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by Lunar at 2:55 AM EDT on September 13, 2015
I asked once before, ISTR being told DD games were not possible to rip to USF, because reasons.

However, you're in luck. A little while ago I compiled the Mario Artist soundtracks and posted them on FFShrine.

http://forums.ffshrine.org/f72/%5Bn64-dd%5D-mario-artist-talent-studio-paint-185990/

I would still prefer USFs myself, as these line-in recordings aren't great quality. I'd love to hear what Talent Studio sounded like in higher quality, for instance.
by mudlord88 at 3:34 AM EDT on September 13, 2015
Does any emulator support 64DD games these days?
by RB at 4:20 AM EDT on September 13, 2015
64DD games run in recent versions of MAME.
by 47iscool at 5:43 AM EDT on September 13, 2015
Is there a way to add the tag without a hex editor?

edited 10:54 AM EDT September 13, 2015
by rebooter23 at 6:38 AM EDT on September 13, 2015
Thanks Lunar!
Unfortunately the link to the Mario Artist Polygon Studio Soundtrack provided by LuigiBlood doesn't work anymore, you have another source maybe?
by Lunar at 7:40 AM EDT on September 13, 2015
Just after I posted here, I discovered MoreSkyler had split LuigiBlood's recording and upped the separated tracks on Youtube, which I've now downloaded+retagged. That probably represents a small loss in audio quality, as the source was FLAC. However, as far as I know it is an incomplete soundtrack anyway. I don't know how many songs are in the game in total, only that not all of them are here. Still, it's better than nothing! And a couple of the tracks are pretty cool... vintage Totaka.

Download
by rebooter23 at 9:07 AM EDT on September 13, 2015
Thanks for uploading them. Classic!

So I guess the only way is to emulate the games and FLAC them by rooting the sound output as a virtual input.
by mudlord88 at 1:57 PM EDT on September 13, 2015
@RB: Then that won't work.

mupen64plus, Nemu64, or pj64 needs to support 64dd for usfs to be ripped.
by RB at 4:27 PM EDT on September 13, 2015
Why's that? MAME has a better debugger than all of those combined, and is fully scriptable in Lua nowadays.
by hcs at 4:57 PM EDT on September 13, 2015
IPFS mirror: Mario Artist Polygon Studio.rar
by mudlord88 at 9:19 PM EDT on September 13, 2015
RB: the process of editing code within MAME will take forever to do. The current process is:

1) load ROM in IDA or whatever
2) find funcs
3) use PJ64 to test for disabled code by changing interpreter loop
4) once modifications are done, use savestate to batchrip usfs.

USF ripping in MAME would involve modifications to save PJ64 savestates. Point 3 would take forever to do due to constant recompiling. Does MAME come with a assembler?

edited 2:30 AM EDT September 14, 2015
by kode54 at 9:37 PM EDT on September 13, 2015
It is pretty terrible that the ripping process has to involve inserting debugging code into the emulator and/or running the emulator itself under a debugger.
by mudlord88 at 10:14 PM EDT on September 13, 2015
What would be nice is a assembler, like OllyDbg has. That way code can be easily modded in realtime using the debugger interface. It would certainly make USF ripping much easier.
by mudlord88 at 7:20 AM EDT on September 16, 2015
Messed around with the debugger today, I have one question though:
How are TLB based titles handled with the IDA savestate loader, and when ripping?
by 47iscool at 7:44 PM EDT on September 16, 2015
Fifofull makes certain zelds songs stop.
by 47iscool at 7:44 PM EDT on September 16, 2015
Removed

edited 9:12 AM EDT September 17, 2015
by kode54 at 9:01 PM EDT on September 16, 2015
Which ones? Should I also double post?
by mudlord88 at 11:14 PM EDT on September 16, 2015
Yeah, why not, apparently double posting makes your problem more noticable anyway.

by 47iscool at 9:11 AM EDT on September 17, 2015
I didn't mean to double post. No need to make it an issue, not everyone can reply back at the moment. What happened to patience?

Anyway...

For instance, on the oot 1.2 rip most, maybe all songs stop at 3:23.

Just try Kokiri forest or "House". I'm not sure or not if the 1.0 rip has this issue but I assume it does.

Also the usf plugin is set to loop forever.

edited 9:29 AM EDT September 17, 2015
by kode54 at 9:58 PM EDT on September 17, 2015
With lazyusf2, I do notice that the Ocarina of Time 1.2 rip does cause an annoying CPU load spike twice in the track, around 3:23 and 5:xx, but continues playing.

