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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 03-23-20 01:46:33 AM Link | Quote
Originally posted by gilgamesh
US version 1.00
0402D820 5480003C
0402D824 901E0044
0402D828 60000000
0402D82C 60000000

US version 1.01
0402D918 5480003C
0402D91C 901E0044
0402D920 60000000
0402D924 60000000


Hmm, this is just crashing on 1.01 for me, without any other codes.

It looks like what it's trying to do is set flags to 0xE in the ModelFileStruct of every object? Though it's also clobbering an alloc call, so I suspect something hasn't been ported properly. Even properly setting the flags to 0xE causes a crash. I don't know what most of those flags do, either, other than 0x01 indicating the object has a model, so it would be strange to clear that.

____________________
Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
Level: 135


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Since: 07-22-07

Pronouns: he/him/whatever
From: RSP Segment 6

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Posted on 03-23-20 08:14:44 PM (last edited by Rena at 03-24-20 03:46:48 PM) Link | Quote
Meanwhile, here's the 120FPS code for v1.01 v1.00: 043DEA9C 41F00000

(I hunted a while for the variable that controls the frame rate before I realized that this is actually just changing the physics time scale - which I'd found earlier - to compensate for running the emulator at double speed. Doh.)

I still haven't got the debug objects showing up, though. The models still exist, so I don't know what's stopping them from showing up. It would help if I knew exactly what code that was changing.

[edit] wrong version, doh

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Hugo_Peters

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Since: 10-29-13

From: The Netherlands

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Posted on 03-23-20 11:36:05 PM Link | Quote
I checked gilgamesh's port, and it works fine with my NTSC 1.01.

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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
Level: 135


Posts: 5312/5390
EXP: 29051666
For next: 283339

Since: 07-22-07

Pronouns: he/him/whatever
From: RSP Segment 6

Since last post: 333 days
Last activity: 333 days

Posted on 03-24-20 03:46:23 PM Link | Quote
Oh, I'm dumb. All this time I've had v1.00 but thought it was v1.01. Time to update all my notes that are referring to the wrong version...

The code does seem to break a few things, though. Tricky doesn't follow properly (with debug messages in the console complaining that he can't find a walk group), and I can't pass through an ice wall even though it's been destroyed. But those might be conflicting with the Krystal mod.

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foxtribe
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Posted on 05-04-20 04:08:54 PM Link | Quote
Apparently there was recently a huge leak concerning files from the N64 and GameCube.

https://mobile.twitter.com/PushDustIn/status/1256780747077115904

Fingers crossed there some sort of dinosaur planet or early SFA in there.
2Tie

Rumours of my death have been greatly exaggerated.
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Posted on 05-04-20 04:21:19 PM Link | Quote
UESCTerm 802.11 (remote override)
044 05.10.2337

yeah, a DKR2 or DP or SFA proto would be absolutely wonderful, but i haven't looked at the contents myself

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Hugo_Peters

Level: 26


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Posted on 05-13-20 09:06:24 PM Link | Quote
An announcement:

https://twitter.com/HugoPeters96/status/1260691246550519811

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Treevis121

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Posted on 05-16-20 09:48:09 PM (last edited by Treevis121 at 05-16-20 09:48:31 PM) Link | Quote
Originally posted by Hugo_Peters
An announcement:

https://twitter.com/HugoPeters96/status/1260691246550519811


Wow! I've seen you mention the Warlock Game Engine on your portfolio, it'll be exciting to see it in action. How much of the assets will be old vs. new?
Itsa_Coop
Random nobody
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Posted on 06-05-20 06:34:32 AM Link | Quote
Originally posted by MrQuetch
I'm not sure if anyone has come across this. But, I learned what sound library David Wise used for his production in Dinosaur Planet. He used a fairly realistic orchestral library created by Peter Siedleczek. It appears that Peter is most known for this library, and it's quite amazing that he still sells his work today. I can only imagine what differences there were with Peter's library during the time of DP and now. I imagine the quality has got much better. Unless... The audio files were as good back then as they are now - other than being compressed to fit into a small amount of memory.

