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#1
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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? L. Spiro |
#2
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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. L. Spiro |
#3
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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. |
#4
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Feel free to post any valid links man
![]() 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. |
#5
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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? ![]() |
#6
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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. L. Spiro |
#7
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L. Spiro |
#8
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I must say, I'm impressed with the music you've uploaded on youtube. I'd love to see this done for a lot of games, like Deadly Arts. I'll see if I can find any info on reverb and chorus this week.
Sorry for taking this long to approve. I'll be sure to check more frequently ![]() |
#9
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Diddy Kong Racing is sounding great, but there are some songs obviously missing chorus. It’s more obvious here than any other games I have done so far.
I found this: https://level42.ca/projects/ultra64/...index17.4.html Anyone know the details? Chorus should be applied to channels separately, but from their diagrams it is not clear if chorus can be applied to each track or only to the whole final waveform generated. I can’t imagine it is just applied to the whole sound after all tracks are combined. But the big question is: Can we get this information from the games, perhaps via Project64 or a tool for creating USF files that can also dump chorus values? Anyone familiar enough with the code of Project64 to be able to do this, or who can point me in the right direction? L. Spiro |
#10
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I'm not aware of any high level tools, so at this rate you will likely have to use a debugger and debug at assembly level. Anyway, i recommend that you try joining more forums, because a lot of interesting projects are scattered across different places. You could try this forum for starters https://hcs64.com/mboard/forum.php For example, I came across this interesting project http://goldeneyevault.com/viewfile.php?id=212 . Maybe you could talk to Subdrag. Another good resource I found was http://en64.shoutwiki.com/wiki/Diddy_Kong_Racing . This has a list of addresses for some library functions used in various games. I don't know how good the IDA pro is for N64 ROMs, but I heard it can be useful for it. Also I managed to find this tool, which allows you disassemble RAM dumps http://goldeneyevault.com/viewfile.php?id=219 . I'll keep an eye out for more interesting projects/resources and also see if I can find more knowledgeable people. |