Banjo-Tooie Problem by holyice7 at 4:37 PM EST on November 27, 2007
I thought this little problem would be cleared up when Josh finished the set (since, as of the Prelim phase, it was limited to tracks that needed splitting), but it seems that when the all USF's in the Banjo-Tooie set play, the first 0.1 second is cut off.
I've included a visual example, since I thought at first that it may be a speed problem. It's not.
[1:19] <JoshW> im taking yet another look at banjo tooie [1:20] <JoshW> the current method of ripping it doesnt allow that .1 second of the start of the track to be played [1:41] <JoshW> well, i found that it uses its own custom osSetIntMask, which led me to its custom alEvtqPostEvent which should lead me to its custom music routines (Nov 28th)
Maybe I'm just thankful in general, but I'd rather have 0.1 second cut off than the sound effects on the MP3s from Galbadia Hotel. Josh, you only have to work on it if you feel like you should.
Definitely not trying to be offensive, but I just noticed a few speed problems throughout the whole set. These two in particular go waaay faster than they should:
I'm very happy I've got some of my favorites without sound effects, but the set as a whole seems sort of preliminary in my honest opinion. I'm not begging you to complete it as I've got 90% of the tracks that I wanted, but it'd be nice if you took a look and fixed the problems.
If Josh finds what he needs to get that 0.1 second back, I would assume the ability to change the tempo wouldn't be too far off the mark either.
Off hand, though, I can't remember any other tracks that had speeds alternate of that used by the level main. Were there any, or were these the only two of note?
Nearly all of Glitter Gulch Mine, Targitzan's Temple, and some of Witchyworld. I can't be bothered to check the exact ones as I've renamed the tracks for my own benefit, but I could probably find out exactly which ones have a faster tempo if you were to give me a few days.
Also, Mayahem Temple loses an instrument a little over a minute in the song, if I remember correctly. This one doesn't really bother me since I've got the MP3 from the soundtrack CD, but I felt like letting you all know.
Ugetab has a document on these tracks here. If a certain version of a track has a speed variable different from the main one, then it's tempo is different (it's always a slower tempo). By viewing it, you can see that all the versions of Spiral Mountain and the Isle o' Hags do not have tempo changes.
by unknownfile at 11:07 PM EST on December 1, 2007
i thought the tempo was changed correctly, as i put in the values found by ugetab.
Anyways, the reason for the delay is that the batchripper doesn't like to start ripping right when the music call is made, i am forced to wait a little while but i am trying to fix this by making the music start later by putting a wait in before the custom alSeqPlay is called after it is loaded.
Mayahem Temple looses instruments? Well i listened and some animal noises are definitely gone when compared to the game, but i can't get this back however i rip. Perhaps the channel mask is wrong. anyway, I'll look into this.
It loses a horn in one of the ears after awhile, and some of the animal noises disappear.
by nensondubois at 4:21 PM EST on December 2, 2007
Holy shit! What is with Banjo-Too go tell the rarewitchfuckingproject about this instead of us. go outside to smoke a ciggarete or something else ok? (nensondubois does just that)
I just checked Mayahem Temple's theme for missing masking bits, but I didn't find any. I did notice that some small effects don't play here and there in the theme, but the masking has to be correct, or it wouldn't sound at all right. I'm also relatively confident in my assessment of the speed bits, and with the song masking to use as a search perameter, rechecking a few of them wouldn't be that big a deal.
FYI, Rare B*tch Project is comprised of a lazy staff who don't fulfill their self-imposed responsibility of cleaning up the messes in their own forums, 85% people with no friends and no will to acquire any, 14% idiots who spend 23 hours a day on the computer stroking their own egos by insulting people and the other hour coming up with new ways to make themselves hated in the eyes of all but themselves, and 1% people who can actually remember the last time they went outside. Believe me, I tried to participate there once but got driven out for not having a desire to rush out and buy a Wii on launch day ... tried to come back a year later, same thing happened again, except this time I didn't even say anything. I've learned my lesson about them.
That, and (more relevantly) I once saw someone ask about that B-T text document there. Not even the people who founded the site and claimed to have total technical knowledge of Rare's N64 games had the faintest clue what on earth any of it was pointing to.
On the original subject: Does 0.1 seconds really make that much of a difference? Just ignore it. It's not like having that immeasurably small fraction of a second cut off the song is hurting anyone or anything.
edited 5:36 PM EST December 2, 2007
by nensondubois at 6:27 PM EST on December 2, 2007
I know I've been there and they are not what you'd expect forum goes to be so I never went back and I'm no idiot.
