flopping Guy
Kabuki Quantum Fighter Cutscene
Advanced Dungeons & Dragons - Hillsfar Arena Match Start
Advanced Dungeons & Dragons - Hillsfar Failed Lock Pick
Short Order Eggsplode Burger Game
Baseball Stars You're Hired
Rally Bike Died, Stage 3, Stage 5
Dai-2-Ji - Super Robot Regular Battle Scene
Bases Loaded Switching sides
Jackie Chan's Action Kung Fu Second part of the Ending
World Class Track Meet Too many tracks, in parts, all fucked up
Famicom Wars End turn
Cool I'll check for the Blue Marlin fix tomorow
One more thing, locke_gb7
Check those fix requests vs the archive that I posted a couple of days ago.
I know AD&D Hillsfar needs fixed so you don't have to check it.
Short Order Eggsplode I know needs fixed.
The others, not sure yet. Because my archive has close to the most updated archive that I know of.
The NSF rip of Strike Wolf (TXC) is missing 2 tracks.
Oki ill check, completely missed that whole page of the forum. Pretty out of ti lately.
I was not able to find the composers to Exploding Fist and Nangoku Shirei!! - Spy Vs. Spy until after Gil released the NSFs
I was able to find the composers, so update your NSFs
Exploding Fist - Tania Smith
Nangoku Shirei!! Spy Vs Spy - Hiroyuki Masuno
I also have some fixes on my request list.
bucky o'hare wrote:
Has the PAL (expansion-less) version of Mr. Gimmick been ripped?
I've started working on it. I've successfully got it playing a few tracks already; still hunting down the rest of the data / banks / etc.
Quote:
I've started working on it. I've successfully got it playing a few tracks already; still hunting down the rest of the data / banks / etc.
How nice. Someone else doing rips for a change. It's been a long time since a bunch of us were ripping NSFs like crazy. Thanks a lot rainwarrior!
Mr. Gimmick (Europe)
Attachment:
Mr. Gimmick (Europe).nsf [97.13 KiB]
Downloaded 36 times
How-to details, if anyone's interested:
This was a lot trickier than Wario's Woods. I started by writing a quick program to chop the PRG ROM into 8k banks (like the FME-7 uses). Then I arranged these into a ca65 assembly project. I looked for a square channel register write with a debugger, and started out with the set of four banks that were currently loaded when that write was done.
After some tracing and thinking and debugging, and with a little help from the NTSC version's NFS, I found its play routine and initialization code. With this in place I found 3 of the songs from the game and a bunch of sound effects. The songs were running strangely slow, but it was a good start. I found a little bit of room to jam my INIT bootstrap into at the end of one of the banks.
Next I tried out the sound test in the debugger, and noted that for different songs, a different bank might be loaded at A000-BFFF, so I tried all the banks in this slot and found most of the songs (though still playing slow, and some sounded funny, especially the DPCM).
Next I figured out how the FME-7 actually performs a bankswitch, and put breakpoints on writes that would trigger it. I discovered the music playback code switched the A000-BFFF bank every frame for music data, and C000-DFFF for DPCM whenever a new sample was played. At this point I disassembled the bank that contained the music code and inserted a JSR to a custom NSF bankswitch routine where the STAs were supposed to be bankswitching the FME-7.
It took a bit of fiddling to get the bankswitching code in a state I liked. I wasn't sure if I could get away with just deleting stuff out of one of the banks to make room, so I actually put most of the code in an extra bank that I quickly switch to. This also have me space to build a table that maps the intended FME-7 bank numbers to the banks I included in the NSF. Spent some time with conditional breakpoints on the bankswitch code making sure I'd included all the relevant banks.
Fixing the speed was interesting; it turns out the music is composed for a 60Hz update rate, and there is a tiny bit of code that just calls the music update twice on every fifth frame. I stuck an RTS on the end of this snippet, and pointed my PLAY routine at it.
After that it was just a matter of building a song table and cleaning it up, and a little bit of debugging to make sure the code wasn't trying to set IRQs or write to the PPU or anything like that. I've tried to make the absolute minimum amount of changes to the banks ripped from the game.
If anyone's interested in what my working project looked like, this is the source code:
Attachment:
mr_gimmick_nsf_dev.zip [136.96 KiB]
Downloaded 32 times
Apparently only FCEU 0.98.12 and AudioOverload 2.0 play (at least this) PAL NSF correctly. FCEUX 2.1.4a ignores the NSF's PAL mode setting and plays the DPCM using the NTSC rate table unless "Enable PAL mode" is checked in the video preferences, Nestopia 1.4.0H seems to entirely ignore all the PAL enable bits both in its menu and in the NSF and just plays it as though it were on an NTSC console, and Nsfplay 2.1 plays in tune but too high :/ (And I'm wrong, it's not too fast)
edit: described specifically what FCEUX and Nestopia were doing wrong
What do you mean by "in tune but too high and fast"? How is that possible? (As far as I can tell they are in tune and in the right octave on NSFPlay 2.1.) Can you give me any specific details?
I don't have a way to verify against a PAL NES (unless someone wants to send me a
reference recording) but I would like to get the sound emulation as accurate as I can.
If FCEU 0.98.12 is an accurate reference, can you point me at a track where the DPCM sounds different than NSFPlay? (I am comparing them side by side right now and they seem the same to me...)
At least for me, under wine, Nsfplay 2.1 on NSF track 17 (because notes are clearest earliest there) sounds like
this, and FCEU's version (and fceux when I force PAL mode) sounds like
this.
This is the song that appears on the "SUNSOFT PRESENTS" screen on boot.
lidnariq, could you send me your in_yansf.ini file? NSFPlay should not be playing back at that pitch (does everything you play in it sound at higher pitch like that?). Was that MP3 made by using NSFPlay's WAV output feature, or by recording directly from your system?
The pitch is correct on my computer. I wonder if NSFPlay has a samplerate problem under Wine. Though I did have one other person say that it wasn't playing back at the expected pitch (they were using Windows though). Maybe there's a lingering bug in the sound init code...
Your hunch was right, it is a setting in in_yansf.ini — specifically APU1_QUALITY/"Sample Rate Conversion". I'd set it to 0/fastest, and it played all the pitches too high. This only shows up for NSFs with the PAL flag set while APU1_QUALITY=0, though. (e.g. the Asterix soundtrack, where it plays everything out of tune instead of consistently sharp)
That's really interesting... I wouldn't expect the oversampling setting to affect the pitch of PAL. I tried fiddling with it and it happened once! And then... never again. This is disturbing.
Thanks for the tip though; I hope I can track down this bug.
Both the King of Kings and Erika to Satoru no Yumebouken NSFs have silent channels that should be playing sound in some tracks (in NSFPlay you can see frequency is being written, but volume is never set). jrlepage noticed this first with King of Kings, but I can verify it's happening in both now that I have hardware recordings of them.
For instance in Erika track 3 channel 5 should be echoing channel 4.
These two games are from the same composer / company / year, so it'd probably be easy to fix both if you can fix one. If nobody else is interested in the meanwhile I'll probably try to re-rip them in a few weeks.
rainwarrior wrote:
Both the King of Kings and Erika to Satoru no Yumebouken NSFs have silent channels that should be playing sound in some tracks (in NSFPlay you can see frequency is being written, but volume is never set). jrlepage noticed this first with King of Kings, but I can verify it's happening in both now that I have hardware recordings of them.
For instance in Erika track 3 channel 5 should be echoing channel 4.
Here's something odd: when played back on hardware using the TNS-HFC3, this mysteriously muted music can actually be heard! With the correct volume envelopes, too.
What's more, the King of Kings rip sounds completely broken (every N163 channel plays several octaves higher than it should).. even when using a King of Kings daughter cart! I'm not sure what's going on exactly, and I'm not savvy enough to investigate the issue further myself. :\
If anyone like Gil or Ugetab wants a fix of the Shanghai 2 NSF, Please contact me.
Fixes include the proper remapping of banks and fixed the reversal of the $411A command (Should be $1A,$41! Not $41,$1A), which in foobar2000 and such other players, it triples the speed!
Hey guys, been a while, I was listening to the Tecmo Super Bowl NSF, I'm not a 100% sure but I think several tracks are missing, game had a stupid amount of short songs for every little scenario in a football game. So far I saw that Pass Intercept, Sack and one of the touch down songs are missing, there may be more but I can't remember them all.
Once again, if there is already a fix for it I could not find it on the Archive, and if someone could fix it I'll donate once more.
Thanks!
I'm not sure if there's any NSF rippers anymore. I noticed Rampart wasn't ripped. The Famicom version was, but the USA version wasn't.
Also, if there is any NSF rippers around, maybe they could get the PCM sound from Rocket Ranger? I'm not sure if NSF supports raw PCM or not.
@Hamtaro126 - ugetab is no longer alive.
Doommaster1994 wrote:
@Hamtaro126 - ugetab is no longer alive.
Woah, that's the first I'd heard of that. Appears it was almost 2 years ago. He couldn't have been very old, what a loss..
Indeed, I'm sure we will all remember his great efforts over the years. He has left us with a lot of great meterial and I will always be grateful for it.
Darn! theres two tracks missing on Track & Field 1 -_- I really wanted that one as part of my oltmpic set since it was the olympics, its killing me not to be able to rip the NSF myself, god knows I tried to understand but without an already strong background in assembly you just can't do it and learning assembler from scratch jsut isn't feasable.
I've been probing FDS NSFs to investigating their memory usage (see
this thread) and I've turned up a few that don't work under some memory models, including ones like the PowerPak which will mirror writes if you use the same bank in two slots and write to one of them.
I have fixed these four to eliminate mirrored writes (see other thread for details):
Ai Senshi Nicol (FDS)(1987)(Konami) a.nsfEsper Dream (FDS)(1987)(Konami) a.nsfKiki Kaikai - Dotou-hen (FDS)(1987)(Taito) b.nsfSeiken Psycho Calibur - Maju no Mori Densetsu (FDS)(1987)(C-Lab.)(WaveJack) b.nsfMy version of Seiken Psycho Calibur still refuses to play on the PowerPak, I'm not sure the cause, but at least it survives my emulator test with mirrored writes enabled.
There are 8 more NSFs that produce mirrored writes, though they don't seem to have any problem playing on my emulator test with mirrored writes on. However, none of these play correctly on the PowerPak (e.g. no sound, corrupt sound, crash). I tried my naive-solution python tool to eliminate the mirrored writes, but even after doing this, they still fail to play on the PowerPak, so I guess there's some more implementation details about the PowerPak I don't know about that are causing a problem here.
* 19 Neunzehn (FDS)(1988)(Soft Pro).nsf
* Big Challenge! Gun Fighter (FDS)(1989)(-)(Jaleco).nsf
* Cleopatra no Mahou (FDS)(1987)(Square)(DOG).nsf
* Hao-kun no Fushigi na Tabi (FDS)(1987)(Carry Laboratory)(DOG).nsf
* Idol Hotline - Nakayama Miho no Tokimeki High School (FDS)(1987)(Nintendo R&D1)(Nintendo).nsf
* Kaettekita Mario Bros. (FDS)(1988)(Intelligent Systems, Nintendo R&D1)(Nintendo).nsf
* Kidou Keisatsu Patlabor - Dai 2 Shoutai Shutsudou Seyo! (FDS)(1989)(-)(Bandai).nsf
* Maerchen Veil (FDS)(1987)(System Sacom)(Sunsoft)(Sunsoft).nsf
19 Neunzehn and Idol Hotline use slightly more complicated bankswitching techniques, so I haven't been able to test them with all of their mirrored writes removed, but I did remove most of them and it didn't appear to make a difference.
Also performing mirrored writes was Fire Bam, but it does it in a completely safe way, so it's fine.
Actually, I started testing other FDS NSFs on the PowerPak and it appears to have a problem with a lot of them.
I'm going to say this is probably a problem that needs to be fixed on the PowerPak mapper end, not in the NFSs I listed above.
The four fixes I linked above though are still valid. They address a legitimate problem that will appear in some emulators.
I'm not sure if Gil Galad rips NSFs anymore, but if he does, here's some more requests:
Dragon Wars - Hiroyuki Masuno
Tama & Friends - 3 Choume Dai Bouken (FDS) - Osamu Kasai, Masaaki Harada?
Ten Brave Sanada - Hiroyuki Masuno
Fix Requests:
Ginga Eiyuu Densetsu - Hiroyuki Masuno (Missing tracks)
Otaku no Seiza - Osamu Kasai, Masaaki Harada (Plays in PAL instead of NTSC)
Seirei Gari - Osamu Kasai, Masaaki Harada? (Missing tunes)
http://nsf.joshw.info/the nsf archive is down ;_;
Wish I could host a mirror, I have room
Here is the archive I made. Feel free to bookmark.
http://gilgalad.arc-nova.org/NSF-Archive/
awesome. Say, I noticed that the NSF for Dragon Power is archived the same for both, Dragon Ball - Shen Long no Nazo & Dragon Power. The USA Release Dragon Power has different music from the NSF thats currently there, which is the music from the japanese version.
Is there an NSF out there for the USA release of Dragon Power?
Gil-Galad wrote:
Here is the archive I made. Feel free to bookmark.
http://gilgalad.arc-nova.org/NSF-Archive/To make this easier for everyone and take much of the archiving off your hands, this could be hosted by Dropbox, then someone with Apache server running could host the public directory. Dropbox subscriptions could be given to select members that have proven to be able to rip NSFs and update the archive. (Otherwise it access could be given to trusted members.)
However, Gil, thanks for posting your archive as you have it.
Hi, nesdev. Can anyone rip-off the title melody of this pirate dump?
100-in-1 (MG-109) [p1] (!)
That screen looks like it's from the 1,000,000 in 1. It may have the same song. That NSF is already ripped.
No, it has another song.
Unchained melody is here:
9999-in-1 [p1] (!)10000000-in-1.nsf from GilGalad archive
Oh okay. I'm on my phone at the moment so I'm currently unable to listen to it.
Gil-Galad in your archive "Gyromite (Gyro) (1985)(Nintendo R&D1)(Nintendo).nsf" seems to be an NSF for Stack Up and not Gyromite. (I can't find an NSF called "Stack Up" or "Robot Block" or "Robot Gyro" in the archive.)
I noticed there is a missing track in Terminator 2.
Eugene.S wrote:
Hi, nesdev. Can anyone rip-off the title melody of this pirate dump?
83-in-1 or
100-in-1I think it's the "Summer Wine":
http://www.youtube.com/watch?v=mQiDs9tKZv4http://www.youtube.com/watch?v=ktKoSAEx-yU&feature=plcp
Sangokushi 2 - Haou no Tairiku
Current rip jams the CPU on most players/emulators. Probably an easy fix. (Old version of NSFPlay where illegal opcodes were NOP seem to play it okay, so is probably just a matter of replacing bad opcode with NOP.)
Fixed: Sangokushi 2 - Haou no Tairiku (1992-06-10)(-)(Namco) Fixed.nsf (attached)
The PLAY address was one byte low.
Thanks for the fix! I'll see if I can find out who the composer is.
The only problem is that since this game was developed by TOSE, a company that doesn't believe in game credits, it may be a little difficult.
Also, 720 Degrees plays too fast in most NSF players. Would it be possible for you to fix that one as well? I'd deeply appreciate it.
Hey guys, I need second opinion, the Rip for Baltron, I'm not sure if its playing right or not, the emulator sounds well, how can I say, faster? higher pitch? the rip soudns slowed down, but often my emulators play the stuff too fast and I can't tell which is right, youtube vids also sound like my emulators. Thanks!
Doommaster1994 wrote:
720 Degrees plays too fast in most NSF players. Would it be possible for you to fix that one as well? I'd deeply appreciate it.
I can't fix most NSF players. 720 specifies a 30Hz update rate instead of 60hz for some reason. It'll play fine in any NSF player that correctly uses the update rate.
If you think it is worthwhile to convert it to 60hz you can write a little stub for the PLAY code that skips every second update. I will write a guide here, which you can follow along and attempt for yourself.
1. Use FCEUX, put a breakpoint on some RAM address you think might be unused by the NSF. Try $07FF, and break on reads or writes, and play some tracks from the NSF. If it's being used, try another until you find one that isn't ($07FE, etc. refer to a memory map if you need to learn what addresses the RAM uses). When you find one, remember this address (I will refer to it as "variable" below).
2. Find an empty space in the NSF. This is easy because there is no bankswitching-- just stick it on the end of the existing code (at the end of the file).
3. Insert some code that executes the play routine once every second time. This is probably what I'd write:
Code:
PHA ; save A register in case it's in use (probably not, but this is safe)
LDA variable ; load your variable into A register (will be initialized to 0)
XOR #1 ; toggle variable
STA variable ; store it back to RAM
BNE skip ; if variable != 1, skip the play routine
PLA ; restore A register
JMP play ; execute the play routine
skip:
PLA ; restore A register
RTS ; return without playing
Note that the value of "play" in this example can be read from the NSF header. (NSFPlay's info page will show you what PLAY is equal to.)
4. Assemble your code (pick your favourite assembler, or use FCEUX's built in assembler, whatever's convenient) and insert it at the end of the NSF. Figure out the starting address of this code (it will be the NSF header's LOAD value + the position of the code in the file after the header). Replace the address in PLAY with the address of your code.
5. Replace the NSF header's NTSC update rate with $4100 (the proper NTSC play rate).
If you need help with any of these steps, you can ask me, but this is basically what I'd do.
I wanted to cover it on Famitracker (since it was the last game that used that driver by Neil) but when I used NSFImport it played it faster.
locke_gb7 wrote:
Hey guys, I need second opinion, the Rip for Baltron, I'm not sure if its playing right or not, the emulator sounds well, how can I say, faster? higher pitch? the rip soudns slowed down, but often my emulators play the stuff too fast and I can't tell which is right, youtube vids also sound like my emulators. Thanks!
Edit: Fixed, see below.It's not playing at all in FCEUX, Nestopia, VirtuaNES, or NSFPlay.
VirtuaNSF plays it but does not support PAL, so it plays at the NTSC clock and update rates, i.e. pitch raised, faster playback. (The NSF is flagged as PAL, is this correct?)
foo_gep plays it but at the PAL rate, so it plays at the PAL clock and update rates, i.e. pitch lowered, slower playback.
The reason it is not playing in other emulators I am not sure, here are two possible culprits:
1. Uses bankswitching, but specifies 0,0,0,0,0,0,0,0 as bank value (disallowing bank switching-- replace with 0,1,2,3,4,5,6,7 if needed).2. Non returning INIT. I know foo_gep has a hack to interrupt a non-returning INIT (not sure about VirtuaNSF), but this is against the NSF spec.
Edit: This was indeed the problem, but it was because it was messing with the PPU. See below for a fixed NSF.
Doommaster1994 wrote:
I wanted to cover it on Famitracker (since it was the last game that used that driver by Neil) but when I used NSFImport it played it faster.
Change the speed setting from 1 to 2, and your problem would be solved.
Fixed: Baltron (1986-03-19)(Shouei System)(Toei Animation) Fixed.nsf (attached)
The problem was basically a non-returning INIT sort of, but it was really due to the NSF waiting on the PPU. It looks like the ripper left the entire game's init code intact rather than just the music setup. I put an RTS at $8172, and this seems to have fixed it. I also cleared the PAL bit, because this seems to be a Famicom exclusive?
Again, thanks rainwarrior. Deeply appreciate the fix!
Another fix I would really like is Side Pocket. The third song is incomplete, as there's supposed to be another part to it but it's not in the NSF. I'd really love to have the complete version of that song. As far as I know though, that's the only track. I don't want to bother you too much about NSF fixes though since you're probably very busy.
oh Thanks very much for Baltron!
i stopped getting notifications when posts happen and my old bookmark was broken, just fonud the thread back
Side Pocket, there is a song missing? I did not notice if yuo mean the bonus shot song, Gil added it for me a while back.
Also I wanted to post my update list of missing/Problems/No Rips
Not expecting it to be completed but just keeping track
Obocchama-Kum Splashing Guy
Kabuki Quantum Fighter Cutscene
Advanced Dungeons & Dragons - Hillsfar Arena Match Start
Advanced Dungeons & Dragons - Hillsfar Failed Lock Pick
Short Order Eggsplode Burger Game
Baseball Stars You're Hired
Rally Bike Died, Stage 3, Stage 5 DIED FIXED
Dai-2-Ji - Super Robot Regular Battle Scene (Gundam I think)
Bases Loaded Switching sides
Jackie Chan's Action Kung Fu Second part of the Ending
Wurm Jingle after final boss
Goal! ShooT Competition
World Class Track Meet Too many tracks, in parts, all fucked up
Famicom Wars End turn
Tecmo Super Bowl Touch Down 2, Sack, Pas Intercept, Maybe More
Track & Field Game Over 2
Track & Field Foul
Dragon Power, no NSF (I tihnk only the japanese version is done but named wrong to Dragon Power)
Dr. Chaos Pickup Item After boss
Willow Receive Item
Willow Boss Defeated
No, I meant track 3 is incomplete. There's another half of the song that's not there. The Dr. Chaos FDS NSF has not been ripped yet.
Hi, this one's probably been on the back burner for a while, but here goes.
Erika to Satoru no Yume Bouken (1988-09-27)(Atlus)(Namco).nsf:
Has missing channels, only plays propperly in, of all things, nnNesterJ. however, could need a re-rip, as King of Kings (1988-12-09)(Atlus)(Namco).nsf plays properly in all players now. this also used to only play properly in nester.
On a related note, is the archive found at nsf.joshw.info the most complete/up-to-date one at this point, at least for licensed games? how about for modern demo/homebrew stuff? Including such things as mck 2ch songs, famicompo, other compos I may not know of, all gathered together in one place. Ideally, I'd love to see something like an hvsc for nsf, something like what kev did many years ago now.
Tia!
arfy
Yes, Erika needs a re-rip. Who fixed King of Kings? (Where did you find a fixed version?)
Edit: Ahh, okay the joshw archive has a good version? I'm still curious where it came from.
The problem is that the volume registers for those channels are never set. I took a look at the nnNesterJ source to see what was different, and I think it only happens to pick up those channels because it initializes volume to 1 instead of 0. That also may explain why jrlepage was able to hear some of the extra channels on his TNS-HFC3 in one case.
At any rate, Erika still needs a re-rip. Good to know that King of Kings is fixed.
arfy wrote:
On a related note, is the archive found at nsf.joshw.info the most complete/up-to-date one at this point, at least for licensed games?
Should be, at least until console music history starts the ball rolling.
arfy wrote:
how about for modern demo/homebrew stuff? Including such things as mck 2ch songs, famicompo, other compos I may not know of, all gathered together in one place. Ideally, I'd love to see something like an hvsc for nsf, something like what kev did many years ago now.
No plans for that, at least from me. I'm willing to host them on joshw if anyone wants to tackle that.
rainwarrior wrote:
Ahh, okay the joshw archive has a good version? I'm still curious where it came from.
According to snakemeat's notes, rip on joshw is credited to 2ch Community, I guess it was just posted anonymously there.
Well, looks like I found my modern nsf's archive. was doing some Google searching and found this post over at chipmusic.org.
http://chipmusic.org/forums/topic/4787/ ... ve-revive/Just downloading the archive now to see what it's like. this might be worth checking out too.
Another NSF that needs fixing is Addams Family: Pugsley's Scavenger Hunt. It's missing a song and it plays too fast. I'd really appreciate it if someone took the time to fix that one. Its composer is Barry Leitch.
Also, would anyone be willing to rip After Burner? The Japanese version is ripped, but the USA version has a different soundtrack. Both are from the arcade, but the USA version was done by somebody else.
Update 6/18/13 - I found a couple other NSFs that need a fix. The fixed version of Nightshade is missing the ending theme. It's in the original unfixed NSF but it plays too fast. Also, the ending song of Exciting Billiard is missing. The composer of Nightshade is Marshall Parker and the composers of Exciting Billiard are Yoshiaki Hatano (sound) and Atsushi Fujio (music). Thanks again.
I noticed that the Ninja Kid/ゲゲゲの鬼太郎 妖怪大魔境 NSF I made centuries ago was missing the "boss" song. How sloppy of me! Damn you, Tose, for storing music data in CHR-ROM.
Here is the updated version of this important piece of music history.
Thanks! Hey, you wouldn't be willing to fix one NSF for me, would you? I'm learning NSF ripping, but I haven't got that far into it now. So far, I only really know how to edit the NSF headers. I've been fixing the ones that have the wrong regions listed.
Also, I think Kouji Murata is the composer of Gegege, but I'm not sure. I'll ask him about it.
Heys!
I'm going all out on this! I would like to request an nsf of Kaze yo tsutaete, its the theme of Roll from MvC
https://www.youtube.com/watch?v=zAvr-PRXGp8Thanks
EDIT: Scratch that, I got one from Spriter Gors himself, the owner of the video^!
Its been a long time since I've made an nsf request, but I would like to ask if someone could rip Salamander, the Japanese version of Life Force. According to the Cutting Room Floor, Salamander has an unused song called "Combat", that is buried in Salamander's code, but it was removed entirely in Life Force.
http://tcrf.net/Life_Force_%28NES%29The current rip of Life Force, is of the US version I assume, as the Combat song on that page is not in the rip. If somebody could rip Salamander I would appreciate it.
I would like to request War on Wheels. One of my favorite NES soundtracks.
Quote:
The current rip of Life Force, is of the US version I assume, as the Combat song on that page is not in the rip. If somebody could rip Salamander I would appreciate it.
I could not find it in "Salamander (J)" either. As I understand that webpage, one would have to rip it from the ROM image of "Salamander (sample version)", which is
not commonly available.
Looks like the page got updated. It used to claim that the Japanese version still had it buried, but I guess that's not the case. Thanks for checking.
Like a Re-rip of ''the Adventures of Tom Sawyer'', which is the other Tom Sawyer game for Famicom and NES by SETA
The current rip has several missing songs!
I would like a rip of the beta version of DuckTales, please.
DevEd wrote:
I would like a rip of the beta version of DuckTales, please.
There is already a rip of this, Try to find it at Lost Levels or Gil Galad's current version of the NSF collection he has,
it is also at Akumu's NSF archive, click on 'D' and see ''Duck Tales (Prototype)''
May I ask for help from any of you talented people?
I seriously need the music from Alien - Thanatos Encounter for GBC. ( I own the cart )
I'm a lot into Alien series, and usually the music there is dark, sick and twisted...
Somebody help!
Thank you!
Long time no see, I am wondering if during my long absence Touch Down 2, Sack, Pas Intercept, Maybe More from Tecmo Super Bowl have been fixed the NSF seemed to be lacking a serious load of tracks.
V666 wrote:
May I ask for help from any of you talented people?
I seriously need the music from Alien - Thanatos Encounter for GBC. ( I own the cart )
I'm a lot into Alien series, and usually the music there is dark, sick and twisted...
Somebody help!
Thank you!
