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Full Version: SFX ripping/decoding/dumping features?
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(06-13-2015, 01:39 PM)Aleron Ives Wrote: [ -> ]They allow you to view the raw contents of files without trying to interpret said contents, which is necessary if you want to examine a file but don't have a specific program designed to manipulate that file type. I'm partial to WinHex, but there are hundreds of different hex editors each with their own features.

If you want to decode ADX to WAV, you need an ADX decoder. Tongue If the game has the CRI logo somewhere in it, then it has ADX audio. MPEG Sofdec (*.sfd) is just MPEG-1 video with ADX audio in place of the usual MP3 audio that a *.mpg file would usually have. ADX is common for BGM, but I haven't seen it used for sound effects.

Ah, okay. I don’t know what iteachvader was trying to do, but he said something about renaming the file to .ADX, but it didn’t change anything. I’m not all that great with computers, but I do try gather as much information as I can.

Now, between you and me, I probably shouldn’t put these links up onto here, but I would like to help him find a way to extract the sounds to Star Wars: The Force Unleashed I and II, Star Wars: The Old Republic and Kinect Star Wars. I have a link that might help out with the first game, for the PC/Mac: http://zenhax.com/viewtopic.php?f=6&t=627 and for The Old Republic: http://forum.xentax.com/viewtopic.php?p=66311#p66311, but they may not be all that helpful to him anyway.
(06-13-2015, 01:39 PM)Aleron Ives Wrote: [ -> ]They allow you to view the raw contents of files without trying to interpret said contents, which is necessary if you want to examine a file but don't have a specific program designed to manipulate that file type. I'm partial to WinHex, but there are hundreds of different hex editors each with their own features.

If you want to decode ADX to WAV, you need an ADX decoder. Tongue If the game has the CRI logo somewhere in it, then it has ADX audio. MPEG Sofdec (*.sfd) is just MPEG-1 video with ADX audio in place of the usual MP3 audio that a *.mpg file would usually have. ADX is common for BGM, but I haven't seen it used for sound effects.

This is Rogue Squadron II and III we're talking about, developed by Factor 5. The king of unconventional hardware tricks.  Dodgy

Qaazavaca Qaanic

It's a "MusyX" audio engine game, or the predecessor to AX microcode. I'm 100% certain the sound is >90% raw GC-ADPCM data. I'm not sure how the game looks up the location of individual sfx/samples within the file. (Its location within the raw audio file, or in another file).
(06-14-2015, 04:47 AM)jimbo1qaz Wrote: [ -> ]It's a "MusyX" audio engine game, or the predecessor to AX microcode. I'm 100% certain the sound is >90% raw GC-ADPCM data. I'm not sure how the game looks up the location of individual sfx/samples within the file. (Its location within the raw audio file, or in another file).

So why wouldn't it be possible to figure out the algorithm and then decode the entire file to make one large .WAV file? What's preventing that from happening? If it's raw GC-ADPCM data, someone should be able to make a simple command line decoder. Excuse me for pressing this question so many times, I feel as though it hasn't been answered.

Qaazavaca Qaanic

The GC-ADPCM format relies on some numeric coefficients. I posted them in a previous post, but it's possible that every sample has different coefficients. I also don't know about the "previous" values, whether they're the same or not for all tracks.
I think it should be possible to decode it (not perfectly) as a single long file.
(06-14-2015, 06:17 AM)jimbo1qaz Wrote: [ -> ]The GC-ADPCM format relies on some numeric coefficients. I posted them in a previous post, but it's possible that every sample has different coefficients. I also don't know about the "previous" values, whether they're the same or not for all tracks.
I think it should be possible to decode it (not perfectly) as a single long file.

Have you tried using a hex editor to figure them out?
(06-14-2015, 06:17 AM)jimbo1qaz Wrote: [ -> ]The GC-ADPCM format relies on some numeric coefficients. I posted them in a previous post, but it's possible that every sample has different coefficients. I also don't know about the "previous" values, whether they're the same or not for all tracks.
I think it should be possible to decode it (not perfectly) as a single long file.

I would greatly appreciate any and all help, I can even provide a decoder for certain Gamecube ADPCM data that didn't work with Rogue Squadron II. Perhaps that could serve as a template if it's modified to decode Rogue Squadron II and III's audio format. It is only 69.9 kb in size.

Qaazavaca Qaanic

(06-14-2015, 06:19 AM)ARAJediMaster Wrote: [ -> ]Have you tried using a hex editor to figure them out?

Yes, and I have also tried using MRI scans to extract memories out of human brains.

In other words, a hex editor is a very basic tool which doesn't magically give you the power to decode arbitrary file formats.

I haven't worked on this in quite a while. I may return when I feel like it, but right now I'm working on another crappy software project.
So what other tools would you need to figure this whole thing out?
And iteachvader, have you tried using the same coefficients for each audio sample? I don’t mean to sound rude, but I want to get to the bottom of this as soon as we can.
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