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View topic - in_vgm with vgm v1.60 support (was: Christmas Present)

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in_vgm with vgm v1.60 support (was: Christmas Present)
Post Posted: Sat Dec 25, 2010 5:18 pm
Last edited by ValleyBell on Thu Dec 30, 2010 2:44 pm; edited 2 times in total
Time to unpack your present. (linked to Present.rar)

You'll like it.

EDIT: fixed muting-bug - updated link
EDIT2: removed direct link
in_vgm (incl. source) can be found at this thread
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Post Posted: Sat Dec 25, 2010 7:43 pm
Ok, let me use a font tag for once in my life.

YOU'RE AWESOME
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Post Posted: Sat Dec 25, 2010 7:51 pm
the plugin does not seem to be recognized by winamp 5.35 here :/
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Post Posted: Sat Dec 25, 2010 9:03 pm
Same, v5.6.01

Also same result with a 2008 version i had prior to that, does not load the plugin.
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Post Posted: Sat Dec 25, 2010 9:52 pm
ValleyBell, what is your Winamp's version ?

I tried an old 5.0 here and it didn't work.
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Post Posted: Sat Dec 25, 2010 11:42 pm
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Post Posted: Sun Dec 26, 2010 1:29 am
Not working for me either... crashes on loading a SEGA CD VGM and just barely opened the example one in the rar, in which instance the "View File Info" option refused to work. I'm using whatever the latest version of Winamp is, so... yeah.
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Post Posted: Sun Dec 26, 2010 5:07 am
Well, this works perfectly in Winamp 2.xx, so for once I am happy while everyone else isn't :P

The channel muting on the 2151 is a bit buggy, though. Then again I never mute individual channels so that's ok.
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blitzlunar
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Post Posted: Sun Dec 26, 2010 10:08 am
looks good. shame i ditched winamp. i guess/hope foo_gep will be updated soon too.
 
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Post Posted: Sun Dec 26, 2010 3:38 pm
Search the zlib1 in google and add it to your system32. That way works for me.

Good improve this plugin. But I think that the definitive mega drive music format is very far from vgm...

See ya
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Post Posted: Sun Dec 26, 2010 5:24 pm
any fix on the YM2151 channel muting?
 
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Post Posted: Sun Dec 26, 2010 10:17 pm
Koto wrote
Search the zlib1 in google and add it to your system32. That way works for me.

Good improve this plugin. But I think that the definitive mega drive music format is very far from vgm...

See ya


Thanks dude!
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Post Posted: Sun Dec 26, 2010 10:19 pm
Indeed, I didn't think adding the zlib libarary would make a difference but it works now.
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Post Posted: Mon Dec 27, 2010 8:21 am
Worked for me too :D
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Post Posted: Mon Dec 27, 2010 4:28 pm
I'm back now. Thanks that you solved the zlib problem. I didn't notice that because I have GTK installed (no zlib in system directory, but it's in the one of GTK). I'll include it next time.
Oh, and btw: if it crashes, your zlib1.dll is too old. I once had this problem with VGMPlay.

One question: what is exactly "buggy" with the YM2151 channel muting?
I know that it mutes the SegaPCM chip, too. That's because I was too lazy to create 15 (!) new dialogues. (see readme)


Here some information about the in_vgm build:
- used 0.35 beta from sourceforge.net, because the sources here don't compile (many files are missing)
- compiled with MS VC++ 6.0
- tested with Winamp 5.03a (the last "new" Winamp I installed - I actually still use Winamp 2.24)
- source (note: the VC++ 8 project is outdated)
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Post Posted: Mon Dec 27, 2010 6:33 pm
It does not mute all channels, when opened in the dialogue box for the 2151, the first two channels are ticked, while all the others are blank.

when trying to untick them, it mutes all channels.
 
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Post Posted: Mon Dec 27, 2010 7:31 pm
OK - bug fixed (simply by recompiling all files).
Visual Studio shuffled the muting boxes when I c&p-ed them from the YM2612 tab and I modified the header file to fix that (and it worked in debug mode).
I guess it didn't recompile the dialogue-file so the box-IDs were still incorrect.
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Post Posted: Mon Dec 27, 2010 9:40 pm
ValleyBell wrote
I actually still use Winamp 2.24
Ha, I use 2.23 :)
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Post Posted: Tue Dec 28, 2010 5:02 pm
Brilliant -- works a charm in 5.601. Merry Christmas indead :)
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Post Posted: Tue Dec 28, 2010 8:36 pm
I don't know if I should give you a blowjob for this or a dozen of them, really. ;)

Many thanks.
 