You are posting in the wrong section. NSF files are for Nintendo NES games. You should look for a GBS forum since that format is for Game Boy music.
Also, I don't think anyone rips NSFs anymore.
its too bad, i was offering decent donations in exchange for teh NSF rips :/
Question, why is there 5 songs in the Galaxian NSF, from what I rememebr there wasnt really any songs in Galaxian???
The game contains normally unused music as an Easter egg. See the
article about Galaxian for NES in The Cutting Room Floor.
"There are a total of five songs accessible by this method, all embedded in the CHR data."
That is one thing that I find mindblowing, even though it might be simple in reality. I find it amazing that otherwise garbage graphics actually contain code, though from my experience, every tile is essentially a visualized representation of hexadecimal value. Still, I think it's mindblowing, though it was probably common sense for seriously old NES game programming.
You may or may not be interested, but Magic Jewelry stores a couple of its songs in the CHR rom as well.
OneCrudeDude wrote:
I find it amazing that otherwise garbage graphics actually contain code, though from my experience, every tile is essentially a visualized representation of hexadecimal value. Still, I think it's mindblowing
The title screen layout of
Super Mario Bros. is stored at the end of the background side of its CHR ROM.
Vs. Super Mario Bros. and
Dragon Quest and
Milon's Secret Castle store a bunch of $#!+ in unused CHR ROM as well.
Big Bird's Hide and Speak stores some of Caroll Spinney's voice samples there too and somehow seamlessly
fetches them during vertical blanking time without interrupting the process of decoding and playing them.
I still find old game development fascinating, especially since programmers were often pressed for space and solutions. I wonder if modern game programming has programmers think outside the box and do obtuse stuff to make their games work.
Heh, this got a bit derailed by now, sorry.
Cool thanks fro the info!
on a similar note, I forgot to mention
M.U.S.C.L.E NSF Japan and US seem the same but I fund roms has completely different music? such as in this video
https://www.youtube.com/watch?v=k-gzN1bLoEoI can't seem to explain that one either
Darn Flintstones, The - The Rescue of Dino & Hoppy, the song that plays during basket ball levels only has one sound channel playing ;_;
So, is anyone still taking NSF requests? There are still quite a few unripped games, and some old ones that are missing music or need fixing. Ditto with GBS.
The one NSF what I would like to request is Dynamite Bowl for the Famicom.
I recently stumbled across the NSF for Airball, and I noticed that in Track 3 the DPCM channel was silent.
I tried to fix it.
Can we have a rip of this game's music? Even if just because it's Shinobi's tracks on the NES =P
https://www.youtube.com/watch?v=rsBjl5nszlwThat port is surprisingly good for a bootleg o.o
Whatever happened to the FDS Tama and Friends NSF rip, Was it ever ripped?
I got this NSF rip from grad1u5 himself!
Is there something new/different about this Lagrange Point rip?
Compared to the one I have, this one has the composer's name and includes SFX.
Hello, newcomer here, I was wondering if anyone can rip this for me
http://www.romhacking.net/hacks/2107If anyone could do this for me I would be very grateful
hoodlum47 wrote:
Crikey!
This makes me want to go back and finish my graphics hack of that game! You know what, I think I'll post my progress here.
Rockman4Burst Chaser X Air Sliding
NSF
Have it?
Is there a Battletoads NSF with RAW PCM playback working??
Yes, there is, but it only plays in Nintendulator.
I'll attach a copy here.
If you used Deflemask's method of SEI and driving playback by polling the frame counter, you could make one that runs on PowerPak, NSFPlay, and several other players.
But you'd still need to RTS occasionally to make the player's playback controls work.
I tried to play Battletoads' NSF on foobar2000, and it played down the drums.
Yet again, I got a privately ripped NSF from Japan.
This is fully ripped with sound effects. I only edited the header information.
Could somebody tell me where is this music came from?
*I swear I didn't renamed the file.*
That one put my google skills to the test. It's from a game called Love Quest.
LXXX
LOVE
XXXXT
QUEST
All letters except the first and last were replaced with Xs. Heh.
It's a Super Famicom game that had a famicom prototype.
Here's a video of it on nicovideo (If you click play, it will create a popup. Clicking play in the popup should allow you to view it without a nico nico account.)
Track 36 is played right at the start of the video. Track 48 is heard about a minute in. At around the 2 minute mark in that video, you'll hear Track 42 from your NSF.
Thank you!
I wonder if the game was ever dumped (I guess not.)... seems like a cool little RPG game or somesort.
Well, hard to say. It could be a rip or it could be a compilation. Has some strange text in it:
STOP MUSIC..MAGIC.YOU WON.LEVEL UP!.YOU GOT ORDINARY ITEMS.YOU GOT IMPORTANT ITEMS.TRAIN ARRIVAL.TRAIN GOING.DOOR OF THE TRAIN.ANNOUNCE.PHONCALL.ATTACKED!.ATTACK ...HIT!.ATTACK ...MISS ....TOHBOH.FLASH!(WHEN YUKA DISAPPEARS).CRYSTAL GAZING FLASH!.KNOCK!.DOWN....JUMON.YOU GOT FRIENDS.FUE SOUNDS STRANGE.ASAKUSA NO SHIGOTONIN.HELICOPTER.EARTHQUAKE.PIPOPIPO.MAIN BGM IN SHIMOKITAZAWA.OPENING.THEME OF MITENE.BATTLE #1.FANFARE #1.FANFARE #2.BAR #2.DEPARTMENT STORE / SHOP.GAME OVER.BAR #1.MAIN BGM IN SHIBUYA.MAIN BGM IN ROPPONGI.BOSS BATTLE.WEDDING MARCH.KETSU RON.MYSTERIOUS LOVE.CRASH THE UNCHI!.APARTMENT.BUILDING.SCHOOL / HOSPITAL.IT IS QUIET.QUEEN ELIZADATH.VS KATHERINE.MAIN BGM IN SHINJUKU.MAIN BGM IN HARAJUKU.MAIN BGM IN OMOTESANDO.MAIN BGM IN ASAKUSA.MAIN BGM IN YOKOHAMA.THEME OF 'HITOMI'.THEME OF 'REIKO'.ENDING THEME.MAIN BGM ( OLD VERSION )
Haven't run it through a debugger yet to see if it writes to PPU registers.
But it's likely that someone's sitting on a dump (who also knows people who rip or can rip NSFs themselves) and were cheeky about the filename; or someone is sitting on the sound code and were cheeky about the filename.
That text suggests a possible sound select mode and maybe this chunk of code was ripped from that bank.
Edit:
There are no accesses to the PPU in this code. It's not impossible that this is a rip, but improbable.
Is this something that Gil Galad compiled from some sound engine code he asked for?
I have no idea. I just randomly found this in his NSF collection, what I'm trying to fix.
I don't think so. Me and Gil used to ask developers for source code, but I don't recall getting any from Japanese developers. I remember once Fumito Tamayama was going to give me his music source, and never did. I think some of these developers want to say no, but are afraid to hurt your feelings, so they make up excuses or don't reply at all. Seems Japanese developers are more reluctant to give their source code.
It might be interesting to know that Love Quest uses the same sound driver as Janken Disk Shiro for the Famicom Disk System.
Again, I need a bit of help. I found this in Akumu's NSF Archive and I searched high and low and I simply can not find where this music comes from.
I also don't know where #30 comes from which interestingly has somesort of DPCM samples as well. I know that there is a pirate cart named Capcom 30 In 1 but I couldn't find these musics in it.
#10 is Legendary Wings
#30 I don't know
Sik wrote:
Can we have a rip of this game's music? Even if just because it's Shinobi's tracks on the NES =P
https://www.youtube.com/watch?v=rsBjl5nszlwThat port is surprisingly good for a bootleg o.o
Regarding the Capcom 30 in 1, most, if not all, of the sounds/sounds are from Legendary Wings. Not surprising since Legendary Wings was a US exclusive title, and I don't think it was released elsewhere.
And shit, I remember LXXX XXXXT NSF. Good to know where it came from.
Thankfully now I figured out what was #10, but #30 is still a mystey. It even has some really jacked up PCM samples or something which is only listenable in NSFLive 0.95, in such a way that:
-You first open Capcom #10 with it, then right after #30, and it plays the samples.
I don't know why is this happening, but there is another one which works like this.
My only guess, is that this is either some chinese made music, which was hidden in that Capcom 30 In 1 ROM (which is basically functions as an NSF player for various Capcom games).
MrNorbert1994: Many of these songs are from Nine Inch Nails - Downward Spiral. Memblers covered a lot of them with NerdTrackerII in the past too.
Specifically, the 3 tunes in that NSF are covers of:
1.
Ruiner2.
Terrible Lie3.
March of the Pigs
Ah! Yeah this is a visualizer demo by Memblers and renamed by Cowering.
Memblers made the Nine Inch Nails music.
Almost 3 years ago, Doommaster1994 wrote:
I'm not sure if there's any NSF rippers anymore. I noticed Rampart wasn't ripped. The Famicom version was, but the USA version wasn't.
Did anyone ever get around to ripping
Rampart (U) by Jaleco? The only one on Gil-Galad's or Zophar's is the Famicom version by Konami. Or should I learn NSF ripping myself?
As far as I know, it was never ripped before. I tried myself a few times, but no luck at all.
Speaking NSFs: Is there a rip for Bio-Miracle Bokutte Upa's 1993 FC version? I can only find the FDS rip.
http://snesmusic.jukor.net/viewtopic.php?f=17&t=1678Here are some NSFs I ripped (mostly) by request a while ago, since I don't really know where else to put them. I'll probably do some more eventually (IIRC there are some unanswered requests in that thread for a couple of FDS games and other stuff that I never had time to address...)
I couldn't find a rip of this one, so I made one.
Would anyone be kind enough to rip the NSFs for the homebrew games K.Y.F.F. and Snail Maze?
Some of the tracks are faster than the NTSC version.
Got this three rips from a japanese dude.
Here's a big list from me-
Bio-Miracle Bokutte Upa (ROM cart release, FDS version has been ripped, but not this version)
Chubby Cherub (Japanese version, Obake no Q-Taro has been ripped, but US version has a different title theme which has yet to be ripped)
Some Caltron 6-in-1 stuff like Porter & the title menu appears to be missing the noise channel.
Challenger is missing a channel in all songs (noise I think)
Street Cop is missing the title theme
Friday The 13th is completely off in all but one song
Garfield No Isshuukan - A Week Of Garfield has some glitched tracks where the punt sfx plays at the start of the tunes
Gekitotsu Yonku Battle - several tunes sound off
M.U.S.C.L.E.- Japanese version (Kinnikuman - Muscle Tag Match) has been ripped, but the U.S. version which has some different tunes, has not been ripped.
Magic Block - Unripped
Moai Kun - All songs play too fast
Nuts & Milk - One song is off and another appears to be missing
Pizza Pop! - Several tunes are missing
Popeye- two stage themes are off
Quattro Arcade - Stunt Buggies - Songs play too fast
R.C. Pro-Am II - Several tracks are broken
The Flintstones - The Rescue Of Dino & Hoppy - One or two tracks sound off, I need to double check which ones
Wagyan Land - One or two tracks sound off, I need to double check which ones
BlackGuyRX wrote:
Here's a big list from me-
Some Caltron 6-in-1 stuff like Porter & the title menu appears to be missing the noise channel.
Moai Kun - All songs play too fast
MrNorbert1994 wrote:
BlackGuyRX wrote:
Here's a big list from me-
Some Caltron 6-in-1 stuff like Porter & the title menu appears to be missing the noise channel.
Moai Kun - All songs play too fast
Thanks! Unfortunately, the Moai-Kun is still broken. It won't load in Foobar, and while it loads in NSFPlay, the songs are now slowed down, but thanks anyway!
tepples wrote:
Almost 3 years ago, Doommaster1994 wrote:
I'm not sure if there's any NSF rippers anymore. I noticed Rampart wasn't ripped. The Famicom version was, but the USA version wasn't.
Did anyone ever get around to ripping
Rampart (U) by Jaleco? The only one on Gil-Galad's or Zophar's is the Famicom version by Konami. Or should I learn NSF ripping myself?
Here are a few more rips.
By the way if some of you might wondering:
The Rampart, and Tom & Jerry 3 NSFs, were not ripped by me, it was Gil Galad!
He is back to ripping, so all credit goes to him.
Hey guys, I'm kind of back but I needed a very long break because I had been ripping for years and had a lot of requests and taking care of the archive, and many other things associated with NSFs.
Long story short, I was already kind of burned out from the workload and then I was accepting donations from people who wanted rips. Some other people were giving me hell about it and it just rubbed me the wrong way like really bad and I was like to hell with it all, I'm done.
With the amount of time I was putting into it, I felt that donations were ok and I had talked to several people about it and they are ok with it too. Because I spend hours and hours and hours ripping and it's quite mentally taxing sometimes if you do all those difficult ones over and over. Doing a few here and there ain't so bad though.
I don't really go around saying, yeah, let's have a fund raiser so I can get a TV, no. lol, no way. But it makes me feel good when other people appreciate it and give me a little cash even if it's not a lot. Like Locke-GB hooked me up and that made me very happy, really.
Recently, Norbert asked me to do some rips for him and he got me motivated to do all this again. So, a real big thanks to him.
I am taking donations again when I get some stuff done for Norbert and of course I do them for no donations too so please don't think I am trying to get tons of money. I ain't like that at all.
So, thanks again all you guys who love NSFs for real.
Who are still interested in the NSF files (as much as I am):
http://www.mediafire.com/download/wet64 ... wt/NSF.rarThis is the newest, and most stable NSF archive outta there, what I'm working on it almost a year or so now.
In this archive you will find Gil's newest rips, (and mines' as well) but I might post them separately here too.
So feel, free to bookmark this link!
The archive refreshes very frequently.
This is a complete rip of Kyouryuu Sentai Zyuranger, having the SFX included.
Ripped by Gil Galad.
Another pack of recently ripped / re-ripped NSFs.
Aladdin: Includes SFX, ripped by Gil Galad.
Sword Master: the EU version, ripped by me.
Banana Prince: again the EU version, ripped by me
BlackGuyRX wrote:
Here's a big list from me-
Pizza Pop! - Several tunes are missing
Is this one sounds right?
MrNorbert1994 wrote:
BlackGuyRX wrote:
Here's a big list from me-
Pizza Pop! - Several tunes are missing
Is this one sounds right?
It's still missing a few tracks, like the Stage Clear jingle, the Bonus Stage tune and the jingle that plays after that. Thanks for attempting, and sorry I didn't get back to you earlier!
https://youtu.be/KQ00L9HoIx8?t=4m19sEdit- It's also missing the Death & Game Over jingle.
BlackGuyRX wrote:
MrNorbert1994 wrote:
BlackGuyRX wrote:
Here's a big list from me-
Pizza Pop! - Several tunes are missing
Is this one sounds right?
It's still missing a few tracks, like the Stage Clear jingle, the Bonus Stage tune and the jingle that plays after that. Thanks for attempting, and sorry I didn't get back to you earlier!
https://youtu.be/KQ00L9HoIx8?t=4m19sEdit- It's also missing the Death & Game Over jingle.
Watched that video from beginning to end. I hope this version is finally normal.
MrNorbert1994 wrote:
Watched that video from beginning to end. I hope this version is finally normal.
It's all there, thanks a lot! How long did it take you to make this rip?
It was about 2-3 hours to "render" it. The problem was, that the original ripper didn't tried out all the 255 combinations at the End Of File, since he was using a tunetable.
BlackGuyRX wrote:
Here's a big list from me-
Garfield No Isshuukan - A Week Of Garfield has some glitched tracks where the punt sfx plays at the start of the tunes
Can you give me a Save State for the ending? I use FCEUX emulator. I was able to fix the Stage Clear Theme via Famitracker.
MrNorbert1994 wrote:
BlackGuyRX wrote:
Here's a big list from me-
Garfield No Isshuukan - A Week Of Garfield has some glitched tracks where the punt sfx plays at the start of the tunes
Can you give me a Save State for the ending? I use FCEUX emulator. I was able to fix the Stage Clear Theme via Famitracker.
Do you need a save state specifically? If so, I'll have to replay the game, kinda dreading it though
Seems like you don't have to.
MrNorbert1994 wrote:
Seems like you don't have to.
Thanks, works perfectly!
I found this one in an old archive, and as far as I'm concerned this is the most stable rip out of it.
BlackGuyRX wrote:
Street Cop is missing the title theme
Fixed.
MrNorbert1994 wrote:
BlackGuyRX wrote:
Street Cop is missing the title theme
Fixed.
Thanks! The title theme's there, though all of the other tracks are glitched. Also thanks for the Popeye upload, it works fine.
BlackGuyRX wrote:
Here's a big list from me-
Quattro Arcade - Stunt Buggies - Songs play too fast
MrNorbert1994 wrote:
BlackGuyRX wrote:
Here's a big list from me-
Quattro Arcade - Stunt Buggies - Songs play too fast
Thanks, but it sounds off, as if were just sped up or something
https://www.youtube.com/watch?v=oK8ApY-b0l0Hope this vid helps
Hi. Sorry, I couldn't fix that one. :/
However I noticed that Tecmo World Wrestling's PAL and NTSC-J version wasn't ripped until now.
It had a different opening tune in these versions.
Does Otocky still not have an NSF?
I did a search for it and found an older post in this topic where I was asking about it in 2009. I was linked this doc, a list of unripped FDS games-
http://gilgalad.arc-nova.org/nsf/docume ... -09%29.txtIs that list still pretty much accurate?
No, Otocky at the moment doesn't have an NSF rip.
In that list there are a few that has been ripped:
Mr. Gold - Kinsan in the Space
Replicart
Tama & Friends - 3 Choume Dai Bouken
and most recently
Magma Project - Hacker
You can find it in my NSF archive what I linked here earlier. (It is a Mediafire link.)
Here are two fixes what I did not so long ago.
Both of them are tunetable fixes.
bucky o'hare wrote:
-Tower of Radia
I did a side by side comparison, but the music seems to be the exact same.
Nonetheless, I made a rip out of this too.
Yave wrote:
Rockman4Burst Chaser X Air Sliding
NSF
Have it?
I don't think this was ever ripped until now.
Any sound effect in that one that could be interpreted as applying hot melt adhesive?
Has Bible Adventures been ripped yet? Or for that matter, any Wisdom Tree game.
Almost 90% of the Color Dreams / Wisdom Tree games are unripped, because the music in those are spaghetti coded. (At least according to Gil Galad.)
locke_gb7 wrote:
Short Order Eggsplode Burger Game
Seems like that the original ripper accidently set the tune number 09 instead of 0A.
MrNorbert1994 wrote:
locke_gb7 wrote:
Short Order Eggsplode Burger Game
Seems like that the original ripper accidently set the tune number 09 instead of 0A.
Thanks for you work put into fixing things!
Although the music for the Eggsplode! game still seems to be corrupted.
https://www.youtube.com/watch?v=YMq9XN8nql8
MrNorbert1994 wrote:
Here are two fixes what I did not so long ago.
Both of them are tunetable fixes.
This one still seems to be off as well, note the percussion in the stage 1 & 2 themes-
https://www.youtube.com/watch?v=dHCjq63FhYo
Here are two more PAL rips.
BlackGuyRX wrote:
Here's a big list from me-
Gekitotsu Yonku Battle - several tunes sound off
I was able to fix this two one. Any more known songs seems to be off?
In the very slight chance anyone's still ripping & repairing NSFs, here's the request list I PM'd MrNorbert1994 months ago
I'll outline anything that's since been fixed and add more, which means I'll try to seek out gameplay vids, and even replay the games to find anything if need be.
Bio-Miracle Bokutte Upa (ROM cart release, FDS version has been ripped, but not this version)
Chubby Cherub (Japanese version, Obake no Q-Taro has been ripped, but US version has a different title theme which has yet to be ripped)
Some Caltron 6-in-1 stuff like Porter & the title menu appears to be missing the noise channel.
Challenger is missing a channel in all songs (noise I think)
Street Cop is missing the title theme FIXED
Friday The 13th is completely off in all but one song
Garfield No Isshuukan - A Week Of Garfield has some glitched tracks where the punt sfx plays at the start of the tunesFIXED
Gekitotsu Yonku Battle - several tunes sound off FIXED
M.U.S.C.L.E.- Japanese version (Kinnikuman - Muscle Tag Match) has been ripped, but the U.S. version which has some different tunes, has not been ripped.
Magic Block - Unripped
Moai Kun - All songs play too fast
Nuts & Milk - One song is off and another appears to be missing
Pizza Pop! - Several tunes are missing FIXED
Popeye- two stage themes are off FIXED
Quattro Arcade - Stunt Buggies - Songs play too fast
R.C. Pro-Am II - Several tracks are broken
The Flintstones - The Rescue Of Dino & Hoppy - One or two tracks sound off, I need to double check which ones
Wagyan Land - One or two tracks sound off, I need to double check which ones
Thanks again!
Can someone make NSF rips of Kira Kira Star Night and Super Maruo?
Ripped Bio Miracle Bokutte Upa.
Is there a Battletoads PCM rip available that doesn't use Quietust's non-returning INIT hack? If not, I would like to request one.
While I'm on the subject of PCM, are there any NSFs out there that use the MMC5 PCM channel? I don't care if they're homebrew; I just want to know if it's worth bothering to implement it in my player.
The MMC5 PCM channel basically can only really be used with timed code, so I'd expect that the only way it could be in an NSF rip would be using the same non-returning hack.
Searching the random pile of NSFs I have for the byte sequence corresponding to "STx $5011", Shin 4 Nin Uchi Mahjong's NSF does contain some such instructions, but I didn't see any evidence that they're ever executed.
lidnariq wrote:
The MMC5 PCM channel basically can only really be used with timed code, so I'd expect that the only way it could be in an NSF rip would be using the same non-returning hack.
The Battletoads non-returning INIT hack was specifically for NSF players that happened to have a timeout on INIT (not sure why this timeout arose, but Blargg's GME did it).
Non-returning PLAY works on most NSF players, and it's pretty good for PCM playback, but requires carefully timed code to mix other APU control with the samples (see Super-NSF, and MUSE for capable implementations of this). If you just want to rip the MMC5 PCM use in that Mahjong game, you wouldn't have to worry about timing other code. The lack of return causes PowerPak to be unresponsive after playback begins, though still successfully playing the track.
The
Deflemask IRQ flag technique can be used to combine non-returning PLAY with a psuedo IRQ that's convenient for mixing PCM with non-timed APU code. This might be convenient for Battletoads. It still makes the PowerPak unresponsive, but you could return and resume occasionally to solve that problem, too.
lidnariq wrote:
The MMC5 PCM channel basically can only really be used with timed code, so I'd expect that the only way it could be in an NSF rip would be using the same non-returning hack.
Non-returning
INIT is a hack used by only two NSFs (that I'm aware of), supported by only three players (ditto) and expressly forbidden by the NSF format (
"The INIT routine MUST finish with an RTS instruction before music playback will begin."), hence my desire for a
Battletoads rip that doesn't use it.
Non-returning
PLAY is a commonly used and commonly supported feature. I see no reason why MMC5 PCM wouldn't work with that.
EDIT: ninja.
lidnariq wrote:
Searching the random pile of NSFs I have for the byte sequence corresponding to "STx $5011", Shin 4 Nin Uchi Mahjong's NSF does contain some such instructions, but I didn't see any evidence that they're ever executed.
It can be triggered by reads from $8000-BFFF as well, though I don't know if anything actually used that.
Playing the
Shin 4 Nin Uchi Mahjong NSF in NSFplay doesn't show any MMC5 PCM activity, in either case.
I've requested this before (and nothing got done), and it's time to do this again:
A Re-Rip of Winky-Soft's ''Adventures of Tom Sawyer'' with all songs intact, since a couple of the songs were missing completely!
Done. The subtunes were spread across multiple ROM banks, and the original ripper didn't consider them :)
Hi, Karmic. I have a few NSF requests, if you have time.
Pool of Radiance - This one's complete, but since it's my favorite game of all time, I'd like the sound effects. I recall Gil-Galad saying this was one of his first and easiest rips.
Dr. Chaos (FDS) - Uses the same sound engine as the previous game. The music is arranged different for the Famicom Disk System.
Pachinko GP (FDS)
Phantom Fighter -I think some songs in the USA/Japanese version are different.
Thank you. Honestly appreciate it!
Ripped both versions of Phantom Fighter.
Once again, thank you very much. Dr. Chaos is the only other one I really want. I won't request any more because you probably get a lot of requests, and those are the only ones I really want. Thanks again.
Ripped FDS Dr. Chaos.
Doommaster1994: Actually, your request was the first one I've ever gotten specifically directed towards me :) So no worries, request all you like.
Hi everyone, can somebody that still rips NSFs rip a modified version of the Hummer Team version of Aladdin? the IPS patch can be found
here.
Thank you again for the rips!
There are only a few more that use the same sound engine (by Hironari Tadokoro)
I Love Softball
Pachinko GP (FDS)
Pachinko Daisakusen 1 & 2.
I think MrNorbert has some requests though.
As the previous post stated, yes I have a few requests, since I tried to rip these myself, but I didn't had any luck with these ones:
-Magician with Sound Effects
-Ducktales 2 with Sound Effects
-Dynamite Bowl (This "thing'.... is just undescribably bad in terms of the game's programming) I tried to resort on my shitty skills
to manually cover it via Famitracker but that's a sort of cheap method of having an NSF out of something.
It simply... doesn't seem to have any INIT rouitne, and what's even more fucked up, that playing the game on PAL emulation makes the game
5 times faster than in NTSC! I'm not joking, since I have a CIB copy of this game, and it does this on a real hardware as well.
-Moon Ranger (I kinda dig the music of this, but again, it is a Color Dreams game)
-Kabuki Quantum Figther (One song missing + SFX) <- This one has a lookup table, but even with that I was unable to relocate the song.
-Wakusei Aton Gaiden with Sound Effects
-Lode Runner with Sound Effects
-Battleto.... NAH, JUST KIDDING
-Treasure Master with Sound Effects
-SMB1 PAL (I can't find but only the NTSC ones)
-Jackie Chan's Action Kung Fu (Ending song missing, as earlier, even with the song relocation table I was unable to find it.)
-Asterix with Sound Effects
And that's all what I can think of for a while, but remember one thing:
Don't put yourself hard on these rips, because I'm too learning this ripping stuff as well.
I don't mind even donating to you a few bucks if you can rip these as well, and like Doommaster1994 said, thank you for the new rips.
I have my own website (what I can't really call a website but more like a scrambled mess of chaos), which is the sort of "unofficial" new NSF archive:
http://mrnorbert1994.uw.hu/By the way... I noticed in your rips, that you use a different playback rate rather than the usual $411A (NTSC) / $4E20 (PAL). Can you explain me why is that?
