Simpsons Hit And Run No Music Fix

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The Simpsons Hit & Run

Developer(s)Radical Entertainment
Publisher(s)Vivendi Games
SeriesThe Simpsons
Platform(s)GameCube
Release date(s)NA September 16, 2003
EU October 31, 2003
Genre(s)Action-adventure, Racing
Mode(s)Single-player, Multiplayer (4)
Input methodsGameCube Controller
Compatibility4
Playable
GameIDsGHQP7D, GHQE7D
See also...

Dolphin Forum thread
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Explore Springfield as your favorite Simpsons characters in The Simpsons Hit & Run as you unravel the plot that threatens the town's very existence. Play as Homer, Bart, Marge, Lisa, and Apu in over 56 driving and on-foot missions in seven challenging levels. Drive in 40 of Springfield's finest vehicles including Mr. Plow and the Canyonero. Unlock the multiplayer mode to play against three other players. The world of the Simpsons has many gags and surprises in store for you.

  • 1Problems
  • 2Enhancements
    • 2.116:9 Aspect Ratio Fix

Problems

Crash

Upon talking to Grandpa to start mission five on level four the game briefly hangs and then immediately crashes with the error: IntCPU: Unknown Instruction 01000000 at PC = 000000088 last_PC = 812fffc8 LR = 802e8994

Enhancements

Simpsons hit and run rom

16:9 Aspect Ratio Fix

NA

EU

60Hz PAL

In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode.

Configuration

No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with The Simpsons Hit & Run since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-13219(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
Unknown RevisionMac OS X 10.7.2Intel Core i5-2500K @ 2.3GHzATI Radeon HD 3000Hangs for 10 secs on boot screen then plays perfectly with no issues, avg frame rate 60FPS189.181.189.99
3.0-177Windows 7Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce 8800 GT60FPS. Prior versions get stuck at the loading screen.92.195.105.141
3.5-367Windows 7Intel Core i5-3350p @ 3.1GHzNVIDIA GeForce GTX 650 TiHangs at title screen for several minutes. Load screens tend to lag a lot. Gameplay seems to randomly jump from a smooth 60FPS to a jittery 20 or below - On screen objects have little to no bearing on speed
4.0.1Windows 7Intel Core i5-3570K @ 4.4GHzNVIDIA GeForce GTX 460Game is playable but slow at times. MMU and Speed Up Disc Transfer Rate must be on to fix boot issues and really slow loading times. Idle skipping is serious recommended when playing this game. Graphics work fine under OpenGL with 4X SSAA and 16X AF. Scaled EFB Copy doesn't make a difference.Kilobytez95
4.0-5099Windows 8.1Intel Pentium G3258 @ 4.5GHzAMD Radeon R9 270XSolid 60FPS except for the occasional extreme slowdown for about 1 second while a new area loads. Loading screens and the intermittent in-game loading really mess with the audio, but it's not by any means unplayable.
5.0-rc-0Windows 8.1Intel Core i5-4690k @ 3.5GHzNVIDIA GeForce GTX 980 TiPerfect 60 FPS, no graphical glitches. Actual build 5.0-rc-5. No load screen issues or any of the problems seen above.FlashMarsh
5.0Windows 10Intel Core i7-2600 @ 3.5GHzNVIDIA GeForce GTX 96060FPS, 3xIR, 16xAF, 8xMSAA, No Glitches. Also no loading problems in game. Memory Card in slot B had to be set to NONE otherwise game sat forever at checking memory card screenNikeymikey
5.0-1569Windows 10Intel Core i7-6700k @ 4.4GHzNVIDIA GeForce GTX 10801440p with 4x Internal Resolution, 8x MSAA, 16x AF and the aspect ratio fix Gecko code. Hangs at boot screen for 30 seconds. Doesn't drop below 60 FPS using OpenGL during gameplay.Shmilly
5.0-3489Windows 8.1Intel Core i5 6400 @ 2.7GHzAMD Radeon RX 480Hangs for a few seconds at start, cutscenes and loading screen stutter. Used Vulkan / OpenGL (started with Vulkan, finished with OpenGL). Game runs fine, completed at 4x Resolution, 16x Anisotropic Filtering, no AA, FXAA post processing.Raven Kujikawa

Gameplay Videos

Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=The_Simpsons_Hit_%26_Run&oldid=161927'
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< The Simpsons: Hit & Run

This is a sub-page of The Simpsons: Hit & Run.

  • 1Unused Music
  • 2Unused Sound Effects
    • 2.1Collect Sound Effects
    • 2.2Gameplay
    • 2.3Interactive Props
    • 2.4Positional
    • 2.5Wasp Cameras
    • 2.6World Objects

Unused Music

fe_trans

These three jingles were originally intended to play when the player exits the game to the main menu or to the Bonus Game menu. According to all of the music RMS files, the files that tell the game what music to play and when, the game would've randomly chosen one of the three jingles to play. However, exiting the game unloads the music RMS file before the code can be executed. This causes them to go unused. Forcing the game to not unload the RMS file restores the unused jingles.

