What is the best way to dump SPC files?
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What is the best way to dump SPC files?
I just tried this out yesterday for the first time. As I understand you simply load up a game in ZSNES and dump the SPC data just before the music starts. But then you have to play through the entire game and time it just right, unless the game has sound testing in the options.
I was hoping that there was another method where you can just rip all the sound data from a rom at once. Would this be impossible, or perhaps a waste of time?
I was hoping that there was another method where you can just rip all the sound data from a rom at once. Would this be impossible, or perhaps a waste of time?
Re: What is the best way to dump SPC files?
Correct.Tek wrote:I just tried this out yesterday for the first time. As I understand you simply load up a game in ZSNES and dump the SPC data just before the music starts. But then you have to play through the entire game and time it just right, unless the game has sound testing in the options.
You would need to use game specific tools to do this...Tek wrote:I was hoping that there was another method where you can just rip all the sound data from a rom at once. Would this be impossible, or perhaps a waste of time?
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- ZSNES Shake Shake Prinny
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Re: What is the best way to dump SPC files?
Don't you think it would be done by now if that was possible ? ¬_¬Tek wrote:I was hoping that there was another method where you can just rip all the sound data from a rom at once. Would this be impossible, or perhaps a waste of time?
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Re: What is the best way to dump SPC files?
Such a thing is possible for SNSF rips, but it cannot be done automatically.grinvader wrote:Don't you think it would be done by now if that was possible ? ¬_¬Tek wrote:I was hoping that there was another method where you can just rip all the sound data from a rom at once. Would this be impossible, or perhaps a waste of time?
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- ZSNES Shake Shake Prinny
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Keyword: not automatic
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Some games have each audio sample streamed in real-time. So you can't dump a whole song, just a very small part... and you would need to do that for each and every part then join them... o_O
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- ZSNES Shake Shake Prinny
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Franpa's example is only one in many. The SPC format is not able to properly store what's needed for those. You want SNSF, already mentionned in this thread.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Some tracks are hard to catch at the beginning. For example in Mortal Kombat II its difficult to capture the fighter select music because it starts immediately. I end up capturing a bit of the title screen music, or I'm a few seconds late with fighter select music. So when I play it in winamp its missing a bit of the intro.
So I tried slowing the emulator down to the lowest setting and dumped SPC like 10 times in a row, and it seemed to work nicely!
So I tried slowing the emulator down to the lowest setting and dumped SPC like 10 times in a row, and it seemed to work nicely!
The MK2 soundtrack is already available on the SPC section at Zophar. Have you been there?
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snesmusic.org. I remember dumping Prince of Persion a long time ago and contributing the set there. Konami did the best version of the game ever in my opinion. I later played the PC Engine CD rom version and it wasn't anywhere near as good.
NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
http://www.firebrandx.com/downloads/fbx2pal.zip
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For introless looping music, you can also time the dump properly on the various loops.
I used that to dump most ToP tracks before caitsith2 solved the main issue.
I used that to dump most ToP tracks before caitsith2 solved the main issue.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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The spc grabbing code waits for an event called 'key on', which is typically used to make a channel produce sounds.
At the end of the previous tune, the various used channels are already keyed on and don't trigger the capture. Then the next tune is sent to the spc700, and it keys on to play it. Capture successful ! or not - depending the game (some start playing before the data is completely sent).
At the end of the previous tune, the various used channels are already keyed on and don't trigger the capture. Then the next tune is sent to the spc700, and it keys on to play it. Capture successful ! or not - depending the game (some start playing before the data is completely sent).
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
yeah, i having hard time to determine when the earliest time when the spc exit the looping segment in Chrono Trigger intro music.grinvader wrote:looping music
if i try to capture too early, the result .spc will looping forever ...
anyway, i still haven't find .spc that contain the 'last part (non-looping)' of CT's intro.
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snesmusic.org has it. 'ct-102b.spc'Rashidi wrote:anyway, i still haven't find .spc that contain the 'last part (non-looping)' of CT's intro.
102a.spc being the loop.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)