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- by Josh W at 7:30 PM EDT on October 20, 2005

Thanks for that. Big help indeed.
edited 11:30 PM EDT October 20, 2005
- by SquareTex at 6:23 AM EDT on October 21, 2005
- Camelot didn't store the Mario Golf music in the same way that they did with Mario Tennis? Odd...
But then, since MT came second, they probably found a better way...
- by Josh W at 9:03 PM EDT on October 21, 2005
- no they didn't, (in the way that how the music is Inited), but i found out how anyways.
More news on this soon.

edited 1:21 AM EDT October 22, 2005
- by hcs at 9:43 PM EDT on October 21, 2005
- Hoorah for Mario Tennis! Hoorah for Josh!
- by Josh W at 10:24 PM EDT on October 21, 2005
- well as per request of marioman, Mario Golf has been released.
See prelim page.
edited 10:58 PM EDT October 22, 2005
- by marioman at 8:01 AM EDT on October 22, 2005
- Thanks for the Mario Golf rip. Again, unless I missed my guess, there is already someone lined up to tag this one. (SquareTex) Therefore, it should be finished soon.
Thanks.
--Edit--
You're a good man. Thanks. (You know that was just a joke right?)
edited 11:10 PM EDT October 22, 2005
- by hcs at 8:27 PM EDT on October 22, 2005
- Josh says Mario Party 2 & 3 are ready, I have them here right now:
newrelease.
I'm going to put these all up at once in a few days, coinciding with the final release of 64th Note v1.0.
- by fishonthecarpet at 10:52 PM EDT on October 22, 2005
- Not the tags Josh, I meant basically fixing the tag barrel thing, and in Banjo Tooie seperating out the tracks in the levels.
Thanks!
- Dr. Mario 64 Uploaded! by marioman at 10:34 AM EDT on October 23, 2005
- He just never ceases to amaze me!! Thanks for the Dr. Mario 64 rip Josh. Incidentally, I just beat the original Dr. Mario yesterday - so I guess that there IS a prize for beating it. Well, not relly, but it is a strange coincidence.
Before a say anything I have never played Dr. Mario 64, so if my question is irrelevent that is why. I was listening to the DM64 USFs and I noticed that most tracks have two versions: a normal version and a fast version. I also noticed that some of the tracks do not have one of those versions. Specifically, the Fever Theme (sparse01) does not appear to have a normal version. (There may be more tracks like that.) Now, I may be wrong, but is the normal version missing or is there only a fast version? As I said, I have never played the game so I don't know for sure, but maybe someone who has played the game can confirm this.
Secondly, thanks SquareTex for the Mario Tennis batch. I will be keeping an eye out for your Mario Golf tags.
Finally, I know that I am bringing up an old issue, but I would just like some more info about it. First of all, I know that hcs tried to rip Rush 2049, and I know that the reason that it couldn't be ripped was because the savestate was messed up. However, is there a way to fix the savestate? Could the problem be similar to Animal Forest and Tetrisphere where the music can only be accessed at a certain point in the game? I know that there is a sound test of sorts in the audio menu. Could activating that fix it? Could Josh's music finder method resolve the problems? I am very unlearned on the specifics on USF ripping, so please don't think that I am trying to be annoying - I would just like to understand the situation a little better.
Thanks for your time, and I will be looking forward the the OFFICIAL release of 64th Note V1.0!
(Oh, and just for the record. The name of the game is Dr. Mario 64. It is listed as Dr. Mario of the USF list. Dr. Mario is for the NES.)
edited 2:49 PM EDT October 23, 2005
- by Josh W at 4:22 PM EDT on October 23, 2005
- coincidence...sure, yes thats it ;)
Well anyway those indicies are the only ones that are in it (unless there are more, like 200 from the others :)
My music finder? Rush 2049?, i dunno. I might try it...when i get the roms.
Well anyway i am now looking for the Music Instrument changer in Banjo Tooie, and i dont know if it is the same, but i will try and find a method not unsimilar to that found in Conkers Bad Fur Day.
In other news heres:
Bomberman 64: The Second Attack
Which is here, not here :)
Oh, and Turok 2 is also similar to Turok 3 in the way of the stupid dynamic code, so i can't see that being done anytime soon.
Whilst on the news of Turok 3, i (tried) to turn SMC on in 64th Note but it seemed to make no difference, but when the savestate is played in Project64 with SMC set to None it crashes in a similar way to 64th Note, but works perfectly with it set to anything else.
Also with the Dk64 Tag Barrel music issue, i found out that the song starts and plays with all instruments for a fraction of a second, then the other instruments phase out so i think im getting closer with that one.
hcs: i tried downloading sim melody, but i kept on getting the weloming "no available slots" error, so i'll try again later.
