Ripping Zelda-GC sound effects by Majin Vegeta at 4:40 PM EDT on September 24, 2007
Is there a way to rip the Zelda: The Wind Waker or Zelda: Twilight Princess sound effects with in_cube? (like the SSBM sounds) Is there a special file I need from the ISO or isn't it possible?
by unknownfile at 5:22 PM EDT on September 24, 2007
It isn't possible, because the format has not been decoded. I say we make hcs do it.
I second that notion. Nintendo still haven't released an OST CD for Twilight Princess (quite unprecedented for a popular zelda title), so I really hope it's possible. Plus.. yeah.. Wind Waker voice samples. Much hilarity ensues.
Fine, someone put them up and I'll have another look.
edited 1:12 PM EDT September 26, 2007
by Majin Vegeta at 3:21 PM EDT on September 26, 2007
Well, here are a few. (TP)
http://www.megaupload.com/?d=8K4AG03V
I dont know if you need all, so I uploaded 5, cause they're so big.
EDIT: Oh and I found this into a thread on the emutalk board: AW files are music libraries of a game in which the particular instruments for the sequences are stored. The sequences itself are located inside a SZS or ARC archive whose name I can't recall at the moment.
wwdumpsnd is now up (check the [url=http://www.hcs64.com/in_cube.html]in_cube[/ur] page), will dump almost all of the audio samples from Wind Waker. Caveats as noted there.
Maybe Twilight Princess tomorrow? Doubtful, I was up all night on this...
Let me know how it works on Windows.
edited 5:58 AM EDT September 27, 2007
by Majin Vegeta at 3:59 PM EDT on September 27, 2007
Wow, works great. (Windows XP) I think first you should get it to work perfectly (problems with stereo samples, like you said), then trying to get TP working.
Wow hcs, that is completely epic, thank you! Works fine on Windows XP. I know a few people who'll be very interested in this. Here's hoping Twilight Princess works out too - sequenced tracks and/or sounds.
by unknownfile at 5:18 PM EDT on September 27, 2007
Pikmin 2 results in this:
working... expected 1, got 49, at 46974 dump failed
by Majin Vegeta at 6:27 AM EDT on September 28, 2007
Maybe cause its just made for Zelda: TWW, no other games.
Other Nintendo games use the same formats, it's just that my research was based solely on WW so I missed some points. I may be looking into these others as well.
hcs, may I say that wwdumpsnd is great beyond the scale of greatness?
Also, I thought weird voice clips 20, 21 and 22 are the King of Hyrule speaking his wish after touching the Triforce, but the title "GanonT_0.aw_00000020.wav" of course suggests beta material for Ganondorf...
It's funny how they recycled quite a few sounds from the N64 titles for the GCN installments. For example "objSE_0.aw_000000ad.wav" (the teleporter sound after completing a dungeon) is the instrument in the beginning of "End of the World" from Majora's Mask. "n4d_ryu_0.aw_00000008.wav" was used very obviously in "Small Shrine Near the Peak of Dragon Roost" as a nod to "Dodongo's Cavern" in Ocarina of Time.
The only time I was disappointed with the usage of these old samples was in Twilight Princess. "Hyrule Field Night Theme" reuses Malon's synthesized voice from "Lon Lon Farm", and it sounds crappy as hell.
An interesting set of sound effects. It's nice to be able to listen to some of the effects used in the dungeon music, and hear some more of the boss voices while not frantically trying to silence them.
Also, in regards to Twilight Princess' night theme, I didn't find the voice overly similar to OOT's version. I think it was processed adequately to not make one immediately think of lon lon ranch every time the song played. It could've been done better, but I think the overall theme fit well enough.
Ferramenta: good observation that it was King Hyrule's voice. The sounds are grouped by regions or objects, so GanonT_0.aw is Ganon's Tower. This enables the game to load a single file for anything that might happen in a particular area of the game.
Ahh... Dang! I read the file name as "Ganon_0" and thought it was files that were coming from Ganondorf. Strange I got that impression, seeing as how all other files are grouped by location, not by people. o_O
Dunno, I have little experience with sequence formats. And I'm not too likely to embark on an exploratory voyage to figure them out any time soon. Maybe UF will pick it up again when he's gotten tired of VRC7. Note that AW isn't so much a format as it is a single file with a bunch of data end-to-end, all the formatting is contained in the AAF. I only decoded enough to be able to extract the AWs, there's plenty more which deals with instruments and samples.
I just picked up the source code for this nifty program and decided to go about decoding Pikmin 2, only one sample bank was read, so now I'm going to try and figure out a way to decode a bank without paying any attention to sample location stuff.
____
Just ran it on a couple of files from Super Mario Sunshine, it appears that at the end of a sample there's a few garbage bytes and audio alignment screws up, therefore screwing up samples past that point until the decoder fixes the alignment on its own.
____
And the jaudio project is resumed:
[22:22] <stupcarp> because hcs requested it i decided to go look at the jaudio libraries again [22:22] <stupcarp> i'm looking at zeldaww's library but it's the japanese version [22:22] <stupcarp> anyways [22:23] <stupcarp> 8027DB58 is a function called __sinit_JASSeqParser_cpp which loads addresses for specific sequence parsing functions into memory [22:24] <stupcarp> no idea why it would do such a thing but i suppose it's for class creation [22:25] <stupcarp> and this library does indeed show that jaudio has a bit too much control over the hardware [22:26] <stupcarp> it controls interrupts for christ's sake [22:26] <stupcarp> cmdClrI__Q28JASystem10TSeqParserFPQ28JASystem6TTrackPUl [22:26] <stupcarp> that's JASystem::TSeqParser::cmdClrI [22:26] <stupcarp> fucking wow, nintendo loves to confuse people by putting a bunch of shit into a single class [22:27] <stupcarp> so that's like what in C++? JASystem->TSeqParser.cmdClrI? [22:27] <stupcarp> I don't get why they'd have to make subclasses
ok, here is the big bank of pikmin 2 sound effects. i trust you won't waste the server bandwidth as the file is pretty big (20 mb), so if the server is down tomorrow i no longer have your trust. or something.
hi i'm new to this forum. i have no programing knowledge whatsoever so i was was wondering if some one could extract the sound effects from the zelda collector's disk for me. they're all in one AW file (yes i know that the sound effects for the games themselves are in the roms not in this file, i just need the sounds from the main menu that lets you choose a game). i can send you the file if you need it it's only 478kb. any help would be much appreciated.
We need more than just the .aw file, we need an .aaf or .baa file is there is one around. If you send those along we can probably do the extraction for you.
You could email it (and the .aw, both are needed) to me, agashlin at gmail. You could upload them to YouSendIt or similar services. Or you could try running the utilities I have already that might work. First, run baad on the .baa file (you might be able to get away with simply dragging and dropping the .baa file onto the baad.exe program, if not use the command line). Among the files generated should be some .wsys files. Run wsyster on those (the .aw file must be in the working directory).
Or you could just send it to me and let me figure it out, there is a significant chance that baad doesn't properly understand the .baa file format, as I've only had one example to test it with so far.
Well, that sort of worked. It successfully produced 26 clear sounding sound files, but they're all slowed way down. After some quick messing around with a sound editor I've found that they seem to be about 1/4 the speed they should be. I have pretty much what I needed now since I can just speed them up by 400% but if you want the files for testing purposes to see why they came out slow I'd still be happy to send them to you.
Yes, I'd like that, I'd prefer to have everything working correctly. It is possible, though, that the wrong speed is specified in the .baa and they are played back at a different speed. In any case I'd like a closer look.