That you can add extra music within the game that is not from the game is already a great advance, but let's not say the time you spent configuring it so that everything reacts as it should, as if it were part of the game, it requires a lot of dedication and time, you go on the right track...💯 pdst: Good soundtrack or music.💯
This is actually behavior of game anyway. Just some jumps may not sound good. It was my mistake. I didn't care because I was just testing. Because I wouldn't use it anymore.
Man, this is awesome. I wrote a MAP file parser based on a spec I found, but had trouble determining how to move through the parsed sections. IIRC they were offsets into the EADPCM MUS files. How did they align with positions on track? Keep up the great work :)
Thx :) Let me guess, isn't it wiki.multimedia.cx? I didn't understand anything there either. I learned this by myself by digging into the gamecode. Currently, I can say that have disassembled 90-95% of music code for NFS2 and NFS3. Thanks to this, I was able to implement interactive music in the nfs3 psx tracks Nescafe made for nfs2. Otherwise, this wouldn't be possible just by looking at the files. The process is as follows: The game first checks the track file. Because the positions are there. Then it looks at the map and compares the value of this segment. It saves "SCHl" offset, which is beginning of each piece whose compared value corresponds to the MUS file (for whichever offset value is pushing, for that piece). And finally, it goes to the MUS file and compares this offset and that section is played. In short, this is how it is (Sorry for my bad explanation.). Difficult for me to explain in more detail. Because there are many calculations. EA did this pretty tryhard. But they did a good job (except for 22050 hz). But I can understand this situation since file sizes were very important in those years.
I'm not sure where your comment went, maybe removed by Google because of the link, but yes! It was that one indeed :) If you could DM me the contents of the message or rewrite it without the link, that'd be great. But thanks for providing your explanation, warms my heart to know people are still tinkering with NFS2 and 3 25 years later. Very impressive that you reverse engineered so much of the code too. Not sure if you're aware, but there's an NFS4 PSX beta available with debug symbols, I was using that to add car parsing from that version into OpenNFS. You may be able to learn something from that codebase too!
@@AmrikSadhra The link in my comment is still here. Not deleted. A few people told me they were able to download it. But if comment is still not visible to you, I don't know. or write me on discord (You can also write on Retro Racing Point or Classic Need For Speed servers.) and I'll give it to you.
@@UltraJerichoSan Song issues works fine, I tried to install the mod menu too, put the files to the game folder, run it, and it doesn't appear, If I press the home button, it's just blocking my cursor. Could you help me with this?
You can try this:
www.dropbox.com/scl/fi/trjiky2w0k9d0nagjcsvu/Music-test.zip?rlkey=ug2j67r3kjlykm44cj7g0ars4&st=sifcq918&dl=0
Password: 12345
That you can add extra music within the game that is not from the game is already a great advance, but let's not say the time you spent configuring it so that everything reacts as it should, as if it were part of the game, it requires a lot of dedication and time, you go on the right track...💯
pdst: Good soundtrack or music.💯
This is actually behavior of game anyway. Just some jumps may not sound good. It was my mistake. I didn't care because I was just testing. Because I wouldn't use it anymore.
@@UltraJerichoSan oh, I understand...
And for the game to recognize any music or sound, what format should you convert it to?👀
@@IzabellaRpx3 EA ADPCM (Interleaved)
@@UltraJerichoSan oh, I'll see if I can try it, but first I'll try yours...👀
Thanks Jeri💯
Sounds like unreal tournament
Man, this is awesome. I wrote a MAP file parser based on a spec I found, but had trouble determining how to move through the parsed sections. IIRC they were offsets into the EADPCM MUS files. How did they align with positions on track? Keep up the great work :)
Thx :)
Let me guess, isn't it wiki.multimedia.cx? I didn't understand anything there either. I learned this by myself by digging into the gamecode. Currently, I can say that have disassembled 90-95% of music code for NFS2 and NFS3. Thanks to this, I was able to implement interactive music in the nfs3 psx tracks Nescafe made for nfs2. Otherwise, this wouldn't be possible just by looking at the files.
The process is as follows: The game first checks the track file. Because the positions are there. Then it looks at the map and compares the value of this segment. It saves "SCHl" offset, which is beginning of each piece whose compared value corresponds to the MUS file (for whichever offset value is pushing, for that piece). And finally, it goes to the MUS file and compares this offset and that section is played.
In short, this is how it is (Sorry for my bad explanation.). Difficult for me to explain in more detail. Because there are many calculations. EA did this pretty tryhard. But they did a good job (except for 22050 hz). But I can understand this situation since file sizes were very important in those years.
I'm not sure where your comment went, maybe removed by Google because of the link, but yes! It was that one indeed :) If you could DM me the contents of the message or rewrite it without the link, that'd be great. But thanks for providing your explanation, warms my heart to know people are still tinkering with NFS2 and 3 25 years later. Very impressive that you reverse engineered so much of the code too. Not sure if you're aware, but there's an NFS4 PSX beta available with debug symbols, I was using that to add car parsing from that version into OpenNFS. You may be able to learn something from that codebase too!
@@AmrikSadhra The link in my comment is still here. Not deleted. A few people told me they were able to download it. But if comment is still not visible to you, I don't know. or write me on discord (You can also write on Retro Racing Point or Classic Need For Speed servers.) and I'll give it to you.
Do you have a fix for Aquila 303 for Aquatica? 😃
Once you download Limits Unlocker (mod menu) from link in the description, you will find there.
@UltraJerichoSan Thank you I will try it. 🙂
@@UltraJerichoSan Song issues works fine, I tried to install the mod menu too, put the files to the game folder, run it, and it doesn't appear, If I press the home button, it's just blocking my cursor. Could you help me with this?
@@zolivarga9873 2.1.0 has been released. Try it.
@@UltraJerichoSan Thank you sir, I will try it and hopefully can rage against 8 el nino cops in my SL 600. 😅
Is this a mod? this is pretty cool
Yea, you can try a copy of music files used in this video by downloading them from the link in the pinned message.
@@UltraJerichoSan i tried it out earlier, it worked perfect