-
SYSTEM SEARCH
System Scanners Online:
Username: Guest
>> System Scan?
>> The Universe >
Incoming Message:
Due to system limitations searching with words of 3 or less characters will not return results. For instance; Doctor Who. This will not return results as the system is trying to search for both Doctor AND Who in which Who will not be found as it's a 3 character word. To find Doctor Who; you'd search for either Doctor or "Doctor Who".
Search Tips:
For specific searches; enclose your search with quotes. Example: "Doctor Who" or "Addams Family".
Search the Community
Showing results for tags 'pinsound'.
-
-
PinSound: Attack From Mars Remake, uncompressed remastered soundtrack
CarnyPriest posted a tutorial in VpinMAME
Chicago Gaming Co., under license, has been reproducing Attack From Mars machines with updated electronics. This includes an upgraded sound system and a remastered soundtrack. The game code is publicly available at the Chicago Gaming Co website to allow owners to do machine restores/updates. I can confirm that is is not password protected or encrypted. It is very easy to load the image in 7-zip and extract the contents. All of the sound samples in the latest available code installer are located in the following folder: path\AttackFromMars100Installer.img\2.img\emmc.img\1.img\home\debian\emumm\afmdata\samples\vol_25perc\ All files are uncompressed, 16 bit PCM, 31.25 kHz sampling rate, 1000 kb/s bit rate, stereo. The remastering, as indicated by the sample source folder name, is that all tracks were leveled to 25% of volume (presumably, 85 db?). It is believed that the samples come from the original digital masters. The only thing better would be the original analog studio masters. Who knows if those even exist anymore. Presumably, if they existed they would have been used. I've mapped the samples to the currently available PinSound structure for the classic Attack From Mars. See attached files. I've mapped in both directions, and all samples in the Remake collection are currently in the PinSound structure. Also, there are quite a few items in the PinSound structure that are not in the Remake collection. Differences may be there because of changes that came with revisions to the code for the original Attack From Mars production run. Remake is based on v1.0. But most VPM users probably use one of the later variants. In the maps, if I did not find a match then instead of the match I have listed the code that the game would use to call the sample. That's about as far as I'm taking it here. The license holder is known to be very protective of their license. But the information in this tutorial would allow someone to construct their own highest quality PinSound package and enjoy sound samples identical to what Remake owners enjoy. afmr.csv afmps.csv -
Most are aware of Stern SAM soundtrack remixes that were done using Pinball Browser – links to some patches and/or patched game code here: http://vpuniverse.com/forums/forums/topic/2380-list-of-vpm-rom-remixes-and-mods But support for PinSound-based alternate soundtracks has been included in the last two releases and I very rarely see anyone mentioning it. It’s virtually untapped territory for updating/upgrading existing tables. There is currently support for Data East, Williams System 11C, WPC, and Whitestar. It’s very easy to add the feature. Download Windows version of PinSound Studio here: https://www.pinsound.org/pinsound-studio/ Like every other pinball-related program, this should be run as admin. There is online support to download alternate soundtracks directly through the program. Offline, you can go to the community website and download zip files for tables. The program allows you to import from zip. http://pinsound-community.org Wait for the program to extract and process the sound files from the zip. When the program is ready, select the Visual Pinball tab on the left hand side of the window. Type in the PinMAME rom set that you want to associate with the sound package that you imported. Now, in the VPinMAME game settings for the rom. Set the value of Sound Mode to 2. That’s it! Some that I really like: TAF – remastered music and voices http://pinsound-community.org/forum/index.php?/files/file/126-taf_remastered_original_voiceszip/ TZ – the lost Chris Granner DCS soundtrack http://pinsound-community.org/forum/index.php?/files/file/127-tz_dcs_chris_grannerzip/
-
PinSound: Medieval Madness Remake, uncompressed remastered soundtrack
CarnyPriest posted a tutorial in VpinMAME
Over the last couple of years, Chicago Gaming Co., under license, has been reproducing Medieval Madness machines with updated electronics. This includes an upgraded sound system and a remastered soundtrack. The game code is publicly available at the Chicago Gaming Co website to allow owners to do machine restores/updates. I can confirm that is is not password protected or encrypted. It is very easy to load the image in 7-zip and extract the contents. All of the sound samples in the latest available code installer are located in the following folder: path\MedievalMadness202Installer.img\1.img\home\ubuntu\emu_mm_install\package\mmc_image.img\1.img\home\debian\emumm\appdata\samples\vol_25perc\ All files are uncompressed, 16 bit PCM, 31.25 kHz sampling rate, 500 kb/s bit rate. Mono signal, of course, like the original game. The remastering, as indicated by the sample source folder name, is that all tracks were leveled to 25% of volume (presumably, 85 db?). It is believed that the samples come from the original digital masters. The only thing better would be the original analog studio masters. Who knows if those even exist anymore. Presumably, if they existed they would have been used. That said, there is a High Quality Medieval Madness package already available at PinSound. It might already utilize the same samples. The files available in this HQ package are compressed (vorbis), but the resulting files are all 31,250 kHz sampling rate and 189 kb/s bit rate. This is far better than the original compressed DCS samples available through VPM emulation. And, unless you play pinball with a good set of headphones and happen to be blessed with golden ears, the difference compared with the uncompressed Remake samples is likely indistinguishable. Why bother then? A jackpot callout was restored in the v2.01 update. It is not in the PinSound package. I've mapped the samples to the currently available PinSound structure for the classic Medieval Madness. See attached files. I've mapped in both directions, and it seems possible that there are samples in the Remake collection that are not currently in the PinSound structure. It would be pretty easy to add them. Also, there are items in the High Quality structure that are not in the Remake collection. Either direction, there is only handful that are not mapped, but there may be a benefit in merging both collections to ensure that all sounds are there if needed. Differences may be there because of changes that came with revisions to the code for the original Medieval Madness production run. Remake is based on v1.0. But most VPM users probably use one of the v1.09 variants. Aside from the profanity samples, I'm not sure what else might have changed, In the maps, if I did not find a match then instead of the match I have listed the code that the game would use to call the sample. That's about as far as I'm taking it here. The license holder is known to be very protective of their license. But the information in this tutorial would allow someone to construct their own highest quality PinSound package and enjoy sound samples identical to what Remake owners enjoy. mmr.csv mmhq.csv