Hacking Removing the point-sampled audio from DK64?

the_randomizer

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Nintendo implemented point-sampled audio into DK64

Perhaps this will prove I'm not crazy and do indeed hear a difference, I suggest analyzing the spectrograms in Audacity for further analysis.

N64 hardware capture

FLAC - https://filetrip.net/dl?Qklo99q869
Video source -

Time stamp - 3 seconds in

Wii U VC capture
FLAC - https://filetrip.net/dl?f4UrmBNdSr
Video source -

Time stamp - 15 seconds in

Why they did this, is beyond me, and I surely can't be the only one to notice this. Upon comparing the two samples, Nintendo foolishly has implemented inferior audio emulation into DK64 on the Wii U virtual console. Perhaps it was code lifted from Mupen64, or maybe it was to save on resources. Why am I making this thread? Easy, because people are skeptical and some even have called me a flat out liar. Well, here is the proof, and if people can somehow get into the Vessel RPX files and find out what is causing this and how to disable this, it will make DK64 more aurally enjoyable. Surely, it is possible to use something like the Wii U SDK and a hex editor to decrypt the Vessel RPX (emulator package), look at the code and see what's going on. This is the last thing IMO, that needs to be looked into and corrected.

Also, to further cover my bases, I have captured HD video of the samples being played:


First sample, real N64, second sample, Wii U VC.

Also, a big thanks to @Extrems for pointing out that the code did exist in the N64 hardware, but wasn't used in the real hardware, per se
https://github.com/mupen64plus/mupen64plus-rsp-hle/blob/master/src/alist_nead.c#L149
https://github.com/mupen64plus/mupen64plus-rsp-hle/blob/master/src/alist.c#L684

Why, is anyone's guess.
 
Last edited by the_randomizer,

Osakasan

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If this could be solved, than maybe a lot more could (like the selective input lag on Wii U controllers but not on Wii ones)

I'm all for locating and solving this. Maybe we can Finally decypher Wii U's N64 emulator
 
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