11-26-2021, 02:21 PM
(This post was last modified: 11-26-2021, 02:23 PM by Unknowni123.)
(still not sure if this is necro-ing, but we got a breakthrough!)
Working with the Metroid Dread modding discord, user Bearborg and I were able to figure out a really wacky way to rip the sounds with their filenames intact.
We started with Citric Composer, which was able to read the filenames but unable to properly extract them (the bfsar was too new for its software, as far as i can tell). It's kind of a mess of a program (sorry Gota I still love you) and isn't getting any more updates, so we had to try altering it ourselves to make it compatible with Dread. The temporary solution we came up with was as follows:
- So the file IDs for the sound wave entries in the bfsar match up to the file IDs of the bfwsd files in the bfgrps, and every bfwsd in the bfgrp is immediately followed in the file list by a bfwar that contains the actual wave audio. Modifying Citric Composer to use all that data properly would take a lot of work, so instead Bearborg modified it to dump out all the wavs in a bfgrp while using the bfwsd IDs as filenames
- Then Bearborg modified it again to dump out all the filename ID mappings from the bfsar
- Then a script to batch rename all the files to their proper filenames
As far as we know, this gives us access to all of the ''used'' sound files within the bfsar. What this means is that there are still plenty of sounds within the bfsar that never get used in-game, which we have yet to properly document. Could be some unused enemies and stuff in there!
So that's the update. I'll be uploading the files we do have soon, and will likely update them with the unused files at a later date. Thanks for coming to my TEDtalk.
Working with the Metroid Dread modding discord, user Bearborg and I were able to figure out a really wacky way to rip the sounds with their filenames intact.
We started with Citric Composer, which was able to read the filenames but unable to properly extract them (the bfsar was too new for its software, as far as i can tell). It's kind of a mess of a program (sorry Gota I still love you) and isn't getting any more updates, so we had to try altering it ourselves to make it compatible with Dread. The temporary solution we came up with was as follows:
- So the file IDs for the sound wave entries in the bfsar match up to the file IDs of the bfwsd files in the bfgrps, and every bfwsd in the bfgrp is immediately followed in the file list by a bfwar that contains the actual wave audio. Modifying Citric Composer to use all that data properly would take a lot of work, so instead Bearborg modified it to dump out all the wavs in a bfgrp while using the bfwsd IDs as filenames
- Then Bearborg modified it again to dump out all the filename ID mappings from the bfsar
- Then a script to batch rename all the files to their proper filenames
As far as we know, this gives us access to all of the ''used'' sound files within the bfsar. What this means is that there are still plenty of sounds within the bfsar that never get used in-game, which we have yet to properly document. Could be some unused enemies and stuff in there!
So that's the update. I'll be uploading the files we do have soon, and will likely update them with the unused files at a later date. Thanks for coming to my TEDtalk.