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az_bont
April 6th, 2007, 03:24
Hello.

I've spent the last few days ripping all of my GD-ROMs via BBA, using BBRip, and have managed to construct working .GDI files to go with the tracks. They all seem to be properly created, because the games boot just fine.

However, when I have been testing games with GDDA (or CDDA, if you prefer), the console reports that nullDC returns errors when initiating the music, and it ends up always reading the audio from sector 0 onwards, regardless of the game. This means that for the length of the first track, it outputs garbage sound, and when it reaches the second track, you can hear the usual spoken warning speech, and it continues onwards, slowly creeping through the sectors until a different GDDA track is meant to play, at which point it returns to sector 0 again.

I have tried this with every combination of plugin I could, and it doesn't seem to affect it at all. Here are the .GDI files I have created for various games:


DreamOn Volume 1 (E):
9
1 0 4 2048 track01.iso 0
2 600 0 2352 track02.raw 0
3 45000 4 2048 track03.iso 0
4 226298 0 2352 track04.raw 0
5 239430 0 2352 track05.raw 0
6 253412 0 2352 track06.raw 0
7 275888 0 2352 track07.raw 0
8 289464 0 2352 track08.raw 0
9 303918 4 2048 track09.iso 0

Chu Chu Rocket (E):
19
1 0 4 2048 track01.iso 0
2 7334 0 2352 track02.raw 0
3 45000 4 2048 track03.iso 0
4 355752 0 2352 track04.raw 0
5 363830 0 2352 track05.raw 0
6 377274 0 2352 track06.raw 0
7 380125 0 2352 track07.raw 0
8 386214 0 2352 track08.raw 0
9 393566 0 2352 track09.raw 0
10 395638 0 2352 track10.raw 0
11 399475 0 2352 track11.raw 0
12 408746 0 2352 track12.raw 0
13 433284 0 2352 track13.raw 0
14 458308 0 2352 track14.raw 0
15 465907 0 2352 track15.raw 0
16 493817 0 2352 track16.raw 0
17 503254 0 2352 track17.raw 0
18 505445 0 2352 track18.raw 0
19 506044 4 2048 track19.iso 0

The actual game portions for these games (and many other games with only a single track03.iso) will boot fine, and I have checked the .raw audio by converting it with bero's raw2wav and they sound perfect.

Can anyone shed some light on my problem?

Cheers,
az_bont

chane2k1
April 6th, 2007, 03:45
hmm, that might be whats happening too mine as well. i dont seem to get any audio from GDDA when using .GDI at all. ill have to see what the console reports when playing games with GDDA.

drkIIRaziel
April 6th, 2007, 04:29
Its a bug on the cdda/gdrom code .. many games request to play from sector 0 :/

PsyMan
April 6th, 2007, 04:42
I have a question too... What were the means of creating your GDI files?

az_bont
April 6th, 2007, 05:30
Its a bug on the cdda/gdrom code .. many games request to play from sector 0 :/

Thanks for the quick response. Does that mean I can keep the same .GDI files, and in future releases the GDDA would play normally?

chane2k1
April 6th, 2007, 06:52
I have a question too... What were the means of creating your GDI files?

I just used the log file that dreamrip gives me, inserted the lba values into a .txt and renamed it to .GDI. of course, you do have structure the txt file as a .GDI by following the instructions here http://forums.ngemu.com/nulldc-forum/87596-undocumented-nulldc-features.html

executter
April 7th, 2007, 11:39
DreamOn Volume 1 (E):
9
1 0 4 2048 track01.iso 0
2 600 0 2352 track02.raw 0
3 45000 4 2048 track03.iso 0
4 226298 0 2352 track04.raw 0
5 239430 0 2352 track05.raw 0
6 253412 0 2352 track06.raw 0
7 275888 0 2352 track07.raw 0
8 289464 0 2352 track08.raw 0
9 303918 4 2048 track09.iso 0


hi, just a little question. How do you rip the two first track (low-density). I've always thought it was impossible with BBRip or DreamRip ...

az_bont
April 7th, 2007, 16:27
hi, just a little question. How do you rip the two first track (low-density). I've always thought it was impossible with BBRip or DreamRip ...

I've heard that often, but I've never had a problem with them. DreamRip by bero automatically ignores the two low-density tracks, but with BBRip (v1.2 Beta) I've been able to tick the first two tracks whenver I've ripped a game and they've transferred properly every time.