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by hcs at 4:44 PM EDT on October 2, 2005
No problem, it's one of the stranger verbs.
by PdZ at 4:46 PM EDT on October 2, 2005
by the way... because iam bored..
heres a Pic of the Super Fast Tagger PdZ.



Thats me.

With my fast eyes and my perfect ears i could tagg anything in a couple of days.Maybe in only hours!Like Snowboard Kids.by the way?, why it isn't in the official list?And whats with DKR?
I should not drink to much cola...it makes me hyperactive.

edited 8:50 PM EDT October 2, 2005
by hcs at 4:52 PM EDT on October 2, 2005
The image is broken.

What do you mean about the official list? Both Snowboard Kids and Diddy Kong Racing are up on USF Central...
by unknownfile at 4:56 PM EDT on October 2, 2005
The tags are alright with me.
by Josh W at 4:58 PM EDT on October 2, 2005
Wait i think i got a small one of me somewhere.



Thats me, the super fast, super excellent USF Ripper. I'll rip them as fast as PdZ says he can tag them.

I got a new pic. Do i really look like that?

edited 9:22 PM EDT October 2, 2005
by PdZ at 5:01 PM EDT on October 2, 2005
Hm... The image isn't broken.Maybe piranho (freespace provider) is a little bit overload.

Thats me, the super fast, super excellent USF Ripper. I'll rip them as fast as PdZ says he can tag them.
U are faster and much better ;)Fast and perfect work.

edit: I mean the "official" list.Not the prliminary section.I mean http://www.halleyscometsoftware.com/usf .And beside this rip there must be written a word.. complete. :p

The coffein is fading out...Its 3 O'clock in the morning, here in Germania Cologne.I go to sleep.Good Night, Good Fight.

edited 9:06 PM EDT October 2, 2005
by hcs at 5:23 PM EDT on October 2, 2005
Oh, well, a whole bunch of sets are scheduled to be released into "complete" status with the v1.0 64th Note release.
At the moment they are:

Bomberman
Jet Force Gemini
Mario Party
Paper Mario
Extreme G
Shadowgate 64

maybe:
Snowboard Kids
Pokemon Stadium

and Diddy Kong Racing since UNKNOWNFILE says he's happy with the tags
and Bomberman Hero

now with links to the files to be released

edited 9:34 AM EDT October 3, 2005
by Josh W at 5:29 PM EDT on October 2, 2005
Add this one too:

Bomberman Hero


by hcs at 5:31 PM EDT on October 2, 2005
Release-worthy?
Then up it shall go!

I wasn't aware there were tags for it yet.

do you want me to put track numbers on them before putting it up?

edited 10:12 PM EDT October 2, 2005
so as not to be left out by hcs at 6:01 PM EDT on October 2, 2005


Thats me, the super fast, super excellent plugin author. I'll release betas as fast as PdZ can tag and Josh can rip.
by Josh W at 6:59 PM EDT on October 2, 2005
Track numbers?
Only half of them have track numbers, the other i have no clue about, so if you want to do it then so be it.

I'd better go home now. Might check out CBFD.
by hcs at 7:06 PM EDT on October 2, 2005
yep, got the numbers on the ones from the OST.
by hcs at 8:04 PM EDT on October 2, 2005
By the way, it may not be obvious to most reading this because you're all on top of things, but 64th Note v1.0 is needed to play DK64, otherwise things get ugly. Broken ugly.
by Mouser X at 11:48 PM EDT on October 2, 2005
Hey, PdZ, I have to agree that the image seems to be broken. When I tried to load it, it only loaded from the nose up (unless that's what it was intended to do). Also, for some reason, it didn't load until I viewed the image directly (right click, select "view image").

However, it's not a big deal. I just thought you might want to know about it. And definatly thank you VERY MUCH for the tags you've recently provided. That's awesome! Keep up the great work. Mouser X over and out.
by hcs at 11:58 PM EDT on October 2, 2005
Ah, that's the trick, the site doesn't allow direct linking, you have to view the image without any referrer being passed along in the HTTP header. So you have to manually view the image, it can't be linked to from within an HTML page.
by PdZ at 2:46 AM EDT on October 3, 2005
Oh.It seems that that may be the Reason.I think, piranho only allow the own (abc.piranho.com) referrer to view the image in a "Page".

To Mouser X:
I previously said, that I saw how much great Rip work is done...So I thought, that it would be time to do some taggs.And Snowboard Kids has not too much Songs...So it used only 5-6 Hours to tagg,time,rename it.Iam glad to see, that u like the taggs :).

