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Nebula Audio Jukebox (C) 2004 ElSemi

htp://nebula.emulatronia.com NebulaEmu@myrealbox.com
This program emulates:
- QSound hardware of CPS2 and ZN games.
- YM2151+ADPCM of CPS1 games
- YM2610 of Neogeo games
- YM2151+ADPCM of Konami games
- ICS2115 of PolyGameMaster games.
- 1 SCSP of Sega Model 2A/2B/2C games and 2 SCSPs of Sega Model 3
- MultiPCM in Model 2 games (by R. Belmont)
- DSB-1 in Sega Touring Car Championship and Scud Race
- DSB-2 in Top Skater and Sega Rally 2
It allows you to hear the music and sound effects of these games.
It needs Nebula datfiles to recognize the romset and rom names, so it is a good
idea to put
this player in the same directory as Nebula.
v2.9
- Added Digital Sound Borad 2 emulation for Top skater and Sega Rally 2
- Added all dumped model3 games. Some have changed the rom name, so check th
e
included romcenter dat.
- Fixed indy 500 noises and other SCSP bugs.
- Fixed virtua cop crashing.
- A lot of other fixes that I don't remember...
v2.8
- Added Digital Sound Board emulation for Sega Touring Car Championship
v2.7
- Added 2xSCSPs emulation for Model 3 sound board. Only the 2 good
Model 3 dumps added: Virtual-ON 2 (von2snd) and Lost World (lostsnd).
- Improved SCSP timers speed (but it's still too fast)
- Added preliminary SCSP envelopes.
- Added MultiPCM emulation. Thanks to R.Belmont
for the MultiPCM emulation from M1.
- Fixed Mega Twins music speed
- Megaman (CPS1) sound codes are working now
- Now jukebox will also search for .DAT files in
subdirectories inside MUSICDAT dir.
- ZN Games can be added using ROMDATA files.
v2.6
Added the following SCSP features:
- Panning
- Pitch variation
- Amplitude and Frequency modulation LFOs
Various internal SCSP fixes.
Added Model 2A games.

v2.5 Added preliminary SCSP emulation for Sega Model 2 games. No
envelopes or modulation yet, but it sound quite well.
Note that SCSP games will always run at 44100Hz, Directsound 2D
and linear interpolation, despite the values you have selected
Usually tunes for these system start at
codes 0100, 0101, 1000 or 1001, just try to find where
they are. Sound effects start usually at 1100 or 1101.
v2.4 I don't know what happened with 2.4 :)
v2.3
Added PGM sound emulation. PGM sound system is dynamic (that means
that only the current playing song is uploaded to the Z80 program
when needed (and the samples), so apart from the game ROM files, you'll
need some files that Nebula can generate with the songs in the Z80
memory in a given instant (PZM files). First load a game ROM and
then load a PZM file, jukebox will show the songs in the file (some
may be empty and may cause you have to press the RESET button or
reload the file to make the Z80 work again). Sample codes start at
101 (PGM intro music). usually the samples till 1A6 are the
samples stored in the BIOS ROM, above it, tye are samples stored
in the game rom.
v2.2
Added Kikaioh (ZN). Music codes start at 8001
Fixed ZN bad sound. I forgot to byteswap the sample data
Fixed Konami games always being selected.
Added Nebula DSP plugins support (Plugins directory)
v2.1
Added Konami games (moo and bucky)
Switched to the new romdata format
v2.0
New GUI design (by MHz), bigger list, more space
New QSound code, better sound, less saturation, fixed
xmcota high pitch sounds when using interpolation.
Added an option to pre-amplify qsound output. (higher
volume output)
Added 4 points interpolation for neogeo DeltaT channel.
Added the new kof2k M rom dump.
Added an option to sync recording start with the code
send button. (mark Sync, then Record, and then send the
code)
More games filters.
Sound code can be changed with Up/Down arrows and sent
with Enter key (easier to browse songs)
v1.63
Added the new redumped sets for mslug3 and kof2k
Added channel control for all systems
Improved CPS1 sound emulation, now it sounds
without distortion.
Fixed 0 sized music files
Added 48000 Hz sampling rate
v.162c
Added support for kof2k 256Kb M1 rom
Fixed Directsound 3D bug
v1.62b
Fixed 4 point interpolation equation.
Added the new sound code to DirectSound 3d Modes.
v1.62
Added NITD, Pisle2, Sengoku3 and Strikers 1945 +.
Fixed system selection.
Now Jukebox uses the new QSound engine of Nebula, faster and more
accurate. It also has a 4 point interpolation for QSound games.
Fixed kof2k and ms3 sound
v1.61
Added Mslug3.
Re-added ZN games that were accidentally removed from the previous version
Fixed mp3 saving
Now the selected games are remembered.
v1.6 Added Kof2k, v-liner and Ganryu
New delta-t interpolation mode for neogeo games
Fixed some neogeo games sound hangs
v1.5a Fixed some wrong CRCs and sizes of sound roms.
v1.5 Added YM2610 sound emulation (that is NeoGeo games :) ).
Neogeo sound codes usually start at 0721 (Mslug starts at 0021).
Neogeo logo song is code 0002. Channels panel and position controls
don't work with NeoGeo or CPS1 games.
Added a system filter for the rom list.
v1.4 Fixed (again) the sound pitch and tempo.
Rewritten all the sound code, it is now faster and better sounding.
Interpolation is now less CPU intensive and works better.
v1.4 Added more CPS1 games
Changed the buffer size to a more SBPCI friendly value
v1.2 Added CPS1 YM+ADPCM games.
Added ZN1/2 games.
Added volume control.
v1.1 Fixed some rom loading problems.
Added CPS1 qsound games
Added multiple rom directories. See below to know how to configure the
m.
v1.0a Added interpolation mode
USAGE
Put Jukebox in the same directory as Nebula, as it needs its romdata files to
identify the romsets.
The first time you execute jukebox, a jukebox.ini file will be created. You
must put your rom directories in that file.
Launch the executable and the main window will appear.
In the left panel, you'll see a list of the available games. Double click the ga
me name
or hit Load to load the game. Once the game is loaded, the sound emulation will
start working.
Only Parent games are shown.
Now to the bottom panel. Here are the controls of the sound you want to play:
Sound code: Is the code of the sound/music that will be played. Usually
the songs are
in the lowest codes and the sound effects after them, but it dep
ends on each
particular game.
Send: Sends the selected code to start playing it. (Note that the send
button is the
default button, so it will be pressed when you hit Enter. It's u
seful combined with
the up/Down buttons of the sound code to advance to search for a
code (push the
Up button with the mouse and then enter, up, enter, ... and you'
ll advance hearing
the sounds).
Stop: Stops the current playing.
Reset: Reset the CPU. Some codes cause the CPU to enter in a loop. If y
ou are not
getting sound when you send known codes, then the CPU must be re
set.
Show channels: Show the channels panel, that shows the volume, position
and activity
of each channel. Also allows you to mute the channels yo
u want.
Mode: QSound hardware allows some positioning and moving modes:
0 - Normal. Speed parameters doesn't affect, only Position is us
ed.
1 - Pan (Pos). Moves the sound from left to right and back with
the selected
speed (Speed 1) starting in the position selected.
2 - Pan (Distance). Not sure what it does. it iuses also Distanc
e and Speed 2 parameters
3 - Pan to Right. Moves the sound from the starting position to
the right with the
selected speed 1.
4 - Pan to Left. Same but to Left.
5 - Pan to Right (distance). Not sure, moves the sound and uses
the Distance and speed 2 param.
6 - Pan to Left (distance). Same as above.
7 - Echoed Pan. Creates 2 sound sources and moves them independe
ntly causing some echo effect.
OK, now that we know how to send codes and it starts sounding let's move to the
top right
panel.
This panel allows you to give a name to the sound codes so you don't need to rem
ember the code.
To add a new song/effect name you must write the name of the current code in the
bottom part
of the panel, and then press the Add/Edit button. Do the same to change the name
of a code. (for
example, you have found that code 0013 of SFA2 is the intro song, then set the 0
013 code in
the Sound Code box, and write in the bottom part of the song list the name, for
example "Intro"
and then hit Add/Edit).
To delete a code name, select it and hit the Delete button.
To play a code, you can either double-click its name or select it and then hit t
he Send button.
These code names are stored in a per-game file in the MUSICDAT directory so you
can share them
with other people.
Now the bottom left panel. It allows changing the sound quality.
Sample Rate: 11025,22050,44100 (recommended: 22050).
Sound Mode: Directsound 2D,Directsound 3D. Use directsound 3d only if yo
u card supports
hardware accelerated 3d sound and at least 16 hardware voices (ex. SBLiv
e! but not SB PCI64/128)
The last panel, but not the least important, the bottom right panel. These are t
he recording
options. The recorded data is stored in the Shots directory. The name of the fil
es is the code
that is currently shown in the Sound Code box (be careful with this).
Format: Allows you to select the ouput format of the recorded samples.
Wave File - Creates a standard Windows .WAV file. Remember to push th
e Record/Stop button
to stop the wave writting before exiting the player, otherwise t
he wave header
will not be written and the file will be unusable (for most play
ers).
MP3 File - Creates a MP3 file. It requires the LAME dll (LAME_ENC.DL
L) to work and also
more CPU power, but the size of these files (as all you know) is
much smaller.
Bitrate: When using MP3 compression, selects the bitrate of the output f
ile.
NOTE: Sound recording is only possible in Directsound 2D mode (have you ever see
n MP3 or WAV
files with 16 channels?)

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