Well I won't comment on RWP (though it sounds like someone needs a hug < < ), but if you're willing to leave the set in its current state, why not leave it without splitting the level music? Heck, why rip it at all?
It may seem like nitpicking to want to fix a problem like this, but isn't the aim of these sets to have the music from the game, and have it play the way it plays in the game?
Does 0.1 seconds really make that much of a difference? Just ignore it. It's not like having that immeasurably small fraction of a second cut off the song is hurting anyone or anything.
To those who can't stand it, simply downloaded the preliminary set and take the already-perfect USF rips of the obscure themes that don't overlap (boss themes, Tower of Tragedy, Fun 'n' Games, etc.) and replace the 0.1 versions of those with the preliminary, better versions (you know what I'm talking about). You'll be happy for the most part, because the said obscure tracks are usually fast.
I can definitely live with the rips I've got now...I'm not complaining. I've just been visiting here a lot recently because I'm curious as to what's going on.
I just took a good listen, and I can't hear any delay at all. If the delay were a second or two, I would support the cause, but find no problem in the set.
Sure you can see the error, but if you can't hear the error, I say that there is nothing to complain about.
Also, Rush 2049 has a similar error. Since you guys are on this perfection drive, be sure try to get it and OoT fixed too.
I can definitely hear the error in many of the tracks. Don't take my comment as a complaint - I appreciate the work JoshW has gone to very much, and am not demanding anything, but it's definitely a noticeable imperfection. I noticed the Mayahem Temple bug last night too - something is missing around 1:20, for sure. (If you've listened to the MP3 469,332 times like I have, it sticks out like a sore thumb.)
OK, it came across to me that you all were just complaining. If you are taking steps to fix it, then that's fine. Sorry if I was a little harsh.
@Toasty: 469,332 times? Lets see... The track from the OST is 4:18 long. Multiply that by 469,332 and that comes out to 3.8 years.
The whole album length is 67:12. If you listened to the whole album every time that you listened to the Mayahem Temple track, then that comes out to 60 years.
So what you are saying is that for the past 60 years you have been constantly listening to an OST that came out 7 years ago? You're a better person than I am. I can't seem to master that time warp thing. :P
by Arich Boss #3 at 10:36 PM EST on December 3, 2007
Toasty basically has the same opinion that I do.
Except for the 400,000+ that he was talking about...I've only listened to the song about 60 times outside of the game.
Edit: I should mention, listening to Stomping Plains as you're doing your daily whatever is absolutely hilarious. I was walking around school listening to it and I nearly busted out laughing.
The 469,332 was a bit of an exaggeration, but you get the idea - I've listened to it enough times to be familiar with it and recognize when something's not right about it. ;-)
by unknownfile at 10:18 AM EST on December 5, 2007
I checked out the Mayahem Temple track for the heck of it and found that there is indeed a problem: Apparently the bass-playing sax plays every other beat for some reason while it should be playing on every beat of each measure (it goes "1, , 3, , 1, , 3, " and sometimes " , 2, , 4, , 2, , 4" rather than the usual "1, 2, 3, 4, 1, 2, 3, 4". Is there perhaps a second sax channel that got muted out by mistake (no idea why they'd do it that way, but it's an idea)?
edited 6:19 PM EST December 5, 2007
by Arich Boss #3 at 2:01 AM EST on December 11, 2007
holyice7: RareWitchProject appears to be down, so I suppose I can simply ask you here:
In your Banjo-Kazooie soundtrack, the "Ending on a Holiday" track has extra TTC seagull noises that don't belong there. Since you seem to have deleted the machine parts in the Engine Room and the boilings noises in Tooty's Theme, think you could manage to delete the seagulls?
There are seagull sounds in it, I've hacked my way to playing on that beach with that music many a time (as well as beaten the game a couple times) and they're always there.
by Arich Boss #3 at 11:36 PM EST on December 11, 2007
My N64 mutes that channel, then. It's been known to sometimes mute out certain channels in Banjo-Tooie and other games, but...this is simply amazing.
Or perhaps too much GameShark use corrupted some of his music data. It's not an undocumented occurance for such things to happen with cart-based cheat devices.
But yes, the seagulls are there, and they weren't intrusive enough upon the music for me to bother ugetab with removing them.
Oh, and ugetab removed the other sound effects, so give me no credit for it.
I assume he wasn't referring to his ROM, if Arich has one at all.
Missing Track in Banjo-Tooie by Pixellated at 1:49 PM EST on December 28, 2007
Hi,
Many thanks to JoshW on his work with the Banjo-Tooie USFs, although there is a missing file, I'm not sure if it can be ripped or not; I know there was some trouble concerning Rareware's habit of splicing all tracks to get the music to stay in the same position between areas. It's a part of the Grunty Industries split: there should be another file for the roof version of the Grunty Industries theme. Sorry to point it out if it's blatantly unfixable, but I haven't seen any there comments on it. The split-track is noticeable by using a violin sound around 1:20, alongside the glockenspiel.
Now, when you say the roof, do you mean the Quiet Interiors theme (which Josh appears to have labeled Elevator Shaft...looks like I'll have to re-tag this set once it's all said and done), or do you mean the main Grunty Industries theme which plays outdoors?
No, it's definitely not Quiet Interiors, there's another split track for on the roof outside. I've still got a copy of the original unsplit usf here (contains usflib as well to work), skip to 1:15 where the tune changes, and listen for the violins playing the same tune as the glockenspiel, which are in none of the other Industries tracks: that's the roof split.
The string part playing the marimba line from the outside area is in the standard Interiors theme. The song on the roof is the standard music for outside.
Are the missing 0.1 second and screwy tempo issues still being looked into for this? Been a little while; just wondering if any progress has been made on it.
There was the 0.1 seconds thing and also the tempo were off in a handful of tracks, I believe. I don't recall which.
I've been checking the USF page from time to time to see if this has been addressed, but it doesn't look like JoshW even posts in here anymore. I'm not holding my breath on this personally.
That can be arranged. I posted this earlier on the thread, but I'll make it easy for you.
Look at the speed variables. The main theme of each area uses the default tempo already on the USF set. If a variation of that theme has a different speed variable, then it is a different tempo.
If anybody can figure out exactly how many times faster or slower the variation is than the default tempo. I would surely appreciate it.
Well, so far it's made of ultimate, awesome, and win, though I can't promise I won't get slightly nitpicky later and ask for a few of the files to be re-done minus bubbling lava or some crap, but for the most part, BT didn't really have any tracks that didn't fit with the sound effects thrown in for ambiance.
*gets to timing and tagging*
by Only3Penguins at 3:53 PM EST on November 27, 2008
Oh, jeez, I thought I'd just be able to port over my track names and times, but you overhauled the tempos and everything.
Still, it's more work I'm glad to do, since this means it's all definitely right.
by Tanookirby at 12:56 AM EST on November 28, 2008
I am impressed. There are still some tunes, such as the spaceship area in Glitter Gulch Mine and the Terrydactylland aquatics, that are still not in the correct tempos, but that can be corrected.
There is a set at Galbadia Hotel which, while not perfect, contains the correct tempos for each song. It can be used in comparison with the usf set. And don't forget about ugetabs notes that I posted earlier in this thread.
I just got done with listening to at least a snippet of every track ripped in the set.
I like how it sounds. The only thing I thought might be incorrect was sparse1a(which is mentioned above), but that could just be a weird tempo.
I'll check any questionable tempos against what I originally grabbed, when I get the time/access I need. I doubt there'll be much need for most of it, but I will definitely recheck those 2, because they'll be really easy to reproduce for info.
Sparse a1 (GGM near Witchyworld) sounded strange to me, too, but I just checked it against the game itself, and it turns out that the track has a terribly strange tempo, having an overtone that sounds out of sync with the main theme.
It is correct, though.
The unfortunate side-effect of this being correct, however, is that the track itself will be prime until several loops of the main theme, something I encountered with the Space Station track of Jet Force Gemini, which remained prime for more than an hour.
And when I say prime, I'm talking about the track not repeating, making it impossible to loop 'properly.' I've timed it to two loops of the main Glitter Gulch Mine theme, but the sort of space organ-ie overtone probably wouldn't be at the same spot as it was in the beginning of the song for four or five loops, I'd estimate.
I figure with just two loops and a ten second fade, everyone will get the idea.
I mean, it's not that great of a track, anyway. :P
1. Spaceship area in Glitter Gulch Mine Checked and good, as far as the value goes
2. Terrydactylland aquatics (sparse30) Tempo is actually 0444, not 0439. One of the hazards of a game with a tempo that 'shifts' instead of 'switches', so... Terrydactyland: Aquatic 52, 0000000000000600, 00000444
The fix for the btooie.usflib is this: 1AB9F8 = 4404
edit: Time sparse1a to the Glitter Gulch Aquatic theme or to Gloomy Caverns/Crushing Shed, which should be about the same. Those have the same tempo values as the Space theme.