Something that I've been wondering now. Why did people decided to recreate the soundfont for DP when they could've used Peter's library for the actual instrumental sounds? We may not be able to have exactly remastered music, but I'm sure we could listen to the original music in a much clearer format. Just an idea.

This isn't from DP, but someone made a test track using Peter's library - and I can already feel DP!

https://www.youtube.com/watch?v=1hBjyU5MIJ8

Hopefully someone out there finds use for this.


Hey man, i've been looking for Peter Siedlaczek's library, be it in EMU or AKAI format, so i can rip the samoles to wav format and maybe redo the reconstructed ost with the high quality samples.

But does anyone know where the African/Tribal chants samples from the tracks' thorntail hollow, discovery falls and the thorntail hollow vocals theme' come from?

Anyway i've been busy a while with comparing each track of the DP reconstructed ost with the tracks of the SFA ost. Just to find out which tracks of dp did not make it into sfa and there's quite alot (57 i believe but could be wrong), and also to have titles for the ones that did make it over. Here's a link to my renamed dp ost in flac format and the sfa ost for comparison. The tracks that still have numbers in front are dp exclusive tracks, but check the readme quick https://drive.google.com/file/d/1fIm7PdCeG8GokZ-DmK9gBBwvT9kMT2h_/view?usp=drivesdk

Anyway, if someone can get me peter siedlaczek's advanced orchestra that would be awesome, as well as provide me some info on the chants
Strychnine

Goomba
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Posted on 07-01-20 06:25:20 PM (last edited by Strychnine at 07-01-20 06:25:55 PM) Link | Quote
Originally posted by Itsa_Coop
Hey man, i've been looking for Peter Siedlaczek's library, be it in EMU or AKAI format, so i can rip the samoles to wav format and maybe redo the reconstructed ost with the high quality samples.

But does anyone know where the African/Tribal chants samples from the tracks' thorntail hollow, discovery falls and the thorntail hollow vocals theme' come from?

Anyway i've been busy a while with comparing each track of the DP reconstructed ost with the tracks of the SFA ost. Just to find out which tracks of dp did not make it into sfa and there's quite alot (57 i believe but could be wrong), and also to have titles for the ones that did make it over. Here's a link to my renamed dp ost in flac format and the sfa ost for comparison. The tracks that still have numbers in front are dp exclusive tracks, but check the readme quick https://drive.google.com/file/d/1fIm7PdCeG8GokZ-DmK9gBBwvT9kMT2h_/view?usp=drivesdk

Anyway, if someone can get me peter siedlaczek's advanced orchestra that would be awesome, as well as provide me some info on the chants



Do you have an email? I may have found what you're looking for, but I'm hesitant to PM you directly due to the rules. I've also created a SFA soundfont using samples from the game's files, if you're interested; I have yet to create a soundfont for the Kiosk demo, but I'll do it sometime soon.

I've been trying to correct the instruments in the Midis using the soundfont I built, so I can try to actually put them back into SFA, but my editing skills leave a lot to be desired.

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Critical Bit
Random nobody
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Since: 02-22-21


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Posted on 02-22-21 12:28:51 PM Link | Quote


Do you have an email? I may have found what you're looking for, but I'm hesitant to PM you directly due to the rules. I've also created a SFA soundfont using samples from the game's files, if you're interested; I have yet to create a soundfont for the Kiosk demo, but I'll do it sometime soon.

I've been trying to correct the instruments in the Midis using the soundfont I built, so I can try to actually put them back into SFA, but my editing skills leave a lot to be desired.



Hey yeah the e-mail is criticalbit@outlook.com

Also now that a rom has leaked of the n64 version of sfa what do you guys think can be salvaged from it?

Can the music now more accurately be ripped with name data and such?

Maybe some more of script/story can be found/f'ed with to fix it?
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Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries.
Query execution time:  0.091202 seconds
Script execution time:  0.021026 seconds
Total render time:  0.112229 seconds


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