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My USF stuff. by unknownfile at 4:22 PM EDT on October 13, 2005
I thought I'd just make a new thread for my stuff.

I've started work on Onegai Monsters but I have thus far not been able to find a song select thread. I'm guessing the song select was the same thing as 64 Trump Collection (they were both published by Bottom Up) but so far that has appeared to be a bad guess so I'm going to try the alternate way - see wtf is going on with a0. alSeqNew and alCSeqNew are also present though there are no jump-and-links to them. Hopefully I'll try this on the weekend.

edited 8:23 PM EDT October 13, 2005
by hcs at 5:02 PM EDT on October 13, 2005
64 Trump Collection didn't use either of the SeqNew functions, either. I don't recall quite how I tracked down the song select function for that one... I probably just poked around in memory near the identified al fcns.
by unknownfile at 7:54 AM EDT on October 14, 2005
I might consider taking another look at banjo kazooie... but then, who really cares about dynamic music?
by Poobah at 2:28 PM EDT on October 14, 2005
I care about it.
Dynamic music is teh suck by Knurek at 10:40 PM EDT on October 14, 2005
Ditto.
by Lunar at 3:17 AM EDT on October 15, 2005
Ditto ditto.
by Josh W at 3:23 AM EDT on October 15, 2005
me. Cause it causes headaches for me, but i guess i got yoshis story figured out. But now i got Dk64, Banjo Tooie and Conkers BFD.
by unknownfile at 3:31 PM EDT on October 15, 2005
I am in the process of ripping another game. It works, and it's good, providing that pj64usf doesn't crash and burn during its ripping process.

You may have heard of it, it's called Robotech - Crystal Dreams...

edit: Goddamn, I keep getting stupid TLB errors. The problem might be that pj64 1.4 isn't too fond of the Robotech ROM...

edited 8:02 PM EDT October 15, 2005
by Josh W at 7:17 PM EDT on October 15, 2005
yep welcome to the ripping family. It is full of TLB Error ESPECIALLY when it comes to Conkers Bad Fur Day. I just recompiled it with the TLB Error box commented out. Its in exception.c under DoTLBMiss()
by unknownfile at 8:01 PM EDT on October 15, 2005
Attempting rerip with Josh's advice.

Speaking of Robotech...

test sample thingy

edited 12:07 AM EDT October 16, 2005
by unknownfile at 5:35 AM EDT on October 16, 2005
Well it hit an address error while I was asleep, thus killing 5 hours of batchripping. I commented out some stuff, and it should be ready soon.

Here's the savestate code for those who are curious:

int c;
if (PROGRAM_COUNTER==0x80055A94) {
    for (c=0x4B08; c < 0x4B98; c+=4) ((DWORD*)N64MEM)[c/4]=0; //kill main gamestuff
    for (c=0x4A60; c < 0x4AAC; c+=4) ((DWORD*)N64MEM)[c/4]=0; //kill morestuff
//for (c=0x2B9F8; c < 0x2BA5C; c+=4) ((DWORD*)N64MEM)[c/4]=0; //gives us a addresserror and crash
    //DisplayError("v0=%08x v1=%08x a0=%08x a1=%08x a2=%08x",GPR[2].UW[0],GPR[3].UW[0],GPR[4].UW[0],GPR[5].UW[0],GPR[6].UW[0]);
    //DisplayError("alSeqpSetSeq, ra=%08x",GPR[31].UW[0]);
    GPR[4].UW[0]=0x02;
    sprintf(SaveAsFileName,"robofuckedup");
    Machine_SaveState();
}

edited 1:52 PM EDT October 16, 2005
by unknownfile at 11:54 AM EDT on October 16, 2005
OK, an incomplete rip is up. I don't know why, but for songs 0x13 and up, the batchripper crashes after a while. I might attempt a rerip later.

Robotech Crystal Dreams incomplete rip
by unknownfile at 3:26 PM EDT on October 16, 2005
COMING SOON:

Sim City 2000.

I wasn't able to find out what was getting the CPU to shoot up when threads were killed, but oh well. It should hopefully be done by friday, providing I start the first bit of batchripping tommorow.
by Josh W at 3:36 PM EDT on October 16, 2005
be careful when removing large chunks of code, bacuase you may inadvertantly remove somwthing like an idle routine or the like that will make the cpu useage go up.