Keep on the great work and Iam going to tagg as much I can.
so I don't also feel left out by unknownfile at 8:06 AM EDT on October 3, 2005


Here's a picture of me, the unsuper ripper. I dont really do anything special here. ;p

edited 12:06 PM EDT October 3, 2005
by marioman at 5:05 PM EDT on October 3, 2005
Congrats on the DK64 rip Josh. Job well done.

I am sure glad that you are back - it was strange not having a new USF rip every couple days.

Can't wait for the sets in the above list to be released.

Thanks.

[EDIT]

Oh, I keep forgetting to mention, I know that hcs could not rip Rush 2049, but if it EVER gets ripped, I will help tag it. Just to let you know.

edited 9:07 PM EDT October 3, 2005
by Josh W at 5:10 PM EDT on October 3, 2005
Unsuper?

Hey, cmon, you did Diddy Kong Racing. Now you put in an effort. All you gotta do is think outside the box, try unorthadox things and think about them alot.

During the week i spent removing data from DK64 (i reduced it from about 10.5Mb) i tried many things to do this and i was up all night until 7 in the morning seeing what would happen if i removed a huge chunk out of the ram. Most often it would crash but i got lucky sometimes. Then i would go to sleep during the day and dream about it.

Then i got pissed off when i figured out how to get it working with the batchripper. But strangely it doesn't work with and compilation of the batchripper by me, but it does work with the executable version by hcs. ????


By the way, it may not be obvious to most reading this because you're all on top of things, but 64th Note v1.0 is needed to play DK64, otherwise things get ugly. Broken ugly.

Yes, i thaught i did put a note about that, but i guess that was in an earlier build of it. On an earlier version it should produce nasty TLB errors.


cbfd by Josh W at 2:58 PM EDT on October 4, 2005
Upon playing with Conkers Bad Fur Day, and playing with the data given to me by hcs, i have been able to get a rip working by waiting several dlists after the song select routine has played, but i have had to up the paranoia value to get it to work (to 512).

But it doesn't seem to work when i try to make a usflib-based set becasue (i assume) the data from one will corrupt the data in another and so on resulting in none working (the problem i had with DK64). So i guess i will have to implement my old-school techniques to get this one going.

And i hate it when it doesn't use standard memory mapping. AddressInIDA=TLBTrans(PROGRAM_COUNTER)&0x80000000???

Most of the reason why i cant rip the turok series.

edited 7:01 PM EDT October 4, 2005
by PdZ at 4:23 PM EDT on October 4, 2005
By the way Josh W, u reminds me on Gordon Freeman of Half Life. ;)

U look like him, a little bit.




edited 8:26 PM EDT October 4, 2005
by hcs at 6:10 PM EDT on October 4, 2005
The hairstyle and expression are nearly identical... other than that, not really.

Regarding making a usflib set, might the problem be that you're using a version of recon that assumes a ROM smaller than the one you ripped from? This was a problem for me for a while... Run recon with no parameters to see what it uses.

Other than that there shouldn't be any reason for usflib reduction failing, each miniusf should contain replacements for any data at the same address that another song is using.
by unknownfile at 4:31 AM EDT on October 5, 2005
So true, PdZ ;p
by Josh W at 3:49 PM EDT on October 5, 2005
haha, nice picture.

Yes, last night i remembered something that recon "assumes" a 32Mb rom, and once i changed this it was running fine.


Other than that there shouldn't be any reason for usflib reduction failing, each miniusf should contain replacements for any data at the same address that another song is using.


You obviously haven't tried to USFLib my original DK64 set. But a few of my own routines seemed to do the job just fine, but this might be caused (highly unlikely, but likely) by the fact that i didn't have a single pj, but 174 pj's (about 1.4GB worth). Also i think i have found out why dk64 uses so much cpu time. I got it reduced from about 25% to less that 5%. Conker uses 0%?

Anyway i with this out of the way and started making a set of Conker and MAN HOW LONG DOES IT TAKE!!!

I started it at about 9:30 last night and started watching tv, and i saw a good anime movie - it was Laputa: The Castle in the Sky. So when that was finished at about 12:10 i turned the screen back on and it was not even half done. So i just went to bed.


Well here is what i got of the rip so far.

I might get it finished today, or tommorrow.

Nice pic.
Also, disk_free_space() reports lots of space left on the server.

edited 7:56 PM EDT October 5, 2005
by unknownfile at 4:56 PM EDT on October 5, 2005
Nice. Miyazaki rux.

I tested the sample and it was kewl.

Hooray for Robin Beanland!
by hcs at 5:20 PM EDT on October 5, 2005
You obviously haven't tried to USFLib my original DK64 set.

I'd love to know why recon isn't working... to each miniUSF the data is supposed to look exactly the same. Could you put up a minimal example, or tell me what you changed in your own routines? And are you sure you weren't using a version of recon assuming something smaller than DK64's 32 MB?

