Luigi's Mansion Dark Moon Audio by koopatroop at 3:06 AM EST on March 1, 2015
I had downloaded the LMDM audio files from here: https://www.mediafire.com/?7g0bhhmk883n0bg
And extracted the wav files by using Dragon UnPACKer(v5.6.2).
There are 1063 wav files in total.

Then I created the GENH files with VGMToolbox, following the instruction posted by soneek:
---
That odd WAV format is pretty much a Wwise little endian form of Nintendo DSP.

You'll need VGMToolBox to create GENH files. The settings I used for the 2 channel songs were:

Input File Format - Nintendo Gamecube DSP 4-bit ADPCM

General
Header Skip - 0x100
Interleave - 0x8
Channels - 2
Frquency: Use Offset - 0x18, and has size - 2, and byte order - Little Endian

Looping
For looping I did a loop start of 0 samples, and used the file end, though I had to manually see which songs actually looped.

Coefficients
Coef Offset: Right Channel - 0x5e
Coef Offset: Left Channel - 0x30

This isn't implemented in VGMToolbox yet, but hcs updated VGMStream to read the ADPCM coefficients in little endian. After the GENH file is created, you'll need to change the byte at offset 0x30 to 2.
---
Only I don't know what does the last line means.

The genh files do not play correctly yet.
Download the 1063 genh files here.

To make the genh file play correctly, we need to modify the codes' position:
Before modifying:


After(The playable file from 3sf.joshw.info):


If the images don't display correctly, try the links below:
http://s5.postimg.org/or7l2lbxh/image.png
http://s5.postimg.org/bbkkd53fp/image.png

Example: "AA BB CC DD"--->"BB AA DD CC"
(Sorry I don't know how to discribe this...)


Hopefully there will be a tool that could be used to modify the codes easily.
And I will try to add tags (and fix the loop points) for most of the tracks myself.

Anyway, Very Much Appreciate!!

edited 8:23 PM EST March 1, 2015
by Benjamin at 3:19 AM EST on March 1, 2015
I heard the looping songs just loop from 0 (like the tower theme in NSMBWii or some of the songs in Paper Mario TTYD)
by TheMygoshi at 12:58 PM EST on March 1, 2015
Why the coeffs are 0x5e and 0x30
by koopatroop at 11:53 PM EST on March 2, 2015
I have uploaded the images to MediaFire:
The original audio file with Generic Header (Before modifying).png
The playable audio file with Generic Header (After modifying).png

See the difference?
by TheMygoshi at 5:34 AM EST on March 3, 2015
WHY THE COEFFS ARE 0X5E AND 0X30, SECOND QUESTION
by soneek at 11:22 AM EST on March 3, 2015
@TheMygoshi That's where the coefficients are located in the file...

@koopatroop The files from 3sf.joshw.info were modified versions I made before GENH had little endian Nintendo DSP support.

If you make the GENH from the raw files now, open the .genh file, and change the byte at 0x30 from 00 to 02. That should make it playable.
by koopatroop at 3:44 PM EST on March 3, 2015
@soneek
Oh, It works! Thank you! Thanks so much!!

And...The last request...
Is there any tools that allows me to batch change the byte at a specific offset easily(Automatically) instead of modify them one by one?

edited 9:55 PM EST March 3, 2015
by Nisto at 7:51 PM EST on March 3, 2015
If you're willing to run a Python script, I wrote something for you..

https://dl.dropboxusercontent.com/u/48454461/misc/chbyte.py

In your case, use it like this:
chbyte.py "X:\directory path..." .extension 0x30 0x02

edited 1:00 AM EST March 4, 2015
by koopatroop at 10:26 PM EST on March 3, 2015
@Nisto
It works! Thank you so much!!

Now just leave it to me.

Very Much Appreciate the Hard-working People!!!


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