Modding rundown: Sound

Started by Noelemahc, December 05, 2006, 11:53PM

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Quote from: winstrol on November 18, 2007, 10:17PM
I tried everything but no luck. So if there's someone willing to try guessing this might help a bit:
http://www.sendspace.com/file/cqo9um
use: bruteforce 142983137 5 CHAR/GHOST_M/JUMP2*
try changing the CHAR/GHOST_M/JUMP2* like: */GHOST_M/JUMP2 or whatever. (btw that's how i found the filename for the second and third hash). 142983137 is the ghost rider's hash for jump2 which the correct filename is unknown so far.

Can someone re-upload this little program?  It'd be useful in the future for me

Okay, this is officially weird.  I've double and triple-check the PSP ZSM/ZSS files that were left on the Xbox.  All hashes that we know about are exactly as they should be.  I know that hashes work as well because if you use that character's _v.zss file, the game will crash when switching to the character (because it called the correct hash, but there was a problem).  But no matter what the game doesn't even recognize the _m.zsm sounds.  No crash, no sounds playing -- nothing.  I even went through and fixed bwidow_m.zsm to match what a PC sound should have.  Still nothing.

November 28, 2007, 10:01AM #257 Last Edit: November 28, 2007, 10:47AM by winstrol
zsm editor 1.0 (for winXP)
http://www.sendspace.com/file/md1n7j
It's for PC and Xbox(not tested)

There's also another prog i made to auto import xml2 sounds in x_voice i'll post it soon.

Sweet!  I'll get to work using this to convert Hawkeye/Black Widow/Captain Marvel/Ronin's sounds tonight.  Also useful for making power sounds for X-Man/Cable/Dark Phoenix/Cannonball.

November 28, 2007, 03:25PM #259 Last Edit: November 28, 2007, 03:27PM by idrinkdrpepper
Quote from: winstrol on November 28, 2007, 10:01AM
zsm editor 1.0 (for winXP)
http://www.sendspace.com/file/md1n7j
It's for PC and Xbox(not tested)

There's also another prog i made to auto import xml2 sounds in x_voice i'll post it soon.


Does the zsmeditor have that "bruteforce" feature you were talking about earlier?
Quoteuse: bruteforce 142983137 5 CHAR/GHOST_M/JUMP2*
I'm pretty sure the filename will end in 1.  So, if there are two JUMP sounds it will be something like JUMP0 and JUMP1.  Thanks for the sound-editing tools BTW.

November 28, 2007, 04:50PM #260 Last Edit: November 28, 2007, 05:59PM by Teancum
It works, by the way.  I was able to get Hawkeye's sounds converted to PC.  They sound terrible, but they're working.  The sounds are also off some (he says the wrong things at the wrong times) but they could have been me messing up.

*EDIT*

By going one file at a time I'm not having any problems.  It's very slow-going though.  Hopefully we can figure out how to make the sounds less scratchy.  Converting to Bicom VOX in Vox Studio 3 makes them semi-decent, but they still need work. 

Quote from: idrinkdrpepper on November 28, 2007, 03:25PM
Does the zsmeditor have that "bruteforce" feature you were talking about earlier?
Nope. It's not necessary, it was only to try finding the filename for alternative sounds. While we don't find out the filename the program will not support alternative sounds when you try to make new files.

yep, the program doesn't change the format of the sounds that's why it sound terrible when converting between xbox and pc. In order to do that i would need to know the exact format of the sounds for pc (its not vox or bicom that's only close to it). The only program i know that can convert them keeping the quality it's the towav.exe. all i know is that it was make by a russian called xplorer from www.ctpax-x.ru.

well that's the only 2 things left to find out i guess.

November 29, 2007, 10:37AM #262 Last Edit: November 29, 2007, 10:40AM by Teancum
Okay, I'll wait to convert the Xbox sounds then.  Maybe I'll do cable_m, xman_m etc from existing PC sounds in the meantime.  When I get home from work I'll post our ZSS findings at the wiki.xentax.com forums and see if they can help us figure out the PC's sound format.

November 29, 2007, 04:28PM #263 Last Edit: November 29, 2007, 04:48PM by BliZZ
253-275 in "X_VOICE"= BLOB_V
5-30 in "BGENO_V" = Blob's NPC Dialogue

1973-1994 in "X_VOICE" = MRSIN_V
34-56 in "AEGYPT_V" = Mr. Sinister's Boss dialogue
62-75 in "BGENO_V" = Some of Mr. Sinister's stuff

1845-1868 in "X_VOICE"= MMEGA_V, aka Omega Red
9-13 in "DMON_V" = Omega Red's Dialogue

2468-2488 in "X_VOICE" = PLIVM_V, aka Living Monolith
15-33 in "AEGYPT_V" = Living Monolith's Dialogue

Sweet!  That'll make life much easier.  I should warn everyone that the VO won't be as flavorful as it is with the normal characters.  Since we don't know how to do multiple of the same command (i.e. RESPAFFIRM1, RESPAFFIRM2, etc) there will only be one for each character.  That makes my life much easier though, as I don't have to come up with as many sounds.

December 02, 2007, 01:42AM #265 Last Edit: December 02, 2007, 10:14AM by winstrol
sorry i didn't see teancum had already posted a new x_voice replacement lol
so i'm removing the link cause the x_voice he made is better.

Thanks for the program Winstrol.  It's really easy to use.

December 04, 2007, 08:04AM #267 Last Edit: December 04, 2007, 08:08AM by Teancum
Still stuck on what sort of format the PC actually uses, but I found a few ideas today.  First, it could be in  DSP TrueSpeech WAV.  I can't check since I don't have a program that encodes to that.  Also, there's a program called BASS at http://www.un4seen.com/ that is supposed to recognize different formats automatically.  Worth a look if it wasn't 100 pounds for the shareware version.

*edit*

Here's a TrueSpeech converter http://www.micocosoft.com/audio-converter/

http://en.wikipedia.org/wiki/List_of_codecs -- has all of the common audio codecs.  Might be useful.

I have good news.
I met a person who worked with the game sounds and she helped me figure out some things like the filename for the alternative sounds. So, here it goes:
CHAR/[CHARACTER]_M/[SOUND]/***RANDOM***/0
the sound name doesn't change. eg:

RESPAFFIRM1.WAV => CHAR/MOON_V/RESPAFFIRM/***RANDOM***/0
RESPAFFIRM2.WAV => CHAR/MOON_V/RESPAFFIRM/***RANDOM***/1

Also, I updated the zsm editor so now it can fully work with the zss files as well.
http://cyberscript.org/mua/zsmeditor2.zip

as for the PC's sound format.. i still don't know what it is, i asked LN but she don't know cause wasn't much involved in the tech side. But said that they used a really old engine called Coda. does anyone now anything about it?
so, i think we can almost say for sure that the format is: 4-bit adpcm, 22khz, mono. Question is: what kind of adpcm?

The wavs that I'm using are IMA ADPCM, but they still sound a little bit off.