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View topic - The Non Sega 8-bit VGM Pack release thread

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[Non-Sega-8-bit VGM pack] OutRun Arcade
Post Posted: Fri Jan 01, 2010 9:38 pm
Last edited by ValleyBell on Fri Sep 03, 2010 9:55 am; edited 2 times in total
It's the first vgm pack this year and it's the first vgm pack that uses the SegaPCM chip.
You can play the files with my VGM player. in_vgm can also play them, but there will be no SegaPCM sound.

Happy New Year!

EDIT: removed attachment
See last post.
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Post Posted: Fri Jan 01, 2010 10:05 pm
Did I already say that I love this guy?
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Post Posted: Sat Jan 02, 2010 10:48 pm
I'm not sure that we should host this in our VGM section.

Are you "optvgm" optimising the samples?

The shared samples mean it benefits a lot from the VGM7z packing format (4x smaller).
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Post Posted: Sun Jan 03, 2010 1:57 am
Maxim wrote
I'm not sure that we should host this in our VGM section.
I thought about that. Perhaps I should go ahead and register project2151.org or something like that... Maybe a generic vgmrips.org for rips which can't find home neither on project2612 nor here? I'm up to mantain it if there will be enough interest...
This needs discussion.
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Post Posted: Sun Jan 03, 2010 11:00 am
I'm using data blocks to store the SegaPCM ROM in the vgm file. The block has a size of 384KB (I already cut 128KB of unused data), but the files aren't that huge because of the samples.
Magical Sound Shower has 3MB (uncompressed), because of some commands that are sent every 400 samples. Removing them would make the files a lot smaller.

@Tom: I would prefer vgmrips.org to host Arcade music in general.
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Post Posted: Sun Jan 03, 2010 1:25 pm
Sorry to risk putting a damper on the OutRun party, but let me recommend the music player oddly named M1 ( http://rbelmont.mameworld.info/?page_id=223 ) and a frontend for it ( http://www.e2j.net/downloads.html ).

It plays music from almost any MAME ROM you have in your collection.
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Post Posted: Sun Jan 03, 2010 1:30 pm
I've been using FoxM1 since 2002 personally, and while I think it's great, vgm files are much more handy.
For one, you don't need to have the roms.
Things can coexist, you may have noticed that someone just invented a new format for GG/SMS rips, it's the good old logged VS ripped controversy, to each his own.
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OutRun Arcade Pack v2
Post Posted: Wed Mar 03, 2010 10:36 pm
I'm happy to present version 2 of my pack.

I was able to decrease the size of each file to around 10% only by removing lots of unnecessary YM2151 commands (I wrote a small tool to do so).
And I cutted large areas of the SegaPCM ROM (more than 256 KB per file).
Last Wave is now even smaller than 32 KB - uncompressed.

I also added extended versions of the 3 looped songs. These versions have longer loops and it's nicer to listen to them than the original songs.

EDIT: removed attachments
Out Run Arcade VGM Pack can be found here.
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[Non-Sega-8-bit VGM pack] NeoGeo Pocket BIOS
Post Posted: Sat May 08, 2010 9:09 am
Only a small pack with 2 short but cool tunes that were lying on my HD for some time.
I made this pack with MESS VGM 0.136.

My VGM player is currently the only player that supports these files. in_vgm doesn't output anything useful. :(

Have fun with the first VGM pack with NGP music!
Btw: Sonic Pocket Adventure is almost done.

EDIT: removed attachments
VGMPlay can be found at this thread.
NGP BIOS VGM Pack can be found here.
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[Non-Sega-8-bit VGM pack] Sonic Pocket Adventure
Post Posted: Thu May 20, 2010 7:40 pm
Last edited by ValleyBell on Fri Sep 03, 2010 9:55 am; edited 3 times in total
This is the biggest pack I've ever done. All in all it contains 38 vgms.
It took me over 1 month to trim all the songs.

I want to note that used MESS and not NeoPop to log the music because NeoPop's sound core has a bad timing. (The music gets faster and slower.)

I recommend earphones or good speakers because of the usage of stereo sound.

The attached VGM Player is also now able to play m3u-playlists.
Keys:
- B or PageUp (last track)
- N or PageDown (next track)
You can use the Cursor Keys to seek forwards and backwars.

Please feel free to comment the pack.

EDIT: updated vgm pack: added track "Title Screen (with SFX)"
EDIT2: removed attachments
VGMPlay can be found at this thread.
Sonic Pocket Adventure VGM Pack can be found here.
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Post Posted: Fri Jun 11, 2010 9:24 pm
This is fantastic! It's completely beyond me why this hasn't gotten more attention, but I've wanted a proper VGM rip of this game for years. Excellent work!
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Post Posted: Sun Jun 13, 2010 6:50 pm
Thanks!
I had a lot of work finding the correct loop points because I did a command by command comparison with my own vgm2txt-tool (support for 2nd PSG chip). But vgm2mid helped a lot.

During the next week I'll add an extra track to the pack that I forgot before.

Btw: I'm accepting requests for other games.
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Post Posted: Sat Jun 19, 2010 11:51 pm
Earlier today I searched for NGPC vgm and came up with nothing. This was the game I was looking for :)

Many thanks!
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Post Posted: Thu Jul 01, 2010 10:28 am
I've been listening to this non-stop, it's fantastic. Any way I can simplyconvert to MP3/FLAC/WAV using your executable? I'd love to include some of these in a chiptune set one of these days, but I can't really do that until I have something malleable. I could do it manually but that would take ages...

How much hassle is it to rip this stuff? There are many games on the NGPC with rip-worthy music in them; Cardfighter's Clash and Match of the Millennium spring to mind.
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Post Posted: Fri Jul 02, 2010 4:32 pm
It's easy to convert all files to WAV files. You only need to open the ini-file and edit the line
LogSound = 0
There are descriptions in the ini. Value 1 should be best because it will log at full speed.
Now you can open the m3u-file with VGMPlay and it will convert all the VGMs.

Now some words to NGPC logging:
It's simple to log the files - if they have a sound test. SPA has one although I had to convert parts of my NeoPop-savegame to MESS.
Trimming is another thing since VGMTool r6 doesn't support the 0x30 command which is used to support the second PSG chip.
I wrote my own vgm2txt to make my VGMs readable. Trimming was done by hex-editing the files.

But I can do some other NGPC packs and I'll look at these two games.
If you want to rip some by yourself I can upload MESS VGM and some tools.
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Post Posted: Mon Jul 05, 2010 2:26 pm
ValleyBell wrote
It's easy to convert all files to WAV files. You only need to open the ini-file and edit the line
LogSound = 0
There are descriptions in the ini. Value 1 should be best because it will log at full speed.
Now you can open the m3u-file with VGMPlay and it will convert all the VGMs.
Excellent, thanks.

[Edit: just did it and god, that's embarrassingly obvious. Especially since I know I'd tried opening up the .ini file, and yet somehow managed to to miss "Log Sound to Wave". D'oh.]

Quote
If you want to rip some by yourself I can upload MESS VGM and some tools.
I'd love to have a go. It may be beyond my ability, though.
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Post Posted: Wed Jul 07, 2010 7:51 am
I started to rip the "Match of The Millennium" (because of the BGM option). But there are many tracks (>30) so I would like you to do some. It would be great if you would do the tracks 17-32.
I don't know most of the tunes so it takes me a lot more time to find loop points. I also will need help to tag them.

Here's the link to MESS VGM. NeoGeo BIOS roms are included.
http://www.mediafire.com/?mmjyzwlmwm3
Unlike MAME VGM, VGM logging is always enabled. So you just need to start the game and all sound is recorded.