16666 ($411A) microseconds is not the NTSC NES PPU's actual frame period. Because the NES frame rate is slightly faster than 60 Hz, it's actually 1000000/60.0988 = 16639 ($40FF) microseconds.
Showing my work:
The crystal in the NTSC NES and Super NES is 945/44 = 21.4773 MHz, six times the NTSC color subcarrier frequency, for 44/945 microseconds per master clock cycle. The PPU generates a signal with 1364 master clock cycles per scanline and 262 scanlines per frame, with 4 master clock cycles deducted from every second frame. Thus there are an average of 1364*262-(4/2) = 357366 master clock cycles per frame, or 357366 * 44/945 = 16639 microseconds per frame.
Ripped a few of these.
MrNorbert1994: Yes, this Dynamite Bowl player sucks :D Not only is there a separate init routine for every single subtune, the NMI handler (and thus, the player) is executed multiple times per frame for no reason, so it contains a counter just to make it play at a normal speed. I've disabled this counter so the play routine is able to be called only once per frame.
Once again, thank you Karmic.
By the way, just a question. Would it be easier to rip an NSF if you had the source code? There were a couple Color Dreams ones I wanted and I have the game's source code including the graphics and music. I actually found sound code in the game's ROM and was able to switch instruments, duty cycles, etc. There are some unused instruments in the games. As I promised, the games I requested earlier are the only ones I really want, but I was just curious. Thanks again.
Also, Pachinko Daisakusen credits I. Wada, M. Fujizawa, and "Music Dataman" is Mick.J.Piro (Hironari confirmed this was him).
I know M.Fujizawa can be either Mamoru Fujisawa, or Michio Fujisawa. It is most likely the latter because Mamoru Fujisawa is known by his stage name Joe Hisaishi, so I think he would have been credited as such.
I'd assume so, since you'd know exactly what the routines do as long as they mention it in the code.
I heard it doesn't matter because each game is programmed differently, but I am convinced one game is a reskin of another. The two games in question are Challenge of the Dragon and Operation Secret Storm. I could send over the source code.
There is one last NSF I might request a fix for, but I'm not worried about it right now. A while back, I paid Gil-Galad to rip Magma Project Hacker, and I later discovered there was one song missing from the rip. That was back in December though, and I haven't inquired him about it yet, so I'll ask him first before I ask you to do it.
(Also, I looked at the credits for I Love Softball. It credits a Y-Kojima (not sure who that's supposed to be) and Piropiro (Tadokoro)).
I was having difficulties with the Color Dreams games, so here's some of the easier ones :)
Also thanks for directing me to the Magician soundtrack, I'd never heard it before!
Don't worry about the Color Dreams games. I was told they were kind of tricky. I just thought with the source code it would be easier to rip them.
Karmic: Thank you for these two.
I updated them with a simple song order.
Oh, and yes, Magician is definietly one of the best soundtracks on the NES!
One song was completly missed in all the existing rips for this one plus it had the PAL bit on for some reason.
But one thing I don't understand: why is that if I use my custom lookup table, in some games, no matter what I try, I can't rip their SFX?
This mostly applies for almost all british developed games plus a few japanese ones like:
Ducktales 2
Felix the Cat
and even this one.
Hamtaro126 wrote:
Can someone redump the Earthbound Zero NSF, including all tracks? All the extra ending tracks seem to be not included (I think the only NSF that is dumped is named by it's japanese version ''Mother'')
I just did a rip out of it. I was expecting to hear different songs. (I'm not familiar with the game at all.)
Is there a way to edit a little bit the init code for Ducktales 2?
I made my lookup table for it, and for some reason only two players seem to play it correctly, nor even the Powerpak wants to play it.
MrNorbert1994: Simple, when you added code to the init routine, you forgot to correct play to $F039, as your code pushed up the play code a few bytes.
Presumably the reason the tunes only worked on those players is because they treat illegal opcodes as NOP (but haven't checked).
Silly me, but thanks again, now they work correctly.
Finally figured out how Color Dreams' player works, so ripped these.
Here's a whole load of tunes ripped on my own accord, hope that's okay to post here.
I can't seem to find a rip for Trolls in Crazyland, the rips I was able to find seem to be from the Japanese version.
TheBluegeek wrote:
I can't seem to find a rip for Trolls in Crazyland, the rips I was able to find seem to be from the Japanese version.
download/file.php?id=3655
MrNorbert1994 wrote:
TheBluegeek wrote:
I can't seem to find a rip for Trolls in Crazyland, the rips I was able to find seem to be from the Japanese version.
download/file.php?id=3655Awesome, thanks!
Here are a few more rips.
Hi, i would like to have a .nsf file of the game Bio Miracle Bokutte Upa (the .nes file version, not the original .fds). Maybe that sound strange that i ask for the .nes version, but it's because i already have one from the .fds version of the game (it contain 56 music+sound total), but i used to play the .nes version when i was younger, and the music sound differently (even if the .fds is considered better quality audio, i would prefer to have the .nes).
Also, i noticed that my version of the .nsf file of the game Battletoads (contain 21 audio), is missing the sound/music of the Beat Drum that you can hear when you pause the game.
Please, if anyone have, or can make these .nsf file, it would be appreciate. Thanks.
potato42 wrote:
Hi, i would like to have a .nsf file of the game Bio Miracle Bokutte Upa (the .nes file version, not the original .fds). Maybe that sound strange that i ask for the .nes version, but it's because i already have one from the .fds version of the game (it contain 56 music+sound total), but i used to play the .nes version when i was younger, and the music sound differently (even if the .fds is considered better quality audio, i would prefer to have the .nes).
Also, i noticed that my version of the .nsf file of the game Battletoads (contain 21 audio), is missing the sound/music of the Beat Drum that you can hear when you pause the game.
Please, if anyone have, or can make these .nsf file, it would be appreciate. Thanks.
I ripped Bio Miracle earlier in this very thread, and there was also a discussion as to how the Battletoads tune can't be ripped properly.
Thanks, i just found it here:
viewtopic.php?f=6&t=115&p=173368&hilit=bokutte#p173368(i should have searched better before asking
). So much memories, thanks for making this file
Also, i didn't knew about Battletoads. hmm, i think i'll read the whole topic, i'll probably find even more interesting nfs files and info
.
Thank you once again, Karmic!
Were you able to rip Operation Secret Storm? I ask because that and Challenge of the Dragon appear to be almost the same exact game.
Also, were you able to get Pachinko GP? If not that's cool. I'm done with NSF requests as of now, and once again want to sincerely thank you for the rips.
Done both, and one on my own.
And yes, I can confirm that Operation Secret Storm is just a cheap reskin, so much so that I could use the exact same init code that I did for Challenge of the Dragon :)
Thank you once again!
By the way, there were two other rips I forgot about that I wanted.
Puzzle for the NES is missing one of the stage themes. There is also a prototype of Puzzle with different music. If you can look into those whenever you have time I'd greatly appreciate it! Other than that, I'm done with the requests as I promised.
Here's a quick rip of Robodemons, with the SFX and PCM samples included.
..and here's Joshua, which I've done the same.
I wonder if you could rerip Captain Comic with SFX included (since you making Color Dreams NSFs lately) and a rip of Block Out (It is an unreleased game which uses Hirasawa Michiya's driver).
In the meantime I reripped two games from David Warhol, because they didn't worked on Nintendulator.
I assume a
cover version of one of the songs in
Geom Cube (the PS1 version of
Block Out) doesn't count.
Did Captain Comic, and another game on my own.
Fun fact: Captain Comic is not using the typical Color Dreams player.
3 more rips:
PAL version of S.C.A.T.
A proto game and a fix for Circus Caper SFX included.
Here's a few homebrew game rips.
Here's a funny one- Fish Fall and 4Him - The Ride :)
Did a rerip for this one.
Several songs missed in the existing one + SFX.
Rackets & Rivals: fixed to be a non-bankswitching NSF
Rollerball: Only the japanese version was ripped, while the US wasn't.
Don't know if there are different songs in it.
I haven't seen any rip of this, so I did it myself.
SERIOUS thanks to Doommaster1994 for sending some Color Dreams source code, there would be no Color Dreams rips from me if he didn't
Once again, thank you for the rip!
Did you get the chance to check out Puzzle and its prototype?
Here's Puzzle, and one done homebrew rip done on my own.
Sorry, but I don't have the prototype version.
Thank you once again!
I'll send you the prototype ROM later!
EDIT: Added the prototype version. The graphics are glitchy, but the game seems to work.
Done. Turns out I had the same ROM you gave, but it wasn't tagged as a prototype.
Once again, I thank you!
Maybe when I get my next check I can PayPal you some money as my thanks to you.
I was expecting hidden VRC7 goodness here...
I wan't my money back.
FDS rip and a homebrew rip.
I was able to make this work.
I have posted this earlier as the mysterious LXXX XXXXT.nsf file, and I was able to find a reset routine which was not used, and make there my own lookuptable to have a more normal looking NSF.
Like: music first, then SFX.
Seriously... was this ever dumped?
I tried to find on at least a dozens of japanese websites for a ROM image, but I couldn't find any of it.
Ear rape warning! Especially at track 3!
I have a request, if anyone has the time of course.
Can someone please make
this track and
this track for me? I wanna replace the first track with the Final Fantasy battle music track in my FF hack, thanks...
Here's Crystal Mines with SFX and all tunes in both speeds.
Also, this thread is for rip requests, not music-making requests.
Karmic wrote:
Also, this thread is for rip requests, not music-making requests.
Whoops, my bad. Thanks for letting me know.
I made
a new topic for that sort of request. Feel free to post your request there.
Added more tunes to Thunder Warrior.
It might be still incomplete, but I doubt it :p
Jackie Chan's Action Kung Fu with the missing subtune.
Fixed Track #4 of the NSF for Hudson Soft's Nuts and Milk
Another homebrew rip. Tunes 1-11 are NTSC versions, 12-22 are PAL versions.
Several more Neil Baldwin tunes with SFX. The subtunes alternate between NTSC and PAL versions.
Treasure Master with SFX.
More. In Ferrari GP Challenge subtunes alternate between NTSC and PAL.
MrNorbert1994 wrote:
Yave wrote:
Rockman4Burst Chaser X Air Sliding
NSF
Have it?
Hi, I wanted to thank you for this! However.... this rip is incomplete, unfortunately. This only contains about half the tracks, as you can see here:
https://www.youtube.com/playlist?list=P ... MAOyTj2tsIIs it possible for you (or anyone else here) to get the rest of the tracks? I'd be quite grateful to anyone who could. Also, I'd like to request another MM hack rip if that's alright: Rockman 5: install Metal. Thanks in advance to anyone who looks into these!
ChillyBilly wrote:
MrNorbert1994 wrote:
Yave wrote:
Rockman4Burst Chaser X Air Sliding
NSF
Have it?
Also, I'd like to request another MM hack rip if that's alright: Rockman 5: install Metal. Thanks in advance to anyone who looks into these!
ChillyBilly wrote:
MrNorbert1994 wrote:
Yave wrote:
Rockman4Burst Chaser X Air Sliding
NSF
Have it?
Hi, I wanted to thank you for this! However.... this rip is incomplete, unfortunately.
Bit of a late response, but wow, thanks so much for both those rips, MrNorbert1994!
I wanted to rip both of those hacks myself, but the results didn't come out right. However, I did make at least one successful rip for a different MM hack:
Attachment:
Rockman 5 Double Jumper.nsf [24.13 KiB]
Downloaded 122 times
locke_gb7 wrote:
Obocchama-Kum Flopping Guy
locke_gb7 wrote:
Dai-2-Ji - Super Robot Regular Battle Scene
ArnoldRimmer83 wrote:
Its been a long time since I've made an nsf request, but I would like to ask if someone could rip Salamander, the Japanese version of Life Force. According to the Cutting Room Floor, Salamander has an unused song called "Combat", that is buried in Salamander's code, but it was removed entirely in Life Force.
http://tcrf.net/Life_Force_%28NES%29The current rip of Life Force, is of the US version I assume, as the Combat song on that page is not in the rip. If somebody could rip Salamander I would appreciate it.
That song was in Salamander's prototype version.
Is Gil-Galad still around? His site is a little navigation unfriendly, because every single page wants to redirect you to the front page of the site if you didn't open it in the frameset. This stops you from opening anything in a new tab, or linking to pages on his site.
It might be a reaction to the old habit of
framing, where someone would wrap a frameset around pages of your site, causing viewers to falsely associate your pages with the outer site.
If it's about keeping navigation always visible, the better way going forward is fixed positioning plus SSI or PHP.
Hey, guys. Sorry that the navigation on my site is not to your liking but I have used frames because this site is very old. I have been thinking about updating it to W3C standards but I haven't really motivated myself enough to change my entire website.
Yes, I have made redirects for pages outside my site because people were hijacking some of my pages as well as providing direct links to files which I had to stop because it was seriously draining a lot of bandwidth at the time and it had to stop.
I personally thought my site is easy to navigate because all you have to do is pick what section you want to read and it's there in the frame and all it takes is one click and it doesn't take a lot of looking around all over the site to find what you want. That's my reasoning behind it. This design is from the 90s.
These NSF's had speed issues which has been fixed now.
How did you fix the speed issues?
I know that you know this but always try to fix speed issues inside the NSF itself. Using the header bytes for those won't make them run right on the real NES in some cases. Some NSF players don't support using that header byte.
There are a very few games that use the same sound driver (from byte to byte), and if you rip it the "regular" way, the tunes became extra fast. (by setting the NTSC playback rate)
Darkman (or let's say Alfred Chicken and Spiderman) is one of these examples.
I came up with a code:
lda $FF ;whatever byte
bne Dontskip
; if 0, skip the frame and reload the counter
lda #$06
sta $FF ;whatever byte
rts
Dontskip: ; decrement the counter and then jump to the regular player
dec $FF ;whatever byte
jmp $FFFF ;whatever byte
I put the code where there were a few unused bytes, (or 00-ing Reset Code like ususal) and then JMPing to their original Play Route.
I tried them on several emulators and on my Powerpak, and they worked!
Eightbit Allstar wrote:
The "Gun Nac" NSF I have has faulty DPCM drums (low pitched?). Is there a better rip of this game?
MrNorbert1994 wrote:
Also, I'd like to request another MM hack rip if that's alright: Rockman 5: install Metal. Thanks in advance to anyone who looks into these!
How wonderful! Thanks for ripping!
Request three games...
Rockman 2 Final Mix, Rockman 2 ONN and Mega Man 4 The Rise of X.
I used nes2nsf to make nsf and it works, but I think it’s not perfect, especially ONN, one song lacks triangle channel...
nes2nsf couldn’t make any sound nsf from Mega Man 4 The Rise of X...
So can you make nsfs from them? Thanks.
Another homebrew rip and Win, Lose or Draw, this time not cheating with Famitracker :p
Win, Lose or Draw was tough, not only in finding the init routine, but also because the player placed variables in $0160-$01FF, so I had to do some weird stuff with the stack that will hopefully work in most NSF players.
The newest rip.
It uses the unknown Make Driver.
*Made a lookuptable for it.*
I able to make this play a few tunes, but a lot of stuff is missing.
Very belated, but I want to say thank you all for providing these new NSF rips!
Two more. Sorry for my recent inactivity.
The ending tune here is entirely different.
Added SFX and missing tunes to TwinBee.
BlackGuyRX wrote:
MrNorbert1994 wrote:
BlackGuyRX wrote:
Here's a big list from me-
Quattro Arcade - Stunt Buggies - Songs play too fast
Thanks, but it sounds off, as if were just sped up or something
https://www.youtube.com/watch?v=oK8ApY-b0l0Hope this vid helps
I was able to locate 2 more tracks.
Fixed the PCM samples here. Now it actually sounds good :p
Fixed the noise for this one.
Some more. Note that Hissatsu Shigoto Nin uses the MMC3 PRG-RAM for its music.
Thanks for the rips, Karmic! Much appreciated!
Wayne's World fixed and Metal Mech with missing tune added.
Ripped this one. The voice samples are different from it's US version - Bad News Baseball.
Two previously unripped unlicensed games.
Kira Kira Star Night completed and Kiteretsu Dai Hyakka with the annoying buzzing noise removed.
Two games with sfx added.
Thanks once again for the rips, Karmic! Totally forgot about Bible Adventures. That was one of my first VGM rips (the Genesis version). The game was composed by Roger Deforest.
I was wondering, if you're not busy with requests, maybe you could rip the FDS games by Phoenix? The games are: Zatsugaku Olympic Quiz Part II, Zatsugaku Olympic Quiz Part II: Watanabe Wataru Hen, Bishoujo Shashinkan: Moving School, and Kind Gal's. You can actually beat the Zatsugaku games easily by holding the Turbo A button. You get a credits screen at the end of each one. "Chihoushou" (Japanese for "Dementia") is credited as the composer in these games. In Kind Gal's, the composer is credited as "Bananapple" but I'm pretty sure it's the same person.
Added a bootstrap to this one (noise glitching).
Added 2 songs to this one.
The re-rip of Isolated Warrior is missing the ending theme. It was track 22 on the previous rip.
Haven't been here in awhile, but I'd like to take the opportunity to thank Karmic and MrNorbert for all the new nsf rips.
Isolated Warrior with SFX + Ending.
A few rerips that contains SFXs.
Alfred Chicken with full SFXs.
It looks like that David Whittaker's driver has two separate SFX inits:
first is for pulse sfx, the second one for noise sfx.
Reripped these 3 NSFs to have SFX, and eliminated the noise stucking glitch.
You guys are on a freakin' roll, thanks again for all the effort put into these rips!
Here's an update to that list from earlier-
Chubby Cherub (Japanese version, Obake no Q-Taro has been ripped, but US version has a different title theme which has yet to be ripped)
Some Caltron 6-in-1 stuff like Porter & the title menu appears to be missing the noise channel.
M.U.S.C.L.E- Ditto with Chubby Cherub
Challenger is missing a channel in all songs (noise I think)
Magic Block - Unripped
Moai Kun - All rips are broken, songs play too fast
Nuts & Milk - Slightly fixed, one main stage theme is still missing
Quattro Arcade - Stunt Buggies - Songs sound inaccurate, rip is probably busted
R.C. Pro-Am II - Whole thing needs re-rip
The Flintstones - The Rescue Of Dino & Hoppy - One or two tracks sound off, I need to double check which ones
Wagyan Land 1 & 2 - One or two tracks sound off, I need to double check which ones
Widget - Not sure how to describe this, but the Stage Clear, Death & Game Over tracks seem glitched, the players don't automatically switch to the next song and weird sfxs play every few seconds even when the songs end.
J.League Winning Goal - Has similar issues as Widget, and I think is actually missing a song or two
Adventure Island 2 & 3- One stage theme sounds off Current rip-
https://www.youtube.com/watch?v=UI1QVDiSSNw How it should sound-
https://youtu.be/wnSygDpZNUU?t=4mEnding theme for 2 is glitched as well, how it should sound-
https://youtu.be/wnSygDpZNUU?t=1h4m6sPac-Land - Missing tracks
Pipe 5/PipeMania - One track is glitched
Also, if anyone is interested, I'll put up some requests in the GBS, SPC, and HES threads, thank you!
What kind of player do you use?
I added a bootstrap to Widget (sometimes it is needed).
Seems like it works for me.
MrNorbert1994 wrote:
What kind of player do you use?
I added a bootstrap to Widget (sometimes it is needed).
Seems like it works for me.
I use NSFPlay (previously FooGep) Just tried the rip, it plays identically to the old one
Added SFXs to these ones.
Can you explain this "bootstrap" thing? Also made my GBS requests for anyone who's interested.
It is basically a JSR FF FF in the init part where you enable all the sound registers.
It initalizes more addresses that is necessarry, or else some channels sound off.
BTW... the next rerip:
4 more NSFs ripped from a multicart.
Ripped 4 NSFs from Snowbro's PD Roms.
Fixed the the glitching in this one.
Added JSR $8001 to this one.
Sound better now.
Some new ones, also fixed Baltron to not read from PPUSTATUS.
For some reason I couldn't get the death jingle, but at least this one also has a few SFX too now.
EDIT: added death jingle.
Has Pro Golfer Saru: Kage no Tournament been ripped before? Was digging through Google and the last NSF archive I've DL'ed and couldn't find it
It is in Gil Galad's unripped TXT, so the asnwer is: nope.
I was able to rip a few songs / jingles from this one.
Here is a bunch of SFX reripped NSFs from Ocean Software.
Here is a couple more.
The play routine was bad in previous rips.
Updated the T's music driver.
Now it sounds way better.
Please make a NSF of the Famicom version of SMB2J ending song! There's an extra instrument there and the theme is different from the SMB1 ending theme.
8bitMicroGuy wrote:
Please make a NSF of the Famicom version of SMB2J ending song! There's an extra instrument there and the theme is different from the SMB1 ending theme.
It's already ripped. I made a MIDI of it a while back. It may be under Doki Doki Panic.
2 more SFX re-rips from David Whittaker.
No, that's not what I meant! I meant the Japanese SMB2. You know, not the American SMB2, but the one for "super players" also known as The Lost Levels.
8bitMicroGuy wrote:
No, that's not what I meant! I meant the Japanese SMB2. You know, not the American SMB2, but the one for "super players" also known as The Lost Levels.
Yes, that has already been ripped, too.
Could someone rip the music for the FamicomBox and Arm Wrestling? Both are arcade games but use the 2A03 hardware.
Found a few PCM samples in this one.
I was able to make a few tunes work.
Apparently it uses Toxic Crusaders' driver.
Added bootstrap to these ones.
Gil_Galad's page is down? Is he OK; and does anyone have a mirror?
Yep. it is down for quite a while now, but I literally saved everything from there (NSF wise).
Next rerip:
I noticed that the "HIT" DPCM jingle was missing all of the existing Castlevania rips, so I made a new one.
Think you could upload the whole thing in one zip? I know someone is requesting the Dreamworld Pogie NSF though.
I made my own (kinda crappy looking) website which includes an NSF archive what I compiled over the years.
It includes literally every NSF rip avaliable, and lot of fixes such as this one:
Weirdly, the PAL version of this (and in a lot of other Taito games), is slower if I set the play address to $8000, so Karmic helped me to solve this speed issue by writing a completely new setup code for the play address to sound like it was intended.
The main issue was with this NSF that in track 7 the basketball theme's triangle channel was silent for some reson.
As far as Dreamworld Pogie: it was ripped years ago, the SFX is the only thing that missing from that rip.
Ripped a few PCM samples out of this.
I just realized, family tennis is unripped and absent from my request list
Thanks again for the continuous updates!
Turns out it used the same init as RBI Baseball.
Added missing subtunes to this one.
Ripped FamicomBox. Arm Wresting seems to be nothing but (not DPCM so don't ask :p) samples.
MrNorbert1994 wrote:
Turns out it used the same init as RBI Baseball.
Thanks for the rip!...but it's horribly glitchy
https://www.youtube.com/watch?v=Ym8VQJ0glG0
Three previously unripped Waixing game's music.
Waixing strikes again with hacks!
Darkman007, Yamato Ryou - Mr. Droichen [MMC5]
Added sfx to Qix, and completed Just Breed.
Re-did Just Breed to be less ridiculously huge. Apparently some players don't appreciate that :p
Hi friends! Please, fix triangle-channel in Track 12 (Boss 4) of "Super Contra 7":
Added sfx to McKids and fixed Super Contra 7.
Ripped the SFX for this one.
Karmic wrote:
Added sfx to McKids and fixed Super Contra 7.
Dear Karmic, unfortunally Track 12 is still corrupt, there missing triangle-channel...
Looks like I found an SFX routine for this, but I think a few of them missing.
MrNorbert1994 wrote:
Looks like I found an SFX routine for this, but I think a few of them missing.
Missing some sounds... e.g. "Extra heart", "Extra Life"...
Finally !
Layla: The Iris Missions. A New RomHacking of the Year!
http://www.romhacking.net/hacks/3311/
Fixed Triangle- and DPCM- channels of "Summer Carnival '92. Recca" (by Mr. Norbert)
Ripped the SFX for this one.
Re-ripped Hoshi wo Miru Hito (the music was an octave too high).
Also ripped Kind Gal's (4 disksides!!!)
Ripped Dudes With Attitude. Apparently this one is high in demand :o
Interestingly one of the tunes here is the same as in Deathbots.
yo, that kind gal's nsf crashes out with notsofatso and nsflive...any idea what player works best or if theres a prob? thanks for these!
edit: any way i could request a .nsf and not .nsfe of layla - the iris missions?
Thanks again for the rips Karmic. You're awesome!
It might be interesting to note that Dudes With Attitude uses a song from Solitaire as well. Even though Mike Crick told me the game's music was by Bob Landwehr, I'm wondering if it was really Mike Smith.
Also, I know Arm Wrestling mostly uses DPCM samples, but I believe the music/jingles use the 2A03. That's what I was looking for.
Anyway, thanks!
Added more songs / SFX to this one.
hey thanks so much for the rerips!
edit: layla doesnt work in notsofatso, only the first track
donno if you guys wanna look into this before too much time passes or not but yea, its busted there hehe
Doommaster1994 wrote:
Even though Mike Crick told me the game's music was by Bob Landwehr, I'm wondering if it was really Mike Smith.
"Mike Smith" sounds like a generic kind of name to me. Perhaps it's an alias of Bob Landwehr (just a guess) :)
shawnphase wrote:
layla doesnt work in notsofatso
NotSoFatso hasn't been updated since 2003. Probably you should switch to rainwarrior's
nsfplay.
nsfplay doesnt allow you to mute channels tho, thats important to me to be able to learn how to play this stuff on traditional instruments.
Open NSFPlug (The one next to the volume slider)
View -> Channel Mask and there ya go.
It also has the keyboard view, which aside from visualizing all the notes on a piano display, has a slowdown option.
oh cool, thxthx. i couldnt find it for the life of me. sorta wish there was a slider instead of off/on but ill take what i can get. thx for carryin on with it as well rainwarrior!
Another Jaleco sports game.
Aren't all of the WinAMP plugins horribly outdated? Also is anyone actively ripping GBS, HES, and MSX/2 games?
Ripped the prototype version of a game, and Dian Shi Ma Li (for the fun of it :p)
Ripped the PAL version of this one.
Will Brueggemann - Dear Mario (Super Mario Bros. 3 Hack)
1. Dear Mario
2. Shells, Stars & Super Mushrooms (Overworld)
3. Plain Ol' Plains (Grass Land)
4. Hold on to Your Hat! (Athletic)
5. Underground Caves
6. Don't Eat the Yellow Sand (Dune Land)
7. Blocks, Bricks & Buttstomps
8. Swimmin' With the Fishes
9. Coins, Coins, Coins!!!
10. Snowman's Slippery Slopes (Ice Land)
11. Head in the Clouds
12. Path to the Evil King (Lava Land)
13. Airship's Flying Fleet
14. Battle With the King
15. Thank You Mario!
Mike Smith was a real person. One programmer told me he passed away. Could the title music for the Maxi 15 be ripped? Also, for Exciting Billiard, the staff roll music is missing from the current NSF.
