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by Bolt at 9:46 PM EDT on April 16, 2011
I see. It certainly doesn't sound practical, what with all of the apparent non-standardization of how the music works in N64 games.

Any thoughts on my first question? Forgive me as I'm entirely ignorant about emulation and most programming in general.
by punk7890 at 9:47 PM EDT on April 16, 2011
@Lunar

It took awhile to find but I managed to find it (you do mean Goemons Great Adventure right?)
SFX bank 1
/c 0x048D30 /t 0x285020
There is 2 more banks, but its just a mess to look for them.

Bomberman 64 seems to use the Nintendo format again. If anyone manages to figure it out it should go like this (at least I think)
/c 0x409150 /t 0x4139A0

@Bolt
I guess the experience if any comes from editing Zelda 64. I used to do that back in the day.

@hcs

That would come in very handy!

Is there any way to make a sf2 out of the ctl+tbls(not manually but auto or at least semi auto)?

edited 9:59 PM EDT April 16, 2011
by Bolt at 9:58 PM EDT on April 16, 2011
@punk7890: Incredible. Thanks for the additional addresses. Does the fact that you found BM64 addresses despite them being Nintendo style have any bearing on Animal Forest? (I assume no, I'm just a desperate man and thought it wouldn't hurt to ask.)

Zelda hacking makes sense, I'm sure you'd learn a lot about n64 structure through something like that. Thanks for the answer.
by punk7890 at 10:02 PM EDT on April 16, 2011
The ctl in animal forest is pretty much exactly the same as BM64, though I couldn't find a tbl.
by Bolt at 10:07 PM EDT on April 16, 2011
That's unfortunate. If you ever do-- well let's just say I'd be a very happy camper.

And as far as I know, I don't know of any way to automate sf2s out of that data (though I don't know much so there might be tons of ways). I just plan on looping/tuning/setting envelopes manually.

P.S. Considering your experience with Zelda 64 specifically, any chance you'd know the addresses offhand? I've always wanted those choral chants in the Fire Temple. If you don't that's fine, just thought I'd ask.
by hcs at 10:17 PM EDT on April 16, 2011
@Bolt
It would be possible to locate the calls that these other games use, but I don't know how much work would be involved. I only wanted to resurrect this code because I thought it was already done (though it turned out to need a lot of work).

The program I just posted gives these ctl/tbls:

Goemon's Great Adventure
0003f910 00060890
00048d30 00285020
00051320 0035ac00
0005a650 00419bf0

Mystical Ninja
0007ec20 000973c0
00086b10 001ab460
0008b400 002537e0
00096e70 00550330
00097090 005508d0
00096f80 00550e70
000971a0 00551410
000972b0 005519b0

I've never seen anything for making sf2 from these.

edited 10:18 PM EDT April 16, 2011

Gives a bunch of false positives and crashes on Bomberman 64, yay.

edited 10:21 PM EDT April 16, 2011
by Bolt at 10:27 PM EDT on April 16, 2011
@hcs
I understand. You've already done a great deal of work just getting this up and running (not to mention everything else). It's times like these I really wish I knew anything about programming though.
by hcs at 10:40 PM EDT on April 16, 2011
v2 src
Doesn't work on BM64, but is more stable.
by punk7890 at 10:42 PM EDT on April 16, 2011
Thanks hcs!
@Bolt

It also uses Nintendo format for the ctl. The offsets are as follows but will not work with srip:
/c 0x0190C0 /t 0x094870

I've made a incomplete sf2 awhile back from OoT by importing custom music (I only imported notes that where held for about 5 seconds so I could record the instruments and get a good loop point)

Here is the sf2.

edited 10:43 PM EDT April 16, 2011
by Bolt at 10:49 PM EDT on April 16, 2011
You're awesome hcs.

@punk7890
That's one way of doing it; Good thinking. Thanks for the link-- downloading soon.

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