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Sound Rip Hex Code! Please help

ARKaMAN

New member
Hay all right now I am working on ripping the sounds from OOT to wav. I have been able to rip other ROMs with this little tool http://thecpy.emulation64.com/thelastresort/64/srip01.zip I Ripped all the sounds from mario 64! It was great. But I need to get the sounds from OOT. Now from what I can make of it you sometimes need to tell the TOOL were the files are. This takes two hex codes. It told me one of them but it did not tell me the other. I will post the files that I think would be helpful. I just could use some help with this. If any one knows anything about Hex codes in N64 ROMs. I had to use the Debug mode to get that one hex code too. Well I hope what I said will help you help me. :D Thanks I hope we can figure this out. Thanks


THE CODE SPIT OUT FROM THE TOOL
Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\Documents and Settings\ARKaMAN\Desktop\srip01>SRIP "C:\Documents and Settings
\ARKaMAN\Desktop\srip01\Legend of Zelda, The - Ocarina of Time - Master Quest (U
) (Debug Version) [f2].bin"
.ctl offset not specified...Guessing possible values for the .ctl file.
Press any key to abort.
Found possible .ctl (N-Style) offset: 0xF7F590

Ripping from .ctl offset 0xF7F590, .tbl offset 0x000000
Ripping NBank File
Invalid .tbl offset supplied. .wav files will not be generated.

Dumping structs (1 of 1) to CONTROL.H

C:\Documents and Settings\ARKaMAN\Desktop\srip01>

THE README FILE
<<<www.dextrose.com>>>


SRip: N64 Sound Bank Ripper. JLA'99 v0.1

usage:
SRIP [/c offset] [/t offset] [/q] [/f width] [/o header]
[/n template] [/a ratio] filename
/c offset Offset of Sound Bank Control Block (.ctl)
/t offset Offset of Sound Bank Table Block (.tbl) Default = 0
/q Quiet operation
/o header Header filename. Default = CONTROL.H
/f width Width of generated fields in header file. Default = 10
/n template Struct naming template. Default = %t%2i%2s
%t Struct Name %b Bank
%i Instrument %s Sound
%c Struct Id
/s srate Force sampling rate to given value
/a ratio Sampling rate adjustment. Default = 1.0 (none)
filename ROM Filename. Any format (byte swapped or not)

Fixed in these version.

* SRip now rips more Roms!!! It now understands the format found
in Nintendo games like Mario64. The .ctl and .tbl files differ
a great deal from the regular format, that's why the previous
version of SRip wouldn't understand it. Unfortunately, the header
file Control.h is not understandable.

* A bug that prevented SRip from understanding byte swapped files
(.v64 format)

* Added a sample rate option (/s) so you can manually specify any
sample rate.

To rip a ROM file you can simply type:

SRip ROMFILE.BIN

SRip will try to locate the control and table blocks (.ctl and .tbl)
and if it succeeds it will rip the first set. A header file CONTROL.H
will be generated automatically, containing the instrument definitions.
Additionally if a valid table block was found, .wav files will be
created in the current directory (be careful, though. You can end up
with a directory full of files!!) If you do not want wave files to be
generated, you can force the .tbl file to be ignored with the /t 0
switch.

Although SRip only rips the first set of .ctl/.tbl blocks found, you
are not limited to that. You can always use the additional offsets
(displayed by SRip while searching) to rip those blocks.

Example:
C:\> SRip KIGOLD.ROM
.ctl offset not specified...Guessing possible values for the .ctl file.
Press any key to abort.
Found possible .ctl offset: 0x8F9FA0
Found possible .tbl offset: 0x907580
Found possible .ctl offset: 0x9AF4B0
Found possible .tbl offset: 0x9B9AD0

Ripping from .ctl offset 0x8F9FA0, .tbl offset 0x907580
Ripping Bank File
Ripping 98/98 instruments (SR: 22050, Original: 22050)
Dumping structs (1361 of 1361) to CONTROL.H
229 .wav files extracted

In this case, SRip only ripped the first set (0x8F9FA0/0x907580) thus
being equivalent to having done
SRip /c 0x8F9FA0 /t 0x907580 KIGOLD.ROM

But if you wanted to rip the second set, you just need to enter:

SRip /c 0x9AF4B0 /t 0x9B9AD0 KIGOLD.ROM

Ripping from .ctl offset 0x9AF4B0, .tbl offset 0x9B9AD0
Ripping Bank File
Ripping 1/1 instruments (SR: 22050, Original: 22050)
Dumping structs (1701 of 1701) to CONTROL.H
255 .wav files extracted

and that's it!

Customizing the output.

The header filename (by default CONTROL.H) can be changed with the
/o switch. The width of the fields can be changed with the /f switch,
in case the generated names are too long and columns get scrambled.
You can use the /n switch to customize how the struct names are
generated, although the default template suits most needs.

You can adjust the sample rate of the generated .wav files. Just use
the /a switch and specify a ratio, like 0.5 (to decrease by half the
original sample rate) or like 2.0 (to duplicate it) You can use other
ratios, but some cards won't properly play these .wavs

The .wav filenames are always generated with the template %f%b%3i%2s,
I might add filename templates later. (%f is the type of wave format
@=Raw, A=vadpcm)

The technical stuff.

A N64 Sound Bank File consists of two blocks. A control block (.ctl
containing all the control (of course!) information about each sound,
like envelope, detuning, keymap, sample rate, sample volume, sample
pan and of course pointers to the actual waveform data) and a waveform
table block (.tbl, that contains only the waveform data, either in
vadpcm encoded format, or as raw 16 bit samples) These two blocks are
usually found inside a N64 ROM together, the .ctl block followed by
the .tbl block. The .ctl block is actually easy to locate, since it
starts with the magic number 0x4231 ("B1": the revision number).
Unfortunately the .tbl block is not as easy to pinpoint, since it
does not have a distinctive marker. The only assumption that we can
do is that it immediately follows the .ctl block and that it contains
a valid gain/code byte every nine bytes (ie. bit 2 and 3 are off...
in most cases).

In some cases, several .ctl blocks use the same .tbl block. You will
easily notice that whenever SRip finds only one .tbl block but multiple
.ctl blocks.

The guessing algorithm has been vastly improved. It now will also
detect "nintendo style" .ctl and .tbl blocks. These blocks do not
conform to the previous explanation, they are entirely different
and I don't understand most of its fields. Any info?

Contact info.

Bugs, questions, comments, requests and info are welcome. Just send
email to [email protected]


-
jla

THE LOG FILE THAT THE TOOL MADE
/*\
|*| Generated by SRIP. JLA'99
|*|
|*| Banks 0
|*| Instruments 0
|*| Sounds 0
|*| Reused References 0
|*| Struct Count 1
|*| Wavs 0
\*/

NDirectory NFile = { // Offset: 0xF7F590
1, // wType
0, // itemCount
{ // Instruments},
};
 

MasterPhW

Master of the Emulation Flame
Is there a special reason, why you want to rip the music for yourself? Just use the usf files instead and convert them to wav, if you like to.
And why did you include the whole readme? You could quote it, than it wouldn't be that confusing... ;)
 
OP
A

ARKaMAN

New member
The sound man the sound! Not the music. I can get the music from 30 differnet websites!
 

MasterPhW

Master of the Emulation Flame
Hey, calm down and be a little bit smarter, no reason for you to answer in such a harsh mood... it was just a suggestion and the USF rip is nearly complete with lot's of sound samples. Just a few enemy sounds and voices of link and the hylians are missing, but the sound effects for "Item get" or "Open a chest" is already a USF file.
 

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