Last 30 Comments On Files/Screenshots
|2015-08-02 01:55:34||N64 Midi Tool||SpazZTRoN64||Took me a while to even get the Perfect Editor to do anything without crashing.Eventually i got to the Model Details Menu and i found the Perfect Menu midi.To get it to sound like the original i had to patch-up a few things in ModPlug but i got what i wanted.|
Thanks for all your help SubDrag.
|2015-08-01 15:34:14||N64 Midi Tool||SubDrag||Use the GoldenEye Setup editor, in PD mode, in 39850 dialog, model details tab. It lets you rip all the midis. Seems like N64 Midi Tool list lost some of the midis, but that tool has them all.|
|2015-08-01 14:04:22||N64 Midi Tool||SpazZTRoN64||The only time menu is mentioned is when it lists Pause Menu,no main menu or Perfect Menu(Lol).I downloaded the tool again and used the correct rom(V1.1)and still nothing.If you see it in the list please upload it somewhere.|
|2015-08-01 13:41:57||GoldenEye/PD Editor 2.5/1.0||SubDrag||Generally advised to do this in the modelling program, but it is possible though tricky, by exporting room positions, adding your room to end, then exporting background file.|
|2015-08-01 13:39:40||N64 Midi Tool||SubDrag||Should be there - I see a lot of names with the word Menu in there in midi tool.|
|2015-08-01 11:17:17||N64 Midi Tool||SpazZTRoN64||Thanks for the tool SubDrag but just a few minutes ago i found a soundfont of perfect dark,which when injected into MPT as the main midi library takes care of pretty much all the issues i had.But i do have one problem.I really need the main menu theme yet neither the regular midi tool nor the soundbank tool show it in the track list,let alone export it,and i really want it.So why isnt it supported?Is it because it cant find it in Version 1.1 or something?|
|2015-08-01 07:58:19||GoldenEye/PD Editor 2.5/1.0||The Strev||Is there a way I can add an extra room on to any level?|
|2015-08-01 05:40:44||N64 Midi Tool||SubDrag||There is a combined one, it's called N64Soundbank Tool at http://goldeneyevault.com/viewfile.php?id=302 It can export the soundfont, or preview the midi using SoundFont.|
|2015-08-01 02:09:36||N64 Midi Tool||SpazZTRoN64||I really wish the midi tool and sound tool were combined into one,or at the very least do what VGMtrans does best with DS games,being able to export midi's and recognize and export the correct sound bank for the midi/track.Its really easy with DS games,and you can make a perfect tracker reconstruction with the snap of a finger,but with n64 games you need to put alot of hard work into it.It took me around 3 months to make a 90% accurate reconstruction of smash bros 64 hyrule castle theme (https://www.dropbox.com/s/fkyuqew4jkvinic/legend%20of%20zelda2.it?dl=0).Im asking for this(if possible)purely because i need some themes from perfect dark in tracker format purely because of it being small in size in comparison with mp3 files,and since im gonna use it for jazz jackrabbit 2 servers it really matters since the file transfer protocol by digiex is really slow,and noone is gonna wait for an mp3 to download|
|2015-07-14 11:53:46||Universal N64 Compressor||fox7469||Hello SubDrag. Im trying edit the files .bin ( that produced a ROM when is descommpresed) and i want know: How i can inject these .bin files to ROM? because I've tried but i cannot. |
Please says me.
|2015-07-11 05:33:40||N64 Midi Tool||SubDrag||Pokemon Stadium 2...is supported! Has been for a little bit. It uses seq64.|
|2015-07-11 05:20:08||N64 Midi Tool||Keaton Grovey||Will there be any support for Pokemon Stadium 2, the White City menu music is calling out to me to be remixed :(|
|2015-07-10 10:01:20||N64 Sound Tool V1.2||WDLmaster||Erm... I think you skipped one of my last posts (or misunderstood it) about that floating point number given in the 'float key' field. If you multiply 32000 with the value there, you get the correct sample rates. It has mixed rates. Some speech samples are in 16000, some even as low as 7000. A unified rate of 8000 is wrong.|
|2015-07-10 09:56:40||N64 Sound Tool V1.2||WDLmaster||Yes, I know, it is 8000 for THAT bank only. That's why I said to leave the override as completely optional. The master sample rate is still correct (32000). There you have an example, where the bank's rate (8000) is correct. But in other games (Yoshi for instance) the 8000 is definitely, without doubt, wrong. It HAS to be 32000 unless the tool hides some other, unknown stuff about the bank. |
|2015-07-10 09:10:57||N64 Sound Tool V1.2||SubDrag||I fixed the Star Fox gui, but I think your override rate is wrong, it looks more like 8000 to me.|
|2015-07-10 04:40:33||N64 Sound Tool V1.2||WDLmaster||This has no effect on Dolby Surround because it's just a matter of where you send (analog) audio data, after everything else is already decompressed and processed. Sorround is basically the last step in the chain. The problem with the different formats discussed here is/was how to decompress them, which comes before anything else. That seems to be pretty much covered by now. The only optional thing left is how to get the original sample rate for every sound for lazy people who don't want to tweak stuff on their own (I'm NOT one of them).|
It doesn't matter if the rate is different from the master rate as long as the key mapping compensates for that. With the SF64Uncompressed and ZeldaUncompressed format, thanks to that floating point variable called ''(float) key'', the original sample rate for any sound can be obtained simply by multiplying the master rate with that factor. This yields correct results at least for SFX. I noticed that ''decay time'' and ''float key'' labels have to be swapped in SF64Uncompressed format.
But the more I look into the key mappings of games the more I come to the conclusion that it's simply impossible to obtain the original sample rate for every sound because of the ''nature'' of things. In the majority of games it's kinda possible with base key and min/max key but because the sounds in N64 are played like on a virtual keyboard, the actual center frequency can be seen as undefined. It can be anything between key min and max. The MIDI message that is sent when playing the sound decides at which rate it should be played.
|2015-07-10 00:46:36||N64 Sound Tool V1.2||Ortsa||How would all this effect a game that has dolby surround sound like Perfect Dark? Maybe it can explain why GE:X has instrument issues with PD's sound banks system.|
|2015-07-09 17:08:17||N64 Sound Tool V1.2||SubDrag||Alright thanks, added those (rounded to common rates). A lot of games the banks seemed to show double the rate (I wondered if maybe cause of something with stereo vs mono), while other games seem to be completely different than their specified rate.|
|2015-07-09 05:42:09||N64 Sound Tool V1.2||WDLmaster||Hmmm…. I'm confused. Some game's sound banks indeed use the bank's own sample rate to get the correct pitch but not ALL games. Of course not, because every developer can do arbitrary stuff – sigh. Better leave the override in as completely optional because, as I see it, it's impossible to correctly support EVERY game out there without some user tweaking. I can only speculate but to me it seems that at least the more "primitive" and badly ported games, that only use Nintendo's Dev Kit are working with the bank's sample rate. Other, mode advanced developers do things differently and do not entirely rely on the specs given by Nintendo. Even Nintendo itself (as seen with OOT and Yoshi's Story) does not use the bank's sample rate. |
|2015-07-09 04:23:36||N64 Sound Tool V1.2||WDLmaster||Yes, I would round them to nearest standard rate. I have no idea why they are that way. I have a few more, taken from the USFs this time. Quite a bunch of 44 kHz games. Tetrisphere and The New Tetris are 2 special cases that do not depend on the master sample rate because DCM is self contained. It stores the packed frequency with EVERY note and does not use key numbers. But the sounds themselves still have no standard frequency in the header…|