Thats the problem that i got with DK64. I think i removed about 500 consecutive instructions.

Oh, and while it crashes after a while - i got this problem whilst ripping the first Bomberman Hero Rip. It was fixed after I nopped out ~50 jals, mostly osRecvMesg and osSendMesg.

edited 7:37 PM EDT October 16, 2005
by hcs at 11:35 AM EDT on October 19, 2005
Just got the following bug report regarding Diddy Kong Racing via email, make of it what you will:

"However theres a bug in one of the tracks, in a few of em actually. The most obvious one is track 26 with the "Losing to a boss" song, one of the notes are bugged. I was disappointed becuz thats one of my favorite short tunes, and Spaceport Alpha and Darkmoon Caverns being the best in the chest."
by unknownfile at 12:18 PM EDT on October 19, 2005
Well, who sent it to you
by Poobah at 1:24 PM EDT on October 19, 2005
I don't understand how emulating audio could result in just a couple of notes having altered pitch.

Perhaps the person reporting was comparing them to MIDI sequences, which are usually composed by ear and are therefore sometimes slightly inaccurate.

edited 5:25 PM EDT October 19, 2005
by unknownfile at 2:26 PM EDT on October 19, 2005
I think the reason that the robotech thing kept crashing is because the alist count was set too high, so I'm going to set the alist count to 750 and see what happens then.
by unknownfile at 4:43 PM EDT on October 19, 2005
Robotech Crystal Dreams set revision 2

What's new:

-added tracks 0x13 to 0x1b.

Please let me know if any data is missing in some songs so I can rerip them.

CPU usage is still outrageous though. Just when you thought it was safe, too.
by unknownfile at 4:14 PM EDT on October 20, 2005
Tracks 0x1c to 0x27 have been added to the USFLib. I'm not uploading it until 0x50 has been ripped.
by Josh W at 9:03 PM EDT on October 20, 2005
I decided to post this here because it is more appropriate.

Listen all. If a set seems to use a lot of CPU time (and i mean heaps) more than is should (i.e. Robotech Crystal Dreams) then there is probally a loop like what i will describe.

I experience this just now in mario golf, but i am betting that it might be in others too.

In a root of a thread probally down near the bottom of it there is a call to osViSwapBuffer. This is inside a mini loop what also might have a comparative branch skipping over it. Also slightly under this is the branch back to the start of the thread.

Now this bit is quintessentially important. The loop in which the osViSwapBuffer is in, just NOP out the instuction which loops it (probally a BEQ), and the branch to the start of the thread, you will need to insert an idle loop (patch 0x1000FFFF, then an 0x0) and that should do. if not exactly like this, it will most likely continue like it was, or crash terribly as i have experienced.

However i will test this with Robotech, and verify this.



edited 1:04 AM EDT October 21, 2005
by Josh W at 12:05 AM EDT on October 21, 2005
well that didn't seem to be the case for Robotech (but i remeber seeing it in others)

However what unknownfile patched into it surprised me that it even worked.

Well lately i have been going into a fad instead of NOPing out of loops, i have been trying to idle them (could reduce cpy time)

To unknownfile: A much simpler method.

((DWORD*)N64MEM)[0x2BA58/4]=0x1000FFFF;
((DWORD*)N64MEM)[0x2BA5C/4]=0x0;
((DWORD*)N64MEM)[0x2BA24/4]=0x1000FFFF;
((DWORD*)N64MEM)[0x2BA28/4]=0x0;
by unknownfile at 4:46 AM EDT on October 21, 2005
Another two games added to the planned list:
Earthworm Jim 3d
Toy Story 2 (my first n64 game ever!)

Both of these use the alSynAddPlayer fcn, so I'm guessing I'm dealing with something different this time.
by unknownfile at 12:24 PM EDT on October 21, 2005
Josh: That would be a lovely method, if only it worked.
by Josh W at 8:58 PM EDT on October 21, 2005
whaddya mean, it worked for me :), then again not even what you posted worked on initial.

I think if i patched what i patched when the PC was at the end of the MusicSelect function.
by hcs at 9:41 PM EDT on October 21, 2005
it probably doesn't help that everyone's version of the ripper is a little different...
by hcs at 11:52 PM EDT on October 21, 2005
UNKNOWNFILE's Robotech Crystal Dreams rip is up.
Neat music from an unreleased game.
by unknownfile at 5:39 AM EDT on October 22, 2005
SimCity 2000 is now AVALIABLE.

