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PostPosted: Fri Jun 07, 2019 1:01 pm 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
Hello Guys i am requiring help with opening these SDT files i want to locate all the voice files of the game from all cutscenses and even when not in a cutscene. I did take a look first on the PS2 version but couldn't find where those Perticular sounds are Located the PS2 disc does contain a Sound.hog that i did extract but i couldn't locate the Voice files. The Program P Sound did indeed open all the Sound folder but as far as i could tell this directory only contains FX rather than Voice.

So i instead opened the Gamecube Version and there does contain a archive called USA and within this archive lies many whatg sound to me like Voice Files one example is (Speech_Reaction_Dumbledore) i will contain his file and a few mor samples i understand that Metal Gear Solid also used SDT as audio but i cant remember which game?

I am hoping that someone can shed light as how to open these files and hopfuly make a script. :D

Kind Regards: Stephen


Attachments:
SDT Archive.zip [265.69 KiB]
Downloaded 21 times
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PostPosted: Fri Jun 07, 2019 3:00 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10568
It's a weird format.
The gcadpcm data is clearly visible but without the coefficient data it's all useless.

Every file is referend with a 0x44 bytes set of information where we can see the number of channels and the frequency but nothing clearly visible about offset and size.

There is enough space to store the coefficients but what's weird here is that the position of the information depends by the 8bit field at offset 6:
Code:
. 00000338 getdstr DUMMY      "" 68
    50 54 06 00 fd 85 03 00 a0 df a0 01 12 84 02 56   PT.............V
    22 88 04 00 00 38 a0 8f 21 fe 0d fb fb 06 d4 fc   "....8..!.......
    1e 03 69 f9 d2 0b 86 fa ec 01 3a fb ac 09 52 fb   ..i.......:...R.
    97 06 19 f9 48 0d a3 f9 a6 11 8a 04 00 00 00 00   ....H...........
    ff 00 00 00                                       ....
.
. 00000001
. 00000018 get     OFFSET     0x00000364 4
. 0000037c getdstr DUMMY      "" 68
    50 54 06 00 fd 85 02 79 81 a0 01 12 84 02 56 22   PT.....y......V"
    88 04 00 00 94 a0 8f 21 fd a6 fc cc 05 41 fe d7   .......!.....A..
    03 0c f9 fd 0b 34 fb 21 01 25 fd 55 09 50 fb ed   .....4.!.%.U.P..
    05 b3 fb 1d 0c 4b fb 0e 00 fc 8a 04 00 00 00 00   .....K..........
    ff 00 00 00                                       ....


Anyway here is the work-in-progress script of the format (DO NOT USE IT, it doesn't extract anything):
Code:
idstring "BNK"
get MYENDIAN byte
if MYENDIAN == 'b'
    endian big
endif
get DUMMY byte  # 5
get FILES threebyte
get INFO_SIZE long
get DATA_SIZE long
get ZERO long
for i = 0 < FILES
    savepos BASE_OFF
    get OFFSET long

    savepos TMP
    math OFFSET + BASE_OFF
    goto OFFSET
    getdstring DUMMY 0x44
    goto TMP
next i


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PostPosted: Fri Jun 07, 2019 3:07 pm 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
Hello Aluigi. this is certainly a step in the right direction i am looking forward to the end result. :) if there is one whitch im hoping there is?. :)


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PostPosted: Fri Jun 07, 2019 3:25 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10568
I have made the script but the generated genh file may not work correctly:
http://aluigi.org/bms/harry_potter_sdt.bms

Audio guys, your help is welcome.


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PostPosted: Fri Jun 07, 2019 5:33 pm 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
Hello in regards to your post it does indeed extract the sdt contents but now the last hurdle is knowing how to convert the genh files to a standard Audio format like MP3 or WAV.

Also i download a program called BZR Player that supports Genh files the website has a sample Genh that plays but the harry potter Genh's dont play i will upload two files one the working Genh and one extracted from the SDT archive?


Attachments:
GENH HARRY SAMPLE.zip [17.13 KiB]
Downloaded 22 times
GENH WORKING SAMPLE.zip [413.23 KiB]
Downloaded 20 times
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PostPosted: Fri Jun 07, 2019 9:40 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10568
A lame error on my side, the script didn't collect the frequency field which was at zero.
Script 0.1.1, now works perfectly.


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PostPosted: Fri Jun 07, 2019 10:20 pm 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
aluigi wrote:
A lame error on my side, the script didn't collect the frequency field which was at zero.
Script 0.1.1, now works perfectly.


Ok i am looking foward to the result :)


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PostPosted: Sat Jun 08, 2019 10:06 am 

Joined: Mon Feb 05, 2018 5:45 pm
Posts: 114
If you have the vgmstream plugin installed (on Winamp or Foobar2000 for example), you can actually open your SDT archives and it'll split them into different files which play properly.


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PostPosted: Sat Jun 08, 2019 10:50 am 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
Warthog1336 wrote:
If you have the vgmstream plugin installed (on Winamp or Foobar2000 for example), you can actually open your SDT archives and it'll split them into different files which play properly.


Ok thanks will try your suggestion even though Luigi has been working his magic on a script :) but ofcourse if this works it save Luigi time and me.

Update wow it has worked!!! Thank you very much Warthog and of course thanks Luigi for the script to extract SDTs :) and furthur plans if you do create the updated script i would still love to test it.

Here is a test sample of the converted SDTs


Attachments:
Hog_Both_Night_0_Speeches.zip [78.49 KiB]
Downloaded 20 times
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PostPosted: Sun Jun 09, 2019 6:02 pm 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 213
Should this method not be revised so that the files be unpacked with proper names?


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PostPosted: Sun Jun 09, 2019 9:08 pm 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
Puterboy1 wrote:
Should this method not be revised so that the files be unpacked with proper names?


Maybe but that would be a heck of a undertaking as this game has over 3355 seperate files for Voices and nearly the same for FXs?

and each file is named as they where by EA im guessing as Foobar simply opens the SDTs to reveil their contents.


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PostPosted: Mon Jun 10, 2019 7:56 pm 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 213
wheeldonstephen95 wrote:
Puterboy1 wrote:
Should this method not be revised so that the files be unpacked with proper names?


Maybe but that would be a heck of a undertaking as this game has over 3355 seperate files for Voices and nearly the same for FXs?

and each file is named as they where by EA im guessing as Foobar simply opens the SDTs to reveil their contents.

The PS2 version has sound files with proper names.


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PostPosted: Mon Jun 10, 2019 11:54 pm 
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Joined: Tue Jan 02, 2018 11:42 pm
Posts: 21
Puterboy1 wrote:
wheeldonstephen95 wrote:
Puterboy1 wrote:
Should this method not be revised so that the files be unpacked with proper names?


Maybe but that would be a heck of a undertaking as this game has over 3355 seperate files for Voices and nearly the same for FXs?

and each file is named as they where by EA im guessing as Foobar simply opens the SDTs to reveil their contents.

The PS2 version has sound files with proper names.


I choose the Gamecube version to rip as i couldn't get anywhere with ripping from the PS2 if you have could you share? :)


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