Glad CBFD is working now, anyway. And regarding the CPU usage, have you taken a look at how the old set performs in beta 17? You may have fixed on the USF side what I avoided on the player side.

If disk_free_space reports anything more than 20 MB it's counting the space actually left on the server, not the portion of my 500 MB quota that's free.

edited 9:24 PM EDT October 5, 2005

edited 9:26 PM EDT October 5, 2005
by hcs at 5:47 PM EDT on October 5, 2005
Banjo-Tooie tags
by hcs at 6:16 PM EDT on October 5, 2005
Also, with Conker's Bad Fur Day, were you able to find something besides the song number modifier that would let you play other sections of songs? I suspect you won't be able to play the second verse of the poo boss song without it.
by Josh W at 6:24 PM EDT on October 5, 2005
I'd like to know why too. No i used the new one set to 32MB (for DK64). I guess it is because i didn't run the set through Pj64 to get the savestates (bad!) because at the time i believed it didn't trace what i needed (and still believe...sorta). So there still might be some nasty code in it doing things that ruin the rest of the set.

Anyway i had several programs made to rip it. The first one was to strip an empty .PJ created that played nothing to get rid of the savestate header. the second was to compare that file to all the rest of the PJs to keep which bytes were common to them all. The third was to remove a whole shitload of data that i found wasn't nessecary and what was already in the base PJ that i created before. The fourth was made to remove a huge 1Mb chunk of rom that wasn't being read by any of the tracks.

Then i used recon to make the minirams and they worked.


I suspect you won't be able to play the second verse of the poo boss song without it. it.

Hmmm, i don't think it does play, but i will check it out...which music index is the poo boss song? I've never played CBFD.
by hcs at 7:03 PM EDT on October 5, 2005
The trick might be something I ran into with pilotwings, where a track actually *needs* memory to be zero. Normally these bits would be ignored. PJ64 USF, however, will write needed memory whether it is zero or not. recon has been written to compare the incoming sparse RAM with the RAMlib when creating miniRAMs regardless of whether the incoming data is 0, so it is possible for it to generate 0 chunks here.
If you generated sparse RAMs with anything but PJ64USF (excluding anything you wrote that might leave 0s in) this might become an issue.

and I think the index is 0x42, though I haven't checked your test rip for that yet

edited 11:31 PM EDT October 5, 2005

No, not 0x42, though that is a cool track. I listened to it on infinite play for 1.5 hours last night while working on a lab report. According to the code on this page it's 0x41, but your 0x41 isn't what I had been working with (which had lyrics and was in fact a completely different song, though it had the same instrumentation). So maybe you're using a different section of the same thing already.

edited 9:48 PM EDT October 6, 2005
by unknownfile at 1:29 PM EDT on October 6, 2005
Removed, didn't notice wedge's tags.



edited 5:30 PM EDT October 6, 2005
by Josh W at 6:11 PM EDT on October 6, 2005
Dang, i was listning to track 0x42 and saying - yes, thats nice, but whats the problem.

I will check on 0x41 when i get home. But what about it being a different song? So, whats happening? Have i done something wrong???? confused

I will play around with track 0x41 and see what i can come up with.

As with DK64's tag barrel mix up problem, i have located a function that seems to deal with the music, but when i try and change it all music stops after about a second. And with Banjo tooie, absolutely NO IDEA!! - I ripped the set with only 1 value patched into the savestate.

And i cant get the modified Yoshi's Story's guitar tunes working iun PJ64 USF.

About your suggestion for modifing the tags for DK64 into a batch file, it doesn't really matter as i have made a program to copy tags from one file to another.

So i might as well post my ripping todo list

Rerip DK64 and find TAG barrel music instrument modifier
Is there really something wrong with Conkers Bad Fur Day? And rip rest of the set
Find Banjo Tooie music instrument Selection
Make Guitar versions of Yoshi's Story work with PJ64 USF
Find out why Turok 3: Shadow of Oblivion wont play in 64th Note
Finalise Mario Party Sets
Investigate Track names for Mortal Kombat 4

that should keep me busy for now.





edited 10:12 PM EDT October 6, 2005
by hcs at 6:15 PM EDT on October 6, 2005
Well I wanted to make it clear that it wasn't just the vocals missing, it's a completely different tune than was playing when I messed around with the song select. The instrumentation and style are similar, however, which leads me to believe it may play at a different part of that boss battle, thus being a different section of the song (similar to what I found in Paper Mario). If you just use the code I posted, unmodified, I think it will play the section I'm talking about (though you might have to change the number and I don't know what that a1=5 thing was for).
by Josh W at 10:01 PM EDT on October 6, 2005
Ok, im at home now setting up my new cable internet (excellent), so i'll use your values and check what happens when i play it.