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Post Posted: Fri Dec 31, 2010 12:25 pm
Thanks for all the feedback. I'll continue to work on this (but VGMPlay will always be a little more up-to-date).
I plan to add some new dialogues for channel muting in the future.
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Post Posted: Wed Feb 02, 2011 2:56 pm
There's now a new version of in_vgm.
And as promised, there's a new muting tab. (Could someone draw some tab symbols for me?)
There's now zlib and some install notes included.

I fixed some bugs in VGMPlay that also affect in_vgm:
- fixed the bug with the AY-core. YM2608/YM2610 vgms are fine now.
- reverted the update of the SegaPCM core, because my OutRun vgms didn't sound correctly.
That's actually a problem of the vgms and I'll enable the new code as soon as I reripped the pack.
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Post Posted: Wed Feb 02, 2011 7:25 pm
Why not statically link zlib? I find it's best (from a usability perspective) to minimise the dependencies, statically linking everything I can including the CRT.
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Post Posted: Wed Feb 02, 2011 7:46 pm
I love it.. thanks!
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Post Posted: Thu Feb 03, 2011 3:34 pm
Maybe I'll link zlib statically next time.
You're right, it's a lot better for plugins to have no dependencies.
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Post Posted: Tue Feb 22, 2011 3:58 pm
Discussions about my VGM Players should now go here. I want to split it from the emulator-topic.

Last week I was working on a better resampler for VGMPlay. Of course I wanted to write my own one :P
Now I finished my resampler (linear with floating-point calculations). It sounds quite good - it's at least as good as the one Windows has.
Download the new VGMPlay here.

Some time will pass until in_vgm gets this update.
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Post Posted: Tue Feb 22, 2011 5:03 pm
Note that linear interpolation will suffer from aliasing, and if you're not doing Nyquist filtering it will get caught out by that.

Learn about /fp:fast and similar flags for your compiler - the C/C++ standards specify slower behaviour than you care about.
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Post Posted: Sat Mar 05, 2011 2:44 pm
VGMPlay got some updates.
- fixed a YMF271 initialization bug
- resampler is a lot faster (because of fixed-point integer calculations, I don't like programming with floating-point variables anyway)
- quotation marks are now removed from FileName-field
- implemented a work-around for file names with non-ASCII characters (so typing "Dynamite Düx" works now correctly)

I also implemented a compression for PCM data blocks (by using types 0x40-0x7F). Compare the (uncompressed) versions of JesChal_Invinc to see the difference.
Although the compression isn't useful for most MegaDrive VGMs, it will greatly reduce the size of 32x vgms.

The VGMPlay source has now a folder called "Extra" with different versions of VGMPlay's reampler.

Enjoy!
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Post Posted: Tue Apr 12, 2011 12:55 pm
BIG IN_VGM UPDATE!

Most important updates:
- You don't need zlib1.dll anymore
- it fully supports the v1.60 vgm spec.
- ported the better resampler from VGMPlay

It was also successfully tested with Winamp 5.61.

Have fun!
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Post Posted: Thu Apr 14, 2011 10:54 am
Cool!

It also works in XMPlay
Some Neo-Geo tunes (using delta-T with lots of adpcm samples) still sound too loud, but they are very playable now.
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Post Posted: Thu Apr 14, 2011 6:10 pm
Awesome. Does that mean it's possible to rip/play optimized PWM VGMs now?
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Post Posted: Thu Apr 14, 2011 7:06 pm
Last edited by ValleyBell on Thu Jun 02, 2011 12:21 pm; edited 1 time in total
Play - yes, rip - not really.
Currently the 32x PWM Test is the only fully optimized pack. (That's because it's just one big stream.)
The WIP Chaotix pack I posted on Project2612 is half-optimized, i.e. I'm making a stream of all PWM data but nothing more. (apart of the fact that I'm additionally compressing the PWM stream so that it really uses only 10 bits per value, not 16)

At least you can test what's technically possible by listening to the VGMs I made from the Jester's Challenge hack here.
They were made with Hex Workshop and use only the new 0x9? commands (see vgm spec.) to play the DAC data.
EDIT: Updated vgm spec. link
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Post Posted: Thu Jun 02, 2011 12:19 pm
Here's a WIP build of VGMPlay. Update list:
- restarting or seeking back in vgms with large data blocks isn't slow anymore
- added GB DMG and NES APU support
- I restructured the soure code (I seperated general VGM playback code from UI code)
This way I don't need to port changes to in_vgm every time. (There should be short to no delays between future VGMPlay and in_vgm releases.)
- fixed the AY8910-part of the YM2203/YM2608/YM2610 - Neo Turf Masters sounds now correct (and nice)
- fixed time display (wrong time showed shortly before looping back)
VGMPlay_WIP.rar (126.54 KB)
VGMPlay WIP build

