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tagging N64 usf music? by robochao1 at 4:53 AM EDT on April 4, 2012
There are some sets with no track info in the files.

I'm quite aware of how silly this question may be to regulars of this site, but how would I go about filling in track info for the music files?

Thanks. I'm most interested in the Clayfighter set
Nintendo 64 does pattern sequencing? by Dutchie at 10:08 AM EDT on April 15, 2012
While recording a solo percussion track of rainbow road from mairo kart 64 [using a cheat device] i noticed the percussion is played at a wrong order from the origional [compared to the track found on the OST]

Iam sure many people have noticed it that some tracks from mario kart 64 have repetitive instruments, little patterns wich loop through out the entire song and barely change.

mario kart 64 could possibly be sequenced by patterns, is this a possible reason Subdrags N64 sequence ripper does not support mario kart, mario 64, wave race etc?

Some thing simmilar is found in super smash bros aswell, however, in super smash bros, the different patterns are just spread over the entire song.
SPC_Timer. by TheUltimateKoopa at 2:08 PM EDT on April 16, 2012
Just a couple of questions.
So, I put "SPC_Timer -L 2 -V 300 *.spc" so that it times for 2 loops, and checks for 5 additional minutes.

When it actually does the timing, in this case, for DKC (just to see how the thing works), it says something like:
Loop: 1:12.075(2) or Loop: 0:17.461(1) -- what do the numbers in bracket mean?

Also, what does it mean when it says "Check"?
Nes emulator with nsf recording? by Delon at 3:10 PM EDT on April 22, 2012
I am looking for a nes emulator that is able to record all channels to nsf format while playing a game. NSF importer in famitracker says: Could not parse NSF file. When trying to play the game. I would only record when i press record after i have got to a certain area in the game.
.SBS and .SBR files in NBA Jam (Wii) by Toad King at 5:37 PM EDT on April 24, 2012
I've been looking around at this format and I've gotten enough of the .SBR file (the soundbank) figured out to extract streams from the .SBS file (the streams). The only problem is there are no headers on the streams other than eight bytes, but I cannot figure out what they stand for.

An XML file left lying around on the disk says that the streams are 32000 Hz, using a variable bitrate quality of 80, and the compression type is "xas_int".

Here's some sample streams I've extracted: http://dl.dropbox.com/u/63085882/test_files.zip

And here's my work on the .SBR file so far: https://github.com/ToadKing/sbs_extractor

Any help will be appreciated.
revb + Toad's Factory by miguelmartins1987 at 12:52 PM EDT on April 25, 2012
Greetings. I was trying to split the file STRM_N_FACTORY_N.brstm from Mario Kart Wii using revb version 0.4. However...

>revb --examine STRM_N_FACTORY_N.brstm
Examining STRM_N_FACTORY_N.brstm

RSTM size = 1486d40
RSTM chunks:
chunk 0 'HEAD' offset: 0x00000040 size: 0x000000e0
chunk 2 'DATA' offset: 0x00000120 size: 0x01486c20
Didn't find HEAD, ADPC and DATA chunks

Indeed, when I examine the file in question, I find that there is no ADPC chunk in it, unlike, say, STRM_N_KOOPA_N.brstm

So my question is: is there some sort of workaround that would allow me to split the channels in STRM_N_FACTORY_N.brstm, even without the existence of an ADPC chunk? Thank you in advance.
Bust-A-Move/Puzzle Bobble 2 USF? by TheUltimateKoopa at 6:43 PM EDT on April 25, 2012
Is there a reason this hasn't been ripped yet?
Looping USFs and channel muting (hex editor?) by TheUltimateKoopa at 6:49 PM EDT on April 27, 2012
Is there any way of finding the loop points of a USF? For example, where does it tell the USF to loop a song from a point that is not the beginning, e.g. from 0:06 to 1:12 for example? Can this be found in a hex editor? Either in terms of seconds (e.g. 6), or maybe in terms of the measure and/or beat number, e.g. 3rd beat of the 5th measure or something?

If this can be found in a hex editor, where would I look? If not, where is the loop data held? There must be something that tells the USF to loop from some point. I'm assuming when the tracks were made, they were made with 1 loop, then given some 'instructions' to tell them to loop from a certain point. It's not like they recorded a non-stop rendition of Inside the Castle Walls, otherwise, the game wouldn't be released, since the recording would never end, so they obviously didn't simply make 1 billion year long sequences. There must be some loop information somewhere. Does anyone know where it is exactly?

Also, if I wanted to mute the channels in a USF in a hex editor, is this possible? If so, how do I do it? (Which address do I go to, and which values do I edit)?

edited 6:54 PM EDT April 27, 2012
Kirby 64 Soundfont by Bolt at 8:22 PM EDT on April 27, 2012
I know people dig soundfonts here, so I thought I'd put up the Kirby 64 one I've been working on recently. It's geared towards composition, so it's not in GM order, also the instruments are arranged in the order found in subDrag's N64 sound tool(thanks for the great tool btw!) and didn't bother to reorder them. Oops.

Here's the sf2: dl.dropbox.com/u/16288082/Kirby%2064.sf2
(for some reason url linking it didn't work, so manual copy/paste will have to do.)

And here's a Kirby-styled demo track I wrote with it in case you want to hear what it sounds like.

Anyway, hope it's useful to some folks.

edited 8:23 PM EDT April 27, 2012

edited 8:24 PM EDT April 27, 2012
Saptapper? by TheUltimateKoopa at 5:09 PM EDT on April 28, 2012
Simple question: What am I doing wrong? Sometimes when I use this, it works, but other times I get this:
*.gsflib: error
0 error(s)

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