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Sonic Generations/Sonic 4 Music Modding Guide So easy a trial member could do it

#16 User is offline Korama 

Posted 16 May 2012 - 09:11 PM

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Sounds like an ITOC. It references files by arbitrary IDs instead of by names.
That could come in handy as a test case for my CPK file reader, so thanks for the notice. I'll take a look at it when I can.
Now if someone were to find a CPK with a GTOC, that would be great. (That's another TOC type that's not supported by any available tool I know of.)

#17 User is offline Guess Who 

Posted 16 May 2012 - 11:59 PM

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View PostKorama, on 16 May 2012 - 09:11 PM, said:

Sounds like an ITOC. It references files by arbitrary IDs instead of by names.


Bingo. That tool I posted also includes the source, if you want to see how their unpacker works.

#18 User is offline Chris Highwind 

Posted 17 May 2012 - 01:00 PM

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Hmm...I've followed the instructions, but when I test the AAX, there seems to be a split-second pausing between going from the intro to the loop, and then at every loop point

EDIT: Disregard, the loop had a 0.2-second pause right in the beginning of it, which, when playing it by itself, is practically unnoticeable, but when played right after the intro and/or on repeat, it's pretty noticeable. I removed the pause, and the AAX runs seamlessly, both in Winamp and in Generations.

EDIT 2: Thanks to Guess_Who for helping me figure it out.
This post has been edited by Chris Highwind: 17 May 2012 - 01:45 PM

#19 User is offline Supakitsune 

Posted 23 June 2012 - 01:00 PM

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Has any progress been made on repacking S4E2 iOS's music?

#20 User is offline Donnyku 

Posted 15 July 2012 - 02:15 PM

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Okay so I tried my hand at it, but when I go to convert the wavs to ADX they become nothing but static.

http://donnyku.nothi...ree.com/SSZ.zip is the wavs I made. If anyone can find what I did wrong, please tell me.

#21 User is offline SonicHyuga 

Posted 16 July 2012 - 02:51 PM

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^I tried re-exporting those wav files with Audacity, and got no static. What program are you using to export with?

#22 User is offline Donnyku 

Posted 16 July 2012 - 05:51 PM

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Audacity, did you convert them to ADX? That's when I get the static

Edit: Thanks Guess_who for telling me what the problem was. (I was saving with too high of a bitrate)
This post has been edited by Donnyku: 16 July 2012 - 07:22 PM

#23 User is offline iGamr 

Posted 16 July 2012 - 10:44 PM

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Does anybody know where I could find the Sonic Unleashed .aax files? I'd really love to get the original soundtrack stuff and see what I can do with it.

See below.
This post has been edited by iGamr: 18 July 2012 - 10:23 PM

#24 User is offline iGamr 

Posted 18 July 2012 - 10:23 PM

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I think I found someone who's going to help me with the Unleashed file rips, so I guess I'll bring up something else... there's something I found out which I thought may be interesting if it hadn't been discovered yet.

After seeing Falk's "Rooftop Run - Interactive Music Re-score "Be Cool, Be Wild"" and loving the idea, I recently decided to try my hand at implementing the idea in Sonic Generations and make the boost track a different version of the song rather than just a high pass filter (while I would love to see the sectional "interactive" aspect of this score implemented, I don't think such a thing will be possible until people start hacking the Generations .exe). I actually did get it to work successfully, so apparently the main and boost tracks ARE allowed to deviate more than "normal version and high pass filter version". Note that the boost track still has to be done in mono, though, and I would assume that the tracks still need to be sync'd, but I'm interested to see what kind of alternate track ideas people come up with if they decided to implement such an idea properly.
This post has been edited by iGamr: 19 July 2012 - 12:12 AM

#25 User is offline Falk 

Posted 18 July 2012 - 10:58 PM

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Other than the fact that this is like the 5th time you've posted that video on the forums, I guess we were all sitting around waiting for someone to have that amazing epiphany in the middle of the night or something because... you know... no one had thought about it previously. Especially not me of all people.

#26 User is offline iGamr 

Posted 19 July 2012 - 12:19 AM

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View PostFalk, on 18 July 2012 - 10:58 PM, said:

Other than the fact that this is like the 5th time you've posted that video on the forums, I guess we were all sitting around waiting for someone to have that amazing epiphany in the middle of the night or something because... you know... no one had thought about it previously. Especially not me of all people.


I just made an edit to remove the video (although I've only linked it one other time in the forums, IIRC, with all subsequent repeats being due to the quotes in replies). Also, I didn't say I was necessarily the first one to figure this out; I posted it because I hadn't seen it mentioned thus far and thought it might be worth noting.

#27 User is offline dsrb 

Posted 21 July 2012 - 08:49 AM

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But really, did you think the game had some mechanism to analyse how similar the two tracks are on a compositional basis and shit itself if they were different beyond some arbitrary degree? Sounds a bit outlandish, right?

#28 User is offline iGamr 

Posted 20 January 2013 - 05:08 PM

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Extremely late heads-up (and possible necro), but the title screen music doesn't belong in the SNG19_JNG folder; it actually belongs in the SNG00_SYS folder, which isn't listed anywhere in the guide. This also applies to the options and online mode music tracks.

Funnily enough, I only discovered this by looking through the files of SonicHyuga's Sky Rail mod after noticing that he managed to change the title screen track.

#29 User is offline TehKablam 

Posted 17 March 2013 - 03:58 PM

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Hope this isn't too much of a bother, but I think I need help.

I was just doing something for fun putting some Jet Set Radio tracks in game. I was formerly making my own conversions using the OST, but I found the raw ADX files were online. I tried to download the ADX files for JSRF, and convert and pack the CPK (the one with the unlockable songs). But for some reason, it won't work. Testing it in a player says it's corrupt, and it refuses to play in game.

Does anyone know anything that could help me port the tracks as I originally intended?

#30 User is offline S0LV0 

Posted 17 March 2013 - 04:05 PM

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Does anyone know the requirements for making a Classic speedup tune work properly? I'll probably dig through and compare the different files pretty soon to see what I can find, but I figured I might as well ask.

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