Reply 60 of 74, by zaphod77
Okay, i think this can be explained by newer devices (mu2000ex) upgrading the xg/gm/gm2 patches, but deliberately leaving the tg300b patches alone, so that the gs midis sound the same. an mu50/80 would sound much closer.
Okay, i think this can be explained by newer devices (mu2000ex) upgrading the xg/gm/gm2 patches, but deliberately leaving the tg300b patches alone, so that the gs midis sound the same. an mu50/80 would sound much closer.
So s-mu2000 now has a fully translated main display. this helps a lot.
It also now plays back a very nice 4 port midi cover of Necrofantasia, complete with all it's display trickery.
Also, you can switch it to "mu-basic" using the system control panel to play back most old files that do not sound correct. this does not lose the new instruments, but simply undoes the changes the mu100 made to the basic GM instruments.
For example, the new much heavier distorted guitar goes back to what it was on the mu50.
They added a rolling build system that runs about every 10 hours, the latest binaries here: https://github.com/tarboh/S-MU2000/releases
Sorry guys. I am having a huge issue building the ROM files with the Devkit and Python script. Can someone please list each step for a dummy who has VERY little experience with Python and extracting roms? Thank you!
I cannot find a full dump with control ROM etc. My MU2000 Broke about a year ago and I want to use the S-MU2000 emulator. Sad day.
JJJBoy86 wrote on 2026-10-05, 08:27:Sorry guys. I am having a huge issue building the ROM files with the Devkit and Python script. Can someone please list each step for a dummy who has VERY little experience with Python and extracting roms? Thank you!
If you're on Linux or able to use WSL in Windows then you can switch from MAME's to S-MU2000's ROM formats by running this long but powerful conversion command:
paste -d '\n' <(xxd -p -c 2 mu2000-v2.01-h.bin) <(xxd -p -c 2 mu2000-v2.01-l.bin) | xxd -r -p | dd of=mu2000_flash.bin conv=swab
Technically speaking, both share the same ROM image with a different approach (interleave and byte order).
I got it working with the Python script and the 2 halves of the MAME ROM files! It's incredible emulation!
The stand alone gui application crashes when clicking one of the top row of buttons
And also the error shown in the command line window shows it's trying to load a font file from drive C ( Win10 ) even though my currently running OS win 8.1 is running on drive E.
I installed the font in the and it's still trying to access it on drive C, almost like it's hard coded to use primary OS font folder on drive C.
APN_K wrote on 2026-10-08, 09:56:The stand alone gui application crashes when clicking one of the top row of buttons
And also the error shown in the command line window shows it's trying to load a font file from drive C ( Win10 ) even though my currently running OS win 8.1 is running on drive E.
I installed the font in the and it's still trying to access it on drive C, almost like it's hard coded to use primary OS font folder on drive C.
Thanks for the report, and for the console output — that pinned it down right away.
The editor windows (the ones the top row of buttons open) were loading their font from a hard-coded C:\Windows\Fonts\... path. On your machine that points at the Windows 10 install rather than the running Windows 8.1 on E:, the file could not be read, and the UI library treats a font that fails to load as a fatal error. The front panel was unaffected because it looks fonts up by name instead.
This is fixed in the latest continuous build: the font folder is now taken from the running Windows, and a font that cannot be loaded falls back to the next one instead of closing the program.
I don't have a setup with Windows on a drive other than C:, so I couldn't test that case myself. If you get a chance to try the new build, I'd be glad to hear whether the buttons work now.
Okay it works now, no more crashing when opening top panels.
Not only does this emulator now have many fantasy plugin boards that actually work (one for famiicom sounds, one for fm music, one for loading dls level 1, a harmony board, etc.. It also now has a keyboard window for playing music with.
The virtual keyboard now has two assignable sliders
I've finally been able to install. I've been able to load GUI and playback some midi (During the weekend i think I'll try some comparison with real hardware), but in no Way, I've been able to load this as a VST. Maybe some one experienced the same problems and solved this?
Thank you.
Aldo
RetroGC wrote on Today, 07:36:I've finally been able to install. I've been able to load GUI and playback some midi (During the weekend i think I'll try some comparison with real hardware), but in no Way, I've been able to load this as a VST. Maybe some one experienced the same problems and solved this?
Thank you.
Aldo
It works perfectly as a VST. If you are using FSMP then you have to use either the native VST2 version (it has the .dll extension in the build folder) with the x64 version of FSMP or the CLAP version with this CLAP 2 VST2 wrapper:
https://falcosoft.hu/clap2vst2_10.zip
You should also copy the 'roms' and 'art' folders to the same folder where the VST/CLAP plugins are placed. That is: