ATTN: Josh W by Samuel at 11:46 PM EDT on August 21, 2006
Hey man, I see you're experimenting with Gauntlet Legends... How's it going? I've ripped a few of my favorite Gauntlet Legends songs from my N64 console to my computer. I could probably rip the entire soundtrack... I just hope I don't miss any. It'll take me a while, but I'll eventually get there. I always try to do the best job possible at anything I do. If I get them all ripped, I'll make the tracks fade out and convert them to MP3. The sound quality will be very good. I keep a close eye on the input levels, etc. Well, good luck in ripping Gauntlet Legends. I'll let you know when I get done. Don't know when...I'm pretty busy with life and such, but I'll get it done sometime. :)
Gauntlet Legends is pretty much as done as it can be, so it is rather less experemental than preliminary now.
Also i got Turok 2 somewhat working after 3 hours in IDA searching though its mayhem of stupid memory mapping. The first track rips fine, others want to crash later on, so some more working on that.
Well, chances are that you don't have the newest version of 64th Note installed. In other words, scroll down the USF Central page, and you'll find 64th Note 1.2 beta 1. Download and install that, and it should work fine. It works good for me, and that's the version I'm using. Hope that helps.
[EDIT] I just noticed, and I sort of figured it shouldn't be like this, but Gauntlet Legends is currently given "Complete" status. Meaning, if you click the "status" link to arrange the sets by their status, Gauntlet Legends is in the complete group, even though I'm fairly certain it shouldn't be. I just thought you might like to be aware of that. Mouser X over and out.
What's the difference between binary and source? I don't know what to download. I clicked on installer when I got the 1.1 version a while back, but 1.2 doesn't have that.
The different between binary and source is the source is the source code and the binary is the compiled source code (the in_usf.dll) which you need the binary.
And the v1.2 beta is what you need to run gauntlet legends.
Binary is the compiled version, and source is the C++ source code (or, whatever it's written in). The source code is for programmers, so I strongly doubt it's what you're looking for. Admittadly, I'm a little surprised that you don't know the difference, since in most cases that I've seen those who are involved in emulation know what source code is (though, it's quite prevelent throughout the computer world, especially Linux, since most Linux based applications are distributed in source code form).
Don't worry, however. It's not a big deal. Just download, and extract (into Winamp's plugins folder) 64th Note, and it should work fine. Mouser X over and out.
No, all you need is the binary file. The source code is a text based file, and is used to create the binary file, by running the source code through a compiler, which you don't have. In other words, if you knew how to do it, you could create the binary using the source code. But, since the binary is already up for download, it's pointless to put forth all that extra work and effort (not to mention the research involved) to complile the source, since the end result would be the same file that's already on HCS's site.
In short, if you don't know what the source is, ignore it. Download the binary, and forget you ever saw the link to the source code. Mouser X out.
Mouser X wrote: Just download, and extract (into Winamp's plugins folder) 64th Note, and it should work fine. Mouser X over and out.
In other words, yes. All the contents of the archive should go into Winamp's plugins folder.
Just for your information: The TXT file is the version history of 64th Note. The DLL is 64th Note itself (this is what plays USF files).
The INI is for use with "Auto Audio HLE." Meaning, some games run better with Audio HLE than other games do. As such, these have been included/excluded in the INI, to make things just a little more CPU friendly for those who want to use a little less CPU time for Winamp. To use the INI, turn on "Auto Audio HLE" in 64th Note's options.
[EDIT] VideoGameFreak wrote: Also, after doing this, do I delete the 1.1 version or can I just leave it in there?
You can leave it in there. When extracting the files, it will ask you to replace the existing files with the new files. Simply ovewrite everything, or "yes to all."
Thanks, everything is working fine. Just a couple things... When playing each of the Gauntlet Legends files the timer stays on 3:10. Is that a glitch? Also, do these files repeat over and over or do they stop at the end; like Goldeneye 007's files.
Check 64th Note's settings. Any file that doesn't have a lenght/fade defined in the tags (push ALT+3 on the file when selected in Winamp's playlist) defaults to 3:10 (3:00 minute length, 10 second fade). You can change this behaviour in 64ht Note's settings. So, yes, most, if not all of the Gauntlet Legend files loop infinately, if you have 64th Note setup to play them that way.
Goldeneye 007 has tags in the files (again, ALT+3 to check). That's why those files stop after a certain time. Again, check 64th Note's settings. You can set it so that the track lengths in the tags are ignored, and every USF will play for the default length, OR you can have them loop infinately.
In other words, it looks to me like you have had very very limited use of 64th Note. Almost all USF files loop infinately, but if the USF set has the "complete" status (on USF Central), then that set has track times in the files. Goldeneye recieved completed status ages ago, but I assure that almost all of the Goldeneye files loop infinately, if you want them to. Since Gauntlet Legends has barely been ripped, it hasn't had time to get tags, so it's currently stuck on 64th Note's default time (as I mentioned earlier). But, if you turn off the default time, then Gauntlet Legends would loop infinately.
