Animal Forest, missing hourly music. by AENIGMA at 5:14 PM EDT on October 16, 2005
First off, thank you so much for making the USF for this game. I checked out all of the music and noticed that the only hourly music that was included, was the default music:
sparse01.ram.miniram.miniusf = 12:00 am (default) Hourly music sparse02.ram.miniram.miniusf = 1:00 am (default) Hourly music sparse03.ram.miniram.miniusf = 2:00 am (default) Hourly music sparse04.ram.miniram.miniusf = 3:00 am (default) Hourly music sparse05.ram.miniram.miniusf = 4:00 am (default) Hourly music sparse06.ram.miniram.miniusf = 5:00 am (default) Hourly music sparse07.ram.miniram.miniusf = 6:00 am (default) Hourly music sparse08.ram.miniram.miniusf = 7:00 am (default) Hourly music sparse09.ram.miniram.miniusf = 8:00 am (default) Hourly music sparse0a.ram.miniram.miniusf = 9:00 am (default) Hourly music sparse0b.ram.miniram.miniusf = 10:00 am (default) Hourly music sparse0c.ram.miniram.miniusf = 11:00 am (default) Hourly music sparse0d.ram.miniram.miniusf = 12:00 pm (default) Hourly music sparse0e.ram.miniram.miniusf = 1:00 pm (default) Hourly music sparse0f.ram.miniram.miniusf = 2:00 pm (default) Hourly music sparse10.ram.miniram.miniusf = 3:00 pm (default) Hourly music sparse11.ram.miniram.miniusf = 4:00 pm (default) Hourly music sparse12.ram.miniram.miniusf = 5:00 pm (default) Hourly music sparse13.ram.miniram.miniusf = 6:00 pm (default) Hourly music sparse14.ram.miniram.miniusf = 7:00 pm (default) Hourly music sparse15.ram.miniram.miniusf = 8:00 pm (default) Hourly music sparse16.ram.miniram.miniusf = 9:00 pm (default) Hourly music sparse17.ram.miniram.miniusf = 10:00 pm (default) Hourly music sparse18.ram.miniram.miniusf = 11:00 pm (default) Hourly music
In the Winter (in the game), when it's snowing, the hourly music is different. It sounds more seasonal. Also, during the Cherry Blossom Festival (in the game), April 5th - 7th, the music is also different. It sounds more mellow.
Have you come across these songs when making the USF [a total of 48 tracks]?
There is a gap of 104 tracks that don't seem to play, these might fall in there somewhere. Now that I know I'm looking for time-dependent stuff I might be able to figure out how to get these working...
I just remembered that there are also 2 versions of all of the Totakeke "Live" Songs. The Aircheck (radio) version of the "Live" songs are also missing from the USF. Here are all of the "Live" songs:
sparse3a.ram.miniram.miniusf = (Totakeke Live Song) sparsec0.ram.miniram.miniusf = (Totakeke Live Song) sparsec1.ram.miniram.miniusf = (Totakeke Live Song) sparsec2.ram.miniram.miniusf = (Totakeke Live Song) sparsec3.ram.miniram.miniusf = (Totakeke Live Song) sparsec4.ram.miniram.miniusf = (Totakeke Live Song) sparsec5.ram.miniram.miniusf = (Totakeke Live Song) sparsec6.ram.miniram.miniusf = (Totakeke Live Song) sparsec7.ram.miniram.miniusf = (Totakeke Live Song) sparsec8.ram.miniram.miniusf = (Totakeke Live Song) sparsec9.ram.miniram.miniusf = (Totakeke Live Song) sparseca.ram.miniram.miniusf = (Totakeke Live Song) sparsecb.ram.miniram.miniusf = (Totakeke Live Song) sparsecc.ram.miniram.miniusf = (Totakeke Live Song) sparsecd.ram.miniram.miniusf = (Totakeke Live Song) sparsece.ram.miniram.miniusf = (Totakeke Live Song) sparsecf.ram.miniram.miniusf = (Totakeke Live Song) sparsed0.ram.miniram.miniusf = (Totakeke Live Song) sparsed1.ram.miniram.miniusf = (Totakeke Live Song) sparsed2.ram.miniram.miniusf = (Totakeke Live Song) sparsed3.ram.miniram.miniusf = (Totakeke Live Song) sparsed4.ram.miniram.miniusf = (Totakeke Live Song) sparsed5.ram.miniram.miniusf = (Totakeke Live Song) sparsed6.ram.miniram.miniusf = (Totakeke Live Song) sparsed7.ram.miniram.miniusf = (Totakeke Live Song) sparsed8.ram.miniram.miniusf = (Totakeke Live Song) sparsed9.ram.miniram.miniusf = (Totakeke Live Song) sparseda.ram.miniram.miniusf = (Totakeke Live Song) sparsedb.ram.miniram.miniusf = (Totakeke Live Song) sparsedc.ram.miniram.miniusf = (Totakeke Live Song) sparsedd.ram.miniram.miniusf = (Totakeke Live Song) sparsede.ram.miniram.miniusf = (Totakeke Live Song) sparsedf.ram.miniram.miniusf = (Totakeke Live Song) sparsee0.ram.miniram.miniusf = (Totakeke Live Song) sparsee1.ram.miniram.miniusf = (Totakeke Live Song) sparsee2.ram.miniram.miniusf = (Totakeke Live Song) sparsee3.ram.miniram.miniusf = (Totakeke Live Song) sparsee4.ram.miniram.miniusf = (Totakeke Live Song) sparsee5.ram.miniram.miniusf = (Totakeke Live Song) sparsee6.ram.miniram.miniusf = (Totakeke Live Song) sparsee7.ram.miniram.miniusf = (Totakeke Live Song) sparsee8.ram.miniram.miniusf = (Totakeke Live Song) sparsee9.ram.miniram.miniusf = (Totakeke Live Song) sparseea.ram.miniram.miniusf = (Totakeke Live Song) sparseeb.ram.miniram.miniusf = (Totakeke Live Song) sparseec.ram.miniram.miniusf = (Totakeke Live Song) sparseed.ram.miniram.miniusf = (Totakeke Live Song) sparseee.ram.miniram.miniusf = (Totakeke Live Song) sparseef.ram.miniram.miniusf = (Totakeke Live Song) sparsef0.ram.miniram.miniusf = (Totakeke Live Song) sparsef1.ram.miniram.miniusf = (Totakeke Live Song) sparsef2.ram.miniram.miniusf = (Totakeke Live Song) sparsef3.ram.miniram.miniusf = (Totakeke Live Song) sparsef4.ram.miniram.miniusf = (Totakeke Live Song) sparsef5.ram.miniram.miniusf = (Totakeke Live Song) sparsef6.ram.miniram.miniusf = (Totakeke Live Song) sparsef7.ram.miniram.miniusf = (Totakeke Live Song) sparsef8.ram.miniram.miniusf = (Totakeke Live Song) sparsef9.ram.miniram.miniusf = (Totakeke Live Song)
Some of the "Live" songs may be repeats (like sparse3a.ram.miniram.miniusf is the same as sparsef9.ram.miniram.miniusf). In the GameCube version of the game there were a total of 55 Totakeke songs and 55 Aircheck (radio) songs. With the missing hourly music [48 tracks] and missing Airchecks [55 tracks] that makes a total of 103 tracks, leaving 1 missing track left.
The last missing track may be a alternative version of sparse2b.ram.miniram.miniusf . In sparse2b.ram.miniram.miniusf Totakeke plays his guitar, but after you talk to him (in the game), you'll hear the BG music without his guitar. The song without the guitar is also missing.
Eeeeexcellent... that would explain everything nicely. Now I just have to find whatever triggers that. I remember zoopd mentioned something like this for Tetrisphere, even with the song selection function it wouldn't play the chiptunes unless you unlocked them with a cheat code.
Bummer. Oh well, hopefully it won't be that hard since you have ripped it before.
Hey AENIGMA, if hcs gets the full Animal Forest set finished, can you tag it? I think that some of the music on this game is pretty good, and I would like to see it tagged. Just wondering.
I'm new to this type of game music, is tagging just renaming the .miniusf file? Like:
sparse01.ram.miniram.miniusf -renamed would be- 12_am_Hourly_Music_(default).miniusf
If so, then sure I'll tag the tracks. I have most of the tracks named. There are about 15 tracks I need to figure out what the music is related to. Animal Forest/Crossing is a huge game to sort through music wise. A lot of the music only plays on a certain day/event/time. There are also some differences between the N64 (JP) game and the GameCube (US) game. The GameCube version has a lot more music and some of the "Events" in the game may be different.
