What I'm talking about is this (as written in the first post under "known issues") :What audio are you guys trying to find precisely?
What I'm talking about is this (as written in the first post under "known issues") :
I've found the japanese audio files to replace those but the problem is to find where the english ones are in the iso.
- List of known hidden voice lines: (Dialogue paraphrased from what is heard in-game)
- Adam: "Samus, use your missles." - During first boss battle.
- Samus: "Anthony!" - During Grapple Beam scene.
- General grunts and noises by human characters.
When you extract the image's content with Dolphin those do not show in the bgm folder, that's where almost all audio files are. So it must be compressed in whatever format someplace else.
Thanks for the info ! Seems promising, I'll try that as soon as possible if the OP doesn't before me.I might be wrong, but several of the "Use your X" voicelines and other stuff like that are usually found within the same video files themselves. Try looking into the dmXX.sfd files, and extract their ADX or AIX files with ffmpeg, they should have two audio tracks, one for English and one for Japanese.
If it's not within the dmXX SFD files, they should be instead in some called tmXX, "tm" are the ones for the tutorial videos or something like that.
If you still can't find them, then searching around in the other SFD files could help too.
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27:06:562 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix
27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 83 kB sound/bgm/amb_jingle_item_get.aix
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27:06:612 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix
27:06:628 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 83 kB sound/bgm/amb_jingle_item_get.aix
27:07:113 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix
27:07:998 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix
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27:16:705 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 6,565 kB movie/dm08_03.sfd
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27:41:930 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,046 kB sound/bgm/se_rtm_dm09_se.aix
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27:41:947 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,243 kB sound/bgm/se_rtm_dm09_bgm.aix
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27:42:063 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,243 kB sound/bgm/se_rtm_dm09_bgm.aix
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27:45:167 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix
So I had no chance so far, but here is what I tried :
First off, the infamous audio files for Adam's "Now ! Use your missiles! / Ima da missairu da !" during the first boss and the general grunts and noises by soldiers including Adam are, as I said, found on sounds resource. They're located in other characters/char_vox (as in the folder structure by the guy who uploaded it).
The files names seem to be somewhat correct when comparing to files found in sound/bgm on the disc file system, for example the "use your missiles" one is :
SE_CHAR_SOLDIER_M_VOICE_ADAM_TEST.aix or SE_CHAR_SOLDIER_M_VOICE_ADAM_TEST_REMOTE.aix (with _JP added at the end for the Japanese version, like the others).
Since those files are not in the sound / movie / etc. folders I figured I'd use Dolphin's log file monitoring function to see which file is called during the first boss battle. It even shows the file's path :
Code:26:40:632 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 91,754 kB movie/dm08_01.sfd 26:40:663 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,921 kB 151 26:40:788 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 91,754 kB movie/dm08_01.sfd 26:40:829 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 131 kB 231 26:40:838 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 585 kB 4249 26:40:870 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 559 kB 2862 26:40:903 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 576 kB 755 26:40:936 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3 kB 757 26:40:954 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 2 kB 785 26:40:969 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 299 kB 86 26:40:986 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 60 kB 152 26:41:002 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 7 kB 232 26:41:019 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 710 kB 87 26:41:052 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 44 kB 153 26:41:070 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 14 kB 233 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Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 26:56:985 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 19,615 kB movie/dm08_02.sfd 26:57:403 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 26:59:272 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 314 kB 3129 27:00:139 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 27:00:772 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 498 kB 3580 27:01:857 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 27:02:524 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 19,615 kB movie/dm08_02.sfd 27:03:609 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 27:03:792 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 19,615 kB movie/dm08_02.sfd 27:05:377 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 27:05:395 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 19,615 kB movie/dm08_02.sfd 27:06:562 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix 27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 83 kB sound/bgm/amb_jingle_item_get.aix 27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 702 kB 3564 27:06:612 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix 27:06:628 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 83 kB sound/bgm/amb_jingle_item_get.aix 27:07:113 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 27:07:998 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix 27:08:864 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,382 kB sound/bgm/bgm_m_battle_09.aix 27:09:732 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix 27:14:045 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 498 kB 3580 27:14:056 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 26 kB 3135 27:14:070 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 191 kB 3134 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320 27:42:180 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 45 kB 614 27:42:198 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 185 kB 674 27:42:213 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 0 kB 704 27:42:231 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 152 kB 676 27:42:248 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 202 kB 675 27:42:266 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,239 kB 291 27:42:315 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 61 kB 305 27:42:331 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 201 kB 459 27:42:348 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,896 kB 265 27:42:415 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 667 kB 414 27:42:448 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 1,723 kB 268 27:42:513 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 149 kB 429 27:42:533 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 844 kB 677 27:43:399 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix 27:44:287 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 261 kB 3556 27:45:167 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]: 3,098 kB sound/bgm/bgm_m_battle_06.aix
As we can see in the log, only audio/video files that can be found as is in the disc structure or files named by number (4077, 3982, 682, etc.) are loaded. But no trace of the file I mentioned above.
