This snddata.obj file is the bane of my existence! Urgent help required! by simonmkwii at 2:42 AM EDT on October 13, 2017
Turns out this file is in all of the GameCube games developed by Nintendo Software Technology, and it contains sound effect data in the ADPCM format, but it is packed in a container that no-one has ever reverse engineered!

The games it is in are:
1080° Avalanche (Confirmed)
Wave Race: Blue Storm (Important! Contains the condescending announcer easter egg!) (Confirmed)
Nintendo Puzzle Collection (Unconfirmed)
The Legend Of Zelda: Collector's Edition (Unconfirmed)

Here is the file from Wave Race: Blue Storm!

I would upload the file from 1080° Avalanche as well, but my disc is a bit scratched and my Wii gives up halfway through copying the file.

Note: The file header begins with "SNDFILE" if that helps.

edited 2:43 AM EDT October 13, 2017

edited 6:05 AM EDT October 13, 2017
by furrybob at 10:54 AM EDT on October 13, 2017
The .obj file's a simple archive. Once you've extracted that, you'd have the individual file formats to deal with.

The archive has the structure:

char Signature[8];
uint32 FileCount;
uint32 Size;
char Padding?[16];
FileDesc Files[FileCount];

struct FileDesc
{
char Filename[32];
uint32 Offset;
uint32 Size;
char Padding?[24];
};
More help needed! by simonmkwii at 11:36 PM EDT on October 17, 2017
I have been trying nonstop and I cannot for the life of me figure out how to correctly implement that file structure in C code to unpack the archive!
I cannot do it! by simonmkwii at 4:28 AM EDT on October 18, 2017
I am still unable to extract it!
Bump by simonmkwii at 11:32 PM EST on February 5, 2018
Sorry to bring up an old topic, but I still haven't figured out how to do it.

I wrote a quickBMS script based on the structure you provided, and it finds 0 files.

It says "Coverage file 0" and that's it.
by soneek at 6:45 PM EST on February 6, 2018
Can you post your script?
Script: by simonmkwii at 8:50 AM EST on February 7, 2018
char Signature[8];
uint32 FileCount;
uint32 Size;
char Padding?[16];
struct FileDesc Files[FileCount];

struct FileDesc
{
char Filename[32];
uint32 Offset;
uint32 Size;
char Padding?[24];
};
by bxaimc at 9:24 AM EST on February 7, 2018
That’s not how you write a BMS script at all...
This is merely a description of the file structure that furrybob posted.......


edited 9:28 AM EST February 7, 2018
by AnonRunzes at 2:52 PM EST on February 7, 2018
oh god simonmkwii how can you be so fucking stupid?
"writing a quickBMS script" does not mean "copy-pasting someone's example on how to do it"
by soneek at 6:37 PM EST on February 8, 2018
Make sure to read the documentation for QuickBMS. This is really simple to write an extraction script for.
by simonmkwii at 11:26 PM EST on February 8, 2018
I've read the documentation, i'm still not clear on how to implement the struct in an extraction script.

EDIT: In fact, the struct seems to be incorrect.

Can anyone actually write a script to extract the files? I'm starting to doubt it's possible.

edited 11:37 PM EST February 8, 2018
by fuzziqersoftware at 2:55 AM EST on February 9, 2018
http://www.fuzziqersoftware.net/files/extract_obj.py

Really unclear why I did this. Enjoy, I guess?
by furrybob at 3:06 PM EST on February 9, 2018
@simonmkwii

Now that you have something to extract it with, I'm assuming the stuff you want is in "introvoicesEng.dat".

That file contains 16-bit, mono PCM audio, and has a layout like this:

int32 EntryCount;
Entry entry[EntryCount];

struct Entry {
int32 Offset;
int32 Length;
};

edited 3:06 PM EST February 9, 2018
by simonmkwii at 8:57 PM EST on February 9, 2018

@fuzziqersoftware, thank you SO much for that script!

It worked like a charm!

@furrybob Thanks for the help, but I already figured that one out. The main file I want is "pitcrewifiles.obj" which appears to be a new type of MusyX archive format.

I managed to listen to it by creating a GENH header, but the DSP coefficients were slightly off, creating a horrible crackly/grainy sound to the audio.

There's just the standard "pool", "proj", "sdir", "samp", etc. files inside this archive judging by the header.

It has a different structure to every other MusyX archive, and a different structure to the SNDFILE archive.

I am 100% certain it's encoded in 4-bit DSP GC ADPCM.
by TheUItimateKoopa at 5:02 AM EDT on October 9, 2018
;

edited 8:31 AM EDT October 9, 2018
by garyopa at 8:37 AM EDT on October 9, 2018
;

edited 8:55 AM EDT October 9, 2018


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