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- by valiant at 11:26 AM EST on November 29, 2007
- Halfway through the game now (before getting the Master Sword). 150 tracks so far. The runtime of that rip is reaching ridiculous/overwhelming levels.
Targetting an anniversary release, on one of the dates the GameCube versions came out.
- by hcs at 5:45 AM EST on November 30, 2007
- I can't overstate how much I'm looking forward to this rip. A beautiful soundtrack, and a meticulous ripper. Thank you!
- by valiant at 6:58 AM EST on November 30, 2007
- "Hawk Grass (Blow)" is still giving me trouble, as it's samples are classified as sound effects. I managed to find the howl versions (the howl samples are in Z2SeWave_0.aw), but the blow samples are not included in the same AW. I tried finding them by listening to all the sound files. After having heard the first 3000 biggest...it wasn't in there and I don't feel like listening to the remaining 12000. Neither to zero out one AW bank, see if the blowing is affected and repeating that process (takes 2-3 minutes) 140 times - well, okay, maybe a little less, depending on where the sound bank is.
So, are you able to tell me in which AW I can find those two samples here:
A small side note: A tobi (とび) is a red-tailed hawk and kusa (クサ) means "grass". Just to ensure the effort is not for nothing.
Sorry to bother you again, but it would drastically reduce the chances of me becoming completely batshit insane.
edited 7:24 AM EST November 30, 2007
- by hcs at 8:35 AM EST on November 30, 2007
- Interesting that tobi is red-tailed hawk... ever read Animorphs?
I don't know how the names link up to individual sfx just yet. I tried a few methods but haven't found those samples for you yet.
One thing you could try is a binary search. That is, zero out half the .aws, leave the other half alone. If the sound plays, you'll know it's in the half you left alone, if it doesn't it's in the zeroed half. You're then down to a half the aw banks to search in, and you can repeat the process with that half (split it in half, etc.)
You should be able to find the .aw in 8 iterations of this method.
- by valiant at 9:52 PM EST on November 30, 2007
- Ah, sorry. It's not a red-tailed hawk (didn't have my dictionary at the time I posted this but remembered it was something red and birdy), but a bird of prey called Red Kite.
Never heard of Animorphs before, but I'm not really into science-fiction anyway.
I thought of doing a binary search (I just didn't remember what that method was called) and wanted to post it in my earlier reply. Well, still takes a lot of time (replacing 70 files in GC-Tool, then 35 and so on), but I guess it's the only possibility at that moment.
It's funny how one of the tracks nobody's going to care about gives so much trouble. Well, okay. Actually, it's not.
What you could do, however, is figuring out a way to get kyakumachi.afc to play, if it isn't too time consuming to get it to work with in_cube (if you remember, I got it to work in-game, so the track is not messed up). I'd prefer a direct conversion of "The Legend of Zelda: Orchestra Piece #1" over doing a wave-out recording through thpplay. This is pretty much the last thing I need assistance on.
Thank you so much for all your support until now, hcs.
edited 10:00 PM EST November 30, 2007
- by hcs at 3:59 AM EST on December 1, 2007
- Verily, I shall see what is wrong with that file.
...further examination shows that the file appears truncated and corrupted on the disk (at least the copy I have). You say it plays in the game, however. There must be some aspect of the filesystem that isn't understood.
How about an alternative: kyakumachi.ast is supposed to be, from the part that is extracted correctly, the audio portion of demo_movie98_00.thp. How about I rip the DSP from that, instead? It is only 32KHz, unfortunately. The alternative is to wait a few days for me to examine the GC filesystem and figure out what all the tools are currently doing wrong.
There still exists the possibility in my mind that this file is actually incomplete... are you sure it played all the way through when you did the renaming?
Regarding Animorphs, I thought it was interesting because there is a character named Tobias who becomes a red-tailed hawk. But apparently not a clever reference after all, ah well.
edited 4:33 AM EST December 1, 2007
- by valiant at 9:15 AM EST on December 1, 2007
- Upon closer inspection, I don't think looking into kyakumachi.afc would be such a good idea...
I replaced the Twilight Realm scene in Gerudo Desert with kyakumachi (kyakumachi means "waiting for customers", by the way). At 1:17, an error occurs and the GameCube crashes (that noise you hear there is the result of all files the game code cannot handle, I also got this in Resident Evil 4 before, when I tried to swap character models).
I couldn't check kyakumachi.afc in whole when I first streamed it at the title sequence as that scene stops at 1:06 and the error occurs at 1:17. Sorry about that.
So the THP is the way to go. Would be nice of you to extract the DSP from there. 32KHz is a minor flaw, but it's the only way to get a 100% direct encode from the orchestra recording.
Just a note: Nintendo released the track in 44KHz as VBR MP3 (average 166kbit/s) on their official website, if you find all the Tears of Light. But we can't be sure that it's not just a reencode from the CBR MP3 IGN released shortly after E3 2005. And an average 166kbit/s seems a little too low for an orchestra recording in 44KHz.
edited 9:18 AM EST December 1, 2007
- by hcs at 2:32 PM EST on December 1, 2007
- Here it is in FLAC.
Decide which you prefer, this or the VBR MP3, I won't be offended if you don't use this. 32KHz stereo DSP is 256kbit/s, by the way, but it uses that less effectively than MP3 (psychoacoustics and all that).
- by valiant at 10:04 PM EST on December 1, 2007
- Thank you very much, hcs.
A quick check revealed that your version is actually far superior than the VBR MP3 from the official site. The beginning is nearly identical, but in later passages, it sounds like the MP3 is a re-encode of a re-encode of a re-encode... The DSP sounds far more clear and less compressed.
Regarding "Hawk Grass (Blow)": The sound bank was Z2SeWave_39.aw - and Nintendo conveniently put all the wind and hawk sound effects that play at the same time in the same file. I had to overwrite specific parts of the file with zeroes to disable them.
Well then, off again to do my work.
edited 1:57 AM EST December 2, 2007
- by hcs at 3:20 AM EST on December 2, 2007
- I can put something together that zeros out individual samples in the file, if you want.
It sounds like you already got it, though.
Thanks again for all your hard work.
edited 3:34 AM EST December 2, 2007
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