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- by Nisto at 5:06 PM EST on December 9, 2014
- I think .snd is exclusive to Resident Evil (unless you've stumbled across such files in a different game?). It starts with offset/size pairs of each chunk:
0x00: offset of .pool
0x04: size of .pool
0x08: offset of .proj
0x0C: size of .proj
0x10: offset of .sdir
0x14: size of .sdir
0x18: ?
0x1C: ?
0x20: offset of .son
0x24: size of .son
0x28: offset of .sam
0x2C: size of .sam
In Resident Evil Zero, the pool/proj/sdir files are stored in .arc files, which has a very simple format. Entries have this structure:
0x00: offset
0x04: size
0x08: filename
0x10: extension
Apart from that, the only ones I know of that have these files are the ones listed in my script:
Paper Mario: The Thousand-Year Door
Star Fox Adventures
Eternal Darkness: Sanity's Requiem
If Wikipedia is of any indication, maybe these two have them as well:
Star Wars Rogue Squadron II: Rogue Leader
Star Wars Rogue Squadron III: Rebel Strike
I do actually still have both of these sitting on my HDD. Although, from what I can remember, the audio-related files on at least Rogue Leader is compressed or encrypted somehow and I could never figure out how to decrypt/decompress any of it myself. It might be simple to figure out for someone who regularly deals with compressed/encrypted stuff though (unlike myself) :shrug:
edited 10:57 PM EST December 9, 2014
- by soneek at 7:26 PM EST on December 14, 2014
- Tales of Symphonia uses a .snd archive. All the sequences are in an external folder. Mario Golf has everything stored separately.
Here's a beta soundfont for Symphonia and midis to test with.
edited 12:41 AM EST December 15, 2014
- by Nisto at 7:45 PM EST on December 14, 2014
- I see. Are you working on a program to generate soundfonts? If so, how's the progress and what's missing? I'm assuming you've got at least the sample mapping figured out? I'm gonna have to download the ToS pack and check it even if I don't know the soundtrack (think I've only listened to it once, way back), this is exciting :-)
edited 12:54 AM EST December 15, 2014
- by soneek at 7:51 PM EST on December 14, 2014
- Yes. It still needs a lot of work though. Everything was stored on my external hard drive though, which decided to stop working thru the USB connection. -_-
I might just start from scratch, since I have a bunch of written notes anyway, and I'm short on funds to recover my hard drive at the moment. I need to start the Github so people can collab on this.
edited 12:58 AM EST December 15, 2014
- by a574045075 at 8:39 PM EST on December 14, 2014
- So the program can support brsar and bcsar files?
- by soneek at 10:32 AM EST on December 15, 2014
- This program is separate from any of that stuff.
- by punk7890-2 at 12:52 PM EST on December 15, 2014
- Wow awesome work on Symphonia! Can't wait to see more. Noticed Pad 3 Polysynth doesn't work. So far only some battle music doesn't quite play right. I noticed the drum kits aren't as they sound like soundtrack CD. I've never played the GC version of it so I wouldn't know.
Sorry to hear about your external. Scary stuff. I managed to recover mine before when windows failed to detect it.
edited 6:01 PM EST December 15, 2014
- by soneek at 12:57 PM EST on December 15, 2014
- Oh, I didn't get the in-game drum kit working yet, so I used GM drums for now. :P
- by alimu at 7:17 AM EST on January 19, 2015
- This is really exciting and awesome! Thank you soneek and Nisto! If it isn't too much to ask, may I have the Colosseum midi files? It would mean a lot to me. Thanks a lot! :)
- by soneek at 9:17 PM EST on January 19, 2015
- PkmColosseumMidis
I never got around to figuring out pitch bending, so that's on my to-do list for after this semester. Hopefully someone beats me to it though.
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