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KazoWAR said:2-bias said:caitsith2 said:Current build is now in my git. https://github.com/CaitSith2/SSEQPlayer, and will always be there from this point on.
So there is a newer version than 1.0g? I don't get it how to download stuff from github
https://github.com/CaitSith2/SSEQPlayer/raw...usic_Player.nds
dicamarques said:Yes but in the last version it says theres not enough memory, so probably in dsi mode theres enough memory, right?coolness said:dicamarques said:Did anyone tried this with Dsi mode, to see if it works spirit tracks?
BTW does the windows program detects the roms in subfolders?
It dont read the music files from spirit tracks
also with the latest version
if(memUncached(0x02000000)==0x02400000))return DSLite;
if(memUncached(0x02000000)==0x02800000))return DSDebug;
if(memUncached(0x02000000)==0x0c000000))return DSi;
hehe, my sdatexpand won't emit sps entry if sseq/sbnk isn't linked properly!caitsith2 said:The NULL sequence, as I detect and remove on SPS load, is done, by detecting entries that have a SSEQOffset of 0.
Yes but i tell export without computer, on nds.avenir said:awww...
my sdatexpand will extract sseq/sbnk/swar/strm.
sseq can be converted via sseq2mid.
well... vgmtoolbox will be suitable for such usage.
Hahah, I think it would be good to implement, so for example, to listen with moonshell. But it is an opinion.avenir said:Why you need to export sseq on NDS? With what player are you going to play music?
You have to run the SPS maker on your computer first to have it rip the music metadata from your ROMs, then the player can find and play them on your DS.holoflame said:Can anyone please explain to me how to set the thing up to work?
I cannot get it to work...
I'm having this issue with the latest version. It would be nice to see this fixed, as many people have the é character in the filenames of their Pokémon ROMs.2-bias said:Oh and can you add special chars? Like the é in Pokémon or the german chars ä,Ä,ö,Ö,ü,Ü,ß.
GameGeek said:Really nice app. I haven't tested it too much, but I haven't found any bugs, other than the following one:
I'm having this issue with the latest version. It would be nice to see this fixed, as many people have the é character in the filenames of their Pokémon ROMs.2-bias said:Oh and can you add special chars? Like the é in Pokémon or the german chars ä,Ä,ö,Ö,ü,Ü,ß.
Also, a suggestion: make it so that when you select a music theme, it shows its loading messages on the top screen; the bottom one would still show the theme list, so you wouldn't have to go back to it every time you want to load a different theme. Or, alternatively, make it automatically go back to the theme list the moment a theme finished loading.
GameGeek said:Also, a suggestion: make it so that when you select a music theme, it shows its loading messages on the top screen; the bottom one would still show the theme list, so you wouldn't have to go back to it every time you want to load a different theme. Or, alternatively, make it automatically go back to the theme list the moment a theme finished loading.
http://sourceforge.net/projects/lactlib/fi...oMusicPlayer.7z
is my alternative version. now it can read the same sps format and can utilize both screens.
2. about spsmaker on Linux/OSX You must use UTF-8 locale
http://sourceforge.net/projects/lactlib/files/nds/xenobox.7z
- put xenobox in $PATH
- copy spsgen.sh to your TF's root
- cd /media/VOLUME_LABEL
- ./spsgen.sh
3. ported extlink reader to official edition
http://sourceforge.net/projects/lactlib/fi...ayer_extlink.7z
of course, if you don't boot without using extlink, this player work as usual.
also this cut down >31bytes from spsname in listing directory.
this patching is required for my spsgen, which generates sps based on filename, not header game name.
report: sseqplayer can read special character.
proof:
this Pokémon.sps is accessible.Code:cp 2641_PokemonPlatinum.sps Pokémon.sps
The problem is in SPS Maker.
currently SPS Maker stores nds filename in using ASCII.
specifically, form1.cs's line 107-108
CODE- bw.BaseStream.WriteByte(Convert.ToByte(TempString.Length - 2));
- bw.BaseStream.Write(Encoding.ASCII.GetBytes(TempString), 2, filePaths.Length - 2);
+ byte []name = Encoding.UTF8.GetBytes(TempString);
+ bw.BaseStream.WriteByte(Convert.ToByte(name.Length - 2));
+ bw.BaseStream.Write(name, 2, name.Length - 2);