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n64-tools's Issues

Gex 64 don't export all of the midi files in midi tool.

I don't think i should count as a issue but more of a suggestion, actually i could extract the soundfonts very well but i been wanting to extract all of the midi files for Gex 2 on the n64.

Instead of giving me all of the midi files, it just only give me the jingles that are played in game instead.

I only have total of all 7 midi tracks that are commonly jingles when you either died or a game over and etc.

I wonder if there is a way to update the Gex 64 midi extractions to all of the tracks unless it complicated to understand it's code.

I know a similar issue occurs with perfect dark which only give you around 70 midis or so instead of 119.

It later on got fixed.

Overall just reporting this, mainly i can rip all of Gex 3 midis just fine.

Audio glitches when replacing Instru_0046 and Instru_003F in Goldeneye setup editor

Hey there, these two instruments have caused some certain audio distortion and static when i replaced them, even if i actually put the instruments back in it still contain the glitchy sounds and etc.

Thanks to your helpful update i was enable to use my sounds in goldeneye via DLS, through i been experiencing these strange glitches when replacing two certain instruments even if i actually put the sounds in there correct pitch.

When i test the sounds in goldeneye itself it cause me some strange glitches while the dls itself is fine and plays the sounds perfectly.

When testing the samples ingame, by these two presets that sorta cause certain audio glitches to goldeneye itself, i never have this issue when replacing certain sounds in Perfect Dark but seem like goldeneye is pretty glitchy.

I can provide and share a Xdelta link if anyone is willing to actually can see and analyzed what causing the strange audio glitches.

Unless, i am doing something wrong here i do apologize for reporting this issue in here.

Since i am really new to this stuff.

Files Missing from N64MidiLibrary

When trying to build N64MidiLibrary.vcproj the following errors appear:

1>Compiling...
1>BlitzDecoder.cpp
1>c1xx : fatal error C1083: Cannot open source file: '.\BlitzDecoder.cpp': No such file or directory
1>MidiParse.cpp
1>j:\my projects\midiworks\n64-tools-master\n64 midi tool\n64midilibrary\midiparse.cpp(19) : fatal error C1083: Cannot open include file: 'n643docompression.h': No such file or directory
1>n643docompression.cpp
1>c1xx : fatal error C1083: Cannot open source file: '.\n643docompression.cpp': No such file or directory
1>yaz0.cpp
1>c1xx : fatal error C1083: Cannot open source file: '.\yaz0.cpp': No such file or directory

The missing files do exist at N64-Tools-master\N64 Sound Tool\N64SoundListToolUpdated\N64SoundLibrary but are part of the MIDI library project while not being in the MIDI library folder.
Are these files supposed to be copied over manually? Is the MIDI Library project file supposed to be loaded as part of another project/solution?

EXE

nevermind

Sample Level Not Always Exported into Debug SoundBank TXT

Open Super Robot Spirits in N64 Soundbank Tool.
Check Debug.
Press Write All DLS Soundfont Banks.
Export to any folder.
Open the created file, ExtractedSoundbank_00.dlsDebug.txt.
Notice that Instrument 04 correctly reflects the Sample Vol value:
Sample Vol = 6E and 73, debug file contains Attenuation 03320D13 and Attenuation 03128978.
Now look at Instrument 06, which has Sample Vol = 55, but the debug file has Attenuation 00000000.
Debug file should contain Attenuation 0383E26E here.

n64 soundbank tool program won't start

I just get : "The application failed to start because it's side-by-side configuration is incorrect. Please see the Application event log or use the command line sxstrace.exe tool for more detail."

Soundbank Tool exporting broken .dls files

Every rom I tried had this issue.
The exported samples seem to be mixed together, or several samples end-to-end, or something.
converting to .sf2 and using with the exported midis yields garbled noise.
I'm on a 64-bit Windows machine.
The preview button generates the audio flawlessly.
I therefore THINK the midis it exports are fine, but without the soundfont, I can't tell.
I used .n64 files and not .z64 files, and I tried fiddling with a bunch of settings to no effect.
dls.zip

N64MIDITool Error when opening.

