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09-24-17 08:49:14 PM

Jul - TCRF - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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koolaidman
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Posted on 08-06-13 11:40:03 PM Link | Quote
Originally posted by Rena
Originally posted by koolaidman
You can check out a subroutine it thinks it managed to disassembled here.
That code looks pretty coherent.

In fact, most of the code generated seems to be incorrect. Like for example, this is what it thinks the beginning of the file is doing:


ROM:0000006C loc_6C: # DATA XREF: ROM:0006A12Co
ROM:0000006C # ROM:0006ADA8o ...
ROM:0000006C dsll $t6, $zero, 8
...


That looks like it's probably not code. A hex dump would be much more helpful.


Sure, is this what you mean? Here's the hex dump for sub_210000:


00210000 27 BD 00 20 3C 1C 00 00 37 9C 00 00 00 00 00 00 '+. <...7£......
00210010 27 BD FF 78 AF B1 00 2C 00 80 88 25 AF BF 00 34 '+ x»¦.,.Çê%»+.4
00210020 AF BC 00 30 AF B0 00 28 8E 2E 00 4C 8E 30 00 B8 »+.0»¦.(Ä..LÄ0.+
00210030 8F 99 00 18 AF AE 00 4C 92 0F 00 0B 27 A4 00 80 ÅÖ..»«.LÆ...'ñ.Ç
00210040 31 F8 FF F1 A2 18 00 0B 8F 39 00 00 8F 28 00 00 1° ±ó...Å9..Å(..
00210050 8D 19 00 24 03 20 F8 09 00 00 00 00 14 40 00 06 ì..$. °......@..
00210060 8F BC 00 30 8F A9 00 4C 91 2A 00 23 31 4B 00 10 Å+.0Ŭ.Læ*.#1K..
00210070 51 60 00 F4 92 04 00 0B 8F 99 00 1C 03 20 F8 09 Q`.(Æ...ÅÖ... °.
00210080 00 00 00 00 C6 24 00 0C C4 46 00 0C 8F BC 00 30 ....¦$..-F..Å+.0
00210090 46 06 22 01 8F 99 00 20 E7 A8 00 80 C4 50 00 10 F.".ÅÖ. t¿.Ç-P..
002100A0 C6 2A 00 10 46 10 54 81 C7 AA 00 80 E7 B2 00 7C ¦*..F.Tü¦¬.Çt¦.|
002100B0 C4 46 00 14 C6 24 00 14 46 0A 54 02 C7 B2 00 7C -F..¦$..F.T.¦¦.|
002100C0 46 06 22 01 46 12 91 02 E7 A8 00 78 C7 A8 00 78 F.".F.æ.t¿.x¦¿.x
002100D0 46 08 42 82 46 04 81 80 03 20 F8 09 46 0A 33 00 F.BéF.üÇ. °.F.3.
002100E0 44 4C F8 00 24 0D 00 01 44 CD F8 00 8F BC 00 30 DL°.$...D-°.Å+.0
002100F0 3C 01 4F 00 46 00 04 A4 44 4D F8 00 00 00 00 00 <.O.F..ñDM°.....
00210100 31 AD 00 78 51 A0 00 13 44 0D 90 00 44 81 90 00 1¡.xQá..D.É.DüÉ.
00210110 24 0D 00 01 46 12 04 81 44 CD F8 00 00 00 00 00 $...F..üD-°.....
00210120 46 00 94 A4 44 4D F8 00 00 00 00 00 31 AD 00 78 F.öñDM°.....1¡.x
00210130 15 A0 00 05 00 00 00 00 44 0D 90 00 3C 01 80 00 .á......D.É.<.Ç.
00210140 10 00 00 07 01 A1 68 25 10 00 00 05 24 0D FF FF .....íh%....$.  
00210150 44 0D 90 00 00 00 00 00 05 A0 FF FB 00 00 00 00 D.É......á v....
00210160 A6 0D 00 04 8F 99 00 24 44 CC F8 00 03 20 F8 09 ª...ÅÖ.$D¦°.. °.
00210170 00 00 00 00 C6 30 00 0C C4 44 00 0C 8F BC 00 30 ....¦0..-D..Å+.0
00210180 46 04 82 01 8F 99 00 20 E7 A8 00 80 C4 4A 00 14 F.é.ÅÖ. t¿.Ç-J..
00210190 C6 26 00 14 C7 B0 00 80 46 0A 34 81 46 10 81 02 ¦&..¦¦.ÇF.4üF.ü.
002101A0 E7 B2 00 78 C7 A8 00 78 46 08 41 82 03 20 F8 09 t¦.x¦¿.xF.Aé. °.
002101B0 46 06 23 00 44 4E F8 00 24 0F 00 01 44 CF F8 00 F.#.DN°.$...D-°.
002101C0 8F BC 00 30 3C 01 4F 00 46 00 02 A4 27 A7 00 80 Å+.0<.O.F..ñ'º.Ç
002101D0 44 4F F8 00 00 00 00 00 31 EF 00 78 51 E0 00 13 DO°.....1n.xQa..
002101E0 44 0F 50 00 44 81 50 00 24 0F 00 01 46 0A 02 81 D.P.DüP.$...F..ü
002101F0 44 CF F8 00 00 00 00 00 46 00 52 A4 44 4F F8 00 D-°.....F.RñDO°.
00210200 00 00 00 00 31 EF 00 78 15 E0 00 05 00 00 00 00 ....1n.x.a......
00210210 44 0F 50 00 3C 01 80 00 10 00 00 07 01 E1 78 25 D.P.<.Ç......ßx%
00210220 10 00 00 05 24 0F FF FF 44 0F 50 00 00 00 00 00 ....$.  D.P.....
00210230 05 E0 FF FB 00 00 00 00 31 F8 FF FF 44 98 90 00 .a v....1°  DÿÉ.
00210240 44 CE F8 00 3C 01 4F 80 07 01 00 04 46 80 94 20 D+°.<.OÇ....FÇö
00210250 44 81 40 00 00 00 00 00 46 08 84 00 96 08 00 06 Dü@.....F.ä.û...
00210260 3C 01 4F 80 27 AE 00 7C 44 88 20 00 05 01 00 04 <.OÇ'«.|Dê .....
00210270 46 80 21 A0 44 81 50 00 00 00 00 00 46 0A 31 80 FÇ!áDüP.....F.1Ç
00210280 46 06 80 3C 00 00 00 00 45 02 00 05 96 0A 00 04 F.Ç<....E...û...
00210290 92 19 00 0B 37 29 00 0A A2 09 00 0B 96 0A 00 04 Æ...7)..ó...û...
002102A0 96 0B 00 08 01 4B 08 2A 50 20 00 66 92 04 00 0B û....K.*P .fÆ...
002102B0 92 0C 00 0B 8F 81 00 28 27 AF 00 78 35 8D 00 08 Æ...Åü.('».x5ì..
002102C0 A2 0D 00 0B C4 28 00 00 8F 81 00 2C C6 24 00 14 ó...-(..Åü.,¦$..
002102D0 C6 32 00 0C C4 2A 00 00 C6 2E 00 10 46 08 93 01 ¦2..-*..¦...F.ô.
002102E0 8F 99 00 30 AF AF 00 14 46 0A 20 01 E7 AC 00 74 ÅÖ.0»»..F. .t¼.t
002102F0 AF AE 00 10 E7 AE 00 70 44 06 00 00 03 20 F8 09 »«..t«.pD.... °.
00210300 E7 A0 00 6C 8F BC 00 30 27 B8 00 60 AF B8 00 10 tá.lÅ+.0'+.`»+..
00210310 8F 99 00 34 C7 AC 00 80 C7 AE 00 7C 8F A6 00 78 ÅÖ.4¦¼.Ǧ«.|Ū.x
00210320 27 A7 00 64 03 20 F8 09 AF A0 00 14 8F BC 00 30 'º.d. °.»á..Å+.0
00210330 8F A4 00 64 8F A5 00 60 8F 99 00 38 02 20 30 25 Åñ.dÅÑ.`ÅÖ.8. 0%
00210340 03 20 F8 09 00 00 00 00 AF A2 00 58 8F BC 00 30 . °.....»ó.XÅ+.0
00210350 8E 26 00 14 C6 2E 00 10 C6 2C 00 0C 27 B9 00 78 Ä&..¦...¦,..'¦.x
00210360 AF B9 00 14 8F 99 00 3C 27 A8 00 7C AF A8 00 10 »¦..ÅÖ.<'¿.|»¿..
