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by Lunar at 12:11 PM EDT on April 15, 2011
well i'll be darned. how frustrating...

when i tried it with SRip in the past (and indeed when i tried it just now) just with the string srip foo.v64, it ripped 1/79 instruments (just a "click" sound) before throwing an "Illegal predictor number 14" error. i assumed it was an incompatibility with the game so i just didn't pursue it further, and since i have no idea how you're supposed to find ctl/tbl offsets that was the end of the line. even asked for help repeatedly here before, no-one said anything or did anything to help.

once again i've spent ages doing something around this joint only to see all the time and energy go to waste. i already spent 3 solid days collecting/recording sounds and building that soundfont, with all the tedious looping... i really don't think i have the willpower to pick it up again.

here is the crap soundfont i made already, for what it's worth: http://vgmusic.com/~lunar/soundfonts/Mystical%20Ninja%20Starring%20Goemon.sf2
by punk7890 at 3:12 PM EDT on April 15, 2011
I understand. That would indeed be frustrating.

The only reason it gave a illegal predictor was because the ctl that was pointing to the tbl wasn't the right ctl.

If it makes you feel any better, I'm working on a Jet Force Gemini soundfont. It's semi complete so far.
by Bolt at 3:30 PM EDT on April 15, 2011
So punk7890, how did you find out where to point to the tbl and ctl locations? I'd love to know how you did it.
by punk7890 at 3:55 PM EDT on April 15, 2011
I would like to explain but I do not know how to explain it in detail. I only know what they look like. If a picture would help, this is what your standard ctl headers look like this

The magic number being 42 31 00 0X. The tbl data is most commonly at the end of all the ctl headers and just looks like mixed data. Here is a shot of your standard tbl table
by Bolt at 4:00 PM EDT on April 15, 2011
I see, that helps. How do you know for sure where the tbl is? Do you just look for the gibberish located after the ctl? Sorry if it's a dumb question, I'm not that experienced with hex editors.
by Bolt at 4:22 PM EDT on April 15, 2011
To clarify what I mean: how do you know where the end of the ctl headers are? Or is it just trial and error?

Thanks in advance, you've already helped tremendously.
by punk7890 at 4:44 PM EDT on April 15, 2011
It's basically trial and error, but mostly always at the end of the ctl you'll find the tbl.

Glad I could help.
by Bolt at 4:50 PM EDT on April 15, 2011
Okay thought so. I guess I was wondering whether there was a definitive way to know what signifies the end of the ctl. 000 padding or something. I'll give this a shot later tonight.

Many thanks.
by Bolt at 7:48 PM EDT on April 15, 2011
I just spent two hours trying to find the tbl(s) for Dōbutsu no Mori A.K.A Animal Forest... I just can't seem to find them. Srip finds a list of possible ctls, but no tbls, and I keep looking in a hex editor and plugging in addresses into Srip but to no avail. I don't even know how to identify where a tbl starts, I've just been looking for packs of zeroes after the ctl adress.

Something that I think is complicating the process is the existence of "Nintendo Style" ctl, which differ from the normal "magic number" style. I just have no idea where to go with this. Anyone have any luck finding the tbls to Animal Forest? Advice? I've been wanting the sounds for years ;_;

punk7890: If it's easy for you to find the tbls, maybe you could post them here? If you would want the resulting soundfont I would definitely post it when I finished it.

If not I understand; If it's as tedious for you to find as it is for me to not find(not to mention the fact that you might not even be interested in the sounds of this game), I wouldn't really want to do it.
by coda at 9:15 PM EDT on April 15, 2011
this is a good example of why in_usfdump may come in handy.

edited 9:15 PM EDT April 15, 2011

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