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ICEknight
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Posted on 11-08-13 08:54:49 PM Link | Quote
How could people be already aware of Dinosaur Planet being related to DKR2 before all this stuff was found, anyway?
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Posted on 11-08-13 09:36:48 PM Link | Quote
By documents and discussion on the game's early development, as the article says.

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koolaidman
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Posted on 11-08-13 10:10:44 PM (last edited by koolaidman at 11-08-13 10:11:09 PM) Link | Quote
Noticed that STORYBOARD.bin and TRACKS.bin seem to have similar headers for each part contained in the file, at least maybe part of it. Based on the tab files for each, the 0x3 byte in what I think is the header is 0009. It definitely does look compressed in something though. What formats did Diddy Kong Racing use? Maybe these are similar?

TRACKS.bin should be something from Diddy Kong Racing since both FRONTTEXT.bin and TEX.bin have the same date as TRACKS.bin according to the 'out' log. In fact, there are quite a few files modified on Jan 6 1999. Some of the sizes in the 'out' log are different from the sizes included on the disc though, so this log is obviously a remnant from an earlier date (it probably wasn't made in 2001/2002).
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Posted on 11-09-13 05:14:00 AM Link | Quote
Originally posted by Tamkis
Originally posted by CoinCollector
Originally posted by puddinpops
Besides waiting for this Phil, we still haven't gotten a real n64 pro in here to look at any of this, have we?

Think it's time we start looking

Yeah that'd be pretty good, wouldn't it?

Alrighty, I sent off some emails/PMs to the N64 ultradudes I could think of off the top of my head: marshalh, Coolboyman, Zoinkity, & SubDrag.


It also couldn't hurt to maybe email/PM Skelux (of SMSR fame) and Kaze. Although both are primarily involved with SM64 hacking, both have an excellent grasp on MIPS R4300i, and both are members on Jul.
. Just my 2c.


I'd say it's worth a shot. Nothing bad can really come from that can it? Also, I'm impressed by the progress being made almost daily, keep this up, it's awesome.
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Posted on 11-09-13 10:12:35 AM (last edited by Hugo_Peters at 11-09-13 11:47:32 AM) Link | Quote
Ok, besides the shitload of info I really hope I'm able to post soon, I have found something different.

In the file MAPSINFO.bin, there's a listing of levels from DP / SFA. Here is everything that's in there (sorted alphabetically) (not sure if this has been posted already):

Animtest
Arwing City
Arwing Cloud
Arwing Darkice
Arwing Dragon
ArWing Level - Andross
Arwing to Planet
BOSS DarkIce
BOSS Drakor
BOSS Scales
BOSS TRex
bossdrakorrock
Cape Claw
ccBridge
cfcolumn
cfdungeonblock
cfgalleon
cfgangplank
cfliftplat
cfprisoncage
cfprisondoor
CloudRunner - Dungeon
CloudRunner - Race
CloudRunner Fortress
cloudrunnermap
DarkIce Mines - Bottom
DarkIce Mines - Top
dbstepstone
dfcavehatch1
dfcavehatch2
dfpodium dfcradle
dim2 ice block1
dim2 ice block2
dim2icefloe
dim2icefloe1
dim2icefloe2
dim2lift
dim2stonepillar
dimhornplinth
dimpushblock
Dragon Rock - Bottom
Dragon Rock - Top
drliftplat
drpushcart
galleonship
Game Front
Great Fox
hdimbossgut
Ice Mountain
imspacecraft
kameriancolumn
krazchamber
Krazoa Palace
LightFoot Village
LinkA - Warpstone to Others
LinkB - Ice2Wastes
LinkC - Wastes to Hollow
LinkD - Darkmines top 2 bot
LinkE - hollow to moon pass
LinkF - moonpass to volcano
LinkG - hollow to lightfoot
LinkH - lightfoot to capecl
LinkI - CloudRunner2Race
LinkJ - capeclaw 2 ocean fo
LinkK - Nik Test
Magic Cave - Small\Big
MazeTest
Moon Mountain Pass
Not Used - BOSS Kamerian D
Not Used - CloudRunner - T
Not Used - CloudRunner - T
Not Used - CloudRunner2Rac
Not Used - DarkIce Mines
Not Used - DarkIce Mines
Not Used - Diamond Bay
Not Used - Discovery Falls
Not Used - Duster Cave
Not Used - EarthWalker Tem
Not Used - Front End2
Not Used - Ice Mountain 2
Not Used - Ice Mountain 3
Not Used - Inside Galleo
Not Used - Krazoa Palace
Not Used - Krazoa Shrine
Not Used - MikesLava
Not Used - WGShrine
Not Used - Willow Grove
Not Used - WMinsert
nwboulder
nwshcolpush
nwtreebridge
nwtreebridge2
Ocean Force Point - Bottom
Ocean Force Point - Top
Rolling Demo - Just In Case
Ship Battle
shlily
Shop
SnowHorn Wastes
Test Of Combat
Test Of Fear
Test Of Knowledge
Test Of Skill
Test Of Strength
ThornTail Hollow
ThornTail Hollow - Undergro
vfppushblock
vfpslide1
vfpslide2
Volcano Force Point
Walled City
wcbouncycrate
wcpushblock
wctemplelift
World Map
scstatue