Hello!
I just downloaded the N64 MIdi Tool and extracted the .7z file, I tried opening the N64MidiTool.exe file and I get an error saying:
image

How do I fix this? I don't have much knowledge of these github programs, and I would like to be able to use the N64 MIDI Tool.

Unable to import sounds to either Zelda OOT 1.2 or Star Fox 64 US 1.0 in N64SoundTool

I really don't know what to do with this, as I've been trying to save these two ROMs with the changes I tried making to them. N64SoundTool upon saving, is just creating ROMs with zero changes made to them. Further infuriating is that it USED to work with me in Zelda OOT 1.2 some few months ago. Now, I get nothing. No changes I make to any samples in games are being saved.

This is becoming quite infuriating, I need help with this.

N64 Soundbank Tool - Majora's Mask Midi Export

When exporting the southern swamp sequence there is no pitch bend events. If you listen to the track from the game's ost there is clearly pitch bend. I use wine to run n64 soundbank tool and I use rosegarden and midieditor to edit the midis. I'm using majora's mask (u) decompressed rom. Other sequences have been successful in exporting the pitch bend events.

N64 MIDI Tool Request - Support For Space Invaders

Hello!
I was wondering if it would be possible to include support for Space Invaders in the N64 MIDI Tool since support for it has already been added to the N64 Sound Tool. It has some really great music in it, and since there's only low quality recordings of its soundtrack on YouTube (and no USF rips available) I was wanting to take a shot at using the MIDIs to make higher quality versions.

If it somehow helps, the game has also been released for PS1 and PC. I've made attempts at extracting the MIDIs from the PC version but I have not been able to find a tool that will work with it, so the N64 MIDI Tool seems to be the closest solution I've found.

I apologize if you are not taking requests.

Thanks!

Loop unrolling behavior with Goldeneye 007

Hi, I am curious about the intended behavior when exporting MIDI songs containing looped segments. Is there a way to control this behavior? It appears some loops are not unrolled:

so I wrote some MIDI event stream transform to handle CC 102 and 103; however...

You can try this link to see them in player context GoldenEye 007 (SF2) - GoldenEye 007 (U) 0000000B 00420B2C.mid (subject to change).

@L-Spiro - if you've succeeded in interpreting these exports, do you have any hints?

N64 Soundbank Tool - Mega Man 64 Issues

Would it be possible to fix the tool's support for this game? It seems to export banks rather poorly, with the cutscene tracks playing without the correct samples, and some detuned even.

N64SoundTool - CTL too big error

Trying to replace all of the SM64 sounds with custom sounds and receiving this error when partway through. It doesn't seem to happen consistently but I've noticed the tool also gets a lot less responsive after adding a lot of sounds. Is there something I'm missing? The sounds I'm replacing are all shorter than the original sounds to make sure no memory issues happen. Attached screenshot of error. This is likely user error so thanks in advance!

soundtool_error

N64 Sound Bank/Midi Tool - Problems with Toy Story 2

Hello! I would like to report an issue with the export of soundbanks from the game Toy Story 2. The exported DLS' sample mappings don't match the bank/program numbers in the midi tracks (especially the drums, they're all wrong). I haven't had this issue with other games so far.

EAD SoundBank Missing Fine-Tuning (And Additional Debug Output Required)

I am trying to build the tools myself so that I can add this data to the debug output, but the tools are not possible to build thanks to the issue I reported (#45). If there is a way around that I should be able to add this feature myself, but until this I am reporting this as a separate bug.

In EAD games, fine-tuning is ignored—hard-coded to 0x0000—while the base key is determined via a call to ConvertEADGameValueToKeyBase(), which performs the following:
BaseKey = round( 60 - log2( x ) * 12 );
This causes the fine-tuning value to be truncated out, which causes many samples in EAD tracks to be off-key.
The Float Key and Key Prev/Key/Key Sec values are used to determine both the root key and the fine-tuning value.

