Mario Kart 64 Fast Music by ugetab at 6:02 PM EDT on September 27, 2006
I managed to figure out a way to make the USF set play tracks the way the game does on the last lap of a track. The files are just a collection of additional miniusfs that can go in with the original miniusf tracks. All tracks have the faster versions, not just the race track themes.

Gameshark Code:
810C0A90 2409
810C0A92 2040

http://www.thegshi.org/ugetab/USF/
by marioman at 6:11 PM EDT on September 27, 2006
Neat-o. Thanks.

One thing that would make the addition of these tracks a little easier is if you would add the letter a after the track number for the faster tracks. The way that they show up in a folder now is:

Mario Kart 64 - 01 - Mario Kart 64 Theme (Fast).miniusf
Mario Kart 64 - 01 - Mario Kart 64 Theme.miniusf

Adding the "a" would result in:

Mario Kart 64 - 01 - Mario Kart 64 Theme.miniusf
Mario Kart 64 - 01a - Mario Kart 64 Theme (Fast).miniusf

This way the "real" track comes first. That may be a personal preference deal for me, but there is my opinion.

Thanks again for the additional tracks.

edited 6:12 PM EDT September 27, 2006
by Tanookirby at 6:18 PM EDT on September 27, 2006
That is interesting. Did you know that the music - normal or fast - plays faster in the game than in the USF set? Maybe you should try correcting that problem too.
by ugetab at 7:21 PM EDT on September 27, 2006
On my computer, the music has an issue of rythm, but not base speed. I'd have to duplicate the problem in an emulator to have any chance of fixing it in the set.

Updated the set with new filenames so original tracks come first.
by ugetab at 1:38 PM EDT on September 28, 2006
I determined that the music was using different speed values between different normal tracks, and since I would need the normal values anyways, I explicitly defined the normal speed from the game in the normal speed tracks, and the fast speed was calculated when neccesary for the rest of the tracks.

If they still don't sound right, then it's probably something I won't be fixing.

http://www.thegshi.org/ugetab/USF/
by ugetab at 11:58 PM EDT on September 29, 2006
Added Diddy Kong Racing fast tracks, but only for racing tracks that speed up during gameplay.
by ugetab at 12:36 AM EDT on October 4, 2006
Added split-apart tracks for Diddy Kong Racing's Island and Player Select tracks, and stuck them with the fast tracks.
by Omochao at 2:48 AM EDT on October 4, 2006
ugetab, think you can do split-apart tracks for Boulder Canyon as well?
by ugetab at 5:26 AM EDT on October 4, 2006
done
by Tanookirby at 8:10 PM EDT on October 4, 2006
I have heard your split track rips and they are amazing. Can you try splitting the Banjo-Kazooie music and the tag barrel music in Donkey Kong 64?
by ugetab at 8:43 PM EDT on October 4, 2006
Grab the latest Donkey Kong 64 set. I see 5 seperate 'Tag Barrel' tracks. If that's not it, tell me which one in the set is the problem.
by Tanookirby at 8:57 PM EDT on October 4, 2006
Oh, I did not know it was already done. Try the Banjo-Kazooie and Tooie games instead.
by ugetab at 5:37 AM EDT on October 6, 2006
Added split-apart Banjo-Kazooie tracks. If there's anything wrong, tell me. Since there's 85 resulting tracks that I had to micro-manage on several levels, I'd be surprised if I didn't do something wrong.
by Tanookirby at 1:46 PM EDT on October 6, 2006
I am listening to the tracks as I type. They're really good. I'm also changing the order and names of some of the songs so that they are consistent enough.

