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- by hcs at 5:10 PM EDT on October 15, 2005
- UF pointed out that I shouldn't have the strummed rhythmic banjo (0x0800) in sparse02a.miniusf. I'll fix this when I get a hex editor installed.
- by Josh W at 7:34 PM EDT on October 15, 2005
- yes, ive been listning to them and trying to compare them to the real thing (on N64) and it seems pretty accurate to me. But i'll keep a close ear on it.
Slightly veering off topic is some problem i found last night whilst playing with Turok 3.
What the problem is that in 64th Note v1.0 my rips won't work with the recompiler on. Ok i thaught, it must be my fault and needed to do more work on it. But when i ran it with version 0.05 it did work with the recompiler.
try it here.
I still think it is my fault.
edited 11:34 PM EDT October 15, 2005
- by Josh W at 2:41 PM EDT on October 17, 2005
- well, i've been told by MrDoomMaster about a missing track from Conkers Bad Fur Day where you enter a flaming room with a dragon head
Well, i haven't been able to find out whats going on and i haven't been able to find any other music indicies, i dont think i found the pointer table either, but i found some sort of table that looks weird.
Stupid TLB Errors, i'll kill them.
Remember this from the game?
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edited 6:58 PM EDT October 17, 2005
- by Anonymous at 12:28 PM EDT on October 18, 2005
- Josh, it seems that the usf you posted is a piece that has parts from 2 seperate parts of the game. The first from where you defeat the pitchfork (the menacing voice), and the second is from where you are talking with a programmer from the game.
But... I will comment that Tribal Beats still seems to be missing as well. :( A few of the Conker tracks are completely silent... is it possible that some samples could be missing? It's also possible that the track could be similar to the sloprano, as the intro to it is there... (but I always thought it was a second track)
- by Josh W at 3:09 PM EDT on October 18, 2005
- yes, i knew something funky is going on.
The thing is how can samples be missing? Have we missed something a...hmmmm
hmmmm....dang. Yes, i put the blame squarely on myself for that one. I assumed all tracks would work when i set it, the way that i waited for how long it should be before i cut out the graphics and start tracint. That could be it. Well i guess i'll try and do that, which of cause all would be fixed if the tlb related problems are solved.
Well meanwhile i found an easy one to do, so therefore heres
Automobili Lamborghini
Get it here
Stupid techno crap, you can never be sure how much alists to process, in this case i set it to 1600. May not be enough.
Also, for a change everything is standard. Standard calling, standard functions, stardard pointer table.
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edited 7:22 PM EDT October 18, 2005
- by unknownfile at 4:05 PM EDT on October 18, 2005
- HES DONE IT AGAIN.
Now, if only I can get SimCity 2000 to work without hogging up unholy amounts of CPU...
- by Josh W at 4:18 PM EDT on October 18, 2005
- a good thing to do, is that if the cpu time increased by heaps after removing a thread, DONT REMOVE IT!!!
I cannot emphesise this strongly enough,l because it is likely that that thread idles most of the time.
Unless it is the graphics thread of course. :)
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edited 8:47 PM EDT October 18, 2005
- by unknownfile at 4:29 PM EDT on October 18, 2005
- there are no obvious calls to the graphics thread, the thread I'm using to stop dlist processing is the controller reading thread.
- by Josh W at 5:27 PM EDT on October 18, 2005
- have you tried using the removing osSendMesg after osViSwapBuffer.
This was the only thing that i did to Banjo Tooie 
edited 9:30 PM EDT October 18, 2005
- by hcs at 5:30 PM EDT on October 18, 2005
- that's the trick I use, too, whenever possible
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