Ripped the SFX for these ones.
More SFX. This one uses Jon Dunn's driver.
An unreleased Compile games' music.
Ripped some pulse effects from these ones.
Arranging Rare drivers are nightmarish...
KoKo's Adventure - DPCM Fix
Doraemon - Ji Qi Mao Xiao Ding Dang - DPCM Fix
Noah's Ark has vibrato (sweep unit enabled?) during the playback. Perhaps a redump is required...?
EDIT: nope, it's not sweep.
Mega Man Super Fighting Robot (Incomplete). Please, add missing tracks!
Mega Man Super Fighting Robot's NSF cannot be fixed, since the NSF is nothing more than a Famitracker NSF export.
MrNorbert1994 wrote:
Mega Man Super Fighting Robot's NSF cannot be fixed, since the NSF is nothing more than a Famitracker NSF export.
I have this game with music in mp3, there contains 56 tracks... I.e. in this NSF missing 21 tracks.
a rip of Tetris (VS).NES
plus SFX?
I'm looking to see if there's some unused sound data, since all this early version of Tengen Tetris plays in-game is Bradinsky.
Added a missing tune for this.
Super Mario Bros. 3 Mix (Romhack)
PD: I watched some Twitch Streams because This rom hack has Custom Music!
Buzz and Waldog Included DPCM Fixes and SFX!
Hey MrNorbert1994.
I found a Bug on Track 7 on Gradius 3 (Arcade)
The Problem is, Exported NSF from 0cc-FT 0.3.14.4 Because The tracker crashing when reading from any 0.5.0 beta module containing note data on row 0x80 or below.
I Exported NSF from Famitracker 0.5 BETA without Bugs!
Rockman 4 - Minus Infinity (DPCM Mod) With Batman Snare! LoI
GOZAHAND Covers
BOT EDIT: Attachment deleted
Ashes Reborn Build 8 (40 Tracks)
Ripped SFXs for these.
BTW... this thread is not made for posting covers. I think there are separate threads for those.
Seems like the NTSC versions were programmed in an entirely different way, because only the PAL version seemed to work with the bootstrap code.
Fixed the noise (I think) in the forest levels.
MrNorbert1994 wrote:
BTW... this thread is not made for posting covers. I think there are separate threads for those.
Thank you!
This guy Posting Rushjet's Megaman Covers
or This Gozahand Covers Are made by Konami with (MSX Systems)
Another one.
- Fixed DPCM's Are Allowed!
- No Imported NSFS and Expoted NSF with FamiTracker
- No Posting Covers for this moment
- Deleted Covers by BOT
- I din't see the rules
I use NSFLive or NSFImport and Hex Editor for Fixing this
Oh my god... my ears are puking.
A few Waixing rips.
Anybody, please, add this missing track to NSF "Ys. Ancient Ys Vanished Omen":
https://www.youtube.com/watch?v=dRc-lDxazFQ
You'll Never Believe What NSFs This Person Ripped
Here's the PCM samples in Big Bird's Hide & Speak.
The tunes are in that crap "Win Lose or Draw" driver, so I might add the tunes later.
Added missing tracks (from MMII).
I was able to rip a few pulse wave effects out from this behemoth.
The non-returning init version crashes after a few effects for some reason...
Battletoads & Double Dragon this time.
Added a bootstrap and eliminated the songs with bizarre tempo.
This demo didn't work, but I was able to find some music. If you have any info on who made it then feel free to tell me.
Hello Guys
Who can rip NSF's from Magic Kid Googoo, fresh NES dumped game.
Thank you for another Rockman 2 hack rip!
Magic Kid Googoo and Dooly Bravo Land.
Could someone rip Hoppin' Mad? It's the only game left unripped that uses Mark Cooksey's NES sound driver.
It has been already ripped.
Did Arm Wrestling. The original arcade game used $4016 and $4017 as sound ports instead of joy ports, so I fixed these to $fe and $ff instead.
Thanks, once again! Interesting that it uses the theme from Mike Tyson's Punch-Out.
Some simple NTDEC tunes. Balloon Monster rev0 is to my knowledge unripped. The previous rip of Balloon Monster rev1 is from the buggy 6-1 cartridge version. Benico is unripped to my knowledge.
Edit: Benico updated
here.
Had a few requests:
Exciting Billiard - The current rip is missing the ending music. I tried to add songs to the NSF file, but it still wasn't there.
Topple Zip - Apparently the same sound driver as Uncanny X-Men. Unfortunately, I don't think it's possible to compare sound code in FDS games.
Putt-Putt Golf - A game apparently developed by Pack-In-Video staff, but wasn't actually developed by them, just published. The staff roll says 'Saito' did the music. While this could have been Hitoshi Saito, I'm 99% certain it's Junichi Saito, as he was their main composer/sound guy.
Magma Project Hacker fix - Missing a song. I have an FCEUX save state for the song that's missing if necessary.
Once again, I greatly appreciate people taking the time to rip these. I'll PayPal $10 to whoever would be kind enough to rip all these for me! Maybe I can give more in the future, but for now that's all I can afford!
Some homebrew rips. These might've been done already but I don't know.
This may or may not have been ripped before. If it has, I could not find it; I could only find NSFs of SD Gundam Gachapon Senshi 1 and 3 to 5.
Once again, thanks so much for the rips!
I also wanted to request Classic Concentration. Gil-Galad did a partial rip of it for me a while back. It uses the same sound driver as Harlem Globetrotters. The pitch frequency data is at $3729F-$372B6 in the ROM, if that's any help. Composer is Rob Wallace, and though we did not part was very well, I still enjoy his music. The game's sound programmer was Bruce Sandig. I think he programmed the game itself as well.
Also, could someone rip Ultima: Warriors of Destiny? Gil-Galad also did a partial rip of it for me, but he didn't get the overworld music. It's the only game on the NES composed by Martin Galway.
And please let me know if I'm requesting too much!
Doommaster1994 wrote:
I also wanted to request Classic Concentration.
Look back in the thread a bit :p
The other game I'll take a look at.
I thought "Theme from Comic Bakery", composed by Martin Galway, was in Jurassic Park for NES.
tepples wrote:
I thought "Theme from Comic Bakery", composed by Martin Galway, was in Jurassic Park for NES.
Sure, but the NES version was done by Jonathan Dunn. I think he means it's the only game, where Martin Galway composed specifically for the NES :)
Yes, Jon Dunn did Jurassic Park for the NES. Origin themselves only did one game for the NES. The other Origin games on the NES were converted to the NES by Japanese game developers.
Also, I checked the Classic Concentration NSF, but it's missing a few songs.
Can someone do a proper rerip of Hidden Chinese Chess? The current rip is just a crap Famitracker conversion and not the actual code and sound data.
And while someone is at it, is there a chance that Bai Bai Dino can get a rip?
Here you go.
Unfortunately that's just what MrNorbert does- if he can't rip a tune he either requests me or covers with Famitracker :p (assuming you got it from his nsf-pack)
Quote:
Also a quick note: The driver shares a similar but slightly different code structure with Silent Assault, Jovial Race, Twin Eagle and Little Red Hood.
I didn't touched Um-Chi. I don't cover NSFs from Famitracker anymore. I used to do that years ago when I had no idea how to even start ripping.
MrNorbert1994 wrote:
I didn't touched Um-Chi. I don't cover NSFs from Famitracker anymore. I used to do that years ago when I had no idea how to even start ripping.
OK, sorry about that. I didn't know you had stopped doing that :)
Today I struck gold! These homebrew rips provided by yours truly.
All rips of Wizards & Warriors I found fail to initialize the SOFTCLK ($4017) register, causing the "Potion" tune (song #12 in the old rips) to hiccup. I have created a new size-optimized .NSF that plays the song properly.
Edit: Added sound effects.
NewRisingSun wrote:
All rips of Wizards & Warriors I found fail to initialize the SOFTCLK ($4017) register, causing the "Potion" tune (song #12 in the old rips) to hiccup. I have created a new size-optimized .NSF that plays the song properly.
So not initializing $4017 actually does something? I didn't know :)
...and here's the last homebrew rip I need to do for a while :)
Added missing tune to Um Chi
YSIII: Added SFX
TKR: Added missing songs and SFX
Moaikun: Fixed Speed.
Another dose of reripped NSFs with SFXs.
MrNorbert1994 wrote:
More rips.
Would it be possible to make an NSF rip of Mitsume ga Tooru but with SFX?
Thanks
I just wanted to stop in and say thanks for all the NSF rips and re-rips. When I ripped NSFs long ago I always wanted the sound effects, I included them when they were part of the same init routine as the music, but I never went out of my way to find them. So, thanks!
Vectrex2809 wrote:
Would it be possible to make an NSF rip of Mitsume ga Tooru but with SFX?
Thanks
Here is it.
Memblers wrote:
I just wanted to stop in and say thanks for all the NSF rips and re-rips. When I ripped NSFs long ago I always wanted the sound effects, I included them when they were part of the same init routine as the music, but I never went out of my way to find them. So, thanks!
Sometimes finding the sound effect routines are a hell of a lot harder, especially in european based NES music. Sometimes it has two separate init routines (every Software Creation driver) on the same play, sometimes it the SFX routine has a custom play and custom init routine (Codemasters stuff), and in very rare cases the SFX alone needs a PHA JSR $STA 4015 PLA code just to play the effect normally (Solstice is a prime example).
In my book an NSF is fully ripped when it has everything.
And that's quite an adventure.
For example,
Pently has three init routines:
- pently_init: Init player state and silence all channels
- pently_start_music: Init music track
- pently_start_sound: Init sound effect
Pently's NSF shell saves the TV system, pushes A, calls
pently_init, pulls A, determines whether the value in A is a music track or a sound effect, and jumps to the appropriate start routine. I just added sound effects (including drums) to Pently NSFs a few minutes ago.
2 New Rips, 1 SFX re-ripped.
MrNorbert1994 wrote:
Vectrex2809 wrote:
Would it be possible to make an NSF rip of Mitsume ga Tooru but with SFX?
Thanks
Here is it.
Thanks for the rip
Here are some of my new requests. I apologize if any of these are above MrNorbert1994's current ripping skill, but if they are, hopefully someone else can do it, and I hope all of these eventually get ripped or fixed.
The Adventures of Bayou Billy (PAL, also with SFX) - I actually like the PAL version's tempo much better. I'm surprised this got overlooked by MrNorbert1994.
The Adventures of Dr. Franken (PAL, also with SFX) - The prototype game changes tempo when run on a PAL system (meaning the game must have been intended to be released in Europe as well), so either separate rip or update for dual mode compatibility if not already present.
California Games (PAL)
Castlevania III: Dracula's Curse (PAL, also with SFX)
Cosmic Spacehead (PAL, also a different version of Linus Spacehead's Cosmic Crusade with the same music )
Donkey Kong (PAL) - Also PAL of all other Donkey Kong games.
Donkey Kong: Original Edition - 2010 Wii re-release in Europe with an additional screen from the arcade version cut from the original NES version which features its own music track.
The Fantastic Adventures of Dizzy (PAL) - Only the "Aladdin" version has the correct tempo when played on a PAL NES (this game was released in the UK as well), so the "Aladdin" version NSF should be updated for dual mode compatibility if not already present, or a separate rip should be made.
Gauntlet II (PAL with SFX, including PCM samples) - This version's music actually sounds faster than the USA version.
Indiana Jones and the Last Crusade (PAL, also with SFX) - This is the same as the UbiSoft US version of the game.
Kirby's Adventure (NTSC, also with SFX)
Maniac Mansion (PAL)
Mario Bros. (PAL)
Mario Bros. Classic - This is a more arcade-accurate port of Mario Bros. released in Europe, with the music sounding more like the NTSC version.
Mario is Missing! (PAL)
Metroid (PAL with SFX, also re-rip of NTSC versions with SFX) - This is the only PAL game I need left that's not already ripped for a possible project.
Mickey Mania 7 (PAL) - Like most other Ei-How-Yang games, changes tempo for PAL system, so should be dual NTSC-PAL if not already or separate rip.
Operation Wolf (PAL)
Pac-Man (PAL)
Paperboy (PAL)
Paperboy (Re-rip of both versions with SFX, and there's only one song present in the current rips, but there's one or more songs during the training course at the end of each level)
Pinball (PAL)
Pin-Bot (PAL, also with SFX, and the NTSC version re-ripped with SFX)
Pocohontos (not Pocahontas Part 2, but a different game by Ei-How-Yang) (both NTSC and PAL tempos)
Rampart (PAL) - This is the same as the US version of the game.
Rocman X (Re-rip with SFX, also with missing continue music (different than game over music))
The Simpsons: Bartman Meets Radioactive Man (PAL, also with SFX) - This is the only un-ripped PAL The Simpsons game.
Snake, Rattle N Roll (PAL)
Snow Brothers (PAL)
Star Wars: The Empire Strikes Back (PAL)
Street Heroes - The only un-ripped Sachen game I know of.
Stuck in Castle Nessenstein
Stunt Kids (PAL)
Super Donkey Kong (PAL) - Like most other Ei-How-Yang games, changes tempo for PAL system, so should be dual NTSC-PAL if not already or separate rip.
Top Gun (PAL, also with SFX) - The PAL version of the sequel is ripped, but not the first one.
Toy Story (PAL) - Like most other Ei-How-Yang games, changes tempo for PAL system, so should be dual NTSC-PAL if not already or separate rip.
Ultimate League Soccer (PAL)
Ultimate Stuntman (PAL)
WWF WrestleMania (PAL) - The PAL versions of Steel Cage Challenge and King of the Ring are ripped, but not the first one.
PAL versions of any other Codemasters/Camerica games, if present
Also, some issues with current NSF rips:
Paperboy 2 (both versions) - See request list for information.
Panic Restaurant (PAL) - Plays too slow, possibly same problem with other Taito games?
Fire Hawk (PAL) - The pitch sounds lower than it sounds in-game in PAL mode, which sounds exactly 2 keys higher than the NSF rip (if you change the pitch in Audacity, it will sound like it should, but slightly distorted due to Audacity's pitch-shifting method.
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
NewRisingSun wrote:
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
+1 this. Personally I prefer to only rip one version, from whatever region it was originally intended.
More unripped FDS stuff. These tunes gave me ear cancer.
Doommaster1994 wrote:
You can actually beat the Zatsugaku games easily by holding the Turbo A button.
Well that's stupid. It's clearly not how you're supposed to get through, but for some reason they let you anyway :p
I have added sound effects to my
Wizards & Warriors .NSF. That stop watch song was a pain to get working. No, I will not make a PAL rip.
Karmic wrote:
More unripped FDS stuff. These tunes gave me ear cancer.
Just be glad they didn't give you hearing AIDS.
NewRisingSun wrote:
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
Seriously, do I have to explain this??? Without both region versions' music, it's incomplete. It feels even more incomplete if they're missing your own version's music rip (PAL is actually my region, and I actually prefer the PAL audio from almost all games). If you notice, not ALL of my request list is PAL rips - I've also got the NTSC version of Kirby's Adventure which is strangely missing from the NSF archive and at least 2 completely unripped games (Pocohontos and Street Heroes) and a few fixes, such as Rocman X and Paperboy 2. I don't mean to sound rude, but...hopefully you will understand what I mean.
Karmic wrote:
NewRisingSun wrote:
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
+1 this. Personally I prefer to only rip one version, from whatever region it was originally intended.
Another +1 comes from me.
I admit I did a few of these 'PAL Adjusted Tempo NSF hacks' but those were just for fun experience that how some of games that doesn't got a PAL release would have sounded like.
Another big problem that almost 95% of the European versions of Camerica games are NOT dumped at all, so until I got hands on thosem I can make their separate NSFs.
NewRisingSun wrote:
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
I think there's plenty of value in being able to play back the PAL versions, even if only trivially different.
If the data is identical, you can just mark the NSF header as dual region.
NSFPlay has options to select and also override region, in case there's any you want to play as if they were put in the wrong system.
If the data is not identical then I think it's worth having separate rips, and/or you could even use bankswitching and a dual region header to put both rips into one NSF.
When I made the Mr. Gimmick PAL rip, I discovered that the music playback was designed for 60 Hz, and had a simple piece of code to double ever 5th frame, so I kinda think it would be worth having an NTSC 2A03-only NSF version of that soundtrack, even though it was never released that way. Would just have to transplant some NTSC DPCM into it, and disable the doubling code.
All 3 regions of Kirby reripped.
NewRisingSun wrote:
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
The same reason why we have dumps of PAL games, even though they are often inferior to their NTSC counterparts: preservation.
rainwarrior wrote:
When I made the Mr. Gimmick PAL rip, I discovered that the music playback was designed for 60 Hz, and had a simple piece of code to double ever 5th frame, so I kinda think it would be worth having an NTSC 2A03-only NSF version of that soundtrack, even though it was never released that way. Would just have to transplant some NTSC DPCM into it, and disable the doubling code.
Could as well rip it from the NTSC (USA) prototype of the game.
MrNorbert1994 wrote:
Karmic wrote:
NewRisingSun wrote:
What's the point of producing seprate rips from PAL versions? They're either the unchanged code that as a consequence plays slower and at a slightly lower pitch, or half-heartedly adjusted code that tries to imitate the NTSC original.
+1 this. Personally I prefer to only rip one version, from whatever region it was originally intended.
Another +1 comes from me.
I admit I did a few of these 'PAL Adjusted Tempo NSF hacks' but those were just for fun experience that how some of games that doesn't got a PAL release would have sounded like.
Another big problem that almost 95% of the European versions of Camerica games are NOT dumped at all, so until I got hands on thosem I can make their separate NSFs.
Thanks for these rips! Unfortunately, however, Panic Restaurant definitely now sounds too fast. I don't know what's wrong with it...
Pinbot reripped with SFXs.
Disregard my previous Beetlejuice rip (and pretty much every Rare ripped stuff
).
Seems like that every single channel has it's own initalization.
hey thanks for that nightmare re-rip. i been meaning to ask someone to take a look at that for a while but it always slips my mind, hehe.
3 New rips.
Kyonshies 2: Track 5 -> absolute worst 8 bit cover of Jean-Michel Jarre's Oxigene Part II.
MrNorbert1994 wrote:
8 bit cover of Jean-Michel Jarre's Oxigene Part II.
Oh hey!
Quote:
absolute worst 8 bit cover[...]
... awwww
The NSF infestation continues with these ones:
SFX rerip of a Hironari Tadokoro driver.
Apparently there are some orchestra hits in the prototype.
Added SFX and missing jingles to this.
SuperWill24 wrote:
The Fantastic Adventures of Dizzy (PAL) - Only the "Aladdin" version has the correct tempo when played on a PAL NES (
Here is an imitation how it would sound like, as of there is no publically avaliable .nes rom dump of it.
Ripped the EU version of Metroid.
Another Jaleco driver reripped with SFX.
Made with the help of Karmic.
Track 3 (Level 1)'s theme was broken in all existing rips (missing triangle lead).
Anmother early FC title bites the dust in its unripped status.
Just your ususal Rare SFX rerip.
One of the songs didn't worked correctly, and added SFX.
A massive Alex DeMeo drivers reripped with SFXs.
Had to rerip this too.
This driver is very similiar to Codemasters'.
Reripped this with all the effects and voice samples.
I haven't been able to find an nsf for Ganbare Goemon Gaiden 2 that has the battle themes, they're all missing the themes for regular battles, boss battles, and the final boss. If someone wouldn't mind making an nsf with those in it I'd very much appreciate it.
There're not in there, I checked through all the songs and let all the SFX play through just in case they were after those and they aren't there. I also realized that any themes to do with battles at all aren't in there, so the enemy encounter, battle, boss, final boss, enemy defeated, and level up themes aren't there.
Stunt Kids still needs a re-rip as current rip is missing DPCM and is too high pitch. Hard to believe I requested this re-rip ten years ago and it never got done.
I can remember somebody wanting this a few pages ago.
*Enjoy.*
Skate or Die 2 with SFX and the title tune reripped to use APU frametiming, a russian dendy game, and the typical lame FDS game.
Magic Kid Googoo and Dooly Bravo Land are still unripped as of posting this message.
SolarFOX wrote:
Magic Kid Googoo and Dooly Bravo Land are still unripped as of posting this message.
Done now.
thanks for these, as always!
A full re-rip fixinf the playspeed for the EU versions and adding the missing triangle tune title screen.
dang, you guys are on fire. thanks again and again.
Karmic wrote:
SolarFOX wrote:
Magic Kid Googoo and Dooly Bravo Land are still unripped as of posting this message.
Done now.
Checked the GooGoo rip and seems only tracks from 12 to 29 (from in-game sound test) are there. 01-11 missing.
SolarFOX wrote:
Karmic wrote:
SolarFOX wrote:
Magic Kid Googoo and Dooly Bravo Land are still unripped as of posting this message.
Done now.
Checked the GooGoo rip and seems only tracks from 12 to 29 (from in-game sound test) are there. 01-11 missing.
Whoops. It should be right now.
Just your usual rerip of a Rare driver. : P
All of the tunes was fast as hell, the PLAY code was in a wrong place.
No samples yet.
There is a second version of Magic Block that has different music. It has an "NTDEC" or "CALTRON IND. INC." rather than a "MEGA SOFT" copyright at the title screen.
God Damnit.
One song was missing.
Hopefully this is the last time I ever upload this again. : P
Added PCM samples to Skate or Die 2. Always remember: skate straight.
Nice. Think you're "bad" enough to tackle a "High Hopes" PAL NSF rip, Karmic? ;D
B00daW wrote:
Nice. Think you're "bad" enough to tackle a "High Hopes" PAL NSF rip, Karmic? ;D
Indeed I am. :p
Good job.
Reripped the Famicom Tetris with SFX.
that rev-a is a bad rip i believe, the triangle's flappin around in the breeze all open when maybe it should be muted...but maybe its supposed to be like that? there was a similar problem in other nsf's over the years, the mach rider rip used to have this. im not sure, someone would have to compare to the game to be sure. thanks for these!
shawnphase wrote:
that rev-a is a bad rip i believe, the triangle's flappin around in the breeze all open when maybe it should be muted...but maybe its supposed to be like that?
If you're referring to the long 32.7 Hz (low C) at the start of "Technotris", I think the original game is like that as well. It creates somewhat of an "atmospheric" effect. Early emulators also had trouble with the square ostinato, dropping to low C between notes. That conditioned how I perceived the ostinato, as I demonstrated before in
this cover version.
That might have been a part of the sound driver code, where whenever a rest was written on the triangle channel, it would replace it with a C-1.
yeah, after listening to the other tracks its pretty apparent it was meant to be like that but geez, what a mess on the ears. hell, even tridrops for snare hits in megaman songs bug me out now heh
Thanks to SolarFOX for supplying these unlicensed games. Also, Color Dreams' ACTUAL last stand :p
Experimenting with NES and Dendy speeds.
All in the same NSF?
Kudos for Karmic! : P
Another one. Hack of Adventure Island with original music.
i love you guys, you rule so hard for doin these.
https://www.youtube.com/watch?v=Efg1vYbGvTghttp://www.pouet.net/prod.php?which=70394This one. I can rip this? This is from the last week.
This song from the author made by "response"
TheJuanCarlos64 wrote:
https://www.youtube.com/watch?v=Efg1vYbGvTghttp://www.pouet.net/prod.php?which=70394This one. I can rip this? This is from the last week.
This song from the author made by "response"
free breakfast on sunday? come a fuck? makes me wanna go!
this dendy speed with the wolverine sounds much better, i gotta say.
More pirates from SolarFOX, and two more games w/ SFX.
Here's za909's Music Generator to work on most players now.
Thanks to rainwarrior and MrNorbert1994. Learning this stuff is fun.
Fixed an oversight in Rodland. The tune used memory $10 as a random generator for the arp in tune 15, which was not being changed, so the arp sounded static and crap.
Also added the JP version.
The 100% complete rip of Battletoads, with the PCM title and victory tunes, pause tune, sfx, and PCM sfx.
Karmic wrote:
The 100% complete rip of Battletoads, with the PCM title and victory tunes, pause tune, sfx, and PCM sfx.
Thank you, good sir! I've been waiting for a proper rip of this game.
Now if I could just figure out why it plays way too fast in my NSF player... and only my NSF player. It does the same thing on your Skate Or Die 2 rip. What are you using for timing on the PCM tracks?
Rahsennor wrote:
Karmic wrote:
The 100% complete rip of Battletoads, with the PCM title and victory tunes, pause tune, sfx, and PCM sfx.
Thank you, good sir! I've been waiting for a proper rip of this game.
Now if I could just figure out why it plays way too fast in my NSF player... and only my NSF player. It does the same thing on your Skate Or Die 2 rip. What are you using for timing?
It's the typical trick where APU frame IRQs are used to simulate the 60Hz PPU frame NMI. Both use non-returning play.
Karmic wrote:
It's the typical trick where APU frame IRQs are used to simulate the 60Hz PPU frame NMI. Both use non-returning play.
Whoa, that was fast! I assume you mean polling the IRQ flag, AKA the Deflemask trick?
Rahsennor wrote:
Karmic wrote:
It's the typical trick where APU frame IRQs are used to simulate the 60Hz PPU frame NMI. Both use non-returning play.
Whoa, that was fast! I assume you mean polling the IRQ flag, AKA the Deflemask trick?
Yep. It's unfortunately the only real way to do this kind of timing with the limitations of NSF.
Karmic wrote:
Yep. It's unfortunately the only real way to do this kind of timing with the limitations of NSF.
Well drat. I pass all the test ROMs for the IRQ flag so it looks like this one's going to be a headache.
Thanks for the ultra-speedy answers.
Rahsennor wrote:
Karmic wrote:
The 100% complete rip of Battletoads, with the PCM title and victory tunes, pause tune, sfx, and PCM sfx.
Thank you, good sir! I've been waiting for a proper rip of this game.
Now if I could just figure out why it plays way too fast in my NSF player... and only my NSF player. It does the same thing on your Skate Or Die 2 rip. What are you using for timing on the PCM tracks?
It uses the
"deflemask" technique of disabling IRQ and polling $4015 for the frame counter's IRQ flag.
Anyhow, yeah I'm also glad to see this! I wanted to do this very thing for a long time, but it was never high enough on my priorities to get it done. Thank you!
Edit: whoops, missed the last page, you've already discussed it.
Great job, especially because now we can listen to the samples without any NMI or OAM DMA cutting into the sound like in-game.
Rahsennor wrote:
Well drat. I pass all the test ROMs for the IRQ flag so it looks like this one's going to be a headache.
Definitely seems buggy that these two NSFs rips — Skate or Die 2 and Battletoads — don't work as intended in a more complete implementation of the APU, but work when turning off a few lines of code for 4017 and the frame counter, lines needed for the test ROMs to pass. (I added an option in my emulator to get them to work by doing just that— turning off those lines.) They work in FCEUX because its APU has never been updated for authentic frame timing.