I was also wondering why you put 5 into A1...
by PdZ at 7:28 AM EDT on October 7, 2005
Cable Internet... I only hav 4 Mbit -.-

Great Mighty Poo by Emil007 at 11:40 AM EDT on October 7, 2005
I think i know the reason of the problem with the great mighty poo-track.
The Speech-Samples in the game are stored as mp3-Files, when you use DragonUnpacker (Hyperripper) and search for mp3 you'll find every speech sample of the game (about 17MB).
The great mighty poo is also stored as mp3, every verse is a mp3. But these samples are without music, so i think you should find at least the music without vocals..
by hcs at 12:53 PM EDT on October 7, 2005
As I've said, the music select function will play that song, with music and vocals.
by Josh W at 7:30 PM EDT on October 7, 2005
Hmmm, it seems that if i use your code and use music number 0x41, which is the one that i ripped but number 0x42. Is it the guitar one?

There arent any vocals in it.
by hcs at 8:28 PM EDT on October 7, 2005
no, not the guitar one

This is what I thought, that the code I gave with 0x42 was the poo boss song. Whatever function you're using must be subtracting one (or mine is adding 1).
And I'd test it again but things are screwy at the moment with my hdd.

edited 12:38 AM EDT October 8, 2005
by Josh W at 10:20 PM EDT on October 7, 2005
Ok, i got it. What a cool song, but there doesn't appear to be a second verse playing. It just loops at the aah aah aah...

It is at 0x42.
Even the graphics enabled it just keeps on the looping. Are you sure there is a second verse, perhaps you just dreamed it?

Anyway if there one it might be in another index? OR it might be one at all and streamed?

Hmmm.
by hcs at 10:56 PM EDT on October 7, 2005
Take a look at the gscentral page I linked to, it says "first verse" and doesn't list a second one. The MP3 of the track on Rare's website has two verses as well. I doubt it's another index, it's probably a matter of a section specifier as I suspected, but that's pretty hard to track down. If I find anything I'll tell you.

Also that might be why a few tracks of your sample rip are just fanfares, I found that a lot in Mario Party that the sections past 1 would be short bits, like the intro or outro to a track.
by Josh W at 12:49 AM EDT on October 8, 2005
Well yes it plays the first verse i figured, but no other. There aint any other select in it after the chorus (that i could track).

However i have found the MP3 select routine that allows me to put anything in it.
It is at Physical Address 0x1263C with value in A0.

Index 0xEF is used as the first verse and there are several indicies after that are likely suspects for other verses.

I haven't as of yet come up with a way to implement this though in the song.
by unknownfile at 12:33 PM EDT on October 8, 2005
Do you have the Matrix-type techno song from CBFD ripped yet, Josh?
by hcs at 2:29 PM EDT on October 8, 2005
I think you're referring to track 42 in the sample.
by Josh W at 7:25 PM EDT on October 8, 2005
Ahhh, the song is called "Sloprano"

Man, i dont think i can get it like the one on rares website.





edited 11:26 PM EDT October 8, 2005
by hcs at 10:11 AM EDT on October 9, 2005
right, sloprano, I don't think you can get it like that, but we can probably work things to get it playing the second verse (and maybe the ending) in a different miniUSF.

Last night I was working on trying to rearrange the sequence itself (I had forgotten that it actually uses the standard sequence format, despite everything else being customized), but I didn't get anywhere with that since it looks like my copy of the devkit source is now missing.
Could you send me what code you used to generate the save state for use with the batch ripper? It seems like your samples were using a different section number than my test was, maybe I can figure out the difference with that...

edited 2:11 PM EDT October 9, 2005

edited 2:11 PM EDT October 9, 2005
by hcs at 2:02 PM EDT on October 9, 2005
OK, I found my audio lib sources again so I was able to remove the infinite loops from sloprano and get the whole thing running. Here's an APS patch that does this.

I'll epxlain more when I get bvack.

sloprano wouqld be 0x43, not 0x42, in JOsh's rip, that Wwas the problem
by Josh W at 6:22 PM EDT on October 9, 2005
ok cool, somebodys been busy. Sop, ill try it when i get home and check it out.

I believe i did something wrong when making the savestates for it and incremented them incorrectly ( i believe i stated at one instread of zero which would of thrown them all off by one.
by Josh W at 9:08 PM EDT on October 9, 2005
APS Patch? Dang i was using an ips program and getting quite frustrated why it wasn't working.

APS? I must be getting old, i cant keep up with all the new formats, i must remember to take my brain medicine.

Hmm, the last time i used an IPS was about April Last year.
by Josh W at 4:47 AM EDT on October 10, 2005
Cool, got it working. But there are some silence gaps between where the music changes, but that should be easily removed if neccesary.