- by Mouser X at 5:10 PM EDT on October 23, 2005
- I've been working on the Megaman 64 USF set (which, based on the PSX version, it's actually called Mega Man 64, though I don't own the game, so I can't be sure if there's a space in it or not). So far, I have found that there's 13 songs in the OST (based on the PSX version) missing from the USF set (2 of which are songs with lyrics, from the Japanese version. They're streamed, and I highly doubt they're present in the game at all). However, there's 42 songs in the USF set that are not in the OST (but 15 of those are duplicates).
The question I had was whether or not those 11 songs could be found in the ROM or not. I have suspicions that some of them are streamed (not sequenced), so they may be a little harder to find (or not even present at all, due to space restrictions of being on a cart). The reasion I suspect some of them may be streamed is because on the PSX version (Mega Man Legends), I've been able to pull a few songs off the CD. Not many, only like, around 5 (it's been awhile, so I might not remember correctly).
Oh, and also, some of the USFs play slower than the OST version (2 that I know of for sure, perhaps more. I haven't gone all the way through it a 2nd time yet). Seeing as how there's so many duplicates of the same song (16 files, of differing numbers, are the same song), I was wondering if, as is often supspected, they were put there simply to take up space (fill it out some). But, seeing how the numbers differ a fair amount, I was curious know if they might indicate the beginning, or end, of a library of sounds. If my wild speculation is correct, might it be possible that some of these libraries were missed? Personaly, I doubt my suspicion is correct (meaning, the duplicates are just spaced oddly just because), and that all of the sequence libraries are present in the current rip.
But, back to my first question, I suspect some of the missing songs are streamed. What do you think? Again, they could just be missing from the game itself (I know there's some songs present in the PSX version that aren't in the N64 version. In the game, there's a music store, and in the PSX version you can sample different albums, but in the N64 version, all you hear is nothing. At least based on emulation).
Anyway, I just thought you might be interested in hearing an update. Thanks again for this great rip! I've already identifed some of the songs missing from the OST. And, if you're wondering why there hasn't been more progress, it's because my computer has been out fo commsion for about 2 or 3 weeks, and I only got it running (FINALLY!) today. Mouser X over and out.
- by Josh W at 5:21 PM EDT on October 23, 2005
- sure, and i thaink that there might be some streamed music music in it (well there are voice in it as well), so i'll check this one also.
Thanks.
- by marioman at 5:43 PM EDT on October 23, 2005
- This may be a dumb question, but are the files in the Bomberman 64: 2nd rar really USFs? They seem to be in some development mode.
Thanks.
- by hcs at 6:30 PM EDT on October 23, 2005
- Josh, I'm downloading that one Turok 3 USF you have up now, I'll see if I can't change something in 64th Note to get it working. If you have a more up-to-date sample please put that up.
Also, the "no slots available" isn't an error, you'll get that for some of the rarer things that only a few big collections have. You'll just have to wait on them (leave DC++ running...) In the meantime I'll just try to upload Sim-Melody from the computer lab tomorrow.
and yeah, you've got the ROMs, RAMs and ROMlib in that RAR.
edited 10:41 PM EDT October 23, 2005
edited 10:55 PM EDT October 23, 2005
- by Josh W at 6:55 PM EDT on October 23, 2005
- huh, my apologies.
I was half asleep when i made it, well i made two and a guess i got the wrong one.
Well try it again, it should be fixed.
More up to date? Well i several others at home but they all do the same thing.
- by hcs at 6:57 PM EDT on October 23, 2005
- thanks, now in place
damn, he's catching up... he's cut my lead to 20
edited 11:07 PM EDT October 23, 2005
- by Josh W at 7:26 PM EDT on October 23, 2005
- what is it, some sort of race eh?
- by Mouser X at 8:26 PM EDT on October 23, 2005
- Well, after listening through the USF set a 2nd time, (and increasing the volume to 3 on all the files) I now have about 18 songs (from 28) that I need to figure out titles and track #s for. Also, there's 8 songs that play slower than their MP3 counter parts (either from the OST, or a partial game rip I downloaded). Just so you have an idea, these are the files that play slower than they should:
sparse03, sparse0a, sparse0b, sparse06, sparse11, sparse26, sparse2e, and sparse39.
Chances are good that nothing can be done about how they play slower than they should. But I figured that if you knew which ones they were, that at the least you would know where they are (and that might lead to a solution, though probably not).
Anyway, if any questions arise about the set, or if anyone has any suggestions, please let me know. Mouser X over and out.
edited 12:34 AM EDT October 24, 2005
- by Poobah at 8:42 PM EDT on October 23, 2005
- I can't seem to play any of the Bomberman 64: The Second Attack miniusfs that I just got from the preliminary rips section of this site... As soon as I try to play one, Winamp crashes. Is anyone else experiencing this?
