Kaiser
Doom64 Guru

Posts: 2632
Registered: 08-00 |
Doom64's music format is NOT like PsxDoom. Though they do both share similarities between how Doom64 does it and how the the .LCD files generate the music, but there are NO .LCD data being used. I've also have yet to fully understand the formats for .LCD and .WMD files anyways.
The indivdual sample data for each music can easily be located in the rom (and in the main USF lib file), which begins at the address, 0x6552D4 in the rom. First 32 bytes is the header of the sample, followed by the sample data itself. But there's one problem - they're using the same compression for the textures/levels, which prevents me from going any further in ripping them manually from the rom.
I have been experimenting with Project 64's code and I've came up with some ideas on how to get compressed data without having to guess its algorithm. So far I've got PJ64 to dump the level data from the RDRAM, and the music/sounds is another thing that I am currently investigating into..
I'd also appreciate anyone with MIPS knowledge and sound data in general with the same curiosity as me to lend a hand in cracking its format.
Last edited by Kaiser on 07-30-08 at 21:37
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