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-
- SNESSOR v2.0
- The SNES SOund Ripper
- A Product of Butcha'd Software
- ______________________________
- _____________________
- _____
-
-
-
- 1 INTRODUCTION
- ______________
-
- I wrote the interface to be as self-explaining as possible, so I won't go over
- it much here. If you need help with the program itself, simply press 'H' in
- the menu. The rest of this document describes:
-
- new! WHATS NEW
- INPUT FILES
- OUTPUT FILES
- KNOWN BUGS
- COMING SOON
-
-
- 2 WHATS NEW
- ___________
-
-
-
- v2.0- Lots of new stuff here. This version should seem much easier to use.
-
- * Changed compilers to DJGPP, this allowed a lot of cool changes. One of the
- most significant is that the entire ROM can be stored in memory, allowing
- MUCH faster ripping, and also more accurate ripping(the old disk based method
- would occasionally miss some of the beginning of samples).
-
- * Completely rearranged the UI
-
- * Added the interactive ripper! This allows you to go through each sample
- one at a time, listen to each one(SB16 or higher required), select which ones
- to dump, and more! The old dumping method(for those who don't have an SB16
- or higher) is still available as [D]ump all.
-
- * Can now write WAV files! Under the interactive ripper, you can select the
- speed to play them at and it will save this speed in the WAV file. If you
- use the Dump all command, it will assume they are all 8000Hz, which they are
- probably not. For this reason, you will probably still need GoldWave if you
- intend to use the Dump all command.
-
- * Removed the savestate dumping and ripping commands, because no one was
- using them(myself included), and it just would have meant more work to keep
- them in because of the port to DJGPP.
-
- * Improved the search algorhythm slightly, should now find less garbage
- samples.
-
-
- v1.1- There's only two new things with this one, but the first was important
- enough that I wanted to release it anyway:
-
- * BRR filter support! If you have no idea what this is, don't worry, all it
- means to you is that now your ripped sounds will sound MUCH better. This
- should have been supported in the first version, but I could find no
- documentation on it, and still never did. (I ended up reverse engineering
- the Cool95 plugin. :) Thx Uxorious!)
-
- * Made a small modification to the UI, you can now specify the full path and
- filename of a file in one shot rather than one directory at a time.
-
-
- 3 INPUT FILES
- _____________
-
- You can run any file you want through the sound ripper if you think there may
- be BRR samples in it, however, this program was written to deal mainly with
- .SMC ROM images.
-
- To rip sounds from a .SMC (or other file), first load the file, by pressing
- 'L' at the main menu. Once you have a file loaded, it is then possible to
- either [D]ump all or use the [I]nteractive ripper.
-
-
- 4 OUTPUT FILES
- ______________
-
- When sounds are ripped using the Dump all command, all the possible samples it
- finds are numbered and dumped into a directory with the same name as the input
- file. For example, you may have a directory D:\SNES which has your .SMC ROMs
- in it. If you select CHRONO.SMC, you will now have a directory D:\SNES\CHRONO
- with serveral files numbered from 00000000.SND(or .WAV) on up. If you dump
- them as SND files, you will need to open them with a utility such as GoldWave
- to convert them to a usable format. When you open these files, most likely
- you will be prompted for their format, if not, you need to find a way to
- specify that these files are 16-bit signed, mono files. Even if you saved
- them as WAV files, the sample rate may not be correct, in which case you would
- still need to use GoldWave or something similar. The sample rate can vary,
- but I've found that 8000Hz is a good starting point, and 5000Hz and 11,025Hz
- are also common. Be aware that it is likely that some garbage files were
- dumped along with the good samples; for example, if a file is silent, or makes
- a strange buzzing or popping, it is probably not a valid sample.
-
- If you are using the Interactive Ripper, you will probably not need any
- external editor unless you wish to precess the output or string several
- samples together, or unless you save the output as SND files. If you do save
- them as SND files, the same guidelines apply as above.
-
-
- 5 KNOWN BUGS/OTHER ISSUES
- _________________________
-
- * Not all SB16 configurations are supported at this time, only some of the
- most common. If you have trouble, try setting your card to address 220, IRQ
- 5, DMA 1, 16-bit DMA 5. This is my configuration (on my AWE64) and it works
- fine.
-
- * Win95 and SNESSOR's sound driver don't seem to like each other. For best
- results, do NOT press ALT-ENTER while SNESSOR is in Interactive mode. You
- may run it in a window, just don't change its state while SNESSOR is in that
- mode. Occasionally the sound will just stop for no reason, I have no idea
- why. (NEVER ask "Why?" with Windows 95. :) After this happens, some
- DOS apps will be unable to use the soundcard in the same DOS session, so
- simply "exit" out of the current DOS box and start a new one. The best
- solution, however, is to run from DOS. I have never had any sound problems
- while running in pure DOS. Please, do not e-mail me about this problem, I
- know about it, and as long as it works from DOS I'm not especially worried
- about fixing it.
-
- * If you have any SPECIFIC bug reports, please, e-mail them to me, I want to
- hear them!
-
-
- 6 COMING SOON
- _____________
-
- I'm not exactly sure what to do next. The possibility of taking WAVs, BRR
- compressing them and writing them into ROMs has been mentioned; this would
- allow you to replace the sounds in games with your own. I will look into
- this, it seems easy, but I'll have to see. Anyway, for now I will be taking
- a short break from programming, to play some Chrono Trigger, FF5e, and catch
- up on some sleep. :)
-
- -Butcha
-