- by hcs at 8:46 PM EDT on October 23, 2005
- uhh... yes, also
I made a miniUSF set from the ROMs and RAMs Josh had uploaded and that worked fine, though it was half the size of this one.
edited 12:47 AM EDT October 24, 2005
actually for me winamp just sits there uselessly
edited 12:53 AM EDT October 24, 2005
- Mario Golf...alright! :D by SquareTex at 7:32 AM EDT on October 24, 2005
- Sorry for the delay, but I had a busy weekend, and I just now saw this.
I'll begin listening and timing right away, and hopefully the tags won't be long in coming.
Thanks! :)
p.s. Aww darn...I've been hard at work, and I just saw a problem. SPARSE1E is freezing up at 1:47, and I know it shouldn't. FYI... :(
p.p.s. Alright, I'm sending hcs my VERY EARLY batchfile for Mario Golf, and I'm also sending a copy to my Sakuraba f(r)iends. Getting closer...
edited 3:00 PM EDT October 24, 2005
- by hcs at 11:39 AM EDT on October 24, 2005
- Your Mario Golf tags are up, and Vasilis' Turok tags are also up. He observes that "The Underwater theme for the song appears to be missing from the set." I assume this is some dynamic music thing?
- by Josh W at 2:58 PM EDT on October 24, 2005
- ohhhh, more dynamic music....
Wait, Turok uses the standard alCS music functions, and whast i remember these dont support dynamic music, and if they do, it shouldnt be hard to do it.
But anyway, i will take a more EXTREME look to see if there any more hidden ones lying around.
- by Mouser X at 3:18 PM EDT on October 24, 2005
- This is rather interesting (to me, at least). Right now, I'm playing through MM 64 (I've beaten MM Legends, which MM64 is a port of) to find some songs that I haven't been able to identify. The thing I find interesting is that those files I labeled as "slow" when compared with their MP3 counter-part actually play the same speed in the game as they do when you play them through 64th Note. So, either the emulation is somehow messing it (since I'm playing it in PJ64), or the MP3s are actually a little faster, for some reason. Another thing to keep in mind is that I have only encountered 1 of the "slow" songs so far, so it might not be true for all of them (though I would expect that it is).
Just thought you might find that interesting. As for the songs that are in the OST that aren't in the USF set, I have encountered a few of those in game (not surprising, I'd expect them to be in there somewhere). If I sent a savestate taken while those songs were playing, would that help you locate them?
Anyway, that's what I'm busy with right now. Mouser X over and out.
- by marioman at 5:40 PM EDT on October 24, 2005
- OK - busy day. I got the Bman 64 2 USFs, and they sound great. Thanks Josh.
Also, I do agree that 1e on Mario Golf does indeed mess up. (Crash really isn't the word. It just stops and sits there looking for what to do next.) It seems that there might be some data missing. I would IMAGINE that it wouldn't be hard to fix. I could be wrong.
Thanks for the preliminary tags SquareTex - looking good.
Can't wait for MouserX to finish tagging Mega Man 64.
Thanks.
- by Josh W at 5:59 PM EDT on October 24, 2005
- ok, ill check it when i get home (~3.5 hours)
i doubt that data missing would cause that problem, since i think the RSP loads the data (as opposed to the CPU handing the data sends)
Or was that Dr. Mario 64? I cant remember anymore.
I do too much rips in a short amount of time. I need a break before i wear myself out.
edited 10:01 PM EDT October 24, 2005
- by Josh W at 1:50 AM EDT on October 25, 2005
- Well i fixed the Mario Golf broken track.
Get the fixed one here
I also got the one missing from Dr. Mario 64 (regular fever theme)
Get that one here
- by marioman at 5:45 AM EDT on October 25, 2005
- Well, well. Josh does it again! He gives us more than we request.
Thanks for looking for that Dr. Mario 64 theme. I thought that there was nothing more to say about that issue. You proved me wrong.
Of course there was not data missing on the Mario Golf track. That is mainly due to the fact that I DO NOT KNOW WHAT I AM TALKING ABOUT! (At least I thought I did.) That is why you are the master ripper, and I am the humble by-stander. Anyway, thanks for fixing that.
Thanks for the rips that you have brought us in recent days. If you need a break, TAKE ONE. I know that I would be willing to wait a little while for new rips if it gave you a break.
Thanks.
- by hcs at 7:23 AM EDT on October 25, 2005
- Something that might be causing Turok 3 to not work, though it seems very unlikely, is that I removed the code to support running recompiled CPU code from RSP memory space, since my assumption was that this was only used during boot. Just a thought.