It would be a good idea to record serval tunes to 1 vgm. Usually I record 8 tunes in one run.
It may be also useful to make a savestate at the NPG Logo Screen. So you don't need to configure it everytime you start the emulation.

Attached are some useful tools:
- vgm_cmp.exe: removes unneccessary data (and makes the vgm-txt-files easier to read)
- vgm2txt.exe: what it says - with multi-chip-support
- vgm2mid.exe: Paul Jensen's vgm2mid with support for NGP sound chip
Trimming is a lot easier if you have a midi-file.

A vgm splitting tool as well as a trimming tool are on the way.

EDIT: vgm_splt.exe added
EDIT2: vgm_trim.exe added, vgmsplt.exe fixed
EDIT3: Attachment removed. The tools can be found at this thread.
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[Non-Sega-8-bit VGM pack] Sonyc (MSX)
Post Posted: Tue Jul 27, 2010 7:22 pm
Last edited by ValleyBell on Wed Sep 08, 2010 8:02 pm; edited 2 times in total
Today I present my newest vgm packs from a very hard game with very nice music.
And no, "Sonyc" is not a typing error. It's an MSX game with Sonic.
It's the result of my openMSX VGM mod.

You can download the FM or the Moonsound version here.
Moonsound uses an OPL4 chip which is wavetable-like so it's quality is a lot higher.

Because the OPL4 chip didn't work in my last VGMPlay (I forgot to generate the samples), I attached an updated version. Also you need to download yrw801.rom (google's first link should work), a 2MB rom that contains samples for the OPL4. Without it you'll hear nothing. Just copy it into VGMPlay's folder and it will work.
EDIT: Ported OPL4 core from openMSX, it sounds a lot better.
EDIT2: Removed attachment. VGMPlay can be found here

What do you think of these packs?
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Re: [VGM pack] Sonyc
Post Posted: Thu Jul 29, 2010 12:08 pm
ValleyBell wrote

Please note that the OPL4 emulation of MAME was really bad and I already added some code from openMSX. It still sounds a little distorted to me (compared to openMSX and blueMSX).


OPL4 emulation in MAME/MESS is indeed not perfect, although it was the starting point for implementation in openMSX and blueMSX. openMSX developers have improved this support by fixing different bugs when they were detected in MSX games or demos using MoonSound. blueMSX code for MoonSound support is based on openMSX code, of course adapted to the general design of the blueMSX code.
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Post Posted: Mon Aug 16, 2010 12:55 pm
I improved the sound quality of the OPL4 emulation by porting the YMF278 core from openMSX. (It now takes 2 times as much cpu power.)
Now it's finally possible to enjoy OPL4-Music. See main post for updated VGMPlay.
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Post Posted: Mon Aug 16, 2010 5:01 pm
Nice music!

Could it be converted to a tracker format? (the monosound I mean...Sequence + Samples = Mod. Xm, IT...)
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Post Posted: Mon Aug 16, 2010 8:23 pm
It would be easier to convert them to MIDI. The Sample-ROM is GM-compatible. I've already implemented a (very) basic support for OPL4 into vgm2mid (for trimming, as usual), but it isn't yet listenable. But the next update of vgm2mid will fully support OPL4.
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Cool :)
Post Posted: Tue Aug 17, 2010 8:17 pm
Great to see that our work is useful for other software as well :) Wouter, the guy who did most work on openMSX, including OPL4, also found it very nice :)

Note that because we emulate at the native frequency, the code will be a bit slower, but Wouter doesn't expect a factor of 2.

Feedback/questions about it: #openMSX on irc.Freenode.net :)
 
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Post Posted: Mon Aug 23, 2010 10:52 am
I updated vgm2mid (download from VGM Tools thread) with full OPL4 support. I attached a vgm2mid conversion of my favourite tune of the Sonyc pack. It sounds good with Microsoft GS, but I recommend a midi driver that supports NPRN messages (like Yamaha XG).
04_Battle.zip (45.41 KB)
Sonyc Boss Battle MIDI

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[Non-Sega-8-bit VGM pack] SNK vs. Capcom: The Match of the Millennium (NGPC)
Post Posted: Thu Aug 26, 2010 6:03 pm
Here's a new pack of NGPC music.
Download is here. The filename is "SvC_MoTM".

I love the way how NGP games use the PSG. It's not only because it's stereo. There're some effects like pitches of notes (Dan's Theme) or simply ultra-fast frequency changes (one every 4 ms) between 4 tones (Annihilation) that are just awesome. Maybe SMS music engines aren't accurate enough for such things.
Despite all that the music driver has some minor bugs, like cutting the noise (Chun-Li's Theme).

But overall the music is great. For PSG sound, the quality is really high.

All in all there are 41 tracks. All tracks have their OST name (English and Japanese), thanks to vgmdb and mp3s of the OST which were used to name the tracks.

Current pack version is 0.90 because 10 songs are missing.
If someone can hack the game or post a MESS savestate or NeoPop Battery save, I'll rip the rest.
Btw: Last Tuesday I trimmed 19 tracks within 4 hours. I really love vgm2mid. Thanks to Paul Jensen for this great idea.

Have fun with this big but good pack!
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Post Posted: Sat Sep 11, 2010 5:41 pm
Thanks!
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Post Posted: Sun Sep 12, 2010 9:09 am
Thanx!! More neo geo pocket music, please! :)
 
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Post Posted: Tue Sep 14, 2010 3:47 am
Thank you~More neo geo pocket music! me too^^
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[Non-Sega-8-bit VGM pack] Sega MegaCD BIOS
Post Posted: Mon Sep 27, 2010 4:54 pm
Last edited by ValleyBell on Sat Feb 19, 2011 11:46 am; edited 1 time in total
It's the first pack to demonstrate the Sega MegaCD PCM chip. (Hmm ... I remember that my first NGP-pack was also the BIOS music.)
The music is quite nice, but I doubt that most people know all 3 tracks.

The first two tracks should play with the last VGMPlay that I posted on SMSPower. The last track had to be optimized with OptVgmRF and is only playable with the very last version of VGMPlay (link).

Pack download is, as usual, here. It's called SCD_BIOS.zip or SCD_BIOS.vgm7z.

Have fun!

EDIT: changed link - the pack was moved to Project2612.org
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Post Posted: Tue Sep 28, 2010 12:18 am
Great! I'm glad all three music tracks are included. However, you're missing some BIOS version screenshots:

Japanese Mega-CD v2.00
JVC X'Eye
Wondermega
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Post Posted: Tue Sep 28, 2010 7:58 am
Thanks. I've updated the cover and the description file.
The Japanese BIOS v2 is cool with Sonic standing near the logo.
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[Non-Sega-8-bit VGM pack] Sonic CD
Post Posted: Mon Oct 11, 2010 9:26 pm
Last edited by ValleyBell on Sat Feb 19, 2011 11:48 am; edited 1 time in total
I worked on this the last week (it had the highest priority) and here it is: Sonic CD.
It has the Past-Music and ALL unused loops.

Link (Most of you should already know that one.)

Important notice: I updated VGMPlay and fixed a bug that produced corrupted sounds when playing multiple files with SegaCD PCM in a playlist. Please redownload from here.

EDIT: changed link - the pack was moved to Project2612.org
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Post Posted: Tue Oct 12, 2010 5:30 am
This pack is missing four tracks: the PCM renditions of the opening and closing, for both soundtracks.

When the game plays the animations, it can't read CD audio at the same time, so it plays degraded PCM versions instead. This is noticeable if you swap or remove the soundtracks: the original region's songs will still play for the FMVs.

