01-21-2014, 05:27 AM
(This post was last modified: 01-21-2014, 05:39 AM by Raccoon Sam.)
goddamn
well, there's the REL folder containing REL files, which have strings like "FX_VOICE_MARIO_FIND1_2" "BGM_FF_MAIL_RECEPTION3" "SFX_MAIL_RECEPTION1 "SFX_MARIO_LANDING3"
maybe they're the REL files
Actually, hold that thought.
on sound/proj, you find "pmario.samp". A quick analysis proves that all of the sample data is in this file, just as one giant bunch of data.
on sound/proj, you also find "pmario_sound_sfx_txt.db". LOOKS FISHY
the file contains long plaintext definitions like this:
maybe those define where to load the sample, at what sample rate and how many bytes? or something?
well, there's the REL folder containing REL files, which have strings like "FX_VOICE_MARIO_FIND1_2" "BGM_FF_MAIL_RECEPTION3" "SFX_MAIL_RECEPTION1 "SFX_MARIO_LANDING3"
maybe they're the REL files
Actually, hold that thought.
on sound/proj, you find "pmario.samp". A quick analysis proves that all of the sample data is in this file, just as one giant bunch of data.
on sound/proj, you also find "pmario_sound_sfx_txt.db". LOOKS FISHY
the file contains long plaintext definitions like this:
Code:
{
SFX_CURSOR_MOVE1
PSND_ID_SFX|SFXSE5_SYS_CURSOR_MOVE1
105
64
0
0
0
0
2000
}
maybe those define where to load the sample, at what sample rate and how many bytes? or something?