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  #1  
Old 2nd March 2018, 11:03 PM
L. Spiro L. Spiro is offline
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Default Reverb + Chorus on Nintendo 64.

I'm about to start a large project making a bunch of higher-than-ever-quality OST's from lots of games, somewhat similar to what I did for the CD-quality GoldenEye 007 and Perfect Dark releases.

I can't find information online about the details of the Nintendo 64 reverb and chorus.
#1: Where can I find good documentation on the reverb and chorus produced by Nintendo 64?
#2: Are they programmable? Are there multiple effects templates or do games get to change some parameters?


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  #2  
Old 29th March 2018, 02:02 AM
L. Spiro L. Spiro is offline
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Pretty deep into my project.
Sure would be nice to have any information at all on how Nintendo 64 does reverb and chorus.


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Old 29th March 2018, 03:24 AM
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Sorry for not having information exactly,but I know that Yoshi's Story has a variety of alternate songs based on the entirely different tracks for Super Happy different instruments/pacing when Yoshi is sad.

A high quality FLAC collection lacks both of these instances.
I have made cheats at one point that makes music either super happy from the start and dreary from the start.

Yoshi Story (U)

Music Type Mods;

Always Rock Music
8102B3C4 0000
8102B3C6 0000

Always Dreary Music
8102B3C8 0000
8102B3CA 0000
8002B3F9 0000

Full Dreary
8102B3C0 0000
8102B3C2 0000
Prevents the Super Happy rock from playing to sustain dreary effect,also acts as a no rock with Super Happy code.

Though,how does one record the music,without getting sound effects or missing the start of any song?
And how would you access the other types while still not having sounds playing?

Edit: Found a time stop code that prevents sound effects but still has level ambiance like the waves and birds and such.
Pausing the game stops those ambiance sounds.

Stop Time
D010E170 0008
800F7EA5 0002
D010E170 0004
800F7EA5 0000
Prevents volume change but the ambiance still plays unlike pausing.

Edit 2: Just created a louder music volume mod for instruments.

Louder Music
500010E0 0000
811E9964 3F00
500010E0 0000
811E9966 0000

Here is original unpaused volume;

Music In Pause Is At Unpaused Volume
500010E0 0000
811E9964 3ECB
500010E0 0000
811E9966 2979

Not sure if these are flawless,it may mess with dynamic volumes on some songs.

Edit 3: Dammit! The volume changing codes mess up some songs like in the snow levels.

If only I could find the thing to disable ambiance effects,then unpaused music could be done,if even needed.

Edit 4: This code has an interesting result...

Max Music Volume Hack
8100C9FC 3C0F
8100C9FE 3ECB
8100CA00 448F
8100CA02 9000
Music has reverb-like qualities,though its not supposed to,snow level song is still bugged I think.

This has its own problems anyway because other parts that are supposed to be lower end up being louder in the wrong way.

Last edited by retroben; 29th March 2018 at 06:12 AM.
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Old 29th March 2018, 08:06 PM
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Feel free to post any valid links man . Any posts with links, made by users without enough posts will simply require approval by a moderator/admin.

When I looked into audio microcode, I don't think I found anything on reverb or chorus. I think it's possible that this is done on CPU instead of RSP, but who knows.
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Old 29th March 2018, 09:56 PM
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Sorry,didn't realize.

I can't think of anything that toggles stuff like reverb other than improper equalizer codes for both Banjo games that cause almost a surround sound simulation in stereo or headphones mode but they don't work so well.

Banjo-Tooie is one of the games to go for with the way its instruments play in some cases between different audio modes including official Dolby surround mode itself.

So,do you also happen to have the sounds for the entire DK Rap at above CD lossless quality?
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Old 29th March 2018, 11:12 PM
L. Spiro L. Spiro is offline
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Quote:
Originally Posted by retroben View Post
Sorry,didn't realize.

I can't think of anything that toggles stuff like reverb other than improper equalizer codes for both Banjo games that cause almost a surround sound simulation in stereo or headphones mode but they don't work so well.

