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by VGSB at 4:54 PM EST on January 5, 2009
As long as the right people know about the tempo problem, I'm fine with waiting until whenever they feel like getting to it. Would it take the form a new 64th Note or the form of an updated USF?

For dynamic music tracks such as Hyrule Field Main Theme, what determines the order of the pieces that are played?

edited 5:01 PM EST January 5, 2009
by ugetab at 5:17 PM EST on January 5, 2009
In the game, the Hyrule field theme is changed to set 0 if you're in motion and not near an enemy, set 1 if you're near an enemy, or set 2 if you're standing still with no enemy nearby.

In the set, it's a bit of coding that forces those variables to start at the right set.
by VGSB at 7:56 PM EST on January 5, 2009
The current dynamic version of Hyrule Field is pretty repetitive, and doesn't cover all of the parts. If you know how, could you update the song to match the OST? To help you, I created this playlist:
http://www.videogamescrapbook.com/stuff/Hyrule%20Field%20Main%20Theme%20(OST).m3u

I checked it multiple times for accuracy. It's based on the American OST, which is identical to the Japanese OST except with a few more pieces at the end.

For anybody who is interested, I also created a playlist for the Brawl version, which is very similar to the OST except it cuts out a few parts:
http://www.videogamescrapbook.com/stuff/Hyrule%20Field%20Main%20Theme%20(Brawl).m3u

by ugetab at 9:40 PM EST on January 5, 2009
I can only feed it the values, and let it decide.

I told it to use set 0, and whatever you hear is set 0 as the USF was ripped. I don't actually have control beyond that, and the music speed may be screwing with the order for all I know, so I'm not going to be too serious about fixing it.
by fridgey at 8:05 AM EST on January 7, 2009
I found myself annoyingly curious about this, so looked into it a little...

LOZ03 is the intro, and leads all 3 modes (the morning theme works the same way...). 04-0E are the "main theme" mode variations, and you get a seemingly random pile of them during those conditions. 0F is the transition into "battle theme" mode, so when in battle conditions you'll get that once as a lead-in, and then a random sequence of 10-13. 14 is the "waiting theme" transition, works the same as 0F, after which you get a random jumble of 15-17.

To test this I got the sequences from ugetab's rips and hcs' rip...

Main Theme 1.0    (7:10)
03*-09*-04*-08*-04-0B*-06*-0D*-0B-0C*-07*-06-09-0C-0D-08-09-07-0A*-0C-05*-0C-07-0A-04-08-0B-08-0D-0B-0E*

Main Theme 1.2    (5:24)
03*-07*-0A*-06*-05*-04*-0D*-07-0C*-08*-06-04-05-07-0C-0A-0D-06-05-0C-0B*-09*-08-0E*-04-0C-0B-06-09-0E-0A

Main Theme HCS    (6:43)
03*-09*-0A*-06*-0D*-0C*-06-0E*-06-04*-0A-0B*-04-06-0A-0B-0A-09-06-0D-0B-06-0B-04-0E-05*-0A-09-08*-07*-04

Battle Theme 1.2 (1:35)
03*-0F*-10*-13*-12*-13-11*-10-12-10-12-11-13-12-11-12-13-12-13-10

Waiting Theme 1.2 (2:25)
03*-14*-16*-17*-16-17-16-17-16-15*-17-15-16-15-17-15-16-15-16-15-17-15-17-16-15

If it has a * after it, it was the first time that variation played. The time is how long you have to listen before you've heard every variation.

As for the OST, Nintendo stacked the deck and loaded them up in the most efficient manner they could...

US OST
03*-04*-05*-06*-07*-08*-09*-0F*-10*-11*-12*-13*-0B*-0C*-0D*-0A*-14*-15*-16*-17*-08-0E*-05-06-0A

The japanese ost further cuts off the 3 redundant sequences at the end. Not sure how this helps any, but my curiosity's satisfied at least...
by ugetab at 11:33 AM EST on January 7, 2009
Interesting to know. Too bad there's no way to introduce true 'randomness' without forcing the emulator to screw with the randomizer value on track init.
by VGSB at 6:19 PM EST on January 7, 2009
Fridgey, I made the same observations when creating the playlists. I'm still bummed that there is no way to mimic the OST in emulated form when it comes to that song.
by fridgey at 7:47 PM EST on January 7, 2009
Just something else I noticed, not sure if it's already common knowledge/belongs in its own thread/etc, but whatever. I was listening to the wave race rip from a couple pages back (the original edition one) and thought it still sounded a little slow, this was using 64th note in winamp. I then played it in foobar and it was different. Turns out the loops (listening to sparse0d and sparse08, Southern Island and Sunset Bay), ~25-30 seconds long, are running about a second and a half faster in foo_input_usf than in 64th note, and still about a further half second faster on my copy of the OST, which I assume is accurate to the original hardware (which could be mistaken...). Just thought I'd put that out there, seems the "problem", such as it is, is located in the plugins, not the rips. Sorry if this is already common knowledge, or I'm missing something, or just a quirk of my hardware, or any other issue that might stem from the fact I've only known this community existed for 2 days ;D

Seems that this would make timing them a bit problematic.

edit: tested further with the House theme from OOT, same results between 64th note and foobar, but foobar's speed actually seemed to match the OST perfectly.

edit again: not quite perfectly, just even closer than with wave race... used the longer loop of gerudo, and it's still just a little slow.

edited 8:18 PM EST January 7, 2009
by ugetab at 8:08 PM EST on January 7, 2009
Nice info

Custom Robo 2:
http://stashbox.org/353965/crobo2usf.7z

Only took about a week straight to optimize.

On another note about the above, I can test the Zelda OOT Lost Woods theme on N64 hardware(I synched it up for a few loops on the computer, and with the N64 as background music). It's how I determined that the recent PJ64 releases are likely almost hardware-perfect as far as music speed goes. I usually play to hack with N64 these days, so it tends to be Nemu and/or the PJ64 Build52 and 1.6 that I use.

edited 1:16 AM EST January 8, 2009
by VGSB at 2:30 AM EST on January 9, 2009
Thanks for sharing that the foobar's plugin is more accurate. Can anybody explain why that is?

EDIT: It is more accurate when it comes to the tempo, but the stereo is swapped. Other differences unknown at time of post.

edited 7:26 PM EST January 9, 2009

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