However, the battletoadsdoubledragon_pcm NSF works with the more complete APU.
ap9 wrote:
Rahsennor wrote:
Well drat. I pass all the test ROMs for the IRQ flag so it looks like this one's going to be a headache.
Definitely seems buggy that these two NSFs rips — Skate or Die 2 and Battletoads — don't work as intended in a more complete implementation of the APU, but work when turning off a few lines of code for 4017 and the frame counter, lines needed for the test ROMs to pass. (I added an option in my emulator to get them to work by doing just that— turning off those lines.) They work in FCEUX because its APU has never been updated for authentic frame timing.
However, the battletoadsdoubledragon_pcm NSF works with the more complete APU.
You're right. I didn't know the APU frame-flag was set thrice in a row :p
Fixed to acknowledge this, it works fine in Nintendulator now at least.
Much better in repeat, but still not quite fixed. If you restart track 1 of Battletoads repeatedly you'll find the timing wobbles a bit with each playback, sometimes by quite a lot.
Could still be a bug in my player, of course.
(Also ap9 that's me you quoted not Karmic.)
Rahsennor wrote:
Much better in repeat, but still not quite fixed. If you restart track 1 of Battletoads repeatedly you'll find the timing wobbles a bit with each playback, sometimes by quite a lot.
Yeah, the timing/tempo is slightly inconsistent (in Nintendulator, but fine in others). An improvement nonetheless.
Rahsennor wrote:
(Also ap9 that's me you quoted not Karmic.)
My reply post began one quote in another, and I deleted the wrong element. My bad.
i think the timing is off somehow in that blood of jurassic .nsf...if you listen to track 5, the dpcm channel is, well i dunno how to explain it really, but theres some sort of drift going on, even after one rep through...maybe its a pal/ntsc issue or something? im not sure, but you can hear that it doesnt sync up with the tridrops in the song..i havent listened to enough of it to be able to say if it affects other tracks or not, but maybe someone can confirm this, or that its supposed to do this? ahaha, i donno.
Ripped the PCM samples for this.
Added SFX and jingles to this one.
Mahjong Club - Nagatacho Sousaisen (SFX) crashes or winds up at a bad address when a PCM sound effect completes. (Some players handle it better.)
Regarding Mahjong Club - Nagatacho Sousaisen, at the end of playing PCM the RTS goes to a routine that ends in an RTI and then pushes the PC to $2022; which is constantly updating RAM; and eventually reads illegal opcodes and crashes some players. I'm looking into fixing it.
Reripped Monster In My Pocket NSFs with rebuilt lookuptables.
A proper rip for Rollergames.
I think Moai-Kun needs a re-rip (there's only 6 songs total), the game has sped up versions of the 2 stage themes but the NSF doesn't have them. Thanks again!
That would be it! Really should have looked more thoroughly, thanks again though!
And not to be too much of a pain but is there any way you can get the victory / level up themes from Goemon Gaiden 1 and all the battle / victory themes from Goemon Gaiden 2 at some point? I double checked and they're not in the ones you uploaded.
More Dendy games. I'm not sure if "Balda (BBG)" and "Cvetnye Linii" are by Alexander Chudov, Balda shares a tune with earlier ripped "Puteshestvie po Evropa" so I guess they are.
EDIT: Nope. The BBG version of Balda as well as Cvetnye Linii credit "Dmitry Pulinets" as musician.
This one has a different title tune than the standard Popeye game.
Added PCM samples to Cvetnye Linii.
Some controversial homebrews.
A weird game and a not-so-weird game.
Another Codemasters rerip.
Ghostbusters II bugfixed as well as some more unlicensed games.
EDIT: forgot a track in ghostbusters, added
thanks so much guys, you rule!
hate to ask again, but can someone look at blood of jurassic? that track 5's so wrecked.
shawnphase wrote:
thanks so much guys, you rule!
hate to ask again, but can someone look at blood of jurassic? that track 5's so wrecked.
Remember, it's a pirate game. It's very likely that the composer just sucks.
Request: Splatoon for the NES
EDIT: Oops. I didn't. Links deleted due for the Registration
Viewing that page requires registration.
TheJuanCarlos64 wrote:
tepples wrote:
Viewing that page requires registration.
You aren't missing out on much.
More. Muppet Adventure is probably not 100% but I can't be bothered to mess more with such a crap game.
Both of these games had different and unripped US versions.
Pac-Land was missing jingles.
This game used the upper portion of the stack, so I relocated it to $02xx.
Vibrato bug fixed in Swamp Thing and missing tunes added to Classic Concentration.
More. StudyBox used $4400-$4fff for PRG-RAM so I relocated it to $6400-$6fff.
Redid these two to relocate their variables outside of the stack area.
Added PCM sample to S.C.A.T.
Fixed these two to not access PPU registers.
Added missing songs to both of these.
Just wanted to say thanks again for going through the trouble of re-ripping all these games!
Norbert, your NSF collection may need an update. I did notice Yo! Noid is based on an older, glitched rip. Also, is anyone interested in GB & PCE rips/rerips?
BlackGuyRX wrote:
Also, is anyone interested in GB & PCE rips/rerips?
I will say that I am interested in learning these, but unfortunately I don't know them now. I don't think there's anyone else actively doing them either.
Just asking though, say I did learn these, where would I post those rips?
BlackGuyRX wrote:
Just wanted to say thanks again for going through the trouble of re-ripping all these games!
Norbert, your NSF collection may need an update. I did notice Yo! Noid is based on an older, glitched rip. Also, is anyone interested in GB & PCE rips/rerips?
What exactly is wrong with Yo! Noid?
I listened ingame and my NSF, and it sounds decent.
More.
MrNorbert1994 wrote:
BlackGuyRX wrote:
Just wanted to say thanks again for going through the trouble of re-ripping all these games!
Norbert, your NSF collection may need an update. I did notice Yo! Noid is based on an older, glitched rip. Also, is anyone interested in GB & PCE rips/rerips?
What exactly is wrong with Yo! Noid?
I listened ingame and my NSF, and it sounds decent.
Honestly I have to agree, you need to be more detailed in your error-reports. Nobody wants to try and fix things if the only info you have is "it's horribly glitched!!!".
MrNorbert1994 wrote:
BlackGuyRX wrote:
Just wanted to say thanks again for going through the trouble of re-ripping all these games!
Norbert, your NSF collection may need an update. I did notice Yo! Noid is based on an older, glitched rip. Also, is anyone interested in GB & PCE rips/rerips?
What exactly is wrong with Yo! Noid?
I listened ingame and my NSF, and it sounds decent.
Apologies for my late reply, I forgot to go into detail. It seems to be based on an older rip as the first two stage themes are glitched. Kamen No Ninja - Hanamaru seems fine tho
i'll post a new list of glitched/unfinished rips in a new post, thanks again!
Huh. I kinda overlooked this.
A quick arrangement.
Holy mother of fucking god...
EVERY SINGLE SONG HAS ITS SEPARATE INIT ROUTINE!!!44!
This is A Boy and his Blob kind of bullshit.
Only being the difference that in that game the SFXs had separate init routines...
Lemmings with sfx, and two other games with PCM samples.
A "full" SFX rerip for this one.
@ BlackGuyRX
Didn't you mentioned Family Tennis long time ago?
I made it cleaner, I hope this is now a proper rip for it.
MrNorbert1994 wrote:
@ BlackGuyRX
Didn't you mentioned Family Tennis long time ago?
I made it cleaner, I hope this is now a proper rip for it.
It sounds so much nicer! Thanks a ton!
Regarding NSFs that need repair, Adventure Island 2 still has two glitched tracks, see 13:10 1:04:05 for reference
https://www.youtube.com/watch?v=wnSygDpZNUU
Also some updates for what needs to be fixed-
Music for the Eggsplode! game still seems to be corrupted as the menu music.
https://www.youtube.com/watch?v=YMq9XN8nql8Quattro Arcade - Stunt Buggies - Audio is still very off
https://www.youtube.com/watch?v=oK8ApY-b0l0Nuts & Milk - Main stage BGM is really off
https://www.youtube.com/watch?v=UVfFnFCFtjMChallenger is missing a channel in all songs (noise I think) Strangely NSFPlay isn't affected, but every other player is.
Magic Block - Unripped, at least a possibly alternate version. The current rip sounds different.
https://www.youtube.com/watch?v=o1ys3S8X97c
Here is a rerip for Challenger.
Hope this is now good.
MrNorbert1994 wrote:
Here is a rerip for Challenger.
Hope this is now good.
Nope, still broken...It's probably an issue with the Foobar plugin, as NSFPlay plays it properly. Strange.
Update your player, dear friend.
I tried to set up an indirect jumped playroutine (hence a lot of SFXs rely on this jump in Takeaki's drivers), and foobar still doesn't initalize it however, NSFLive, NSFPlay, Nintendulator, FCEUX, VirtuaNES, VirtuaNSF, GNSF and even the old as hell NotSoFatso plays it correctly.
The only other player that doesn't want to initalize the Noise is SlickNSF, but that's yet another outdated NSFplayer.
Rule: an NSF rip is considered to be broken if it doesn't play in the green color mapped list of players, emulators.
And another rule from now forward on:
We and Karmic are NOT going to fix any NSF rip, which plays in the green color marked list of players, emulators.
MrNorbert1994 wrote:
Update your player, dear friend.
I tried to set up an indirect jumped playroutine (hence a lot of SFXs rely on this jump in Takeaki's drivers), and foobar still doesn't initalize it however, NSFLive, NSFPlay, Nintendulator, FCEUX, VirtuaNES, VirtuaNSF, GNSF and even the old as hell NotSoFatso plays it correctly.
The only other player that doesn't want to initalize the Noise is SlickNSF, but that's yet another outdated NSFplayer.
Rule: an NSF rip is considered to be broken if it doesn't play in the green color mapped list of players, emulators.
And another rule from now forward on:
We and Karmic are NOT going to fix any NSF rip, which plays in the green color marked list of players, emulators.
Not sure what's Foobar's deal tho. I normally prefer NSFPlay for it's high accuracy, but it tends to stutter if i'm doing intensive things, and it's still glitchy with NSFE track names. I hope there's plans to port NSFPlay to Foobar, I prefer that for all my music, but I can stay with NSFPlay if need be. Guess to best thing I can do is contact the guy who writes Foo_gep
BlackGuyRX wrote:
NSFPlay ... still glitchy with NSFE track names.
Here is a beta version where that problem is fixed:
https://www.dropbox.com/s/xh09cae6g9mygr0/nsfplay24b3.zip?dl=0BlackGuyRX wrote:
I hope there's plans to port NSFPlay to Foobar
Eventually yes, I actually want to make NSFPlay more cross platform capable as well. (Not going to do it until my game is done thought.)
I'm curious though: I thought Foobar supported Winamp 2 plugins? Does it not?
BlackGuyRX wrote:
tends to stutter if i'm doing intensive things
This too shall pass, I hope. There's some structural organization of the code that leads to poor performance, and I hope the eventual effort to make it cross platform will provide an opportunity to remedy this.
Full rerips for Stadium Events, World Class Track Meet.
Reripped Bayou Billy with a new lookuptable.
rainwarrior wrote:
BlackGuyRX wrote:
NSFPlay ... still glitchy with NSFE track names.
Here is a beta version where that problem is fixed:
https://www.dropbox.com/s/xh09cae6g9mygr0/nsfplay24b3.zip?dl=0Playlists themselves do not seem to be followed even in that beta, case in point attached.
NewRisingSun wrote:
Playlists themselves do not seem to be followed even in that beta, case in point attached.
The NSFe file you attached has no 'plst' chunk, so it does not have a playlist.
There is also an option to ignore NSFe playlists if desired (in the General tab of Settings), which should be off by default but if you aren't getting valid NSFe playlists to work that could be turned on.
Then why does every other NSFE player play Stage 1's music at the track labelled "Stage 1", while NSFPlay plays a sound effect labelled "Stage 1"? The option you mentioned unfortunately does not change that.
Edit: Extracting the NSF data out of the NSFE file produces a NSF file that still plays the wrong songs in NSFPlay. Since every other emulator I have tried plays that NSF correctly (and I could try more than I could try the NSFE), I don't think it's the NSF. But you're right that it's not an NSFE-specific problem.
That's a broken rip, what you are experimenting with.
Still, it would be good to understand in what way it is broken that it only fails in one player.
MrNorbert1994 wrote:
That's a broken rip, what you are experimenting with.
Ah, yes I forgot this was one of those problem FDS rips.
Thread here:
https://forums.nesdev.com/viewtopic.php?p=98299#p98299Basically the problem is that the rip was banking the same pages into different locations, which caused mirrored writes to corrupt the program. It was relying on a "copy" semantic for banking that was impossible on the real FDS.
You can actually play the bad rip by turning on the "write protect" option on the FDS tab of Settings (though this breaks other FDS NSFs), but the better idea would be to fix the NSFe; I believe all it requires is some new numbers in the BANK section, but I'm going by memory here. (Or you could just take the working NSF and add the track names yourself in NotSoFatso's editor.)
NewRisingSun wrote:
Still, it would be good to understand in what way it is broken that it only fails in one player.
It fails on PowerPak as well. (Hardware players are incapable of doing "copy" banking; it's really a kludge that players like FCEUX do this, IMO.)
What are the other NSFe players? I only know of NotSoFatso.
I meant the extracted NSF. But the problem is solved with the FDS copy versus banking explanation.
It's funny:
I asked about that issue about twelve years ago, and the answer I got suggested the "copy" method being correct. (The actual Yuushi no Monshou rip I ended up producing uses no bankswitching whatsoever, since I rearranged the data, so in the end it didn't matter to me. Also, the emulator behavior of today's versions does not match what I described about then contemporaneous emulator versions. I didn't create that Ai Senshi Nicol rip, to be clear.
)
Fixed noise error in Deadly Towers.
Added missing stuff to Monster Party.
Monster Party US track arranged.
Boy, this was a nigthmare.
By the way, MrNorbert1994, your NSF archive contains two modified versions of my Yuushi no Monshou rip from 2006. Apart from updating the composer credits (which is fine), both add an 18th song, which is just a repeat of song 6, and one version moves the entire rip from $6000 to $8000. What's up with that? $6000-$7FFF should be perfectly valid memory for FDS rips.
Ah... those are just test modifications when I had pretty much no experience with NSF ripping, and started to learn about the registers.
You know, I use 1 player to test almost all of my rips which is located here:
http://user.tninet.se/~zxy965r/nsf.zipThis player has a full memory viewer feature which is VERY useful.
A lot of FDS games does not play in this player, and I was curios what causes this problem.
Since then I learned that FDS games loads from $6000, and that a lot of players don't really like when a game is loaded below than $8000.
Even my "new rip" is broken as all hell, since only the pulse channels seems to play.
I might try to rerip it in the future, plus to have all the SFXs as well in it.
What about the additional song?
Quote:
Even my "new rip" is broken as all hell, since only the pulse channels seems to play.
I think that's a problem of that particular player, not of a broken rip. While I agree that the memory usage window of NSFLive seems neat, it doesn't seem useful to me for optimizing rips. I usually optimize by setting read memory breakpoints in FCEUltra, then going through all songs while holding down the fast forward hotkey, modifying the minimum and maximum addresses until no breakpoint is invoked anymore.
Quote:
I might try to rerip it in the future, plus to have all the SFXs as well in it.
That game was a nightmare to rip, and no-one should have to go through that again. I think I'll just look into adding sound effects myself and update my own rip that way.
NewRisingSun wrote:
With all due respect, I think that's a problem of that particular player, not of a broken rip.
Yes, I agree. I've talked to Norbert outside of this board, and unfortunately he does not abandon NSF Live purely due to some of the features it offers, despite it having some major problems following the NSF spec.
It's kind of insulting to have a rip called "broken" just because it doesn't work in an inaccurate player.
It seems that apart from the beep that plays when a text character appears, there are no sound effects whatsoever:
https://www.youtube.com/watch?v=2XKJzEwl7zsAt least I did not hear any in that final battle, where I would expect a healthy dose of whoosh and swoosh sounds. How odd.
I did notice though that song 15 sounds different than in my rip, and worst of all, the ending music is missing. Time to update the rip, I guess. (Didn't have YouTube videos in 2006 of that game to check against...
)
Karmic wrote:
unfortunately he does not abandon NSF Live purely due to some of the features it offers
What are its desirable features, by the way? (I try to keep my ear open for improvements I might eventually incorporate into NSFPlay...)
You can see live which memory addresses have been used and which ones haven't.
rainwarrior wrote:
Karmic wrote:
unfortunately he does not abandon NSF Live purely due to some of the features it offers
What are its desirable features, by the way? (I try to keep my ear open for improvements I might eventually incorporate into NSFPlay...)
He told me these:
- The memory viewer.
- Interface looking like SIDPlay. (...not expecting you to do that :p)
- DPCM sample ripper
- WAV output
- Waveform visualizer
Ah, thanks for the ideas. I'd considered a DPCM ripper sometimes, but never got around to it. Looking at the memory viewer I see that it's actually like a "code data log" viewer, which I can see why is very useful for ripping. NSFPlay only has a hex memory viewer, not so useful.
I have added the Ending song, corrected the Healing song, and improved the song order a little in my Yuushi no Monshou NSF. As I mentioned before, there do not seem to be any sound effects apart from a triangle channel beep when text appears.
No, it still does not play in NSFLive because the $6000-$7FFF address range is native to the original music code, but does in Nintendulator, NEStopia, FCEUX, NSFPlug and Notsofatso. I had to add two writes to $5FF6 and $5FF7 to get it working in Nintendulator, even though I am writing exactly the same as the initial bank register values in the NSF header. FCEUX will not do the seam at $7FFF->$8000 correctly if I disable bankswitching by setting the NSF header's initial bank values to 00 altogether, so.
Edit: updated,
see below.
Karmic wrote:
It's kind of insulting to have a rip called "broken" just because it doesn't work in an inaccurate player.
Well... I have to agree with this part! : P
NSFLive has a LOT of problems - like totally crap VRC7 and NAMCO163 emulation just to say a few.
I tried to reach about "jsr" about this, but he never replied me about it's supposed "updated" version of this player.
It is such a good player to be honest. : P
Also about the rips: I maintain more than 3500 NSF files in that archive, so it is not easy to track down and mark them which are really broken and not...
Not to mention when did STUPID (I can't emphasis this enough...) things like:
Took a supposed "broken" FDS game and imported into Famitracker then extracted as NSF...
I'm not doing that crap anymore that's for sure. : P
Reripped this one.
Some songs were in different banks and so with SFXs...
Second update to my Yuushi no Monshou NSF. I have moved all code and data from $6000 to $8000. Now it plays in NSF Live v0.95. Note that NSF Live 0.95 will not play the FDS sound channel if the main volume in Settings->Mixer is below 23%. Odd.
I have also created an NSFe file with track names and durations.
rainwarrior wrote:
What are the other NSFe players? I only know of NotSoFatso.
Mednafen and Mesen support NSFe. (Both have their share of limitations and bugs, of course.)
ap9 wrote:
Mednafen and Mesen support NSFe. (Both have their share of limitations and bugs, of course.)
If you're aware of bugs/limitations in Mesen's NSFe support, please do tell - I'm more than happy to fix them.
I have updated my 11-year old Green Beret/Rush'n Attack NSF: Moved all code/data from $6000 to $8000 for increased NSF player compatibility --- this was particularly desirable since the game does not even use the FDS sound channel, yet the Famicom Disk System version has tracks not present in the cartridge versions. Sound effects had already been included in the previous version of the NSF. Due to the way the disk system version stores its music data, further size optimization is not feasible.
Also improved the song order, and produced an NSFe file with correct track names, durations, and a playlist without sound effects and without the intro-less tracks.
Modified + chopped the code here and there, arranged the tunes.
Added SFXs to this one. The original rip didn't consider to have a proper lookuptable. : P
Something supernatural?
Nah... just your usual boring SFX rerip from a late FC title. : P
Is there supposed to be an audible difference between the music of the three Sqoon versions, or are you just creating NSFs from any ROM image you can find?
I usually rip every released version as possible, and in this case there were programming changes to all versions (play and init located at different addresses).
To be honest I can't see any reason to change the audio code if there is no improvement to it whatsoever.
The absolute addresses of INIT and PLAY can also change because the size of other game parts changed, and the music code just got pushed back, so absolute addresses are not a reliable indicator that the music code itself changed.
In any case, I have re-ripped
Skate Boy by Caltron/NTDEC/Asder. The previous rip had no song order whatsoever, and looped even sound effects. I also manually initialize registers $400C and $400D, otherwise the first song will not play correctly in Nestopia.
I have furthermore updated my
Benico NSF (previously posted
here) by also adding the same $400C and $400D register writes after noticing that the GME library doesn't play the first song correctly. As the game is only available on the 20-in-1 multicart, this problem does not appear in the game itself, as the menu code initializes those registers, as well as $4017.
Hmp... how did I missed those Ballon Monster rips..
REV1 sounds like the intended version for Caltron 6 In 1, am I correct?
Yes. I haven't researched why the version on the Caltron 6-in-1 multicart cuts off most of the notes. To create the Rev1 NSF, I used the Asder 20-in-1 multicart, which plays the songs correctly.
You could compare register write logs of the rips to check if there's any actual output differences. (NSFPlay can make write logs like that.)
Added more SFXs to this.
It uses the dreaded Kabuki Quantum Fighter / Monster Party driver....
Reripped, track arranged this one.
Added a few more SFXs to this one and partially arranged it a bit.
*I had more fun ripping the NSF than playing the game itself.
*
EDIT: The Ending tune has its own separate bank....
"Destroyer" by NTDEC. Ooooh yes.
Took some time and track-arranged this one. : P
In the PAL version, the track IDs are completely different.
And I leave this as well. : P
This is just a crazy experiment I did for fun.
Galactic Crusader with missing channels.
This is the later release of Magic Block that has a Caltron copyright (on the
Caltron 9-in-1 cartridge) or an NTDEC copyright (on the
Gluk Video cartridge "El Bloque Magico") on the title screen.
Ripped menu music from this multicart.
I don't know if that has been said before but the Super Mario World nsf in MrNorbert set is actually missing quite a number of tracks.
Now it has all of the songs. : P
The holy stolen De-Block driver.
Karmic wrote:
Another pirate.
No. Not every unlicensed game is a "pirate".
Karmic wrote:
Pirate trash
What in Magic Block or M&M Heroes is copied? Or does M&M Heroes use the M&M's candy brand without permission from Mars?
Alright I wasn't going to respond but this is getting kinda stupid.
Why does it matter so much to you two if I say "pirate" instead of "unlicensed"? This isn't a wiki page or something where I have to use words 100% accurately, and you get the gist of what I meant anyway.
Calling unlicensed games "pirates" plays into Nintendo's (and others') propaganda that anything that they don't like --- unlicensed games, rentals, second-hand sales, importing games from Japan, emulation, dumping your own cartridges, homebrew games --- is or amounts to copyright infringement. At least that's my reason for being touchy on this subject. Don't take it personal.
It's also unfair to the original game developer/publisher if the game in fact does not violate any copyrights. I don't mind calling such games "pirate original" though if that is taken to mean an original game by a company that on other occasions engaged in actual software piracy, which NTDEC undoubtedly did.
To take some examples familiar to regulars of this forum: Are
Battle Kid,
The Curse of Possum Hollow,
Lizard, and
Double Action 53 "pirate trash"?
To me, "pirate original" refers to an unauthorized port of a game originally released for another platform, such as
Hummer Team's NES port of Capcom's Aladdin.
It's a stretch, but perhaps unlicensed original games are big-P "Pirate" in the sense that their production is an expression of the ideal of freedom of knowledge held by
Pirate political parties.
tepples wrote:
To take some examples familiar to regulars of this forum: Are
Battle Kid,
The Curse of Possum Hollow,
Lizard, and
Double Action 53 "pirate trash"?
To me, "pirate original" refers to an unauthorized port of a game originally released for another platform, such as
Hummer Team's NES port of Capcom's Aladdin.
It's a stretch, but perhaps unlicensed original games are big-P "Pirate" in the sense that their production is an expression of the ideal of freedom of knowledge held by
Pirate political parties.
I think you misinterpreted what I said. I did not mean that any and all unlicensed(!) games are trash, simply that these specific two were. Additionally I don't consider homebrews pirates.
Anyway if you still want to argue with me over this, please just PM me, as opposed to cluttering the thread.
Stage themes was stored in a different bank.
Hey, can you rip an NSF from this game? thanks.
Attachment:
It has been already ripped.
Check in my archive named as: "Zelda -Triforce Of The Gods"
Here is a massive list of rerips! (Part 1)
I was lazy to make a separate rip for Adventures in Magic Kingdom, so I added it to the released version. :p
The japanese driver is pretty weird.
It seems to initalize effects on both $8006 and $8009.
(Part 2)
Fixed the pitch in Stunt Kids.
Ordered a few songs in my previous Pachinko NSF.
I reripped the very first NSFs I made almost two years ago! : p
The KID driver has a bug in the sound engine where the triangle channel has this very low note.
A PROPER rip for Chaos World.
Holy fuck.
This is some heavy uncompiled piece of shit.
"Uncompiled" in what sense? Is it a bunch of register write logs, as if someone tried to turn a VGM into an NSF?
Uncompiled in a way, that it is ridicolous to have every single song, and one specific sound effect on entirely different banks.
MMC1 games are complicated to program...
That or "Oh no, we ran out of banks! But if we can free up 2K in the fixed bank for the music engine and instrument data, we can squeeze the sequence data into unused parts of other banks and free up the music bank for this other feature."
Thanks for explaining, and thanks for the rips.
Reripped both versions with SFX.
Not a dev but just want to give thanks to norbert for updating your nsf archive, the best and last one standing.
This might seen rather pointless, since this is a hack, and it uses the original game Kyouryuu Sentai Zyuranger's driver, however since this is a hack I though to rip it, but to sound like if it was played on a Dendy console (hence I used to play this a LOT on my Famiclones : P ).
Reripped this one.
Original rip has something like 00 01 02 03 03 03 03 03 in the header which is not allowed.
Apparently this NSF missed jingles / songs?
So I decided to arrange Ninj.... khmmm Shadow Warriors...
So as it turns out, something horrible happened with the drums in this version, and what is even more weird, if you replace the Ninja Gaiden's sample addresses (AKA 1C010 - 20000) it works like it should have been.
This NSF combines what was released and my previous DPCM hack of it.
Holy hell.
Golden KTV reripped.
Mr Norbert, can you please make a NSF rip of the Unlicensed version of Lethal Weapon? It's actually a port of Lethal Enforcers by Konami and not related to the licensed game by Eurocom based on the movie.
I think it also uses the ASDER sound driver; and if you need the ROM, i'll send it to you.
Thanks Mr Norbert!