- Excellent. :) by SquareTex at 8:10 AM EDT on October 25, 2005
- Good catch, Josh...thanks!
I'll submit a changed batchfile for Mario Golf to hcs, but for those who'd rather not wait, all you need to change is this:
RENAME "sparse1e.miniusf" "Ring Shot.miniusf"
psfpoint -title="Ring Shot" -length=3:49 "Ring Shot.miniusf"
Also, my pal has warned me that he'll be busy for awhile, so the final tags won't come quickly. But once they do, I'll prepare a final batchfile with all the names and a reasonable track order.
p.s. Of course, if any of you know what's what in Mario Golf, please don't be too shy to tell me! ;)
- by Mouser X at 12:51 PM EDT on October 25, 2005
- As I'm playing through MM64, I started noticeing that most (if not all) of the missing songs are played in the background during a spoken (streamed) segment. The thing that is most interesting about that is that there's a few songs that are present in the current rip that are played during the spoken segments. The ones that I'm aware of (at this point) are 16, 1d, 1e, 1f, 20, 21, 22, 23, 24, 37, 38, 3d, 3e, 3f, 40, 45 (all of these play the same song), and 0b.
I could be way off on this one, but as I was thinking about those songs, the thought occured to me, perhaps the streamed part is loaded first, and the music is loaded second, from within the streamed loader. That would expalin why the songs aren't present. As for the tracks that are present that play during streamed segments, it could be that they're loaded before the streamed segments are (so the music starts before the people start speaking) or that they're present somewhere else in the game, so they get loaded differently for that reason.
Anyway, hopefully that will help narrow down the area that you'll need to look over to find the missing songs. Thanks again for all your great rips! Mouser X over and out.
- by Josh W at 3:29 PM EDT on October 25, 2005
- What? You removed is the code to support running recompiled CPU code from RSP memory space!
I dunno if that causes it? Its definatey a good idea to looke.
BTW, it work with the Recompiler CPU in version 0.05, but not in 0.08
Maybe this would help in figuring out what changed.
- by Josh W at 4:11 AM EDT on October 26, 2005
- hcs, i found our very conusing bug.
I tried to do things another way which resulted in them both working - and the problem with the COP0 regs is gone.
Heres what you should change in a fresh copy of the source (that should work).
Remove SetFpuLocations(); from InitalizeR4300iRegisters() (using the regular one in registers.c), and in cpu.c - StartEmulationFromSave() this:
InitilizeTLB();
InitalizeR4300iRegisters();
Machine_LoadStateFromRAM(savestate);
SetFpuLocations();
BuildInterpreter();
and the top of LoadSettings() in main.c
CPU_Type = SystemCPU_Type = (UseRecompiler?CPU_Recompiler:CPU_Interpreter);
SelfModCheck = ModCode_CheckMemoryCache;
SystemSelfModCheck = ModCode_ChangeMemory;
RdramSize = SystemRdramSize = 0x400000;
SystemABL = FALSE;
DisableRegCaching = TRUE;
ShowUnhandledMemory = FALSE; //TRUE;
ShowTLBMisses = TRUE;
UseTlb = TRUE;
DelaySI = FALSE;
AudioSignal = FALSE;
SPHack = FALSE;
UseLinking = FALSE; //-1;
CountPerOp = 2;
I think UseLinking and DisableRegCaching can be changed.
Im still confused with it, but not as much as before
And to those people who arent hcs and dont understand what this means, it means that the rest of the turoks can be ripped (and possibly others).
edited 8:11 AM EDT October 26, 2005
- by hcs at 11:10 AM EDT on October 26, 2005
- if ((STATUS_REGISTER & STATUS_FR) == 0) {
^ see this line?
I'm fairly certain that this, from SetFpuLocations, is a cause of trouble. Especially when we only ever call it BEFORE loading the save state, thus when this is always true, so we never switch over to 32-bit COP1 mode. Which Turok 3 uses.
Simply adding:
SetFpuLocations();
after the loading of the save state also allows the Fall of Obsidian track to run.
And this is what I will do in the soon-to-be-released beta 21.
[edit]
checked back over the manual, FR=1 is a little confusing...
If you're using the FPU's registers as GPRs FR=0 sets them to 32 bits, FR=1 sets them to 64 bits, and in either case there are 32 of them.
If you're using the regs as FPRs FR=0 configures them as 16 64-bit regs, FR=1 makes 32 64-bit regs.
In any case Turok 3 is the only game I've yet encountered that's bothered to change the mode to FR=1, so that bug in the initialization of the FPRs never came up. So many thanks to Josh for isolating the cause of the problem. I look forward to the new Turoks.
edited 6:14 PM EDT October 26, 2005
- by hcs at 4:58 AM EDT on October 27, 2005
- Turok 3 prelim is up.