BTW, Thanks a lot. Many rippers have struggled and failed to do what you have done.

edited 3:07 PM EDT October 6, 2006
by unknownfile at 2:22 PM EDT on October 6, 2006
Thanks for the Diddy Kong Racing split-apart tracks. Endless amounts of idiots are wondering about those (well, maybe one or two idiots) tracks.
by Tanookirby at 3:35 PM EDT on October 6, 2006
I found one problem in the Banjo-Kazooie set. The file called "Rusty Bucket Bay (Normal with a few extra clicks)" is not supposed to have the whistles.
by ugetab at 3:59 PM EDT on October 6, 2006
Tell me how to duplicate the track in the game, and I'll rip out an exact set of instruments used
by Tanookirby at 3:13 PM EDT on October 7, 2006
Well, that piece music is not supposed to have the loud whistle sounds.
by ugetab at 4:07 PM EDT on October 7, 2006
Banjo-Tooie Channel Muting Information:
8007A424 = Channels Active At Any Given Time (C5038 in USFLIB, 07A90C in miniusf)

Set instruments used:
800230C0 = 240A????
miniusf (04000000 1C380200 ????0A24)

The set is still preliminary, but I'm sure the first notes can be made to work by someone who has the right tools, I think. My guess is calling the play routine once or twice with the dynamic sound values correct could get the first notes right, but I'm not in the mood to go that far at the moment.

If you use Project64 1.6, then you can use save-states that aren't compressed, save a state where you want music info, and check address 7AB80 in the save state file for the value to use for specific dynamic music values for the miniusfs.

If the information isn't at that spot in the save for you, search for the string 28 0E 06 80, and subtract 0x30 from the address to get to the info. There should only be 1 of these, but if there's more, it shouldn't be hard to test changing the values you spot to see if it mutes any channel.

edit:
it also seems to be freezing a short time into songs that have muted channels. It is beyond my current ability to fix this problem.

edited 4:32 PM EDT October 7, 2006
by ugetab at 1:30 AM EDT on October 9, 2006
I just got done playing Banjo-Kazooie all the way through.
Confirmed some of the guesses I made, and fixed the 'Whistle Puzzle' music, as well as the Spiral Mountain (Normal) track.
by blm07 at 10:34 PM EDT on October 14, 2006
Sweet, thanks for the Banjo Kazooie split tracks.

There is one track - 88. Secret Fanfare 1 (Treasure Trove Cove, Rusty Bucket Bay) does that mean its used in both places or is it not split up?

edited 3:12 AM EDT October 15, 2006
by Omochao at 7:37 PM EDT on October 15, 2006
It's used in both places.
by ugetab at 9:55 PM EDT on October 16, 2006
http://www.gshi.org/ugetab/USF/

Paper Mario - Toad Town Variations.zip

801D72F0 = Theme currently active. Go to a place with a different dynamic theme, then change this value to get a different them than normal

The current rip is missing a few samples from some variations. You can listen for those missing samples between the game and the USF set using the GS address. Plug in the variation number as the code value. #9 is missing some drum samples.

If there are other places with variants on music, the address changes for toad town may be able to select those alternate themes as well.
by hcs at 10:49 PM EDT on October 16, 2006
Very cool, if I can pry myself away from uselessness for a while I'll see if I can get the missing samples from the ROM, shouldn't be too difficult.
by ugetab at 8:43 PM EDT on October 17, 2006
Banjo Tooie Dynamic Track Information:

Style:
Sparse#, Channel Selection
(A0, A1, from the music rip build)

Spiral Mountain: Normal
32, 000063FF

Spiral Mountain: Aquatic
32,00001C00

Spiral Mountain: Behind the Waterfall
32, 01FE0000

Jinjo Village: Normal
59, 000041FE

Jinjo Village: Bottle's House
59, 00000601

Jinjo Village: Drained Jingaling's Palace
59, 0000B000

Jinjo Village: Unknown
59, 0000E060 =
Used between Drained Jingaling's Palace theme and Normal theme, but never stays on it

