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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BGNG
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BGNG

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Posted on 06-18-05 10:01 PM, in F-Zero X Link
The Pit Area cannot be in the center. Only left, right, and both sides. You mentioned "Pit 4" in your list, but it should have been "Pit 1," as it appears in the game on both the left and right sides of the track.

Also, does Silence 3 in fact use the Regeneration music? That tune is not available in the commercial ROM, but I would like to know for statistical purposes.
BGNG

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Posted on 06-19-05 01:16 AM, in F-Zero X Link
What of the other 10 courses?
BGNG

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Posted on 06-19-05 04:09 AM, in F-Zero X Link
I call those musics by their venue names, but they do have official titles that appeared on the Original Soundtrack CD. Here's the venue - title list of 'em. Anything with parentheses is the localized translation of the name:

Mute City - Endless Challenge
Silence - Dream Chaser
Sand Ocean - Fall Down to the Scream (Fall Down to the Screams)
Big Blue - Decide In Your Eyes (The Decision In Your Eyes)
Devil's Forest - Devil's Call In Your Heart
Red Canyon - The Long Distance of Murder
Port Town - Crazy Call At Cry (I have no idea)
Sector - Drivin' Through On Max
White Land - Climb Up! And Get The Last Chance! (Climb Up And Get Your Last Chance!)
Death Race - All Need Is 30 Deaths (All I Need Is 30 Deaths)
__________

And where did you get the list of musics for the Expansion Kit courses? I don't doubt that's what the musics actually are, but I would like to know a credible source just for peace of mind.

Also, did you know that the Mute City music in the Expansion Kit has different stereo mixing than the one on the Original Soundtrack CD? Because of this, it's technically a "new music" as well, even though there's no way you could possibly figure it out.
__________

As for your suggestions for the unofficial versions of the courses, I'm in a bit of a dilema.

The Space Plant 2 music, as you've stated, is the Sector tune, but the Space Plant music is Red Canyon. There's an inconsistency here. If I wanted to remain consistent with the original game, I would change the music to Red Canyon. But if I wanted to remain consistent with the Expansion Kit, I would keep it Sector. However, there are other musics that cannot remain consistent with the Expansion Kit, so...

I'm opting to use Sector in order produce as much consistency with the Expansion Kit as possible, but this is still bugging me.

Additionally, Big Foot has me stumped as well. The track uses the Big Foot music, which is not available in the standalone game. Using White Land's music would be consitent with Big Hand, but both courses are placed on different venues (Devil's Forest and Sand Ocean, respectively). I could use Sand Ocean's tune, but that's unoriginal because the venue itself is Sand Ocean. The music that's the most simlar to Big Foot, in my opinion, is Devil's Forest, so that would be an approperiate replacement. Lastly, the Death Race tune could be used as it is not present in any other course in the game.

I'm opting to use Devil's Forest, however, because Death Race is all high-pass and tinny sounding; different from all the racing musics. White Land and Sand Ocean are simply unoriginal, and I'd like to avoid that.
BGNG

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Posted on 06-19-05 04:58 AM, in F-Zero X Link
Video recordings, you say? Sounds good to me. Thanks for the info.
BGNG

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Posted on 06-19-05 05:22 AM, in Mario 64 - Amazing Stuff Link
It's 16-bit RGBA. rrrrrggg ggbbbbba

Channel values are, of course, 0 to 31. To convert this to 24-bit RGB, which you probably know anyways, take any channel value X: Result = X / 31 * 255
BGNG

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Posted on 06-19-05 05:38 AM, in A Simple, Plain Question about .. Sappy? Link
You can get full soundtrack downloads of video game music data at various places; most notably Zophar's Domain's Music Archives page. Also, you can snag a player for any o' thems at the corresponding Game Music Utilities page.


(edited by BGNG on 06-18-05 09:26 PM)
BGNG

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Posted on 06-19-05 06:27 AM, in A Simple, Plain Question about .. Sappy? Link
Whoop. I accidentally linked to movies. I fixed the link in my post up there.