Otherwise, really excellent job. It's great that so much care was taken in ripping the beta CD-audio gap bridges.
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Post Posted: Tue Oct 12, 2010 10:21 am
I wouldn't call them "missing". You're right, I actually missed them but I won't add them because they're part of the FMVs.
That means that each song is just one huge stream. The opening song had 4 MB before and 3 MB even after the optimization with OptVgmRF.
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Post Posted: Tue Oct 12, 2010 7:43 pm
This is great! I've always wanted to have my favorite games on the Sega CD, like Sonic CD, as VGMs.

One question, will there be any future plans to give us the ability to mute channels for each individual sound chip on your VGM player, like the PCM chip, the YM2612, SN76489, etc.?
 
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Post Posted: Wed Oct 13, 2010 7:51 am
ChrisKelly wrote
One question, will there be any future plans to give us the ability to mute channels for each individual sound chip on your VGM player, like the PCM chip, the YM2612, SN76489, etc.?

Actually it's planned since March or so. Currently you can only mute whole chips (see ini-file). Channel muting is 20% done, but there're good chances to have it finished in one of the next versions.
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[Non-Sega-8-bit VGM pack] Shin Chan Arcade
Post Posted: Fri Oct 15, 2010 12:03 am
Hi! This is the third pack I make from games using the YM2610 (I love that chip).

This pack is from a game based on the Japanese TV and Manga "Shin Chan".
If you know Shin Chan, you're going to like this, because the tunes sound really similar to the "real" ones.

Used Vallyebell's tools to rip this, some tags are missing (Music author). I cant tag the VGM's in Linux so they have the tag added by MAME_VGM.
Shin Chan Tune.vgm, and Credits.vgm are very big and the whole pack is 323 Kb so I had to rename to "vgmz.zip" to upload it, just remove the .zip.

See you.

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Post Posted: Fri Oct 15, 2010 6:40 pm
I tagged the files and uploaded them to my VGM Pack Folder.
Really nice music!

@mills: I also finally uploaded the NeoGeo BIOS pack.
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[Non-Sega-8-bit VGM pack] Deroon DeroDero
Post Posted: Thu Nov 11, 2010 7:24 pm
Deroon DeroDero is a nice puzzle game (often compared to Puyo Puyo) with great music that even uses a background choir. This game is also known as Tecmo Stackers.
Download it here.

If you download this pack you should also update VGMPlay. Otherwise you'll hear so many scratches that it ruins the music.

It would be great if someone could play though this game (I failed at stage 3) because I had to guess the names of some tunes.

Have fun!
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Post Posted: Fri Nov 12, 2010 2:54 pm
Wow great music! very crear PCM's I love it!

Yo have the PSX version of this game in youtube you can see the name of the tunes!

For example this one is called "Fiesta":
http://www.youtube.com/watch?v=MEFJAy-SpTI&feature=related

Is the VGMplay source the latest? the guy who was porting it to psp managed to create a nice plugin for GmGearMx but a bit slow (just a few songs) with the first source.
He seems busy, but if he finally makes it, it should be uploaded to the players section.

Even my PC was a bit slow when playing these VGM's using the old VGMPlay, with the latest it plays perfect.
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Post Posted: Sun Nov 14, 2010 4:23 am
This is a nice little VGM pack and its almost like listening to a SNES soundtrack except better!
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Post Posted: Sun Nov 14, 2010 12:22 pm
I already listened to the PSX tunes, but the titles are (more or less) made by the author of the videos so I decided not to use them.

The VGMPlay source is a little outdated (see here) because this "latest" VGMPlay is partly a work-in-progress version. It was just released because of this vgm pack.
And the slow thing in VGMPlay is the FM-synth. The PCM part is quite fast.
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[Non-Sega-8-bit VGM pack] Final Fantasy MSX
Post Posted: Sun Dec 05, 2010 9:18 pm
I think almost everyone knows Final Fantasy. Games were released on many consoles, sadly no one was from Sega.
But at least one title sounded like from an SMS: Final Fantasy 1 on MSX
The music is well ported from the original NES version and (because of the additional channels of the YM2413) it sounds a lot better.
Download the pack here.

