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Double Dash .baa support #1
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Just use GetInstrument here, inside the try/catch, instead of doing both and also trying to set the patch separately?
We don't generate waveforms, but it's nice to know what settings and duty cycles to use for instruments for e.g. an NES VST plugin. Also include instrument names in VGMColl, and spit out instruments that have no regions, because the name is still helpful.
More Basic Siiva Cleanups
This seems to be a good old-fashioned typo. Spotted when trying to get WarioWare: Smooth Moves to work.
This also requires a C string so we don't need to duplicate the strlen() everywhere.
This gets basic RBNK and RSEQ data working yet. I still have to figure out RBNK in more detail for things like ADSR envelopes.
It seems somehow the parsing we're doing is causing Wild World to go into an infinite loop. This needs more investigation, but for now...
Reads from BMS files and is able to hopefully spit out a small amount of meaningful information from their existence.
We set it to -1 by default and test against that. It shouldn't go above 0x7F either so an int8_t should hold it.
We often see the same RWAR with different RBNKs, so only construct them once.
PCM8 is signed
Otherwise it would try to be guessed from the header sizes, not the data sizes, and we could get wrong offsets here
As seen in Bomberman.
It takes a long time because it linearly scans for every item for every position. Let's hack it out for now.
DLS Level 1 only supports mono samples
I can't figure out why this *2 is here, and it was screwing up Release metadata for SF2 files as verified in Awave Studio.
Why we have two name fields I don't know but name is shown in the UI so it's strange it's not exported as the same thing.
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I was fiddling around with the .aaf and .baa banks from Super Mario Galaxy & Sunshine. They seem to load and save as sf2 but when I try it with Mario Kart Double Dash, it gives me an error. Is there a way to fix this issue?