The Super Mario RPG archive is all of 488KB, so I think you'll be able to download it okay.
BGNG

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Posted on 06-19-05 10:13 PM, in Now what? Link
Otherwise, I believe that the last bank of PRG-ROM is loaded into the upper memory bank by default, so if the file is simply enlarged, that'd be a bunch of 00's, or the... erm.... BRK opcode?
BGNG

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Posted on 06-19-05 10:20 PM, in Mario 64 - Amazing Stuff Link
I'm glad to see that CaH4e3's utility is useful. He posted that at EmuTalk in regards to my documenting the MIO0 specification, but I never had a chance to test it.

Anyhow... VL-Tone, did you find any data that might be tripping up HyperHacker in his attempts? My best guess is a cheksum, but I cannot verify this.
BGNG

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Posted on 06-19-05 11:18 PM, in Hosting your hacks Link
Okay. Thanks for the offer. There may be some people who were looking for someone like you.
BGNG

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Posted on 06-20-05 05:40 AM, in Mario 64 - Amazing Stuff Link
It's in the ROM, bub. Get on the ball and you'll have it at your disposal.
BGNG

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Posted on 06-20-05 06:05 AM, in Mario 64 - Amazing Stuff Link
And to think this would probably already have been done if Black Bag had released a MIO0 specification. That just goes to show you something in the emulation community: If you find something, SHARE IT.
BGNG

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Posted on 06-20-05 08:12 AM, in Mario 64 - Amazing Stuff Link
You can calculate the size of the compressed MIO0 file. It just takes a little work.

The MIO0 header includes an offset for raw data bytes; bytes which are uncompressed. All other data in the file comes before the raw data, so if you can find out the number of uncompressed data bytes, you can easily find the packaged length of the file.

Fortunately, the number of raw bytes IS included in the file, just not directly. You'll have to scan through all the "data map prefixes" and tally up the total number of 1's. The number you'll have at the end of all accumulation will be the total number of raw data bytes.

Just add the calculated value to the raw data offset and subtract one, and presto: compressed file length.
__________

EDIT:
My VB instincts are kicking in. In C++, where the first byte of a file is indexed at 0, you won't need to subtract one to find the total length... but you already knew that.


(edited by BGNG on 06-19-05 11:14 PM)
BGNG

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Posted on 06-20-05 09:20 AM, in Mario 64 - Amazing Stuff Link
But one thing is certain, HyperHacker: Your MIO0 compressor works.
BGNG

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Posted on 06-20-05 09:56 AM, in Mario 64 - Amazing Stuff Link
That's kind of ironic... You made a compressor for an all-but-undocumented MIO0 algorithm, but you can't add FileLength % 4 bytes to the end of a file before compressing? I'm not being mean; it's just kinda weird.
BGNG

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Posted on 06-20-05 09:30 PM, in Mario 64 - Amazing Stuff Link
Shyguy:

I guess some games are more noteworthy than others, eh? I've hacked F- freakin' Zero blasted X, but only people who have been dying for the Expansion Kit have given it much praise.
__________

Knuckles T15X:

I recommend Project64 v1.6 if you haven't already tried it. It has high compatibility for both target system and ROM support, so it might do the job for you.
BGNG

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Posted on 06-21-05 12:25 AM, in Mario 64 - Amazing Stuff Link
That's great and all, but there are two Cent 1's and zero Cent 3's.
BGNG

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Posted on 06-21-05 01:27 AM, in Mario 64 - Amazing Stuff Link
No. There is no "there is no three"
BGNG

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Posted on 06-21-05 03:42 AM, in Mario 64 - Amazing Stuff Link
Yup. VL-Tone just posted it up there. All you'll need is a programming language and a MIO0 decoder.
BGNG

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Posted on 06-21-05 07:11 AM, in Mario 64 - Amazing Stuff Link
Do Lethal Lava Land next.

Oh, and the bridge on the bottom/center is green in that picture. Is that just the "general walking surface" color? If so, then why are other areas brown?
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