Two more in your daily pirate garbage stuff:
A new rip and a sfx rerip.
Both of them seems to stole stuff from Technos.
Hey Mr Norbert, it's me again. Can you do an NSF rip of Fire Rock on the FDS? As far as i know, that game dosen't use the FDS sound.
I couldn't do Fire Rock.
However I re-did my Frankenstein rip.
This wasn't ripped before as far as I know.
Q Boy rip is incomplete AFAIK (unless I have an old version)
Q-Boy seems to have 2 different drivers with different plays and inits in it. I'm still working on that.
Until then: yet again updating Hayashi Tohru's driver:
In the previous rip a SFX jingle was missing.
Hey Mr Norbert! It's okay if you couldn't do fire rock. I have one more request for a while. Can you do Jurassic Park - The Lost World by Cony?
A full re-rip for Battleship.
Interestingly enough, they cut out the ending theme from the PAL version.
The final boss theme in this game is weird.
It is the normal boss theme, however only the triangle channel plays.
can somebody rip this? its probably only 2 or 3 songs really.
Here is a bigger update:
The Immortal:
Tweaked a bit in the code, and arranged it properly.
Side Pocket:
Apparently the whole european version was re-composed, it uses different samples than the US/JP one, it generally sounds way better. My bet is that they realized that Yasuo Miyata's driver is just garbage.
Slalom:
Just your typical run of a mil- PAL rip from Rare.
Penguin & Seal:
Added missing songs, jingles to it.
Musashi No Bouken:
Apparently some dumbass thought it is a splendid idea to start the music engine in $7000. Added SFXs to it, works on most emulators.
Apparently in this one, there are different songs than the rest of the Cony garabage.
I didn't bothered with the SFXs this time.
In the other rips I just trimmed and re-edited code because for some reason these snippets were stored around $E000-$FFFF making those NSFs too big.
Another pirate trash.
Apparently this is a different version of the Penguin & Seal.
thanks for these, glad to see a rerip of musashi no bouken.
Castrated a bit of Loopz.
Original code pointed out to $C5C5 for additional init code.
I moved that code to trim the NSF.
*EXTRA* *EXTRA*
THE DAILY SUN
AMAZING NSF FILE DELIVERY!
A ROUGH JOB BUT...
GET YOUR FRESH NEW NSF RIPS DAILY! (OUT OF CRAPPY CHINESE BOOTLEGS)
Whoops... wrong game.
I wish that were a game about an insect traveling the world.
Time to hate Yasuyuki Suzuki this time:
In the game there is an invinciblity theme, which sounds like normal music.
That song is part of the SFXs init core however, if you call that normally you can only hear that theme separated in their respective channels, kinda like what the Konami driver has.
This NSF fixes this by writing a separate initroute for that tune alone.
The other two are just basic rerips.
Rerip and Merge of Magic Jewelry 1 and 2
Bankswitched are ok
A proper rip for Lagrange Point.
Added a missing song to this.
Another weird Waixing pirate.
Mr Norbert, how did you make those NSFs so fast? I just checked on this forum and there's 3 new NSFs from last night. Either way you have great skill in ripping these and i thank you for the strange rips!
I wouldn't say that, since I couldn't do much of the FDS ripping yet.
Since most of the time I rerip NSFs that are already exists, I just fussle with them, try to look addresses what inits SFXs and such. The strange rips can be helpful for me, since I know what the driver already uses.
For that Monte Cristo thing, and Dr Mario II it had a similiar setup for the play and init what was in Super Contra 7 so it was "easy" to figure it out.
One more question for Mr Norbert: what will you do after you're done with all of the NES and FDS rips?
That's a good question.
But I'm still pretty far from reaching that goal.
Will you be ripping homebrew cart releases too?
Homebrewers and Demosceners should know by now to release NSF format music with their releases for good spirit.
Since my primary mission is to "RIP EVERYTHING" so yep, I try homebrews too.
@B00daW:
Well yep, exept the fact if that NSF is a Famitracker export, or the bankswitch bytes are anything but 00 00 00 00 00 00 00 00 or 00 01 02 03 04 05 06 07.
Because of this I have to rerip games like Rouge Dawn. :/
Needs to rip Gotta Protectors
hey thanks for that astro fang rerip, i remember before after watching some playthrough that there was a track in that nsf that wasnt there, but it totally slipped my mind to mention it. good luck with that gotta protectors, it'll be neat to see if you can figure it out. if not, no worries!
Another stack of rerips:
Bubble Bobble: Twaked the NSF size, because an init call was stored around $C4C3, what I moved to $9900.
Deep Dungeon IV: This NSF is also weird, because it stores its sequence data around $8000 and there are a lot of writes to $6000, despite that this is not an FDS game.
Moon Crystal: This had the same kind of crap like Young Iindiana Jones had. A few SFXs were separated into their respective channels, this NSF fixes this issue.
Magic Kid GooGoo: Added Dendy playback to it.
Mahjong RPG Dora Dora Dora: Some players crashed this NSF because apparently there is some access at $E800.
What a surprise...
another pirate garbage reripped with SFXs.
This is some Li Meng inspired crappy tunes from a Korean developed Tetris clone.
Hey Norbert, I have a question about your NSF reps marked "Dendy" & "50hz"...Are these just rerips reformatted exclusively for 50hz/Dendy playback?
Exactly.
Those NSFs has a custom play and init which branches between these tempos.
A multicart menu music rip.
youve been busy, thanks man!
http://www.pouet.net/prod.php?which=31326Could someone rip the NSF off this demo? There are old links floating around but they are long dead by now
A different version of Master Chu.
Finally got off my lazy ass to rip this.
Get ready for serious earbleeding crap!
Waixing rulz...
p i r a t e g a r b a g e d a y
Added SFXs to this and arranged it in some ways.
More weird multicart music.
you guys rule! mvp's of the stock reports, you guys are! thanks so much!
My boss authorized me to rip this for a collaboration in the FamiTracker users' Discord server
Haunted: Halloween '86
The Curse of Possum Hollow
Composed by Thomas Cipollone
© 2016 Cash-In Culture
29 music tracks, 38 SFX
Haunted: Halloween '85
Composed by Thomas Cipollone
© 2015 Cash-In Culture
19 music tracks, 14 SFX
This... this.. was...
a nightmare to arrange
*and to make several hunderd init routines for channel playback*
Reripped with the missing SFXs.
MrNorbert1994 wrote:
*and to make several hunderd init routines for channel playback*
I'd bet you shudder to think of how you'll manage to optimize
Action 53.
Ripped SFXs for this one.
Ripped this one to read from memory writes.
Was Hottaman no Chitei Tanken ever ripped?
I have added the missing battle music to
kingshriek's original NSF of
Ganbare Goemon Gaiden 2, reordered the songs according to the
OST, and made an NSFe with track titles. I have not added length tags to the NSFe. The NSF also contains all sound effects, the NSFe does not (except for one used on the OST).
MrNorbert1994's rerip of this game did include the sound effects but not the battle music.
Thanks to
Gnome for raising awareness of this issue, and pointing me to the original OST.
One of the absolute worst programmed sound drivers ever:
..almighty Tohru Hayashi strikes hopefully the last time...
With a SFX rip for Exciting Rally: World Rally Championship / Championship Rally.
I'm interested. What makes this driver so bad?
tepples wrote:
I'm interested. What makes this driver so bad?
From what I remember, this driver makes every subtune only one channel. To play multiple channels, you have to call the init routine multiple times.
Seems pretty nonsensical to me, but I wouldn't really say "bad", just "a pain to deal with."
Is the Championship Rally the same one used in Kabuki: Quantum Fighter?
Anyway, I have a (much smaller) list of requests for re-rips/new rips for now:
- Donkey Kong, Donkey Kong Jr., Donkey Kong 3, Donkey Kong Classics, Donkey Kong Jr. Math, Mario Bros., and Pinball - Re-ripped to include all versions of each game with sound effects.
- Double Dribble (PAL) - PAL version exists.
- Mario Bros. Classic - A 1993 PAL-exclusive version of Mario Bros. that has been changed, including in sound data, compared to the original one.
- Micro Machines - Re-ripped to include all versions (regular US cart, Aladdin cart, and European version). Sound effects don't matter for now, but are preferred.
- Rush'n Attack - Re-ripped to include all versions with sound effects (NTSC, PAL, FDS).
- Rollerball (PAL) - PAL version of Rollerball does exist, but was supposedly only released in Australia. Only US and Japanese versions are ripped.
- The Simpsons: Bartman Meets Radioactive Man - Re-ripped to include all versions (US and EU) with sound effects. Might have already been re-ripped.
- Star Trek: 25th Anniversary (PAL) - PAL version exists, but supposedly only in German?
That's all I have for now. I hope Mr. Norbert or someone else will eventually get around to ripping as many of these as you can soon.
Yup, it uses the same driver,
In fact let me show you why is it such a pain: (WARNING HUGE IMAGE)
This is how I ripped Kabuki Quantum Fighter.
https://i.imgur.com/XgbA64G.jpgThe first image is building up custom init routines for the channels to be merged with.
The second image is just calling the channel numbers line by line (Notice it uses $ED0B) all the time).
After all that crap, then I make a separated init to call the SFXs only, and then...
Calling every single song as in the OST was inteneded for.
So yeah, it is tedious as all hell.
Here is Mario Bros Classic.
Reripped this one.
The few NSF rips that was avaliable for this set up the bankswitch bytes as 05 05 05 05 05 05 05 05 which is not allowed.
Also, I made a sub-lookuptable at $E300 for proper song ordering.
Disregard my previous rip, since it had a lot of unused code.
I hope every single SFX is here, since Nintendo liked to place its SFXs to separate init routes.
I reripped Gil Galad's original Rampart rip (Jaleco version).
Dave Riva's driver was like a combination of Human's driver mixed with sample bankswitching...
FUN!444!!!
Added more mission samples.
Another request released at Trsac 2017
A proper rip for Quattro Sports.
A stable rip for Quattro Arcade.
Reripped this one. Public rip had some problems.
I don't think multicarts should be ripped as one giant NSF; instead, every game on it should have its separate NSF.
If you were to add a policy to split multicarts, you'd start a debate about defining a multicart.
Is
Duck Hunt a multicart? It contains both ducks mode and clay pigeons mode, which use largely disjoint music and sound effect data but may use the same music engine.
Action 52 is organized as a multicart and inspired by multicarts. But the games all debuted on the multicart. And because they're all statically linked to the same music engine, combining their music data into one NSF saves bytes.
Is
Sunday Funday (1995) a multicart? It includes a Christian-themed hack of
Menace Beach along with the game
Fish Fall which was discovered elsewhere as a standalone prototype (called
Free Fall) and a bonus music track. (Incidentally,
Fish Fall opens with "Polly Wolly Doodle", a year before the same song appeared in
Pokémon Red Version as "Road to Viridian City".)
Applying the same logic to SNSF, a PSF format for Super NES: Is
Super Mario All-Stars a multicart? All four games debuted earlier on the Famicom, but the ports are original to
All-Stars, and games other than
Super Mario Bros. 3 appear to share much of their data.
I'm sensing a looooooongggg debate is going to follow, so here is my explanation:
If you run an NSF archive like this:
http://mrnorbert1994.uw.hu/You have to deal with thousands of sound files all alone.
So in order to deal with lesser files I merge multicarts into 1 NSF, plus I never liked the idea of splitting games into separate NSFs from a multicart (since the games being on the same cartridge should belong in 1 music file - if that makes any sense).
So it is highly possible that I may do the same thing with Quattro Adventure too and probably with Caltron 6 in 1 (since in my archive what is present now a shitty Famitracker converted NSF file what I made years ago when I had little to no idea about ASM programming).
Hope this explain things.
If you find yourself having as many play routines as games on the multicart, you probably should put each game into a separate NSF file. If your multicart's games were originally or subsequently released (or leaked) individually, you've got a multicart. For example, all Caltron 6-in-1 games were originally released individually. The Quattro games are a bit of a special case, as the games were separate games on their original home computer platforms, but not on the NES; even here however, each game can be extracted and run as a separate ROM image with minimal effort.
MrNorbert1994 wrote:
since the games being on the same cartridge should belong in 1 music file - if that makes any sense
You want to rip cartridges as opposed to games. I want game music, not cartridge music.
And if your desire is to minimize the amount of NSF files, then adding a multicart NSF consisting of games that were also released individually only serves to increase the amount of NSF files in a "complete" archive, since you would have to account for the individual releases with separate NSF files as well. And if you are going to remove any NSF of an individually-released game that was ALSO put on a multicart somewhere, then you might as well remove the NSF of every NROM game under the sun because it ended up on someone's multicart.
Certainly I wouldn't rip things like 31 In 1, and NROM games based multicats, but when if I have a multicart which has games that were never released separetely, (like the Quattro series for example) then why bother them to release them as a separated NSF.
IMO single game NSFs, especially non-bankswitching, have more utility, so if I had to pick one or the other I'd go with splitting, but personally I'd want to see both versions where they're both known, e.g. DH+SMB as well as DH and SMB. Makes them easier to find.
I wouldn't really want to split hairs about what is or is not a "multicart", just do whichever seems useful/practical? For something like Caltron 6-in-1 or Action 52 I don't even remember the names of the individual games.
A GRAND rip.
*Fixed a few variables here and there, since the Final Boss song was playing too fast.
ey thanks so much for that!
Totally impressive with all the activity going on lately. Right now I can kick back and listen to some awesome NSF rips for a change. lol
I've been going through all my files and trying to organize a new NSF project folder on this PC. Seems like I'm getting interested in it again. Honestly, I ripped so many NSFs that I needed a break.
You are kicking ass Norbert and Karmic. Thanks so much.
Gil-Galad wrote:
Totally impressive with all the activity going on lately. Right now I can kick back and listen to some awesome NSF rips for a change. lol
I've been going through all my files and trying to organize a new NSF project folder on this PC. Seems like I'm getting interested in it again. Honestly, I ripped so many NSFs that I needed a break.
You are kicking ass Norbert and Karmic. Thanks so much.
Thanks to you, too. It's unbelievable just how much work you've done for the NSF ripping scene. Welcome back :)
My website is also down and I need a new host which I need to figure out where and then I'm either going to transfer the entire site or design a new one that's a little more lighter because I was using quite a lot of web space.
Thanks Karmic, much appreciated my friend.
It seems like we all do a metric ton of work and it's intellectually challenging as well.
It is always nice to see you back, master!
Anyways... apparently this is yet ANOTHER different revision of a Cony fighter game.
Gil-Galad wrote:
My website is also down and I need a new host which I need to figure out where and then I'm either going to transfer the entire site or design a new one that's a little more lighter because I was using quite a lot of web space.
How much space, and how much bandwidth do you expect per month? I need this in order to estimate the cost based on
U.S. pricing of Amazon S3:
- $0.09 per GB of data transfer
- $0.28 per GB per year for storage
- $0.40 per million hits (HTML, image, or NSF accesses)
I've never had to calculate costs before when I've had hosting before and I'm not saying it should be for free. What I'm saying is that I have to figure that out because I don't know precisely but I have a general idea.
Considering that the average NSF is 32KB and under. I have source code and packages as well of varying size. I have translation projects which don't take up that much space. It's the NSFs because people download them a lot and visit my site. I'd have to talk to Sliver-X about my website bandwidth usage, who gave me hosting for many years. I don't blame him for closing the doors and he gave me hosting for many many years. Thanks to him for sure.
I'm also willing to redesign my website and eliminate a lot of content so I can fit within acceptable perimeters for you.
The pitch is different in this FDS port what was in the NES cartridge release.
A weird hentai game for FDS.
I talked to Sliver-X and he told me that I have about 300MB in files and pushed a couple GB a month in handwidth. And about 30,000 hits for all files. he says that based on that calculation it should be 5-10 a month.
It's going to about 400 MB because I see some stuff I can get rid of. I can trim it down more.
RewriteEngine on
RewriteCond %{HTTP_REFERER} !^$
RewriteCond %{HTTP_REFERER} !^http(s)?://(www\.)?yourdomain.com [NC]
RewriteRule \.(jpg|jpeg|png|gif)$ - [NC,F,L]
I was using a modified version of this .htaccess in order to reduce bandwidth and it helped a lot. I prevent all NSFs from being downloaded outside of the website. As well as any compressed file and any large file.
Just
using S3 to host your site would run you less than $3 per
year.- Storage: 0.4 GB times $0.28 per GB per year is $0.11 cents per year
- Bandwidth: "a couple GB a month" (let's say 30 GB/year) times $0.09/GB is $2.70 per year
Is the price acceptable to you? I know you have a lot more stuff here at NESdev and the main site.
What I'm trying to say is that if you join AWS, set up an S3 bucket, and hook it up to a website, that's what it'll cost you (apart from $15/yr for a domain). I wasn't offering to host, just helping to recommend an existing hosting solution for people who don't need server-side scripting (Java, Python, PHP, etc.) or anything fancy like that.
I totally misunderstood because it sounded like you were going to help me based on this statement here.
How much space, and how much bandwidth do you expect per month? I need this in order to estimate the cost based on U.S. pricing of Amazon S3:
I thought I was helping you by linking to the first page of Amazon's walkthrough to get a website up on S3. I wasn't sure what level of management service you needed on top of what the actual hosting costs.
To be honest, I can find hosting anywhere. I would rather be here than anywhere else because NESdev is me.
You were helping me by calculating the costs. I don't need much server side stuff except for htaccess and that's it. I don't use PHP or anything crazy like that which is overly complicated for my type of website.
Here is what my new design looks like and it's close to the original with all the issues removed such as frames which I love and other people hate. But I agree, it is time for a change. I have a white and black version but I think I'm going with the black because people say it's easier on the eyes and less glare.
I kind of prefer the white version. You could add a button to toggle between the two options with a little bit of JavaScript.
That sounds like a good idea. I will look into it.
If (I hope) you're using CSS, this seems like a decent way to do it:
https://stackoverflow.com/a/19844757
Reripped Karmic's original rip of this one.
Renevand did a rip of this ages ago, however it didn't had SFXs.
thefox wrote:
If (I hope) you're using CSS, this seems like a decent way to do it:
https://stackoverflow.com/a/19844757I definitely do CSS and Java scripting now. That site is 19 years old and has the type of code for back then and the fact that I was learning so even I think it's rather sloppy. With the redesign and rebuild it's going to be a lot better I hope.
I've been away off and on for a couple years now. I needed a break and now I am just rusty but it's like riding a bike again. Thanks for the suggestions.
Another Rare driver SFX reripped.
A quick fix for Dr Franken.
Apparently the NSF was playing too fast.
A full SFX rerip for Captain Skyhawk.
I would like to request a rerip of Snake Rattle 'n' Roll with sound effects, in particular with a looped "score count-down" music, please.
Added missing channels to this one.
NewRisingSun wrote:
I would like to request a rerip of Snake Rattle 'n' Roll with sound effects, in particular with a looped "score count-down" music, please.
And a rip of the PAL version as well with sound effects, of course. Is there anything particularly hard about ripping SRNR compared to other RARE-developed games?
SuperWill24 wrote:
NewRisingSun wrote:
I would like to request a rerip of Snake Rattle 'n' Roll with sound effects, in particular with a looped "score count-down" music, please.
And a rip of the PAL version as well with sound effects, of course. Is there anything particularly hard about ripping SRNR compared to other RARE-developed games?
As I recall, Snake Rattle 'n Roll was the only(?) game where the music data was stored in PPU memory. NSF Players don't emulate the PPU, so data would have be moved to CPU memory and the replay engine modified. Also, if you haven't heard some of the interviews with David Wise, it's worth looking one up just to hear the funny story behind this soundtrack.
Memblers wrote:
As I recall, Snake Rattle 'n Roll was the only(?) game where the music data was stored in PPU memory. NSF Players don't emulate the PPU, so data would have be moved to CPU memory and the replay engine modified.
Big Bird's Hide and Speak put compressed PCM sample data in CHR:
https://forums.nesdev.com/viewtopic.php?f=2&t=8675
Memblers wrote:
As I recall, Snake Rattle 'n Roll was the only(?) game where the music data was stored in PPU memory.
And
Galaxian. And
reportedly Magic Jewelry.
This was requested a few pages back.
tepples wrote:
Memblers wrote:
As I recall, Snake Rattle 'n Roll was the only(?) game where the music data was stored in PPU memory.
And
Galaxian. And
reportedly Magic Jewelry.
And Gegege no Kitaro/Ninja Kid.
Fiddled around with this.
Moved the last bank a bit upper to chop down the NSF's size.
hey thanks again mrnorbert, i might try and get to some of these dragon wars tracks in the stock reports this weekend. much love.
BASEBALL TIME!
O O'
_________
*So many baseball games on this little system..*
hahahah killer, i wish i had time to get through these and give em a listen, but maybe ill be able to hang with em for somethin in tomorrow or monday's recordings. btw, came back to say i think that double dribble nsf is jacked up. it appears to be missing maybe square 1 or square 2 on some of the tracks, for example track 18...it also seems like it might be at the wrong speed? unless i increased the speed of how i played em before from the rips that were around, i think some of these might be at the wrong speed, and/or perhaps missing some channels. seems like some tracks are missing pcm maybe. someone else will have to check to be sure, but im going through a few of these newer rips before gettin started. cant thank you enough for all your diligent work here, you and karmic and gil and everyone whos worked on these rips have done great work for everyone to enjoy these tunes and sfx, thanks again.
I conjured up a SFX and the intro theme in this one.
(Just to stand out from the other rips.)
Ripped SFX for Kid Icarus.
Added missing song to this one.
Updated my Monte Cristo NSF rip.
Songs were too fast, and as usual one of the tracks' triangle didn't worked.
Another unripped PAL revision, by almighty Hayashi Tohru bites the dust. : P
I added a few PCM samples to Cyberball, however I couldn't do the pulse / noise routine.
So I was reading through the old comments here, and apparently Dragon Quest III / Dragon Warrior III has different soundtracks???
I never played those games, so I have no clue about it, however I reripped those, to have SFXs in them.
Sounds like the music engine has a bug, because the triangle doesn't seem to shut up when a SFX was played.
I suspect it has the same kind of stuff what was in the Software Creations driver (doesn't shut down the Noise channel properly).
This was requested like a decade or so ago, so here is it finally.
Added a proper lookuptable for these ones.
Public rip of the FDS version was overoptimazed, and enabled a track glitch.
Missed an oversight:
Added PCM effects to my previous Karate Champ rips.
Added the raw pcm jingle to this one as well.
Apparently this prototype version also has that unused track, which was also on the test cart version. The SFX data was possibly under development since it only inited 1.
Added SFXs for this beast.
This NSF had a lot of issues on players and emulators, due to the fact that the bankswtich registers were set up badly.
Also this NSF doesn't use my usual setup, because for some reason it crashed all the time.
Now it works on all players, emulators.
Mr Norbert, do you ever plan on making GBS rips? (Gameboy Music) You don't have to start on it now but i was just asking.
Well I thinked about the subject, maybe one time in the future.
Right now, I'm making a separate archive for PC Engine hes files on my website.
That's pretty cool you're making a HES archive, I'll download it right way!
Here is a weird post.
I just reripped this NSF, because there was no lookuptable set for them.
I was listening track 5 (never played this game), and it somehow felt empty, that there is no real bass for it.
So, I fiddled around with Famitracker, and added a custom triangle lead, what I think it was supposed to sound like.
Just because it is snowing outside where I live...
Bankswitch setup was set inccorectly in public rip and only a few players played it down.
Now it works normally and works on every player.
TJthewizard2002 wrote:
Mr Norbert, do you ever plan on making GBS rips? (Gameboy Music) You don't have to start on it now but i was just asking.
I'd love to see him rip/rerip HES & GBS stuff especially! Lots of unripped & broken games there
Bankswitch setup was incorrect in this one as well.
Julian Lefay...
I would like to cut yours balls off. : P
Oh Man!
Some Missing Files. Enjoy Ripping
TheJuanCarlos64 wrote:
Oh Man!
Some Missing Files. Enjoy Ripping
I think that this serious game much better if the character does not jump
Mega Man 6 - Redump
There are diferences
- The Opening Theme are not identical for some regions (Missing Opening Theme JP Ver.)
- Redump JP Version
- Redump US Version
- Merge this rip
I already ripped that with a lookuptable song order. Check it in my archive.
I 'm not going to merge them together.
nice, a hector game! thanks for these!
mmmmmmmm dat kulor soundtrack tho...thanks for that guys!
Can anyone do NSF rips of these games? There both made by Hummer Team, and they require another emulator to work.
Added more "songs"' to this one.
A PAL rip of Lolo III.
(Moved sample bank into $C000-$CFFF).
Added SFX and the usual playback controller code to this one.
Added missing tunes, SFX to this fella.
*ADDED GAME OVER THEME #2.*
Added missing songs to this beast.
This has the same sort of bullshit like Kabuki Quantum Fighter (and U-Force).
Added more tracks (aka added the bankroutines to this bigass thing) to this one.
that granddad is busted if you try it in notsofatso, just wanted to throw that out there..tracks hang/dont complete....youll see what i mean if you try it
Don't even expect that NSF to work in NotSoFatso.
In fact it does not work in most players / emulators, yet I wrote my stuff correctly.
Try NSFPlay and NSFLive.
Those will play it no problem at all.
You're not resetting the expansion audio. The NSF spec only requires players to reset the APU. The others are the responsibility of the INIT routine.
To the two FDS games:
I did a manual memory position relocation to them, so now they load from "$8000", and the bankswtich bytes are your typical 00 01 02 03 04 05 06 07 setup.
Musashi No Bouken is a weird Famicom game that loads the music variables from $7000 and it stores the sequence data from $A000-$BFFF.
I had to rerip that, because a few tracks were broken in some players.
From an
older post:
Doommaster1994 wrote:
Thank you once again!
I'll send you the prototype ROM later!
EDIT: Added the prototype version. The graphics are glitchy, but the game seems to work.
That's not a prototype (despite what NoIntro claims), but (a mapper 3 hack of) the original Idea-Tek version; the other version is the AVE version. The graphics are "glitchy" because NoIntro's NES header is incorrectly set to mapper 79 instead of 3. (The unhacked ROM would go under
Mapper 173).
Rerips.
Dirty Pair: The rip what was in my archive was a crappy Famitracker conversion. Original code puts the engine into $6000-$7FFF. I moved that code in the same fashion as Clocks and Putt Putt Golf. It works now on every NSF player.
Boy And His Blob:
Relocated samples $E000-$FFFF to $A000-$BFFF.
Warning!
CHR0 is spaghetti coded.
Cleanups, data shrinking.
I didn't find Mario but I did find the sfx
For the full Mario experience.
RERIPPED THIS...
SON OF A...
Dear composers... I'm about to cut your goddamn legs off.
Added the 2 missing ending songs to this one.
I'm lazy as fuck to arrrange this.
MrNorbert1994 wrote:
Dear composers... I'm about to cut your goddamn legs off.
