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PostPosted: Tue Mar 28, 2006 1:06 am 
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Posts: 338
I made a Visual Basic 6 program that converts GBS files to GB files, using the GBS Player 1.02 setup. It's mostly to make quick-change debugging easier on me, but if someone else thinks it could be helpful, then great.

Source code is included, so if you want the stuff at 0x150 - 0x400 to be relocatable in the program, and the 0x101 jump reprogrammed to match, you can do that yourself. I don't claim to have made the GBS player coding.

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NSFs I've ripped:
http://www.angelfire.com/nc/ugetab/

A Searchable list of NSFs from other sites. In Internet Explorer, go to Edit>Find (on This Page)...
http://www.angelfire.com/nc/ugetab/NSFList.txt


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 Post subject:
PostPosted: Wed Mar 29, 2006 12:05 am 
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Joined: Thu Mar 23, 2006 11:51 pm
Posts: 34
Hope we can get Pokemon Yellow soon.

I would also like a rip of Mole Mania(if you've even HEARD of it!)


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 Post subject:
PostPosted: Thu Mar 30, 2006 4:48 am 
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Joined: Tue Sep 13, 2005 7:53 am
Posts: 98
I have done Pokemon Yellow (I hope everything is there).

http://www.snesmusic.org/hoot/kingshriek


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 Post subject:
PostPosted: Thu Mar 30, 2006 6:41 am 
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Joined: Thu Mar 24, 2005 3:17 pm
Posts: 355
Hey, I see you've recently ripped 'Project S-11', thanks for that.


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 Post subject:
PostPosted: Thu Mar 30, 2006 7:01 pm 
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Joined: Thu Mar 23, 2006 11:51 pm
Posts: 34
kingshriek wrote:
I have done Pokemon Yellow (I hope everything is there).

http://www.snesmusic.org/hoot/kingshriek


Doesn't seem to work in Audio Overload.

Neither does Game & Watch Gallery 1


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 Post subject:
PostPosted: Fri Mar 31, 2006 12:03 am 
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Joined: Tue Sep 13, 2005 7:53 am
Posts: 98
Pokemon Yellow should work now. All was needed was to force switching in bank 0 to switiching in bank 1 in my bank handling lookup table. Very common cause (along with switching in of missing banks) of rips working in some players and not in others. Thanks for letting me know.

A stranger incompatibility is with my Last Bible 1 & 2 rips. They both cause Audio Overload (2.0b7 - Windows) to crash but work fine with NEZplug.


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 Post subject:
PostPosted: Fri Mar 31, 2006 3:11 pm 
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Joined: Thu Mar 23, 2006 11:51 pm
Posts: 34
Last Bible seems to have a header issue - I used a hex editor to replace the first line of hex with that from Pokemon Yellow and AO didn't crash(though it couldn't play it either.)


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 Post subject:
PostPosted: Sun Apr 02, 2006 5:10 am 
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Joined: Mon Sep 27, 2004 8:33 am
Posts: 3715
Location: Central Texas, USA
I'd change my GBS sound engine (used in Audio Overload) to convert bad bank values to good ones if I knew what conversion to apply. I'd just use modulus (as the hardware would) except GBS files can have a non-power-of-two number of banks. It seems the correct thing to do would be to apply a modulus based on the number of banks in the original cartridge. Sorry that I never cleaned up my GBS debugger and released it.


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 Post subject:
PostPosted: Sun Apr 02, 2006 7:06 am 
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Joined: Sun Sep 19, 2004 11:12 pm
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Location: NE Indiana, USA (NTSC)
blargg wrote:
I'd just use modulus (as the hardware would) except GBS files can have a non-power-of-two number of banks.

You can probably just pad the file with $FF (excuse me, 0FFh in Intel syntax because the Game Boy processor is a customized LH-0080, a Sharp clone of a Zilog clone of an Intel design) to the next power of two bytes.


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 Post subject:
PostPosted: Sun Apr 02, 2006 4:19 pm 
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Joined: Tue Sep 13, 2005 7:53 am
Posts: 98
The GBS format doesn't specify a MBC (memory bank controller), unlike the GBR format, so a max rom size isn't defined.

NEZplug assumes MBC1 w/ a 512KB ROM/32KB RAM maximum (ROM bank # is modulo 0x20) for GBS files. MBC1 doesn't allow switching in bank 0 into $4000-$7FFF, and will switch in bank 1 instead.

It would probably be a good idea to switch in bank 1 for both bank 0 and bank 1 selections. Most MBCs exhibit this behavior (all except MBC5 I believe).


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 Post subject:
PostPosted: Mon Apr 03, 2006 8:59 am 
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Location: Central Texas, USA
Thanks for the info kingshriek, especially the bit about bank 0. I had already found that Tetris DX and Wario Land 3 rips failed if you didn't either ignore bank 0 requests or use bank 1 instead. But what is the correct bank masking behavior? Perhaps I could (virtually) pad the input data to 512K. I really wish the GBS spec were clear on this matter.


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 Post subject: Another GBS request.
PostPosted: Tue Apr 11, 2006 6:19 am 
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Joined: Thu Jan 19, 2006 5:08 pm
Posts: 744
Location: Shelton, Washington.
Sorry for the bump, I was hoping for 2 things:

a Spanky's Quest GBS rip
(you know it in not JUST on Snes, but on GB too!)

And

a GBS (or GB) to MIDI converter!

That is what I wanted so much,
but that is all unless I want something more

Thanks

-Hamtaro126


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 Post subject:
PostPosted: Tue Apr 11, 2006 2:08 pm 
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Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3944
I'd love to see Mario Golf ripped.

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Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!


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 Post subject:
PostPosted: Tue Apr 11, 2006 2:13 pm 
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Joined: Wed Mar 22, 2006 11:31 am
Posts: 39
Location: Norway
and more harvest moon goodness


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 Post subject:
PostPosted: Tue Apr 11, 2006 2:24 pm 
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Joined: Tue Jan 31, 2006 5:43 am
Posts: 137
Dwedit wrote:
I'd love to see Mario Golf ripped.


Mario Golf was ripped by kingshriek a long, long time ago.
http://snesmusic.org/hoot/kingshriek/

Would be good if before requesting a rip any of you'd check my GBS rips listing:
http://snesmusic.org/hoot/temp/gbs.html

I try to update it as soon as I find any new GBS files (though yes, it doesn't have latest kingshriek update, will fix that tomorrow).


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