vgmrips

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PostPosted: 2017-12-18, 17:53:55 

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TitleMarvel Super Heroes vs Street Fighter
ComposerYuki Iwai, Yuuko Kadota
SystemCP System II
Sound ChipsQSound
Tracks50
Playing time1:11:24
Pack authorMegatornado
Pack version1.10
Last Update2019-02-18



Last edited by Megatornado on 2018-04-26, 14:10:45, edited 2 times in total.

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PostPosted: 2017-12-23, 19:12:49 
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Thanks! I'd been hoping for this rip. :)

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http://iridescentaudio.co.uk


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PostPosted: 2018-04-26, 14:12:58 
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Joined: 2016-06-29, 19:24:35
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Hi. I've read the submission rules again and found some errors :bash: (1 tag error, error on png image, error on m3u).

I corrected those errors and submitted the pack again. It's on the first post.

:mrgreen:


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PostPosted: 2018-04-26, 21:32:54 

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Thanks for the update.
I don't see any changes to the tags in the updated pack though.


Anyway, a small note to all people submitting QSound stuff:
Due to recent findings related to QSound hardware that allow for QSound emulation to be improved greatly, all submitted QSound packages will be on hold for a while.

This is because I'm not sure how much (or not) the current VGM tools (vgm_trim/vgm_cmp/vgm_sro) are breaking the VGM logs. (Apparently MAME can't even play raw QSound logs properly.)
vgm_cmp used to break GameBoy VGMs, because it optimized them based on inaccurate emulation and thus I'm a bit cautious now.


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PostPosted: 2018-04-27, 15:22:36 
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ValleyBell wrote:
Anyway, a small note to all people submitting QSound stuff:
Due to recent findings related to QSound hardware that allow for QSound emulation to be improved greatly, all submitted QSound packages will be on hold for a while.


No problem at all.

If we have a new way to improve the vgm creation is for the best. I will keep an eye for this update on the tools.

Thanks!


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PostPosted: 2018-08-07, 23:47:47 

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Can you provide versions of the VGMs that were not optimized with vgm_cmp or would that be too much effort?
I'd like to recompress them with a fixed vgm_cmp before approving the pack. (I'd be okay with untagged VGMs, as log as they're trimmed and looped.)


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PostPosted: 2018-08-08, 4:36:54 
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ValleyBell wrote:
Can you provide versions of the VGMs that were not optimized with vgm_cmp or would that be too much effort?


Sure, here they are. The tracks are just ripped and trimmed, just before the use of vgm_cmp.

The order that I did was:

rip -> trim -> cmp -> sro -> vgz

Was this correct? Sorry this was my first pack, kinda don't know what I am doing lol


Attachments:
File comment: Files Ripped and Trimmed.
2_trim.7z [11.66 MiB]
Downloaded 44 times
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PostPosted: 2018-08-08, 18:06:32 

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I usually run vgm_sro before vgm_cmp, but I think in the end it probably doesn't matter that much, as long as you do vgm_trim first.


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PostPosted: 2018-08-08, 18:08:29 
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Ok, thanks for the heads-up, CTR.


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PostPosted: 2018-08-29, 18:48:03 
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Hey there. I saw the note about QSound packs, but I wanted to mention a mistake anyway - Sakura's theme isn't trimmed properly (the loop should be longer by ~5 seconds, I believe).


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PostPosted: 2018-08-30, 15:39:49 

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The QSound problem has been resolved by now; VGMPlay can play older packs even with the new HLE, so now that's not an issue. Though of course always using the latest vgmtools is always a good idea.

Anyway, thanks for spotting and pointing out the trim error. After all, this is what the delay in submissions are for, to allow everyone to point out issues like this before the pack gets published.


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PostPosted: 2018-09-02, 16:38:47 
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Splats wrote:
Hey there. I saw the note about QSound packs, but I wanted to mention a mistake anyway - Sakura's theme isn't trimmed properly (the loop should be longer by ~5 seconds, I believe).

Thank you for the headsup @Splats. You're correct and I will recreate Sakura's track.

ctr wrote:
of course always using the latest vgmtools is always a good idea.

Do I need to recreate the pack from the use of VGM_CMP point on?

I saw a commit on git repo that says:
Quote:
vgm_cmp: fix QSound handling …
ValleyBell committed on May 16
thanks to recent research of the QSound DSP program


The commit SHA is >> 050a0bbff5bd89e9758da07e3f9b2321000fce7b


My second question is: I don't know how to build vgm_cmp from source. Can somebody, please, help me on building that? If I need an updated vgm_cmp.exe to recreate the whole pack, is there any win32 updated build (with the above commit) avaiable?

Thank you very much.


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PostPosted: 2018-09-02, 17:21:16 

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I think in this one case it's okay to just post the trimmed/looped VGM. I have to transfer all the tags from the submission to the unoptimized pack you posted before anyway.


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PostPosted: 2018-09-03, 23:53:16 
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Hey, no problem.

I've done some more listening, and I wanted to mention that these themes also seem to be incorrect:
Blackheart, Dhalsim, Hulk, Shuma-Gorath, Hidden Character

I think most of them are too long. There might've been one that was too short, but I don't remember which one right now. Just wanted to put it out there, anyway.

(As an aside, Akuma's and Cyber-Akuma's themes are listed separately in the set and have different IDs, but I thought they shared the same theme. The OST also lists only one Akuma theme, so there's that.)


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PostPosted: 2019-09-23, 13:17:19 
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Do you compare this from memory or?


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