Here is how to correctly decode these values using Super Mario 64 Bank 0x25 Percussion 0x29 (Float Key = 0.546910) as an example:

Frac = 0.546910;
RealBase = 60 - log2( Frac ) * 12;  // 70.4474958423231640836092992685735225677490234375, IE base key = 70, fine-tuning = -44.75 cents.
RoundedBase = round( RealBase ); // 70.  This is the final “Key Base” value.
Diff = RealBase - RoundedBase; // 0.4474958423231640836092992685735225677490234375
Cents = -round( (Diff * 100) * 16 ) / 16; // -44.75.
// Fine-tune negation is because increasing the base key lowers the final pitch (and vice-versa) while increasing the fine-tuning increases the final pitch.

Note that EAD games have a much more detailed fine-tuning range than just the standard [-100..100] range of cents so exporting the fine-tuning in cents loses precision, however it would still get the samples extremely close to correct for people who use the DLS files.

For the work I do, I need more accuracy than this, so I would like to just have the raw Float Key/Key Prev/Key/Key Sec values exported to the debug file (as "%.8e" so that all significant digits are printed).

For example, Super Mario 64 Bank 0x25 Instrument 0x0C would look like:

Attack 00000000 Decay 7FFFFFFF Sustain 03E80000 Release FB500000 - 0002 7FBC 0001 7FBC 7FBC 72F6 FFFF 0000 003C3CD0 - 0.2048596590757
…
Attack 00000000 Decay 7FFFFFFF Sustain 03E80000 Release FB500000 - 0002 7FBC 0001 7FBC 7FBC 72F6 FFFF 0000 003C3CD0 - 0.2170408964157
…
Attack 00000000 Decay 7FFFFFFF Sustain 03E80000 Release FB500000 - 0002 7FBC 0001 7FBC 7FBC 72F6 FFFF 0000 003C3CD0 - 0.2806159853935

And Super Mario 64 Bank 0x25 Percussion 0x29 would look like:
Attack 00000000 Decay 7FFFFFFF Sustain 03E80000 Release F06DAFB6 - 0002 7FBC 0001 7FBC 7FBC 72F6 FFFF 0000 - 0.546909570694

I included some extra digits in my examples but the idea should be clear: Print the floats with at least 8 significant digits so as to be lossless.

Sng Format Export Errors

There seems to be some kind of error when calculating notes during Sng exports; most sets I have tried have at least 1 issue.
You can hear it best here: https://www.youtube.com/watch?v=uz3xNEWEErs&list=PLWsnao9n727OPW5M2skoMqMSuczNBauZ7&index=15
You can find the same issue in Mario Tennis (U) track 00000000 (Koopa’s Stage), and it MIGHT be the same issue as in the strings here: https://www.youtube.com/watch?v=5sc6sTiR8x0 (compare to https://downloads.khinsider.com/game-soundtracks/album/micro-machines-64-turbo-1999-nintendo-64 ).

Notes seem to be flat or sharp by 1 or 2 notes.

I have researched BattleTanx: Global Assault the most so the following details are from that song (Champs Elysees (Corrupted)).
The 2 most-offensive instruments are numbers 183/0xB7 (main melody part) and 87/0x57 (backing horn).
The track is 000000F.
Here is a recording of it with those instruments removed: https://www.dropbox.com/s/6bi6m827eu6dwhu/0000000F%2000761B88%202.wav?dl=0
You can hear that by around 00:25 the backing guitars also start to “creep” off into wrong notes. Those are instruments 155/0x9B and 48/0x30.

This is the case with the most-recent code/build.
Tracks were not sorted by instrument, and were exported using N64 Midi Tool V2.

N64 MidiTool doesn't export every Midi in Perfect Dark

After exporting all Midis for Perfect Dark, I noticed there were a lot of midis were missing. When I looked through the tool's folders to see if I was able to fix this, I found, in gameconfig.ini, there were 119 listed Midis for Perfect Dark (U) (V1.1),
gameconfigini
but, instead of all 119 listed in the .ini, I was only able to export 63 midis, which is very strange.
miditool glitch
I've tried the tool with other games, and I've seen that there is no cap of 63, so why this is happening with Perfect Dark specifically, I do not know.

