Goldeneye MINIUSF by morpheus at 10:46 AM EST on January 12, 2009
Hey all. I have the Goldeneye music in miniusf, and I have a question about something else. I used to use a gameshark code called "Waterfall Music" (there was also another called "Psycho Music" which was cool too) that would change the music in the game somehow through sound manipulation or something of the sort. I'm wondering if there's any possible set of music files out there with this gameshark code applied or if anyone knows how to rip it out of the game this way. In particular I'm especially looking for one of the multiplayer level's music with Waterfall applied. I don't know its regular counterpart because it sounds nothing like any of the other songs.
Thanx!
by nensondubois at 10:45 AM EST on January 13, 2009
Yes those are the codes. They sound really cool. I think the Psycho Music sounds better, but there's a song in multiplayer when you use Waterfall Music that sounds like the coolest song in the game. I'm not sure what it sounds like normally, maybe it's the Citadel multiplayer music
I'd really like to get the songs to be extracted with these codes applied. Then I could listen to them whenever
Going to record the startup music of Goldeneye (Rareware and GE menu) so you can tell how different it really sounds. It's amazing that codes that change the music really.... I remember first using the code with Gameshark in 1998 or 1999 when I was obsessed with finding and entering every Gameshark code possible
I will have the sound file uploaded in a few hours
by nensondubois at 8:26 PM EST on January 15, 2009
Even though the beta death versions have been dumped I'm surprised these songs were not.
Apparently I'm having a little trouble getting the music codes to work on Project 64. I remember them working on the emulator before, so it's do-able, but on the v1.7 beta I got from their site isn't doing the trick; neither is 1.6 that I switched back to today to test it. I'll try the other 1.7 betas that were released and I haven't deleted yet, one of those is bound to work, otherwise I have to hold my laptop microphone to my TV and a real N64.
Nevermind what I said before... it DOES work on 1.6 but NOT on 1.7... but afterall it is a beta version
Here's a clip of the music.. from the loading page to starting the Dam level
I get an amazing 18 FPS when I try running GEye on emu on my 2GB RAM vista machine, and it crashes within a few minutes of the game running, so I couldnt do much.
I'll make more clips of the level songs if you want: here it is
http://www.megaupload.com/?d=OCN20160
EDIT: This is the psycho music by the way. And the WATERFALL MUSIC code, i know from experience try to get it to work, doesn't work on ANY version of pj64. Only on N64 with a gameshark
Psycho sounds a lot more unique, but Waterfall Music is better imo because for some songs it sounds like club music (really distorted and bassy)
Intro, Menu for a long time (trying to figure out controls), Facility, Bond watch music, Frigate, Archives (and trying to chop the guards before game froze)
Oh okay I see what's happening here - they're the same songs/sequence data rather than actual different/hidden songs, but the code is forcing all the music channels to use the same sample/patch/instrument (that jangly guitar-like sound). Ever tried listening to raw sequence data from NDS or N64 games? A similar thing happens because the incorrect midi patches are set. It's especially noticeable if the percussion is not on midi channel 10, so you get a bunch of out-of-key melodic notes rather than percussion. Try it if you like, the result will be similar to this.
I imagine a whole new goldeneye USF set would need to be ripped with this code activated. It'd work for most songs if not all... but eh, is it worth it to hear a bunch of screwed-up tunes? :P