| SubDrag Member Level: 13 Posts: 16/27 EXP: 10083 For next: 184 Since: 03-01-08 Since last post: 7.1 years Last activity: 8.1 years |
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| I took a stab last couple days at incorporating Super Mario 64 sound bank encoding. It appears to work properly, but there are a lot of fields behind the scenes currently not supported to be edited (are rewritten properly in output file). Shouldn't be necessary to edit them unless you're editing instruments which probably too unknown anyways. Also found that srip didn't rip all the sounds, some sounds came in triplicate (but srip labelled other two offsets unknown) - here's a complete rip http://goldeneyevault.com/extras/SM64FullSoundRip.rar. There are still a lot of unknown fields, so I wouldn't necessarily put these sound bank mods into Super Mario 64 Mods until people confirm there aren't any losses of sounds...seemed fine though. So check it out! http://goldeneyevault.com/viewfile.php?id=212 I've been modding Sound Bank A, digits such as 8 (It's a me mario in intro) and bank A, sound F, princesses intro. I've been using this sound: http://goldeneyevault.com/extras/ExtractedSounda.wav so at least that should work in importing. So import your wav or import predictors/raw from another game, click on top Inject in Place, then File->Save ROM. You need to make your wavs 16-bit, and use a tool like Audacity to change rates, etc. |










