don't click here

No Vocal Sonic Rush project

Discussion in 'Engineering & Reverse Engineering' started by Heran Bago, Dec 24, 2005.

Thread Status:
Not open for further replies.
  1. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    So, let's look at a song in Sonic Rush. Well, I haven't figured out the music format. But I'll say what I've got.

    One song is two folders. For the first level as Sonic (No I do not remember the Sone names) we have z1s and z1es.
    z1s contains the actual music data. In the beggining of the file, it lists (in ASCII) a lot of sound effects. A few things that it calls .wave files too. Nothing too new, I saw a few PSP games that didn't use ATRAC3 do the same thing.
    z1es contains the instruments/voices. ALL of them for the song z1s.

    The files are all labeled "sound_data.sdat" in their respective folders.

    I was tipped off that NDS uses a type of ADPCM. Dinner Sonic (aka Someguy) tipped me off on a way to open these things. It's not perfect mind you. rename the file to "sound_data.vox" then open it with Cool Edit Pro or Adobe Audition.

    From there, it just takes GBA PCM tweaking skills to replace voices. I haven't actually tested this yet.


    More to come. Who here has the resources to PLAY a hack of Sonic Rush?

    edit: owow, I was wrong? I'm finding voices in some of the folders I thought before were "actual music data."

    edit2: ARG. Game freezes on white screens when it tries to use a modified .sdat file. Maybe there's some sort of checksum specifically for .sdat files, but I'm going to have to call this project a miss untill someone figures out more.
     
  2. Miles Prower

    Miles Prower

    Renard Oldbie
    698
    0
    16
    I do, and I sure will test your hack. ;)
     
  3. LOst

    LOst

    Tech Member
    4,891
    8
    18
    I must say Sonic Rush didn't get much attention from any of us.
     
  4. Yuski

    Yuski

    Dragons, dragons everywhere! Oldbie
    371
    17
    18
    Maybe because it isn?t Emulated yet. =P Actually Rush is better than any games from GBA.

    And Sonic Rush music is nice
     
  5. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Sorry, but I personally detest the vocals in the special stage. Also, some other non-sensical vocals can get a bit annoying. "right there!" "wahoo!" "right there!" "wahoo!". The rock style of the music fits the levels so well too. why mess it up with "SPINNIN' ON A TURN TABLE BACK TO BACK!"

    IMO, Sonic Rush is a really good game, it'd be a great game without the vocals and Tails and Cream.

    Aside from those two exceptions, the voice actors don't bother me. Think about the voice acting in Sonic Adventure. remember how well it synched to the mouths? Even if they're just from a children's anime, the 4kids voice actors do a more professional job. Just seems that way to me. The old guy that did Sonic had a great voice for it, but his voice acting was sub-par.
     
  6. LOst

    LOst

    Tech Member
    4,891
    8
    18
    Do we know which company who made Sonic Rush?
     
  7. Shade

    Shade

    Member
    I agree to an extent. While I don't mind them for the most part, it would really be refreshing to hear them from a new angle, aka without those "lyrics". I swear all I hear in Mirage road is "Dudduhduhduhduhduhduhd UH! Taco taco meat meat smack ah mah nuts! uh! taco meat meat smack ah my nuts! uh!". Im dead serious. I've listened, too.

    But this is a great project Heran. Here's hoping you actually can/will see it through. Im anxious to hear any possible results.
     
  8. LOst

    LOst

    Tech Member
    4,891
    8
    18
    Finally, you hate it as much as I. I know you hated Sonic Rush. I just needed proof.
     
  9. Shade

    Shade

    Member
    Not what I said, but okay.

    I actually love Sonic Rush. I just said a couple of the lyrics are nonsensical and it would be a refreshing view to hear them without lyrics. As in "Nice project Heran. I agree its a nice game with a few weird lyrics. Keep it up."
     
  10. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Sadly, this project is a failure, as editing a .sdat file makes it crash when loaded.
    Removing a .sdat? That's ok. In fact, you need to take out one to play the game on a GBA flash cart.
    But the vocals are mixed in with the other instruments.

    This project has been pretty much a failure. =/ Fackin' NDS.
     
