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04-24-22 02:30:01 AM
Jul - The Cutting Room Floor - The Simpsons: Hit & Run - Unused Music + MUSIC.RCF oddities New poll - New thread - New reply
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NotSoOriginalUsername
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Posted on 04-07-13 06:53:56 PM Link | Quote
So, I while back, I registered on this forum as "SomethingOriginal", but I forgot my password and didn't seem to haven't it written down anywhere, so...

I found this video on Youtube, from a user named G Fry:
http://www.youtube.com/watch?v=MsDSi930QNQ

(Skip to 2:06 for the unused song in question)

The video shows that using "built-in" game cheats, you can actually glitch to the inside of the Power Plant, but there's nothing behind the door (most likely because keeping the rest of the plant would have been useless since you can't see it or access it), so you'll be driving/walking on invisible land.

However, if you keep driving somewhere to the far left, you can trigger the song in the video above to be played.

Judging by the "radio"-ish quality of the song, it sounds as if you were meant to explore Mr. Burns' hall (or lounge. Not quite sure what's the proper name) that's normally located at the other end of the Power Plant, as a song with a similar style is used if you go there when the entrance is open in Level's 1 and 4. So this also possibly means that you were also meant to explore the Power Plant in Level 7, but it was later removed. Perhaps it's because no particular mission in Level 7 really needed it, or design changes in Level 7 removed whatever use the inside of the Power Plant had?

It's also worth pointing out I found this song in game's music archive. Not to long ago I learned how to open the .RCF music archive that the game uses and have been able to play the .RSD files inside of it through Foobar2000 and VGMStream, and I found the song in there (longue10). I was able to extract it by using a program called Game Extractor, and I used the PS2 version's .RCF file.

It's also worth pointing out that a LOT of the songs inside the .RCF file are mislabeled. For example, each one of the game's playable characters have their very own folder for what I guess are songs that are meant for their levels, but the tracks that are placed in there, along with their file names, don't match up. bart_guit_027, which the name should mean that it's one of Bart's guitar solos, is instead one of Lisa's Sax solos (and it's found in Bart's folder).

So, was this actually used? I'm guessing not, but feel free to prove me wrong.


omega59
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Posted on 04-08-13 05:39:25 AM Link | Quote
This seems to be more wierd than how object_bob appears in Utility of Time. Nice work, but there's no collision for walls inside the lounge place?
NotSoOriginalUsername
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Posted on 04-09-13 09:41:18 PM Link | Quote
Originally posted by omega59
This seems to be more wierd than how object_bob appears in Utility of Time. Nice work, but there's no collision for walls inside the lounge place?


How DOES Utility of Time display this? I found out that this was an editor for OoT, so I am curious.

Anyway, I meant to reply sometime back, but the post kept getting deleted for reasons caused by my stupidity. Sorry...

First off, I really can't take any credit for discovering this. The video I simply found on Youtube and thought it was an interesting find. It's a shame it doesn't have many views...

...However, I think I may be the first to discover this in the MUSIC.RCF archive, or I think I may be the only person who has acknowledged this. This is partially because the game has a ton of music within it's archive, and it's all mislabeled. Most of it is a bunch of jingles that are only around a couple of seconds long. Interestingly, there are also some corrupt files, even though these were ripped straight from the archive! They shouldn't have any issues playing.

It's also worth pointing out the file that the dialogue is located in can be opened the same way, but suffers the same issue...It MAY be worth seeing if there's anything else unused inside the archive, but I would need to play the game again or watch a walkthrough to make sure I'm not labeling anything that was used unused.

I wonder why this is? Wouldn't this make browsing the music and dialogue MUCH harder and more confusing for the developers? Maybe compressing everything inside the archive had something to do with it? I can't imagine Radical making it THIS hard...

Also, while were on the topic of Radical games:
Does ANYBODY know ANY directions regarding how to crack Crash Tag Team Racing's music? Perhaps I'm opening the wrong file, but I was able to extract it, and what appears to be the music used in the races and around Von Clutch's Motorworld are inclosed in a .p3d file. This shouldn't be confused with the 3DS Max file extension name that I've received through Google, and VGMStream even claims to SUPPORT it. Playing it, however, gives me an error.

I would greatly appreciate a reply regard
omega59
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Posted on 04-09-13 11:20:17 PM Link | Quote
For the matter of object_bob, look it up on Google Images. But maybe the editor works in listings like UnrealEd does with streamed sounds.
Foxhack
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Posted on 04-10-13 12:03:05 AM Link | Quote
Originally posted by NotSoOriginalUsername
...However, I think I may be the first to discover this in the MUSIC.RCF archive, or I think I may be the only person who has acknowledged this. This is partially because the game has a ton of music within it's archive, and it's all mislabeled. Most of it is a bunch of jingles that are only around a couple of seconds long. Interestingly, there are also some corrupt files, even though these were ripped straight from the archive! They shouldn't have any issues playing.


I've found some games keep their music in pieces, even if it's a rather long tune. Final Fight Streetwise, for example - several songs song are split up in various pieces, but the game plays them all sequentially. I think they did that so the game could switch to faster versions when you're surrounded by enemies and stuff like that. Instead of switching to an entirely new song from the start, it just starts in the closest section.