Program simply close itself

Installed the redistributables. Program will close itself after opening a game ROM file...
I'm on windows 10 64 bit

EDIT: never mind, had tu use .z64 rom format

Feature request: Add zzromtool Support

zzromtool is a utility that lets you expose the file system of a legend of zelda ocarina of time master quest debug rom to windows and linux based systems. when you are done editing you can rebuild the rom with a correct dma table and even compress it if one wishes. adding support should be as simple as having a user load the directory their project.zzrp file is in, and the files that are affected by this tool are in misc/(audiobank audiotable and soundbank) and system/code. I know this because i had to transplant files from one extracted rom to another (which is way harder than it needs to be considering the adjustments needed for adding compatibility). i would contribute but this tool seems to use an ancient version of visual studio. you do need to adjust adresses but its basically base offset - vrom offset = offset reletive to files start.

useful resources:
http://www.z64.me/tools/zzromtool
https://wiki.cloudmodding.com/oot/File_List/Debug

I hope support gets added eventually and thanks in advance.

Ocarina of Time missing midis

Hi SubDrag, user "dj4uk6cjm" on HCS ( https://hcs64.com/mboard/forumlong.php?showthread=39165 ) released a MIDI rip of OoT but it's missing two pieces (Shooting Gallery, and Ganon's Organ (full version, it has a bunch of variations). I think they used SEQ64 to make them. I have no experience ripping midis with N64 MIDI tool, and the prospect of setting it up is a bit overwhelming. Can you help me find these MIDI files? If posting this here crosses a boundary I apologize.

Undetected Zelda64 Banks in Soundbank Tool

In Majora's Mask U Bank 0x01 is missing from the discovered banks.

In OOT U 1.0 banks 0x01 and 0x02 are missing.

Maybe these banks aren't used by their vanilla games for music but they could prove useful for building custom music where sound effects are needed as instruments.

If possible, could these banks be detected for creation of soundfonts?

Edit: I think I successfully extracted MM:0x01 by using Seq64 copying bank 01 onto 00 then ripping 00, in case anyone else wants these banks

N64 SoundTool Crashes When Opening SM64 Last Impact 1.2 Rom Hack

For some reason I cannot open Kaze's Last Impact ROM Hack with N64 SoundTool. It just crashes the tool entirely with no error messages. I am using the December 28th 2019 build of the tool. I was going to open the ROM Hack and edit Mario's SFX files to add Toad sounds but it won't let me open it at all. Here is the ROM Hack I am trying to open: https://www.youtube.com/watch?v=GTIcZlPpjsE

If anyone knows why it is crashing or if someone could update the tool for a fix it would be most appreciated, Thanks!

Issues getting the right soundbank from Indiana Jones and the Infernal Machine

I'll preface by pointing out that this is a Factor 5 game so things are likely to be weird. I looked at this issue #34 which explained some things about how Factor 5 games work. So I extracted all the MIDIs, clicked "Write DLS Combined Banks" but they don't seem to be lining up. For example, when playing back track 130 (main menu theme) with what I think should be the corresponding bank - number 82 (because the banks appear to be numbered in hexadecimal, 82 = 130) - I hear the MIDI played back with samples the game uses for opening doors sounds.

Need some help with extracting game data from N64 GE rom

Hi guys!
I am trying to get a project started to be able to play GE N64 in the Unity engine. We can extract some of the basic static meshes, images, some text, but level and setup data, animations, etc, are proving to be very difficult. Would it be possible to release some of the Gold Editor sources so that the new engine can just be pointed towards the original physical N64 cartridge via a retrode usb adapter, and load up all the assets programmatically, avoiding any copyright issues that other GE remakes have had?

Software closes when loading ROM (cannot find correct game).

Trying to rip the SoundFont from F-Zero X. I cannot find the .sf2 file elsewhere, yet X style remixes are somewhat common. Trying to rip the sound font myself.

