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Full Version: SFX ripping/decoding/dumping features?
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(06-18-2015, 08:03 AM)antidote Wrote: [ -> ]Rogue Squadron 2 is a Factor 5 game, the same company that actually wrote the MusyX SDK so I'd be incredibly surprised if they didn't use their own product within their game. Also, most of the sections are 32bit -1 terminated, so that should help you out a fair bit.
^ Another MP examiner

Yea, I'm pretty confident that we're going to be familiar with these resources.. MusyX seems like a pretty straightforward system when you look at it from the SDK side
(06-18-2015, 07:55 AM)jackoalan Wrote: [ -> ]Ya, feel free to PM a few samples of various sizes.. I'll confirm the MusyX layout and look into an agsc_extract mod

Sent you a PM. Hopefully it'll be simple for you to figure out.
Cool! Thanks for the README!

Antidote is on the case as well, we've got some other projects on our plates ATM.. Once we establish how the sound groups are contained, a tool can be made to take a .dat in and emit a folder of .wav files.
(06-18-2015, 08:49 AM)jackoalan Wrote: [ -> ]Cool! Thanks for the README!

Antidote is on the case as well, we've got some other projects on our plates ATM.. Once we establish how the sound groups are contained, a tool can be made to take a .dat in and emit a folder of .wav files.

Is it possible I could have a timeframe of when you think it'll be completed if at all?
(06-18-2015, 09:48 AM)iteachvader Wrote: [ -> ]
(06-18-2015, 08:49 AM)jackoalan Wrote: [ -> ]Cool! Thanks for the README!

Antidote is on the case as well, we've got some other projects on our plates ATM.. Once we establish how the sound groups are contained, a tool can be made to take a .dat in and emit a folder of .wav files.

Is it possible I could have a timeframe of when you think it'll be completed if at all?

It's kinda hard to say, we have a good idea of whats going on, but these things take time.

Qaazavaca Qaanic

It's good to see that someone who is familiar with MusyX sound groups is working on decoding the file format to separate samples and find coefficients/previous.

The actual ADPCM algorithm is already known.
(06-18-2015, 09:59 AM)antidote Wrote: [ -> ]
(06-18-2015, 09:48 AM)iteachvader Wrote: [ -> ]
(06-18-2015, 08:49 AM)jackoalan Wrote: [ -> ]Cool! Thanks for the README!

Antidote is on the case as well, we've got some other projects on our plates ATM.. Once we establish how the sound groups are contained, a tool can be made to take a .dat in and emit a folder of .wav files.

Is it possible I could have a timeframe of when you think it'll be completed if at all?

It's kinda hard to say, we have a good idea of whats going on, but these things take time.
Ok then, please do keep me informed.
OK!! Got them all out!

Here's the tool:
https://github.com/jackoalan/swrs_musyx/releases/tag/v1.0

Let me know if you have any problems
(06-20-2015, 02:52 PM)jackoalan Wrote: [ -> ]OK!! Got them all out!

Here's the tool:
https://github.com/jackoalan/swrs_musyx/releases/tag/v1.0

Let me know if you have any problems

You are brilliant. I cannot thank you enough... I've been waiting for this for so long, and the wait is finally over.
I can finally retire this search.
Thank you.
(06-20-2015, 02:52 PM)jackoalan Wrote: [ -> ]OK!! Got them all out!

Here's the tool:
https://github.com/jackoalan/swrs_musyx/releases/tag/v1.0

Let me know if you have any problems

There only seems to be one minor issue, but I don't think it's much to worry about, since the sounds all seem to be there.
Quite a few of the .WAV files decoded from Rogue Squadron 3 are all static. Just thought I'd make a note of that in case something went slightly wrong.
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