This file might rather be from the E3 demo, note that is says "Not Used - Discovery Falls" and the "dfalls" folder on the E3 disc is empty.

Now, I'm finally able to decompress the data out of the ZLB files, using SubDrag's tool, though not the ZLO data (which is probably compressed using this: http://www.oberhumer.com/opensource/lzo/ (note how it mentions Nintendo64 at portability, Wii (or GameCube) as well)).
I extracted the files out of MAPS.bin, and this is were it gets funny.

When you count all of the lines in MAPSINFO.bin, you come to a total of 116. The sum of all extracted files from MAPS.bin is... you guessed it, 116. Yay! Though a lot of the files are 1 KB and seem to be almost the same Still might contain some interesting bits though.

Here's a download to the extracted files, though I have no idea how to open them (looks at xdaniel ).
BTW, I decompressed / extracted the TEX0.bin, TEX1.bin, TEXPRE.bin and MODELS.bin as well, together with the animtest models from the SFA demo.

Link: https://mega.co.nz/#!6cEAXDBb!CodcGlrWozpXPBxQ0uygVGiHrWRbKSsHXWzG3aEo4ro
EDIT: Updated link, forgot to include MODELS.bin. There are only 36 models in MODELS.bin though, not sure....... most of the models seem to be defined in OBJECTS.bin.. Could MODELS.bin be DKR 2 stuff?

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Posted on 11-09-13 10:38:40 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by Hugo_Peters
Here's a download to the extracted files, though I have no idea how to open them (looks at xdaniel ).

Heh, but it'll probably be Sunday afternoon before I get to looking at them, so everyone else feel free to take a stab at this too


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Posted on 11-09-13 01:28:58 PM (last edited by koolaidman at 11-09-13 01:40:54 PM) Link | Quote
OBJECTS.bin contains strings for a variety of objects used in the game, with some kind of data in between each object. In the prototype, believe it or not, this file is significantly bigger than the final retail version. And to top it all off, the prototype even includes a second OBJECTS file that contains significantly less entries that's not used called OBJECTS.bin2. Here are the list of objects name contained in that file (I used Hex Workshop to export the list of strings so there might be some inconsistencies):


Address        "Length (dec)"  "Length (hex)"  Strings

00000058 11 0B DummyObject
00000118 9 09 AnimDummy
000001D8 5 05 Sabre
00000998 7 07 Krystal
000011D8 6 06 Tricky
000014B8 11 0B TrickyBadge
00001578 15 0F TrickyBadgeChea
00001638 15 0F AnimTrickyBadge
000016F8 15 0F ModelsWithTrick
000017F8 10 0A AnimTricky
000018B8 8 08 AnimKyte
00001998 15 0F TrickyExclamati
00001A58 14 0E TrickyQuestion
00001B18 10 0A TrickyFood
00001BD8 5 05 sword
00001CD8 5 05 staff
00001E18 10 0A fox_shield
00001ED8 9 09 staffAnim
00001F98 8 08 staffEnd
00002058 15 0F AnimStandardFir
00002118 8 08 BackPack
000021D8 11 0B groundquake
00002298 10 0A SCweaponT1
00002358 14 0E animSCweaponT1
00002418 10 0A SCweaponT2
000024D8 10 0A SCweaponT3
00002598 10 0A SCweaponT4
00002658 10 0A LFweaponT1
00002718 10 0A LFweaponT2
000027D8 9 09 BGSweapon
00002898 8 08 projball
00002957 15 0F 6rapidFireLaser
00002A18 7 07 grenade
00002AD8 7 07 icebeam
00002B98 15 0F FlameThrowerSpe
00002C58 9 09 FlameBall
00002D18 11 0B SkeetlaWall
00002DD8 8 08 ChukChuk
00002EB8 9 09 Kaldachom
00003018 7 07 Grimble
00003118 8 08 Snipluck
000032D8 8 08 Snaplack
00003498 15 0F TumbleWeedBush1
00003578 15 0F TumbleWeedBush2
00003658 15 0F TumbleWeedBush3
00003738 15 0F TumbleWeedBush4
00003818 9 09 GuardClaw
000039B8 13 0D GCRobotPatrol
00003AB8 6 06 Vambat
00003B78 7 07 Firebat
00003C38 10 0A HagabonMK2
00003CF8 9 09 Mikaladon
00003DB8 11 0B SpittingEba
00003E78 10 0A MutatedEba
00003F58 7 07 Rachnop
00004038 6 06 PinPon
000041D8 6 06 Weevil
00004298 11 0B BattleDroid
00004398 6 06 Kooshy
00004478 10 0A KooshyHill
00004538 10 0A HoodedZyck
000045F8 11 0B FireCrawler
000046F8 6 06 RedEye
000048D8 12 0C ShadowHunter
000049D8 12 0C SwampStrider
00004A98 7 07 Hagabon
00004B58 11 0B SwarmBaddie
00004C18 10 0A WispBaddie
00004CD7 16 10 1KaldachomShield
00004D97 16 10 1LaserTurretShie
00004E57 14 0E 1KaldachomSpit
00004F17 12 0C 1PinPonSpike
00004FD7 9 09 1MikaBomb
00005097 15 0F 1MikaBombShadow
00005157 8 08 1IceBall
00005217 13 0D 1IceBallSmall
000052D7 11 0B 1ChukaChuck
00005397 7 07 1Pollen
00005457 15 0F 1PollenFragment
00005517 12 0C 1Tumbleweed1
000055F7 12 0C 1Tumbleweed2
000056D7 12 0C 1Tumbleweed3
000057B7 12 0C 1Tumbleweed4
00005877 16 10 1Tumbleweed1twig
00005977 16 10 1Tumbleweed2twig
00005A77 16 10 1Tumbleweed3twig
00005B77 16 10 1GCRobotLightBea
00005C38 12 0C GCRobotBlast
00005CF7 16 10 1GCRobotPatrolLi
00005DB7 15 0F 1GCbaddieShield
00005E78 15 0F sharpclawSnowcl
000061B8 14 0E sharpclawGrunt
00006578 15 0F sharpclawSoldie
00006898 15 0F sharpclawComman
00006BB8 15 0F sharpclawAssass
00006ED8 15 0F sharpclawShadow
000071F8 10 0A CannonClaw
00007358 15 0F BossGeneralScal
000076B8 15 0F baddieInterestP
00007778 12 0C AnimSnowClaw
00007878 13 0D AnimSharpclaw
00007978 15 0F AnimSharpclawSo
00007A78 15 0F AnimSharpclawCo
00007B78 15 0F AnimSharpclawAs
00007C78 8 08 DIM_Boss
00007FF8 11 0B DIM_BossGut
000080B8 14 0E DIM_BossTonsil
000081D8 15 0F DIM_BossGutSpik
00008298 15 0F DIMBossIceSmash
00008378 12 0C DIM_BossSpit
00008438 13 0D DIMSpellstone
000084F8 15 0F DIMbosscrackpar
000085B8 15 0F DIMbossfiregrat
00008677 11 0B " AnimDrakor"
00008737 11 0B " BossDrakor"
000088B7 14 0E " DrakorMissile"
00008977 15 0F " DrakorHoverPad"
00008A57 13 0D " DrakorEnergy"
00008B17 12 0C " DrakorCrate"
00008BD7 16 10 " DrakorSpellston"
00008C97 15 0F 8DRDebrisGirder
00008D57 14 0E 8DRDebrisPipes
00008E17 13 0D 8DRDebrisPipe
00008ED7 16 10 " BossDrakorDeath"
00008F98 5 05 Timer
00009058 15 0F BossDarkorFlame
00009117 16 10 " BossDrakorFireH"
000091D7 16 10 " BossDrakor_sequ"
000092B7 16 10 " BossDrakor_Dumm"
00009377 12 0C !KT_RexLevel
00009437 7 07 !KT_Rex
00009677 16 10 !KT_RexSequences
00009757 16 10 !KT_RexDoorPlaye
00009837 15 0F !KT_RexDoorTrex
00009917 16 10 !KT_RexFloorSwit
000099D7 13 0D !KT_Lazerwall
00009A97 14 0E !KT_Lazerlight
00009B57 9 09 !KT_Torch
00009C17 16 10 !KT_Fallingrocks
00009CD7 16 10 !KT_AnimSpellSto
00009D98 13 0D generalscales
0000A098 8 08 KytesMum
0000A238 12 0C AnimKytesMum
0000A2F8 13 0D AnimGuardClaw
0000A3B8 6 06 steggy
0000A478 6 06 Nutter
0000A538 7 07 Mammoth
0000A5F8 5 05 Trex1
0000A6B8 6 06 Krazoa
0000A778 13 0D AnimGuardClaw
0000A8B8 14 0E CFrunnerstatue
0000A978 14 0E CFrunnerstatue
0000AA38 13 0D CFLightPillar
0000AAF8 14 0E CFDungeonLight
0000ABB8 11 0B CFGCrubble1
0000AC78 11 0B CFGCrubble2
0000AD38 11 0B CFGCrubble3
0000ADF8 11 0B CFGCrubble4
0000AEB8 13 0D CFGCpillbreak
0000AF78 14 0E CFGCsmallblock
0000B038 7 07 SkyDome
0000B0F8 14 0E CFLevelControl
0000B1B8 15 0F CFCloudCalPicku
0000B2D8 15 0F CFAnimCloudCall
0000B398 11 0B CFCloudCall
0000B458 15 0F CloudPrisonCont
0000B518 15 0F CloudShipContro
0000B5D8 13 0D CF_ObjCreator
0000B698 13 0D CFPrisonGuard
0000B7D8 11 0B CFPrisonKey
0000B8F8 15 0F CFPickKrystalSt
0000BA18 11 0B CFPowerLock
0000BB18 12 0C CFPrisonDoor
0000BBF8 15 0F CFWinPrisonDoor
0000BCD8 13 0D CFPrisonUncle
0000BE18 15 0F CFProjectileFra
0000BED8 7 07 CFPerch
0000BFD8 12 0C CFPrisonCage