- by Josh W at 5:06 AM EDT on October 27, 2005
- i concur
- by Sabrewulf at 9:37 AM EDT on October 27, 2005
- by Sabrewulf at 9:37 AM EDT on October 27, 2005
- by Sabrewulf at 9:39 AM EDT on October 27, 2005
- Sorry for the post empty, What?s up with Cruisin?World & USA?
- by Josh W at 4:43 PM EDT on October 27, 2005
- What?s up with Cruisin?World & USA?
Well apart from Cruisin' USA doesnt work (some crc error or something), and my current techniques dont work on Cruisin' World, so i know that i wont be working on any of those for a while.
But now im on Turok 2. I hate it when ida cant detect any of its standard library functions (such as osSendMesg), but i ended up finding it. And i also found the Music Select routine, so this one seems inevitable in the near future.
I thaught i said i will take a break. Hmmm.
edited 8:45 PM EDT October 27, 2005
- Further news on Mario Golf 64 tagging by SquareTex at 8:00 AM EDT on October 28, 2005
- I spoke with my friend, and he's slowly but surely working away at Mario Golf. But he's come across one little complication.
You see, he's from Europe. And thus the version of Mario Golf 64 he's playing to verify everything is European/PAL as well. This is causing some differences for him.
Primarily, there's THIS (via YouSendIt):
Mario Golf - European Intro (OGG file)
Seems those lucky Europeans got a far more kickin' opening theme than we did. :)
Also, there's a good chance that some songs in the American/Japanese version may not exist in the European, and vice versa.
But anyway, that's what we are looking at right now. Would it be worth the effort to track down the PAL version of MG64 just to see what turns up?
- by Mouser X at 1:19 PM EDT on October 28, 2005
- I sent Josh the batch files to tag Mega Man 64, but in return, I got a mailer daemon failure notice. So, I'm just bringing up the fact that the tags are done, and are available at my geocities webpage (which is nothing special). Go here to see my site.
Please be noted that Josh still has to approve of these tags, but since I wasn't sure how else to get them to him, here they are.
If anyone has any questions, comments, or suggestions, please feel free to voice them. If you think you can improve the track names, or anything else, I'd like to hear it. Thanks for in advance, and enjoy! Mouser X over and out.
- by marioman at 4:20 PM EDT on October 28, 2005
- Thanks for the tags Mouser X. I am enjoying them now.
- by Poobah at 9:46 PM EDT on October 28, 2005
- Mouser X, did you write that "PSF Renamer" program yourself? Would you be able to provide a link to it, and maybe its source too?
- by Mouser X at 10:06 PM EDT on October 28, 2005
- I did not write it. HCS made it (and of course deserves full credit), and it proves to be VERY helpful. It's in the "files" section of the PSF_Rippers Yahoo group. Since I can't link you to that section (unless you're a member), I'll post a direct link to the file (which should work) here.
When using it, it will output directly to the command console, so if you're not familiar with DOS like commands, then you'll need to use your parameters (%game% - %name% %ect%) with a "> renamer.bat" on the end (of course, you can direct the output to any file you want, it just makes it a little easier that way).
As for the source, you'll have to ask HCS. Hopefully that helps. Anyway, glad you like it. Again, any suggestions/comments are welcome (I'm highly considering renaming track 12 "Ferdinand!" to "Feldinaut!" as that's the name used in the US game. The reason I stuck to "Ferdinand!" is because, to the best of my knowledge, that's the name the OST gives that song). Mouser X over and out.
- by hcs at 11:21 PM EDT on October 28, 2005
- The source is included with the binary.
The tagging stuff at psf_rippers is all in this dir, you just have to create a yahoo account and join the group to see it.
in case you don't want that ordeal, here are my contributions
renpsf - generate batch files for renaming PSFs based on tags
unren - reverse the order of "ren" commands in batch files
- by Josh W at 12:52 AM EDT on October 29, 2005
- eep, my bad.
I accedently put the wrong email address in the sets, it isnt joshw@... it is jware@...
Yes, the MM64 tags seem to be quite satisfactory (considering i havnt played it)
And speaking of MM64, i have been going through the music indices, and the missing tracks dont seem to be in the regular space, so i will try and find the streaming player and see it it's there.
- by Poobah at 2:21 AM EDT on October 29, 2005
- Here's an updated version of Mouser X's batch file. I've removed all the unneccessary garbage that the batch generator put in there, and replaced it with a few simple and working lines of code to check for PSFPoint's existence. I also merged the renaming and tagging ones together.
edited 6:22 AM EDT October 29, 2005
- by Mouser X at 10:05 AM EDT on October 29, 2005
- I see you're using the batch where I gave Dragon Dash credit for helping out on the last few tracks. Yes, that's much cleaner looking than the one I put out (though I did spend a lot of time putting things in order, and generally cleaning up). I just left it as 2 separate batch files because, hey, it was easier that way (sure, it's just cut and paste, but I had already spent like, an hour setting that stuff up).