I also got it working, but i think i saved the savestate a little too late, but since this is only a sample it doesn't matter

Conkers bad fur day - sloprano


I also got some tlb errors when the first mp3 block was loaded but this appears to have no affect on the usf, so it shouldn't matter.
by unknownfile at 5:06 AM EDT on October 10, 2005
I AM THE GREAT MIGHTY POO
AND IM GOING TO THROW MY SHIT AT YOU
A HUGE SUPPLY OF TISH COME FROM MY CHOCOLATE STARFISH
HOW ABOUT SOME SCAT YOU LITTLE TWAT?

++Josh W.
You are teh man ;D
by hcs at 8:16 AM EDT on October 10, 2005
APS isn't exactly new, but it's the preferred patching system for N64 ROMs for some reason so it's what I use.

I'm not sure exactly how we want to go about handling the multiple sections. So far I've been absolutely unable to find any mechanism within the game for setting a position in the MIDI (not true, I actually found equivalents for a lot of the alCSeq functions, it just seems that the SetLoc function isn't adjustible for different verses). I figured that I could set the offset manually in the header (just bump up the offset for each track to just after the loop), but it looks like there's init done at the beginning of each track. So I tried moving the second verse back until it was up against the init stuff, but this somehow didn't work at all.
The idea was to create one file for each verse.
What I can do with what I know now is create a file for each verse, but all it will do is play the preceeding verses and loop infinitely at the end (as in the patch I sent you, I left the last loop in so it'll loop at the end).
It'd also be nice to remove the pause between sections, at least I think it would sound better. I'll try that today if I get the chance.

One complication this could introduce is different versions of the ROM in the same rip...

Oh, and I can easily kill tracks now, so I can probably fix that irritating buzz over the overworld (or whatever it's called) theme.

Oh, also, maybe Sloprano would be better with 2 loops in each section (just of the "ahhhh" and whatnot), I just changed it from infinite to one since it was the first idea that came to me. 'cause I'm thinking that a seperate file for each one is stupid when we have it advancing so nicely like it is now.
Also, good job on the rip.

edited 12:31 PM EDT October 10, 2005
by Josh W at 3:01 PM EDT on October 10, 2005
yes, it took me a while to track done. Wouldn't the ahhhh section with 2 loops make it much longer. Hmm, guess it is just me though. Also a lot of noise is present when playing Sloprano when starting up using the Audio HLE, but that might just be a problem with this rip only.

Well i think that whatever version of the rom that you have is the same version as the one that i have got so there shouldn't be too much problems with that, ?

Yes, i agree that the a song should stay in one file, because, well, it makes more sense.


One thing i also noticed, well confirmed is that version 1 of 64th Note will let me get away with anything in an usf, whereas any previous version will get very nasty with me and because of this, it is causing me to get very lazy when removing code.

For example, i am playing with Turok 3:Shadow of oblivion (to calm me down from Conker) and relising that what i have done on it (which is not very much) will work but in the interpreter cpu only and deciding that i must stop more code from working in order for not only to be a working rip in the recompiler, but in order to maintain my not-laziness.

Hmmm, i wonder why this wont work in the recompiler...
by hcs at 8:19 PM EDT on October 10, 2005
After some tedious MIDI hacking (though I now know how variable length deltas are stored, for whatever that's worth) I present the definitive Sloprano:
Sloprano Full.

I included the APS patcher in case someone else wants to try it out. There are now no pauses between verses and it flows quite well.
by Anonymous at 10:44 PM EDT on October 10, 2005
Sorry to derail from the current topic... But I've not been able to find Tribal Beats in the USF set either... is that another difficult one to rip (vocals), or is it somewhere that I missed?
by Josh W at 11:25 PM EDT on October 10, 2005
But I've not been able to find Tribal Beats in the USF set either

Probally because it isn't in there.
What i had ripped was a sample set, which means that it is a few of the songs that i have ripped from it to test whether they are working and ok, so now that everything seems to be in order, i will resume the strenuous long task of ripping it.

Also note that as this rip contains large chunks of streamed section and hi-quality samples the set will be quite large. By quite, i mean approximately 16Mb would be a good guess.


Back to the rip.
by hcs at 9:26 AM EDT on October 11, 2005
OK, I'll clear out ye old server so you'll have space to upload it when it's finished.
No one's downloaded Elemental Gimmick Gear in a while so it'll be the first to go.

There, over 100 MB free.

edited 1:29 PM EDT October 11, 2005

By the way, could you let me in on what you did to DK64 to decrease the CPU usage? I have the feeling that Chopper Attack, Snowboard Kids, and now 64 Trump Collection could benefit from the same change.

edited 5:42 PM EDT October 11, 2005

Disregard the 64 Trump Collection part, it seems to run fine, it just rips incredibly slowly.

edited 6:04 PM EDT October 11, 2005
by Josh W at 2:56 PM EDT on October 11, 2005
it just rips incredibly slowly
Reminds me of ripping Conker - when it worked. I must of changed or removed something because i can get it to rip using my current configuration, it did it on purpose. I cannot see it taking less than 10 hours on my PC.