00210370 03 20 F8 09 27 A7 00 80 3C 01 41 A0 44 81 00 00 . °.'º.Ç<.AáDü..
00210380 C7 B0 00 80 C7 B2 00 7C C7 A4 00 78 46 00 81 82 ¦¦.Ǧ¦.|¦ñ.xF.üé
00210390 C7 A2 00 6C 8F BC 00 30 46 00 92 02 C7 AC 00 74 ¦ó.lÅ+.0F.Æ.¦¼.t
002103A0 8F 99 00 30 46 00 22 82 C7 AE 00 70 27 A9 00 7C ÅÖ.0F."馫.p'¬.|
002103B0 27 AA 00 78 AF AA 00 14 AF A9 00 10 27 A7 00 80 '¬.x»¬..»¬..'º.Ç
002103C0 46 0A 10 80 46 06 63 00 44 06 10 00 03 20 F8 09 F..ÇF.c.D.... °.
002103D0 46 08 73 80 8F BC 00 30 27 AB 00 5C AF AB 00 14 F.sÇÅ+.0'½.\»½..
002103E0 8F 99 00 34 C7 AC 00 80 C7 AE 00 7C 8F A6 00 78 ÅÖ.4¦¼.Ǧ«.|Ū.x
002103F0 00 00 38 25 03 20 F8 09 AF A0 00 10 8F BC 00 30 ..8%. °.»á..Å+.0
00210400 8F A4 00 64 8F A5 00 60 8F 99 00 40 03 20 F8 09 Åñ.dÅÑ.`ÅÖ.@. °.
00210410 00 00 00 00 10 40 00 0A 8F BC 00 30 8F A2 00 5C .....@..Å+.0Åó.\
00210420 8F AC 00 58 18 40 00 06 00 4C 08 2A 50 20 00 05 ż.X.@...L.*P ..
00210430 92 04 00 0B 92 0D 00 0B 35 AE 00 04 A2 0E 00 0B Æ...Æ...5«..ó...
00210440 92 04 00 0B 92 02 00 0C 00 80 18 25 10 44 00 45 Æ...Æ....Ç.%.D.E
00210450 30 65 00 02 10 A0 00 0E 30 4F 00 02 15 E0 00 0C 0e...á..0O...a..
00210460 00 00 38 25 8F 99 00 44 96 06 00 00 AF A0 00 14 ..8%ÅÖ.Dû...»á..
00210470 AF A0 00 10 02 20 20 25 03 20 F8 09 02 20 28 25 »á... %. °.. (%
00210480 92 04 00 0B 8F BC 00 30 10 00 00 0F 00 80 18 25 Æ...Å+.0.....Ç.%
00210490 14 A0 00 0D 30 58 00 02 13 00 00 0B 02 20 28 25 .á..0X....... (%
002104A0 8F 99 00 44 96 06 00 02 AF A0 00 14 AF A0 00 10 ÅÖ.Dû...»á..»á..
002104B0 02 20 20 25 03 20 F8 09 00 00 38 25 92 04 00 0B . %. °...8%Æ...
002104C0 8F BC 00 30 00 80 18 25 30 62 00 08 10 40 00 16 Å+.0.Ç.%0b...@..
002104D0 00 00 00 00 92 08 00 0C 31 19 00 08 17 20 00 12 ....Æ...1.... ..
002104E0 00 00 00 00 8F 89 00 48 AF A0 00 10 AF A0 00 14 ....Åë.H»á..»á..
002104F0 8D 29 00 00 AF A0 00 18 02 20 20 25 8D 2A 00 00 ì)..»á... %ì*..
00210500 24 05 06 12 24 06 00 7F 8D 59 00 0C 00 00 38 25 $...$..ìY....8%
00210510 03 20 F8 09 00 00 00 00 8F BC 00 30 AE 02 00 10 . °.....Å+.0«...
00210520 10 00 00 10 92 04 00 0B 54 40 00 0F A2 04 00 0C ....Æ...T@..ó...
00210530 92 0B 00 0C 31 6C 00 08 51 80 00 0B A2 04 00 0C Æ...1l..QÇ..ó...
00210540 8F 8D 00 48 8E 04 00 10 8D AD 00 00 8D AE 00 00 Åì.HÄ...ì¡..ì«..
00210550 8D D9 00 1C 03 20 F8 09 00 00 00 00 8F BC 00 30 ì+... °.....Å+.0
00210560 92 04 00 0B A2 04 00 0C 8F BF 00 34 8F B0 00 28 Æ...ó...Å+.4Ŧ.(
00210570 8F B1 00 2C 03 E0 00 08 27 BD 00 88 AF A4 00 00 Ŧ.,.a..'+.ê»ñ..