Anyway, glad to see that all looks good.
As for the missing tracks, yah, I expected that. After playing through the game, it seemed to me that the missing songs are called at a specific time during the spoken dialog. If you find the streaming driver, you'll probably be able to call forth the missing tracks (again, as stated previously, I'd be happy to help run the batch ripper on my machine, now that it's up and running). Oh, and while you're looking through that stuff, I would like to point out (though it's not a big deal) that "sparse2e.miniusf" (renamed to "Mega Man 64 - 926 - Juno Awakened.miniusf") gets a little choppy (it slightly stutters) in the second loop of that song (somewhere around 4:30 or a little after). It's not a big deal, but I thought I'd bring it to your attention, just in case it made a differance to you. Actually, I have MP3s that sound worse, so take it as you will.
Thanks again for the great set! Good luck finding the missing songs (if you don't actually want to spend the time ripping them, I'll do it, I just need to have the info to do so). Also, JoshW, please remember that my original RAR file had the "notes.txt" file in it. I'm not sure if the info contained in it is important, I suppose that's for you to decide. Mouser X over and out.
- Enter the Vertex - now 100% less dynamic by unknownfile at 1:09 PM EDT on October 29, 2005
- The subject says it all
Conker's Bad Fur Day tune 0x44
- by Poobah at 3:49 PM EDT on October 29, 2005
- Ok, here's a suggestion. When referring to tracks where different instruments can be enabled or disabled, how about calling them MIDI tracks or something? When a particular set of instruments has been isolated the same way as in the game, you could say, "I've isolated the set of instruments for the x variation of the x tune." When you're referring to a certain variation of a certain tune, you could say, "Here's the x variation of the x tune."
I know I'm being a pest, but it just seems weird to see intelligent people using words incorrectly.
edited 7:51 PM EDT October 29, 2005
- by marioman at 5:18 PM EDT on October 29, 2005
- Try this:
"VARIABLE MUSIC"
instead of dynamic music. Happy?
- by Poobah at 6:17 PM EDT on October 29, 2005
- 'Variable' doesn't sound quite right (to me) either, but it's definitely more appropriate than 'dynamic'.
- by unknownfile at 6:46 PM EDT on October 29, 2005
- it's dynamic music, and let's leave it at that. you didn't choose which term was official so leave it as it. besides, dynamic sounds better.
- by marioman at 6:53 PM EDT on October 29, 2005
- Whatever. I was just trying to help.
- by Poobah at 10:33 PM EDT on October 29, 2005
- It is not dynamic music, regardless of who chose the 'official' term. 'Dynamic' doesn't sound better to me, either. Are you sure you know what 'dynamic' means? Have a look on dictionary.com. Marioman's suggestion is helpful, because 'variable' actually accurately describes the music, unlike 'dynamic'. I suggest you look that up on dictionary.com too.
edited 2:35 AM EST October 30, 2005
- by Josh W at 11:17 PM EDT on October 29, 2005
- dynamic music sounds cooler than variable music.
The sparse44 variants sound cool.
- by hcs at 12:18 AM EDT on October 30, 2005
- The sparse44 variants sound cool.
And dynamic music sounds cooler than variable music, so it's dynamic music.
Q.E.D.
---
Josh and I (and others) are familiar with the computer science usage of dynamic, where it is used as contrast to "static" to describe something that doesn't change in "real time" (either since it was created or while it's being run, etc.) i.e. statically linked libraries are actually combined with the binary at compile time, whereas dynamically linked libraries are linked at runtime. Dynamic music falls under this, and I'd actually include tracks played at different tempos in this definition as well.
And all tracks are "variable", it's just the "dynamic" tracks are the ones that are actively varied and don't sound right otherwise.
edited 4:26 AM EST October 30, 2005
- by unknownfile at 1:20 PM EST on October 30, 2005
- I fixed up Windy to match the variations used in-game, and I'm going to tag the (existing) set during the week.
- by FireDivine at 2:05 PM EST on October 30, 2005
- hcs, think you could do Battle Tanx Global Assault?
- by Mouser X at 2:23 PM EST on October 30, 2005
- While I'm sure HCS is fully capable of ripping that game, there's 2 things to keep in mind.
1) This thread (based on its name) is dedicated toward Josh W's rips, and
2) There's already a request thread, as well as a place to place your vote of which game you want ripped.
I provide this information to inform you that it is wise to look around first, as the question you are asking is often answered, in one way or another. Hopefully, you have found this helpful, and it will prove useful later. Mouser X over and out.
