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Try to port over voice clips. #1

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6 of 9 tasks
AdmiralCurtiss opened this issue Aug 22, 2020 · 3 comments
Open
6 of 9 tasks

Try to port over voice clips. #1

AdmiralCurtiss opened this issue Aug 22, 2020 · 3 comments

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@AdmiralCurtiss
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AdmiralCurtiss commented Aug 22, 2020

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:

  • Battle voices aren't injected yet. (different codec)
  • Skits still use JP voices. (probably uses an audio file from within the skit files at rootR/chat/chd, rather than from the nub container. don't ask me why the container even exists then)
  • Post-battle quotes still use JP voices. (they're at rootR/btl/acf/vav*.acf for the single-character ones and rootR/btl/acf/skt*.acf for the multi-character ones)
  • Lipsync is wrong
    • stored in rootR/snd/init/StrConfig.stp, should be easy enough to transplant, at least for the non-fully-animated cutscenes
  • Some cutscene timing is wrong.
  • Some skit timing is wrong.
  • Some post-battle animation timing is wrong.
  • Cutscenes with background audio (gasps and the like) still use JP audio -- I think that's in the RTS.nub container.
  • Wouldn't surprise me if I mismatched an English file onto the wrong Japanese one somewhere.
    • rootR/snd/init/StrConfig.stp can be used to match those -- string hashes for each audio file, I believe
@AdmiralCurtiss
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AdmiralCurtiss commented Aug 23, 2020

Yeah, this works!! Still has some problems but the general concept works, which is pretty cool!

@AdmiralCurtiss
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AdmiralCurtiss commented Aug 28, 2020

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:

  • unnamed FPS4 container
  • file 0 is the script
  • file 1 is the audio
  • file 2 is the lipsync
  • file 3 is the texture IDs of the following textures
  • files 4-N are the textures
    • each of these is another FPS4 container with two files
    • file 0 is info for which parts of the texture are the body, eyes, mouth, etc for overlaying the animations
    • file 1 is the actual texture

@AdmiralCurtiss
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AdmiralCurtiss commented Aug 28, 2020

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.

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