And here's for loc_6C (00 00 72 38):


00000068 00 00 03 20 00 00 72 38 00 00 73 80 00 00 76 A4 ... ..r8..sÇ..vñ
2Tie

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Posted on 08-06-13 11:54:44 PM (last edited by 2Tie at 08-07-13 12:00:41 AM) Link | Quote
Me, my bro, and my friend were working at the assembly for dlls.bin, and it is chocked full of "If 0 == 0 throw soft exception", or using an example from the assembly, teq $0, $0, 0x013 (the first occurrence of it in the code). the 0x013 is supposed to just be ignored by the hardware, though the software can see it. 0x013 is only the first hex used, as the next line is tge $0, $0, 0x015. The hardware would also throw a soft exception, as 0 is greater or equal to 0, and ignore the 0x015 afterwards. Nearly every time teq or tge is used, a hex code follows, the lowest of which being 0x000, I'm not sure what the highest is just yet. My idea is that the software uses these functions to write debug messages, a la printing to the console. The messages themselves would be the strings already found earlier (That link again), offset by the hex after the command. Tomorrow after work, I'll copy the assembly, replacing the error-throwing lines with the debug messages they correlate to, unless somebody starts that sooner.
...Ironically, Rare's own debugging will help us make quicker sense of this file...

TL;DR: The DLLS.BIN file is actually commented already, I just have to put the comments in the right spots in the file before I can start to make sense of all it's doing
koolaidman
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Posted on 08-07-13 02:07:14 AM Link | Quote
Originally posted by 2Tie
Me, my bro, and my friend were working at the assembly for dlls.bin, and it is chocked full of "If 0 == 0 throw soft exception", or using an example from the assembly, teq $0, $0, 0x013 (the first occurrence of it in the code). the 0x013 is supposed to just be ignored by the hardware, though the software can see it. 0x013 is only the first hex used, as the next line is tge $0, $0, 0x015. The hardware would also throw a soft exception, as 0 is greater or equal to 0, and ignore the 0x015 afterwards. Nearly every time teq or tge is used, a hex code follows, the lowest of which being 0x000, I'm not sure what the highest is just yet. My idea is that the software uses these functions to write debug messages, a la printing to the console. The messages themselves would be the strings already found earlier (That link again), offset by the hex after the command. Tomorrow after work, I'll copy the assembly, replacing the error-throwing lines with the debug messages they correlate to, unless somebody starts that sooner.
...Ironically, Rare's own debugging will help us make quicker sense of this file...

TL;DR: The DLLS.BIN file is actually commented already, I just have to put the comments in the right spots in the file before I can start to make sense of all it's doing


Nice, keep us posted. I had a feeling that the debug strings in the file were meant for a console rather than in game. I don't know if the N64 had it's own official way of reporting things like the Gamecube can with OSREPORT, so they would've probably had to have made their own console to debug from.