Isle o' Hags: Normal
58, 0000007F

Isle o' Hags: Mayahem Temple
58, 00001F00

Isle o' Hags: Glitter Gulch Mine
58, 0000E000

Isle o' Hags: Witchyworld
58, 00070000

Isle o' Hags: Jolly Roger's Lagoon
58, 001C0000

Isle o' Hags: Terrydactyland
58, 03000A00

Isle o' Hags: Grunty Industries
58, 30800000

Isle o' Hags: Hailfire Peaks
58, 00E00000

Isle o' Hags: Cloud Cuckooland
58, 0C040000

Isle o' Hags: Cauldron Keep
58, E0000000

Isle o' Hags: Aquatic
58, 00000080

Mayahem Temple: Normal
39, 000073FF

Mayahem Temple: Aquatic
39, 00000C00

Mayahem Temple: Targitzan's Temple
39, BE200000

Mayahem Temple: Outside Mayan Kickball Stadium
39, 401F0000

Mayahem Temple: Inside Mayan Kickball Stadium
39, 41C00000

Glitter Gulch Mine: Normal
3E, 000004FF

Glitter Gulch Mine: Aquatic
3E, 00000300

Glitter Gulch Mine: Prospector's Hut
3E, 0000C090

Glitter Gulch Mine: Witchyland Connection in Fuel Depot
3E, 00113800

Glitter Gulch Mine: Waterfall Cavern
3E, 7C610000

Glitter Gulch Mine: Gloomy Caverns
3E, 07FF0000

Glitter Gulch Mine: Crushing Shed
3E, 07EF0000

Witchyworld: Normal
40, 000000FF

Witchyworld: Bunker 51
40, FE080000

Witchyworld: Bigtop
40, 000060FF

Witchyworld: Dodgem Dome Lobby
40, 30098050

Witchyworld: Outside Inferno Area
40, 01FF0000

Witchyworld: The Inferno
40, 013F0000

Witchyworld: Crazy Castle Area
40, 00001F00

Witchyworld: Pump Room
40, 00000E00

Jolly Roger's Lagoon: Normal
45, 00000CFF

Jolly Roger's Lagoon: Aquatic
45, 00003000

Jolly Roger's Lagoon: Stores
45, 003F0000

Jolly Roger's Lagoon: Deep Underwater
4B, 000000FE

Jolly Roger's Lagoon: Sunken Ship
4B, 00001F00

Jolly Roger's Lagoon: Inside the Big Fish (Normal)
4B, FE010000

Jolly Roger's Lagoon: Inside the Big Fish (Aquatic)
4B, 00070000

Jolly Roger's Lagoon: Seaweed Sanctum (Normal)
4B, 03F80000

Jolly Roger's Lagoon: Seaweed Sanctum (Aquatic)
4B, 00060000

Terrydactyland: Normal
52, 0000C1FF

Terrydactyland: Aquatic
52, 00000600

Terrydactyland: Inside Caves
52, 007F0000

Terrydactyland: Stomping Grounds
52, 0000D000

Grunty Industries: Normal
3F, 0000003F

Grunty Industries: Aquatic (Guessed)
3F, 00F00000

Grunty Industries: Inside
3F, 00001FD0

Grunty Industries: Elevator Shaft
3F, 000FE040

Hailfire Peaks: Normal(Fire)
41, 00000FFF

Hailfire Peaks: Normal(Ice)
41, 0FF90000

Hailfire Peaks: Aquatic
41, 00040000

Hailfire Peaks: Icicle Grotto
41, FD920000

Hailfire Peaks: Colosseum
41, 0002FE40

Cloud Cuckooland: Normal
57, 000007FE

Cloud Cuckooland: Aquatic
57, 00001800

Cloud Cuckooland: Inside the Cheese Wedge
57, 1C080000

Cloud Cuckooland: Central Cavern
57, 0000E001

Cloud Cuckooland: Inside the Pot o' Gold
57, 003F0000

Cloud Cuckooland: Inside the Trash Can
57, 03C80000

Cauldron Keep: Gun Chamber
75, 00000F00

Cauldron Keep: Outside
75, 000080FE
by Tanookirby at 9:12 PM EDT on October 17, 2006
Don't forget: for some songs, the tempo changes along with the instruments.
by ugetab at 3:07 AM EDT on October 18, 2006
There does appear to be a speed variable in the memory near the channels. 8007A418, or 0C bytes behind the channel info. It does change for some songs, but until the data can be used in the USF set, I don't feel there's a need to hurry up with getting it done.
by ugetab at 5:45 PM EDT on October 19, 2006
Updated Banjo-Tooie info:
http://www.gshi.org/ugetab/USF/Banjo-Tooie%20Dynamic%20Track%20Info.txt
by Tanookirby at 1:24 AM EDT on October 21, 2006
Is there a way to tell from the variables the difference of the track's given speed from the normal tune?
by Omochao at 7:21 PM EDT on October 21, 2006
Paper Mario - Toad Town Variations tagged:
