Page 3 of 3 FirstFirst 123
Results 21 to 29 of 29
  1. #21
    EmuTalk Member
    Join Date
    Mar 2004
    Posts
    93
    Mentioned
    0 Post(s)
    Does anyone know anything about Factor 5's MORT speech compression? Is it possible it is fully decoded in Software, and then just passes to audio ucode? Does anyone have any information on MORT? I'd like to rip speech from the games that use it such as Rogue Squadron and Pokemon Stadium. It's clearly played in emulators such as mupen, but it seems like it's done via software and just passed in.
    Last edited by SubDrag; January 15th, 2014 at 06:53.

  2. #22
    Surreal64 Nut weinerschnitzel's Avatar
    Join Date
    Jan 2011
    Posts
    73
    Mentioned
    0 Post(s)
    Wow! Great work bobby.smiles32, and thank you! This is very useful for my retro-y hobbies!

    Update: Got the changes made on the original xbox. Using a combination of plugins I can get a variety of results. Schibo's lle audio plugin does best with it. Games are booting, some music is working but other parts like character speech in TWINE are garbled. I did have to modify alist.c slightly to compile in vs 2003. I ended up having to split the (two_bit_per_sample) ?: with two separate while loops. I will later troubleshoot this with Mupen64Plus and new SDL audio plugin.
    Last edited by weinerschnitzel; January 24th, 2014 at 06:53.

  3. #23
    EmuTalk Member
    Join Date
    Jun 2012
    Posts
    14
    Mentioned
    0 Post(s)
    For those interested, I've started to implement the musyx ucode version found in IndianaJones and BattleForNaboo.
    https://github.com/bsmiles32/mupen64.../tree/musyx_v2

  4. #24
    EmuTalk Member
    Join Date
    Mar 2012
    Posts
    998
    Mentioned
    5 Post(s)
    If someone could just implement the graphics uCode in those games...

  5. #25
    EmuTalk Member
    Join Date
    Mar 2004
    Posts
    93
    Mentioned
    0 Post(s)
    Quote Originally Posted by bobby.smiles32 View Post
    For those interested, I've started to implement the musyx ucode version found in IndianaJones and BattleForNaboo.
    https://github.com/bsmiles32/mupen64.../tree/musyx_v2
    Is that the MORT voice stuff, or just another version of musyx adpcm?

    FYI - Rogue Squadron uses your musyx PCM samples routine, I don't think any others do though.

  6. #26
    EmuTalk Member
    Join Date
    Jun 2012
    Posts
    14
    Mentioned
    0 Post(s)
    Quote Originally Posted by SubDrag View Post
    Is that the MORT voice stuff, or just another version of musyx adpcm?
    With this version of musyx ucode they changed the data layout slightly.
    They didn't changed the voice mixing part, so there is no new adpcm format.
    I think these changes were made to improve dolby surround output mostly.

    Quote Originally Posted by SubDrag View Post
    FYI - Rogue Squadron uses your musyx PCM samples routine, I don't think any others do though.
    Yeah thanks for letting me know. I tested it and noticed no obvious problems so I guess, I reversed engineered it well enough

    Regarding the MORT technology, I don't think it is implemented on the RSP, because games advertising it play just fine with the HLE plugin (and there is no specific code for this in the HLE plugin). Therefore I think this technology is implemented on the CPU.

  7. #27
    EmuTalk Member
    Join Date
    Jan 2004
    Posts
    813
    Mentioned
    0 Post(s)
    woa!! amazing news!!!

    Great job!

    Is there a possibility to include the ucode in azimer plugin or something?

  8. #28
    EmuTalk Member
    Join Date
    Mar 2004
    Posts
    93
    Mentioned
    0 Post(s)
    I finally reverse engineered MORT audio decoding. Now the audio can be ripped from MORT games. If someone wants to work on an encoder...go for it, the source is all there for decoding, though it's basically assembly code in C from Pokemon Stadium's MORT engine.

    http://goldeneyevault.com/viewfile.php?id=212

  9. #29
    The Soul Reaving Gentleman Gent's Avatar
    Join Date
    Nov 2001
    Location
    Your PC
    Posts
    2,283
    Mentioned
    3 Post(s)

    Nice one, SubDrag

    Quote Originally Posted by SubDrag View Post
    I finally reverse engineered MORT audio decoding. Now the audio can be ripped from MORT games. If someone wants to work on an encoder...go for it, the source is all there for decoding, though it's basically assembly code in C from Pokemon Stadium's MORT engine.



    http://goldeneyevault.com/viewfile.php?id=212
    Fantastic work as Always SubDrag.
    System 1 Specs:

    OS:Windows 7 Professional 64Bit
    CPU:Intel® Core™2 Quad Processor Q8400, 2.66 GHz, 1333 MHz FSB
    System RAM:8GB Ddr2 Ram
    Video:ATI Radeon HD 7470 PCI-E Graphics Card 1Gb
    Sound:Creative Labs SB0460 X-fi Fatality Sound Blaster

    System 2 Specs:

    OS:Windows 8.1 64Bit
    CPU:AMD Essentials E1-2100 Accelerated Processor clock speed : 1.0 GHz
    System RAM:Crucial 16GB DDR3 RAM (1,333 MHz)
    Video Card:AMD E1-2100 APU with AMD Radeon™ HD 8210 Graphics
    Sound Card:Realtek ALC269Q-VB5-GR


Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •