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Try to port over voice clips. #1
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Yeah, this works!! Still has some problems but the general concept works, which is pretty cool! |
Getting the skit timing right is a bit of an adventure. Some of the English skits use different character poses than the Japanese equivalents. We may need to build up a database of character pose textures and rebuild each mismatching skit's textures with those based on the PS3 data... Not to mention that all the PS3 skits with adult Asbel contain data for Lambda-eye Asbel, which doesn't seem to cause issues but uh feels sketchy to just import nontheless. (Maybe just inject copies of the regular Asbel textures for these instead, just in case...? If we deduplicate content during the FPS4 building this should barely affect data size, too.) e: Quick notes on how the skit files look:
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Skits should be correct now. The only thing that's still obviously wrong is the fully animated cutscenes (the ones using textboxes should be fine), which I dunno if we have the knowledge to fix, and the FMVs, which needs a muxer/demuxer for Sofdec (https://gist.github.com/infval/183d34b63199fde9b0ddcfe4353e973f ?). Maybe the post-battle skits too, but those are hard to test since I have no way to force-trigger them. |
See https://exvsfbce.home.blog/2020/02/04/guide-to-encoding-bnsf-is14-audio-files-converting-wav-back-to-bnsf-is14/
Issues I'm aware of:
rootR/chat/chd
, rather than from the nub container. don't ask me why the container even exists then)rootR/btl/acf/vav*.acf
for the single-character ones androotR/btl/acf/skt*.acf
for the multi-character ones)rootR/snd/init/StrConfig.stp
, should be easy enough to transplant, at least for the non-fully-animated cutscenesRTS.nub
container.rootR/snd/init/StrConfig.stp
can be used to match those -- string hashes for each audio file, I believeThe text was updated successfully, but these errors were encountered: