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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.
The decompression coefficients are loaded from the data file at 302C[0:32].
The actual data is located at 26bc8.
ADPCM requires the "history", the prior 2 samples. Both are 0x0013.
The input begins with coeff 0, and data 0.
That results in a continued stream of 0x0013 output.
Quote: # IMPORTANT DATA STARTS HERE
# The following data describes the rising siren-like sound effect.
# I have located the data required to decode it.
# coeffs[16], prev out, prev out 2, which coeff, memory location, memory value
# (3618, -1577, 84, 1943, 0, 0, 0, 0, 0, 0, 1771, 245, 0, 0, 0, 0), 19, 19, 0, 161826, 0
# Samples are loaded from 26bc8
# Coefficients are loaded from 302C[0:32]
# History 0x0013 not sure where.
# Prev xy = 0
# Scale 0, coeffs 0
# ((0x400 + itertools.product(prev, factors)) >> 11) + (raw_value << exp)
(03-15-2015, 04:17 AM)jimbo1qaz Wrote: [ -> ]The decompression coefficients are loaded from the data file at 302C[0:32].
The actual data is located at 26bc8.
ADPCM requires the "history", the prior 2 samples. Both are 0x0013.
The input begins with coeff 0, and data 0.
That results in a continued stream of 0x0013 output.
Quote: # IMPORTANT DATA STARTS HERE
# The following data describes the rising siren-like sound effect.
# I have located the data required to decode it.
# coeffs[16], prev out, prev out 2, which coeff, memory location, memory value
# (3618, -1577, 84, 1943, 0, 0, 0, 0, 0, 0, 1771, 245, 0, 0, 0, 0), 19, 19, 0, 161826, 0
# Samples are loaded from 26bc8
# Coefficients are loaded from 302C[0:32]
# History 0x0013 not sure where.
# Prev xy = 0
# Scale 0, coeffs 0
# ((0x400 + itertools.product(prev, factors)) >> 11) + (raw_value << exp)
I've no idea how that works, or if I'd be able to get sound effects from RSII using this, but thanks anyway...
This'll be my (hopefully) last reply. Is there any way we could possibly import the entire file under the algorithm to
decode the audio inside in one long audio stream? I know they'll all be smushed together, but I'm willing to go into Audacity and isolate each
one by hand.
I've just recently done some testing, and it seems that I'm onto something. This may be easier than anticipated.
Previously, I mentioned decoding the entire file as one long wave file, so I could do the separating of the audio myself by hand with Audacity. That may just be possible.
I found a generic Gamecube ADPCM decoder, which managed to reduce approximately 90% of the static in the sound, nearly fully decoding the sound effects. The only problem was that the sound effects were too garbled. In theory, it would be possible to decode all the sound effects in one long wave file. I believe we've already figured out the algorithm to decode Rogue Squadron II's sound effects, so if someone could possibly implement the algorithm into a generic file decoder, I would be all set.
A HUGE thanks if you decide to help me out!!
Do all GC games use ADX or some similar kind of ADPCM for their sound effects, or are there some games that use sequenced sound effects, too? Does GC have its own form of PSF? I know that the GameBoy Advance has GSF and the Dreamcast has DSF (as well as the PS2 having PSF2), but I've never come across any mention of a GC PSF variant.
(06-07-2015, 12:26 PM)Aleron Ives Wrote: [ -> ]Do all GC games use ADX or some similar kind of ADPCM for their sound effects, or are there some games that use sequenced sound effects, too? Does GC have its own form of PSF? I know that the GameBoy Advance has GSF and the Dreamcast has DSF (as well as the PS2 having PSF2), but I've never come across any mention of a GC PSF variant.
I wish I knew. I know next to nothing about how Gamecube games store their sounds. The only thing I know is that it's an ADPCM format.
(06-08-2015, 05:38 AM)iteachvader Wrote: [ -> ] (06-07-2015, 12:26 PM)Aleron Ives Wrote: [ -> ]Do all GC games use ADX or some similar kind of ADPCM for their sound effects, or are there some games that use sequenced sound effects, too? Does GC have its own form of PSF? I know that the GameBoy Advance has GSF and the Dreamcast has DSF (as well as the PS2 having PSF2), but I've never come across any mention of a GC PSF variant.
I wish I knew. I know next to nothing about how Gamecube games store their sounds. The only thing I know is that it's an ADPCM format.
I don’t know either, nor do I know how to implement whatever code is needed to decode them. I would wager it would be the ADX format. Try that first, and see what happens.
P.S. Somebody else has commented on your thread on XeNTax:
http://forum.xentax.com/viewtopic.php?f=32&t=12493.
“the script can unpack, PC, and GC version, of .DAT files
but the .DAT files contain any extension for files
i have discover an other guy who's working around those formats:
http://satd.sk/web/rs/
source code of Tools:
https://github.com/dpethes/rerogue”
I doubt it would the reply underneath your next reply was any helpful, but I thought I should let you know about it.
That's only reverse-engineering Rogue Squadron 3D for PC, the first game that was never on the Gamecube.
The sounds from that game are already extracted.
Rogue Squadron II and III are coded differently, but are largely the same in the way they store their sound. I KNOW it is possible
to decode the audio from RSII into one long WAV file. The same was possible with the original Rogue Squadron on PC. I just
can't implement the decoding parameters into a general extractor.
(06-13-2015, 01:22 AM)ARAJediMaster Wrote: [ -> ] (06-08-2015, 05:38 AM)iteachvader Wrote: [ -> ] (06-07-2015, 12:26 PM)Aleron Ives Wrote: [ -> ]Do all GC games use ADX or some similar kind of ADPCM for their sound effects, or are there some games that use sequenced sound effects, too? Does GC have its own form of PSF? I know that the GameBoy Advance has GSF and the Dreamcast has DSF (as well as the PS2 having PSF2), but I've never come across any mention of a GC PSF variant.
I wish I knew. I know next to nothing about how Gamecube games store their sounds. The only thing I know is that it's an ADPCM format.
I don’t know either, nor do I know how to implement whatever code is needed to decode them. I would wager it would be the ADX format. Try that first, and see what happens.
P.S. Somebody else has commented on your thread on XeNTax: http://forum.xentax.com/viewtopic.php?f=32&t=12493.
“the script can unpack, PC, and GC version, of .DAT files
but the .DAT files contain any extension for files
i have discover an other guy who's working around those formats:
http://satd.sk/web/rs/
source code of Tools:
https://github.com/dpethes/rerogue”
I doubt it would the reply underneath your next reply was any helpful, but I thought I should let you know about it.
(06-13-2015, 06:07 AM)iteachvader Wrote: [ -> ]That's only reverse-engineering Rogue Squadron 3D for PC, the first game that was never on the Gamecube.
The sounds from that game are already extracted.
Rogue Squadron II and III are coded differently, but are largely the same in the way they store their sound. I KNOW it is possible
to decode the audio from RSII into one long WAV file. The same was possible with the original Rogue Squadron on PC. I just
can't implement the decoding parameters into a general extractor.
Yes, I am well aware of that. It seems that this person is not as aware of it.
I don’t know if this is a good idea, or if you have thought of it before, but what if you uploaded what you have now, or uploaded screenshots or videos on your progress and how you got there, maybe people can overlook it and offer greater pieces of advice. What do you think?
Screenshots aren't going to help me here, since there's nothing I can really provide with a screenshot.
I don't have anything of interest to upload except the terrible, garbled piece of audio that I decoded from Rogue Squadron II.
I highly doubt someone could look at that jumbled mess and figure out what to do.
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