Well, I am kind of embarrassed to ask, but how things going over here? Any luck?
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SFX ripping/decoding/dumping features?
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03-08-2015, 04:02 PM
I don't want this thread to be locked or lost forever, so...
(bump)
Don't be too proud of this technological terror you've constructed.
The ability to emulate games is insignificant next to the power of the Force. 03-10-2015, 11:45 AM
yes I'm alive, but not really interested right now.
Maybe at some indeterminate point in the distant future, I'll figure it out. Anyone willing to take over? I can provide some information I discovered... 03-11-2015, 03:17 AM
(03-10-2015, 11:45 AM)jimbo1qaz Wrote: yes I'm alive, but not really interested right now. But, we have no idea what on earth was even being DONE... or who to contact to take over.
Don't be too proud of this technological terror you've constructed.
The ability to emulate games is insignificant next to the power of the Force. 03-13-2015, 05:10 AM
(This post was last modified: 03-14-2015, 12:15 AM by ARAJediMaster.)
I concur with iteachvader. We need additional information on what you have discovered so far, so we can share it with anybody who is qualified in finding the initial values for the sounds to come in and finish the job.
EDIT: Here is what I had got in my last message to jimboqaz1: “I already know where one particular sfx (the siren-like one) gets its coefficients, but not the location of its initial values. (Maybe it's always 0x0013) I know where it is, but not how the game finds it in general. So I can decode 1 sfx, but I can't decode the rest.” I don’t know if he knows anything else, or if that’s it. 03-14-2015, 03:29 AM
I know I am going to get burned for this, but what about finding a somebody here: http://zenhax.com.
It’s run by the same person who made QuickBMS, and maybe you can share some of the problems you have encountered with him there. Here is a game localization board to translate the files: http://zenhax.com/viewforum.php?f=12&sid=65ee60fad9227925014bbe10ffcb5539, a game extraction board that talks about the extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files: http://zenhax.com/viewforum.php?f=9&sid=65ee60fad9227925014bbe10ffcb5539, a game sound file format board: http://zenhax.com/viewforum.php?f=6&sid=65ee60fad9227925014bbe10ffcb5539, and help with QuickBMS and other tools: http://zenhax.com/viewforum.php?f=13&sid=65ee60fad9227925014bbe10ffcb5539. It’s probably of no use here, but see what you make of it 03-14-2015, 06:10 AM
(03-14-2015, 03:29 AM)ARAJediMaster Wrote: I know I am going to get burned for this, but what about finding a somebody here: http://zenhax.com. I don't know how many times I've said this. RSII and RSIII use proprietary formats. Repeat: PROPRIETARY. That means NO one but Factor 5 has the "secret" to the games' audio format. Who knows? We may one day extract the sound effects individually. However there is a %99.9999999 chance that they'll be in a format that we cannot decode without reverse-engineering or contacting Factor 5 in hopes they'll just let us have the sound effects... WHICH THEY WILL NOT.
Don't be too proud of this technological terror you've constructed.
The ability to emulate games is insignificant next to the power of the Force. 03-14-2015, 06:40 AM
(This post was last modified: 03-14-2015, 06:41 AM by ARAJediMaster.)
(03-14-2015, 06:10 AM)iteachvader Wrote: I don't know how many times I've said this. Like I said, I had no hopes that they would actually be helpful. And I suppose that you wouldn’t be able to check out the site, ask around for any people who have any additional decoding experience, and ask for their help. I am sorry for bothering you so. I should leave now. 03-14-2015, 04:03 PM
The files are stored in plain ADPCM encoding. It's completely documented, Dolphin devs and other people know how it work. The only unknown is where each individual SFX is stored, and where the decoding parameters are stored.
https://www.dropbox.com/sh/s34spz3nj6vqc6u/AAAyFTF3RtafB8xoP5OzG31xa?dl=0 EDIT: The data file is part of the game disk. The file in my Dropbox folder is an audio log file used for reverse-engineering, not the actual data file. 03-15-2015, 04:10 AM
(03-14-2015, 04:03 PM)jimbo1qaz Wrote: The files are stored in plain ADPCM encoding. It's completely documented, Dolphin devs and other people know how it work. The only unknown is where each individual SFX is stored, and where the decoding parameters are stored. I have a feeling I just might know what to do with this, but a short explanation would be greatly appreciated... then we'll get out of your hair.
Don't be too proud of this technological terror you've constructed.
The ability to emulate games is insignificant next to the power of the Force. |
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