Josh took a look at the game to see what was making it not work in the batchripper, and he ended up with a working set.

Therefore Josh W. gets credit for the set. Hoorah.

YUM
by hcs at 7:17 AM EDT on October 22, 2005
SC2K now moved to the preliminary tree.
by unknownfile at 4:53 PM EDT on October 23, 2005
Zarlox said:

yo moron i have limited connection so i dont have time to research on which shit to send to which retardo like urself.

I wasnt listening to MIDIs you stupid shit, I have the real game and I know exactly how everything sounds, what I dont know is how .USFs work, whether its the USF or ur crappy ripping. And man like u r missing like 5 tracks, wheres the Dino Domain? Central Area? Sherbet Island?
Snowflake mountain? And y do u include the stupidest silver coin SFX?
Well neway even tho ur a retard thanks for rippin at least most of em decently. The music is pretty phat.

~peace yo

try making a usf set yourself

edited 8:53 PM EDT October 23, 2005
by Josh W at 5:01 PM EDT on October 23, 2005
making sets are easy


making good sets are a little trickier.
by unknownfile at 6:01 PM EST on November 5, 2005
Fire Electric Pen is complete!

...but not working in the batch ripper.

C code as follows

int c;
if (PROGRAM_COUNTER==0x80030D58) {
    //DisplayError("v0=%08x v1=%08x\na0=%08x a1=%08x a2=%08x a3=%08x\nt0=%08x t1=%08x",GPR[2].UW[0],GPR[3].UW[0],GPR[4].UW[0],GPR[5].UW[0],GPR[6].UW[0],GPR[7].UW[0],GPR[8].UW[0],GPR[9].UW[0]);
//for (c=0x1A34; c < 0x1B34; c+=4) ((DWORD*)N64MEM)[c/4]=0;
//for (c=0x1214; c < 0x127C; c+=4) ((DWORD*)N64MEM)[c/4]=0;
//for (c=0x1C00; c < 0x1C38; c+=4) ((DWORD*)N64MEM)[c/4]=0;    
for (c=0x1828; c < 0x183C; c+=4) ((DWORD*)N64MEM)[c/4]=0;
    GPR[4].UW[0]=0x09;
    sprintf(SaveAsFileName,"mrsave");
    Machine_SaveState();
}
by unknownfile at 12:32 PM EST on November 6, 2005
Fire Electric Pen prelim is complete. link

There might be data missing, so please let me know if you do find missing stuff.
by unknownfile at 6:33 AM EST on December 3, 2005
[11:30] UNKNOWNFILE: http://unknown.halleyscometsoftware.com/usf/robotech.zip HOORAY FOR COMPLETENESS

Robotech, now featuring sparse51.
by unknownfile at 7:09 AM EST on February 6, 2006
BUMP'D

This is to allow you to know that I will be RIPPING A NEW SET SOON in the name of DEFAULT DRIVERSHIP!
by hcs at 7:47 AM EST on February 6, 2006
*shock*
by unknownfile at 2:39 PM EST on February 7, 2006
check usf central for details ;D
by marioman at 2:48 PM EST on February 7, 2006
Hey UF. Just out of curiosity, how do you determine which set you are going to rip next? I have never heard of the last three games that you have ripped. Are ripping by developer or something like that? Just wondering...

edited 7:49 PM EST February 7, 2006
by unknownfile at 3:21 PM EST on February 7, 2006
I'm only ripping generic driver games at the moment. They are the easiest.
by marioman at 4:33 PM EST on February 7, 2006
Ohhhhh. OK, thanks.
by Josh W at 7:24 PM EST on February 7, 2006
They are the easiest.

Yes, and i get stuck with the hard ones.
by unknownfile at 5:09 PM EST on February 26, 2006
Rumor has it that there are late start days this week so I will take advantage of them to rip some more obscure Japanese games.
by marioman at 4:16 AM EST on February 27, 2006
>> I will take advantage of them to rip some more obscure Japanese games

Thank you. I am VERY excited about that. (Yeah right.) :)

Maybe you should talk to Josh or hcs and see if they will teach you how to rip USFs from games that don't use the generic driver. That way you will be able to help with the requests list. It seems a shame that you are spending all of this time ripping music from games that nobody is really interested in. (With the exception of Diddy Kong Racing.) Just a thought.
by unknownfile at 6:32 AM EST on February 27, 2006
good point
by PokeParadox at 7:46 AM EST on February 27, 2006
Obscure Japanese games like: Getter Love!! ?