What'll that do other than block use of the sustain pedal?
They can't make more nearly unrippable, systematically unrelocatable music on a different bank, I guess. : P
Rocka....rocka.... rock n ROOLLL
If there's one thing I always love ripping, it's music data (and code!!!) in CHR-ROM.
Added us and pal versions.
Some earlier requests. Could not find any credits for BeatNES.
I'm aware of an already existing rip by someone else, but with broken DPCM. Not anymore!
Another one. This game used the FDS IRQ to time the music, with a different time for all tunes, so I had to use a non-returning play.
Well.... ummm....
This is probably the pointless NSF rip ever but...
It had some sort of sound on the cartridge.
Updated my previous Lagrange Point rip.
Cutted out a lot of unused code, and I hardwired the DPCMs into $E000-$EFFF.
Added samples to a couple games.
May I remind the rippers to always check whether the game from which you are ripping an NSF writes $80 or $C0 to $4017, and if it does, to include that write in the NSF file? Otherwise you will be producing NSF files that other people will have to correct sooner or later. Not incorporating that register write can change the sound output in very subtle ways. You can leave that write out of the NSF file only if the game writes $00 or $40 to $4017, because that resembles the NES' power-up state.
May I also remind the rippers that the proper value for the NTSC playback speed at offset $6E in the NSF header is not 16666/16667 ($411A), but
16639 ($40FF).
Let's not repeat the mistakes of the past 17 years.
NewRisingSun wrote:
May I remind the rippers to always check whether the game from which you are ripping an NSF writes $80 or $C0 to $4017, and if it does, to include that write in the NSF file? Otherwise you will be producing NSF files that other people will have to correct sooner or later. Not incorporating that register write can change the sound output in very subtle ways. You can leave that write out of the NSF file only if the game writes $00 or $40 to $4017, because that resembles the NES' power-up state.
Now how about you tell me which NSFs caused you to write this instead of being pointlessly vague?
Some more Poor-Quality Video Games Of Dubious Origin™
Karmic wrote:
Now how about you tell me which NSFs caused you to write this instead of being pointlessly vague?
I don't want to single out anyone, but here's a short list:
Electrician and
Fleet Commander initialize $4017 to $C0 (
Electrician lets the FDS BIOS do that), which the NSFs lack. The same thing with
T.M.N.T. II and
Track & Field II. All of Karmic's NTSC NSF files that I have checked have the correct playback rate, all of MrNorbert1994's NTSC NSF files that I have checked have the wrong playback rate. There are likely others that I have not checked. That's why I made a general comment instead of enumerating all the files that are affected.
I always try to remember to put a $4017 write in the NSF Init routine even if the original game writes nothing/$00/$40, because many popular NSF players don't seem to know about the proper power-on state.
One might argue that the difference is not audible for a particular game, but to prove that it is not audible, you would have do to an A/B comparison of an NSF without and one with $4017 initialization. Just always including a $4017 write for safety seems less troublesome.
The difference in playback rates is not immediately audible during simple playback, but becomes relevant when creating NSFEs files from NSF files, and the song lengths and fade-out times from official soundtracks suddenly end up being off by several seconds.
Well, I'm hell not going to change the playback rate in my NSFs, (over 4000) since as long as they work on emulators and on hardware who cares...
Maybe you could change it for future NSFs at least.
NewRisingSun wrote:
Karmic wrote:
Now how about you tell me which NSFs caused you to write this instead of being pointlessly vague?[/quote
The difference in playback rates is not immediately audible during simple playback, but becomes relevant when creating NSFEs files from NSF files, and the song lengths and fade-out times from official soundtracks suddenly end up being off by several seconds.
OK...
We aren't fussing with NSFEs for a reason.
NSFEs are invented for people who have no idea how to rip, and have no basic knowledge about how lookup-tables work.
NSFEs were invented by people who wanted track names and track lengths in the files. If the playback rate is wrong in the NSF header, then the song will have a different length between hardware players that usually ignore the field and emulators that honor it.
I understand that, but like I said, we won't fuss with it.
For me: when I want to listen an NSF I just fire up my player / emulator whatever and that's all.
I don't care for fadeouts and tracknames.
Not to mention, you can do track naming in NSFs, by writing a text in the end of file in the NSF.
You just need to watch that part via hex editor or a notepad that's all.
For example Karmic's 8Bit Music Power NSFs has a feature like this.
Quote:
I understand that, but like I said, we won't fuss with it.
What, you insist on putting the wrong rate in future NSFs just for the heck of it?
Because that's what I got used to.
end of story
That's the dumbest possible reason. You're pathological.
If this makes you happy...
More strikes off the unripped games list.
A whole series of FDS porno games. Hm.
Thank-you for proving my point, Karmic: Attached NSF is your Wu Shi Hun NSF with the correct $4017 write added. Note how the guitar-like instrument right in the first song now sounds like in the game, while it sounds plucked too fast in your file.
A full rerip for Puzzle Boys.
A complete rerip for Ishido.
NewRisingSun wrote:
The difference in playback rates is not immediately audible during simple playback, but becomes relevant when creating NSFEs files from NSF files, and the song lengths and fade-out times from official soundtracks suddenly end up being off by several seconds.
I don't understand this? This doesn't really make sense to me:
1. 60.099hz vs 60.002hz should only be out by 1 second on a 10 minute long track. Several seconds seems completely out of proportion, for a typical track it would be something like 1/5 of a second.
2. What is an "official soundtrack"? How does it have a "fade-out time"? This is an NSFe concept. No CD release would ever publish fade times. ??? How is that at all related to NSF vs NSFe? NSFs don't have track times.
3. Since the NSFe standard doesn't
have a playback speed field, it has to default to the hardware speed anyway. If the "official soundtrack" does not have correct hardware timing, then the problem is with whatever they recorded it with and nothing to do with NSFe?
If you're creating an NSFe, you just listen to the track and set the times. I can't comprehend how this is an issue at all? There's no "official" standard for how long a track should be or how long to fade. NSFs don't have track times, so whether they're timed slightly different (1 second per 10 minutes) seems entirely irrelevant?
I agree one
should ideally use a more hardware accurate playback rate, but it's almost a non-issue anyway, just a very tiny nitpick. (It's also why I put override options in my NSF player.)
rainwarrior wrote:
NSFs don't have track times.
They do if they're
version 2.
tepples wrote:
rainwarrior wrote:
NSFs don't have track times.
They do if they're
version 2.
Please don't. That is not a thing. NewRisingSun was not talking about a theoretical NSF 2 format, and neither was I.
thanks for these once again! is there any more kemco soundtracks that havent been ripped? that electrician is a good one to have, its really only got one tune on it but its a nice'un. seems like there could maybe be one or two more kemco titles left right? guess we'd have to look at the list and compare really.
To my knowledge there is no more Kemco stuff left (unless you have some rare source code or something).
A proper rip for this one.
Does Jeopardy! Junior Edition have the exact same music data as Jeopardy! 25th Anniversary? I'm asking this because MrNorbert1994's NSF archive does not have the NSF for this game, but an older NSF archive and the NSFE archive have the NSF for the game but with no sound effects.
Now it does.
And yes, this is the exact same driver which was in regular Jeopardy.
Thank you MrNorbert. Now I have another question. How come Sesame Street Countdown only works on Nintendulator? Is there something in the code that is not supported by NSFPlay? Is there a way this can be ripped so it can work on more than 1 player?
Sesame Street Countdown uses Mike Riedel's crappy driver, and it was generally a mess.
I remember that Rollerblade Racer had an older rip which only played on Nintendulator only too, so it is most likely the same issue.
I attemted a rerip on this, I fiddled around with some JSRs, got down a SFX I guess, but again, it only wants to work with Nintendulator...
I have a feeling that maybe there is an RTI somewhere which causes the trouble.
But now that you mentioned it I just reripped my older Friday The 13Th rip because the init address was wrong in that one and most emulators broke the thing down.
This one works in everything, even in NotSoFatso.
Hmm... maybe karmic can fix it. Or maybe i can try to rip it, making it my first NSF rip, but that'll probably won't work. (and if it would work, it would probably work only on Nintendulator still.)
Weirdly enough, not even this rip worked on emulators.
Added a new init routine.
Works on every emulator, player exept SlickNSF. If simply corrupts the noise channel for some reason. :/
*Another One*
Reripped, so it works on every player.
Well I tried to make the NSF rip of sesame street and I failed. It didn't work on any player. Oh well. Maybe someone else can figure out what's going on.
Because it was mentioned, I reripped Sesame Street: Countdown with sound effects. It now works in all the players that I have tried. Further size optimization is unfeasible, as there seem to be necessary subroutines all over the address range.
rainwarrior wrote:
tepples wrote:
rainwarrior wrote:
NSFs don't have track times.
They do if they're
version 2.
Please don't. That is not a thing. NewRisingSun was not talking about a theoretical NSF 2 format, and neither was I.
Maybe I should clarify, in another discussion a few people seemed to have gotten the wrong impression about what I meant here.
NSF2 is a work in progress proposal. I'm not against it being finished and implemented (and I actually want to do that myself in the not too distant future), I was just objecting to its relevance to the point I was making.
Also, while I'm at it, I've added an optional RATE chunk to he NSFe spec so that we can use it for nonstandard playback rates in the future. It's a very easy extension to the format:
http://wiki.nesdev.com/w/index.php/NSFe#RATE
Ripped SFXs for this one.
NewRisingSun wrote:
Because it was mentioned, I reripped Sesame Street: Countdown with sound effects. It now works in all the players that I have tried. Further size optimization is unfeasible, as there seem to be necessary subroutines all over the address range.
I wonder if you could update this rip, since if I recall correctly there are a dozens of PCM samples where the counts says:
FIND "insert number here"
Apparently there are 2 dumps for this one.
BOO
You have been spooked by the sound effect ghosts!
.----------.
/ .-. .-. \
/ | | | | \
\ `-' `-' _/
/\ .--. / |
\ | / / / /
/ | `--' /\ \
/`-------' \ \
Some weird rips from a multicart "FC-LCD 14-in-1 Study".
Updated the Artelius rip:
Seems like some SFXs are stored on the "music" section, and the registers needed a little bootstrap code as well.
SFX rerip for a FDS game.
Did a proper track arrangement for this one.
Fixed the public rip to be playable on every player.
Somesort of flight sim game.
Tune #2 sort of reminds me of Terminator.
Added 2 missing SFXs for Layla.
Ripped SFX for this one.
SFX data was stored in several banks.
Another little oversight fix. In one track the channels were messy, since yet again this is another game that stores the channels separately per channel.
Dirty Harry with PCM. The SFX were too much of a pain.
Another appearance from Mike Riedel
Added a missing fanfare SFX to this.
Reripped Caltron 6 In 1.
Also added missing triangle leads in Pokey and fixed the Noise in Porter for Foobar.
Public rips didn't had SFXs.
Completely reripped and partially arranged.
The funny thing is that this game has like and endless amounts of revisions, the sound code seems to be the same in every single on of them. :p
Added missing fanfares and sound effects.
Arranged it properly and added SFX.
What are those odd sound artifacts that sound like electricity in the Atlantis title screen music? Doesn't look like it's coming from the DMC.
B00daW wrote:
What are those odd sound artifacts that sound like electricity in the Atlantis title screen music? Doesn't look like it's coming from the DMC.
Not entirely sure, but I hear it when playing the game too. It's probably just a click when the volume changes, notice how the faster fadeouts have the buzz at a higher frequency.
The Most Realistic NSF Rip of The Most Realistic 8-Bit Pool Simulation EVER!
Radical Bomber!! Jirai-kun (FDS) Jaleco Entertainment - Tsukasa Tawada
Kamen Rider Black - Taiketsu Shadow Moon (1988)(Bandai)
SD Gundam World - Gachapon Senshi - Scramble Wars (1987)(Bandai)
SD Gundam World - Gachapon Senshi - Scramble Wars Map Collection (1989)(Bandai)
are there rips for these titles yet?
shawnphase wrote:
Radical Bomber!! Jirai-kun (FDS) Jaleco Entertainment - Tsukasa Tawada
This one, not the rest though.
Shitty pirate Mario hack. I've seen this music on many hacks so I've decided to rip it.
One ripped VS system game and the typical Chinese crap.
awesome, thanks so much again for these fellas!
and the weird marios, ahaha. thanks again for these you guys, its always appreciated. i did a little medley of strike & match i put together yesterday in the stock reports. i'll have a listen to these over the weekend, maybe i'll add to the legends of the diamond medley im workin on if the stingers that were added are good. you guys rule!
edit: yea this LOD has a lotta new stuff in it, doublin down on the thanks here, ahahah!
Man... ripping this is easy, however arranging the thing.
My god...
The main bad thing with the SFXs is that sometimes an sfx uses pulse and noise at the same time, however the folling sfx is the same but noise only.
Also the victory theme has a lot of variatons, and there is two that I couldn't place anywhere.
Also, the stage select has 3 songs I disabled 2 of them.
EDIT:
Apparently I missed the Ending theme, which is the same as the into music, however the main theme melody is repeated like 5-6 times until it ends.
Thank god for VirtuaNES for testing.
Hmmm... disabling the bulit in triangle linear counter in this game, makes it sound something completely different. o_o
Just your typical SFX rerip.
A previously unripped Ultraman FDS game.
Wide assortment of games this time.
oh geez, thanks so much for these new tunes fellas. i know that those fds rips can be a bitch, so thanks so much for that ultraman in particular norbert. stock reports have been focusin on winter chip and a couple of those new rips, i really got some killer learning done for myself in those new tracks you guys ripped from legends of the diamond. i'll try and get a vid from that up in the upcoming week.
i'll give these other 5 that you did a listen over the weekend too karmic. i really appreciate you guys puttin the time in on these lesser known titles, ive always maintained that one of the best ways for people to come around to these games that didnt have as much of a following is to try and get into the music and do something with it to give people a little more interest in some of these. so you guys to me are really the ones doing the heavy lifting to bring some love back to what these awesome programmers from the 80s did, seriously cannot thank you guys enough for puttin the time in.
Rerips and proper PAL rips of Eurocom games.
Could someone please rip the NSF of Block Puzzle (Unl) [!].nes? The first theme is a rendition of some Metal Force track and I'm curious if the rest of the track are like that.
hell yeah norbert, these eurocoms will be tasty to mess with this week, ahah. i totally forgot neil baldwin did the jungle book soundtrack, theres bound to be a few bangers in there that i can look into. looks like a pretty hefty .rar here, you guys have been burnin the midnight oil on these lately. once again, its great to see the effort you put into getting these done.
A song and the DPCM jingle was missing (apparently it was stored on a different sub-bank).
Updated my first NSF rips ever.
Init was called out of RAM instead of memory, and I like my NSFs is they are called from memory because... :p
Also the KID driver has this bizarre triangle glitch in every single one of their games that use DPCM since they didn't know how to mute the triangle properly.
To be honest, this glitch kinda adds a little more vibe to the music, but some people don't seem to like it. :p
Also I added a Dendy branch to DDY, since this is yet one of those games that is more well known in Eastern Europe than the rest of the world. :p
I think I might added the fix for TTICL, however that NSF's code was a mess, so it is much smaller and makes more sense. :p
Now that we have Crazyland and Super Mario Bros. 2, the only Doki Doki rip we're missing is a cover of the Literature Club soundtrack.
A proper PAL rip for this one.
Added some SFX to Caveman Games.
Run of a mil Rare SFX rerip.
Arranged Karmic's rip + added the usual tempo brancher.
Rerripped, added lookuptable and some SFXs.
MrNorbert1994 wrote:
Rerripped, added lookuptable and some SFXs.
Sorry to bother you, but there's actually THREE versions of Defender of the Crown: one NTSC (US), one UK (PAL) and one French (also PAL), so it shouldn't just be labeled (SFX). Is DOTC very hard to rip, or is the sound data between all three versions identical? (I would assume that the sound data between the two PAL versions are identical) Or are you planning to rip one or the other version later?
Also, for the rip of California Games, the notes sound much shorter than they do in-game for me. I have attached a music sample of what the music sounds like in my emulator and what it sounds like in my NSF player. Is the NSF player not doing it right or is it somehow incorrectly ripped, or is the game doing something weird?
Are there any players that can filter out the sfx tracks of an nsf and load many nsfs at once? I like dumping them all into a foobar playlist but working around the sfx when trying to find songs I like is really annoying.
SuperWill24 wrote:
Sorry to bother you, but there's actually THREE versions of Defender of the Crown: one NTSC (US), one UK (PAL) and one French (also PAL), so it shouldn't just be labeled (SFX). Is DOTC very hard to rip, or is the sound data between all three versions identical? (I would assume that the sound data between the two PAL versions are identical) Or are you planning to rip one or the other version later?
Well... for some reason it switches the $8000-$8300 per some subsongs and uses the $F000-$FFFF for data and code. This is one of those just pure evil situations.
Here is a PAL rip for it, but it is the exact same, and it was not optimazed properly.
SuperWill24 wrote:
Also, for the rip of California Games, the notes sound much shorter than they do in-game for me. I have attached a music sample of what the music sounds like in my emulator and what it sounds like in my NSF player. Is the NSF player not doing it right or is it somehow incorrectly ripped, or is the game doing something weird?
The rips are bad. The master rippers here still refuse to initialize the $4017 register correctly, even though I have told them numerous times that doing so is necessary for correct playback. I suppose they just don't give a shit. I have fixed the rips and attached them. Again.
Hey, how's it going, NewRisingSun. Haven't seen ya for awhile.
I almost always initialize $4017 in my rips, unless I forgot which is not often. I don't even recall your posts that said to initialize, perhaps if you could link it here. How do you do it? Just curious.
I don't even know who originally ripped California games but some of the old rips definitely problems and it's a gradual process to fix them. So many have been fixed in the last few years.
Gil-Galad wrote:
I don't even recall your posts that said to initialize, perhaps if you could link it here.
viewtopic.php?f=6&t=115&p=210948#p210948viewtopic.php?f=6&t=115&start=1830#p195217viewtopic.php?f=6&t=115&p=210981#p210981Gil-Galad wrote:
I don't even know who originally ripped California games but some of the old rips definitely problems and it's a gradual process to fix them. So many have been fixed in the last few years.
On the
previous page. I'm talking about current re-rips being bad, not rips from long ago.
I see what you are talking about. Pretty simple, really.
Here is what I do.
If a game is writing FF or C0 to $4017 then I will use C0.
Otherwise, I will write 80 to $4017.
PHA
LDA #$80
STA $4017
LDA #$0F ; 0F for the first 4 channels, if PCM is used, raw or DPCM then I will write 1F, although this very rarely needs to be done. If a game writes 0F in the driver itself then I will instead write 00.
STA $4015
Other init code if necessary
PLA
JMP init or RTS.
Address Bitfield Description
$4017 MI--.---- Set mode and interrupt (write)
Bit 7 M--- ---- Sequencer mode: 0 selects 4-step sequence, 1 selects 5-step sequence
Bit 6 -I-- ---- Interrupt inhibit flag. If set, the frame interrupt flag is cleared, otherwise it is unaffected.
Side effects After 3 or 4 CPU clock cycles*, the timer is reset.
If the mode flag is set, then both "quarter frame" and "half frame" signals are also generated.
This information is right from the NESdev wiki.
http://wiki.nesdev.com/w/index.php/APU_Frame_Counter$4017 is pretty much for timing of NES music. Sometimes you can't tell the difference and other times the music will sound smoother and better timed. This is a way better solution than trying to adjust the timing and speed through the header in PB speed for example.
C0 sets both flags for bits 6 and 7.
80 sets bit 7 for a 5 step sequence. 00 will set it back to a 4 step sequence or 40 if you still want to set the interrupt inhibit flag.
Added missing tunes to this.
Found the region RAM address in this.
Few new rips from Gil Galad.
Main initloops and structure by me, NSFLive crash help by Karmic and Game Over tunefix (track 40).
thanks so much for these once again gil and norbert, you guys have been busy! sometimes i play that music from radia senki when im in a very particular mood. sounds like they're runnin the tose driver in this fairy pinball soundtrack.
shawnphase wrote:
sounds like they're runnin the tose driver in this fairy pinball soundtrack.
Actually it uses Hiroshi Nakamura's driver.
Fixed the tempo in the main game BGM (track 2) and removed track 6 from the constant looping.
BlackGuyRX wrote:
Just wanted to say thanks again for going through the trouble of re-ripping all these games!
Norbert, your NSF collection may need an update. I did notice Yo! Noid is based on an older, glitched rip. Also, is anyone interested in GB & PCE rips/rerips?
OK I did a full rerip on this + track ordering and all that shit.
I wonder if this is still glitched.
All rips of this game that I have found lack the title screen music. I also included all sound effects.
The Human driver again. :S
US version wasn't ripped, only JP version had rip.
Recoded the title screen + moved some of the SFXs to the end of the music IDs.
Added PCM sound effects to these ones.
Added frame counter write + ordered the songs properly.
Gil-Galad wrote:
If a game is writing FF or C0 to $4017 then I will use C0.
Otherwise, I will write 80 to $4017.
That would be completely wrong, because you would always select the five-step sequence no matter what. Just use a debugger-having emulator to trap writes to $4017 while running the game to find out the value that the game actually writes, and then use that in your NSF init routine. If the game never writes to that address, then don't in your NSF either, or use the power-on default value $00.
Actually, I have seen other values written to $4017 in other games. I use what's used in the game or what works better for the music timing. You have ripped quite a few games and done them well too but you haven't ripped enough yet if you haven't ran into other situations and not just for $4017.
What I see is recent NSF rips wrongly writing $80 to $4017, even though the original games write nothing or write $00/$40. The rippers may have gotten that idea from the quoted section of your post. That's why I brought it up again.
Gil-Galad wrote:
You have ripped quite a few games and done them well too but you haven't ripped enough yet if you haven't ran into other situations and not just for $4017.
I don't know what you mean by "other situations".
NewRisingSun wrote:
What I see is recent NSF rips wrongly writing $80 to $4017, even though the original games write nothing or write $00/$40. The rippers may have gotten that idea from the quoted section of your post. That's why I brought it up again.
Gil-Galad wrote:
You have ripped quite a few games and done them well too but you haven't ripped enough yet if you haven't ran into other situations and not just for $4017.
I don't know what you mean by "other situations".
I agree some were having problems with $4017. It is the usual way to write 80 or C0 to $4017. However, for completeness sake and the spec that is even on NESdev Wiki. It is possible that you have to use 40 or 00, almost never. My options are open by using the entire spec for $4017, sans the joypad controller #2.
Nothing really major.
Added missing SFXs to this.
A few SFX rerips from Idea-Tek.
The init address were wrong in these NSFs. (Which caused a constant SFX glitching.)
Added a proper song order, and removed the separate channel sfxs.
Added SFX and missing jingles to this one.
Properly arranged, simplified the init in this one + added missing SFXs.
Added a proper lookuptable for this one.
Added missing sound effects and optimazed Karmic's nearly 2 year old rip from this uncompiled shit of a game. : p
Previous rip missed a lot of SFXs which needed JSR bootstrap + songs needed separate init tables. :S
Added missing songs to this.
Added DPCM samples to this.
Didn't bothered with SFX this time. : P
Shirnked down the public NSF + arranged it properly.
Finally got the energy to do some more.
Updated my previous Caveman Games NSF.
5 banks of stuff + added 2 missing songs that were stored as SFX!
Another FDS game only 10 people ever played.
Hmm... seems like I forgot to post this.
It uses the PAL NSF's initial design, I only switched the play point and the pointers to the NSF bankswitch routines.
thanks for these guys! whats the status with unlicensed/homebrew game rips that havent been ripped at all, is there a ton of stuff left? seems like you guys have hacked away at a lot of that stuff at this point when i think about it. i guess theres a couple recent homebrew games there isnt rips for yet right? im drawing a bit of a blank on a few of em, but theres no complete rip for at least a few like lizard, vegetablets 2 & ilevan, kira kira star night probably doesnt have a full rip does it? there could be a few others im forgetting. really dug that karmic did that koneko monogatari, saw some vids of that one a while back, cheers! its always extra appreciated when someone digs into that fds. much love for keepin at it!
shawnphase wrote:
lizard, vegetablets 2 & ilevan, kira kira star night probably doesnt have a full rip does it?
Can't rip without a ROM, sorry. Kira Kira Star Night has been ripped by me for a while now, look back in the thread a bit.
shawnphase wrote:
lizard, vegetablets 2 & ilevan, kira kira star night probably doesnt have a full rip does it?
I think rainwarrior made his own rip of Lizard years ago. You can easily find it in the archive.
Karmic did KKSN and KKSN DX a while ago tough.
I have never even heard about the other two you mentioned.
thanks so much you guys!!!
Fixed the vibrato bug in these other Imaginnering titles and made a full rerip to The Lone Ranger with a proper track order.
Repaired the bankswitch issue in this one.
damn, hard at work norbert! thanks again for these! maybe next week i'll do some imaganeering stuff up in the stock reports, cheers buddy!
BlackGuyRX wrote:
MrNorbert1994 wrote:
Here is a rerip for Challenger.
Hope this is now good.
Nope, still broken...It's probably an issue with the Foobar plugin, as NSFPlay plays it properly. Strange.
You were right. Every attempt of my rip was broken since the train effects were softer than it was supposed to.
Needed to add JSR $C99E.
Tested in every single player, even in Foobar, noise works.
Fixed missing N163 channels.
Full rip for Bignose The Caveman with Codemasters logo jingle.
Quattro Sports with Codemasters Logo Jingles.
Experimenting with NSFs by adding them gameplay function effects.
Guo Qiyong's sound driver has a bug that causes the first time interval of a song, and the first interval after a tempo change within a song, to be played too short. The difference is subtle but definitely noticeable. I have fixed that original sound driver error in a several NSF files, not all of which were originally my own rips.
Same issue corrected as described in the previous post. The difference is most noticeable in these two versions of the same Poker game. Both were originally my rips.
Added SFX to Snowboard Challenge and Stealth ATF, made Heavy Shreddin' and Space Mutants smaller.
Added missing fanfare and missing sound effects.
Added a proper init code and frame counter writes to this long broken NSF.
Added
Bootstrap
Proper song table
Removed songs that got inited more than once
Properly trimmed
Reripped this one.
Added (missing) game themes where the song's tempo gets faster and faster.
oh dang, you guys been busy again, heh! it might take me a minute to get to checkin these out, im so strapped in lately with tunes, but these will be good to get some vgm tunes back into the stock reports, i'll hopefully get to check em out over the weekend. you guys are superstars, thanks so much karmic and norbert!!
edit: how bout these?
there was a turqoise palace nsf at some point i thought, but it might not have been complete.
http://www.pouet.net/prod.php?which=57971http://www.pouet.net/prod.php?which=50897
OK. Also a weird Japanese unlicensed game.
youre the best karmic, thanks so much for these!
nice, that nichibutsu mahjong 3 is a cool soundtrack, i might try a couple more of those songs. thanks buddy!
