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POTGIESSER
Senior Member


Posts: 1686
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Kaiser said:


If you get the final boss to not spawn after all enemies are dead, save it and post me the savegame file so I can debug it, if you have the chance. Thanks.

Got the bug again on my first try:

http://rapidshare.com/files/133541223/doomsav0.dsg.html

Last thing I killed was an imp if that somehow helps at all.

Old Post 07-30-08 11:35 #
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DoomKn1ght
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Posts: 118
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Kaiser said:


3. Unfortuently no. If using 'Lowest' setting for the music priority is not working, then I will need to find an alternative to how the music plays, but I am not resorting to mp3 playback, thats out of the question. I would like to find a way (or better yet, someone with mips knowledge) to extract the music samples from the rom and build .mod files like that. If I had my hands on the samples, .mod files is possible.



I already asked that to someone able to rip psf from psxdoom. He
said that would have been done already and what I already know
myself ie that sample are in .LCD files and the library is in
the DOOMSND.WMD file. But he wasn't able to say were are
those damn sequences.

I guess It's the same crap with Doom64.

Old Post 07-30-08 17:06 #
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DaniJ
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In a word; no: http://n64.icequake.net/mirror/www....emon.co.uk/n64/

Old Post 07-30-08 17:45 #
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DoomKn1ght
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DaniJ said:
In a word; no: http://n64.icequake.net/mirror/www....emon.co.uk/n64/


I was talking about how midway did the stuff and difficulties to
rip sequences because I don't know if they are hardcoded or no.
Not about N64 deep into hardware thing.

Old Post 07-30-08 17:57 #
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leileilol
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DaniJ said:
In a word; no: http://n64.icequake.net/mirror/www....emon.co.uk/n64/

N64 just uses a tracker-like music system. Stop overcomplicating things like it's impossible!

Old Post 07-30-08 20:41 #
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Kaiser
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Doom64's music format is NOT like PsxDoom. Though they do both share similarities between how Doom64 does it and how the the .LCD files generate the music, but there are NO .LCD data being used. I've also have yet to fully understand the formats for .LCD and .WMD files anyways.

The indivdual sample data for each music can easily be located in the rom (and in the main USF lib file), which begins at the address, 0x6552D4 in the rom. First 32 bytes is the header of the sample, followed by the sample data itself. But there's one problem - they're using the same compression for the textures/levels, which prevents me from going any further in ripping them manually from the rom.

I have been experimenting with Project 64's code and I've came up with some ideas on how to get compressed data without having to guess its algorithm. So far I've got PJ64 to dump the level data from the RDRAM, and the music/sounds is another thing that I am currently investigating into..

I'd also appreciate anyone with MIPS knowledge and sound data in general with the same curiosity as me to lend a hand in cracking its format.

Last edited by Kaiser on 07-30-08 at 21:37

Old Post 07-30-08 21:31 #
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DoomKn1ght
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Try to contact joshw,unless you've done It already. He has already
done a partial usf rip of Doom64 music.

http://joshw.info/

Last edited by DoomKn1ght on 07-30-08 at 22:00

Old Post 07-30-08 21:51 #
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DaniJ
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Did I say it was impossible? No. Did I imply that the N64 uses a totally different method of both storing and generating waveforms from the samples and audio tracks? Yes.

Kaiser - I too have been working on this stuff but instead I am taking a different approach in that I am directly reverse engineering the algorithms used to decode the data. As soon as I break it, you will be the first to know.

If you haven't found it yet you might find the following useful: http://techpubs.sgi.com/library/tpl...er=007-2489-001

Last edited by DaniJ on 07-30-08 at 22:16

Old Post 07-30-08 22:08 #
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Vegeta
I don't "POST WAREZ, POST WAREZ!" anymore


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DOOM64 Revenant. Just fooling around, very early sketch, but more or less the idea I have in mind.
http://img239.imageshack.us/img239/...revenantdr9.jpg

Old Post 07-30-08 22:24 #
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Kaiser
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DoomKn1ght said:
Try to contact joshw,unless you've done It already. He has already
done a partial usf rip of Doom64 music.

http://joshw.info/



D64ex already uses USFs to play the music.


