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NEZplug++ VGM mod

Current version: 0.9.4.8+2+19.20 (released on 2015-07-26)

Technical discussion about the VGM format, and all the software you need to handle VGM files.

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Post by GTheGuardian »

I am wondering if it is possible to replace the DPCM data block with the one made using MESS, for example, I tried it now on Test log of Ninja Gaiden II and the result is quite good.
http://www.mediafire.com/download/4ntoe ... I_Test.vgm
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  • MusicFox Offline
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Post by MusicFox »

Do you know if/when NEZplug will support proper FDS VGM output?

Post by Kaminari »

Does VGM support the K052539 (SCC+) from Snatcher/SD Snatcher?
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Post by ValleyBell »

Yes, it does. The SCC+ is handled like the normal SCC, but uses another SCC command type parameter to write the waveform data.

Post by Kaminari »

Neat! Thank you.

Post by Kaminari »

I must be doing something wrong :book:

NEZplay seemingly refuses to record the Konami sound chip, be it from Snatcher or any standard SCC game. All I get are the AY channels, while the SCC instruments produce some sort of audio clicks. I even tried logging Salamander (already ripped by Sonic_of_8), with the same results. For the record, the YM2413 (eg. Final Fantasy) works perfectly.

Maybe I'm using problematic KSS files? I've tried various collections (Knurek, Valken, Shaiwa), but no cigar.

:toilet:

[Edit] I browsed this topic again and saw that Sonic and GT had previously mentioned the same issue. Has it been identified?
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Post by azumajiro »

scc fix test

tool and sample
Attachments
Knightmare (MSX)(enhanced SCC) (MSX)(1986)(Konami).7z
(18.87 KiB) Downloaded 347 times
Metal Gear 2 - Solid Snake (MSX)(1990)(Konami).7z
(1.02 MiB) Downloaded 351 times
SD Snatcher (MSX)(1990)(Konami).7z
(1.16 MiB) Downloaded 367 times
Snatcher (MSX)(1988)(Konami).7z
(604.93 KiB) Downloaded 353 times
Gradius 2 (MSX)(1987)(Konami).7z
(129.78 KiB) Downloaded 356 times
sccfixtest.zip
(33.3 KiB) Downloaded 346 times
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Post by grauw »

Nice! Some of the greatest SCC music there :). I listened briefly to the MG2 songs, it sounds good on vgmplay-msx!

Post by Kaminari »

Thank you, Azumajiro! :number1:
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Post by MaliceX »

azumajiro wrote:scc fix test

tool and sample
Nice to see my hacky source code was actually useful at all. :)
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Post by MaliceX »

GTheGuardian wrote:I am wondering if it is possible to replace the DPCM data block with the one made using MESS, for example, I tried it now on Test log of Ninja Gaiden II and the result is quite good.
http://www.mediafire.com/download/4ntoe ... I_Test.vgm
Hmm

https://dl.dropboxusercontent.com/u/128 ... cmfix2.vgz
-dj.tuBIG/MaliceX
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Post by ValleyBell »

After being delayed, forgotten, and delayed again, here is a fixed release of nezplug++ with VGM support for ... well, everything it supports.
I also fixed bad SCC writes. Thanks to azumajiro for helping to fix them. (I really rushed SCC support back then.)

You can get the binary or look at the [pack] OP for the source.
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Post by 2ch-H »

NEZplug ++ has been updated recently and moved the site.
http://offgao.net/program/nezplug++.html
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Post by octorian »

I feel like it must be obvious to everyone here except me, but... how the hell do you actually do VGM logging with NEZplug++?

I just spent the past hour fumbling with every incarnation of the program, and fiddling with its minimalist UI. I have figured out how to enable/disable audio chips, how to see system memory dumps, and how to watch memory/register writes.

But absolutely nowhere can I find the magic "log APU writes" feature that everyone must be using to create their VGM packs.

All my attempts at searching for some sort of guide or howto end up with me looking at threads just like this one.

Please help?
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Post by ValleyBell »

There is no UI option for it. Instead you edit the .ini file and set VGMLogging=1.
The .ini file is read every time you press the "play" button, so you can turn VGM logging on/off without restarting nezplug.

The OP actually tells you this, but I guess the note is easy to miss.
Comments: Modded by Valley Bell to log vgms. (enabled via nezplay.ini)
The VGMs are written to the directory of the NSF, with the same name + 2 hex digits for the track number.
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