http://www.sendspace.com/file/hbpl5d
by ugetab at 9:17 PM EST on December 14, 2006
I put together a USFLib with all the samples needed to play the Toad Town variations correctly. I'm not familiar enough with Paper Mario's coding to be able to optimize the rip like HCS did, so I just included all samples I could manage. This almost tripled the size of the usflib, but it does work, and I did use an optimized reduction routine, so I doubt the same sample data could be made any smaller with the current USF compression technique.

http://www.sendspace.com/file/mjt6k1
by snakemeat at 12:54 AM EST on November 7, 2007
@Omochao - Any chance of reuploading the tagged versions somewhere?

@Ugetab - Any chance of reuploading the usflib again?

Thanks!
by holyice7 at 1:47 AM EST on November 7, 2007
There are tracks left in Banjo-Kazooie that need splitting, which are are Grunty's Lament and Tooty's theme. Both have a nasty bubbling lava instrument in the background, and the Rusty Bucket Bay engine room tracks (aquatic and normal) have the machinery sounds in it.

edited 1:51 AM EST November 7, 2007
by Omochao at 6:53 AM EST on November 7, 2007
http://www.mediafire.com/?cuftgzmmwgm
by ugetab at 1:22 PM EST on November 7, 2007
Grunty's Lament and Tooty's theme(if you're refering to the Furnace Fun themes for winning) are supposed to have those sound effects. I just checked with a warp code and a mere 2 questions on the Furnace Fun board.

Rusty Bucket Bay engine room -
1. What track number (56?)
2. If it's 56, how did you get underwater music to play?
by nensondubois at 5:59 PM EST on November 7, 2007
regarding Paper Mario tracks: File not found...
by snakemeat at 8:28 PM EST on November 7, 2007
Thanks Omochao for the upload.
by holyice7 at 12:09 AM EST on November 8, 2007
Grunty's Lament and Tooty's theme have those bubbling instruments playing in the background, sure, but it doesn't really work with the music. It's much like having the original BK rip, with all the world music mashed together, with every area's instruments playing at once. It should really be separated.

In fact, some things like the wind blowing instrument should be cut from other tracks, like the Final Battle, but they aren't nearly as intrusive upon the actual song as the bubbling is on those two, so it doesn't matter quite as much, and could probably be let go.

As for the RBB engine room, I was wrong; it's just the main theme, not the aquatic theme, that has the machinery effects. The aquatic theme was included in the final version. Apparently, it was unused, but the instruments were left in.
by ugetab at 12:44 AM EST on November 8, 2007
With that bit of confusion cleared up, here's some USFs with the lava bubbling effect channels removed.

http://www.gshi.org/ugetab/USF/banjo_kazooie_no_lava_furnace_fun.zip
by holyice7 at 12:02 PM EST on November 8, 2007
Have I mentioned how awesome you guys are lately?

EDIT: Also, what about the Machine Room?

edited 2:25 PM EST November 8, 2007
by Tanookirby at 5:44 PM EST on November 8, 2007
Where exactly do these tunes show up in the game? Are they just custom versions or something?
by nensondubois at 6:29 PM EST on November 8, 2007
Toad's turnpike seems a little slower on ugetab's reripp.
by ugetab at 12:28 AM EST on November 9, 2007
Tanookirby: Read the comments in the USFs themselves. The lava instruments have been cut, but the tracks without the lava instruments don't play in the game. The person just wanted versions of them without the lava, which is why it's not an update, just an unofficial addition.