You can view the object list for OBJECTS.bin in both the prototype and the final US version here (because the list is enormous, I won't post everything here):

Prototype
US Final

The only thing that seems to be missing from OBJECTS.bin2 (besides everything after CFPrisonCage) is 8InfoTablet.

Also to Hugo: did you show Phil the music I ripped?
Hugo_Peters

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Posted on 11-09-13 02:39:31 PM Link | Quote
Originally posted by koolaidman

Also to Hugo: did you show Phil the music I ripped?


I sent him a huge zip archive with everything in it, including the music, though he does not want to download the files, because he currently has an active relationship with Nintendo and does not want to download copyrighted material. He's helping verbally as much as he can.


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divingkataetheweirdo

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Posted on 11-09-13 04:19:43 PM (last edited by divingkataetheweirdo at 11-09-13 06:13:17 PM) Link | Quote
Originally posted by Hugo_Peters

I sent him a huge zip archive with everything in it, including the music, though he does not want to download the files, because he currently has an active relationship with Nintendo and does not want to download copyrighted material. He's helping verbally as much as he can.


Makes sense, considering that he plans to release Tengami on the Wii U. Besides, he is part of Nyamyam Games. He could still listen to the music on YT, although I think even that may be a wee dubious.

Still, nice to hear that's giving some helpful advice with all of this. Also, the Diddy Kong Racing 2 stuff seems interesting, although I initially thought it was for a different racing game. I have to wonder how far that good.

I wish I could be of more help, but I've yet to download the E3 proto. While I know how N64's internals, I haven't applied said knowledge. I'll take a look at those textures later today.


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Posted on 11-09-13 07:10:31 PM (last edited by Hugo_Peters at 11-09-13 07:38:41 PM) Link | Quote
Aha! Look at my amazingly epic Tile Molester skills.[/sarcasm]



At least it's something!! EDIT: BTW, these are from the RETAIL TEX0.bin!

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Posted on 11-10-13 04:05:32 AM (last edited by 2Tie at 11-10-13 04:09:40 AM) Link | Quote
In order, left to right, top to bottom:
Alpine root, or snowhorn artifact. Not sure if similar to final game icon.
Not sure what this could be. Bomb Spore or maybe what a Duster might've looked like?
What I'm guessing to be the Moon Stone, found in Walled City in SFA
A key without a hole, not sure what its SFA analogue would be.
Sun's Stone, see moon stone
Transformation/Disguise Spell. Looks identical to SFA's icon, though in the DP Alpha, it used Krystal's face :\
not sure what this one is, looks more rectangular than square/diamond...
A gold or silver tooth, also from Walled City.
not too sure on this one either. Anybody..?
another key :c
a gear from SnowHorn Wastes
A Moonseed! almost very similar, if not the same, as SFA.

ALSO: Crap Starfox has a symbol similar to DP's beside the magic meter. hm...

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Posted on 11-10-13 07:14:44 AM Link | Quote
Originally posted by koolaidman
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.

I'm curious about this bit. How exactly was the sequence data converted to MIDI? What was the original format? I ask because it seems there was a problem with handling the pitch bend, which is most obviously heard in track 49 or 50 (00000032 00051D24):
https://www.youtube.com/watch?v=UbfcXpFTXks (song in the final game)
https://www.youtube.com/watch?v=nm-PBRWkh4M (from the reconstructed OST)

I don't believe the difference in pitch can be attributed to being an earlier version of the song, given how note-for-note similar it is otherwise. There's some other songs that stick out with off-key notes as well. If I could understand the format of the original sequence data, and how it was converted to MIDI, I could try to help figure out what may be wrong in the conversion.

All that said, I've extremely impressed with all the work that's been done in this thread. The model data extraction also has my interest piqued.
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Posted on 11-10-13 11:02:06 AM Link | Quote
Guys, you are great.

Just a few bits of information:
- hdimbossgut: dimboss refers to the boss in the Dark Ic Mines:


-LinkK - Nik Test: refers to Nik Palmer.

-Not Used - BOSS Kamerian D: final boss?
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Posted on 11-10-13 12:21:04 PM (last edited by koolaidman at 11-10-13 12:36:57 PM) Link | Quote
Originally posted by KCat
Originally posted by koolaidman
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.

I'm curious about this bit. How exactly was the sequence data converted to MIDI? What was the original format? I ask because it seems there was a problem with handling the pitch bend, which is most obviously heard in track 49 or 50 (00000032 00051D24):
https://www.youtube.com/watch?v=UbfcXpFTXks (song in the final game)
https://www.youtube.com/watch?v=nm-PBRWkh4M (from the reconstructed OST)

I don't believe the difference in pitch can be attributed to being an earlier version of the song, given how note-for-note similar it is otherwise. There's some other songs that stick out with off-key notes as well. If I could understand the format of the original sequence data, and how it was converted to MIDI, I could try to help figure out what may be wrong in the conversion.

All that said, I've extremely impressed with all the work that's been done in this thread. The model data extraction also has my interest piqued.


Rare games sometimes used the AMSeq format for their N64 games. I told SubDrag that there was data in AUDIO.bin that looked like the sequence format in Diddy Kong Racing and he was able to add support in N64MidTool for it. There are some problems with the converted sequences as I said when I released everything, here are some that I encountered:

1.) Pitch problems - as you said, there are some pitch problems in songs that heavily depend on it. For the song you listed I tried to shrink the pitch change values but nothing seemed to sound quite right so I left it to go work on other songs. For that song in particular I knew it was exactly the same as the one used in SFA so I figured it wasn't important to fix that particular one, but you're right that there are more that aren't used that have the same problem. But sometimes there were songs (like Discovery Falls) where the pitch changes are actually too weak. And most of the other songs had pitch changes that were just right. So you'll have to talk to SubDrag about this one.

2.) Program/Patch changes mid song - this wasn't much of a problem since ValleyBell's program worked wonderfully to split the individual channels that had changes and carry their pitch/patch settings over. But since it was an automated process it might've messed some stuff up (in fact there were one or two songs that didn't want to go through his program so I had to resave the MIDI file from a DAW elsewhere and open that up instead). One song that really had this problem bad was the Northern Wastes one. This song is really crazy as it basically has 3 songs in one MIDI file (a lot of the songs do this), each song with it's own channels and using some channels from the other songs. Thankfully I was able piece together something based on IOnEI Falcon's 1 hour video and the officially released version (during the game's original production) but it still sounds inaccurate because I wasn't as familiar with the song at the time so I just left it as is. There were a lot more problems with this song specifically which I'll get into later.