- by FireDivine at 4:04 PM EST on October 30, 2005
- Oops. My mistake. Sorry for posting it in the wrong topic.
- by Josh W at 5:00 PM EST on October 30, 2005
- yeah, my rips.
Nobody asked me if i want to so it.
Im going to go for a short walk on a long pier.
- Scratch that... by Yoshinkeru at 8:09 PM EST on October 30, 2005
- "Im going to go for a short walk on a long pier."
Isn't that "take a long walk off a short pier"? Or was that intentional?
- by Josh W at 8:16 PM EST on October 30, 2005
- no, i'll get wet if i do that
- Another Mario Golf update by SquareTex at 10:56 AM EST on October 31, 2005
- I've just flown another set of tags to hcs. We're now only ten tracks away from MG64 being completely tagged, but I have no ETC on that.
- by hcs at 11:11 AM EST on October 31, 2005
- up.
and do you mean ETA?
- by Yoshinkeru at 11:15 AM EST on October 31, 2005
- I wondered that too, but no: ETA is "estimated time of arrival", whereas (I suppose) ETC is "estimated time of completion".
- by hcs at 11:27 AM EST on October 31, 2005
- ah. well that clears that right up, then.
- Ah yes... by SquareTex at 12:56 PM EST on October 31, 2005
- ...that is what I meant. :)
- by marioman at 4:16 AM EST on November 1, 2005
- Thanks for the updated tags, I can't wait for the last 10 tracks to be finished.
- Yoshi's Story update? by Yoshinkeru at 1:02 PM EST on November 3, 2005
- Say hcs, shouldn't Josh's rips of the guitar tracks go into the Yoshi's Story library, and get updated? Or are you waiting for the tags still?
- Dr. Mario 64 tagged by Mouser X at 10:08 AM EST on November 7, 2005
- I finished tagging Dr. Mario 64. The batch file can be found at my site here.
If anyone has any suggestions, comments, ect. please voice them. The only part I'm really wondering on is track #14, titled "Story Mode 1 (faster)" (sparsse09.miniusf) as I'm not sure of the circumstances in the game at that point. Should it be labled simply "faster" as I have done, or "critical!" to designate a similar thing as the other critical songs, or should it be something else entirely?
Thanks in advance for any feedback. Hope you enjoy the set! Mouser X over and out.
edited 4:56 PM EST November 7, 2005
- by marioman at 2:06 PM EST on November 7, 2005
- Wow! I was just thinking about this one the other day. I didn't think that it would ever get tagged.
Thanks a lot.
- Bomberman Hero Soundtrack... by aroasvel at 4:26 PM EST on November 8, 2005
- Hi there, hcs, is it true you've got the Bomberman Hero soundtrack lurking somewhere on the net? Is there a way I can obtain those mp3s?
Thanks,
Kamila
- by marioman at 4:53 PM EST on November 8, 2005
- Here is where you can get it:
http://gh.ffshrine.org/soundtracks.php
The site is a little slow right now, but it tends to speed up, slow down, speed up, etc. Just hope that you get it when it's going fast.
--EDIT--
It should also be noted that there is a fully tagged Bomberman Hero USF set available to download here.
edited 9:58 PM EST November 8, 2005
- Closer to Mario Golf completion... by SquareTex at 12:53 PM EST on November 9, 2005
- I've just sent hcs an updated batchfile for Mario Golf 64; all the tracks have names now. Some of them will have "?" because my friend had to guess; he never encountered them in the game.
One last thing...and that'll be a working track order. Only then will this set be finally complete.
Closer now! :)
- by marioman at 4:53 PM EST on November 9, 2005
- Closer and closer to completion....can't wait!
- by hcs at 6:42 PM EST on November 9, 2005
- up now.
- by Josh W at 2:01 AM EST on November 14, 2005
- excellent.
In other news i have ripped some more tracks from the (in)famous Donkey Kong 64 set.
What i speak of are the tag barrel tracks. I have done four of them, but i have misplaced one of them somewheres but they all will be in the Complete set which i am working on now which will take some time so i can see it being a week or two...or three.
Heres the files: dk64-tagbarrel.rar
- by Josh W at 12:53 AM EST on November 17, 2005
- well i seem to have banjo tooie in order.
Now this is the hard part where i have to figure out which channels need to be enabled for each track.
I am now working on Hailfire Peaks (usf #0x41) and i think i have figured out the main theme which appears to have 0x3ff as a nice value. There seems to be a pattern in it (or so my ears say, but they are wrong too often) so i will continue on this.
Just letting you know.
- by unknownfile at 6:50 AM EST on November 17, 2005
- Sexy.