I'm working on tagging/timing the set like crazy, so the sooner I can get my hands on the corrected files, the better.
Also, there seems to be one file missing from the previous rip, and one track (sparsea3) doesn't seem to have any sound at all. Is anyone else getting this?
I can't find the title screen music, so I assume it must be the missing one, or the mute one.
woo, yeah sparsea3 was the title screen one, which decided it was somehow different from all the others, so i fixed that and also fixed the value for the Terrydactyland track.
by Only3Penguins at 9:13 AM EST on November 28, 2008
Huh... I recall having the music become out of sync near the GGM Witchyworld entrance while playing the game years ago and thinking the game had just glitched. Interesting to know that's just how the track is.
I've gone through and tested each track to look for errors like we just found, but at length? No
Usually I'll get a set timed, tagged, and numbered, then send it through Winamp and iTunes to get mp3's, then I listen to it in my car, since that's the only downtime I have to dick around and listen to music these days.
But anyway, that's when I check for minor things like tempo and timing on every single track.
Thus far I've named and timed about 80 files, and they sound completely correct. It's a big difference compared to the last set, and with the tempo corrections I'm finding, I have to re-time a good number of the tracks.
I'd have to revisit every area's music, wait sufficiently long to make sure I got the track data right, save a save-state, open it in a hex editor, navigate to the affected address, make sure the data hasn't moved due to it being a special case, then make note of both the Tempo and Channel setup are accurate.
0x7AB77 in uncompressed file is Tempo 0x7A426 in uncompressed file is Channel Info
To make it simple, most people are too downright lazy to make that much effort once, much less twice. This would be my 3rd or 4th run through the game, trying to get to exactly the same areas, so I could record music. I don't plan to do this again, unless someone thinks there's something specific wrong. If you want to, the info is above.
by Tanookirby at 12:56 AM EST on November 30, 2008
OK, I can tell you something specific right now. The Mayahem Temple main theme (sparse12) is missing a few notes starting at the 1:16 mark.
Alright, the tagging is all done, but I still want to double-check the speed variables.
I replaced the .lib with the latest one from the link on the last page, and I've noticed that Targitzan's Temple does indeed run slower, but that means my last time is off for it. I added an extra minute off hand, but I need a bit of a break from the set (I've been doing it for two days straight now @_@ )
Anyway, here's the tagged/prelim timed set. Remember, it's just for reference, as the times aren't final.
OK, I can tell you something specific right now. The Mayahem Temple main theme (sparse12) is missing a few notes starting at the 1:16 mark.
Huh. I don't know where those sounds are coming from, but they aren't there when i just start the music, and they are when it is playing in the emulator normally. Either they are just sound effects playing i sync with the music, or something that adjusts their channel volume hasn't been done.
I think we covered this issue once before...a few pages back.
I'll go back and look at that, and the track, again.
In the meantime, someone's whining got me off my ass, too.
The corrected tags AND times are in the following set, that I am calling complete from the tagger/timer standpoint. It's Josh's call now whether to put it up or not.
Edit: Link uselessly wrong.
Gotta say, this is definitely the biggest timing/tagging challenge I've had since the Banjo-Kazooie set. On a side note, this almost screwed me up;
I'm not exactly sure. I think I'm using whatever version is on the USF front page. I switched over computers not too long ago, so I had to re-install a lot of things, and I'm finding that Winamp is being really touchy with most of my PSF plugins.
Maybe it's just that you're using 5.541 or whatever it is...or that you're not. Did you try a clean Winamp re-install?
I used my new-found NEmu64 capabilities to run the current Banjo Tooie set through the debugger.
The first instruction that gets run is a 'BREAK', which, incidentally, breaks it in both Project 64 and NEmu64 when converted to a save state. The fix for both of them in the USFLib is this:
112F5C = 0x98
This probably won't matter much in the playback, but I figured I'd point it out, just in case Josh was interested.
2 other notes: 1: Why does the May(a)hem temple theme need "_enableFIFOfull=1"? 2: Is it 'Mayhem' or 'Mayahem' Temple?
Despite the fact that I somehow managed to read that wrong every time I saw it for eight years, I shall remain blameless, since nobody found it 'til now.
yep, the first instruction is a BREAK. I did it on purpose.
I made BREAK 0x5 tell the emulator to make a save state there. As the instruction isn't emulated in 64th Note, i figured it would be safe to use it to do my own stuff. Also there is a large loop at the beginning of the track that slows everything down, then another BREAK. I tried to fix the Mayahem Temple by enabling the FIFO full flag, bah that didn't work.