Previous Page | Next Page

by Tanookirby at 5:44 PM EST on November 8, 2007
Where exactly do these tunes show up in the game? Are they just custom versions or something?
by nensondubois at 6:29 PM EST on November 8, 2007
Toad's turnpike seems a little slower on ugetab's reripp.
by ugetab at 12:28 AM EST on November 9, 2007
Tanookirby: Read the comments in the USFs themselves. The lava instruments have been cut, but the tracks without the lava instruments don't play in the game. The person just wanted versions of them without the lava, which is why it's not an update, just an unofficial addition.

Nenson: I just checked, it's not my problem if there is one.
by holyice7 at 1:48 PM EST on November 9, 2007
Um...may I also have the Machine Room USF without the machinery instruments.

Please? ^_^;
by ugetab at 3:40 PM EST on November 9, 2007
ok.

http://www.gshi.org/ugetab/USF/banjo_kazooie_removed_effects.zip

Note that b/c/d versions of tracks can be changed with a hex editor already. Just copy the b/c/d base files, then look for this with a hex editor.

04000000 44E22500 ????0F24

The above string is used to block out channels for alternate themes. Using the original track as a basis, you can isolate the value used to play only the instruments you don't want, then subtract that from the originally used value.

If you don't understand that, then you'll be at the mercy of people who do understand it.
by nensondubois at 4:53 PM EST on November 9, 2007
"@ ugetab: It was an error with the program pacemaker I was using on winamp." Time for me to take the time fix it.
by P_L at 8:01 PM EST on November 9, 2007
Holy fish tanks, Ugetab, that code there is awesome! I've been wanting something like this for ages. Thanks a bundle! :D now I can finally have a chance at completing my Banjo-Kazooie SF2 soundfont ... not likely though with it so low on my priority list, but it's great to be able to play around with channel muting. Being a MIDI sequencer this could have a lot of potential practical use for me. :)

Not to sound greedy, but would you by any chance have something like that for Banjo-Tooie, or perhaps Donkey Kong 64 (I'm guessing not as the music save the tag barrel theme is not dynamic)? Or maybe even Conker? I've wanted things like this for those games for ages but never thought such a thing could exist ...

Thanks again for putting that up! :)

EDIT: May have found it for conker on my own (04000000 9C880100 ????0924 is what I found when messing with Windy and Co.), but it's unstable ... meh. You people have inspired me to look into this stuff. :p

(Yes, I know these codes were found by other people before me, and I'm only re-finding them in the files that they put them together in, but I've never had a success in hex editing like this before, so I wanna have a little personal feeling of victory, I guess. ;))

edited 8:34 PM EST November 9, 2007
by holyice7 at 8:32 PM EST on November 9, 2007
The concept seems straightforward enough, but I'm not sure of the identification of the instruments. Hex editing has always been interesting to me, so I might compare these files to see what I can learn.

I noticed, when listening on headphones, that Grunty's Furnace Fun, Grunty's Defeat, and Tooty's Theme all seem to have a low bass effect still in them associated with the heat from the lava. If I can figure this out, I'll see if I can remove those last few effects that have been bothering me.
by ugetab at 11:14 PM EST on November 9, 2007
I've updated them to remove what I think you're hearing, but learn it for yourself too, on the off chance you want to mess with 10 more tracks.
by ugetab at 12:01 AM EST on November 10, 2007
I checked the conker channel switch code. There's a simple pattern to use once you have the sound channel code in place in the miniusf.

04000000 9C880100 XXYY0924

In XX, try FF.
If sound plays, go to YY.
If not, try these sequentially until there's a failure. You'll know the difference between working and failing by the fact that the song won't play any notes, despite previously-playing channels working before the change.
01
03
07
0F
1F
3F
7F
FF

Try sticking an FF into the YY slot.
If that fails, try the above with the YY slot.

You should be able to build up the maximum channel list this way for your own use.

Notice that each of the changes involves a single bit being added to the amount. 1, 2, 4, 8, 10, 20, 40, and 80 are all individual channel bits. Since you need an instrument to play to test if the USF crashes, it's better to start from 1, and add bits from there.

Previous Page | Next Page
Go to Page 0 1 2 3 4 5

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source