Nenson: I just checked, it's not my problem if there is one.
by holyice7 at 1:48 PM EST on November 9, 2007
Um...may I also have the Machine Room USF without the machinery instruments.

Please? ^_^;
by ugetab at 3:40 PM EST on November 9, 2007
ok.

http://www.gshi.org/ugetab/USF/banjo_kazooie_removed_effects.zip

Note that b/c/d versions of tracks can be changed with a hex editor already. Just copy the b/c/d base files, then look for this with a hex editor.

04000000 44E22500 ????0F24

The above string is used to block out channels for alternate themes. Using the original track as a basis, you can isolate the value used to play only the instruments you don't want, then subtract that from the originally used value.

If you don't understand that, then you'll be at the mercy of people who do understand it.
by nensondubois at 4:53 PM EST on November 9, 2007
"@ ugetab: It was an error with the program pacemaker I was using on winamp." Time for me to take the time fix it.
by P_L at 8:01 PM EST on November 9, 2007
Holy fish tanks, Ugetab, that code there is awesome! I've been wanting something like this for ages. Thanks a bundle! :D now I can finally have a chance at completing my Banjo-Kazooie SF2 soundfont ... not likely though with it so low on my priority list, but it's great to be able to play around with channel muting. Being a MIDI sequencer this could have a lot of potential practical use for me. :)

Not to sound greedy, but would you by any chance have something like that for Banjo-Tooie, or perhaps Donkey Kong 64 (I'm guessing not as the music save the tag barrel theme is not dynamic)? Or maybe even Conker? I've wanted things like this for those games for ages but never thought such a thing could exist ...

Thanks again for putting that up! :)

EDIT: May have found it for conker on my own (04000000 9C880100 ????0924 is what I found when messing with Windy and Co.), but it's unstable ... meh. You people have inspired me to look into this stuff. :p

(Yes, I know these codes were found by other people before me, and I'm only re-finding them in the files that they put them together in, but I've never had a success in hex editing like this before, so I wanna have a little personal feeling of victory, I guess. ;))

edited 8:34 PM EST November 9, 2007
by holyice7 at 8:32 PM EST on November 9, 2007
The concept seems straightforward enough, but I'm not sure of the identification of the instruments. Hex editing has always been interesting to me, so I might compare these files to see what I can learn.

I noticed, when listening on headphones, that Grunty's Furnace Fun, Grunty's Defeat, and Tooty's Theme all seem to have a low bass effect still in them associated with the heat from the lava. If I can figure this out, I'll see if I can remove those last few effects that have been bothering me.
by ugetab at 11:14 PM EST on November 9, 2007
I've updated them to remove what I think you're hearing, but learn it for yourself too, on the off chance you want to mess with 10 more tracks.
by ugetab at 12:01 AM EST on November 10, 2007
I checked the conker channel switch code. There's a simple pattern to use once you have the sound channel code in place in the miniusf.

04000000 9C880100 XXYY0924

In XX, try FF.
If sound plays, go to YY.
If not, try these sequentially until there's a failure. You'll know the difference between working and failing by the fact that the song won't play any notes, despite previously-playing channels working before the change.
01
03
07
0F
1F
3F
7F
FF

Try sticking an FF into the YY slot.
If that fails, try the above with the YY slot.

You should be able to build up the maximum channel list this way for your own use.

Notice that each of the changes involves a single bit being added to the amount. 1, 2, 4, 8, 10, 20, 40, and 80 are all individual channel bits. Since you need an instrument to play to test if the USF crashes, it's better to start from 1, and add bits from there.
by P_L at 5:11 PM EST on November 10, 2007
Everything's actually playing fine now, it just cuts out any and all silence before an instrument comes in and occasionally plays a little weird during the song (i.e. the strings in Windy that usually start at 1:43 or so come in right at the start when made to play solo, the bass loses a couple notes off the intro when playing solo, the lead banjo skips as it starts up, etc). I think my only playing issues were with me occasionally forgetting to close the file in the hex editor, which forbids Winamp from reading it.


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