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Post Posted: Thu Jun 02, 2011 9:58 pm
What's the command used for NES APU writes (and do you have an example song)? If so I could probably add support for it to this.
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Post Posted: Fri Jun 03, 2011 10:44 am
If you really want - I attached the FF3 Battle Theme. NES APU write is 0xB4.
You can ignore the data block as the PCM channel doesn't seem to work in FF3 anyway.
ff3_battle.vgz (42.41 KB)

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Post Posted: Fri Jun 03, 2011 4:30 pm
Eugh.. Is that a triangle wave kick drum I hear? :P

It seems to work at least: ff3_battle_nes.mp3. I'll upload the updated code later.
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Post Posted: Fri Aug 26, 2011 3:14 am
Just a last reminder:

ValleyBell needs to fully update the links to the VGM Players, Rippers and such to 1.61 format all the way, because of the recent VGMTOOLS release.
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Post Posted: Sat Aug 27, 2011 12:27 pm
VGMPlay is ready, but I don't think you want an in_vgm 0.40 alpha without any GUI.
When this is finished, I'll update the rippers and players.
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Post Posted: Tue Sep 27, 2011 4:41 pm
I uploaded an updated version of VGMPlay and in_vgm 0.40 alpha.
Download is here. (I'll remove the old versions later.)

Updates:
- fixed volume of YM2413 chip (and volume of rhythm section in EMU2413 core)
- implemented data streaming simulation in RF5C68 core (fixes some small, almost inaudible bugs that came with optvgmrf)
- improved the sound of the GB chip (improvements can be turned off via ini-file)
- ported the OPL2/3 emulator from DOSBox (which is a lot better - you can use the vgm in VGMPlay.rar to compare both cores)
- added emulation of the OKI6295 chip (sorry, currently none of the other new chips)
- applied some fixes to the emulators the MAME Team did (they finally fixed the YMZ280B core and it also sounds a bit better in VGMPlay)
- fixed some really bad memory leaks and made it compile under openSUSE 11.4 64-bit (SUSE seems very strict about memory leaks)
- VGMPlay now loads the ini-file under openSUSE
- added "Gain" field to in_vgm's File Info dialogue

Note to in_vgm:
in_vgm 0.40 is still alpha, as I'm rewriting it completely. That means, almost all GUI (and vgm7z support) is gone. I inserted the File Info dialogue only a few days ago and there's still no way to configure it. (not even an ini-file)
However it's more or less usable and as it shares 95% of all code with VGMPlay, it should be stable.

Enjoy and happy listening!
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Post Posted: Thu Nov 03, 2011 7:23 pm
It's progressing:

The tag options don't work yet, but all options you see are properly saved and restored. (except for "immediate update", but that would only affect muting anyway)

Comments and suggestions are welcome.
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Post Posted: Tue Nov 08, 2011 2:25 am
You make a sub-tab in muting tab for each chip? If you make a tab for YM2203 can you put the Silver Hawk icon at the tab (Darius Burst Official WebSite has Proco Jr as favicon.ico on site)?
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Post Posted: Tue Nov 08, 2011 8:13 pm
No, sorry, I don't make a tab for every chip. (Too much work for no real use. And I don't have enough space for more tabs.)
Currently it looks like this: (and it will look like this in the final version)

Btw: That's what I worked on since the last screenshot and it works.
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Post Posted: Wed Nov 09, 2011 4:23 am
Looks good!
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Post Posted: Sat Jan 28, 2012 1:38 am
Will the "Keep muting on track change" option be on by default?
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Post Posted: Sat Jan 28, 2012 4:02 pm
Yes, "Keep muting on track change" will be on by default. (i.e. "Reset [muting] on track change" is off)
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Post Posted: Sun Feb 19, 2012 1:14 pm
I just released in_vgm 0.40.

Enjoy!

btw: "Reset muting" is currently on by default. (i.e. if there is no ini-file) I did not decide against making it off by default, it just forgot to change the default value.
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Post Posted: Sun Feb 19, 2012 3:14 pm
Could you add it to http://www.smspower.org/Music/InVgm ?
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Post Posted: Sun Feb 19, 2012 3:30 pm
And add yourself in the Author field :-)
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Post Posted: Mon Feb 20, 2012 11:05 am
Of course :)

I will add VGMPlay later this week.
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Post Posted: Wed Jun 28, 2017 11:47 am
Hello everyone :-)
 
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