I hope so because I really like the intro music...
by unknownfile at 1:23 PM EST on February 27, 2006
You really should've requested an easier game :-(
by PokeParadox at 1:29 PM EST on February 27, 2006
Ha ha... sorry I didn't know how difficult it would be...
by Josh W at 11:38 PM EST on February 27, 2006
easier? It is easy.

Look at 0x8004D8E8
by hcs at 2:15 AM EST on February 28, 2006
He found the song select easily, he just had trouble eliminating graphics (which he eventually got) and control logic (which he didn't).
by unknownfile at 11:53 AM EST on February 28, 2006
A Kirby64-style rip is in progress. However, I can't say that it'll be done today thanks to these fucking TLB errors.
by hcs at 3:40 PM EST on February 28, 2006
Getter Love!! N64 is now ripped.
by PokeParadox at 12:49 AM EST on March 1, 2006
O_O Nice!

I forgot about some of the other music... :) great stuff, thanks.

edited 6:08 AM EST March 1, 2006
by hcs at 8:19 AM EST on March 1, 2006
I do expect tagging to take place, by the way...
by PokeParadox at 1:27 PM EST on March 1, 2006
lol... I wish I knew what the track names were! :)
Incidently, I did have a google around this morning to see if I could dig up anything, but wasn't very sucessful.
by PokeParadox at 4:35 AM EST on March 2, 2006
OST INFO - http://www.hudson.co.jp/gamenavi/gamedb/softinfo/getterlove/plu.html
GAME INFO - http://db.gamefaqs.com/console/n64/file/getter_love.txt

That is about as far as I have got with finding out titles for Getter Love!!

The cd code is PCCB-00352

EDIT: BableFish/GoogleTranslation and Pok?Intuition gives me this thus far:

sparse01.ram.miniram.miniusf - Main Theme "Getter Love!!" - 2m04s - T01
sparse04.ram.miniram.miniusf - Walking Theme "Happy Smile" - 1m30s - T04
sparse1D.ram.miniram.miniusf - Reprise "Getter Love!!"
sparse13.ram.miniram.miniusf - Reika Kongouji's Theme - 1m04s

edited 10:14 AM EST March 2, 2006

edited 10:23 AM EST March 2, 2006
Update on tags by PokeParadox at 9:55 AM EST on March 3, 2006
sparse01.ram.miniram.miniusf - Main Theme "Getter Love!!" - 2m04s - T01
sparse02.ram.miniram.miniusf - static
sparse03.ram.miniram.miniusf - Let's Go! - 42s
sparse04.ram.miniram.miniusf - Walking Theme "Happy Smile" - 1m30s - T04
sparse05.ram.miniram.miniusf - Ayumi Shirai's Theme - 1m02s
sparse07.ram.miniram.miniusf - Natsuki Itoh's Theme - 1m04s
sparse0B.ram.miniram.miniusf - Makoto Minigawa's Theme - 1m27s
sparse0F.ram.miniram.miniusf - Shizuku Morimura's Theme - 1m16s
sparse11.ram.miniram.miniusf - Meifa Lee's Theme - 1m28s
sparse13.ram.miniram.miniusf - Reika Kongouji's Theme - 1m04s
sparse14.ram.miniram.miniusf - Alfonso Roberto Martini's Theme - 1m12s
sparse15.ram.miniram.miniusf - Kaoru Tuzi's Theme "The Caf? Liquid Master" - 1m21s
sparse17.ram.miniram.miniusf - static
sparse16.ram.miniram.miniusf - Time To Play - 1m37s
sparse18.ram.miniram.miniusf - Heartbeat - 11s
sparse19.ram.miniram.miniusf - Static
sparse1a.ram.miniram.miniusf - Menu - 1m14s
sparse1D.ram.miniram.miniusf - Reprise "Getter Love!!" - 1m32s
sparse1f.ram.miniram.miniusf - Someone Appears! - 27s
sparse20.ram.miniram.miniusf - static
sparse23.ram.miniram.miniusf - Get Ready! - 2s
sparse27.ram.miniram.miniusf - static
sparse28.ram.miniram.miniusf - You Win! - 18s
sparse2c.ram.miniram.miniusf - Prelude - 34s
by hcs at 5:34 PM EST on March 3, 2006
thanks!
by PokeParadox at 11:20 AM EST on March 4, 2006
It has to be said, that a lot of these titles... I'm going by how they are used in the game. I'll see if I can get the endings so I can figure the titles for the ending musics... I hopefully get some more done tomorrow.
by PokeParadox at 3:03 AM EST on March 8, 2006
Done! Well as done as I can do I think.