Also, I submitted an issue report to Dolphin's Google Code to see if maybe it can get fixed. But chances are unlikely since I doubt they'll care. But once they get it fixed it'll be easier to check for differences.
omega59
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Posted on 08-07-13 02:17:15 AM Link | Quote
I have a bunch of different versions of Dolphin, want to get me a ROM and I'll try out all of my special and standard ones?
koolaidman
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Posted on 08-07-13 02:21:52 AM Link | Quote
Originally posted by omega59
I have a bunch of different versions of Dolphin, want to get me a ROM and I'll try out all of my special and standard ones?


I actually threw up the link in the OP. Here it is again in case you missed it.

I tried Dolphin 3.5, 3.0, and even 2.0 and I still get similar issues. The dual core isn't much of an issue for me, but the bad pixel shader stuff definitely is.
omega59
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Posted on 08-07-13 02:31:07 AM Link | Quote
Since I'm late night browsing on my 3DS, I'll try it tomorrow. I think a few games did this for me, and I've got a few obscure versions of Dolphin that are optimized for only one game each (like Harry Potter and The Chamber of Secrets for instance). And yeah, I guess I didn't see that in your wall of text, but to be fair, I'm pretty tired.
Kett
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Posted on 08-07-13 09:26:38 AM Link | Quote
I keep getting the Pixel Shader error once I get into gameplay.

I (somewhat) fixed this issue by changing the Backend option in Graphic Settings to OpenGL, I still get the error but it appears in a time range from 5 seconds to 3 minutes, the Ice cave race not even giving me an error once.

Short: Change the Backend to OpenGL and it should be playable.

I hope, this helps. °^°
omega59
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Posted on 08-08-13 02:02:29 AM Link | Quote
Originally posted by Kett
I keep getting the Pixel Shader error once I get into gameplay.

I (somewhat) fixed this issue by changing the Backend option in Graphic Settings to OpenGL, I still get the error but it appears in a time range from 5 seconds to 3 minutes, the Ice cave race not even giving me an error once.

Short: Change the Backend to OpenGL and it should be playable.

I hope, this helps. °^°

Well, I guess this is your answer. I haven't actually played Star Fox Adventures (I heard it was really bad, so I don't want to invest time in it...), so good luck. I'll be looking at your finds.
trap15
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Posted on 08-08-13 07:02:05 AM Link | Quote
Originally posted by omega59
I heard it was really bad

Understatement of the decade! Abhorrently awful game. Surprised they released it at all.
omega59
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Posted on 08-08-13 06:45:55 PM Link | Quote
Originally posted by trap15
Originally posted by omega59
I heard it was really bad

Understatement of the decade! Abhorrently awful game. Surprised they released it at all.

I've played Superman 64 before, gave it to a friend, along with E.T. and Sonic '06. I'm a horrible friend, aren't I?
2Tie

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Posted on 08-08-13 07:39:49 PM Link | Quote
I honestly don't mind Sonic '06 to be honest.
(When I can play it, that is.)
Starfox Adventures, i liked from a pure gameplay aspect, but it reaallly falls short on being a starfox game... Or at least having a reasonable plot...
ON TOPIC: ...still replacing comments...
Rena

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Posted on 08-09-13 12:45:36 PM Link | Quote
Originally posted by koolaidman
Sure, is this what you mean? Here's the hex dump for sub_210000:


00210000 27 BD 00 20 3C 1C 00 00 37 9C 00 00 00 00 00 00 '+. <...7£......
00210010 27 BD FF 78 AF B1 00 2C 00 80 88 25 AF BF 00 34 '+ x»¦.,.Çê%»+.4
...
00210560 92 04 00 0B A2 04 00 0C 8F BF 00 34 8F B0 00 28 Æ...ó...Å+.4Ŧ.(
00210570 8F B1 00 2C 03 E0 00 08 27 BD 00 88 AF A4 00 00 Ŧ.,.a..'+.ê»ñ..


This all looks like MIPS code.