Banjo-Tooie is one of the games to go for with the way its instruments play in some cases between different audio modes including official Dolby surround mode itself.

So,do you also happen to have the sounds for the entire DK Rap at above CD lossless quality?
I got interrupted for a very long time in the middle of my previous post so I did not see this one.

There is a subtle difference between my current "all games" project and my CD-quality GoldenEye 007/Perfect Dark project which I will need to explain to avoid confusion.


I make video games for a living. I was a senior graphics programmer on Final Fantasy XV, R&D programmer on Star Ocean: Integrity and Faithlessness, Silent Scope: Bone Eater, Phantasy Star Nova, etc.

As a child, Donkey Kong Country, Killer Instinct, GoldenEye 007, Perfect Dark, and Conker's Bad Fur Day made me want to work at Rare some day. Although I abandoned that dream when they got bought by Microsoft, I still moved to England after leaving Square Enix and worked near Twycross, and became friends with people from Rare, past and present.

It's a very rare (no pun intended) and special case that I have access to non-public (not even inside any ROM's) assets to a select few games (importantly, access with permission).

So for just a small handful of games I have the original samples at 44,100 Hz. Everything else I have to get the way that the masses have been getting them.


The DK Rap sounds are unfortunately not in my handful.


This is why my GoldenEye 007 and Perfect Dark releases are advertised as CD-quality while these new releases are only touted as "HQ" or "high quality".
But, as you can tell from the Mario Kart 64 sample I linked, "high" quality is significantly higher than anything that has ever been released so far.


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Old 30th March 2018, 07:14 PM
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Wow,an ex-Squeenix dev! (sorry for the naming,blame Vinesauce Vinny)

Sorry for all the questions,I can't resist asking them in case there might be some cool details you know about or nice insights.

Do you happen to know precisely who exactly pulled the plug on the Chrono Trigger HD/3D fan remake?
Also a shame that those original crisp backgrounds for one of the Final Fantasy games were deleted where they would've been used in the HD remastered game. (not much of a FF player/missed out on it)
I had the most off-beat game though,Crystal Chronicles but got stuck on some timed puzzle that required more than 1 player or the character types that weren't the one I chose and I couldn't figure out how to pull that off then stopped playing that game altogether.

I think SquareEnix should've taken the same conditions that Nintendo did with the AM2R game and make their own ultra HD Chrono Trigger remake with full 3D at fluid 60fps and maybe with cel-shading and potentially with Akira Toriyama jumping onto it to make the graphics again,likely in the style of the latest DBZ games or the latest movie/s,if that could happen.

And since Cloud was in Smash 4,maybe an HD remake of Super Mario RPG could be done eventually if Nintendo went on-board with it.
Geno in Smash 5,PLEASE?!

So many games deserve proper true HD remakes/remasters while staying mostly faithful to the original stuff (SM64 anyone?). (something you can say that Secret of Mana remake did not accomplish IMO,a handful of songs are faithful and some almost outshine the original tracks while the rest of them are all over the place with crazy dub-step and some are way different)
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Old 31st March 2018, 02:09 AM
IkaMusumeFan06 IkaMusumeFan06 is offline
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And also for your thread, I remembered a video of i saw since 2 years ago.
https://youtu.be/4GWwNld1a-Q
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Old 31st March 2018, 07:05 PM
L. Spiro L. Spiro is offline
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Quote:
Originally Posted by retroben View Post
Do you happen to know precisely who exactly pulled the plug on the Chrono Trigger HD/3D fan remake?
I never thought to ask, and I would consider it bad form as an employee to look into executive decisions. I generally try not to take sides on these kinds of issues since I understand both sides.
Final Fantasy VII and Chrono Trigger are the reasons I joined Square Enix, and one of the first things I ever made as a young kid learning to program was a Final Fantasy VII screensaver. Making clones of games is a common and good way to learn programming and in my early days I cloned Super Mario World, Tetris, Final Fantasy VII, etc. (and in a way I am cloning game music now), so I certainly understand the fan perspective.
But fans can put companies into very difficult spots. Dropping the hammer on fans costs game companies money so they try to avoid it if possible, but then your fan-made project could also cost them potential money. Now the company is between a hard location and a stone. Itís lose-lose for them, which isnít really fair, especially when you consider that the fan-made project was always on shaky legal ground and the fans should never have put them in that spot in the first place.