The current 1.0 set plays fine with _enablefifofull, though. So I'm guessing it's something either from over-trimming, or from other ripping errors.

E: Wait, just heard a break in the 1.0 soundtrack as well. Odd.

edited 10:00 PM EDT September 17, 2015

E2: Aha, it executes for like 1.4 seconds on my Core i7 4790k during one usf_render call, before producing any sample data.

edited 3:35 AM EDT September 18, 2015
by 47iscool at 4:09 PM EDT on September 18, 2015
Then is this an issue with rips or the plugin?
by kode54 at 4:14 AM EDT on September 19, 2015
I'm going to say the rip, since it seems to change depending on whether compare interrupts fire, which causes it to trigger sooner. I've updated the benchmark tool, bench.c, in the lazyusf2 package, for some testing methods. The sample count triggered for -DDEBUG_INFO is just before the problem happens.
by 47iscool at 7:55 PM EDT on September 21, 2015
Any way to fix it without a re-rip?
by kode54 at 8:08 PM EDT on September 21, 2015
Probably not, sadly. Unless you like setting your output buffer to 10 seconds or more, and turning on HLE audio.
by mudlord88 at 8:17 PM EDT on September 21, 2015
And IIRC, its one of those pesky TLB titles too.

EDIT: From my testing, TLB is not that pesky, just aannoyance.

edited 6:58 PM EDT September 22, 2015
by mudlord88 at 8:58 PM EDT on September 22, 2015
Out of courtesy, I updated the PJ64 savestate loader to IDA Pro 6.6. IDA Pro 6.6 has many benefits, including that the GUI is multithreaded and scanning is *much* faster.

http://mudlord.info/usf/pj64_ldw.zip

edited 11:54 PM EDT September 22, 2015
by mudlord88 at 10:53 PM EDT on September 25, 2015
Made some progress on a USF rip.
http://mudlord.info/temp/southpark_song1.rar

At least songs now load without graphics calls.
Needs the tools to handle creating a USF from a savestate.

edited 10:59 PM EDT September 25, 2015
by LuigiBlood at 8:03 AM EDT on September 29, 2015
MEGA links weren't working for some reason, here's my WIP rips of Polygon Studio music:
https://mega.nz/#!AIwyzRRa!IYoDkb_kHbJntlFY4ESvDStXJYXMP3zK0mbDxrUDbAI

About 64DD USFs, it's not mentioned but:
MAME does true 64DD emulation.
But we have ports of 64DD games to cartridge, which I made compatible on Project64. And those are working fine.

And I can at least tell you that Mario Artist Paint Studio does not have any unused songs. I've checked it out.
by JudgeIto at 11:59 PM EDT on October 1, 2015
Oh, F-Zero X Expansion Kit...
Someday...
by Soulis at 10:36 PM EDT on October 6, 2015
On the slow tempo issue

Seems that both Zelda games are playing with a slower tempo than normal. Mario 64 and Starfox 64 also seem to have this problem.

Maybe there are other games that have this problem?

edited 10:38 PM EDT October 6, 2015

edited 10:40 PM EDT October 6, 2015
by RukarioGyiyg996 at 12:50 AM EDT on October 8, 2015
Speaking of F-Zero X Expansion Kit.

I just used N64SoundTool to rip the streams then make .lwav's out of them for use in vgmstream.
by mudlord88 at 11:31 PM EDT on October 19, 2015
is there any other broken usf sets?
by punk7890-2 at 12:45 AM EDT on October 20, 2015
Star Fox 64 seems to be semi broken. It stops for about 5 seconds after a track plays for about 15 seconds then lags to catch up. I think anything that needed that special tag in the usflib file are semi broken and still don't have fully correct tempo. I know either OoT or MM has a problem kinda like Star Fox but not as bad. If the songs loop for about 2 or so loops it does like SF64 does.
by mudlord88 at 4:25 AM EDT on October 20, 2015
what usf player are you using?
by marcusss at 10:34 AM EDT on October 20, 2015
I tried playing Perfect Dark recently and having "use hle audio" unticked and a few songs crash foobar and the other day my pc as well ! Using latest Foobar 1.3.8 and lazy_usf 2.2.39.

The same songs always crash. 95% of songs from that game play fine but certain ones crash.