Hope that helps. Once again, check 64th Note's settings. There's an "about" box or a "help" box in there somewhere that explains most of this. Read through that, and then feel free to ask more questions. Good luck on getting this set up in the way that you prefer (I rarely download preliminary sets, since I like the track times to be applied. I find infinate looping somewhat bothersome, occasionaly). Mouser X over.
Man, you guys are really smart... I wish I knew all this high tech stuff. -_- In Winamp, all the Gauntlet Legends songs last 3:00, with :10 of fading out. The timer is stuck on 3:10 and doesn't change. I can make the songs loop, by clicking on repeat in Winamp. How do I go about finding the settings for 64th Note? In Winamp, I went to options, then preferences, then plug-ins, then input. I clicked on the 64th Note and clicked on the configure button. I saw some stuff in there, but I didn't change anything. I also went to Winamp/plug-ins, under c: program files and right-clicked on all three of the files I added for the 1.2 version and couldn't find anything there. I feel like an idiot. I guess it takes me longer to understand some things more than some people. Do any of you have AIM? Maybe I could talk with you there. Thanks again for all the responses. It feels good to get help and I can tell you guys care and I really appreciate all the information you've given me. Hopefully in the future I will learn more.
P.S. Josh, did you crop and fade all the Gauntlet Legends files or were they like that when you ripped them? It's kinda odd that all of them end at the same time...
VideoGameFreak wrote: P.S. Josh, did you crop and fade all the Gauntlet Legends files or were they like that when you ripped them? It's kinda odd that all of them end at the same time...
Mouser X wrote: Any file that doesn't have a lenght/fade defined in the tags (push ALT+3 on the file when selected in Winamp's playlist) defaults to 3:10 (3:00 minute length, 10 second fade). You can change this behaviour in 64ht Note's settings. So, yes, most, if not all of the Gauntlet Legend files loop infinately, if you have 64th Note setup to play them that way.
If Josh had cropped the files to a specific time, it would have caused 64th Note to crash, because they would have been an incomplete rip. And, as I said, preliminary rips don't have track times specified in their tags. It's a setting on 64th Note that's putting them at 3:10 (see my quote above).
VideoGameFreak wrote: I went to options, then preferences, then plug-ins, then input. I clicked on the 64th Note and clicked on the configure button. I saw some stuff in there, but I didn't change anything.
This would be one way of accessing 64th Note's options/settings. You can also select a USF in Winamp's playlist, and push ALT+3, which will open that files tag information (Gauntlet Legends should have all blank fields, though "Ripper" may have Josh's name in it). When this window opens, there's 4 buttons in the lower right hand corner. It would look a little like this: ________ ____ |Configure| | OK | __________ ________ |Raw Mode.| | Cancel |
As I said, "Configure" is the one you want. Just so you know, don't touch the "Raw Mode..." button at this time. Altering some settings in there can cause the USF to cease working properly.
Once you're in the settings/options/configuration menu, click on the "Help" button on the right hand side. That will explain what most, if not all, of the settings in the menu do. Read that.
My last question for you, before I go to bed (it would seem this will have to be continued later), is when you say "The timer is stuck on 3:10 and doesn't change." What do you mean? Are you refering to the time in the playlist, or the time on Winamp's main window, where the playbuttons, visuliser, track info, and time are? If you're refering to the main window, then that's strange behaviour. Try running Winamp using a "Classic" skin. Right click anywhere (except in the playlist, and on a button) on Winamp, and move the mouse pointer down to "skins." When the menu to the side opens, select "Winamp Classic." Winamp should then be smaller (generally), and darker in color. With this skin, the main window is much easier to identify. Does the time still continually stick at 3:10 when the song is playing? It shouldn't be doing that for the "Classic" or the "Modern" skin.
Last, but not least, if you have mIRC, you can contact us in #usf at irc.freenode.com. Try using Google to find out more about mIRC. Basically though, it'll allow you to have instant message converstations with those who frequently visit this forum. Good luck with this, and hopefully I've more clearly described things. With that, to bed I shall head. Mouser X over and out.
While I was playing a Gauntlet Legends track in Winamp, I pressed Alt 3 and clicked configure, then help. Everything looks great. I didn't make any changes.
The timer isn't stuck...my bad. I was referring to the total track time in the middle of Winamp (modern skin). To the left is the time played: 0:00 - 3:10. Damn, I feel stupid. Oh well... Sorry.
Thank you very much for helping me through this. :)
P.S. One more thing, is the Gauntlet Legends soundtrack complete? Are any tracks missing?
Under Josh's current ripping methods, the answer is no. Meaning, occasionaly a game will do weird things for its sound. Two examples I can think of off hand are Zelda5: Ocarina of Time, and Megaman 64. In Zelda5, there's some tracks that are missing their intros, and if you pay attention, you'll notice that part of the credits theme is is missing as well. Since these things are obviously contained in the game, somewhere, they're still rippable, somehow. The reason they're missing is because, at the time that it was ripped, HCS wasn't able to locate those songs. Basically, it was a lack of skill, most likely.