I looked through the list of games in the software and can't find F-Zero X, and therefore the software closes when I load the ROM. I highly doubt that no versions of F-Zero X are compatible; pretty sure I'm just missing something, unless the game actually is missing from the list (in this case, I am out of options).

EDIT: Found NUD-EFZJ-JPN. It's the Japanese eXpansion kit file. I downloaded the correct .n64 file, yet the software still crashes. At a dead end, now. I don't know what to do.

(N64 Sound Tool) Acclaim "DEAN" audio doesn't decompress properly

When I try to extract the compressed samples from Shadow Man or South Park, they all sound very sped up, despite having a fixed sample rate in the N64 Sound Tool. Putting the sample rate in half or lower makes the samples seem at the right speed, but they sound very bad quality, much worse than in-game. For example, the South Park intro music uses a rate of 11khz, but it only sounds right if you change it to 5.5khz, but it sounds much more muffled than in-game. Shadow Man's voices sound even more sped up, possibly at 4x speed. This may be due to an issue of sounds being exported at the incorrect bitrate or an endianness issue.

Also, the music samples of Earthworm Jim 3D are not actually raw PCM, but they are a type of compressed sample format that resembles 4-bit PCM, but is a different encoding, possibly using RLE or something or a lossy encoding, so this should be acknowledged at some point in the future.

Channels are not ordered in the additional parts

For example puyo 4 or disney dancing museum

the main midi has the channels separated by instruments, but the additional parts are still maintained as instrument change events on the channels

expected checksums of patched roms

Could you provide checksum information on the source roms and expected checksum after patching? For example, I am curious about "Bomberman 64 - Arcade Edition (J) Translated 1_2 Analog.xdelta". I have a BigEndian "Bomber Man 64 (Japan)" rom with CRC32=7E74EEDC, and when patched with the v1.2 translation patch here, that resulting rom is CRC32=9BB224CA.

Is the translation-patched rom with CRC32=9BB224CA the correct input rom to use with "Bomberman 64 - Arcade Edition (J) Translated 1_2 Analog.xdelta"?

If so, is CRC32=4F333DF6 the correct result after appling this Translated 1_2 Analog patch against the translated rom?

Sounds are possibly cutoff

I used this tool to export all the sounds from dotsubo no mori, using the preset. There were ~4000 total, but I removed the duplicates which brought it down to 900. Looking through them, a lot seem to be cut off at the end, so they end abruptly which doesn't sound good. It's not all of them, but there are definitely a lot. I know some sounds are meant to be looped, but it's definitely happening on some that are not, such as a guitar pluck.

I'm guessing they are either

  • ripped incorrectly by the software
  • ripped incorrectly due to imperfect preset settings
  • weirdly stored in games and split into multiple sounds (though that doesnt sound useful, and perhaps the program could deal with that)
  • garbage duplicate sounds that can safely be ignored

I just want to find out more, as I'm trying to make a complete collection of sounds from the game, but it's hard to identify all of them.

Document gameconfig{midi,sound}.ini

It would be nice to document the format of gameconfig.ini, gameconfigmidi.ini, and gameconfigsound.ini.
This way, contributions would be easier.

Could be nice to split these by game, i.e. Banjo Kazooie (U).ini instead of [Banjo Kazooie (U)] in each ini file.
gameconfigmidi.ini and gameconfigsound.ini are very large and not indexed by Github.

All tools assign instruments incorrectly for San Francisco Rush 2049

When exporting MIDIs from San Francisco Rush 2049, the tool is just assigning instruments in sequential order (track 1 gets instrument 0, track 2 gets instrument 1, etc.), which definitely doesn't seem to be correct and results in a mangled sound when the game's soundfont is applied.

Either the game really assigns instruments in this way and the DLS export is broken (incredibly unlikely) or the tools are assigning instruments wrong.

Ocarina of Time missing midis (Update)

I installed N64 Midi Tool following the guide you linked me, located a V1.0 ROM of OoT, and extracted all midis to a folder. The Shooting Gallery midi was successfully exported, and Ganon's Organ was too, with each variation included in the same midi! I opened every single midi file in the old OoT midi rip I linked, and only one midi file does not open. It is called "Hyrule Field (Master).mid". Not sure what's wrong with it, but all other midis are correctly titled (except the missing oot files folder midis).