Would that be a plugin issue or the song needs to be re-ripped?? Those songs that crash then work fine when "use hle audio" is TICKED.

Is there any real difference? I thought using rsp or non-hle would be more acurate or something?
by punk7890-2 at 2:15 PM EDT on October 20, 2015
I use Foobar with LazyUSF with HLE on.
by McStoat at 5:56 PM EDT on October 20, 2015
Would you be able to share the .lwav files, RukarioGyiyg996?
by RukarioGyiyg996 at 7:43 PM EDT on October 20, 2015
I would but I lost them when a breakup with my ex resulted in my primary harddrive mysteriously vanishing without a trace...

It's very simple to get the files yourself though, just use N64SoundTool on the F-Zero Expansion Kit disk image. I don't remember the sample rates exactly but some are 24000 while the other's are 32000.

I have only two .lwav's on my dropbox though so here:
https://dl.dropboxusercontent.com/u/45822870/RainbowRoad.lwav
https://dl.dropboxusercontent.com/u/45822870/Japon.lwav

EDIT: If you're going to make the stream rip yourself, remember you need to use something like Audacity to make stereo files because you will be ripping the left and right channels as mono wav files.

edited 7:44 PM EDT October 20, 2015
by kode54 at 8:29 PM EDT on October 20, 2015
LLE audio requires SSE2, HLE audio does not. This requirement is only imposed because LLE audio without SSE2 would be terribly slow.

I also see zero crash reports from the current release of foo_input_usf, so I guess nobody is using it, or nobody sends in their crash reports.
by hcs at 9:38 PM EDT on October 20, 2015
IPFS mirrors:
RainbowRoad.lwav
Japon.lwav
by McStoat at 2:34 AM EDT on October 21, 2015
How did you even get the N64soundtool to open the Expansion Kit, Rukario? I tried searching for a way but it just led me to a post you made on the forum here about 3 years ago, with no apparent solution.
by RukarioGyiyg996 at 2:57 AM EDT on October 21, 2015
Open Known Game "F-Zero Exp Kit" should be among the list of known games. Then if you have a good dump of the expansion kit diskimage\rom, it should beable to read the ctl/tbl properly and you'll beable to rip everything.
by Nisto at 12:04 AM EST on January 8, 2016
Knife Edge: Nose Gunner (Kemco) anyone?
USF Request by ShadowMan81 at 11:37 AM EST on February 5, 2016
I'd very much like a rip of Disney's Tarzan 64

I have tried to emulate it, but in vain, also, cannot find an emulator that can record wavs.

So I'm really stuck, really wanted that soundtrack.
USF Request by ShadowMan81 at 1:36 PM EST on February 15, 2016
Actually, seems there is a emulation problem with this game, there is actually no sound at all.
by MurraySkull at 4:26 AM EST on February 16, 2016
Seems fine to me in Project64 2.2.0.9999
by Eliskuya at 10:51 PM EDT on September 4, 2016
Can I request a music too, mind doing scooby-doo classic creep capers
by Uikri at 9:27 AM EST on November 14, 2016
Did we ever see any results with the F-Zero X EK?
by wolupgm6 at 6:34 AM EST on November 28, 2016
I've always wanted to hear a password reset software USF set <.<
by JFD62780 at 8:47 PM EST on November 28, 2016
Speaking of NOTspam, I'm also curious about the Expansion kit...