Well, renaming is basically part of tagging, but no, that's not it. In Winamp, if you click a song, and push "ALT+3" an info box will appear. In that box, there's a "Title" field, artist field, game name field, year, genre, comments, tagger, length, fade, and volume. When tagging, it is usually expected that you at least fill the "Title" field (though there's a few where this hasn't happened), the artist field (again, this is much prefered), the game name field (this should be easy), and loop the song twice in the length field, and fade for the appropriete time. You can ignore the volume field, it's not used to oten anyway (but it can be useful if the song is to quiet or to loud).
Hopefully, that helps. You can also use a utility called "psfpoint." It can take a batch file, and fill all those fields from the batch file.
So you know, a batch file, for psfpoint, would look something like this:
To sum all of that up, there are, in essence, three things that are involved in the USF tagging process:
1. Add information to the info box. (Alt+3) 2. Time the tracks. 3. Rename the files.
As Mouser X said PSFPoint helps with adding information that applies to the whole set. (Tagger, ripper, game name, etc.) Tagging is not hard to do, all you have to do is make sure that all of the little info boxes are filled in with the proper values.
Oh, by the way, BE SURE TO TIME TO TWO LOOPS. If you don't, you will have to suffer under the wrath of UNKNOWNFILE. Well, not really, but the standard for USF (and PSF for that matter) is two loops.
Thanks for your interest in tagging these USFs - I hope to see the whole set up soon.
I'm using XMPlay to listen to the USFs. Right clicking on a track in the playlist, then selecting 'Plugin file info' brings up a window where you can enter/edit the following:
Title Artist Game Year Genre Copyright USF By Comment Length Fade Volume
Can I use this method or is PSFPoint a better method?
--
Ah, now that I tried out PSFPoint, it seems a lot easier to use than entering the info file by file.
Both methods work just fine. However, I personaly prefer psfpoint because it can alter fields on all of the files at once, where as you can't do that with the info window thing. Also, I prefer to distribute a batch file, as opposed to a RAR containing all of the modified MINIUSF files. Another thing (agian, personal preferance) is that with psfpoint, all of the file dates are the same, or very close. It looks cleaner, so it's not a big deal.
As I said, most of the above is personal preferance. PSFpoint is nice because it can automate some of the more monotonous things (like adding game name, artist, fade (sometimes), volume (if needed) and comments). However, it's probably a little easier to alter the individual miniusf, because you'll be able to keep track of which file is which easier. That's one thing I've noticed when making batch files. If you're not carful, you can lose track of which file you're editing, and accidently associate the wrong info with the wrong file.
At the risk of repeating myself (agian), I prefer PSFPoint, as it general seems cleaner to use. But, for someone not used to making batch files, you'll probably want to stick to editing the tags seperatly. Or you could try this link (which is directly linked from the PSF_Rippers files section). That's a utility that ugetab made that can pull all of the data fields out of xSF files, and put it into a batch file (basically the exact oppasate of what psfpoint does). You can also try this link which is a modified version of psfpoint (though I'm not sure what the modifcation is. I think one of the modifications is that it supports "multi-line comments." Which is, I think, something that GSFs do, and is not generally followed by most of the xSF plugins (though I could be wrong on that)).
Anyway hopefully that helped. I especially hope I didn't confuse you. Any questions, please feel free to ask. Mouser X over and out.
also in psf_rippers is a tool I made for renaming PSF files based on their tags, psfren, and a companion tool for reversing the order of rename commands in batch files, unren.
I finished labeling the tracks and I started tagging them (40 down 105 to go). When I'm finished tagging the tracks, should I take out the duplicates or leave them in? Also, should I include the .usflib file with the .miniusf files, or just Zip all of the .miniusf files together?
Edit: When I'm finished, should I e-mail the files to someone, or upload them to my site so someone can download them?
I finished tagging all of the tracks and uploaded them here. Also, here is all of the data I tagged the tracks with. Let me know if I need to fix/change/tweak any of the tracks.
Thanks AENIGMA. The tags look great! Hopefully hcs will find the rest of the music tracks and then the set will be complete.
Thanks so much.
(By the way here is a link that lists the music composers for the game. Mobygames credits Hope that it helps.)
edited 2:56 PM EDT October 22, 2005
by unknownfile at 11:00 AM EDT on October 22, 2005
"Oh, by the way, BE SURE TO TIME TO TWO LOOPS. If you don't, you will have to suffer under the wrath of UNKNOWNFILE. Well, not really, but the standard for USF (and PSF for that matter) is two loops."
stfu idiot :P
Oh yea, for USF discussion on IRC, join #somechan on quakenet.
