Audio file dump / build tools for Mario Kart 64
Copyright (C) 2022 Sauraen <my name at Google's email service>
GPL3 licensed
- Edit
mk64.json
to specify the paths and ROM files for your project."rom"
should point to the original unmodified ROM. python3 dump.py
will remove all the audio files from the ROM, placing them into directories within your specified"audiofilesdir"
, and the ROM with the audio files cut out into"strippedrom"
.- Modify
"strippedrom"
and edit the audio files with other tools. python3 build.py
will produce"rebuiltrom"
.
The audio files (Audiobank incl. Audiobank Index, Audiotable incl. Audiotable Index, Audioseq incl. Audioseq Index, and Sequence Banks Map) must be at the end of the original ROM. Or rather, there must not be any useful / non-padding data after the first one of these files starts. Any such data will be destroyed.
There may be other tables in code
with data for each bank or sequence (this is
true in SM64 and OoT), which will not get expanded if you add more banks or
sequences, possibly leading to undesired results. Also, there may be a hard-
coded maximum number of sequences and banks (0x80 and 0x30 respectively in OoT,
unknown for MK64).
There is a hardcoded maximum size of seq0, and a hardcoded maximum size for all other sequences. Both of these sizes are currently unknown for MK64. There is probably also a hardcoded maximum bank size.
An index entry with a size of zero is a "pointer" to another entry in the index, with the target index represented by the offset. For example, if sequence 3 has offset 2 and size 0, the game will load sequence 2 instead of sequence 3. This is represented by a one byte long file, where the one byte is the target index.
The list of banks usable for each sequence is represented as a JSON file next to each sequence file, containing a list of bank numbers. In MK64 vanilla, each sequence only has one bank.