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| View Poll Results: DO you want Nintendo 64 DISK DRIVE files to be emulated in PROJECT 64? | |||
| yes |
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12 | 70.59% |
| no |
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5 | 29.41% |
| Voters: 17. You may not vote on this poll | |||
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Thread Tools | Display Modes |
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#41
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USF is Ultra64SoundFormat.
http://www.hcs64.com/usf/index.php Castlevania: Legacy of Darkness did have some compressed vocal data and some variations according to region, but many rips sound the same for all resource regions. You don't really need to code an emulator to rip the sound data though. |
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#42
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To rip it into whatever format and listen to it, yea an emulator isn't needed. However, to listen to it in it's orginal sequence format an emulator would be needed.
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#43
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The audio is a section of the game.
USF isolates this data. |
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#44
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Actually, depending on how careless the ripper is, it might not actually isolate the data. (specifically uf's more recent rips)
However, if you can explain how to rip it in it's raw format without being able to emulate it (I remember talk about hacking the F-Zero Expansion music into the original rom to be subsequently be ripped by the standard methods), it'd make a great addition to the new usf database here. I'm not saying that N64DD support should be added solely to rip a few games, but rather just another reason to do it. (although I must admit it's the only personal reason why I would want it done, but there's bound to be other reasons like completeness, furthering n64(DD) emulation on a whole if the source was released, etc) |
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#45
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Yep I had looked at UF's rip of Penny Racers.
Fairly known by now that zilmar's nonfocus on 64DD is not young One of his more recent goals is to look at popular games and fix them before development ends--popular being valued according to the many requests. I didn't really vote then because I know this would be constructive but also be a leech of time to accurately complement zilmar's current designs, where he can finish them. It's definitely been a question for some years, but now there's like enough time to vote on it. |
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#46
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Some games you don't need to understand to progress. push A or B? People know how to play OOT. I bet it can't be that different that you can't move from point a to point b without knowing some Japanese.
I know probably no one wants to take on emulating the DD but I think it would be cool. I'm a programmer but I have such a lack of experience. I wouldn't know how to help this project if I wanted to. |
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#47
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Okay now to post "CORRECT" information since people rather believe the random BS a site gives that are made by fanboys, hoping to spaz their fantasy juice all over the fricken screen.
I'm quite a well known hacker/modder of The Legend of Zelda Ocarina of Time and Masterquest. I know more about how that game runs/works, then a lot of people, which during this, I found out a lot of information about the game as well. The Legend of Zelda, Ocarina of Time was suppose to be have a 64DD add-on, which was given the project name "URA". I don't know how many of you actually follow projects and games in Japan, but Nintendo have made remakes of the games, but their Zelda games have received a second quest, including a different set of characters as the hero, different dungeon designs and including new storyline elements. In which, you have to download them in Episode-like forms, which get continued by weekly. These were done via the Satellaview access. They had planned the same thing to happen to Ocarina of Time for the N64(along with quite a few other games), via the 64DD add-on which you could download the weekly updates via Randnet. Now there are still 64DD calls and functions still available in the Cartridge itself for the hookup. Remnants of the 64DD hook up for OoT: http://i477.photobucket.com/albums/r...Efs/Image1.png http://i477.photobucket.com/albums/r...Efs/Image2.png Even the MapSelect feature(which is left over) even features two 64DD test rooms, HOWEVER, they are not accessible, following their offsets only lead to the Deku tree(apparently a default for Scene access) http://i477.photobucket.com/albums/r...t-OoT-10U-.png It is also possible to access the 64DD Feature via your save file though it is locked, since the addon/game are not attatched. http://i477.photobucket.com/albums/r...DOFZELDA-0.png But it is possible to "BruteForce" your way in. http://i477.photobucket.com/albums/r...DOFZELDA-1.png By the way, for all those ignorant people that want to believe the BS about how Masterquest is URA ZELDA, you are dead wrong. Masterquest = 