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I'm sorry then, I suppose I didn't get it right from [url=https://hcs64.com/mboard/forum.php?showthread=57505&showpage=0#post_57512]here[/url] - I took it as info about specs of audio streams contained in SS0 or SM0 bigfiles can be found in (usually) tiny LS0 or SB0 files. I presumed that SM0 giants can/may store every single piece of audio used by a game while SS0s contain some big streams (that can probably be found in respective SM0s too). When it comes to Splinter Cell 1 though it doesn't even look like this anymore, for example there's Sounds\ENGLISH\ folder and it holds a single big MAPS.LM0 + lots of rather big *.LS0, it looks like the latter contain actual sounds too. I guess I misunderstood the general structure when I was inspecting select assets with "Music" in their names. So if it is possible to add SS0(s) with help of SM0(s), does it mean that if I post entire audio directory (not random files which might store BGM but everything) you might implement most/all SS0 files? Or is it always a game specific question and you can't tell before inspecting those files? All in all it has to be a lot of work, I think I'll postpone ripping SC1 and hope that something can be done about SC2 archives. So may I ask you to look into Pandora tomorrow example files if I upload those? I can make a list of folder contents with file sizes if it helps (that way I won't have to up the whole directory). Cheers! [small][i]edited 5:52 AM EST December 10, 2018[/i][/small]
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