sparse01.ram.miniram.miniusf - Main Theme "Getter Love!!" - 2m04s
sparse02.ram.miniram.miniusf - static
sparse03.ram.miniram.miniusf - Let's Go! - 42s
sparse04.ram.miniram.miniusf - Walking Theme "Happy Smile" - 1m30s
sparse05.ram.miniram.miniusf - Ayumi Shirai's Theme - 1m02s
sparse06.ram.miniram.miniusf - Ayumi Shirai's Ending - 3m8s
sparse07.ram.miniram.miniusf - Natsuki Itoh's Theme - 1m04s
sparse08.ram.miniram.miniusf - Natsuki Itoh's Ending - 3m20s
sparse09.ram.miniram.miniusf - Hana Tsudzuki's Theme - 1m33s
sparse0A.ram.miniram.miniusf - Hana Tsudzuki's Ending - 2m02s (not too sure)
sparse0B.ram.miniram.miniusf - Makoto Minigawa's Theme - 1m27s
sparse0C.ram.miniram.miniusf - Makoto Minigawa's Ending - 2m47s
sparse0D.ram.miniram.miniusf - Kiiro Amami's Theme - 2m14s
sparse0E.ram.miniram.miniusf - Kiiro Amami's Ending - 2m08s
sparse0F.ram.miniram.miniusf - Shizuku Morimura's Theme - 1m16s
sparse10.ram.miniram.miniusf - Shizuku Morimura's Ending -3m13s (not too sure)
sparse11.ram.miniram.miniusf - Meifa Lee's Theme - 1m28s
sparse12.ram.miniram.miniusf - Meifa Lee's Ending - 2m14s
sparse13.ram.miniram.miniusf - Reika Kongouji's Theme - 1m04s
sparse14.ram.miniram.miniusf - Alfonso Roberto Martini's Theme - 1m12s
sparse15.ram.miniram.miniusf - Kaoru Tuzi's Theme "The Caf? Liquid Master" - 1m21s
sparse16.ram.miniram.miniusf - Time To Play - 1m37s
sparse17.ram.miniram.miniusf - static
sparse18.ram.miniram.miniusf - Heartbeat - 11s
sparse19.ram.miniram.miniusf - Static
sparse1a.ram.miniram.miniusf - Menu - 1m14s
sparse1B.ram.miniram.miniusf - Background Noise - 14s
sparse1c.ram.miniram.miniusf - Beach - 23s
sparse1D.ram.miniram.miniusf - Reprise "Getter Love!!" - 1m32s
sparse1E.ram.miniram.miniusf - Funny noise... I have no idea where this occurs in the game >_>
sparse1f.ram.miniram.miniusf - Someone Appears! - 27s
sparse20.ram.miniram.miniusf - static
sparse21.ram.miniram.miniusf - She Loves You (complete guess >_>) - 28s
sparse22.ram.miniram.miniusf - Something Bad (complete guess >_>) - 21s
sparse23.ram.miniram.miniusf - Get Ready! - 2s
sparse24.ram.miniram.miniusf - Game Finished -15s
sparse25.ram.miniram.miniusf - Positive - 2s
sparse26.ram.miniram.miniusf - Negative - 2s
sparse27.ram.miniram.miniusf - static
sparse28.ram.miniram.miniusf - You Win! - 18s
sparse29.ram.miniram.miniusf - Stop! - 3s
sparse2A.ram.miniram.miniusf - Afternoon - 1m27s
sparse2B.ram.miniram.miniusf - Evening - 1m17s
sparse2c.ram.miniram.miniusf - Prelude - 34s



EDIT: Where I have put: "Not too sure" it is the timing I'm not sure about.
sparse1B.ram.miniram.miniusf - I don't really know what this is or where it occurs.
The "Complete guesses", I made up the name solely based on the music.

edited 8:11 AM EST March 8, 2006
by unknownfile at 9:29 AM EST on March 17, 2006
I've got a custom driver rip in progress, hopefully it'll be ready soon. It just doesn't like working in 64th note...

