Burning and emulating Panzer Dragoon Saga

I’m currently emulating PDS on my laptop using SSF, and it runs fine except for a problem that I also have with PD2Z reguarding sound. For some reason, some BGM tracks play faster than others. I think this is a problem with the burning of the disc itself, and I was wondering how I can fix this. Right now, I’ve tried using Alcohol120%, PowerISO and CDRWIN.

I’m not sure if that would be to do with the burning (from trying out Zwei a while ago I do seem to remember SSF playing the background music too fast), but have you tried using a virtual drive program (Daemon Tools or whatever else) to mount the disc image rather than burning it?

If I run it from the original disc, it works fine. But from burning or mounting it using Daemon Tools I still get the error.

Hmm strange.
Aren’t some of the tracks in PDS generated using the Soundchip of the saturn itself rather than prerecorde Synth?

Actually all the in-game music is generated on chip, so it’s only the FMV’s and title/end themes that are redbook. Is there a chance that something about the emulation was not perfectly translated for PC’s set to PAL defaults or some issue of that sort?

Any music that makes use of the Cybersound wavetable software plays back around 30% faster than it should. It’s an issue with the SSF emulator itself. Games like NiGHTS, Radiant Silvergun, Panzer Dragoon Zwei, and so on are affected.

Once this issue is cleared up, the emulation will be almost flawless. In fact, it has the capability to exceed the original hardware easily… the clarity of the sound is already better with Cybersound games.

[quote=“Parn”]Any music that makes use of the Cybersound wavetable software plays back around 30% faster than it should. It’s an issue with the SSF emulator itself. Games like NiGHTS, Radiant Silvergun, Panzer Dragoon Zwei, and so on are affected.
[/quote]

Isn’t Nights redbook.

If you put it in a CDA player you can play basically every track from the game and I can’t say I noticed NiGHTS music playing faster on SSF.

I personally think the biggest flaw with SSF is that its output is interlaced on hi-res games such as Virtua Fighter 2.

This causes several issues as if you enable frame skip then interlaced video ends up ghosting like nobodies business. It would be much better if they offered an option to render it in progressive or interlaced depending on preferences.