3.) Possible missing channels/notes - not as much as a problem because there weren't many places where it seemed like it was missing channels/notes. The only places that seemed noticeable were the ones for the Test of ____ tracks and Ice Mountain Race where the vocals were missing but the voice samples are actually still in MUSIC.bin (where all the other instrument samples are kept). The officially released music from DP was probably not taken directly from an N64, so there were probably some things that needed to be fixed during the conversion process to the game.

4.) Incorrect notes - also not as much of a problem, but there were some songs that seemed to be using the wrong samples (originally, Discovery Falls was like this but was an easy fix). This might have more to do with the soundfont I made rather than the converted MIDI, but I remember double checking this to make sure it wasn't a problem in other songs but I still ended up having the same problem here and there. (00000052 00081BD8 being the biggest case since nothing seems to work for it and there's no telling what the original sounded like).

5.) Problems with the soundfont - As I said, the instrument samples were taken from MUSIC.bin. The samples were extracted with N64SoundTool, which also has it's share of problems too. Luckily, the majority of the samples in MUSIC.bin were exactly 22khz, but there were still some that had a different rate. I had to manually fix this in Audacity, but since the samples had to be rerendered I lost the root key and loop point for the sample so these had to be recalculated. As a result, there are some parts where the instruments sound a little off, the biggest offender being the piano patch (which I still have no clue how to fix since it appears to be right but still sounds way off). To make matters worse, a lot of the patches used a variety of samples (for instance, there was one patch that had vocal expressions, drums, AND sfx all in one) and to top it all off, instead of having each sample have one root key the game spans the sample across multiple keys in range of the root key. Luckily I don't think I messed that up, but there might be problems with some of the samples themselves still.

6.) No looping - can't be helped I think. You can use some creative license to make up your own loop point for the song though. A lot of the songs sound very good even without a loop, like a soundtrack version.

For a lot of these problems you'll have to take it up with SubDrag since he understands the format a lot more than I do. Again, I'm an amateur at audio stuff so this stuff took a huge part of my time to figure out. Would it help if I shared my FL Studio project files? I don't know if it'd work for anyone else's set up though but it would beat having to do the same work I did over again just to fix a few mistakes.

(btw I forgot to mention, if anyone doesn't like the reverb/post effects I added to the mixes you can open up the converted MIDIs and the soundfont in SynthFont. I just added a few effects to make it sound a bit nicer).

EDIT: Ack I'm noticing a lot of problems now that were oversights when I worked on this stuff in FL Studio where I used the wrong patches. You can hear more correct versions in SynthFont. I'll go back and fix these when I have more time in December. swhgpuiswergiuwgh
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Posted on 11-10-13 02:39:05 PM Link | Quote
Originally posted by gonetogo
Guys, you are great.

Just a few bits of information:
- hdimbossgut: dimboss refers to the boss in the Dark Ic Mines:


-LinkK - Nik Test: refers to Nik Palmer.

-Not Used - BOSS Kamerian D: final boss?


Kamerian D, as in Kamerian Dragon, would be the battle with Drakor (random dragon battle for a spellstone in SFA, most likely final battle in DP. The Kamerian Heart is supposed to be another boss battle, I believe.)

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Posted on 11-10-13 04:42:22 PM (last edited by Hugo_Peters at 11-10-13 04:42:43 PM) Link | Quote
I noticed this:
When playing SFA, you can see a light "glitch" occur: find a random light somewhere, and try to block the light using an object, like a pilar. You will still see the "glow" of the light through the object. What's funny, is that the same glitch occurs in DP! See http://youtu.be/cOVBRJToVDY?t=9m20s notice how the light/fire in the background goes "through" Krystal.

Some more text from [retail and e3] default.dol (not gonna up addresses up here, search for the string if you want to know )

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***************************************
! ! ! C A U T I O N ! ! !
This TV format "DEBUG_PAL" is only for
temporary solution until PAL DAC board
is available. Please do NOT use this
mode in real games!!!


MetroTRK for Dolphin v0.5
(Anybody knows what that program is?)

There is A LOT, and I mean, A SHITLOAD of strings for loading models / assigning textures, really indepth stuff. There are references to RGB565...