  11. FuzzballFox

    FuzzballFox

    Hmmmmm Member
    575
    0
    0
    UK - Hampshire
    Nothing anymore
    A part of the vocals in mirage road sounds like "masturbate" oO
     
  12. Dioxaz

    Dioxaz

    Oldbie
    165
    0
    16
    Sonic Rush No Vocal
    I have to mention one thing. The ADPCM format used in Sonic Rush is close to but is NOT "Dialogic 4-bit ADPCM VOX" format (edit: now, I've just noticed you wrote: "It's not perfect mind you" on your first post).

    I know it because many Genesis and System16 games use that format and they behave exactly the same when opened in a sound editor as VOX ADPCM sounds (I mean getting incorrect distortion or dynamics and they have the same aspect whatever you use Audition, Goldwave or any sound editor).

    Here's an illustration of what you get by opening that kind of samples in VOX ADPCM:
    http://sonicdiscovery.free.fr/music/crackers.wav (that mysterious Sonic Crackers voice)

    The only tool that I know capable of decoding that kind of ADPCM properly is... SonicQX! Perhaps we should ask Saxman about the algorithm he used to decode the samples. :P

    So the crashing problem might only be an "invalid" sdat file. If we find a way to create valid sdat files, there might be a chance for the game to work with those edited sdat files... unless some kind of CRC checking is performed by the game, as you said.
     
  13. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    That does make a lot more sense. However wouldn't messing with parts of the ADPCM just make it sound corrupt, rather than crash the game? Or maybe the game tries to and goes "NOE! THIS AM NOT ADPCM! WUT DO I DO OSHIT!"

    There is a type of .wav that uses ADPCM. What if we tacked the ADPCM .wav header on to one of the .sdat files then tried to edit it in Cool Edit / Audition?

    Last thing, despite the large header on the .sdat files, it's kind of nonsensical to CRC every single sound file individually.
     
  14. Qjimbo

    Qjimbo

    Your friendly neighbourhood lemming. Oldbie
    Yeah that version of the voice has the silences in it which make it sound like it's cleaner than it actually is, there's a properly decompressed version on Sonic CuLT (though it's MP3ed for some reason -_-). But yeah you'd think you could just overwrite the voice samples with silent ADPCMs compressed.

    And CRCing is a standard part of many compression routines, they may very well do it, and even if it's not individual changing one would effect the whole lot anyway.
     
  15. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Y HELO THAR!

    Editing a .sdat file as a .vox file changes the header. More than that actually.
    Dioxas, any ideas on how to like, make it not? It takes out all the ASCII and I'm sure other good stuff.
     
  16. Dioxaz

    Dioxaz

    Oldbie
    165
    0
    16
    Sonic Rush No Vocal
    That's true. Normally, it should sound just corrupt. Now that I remember, each .sdat file contains more than one sample. And each sample could be preceded by a header (just like in GBA games) indicating data such as picth, loop pointers, etc.
    Or, there could be a general header at the beginning of the file.

    And, tacking an ADPCM .wav header on a .sdat file would work only under the condition that we have an appropriate codec to decode the created .wav file. If you take any type of ADPCM .wav header, I'm afraid it would give you crap in return. :P
    I tried that once on a System 16 game sound file and haven't been able to get anything right. But who knows? Perhaps we could get something that way.

    I heard that version once and was intrigued because of its clean sound. Probably someone who tried to decode it using the right ADPCM algorithm (which might be proprietary).

    Obvious, now that I think of it. ADPCM is a lossy technique, just like JPEG, MPEG (for still and moving pictures) or MP3 (for sound).
    This means that if you decode an ADPCM sound and then re-encode it in ADPCM, you don't have any chance to come back to the previous version of the sound this way.

    I may have a solution:
    - isolate a part of an .sdat file using a hexeditor
    - then open this part using a sound editor in VOX ADPCM format (the only method we know at this moment)
    - make some edits to it and re-encode that extracted data as VOX ADPCM.
    - now, replace the original data in the .sdat file by the altered one and save the .sdat file using the hexeditor
    - recompile the ROM and see what happens ^^

    This way we can find out if there is indeed a CRC check to .sdat files (because only a part of the file would have been modified rather than all the file being destroyed because or lossy re-encoding).
     
Thread Status:
Not open for further replies.