Reripped City Connection with SFXs.
Prototype rip for Baltron.
Reripped these ones.
Tecmo games love to store their SFXs in separate banks...
2 discarded tracks from Asterix.
Ripped out from source files.
Added the discarded tracks to the public NSF.
hello, if it isn't any trouble, i was wondering if these files could be optimized to pal, as they don't sound right in ntsc. thank you.
thanks for those norb! that 2nd song hits me right in the feels
Added missing SFXs to this.
Unripped Vs. game with three additional songs over the home cartridge version. Don't even think about asking me to add sound effects to this one.
Added more missing songs to this.
*added DPCM sample*
Added frame couner + pause music to this one.
Dismantled an existing source file. (again)
The avaliable rip didn't had frame counter in init, and the bankswitch was set up incorrectly.
Only the finest NES soundtracks here.
Fixing a twelve-year-old rip of mine.
I'd appreciate if any of you rippers have a personal website with your rips and other materials. I'd appreciate a link and update my new website design. So far I only have two rippers, not counting myself.
The public NSF had some channel mismatch between songs, and didn't had SFXs.
Another shitty Family Trainer game by Human.
Hello, can I find a soundtrack somewhere from a game like The Adams Family?
Added missing sound effect.
Some minor rerips and SFX rerips.
Proper rips for Parodius.
Added missing SFXs to these ones.
Out of curiosity, there is been a lot of addition since the last time I updated my list and is there a repository somewhere with all of them?
I have so many folder with incomplete sets that it's make it hard to search for a specific game or song. Another thing that I would like to find is a set with fx and one without them. The one with FX is for researching on the subject and the one without is when I just want to enjoy the songs.
Is such set exist?
Yep you can find it here:
http://mrnorbert1994.uw.hu/sound_archive.htmlNope. In my archive the goal is to rip out every single sound that any game has:
the formula usually works like this in my NSFs:
plays the music tracks down then pulse / tri / noise effects and then PCM (if the game has any).
I see. I have no issue with that, having a complete archive is better than the currently mixed up version I have.
Thanks for the link!
Maybe an NSFe chunk could help with this problem? It could list which tracks are SFX and a player could be configured to ignore those ones.
Edit: I've specced a
psft chunk which I will implement in NSFPlay soon. My plan to
merge NSFe backward-compatibly into NSF means this can be used with NSFs as well.
Added missings SFXs, fixed channels mismatch.
Another shitty Hayashi Tohru driver. : P
Some chinese Road Fighter hack.
From SuperGame. Uses Twinbee 3's sound driver. The first song's noise channel is broken in-game while the Super Game logo is shown because the game incompletely initializes RAM, playing a single out-of-place noise channel note instead of its actual track. It does play correctly in-game when entering a password because the uninitialized variable is correctly initialized from the title screen song at that point. This problem has been corrected in the NSF file.
Edit: Added the soundtrack in .VGM format as well. In filenames, the title before the parentheses is where a particular song plays in the original Sega Mega Drive version, inside parenthesis where it is used in the NES port.
Added missing tunes to Q Boy.
An unreleased Jaleco RPG.
There is no nsf inside in the entry. so i decide to rip these
It's just a 0CC-FamiTracker .NES export, so no author info.
Yeah yeah Beebiss! Keep it coming
I love it when the sound code is different in every single release....
Reripped by me, songs arranged and NSF header fields diddled with by Norbert.
Added info.
Source from Demozoo
And sound effects, because of course.
Fixed both an uninitialized $4004 register in song 2 and another, longer version of song 5 that waits for an ingame flag to be set before advancing the song.
Removed the illegal opcode
SKB $87.
Works on most players.
Hey, I just wanted to say thanks again for going out of your way to re-rip these games in addition to the new stuff. I listen to almost nothing but NES music so this makes me very happy and this is much appreciated.
Still... this game is a massive uncompiled (and unplayable) shiet.
Puts the sequence data all over the ROM.
I took the old NSFs and shrinked them down massively.
Added more jingles to this thing.
Added SFXs, fixed some songs in this.
hey thanks for those guys!!!!!! ill have a listen to some of these more closely this upcoming week. i did i think at least one track for ultima exodus in today's stock report, here's a quick and dirty link if any of ya'll wanna check it out! so much love for you guys doin the rips, now and forever! thanks again!
https://youtu.be/iNYr6AIG7AY
Proper rips for these SHIT Radical Entertainment games.
Added more tunes to this.
I have added "mixe" chunks to the existing N163 game NSFs so that the sound balance will be correct in recent builds of NSFplay/NSFplug and NintendulatorNRS. I used
my measurements.
NewRisingSun wrote:
I have added "mixe" chunks to the existing N163 game NSFs so that the sound balance will be correct in recent builds of NSFplay/NSFplug and NintendulatorNRS. I used
my measurements.
A Track & Field ripoff or something.
Added pulse and noise effects to this one.
Added missing bootstrap code.
Fixed vibrato bug.
Has NeSnake 2 or Super NeSnake 2 been ripped? I seem to remember Bregalad a few years ago saying
it was tricky.
I just love when a game has 1 song in the ENTIRE game, and the game never initalizes the sound effects.
Added missing songs, sound effects.
Reripped this thing.
Added the pulse jingle + DPCM sfxs to this one.
Looks like this game seems to store the sfx in the hardwired bank and on a completely separated bank as well.
Not sure if this is complete or not.
Attempting to rip more sound effects from this shitty game.
Shrinked this massively, partially arranged it.
Reripped every single version + added missing sound effects.
Eliminated the triangle stucking glitch which is a common thing in this driver.
Cropped at least 20KBs out from my previous rip, and did a somewhat proper track arrangement to this.
Added pulse and noise effects to this.
Just wanted to drop in this thread again to say thanks to MrNorbert, NewRisingSun, Karmic, everyone, for the great NSF rips.
Same thing here, I guess we should show our appreciation for their work a little bit more
Great work!
Reripped and track arranged these ones.
le pirate crep with effektz
Added FDSBios + Missing snare to this one.
Arranged it properly for the first time. :p
I may have found a track that isn't in MrNorbert's NSF archive. VS Super Mario Bros plays this on the name entry / high score screen.
https://www.youtube.com/watch?v=cDu0gJAXd6A
Memblers wrote:
I may have found a track that isn't in MrNorbert's NSF archive. VS Super Mario Bros plays this on the name entry / high score screen.
https://www.youtube.com/watch?v=cDu0gJAXd6ADone.
Added SFXs and cropped out a bit.
Yave wrote:
Rockman 4 Voyage.
Rockman 4 Voyage?
Karmic wrote:
Rockman 4 Voyage?
Sorry, my mistake, it's Mega Man 4 Voyage. Because most Mega Man hack were used Japanese version,
I called it "Rockman".
https://www.romhacking.net/hacks/4268/
MrNorbert1994 wrote:
hack
Thank you very much!
MrNorbert1994 wrote:
Added RAW PCM to this.
Track 76, I didn't know Simon Belmont's "hup!" is also in Punch Out.
Yeah... only exeption is the "pop" sound in a lot of Konami games in their samples.
Not to mention the other weird part is that the japanese Famicom version has a completely different Title-Bout Jingle (Track 12)
That's cool, I love these little surprises that turn up from NSF rips. On the topic of Punch Out, fans of that game might want to check out this video from 1958:
https://www.youtube.com/watch?v=C6cyy_rziuk
Added missing Staff Roll Theme to these.
Added SFXs, repaired bankswitch setup, fixed track 1.
Assorted pirate tra--...unlicensed games.
I recognized only two music tracks and one sound effect from other products:
#9: SimCity (Super NES) Metropolis
#14: Super Mario Bros. series Starman theme
#23: SimCity (personal computer) Traffic
TheJuanCarlos64 wrote:
That NSF supposedly fixes some audio bugs, however I don't get it why MY version wasn't included there...
Nothing too interesting here this time : p
A stack of pirate sh... non Nintendo Seal Of Approved games.
Repaired the bankswitch setups + added Pinball game.
Added missing SFX / eliminated indirect jump play from old rip.
Mahjong Taisen: added a custom playroutine for sfxs.
Space Shadow: Cropped the size + eliminated sfxs that got inited several times.
Quiz Project Q: Added missing sound effects.
Igo Shinan '91: Added missing sound effects.
Young Indiana Jones: This rip conjures up some SFXs where they got inited on spearate channels.
Massively shrinked these down.
Meikyuu Jiin Dababa - added $C0 frame counter write & properly arranged and removed the duplicated SFXs.
Xiang Shuai Chuan Qi - newrip
Does a more complete version of the Rockman CX nsf exist?
Some songs seem to be missing, like the Cheat Man refight and MEGALOVANIA.
Mega Man 4 Voyage.nsf seems not include all songs, such as Bright Man, Dust Man, Drill Man, Inside section of Ring Man & Bright Man...
Kings Of The Beach: added frame counter writes + missing JSRs.
Ninja Jajamaru Ginga Daisakusen: partially arranged + relocated the sound effects that were initalized separately.
King Kong 2: Shrinked it massively, and added DPCM sound effects.
Pachinko Daisakusen 2 - Reprogrammed init sound driver.
Mei Guo Fu Hao - Super Rich: SFX rerip.
Same with Young Indiana Jones:
Took the SFXs that were initalized on separated channels and conjured them up with a long-ass initroute.
Does anyone have an NSF of Mad Max?
Vectrex2809 wrote:
Does anyone have an NSF of Mad Max?
Yes.
MrNorbert1994 wrote:
Vectrex2809 wrote:
Does anyone have an NSF of Mad Max?
Yes.
Mind if you send it my way? I've been searching for it all over the internet without success
Looks like you are not paying attention to my gigantic NSF archive.
I advice you to download mine from here:
http://mrnorbert1994.uw.hu/You most likely going to see rips that are complete, unlike old archives.
If MrNorbert1994 doesn't have it, nobody has it
Now that you mentioned Nick Eastridge crap, I was able to add the DPCM samples to Conan.
Apparently the
LET'S GET BUSY
and the
HEISAAN (??)
samples were on separate banks.
Reripped this son of a bitch.
1.) Eliminated the indirect jumps as play. No NSF file can have a thing.
2.) Relocated the DMC play (Kingshriek's old rip) from $BDC0 > $DDC0, because the title screen's song got a nasty CPU jam at the end of song in a lot of old players.
3.) Added the PCM samples.
4.) Properly arranged it.
Waixing educational game.
Edit: added sound effects.
Attachment:
Tiancai Xiaozi.nsf [8.92 KiB]
Downloaded 244 times
MrNorbert1994 wrote:
(Skate Or Die 2 - The Search For Double Trouble (SFX).nsf)
Reripped this son of a bitch.
1.) Eliminated the indirect jumps as play. No NSF file can have a thing.
2.) Relocated the DMC play (Kingshriek's old rip) from $BDC0 > $DDC0, because the title screen's song got a nasty CPU jam at the end of song in a lot of old players.
3.) Added the PCM samples.
4.) Properly arranged it.
The only player I could find that can play this is FCEUX, though I'm not quite sure what mechanism it requires...
However, I noticed two things about it:
1. Writes to $2000. (I don't think this is required for playback though.)
2. INIT doesn't return. (I think this is what most players have trouble with.)
Though I did just finish implementing
NSF2 for
NSFPlay, so I thought I'd try and see how easily it could be turned into a standard-conforming NSF2. Turned out pretty easy!
1. Set version 2 in header $05.
2. Set non-returning INIT flag in header $7C.
3. NOPed out the $2000 writes.
4. Wrote a little INIT stub at 05:D170 to implement the two-stage INIT process for NSF2 non-returning INIT. (The first PLAY happens before the real INIT #2, but it's okay because this PLAY routine does nothing when memory is still zeroed.)
That was all it took, and this is now a working NSF2. (Only works in one player so far, of course.)
Edit: noticed a loud buzz at the end of all the samples. I found a loop at 0C:8007 that was enabling the DPCM (writing #$10 to $4015). Replaced that #$10 with a #0 to turn it off and now it's nice and silent when they finish.
Edit 2: made a small tweak to the INIT stub at
NewRisingSun's suggestion, which makes this backward compatible with the previous technique it was using, I think? At least it plays in FCEUX again without having to support the NSF2 process.
Edit 3: I have made a better version of this after taking a closer look. See: this post instead.
The rip is out of tune or your latest player (beta 11) and doesn't play it right?
https://www.youtube.com/watch?v=X8TmIxHSBcUDistortion samples seem slightly flat in frequency.
Hmm, yeah the NSF (my NSF2 version or Mr. Norbert's version) plays the same way in FCEUX though. I think this is a problem with the rip itself, not NSFPlay, though I'm not sure what the specific issue is. (Unless it's a problem that NSFPlay has in common with FCEUX...?)
Reripped them per region + massively shrinked them.
General rerips, and a new prototype rip.
Dian Shi Ma Li: removed indirect JMPs from init and play.
Jikai Shounen Mettomag - Jikai Shounen Met Mag: massively shrinked it.
Kick & Run: massively shrinked + added SFX.
Ripped the PCM samples for this. (added a missing bank)
Doesn't seem to work in NSFPlay 2.4 Beta 16.
Hey MrNorbert, I tried fixing the Skate or Die 2 NSF unsuccessfully. At the moment the distortion guitar sample is a little flat (lower in frequency than it should be.) I tried cycle counting your modified PCM routine, both adding and removing NOPs (with assuring the branch operations offset correctly.) When I added NOPs (strangely) the samples played faster and reversely when I removed them the samples played more slowly; but in extreme variance. I was not able to equate the exact, correct amount of cycles to assure that the tuned, distorted guitar samples played at their correct tuning.
Were you able to take a look at this?
Edit: In theory, seemingly, if an operation with only a few more cycles (maybe 2-3) was added to the playback routine of the turned, guitar sample routine, it might be played at the correct frequency.
B00daW wrote:
Hey MrNorbert, I tried fixing the Skate or Die 2 NSF unsuccessfully. At the moment the distortion guitar sample is a little flat (lower in frequency than it should be.) I tried cycle counting your modified PCM routine, both adding and removing NOPs (with assuring the branch operations offset correctly.) When I added NOPs (strangely) the samples played faster and reversely when I removed them the samples played more slowly; but in extreme variance. I was not able to equate the exact, correct amount of cycles to assure that the tuned, distorted guitar samples played at their correct tuning.
Were you able to take a look at this?
Edit: In theory, seemingly, if an operation with only a few more cycles (maybe 2-3) was added to the playback routine of the turned, guitar sample routine, it might be played at the correct frequency.
I tried fussling with the playroutine, but I couldn't fix it yet. Anyways... I marked it as "buggy".
As for the next batch:
Erunaaku No Zaihou - Elnark No Zaihou - added SFX.
Mendel Palace / Quinty: added sfxs, and missing fanfares.
WWF Steel Cage: added SFXs to it, didn't bothered with samples yet.
From:
Super Jeopardy! (SFX).nsfMrNorbert1994 wrote:
Ripped the PCM samples for this. (added a missing bank)
Doesn't seem to work in NSFPlay 2.4 Beta 16.
Adapted this to work with NSF2:
- Changed version to 2 (header $05)
- Added non-returning INIT flag ($20 in header $7C)
- Added small INIT stub at $C130 for NSF2:
Code:
CPY #$80
BNE :+
RTS ; skips the first INIT if this is an NSF2 player
:
JMP $C022 ; previous INIT
There was a bug in beta 16 that ended up cutting off the first second of sound of a non-returning INIT, now fixed in beta 18:
download
So I took a closer look at the Skate or Die 2 rip.
It looks like the technique used in that rip was to look at the current pitch/samplerate control ($C7) and look up in a table ($DF00) how many samples to run per PLAY event. Then at the end of every PLAY it would run that many samples then return. (A variable was created at $0100 for a sample counter?)
I don't think the problem was pitch exactly, maybe it was more about not running enough samples to fill the frame (i.e. having a much bigger PCM interruption each frame than in the original, reducing the quality of the output)...
Anyway, I have attempted to undo the modifications of that technique and turn it into a true NSF2 "non-returning INIT" thing. I basically restored the original sample loop from the game, replacing that counting loop with the original infinite loop that waits on a signal ($C6) to play a new PCM sound. Now at the end of second INIT it enters this loop, and PLAY does not do any PCM sample work. Instead PLAY is now interrupting the infinite sample loop in INIT.
However, this technique will only work in NSFPlay 2.4, since nothing else has implemented NSF2 yet (essentially still an idea in beta testing... but that's why I wanted to modify this rip to test it).
This does seem to match emulation of the NES ROM's title screen pretty closely now. This may not be an ideal rip, since I've basically worked backwards from that heavily modified technique to try and restore something closer to the original for NSF2, but not sure if I left a mess behind since I am not very familiar with the rest of how the rip was done (I might be missing something important). It would probably be cleaner if done with NSF2 in mind from the start.
I think as an alternative to NSF2 you might get a similar result from the original rip by reviewing the tables at $DF00. Maybe the sample counts are just a little low? Not sure. The DEC $0100 does throw off the loop by 3 cycles (vs. LDA $06 in the original), but that's probably not a significant difference with how low the samplerates are.
Edit: Added a second version with what I think is a better INIT stub, but it assumes that only track 0 needs the infinite sample loop. The SFX samples seem to just play straight from INIT, and all the other music tracks I think just use DPCM, never PCM? If that assumption is correct then this (v2) is better. The new stub looks like this:
Code:
; double-INIT stub at $D170
cpy #$80 ; first init
bne @second
cmp #0 ; track 0?
beq :+
rts ; delay INIT*
:
jmp $D017 ; original rip's INIT
@second:
cpy #$81 ; second init
bne @original
cmp #0 ; track 0?
bne @original ; delayed INIT*
jmp $DDF2 ; second INIT is infinite sample loop for track 0
;
@original:
jmp $D017 ; original INIT & fallback for non-NSF2 players (no sample loop)
; * The reason for the delayed INIT is that NSFPlay does not output sound during the first INIT.
; So for the SFX sample tracks that just play a sample straight out of INIT,
; this delays the sample output until sound output is being generated.
This seems to be more compatible with non-NSF2 players (everything plays, but the samples are missing from track 0 without NSF2 features), and also reduces CPU usage by not using the infinite INIT sample loop on any of the tracks that don't need it. (This is the v2 NSF below.)
Recorded the original from my NES + PowerPak just to compare to this rip. Have attached an MP3 demonstration. It seems pretty close, though the samples do seem very slightly higher pitched in the rip (not sure what this could be due to... I think the sample loop itself should match exactly now... not sure if this is might just be due to not spending extra time in PLAY to account for graphics update etc...)
As an experiment I added an ~800 cycle wait to the end of the PLAY routine to see how much effect it would have on the pitch of the samples. It more or less did exactly what I theorized. Here's another version of the rip with that delay added. This one seems to be closer, but now very slightly lower in pitch than the version recorded from my NES.
So basically that means that for pitched samples interrupted by NMI like this, the amount of time you spend in NMI is relevant to the pitch. All of that interrupted time counts, even though it's not evenly spread across the samples, and in aggregate it more or less affects the pitch that way (and makes up the difference in extra harmonics from distortion, I suppose).
Which I guess means that a 100% accurate NSF rip isn't entirely practical here, unless we want to include a surrogate for every cycle of the PPU update and anything else non-music related Skate or Die 2 does in its introduction. I don't think that's really a fair task for an NSF rip. Maybe approximating it with some fixed delay like this is close enough... Unfortunately this means that if a hardware NSF2 player needs to pad the PLAY interruption with some extra time (e.g. user input) it will slightly lower the pitch of the samples even more. :S I suppose this is just a natural consequence of how un-robust this interrupted sample playback technique is.
Anyway, the length of the wait loop in this rip is controlled by a LDX immediate parameter at offset $05E61 in this NSF file. Currently at $A0 = 160 loops * 5 cycles = 800 cycles. If someone feels like trying to get the best approximation they can try tweaking that value and comparing pitches. (The cycles added will detune the samples roughly by their percentage of a frame.) At this point it's close enough for me, though, so I don't think I'll try any further adjustment.
Actually... if we want to go even deeper, my first rerip attempt doesn't work on players like GNSF or SlicksNSF.
Reripped properly.
Eliminated the ingame bankswitch code, and relocated bank 2's SFXs and eliminated sfxs that were initalized a lot.
The first two Final Fantasy games are a catastrophic pain in the ass.
In this attempt I tried with II for the second time.
A lot of fanfare jingles and stuff is in the hardwared bank and the other sound effects are in separate banks.
This rip tries to locate the hardwared bank jingles + 1 bank that I was able to find it's init and play addresses.
Updated my Conan NSF rip.
Apparently this shit driver seems to store sound effects on separate init and separate play addresses PER sfx.
Seriously... why...
I probably miss a bunch of others.
The menu tune and some of the non-pirated mini-games on the Education Computer 26-in-1 from GameStar. All of the mini-games are also found on other Educational Computer cartridges from that company, which is why I believe it's better to keep them as separate NSF files.
Fresh new rips from my cartridge dumps.
A rerip attempt for this piece of shit game.
You have to perform bankswitch for 1 SFX.
Seriously.
Pirate game rerip with sfx and dpcm samples.
Relocated music init as a JMP based one instead of a RAM init.
Added DPCM sound effects.
Added a few noise sfxs to this.
The game's six songs are included using their default instrument, rhythm, and tempo settings only, both without and with metronome count-in.
...and likewise for this. Also removed the ugly $4011 fiddling.
Karmic wrote:
$4011 fiddling
"Fiddling"? In before someone writes a custom audio driver with IRQ-driven violin synthesis on $4011 for the next Famicompo.
Another game of dubious origin.
This game uses the same player routine as in BodyConQuest and the "Comic Sakka Series", hence my guess in the copyright field.
Added SFXs, and proper bankswitching.
Apparently this game got finished.
Added DPCM sound effects.
A FDS RPG game from Atelier Double / Pony.
It seems is another version to the pirate International Cricket but with a TOSE sound driver inside.
(Because pirates).
A few Caltron / Mega Soft games with sound effects.
For Dou Zhi Pin Pan - Wisdom Boy: added missing subroutine.
Unlicensed Rex Soft game, using the NTDEC sound driver.
Added PCM samples to these Beam Software games.
Has Hell Fighter been ripped?
Not yet.
Sound is all over the ROM sadly.
I only did some SFXs, but I belive that's just garbage data.
Added DPCM sound effects.
Pirate version of International Cricket doesn't play in NSFPlay.
B00daW wrote:
Pirate version of International Cricket doesn't play in NSFPlay.
Forgot to add bankswitch enable in header.
With drums and pulse, triangle, noise sfxs.
Added PCM sample & logojingle + conjured with Dwedit's old phase reset removed NSF.
Fresh rip from a fresh prototype dump.
It seems like that the public rip(s) for this missed a bootstrap code.
High-concept Sachen game.
Added missing songs and sound effects.
A wide variety of crappy multicart menu rips.
In 44 In 1 I took the sequence data and relocated to $D300-$D4FF, since the game uses that sequence in RAM.
Added missing bootstrap code. (and fixed track 31 bug)
Fresh new rip of a fresh new game.
A few rips.
HeH! Thanks HEX Editor!
I hope that I got every single sound effect from this game (since all of them has separate init addresses).
Some Ripped Stuff was bougt by the chinnese "yefeng" was grabbed by "nsf.minoe.cc"
The Complete Subor Computer NSF
EDIT: Subor 4.0 was completly included 63 Songs.
Hopefully everything is here. : P
Added 2 missing songs.
Added sound effects, missing fanfares.
Since I got a Zapper today, why not fix a zapper game's NSF.
Rewrote the whole init routine, and manually arranged it via my lookuptable.
Also removed unnecessary code.
(edit)
added short order with proper init route + sfxs.
Added missing fanfares, and sound effects.
Added missing song and some SFXs.
Another retarded multicart that puts the sequence data into RAM.
: )
Added missing song + sfxs.
MrNorbert1994 wrote:
With drums and pulse, triangle, noise sfxs.
How did you fix the "watch dog $4017" problem in Battletoads & Double Dragon?
Unlicensed Jurassic Park game from Cony Hosekn [sic].
Supposedly un-NSF'd FDS game.
Partially arranged the songs, added sub-init routines for sound effects that calls more than 1 channel, rewrote the original sound driver manually from $E800-$EE62 to $C800-$CE62.
Added a missing bank with 3 more songs.
Reprogrammed the whole sound driver to work on SlickNSF.
Added pulse and dpcm sound effects.
Rip of a particular VT03 plug'n'play.
A homebrew game of unknown origin.
Second attempt to rip every sfx from this game (apparently the sound effects are scattered all over the ROM).
Bravo! Thanks for your work.
Another wide array of bootleg stuff.
EDIT: Okay I'm give up for now
Next time, use a wider variety of the English language, because I can't understand a thing what you said.
I ripped the that ROM's music a while ago though.
Another multicart menu. The actual multicart uses a bit $2002 bpl *-3 bit $2002 bmi *-3 loop to time the music so it randomly skips frames, but not here.
Ripped the Japanese and USA versions separately.
I hate ASCII games and their shitty sound drivers. : 3
FDS game based on the eighth
Toei Fushigi Comedy series. I could not find a playthrough on-line, so the song order is likely to be suboptimal.
Hi.
I apologize to everyone for changing my username, but this account was renamed and has been updated. We have a new look and more updates.
Also Your rips are great also MrNobert1994, Karmic and many users to having a great job!
I'm noob to rip NSF Files but i can help with that.
Added missing sound effects, playtimer codes and MANUALLY compressed the sound effect's sequence data.
(Took me about 7 hours or something.)
Speaking of Mario 3 Hacks.
https://www.romhacking.net/hacks/4562/Still not accurate rip but needs rerip because...
i've using the Hex Editor.
Bonus: More Mario 1 Hacks
Fixed the FDS channel in the ending theme.
Wardner No Mori: Added SFXs.
Not for this time.
I ripped from Tim Follin GB Driver and Converted to NSF.
First attempt
EDIT: Just a little joke. I use a tool to convert from GBS to FTM files called GBS Import
Yuzu wrote:
Not for this time.
I ripped from Tim Follin GB Driver and Converted to NSF.
First attempt
Sounds more like that you took the GBS and imported into Famitracker then exported into NSF, judging by the 0CCFT string at the beginning of file.
Compressed it to the maximum, removed $E003 writes and added a missing sound effect (it had to be a very specific memory address for sfx init call or else it would never call it).
Reripped them by region and removed the garbage data "songs" from lookuptable.
I've heard that the US and JP version are different in sound wise, but I didn't listened it enough to spot differences.
Onebus NSF rip.
You will need NewRisingSun's latest version of his Nintendulator to play this NSF properly.
(Added an MMC5 Hack just for shits and giggles)
My ears... my brain... : (
Added DPCM sound effects, and removed RAM pointers as init.
A previously unripped VS game.