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.
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.
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()
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.
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.
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.
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
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.
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.
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.
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...
>> 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...
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.