More NSF Requests
Moderator: Moderators
Re: More NSF Requests
awesome. Say, I noticed that the NSF for Dragon Power is archived the same for both, Dragon Ball - Shen Long no Nazo & Dragon Power. The USA Release Dragon Power has different music from the NSF thats currently there, which is the music from the japanese version.
Is there an NSF out there for the USA release of Dragon Power?
Is there an NSF out there for the USA release of Dragon Power?
Re: More NSF Requests
To make this easier for everyone and take much of the archiving off your hands, this could be hosted by Dropbox, then someone with Apache server running could host the public directory. Dropbox subscriptions could be given to select members that have proven to be able to rip NSFs and update the archive. (Otherwise it access could be given to trusted members.)Gil-Galad wrote:Here is the archive I made. Feel free to bookmark.
http://gilgalad.arc-nova.org/NSF-Archive/
However, Gil, thanks for posting your archive as you have it.
Re: More NSF Requests
Last edited by Eugene.S on Sun Nov 04, 2012 5:03 pm, edited 1 time in total.
- Doommaster1994
- Posts: 162
- Joined: Mon Jun 21, 2010 10:23 pm
- Location: Seattle, WA
- Contact:
Re: More NSF Requests
That screen looks like it's from the 1,000,000 in 1. It may have the same song. That NSF is already ripped.
Re: More NSF Requests
No, it has another song.
Unchained melody is here:
9999-in-1 [p1] (!)
10000000-in-1.nsf from GilGalad archive
Unchained melody is here:
9999-in-1 [p1] (!)
10000000-in-1.nsf from GilGalad archive
- Doommaster1994
- Posts: 162
- Joined: Mon Jun 21, 2010 10:23 pm
- Location: Seattle, WA
- Contact:
Re: More NSF Requests
Oh okay. I'm on my phone at the moment so I'm currently unable to listen to it.
- rainwarrior
- Posts: 8734
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: More NSF Requests
Gil-Galad in your archive "Gyromite (Gyro) (1985)(Nintendo R&D1)(Nintendo).nsf" seems to be an NSF for Stack Up and not Gyromite. (I can't find an NSF called "Stack Up" or "Robot Block" or "Robot Gyro" in the archive.)
- Doommaster1994
- Posts: 162
- Joined: Mon Jun 21, 2010 10:23 pm
- Location: Seattle, WA
- Contact:
Re: More NSF Requests
I noticed there is a missing track in Terminator 2.
Re: More NSF Requests
83-in-1 or 100-in-1Eugene.S wrote:Hi, nesdev. Can anyone rip-off the title melody of this pirate dump?
I think it's the "Summer Wine":
http://www.youtube.com/watch?v=mQiDs9tKZv4
http://www.youtube.com/watch?v=ktKoSAEx-yU&feature=plcp
- rainwarrior
- Posts: 8734
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: More NSF Requests
Sangokushi 2 - Haou no Tairiku
Current rip jams the CPU on most players/emulators. Probably an easy fix. (Old version of NSFPlay where illegal opcodes were NOP seem to play it okay, so is probably just a matter of replacing bad opcode with NOP.)
Fixed: Sangokushi 2 - Haou no Tairiku (1992-06-10)(-)(Namco) Fixed.nsf (attached)
The PLAY address was one byte low.
Fixed: Sangokushi 2 - Haou no Tairiku (1992-06-10)(-)(Namco) Fixed.nsf (attached)
The PLAY address was one byte low.
- Attachments
-
- Sangokushi 2 - Haou no Tairiku (1992-06-10)(-)(Namco) Fixed.nsf
- (32.13 KiB) Downloaded 124 times
Last edited by rainwarrior on Mon Aug 07, 2017 2:44 pm, edited 1 time in total.
- Doommaster1994
- Posts: 162
- Joined: Mon Jun 21, 2010 10:23 pm
- Location: Seattle, WA
- Contact:
Re: More NSF Requests
Thanks for the fix! I'll see if I can find out who the composer is.
The only problem is that since this game was developed by TOSE, a company that doesn't believe in game credits, it may be a little difficult.