1080° Snowboarding: 32006
Battle Tanx: 22047
Buck Bumble: 44016
Diddy Kong Racing: 22047
Duke Nukem Zero Hour: 22047
Extreme G: 22047
Extreme G XG 2: 22047
Goemon's Great Adventure: 44095
Ganbare Goemon - Mononoke Sugoroku: 44095
Mystical Ninja: Starring Goemon: 44095
Hybrid Heaven: 44095
Killer Instinct Gold: 22047
Mace (Dark Age): 22047
Magical Tetris: 44095
Mario Kart: 26807
Mario Party: 32006
Pilot Wings: 22047
Pokemon Puzzle League: 22047
Ridge Racer: 22047
Rush 2: 22047
San Francisco Rush (2049): 22047
San Francisco Rush (Extreme Racing): 22047
Wave Race: 32006
Wonder Project: 22047
Zool: 22077 (yes, 77, not 47, hehe)
|2015-07-08 19:27:50||N64 Sound Tool V1.2||SubDrag||Thanks for that list - I am assuming supposed to round to standard rates. It seems to make sense to bin them in 32K, 22050, 44100, etc? It doesn't make sense they're those random numbers nearby? I'll update the list with that though.|
|2015-07-08 18:27:01||N64 Sound Tool V1.2||WDLmaster||Yep, sample loops are now properly exported, nice work! The tool's getting better and better every day. Unfortunately, there's no list with all the sample rates of EVERY (!) game ever released. At least not that I'm aware of. As long as we have no simple way of reading the sample rates we have to boot up every game. Alternatively, one can use the USFs. It's faster but I noticed some differences between USF and emulator output. At least with Tetrisphere, where the USF reports 40001 but the emulator (which I consider "true") outputs at 44095. Might be region-dependent. I just have a fraction of games and most of them I only have to extract sounds. |
Banjo Kazooie: 21998
Banjo Tooie: 22047
Blast Corps: 22047
Bomberman Hero: 32006
Bomberman Second Attack: 32006
Bomberman 64: 32006
Chameleon Twist 2: 22047
Chameleon Twist 1: 44099
Castlevania 64: 44096
CV Legacy of Darkness: 44095
Conker's Bad Fur Day: 22018
Cruis'n World: 22047
DK 64: 22047
F-Zero X: 32006
Jet Force Gemini: 22018
Kirby Crystal Shards: 32006
Lylat Wars (AKA Star Fox) (E): 32006
Starfox (J): 32006
Majora (U): 32006
Majora (E): 31995
Mischief (U): 22049
Mischief (J): 22047
The New Tetris: 36007
OOT 1.0 (U): 32006
OOT 1.2 (E): 31995
Paper Mario: 32006
Perfect Dark: 22458
Rayman 2: 22047
Mario 64: 32006
Smash Bros: 32006
Turok (all of them): 22047
Yoshi's Story: 32006
OOT Master Quest debug ROM: 32006
OOT Master Quest: 32006
|2015-07-08 16:37:01||N64 Sound Tool V1.2||SubDrag||Loops should export properly now, I hope, in Zelda. At least wavosaur seemed to not have a loop set for those. |
Also, you should be able to see the override sampling rate in latest version. It's part of ini, you put at beginning of game, right after the name declaration, for example:
It just updates the play/save function. Those sampling rates that show there, are what the bank itself has stored. It's supposed to be the bank they are played at...but clearly games didn't use it that way.
I updated the few games sampling rates I knew (including Zelda to 32000). If you have a complete list, or make one, I will update ini with it to help people out. If a game has a different rate for each bank, that is possible, but we can deal with it when it comes.
|2015-07-08 15:07:52||N64 Sound Tool V1.2||WDLmaster||Good, I checked every sound in OOT and Majora and found a 100% accurate, totally simple method to decide which sounds are looped: the ones where the loop start is != 0. That's it. But I suggest to only apply that special rule to those games that have that problem in the first place (all Nintendo-made games, I guess).|
Now to the master sample rates: You said '' […] I can make an update so it overrides the banks, and defaults to that.'' Wait a sec. Does that mean that each TBL has its own sampling rate specified? Where do you have the sample rates from, that are displayed when you select a bank? Yoshi's story for example shows 8000 Hz as sample rate but it's supposed to be 32000. I have no idea where the 8000 comes from. The master sample rate of a game is actually set somewhere in the initialization code when the game boots. But, as you know, I have zero knowledge about where and how it's stored inside the ROM. But you/we need that value because the exported sounds, especially later in the SoundBank tool depend on that. You can easily test It in SoundBankTool, when playing Yoshi's Story midis, the sounds are of course 4 octaves (32000/8000) lower than expected. If you type 32000 in the sample rate field, everything is alright.
