San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

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ShindouGo
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#11 » Mon Jan 18, 2021 2:14 pm

It's cool, it's not going to be very complicated to do :)
Mainly file renaming ;)
What worries me is the new N64 music not present in the DC version.
Hope I can convert them to .STR
I will test this with the PS1 tools, hoping it works ;)

Edit : unfortunately it is not the same as .STR under PS1 :(

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Ragfish
St.Jimmy
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#12 » Mon Jan 18, 2021 2:50 pm

Awesome. Unfortunately I don't have a good setup for testing stuff like this (no gdemu and burned discs only sometimes work for me) but with a cheat code to unlock all the tracks it should be easy to make sure everything's playing where it should be.

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megavolt85
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#13 » Mon Jan 18, 2021 2:58 pm

in KATANA games all resources are optimized for the console hardware
the file extension does not say anything, you need to study the file itself
you can try this program, it was often used in KATANA games to create STR audio files

mkstream.7z
(61.53 KiB) Downloaded 221 times

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ShindouGo
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#14 » Mon Jan 18, 2021 3:04 pm

I love you megavolt85 :D
I was just going to answer that I couldn't :)
I test immediately ;)

Edit : Wouldn't it also be used in the Psychic Force fighting game ?
I stuck on this game which had 2 audio tracks for each music : one left and one right.

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ShindouGo
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#15 » Mon Jan 18, 2021 4:32 pm

Well that's great, that's the format :)
On the other hand, I have a concern about the final size which will even exceed the size of a GDI.
I'll have to reduce the quality.
I'm going to keep the stereo and instead lower the frequency to 32000 Hz, so that there will not be too much loss of quality and I will save a lot of space.

Edit : I have no choice, I will have to go down to 22050 Hz

Motoracer5
blackout!
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#16 » Mon Jan 18, 2021 4:45 pm

Maybe a high quality music version would be appealing? Lots of people use a ODE, so GDI size is less of a concern

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ShindouGo
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#17 » Mon Jan 18, 2021 5:15 pm

I can do it but it will exceed the maximum size of 1.1 GB of .GDI.
Thinking about it, I can also make a .CDI that will work, as long as I don't go over 2GB :)

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ShindouGo
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#18 » Tue Jan 19, 2021 4:17 am

That's it, I downsampled to 22050 Hz stereo and renamed all the files for the different races.
So we have :

Marina (Race 1) - morning.STR containing the music Bassy.STR
Haight (Race 2) - Noon.STR containing the music Garage.STR
Civic (Race 3) - Sunset.STR containing the music Seventies.STR (N64 exclusive music)
Metro (Race 4) - Night.STR unchanged
Mission (Race 5) - Garage.STR containing the music Trancey.STR
Presidio (Race 6) - TheRock.STR containing the music Retro.STR (N64 exclusive music)

The Rim (Stunt 1) - Stunted.STR unchanged
Disco (Stunt 2) - Flier.STR containing the music Stunted.STR
Oasis (Stunt 3) - Wingey.STR containing the music Flier.STR
Warehouse (Stunt 4) - Trancey.STR containing the music Flier.STR

Stadium (Battle 1) - High.STR containing the music Bassy.STR
Melee (Battle 2) - Vice.STR containing the music Garage.STR
Tundra (Battle 3) - Starsky.STR containing the music Seventies.STR (N64 exclusive music)
Atomic (Battle 4) - Robo.STR containing the music Night.STR
Downtown (Battle 5) - Bassy.STR containing the music Trancey.STR
Plaza (Battle 6) - Speed.STR containing the music Retro.STR (N64 exclusive music)

Roadkill (Battle 7) - Warrior unchanged
Factory (Battle 8) - Speed? containing by obligation Retro.STR (N64 exclusive music)
Obstacle Course - Hidden unchanged

@megavolt85, do you have a software that allows you to do the opposite, ie extract in .wav from the .str ? (this is for future projects)
There are also 2 .ROM files (SELECT.ROM and HIGHSCORE.ROM) which correspond to the 2 musics in the menu and in the high scores that I was able in part (it's a bit fast) by opening them in data raw in audacity. Do you have a software to modify this kind of file ?
Attachments
ROMfiles.7z
(1.13 MiB) Downloaded 262 times

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megavolt85
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#19 » Tue Jan 19, 2021 10:48 am

ShindouGo wrote:do you have a software that allows you to do the opposite, ie extract in .wav from the .str ? (this is for future projects)


no

ShindouGo wrote:There are also 2 .ROM files (SELECT.ROM and HIGHSCORE.ROM) which correspond to the 2 musics in the menu and in the high scores that I was able in part (it's a bit fast) by opening them in data raw in audacity. Do you have a software to modify this kind of file ?


these files don't look like ADPCM

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ShindouGo
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Re: San Francisco Rush 2049 - PS2 vs Dreamcast - Frame Rate Test

Post#20 » Tue Jan 19, 2021 11:16 am

Too bad for the 2 music.
I will already offer a version with all these modifications :)
Thank you for your help ;)

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