32mbs(64 Decompressed) same as OoT 1.0, And to top it off, if Nintendo only intended Ura to be a dungeon remix, all they had to do was add a couple headers to the map/scenes, Which they have plenty of room to do since, if you decompress the 1.0 cartridge, it has 12mbs at the end of the rom with absolutely NOTHING there. Furthermore to back up my information, There are about 20+ Models that are nothing but unused models(NPCS) along with, upon bruteforcing your way via the Disk option, it causes a lot of interesting things to happen ingame. Not just dungeons. Also forewarning, it does also cause the game to crash alot as if entering areas where its trying to call an actor that doesn't exist >_>; These are from the Market town, which if you notice that the NPCs are in a weird position, that's cause they are made of limbs, and that is the default position for those models, they don't go into the T formation as in later games, the reason they are in this position is due to the actor trying to call up an animation that doesn't exist since the 64DD/ura game is not connected, which most likely, these actors walked around as they do in Majora's Mask. http://i477.photobucket.com/albums/r...s/snap0000.jpg http://i477.photobucket.com/albums/r...s/snap0001.jpg http://i477.photobucket.com/albums/r...s/snap0002.jpg Further discovery lead to the old guy in the back alley had changed a whole new color. http://i477.photobucket.com/albums/r...s/snap0004.jpg I didn't go too indepth due to how the game kept crashing. Now fanboys, calm yourself, Yes you were right about MQ not being Ura, however, there is a lot of facts you need to straighten out. First off, the Unicorn fountain was nothing more then a "fancy fairy fountains" That's it. You do not obtain the triforce there, nor do you get the bladebeam attack. Link could pull out his ocarina and play Zelda's lullaby which would allow fairies to appear. Why they took it out, no idea, maybe they were saving it for the Ura add on, however, to obtain the Bladebeam, which was given to you by The Great Fairy, which (were the beta crystal blue ones at the time), you received it, when you got your ability to have magic. It was later removed for unknown reasons, though it is still ingame, just unused and missing its code for it. This information is directly from NOA and is backed up by information still left ingame via hacking, I have a good friend of mine who goes by Mithos, who works for NOA as a beta tester. This is how I obtained this information about the bladebeam and unicorn fountains, and no the triforce was not obtainable, The storyline was very similar to the original OoT one, just minor changes is all. URA Zelda has not and will not be released, sorry guys. Now back on topic to this thread, 64DD emulation added to this project would be amazing to have, not only for the fact of being able to use the real bios from the 64DD since it is available to those who know how to get it. And it would allow users to be able to play the F-zero expansion, SimCity expansion, and The other games there were released for the 64DD. There are some users(myself included) That can actually read and write Japanese and would like to be able to do a few translation projects for these games. Furthermore using the 64DD's extra RAM expansion with other games, Having the clock/calender to be insync with the user's OS, would help run games that do use the clock/calender for time based events, example: Doubutsu no Mori, Animal Forest(AKA, the GC game Animal Crossing), the game freezes a lot due to using timed events and not being able to keep correct time. :< I know I cannot force the programmers of this project to undertake this task, even though it is my opinion that I believe it would be a good idea, two it could even lead to new hacks/mods for older games, using the 64DD's expansion capabilities and reading/working with the N64 games. Last edited by Zeth Alkar; 3rd August 2009 at 10:09 PM. |
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#48
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And in dare will I steer away for a moment, recently someone has been modifying Project Unreality to support 64DD.
http://www.yntproject.net/index.php?...&id=1249140128 It's that dude who helped with dumping some of those carts. close-up on image: http://www.yntproject.net/sitenews/d.../64DDRaise.JPG |
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#49
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Quote:
![]() Looks like he's working hard at it. Wonder if he'll actually finish it. |
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#50
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I think it's fascinating he would implement this in the source for Project Unreality! The name itself is like the opposite of "Project64", like it accepts more openly the consequences of emulating, not that anyone's dared to name a public emulator "Project Reality" or anything. Notably enough, it is the first publication to emulate N64 this was hm 1998?
In this dead ignorant scene, it's a bit fun to see someone go back in to the past. That's just my obsession. He (Kammedo) is one of the informants that, to an extent, helped with dumping some of those carts like 40 Winks. It is known over where he goes that "zilmar had little to no interest in 64DD"; I am sure, of all the people who are not exactly like him, someone would take this on. So I hope indeed he would finish something. |