02-02-2015, 06:32 AM
02-02-2015, 01:09 PM
(02-01-2015, 03:12 PM)iteachvader Wrote: [ -> ](02-01-2015, 02:45 PM)ARAJediMaster Wrote: [ -> ]Well, I have discovered these a while ago; first there is Source Filmmaker: http://www.sourcefilmmaker.com/. This software, apparently, can at least provide some access to a few select game files, models and a few sound files, as this demonstrates: http://www.deviantart.com/art/Vode-An-465265382. While this is unlikely, there is also this: http://downloads.khinsider.com/ http://downloads.khinsider.com/game-soundtracks/album/star-wars-rogue-leader-rogue-squadron-ii-complete-score-g...-. It seems that the people who run this site have apparently gotten access to the soundtrack of the game, and they have access to video game emulators including Dolphin. It is possible, however unlikely, that they might be able to find the codes to extract the sounds and use them to our advantage.
I doubt if this will help at all, but I just that I might show this if anybody is interested in this.
I know quite a bit about Source games, as I play Team Fortress 2 and Garry's Mod. Source Filmmaker is not designed for GameCube games, and it is most likely 100% impossible to rip sound effects from Factor 5's game with a Source engine. I've used Filmmaker before; it's not what you think it is.
I was having so many facepalms when reading this thread until you made me chuckle so hard!

02-02-2015, 01:11 PM
(02-02-2015, 01:09 PM)General_Han_Solo Wrote: [ -> ](02-01-2015, 03:12 PM)iteachvader Wrote: [ -> ](02-01-2015, 02:45 PM)ARAJediMaster Wrote: [ -> ]Well, I have discovered these a while ago; first there is Source Filmmaker: http://www.sourcefilmmaker.com/. This software, apparently, can at least provide some access to a few select game files, models and a few sound files, as this demonstrates: http://www.deviantart.com/art/Vode-An-465265382. While this is unlikely, there is also this: http://downloads.khinsider.com/ http://downloads.khinsider.com/game-soundtracks/album/star-wars-rogue-leader-rogue-squadron-ii-complete-score-g...-. It seems that the people who run this site have apparently gotten access to the soundtrack of the game, and they have access to video game emulators including Dolphin. It is possible, however unlikely, that they might be able to find the codes to extract the sounds and use them to our advantage.
I doubt if this will help at all, but I just that I might show this if anybody is interested in this.
I know quite a bit about Source games, as I play Team Fortress 2 and Garry's Mod. Source Filmmaker is not designed for GameCube games, and it is most likely 100% impossible to rip sound effects from Factor 5's game with a Source engine. I've used Filmmaker before; it's not what you think it is.
I was having so many facepalms when reading this thread until you made me chuckle so hard!
Wait, are you laughing at me?
02-03-2015, 01:28 AM
(02-02-2015, 06:12 AM)jimbo1qaz Wrote: [ -> ]Post 1
I need a save state and the revision the save state was taken under dammit!
Post 2
(after ARAJediMaster continued ignoring my request)
That website holds dolphin builds, not savestates! I don't have the game, so I need a savestate to figure out how the data is parsed!
what happened to basic reading comprehension?
Edit: removed all caps
Well, I am sorry about those last few messages, but I found out from another user where the save states are: C:\Users\xxxxx\Documents\Dolphin Emulator\StateSaves.
Unfortunately, you may have to ask iteachvader or any user if they have a save state made in 3.0-413. I am truly sorry for that.
02-03-2015, 02:11 AM
GC folder is for normal game saves. Save states are in the SaveStates folder
Also, in Dolphin versions before 4.0, all these folders were not under Documents, but in the Dolphin folder, under User.
Also, in Dolphin versions before 4.0, all these folders were not under Documents, but in the Dolphin folder, under User.
02-03-2015, 02:33 AM
(02-03-2015, 02:11 AM)StripTheSoul Wrote: [ -> ]GC folder is for normal game saves. Save states are in the SaveStates folder![]()
Also, in Dolphin versions before 4.0, all these folders were not under Documents, but in the Dolphin folder, under User.
That is why I advised jimbo1qaz to ask iteachvader or another user to provide him the file.
Qaazavaca Qaanic
02-04-2015, 01:05 PM
iteachvader sent me a savestate from 3.0-???, but Dolphin crashed on load. I dumped Dolphin memory when Dolphin crashed and found that the desired SFX was loaded somewhere in memory. I wanted a new-Dolphin savestate, but I think it will still crash, so that's not my primary point of attack now.
Now I think I'll make the Dolphin ADPCM decoder dump all the [coeffs, y12, raw, decoded] into files (probably maintain the order of decoding), which I can analyze later. However, I'm not sure how to program such a thing. It will be ugly, but is it even possible?
Once I do so, I can find out which order the SFX are supposed to be in, then connect them, then analyze to see where each sound effect gets its coefficient array and initial history.
I verified with iteachvader that RS2 uses the hardware ADPCM decoder (so does brstm and Melee) (different from DTK decoder).
Now I think I'll make the Dolphin ADPCM decoder dump all the [coeffs, y12, raw, decoded] into files (probably maintain the order of decoding), which I can analyze later. However, I'm not sure how to program such a thing. It will be ugly, but is it even possible?
Once I do so, I can find out which order the SFX are supposed to be in, then connect them, then analyze to see where each sound effect gets its coefficient array and initial history.
I verified with iteachvader that RS2 uses the hardware ADPCM decoder (so does brstm and Melee) (different from DTK decoder).
Qaazavaca Qaanic
02-12-2015, 07:08 AM
Just a matter of when I get around to programming the ADPCM dumping functionality.
(New idea: first time the decoder function is called, create a dump text-file in the audio dump folder and store the file object into a global variable used later)
Then anyone with the actual game can play the game using my custom build, send me the logs, and I can analyze the format of data2 and data3.
Or is it easier to just dump desired SFX from the logs, rather than analyzing the data files and decoding everything together?
(New idea: first time the decoder function is called, create a dump text-file in the audio dump folder and store the file object into a global variable used later)
Then anyone with the actual game can play the game using my custom build, send me the logs, and I can analyze the format of data2 and data3.
Or is it easier to just dump desired SFX from the logs, rather than analyzing the data files and decoding everything together?
02-12-2015, 08:23 AM
Personally, I think that dumping the sfx from the logs wouldn't give us all the sound effects at once; just the ones that were currently loaded (say, during a mission.)
I would go with the analyzing the data files method to decode everything together to give us all the sounds at once.. only question is, would they be separated
or one long string of unseparated sounds?
So really, it doesn't matter to me as long as we get all of the sounds, and if they're separated from each other so we don't have to do that manually with Audacity.
I would go with the analyzing the data files method to decode everything together to give us all the sounds at once.. only question is, would they be separated
or one long string of unseparated sounds?
So really, it doesn't matter to me as long as we get all of the sounds, and if they're separated from each other so we don't have to do that manually with Audacity.
Qaazavaca Qaanic
02-16-2015, 06:25 AM
Yeah, audio log build is ready.
Download here: https://www.dropbox.com/s/zixtg8msiiw6dm1/Dolphin-audio_log-x64.7z?dl=0
I need a "log" of the siren.
How to use:
1. Using normal Dolphin (preferably 4.0-5491), take a savestate just before sound effect.
2. Using my custom build, open game, load state, wait for SFX to finish, then stop emulation and CLOSE DOLPHIN!
3. The logging begins at the first SFX and does not end until Dolphin is closed. If you make any mistakes, close and reopen Dolphin, and repeat step 3.
4. If you have not closed Dolphin, do so now. You cannot open the file in any other programs until Dolphin is closed, because I suck at programming.
5. Send me "My Documents/Dolphin Emulator/Dump/Audio/adpcm_dump.bin". I prefer if you compress it first, ideally 7z.
Mandatory source code release: https://github.com/jimbo1qaz/dolphin/commit/04a2cc7f031a55712cc65055451d67910aab6c6f
He who values his sanity, do not gaze upon the horror I have constructed.
<edit>iteachvader has already recorded the dump.</edit>
Download here: https://www.dropbox.com/s/zixtg8msiiw6dm1/Dolphin-audio_log-x64.7z?dl=0
I need a "log" of the siren.
How to use:
1. Using normal Dolphin (preferably 4.0-5491), take a savestate just before sound effect.
2. Using my custom build, open game, load state, wait for SFX to finish, then stop emulation and CLOSE DOLPHIN!
3. The logging begins at the first SFX and does not end until Dolphin is closed. If you make any mistakes, close and reopen Dolphin, and repeat step 3.
4. If you have not closed Dolphin, do so now. You cannot open the file in any other programs until Dolphin is closed, because I suck at programming.
5. Send me "My Documents/Dolphin Emulator/Dump/Audio/adpcm_dump.bin". I prefer if you compress it first, ideally 7z.
Mandatory source code release: https://github.com/jimbo1qaz/dolphin/commit/04a2cc7f031a55712cc65055451d67910aab6c6f
He who values his sanity, do not gaze upon the horror I have constructed.
<edit>iteachvader has already recorded the dump.</edit>