I don't know what's happening. I'm trying to play the Super Mario 64 sets, both the rerip and the N64DD rip, but both play too fast in 64th Note. Is it a player problem, or a rip problem? I'm using XMPlay for the plugin.
Edit: I guess it's a player problem. I tried it with Foobar2000, and the set plays properly.
I am wondering if the ambient tracks in the N64 Zelda games are indexed as BGMs but their miniusfs were pruned from the sets before they were released? e.g. Hyrule Field at night, Clock Town at night and suchlike - there are probably a whole bunch. Call me unusual but even those ambiences have some powerful nostalgia for me and I'd enjoy listening to them from time to time!
Are you using 64th Note? Newer rips tend to be somewhat incompatible with 64th Note, which is long unsupported. I recommend using foobar2000 and foo_input_usf.
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If you do want to get these sets working in 64th Note for whatever reason, which I do not recommend, you need to remove the _enableFIFOfull tag. I don't know if the timing is quite right, but it's closer.
It's easily done by running this in the directory if you have psfpoint:
psfpoint -_enableFIFOfull= *.miniusf
Here's a batch to do it: removefifo. To use, extract removefifo.bat and psfpoint.exe to the same place, then drag the folder with the miniusfs onto removefifo.bat. (The batch or psfpoint don't seem to like non-ascii names in the path like with Hiryƫ no Ken Twin, life sucks that way)
I noticed there are some tracks missing though and I so I thought I'd bring it to your attention. Using the music test, the tracks line up to the sparse files in order - with exceptions of the missing tracks, which are 14, 17, 19, 23, 26, 27 and 28.
Examining the sparse files, I see that track 13 references "0D" and track 15 references "0F", so it makes sense to me that 14 would be "0E", but that track is entirely absent and manually adjusting this results in a file that doesn't play.
I was wondering if this is something that could be fixed?
Regardless, thank you Josh for your efforts. It's always wonderful to see more N64 games added in the "new files" section. Happy New Year!
I would like to request rips for the following games:
F-1 World Grand Prix II Robotron 64 Top Gear Rally (NTSC and PAL versions due to the different main menu music) Top Gear Rally 2 War Gods
I'm aware that the original .XM files for Top Gear Rally are out there but I thought it'd be nice to have a .USF rip since the music does sound a bit different ingame.
by MusicMantis at 4:44 PM EST on December 12, 2024
I know it's been mentioned a few times over the years, but would it be possible to get a re-rip of (or fix for) Pokemon Snap?
In the game, Tunnel (Track 13) starts quietly and adds instruments over time, but in the USF set it immediately begins with all instruments playing, skipping the intro and buildup.
Another set that has some issues is Gex 64. The music for the Toon TV stages are missing entirely, as are several of the variants that play in the Toon TV stages (such as the music that plays when you select the Teetering Rock mission in the first stage).
by MusicMantis at 5:00 PM EST on December 12, 2024
Also, I don't know if this is practical or not, but I'd love to see something like a table of Nintendo 64 games, USF sets, requests and known problems.
It can be a bit hard to keep track of what has and hasn't been mentioned already and I know I always feel bad suggesting something that has already been suggested (especially when I'm essentially asking for a favour in a skill-specific niche).
It might not be worth the effort though! It's just a passing idea I had. Thank you again for the *checks watch*... two decades of USF bliss!
dissident93: Doesn't look like it, filenames and title fields are functionally identical to what they were before.
Upon investigation it does appear that the rerips are just to fix tempos (a long time coming.) Somewhat troubling though is that the timers are as they were before, so the songs will end a little later than they ideally should. #firstworldproblems
One thing I've wondered about for awhile, the music for Diddy Kong Racing was re-ripped back in 2017 or 2018 and fixed a lot of issues with the initial rip, however the volume of it is nowhere near correct to an actual console, being way louder and blown out than it should be.
I'm not sure if this is due to any filters or something similar being applied on the console's end that isn't being applied when ripping the files but I just thought it was worth mentioning to see if possible to fix, would be greatly appreciated! :)
Pokemon Snap was interesting. While recovering from surgery I decided to take the reference SGI "CSeq" driver and pull all of the customisations from Pokemon Snap into it, until it played the same. Then added some code to fade in and out the channels for the Tunnel track.
I didn't need to run it through the profiler then, as it only had the code needed to play audio, and the midi banks and sequences. Then created a "savestate" to boot the rom. Probably the only USF that could play on real hardware.
With the audio of Diddy Kong Racing, I probably ramped up the volume on purpose, as the player can adjust the volume down rather than artificially limit it at some percent. I could put it back easily enough, it's just a single value that needs to be altered.
by Tanookirby at 11:54 AM EST on December 31, 2024
@Josh W: While you're at it, I believe the trash can music in Banjo-Tooie is set to the wrong speed. Can you verify it and adjust it to the proper tempo?
Thanks! by Yntec at 6:40 AM EST on January 26, 2025
Thanks a lot for fulfilling my request of ripping NBA Jam '99, it just took me more than 3 years to notice, but I did!