ARE there CD-quality master versions of the exclusives?
by hcs at 5:22 PM EST on December 3, 2016
Rainbow Road, Rendezvous of Ghost, and Japon are on Nintendo Sound Selection Vol. 2. I seem to remember seeing at least one other, but I haven't found it yet.
by ice at 12:57 PM EDT on October 25, 2017
Another meaningless bump from a user who signed up just to request this, but is there any available USF rip of Deadly Arts / G.A.S.P!! Fighters' NEXTream? I've searched high and low for this, I'm not sure if the songs on youtube are ripped from USF files or if they just used the sound test mode and recordded the audio. Either way, it has a damn sick soundtrack and I'm looking for it. Someone mentioned it before in this thread, at least.
by Mouser X at 11:11 PM EDT on October 25, 2017
I looked at the USF collection here, and I didn't see anything that looked like those games. It seems unlikely that a USF rip exists for those games. I attempted to teach myself how to rip USFs, and was completely unsuccessful, so I'm no help. I know that ugetab figured out an "easier" way to rip USFs, and I think JoshW figured out his method, but I'm not aware of any recent USF rips. JoshW still posts here (thank goodness, as he's hosting all the VGM sets...), so maybe if he's available he could look into it? Obviously I'm not offering his services (and I can't speak on his behalf at all), just that he's the only person I can think of who's even attempted ripping USFs "recently" at all (aka, within the last 3 years). Otherwise, those Youtube videos you mentioned are probably your best bet. Mouser X over and out.
LEGO Racer's USF Rip by Infomaniac95 at 8:55 AM EDT on October 26, 2017
I was wondering if it would be at all possible for anyone to do a USF rip of the game known as LEGO Racers for the N64? Thank you in advanced! :)
by ice at 10:18 AM EDT on October 26, 2017
Mouser X:
Yeah, I already went through all the archives I could find on the net. It seems like it's done completely manually, and the only available documentation is on how the USF files are structured. I'm not very knowledgeable on low-level stuff, but I figured at least asking before going through the hassle of recording the emulator audio and organizing it would be a good idea.
Is there any way to reach out to JoshW? This board software is very nice, I appreciate the simplicity and everything, but it doesn't have a PM function!
by Josh W at 3:01 AM EDT on October 27, 2017
Here you go Deadly Arts [ut] (1998-10-07)(Konami)(Konami).7z

For some strange reason it doesn't play in foo_input_usf, but it does work in lazyusf2.

I don't have the foobar sdk installed so I can't look into this further at the moment, but I'll take a look over the weekend
by Josh W at 6:27 AM EDT on October 27, 2017
Disregard that, I was using the wrong lib. It's broken on kode54's gitlab repo too.

Seems to be stuck in an infinte loop inside the alAudioFrame handler. Hmmm
by ice at 8:53 AM EDT on October 27, 2017
Thank you so, so much for ripping it, Josh W! And yeah, it doesn't play for me either unfortunately, using the latest stable version of foo_input_usf. I would gladly contribute tags if I could actually hear the audio for each file.
by kode54 at 6:34 PM EDT on October 27, 2017
Did you use my lazyusf2 to perform the emulation coverage? Does it work if you use an untrimmed rip? How about in the trimming mode it offers?
by Bonboon228 at 9:59 PM EDT on October 27, 2017
Could someone rip Toy Story 2 for me?
You know, for Science...
by Josh W at 5:15 AM EDT on October 28, 2017
"Science" :)


It doesn't even work if i put in the entire rom and ram sections.

There's definately something weird going on in the cpu
by Nisto at 8:10 AM EDT on October 28, 2017
@Josh W: while you keep getting asked for rips.. any chance you could do Knife Edge: Nose Gunner? It's quite underrated if I might say so myself.
by bxaimc at 2:34 PM EDT on October 28, 2017
@Josh W: you could always ask Jon Burton directly. I'm sure he'd be happy to explain the black magic behind how he programmed the game.
by Kirishima at 4:56 PM EDT on October 28, 2017
I've been holding off on asking, but if requests are still being considered... Any chance of a "Star Soldier: Vanishing Earth" rip?
by kode54 at 11:34 PM EDT on October 28, 2017
Would anyone in the know care to run CPU tests against my emulator library? I wouldn't know where to begin, if it's got some broken emulation going on.
by Josh W at 12:18 AM EDT on October 29, 2017
@kode54

You don't need to do the FPR shuffling on savestate load (shuffle_fpr_data), as the FP data will already be in the correct location when it is saved.


by metroandroid at 3:12 AM EDT on October 29, 2017
Requesting Hey You, Pikachu! USF rip. Seems odd that a console Pokemon game would be missing even considering its relative obscurity.
by Kirishima at 5:10 AM EDT on October 29, 2017
@metroandroid

There are alot of games that have yet to be ripped, popular franchise\good music or not. Just depends on whose willing to do the rip and how difficult it is to rip the game in question. The game that was just ripped, Deadly Arts, is only playable on winamps usf player currently.
by marcusss at 6:00 AM EDT on October 29, 2017
I always had problems with Perfect Dark crashing in Foobar (lazyusf plugin) on quite a few songs with HLE audio turned off. People kept saying it must be the rip that is the problem?

Some songs play fine but quite a few crash foobar at the same timeframe every time with HLE disabled, but fine with HLE enabled.

I figured the audio emulation would be improved with LLE rather than HLE?

