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by valiant at 5:34 PM EDT on October 4, 2007
Ahh... Dang! I read the file name as "Ganon_0" and thought it was files that were coming from Ganondorf. Strange I got that impression, seeing as how all other files are grouped by location, not by people. o_O

Here's the actual in-game scene (scroll to 2:49).

So, now that the AW format is cracked, is playback of BMD files a little more in reach now?
by hcs at 6:00 PM EDT on October 4, 2007
Dunno, I have little experience with sequence formats. And I'm not too likely to embark on an exploratory voyage to figure them out any time soon. Maybe UF will pick it up again when he's gotten tired of VRC7.
Note that AW isn't so much a format as it is a single file with a bunch of data end-to-end, all the formatting is contained in the AAF. I only decoded enough to be able to extract the AWs, there's plenty more which deals with instruments and samples.
by unknownfile at 6:14 PM EDT on October 4, 2007
I just picked up the source code for this nifty program and decided to go about decoding Pikmin 2, only one sample bank was read, so now I'm going to try and figure out a way to decode a bank without paying any attention to sample location stuff.

____

Just ran it on a couple of files from Super Mario Sunshine, it appears that at the end of a sample there's a few garbage bytes and audio alignment screws up, therefore screwing up samples past that point until the decoder fixes the alignment on its own.

____

And the jaudio project is resumed:

[22:22] <stupcarp> because hcs requested it i decided to go look at the jaudio libraries again
[22:22] <stupcarp> i'm looking at zeldaww's library but it's the japanese version
[22:22] <stupcarp> anyways
[22:23] <stupcarp> 8027DB58 is a function called __sinit_JASSeqParser_cpp which loads addresses for specific sequence parsing functions into memory
[22:24] <stupcarp> no idea why it would do such a thing but i suppose it's for class creation
[22:25] <stupcarp> and this library does indeed show that jaudio has a bit too much control over the hardware
[22:26] <stupcarp> it controls interrupts for christ's sake
[22:26] <stupcarp> cmdClrI__Q28JASystem10TSeqParserFPQ28JASystem6TTrackPUl
[22:26] <stupcarp> that's JASystem::TSeqParser::cmdClrI
[22:26] <stupcarp> fucking wow, nintendo loves to confuse people by putting a bunch of shit into a single class
[22:27] <stupcarp> so that's like what in C++? JASystem->TSeqParser.cmdClrI?
[22:27] <stupcarp> I don't get why they'd have to make subclasses

edited 10:28 PM EDT October 4, 2007
by unknownfile at 9:45 PM EDT on October 16, 2007
ok, here is the big bank of pikmin 2 sound effects. i trust you won't waste the server bandwidth as the file is pretty big (20 mb), so if the server is down tomorrow i no longer have your trust. or something.

lol
by Blizzaird at 11:53 PM EDT on October 21, 2007
hi i'm new to this forum. i have no programing knowledge whatsoever so i was was wondering if some one could extract the sound effects from the zelda collector's disk for me. they're all in one AW file (yes i know that the sound effects for the games themselves are in the roms not in this file, i just need the sounds from the main menu that lets you choose a game). i can send you the file if you need it it's only 478kb. any help would be much appreciated.
by hcs at 2:45 AM EDT on October 22, 2007
We need more than just the .aw file, we need an .aaf or .baa file is there is one around. If you send those along we can probably do the extraction for you.
by Blizzaird at 5:09 PM EDT on October 22, 2007
ok i found the .baa file. is there any way to post the file or do i need to e-mail it to you?
by hcs at 7:21 PM EDT on October 22, 2007
You could email it (and the .aw, both are needed) to me, agashlin at gmail.
You could upload them to YouSendIt or similar services.
Or you could try running the utilities I have already that might work.
First, run baad on the .baa file (you might be able to get away with simply dragging and dropping the .baa file onto the baad.exe program, if not use the command line).
Among the files generated should be some .wsys files. Run wsyster on those (the .aw file must be in the working directory).

Or you could just send it to me and let me figure it out, there is a significant chance that baad doesn't properly understand the .baa file format, as I've only had one example to test it with so far.
by Blizzaird at 10:38 PM EDT on October 22, 2007
Well, that sort of worked. It successfully produced 26 clear sounding sound files, but they're all slowed way down. After some quick messing around with a sound editor I've found that they seem to be about 1/4 the speed they should be. I have pretty much what I needed now since I can just speed them up by 400% but if you want the files for testing purposes to see why they came out slow I'd still be happy to send them to you.

edited 10:56 PM EDT October 22, 2007
by hcs at 8:05 AM EDT on October 23, 2007
Yes, I'd like that, I'd prefer to have everything working correctly. It is possible, though, that the wrong speed is specified in the .baa and they are played back at a different speed. In any case I'd like a closer look.

edited 8:07 AM EDT October 23, 2007

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