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omega59
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Posted on 04-10-13 04:21:22 AM Link | Quote
I'll take note of the split music files, I've never thought of that personally, and it'll be useful to me later. Anyway, has anyone gotten to the models and textures?
omega59
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Posted on 04-10-13 04:26:31 AM (last edited by omega59 at 04-10-13 04:27:07 AM) Link | Quote
Originally posted by NotSoOriginalUsername
Also, while were on the topic of Radical games:
Does ANYBODY know ANY directions regarding how to crack Crash Tag Team Racing's music? Perhaps I'm opening the wrong file, but I was able to extract it, and what appears to be the music used in the races and around Von Clutch's Motorworld are inclosed in a .p3d file. This shouldn't be confused with the 3DS Max file extension name that I've received through Google, and VGMStream even claims to SUPPORT it. Playing it, however, gives me an error.

I would greatly appreciate a reply regard


I face a similar problem with Star Wars Knights of the Old Republic. The sounds are .wav but they're under some type of encryption or something. This is likely the same case, and you'll need to figure out if there's some header on the file that the game ignores.
Foxhack
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Posted on 04-10-13 04:40:32 AM (last edited by Foxhack at 04-10-13 04:42:12 AM) Link | Quote
Originally posted by omega59
I face a similar problem with Star Wars Knights of the Old Republic. The sounds are .wav but they're under some type of encryption or something. This is likely the same case, and you'll need to figure out if there's some header on the file that the game ignores.

... have you tried this?

http://soundtracks.mixnmojo.com/kotor1.htm

Even better, have you tried running the extracted WAVs through FFMPEG? That thing managed to convert some XBADPCM stuff for me. It might be able to auto-detect the sound format.

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Posted on 04-10-13 09:01:11 PM (last edited by omega59 at 04-10-13 09:06:38 PM) Link | Quote
THANK YOU! I never got anything to play Kotor's sounds before, try digging a bit more on your files though. Also, consider that it may be like Unreal Engine 1-2 packaging, and that's the file for the engine's audio file type, rather than any known file, and it may be through an import system.
NotSoOriginalUsername
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Posted on 04-27-13 07:02:06 PM Link | Quote
A bit of a bump, and I apologize, but I thought I would post some more findings. This is a rather old post that I meant to post for sometime, but I've added some more recent findings.

The first thing that I've learned is that the PC version of the game has four music files instead of just one. This is pretty interesting, as I can't imagine why they would compress it into one like they did with the PS2 version. There also seem to be more files that actually play in Foobar2000. I downloaded a straight MP3 conversion long ago that contained the original file names, and I'm starting to think that it was ripped from the PC version (I forgot to mention this, so I'm really not the first to point this out, as I'm sure the post that uploaded the links made SOME sort of mention).

Also, Foxhack mentioned something about game music being in pieces, and this game actually does something like that. Prepare for a lengthy explanation:

The game has several songs that are used that have their own "special" introduction. A good example is "Cell Out", which is the song that plays in I think three missions, all of which you had to assist Professor Frink (the file names suggest it's SUPPOSED to be referred to as "frink_main"). If you recall that song, it has an introduction that has the basic background "tapping" sound along with the violin before kicking into the actual song. The song that is used in Level's 1 and 4, Monkey See, Monkey D'oh, also have an introduction that is only used at the very start of the mission, but when the main part of the song begins, this intro is never heard again, even when it loops.

The game actually has a way of looping songs with their own introduction that isn't played again when it loops (one-time introductions). The intro and the actual song are separated. For example, take "frink_main". The game also has a file named "frink_intro", and while the files don't contain what the name would suggest (I apologize if this is getting confusing), the introduction for Cell Out and the main part are included in two other separate files.

What the game does is that it appears to have two songs programmed to play when certain flags are set (Taking on the Cell Out mission) if the song is supposed to have it's own introduction that is only played once at the start. So, what this is what the game does:

It calls for "frink_intro" when Cell Out starts, then, after it is done, it plays "frink_main". Once the main part is done, it replays "frink_main". So, "frink_intro", "frink_main", and then infinitely repeat "frink_main" until time runs out or the mission is completed in Cell Out and other "special" mission songs.

Some songs don't have their own special introduction, such as "The Fat and the Furious (In Vehicle)/Alien Auto Topsy Part III". In which case, the songs simply don't have their own introduction, and just play themselves indefinitely until the mission is completed/failed.

Thought that was sort of interesting, as this is the only game that I know of that does this (splits the intros for songs that have "special one-time" intros).

While I'm still on the topic of this, I'm a bit confused what triggers the other variations of "Kang and Kodos Strikes Back". The song has a "normal", "drama", and a "successful" variation. You would think that the drama variation is used if you're losing, and the successful one is used when you're winning. It seems to play all the variations in order. It seems to start from normal, then "drama", then "successful". But, I have seen some playthroughs where the losing variation plays first, and by that I mean right at the start. How does the game determine what variation plays or starts off at first? And doesn't the full song kind of count as being unused since you can't listen to all three variations in one playthrough? The Alien car will simply beat you before they can all play.

Also, "The Fat and the Furious" has a special song that can only be heard at the beginning while you're out of your vehicle. While it isn't unused, can it count as one? You only hear it at the beginning if you stay outside of your vehicle, and usually it only takes five seconds to get in your vehicle. After you enter it, the song from Alien Auto Topsy Part III begins to play. This is also the only mission that uses it, strangely enough. The song that plays while inside Homer's car is reused again in Alien Auto Topsy Part III as stated before, and most songs are usually reused again somewhere.
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Jul - The Cutting Room Floor - The Simpsons: Hit & Run - Unused Music + MUSIC.RCF oddities New poll - New thread - New reply


Rusted Logic

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

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