I got a question. I just downloaded Winamp 5.11 and placed the 64th Note DLLs into the plugins folder. I can open the .miniusf in Winamp but they don't play. I press play and it flashes for a second then stops. Am I doing something wrong or is there a way to fix this?
When that happens, the first question to ask yourself (which you probably already did), is whether or not the *.miniusf is in the same directory as the *.usflib file. If they are not together, then that's probably your problem.
I can't think of any other problems that would cause this (at least, not off hand). So, I have a few questions for you. Is it a "clean" install of Winamp 5.11 (clean meaning, is there any other plugins installed into Winamp's plugin directory other than the defualt ones (the ones installed with the winamp installer))? What are your system's specifications (CPU speed, RAM, OS, stuff like that)? And, what output plugin do you have Winamp set on?
If you can answer those questions, the information might be useful to find out what the problem is (though I can't garantee anything, especially since I'm not the programer).
Hopefully, the first suggestion helps with the problem. Good luck, and hopefully this gets fixed quickly. Mouser X over and out.
I just found out what the problem was. I did a clean install, then placed the RSP.dll and in_usf.dll files into the plugins folder, but I also placed the Highly Experimental DLL in as well. I took out the Highly Experimental DLL then re-launched Winamp, this time an error poped up saying that it couldn't find RSP.dll. So I placed the RSP.dll into the main Winamp folder (with winamp.exe) and now it works :) I guess the Highly Experimental DLL was interfering with the error popup.
You should probably be using the latest beta of 64th Note v1.0, it's pretty much bug free (ha) by now and will be released... soon. Then you don't have to worry about rsp.dll.
64th Note v1.0 runs a lot better in XMPlay now :) With the previous version, the fade would sometimes fade-up at the very end. Also, now the seek works. In the previous version, when you click further in the track, it would increase the time on the counter but the track wouldn't skip forward.
Good news: I found a backup of the Animal Forest ripping code, so I can now rerip it. I haven't been successful getting those missing tracks to play yet, but at least now I can concentrate directly on that.
It doesn't look like those indexes are used even when those tracks are supposed to play, instead there are 11 different ways to call the song loading function. The most general of these is the winter version, which is the 11th, and when it's winter it's possible to run all the lower numbered ones. Now I just have to figure out how this all fits together.
I updated the name of a couple of tracks and fixed their times (the music pops at the very end of the old ones). You can download the updated ZIP here.
New Names 079 - Nook's At Closing.miniusf 080 - Nook's At Closing [DUPE].miniusf 081 - Nook's At Closing [DUPE].miniusf 082 - Nook's At Closing [DUPE].miniusf
When I first named the tracks, I looked everywhere in the game for the music and couldn't find it. I just remembered that if you're in Nook's store past closing, the music changed. So I tested it out in the game and sure enough that's what the 'Unknown' music was. It also explains why there's 4 identical tracks, 1 for each store (Nook's Cranny, Nook 'N' Go, Nookway and Nookington's).
Could it be possible that the missing tracks use a different soundbank (usflib)? The Winter and Cherry Blossom Festival Hourly tracks are basically the same as the Default tracks but with different sounds being used. The same with the Aircheck versions of all of the Live songs.
It's... really weird how it's set up. I'll spare the technical details because I really don't understand them myself.
And the usflib is an abstraction, the data that is common to all tracks (even if not all use it), so it should be possible to do with just one (no plans on something like what I pulled with Mario Party 1).
I need someone to walk me through Animal Forest... I need to get past these first chores so Tom Nook's theme will stop playing everywhere and I can work with the hourly themes. He's given me a leaf. The Animal Crossing walkthroughs I've read indicate this is a piece of furniture, and that I'm supposed to give it to someone. Who? And how?
I can give you a Project64 1.6 Save State that's in December and it's snowing (with the wintery hourly music) and/or a Save State that's at April 5th (with the CBF hourly music). This way you don't have to go through the tedious task of working for Tom Nook.
Already finished it, only to discover that I'm stuck with the New Year's Morning music. BLAST! I picked the wrong day in winter... So could you send me those variants? My gmail account is agashlin at gmail.
found out how to save and change time, never mind.
(Before I send) Since you're past the working part, try using the build in codes (Crtl + C) in Project 64 1.6 to change the Minutes/Hours/Day/Month in the game.
If you're able to do that and you change the Minutes/Hours/Day/Month, just enter then exit the Post Office to the make the graphics/sound change to the proper Hours/Day/Month. And remember the Wintery music only plays if it's snowing, and the CBF music only plays from April 5th-7th (you'll see flower petals falling).