Internally, the filenames of the jingles are referred to as FE_trans. This means 'Frontend Transition' as evident by the two newspaper jingles being assigned to the music regions 'FE_trans04' and 'FE_trans05' respectively despite their filenames not referencing them.

tuba_024

The name implies that this was an intended cue for Level 1, however this appears to not be the case. The file is present in the same folder as Level 4's cues and is even called for by the level's RMS file. However, it isn't assigned to any region/event and thus never plays.

ice_cream_truck

A short jingle meant for the unused Ice Cream Truck vehicle. It plays when the player drives the vehicle, or if the player approaches it when it is set as a traffic vehicle.

land_of_choc_end_neg

Although this track is technically used, the part where it can play seems to be unintended. This track would play when the player fails a mission while the music track land_of_choc_main is playing. The only time land_of_choc_main plays outside of the credits is in the mission 'There's Something About Monty' when the player has to climb up to Mr. Burns' office. It is impossible to fail this part of the mission, although it originally was possible.

Due to an oversight in other missions that play more than one theme such as Weapons of Mass Delinquency, land_of_choc_main theme will continue playing if the player restarts the mission after reaching the Power Plant in 'There's Something About Monty'. When the player runs out of time before reaching the Power Plant, land_of_choc_end_neg will play.

organ_music

A slowed down version of Bach's 'Toccata and Fugue' that was intended to play in Level 7, in the StoneCutters' Hidden Tunnel. It goes unused as the area where the tunnel exists in Levels 1 and 4 was cut from the map. It can still be heard if the player goes out of bounds and to where the tunnel is.

scarymusic01

A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The song was intended to play in Level 7 at the rooftop garden of the Kwik-E-Mart and at the cemetery. Level 7's music script erroneously assigns this theme to the event value called 'OF_Apu_Oasis.' This event is used for the top of the Kwik-E-Mart in Levels 1 and 4. There is another value called 'ScaryMusic01,' which isn't used. There are triggers in Level 7 that try to access the ScaryMusic01 value, but there is no music assigned to it. Assigning this theme to this value will cause it to play when entering its designated areas. This likely is a developer oversight.

powerplant_10sec

Judging by the name and RMS files, this was intended to play when the time limit is under 10 seconds in the missions 'Blind Big Brother' and 'Beached Love'. It joins together seamlessly with said missions' failure theme and is also the only instance in the game of a '10 seconds remaining' track.

stone_cutter_spoof

This instrumental version of the track 'We Do' from The Simpsons episode 'Homer The Great' was intended to play outside of the StoneCutters' Hidden Tunnel, next to Mr. Burns' Mansion in Levels 1, 4, and 7. It can still be heard in Level 7 if the player goes out of bounds and towards where the music would play (the portion of the map that contains the Power Plant and Rich Side).

This track can be heard in the July 2003 prototype of the game in Levels 1 and 4, although the positional triggers are buggy.

nick_end_sus

This cue is supposed to play when player leaves their car in the missions 'Monkey See Monkey D'oh' and 'The Cola Wars', but it goes unused for a different reasons.

For 'Monkey See Monkey D'oh', Level 2's music script contained a mistake in assigning the music for the suspense region (when the player exits the vehicle) for this mission. Instead of using this cue, it uses the mission's main theme instead.

For 'The Cola Wars', the mission's script was specifically written to always play the mission's main theme regardless of when the player is on-foot. If the line that causes this behavior is commented out, this cue would play normally.

bart_chase02_end_sus1

An cue intended to play when exiting a vehicle while the bart_chase02 track is playing (Bart 'N' Frink', 'Full Metal Jackass' and from destroying the third Buzz Cola Truck onwards in 'From Outer Space'). In all of these instances, a different cue is played instead.

homer_reward

Two cues likely intended to be used for Collector Card acquisition as Homer. Both levels in which Homer is played as (1 and 7) initialise these tracks in their RMS file but never assign them to anything.

Unused Music Parts

By looking inside the decompiled RMS files you can find even more unused stuff!

Every music part of the game is assigned to a specific region which later activates upon completing specific tasks.In l2_music.xml you can find a series of weird regions named as 'M3_drama_region' and 'M3_victory_region' respectively.

It has some similarities with Kang and Kodos Strikes back, which is also a race only mission with music separated in three parts. Unlike L6M7, Vox Nerduli's regions write the same song all over again. The songs do not activate in game as they are lacking 'Event' strings to define them to be used in certain scenarios, so they never actually activate. Perhaps Radical wanted to make similar three music stages for all race only missions, but for unknown reasons only L6M7 has three stages of music. The same effect can be found in Nerd Race Queen as well.

Unused Sound Effects

To do:
There are a lot more sound effects that went unused. Add them here.

The category names used here are based off of the folders in which the sound effects are located.