And here's for loc_6C (00 00 72 38):


00000068 00 00 03 20 00 00 72 38 00 00 73 80 00 00 76 A4 ... ..r8..sÇ..vñ

This looks like it could be a header of some sort.
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Posted on 08-09-13 05:26:33 PM Link | Quote
That stuff at $68 looks like offsets into the file in big endian. Maybe a symbol table of some sort? (!)
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Posted on 08-14-13 02:13:53 PM Link | Quote
Originally posted by trap15
Originally posted by omega59
I heard it was really bad

Understatement of the decade! Abhorrently awful game. Surprised they released it at all.


On the contrary, I quite enjoyed it. Sure, there were a couple of frustrating parts (Something about barrels and lava levels), and the pretty music, and graphics were quite pretty for the time. It still wasn't a Starfox game by any means, but I've played way worse.
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Posted on 08-17-13 03:37:16 AM (last edited by koolaidman at 08-18-13 03:45:07 AM) Link | Quote
Here's a nice surprise for everyone

I found the sequencing data used in the old versions of the game (possibly everything is from Dinosaur Planet here, not sure yet though). I was even able to convert the sequencing data I found to MIDI!

The sequencing data is stored in AUDIO.bin. I sent an e-mail to SubDrag who might add support for it in N64 MIDI Tool, so let me just quote from that e-mail:

(note some of this information is probably wrong)

Basically what I did was this. Knowing that Diddy Kong Racing and the old Dinosaur Planet should be somewhat similar in certain aspects, and by judging from the debugging strings I found, the audio engine should be somewhat similar to each other. To find out for sure, I wanted to compare data from Dinosaur Planet with raw data that can be extracted from Diddy Kong Racing. For sequencing data in Diddy Kong Racing, I noticed that each sequence data has a header of 000000440000, and the end of the sequence is terminated by FF2F. So with this knowledge, I looked into some of the files that were included in Star Fox Adventures. TRACKS.bin contained nothing (in fact it seems compressed, it's probably a relic from Diddy Kong Racing), and the files you got your sample data from only contained the CTL/TBL (in that order).

So that left AUDIO.bin. The file seems to start with pointers/addresses of some kind, and then at 0xE37C the first sequence data is found. Judging by a quick search with the header value in my Hex Editor, there's 149 pieces of sequencing data in the file. Some perhaps belong to things other than music like ambient sound or sound effects that take advantage of mod or pitch shift.

So as a test I took data from 0xF434 and copied until 0xFBD7 and saved what I copied to a raw file. I took the raw file, opened up Diddy Kong Racing in N64 Midi Tool, went to 00A869B0:000032E8 (since I guess this is the largest sequence of data in the game?), and imported the raw file I created into the rom. Then I exported the data to MIDI, loaded the midi up in FL Studio and...check out the midi file.

The track seems to be based on this song:
https://www.youtube.com/watch?v=ORTHS0Dnb0c&list=PLDA22110536CBFC17


Download what I just got converted here and see for yourself. Like I said, there's more sequencing data to rip. But hopefully SubDrag can streamline the process to make it easier to get everything out.

We can easily get the music out of Dinosaur Planet now. If we can't implement the data that we have in another game and play it that way, what we can do is extract all the sequencing data and convert each to MIDI. Then extract and convert the samples in MUSIC.bin to wavs with the correct loop point, rate, and root key. Then create a quick soundfont with the samples by each program number (in the converted midi for example, Patch 22 are samples with instrument hex number 15 like BANK_00_INSTR_0015_SND_0000 (since there is no MIDI patch 0) which are string samples). Then take the MIDI, chug it into a DAW (like FL Studio), apply your sound font, make sure everything sounds right with some tuning (note that some channels have patch changes in the same channel, so make sure to take care of those), then convert. It's a little bit of work, but it's do-able.

EDIT: Here's another tune. Sound familiar? It's from this.

EDIT2: I'm currently making a quick soundfont. Should take a day or so.

EDIT3: Another surprise, MPEG.BIN isn't actually compressed at all. If you rename it to .MPEG and play it, you'll get 1 hour and 20 minutes of voice audio! Thanks to SubDrag for this find. You can download it here.

EDIT4: Music restoration project has begun. Making nice progress.