Btw:
- The music of this game was the reason, why I implemented the AY8910 chip.
- The actual game is almost unplayable slooow, like the NES version. (I prefer Phantasy Star or the origins-remake.)
- It would be quite cool if someone could make a Final Fantasy on SMS.

Enjoy the music!
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[Non-Sega VGM pack] Ginga Ninkyouden
Post Posted: Wed Dec 15, 2010 8:51 pm
At least, here it is :). From this (8 bit I think) cool game using the Y8950 chip.

The volume is a bit low.

Hyper Adder file is not optimized because I couldn't trim it (it has a big silence at the beginning) and Round 2, 5 file has no tags.

Some of the songs are a bit anoying but there are cool ones. :).
Ginganin.Vgm7z (166.98 KB)

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Post Posted: Fri Dec 17, 2010 8:05 am
Great work, mills!
I uploaded it to Mediafire (link) and added some tracks with voices. (also added the voice to Hyper Adder). I also improved the tags.
The picture is also a lot better than the usual screenshots I take from games.

The volume is still a bit low (I couldn't make it louder, sorry). I'll insert someting into the vgm spec. to do this.

Btw: what tool caused the loss of the tag? I think vgm_trim or vgm_cmp had once a bug that caused that, but I thought I fixed it.
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[Non Sega 8-bit VGM Pack] Alex Kidd: The Lost Stars
Post Posted: Thu Jan 20, 2011 6:53 pm
Last edited by Sonic of 8! on Wed Oct 05, 2011 7:46 pm; edited 1 time in total
A long time out of foruns, I have downloaded the MAMEVGM by Valleybell. And now, I have ripped the "Lost VGM Rip from the Stars": Alex Kidd: The Lost Stars for the Sega System 16!

The VGM Rip was missing the voices, because the in_vgm don't support DAC (I tried to download the Valleybell new in_vgm, but the folder has many files to load in a Dial-Up Connection just as me!). For some unknown reason, the Game Over music is not avaliable in the Service Mode.

Have Fun!
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Post Posted: Thu Jan 20, 2011 9:24 pm
Great! Another vgm pack that uses the YM2151. (It's the second one.)
The music is really nice and I'll listen to it for a while.

Here are direct links for in_vgm and VGMPlay

I noticed that you files are quite huge. vgm_cmp can cut their size by 75%.

Btw: The vgm format lacks support for this type of DAC.
OutRun too doesn't list its Game Over / Highscore tune in Service Mode.
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Post Posted: Fri Jan 21, 2011 2:30 pm
ValleyBell wrote
Great! Another vgm pack that uses the YM2151. (It's the second one.)
The music is really nice and I'll listen to it for a while.

Here are direct links for in_vgm and VGMPlay

I noticed that you files are quite huge. vgm_cmp can cut their size by 75%.

Btw: The vgm format lacks support for this type of DAC.
OutRun too doesn't list its Game Over / Highscore tune in Service Mode.


The new in_vgm is don't detected in Winamp 5.581. I have plans to create a VGM Rip from Parodius Da! (AC), but the VGM Play dosen't support the K053260 (a PCM chip in the game) and only play YM2151.
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Post Posted: Sat Jan 22, 2011 12:37 pm
Sorry, but vgms don't (yet) support the K053260. You can only wait until I add it.
Also you can be sure that VGMPlay supports all things the vgm format has. So if VGMPlay doesn't play something, vgms don't support it.

in_vgm should work, if you copy zlib1.dll to your Winamp folder (not PlugIns).
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Post Posted: Tue Feb 01, 2011 11:38 am
I uploaded the pack here.
I decreased the size quite a lot (to 23%) and fixed the header of the files.

@Sonic of 8!: I recommend to use vgm_trim for MAME VGM packs. VGMTool lacks the support of the new chips (so it would kill any information about chips newer than the YM2151) and makes the files bigger than they need to be.
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