Hey look it's finished but it's bigger than it's supposed to be...again.

custom drivers smell like garbage

edited 3:19 PM EST March 17, 2006
by marioman at 11:46 AM EST on March 17, 2006
Glad that you decided to try a custom driver. Keep up the good work! :)

edited 4:46 PM EST March 17, 2006
by unknownfile at 12:24 PM EST on March 17, 2006
I tried Onegai Monsters but it had a tricky way of initializing its video. When the thread was killed, the game lived until the scene switched, which could get in the way of ripping USF stuff.
by Josh W at 7:16 PM EST on March 17, 2006
hmmm coincedence. I put up a exe for project64 with my tracer things and UF rips a custom driver.


Hmmm...no, they don't smell like garbage...they smell like carp.

UF, put in idle loops. they are your friend when stuff like that happens.

edited 2:07 AM EST March 18, 2006
by unknownfile at 5:06 AM EST on March 18, 2006
RAM:80100498 - RAM:80104C04

that's ooone big video thread

and it's now in the ripping process. I did as Josh suggested and put an idle loop before a function relating to osViSwapBuffer.

...and it's done. Problem is, it's 4.7 MB, and there's only about 10 MB left on the server, so I can't post it here.

edited 11:10 AM EST March 18, 2006
by unknownfile at 1:25 PM EST on March 18, 2006
I took a look at Toy Story 2, and the sound select is refusing to show itself. Pretty tricky coding for a kids' game...
by hcs at 5:48 PM EST on March 19, 2006
Onegai Monsters is quite Final Fantasy Tactics Advance-ish, give it a listen.

edited 10:49 PM EST March 19, 2006
by unknownfile at 10:10 PM EDT on July 25, 2006
This is a bump to let you know that I will be working on some random obscure Japanese game this weekend. If I don't, then sue me.
by unknownfile at 9:18 PM EDT on September 4, 2006
Rocket Robot On Wheels news:

I figured out the audio thread's location and got a relatively good result out of it but it wouldn't let me run the USF using a clean savestate. Arg.

Anyways, here's the audio trace I managed.

Hint: You need to have the program counter pass by 800064D0.

edited 9:21 PM EDT September 4, 2006
by unknownfile at 3:13 PM EDT on September 5, 2006
Here's what I managed in terms of code.

    if (PROGRAM_COUNTER==0x80017638) {
        if (songflag == 0) {
            if(MessageBox(NULL,"Looks like you were seen. Want to patch and save?","Song Break!",MB_YESNO|MB_ICONWARNING|MB_SETFOREGROUND) == IDYES) {
                ((DWORD*)N64MEM)[0xAED0/4]=0x1000FFFF;
                ((DWORD*)N64MEM)[0xAED4/4]=0x0;
                ((DWORD*)N64MEM)[0x7BC24/4]=0x1000FFFF;
                ((DWORD*)N64MEM)[0x7BC28/4]=0x0;
                ((DWORD*)N64MEM)[0x3BA40/4]=0x1000FFFF;
                ((DWORD*)N64MEM)[0x3C344/4]=0x0;
                sprintf(SaveAsFileName,"rocket_%d",rand());
                Machine_SaveState();
                DisplayError("File saved as %s, have a nice day!",SaveAsFileName);
                songflag = 1;
            }
            else {
                songflag = 1;
                MessageBox(NULL,"Fine, be that way!","Song Break!",MB_OK|MB_ICONWARNING|MB_SETFOREGROUND);
            }
        }
    }

    if (PROGRAM_COUNTER==0x80005B08) {
        // revert soundflag
        songflag = 0;
    }

Since I don't know where the hell the sound select is, this code is shit, but it does quite nicely in terms of patching.
by unknownfile at 5:39 PM EDT on September 16, 2006
Penny Racers

is here

This is a rarity as the game uses the n_audio library for its sequence functions.

Also, this game is able to challenge Fire Electric Pen in terms of musical quality.

edited 6:27 PM EDT September 16, 2006
by unknownfile at 10:48 PM EDT on September 16, 2006
Namco Museum is quite an odd game, I must say. For one thing, it doesn't send alists. And for another, I can't get past making a savestate.

