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Godzilla Unleashed (Wii) - MusyX Samp and Uber Files by ThatGodzillaFan at 9:35 AM EDT on September 7, 2015
Hello, I've been looking for a way to extract the audio from Godzilla Unleashed and, if possible, reimport new sound effects to replace the ones currently ingame. My main goal is to simply extract all the SFX, but I have a friend who would love to be able to replace each monster's SFX with movie accurate SFX as the Atari Godzilla games aren't really known for being accurate to the movies.

Here are the MusyX files: http://www.mediafire.com/download/djhd5k8cd37bpv4/GUAudio.rar

I've done a search around the internet to see if I could find anything useful and I came across a PHP script that can extract the SFX from Gamecube games using the MusyX sound engine.

Here's a link to the PHP script: https://dl.dropboxusercontent.com/u/48454461/misc/MusyXExtract.php

The author of the script also made a Python script: https://dl.dropboxusercontent.com/u/48454461/misc/MusyXExtract.py

I've tried to extract the Godzilla Unleashed SFX with the PHP script but it requires a .sdir file which is probably contained within the Uber files after looking through the file with a Hex Editor.

I was thinking either the script could be modified to extract these Uber files or the .sdir file can somehow be extracted from the Uber file.

Any help is appreciated!
by Nisto at 12:40 PM EDT on September 7, 2015
The author of the scripts here, stopping by. I'm busy with a couple of other projects right now, but I can have a look at the files at a later point this month probably, if no one else is able to help.
by ThatGodzillaFan at 12:42 PM EDT on September 7, 2015
Understood, I appreciate your help!
by Nisto at 5:08 PM EDT on September 30, 2015
Okay, so it seems these Wii MusyX files differ a bit from GC MusyX files. So I might have to write a separate tool for these (unless there's a reliable way I can distinguish the two types and instead just update the current extractor), but I think I have both files you uploaded figured out for the most part. I'm just wrapping up another project around here. I'll have a closer look in the next few days.
by ThatGodzillaFan at 7:01 AM EDT on October 1, 2015
Alright, thanks!
by Nisto at 5:30 PM EDT on October 25, 2015
Hey. Sorry for the delay. I finally finished working on the other projects and had some time to write a quick couple of scripts to handle these formats.

https://dl.dropboxusercontent.com/u/48454461/misc/uber-extract.py
https://dl.dropboxusercontent.com/u/48454461/misc/wiimusyx-extract.py

You'll need Python 3 installed (preferably installed with the official MSI installer for easier use). Then all you need to do is drag the .uber file onto uber-extract.py, then the resulting .sdir file onto wiimusyx-extract.py (keep in mind, the .sdir file needs to remain in the same folder as the .samp file).

Let me know how it goes.
by ThatGodzillaFan at 7:04 PM EDT on October 26, 2015
It works! Thanks a lot! :D
by MarkGrass at 8:57 PM EDT on October 26, 2015
So, what's the difference of MusyX format between the GameCube and Wii? (I don't have time to check the script right now)

edited 8:58 PM EDT October 26, 2015
by Nisto at 2:14 AM EDT on October 27, 2015
There are some changes to the SDIR format. Some values were re-arranged, some values were omitted (raw sample count is no longer present, only nibbles), and the coefficients/sample history/predictor/scale values are no longer in a separate table, they're stored in the same table as the sample rates, sample offsets, etc. Each entry is 64 bytes.

Apart from that I don't know, haven't looked into the other parts. SAMP is the same of course, just raw standard Nintendo DSPADPCM data.

edited 3:21 AM EDT October 27, 2015
by ayy_lmao at 9:39 PM EDT on October 31, 2016
I'm trying to do the same thing, how do you use this in Python? I'm kind of new to this.

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