Regarding the DK64's decreased useage (which was about 20 fold), i caqnt be sure as of yet precicly what caused it, but when i was patching stuff in (and out) of it, i was being a smart ass and removing huge chunks of code from it (hundreds of instructinos at a time) and i guess i removed some idle routine or osRecvMesg that was making it wait, but i'll investigate that when i get home.
by Josh W at 8:02 PM EDT on October 13, 2005
ok, finished right this instant and after a few tests here is the rip we all have been waiting for and loosing sleep over.

Conkers Bad Fur Day
The set is a little smaller than i first estimated but it is still hella huge. Released as experemental.

Get it here

enjoy.

edited 12:03 AM EDT October 14, 2005
by hcs at 8:37 PM EDT on October 13, 2005
yay!

I copied it over to the prelim directory rather than moving it so I wouldn't interrupt anyone's download (since we've got space now).

Thanks, Josh.
by Josh W at 9:22 PM EDT on October 13, 2005
yes, now we wouldnt want to do that now.

In my mind i said i'd stop ripping once all the sets i wanted were done, now they are i feel strange.
Since i am so damn good i don't wanna stop. I still gotta do the turoks.

Well i found a new place to download some new roms (i've blee freeromgames.com dry), so i'll be doing some extensive analysis on some roms such as Megaman 64, Gex and Automobil Lambrogini ?)

But before that i might clean up my existing sets and find some track names for the mario partys. And then i got some assignments to do by next week.

But now i could do with some sleep.


edited 5:19 AM EDT October 14, 2005
by hcs at 4:11 AM EDT on October 14, 2005
You may notice that sparse02 is a combination of a bunch of themes. Well problem solved. Last night after the rip was finished I figured out how to eliminate channels (like I said I could before...) and did some critical listening to determine when each needed to be enabled, so now I have a miniusf for each section of the OST track. I've included the track here so people can listen and point out any mistakes I've made.

With the current rip first note still winds up sounding odd because the sequence has already started playing, however if we get a rip that's done before the play has started this should work pretty much perfectly.

edited 8:11 AM EDT October 14, 2005

and don't let the fact that I can't spell rhythm confuse you...

edited 8:21 AM EDT October 14, 2005
by Josh W at 4:28 AM EDT on October 14, 2005
nice, i was playing cbfd and noticing the same thing and it raised my blood tempreture (as i have the same issues in other rips)

But you seemed to have it figured out so i bow to your finite wisdom and patience.

Also, to enable the rips to rip before any of the music is loaded then the TLB error problem must be fixed (or whatever is related to it). I have a few theorys but not a clue.

by hcs at 5:11 AM EDT on October 14, 2005
again I offer my help in this regard, just copy and paste your save state generation code here and I'll do what I can
by marioman at 5:14 AM EDT on October 14, 2005
Congrats Josh. You are becoming a USF ripping MASTER! Good job.
by unknownfile at 7:45 AM EDT on October 14, 2005
++Josh W.
by unknownfile at 12:34 PM EDT on October 14, 2005
You'll notice the same problem on track sparse44 (Enter the Vertex), it's all dynamic.
by Poobah at 2:32 PM EDT on October 14, 2005
A lot of the main themes in Rare's games are 'dynamic'.
by Josh W at 5:54 PM EDT on October 14, 2005
sure i'll post it, but in it's current state you most likely will be able to do nothing with it because it is mainly time dependent and counts dlists and the like (and if this option is opted then an initial savestate will be needed [that is saved after the into and before a music call])

Other than that sure (but i will go through it and try to make it useable).

damn, i think my cdrw is stuffed.


edited 1:31 AM EDT October 15, 2005
by Josh W at 1:45 AM EDT on October 15, 2005
ok i think i got it working now.

Anyway here is files for cbfd (but also contains stuff for other rips here)

USF ripping Master eh? I somehow don't think that i fit that profile, but that might be just my oppinion. Oh, and i think i got Turok 3 working.

I've also noticed when looking at my hard drive space that ripping usfs take quite some space, and that my free space is dwindling very quickly.
See.

Better start saving for a new hard drive.

Posting images is neat.


edited 5:49 AM EDT October 15, 2005
by hcs at 5:10 PM EDT on October 15, 2005
UF pointed out that I shouldn't have the strummed rhythmic banjo (0x0800) in sparse02a.miniusf. I'll fix this when I get a hex editor installed.
by Josh W at 7:34 PM EDT on October 15, 2005
yes, ive been listning to them and trying to compare them to the real thing (on N64) and it seems pretty accurate to me. But i'll keep a close ear on it.

