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PostPosted: January 1st, 2012, 5:33 pm 
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The Hoot player has been updated on 2011-12-31.

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PostPosted: January 2nd, 2012, 3:02 am 
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Image

Pretty much all it does now. Will there be a fix, I wonder?

Also note that the previous version does not work with updated keys. The entire key system in fact is really, really irritating and I wish it would just go away already.


Last edited by papa_november on January 2nd, 2012, 9:00 am, edited 1 time in total.

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PostPosted: January 2nd, 2012, 4:05 am 
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What exactly does this update offer? That screenshot is giving me second thoughts...


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PostPosted: January 2nd, 2012, 6:10 am 
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I'm getting the same error as papa_november, with this build and the previous one (from may or so).. I don't know what's causing this..


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PostPosted: January 2nd, 2012, 12:19 pm 
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The new version updates many sound cores and music drivers.

I have no idea what can possibly go wrong. Especially since it works on my Win7-64 system, which is pretty much barebone in terms of customization. At least make sure you have installed the latest Visual C++ 2005 runtime (both x86 and x64 if you have a 64-bit system). Also, I'm not certain that Hoot works on pre-XP systems anymore.

As for the music packs, make sure to delete the included xml folder and hoot.xml file, and replace them with the last Knurek archive available. Deleting the hoot.nc name cache might be useful too.

The default Japanese hoot.ini config file should work out of the box, but you might want to have a look at my translated file:

Code:
[config]
data_dir=ac;fc;fm7;fmt;gb;md;msx;pc;pc88;pc88va;pc98;pc9821;pce;sfc;x1;x68
wave_dir=outs
sampling_rate=44100 ; (44100:default, 55466:OPN, 62500:OPM)
buffer=16
language=japanese.lng

; Cache file settings
; It will search in the following order:
;
; [1] specified cache file
; [2] <program>.nc
; [3] default "hoot.nc"
;cache_name=hoot.nc

; Display method
; 0: DirectDraw
; 1: Direct3D
display_method=1

; Speed regulation
;slow_pitch=4
;fast_pitch=4

; Folder order (0:driver/type(default), 1:type/driver)
folder_order=0

; Title sort (1:sort(default), 0:don't sort)
sort=1

; Title sort takes case handling into account (0:yes(default), 1:no)
sort_mode=1

; S98 logging (0:no(default), 1:yes)
; (experimental driver)
s98enable=0

; pc98dos driver text output
; (0:no(default), 1:OutputDebugString(), 2:console)
pc98dos_debug=0

; MSN Messenger 7 compatibility
sendmsn=0

; Output device (0:primary, 1:first available)
output_device=0

; Output MIDI device (-1:default, 0:first available)
; (use uDeviceID value from midiOutOpen() function)
output_midi_device=-1

; Enable midiout_type specified in XML file (-1:default, 0:first available)
; If not specified, select following output_midi_device:
;
; midiout_type      Name                     Device
; 2                 output_midi_mt32         Roland MT-32
; 3                 output_midi_cm64         Roland CM-64
; 4                 output_midi_sc55         Roland SC-55 / GS-compatible
; 5                 output_midi_m1           KORG M1
; 7                 output_midi_sc88         Roland SC-88
; 8                 output_midi_gm           Roland SC-55 / GM-compatible
; 9                 output_midi_sc88pro      Roland SC-88Pro
;output_midi_device_mt32=-1
;output_midi_device_cm64=-1
;output_midi_device_sc55=-1
;output_midi_device_m1=-1
;output_midi_device_sc88=-1
;output_midi_device_gm=-1
;output_midi_device_sc88pro=-1

; Title scroll speed
title_speed=1

; Mouse operation
mouse_operation=1

; Selector string margin
selector_mergin=2

; fft_winfnc
; 0: rectangular
; 1: Hanning
; 2: Hamming
; 3: Blackman

fft_winfunc=3
fft_size=1024
fft_skip=1

lpf=1
lpf_order=4
lpf_cutoff=10000

; Sound core type
; 0 = fmgen
; 1 = X68sound
; 2 = mame
ym2151_type=0

; fmgen settings

ym2151_interpolation=1
ym2151_volume=0

ym2203_interpolation=1
ym2203_volume_fm=0
ym2203_volume_psg=0

ym2608_interpolation=1
ym2608_volume_fm=0
ym2608_volume_psg=0
ym2608_volume_rhythmt=0
ym2608_volume_rhythm0=0
ym2608_volume_rhythm1=0
ym2608_volume_rhythm2=0
ym2608_volume_rhythm3=0
ym2608_volume_rhythm4=0
ym2608_volume_rhythm5=0
ym2608_volume_adpcm=0

ym2610_interpolation=1
ym2610_volume_fm=0
ym2610_volume_psg=0
ym2610_volume_adpcma=0
ym2610_volume_adpcmb=0

; ROMEO settings

; ROMEO output delay (ms)
romeo_delay=0

; YMF288 clock oscillator x2 check
; YM2151 clock oscillator x3 check
romeo_enable_x2=0
romeo_enable_x3=0