- by hcs at 10:42 AM EST on November 17, 2005
- I was serious about the "let UF do it" suggestion, if you make your patch available other people with possibly better perception can work on it for you.
- by Josh W at 11:48 PM EST on November 17, 2005
- nah its ok, i think i got an easier way figured of it. I can sorta get a value from the function itself sometimes.
In regards to other matters, i have optimized Kirby 64 - The Crystal Shards. It still uses somewhat a lot of cpu when initiating, but then goes down by quite a bit.
Here is the usflib
- by unknownfile at 4:16 AM EST on November 18, 2005
- Sexier.
- by Koji at 11:14 AM EST on November 24, 2005
- Speaking of Kirby 64, I'd like to link to a fixed version of the Neo Star Select miniusf, since UF never seemed to fix his set. Hey, I'm not complaining, only providing the fix! ;)
- by FireDivine at 10:36 PM EST on November 24, 2005
- Josh has ripped Battle Tanx 1 , so I took it off the request page.
- by marioman at 7:42 AM EST on November 25, 2005
- For anyone who is interested, there is a list of extra tracks for Kirby 64 here. I hope that these will help with tagging.
- by Koji at 9:51 AM EST on November 25, 2005
- That's great, marioman, though Kirby's already fully tagged by Unknownfile, and quite accurately as far as I could tell. I'm not sure if he used that OST, I believe it's mostly identical (I'm not at home, so I can't check).
- by marioman at 10:05 AM EST on November 25, 2005
- Yes, they are fully tagged, but about 1/3 of the tracks are not numbered properly. I was posting this list to help with the track numbering. (Sorry, I didn't make that clear.)
- by Josh W at 2:43 AM EST on November 26, 2005
- ok, while hcs is not on irc i'll put these here.
BattleTanx
Cruisin' World
Ridge Racer 64
Enjoy.
edited 7:43 AM EST November 26, 2005
- by marioman at 5:08 AM EST on November 26, 2005
- Well, I am happy to see that the renowned Josh W's break is refreshing him, and now he is feeling up to ripping more USF goodness. Thanks for the sets.
By the way, what is the status of Yoshi's Story? We are all curious about that.
Thanks.
- by Emil007 at 6:26 AM EST on November 26, 2005
- i sent my "fixed" set to jware@students.ballarat.edu.au
- by hcs at 8:22 AM EST on November 26, 2005
- As noted I'm not able to do much right now (though I could do everything through a web interface I have to move at the moment). Great news about the new sets, I'll have them on the list as soon as I can.
OK, they're all moved now.
Didn't know Ridge Racer 64 was streamed, but the nearly 12 MB size confirms it.
Also, we're usin' up a LOT of bandwidth in these past few days.
edited 5:13 PM EST November 26, 2005
- by Josh W at 12:50 AM EST on November 27, 2005
- yes, Yoshis Story...
Well i did get the fixups from Emil007, and i am getting a Guitar Alternative for Hard Times. Also i would like to note that sometimes, especially when i am away i dont get any new additions of them, unless they are emailed to me or standing out in the preliminary folder, so that is why i didnt have them before. So when i get bothered to do that i will.
And i am working on Mission Impossible now. It isnt so impossible anymore.
Sexy.
- by Emil007 at 9:19 AM EST on November 27, 2005
- hmm, what are the advantages of streamed music?
i mean there have to be a few if a publisher use them and have to pay more for a bigger cardridge-size :-?
- by hcs at 1:25 PM EST on November 27, 2005
- Less processor usage.
F-Zero X, for example, maintains a high framerate in part because the RSP doesn't have to deal with anything but video. If it had to synthesize the audio in real time such performance wouldn't be possible.
- DooM 64? Really?!? by SquareTex at 1:20 PM EST on November 29, 2005
- I just saw it on the USF Central page. Good news indeed!
I came across a fan recording of this, so I'll see if I can use it as reference material for timing and tagging.
Just two things you should know:
1. Since these are mostly LOOOONG ambient tracks (the Terraformer track is 15+ minutes on one loop!), we should probably make an exception to our 2-loop rule just this once. (Or twice, depending on Quake 64.)
2. The guy who recorded the music admitted that in some cases, it was hard to tell where a piece was SUPPOSED to loop. Considering #1, that's not all that surprising. ;)
So if everyone's okay with this, I'll get to work.
- by Koji at 2:52 PM EST on November 30, 2005
- Yay for Ridge Racer 64! I might take tagging if no one does for a while, because right now I have no time for that stuff. I'll let you people know if I start on it, though.
- MI by 002 at 11:35 AM EST on December 5, 2005
- Concerning Mission Impossible, sparse05 and sparse06 play as one track in the game (06 is layed over 05, but only after a certain in-game event I think; otherwise 05 does play alone). Can this be recreated in the USF rips?
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