Org-03

Sep 3, 2010 at 9:55 PM
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All of the music used in Cave Story has a header of Org-02, but I've noticed some of the music I have is apparently 'Org-03'. The format seems to be the same, so my WinAmp plugin can still play it (if I remove the dialog box that prevents it with a sanity check), but I don't know if this is how it's supposed to sound.

Which version of OrgMaker produces Org-03? I noticed some of them sound very different even when playing the same music. Are the instruments different? Has anyone dumped them? Or does it just use the extended drumset? Does it do some kind of filtering or something else?
 
Sep 3, 2010 at 10:07 PM
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When I was doing the WAV ORG hack, I encountered a slight problem. Org saved in Orgmaker V2 with new drums got labelled as Org-3! The game only checked for Org-1 or Org-2, so it automatically threw a fit when it tried to load these.

So, I did the lazy thing and took out the check. It played just fine on CS's org engine, so I can only assume the file format is (basically) the same and Org-3 means it uses extended drumset.
 
Sep 3, 2010 at 11:21 PM
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Yeah but that's V2, which does sound very different. Even 1.34 fails to load them...
 
Sep 3, 2010 at 11:25 PM
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Thats due to the guy who made v2 swapping drums around or something. It's fixed in the 2.05x translated version
 
Sep 3, 2010 at 11:59 PM
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Oh noes. How will I know which way the drums were supposed to go when the song was made, then?! :eek:
 
Sep 4, 2010 at 12:02 AM
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Code:
0048B908   .  42 41 53 53 3>ASCII "BASS01",0
0048B90F      00            DB 00
0048B910   .  42 41 53 53 3>ASCII "BASS02",0
0048B917      00            DB 00
0048B918   .  53 4E 41 52 4>ASCII "SNARE01",0
0048B920   .  53 4E 41 52 4>ASCII "SNARE02",0
0048B928   .  54 4F 4D 30 3>ASCII "TOM01",0
0048B92E      00            DB 00
0048B92F      00            DB 00
0048B930   .  48 49 43 4C 4>ASCII "HICLOSE",0
0048B938   .  48 49 4F 50 4>ASCII "HIOPEN",0
0048B93F      00            DB 00
0048B940   .  43 52 41 53 4>ASCII "CRASH",0
0048B946      00            DB 00
0048B947      00            DB 00
0048B948   .  50 45 52 30 3>ASCII "PER01",0
0048B94E      00            DB 00
0048B94F      00            DB 00
0048B950   .  50 45 52 30 3>ASCII "PER02",0
0048B956      00            DB 00
0048B957      00            DB 00
0048B958   .  42 41 53 53 3>ASCII "BASS03",0
0048B95F      00            DB 00
0048B960   .  54 4F 4D 30 3>ASCII "TOM02",0
0048B966      00            DB 00
0048B967      00            DB 00
0048B968   .  42 41 53 53 3>ASCII "BASS04",0
0048B96F      00            DB 00
0048B970   .  42 41 53 53 3>ASCII "BASS05",0
0048B977      00            DB 00
0048B978   .  53 4E 41 52 4>ASCII "SNARE03",0
0048B980   .  53 4E 41 52 4>ASCII "SNARE04",0
0048B988   .  48 49 43 4C 4>ASCII "HICLOS2",0
0048B990   .  48 49 4F 50 4>ASCII "HIOPEN2",0
0048B998   .  48 49 43 4C 4>ASCII "HICLOS3",0
0048B9A0   .  48 49 4F 50 4>ASCII "HIOPEN3",0
0048B9A8   .  43 52 41 53 4>ASCII "CRASH02",0
0048B9B0   .  52 45 56 53 5>ASCII "REVSYM",0
0048B9B7      00            DB 00
0048B9B8   .  52 49 44 45 3>ASCII "RIDE01",0
0048B9BF      00            DB 00
0048B9C0   .  54 4F 4D 30 3>ASCII "TOM03",0
0048B9C6      00            DB 00
0048B9C7      00            DB 00
0048B9C8   .  54 4F 4D 30 3>ASCII "TOM04",0
0048B9CE      00            DB 00
0048B9CF      00            DB 00
0048B9D0   .  4F 52 43 44 5>ASCII "ORCDRM",0
0048B9D7      00            DB 00
0048B9D8   .  42 45 4C 4C 0>ASCII "BELL",0
0048B9DD      00            DB 00
0048B9DE      00            DB 00
0048B9DF      00            DB 00
0048B9E0      43415400       ASCII "CAT",0
Pretty sure that's it. At least, that's the setup that plays Org-1, Org-2 and Org-3 files in my modified Doukutsu properly. I don't know anything about this "broken" OrgV2.05... I have the translated one and it sounds pretty much the same when I play ORG files with it, with the exception of a few drums were slightly off (I extracted them from CS and fixed it for my own personal version, though.)
 
Sep 4, 2010 at 12:10 AM
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Argh, I'm completely missing a lot of those... Everything after (and including) Bass04. And whatever it is that White uses, too. I didn't even notice. As for the broken V2, they probably reordered the instruments so Bass03 came after 01 and 02, and stuff that makes sense like that?...
 
Sep 4, 2010 at 12:13 AM
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White uses Per01, slot 6 {Cave story originally had its drums 'hard-coded', so to speak, and only used 6 of the available 8}. The Per01 sound in Org205x is wrong, so I had to pull it out of Cave Story myself to make it a resource. One second, and I'll upload it for you to use.

EDIT: Here. Per01.wav
HiClose.wav
^ I'm pretty sure HiClose was wrong too, since I think DB extracted his instruments from Org 205x and it was WAY too harsh. This one is also straight from CS.
 
Sep 4, 2010 at 12:21 AM
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I need the instruments for the WinAmp plugin and anything I do with AgL in the future of course. Raw dumps is fine, I have trouble finding where the end of WAV headers are anyway. ... Thanks for helping. o.o
EDIT: That works too, thanks. ^^;
 
Sep 4, 2010 at 1:13 AM
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Noxid said:
I don't know anything about this "broken" OrgV2.05... I have the translated one and it sounds pretty much the same when I play ORG files with it, with the exception of a few drums were slightly off (I extracted them from CS and fixed it for my own personal version, though.)

That is the fixed version. Try using the japanese one.
 
Sep 4, 2010 at 1:22 AM
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Wait, argh... The instrument number is 6 (HiOpen) but it's supposed to be 8 (Per01) but the instrument's wrong but the pitch is wrong but but ... argh! :eek:
EDIT: No wait, you mean instrument 6, the Snare? Geeze. @_@;
 
Sep 4, 2010 at 2:25 AM
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Ooops :eek:

I shouldn't have said that was instrument 6... It is instrument 6 in Cave Story, but not in the Org files. What I had right was the filenames <Per01 and HiClose> and the order they appear on the big list there.

Okay so it's like this: In Cave Story, there are only Six drums, and no matter what you set the Instrument as in OrgMaker, it'll always play drum track 1 as Bass01, Drum track 2 as Snare01, Drum track 3 as HiClose, Drum Track 4 as HiOpen, Drum track 5 as Tom01, and Drum track 6 as Per01. I would at first thought this would be a relic of an older org format like org-01, but then I found some dummied out functions in CS that let you load the drums from resource like it does in OrgMaker and OrgView so I suppose it's probably just an efficiency thing (Loading 8 WAV files from resource I guess was too much every time you switch songs).

Orgmaker 134 has 12 drums, and they're in the exact same order as the first 12 in my list above. Orgmaker 205x expands upon this list, adding I think 16 more drums. In order to keep the way the old (Org-02) files play the same, they just added onto the drum numbers which is why BASS04 doesn't come after BASS03.
 
Sep 4, 2010 at 4:51 AM
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Oh. Great. So my org player is working fine, it's the org itself that's got the wrong instruments set? Geeze, how am I supposed to deal with that. :eek:
 
Sep 4, 2010 at 4:56 AM
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Politely ask people not to use the untranslated Org205? >.>
 
Sep 4, 2010 at 6:44 AM
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Yeah, I totally gotta tell all those Japanese people they're doin it wrong. And maybe berate Pixel for marking the Per01 in White Wall / King's Theme as a second Snare01, marking both Tom01 and Per01 as Per02 in The Way Back Home, and who knows what else.. even though we weren't supposed to tear it out of the game's resources in the first place. :eek:

Much thanks for the information. I never realized the instruments were set like this. Wait no, this doesn't seem to work for all the other songs too, some of them only use HiOpen and have it in the HiClose spot, and stuff! @_@; Is it hardcoded differently per-song?... Seems The Way Back Home treats both those Per02's as Bass01's anyway or something. That's two songs 'fixed', at least.
 
Sep 4, 2010 at 1:56 PM
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The drums are normally like any other SFX in Cave Story - They get loaded once when the game starts up, and are never touched again. The offset for the Drum sound pointers is 4A57C0, and there are 6 objects there. Numerically speaking, those are sounds 0x96, 0x97, 0x98, 0x99, 0xA0 and 0xA1. For some reason, I can't see 0xA0 or 0xA1 in SeaTone but the other four are there... The function that plays the drums is 41B510, and what I think is basically it takes the drum track # being played currently, multiplies it by 4 and adds that to 4A57C0 to get the pointer to the sound. There's also some other stuff with pitch I don't really understand at all, but that's irrellevant. To test it empirically, make a random Org with all drum tracks the same, then lay drums from all the first six tracks and see if it makes different sounds (More than six will crash it, there are null pointers after that)

If that doesn't work the obviously I'm wrong ^_^
 
Nov 7, 2010 at 6:58 PM
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Noxid said:
The drums are normally like any other SFX in Cave Story [...] Numerically speaking, those are sounds 0x96, 0x97, 0x98, 0x99, 0xA0 and 0xA1. For some reason, I can't see 0xA0 or 0xA1 in SeaTone but the other four are there...

D'oh. When you use the SeaTone pusher.exe to extract the sounds from Cave Story, the drum sounds are 96, 97, 98, 99, 9a, and 9b. (Windows sorts the 9a and 9b filenames after the 08 filename, so I didn't see them at first.)

After I noticed Cave Story didn't have wav resources for the drums like OrgMaker did, I found your post helpful to understand why. After extracting the PixTones from Cave Story, I found the "missing" drums, and thought I'd share in case any one else finds the same post.
 
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