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Proteus Retune 0.2.0
Proteus Retune 0.2.0 adds Nintendo 64 (Super Mario 64 and Ocarina of Time) and NES games, and new ways to silence a game's music while keeping its sound effects.
Download: ProteusRetune-0.2.0-win64.zip below (Windows 64-bit). Unzip, close RetroArch, and follow READ ME FIRST.txt.
Nintendo 64
- Wrapper core for Mupen64Plus-Next (
install-core.ps1 -Core mupen64plus_next): follows the game's background music sequence player and holds its volume at zero while a replacement plays. Sound effects, fanfares and item jingles are untouched, and the original volume comes back for songs left as the game's own. The mute works on the game's RAM, not the renderer; tested with Angrylion and both the HLE and cxd4 RSP. proteus-cli n64runs Super Mario 64 or Ocarina of Time (1.0, Rev 1, Rev 2) headlessly, finds the sequence players in RAM, and writes a profile listing every song by name. Point it at a whole ROM folder.- Song pickers under Quick Menu → Core Options → Proteus now show song names ("Song 0x2: Hyrule Field").
- New profile keys:
byte_order = n64,active/stopped,[hold], and the track optionname=.
NES
- Proteus Studio and proteus-cli find NES songs on FCEUmm, named from Zophar's Domain .nsf sets, including games whose sound code keeps no song number (a small "tap" on the sound routine reports each request).
- Stop a game's music through its own RAM (
[silence]) or with a code patch ([patch]) instead of muting channels, so sound effects keep playing.
Also
- The DSP plugin finds the profile of a zipped game from RetroArch's history.
- Fixes from three code reviews.
Notes
- Windows only. N64 support covers Super Mario 64 (USA) and Ocarina of Time (USA); other N64 games are not recognised yet.
- No games, ROMs or music are included; use games you own.
- Please open an issue for bugs or games that don't work.
Licensed LGPL-2.1-or-later. Bundled library licenses are in licenses\.