Collect Sound Effects

powerbox_smash_02

A device exploding. This would be used for the destruction of the power couplings in Level 1 Mission 4 ('Blind Big Brother') and was probably cut for lasting too long (the player would be able get quite far away from the destroyed power coupling with the sound still playing).

roadkill_collect

File NameAudio
roadkill_collect_02
roadkill_collect_03

Two sounds for the collection of roadkill in Level 2 Mission 5 ('Better than Beef').

Gameplay

busted_01

An unused sound effect that would've played when the player gets busted during Hit & Run. It is unknown why this was cut.

busted_02

Another unused 'Busted' sound. This is very similar to busted_01, but it starts sooner.

busted_halloween

A clip of Kang and Kodos laughing as they lock up Homer, who shouts 'Ow, my ass!' This was likely supposed to play when the player gets busted during Hit & Run in Level 7.

Interactive Props

forklift

The sound of a forklift. Where this would be used is unknown.

gag_azte

An alternate sound for the tiki gag in Levels 1 and 4.

gag_bbq

An alternate sound for the barbecue gag in Levels 1 and 4.

gag_car_01

An alternate sound for the Try-N-Save car gag in Level 2.

gag_library

Simpsons Hit And Run Wiki

Judging by the filename, this would have played when using the switch in Mr. Burns' mansion from Level 4. Another sound is played instead.

gag_tele

The audio for the Observatory telescope gag in Levels 3 and 6. It never plays as the audio is present in the gag movie instead.

ghost_loop

A ghostly scream and some cackling, obviously meant for somewhere in Level 7.

homer_stomp

File NameAudio
homer_stomp_01
homer_stomp_02
homer_stomp_03

Three sound effects of Homer hitting the ground labelled as 'homer_stomp_0X'. The first two include short voice samples.

larry_looter_01

The audio from the Larry the Looter arcade machine gag in Levels 1, 4 and 7. It never plays as the audio is present in the gag movie instead.

platform

Simpsons
File NameAudio
platform_01
platform_02

Two sounds with unknown intended uses outside of being platform-related. Sound effects 'platform_03' and 'platform_04' are used in the Springfield Nuclear Power Plant (Levels 1 and 4) however, so these may have been meant for there.

spider_loop

Probably made for Level 7, since that level features large spiders in the environment.

trampoline_04

Likely an earlier sound for using an air vent to gain height.

trapdoor_pp

Judging by the name, this was an early version of the sound used when falling into one of the trapdoors in Level 7 at Mr. Burns' office.

Positional

Halloween sound effects

To do:
More information needed for better organization (find out exactly where the triggers are and list that as where each sound effect would appropriately play).
File NameAudio
cat
roadkill_collect_03
dentistdrill
ghost_kids_10
ghost_kids_12
halloween_chicken
piggy
piggy_02
scream_01
scream_05
wolf_howl

Several sounds that are coded to play at various 'Halloween triggers' in Level 7. However, said triggers and/or the script are broken in an unknown way and so this never happens.

vote_quimby

A sample of the sound produced by the Vote Quimby Trucks (the theme playing in the background along with a voice saying 'Vote Quimby!', before the audio fades away). Where this would be used is unknown, although it may have been added before the vehicle was.

Zombie

File NameAudio
zombie_01
zombie_02
zombie_04

Zombies groaning, with echo/reverb effects added. Likely for the Springfield Nuclear Power Plant in Level 7.

Wasp Cameras

Simpsons Hit And Run Download

wasp_laser

An alternate sound for a Wasp Camera firing a projectile.

World Objects

forklift

Unused forklift sounds. This is a duplicate file.

payphone_dial_01

A phone being dialled. This was probably meant to be used for the Phone Booths when summoning a vehicle.

payphone_dial_busy_01

A phone being dialled before another sound plays, signifying that the person cannot be reached. This would be used in conjunction with the above sound, playing when a not unlocked vehicle was selected.

platform

File NameAudio
platform_01
platform_02

Two platform sounds.

trampoline_03

Simpsons Hit And Run Rom

A trampoline being bounced on. This may have been another early sound for air vents.

Unused Vehicle Sounds

Simpsons Hit And Run No Music Fix
File NameAudio
amb_siren

Unused siren sound. It was intended to be played near the Ambulance traffic vehicles in Level 5. Likely unused since Level 5 (the only level with the Ambulance as a traffic vehicle) already has an ambient vehicle, the Vote Quimby Truck.

File NameAudio
beeman_enter_01

Judging by the file name, this was supposed to play while entering El Carro Loco (Bumblebee Man's car), but for some reason it does not play.

File NameAudio
car_jump_02

A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.

Run
File NameAudio
cel_phone_02
File NameAudio
cel_phone_03
File NameAudio
cel_phone_04

Simpsons Hit And Run Iso

Since the B, C and D variants of the Cell Phone Users Car are not used in game, this goes unused too.

File NameAudio
fire_horn

Unused Fire Truck horn. It was replaced by the siren.

File NameAudio
siren_01

Unused police car siren. This can be heard in the E3 trailer.

Retrieved from 'https://tcrf.net/index.php?title=The_Simpsons:_Hit_%26_Run/Unused_Sounds_and_Music&oldid=850971'