N64SoundListTool - Extracted sound decoding failed - Star Wars Rogue Squadron
JackCarterSmith opened this issue · 10 comments
Hi,
I'm not sure about doing thing correctly:
I used a RS-N64_USA rom with N64SoundListTool (using master (71ecb5e) version and latest release from march 11th) and all the sound seem "badly" decoded (see in linked file).
ExtractedSound.zip
I'm not sure if it's me who doesn't set a parameter correctly or if it's my file who doesn't work.
Anyone can give me a tips please?
You have a mismatched ROM. Make sure you download the correct one. I verified the Rogue Squadron sound against ROM with MD5 of:
[47CAC4E2A6309458342F21A9018FFBF0]
Good Name=Star Wars - Rogue Squadron (U) (M3) [!].z64
Header Code=66A24BEC-2EADD94F-C45
Sounds correct, yours is parsing garbage data. There's a 1.0 and Rev A. Perhaps using wrong one?
That's my conclusion for now, wrong ROM... But I can't found a good one on www. (So bad I can't dump my own cartridge x)
Instead, I'm managed to use your MORTDecoder class standalone with raw data from PC version. I discuss it in another post of RS datas parsing (dpethes/rerogue#13).
That's work great! But I found some bugs/missing features in it (with PC version):
- 8000/16000 samplerate switching (fixed)
- duplication glitch at start of all long speechs (not present in shortness file) (in progress)
I'm not sure about the 8000/16000 samplerate switch is present/necessary on N64 ROM version, I can't test it for now, but the question is still opened.
I think the N64 rip has the same bug in parsing. It seems on longer sounds there is an extra 0.5 seconds of bad data, followed by the good full sound.
Here's an example.
Unclear why it's off...started too early, or some minor problem somehow in the beginning.
OK I was just starting output at the wrong spot - fix is here, all rips should be good now.
See this commit on what you should also change: 4fe1073
Sound05Corrected.zip
I'll close this thread as I believe the issue is fixed and can track PC work on your github issue - I don't find any sounds the wrong sample rate on N64 rip. They all seem 8000 (probably to save space).
Yes I don't think the MORT decoder is broked (for N64 and PC).
Probably a wrong configuration of my MSVC toolchain/toolset...
I'll close this thread as I believe the issue is fixed and can track PC work on your github issue - I don't find any sounds the wrong sample rate on N64 rip. They all seem 8000 (probably to save space).
You right I presume, even textures have been resized in N64 version. And if the game use programmable RSP chip on N64 for HW accelerated decoding, all make sense!
OK I was just starting output at the wrong spot - fix is here, all rips should be good now. See this commit on what you should also change: 4fe1073
Great I've tried to remove ~0.5s of sound in wav file before, but you made a proper way to do! Thanks, it's running pretty good now.
I can't try with N64 file, but for the issue about MORT decoder, it's okay for me now 👍
I found some 16000 sounds in N64 (well the one you posted), so they do exist, I just hadn't noticed before. I'm not sure why you're having issues, I think the best explanation is you still don't have a valid ROM matching MD5, so it's parsing over junk data.
Do you have something like a flag to know if the sound is 8000 or 16000 in N64 datas?
I've .n64 type file, should I need to find a .z64 one?
I had mentioned in other thread. It's at offset 6 the sampling rate.
Just find a valid rom matching md5 or try another region.