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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Sep 27, 2008 11:19 am Post subject: |
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I would love to include it! Thanks for a links. That's a definite start for sure, but I'm not sure it's enough to convert new files into GE format. That just seemed to change the pointer to one sound file to another's pointer.
I would love some help here too... |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Sep 27, 2008 11:23 am Post subject: |
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Also, that sound bank explorer doesn't seem to work with GE. Does it for you? |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Sep 27, 2008 1:09 pm Post subject: |
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SubDrag wrote: | Also, that sound bank explorer doesn't seem to work with GE. Does it for you? |
Somewhat, but it seems to require more work
You have to use one of the tools first to extract the ctl+tbl files that are then loaded into the other program.
The trick is you have to play arround with the offset setting in the lower right corner. arround -500 (add or sustract until it sounds right) seems to be the right value to make it sound correct while also removing the garbage at both the start and end of the sample. Tweaking and double checking might be needed to find the exact values
SRIP looks like it's more straight forward but also simpler and hides the details, details that might be of help to someone that knows what to do with them. That's not me, unfortunatelly.
Anyway. With the samples srip extracted for me, and after browsing through and adjusting samplerates, I compiled this little misc collection of sounds.
Has the main ones and some favourites (think "streets", if you know what I mean )
http://www.xente.mundo-r.com/radorn/samples.zip
samplerates seem to be like this in most cases
16000 for most shots and weapon sounds
11025 (1/4 of 441000) for most "voice" samples and "ambient" sounds
8000 and 22050 are also used
Also, I didn't remember I had this there but... here, a meaningless collection of pictures I took with my shortlived AR before it died:
http://www.xente.mundo-r.com/radorn/n64_img.zip
EDIT: Now that I'm reviewing the pics I made... I hope nobody feels offended by a handful shots from pilotwings I took while doing something stupid with the gyrocopter...  |
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Goldroger Agent

Joined: 10 Aug 2007 Posts: 32 Location: Ohnastetten, Deutschland  |
Posted: Sat Sep 27, 2008 3:53 pm Post subject: |
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Too bad, there is no source code for srip (at least I didn't find one). Aren't all N64 games the same regarding the sound formats and maybe even the location on the rom? Maybe the documents about the N64 DEVKIT would help you gather some information. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Sep 27, 2008 6:44 pm Post subject: |
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If you can find a relevant sound one please let me know. I'm sure it would help. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Sep 28, 2008 2:11 pm Post subject: |
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Docs could probably help understanding the ctl+tbl "files", as programmers would need to understand how to access them -even if it would be through a library- to design their sound systems if they wanted to use these, but then there's the vadpcm encoding part, which it's bound not to be documented since nintendo would only need to hand out a working encoder and documentation on how to use it. Details on how the encoding is done would be innecessary. Even explaining how to decode would be kind of superfluous as developpers would have a library ready for that included in the devkit.
Anyway, I'm trying to reach the coders of both SRip and the SLExtractor+SBExplorer set of apps in hopes that they are 1) still reachable by the contact info I could find 2) willing to help and 3) ABLE to help. |
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