L-Spiro

Results 18 comments of L-Spiro

This is a new MHS and is still in progress. You can get the old source code fro links posted here: http://memoryhacking.com/forums/viewtopic.php?f=1&t=8385&p=100689&hilit=Source+Code&sid=b249a1f7a676a05ba02384ecd894337c#p100689

EAD music has MIDI controls for vibrato delay (0xE3), vibrato depth (0xD8), and vibrato rate (0xD7). These can map to GM2 controls fine enough, and the vibrato works the same...

The detuning issue is likely the same issue I am asking to be fixed here: https://github.com/jombo23/N64-Tools/issues/25 It is pervasive among the Sng format, and it is extremely troubling because I...

Here is another example, from Gex: Enter the Gecko. These examples all sound basically fine: https://www.dropbox.com/s/3dhabnlfw0kmtdr/Game%20Over.wav?dl=0 https://www.dropbox.com/s/fu11o2stgj0eeya/Level%20Win.wav?dl=0 https://www.dropbox.com/s/q595q89imfvrju0/Gex%20Dies.wav?dl=0 https://www.dropbox.com/s/mvovoaridx495wg/Got%20Special%20Item.wav?dl=0 Compare to: https://downloads.khinsider.com/game-soundtracks/album/gex-64-enter-the-gecko-nintedo-64 But then I got to this song: https://www.dropbox.com/s/hausunp63zxkobh/Bonus%20Bonanza%20%28Aztec%202%20Step%29.wav?dl=0...

I am unable to record Buck Bumble due to this issue appearing in the very last song in the set: 00000013 00538E50 (Intro, bank 0x1D). There is no detune or...

This is the file for bank 01, used by the song in question. [ExtractedSoundbank_01.dlsDebug.txt](https://github.com/jombo23/N64-Tools/files/7317845/ExtractedSoundbank_01.dlsDebug.txt) Is the debug data wrong? That would cause problems for me, and I know that there...

@SubDrag My best idea so far has been that the game loads a frequency table for different songs. I’ve noticed that in a lot of cases the entire song sounds...

Some loops appear to be unrolled by the MIDI exporter automatically and the others are for looping the tracks. You can’t tell which is which from the MIDI export alone,...

> I think we should fix the problem in source, which means (if I understand correctly?) omitting CC 102 and 103 for all of the unrolled loops - and leaving...

> Ah, you're right. I was writing under the assumption that N64-Tools would always unroll those, but it doesn't. (And shouldn't...?) It shouldn’t. Those are the magical 255 loops.