So I would appreciate that too if people are taking requests?

edited 6:01 AM EDT October 29, 2017
by Lunar at 10:09 AM EDT on October 29, 2017
Wow, Deadly Arts. Had been hoping for that one for a long time actually (because Konami.) Looking forward to checking that out when I am able to do so with my audio player of choice. :)

It's great to see a new N64/usf set.
by Josh W at 6:26 PM EDT on October 29, 2017
Well, until kode54 does it, in the meantime have this version I compiled.
by MindReader at 10:25 PM EDT on October 29, 2017
Could someone please rip Rakuga Kids?
by kode54 at 10:50 PM EDT on October 29, 2017
Official update out. And HLE audio has been the default for several versions now. In fact, I changed the GUID of the option so it would force the new default when I changed it.
by Josh W at 6:32 AM EDT on October 30, 2017
Nice

Also found another issue, this time with the tracking.

In ri/rdram.c your double dividing by 4, it is already done in rdram_dram_address.



Also I replicated the RSP hang issue while testing the new batch-ripper out on Deadly Arts. Hmmm.
by kode54 at 7:20 PM EDT on October 30, 2017
Fixed that address division issue.
by Josh W at 6:08 AM EDT on October 31, 2017
As I thought, the issue for the hangs was out of order rate of the interrupts, where a thread hang would occur as there wasn't enough VI interrupts to process the data send to a thread from another thread handling the other types.

My fix is here https://github.com/joshware/lazyusf2/commit/a9d34f4446905d5f377a4525cafae20bacad19ef

Not sure if is the result of the code itself doing the weird VI stuff on the affected games, or the process of ripping it nukes how the handling should work

Also I found hard-coding the vi rate at 789000 also works, but is obviously more hacky

edited 6:18 AM EDT October 31, 2017
by Josh W at 6:32 AM EDT on October 31, 2017
And just as I post that I find it still broken on something else :-/


Edit: Fixed it by changing the way the next VI interrupt is scheduled.
Using the vi->delay + Count register makes it not as soon.

I'm not sure if this is a fix, or rather a hack. But it seems to be more compatible now

edited 10:34 AM EDT October 31, 2017
by kode54 at 12:00 AM EDT on November 2, 2017
I cherry-picked those two recent commits, and already integrated the other two changes into my repository.
by Josh W at 7:30 AM EDT on November 2, 2017
Awesome!

Now that I can rip using the same code as the player is running and is reliable (enough) :)

Knife Edge: Nose Gunner

Star Soldier: Vanishing Earth

Hey You, Pikachu!

Rakugakids


edited 7:31 AM EDT November 2, 2017
by Nisto at 8:20 AM EDT on November 2, 2017
Thank you very much for that, Josh!
by Kirishima at 11:06 AM EDT on November 2, 2017
Thank You. In Star Soldier, Sparse07 causes problems on both winamp and foobar. With winamp, I get a dialog box saying "Unhandled R4300I OpCode at: 80000004Stoping Emulation !" then freezes moments later.

Foobar just hangs after 17 seconds.

Sparse01 also has issues after 44 seconds, but I didn't get any dialog box this time.

Sparse00 plays track 0a instead of 00 making it a duplicate.

edited 11:07 AM EDT November 2, 2017

edited 11:08 AM EDT November 2, 2017

edited 11:26 AM EDT November 2, 2017
by kode54 at 7:17 PM EDT on November 2, 2017
I haven't updated foobar2000 with the new code yet.
by Josh W at 7:22 PM EDT on November 2, 2017
I remember Star Soldier being problematic with timing.

There were quite a few duplicates in there as well.
Though I removed the individual ones that were exact duplicates.

I'll take another look at it when I get home
by kode54 at 7:34 PM EDT on November 2, 2017
Sparse07 now plays with the latest changes, but then locks up after 17 seconds.
by Josh W at 7:36 PM EDT on November 2, 2017
I've enabled the enableFIFOFull tag (which strangely had to be disabled while ripping) and works fine now.

The enableFIFOfull & enableCompare behavior both makes things work as well as stops things work in very strange ways indeed.
by kode54 at 7:39 PM EDT on November 2, 2017
Enabling full delays makes it work as well, without the EnableFIFOFull tag. Guess we need to find a way to make that work with most rips?
by Josh W at 8:05 PM EDT on November 2, 2017
Got an example of one that doesn't work with full delays?
by Kirishima at 10:15 PM EDT on November 2, 2017
The sparse00 being a duplicate thing should be an easy fix. Just open the file up in a hex editor and change it to play file 00 at 20-00(not sure if that's proper way of stating the hex position) instead of 0a. Track 00 (Stage 1's theme) was the only noticeably missing track from the pack.
by Josh W at 10:40 PM EDT on November 2, 2017
Correct.