If you still want me to send the Save States, just let me know. It may take a while, I'm on Dial-up :(
Ok, I've got to do each of these individually (each style, that is), the system sets itself up for each style of music. I'm able to generate the cbf tunes by setting the date and I assume that the wintery tunes will work the same way (the rip I have says "christmas" so I assume these play all christmas day). What I don't know how to get is the airchecks, how might I go about getting one of them (should be all I need) playing?
For the Airchecks, set the day to any Saturday and the time to 8:00pm. Then go to the train station and Totakeke (the dog) will be sitting there. Stand directly in front of him and talk to him. Just keep pressing A and he'll play a random song. After he finishes, he'll give you an Aircheck for that song. Go back to your house (make sure you create a Save State before you enter because the game sometimes freezes if you enter your house). In your house, walk up to the radio and insert the Aircheck. Now it will be playing on the radio.
OK, I have an aircheck, but it won't do anything in association with the radio in my house.
nm, got it
the balance is going to have to be slightly off center, as I geniunely want to figure out how it's done in the code and it's impossible to put the radio exactly in the center of the room (as far as I can tell).
edited 10:44 PM EDT October 25, 2005
All 55 aircheck tracks found and ripping as I type. Now to do some laundry!
Here's a Cheat I just made up for the game. First, in Project64 1.6, press Ctrl + T to bring up the settings. Click on the Options tab and make sure "Hide Advance Settings" is Unchecked and then go back to the game. Next do the following:
1) Press Ctrl + C to bring up the Cheat menu.
2) Right click on the Item Select cheat and select Edit.
3) in the Options part (on the right) enter "11E4 Gold Stereo" (without the " ") and click on the Update Cheat button. Don't activate the cheat yet.
4) Go into your house and take out the music in your stereo, if there's music in it (press A at the stereo and select the 2nd, from the top, selection).
5) Next. press B to pick up your stereo and put it into your inventory.
6) Go into your inventory and make sure the bottom left corner is empty.
7) Now go into the cheats menu, Double click on the Item Select cheat and select the Gold Stereo you put in and enable the cheat. You'll see a leaf appear in your inventory, it's the Gold Stereo :)
8) Next, disable the cheat, then in your inventory select the Gold Stereo, Press A then select the middle selection to drop it.
9) Now maneuver it into the center of your house. You can move items by walking up to them and Pressing and holding A and move/spin it with the arrow keys.
10) Finally, pop in the Aircheck and now you have the music centered and better sounding :)
Sorry about that :) I would of posted it earlier, but my power went out for a couple of hours. We had a snow storm today (central NY) and got 4 in. of heavy wet snow.
Animal Forest - complete prelim uploaded. 248 tracks. The addition of the winter and cbf variants and airchecks has added 1 MB onto the file size, this is due mostly to some inefficient handling of the varied RAM (yeah, exactly the same as what I did with Mario Party). Let me know if anything is still missing or if any tracks are incomplete, or if anything sounds odd.
Note to taggers: You'll have to retag these from scratch, unless you made a batch file. Sorry. The different hourly bits are marked as such, the airchecks are sparse80-sparseb6.
Thanks to AENIGMA for making this completeness a whole lot easier to attain (and for pointing out the problem in the first place).
The only missing track that I can think of is the alternate version of sparse2b (Totakeke Intro). When you start up the game and press start, Totakeke will appear on the screen and sparse2b will be playing (you'll hear the guitar), then it changes into the alternate song when he starts talking (there's no guitar). This alternate version also plays right after talking to Totakeke, when one of your villagers asks you who you are to load the game.
When it changes in the middle of the song like that it suggests the dreaded "dynamic music", the same sequence being played with one less instrument. Animal Forest uses an entirely custom audio driver, and I don't think I'll expend any more effort towards figuring it out.
Sorry to be a nuisance again, but I don't like the way you guys keep calling it 'dynamic music'. The music itself isn't really dynamic in any way. Allowing the player to play the music without certain instruments/channels playing doesn't make the music dynamic.
Thanks AENIGMA. The tags look great! I can't believe it - you have only been here about two weeks and you have accomplished the largest USF tagging project to date. Not only that, but you somewhat assisted with the ripping. GOOD JOB!
Just to let you know, if it were me I wouldn't have given the duplicate tracks numbers/tags because they will probably be deleted anyway. But, that is just my preference.