Quote:
Originally Posted by retroben View Post
And since Cloud was in Smash 4,maybe an HD remake of Super Mario RPG could be done eventually if Nintendo went on-board with it.
Geno in Smash 5,PLEASE?!
Obviously I am not in control over what decisions Square Enix makes, but at least I can mention that I started the Nintendo club inside Square Enix where we mostly played Super Smash Bros for Wii U. I still play daily and main Granite Dwarf (Ganondorf), Boriní (Corin), and Cloud (Cloud).



Here is my updated Victory Lap (Mario Kart 64): https://www.youtube.com/watch?v=a6B9DpFBu1k
The missing vibrato has been added and reverb has been set to my ďfinalĒ approximation. It will of course change if I can get more information on Nintendo 64 reverb.


Setup and Kart Select also sounds extremely dead-on.
https://www.youtube.com/watch?v=gjOYjQxoz-E
So does Koopa Troopa Beach:
https://www.youtube.com/watch?v=maiYZzDizVo
Frappe Snowland, Sherbet Land:
https://www.youtube.com/watch?v=mRta9SpMabI
Banshee Boardwalk:
https://www.youtube.com/watch?v=-iVy92tk40Q
Choco Mountain, Battle Arenas:
https://www.youtube.com/watch?v=1TxPwcFgKBY


These sound better than USF, not just for being clearer and cleaner, but USF play-backs actually do not strictly conform to tempos.
https://downloads.khinsider.com/game...0Boardwalk.mp3
This USF-made recording is ~1.034 times slower than the real song (mine are all at exactly the correct tempos).



But I do still have to handle a few controls and cases better in order to make a full library of correct OST recordings across many games.
You will hear (without even listening to the original songs) problems in these songs:

Moo Moo Farm, Yoshi Valley:
https://www.youtube.com/watch?v=J6ALsgS0TkY The melody expressed by the steal drums will surprise you. The part that surprises you does actually have the correct notes, just 1 octave down. Thatís too specific of an error to suggest that the MIDI data is wrong, so there must be some kind of setting on the Nintendo 64 that allows the same MIDI data to be played back while giving us the result we are used to hearing on the console.

3 Raceways, Wario Stadium:
https://www.youtube.com/watch?v=WR9KZlKXC9Q A note in the melody seems to just drop off. It is there in the MIDI file at a lower velocity, but not low enough to create this kind of sound (or lack thereof).

Mario Kart 64 Theme:
https://www.youtube.com/watch?v=MCZF4Wgvv2c Organs sound incorrect at the end. Sounds as if an effect (possibly chorus) is applied in the originals that makes a large difference here.


Now that I have actual examples of these songs it should be clearer what kind of help I am seeking here.
If we can figure out what is going wrong in just a few songs (keeping in mind that none of these issues exist in my GoldenEye 007 set), I can handle these cases properly and create a full and massive library of game OSTís, faithful to the originals but with a massive improvement to the sounds.

As a service to the gaming community, all of these will be released in uncompressed WAV or FLAC format as well, so that YouTube compression wonít be an issue.

So, I am looking for any insight into the Nintendo 64 sound system I can get, especially on reverb and chorus, but also into whatever is causing those issues above.


L. Spiro
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  #10  
Old 1st April 2018, 05:11 PM
L. Spiro L. Spiro is offline
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Quote:
Originally Posted by RPGMaster View Post
Feel free to post any valid links man . Any posts with links, made by users without enough posts will simply require approval by a moderator/admin.
Can you approve my pending reply here?


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