I think I know why this happened
It's a slight side effect of merging all the data together, and because this was ascii "0", it was treated as not being there and was overwritten by something else. 0xa in this instance

I'll fix the recon process tonight, so this shouldn't happen again.

I've reuploaded it with (what I assume) is the correct version.
by MindReader at 12:21 PM EDT on November 3, 2017
Thanks for the Rakugakids rip Josh!
by kode54 at 7:21 PM EDT on November 3, 2017
Several tracks from Perfect Dark and Super Mario 64 don't work with full delays.

Alien Conflict, for one. Slider from Mario 64 is another.

Shadow Man is broken no matter what I do, causing a total lockup, which is why I originally had the no-Audio Interrupt timeout, but I somehow can't make that event work in a universal way, as it either doesn't work, or times out too soon on some rips that have an extended boot up sequence.
by Josh W at 10:02 AM EST on November 5, 2017
This seems to be the result of missing code in the RAM, which leads the code to start executing NOPs and whatever is after that.
At least for Perfect Dark.

To test this I re-ripped it and it plays fine.

Same story with Shadow Man


I first tested this with Turok 3, because IIRC it was the most problematic as it did lots of weird stuff with Audio Interrupts and timing, FP Registers and TLB mappings.
This too I re-ripped and it works fine.
Probally even better now, due to the batch-ripper being better as well as myself ripping it :)


Interesting stuff.

edited 10:04 AM EST November 5, 2017
by marcusss at 12:18 PM EST on November 5, 2017
@ Josh W Thanks or the PD re-rip! I played a few tracks with HLE off and they seem to play and loop without crashing compared with before. I noticed there was a little delay between songs playing but worth it if the music plays flawlessly :-)

All is good and hope for smooth sailing :D

edited 12:21 PM EST November 5, 2017
by Kirishima at 2:14 PM EST on November 5, 2017
Sounds to me like a lot of things may need to be re-ripped. Just makes me wonder if Mario Kart 64 could benefit from a rerip, or will it still be at the same speed.
by Josh W at 10:47 PM EST on November 5, 2017
Well, in order for "correct" emulation it's necessary for most of them to be ripped because of the missing data.

I say "correct", because it may actually not make much difference.

Because, generally any set works fine now, reripping will most likely not make any difference.
It's just the onces that don't run.

Now, looking at Mario Kart 64 in particular, when I record it into Audacity, there seems to be no difference between full delays on or off.

It doesn't run with _enableFIFOfull, so I may give that a rerip and see if that flag makes any effect.

Though, comparing it against a Youtube recording it is definately slower, and the waveform seems to be inverted. Not sure what is going on there.

Might do a recording myself and see what's going on
by Josh W at 11:36 PM EST on November 5, 2017
Can confirm it's inverted, proof

Though this shouldn't have any effect on what it sounds like.

Though the screenshot does show everything starting out the same speed, then the recorded version speeds up
For Josh W by Infomaniac95 at 12:25 AM EST on November 6, 2017
Hey, i do hate to bother you, but would a USF rip of all of the music from Lego Racer's be possible?
by Josh W at 12:40 AM EST on November 6, 2017
And the Final verdict

I reripped a track of it that I was using above, with enableFIFOfull set and the timing was pretty much spot on.
Though the full delays didn't affect it at all.

edited 12:41 AM EST November 6, 2017
by Kirishima at 1:55 AM EST on November 6, 2017
I guess that answers that.

On something else, I decided to check if a Mario Party track was ever fixed. A long time ago, I noticed the "64 Board Outro" was playing the wrong track, it was playing the Turtle Village theme instead. The problem I found was it was looking at the "NUS-CLBE-USA-2" usflib for the data instead of "NUS-CLBE-USA-1". I submitted a fix somewhere here a long time ago, but it never got added, so currently one of the tracks is a duplicate causing one song to be missing.

edited 1:56 AM EST November 6, 2017
by Josh W at 5:39 AM EST on November 6, 2017
And now a full re-rip of Mario Kart 64

And by popular demand, Lego Racers

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