So here's some code. Like the Rocket code, it waits for a certain function to be called. As such, it sucks. Here's the code, though.

    // Namco Museum 64

    if (PROGRAM_COUNTER == 0x80093D90) {
        //if (songflag == 0) {
        if (runyet > 30) {
        if(MessageBox(NULL,"osViSwapBuffer was called. Patch and save?","Song Break!",MB_YESNO|MB_ICONWARNING|MB_SETFOREGROUND) == IDYES) {
            ((DWORD*)N64MEM)[0x93B34/4]=0x1000FFFF;
            ((DWORD*)N64MEM)[0x93B38/4]=0x0;
            ((DWORD*)N64MEM)[0x93914/4]=0x1000FFFF;
            ((DWORD*)N64MEM)[0x93918/4]=0x0;
            sprintf(SaveAsFileName,"pacmaaan");
            Machine_SaveState();
        }
        runyet = 0;
        }
        else {
            runyet++;
        }
        //ShowRegisters();
    }
by unknownfile at 2:14 PM EDT on September 17, 2006
Virtual Pro Wrestling 64 is here

Decent music, especially for an obscure Japanese game.

edited 3:30 PM EDT September 17, 2006
by unknownfile at 5:12 PM EDT on September 19, 2006
Forsaken 64! Yay!

All I have so far is a single music track since I can't find the song select. Here's the opening theme track:

Now without a huge savestate
by unknownfile at 10:34 AM EDT on September 23, 2006
I had some fun with 1080 Snowboarding, but I couldn't get past the sound select. Josh is now working on it.
by valiant at 4:11 PM EDT on September 23, 2006
Yay! Finally, 1080° Snowboarding. :-)
I've been waiting for that rip for quite some time now. Hope it's possible at all... Thanks in advance for your efforts, both of you!
Insert Twlight Zone music... by PokeParadox at 6:16 AM EDT on September 24, 2006
this is spooky. I placed a vote for 1080 the other day... coincidence? :O

lol.

Yeah good luck with it. It be nice to have that music.
by unknownfile at 11:58 AM EDT on September 29, 2006
I wiped my hard drive a couple days back, and I have seem to have lost my copy of the PJ64 sourcecode, complete with my ripping notes. Shit.

Ah well, guess that's the way things go.
by Josh W at 2:56 PM EDT on September 29, 2006
bah. Haxors do not tolerate stuff like that.

I wiped my hardrive several times and still seem to have all my stuff
by unknownfile at 11:58 AM EDT on October 3, 2006
Joshfish, please send me the links to the ripping stuff again, I lack my batchripper, JAL tracer and recompiler ripper.
by unknownfile at 10:30 PM EST on January 13, 2007
Bumped this up.

I have 1080 in a somewhat shaky state right now, but I am without the song select code, and it is being quite a pain to find it.

Josh, if you still have it, could you post it here?
by Josh W at 1:51 AM EST on January 14, 2007
well this is what i got. i dinnae ken what works or not, but meh.

if(PROGRAM_COUNTER==0x800D82C8) {
    REG(4)=0x5;
    IDLE(0xDF538);
    NOP_OUT(0xDEB00);
    NOP_OUT(0x7C10);
    NOP_OUT(0xF7C18);
    NOP_OUT(0xF7C40);
    NOP_OUT(0xF7C38);
    NOP_OUT(0x10BBA0);

    NOP_OUT(0x11143C);
    NOP_OUT(0x1114A8);
    IDLE(0x118314);
}

by unknownfile at 1:24 PM EST on January 14, 2007
Managed to make a test rip of 1080 this morning, however it is very broken.

This thing

Some songs contain plenty of static, and others will crash Winamp. I am going to rerip the set later today, so consider this a preview.

For those who want to listen to the title theme:

http://unknown.hcs64.com/usf/sparse02.usf

I will most likely be releasing the set as big USFs since the miniusf situation is causing glitches. Better to go for something that works rather than size, I guess.

edited 6:42 PM EST January 14, 2007
by Mouser X at 7:19 PM EST on January 14, 2007
If you pack it in a RAR or 7z, then it should take all the similar parts, and compress them into one (which ZIP doesn't do). Of course, I probably don't need to tell you this... Perhaps someone else will find it useful information though. Mouser X over and out.
by unknownfile at 9:24 PM EST on January 14, 2007
1080 is up. Great success!
by valiant at 1:59 AM EST on January 15, 2007
sparse0d has some instruments mixed in that don't belong there.

sparse03, sparse06 and sparse10 have a small lag every measure.

