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- by TheUltimateKoopa at 8:12 PM EST on November 26, 2011
- *posts link to files everywhere*
j/k, do you have a particular cheat code that mutes the channels?
There's 2 reasons why I want it. One because I might make a few MIDIs from them, as most of the best sequencers rely on channel muting to get their MIDIs as accurate as possible. Teck for example. I think Lunar does, unless he's just good at picking up individual instrument tracks?
The other is simply because I like hearing how the different instruments sound individually.
edited 9:42 PM EST November 26, 2011
- by Dutchie at 6:51 AM EST on November 27, 2011
- i do not have codes that actually work after a shutdown of project 64
cheat engine is a ram scanning thingy or something, at least you can search for adresses and edit there value, i found the channels values and edited them to hear each of them indivitually
after i made an actual code, it should work, but sometimes it wont [cheat engine has problems poking values and freezing them]
but since i used it on an emulator, the codes turn invalid as soon as you shut the emulator down, i think its because emulators dont use the adresses that are actually on the rom and just make there own adresses
there is a specific order to find the adresses of the channels, this technique does not work for all games, i just found this by accident
if you have some knowledge with cheat engine i can post a some info that should be enough to achive it yourself
- by TheUltimateKoopa at 10:41 AM EST on November 27, 2011
- Some knowledge? I'll be blunt.
My knowledge of cheat engine is 0%.
- by Dutchie at 2:37 PM EST on November 27, 2011
- well.......then its not going to make sense if i explain it, too bad
but if you'd like to hear multitracks from various games, i got some game soundtracks fully rebuild [mostly N64, DS & SNES]
just finished mario kart 64 ending :] [besides missing 1 instrument]
- by Elven Spellmaker at 5:41 PM EST on November 27, 2011
- If you're making these in FL Studio would it be possible to export them as MIDI please? ^^
(Oh and thanks for the SoundFont name btw, the drums seem perfect for MK64)
- by TheUltimateKoopa at 6:38 PM EST on November 27, 2011
- Sure, Dutchie. If you have any multitracks, I'll be glad to hear them... particularly and Mario games, or DK games for example.
- by Dutchie at 9:03 AM EST on November 28, 2011
- @Elven Spellmaker sure, but iam far away from having all of it, i think il make another treath when iam done [lol]
@theultimatekoopa thats ok, i have some mario soundtracks but none of donkey kong, however i do have some extracted sequences.
for the mario games, these are availible [full game soundtracks]:
mario 64 [ds]
mario & donkey kong march of the mini's
mario kart ds
mario kart ds demo
new super mario bros
the rest of the list contains either sequences only or unfinished soundtracks:
donkey kong 64
donkey kong country
f zero
f zero climax
guitar hero
luigi's mansion
mario kart 64
metroid prime series
pokemon ds series
super mario bros 1 2 3 & all stars
super mairo kart
super mario world
super mario world 2
super smash bros
tempest2000
the legend of zelda ocarina of time
sorry for the long post x]
- by TheUltimateKoopa at 11:20 AM EST on November 28, 2011
- I'm confused... "none of donkey kong"...
"donkey kong 64
donkey kong country"
Anyway, I guess Mario Kart 64, and Super Smash Bros will be a good start :P
On an unrelated note (yet possibly related in some way), you know that Menu theme from Super Smash Bros? It seems to have an irregular loop, like each channel has a separate loop, where they don't fully loop and start simultaneously (at least not until a long time), like one part may have a 50 second loop, another might have a 46 second loop, and another might have a 63 second (1 minute, 3 second) loop. Are you able to get the loop points, or loop lengths of the individual channels of this? This would be awesome, because I've managed to make custom BRSTMs from pretty much every track in the game, except just this one :P -- don't worry if you haven't. You can still send me the Mario Kart 64 or Super Smash Bros ones, even if they're seq only or unfinished.
Just a question, what do the soundtracks (under the unfinished list), such as Super Mario World contain, i.e. the SNES ones?
- by Dutchie at 4:47 PM EST on November 28, 2011
- wait, now IAM confused, ill try to do my best to give a decent awnser ''-.-
''none of donkey kong'' means i dont have the full soundtrack rebuild
i know the menu theme is split up intro several parts, so is the ''training'' and ''data'' song', also various songs have the percussion notes off by half a note
ill post loop lengths in another post for no reason
the first list of games is just 100% rebuild and compadable with frequently used formats
the 2nd however has gaps everywhere, soundtracks are rebuild very poorly, missing sequences, missing samples, missing tracks, unfinished games.
that some games are in the 2nd list doesnt mean a bad thing, things like mario kart 64 is a very strong build and on its way to 100%
at the moment, super mario world contains SPC, MIDI [bad midi's], a soundfont and the samples
another thing about list 2; there is no specific order in this folder, different games most often have different styles of rebuilding, luigi's mansion for an example uses ripped samples from the ost and midi's from VGMusic while metroid prime uses 'on the internet founded' soundfonts and again midi's from VGmusic [even tho they are all very wrong]
waht iam saying is, different folders have different files, there is no order other than they all contain FL studio projects
also ignore my bad english, i was too lazy too think...
edited 4:49 PM EST November 28, 2011
- by Dutchie at 5:17 PM EST on November 28, 2011
- ive taken a look at the notes songs and i think i know waths going on, there is some order of patterns in there, the first bars sound like the song you hear in game but thats a lie, THAT part is a pattern that repeats and repeats, the other solo's you hear are just patterns that get aplied randomly to that one backing pattern, same goes for the training song, i also noted that there should be no different looping for each pattern, some patterns are just incomplete and seem to be played at a different speed while its not
pretty intresting, havent seen this type of sequencing before
just take a look at the training song, its a little bit easier [a whole lot of] to understand waths going on
after 21 bars, the actual song ends as the rest of the sequence are just parts that the game cuts out and pastes on the segment of the fisrt 21 bars
by the looks of it, smash bros is apperently able to emulate 2 sequences at a time
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