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| Posted on 12-05-07 08:38:35 PM (last edited by Matthew Coburn at 12-05-07 05:39 PM) |
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Quote of the moment by The Glitch: "What good is a document without notes? Digital toilet paper at best."
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Hi all.
I have a theory about changing the SM64 Sound Bank for inserting your own voices, and/or sound effects.
When I used Awwe's found SRIP tool, I found that the file(s) that are created are named after the pointers located in the ROM. For example, the A000800 file is mario's "Hoo!" sound. You look at the location in the ROM, and it says, "6A".
What I'm thinking is the Hex Values are pointers to the actual Sound Bank Sound Data in the ROM.
Correct me if I'm wrong, but all we'd need to do is find the data and decode it, and then the fun begins.
~Matthew
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| Posted on 12-06-07 04:38:31 PM |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Matthew Coburn Hi all.
I have a theory about changing the SM64 Sound Bank for inserting your own voices, and/or sound effects.
When I used Awwe's found SRIP tool, I found that the file(s) that are created are named after the pointers located in the ROM. For example, the A000800 file is mario's "Hoo!" sound. You look at the location in the ROM, and it says, "6A".
What I'm thinking is the Hex Values are pointers to the actual Sound Bank Sound Data in the ROM.
Correct me if I'm wrong, but all we'd need to do is find the data and decode it, and then the fun begins.
~Matthew
Well, obviously, someone somewhere knows how to find and decode the sound samples in SM64, since there are tools that can extract them. You may try to contact the authors of these tools so he can help you, but it's very possible that like me they're busy doing other things in life.
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| Posted on 12-07-07 04:13:53 AM |
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Well, you know your Luigi Mod? If we got the Sound Data from the Japanese ROM, and get it into the English ROM, It may sound like Luigi's SSB64 Voice (how they were high-pitched Mario ones).
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| Posted on 12-07-07 09:39:19 PM |
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| Are the voices higher pitched in the Japanese ROM? If you wanted to do that, you could possibly change the playing speed of the sounds rather than importing whole new files. But is that even possible yet? |
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| Posted on 12-07-07 11:53:27 PM (last edited by Matthew Coburn at 12-07-07 08:54 PM) |
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All I meant was that you could copy the sound bank's sound data when we've found it inside the ROM, and copy/paste into the English one.
Of course, it may need a few tweaks, but it would be a fine result none-the-less.
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Vinnyboiler
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| Posted on 01-07-08 10:17:43 PM |
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Is it then possible that all the other files in the game (texturs, moulduals) could be named after the pointers located in the ROM.
I'm sorry if this is a dumb question. |
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| Posted on 03-14-08 07:24:00 AM |
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Bumped,
I Think thread needs more attention, I think he could be really on to something here!
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| Posted on 03-14-08 11:59:29 AM (last edited by DJ Bouche at 03-14-08 09:01 AM) |
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Originally posted by DJ Bouche in the SM64 music thread
Of course as you might already know, srip can obtain the addresses for/rip samples/sounds from the ROM, and even outputs a nice .h file of addresses and structs. So this is kinda covered (apart from the ADPCM re-compressing). MK64/SM64 instruments/samples are structured differently though, and SRIP has unnamed fields .. but it's not too difficult to work out what's what.
The format of the samples might be simpler than you think. After all DS used pretty much IMA-ADPCM. Not sure what kind of ADPCM N64 uses. |