As for Megaman 64, the missing songs are, I'm fairly certain, streamed. I know they're in the game, since I played it through, both on the N64, and the PSX (Megaman Legends on that one). On the PSX, those missing songs are streamed. As such, I assume they're streamed in the N64 version as well. That being the case, I'm assuming that these missing songs are accessed, and played, differently than the sequenced music (the songs that are currently ripped are sequenced).
So, basically, it's possible that other songs exist in Gauntlet Legends that aren't part of the current rip. However, chances of that aren't great. And, even if there are missing songs, it would require Josh to search through the ROM again to find them (meaning, he'd have to start from nearly scratch). In the current method of ripping songs out of games, the program used to do the final ripping will crash once all the songs have been ripped. In other words, if it crashes, that means there's no more music to be ripped.
So, yes, the currently available rip should contain all the songs in Gauntlet Legends. If, while listening to the rip, you conclude that there are indeed songs missing, then please send Josh a savestate from the location in the game where the music can be found/played.
Hopefully that answers your question, without providing extra confusion. Also, feel free to add track times, and tags, to the Gauntlet Legend set. I'm sure there'd be tons of people that'd be glad if you could do that. I mention this, mainly because you seem to know quite a bit about the game.
To add times/tags, push ALT+3 on the song you wish to tag/time, and fill in the fields as appropriate. To time the songs, listen for the point where the song starts to repeat itself (I listen for a specific jingle, or instrument. When I hear that played twice, I know the song has looped twice). Allow the song to play through 2 times, and hit the "now" button in the ALT+3 window. Fade time can be however you want it, but generally fade time is 10 seconds (I'll sometimes do less, but usually that's because the song in question loops 3 times in 10 seconds).
In other words, adds titles/album/artist stuff as far as you're aware. If timing sounds difficult to you, don't worry about it. Someone else can do that later. Once you've done that (if you want to, of course) send Josh the tagged files (meaning, put the MINIUSFs into a ZIP, or RAR, or something, and email it to Josh).
Good luck, and hopefully you can set this up as you see fit. Feel free to play around with the various settings of 64th Note to learn how to use it. I really doubt you can seriously hurt anything. Mouser X over and out.
I'll hook up my N64 console and go to each stage of the game and get the title track names. It's not hard, because I've already beaten the game, so I can enter any stage and quit, then go to another.
I forwarded the original email back to you again, Josh.
Weird by jurassicPieter at 3:24 PM EDT on August 30, 2006
Weird, i still have the mail in my sent mail box and got no undelivered mail message. I uploaded the file to my university account. The timing could be better. For OST tracks the same times are taken but sometimes it really stops at weird places and certainly does not loop twice. Cutscenes were easy, since most of them stop. then there were about 2/3 tracks that has cutscene and main music in one. As for the notes: Missing tracks: Main Menu Music: the music playing in the pub
the cutscene of conker hypnotizing that raptor is missing the music too
later in that same chapter you will face cavemen with clubs when you are on the raptor. They do a dance before they fight and that music is missing. Might be inside sparse1c
The elevator music in it's war level is missing
two songs are also in a slightly muted version when you're inside a 'building', namely the windy theme when you're in the wasps nest and also when you go into the mouth of the dinosaur the uga buga land one. the uga buga land one(Worship) is an usf not a miniusf, don't know who made it, but i downloade it some time ago on the forum.
sparse1a is probably dynamic but also ambient and is playing during the raptor battle sparse89 might be dynamic sparse7a freezes after 0:23.518 sparse72 freezes after 1:04.276
There's a m3u included for playing them in order or appearance in the game(and without the silent miniusfs).
Here's the link: http://www.liacs.nl/~pjordaan/rip.rar
Conker's Dynamic Tracks by jurassicPieter at 9:09 AM EDT on September 8, 2006
i sorted out sparse89 and sparse1a and found out both are dynamic, though i don't think many people will care about sparse1a being just a crowd cheering. Sparse89 is the countdown music which i made an arrangement for a seventh song since some layers are played when you reach a certain part in the hall of Countdown mission while some layers are played after the countdown hits a certain time. Of course I could be wrong, but all i do to find the right layers is by listening so i could have made errors. I will post them soon.
by unknownfile at 11:43 AM EDT on September 8, 2006
Aw, damn, how could've I missed that?!
I assume you know the drill with dynamic patching. Go ahead with it.
It's ok you missed one, i would have missed the rising water one i think:P i use the miniusf of an other dynamic track and make a copy, change the _lib tag in raw mode and modifies the channels in a hex editor. Looking for more dynamic ones, but i guess that's all so far.
edited 1:19 PM EDT September 8, 2006
Gauntlet Legends (tagged) by Samuel at 6:21 PM EDT on September 13, 2006
Josh,
I haven't seen you around in a while; you must be busy. On September 6th, I emailed you the tags for Gauntlet Legends. If you didn't get it, please let me know and I'll foward the original email back to you. :)
Cool. I think you can call Gauntlet Legends complete now. You have everything there, plus seven bonus tracks that I've never heard. I've beat that game on the normal, advanced, and expert levels and still never heard them. Hehehe. =D