; *_gain_fm     : FM channel carrier TL gain
; *_gain_rhythm : rhythm channel TL gain
; *_clock_x?_*  : ROMEO output clock range
;                 (if range is 0~0, ROMEO is not used)

romeo_ym2608_gain_fm=3
romeo_ym2608_gain_rhythm=1
romeo_ym2608_clock_x1_high=8000000
romeo_ym2608_clock_x1_low=7987200
romeo_ym2608_clock_x2_high=7987200
romeo_ym2608_clock_x2_low=7987200

romeo_ym2203_gain_fm=3
romeo_ym2203_clock_x1_high=4000000
romeo_ym2203_clock_x1_low=3993600
romeo_ym2203_clock_x2_high=3978600
romeo_ym2203_clock_x2_low=3978600

romeo_ym2151_gain_fm=0
romeo_ym2151_clock_x1_high=4000000
romeo_ym2151_clock_x1_low=4000000
romeo_ym2151_clock_x3_high=3580000
romeo_ym2151_clock_x3_low=3579545

romeo_ay38910_clock_x1_high=2000000
romeo_ay38910_clock_x1_low=1996800
romeo_ay38910_clock_x2_high=1989300
romeo_ay38910_clock_x2_low=1989300

; SNESAPU settings

; snesapu_interpolationtype
; 0: disable
; 1: linear interpolation
; 2: cubic spline interpolation
; 3: Gaussian interpolation
; --- Sunburst core enabled ---
; 4: sink function interpolation
; 7: actual Gaussian interpolation
snesapu_interpolationtype=3

; snesapu_dspsettings (add the following numbers to set)
; --- Sunburst core disabled ---
; 1: emulate analog system
; --- Common cores ---
; 2: use old wave system
; 4: output phase noise
; 8: invert left and right channels
; 16: disable echo
; --- Sunburst core enabled ---
; 32: disable pitch modulation
; 64: diable pitch bend
; 128: disable FIR filter
; 256: bass boost
; 512: disable envelope
; 1024: disable noise settings
; 2048: rewritte echo RAM
snesapu_dspsettings=1

; USBFM settings
; 0: disable
; 1: FM/SSG output
; 2: FM/SSG/ADPCM output
; 3: same as 2 + transfer of DRAM contents during driver initialization
usbfm_enable=0

; C86CTL settings, requires c86ctl.dll (0:disable(default), 1:enable, 2:full ADPCM DRAM transfer at init for Gimic OPNA)
c86ctl_enable=0

; MDX settings
pdx_dir=D:\Emulation\X68\PDX

; Save window position
save_window=0

; Window position
[window]
position=0,0

; Skin folder
[skin]
dir=skin\sepia

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 Post subject:
PostPosted: January 3rd, 2012, 5:31 am 
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Posts: 57
Thanks a lot! That fixes just about everything.


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PostPosted: January 3rd, 2012, 1:37 pm 
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Re-installing Visual C++ 2005 runtime libraries did the job. Strange thing is, I had installed it in the past, but it refused to work. Probably some files got overwritten with the VC++2008, or had an old version of VC++2005. Whatever, it works now (on XP SP3).

Many thanks, Kaminari!


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 Post subject: Re: Whoot hoot hoot!
PostPosted: June 4th, 2012, 9:47 pm 
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Joined: June 23rd, 2007, 10:34 pm
Posts: 485
Location: You know
The Hoot player has been updated on 2012-05-13.

Sound driver bugfixes and better compatibility with real audio modules (Romeo, Gimic, etc). As usual, don't mix the default game playlists with the ones from Hoot Archives.

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 Post subject: Re: Whoot hoot hoot!
PostPosted: June 4th, 2012, 9:57 pm 
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Thanks for the news, Kaminari. Do you happen to know what purpose does hoot用mxdrv and hoot用mndrv serve?


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 Post subject: Re: Whoot hoot hoot!
PostPosted: June 5th, 2012, 4:09 pm 
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It's a specific port of the MDX driver for use in Hoot.

I think mndrv is a Mania driver -- another X68000 audio format which I'm not familiar with.

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 Post subject: Re: Whoot hoot hoot!
PostPosted: July 26th, 2012, 6:03 am 
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Joined: January 7th, 2007, 5:19 am
Posts: 347
Location: Australia
Any chance of getting hoot rips of some of the Zain Soft x68000 games?

Dios
Tritorn Final
Valusa no Fukushu
Reinforcer


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 Post subject: Re: Whoot hoot hoot!
PostPosted: August 25th, 2012, 10:07 am 
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Joined: January 7th, 2007, 5:19 am
Posts: 347
Location: Australia
Hmmm, I found Balusa and Reinforcer in the archive Danjuro posted in the first post, but they dont seem to be detected by the current versions of Hoot.

Are those files too old?


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 Post subject: Re: Whoot hoot hoot!
PostPosted: August 25th, 2012, 12:13 pm 
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Location: Salad Kingdom
I got it to work fine. Did you referesh it (ctrl+r)?


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 Post subject: Re: Whoot hoot hoot!
PostPosted: August 25th, 2012, 6:46 pm 
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Joined: January 7th, 2007, 5:19 am
Posts: 347
Location: Australia
I thought I had a new version, but I must've got confused when I got my new computer and moved over all my old files, the hoot version I had was actually from 2008!

Working now, thanks!


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 Post subject: Re: Whoot hoot hoot!
PostPosted: October 19th, 2012, 7:13 am 
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Posts: 57
All of the Studio Wing games are broken, and none of the Neo Geo games play samples. Any idea how to fix this? They used to work.


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