Could be that one or two tracks are missing, I'll check that later this day...

Otherwise, great rip. :-)
by unknownfile at 3:37 PM EST on January 15, 2007
Uh, that's the way they play in Project 64. I'm not sure if that's an error in ripping or emulation, but I'm too lazy to check now.
requests by unknownfile at 11:06 AM EST on January 16, 2007
With exams coming up, I may be able to find the time for ripping GSFs and/or USFs. I'm not sure what to do next, so request something and you might win a FABULOUS PRIZE if it is ripped.
by Lunar at 5:26 PM EST on January 16, 2007
Maybe just do whatever's highest up on the request list.
by valiant at 11:38 AM EST on January 17, 2007
Tested 1080° Snowboarding in Project64. I used Azimer's HLE Audio v0.56 WIP 2. The tracks play all correctly.
by unknownfile at 3:08 PM EST on January 17, 2007
Awesome.

Any missing trax?
by valiant at 7:55 PM EST on January 17, 2007
Unfortunately I just have the American OST at hand now and it's missing two tracks from the Japanese version ("give it to me" and "jz"). Otherwise everything's there... and even more.

01 - vacant lives = sparse02
02 - work your body = sparse03
03 - dance! = sparse06
04 - this is a test = sparse15
05 - golden forest = sparse08
06 - grasp power = sparse17
07 - blue flame = sparse0a
08 - call me = sparse0c
09 - half pipe = sparse05
10 - db = sparse0d
11 - lost = sparse0e
12 - give it to me = *
13 - review = sparse11
14 - winner = sparse12
15 - vacant lives (1080°MIX) = not in the game
16 - white out = sparse0f
17 - jz = *

sparse0b = duplicate of sparse08 = golden forest
sparse16 = golden forest (alternate)
sparse14 = dance! (alternate)
sparse04 = Applause SFX
sparse10 = ???
* = either not in the game or sparse10

edited 7:56 PM EST January 17, 2007
by unknownfile at 9:35 PM EST on January 17, 2007
sparse04 is what plays during the combo challenge with the huge jump, IIRC.

Other than that, thanks for that, and I'll see what I can do, though I can't make any promises.

Le edit:

Regarding the tracks I couldn't rip:

sparse07 would've been "This is a Test"
sparse13 would've been "Vacant Lives"

Both of these would've had a different drum beat, so I really don't care about them.

Those missing ones above, by the way, might not've been in the game.

The ROM I used was 1080 Snowboarding (JU) [!].z64

edited 9:48 PM EST January 17, 2007
by valiant at 7:04 AM EST on January 18, 2007
You're right about sparse04.

That's the rom I have, too. Did you use the same sound plugin?

Just a complete rip is a good rip... ;-)
Please rip the missing tracks if you're able to and have the time for it.

I'll see if I can get the two missing OST tracks so I can tell wether they're in the game or not.
by marioman at 1:25 PM EST on January 28, 2007
UF, I just thought of a request. Is it too late?

Can you please try to remove the annoying "click" sound that plays at the beginning of most of the tracks in the WarioWare: Mega Microgames GSF set? It gets very annoying when browsing the music files.

If you can please save my ears by fixing that, I would appreciate it.
by unknownfile at 3:18 PM EST on January 28, 2007
There's a click in Golden Sun 2 at the start of each track, and do people's ears bleed?
by marioman at 4:29 PM EST on January 28, 2007
Probably. :)

You asked for requests - there you go.
San Francisco Rush by Richter X at 8:00 PM EST on January 28, 2007
Can someone please rip San Francisco Rush? That game had some good music.
San Francisco Rush seconded by Yoshinkeru at 7:36 PM EST on January 29, 2007
You can make requests here.

Hopefully, they're working on it anyway. The San Francisco Rush 2049 preliminary rip is up, if you want to grab that.
San Francisco Rush Thirded by marioman at 8:01 AM EST on January 30, 2007
Read the title! That would finish off the Rush games for the N64.
by unknownfile at 12:01 PM EST on February 2, 2007
Already ripped; check the prelims.

Also, I'm going to be tagging 1080 this weekend, so ha ha ha.

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