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11-18-17 12:26:09 PM

Jul - TCRF - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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Peardian

  
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Posted on 08-19-13 05:42:49 PM Link | Quote
That hexagonal texture looks familiar. Didn't it show up in some other GameCube game/service disk?
omega59
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Posted on 08-20-13 02:12:09 AM (last edited by omega59 at 08-20-13 02:15:20 AM) Link | Quote
Originally posted by einstein95
Just some things from me:

From dnt-02.tpl:



[E] and when combined:


The first is probably a form of bumpmapping, normalmapping, or specularity, the second is definitely the source texture, and your combined version looks wrong since it's a texturemap (not sure on the terminology for this) of some sort, but good find though. Did Star Fox Adventures feature anything like what I mentioned?

Oh, and the more I look at it, it looks like scales on a creature of some sort, but it's probably just coincidental.
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Posted on 08-20-13 03:22:35 AM Link | Quote
The only thing that comes to mind would be something on Dragon Rock. the generator part exposed when you charge w/ the earthwalker, maybe? Not sure, will look into it.
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Posted on 08-20-13 02:38:38 PM (last edited by koolaidman at 10-15-15 06:06:25 PM) Link | Quote
Hey everyone.

Soundtrack project is complete. 92 tracks, lots of music and some ambient stuff. Here are the download links:

>FLAC
>320kbps MP3

This all took about a week to put together. Here's what I did:

1.) I found music sequence headers in AUDIO.bin, a file that only exists in a Star Fox Adventures prototype
2.) Using N64 Sound Tool and MIDI Tool, I was able to extract all the data necessary to recreate the music.
3.) The sequence data was converted to MIDI, while the samples from MUSIC.bin were used to create a soundfont. The MIDI sequences with patch changes were split with a program so that each instrument has it's own channel.
4.) I used FL Studio 11 to quicky add the patches, add some reverb, and fix some volume issues. Very little work here.
5.) When the songs were done, they were rendered in WAV files. The WAV files were then tagged by the order in which they appear in the AUDIO.bin file. The first 8 digits are dedicated to the music number, while the latter 8 digits is the address which the sequence data is located in the file.
6.) There are some gaps, if you look at the music number. There were a lot of sequences that have no sequence data in them. The spots were probably specified in advance for each song so that they could be filled in at a later date.
7.) They don't loop. But they're still decent regardless.

The sound quality is very good. There are some inaccuracies here and there, but they aren't too noticable. The sound quality is surprising, since all the samples were no more than 22khz. It would've sounded a little bit worse coming off of the console, but with accuracy as a price. You'll also notice that there are zero references to Star
Fox Adventures anywhere in the rip. A lot of music that would otherwise be in Star Fox Adventures is not anywhere here. There are a few a songs that are 1:1 with Star Fox
though.

Also, if you'd like to listen to the music by stream, please visit this soundcloud:
http://soundcloud.com/dinosaur-planet-ost-rip

Unfortunately, I reached the limit. So to hear the entire soundtrack, you'll have to download it.

I'd recommend commenting, since track names would be great. I didn't want to provide any, even for the ones that are more obvious for consistancy.

Also as i've mentioned before, I had to create a soundfont to get the project done. It turned out to work very well, but I can't help but feel that some patches aren't set up correctly (I'm an amature, so I apologize). Interestingly enough, there are a few music samples that are never used as far as I know. If you'd like to download the soundfont, check this link:
http://www.mediafire.com/download/gwi9sb5hb1cgx5a/dino_planet_music.sf2

Please note that the soundfont is not GM standard or whatever. The patch numbers reflect the original instrument numbers from MUSIC.bin so that they could be easily
compatable with the ripped MIDIs.

And here are the MIDIs that I split:
http://www.mediafire.com/download/f3b4q8pa43k2jvp/dp_split_midis.7z

Enjoy.

Also pls make sure it's backed up and everything.
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Posted on 08-20-13 03:36:29 PM Link | Quote
I don't even know where to start.

This is so damn awesome, but...

The Northern Wastes song is either missing or it IS version 1, which is very screwed up.

Is it possible to properly restore it?
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Posted on 08-20-13 03:45:29 PM Link | Quote
Originally posted by Kett
I don't even know where to start.

This is so damn awesome, but...

The Northern Wastes song is either missing or it IS version 1, which is very screwed up.

Is it possible to properly restore it?


Are you referring to 63 - 00000049 00074254?

There was a problem with the way the MIDI file sequenced things in the song. It's kind of like how Diddy Kong Racing/Banjo do things, by having just one song loaded but the song itself mutes some channels and enables others depending on where you are or what you're doing. That song in particular had the songs of 3 different areas in one, while still working with 16 channels for audio. I can usually tell if the song is one of those types by just listening to all the channels at once, nothing will seem to fit with each other initially until you enable/disable the right channels. I tried my best to compare it with the leaked video, but it's hard to tell what belonged and what didn't belong for that song. Sorry.
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Posted on 08-20-13 04:00:33 PM (last edited by Kett at 08-20-13 04:52:30 PM) Link | Quote
Aww, to bad.

But still, this is so awesome.

It seems like Star Fox Adventures recycled almost all tracks and only made new tracks for Star Fox-things.

Also, that Galleon Theme near the end sounds very 'The end'-ish.

And the Title song seems to be missing completely, I wonder why?

EDIT: 'A programm', does it refer to FL Studio or something entirely different?
Peardian

  
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Posted on 08-20-13 06:15:13 PM Link | Quote
Originally posted by omega59
The first is probably a form of bumpmapping, normalmapping, or specularity

It's definitely a compressed normal map. Video game consoles use this kinda all the time. (Rather than using RGB for XYZ, grayscale color is X and alpha is Y.)

It's kind of surprising that hardly any GameCube games used normal maps, considering it could use them.
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Posted on 08-21-13 12:30:41 AM (last edited by koolaidman at 08-21-13 01:07:13 AM) Link | Quote
Originally posted by Kett
Aww, to bad.

But still, this is so awesome.

It seems like Star Fox Adventures recycled almost all tracks and only made new tracks for Star Fox-things.

Also, that Galleon Theme near the end sounds very 'The end'-ish.

And the Title song seems to be missing completely, I wonder why?

EDIT: 'A programm', does it refer to FL Studio or something entirely different?


I think the title song might be a sample of a loop, so it's not a sequenced midi like the rest of the music is. When I rewatched the 50 minute video, I noticed the theme faded out at the same time as the opening theme faded in. The sample might be located somewhere in MUSIC/SFX.bin. In fact I just remembered that the old DP item get jingle is a sample in one of those files. So perhaps the title song might be in there?

Also I just realized that the final version of the game pretty much used zlib for everything. In this build, they were experimenting with zlib and lzo. The final also doesn't have uncompressed versions of any of the files like this prototype does. So we're pretty lucky.

The model data intrigues me. This version also leaves uncompressed versions of maps in their map directories while the final uses zlib. The game doesn't use any of the mod data in the root directory (so why those files are there is beyond me). When I compared some of the mod data in the root directory with the same data in their own directories, there were no differences. I was thinking that maybe the model files were really Wavefront .mods (binary versions), but I don't know if that's true or not. I noticed that the file size of MAPS.bin in this version of the game is bigger than the one in the final. The file itself has a bunch of zlib archives inside. I wonder what's in here?

BLOCKS.bin might be more interesting as it's not used/loaded in this version and doesn't exist in the final, and consists of uncompressed models put together, but I'm starting to realize that the mod data listed in this uncompressed file are different from the mod data included raw and used in the game. For example, mod5 is one of the first models listed in the file but it doesn't look like it's the same file mod5 file that's in the animtest directory. Strangely, the mod5 file doesn't even exist in the final version of the game in that folder.

It'd be nice if we could view these models now that we have uncompressed versions of the data. If anyone wants to take a look at the data, let me know and I'll upload a few to look at.
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Posted on 08-21-13 01:52:01 AM Link | Quote
Originally posted by Peardian
Originally posted by omega59
The first is probably a form of bumpmapping, normalmapping, or specularity

It's definitely a compressed normal map. Video game consoles use this kinda all the time. (Rather than using RGB for XYZ, grayscale color is X and alpha is Y.)

