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- by unknownfile at 11:57 AM EDT on May 25, 2005
- Whee, more fixed:
-FZero X
-OgreBattle 64
-Perfect Dark
-SpaceStation Silicon Valley
-WaveRace Shindou
-Wonder Project J2
AND NOW, GOING OFF TOPIC WITH PETER S. CONWAY! ;P
For all you Rayman 2 fans out there.
Here's some high-quality non-sequenced music from the Dreamcast Rayman 2 (compressed to VAG, then to PSF2):
http://petersconway.dynu.com/xsf/psf2/rayman2dc.rar
- by unknownfile at 12:59 PM EDT on May 25, 2005
- I have posted some tagfixes, but I need to take my Japanese lesson before I can upload more.
Apply these to your existing sets.
http://www.halleyscometsoftware.com/unknown/
- by Tanookirby at 4:45 PM EDT on May 26, 2005
- The incorrect tempos for Super Mario 64 and Mariokart 64 should be fixed. Maybe when hcs was stripping Project 64 to make the plugin, he removed something that maintains the original speed of those games.
- tempo by hcs at 5:24 PM EDT on May 26, 2005
- I don't think so, more likely is that when the game enabled these tracks it changed the tempo of the sequence player and this data is not in the sequence itself. Same with the Wave Race tracks, the tempo actually changes within the game on the final lap. That's not something you get from the generic music engine, which is all that I ripped.
- by Tanookirby at 9:58 PM EDT on May 26, 2005
- Then maybe you can put a tempo control dial on a future release. It could be similar to the one on the SNESAMP SPC plugin for Winamp, and on the USF tags a default speed could be implemented for an single track.
- Sample Rate by True_X_Unknown at 4:24 PM EDT on July 3, 2005
- Can you put a Sample Rate Modifier, like in HighlyExperimental. I would like here USFs at 96Khz or 48Khz.
- by Mouser X at 5:29 PM EDT on July 3, 2005
- That has already been answered. You can read about it here. Basically, unlike the SPC player, or the PSF player. 64th Note only passes the audio to Winamp. It doesn't do the audio processing itself. It is preset in the N64 code as to what sample rate the music is played back as (I think that's right. Read the linked thread above for more details/clarity).
Hopefully, that answered your question. Mouser X over and out.
- Yes by RattleMan at 9:56 PM EDT on July 3, 2005
- "Then maybe you can put a tempo control dial on a future release. It could be similar to the one on the SNESAMP SPC plugin for Winamp, and on the USF tags a default speed could be implemented for an single track. "
I agree. Some USFs sound like they were ripped from a PAL version (which has a slower tempo), so it would be nice to have that.
In addition to that, how about a pitch modifier? Just a fun little addition ^^;
- by hcs at 11:10 PM EDT on July 3, 2005
- Get a DSP plugin that'll let you change pitch/tempo if you really want it, that's beyond the scope of the player. Really, the sample rate and tempo, whether or not it be accurate as to what the game normally plays, are what the USF has been ripped to play. 64th Note really has no business playing them any other way. Errors in tempo are the fault of the ripper.
As for the PAL comment, I'm fairly certain that all USFs so far have been from NTSC games, either US or Japanese releases.
- by Anonymous at 1:56 AM EDT on July 5, 2005
- Any chance that volume control can be added as well (ala Highly Experimental)?
My sampled music collection is all normalized at 0.89db, and it's nice because I can adjust PSF volume levels to be the same. Therefore I never have to change the volume of my speakers. It would be great to be able to adjust global USF volume. :)
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