DaniJ said:
the N64 uses a totally different method of both storing and generating waveforms from the samples and audio tracks


Thats something that I am aiming to figure out, which is how sound is stored in terms of waveforms. HCS (USF creator) is probably the only guy who is still active in N64 modding that could shine some light on that subject.

Old Post 07-30-08 22:46 #
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Bashe
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Vegeta said:
DOOM64 Revenant. Just fooling around, very early sketch, but more or less the idea I have in mind.
http://img239.imageshack.us/img239/...revenantdr9.jpg


Creepy-looking thing! If that was in the game, I just might have dooked myself!

Old Post 07-31-08 14:53 #
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FirebrandX
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Does anyone else notice occasional clicking or popping in the music while playing? I'm also getting a strange high frequency squelching noise that shows up from time to time in the music.

I know mp3s are out of the question for a pack-in with the game, but I'd really like an option to use them externally with my own set.

Old Post 08-01-08 16:47 #
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Kaiser
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FirebrandX said:
Does anyone else notice occasional clicking or popping in the music while playing? I'm also getting a strange high frequency squelching noise that shows up from time to time in the music.

I know mp3s are out of the question for a pack-in with the game, but I'd really like an option to use them externally with my own set.



The popping is coming from the internal emulator (Project64). I may need to add checks to not stream in blanks. Also if you have winamp, get the 64th note plugin that can play USF files and see if the music pops as well. If not then its something I need to fix on my end :\

External media may be an option, but I was also concidering caching the music to disk rather than streaming it in the game.

Old Post 08-01-08 17:43 #
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FirebrandX
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I already have 64th Note and the minusfs from Doom 64. I in fact used it to make a wave set that I then resampled in goldwave to maximize volume and convert to mp3.

No clicking or squelching in 64th note, however, I did not amplify the sound past 1.00 and instead chose to use goldwave to amplify the sound after resampling for mp3 conversion of the wave files.

Old Post 08-01-08 18:19 #
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Kaiser
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I'll need to look into that sometime in the future then...

Old Post 08-01-08 18:23 #
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leileilol
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Bashe said:

Creepy-looking thing! If that was in the game, I just might have dooked myself!


I wouldn't, I would think "ugh, whos idea was it to copy and paste Blood tchernobog with some skull and call it a new monster" and never take it seriously. It's not even a CG monster (which Doom64's sprites are all rendered)

Old Post 08-01-08 20:45 #
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FirebrandX
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Hey kaiser,

I found on listening to the 64th Note output of the doom tracks in winamp, there was noticable feedback distortion on some wave frequencies of most all the music tracks. 90% of the distortion shows up in the 6kHz and above frequency range, and appears to be emulation error (real console does not have this problem). The good news is I found I could filter it out by making a curved bandpass limiter starting at the 6khz range. The filtered tracks now sound quite a lot better.

I've made a new set of mp3s from them and will happily host them on my site once you get external mp3 support added in.

Old Post 08-02-08 21:06 #
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Kaiser
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FirebrandX said:
The good news is I found I could filter it out by making a curved bandpass limiter starting at the 6khz range. The filtered tracks now sound quite a lot better.


How did you go about doing that? Out of curiosity..

Old Post 08-02-08 21:15 #
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FirebrandX
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I used goldwave's bandpass filtering options. You can creat a point-by-point, shaped bandpass filter as detailed as needed. I made several test filters to single out the feedback distortion and found the majority of it (90%) occurs above 6Khz.

If you'd like I can upload a demo of an unfiltered track versus a filtered one. The best example would be "Pitfalls" as it has the most distortion.

