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05-03-22 06:11:15 AM
Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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Tamkis
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Posted on 11-16-13 03:48:53 AM Link | Quote
Originally posted by xdaniel
Originally posted by nmgschris
Cow, some guy at Zophar did with 7-Zip, but i'm not sure if it working with all ROMs: http://www.zophar.net/forums/showthread.php?t=13388

http://jul.rustedlogic.net/thread.php?id=14235



This same topic was discussed here at Jul some time ago too, for everybody's reference.


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nmgschris
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Posted on 11-16-13 09:13:06 AM Link | Quote
Originally posted by Tamkis
Originally posted by xdaniel
Originally posted by nmgschris
Cow, some guy at Zophar did with 7-Zip, but i'm not sure if it working with all ROMs: http://www.zophar.net/forums/showthread.php?t=13388

http://jul.rustedlogic.net/thread.php?id=14235



This same topic was discussed here at Jul some time ago too, for everybody's reference.



Go off-topic a little bit: Ok, so apparently, this ROM is the only one that can be extracted with 7-zip.
Hugo_Peters

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Posted on 11-16-13 03:18:21 PM Link | Quote
Originally posted by nmgschris
Originally posted by Tamkis
Originally posted by xdaniel
Originally posted by nmgschris
Cow, some guy at Zophar did with 7-Zip, but i'm not sure if it working with all ROMs: http://www.zophar.net/forums/showthread.php?t=13388

http://jul.rustedlogic.net/thread.php?id=14235



This same topic was discussed here at Jul some time ago too, for everybody's reference.



Go off-topic a little bit: Ok, so apparently, this ROM is the only one that can be extracted with 7-zip.

Because the developers (were so stupid to) include a zip header in the ROM.

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KCat
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Posted on 11-16-13 10:55:19 PM (last edited by KCat at 11-16-13 10:56:23 PM) Link | Quote
I have successfully converted the sound bank to an sf2 soundfont. This is a direct automated conversion, which keeps many of the instrument and sound properties precisely intact.

The conversion isn't yet perfect. There's still some properties that I'm not completely sure what scale they use, or how exactly they affect the sound. I haven't completely solved the pitch bend problem most noticed in track 50 (Snowhorn Ride), but many of the other pitch problems have been cleared up and in general the sounds are much nicer when combined with the original MIDI sequence data, IMO. The sounds some of the songs used have even changed (in some cases it's just a minor pitch correction, in others it's using a different sample)... also, track 82 (00000052 00081BD8) now makes sense to me.

Here's the new soundfont, along with the MIDIs I redumped using my extractor.
http://www.fileswap.com/dl/R2GiagQshq/dinosaur_planet_music.7z.html

You'll need to use a MIDI synth that can select a custom sf2 soundfont, since it's not GM compatible. For best results, make sure the synth is set to XG bank-select mode, otherwise you may lose the sound on channel 10.

Tomorrow I'll see about rendering them to FLAC and MP3. I'll also probably release the sources for my extractors and converters.
Kett
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Posted on 11-16-13 11:17:27 PM Link | Quote
The first racing music (in Northern Wastes) is still missing the chanting?

But otherwise, some also have more instruments and are slower?

(And yes, the chanting exists in the files)
KCat
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Posted on 11-16-13 11:52:25 PM Link | Quote
Originally posted by Kett
The first racing music (in Northern Wastes) is still missing the chanting?

Yeah, the Ice Mountain race music still lacks the chanting. I have a feeling it's just not there (the sequence data I mean, which would trigger the chanting sounds), or it's somehow triggered by the game itself separately. But I haven't looked too much into the MIDIs themselves yet, since I first wanted to get a soundfont that I know matches up closer to the original sound bank -- so if something's wrong, I know it's my fault, rather than a errant modification I wasn't aware of.


But otherwise, some also have more instruments and are slower?

Tempo-wise, it should still be the same. Some instruments may sound slightly lower (or higher) pitched since they didn't go through an extra resampling step and lose it's original base key and key range, and it retained the pitch correction (detune). Some instruments may shift into a different (more correct) sample due to the original key ranges being left intact.
nmgschris
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Posted on 11-17-13 01:34:26 AM (last edited by nmgschris at 11-17-13 01:35:08 AM) Link | Quote
Originally posted by Hugo_Peters
Originally posted by nmgschris
Originally posted by Tamkis
Originally posted by xdaniel
Originally posted by nmgschris
Cow, some guy at Zophar did with 7-Zip, but i'm not sure if it working with all ROMs: http://www.zophar.net/forums/showthread.php?t=13388

http://jul.rustedlogic.net/thread.php?id=14235



This same topic was discussed here at Jul some time ago too, for everybody's reference.



Go off-topic a little bit: Ok, so apparently, this ROM is the only one that can be extracted with 7-zip.

Because the developers (were so stupid to) include a zip header in the ROM.


Still off-topic: Well, that game was ported from PC version, so they probably forgot to remove the Zip header.
Celice
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Posted on 11-17-13 07:29:25 AM Link | Quote
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o
omega59
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Posted on 11-17-13 08:24:00 AM Link | Quote
Originally posted by Celice
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o

Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we?
nmgschris
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Posted on 11-17-13 11:42:57 AM Link | Quote
Did we lost the Title Screen in the resources ?
Celice
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Posted on 11-17-13 03:22:17 PM (last edited by Celice at 11-17-13 03:23:21 PM) Link | Quote
Originally posted by omega59
Originally posted by Celice
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o

Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we?

Well, when a developer directly states that another internal team took their ideas and got them working before they themselves could, that's a pretty stoic statement to consider. The Conker dev team felt that they couldn't present the idea that was now taken and used in a Banjo game because it would look bad on them--there was no way to prove that the gameplay idea and mechanic was originally part of the Conker project. I think I remember one of the devs saying that it was stuff like this that started putting the Conker project out of fuel early on before it was retracked as Bad Fur Day.

it's a brit eat brit world D:
Hugo_Peters

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Posted on 11-17-13 05:32:24 PM Link | Quote
Originally posted by Celice
Originally posted by omega59
Originally posted by Celice
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o

Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we?

Well, when a developer directly states that another internal team took their ideas and got them working before they themselves could, that's a pretty stoic statement to consider. The Conker dev team felt that they couldn't present the idea that was now taken and used in a Banjo game because it would look bad on them--there was no way to prove that the gameplay idea and mechanic was originally part of the Conker project. I think I remember one of the devs saying that it was stuff like this that started putting the Conker project out of fuel early on before it was retracked as Bad Fur Day.

it's a brit eat brit world D:

Actually, when you watch GameGrumps (the one with Grant Kirkhope), he reveals that Conker Twelve Tales was in development before Banjo, and the Banjo team then took inspiration from Conker as their game sucked(?) and Conker looked amazing. So while the Banjo team was making their game more like Conker, the producer of Twelve Tales was eventually swapped with Chris Seavor, who then decided to turn the game into Bad Fur Day.

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KCat
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Posted on 11-17-13 11:51:27 PM Link | Quote
Here's some renders of the songs in FLAC, and 192kbps MP3.

http://www.fileconvoy.com/dfl.php?id=g73b1cd79b596e281999415400ed06ebe15cfdc65d (FLAC, 527MB)
Link will only be valid for 7 days. If someone else has a place to put up such a large file more permanently, please do.

http://www.fileswap.com/dl/nnOGMALUcZ/Dinosaur_Planet_Music_%28mp3%29.7z.html (MP3, 192MB)

Note that I haven't yet been able to get a good look at tracks 28, 63, and 73 to split them up into separate songs, so they're still kind of messy (63 and 73 anyway, 28 isn't that bad).
Joe
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Posted on 11-18-13 12:31:39 AM Link | Quote
Originally posted by KCat
If someone else has a place to put up such a large file more permanently, please do.
I have a 2TB hard drive and a torrent client. Is P2P hosting acceptable?

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KCat
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Posted on 11-18-13 02:44:27 AM Link | Quote
Originally posted by Joe
Originally posted by KCat
If someone else has a place to put up such a large file more permanently, please do.
I have a 2TB hard drive and a torrent client. Is P2P hosting acceptable?

P2P is kinda flakey when it comes to availability. But having more places to potentially be able to get it would be a good thing, so I don't see a problem with it regardless.
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Posted on 11-18-13 03:15:39 AM Link | Quote
Torrent file, magnet link.

I'm kind of a data hoarder, so this torrent will be around for a very long time (unless you want me to delete it for some reason).

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omega59
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Posted on 11-18-13 05:48:00 AM Link | Quote
Originally posted by Hugo_Peters
Originally posted by Celice
Originally posted by omega59
Originally posted by Celice
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o

Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we?

Well, when a developer directly states that another internal team took their ideas and got them working before they themselves could, that's a pretty stoic statement to consider. The Conker dev team felt that they couldn't present the idea that was now taken and used in a Banjo game because it would look bad on them--there was no way to prove that the gameplay idea and mechanic was originally part of the Conker project. I think I remember one of the devs saying that it was stuff like this that started putting the Conker project out of fuel early on before it was retracked as Bad Fur Day.

it's a brit eat brit world D:

Actually, when you watch GameGrumps (the one with Grant Kirkhope), he reveals that Conker Twelve Tales was in development before Banjo, and the Banjo team then took inspiration from Conker as their game sucked(?) and Conker looked amazing. So while the Banjo team was making their game more like Conker, the producer of Twelve Tales was eventually swapped with Chris Seavor, who then decided to turn the game into Bad Fur Day.

I need to watch that Game Grumps Episode. I've heard about it before, and that's pretty interesting.
nmgschris
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Posted on 11-18-13 08:48:12 AM (last edited by nmgschris at 11-18-13 11:43:06 AM) Link | Quote
Originally posted by KCat
Here's some renders of the songs in FLAC, and 192kbps MP3.

http://www.fileconvoy.com/dfl.php?id=g73b1cd79b596e281999415400ed06ebe15cfdc65d (FLAC, 527MB)
Link will only be valid for 7 days. If someone else has a place to put up such a large file more permanently, please do.

http://www.fileswap.com/dl/nnOGMALUcZ/Dinosaur_Planet_Music_%28mp3%29.7z.html (MP3, 192MB)

Note that I haven't yet been able to get a good look at tracks 28, 63, and 73 to split them up into separate songs, so they're still kind of messy (63 and 73 anyway, 28 isn't that bad).


Ok, so for fast testing, i pulled out my old Soundfont player which based on BASS. Sorry about the language, this was done in 2011 and i keep forget to recover old source code files from my old hard drive (Need to that later).

https://www.dropbox.com/s/uw4dzqggpwy3vxf/miditest.zip

So the first button is for MIDI file, and the second one is SF2 file, right blank space do nothing and the bottom slider for the speed.

Both KCat's soundfont and koolaidman's soundfont are compatible.
kokorogensou
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Posted on 11-18-13 04:22:20 PM Link | Quote
FYeahDP admin from Tumblr here.

I've been listening to both reconstructions of the DP OST. There are a few differences between some renderings of some tracks (track 018 seems to lack the flute from koolaidman's rendering of the same track (17 - 00000012 000206D0)), though I think that might be an issue with the soundfont. Some of the drums in 030 also seem to be a bit louder, but I think that may be just me.

Also wanted to mention some other things about both renderings of the OST. I know it's been mentioned that the Ice Mountain race (036) is lacking the vocal samples even though the samples are present in the data, but I think the E3 version of DP had that, too? (http://www.youtube.com/watch?v=ql1cy-gTzCc Music begins at 4:17, but it's hard to hear with the crowd noise. Pretty sure the difference is there, though.). Probably an oversight on Rare's end, but who knows.

Another thing is the Darkice Mines track. I know it's a dynamic track, but for some odd reason, most of the channels for the "snow" version of the track are missing, leaving it pretty incomplete. http://www.youtube.com/watch?v=h7Ti6qya8d0

The other versions of the track rendered out okay, though.
http://www.youtube.com/watch?v=DF1kwA-oIa8
http://www.youtube.com/watch?v=HD9JH07hEYQ
http://www.youtube.com/watch?v=mgTzDBEI16Y

As far as other dynamic tracks are concerned, I'm pretty sure 055/53 - 00000037 00055F88 is a dynamic track, as there's a few channels that are present between 0:09 and 1:50 that aren't present in the Rareminion MP3 of the same song.
http://www.youtube.com/watch?v=Ef6LPVr_Ecw The ripped track.
http://www.youtube.com/watch?v=oFWz8Fzt_MM And the RM mp3 for comparison.

Also, I think there's a few dynamic channels in 068 of KCat's rendering. They don't seem to be present in koolaidman's rendering (60 - 00000044 0006AAB8), but he didn't seem to make a seperate mp3 for them.

Just a few things I wanted to throw out to mention. Apologies if I didn't make sense in some parts. Love what's been uncovered so far, though!

Also of mention, at some point in the past, I've been working on a transcript of the hour-long DP/SFA audio rip. Might swing back to working on that sometime.
KCat
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Posted on 11-18-13 07:11:05 PM Link | Quote
Originally posted by KarrunaNiara
I've been listening to both reconstructions of the DP OST. There are a few differences between some renderings of some tracks (track 018 seems to lack the flute from koolaidman's rendering of the same track (17 - 00000012 000206D0)), though I think that might be an issue with the soundfont. Some of the drums in 030 also seem to be a bit louder, but I think that may be just me.

The flute issue in track 018 seems to be due to manual modifications of the song. I've tested all 4 combinations of both my soundfont and koolaidman's soundfont, and my midi and koolaidman's midi -- the flute doesn't come up anywhere. It's only present in his render, which suggests that the flute is muted in the original (for whatever reason) and koolaidman turned it back up for making renders.

The difference in track 030 is definitely the soundfont. Note that it's not just the drums being a bit louder and reverberant, but my rendering also has a gong crash that's not present in koolaidman's. This is the kind of thing I was getting at with how some notes have shifted into a different sample due to the original key ranges being kept intact.


Also wanted to mention some other things about both renderings of the OST. I know it's been mentioned that the Ice Mountain race (036) is lacking the vocal samples even though the samples are present in the data, but I think the E3 version of DP had that, too? (http://www.youtube.com/watch?v=ql1cy-gTzCc Music begins at 4:17, but it's hard to hear with the crowd noise. Pretty sure the difference is there, though.). Probably an oversight on Rare's end, but who knows.

Yeah, that sound is a bit too noisy to tell. I can't hear anything that suggests the chanting is there, but it could just as well be drowned out from the noise.


Another thing is the Darkice Mines track. I know it's a dynamic track, but for some odd reason, most of the channels for the "snow" version of the track are missing, leaving it pretty incomplete. http://www.youtube.com/watch?v=h7Ti6qya8d0

The other versions of the track rendered out okay, though.
http://www.youtube.com/watch?v=DF1kwA-oIa8
http://www.youtube.com/watch?v=HD9JH07hEYQ
http://www.youtube.com/watch?v=mgTzDBEI16Y

For dynamic songs, you probably actually want to separate channels instead of tracks. Difficult to know exactly how it worked without some information on how the original music system functioned, but I doubt it should be separated based on track since one track can do anything to any channel. For a game to keep it all under control, it would need to modify based on channel number.

For the aforementioned song, I'm having a difficult time figuring out which channels go to which song. But then, it's actually been a while since I've listened to those songs in SFA's soundtrack, so I'll need to brush up on that before taking another stab at it.


As far as other dynamic tracks are concerned, I'm pretty sure 055/53 - 00000037 00055F88 is a dynamic track, as there's a few channels that are present between 0:09 and 1:50 that aren't present in the Rareminion MP3 of the same song.
http://www.youtube.com/watch?v=Ef6LPVr_Ecw The ripped track.
http://www.youtube.com/watch?v=oFWz8Fzt_MM And the RM mp3 for comparison.

Hmm, this has me really puzzled. Not just this track, but the others RareMinion has don't sound like they came from this soundfont. The Dino_2 track (which is from this trailer) is a remixed version of track 033, but some of the instrument samples are notably clearer (the string ensemble) or different (the choir ahs). I also hear some reverb on the strings, which I don't know if it was added in for that trailer, or if it may actually be something in the sequence data we haven't uncovered yet*.

* I'm positive some of the songs are using non-standard MIDI controllers, or using standard controllers in non-standard ways; I'm pretty sure the N64 could do reverb effects, so who knows... maybe the songs are trying to use some of these effects that weren't standard MIDI yet.


Also, I think there's a few dynamic channels in 068 of KCat's rendering. They don't seem to be present in koolaidman's rendering (60 - 00000044 0006AAB8), but he didn't seem to make a seperate mp3 for them.

It seems this track is dynamic, but the song it's mixed with is the same as track 004.

Incidentally, this is another place where RareMinion's version (Earthwalker Temple) doesn't match what we have. It doesn't even match the final version.

You know, as sad as it is to think about, I wonder if the stuff RareMinion managed to uncover was intended to be for a separate CD release. Kinda like what they did for Killer Instinct and Killer Instinct Gold, where Rare released remixes of the original songs in much higher quality.


Also of mention, at some point in the past, I've been working on a transcript of the hour-long DP/SFA audio rip. Might swing back to working on that sometime.

Sounds like an interesting project. Particularly if you can match it up with the leaked script.
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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.

35 database queries, 10 query cache hits.
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