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by SubDrag at 12:20 PM EST on February 13, 2022
Space Invaders has ZTRK format...it doesn't look too bad, bunch of commands.

8010FC10 in first level is a song. Lots of commands though.
by braun at 12:41 PM EST on February 15, 2022
Took some time to take a look at ExciteBike 64 and take some notes. I used the USA rom (U).

For the “SFX” files, it looks like they have extra samples at the end, from the same file, not the following file. (Here i'll referring to each Instrument, as each Instrument has only one Sound). Instrument 0000 has 512 extra samples, Instrument 0001 has 256 extra samples, Instrument 0008 has 128 extra samples, Instrument 001C has 384 extra samples. I wouldn't know if this was on the encoding or decoding side of things. Aside from this, all of the Instruments play at the proper sample rate.

Addressing SNG now: Banks 00 and 05 are the only ones which use 11.025 Hz samples, which play at double speed. 00 only uses one sample at 11.025, but 05 uses 11.025 and 22.050 samples together. Instruments 0052, 0059, and 005A should be 11.025, while 0053-0058 should be 22.050. I don't know how the SNG structure works so I can't say what would be do-able on your end. All of the other Banks (songs) use only 22.050 samples which play at the proper speed.
Here I'll be using SNG Bank 02 as an example: At the very beginning, Instruments 4D (bass line) and 4E (drum break) play together, but 4D cuts off halfway through (sample is 2 measures, but plays only 1 measure). Instrument 4E is one measure, and is followed by 43 (another drum break) which is also one measure. This could be an issue with Instruments of different lengths cutting off longer Instruments that are still playing. This also happens at 41 seconds where the fourth beat of the guitar line is a separate Instrument and cuts off the drum break Instrument. At 1:01 in SNG Bank 02 there is an extra 13.7 seconds where nothing plays. Cutting out that gap (using an audio editor), the Instruments that do play again (starting at 1:15) line up with the original song (comparing it to the USF version). Again, though, there is the cut-off issue with Instruments of different lengths.
Comparing the N64 Sound Tool SNG and the USF version, it sounds like some of the Sounds could be slightly off 22.050, for example 22.049 or 22.051. It's hard to say.
I would be interested in knowing how the SNG structure works, whether it's based on musical tempo or sample offsets. I'm not a programmer so trying to look at the source code is beyond me

edited 3:37 PM EST February 15, 2022
by SubDrag at 4:50 PM EST on February 15, 2022
Thanks, that's very helpful!!

Check it out again. It's really close. Just not sure about the 11025 hz samples...they may be half the size...can you scrutinize it one more time - it's much closer. Not sure if they should be stretched out to double the size, so they playback at 22050 hz fully, or what.

edited 9:41 PM EST February 15, 2022

edited 9:42 PM EST February 15, 2022
by braun at 11:46 AM EST on February 16, 2022
The 11.025 samples (Instruments 00, 52, 59, and 5A) should simply play at that rate with no other alterations. see this for reference: https://www.youtube.com/watch?v=U4ccAi35REI

edited 3:12 PM EST February 16, 2022
by SubDrag at 6:30 PM EST on February 16, 2022
I'm getting confused on how to handle the samples. So instruments 58 and 5A are both 00007634 samples. However, 58 is 22050 hz and 5A is 11025 hz.

In Song 5, they are both reporting, when it plays the sound, to play time range of 0x378. That's what confuses me. So if you do multiplier of 128, it cuts off half of the 11025 hz sound if it is extended to match the 22050 playback rate.

If you grab latest sound tool can you tell me if it sounds off, or what you make of it? I think it is sounding the same, but I could be missing something subtle.

edited 6:36 PM EST February 16, 2022
by braun at 6:39 PM EST on February 16, 2022
The three instruments in song 05 that are 11.025 are the two main drum/bass loops and the scream. all of the rest are 22.050. Those three sounds are 8 beats long and the whistle melody sounds are 4 beats

edited 7:22 PM EST February 16, 2022
by SubDrag at 6:40 PM EST on February 16, 2022
Can you compare the current sound tool output? Especially regarding the 11025 hz samples.
by braun at 7:47 PM EST on February 16, 2022
These sound great. The sample playback speed is right, the instrument overlap works, and I notice that volume levels have changed a bit. The only problem that all of the tracks stop at the halfway point
by SubDrag at 8:40 PM EST on February 16, 2022
Oops...that explains the half length issue...fixed. Forgot the x2 since each sample is 2 bytes. Thanks for the help!
by braun at 12:27 PM EST on February 17, 2022
Noticed two more problems. Songs 03 and 04 are missing a loop in the last 2 seconds (it's currently silent), which should be Instrument 14. Songs 06 and 07 are missing another instance Instrument 5E at the end. Song 01 is missing Instrument 2F

Another issue: Songs 03 and 04 are identical except for the animal sounds in Song 03, and Song 04 has loud clicks that are probably associated with those animal samples that don't play, at 0.725 seconds, 4.725, 8.103, 9.351. These loud clicks were not present in the previous build, where the Songs only played half length.

Similarly, Song 06 has a loud click at 2.555, and Songs 06 and 07 are identical except for the first 7 seconds. That click however was present in the half length build.

I would still also like to know how the SNG format works, and if there's a sequence of a events similar to MIDI

edited 1:16 PM EST February 17, 2022

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