Old Post 08-02-08 23:38 #
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SuperSlammer2
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Whoa

This is my first time properly playing doom 64 (never had an n64) and holy crap this is scary. I didn\'t know this game was so freakin disturbing at some points! and the music...man, freaky shit.

thanks Kaiser for this awesome port!

Old Post 08-02-08 23:59 #
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FirebrandX
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I made a quick 30-second demo of "Research Lab"

The first is the unfiltered output from 64th note:

http://www.firebrandx.com/downloads...ered%20Demo.mp3

An now the filtered version:

http://www.firebrandx.com/downloads...ered%20Demo.mp3

The only drawback is a slight dulling of the highest frequency noises, but this is considerably better than the distorted output to begin with. Perfect for background ambiance whilst playing through the game. ;)

Old Post 08-03-08 00:03 #
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Kaiser
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Interesting. I suppose I can hack in some method similar to the one you mentioned in usflib (d64ex's USF library) to null out the blank blocks of data.

Old Post 08-03-08 02:16 #
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FirebrandX
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Would you still be willing to add in external mp3 support? I'd very much like to have that option :)

Old Post 08-03-08 04:58 #
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leileilol
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but mp3 is a patent violating bunch of ew and is inappropriate for a open source port hosted on Sourceforge. What you want instead is external OGG support though personally I still find that unlikely

Old Post 08-03-08 06:20 #
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Kaiser
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Only thing I could do for now is just dump the music as raw data and play it from there. Finding a good library to playback mp3, ogg and whatnot is very unlikely anyways.

Old Post 08-03-08 06:44 #
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FirebrandX
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leileilol said:
but mp3 is a patent violating bunch of ew and is inappropriate for a open source port hosted on Sourceforge. What you want instead is external OGG support though personally I still find that unlikely


No no no. I just would be using my own set of mp3s. He wouldn't have to pack any mp3 tracks with the package. This would purely be an option for users that wish to assign their own tracks per stage. Basically a config file that you then fill in each track location with the path and file name of your mp3. I recall doing this in jdoom (or whatever the one was from the doomsday web site) and used it to assign the playstation doom track mp3s to the PC version of doom. Worked great too.

At any rate, I found I can simply turn off the music in Doom 64 EX and used global hotkeys on winamp running in the back ground while I play. Whenever I reach the next stage, I just press my hotkey for playing the next looping mp3 of the original soundtrack. Its a pretty decent workaround with minimal hassle.

Old Post 08-03-08 07:55 #
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leileilol
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FirebrandX said:


No no no. I just would be using my own set of mp3s. He wouldn't have to pack any mp3 tracks with the package.


I didn't mean mp3s themselves, I am referring to the decoding and playback of it.

Old Post 08-03-08 08:33 #
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FirebrandX
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Ah ok I understand now. In that case, I'd be interested in knowing what library jdoom used.

Old Post 08-03-08 17:40 #
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AgentSpork
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I've noticed a pretty significant drop in performance after I upgraded my video card a couple of weeks ago. At first I thought it might have been something that was changed in a newer version of Doom64ex, so I reverted to an older build and still had the same problem. I also thought it might be an issue with the USF playback, but disabling the music didn't have any noticable effect on performance. Also, it only seems to lag in open areas.

I dunno why upgrading my video card would be causing performance issues. Here's my current specs:

CPU: 3.4 Ghz Pentium 4
GPU: eVGA GeForce 9600 GSO
RAM: 1GB DDR2

My old video card was a GeForce 7800 GT, in case you're wondering. I'll toy around a bit more to see if I can figure out what the deal is.

Old Post 08-03-08 18:55 #
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ShaneAmp
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Wow, figured this would be a ways down the road, been outta the loop, didnt hear about it till recently.. nice work! doom 64 worked perfectly for me on project 64, but keyboard and controller support never felt right.. now i can use a mouse, even though it doesnt work like normal doom, it only seems to have turn and free look, no move forward and back.. feels weird.. but better modding and mapping support is very exciting! great work!

Old Post 08-04-08 00:52 #
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