Feature Req: Realtime MOD ripping

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FullMetalMilitia

Feature Req: Realtime MOD ripping

Post by FullMetalMilitia »

...like that available in the now-defunct SNEmul.

My computer has somehow disable DOS sound, and neither SNEmul nor OpenSPC & SNESsor will run, so I can't rip MODs and get samples. I'd like to see one of the best features of Archeide & Vox's once-great emulator to be implemented in a future release of zSNES & zSNES-Win
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Post by creaothceann »

Have you tried DOSBox?
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Post by FullMetalMilitia »

Took your suggestion and tried DosBox. It didn't work for SNEmul and it only marginally worked for OpenSPC.

I'm still wanting that mod-ripping feature in an upcoming zSNES...
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Post by grinvader »

ZSNES has realtime SPC ripping.
Several huge SPC archives already exist on the int4rweb. Grab the sets you want, then just use a SPC -> MOD converter, I'm pretty sure there are some waiting somewhere.

Google is your friend.

Note that it's easy to add a SPC-reading plugin to your favourite music player, or to use a standalone spc player.
For one reason, SPCs are quite small to begin with (~65 kB per file) and really easy to compress to very insane values with JMA.
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Post by Tallgeese »

JMA works on SPCs...? Hmmm... What kind of buglike sizes we talking here? If it's really good, we should get the SNESAmp or whoever author to add support.
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Post by grinvader »

Better than RAR or 7z archives, and not fully optimized yet. Nach is working on it.
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Post by Nach »

And Sound Buffer Dump isn't good, why?
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Post by creaothceann »

What exactly does it?
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Post by Noxious Ninja »

Metatron wrote:JMA works on SPCs...? Hmmm... What kind of buglike sizes we talking here? If it's really good, we should get the SNESAmp or whoever author to add support.
We should get kode54 to write a Foobar2000 plugin.
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Post by Sir Camehan »

OR we should also get him to update the foo_unpack component so that we can use JMA for any SPC plugin used in foobar(OR any music file that compresses well with JMA).

If kode54 is reading this, can he also update foo_unpack so that RSN SNES music archives can be used in foobar (RSN's have the exactly same internal archive structure as RAR).

For some weird reason, RSN's are not supported by foo_unpack. If he updates foo_unpack so that it justs pre-processes the archive header, to find out the internal structure of the archive, then it should support RSN extremly easy.
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Post by Nach »

Noxious Ninja wrote:
Metatron wrote:JMA works on SPCs...? Hmmm... What kind of buglike sizes we talking here? If it's really good, we should get the SNESAmp or whoever author to add support.
We should get kode54 to write a Foobar2000 plugin.
I already have two SPC players with JMA support ;)
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Post by tvtoon »

Sir Camehan RSN are RAR files only renamed to RSN...
And i must add that : SOLID RAR files to the best compression...
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Post by grinvader »

xxcunix wrote:And i must add that : SOLID RAR files to the best compression...
Wrong.

Solid JMA is the best.
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Post by tvtoon »

He i didnt said SOLID RAR was the best, but the better you can get with RAR in SPCs XD...
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Post by kode54 »

Oops, bump.
Noxious Ninja [gone] wrote:
Metatron wrote:JMA works on SPCs...? Hmmm... What kind of buglike sizes we talking here? If it's really good, we should get the SNESAmp or whoever author to add support.
We should get kode54 to write a Foobar2000 plugin.
Sir Camehan wrote:OR we should also get him to update the foo_unpack component so that we can use JMA for any SPC plugin used in foobar(OR any music file that compresses well with JMA).

If kode54 is reading this, can he also update foo_unpack so that RSN SNES music archives can be used in foobar (RSN's have the exactly same internal archive structure as RAR).

For some weird reason, RSN's are not supported by foo_unpack. If he updates foo_unpack so that it justs pre-processes the archive header, to find out the internal structure of the archive, then it should support RSN extremly easy.
Bumping to kill both of you for suggesting stupid things. JMA is only more efficient than 7-zip because it has a smaller directory structure, and so far requires solid archiving. Well, maybe the resulting code to unpack it is also more efficient because the code base is smaller. Simpler container, simpler code.

I could point out how JMA could use some more secure features, at least a checksum so it's obvious when the directory has been corrupted, and maybe try "standardizing" what encoding the filenames are in so every archiver doesn't have to test for UTF-8 else fall back on whatever the hell C/ANSI encoding the user's system is configured for. We can't all assume Loonix with UTF-8 as system default, or that Windows should just shove the system encoding into the archives.

Wait, why am I even bothering? foo_unpack isn't my component to mess with anyway. And even then, you won't see me starting on a JMA unpacker until there's a stand-alone archive tool that deals with some of the points I addressed above, or at least a post dismissing them as already corrected. Oh, and a major site like snesmusic.org switching all their stuff over to JMA might help. Then I can't just tell people to rename their RSN files to RAR, and how the RSN extension was only invented for players that can't support archives globally and so that SPC plug-ins aren't taking over all RAR files.

Hmm, although I suppose it may be possible to use just enough of the unrar source to parse the file directory, then create unpacking links for RAR instead.
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Post by Nach »

Thanks for bumping to post misinformation :roll:
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Post by kode54 »

Maybe I should have taken this to IRC instead, eh?

Misinformation, or simply bad preconceived notions of information forgotten. The compression scheme is aggressive by default, and that compressed file info block, UTF-8 filenames, etc. Oh well, I'll shut up now.

I think I can also do RSN indexing to create unpack://rar links for stock foo_unpack without bundling the entire unpacking code, but I'm not sure if it will come out small or not. Oh well, that's kind of meh anyway.
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