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Posts by Kawa
Kawa's Profile - Posts by Kawa
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I'm just registering and dropping by here to explain a few things to Dakress here.

1) bsnes used to use WAV files, but not any more. It requires 44.1kHz 16-bit stereo, but the WAV format is too variable. Now, it uses .pcm files -- the actual sound data is the same, but the header only specifies that it's MSU1 sound data and where the loop point is, which WAV doesn't support by itself. The standard only specifies that it's 44.1k 16-bit stereo, nothing about the container. bsnes uses raw PCM sound data only for speed.

2a) GUI? MSU-1 is pretty easy to use in theory. The only thing that could require a GUI is the converter I wrote that converts WAV files to PCM, and even then only when it concerns loop points or intro merges. Simple conversions are just drag-drop.

2b) As probably explained before by BMF or byuu, the MSU-1 itself is controlled by only a handful of extra registers. The hardest part is adapting an existing music engine to use the MSU-1 instead, like Super Mario Odyssey demonstrates.

You can understand that I'm looking forward to a base patch.

Bonus natter: to distribute a hack or homebrew that has MSU-1 music tracks, you can just use Ogg Vorbis files and include a copy of oggdec and wav2msu, bind 'em up with a oneliner batch file that converts them all. Wav2msu will handle calling oggdec.
I spy with my little eye two of my little testing demos...
FirePhoenix, the individual frames are dithered down to 256 colors, somewhat less than full screen. The original input video was artifacted but the downsampling reduced the effect somewhat.

Got that from byuu's board.
I am happy to have indirectly contributed to this. Alcaro, you can use thisthis to make tracks.

Also, there's no real need to check for MSU1 availability unless you'll do fallback SPC music. If it's not available, sending "play track" commands will effectively do nothing, and the busy loop will terminate immediately because it'll never be nonzero.

It's the data track that causes the bigger compatibility problems and requires an error message.
My jukebox sample uses the data stream to store graphics, track names and track counts.

The only graphics data in ROM is the "this requires MSU1 support" error screen.
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Kawa's Profile - Posts by Kawa

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