Slightly veering off topic is some problem i found last night whilst playing with Turok 3.
What the problem is that in 64th Note v1.0 my rips won't work with the recompiler on. Ok i thaught, it must be my fault and needed to do more work on it. But when i ran it with version 0.05 it did work with the recompiler.

try it here.

I still think it is my fault.

edited 11:34 PM EDT October 15, 2005
by Josh W at 2:41 PM EDT on October 17, 2005
well, i've been told by MrDoomMaster about a missing track from Conkers Bad Fur Day where you enter a flaming room with a dragon head

Well, i haven't been able to find out whats going on and i haven't been able to find any other music indicies, i dont think i found the pointer table either, but i found some sort of table that looks weird.

Stupid TLB Errors, i'll kill them.

Remember this from the game?
_____________________________________________________


edited 6:58 PM EDT October 17, 2005
by Anonymous at 12:28 PM EDT on October 18, 2005
Josh, it seems that the usf you posted is a piece that has parts from 2 seperate parts of the game. The first from where you defeat the pitchfork (the menacing voice), and the second is from where you are talking with a programmer from the game.

But... I will comment that Tribal Beats still seems to be missing as well. :( A few of the Conker tracks are completely silent... is it possible that some samples could be missing? It's also possible that the track could be similar to the sloprano, as the intro to it is there... (but I always thought it was a second track)
by Josh W at 3:09 PM EDT on October 18, 2005
yes, i knew something funky is going on.
The thing is how can samples be missing? Have we missed something a...hmmmm

hmmmm....dang. Yes, i put the blame squarely on myself for that one. I assumed all tracks would work when i set it, the way that i waited for how long it should be before i cut out the graphics and start tracint. That could be it. Well i guess i'll try and do that, which of cause all would be fixed if the tlb related problems are solved.

Well meanwhile i found an easy one to do, so therefore heres
Automobili Lamborghini
Get it here

Stupid techno crap, you can never be sure how much alists to process, in this case i set it to 1600. May not be enough.
Also, for a change everything is standard. Standard calling, standard functions, stardard pointer table.

_____________________________________________________



edited 7:22 PM EDT October 18, 2005
by unknownfile at 4:05 PM EDT on October 18, 2005
HES DONE IT AGAIN.

Now, if only I can get SimCity 2000 to work without hogging up unholy amounts of CPU...
by Josh W at 4:18 PM EDT on October 18, 2005
a good thing to do, is that if the cpu time increased by heaps after removing a thread, DONT REMOVE IT!!!

I cannot emphesise this strongly enough,l because it is likely that that thread idles most of the time.

Unless it is the graphics thread of course. :)

_____________________________________________________



edited 8:47 PM EDT October 18, 2005
by unknownfile at 4:29 PM EDT on October 18, 2005
there are no obvious calls to the graphics thread, the thread I'm using to stop dlist processing is the controller reading thread.
by Josh W at 5:27 PM EDT on October 18, 2005
have you tried using the removing osSendMesg after osViSwapBuffer.

This was the only thing that i did to Banjo Tooie


edited 9:30 PM EDT October 18, 2005
by hcs at 5:30 PM EDT on October 18, 2005
that's the trick I use, too, whenever possible
by Josh W at 5:33 PM EDT on October 18, 2005
oh, hcs if you don't mind i have i modified (a copy) of forum source and am playing with it, so this might cause funny things to appear and disappear in my posts.

Strange, i need two << when changing back from image.

See the smiley?

edited 9:42 PM EDT October 18, 2005
by Josh W at 6:02 PM EDT on October 19, 2005
ok, heres a game for ya.

Guess what game of the USF set i am currently ripping right now by this track

sparse00.usf

Hint: its in the top 10 of the request list
by hcs at 6:10 PM EDT on October 19, 2005
My guess is Duke Nukem Zero Hour or one of the Turoks. But then again that's a very random guess.
by Josh W at 6:12 PM EDT on October 19, 2005
wrong. look higher in the list
by hcs at 6:19 PM EDT on October 19, 2005
uh, Mega Man?
by Josh W at 6:26 PM EDT on October 19, 2005
yay!!!!
by Josh W at 7:38 PM EDT on October 19, 2005
well whilst this takes its time i guess i'll put up an in-progress set to pass the time

Mega Man 64 - In progress (23 tracks)

11:38 - 0x16

edited 11:38 PM EDT October 19, 2005
by Mouser X at 7:40 PM EDT on October 19, 2005
Dag-nobit! My computer is still "having issues" so I don't have any way of testing that file. On a positive note, my new hardrive came, and it's been checked, and all looks good. As such, I should have my computer functional again in about 24 hours. Happy that most certainly makes me (as does the info about Megaman 64 being ripped!). Oh yes, in case anyone was wondering, I call time and tags on this! I already have all the info I need to finish it (track names, numbers, artist, you name it, I've got it). THANK YOU THANK THANK YOU!!! I look forward to providing any help that I can, in any way. Mouser X over and out.
by Josh W at 7:47 PM EDT on October 19, 2005
help eh. How about contrubuting by helping to rip some tracks?