Also, 720 Degrees plays too fast in most NSF players. Would it be possible for you to fix that one as well? I'd deeply appreciate it.
The only problem is that since this game was developed by TOSE, a company that doesn't believe in game credits, it may be a little difficult.
Also, 720 Degrees plays too fast in most NSF players. Would it be possible for you to fix that one as well? I'd deeply appreciate it.
Re: More NSF Requests
Hey guys, I need second opinion, the Rip for Baltron, I'm not sure if its playing right or not, the emulator sounds well, how can I say, faster? higher pitch? the rip soudns slowed down, but often my emulators play the stuff too fast and I can't tell which is right, youtube vids also sound like my emulators. Thanks!
- rainwarrior
- Posts: 8734
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: More NSF Requests
I can't fix most NSF players. 720 specifies a 30Hz update rate instead of 60hz for some reason. It'll play fine in any NSF player that correctly uses the update rate.Doommaster1994 wrote:720 Degrees plays too fast in most NSF players. Would it be possible for you to fix that one as well? I'd deeply appreciate it.
If you think it is worthwhile to convert it to 60hz you can write a little stub for the PLAY code that skips every second update. I will write a guide here, which you can follow along and attempt for yourself.
1. Use FCEUX, put a breakpoint on some RAM address you think might be unused by the NSF. Try $07FF, and break on reads or writes, and play some tracks from the NSF. If it's being used, try another until you find one that isn't ($07FE, etc. refer to a memory map if you need to learn what addresses the RAM uses). When you find one, remember this address (I will refer to it as "variable" below).
2. Find an empty space in the NSF. This is easy because there is no bankswitching-- just stick it on the end of the existing code (at the end of the file).
3. Insert some code that executes the play routine once every second time. This is probably what I'd write:
Code: Select all
PHA ; save A register in case it's in use (probably not, but this is safe)
LDA variable ; load your variable into A register (will be initialized to 0)
XOR #1 ; toggle variable
STA variable ; store it back to RAM
BNE skip ; if variable != 1, skip the play routine
PLA ; restore A register
JMP play ; execute the play routine
skip:
PLA ; restore A register
RTS ; return without playing
4. Assemble your code (pick your favourite assembler, or use FCEUX's built in assembler, whatever's convenient) and insert it at the end of the NSF. Figure out the starting address of this code (it will be the NSF header's LOAD value + the position of the code in the file after the header). Replace the address in PLAY with the address of your code.
5. Replace the NSF header's NTSC update rate with $4100 (the proper NTSC play rate).
If you need help with any of these steps, you can ask me, but this is basically what I'd do.
- Doommaster1994
- Posts: 162
- Joined: Mon Jun 21, 2010 10:23 pm
- Location: Seattle, WA
- Contact:
Re: More NSF Requests
I wanted to cover it on Famitracker (since it was the last game that used that driver by Neil) but when I used NSFImport it played it faster.
- rainwarrior
- Posts: 8734
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: More NSF Requests
Edit: Fixed, see below.locke_gb7 wrote:Hey guys, I need second opinion, the Rip for Baltron, I'm not sure if its playing right or not, the emulator sounds well, how can I say, faster? higher pitch? the rip soudns slowed down, but often my emulators play the stuff too fast and I can't tell which is right, youtube vids also sound like my emulators. Thanks!
It's not playing at all in FCEUX, Nestopia, VirtuaNES, or NSFPlay.
VirtuaNSF plays it but does not support PAL, so it plays at the NTSC clock and update rates, i.e. pitch raised, faster playback. (The NSF is flagged as PAL, is this correct?)
foo_gep plays it but at the PAL rate, so it plays at the PAL clock and update rates, i.e. pitch lowered, slower playback.
The reason it is not playing in other emulators I am not sure, here are two possible culprits:
2. Non returning INIT. I know foo_gep has a hack to interrupt a non-returning INIT (not sure about VirtuaNSF), but this is against the NSF spec.
Edit: This was indeed the problem, but it was because it was messing with the PPU. See below for a fixed NSF.
Last edited by rainwarrior on Sun Feb 03, 2013 5:58 am, edited 1 time in total.