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Post by soltis on Apr 15, 2010 18:09:03 GMT -5
pSX 1.13 Windows 7 x64 Wild 9 - SLUS_004.25 -- CUE/BIN The music in Wild 9 does not work; sfx play just fine, but no music. I tried enabling/disabling every combination of sound options in the config menu, and all they did was change the quality of the sound effects. Sometimes, when the music would have looped, I hear static instead -- but not always, and it seems to mostly occur if the music tries to loop while the game is paused for a long time. ... It's actually kind of eerie to play this game without the music; that was my favorite part back when I played it on a physical system, so it's really eating into the nostalgia value not to have it. If anyone can confirm or provide a work-around, I'd appreciate it. Attachments:
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Post by yeshuachrist on Apr 24, 2010 5:18:53 GMT -5
WILD 9 WORKS 100%
First i dumped my game using "redump.org"'s guidelines, anyway i ended up with a .bin file and .wav files. This games uses CDDA tracks by the way, and these CDDA games need to be handled specially. So i grabbed a .cue sheet from redump.org and use it as an example to rename my files to.
FILE "Wild 9 (USA) (Track 01).bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 FILE "Wild 9 (USA) (Track 02).wav" WAVE TRACK 02 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 03).wav" WAVE TRACK 03 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 04).wav" WAVE TRACK 04 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 05).wav" WAVE TRACK 05 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 06).wav" WAVE TRACK 06 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 07).wav" WAVE TRACK 07 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 08).wav" WAVE TRACK 08 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 09).wav" WAVE TRACK 09 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 10).wav" WAVE TRACK 10 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 11).wav" WAVE TRACK 11 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 12).wav" WAVE TRACK 12 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 13).wav" WAVE TRACK 13 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 14).wav" WAVE TRACK 14 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00 FILE "Wild 9 (USA) (Track 15).wav" WAVE TRACK 15 AUDIO INDEX 00 00:00:00 INDEX 01 00:02:00
Above in red is the contents of the .cue sheet, and also thats the way i named my files. Unlike redump.org, i did not dump my game in the .ape format, since this does not work in emulators. They suggest the tool pakkiso for their stuff, but this damages audio files (their usage of the executable sox.exe strips the sound files of handlers/identifers). Since i dumped my own game from their guidelines, i did not need to convert to .wav from .ape or worry about using a tool that damages files.
After i did the above, i mounted the image using the .cue sheet in daemon 4.xxx.
Then i went to psx 1.13 and changed the options to look like these
CDROM Driver Auto detect Subcode reading Auto
Then i click file "insert cd drive", then i clicked "cancel", when the prompt came up. Then i selected the virtual drive i had mounted the multi file game image using the .cue sheet. And WILD9 played fine with FULL SOUND AND MUSIC.
Incase i didn't mention it i dumped my retail game, using redump.org guidelines, it was tricky but i pulled it off. You can google for a method. There not many CDDA games so i don't have to use their dumping method much.
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Post by Truth Unknown on Apr 25, 2010 14:20:44 GMT -5
Redump.org does not use APE format, Torrent packs do and I recommend avoiding them when reporting problems. If there is a real problem with pSX, the best way to verify the issue is with a real PS Disc and not an image of one as something could have gone wrong in the imaging process.
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Post by soltis on May 9, 2010 4:24:05 GMT -5
Okay, minor update:
I tried mounting the image with Daemon Tools (whatever the current version is) and then opening that drive with pSX -- because the CUE sheet does have all the tracks listed out, but they're all in the same .bin file (they have the correct time indexes, etc).
Anyway, the result was no sound in pSX, but somehow Media Player launched and started playing the music from the game -- I closed the player, and it re-opened when I reset the game.
So now I know 3 things:
1. pSX can somehow launch Media Player 2. The track info I do have is correct-ish 3. Between DT and MP, there's enough info to play the music...
What relevancy does this hold for pSX? I have no clue, though I suspect that launching programs isn't something pSX is supposed to be doing.
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