Starting address is 002D3920 in E3 default.dol. Someones gotta take a look at that (read on after the breaks, there's an insane amount of info there, that could help with writing a model viewer or something)




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oaa
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Posted on 11-10-13 05:28:14 PM Link | Quote
Originally posted by Hugo_Peters

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I'm pretty sure this is some SDK stuff, a few other games have this text.
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Posted on 11-10-13 05:31:17 PM Link | Quote
Originally posted by oaa
Originally posted by Hugo_Peters

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I'm pretty sure this is some SDK stuff, a few other games have this text.

Yeah, that's what I thought. Still kinda interesting to see parts of the N64 SDK pop up in the GC code, though.

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Posted on 11-10-13 05:57:59 PM Link | Quote
Originally posted by Hugo_Peters
Originally posted by oaa
Originally posted by Hugo_Peters

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I'm pretty sure this is some SDK stuff, a few other games have this text.

Yeah, that's what I thought. Still kinda interesting to see parts of the N64 SDK pop up in the GC code, though.


No, not really.

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Posted on 11-10-13 06:14:23 PM (last edited by Hugo_Peters at 11-10-13 06:16:49 PM) Link | Quote
Originally posted by einstein95
Originally posted by Hugo_Peters
Originally posted by oaa
Originally posted by Hugo_Peters

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I'm pretty sure this is some SDK stuff, a few other games have this text.

Yeah, that's what I thought. Still kinda interesting to see parts of the N64 SDK pop up in the GC code, though.


No, not really.

Still makes me wonder why there are parts of the service disc in SFA's code... they might've gotten the source code for it and copy-pasted parts so they could bootstrap DP on the GC easier...

EDIT: Pretty sure it's not from the Service Disc, but from the SDK, as in the service disc I found this string: "MetroTRK for Dolphin v0.8" while in SFA they're using 0.5.

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Rusted Logic

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

37 database queries, 3 query cache hits.
Query execution time:  0.095363 seconds
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Total render time:  0.136930 seconds