First 10 songs made very quickly. Used FL Studio 11 and a custom made soundfont, just added reverb and altered the volume here and there. Samples are from the files that came with the Star Fox Adventures prototype. I'll share the soundfont once I've tested every song with it, but it should be useable if it's able to produce these:



1.) http://www.mediafire.com/listen/lm1o3d1qf2i8d88/02_-_track_1_-_00000002_0000E444.mp3

2.) http://www.mediafire.com/listen/qc17to3bin5rmdn/03_-_track_2_-_00000003_0000F434.mp3

3.) http://www.mediafire.com/listen/znwl8ih7uxr2esx/04_-_track_3_-_00000004_0000FBD8.mp3

4.) http://www.mediafire.com/listen/512byefjq7w26ds/05_-_track_4_-_00000005_0001214C.mp3
5.) http://www.mediafire.com/listen/v0ve98vs8grhb42/06_-_track_5_-_00000006_00012F08.mp3

6.) http://www.mediafire.com/listen/a32mchbmzzkivez/07_-_track_6_-_00000007_000141B0.mp3

7.) http://www.mediafire.com/listen/gwvr8a3ty53k5g7/08_-_track_7_-_00000008_00014F90.mp3

8.) http://www.mediafire.com/listen/zae0c2e5z2nctna/09_-_track_8_-_00000009_00016194.mp3

9.) http://www.mediafire.com/listen/523ouwcorpwubom/0A_-_track_9_0000000A_000169E4.mp3

10.) http://www.mediafire.com/listen/14z1ldy2pbwq211/0B_-_track_10_-_0000000B_000175D0.mp3

Some of these should sound familiar, especially if you've watched last year's 50 minute gameplay video. These are still works in progress. They don't loop, they still need some work (there might be some inaccuracies on my part), but I figured I'd tease this. There's tons more to restore so stay tuned.
Celice
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Posted on 08-18-13 06:23:23 AM Link | Quote
Oh man, and I thought that 50 minute gameplay of Dinosaur Planet was amazing... sweet to hear you guys are figuring out the music stuff, and also found that hour of dialogue stuff. Looking forward to whatever else you guys can dig up!
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Posted on 08-18-13 11:55:03 AM Link | Quote
Oh my god, there is much Voice Acting in that file, I'm sure that it's more then 90%, there is even alot of Endgame stuff.

Sadly, we still don't know how it ends, but this is the biggest find since the Leaks.

Read some Endgame stuff on: http://fyeahdinosaurplanet.tumblr.com/
2Tie

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Posted on 08-18-13 12:32:23 PM Link | Quote
if SFA's backstory was explained in a single screen of text in the game, maybe the ending was too, at first?

In any case, WOW. I never thought that all of this would be found, at least this soon. Here's to finding out more?
divingkataetheweirdo

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Posted on 08-18-13 04:21:11 PM (last edited by divingkataetheweirdo at 08-18-13 08:27:23 PM) Link | Quote
Wow. I must admit this is all very interesting stuff. Roughly 80 minutes worth of vocals, textures, music, sound effects, and the like for Dinosaur Planet still survive in a released prototype of the SFA?

Moreover, I'm amazed how none of this stuff is compressed. Congrats to you guys for finding all of this.

Those have got to be the most amazing finds so far. I'm awaiting more interesting finds for this game.

EDIT:
Just noticed something weird about MPEG.bin is that 15:38 is in Dino Planet's format, but they have replaced Sabre with Fox's name.
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Posted on 08-18-13 07:41:23 PM Link | Quote
The mpeg file is a little confusing, though, since it includes Fox in it, as well as Scarabs. I confirm that all of Shebunga's shopkeeper lines are /exactly/ the same as on the gamecube SFA. However, I also confirm that all of krystal's lines on the galleon are exactly the same as the hour video. Belina Te's lines are emphasised differently from the final release.
There's a pair of lines regarding entering Cape Claw: One line asking krystal for something shiny, and one asking for forty scarabs (note: in the final game, this is sixty).
Also regarding Shebunga, his shop lines include some unused in the final release, whereas his lines at the very end of the file are from when he was the Guardian of willow grove/blackwater canyon (which one's correct eludes me atm).
also, Rubble has two versions of his lines in there, each with a different voice actor.
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