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SoundPlayer for Saturn + 2 tools
RockinB - Feb 10, 2005

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 RockinB Feb 10, 2005
Here is my SoundPlayer for SEGA Saturn... arty .

[attachmentid=1040]

Loads .wav .pcm and .snd files from CD and plays them.

Sample sounds and complete ISO included. For own sound stuff, you'll need mkisofs.exe... and Cygwin1.dll... for ISO creation.

It performs the same conversion on wave files like

RB_SaturnPCM.EXE... :bounce , my bugfixed improvement of the former SSwavetools for .wav <-> .pcm sound file conversion.

Furthermore, here is my DXF converter RB_SaturnDXF.EXE... :bounce I've been writing about in another topic. It's stable, but an early work. Nevertheless, I managed to get my 3D model for the SoundPlayer done, so will you.

 SeGaFrEaK_NL Feb 10, 2005
Cool. I wouldn't use it myself, but still *thumbs up*

 Runik Feb 10, 2005
Great stuff as usual Rockin' B :thumbs-up:

Too bad that Dracula X pcm files need something more than your converter to be audible ...

 RockinB Feb 11, 2005

  
	
	
Originally posted by SeGaFrEaK_NL+Thu, 2005-02-10 @ 08:05 PM-->
QUOTE(SeGaFrEaK_NL @ Thu, 2005-02-10 @ 08:05 PM)
Cool. I wouldn't use it myself, but still *thumbs up*

[post=129430]Quoted post[/post]
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You are on Deza, right? I should play it again.

QUOTE(vbt @ Sun, 2005-02-13 @ 04:02 PM)
...would it work with the SGL driving sample ?I got many problems when I tried to replace the track(a long time ago).

[post=129629]Quoted post[/post]

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It should be possible. The 3D world consists of a 32x32 map of polygon data and a corresponding map of collision data. Collision data seems to be generated with an unknown tool, maybe the files MITI.POL and ATA.POL have something to do with that.

I would start replacing a polygon tile with an object of my choice and don't care about collision for now.

QUOTE(vreuzon @ Tue, 2005-09-27 @ 11:12 AM)
I used your RB_SaturnPCM converter for WAV to C array conversion wich is very convenient. Here is some feedback.

- bytes 0x0 to 0x2C of the resulting array are bad. Try to convert a silent file and you'll see these first bytes aren't 0x00 as expected. At runtime, this results in a clic at the begining of the sound. If you begin to read the array with a 0x2C offset, sounds are played ok. (I don't know if the last bytes are ok).

[post=139984]Quoted post[/post]

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Maybe these bytes are the wav header. I think I had a similar problem in the SoundPlayer, which uses wav-> pcm conversion, too.

Have you used the updated version RB_SaturnPCM-050311.rar...?

Because I made several file comparisons with source files and converted files and somehow I have the feeling that I already removed such a bug...

...must have been removed, because I updated RB_SaturnPCM the same day I released the 2nd SoundPlayer version.


  
	
	
Originally posted by vreuzon@Tue, 2005-09-27 @ 11:12 AM

- the saturn refuses to read pcm if their size is < 0x900, so it would be good to have a padding option in the converter (ie : if the sound is smaller than this size, add zeros).

[post=139984]Quoted post[/post]



I remember in my MineSweeper I couldn't use a very short "click" sound. Is that size (0x900) exact or is it a guess?