Previous Page | Next Page

by nensondubois at 10:51 AM EST on January 27, 2008
Fileden is also good.
heh by Dude at 11:37 AM EST on February 1, 2008
heh, I forgot.

panepon.samp

EDIT: If you want to hear MIDIs of the songs, go to here

edited 4:40 PM EST February 1, 2008
so um... by Dude at 6:25 PM EST on February 8, 2008
any progress? if you need the full .gcm I'll email it to whoever needs it...

I really hate being a PITA...
by Only3Penguins at 7:27 PM EST on February 12, 2008
Not sure this question warrants a whole new thread, so I'll put this here...

At this point, I've been poking around this forum long enough to learn that GC/Wii games use a mix of streamed & sequenced music, what the difference is (I suppose the difference accounts for why some music can continue to play when you pop the GC's lid open and some just stops?), and that in_cube plays the streaming stuff. And I get that there's not presently a way to make the sequenced stuff available to listen to. My question is what would have to happen for the situation with sequenced audio to change, and is it likely to still be a long while before that happens? I've seen a few mentions of the fact that there's not yet a decent GC emulator--is this the key hurdle? Does everything fall into place after that? MUST that happen first, or would it just make things much easier if it did?

Sorry if this seems like pestering or something. I just don't have any sense of the timescale over which this sort of development would occur.
by Mouser X at 7:54 PM EST on February 12, 2008
If there was a GC emulator that could emulate the audio hardware of the GC, that would be a very big step to getting the sequenced music playing. However, that is certainly not the only step, nor is it the only method.

There's pretty much 2 ways to get the sequenced music playing. One is the emulated audio ripping method (basically, a PSF, USF, or 2SF sort of implementation). Excluding the emulator, this is often a somewhat "easy" method, compared to option 2.

Option 2 is to reverse engineer the sequence formats. That's pretty much what VGMtrans does for NDS sequences. The guy who made VGMtrans has reverse engineered some of the formats on the NDS, and knows how to convert them to MID files (or something like that). This method is usually harder than method 1, because there's usually 100s of different formats in use on the consoles. However, it *can* be tremendously easier than method 1, if the console in question uses the same format throughout its library of games, as the NDS frequently does.

So, the problem with getting GC music playable is that for method 1, there's no GC emulator capable of emulating the audio hardware (there's other issues as well, but that's the biggest one right now). For method 2, no one with the knowledge and ability has come forth and reverse engineered any of the formats in use on the GC. Chances are that the formats on the GC are somewhat similar. If you have the ability to reverse engineer 1 for format, you'd most likely have the ability to reverse engineer many others as well.

The reason that method 1 is somewhat "easier" than method 2 is that with method 1, once you know how to modify a GC executable (the PSF ripping process requires that you use assembly code and HEX editing to remove unnecessary data from the executable so that all that remains is the ability to play music), the process is more or less the same for any executable you may come across (that's a generalization. It's always going to be different, but as you get better, patterns and similarities start showing up). As I said though, method 2 can be tremendously easier than method 1, if the formats in question are all similar.

Due to the lack of a proper GC audio hardware emulator, method 2 is currently the better choice at this time.

Did this answer your question, or was I incomplete? I tried to provide all the information I could think of, but for some reason, I think I might not have clarified something well, or that I left something out. Either way, hopefully it gives you what you were looking for. Mouser X over and out.
by unknownfile at 8:15 PM EST on February 12, 2008
keep it simple, stupid.

HLE is the way to go.
by Chao at 11:00 PM EDT on May 29, 2008
You are correct. A sequenced format IS used.
I belive I know exactly what, too.
Once upon a time, the Nintendo Puzzle Collection version of Panel De Pon was going to be released on the Nintendo 64. They finished the game, but then handed it to America, telling them to localize it, hoping to increase it's popularity in the states. So Panel De Pon 64 was never released, and Pokemon Puzzle League was born. Same deal with Dr. Mario 64. Both are on Nintendo Puzzle Collection in their original unreleased japanese form, suggesting that the songs could be USFs.
But then comes Yoshi' Cookie, a game that was never known to have a 64 remake. It, I believe, was exclusively coded for NPC, and therefore, could take advantage of the GCN hardware, unlike Dr. Mario and Panepon, which are really just emulated 64 ROMs. So Yoshi's Cookie and the other NPC audio may be the .szp. The .samp maybe just compressed USF data, or prehaps it is compressed sound/sample data(considering these are three heavliy sound orientated games).
I have proof to back up the previous claim. When dumping textures in Dolphin, all the animated textures(and backrounds) are 4 pixels high. These 4 pixel tall strips, when put together, result in the full texture. The N64 hardware, as I recall, could really only have room if the textures were only 4 pixels high.
Now some one needs to get off their lazy ass and examine the files to prove me right or wrong.


edited 11:02 PM EDT May 29, 2008
by hcs at 2:11 AM EDT on May 30, 2008
FYI no game contains "USF data". USF is an artificially constructed format made with data extracted from the game. Some of this data is the audio synthesis code, there won't be any N64 code in the GC version, but the samples and sequences might be the same. I doubt that they used the same sequence format that the standard N64 game would use, but it is at least possible.
by Chao at 3:29 AM EDT on June 7, 2008
Well, I meant smething at least simmilar to the N64's music code.
The version of Dr. Mario on that disc is EXACTLY the same as Dr. Mario 64. The ONLY modification made was to substitute the 64 buttons for the GCN buttons. A simple graphical hack.
The Panel De Pon version's origins hail from Pokemon Puzzle League, which is also...a N64 game.
I believe because of the games' origins on the 64 make it somewhat likely that the sequence format is simmilar to, if not exactly like, the Nintendo 64. Also using the GCN's built in N64 emulator to back this theory up.
However, there is a possibility that the sequence format is a GCN specific format. They might have done this to make the audio sound more crisp(I hear that Dr. Mario's audio sounds better than the 64).
If it were possible for the samples and sequences to be ripped directly(prehaps as maybe a WAV set and Midi set,Or maybe a DSL or a SF2), I could generate MP3's of the songs, and have pretty good qualitiy.
If that's not possible, then you'd best figure out how to play the audio directly before the angry mob comes and gets you >:D
Hmm... by Dude at 6:46 PM EDT on June 8, 2008
After re-looking in the ISO, I've noticed that there isn't any Yoshi's cookie .samp file, only the .szp. Plus the Dr. Mario .samp file is called "dr_test.samp" and the .szp file is "dr_mario.szp" I'm thinking the music is in the .szp instead of the .samp... =/

You want me to post that here too?

Previous Page | Next Page
Go to Page 0 1 2

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