Quote: ''If it's per sound, probably out of luck for now heh.'' I'll answer that in my next post, because I need a big WALL of text to describe that in detail ;-D
|2015-07-08 14:38:01||N64 Sound Tool V1.2||SubDrag||It seems like those two games include loop points for all sounds, and then when you play them. I don't know how you differentiate which are real loops. They seem to include it on all sounds, then it must choose when playing it back.|
I fixed the crashing, there is a NULL sound in that sfx bank.
|2015-07-08 08:33:15||N64 Sound Tool V1.2||WDLmaster||Addition to last post: The SoundTool itself reports EVERY sound in Majora and OOT as looped.|
|2015-07-08 08:29:50||N64 Sound Tool V1.2||WDLmaster||Yes, every (!) sound in bank 00 has it. That's all SFX. The music samples are not affected. It does not occur when previewing the sound inside the Tool. And it's not an issue with other programs that might read the WAV in a wrong way. I imported the WAV into 6 different audio programs and it's always there (CoolEdit 96, CoolEdit Pro 2, Audacity, ModPlug Tracker, Winamp, XM play).|
As for the Zelda SMPL chunks: it's actually not the presence of the chunk itself but the loop end point is set in Zelda WAVs, which effectively activates the loop (even if it's zero, which simply means "forward/infinite loop"). It's not a ModPlug Tracker only issue. Other programs also report it as "active" loop.
|2015-07-08 06:24:43||N64 Sound Tool V1.2||SubDrag||If you can post a list of all "corrected" frequencies you know about, as you go, I can make an update so it overrides the banks, and defaults to that. If it's per sound, probably out of luck for now heh. |
I'll look into that crashing.
Also, the reason it exports the sampler chunk is to give the base key (called unity key I think in that sampler chunk). All the loop info is set to 0, so it must be a bug in those other tools, but the advantage is you get key base exported to the wav for soundfonts, etc. So I think maybe should file a DR on those tools.
It is odd about cruis'n, not sure what to make of that. Every last sound?
|2015-07-08 04:39:10||N64 Sound Tool V1.2||WDLmaster||Did some more testing:|
This may happen in other games, too: If you open Majora and select sound 0039, the tool crashes. In OOT it crashes when selecting sound 0044.
Very low-priority: All non-looping WAVs exported from Zelda games (possibly every game with Zelda format) have the sampler chunk at the end of them, which makes them loop in some programs (like ModPlug tracker) when previewing them. But this is not too much of a problem really.
Cruis'n World, bank 0 (which is for SFX) has a few bytes of garbage at the end of every sound. The length seems to be 128 samples and as far as I can see, it's part of the sound, not "outside" of it because it lies inside the loop points.
The master sample rate of Yoshi's Story is 32000 Hz, not 8000 Hz, as the tool says. Smash Bros. also has 32000 Hz, not 44100, as in bank 01. Rayman is 22050, not 44100 as in bank 01 […] There are just a handful of games ever released that use 44100 Hz as master sample rate. Tetrisphere (not 44, but close), Buck Bumble, Castlevania and the Goemon games for example. There are some odd Frequencies like 40000 Hz (Tetrisphere) and 36000 Hz (New Tetris) but the majority is 32000 and 22050. This is not really an issue for me personally and I couldn't care less but I've seen may users out there that are confused and complain about too high pitched samples and what not. But this is a general N64 issue and the way it works and has nothing to do with your Tool.
Maybe we should discuss somewhere else? My issue reports growing bigger and bigger and the comment section here explodes...
|2015-07-07 20:40:06||N64 Sound Tool V1.2||SubDrag||I reuploaded it so it tells you whether the sound (checkbox) is the half precision kind. There are quite a bit, and also it looks any game that is ZeldaCompressed can have this. 1080 Snowboarding had some of them, for example.|
GoldenEye Spanish V2.0
Underground Base Reborn
GoldenEye Hard Mode
Puerto Rican Jungle
Classic Nintendo Maps
Darks Corp Music
Perfect Dark Soundfont
Perfect Dark 14"
Landing Zone Trilogy
Weather Selector Multi
dataDyne Facility - Stealth
All Solo's in Multi (with Weather)
Area 51: Secret Agent
GoldenEye/PD Editor 2.5/1.0
Counter-Strike Map Pack
Classic Nintendo Maps
BK Map Pack 1
All Solo's in Multi (with Weather)
dataDyne Facility - Stealth
Area 51: Secret Agent
GE Weapons Multi
CI Training Gun Names
Carrington Villa CS
Crash Site CS
Japanese with Eng Text