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SFX ripping/decoding/dumping features? - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: Development Discussion (https://forums.dolphin-emu.org/Forum-development-discussion) +--- Thread: SFX ripping/decoding/dumping features? (/Thread-sfx-ripping-decoding-dumping-features) |
RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-13-2015 (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. 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. RE: SFX ripping/decoding/dumping features? - iteachvader - 06-14-2015 (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. This is Rogue Squadron II and III we're talking about, developed by Factor 5. The king of unconventional hardware tricks.
RE: SFX ripping/decoding/dumping features? - Qaazavaca Qaanic - 06-14-2015 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). RE: SFX ripping/decoding/dumping features? - iteachvader - 06-14-2015 (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. RE: SFX ripping/decoding/dumping features? - Qaazavaca Qaanic - 06-14-2015 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. RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-14-2015 (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. Have you tried using a hex editor to figure them out? RE: SFX ripping/decoding/dumping features? - iteachvader - 06-14-2015 (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 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. RE: SFX ripping/decoding/dumping features? - Qaazavaca Qaanic - 06-14-2015 (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. RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-14-2015 So what other tools would you need to figure this whole thing out? RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-14-2015 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. |