In the old rip I notice some notes are clipped, as in, they are so short you can't even see them sometimes. In the old midi rip, The Great Fairy Fountain music has clipped notes in the opening chords. But they are not clipped in the new rip I just did. Not sure why that is, or why Ganon's Organ was not exported completely with all notes.

Another strange thing I noticed is, some tracks like Zora's Domain (in the new rip) do not start at or include the beginning of the track. Any idea why these differences might have occurred? In any case I'm happy, I really wanted the full version of Ganon's Organ so I can transcribe it. Thanks for your help SubDrag! :)

N64 Soundtool Looping Predictor(s) bug for SM64

I found a strange bug when it comes to importing an instrument into Mario 64. Whenever I get to slot 0030 to import the strings from the game, the secondary predictor starts to bug out the values for the loops and when I play it in-game, all I get is a earrapy string sound. I always make sure that I imports all my sounds right and I don't know why this happens. It only happens on this peculiar slot. It can also do the same thing to the previous predictor since I've done this many times before. This can be easily seen with the photos here. The bugged one is how it appeared when I opened the rom again in soundtool. I really hope that a fix can come by for this.
bugged

how it s supposed to be

[Star Fox 64 (J)] Can't rip bank 01

I wanted to get the voices from the japanese version of the game. The game has english voices for the American and European voices whereas the japanese version has japanese voices.

Upon clicking "Rip All Sound Banks" on the japanese version (Star Fox 64 (J)), the application extracts every wav from all 31 banks except one : the bank 01 (BANK_01_INSTR_...). The thing is the bank 01 is successfully ripped when I extracted the voices from the English / USA version of the game (Star Fox 64 (U) (V1.1)). Choosing "SoundBank 01" and "Rip Sound Bank" doesn't output any file on the Japanese version (but outputs files for the english version).

I'd like to know if the problem is either the ROM (I've tried multiple) or the software.

EAD Games Missing Release Rate

I don’t believe this is a Seq64 issue because as far as I can tell Seq64 provides the release rates for games, they simply aren’t being used.

Taking Star Fox 64 as an example, bank 1D has the following release rates on instruments 0x00-0x05:
71, 133, 86, 29, 95, 48
And for 0x7F (percussion) it is:
53

But when we look inside ExtractedSoundbank_1D.dlsDebug.txt, all of the regular samples have a release of FB500000 and the percussion has F06DAFB6.
I haven’t been able to get Seq64 to do anything useful and spit out the release rates, but it seems to acknowledge that they exist, so I am just assuming it is actually spitting these values out when someone actually knows how to use it, so I am currently under the assumption that this is an issue that needs to be addressed on this end.
image

Since Seq64 V1 is no longer being updated, it really has to be handled on this end or else it just won’t be handled at all, in any case. Can this get fixed on this end?

Custom Goldeneye Rom Hacks crashed in Soundbank Tool

Hey guys, i been trying to rip custom instruments i made for a goldeneye rom and i can't seem to access the dls as it tend to crash the program in fact.

For example Perfect Dark can rip the dls soundbank just fine when they have custom samples included,

For goldeneye in the other hand, it crashes even when i selected the correct region that it was aiming for in terms of it rom.

It not just the rom hacks that have custom samples, it also the custom rom hacks themselves when i was testing it and i am reporting this because i kinda want to rip my custom samples for the game without having issues at all.

I never have this issue with Perfect Dark in terms of testing the custom soundbank i made for it.

Inject in place: error, ctl too big

Using N64SoundListTool.exe, if I try to open a known game (Mario Tennis (U)), I select my rom file. If I press "Inject in-place" I get this error:

Error ctl too big, 18C90 is too big for 18A38

This is without changing anything, just open the rom and click on Inject.

Is there something I can do to work around this?

Thanks

Can't start N64 Soundbank Tool

Every time I try to start it, I get this error message:

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail.

I'm using an up-to-date copy of Windows 10. What gives?

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