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line 758 column 63 - Warning: <img> lacks "alt" attribute
line 758 column 112 - Warning: <img> lacks "alt" attribute
line 758 column 162 - Warning: <img> lacks "alt" attribute
line 759 column 11 - Warning: <img> lacks "alt" attribute
line 769 column 15 - Warning: <img> lacks "alt" attribute
line 773 column 92 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 778 column 144 - Warning: <img> lacks "alt" attribute
line 787 column 11 - Warning: <img> lacks "alt" attribute
line 788 column 22 - Warning: <img> lacks "alt" attribute
line 788 column 63 - Warning: <img> lacks "alt" attribute
line 788 column 111 - Warning: <img> lacks "alt" attribute
line 788 column 161 - Warning: <img> lacks "alt" attribute
line 789 column 11 - Warning: <img> lacks "alt" attribute
line 799 column 15 - Warning: <img> lacks "alt" attribute
line 803 column 92 - Warning: <font> attribute "color" had invalid value "F185C9" and has been replaced
line 818 column 800 - Warning: <img> proprietary attribute value "absmiddle"
line 818 column 800 - Warning: <img> lacks "alt" attribute
line 820 column 1015 - Warning: <img> lacks "alt" attribute
line 830 column 22 - Warning: <img> lacks "alt" attribute
line 830 column 63 - Warning: <img> lacks "alt" attribute
line 830 column 112 - Warning: <img> lacks "alt" attribute
line 830 column 162 - Warning: <img> lacks "alt" attribute
line 841 column 15 - Warning: <img> lacks "alt" attribute
line 864 column 22 - Warning: <img> lacks "alt" attribute
line 864 column 63 - Warning: <img> lacks "alt" attribute
line 864 column 112 - Warning: <img> lacks "alt" attribute
line 864 column 162 - Warning: <img> lacks "alt" attribute
line 875 column 15 - Warning: <img> lacks "alt" attribute
line 886 column 204 - Warning: <img> lacks "alt" attribute
line 898 column 22 - Warning: <img> lacks "alt" attribute
line 898 column 63 - Warning: <img> lacks "alt" attribute
line 898 column 112 - Warning: <img> lacks "alt" attribute
line 898 column 162 - Warning: <img> lacks "alt" attribute
line 909 column 15 - Warning: <img> lacks "alt" attribute
line 913 column 92 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 951 column 11 - Warning: <img> lacks "alt" attribute
line 952 column 22 - Warning: <img> lacks "alt" attribute
line 952 column 63 - Warning: <img> lacks "alt" attribute
line 952 column 111 - Warning: <img> lacks "alt" attribute
line 952 column 161 - Warning: <img> lacks "alt" attribute
line 953 column 11 - Warning: <img> lacks "alt" attribute
line 963 column 15 - Warning: <img> lacks "alt" attribute
line 974 column 281 - Warning: <img> lacks "alt" attribute
line 980 column 715 - Warning: <img> lacks "alt" attribute
line 990 column 22 - Warning: <img> lacks "alt" attribute
line 990 column 63 - Warning: <img> lacks "alt" attribute
line 990 column 112 - Warning: <img> lacks "alt" attribute
line 990 column 162 - Warning: <img> lacks "alt" attribute
line 991 column 11 - Warning: <img> lacks "alt" attribute
line 1001 column 15 - Warning: <img> lacks "alt" attribute
line 1005 column 92 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 1011 column 637 - Warning: <img> proprietary attribute value "absmiddle"
line 1011 column 637 - Warning: <img> lacks "alt" attribute
line 1049 column 22 - Warning: <img> lacks "alt" attribute
line 1049 column 63 - Warning: <img> lacks "alt" attribute
line 1049 column 112 - Warning: <img> lacks "alt" attribute
line 1049 column 162 - Warning: <img> lacks "alt" attribute
line 1050 column 11 - Warning: <img> lacks "alt" attribute
line 1060 column 15 - Warning: <img> lacks "alt" attribute
line 1090 column 22 - Warning: <img> lacks "alt" attribute
line 1090 column 63 - Warning: <img> lacks "alt" attribute
line 1090 column 112 - Warning: <img> lacks "alt" attribute
line 1090 column 162 - Warning: <img> lacks "alt" attribute
line 1091 column 11 - Warning: <img> lacks "alt" attribute
line 1101 column 15 - Warning: <img> lacks "alt" attribute
line 1132 column 22 - Warning: <img> lacks "alt" attribute
line 1132 column 63 - Warning: <img> lacks "alt" attribute
line 1132 column 112 - Warning: <img> lacks "alt" attribute
line 1132 column 162 - Warning: <img> lacks "alt" attribute
line 1143 column 15 - Warning: <img> lacks "alt" attribute
line 1176 column 22 - Warning: <img> lacks "alt" attribute
line 1176 column 63 - Warning: <img> lacks "alt" attribute
line 1176 column 112 - Warning: <img> lacks "alt" attribute
line 1176 column 162 - Warning: <img> lacks "alt" attribute
line 1177 column 11 - Warning: <img> lacks "alt" attribute
line 1187 column 15 - Warning: <img> lacks "alt" attribute
line 1191 column 92 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 1224 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 1224 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 1224 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 1233 column 25 - Warning: <img> lacks "alt" attribute
line 1238 column 267 - Warning: <img> lacks "alt" attribute
line 205 column 363 - Warning: trimming empty <font>
line 271 column 1129 - Warning: trimming empty <label>
line 271 column 1189 - Warning: trimming empty <label>
line 271 column 1238 - Warning: trimming empty <label>
line 1218 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 203 column 27 - Warning: <nobr> is not approved by W3C
line 207 column 753 - Warning: <td> proprietary attribute "background"
line 234 column 27 - Warning: <nobr> is not approved by W3C
line 262 column 27 - Warning: <nobr> is not approved by W3C
line 297 column 27 - Warning: <nobr> is not approved by W3C
line 455 column 27 - Warning: <nobr> is not approved by W3C
line 493 column 27 - Warning: <nobr> is not approved by W3C
line 710 column 27 - Warning: <nobr> is not approved by W3C
line 740 column 27 - Warning: <nobr> is not approved by W3C
line 774 column 27 - Warning: <nobr> is not approved by W3C
line 804 column 27 - Warning: <nobr> is not approved by W3C
line 846 column 27 - Warning: <nobr> is not approved by W3C
line 880 column 27 - Warning: <nobr> is not approved by W3C
line 914 column 27 - Warning: <nobr> is not approved by W3C
line 968 column 27 - Warning: <nobr> is not approved by W3C
line 1006 column 27 - Warning: <nobr> is not approved by W3C
line 1065 column 27 - Warning: <nobr> is not approved by W3C
line 1106 column 27 - Warning: <nobr> is not approved by W3C
line 1148 column 27 - Warning: <nobr> is not approved by W3C
line 1192 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 392 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md