Well if anyone does heres a url for my stuff

ripping info is in the rar, and select a range higher in the range (out of 0x0 - 0x74, i am currently on 0x24)

if you dont have the rom, it can be found at freeromgames.com


edited 11:58 PM EDT October 19, 2005
by Mouser X at 8:13 PM EDT on October 19, 2005
Here's a question I have in regards to Megaman 64. What are the chances of being able to rip out the spoken tracks? Yes, I realize full well that's something most (if not all) people don't care about, but I was curious. Did you find any as you were digging in the ROM? Or, as is far more likely (and well expected), is it to much work to be worth it? If it would help at all, you wouldn't actually have to spend the time "ripping" it (meaning, running it through the batch ripper), because I'd be very willing to do that on my own machine in my own time. The problem I run into is, if the voiced parts aren't part of the setup, I wouldn't know how to find them, or rip them...

Anyway, that's something I was wondering about. Again, by all means, since this is your rip, you are more than welcome to do with it as you please. I was just asking to know how that would stand. Thanks in advance. Mouser X over and out.
by Josh W at 8:20 PM EDT on October 19, 2005
the chances of me doing that are the same chances are doing it from Conkers Bad Fur Day - very likely.

But i will have to do a new search to look for the playing fucntions, but then again they just use the standard library functions. But as i have very little free time today, it will have to wait until tommorrow.

I think it would of been easier to find the voice functions rather than the music, cause of the old school way i found it in this (last time i did that was yoshi's story)

Well, i'll see what i can do.


Hmmm, on some tracks it crashes above indicies 0x50...

edited 12:54 AM EDT October 20, 2005
Yo by fishonthecarpet at 11:30 PM EDT on October 19, 2005
Sorry guys, I'm not sure if this has been answered before;

Is anyone working on a complete set for Banjo Tooie and DK64? DK64's pretty much there now anyway.

Thanks Josh, love your rips!
by Poobah at 12:31 AM EDT on October 20, 2005
It's spelt, indices...
by Josh W at 4:43 PM EDT on October 20, 2005
whoops my bad, yesterday i rememebered wrong and said 0x74 was the highest, when it really it was 0x47 - no wonder it crashed on higher values, at least i know that there aint any more.

Well anyway heres...
Mega Man 64
It sound pretty cool, and it works on older versions of 64th Note. I must of done something right.

Get it here


Is anyone working on a complete set for Banjo Tooie and DK64? DK64's pretty much there now anyway.

Do you mean tagging, instead of set. Well, i got a lotta names for the files, but since i have never played the game it would be harder for the ones i dont know.


edited 9:40 PM EDT October 20, 2005
by unknownfile at 4:47 PM EDT on October 20, 2005
Our hero does something that nobody can do except for him! He is the master of MIPS. He's Josh Ware!
by marioman at 5:40 PM EDT on October 20, 2005
Sounds great Josh. (Although the link is a little broken - I found it anyway.) The best part is that you already have someone who is ready to tag it. I predict that this one will be completed very soon.

Thanks a lot.
by Josh W at 5:41 PM EDT on October 20, 2005
there, its fixed (i forgot the //) and it messed the link up.

Now what do do...
by marioman at 5:48 PM EDT on October 20, 2005
*cough*Mario Golf*cough*

After the great job that you did ripping CBFD, and I am sure that you can rip anything!

Also, on a kind of unrelated note, why has Automobili Lamborghini not been added to the USF page? And, why hasn't CBFD and Snowboard Kids been removed from the requests page? Just wondering.

edited 9:50 PM EDT October 20, 2005
by Josh W at 5:52 PM EDT on October 20, 2005
what was that?

yes, i have tried my hand at mario golf and it somewhat confuses me. when i thaught i found the music select, and try to change the value, it doesn't play if i change it to any other value than what is supposed to play. I must be close tho.

Yes, automobil lamborgini hasn't been added yet. hcs is getting slow, maybe he's getting old. mmm, then so am i. Hmmm almost 20...

It appears that everyone has a function reference manual except me.

edited 9:56 PM EDT October 20, 2005
by hcs at 7:19 PM EDT on October 20, 2005
My apologies:

http://www.halleyscometsoftware.com/usf/UltraManPages.rar

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