It's kind of surprising that hardly any GameCube games used normal maps, considering it could use them.

I'm not too good with Normalmaps, but I mod Star Wars Republic Commando a lot (it uses custom bumpmapping unique to shadermodel 2.0, causing crashes/errors on newer PCs). What threw me off was that it was a greyscale, I'm used to purple colored normalmaps. Interesting though, Soul Calibur 2 could've used it, it would've beaten the crap out of any other game in graphics even more for its time.
Kett
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Posted on 08-21-13 08:11:37 AM Link | Quote
Originally posted by koolaidman

It'd be nice if we could view these models now that we have uncompressed versions of the data. If anyone wants to take a look at the data, let me know and I'll upload a few to look at.


I'd be interested in a few screens.

Also, when I went through SFX.bin, I didn't find the title music. Maybe it was sped up and I didn't recognize it, there are also 2 item jingles in there and some uncompressed Sabre files.
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Posted on 08-21-13 04:00:33 PM (last edited by koolaidman at 08-21-13 04:02:55 PM) Link | Quote
I couldn't find the title song. But maybe it was just a place holder and they got rid of it once a theme was made (83 - 0000005E 000A1A54?). Although SubDrag said that there was more lz compressed data near the end of some of the sound files, so maybe there's more in there.

But here are the extra jingles I forgot to include.
Kett
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Posted on 08-21-13 04:56:34 PM Link | Quote
Wasn't 83 out for some time? It would also be rather unfitting for a title, wouldn't it?

I would imagine it for something like Opening-Credits or Attract-Mode (Or what it's called).
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Posted on 08-22-13 01:07:02 PM Link | Quote
Hey man really appreciate the work, I'm very interested in the soundfonts link, the link to the midi files worked great! but the link to the soundfonts on mediafire says its no longer there or been removed, PLEEEEEEEAZE, it'd be really awesome! if you could re check this and provide a working link that'd be great! really eager to get these sounds, plus, are these soundfonts from the actual game soundtrack? and if so how and where exactly did you get them? plz reply as soon as you can!
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Posted on 08-22-13 01:57:34 PM Link | Quote
http://www.mediafire.com/download/gwi9sb5hb1cgx5a/dino_planet_music.sf2 seems to work fine for me... And the same post says that the samples were taken from MUSIC.bin, so yes, this is straight from the WIP game. Sounds near identical to the SFA soundfont, if you ask me...
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Posted on 09-02-13 02:55:23 AM Link | Quote
Bump. Is there any progress right now? Kind of curious.
koolaidman
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Posted on 09-02-13 03:43:27 PM Link | Quote
Not really. The only thing I did so far was I took DLLS.bin in IDA Pro and applied the UltraLib signatures from hcs and even though it looked like it found a couple, it doesn't look like it actually found any at all. But I would assume Rare would use their own libraries instead of the ones Nintendo provides to every developer.

The Dolphin situation doesn't look that great since they're getting ready for the release of 4.0. I haven't stressed on the issue much since they always seemed preoccupied with something else.

However I can confirm that the standalone GCM works with the Wii with DIOS MIOS, but the game uses audio streaming for voices so I don't think they play at all.
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Posted on 09-08-13 03:53:58 PM Link | Quote
What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?

Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game?
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Posted on 09-10-13 11:39:28 AM Link | Quote
Originally posted by gonetogo
What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?

Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game?


Post your settings plz. Also do you have "Use Panic Handlers" enabled?
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Posted on 09-11-13 01:58:36 AM Link | Quote
Originally posted by koolaidman
Originally posted by gonetogo
What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?

Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game?


Post your settings plz. Also do you have "Use Panic Handlers" enabled?


I use the standard settings unless something went wrong with "Use Panic Handlers" disabled. Is there any way to extract the setting details so I can post them. It's pretty much the first time for me to use Dolphin as my PC is way too slow. Played through the Arwing mission and the Ice Mountain mission at 15fps (and less). Also started the main game and I just got the staff in Thorntail Hollow. Had a crash once and disabled "Use Panic Handlers" afterwards (despite knowing what it really does, just based on your recommendation).
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Jul - TCRF - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply




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