I tried to open the "number files" in a hex editor but I'm no expert with that, and I think at this point I would need the encryption key which is something no one will ever get, most likely. I guess the audio files are encrypted in one of those...
I really have no clue where these files are or how they were extracted to be uploaded in the first place. Maybe from another version/revision of the game.
I don't think I'll go any further with that, sorry.
A few useful things though :
- .aix and .sfd can be opened by VLC, but it's choppy.
- To use Dolphin's log the way I did open Dolphin and go to View > Show Log and Show Log Config. In the Log Config tab, tick File Monitor and set verbosity to Info. Optionally you can make it write log to a file. Keep in mind that sometimes a game loads a file some time before using it, sometimes just before.
The numbered files in Other M can be a multitude of things, but more or less they amount to either 3D models, textures or animation stuff.
Most of the numbered files are brres 3D models, with some being character/enemies/bosses models, others being the actual stage 3D models, and there's some cutscene animations here and there thrown in.
You can more or less determine what they are if you open them in a Hex editor and check the header of the file, should be the first few 10 bytes or so, for example, model 0 is Samus' normal Varia suit (yellow) gameplay model, if you open it up, you'll see "brres" in a hex editor in the first bytes.
I recommend opening those files in something like BRRES Viewer, you can open them up in a bulk and see what each one of them are in a quick glance.
Not all of them will be opened by BRRES Viewer, but those that don't, are usually animation stuff for cutscenes or actual texture data, I remember some 2XXX or 3XXX numbered files being the title screen images in Maxximum Edition.
Hope this helps.
I discovered this function while messing and testing with Prime World Editor. It's so useful ! It's weird that it's not brought up more often, it's a huge help in many situations when modding.Also, the log stuff you shared seems interesting, it could probably help to locate the remaining things I have yet to fix for Other M Redux, those being the subtitles syncing code and changing what model gets loaded in certain cutscenes for Samus.
All I know about is modeling and texturing so I don't know how and if it's possible to do that. The mod already does that, just without the in-game option so theoretically it's less work for me to try to find the missing pieces.This seems a bit overly engineered... Why not just make a patch for the game that simply makes the JP stuff selectable in-game without messing with any of the media files?
Because that'd require reverse engineering the main DOL file and adding entirely new code and assets to make it possible, which is not likely given not many people know how to make romhacks and code modification for the Wii, which is coded in PowerPC assembly language iirc. Also, the Japanese language is entirely locked out when playing in an English Wii, and the same applies for the options.This seems a bit overly engineered... Why not just make a patch for the game that simply makes the JP stuff selectable in-game without messing with any of the media files?
Thanks for the insight on the file structure, I'll make some time to look into those numbered files. I'll have to learn hexadecimal and editing it in the context of coding bytes along the way.
I discovered this function while messing and testing with Prime World Editor. It's so useful ! It's weird that it's not brought up more often, it's a huge help in many situations when modding.
On another note (off-topic) I didn't realize you're the person behind MOM Redux, props for that ! I like the idea since MaXXimum Edition scratches too much of the original content for me.
What a strange project. The Japanese version of the game already includes both voice-over options, and both text options. I've played Other M with Japanese audio using it and it worked flawlessly. Why not just integrate the new translation into that version of the game instead?
I assume the reference is to the NTSC-J version. from the OP:Could you please elaborate further?
What other project are you talking about? Or what version of the game?
So I think the question is: why take NTSC-U (eng audio, bad eng subtitles) and mod into Japanese audio, corrected english subtitles, when you can take NTSC-J (jpn audio, bad eng subtitles) and just fix the subtitles?Normally one could just import the Japanese version of Other M, because unlike the US version, the Japanese version allows you to select between Japanese and English VA's and subtitles. However, I feel even this is not enough, as the Japanese version reuses the same botched localization for its English subtitles.
I assume the reference is to the NTSC-J version. from the OP:
So I think the question is: why take NTSC-U (eng audio, bad eng subtitles) and mod into Japanese audio, corrected english subtitles, when you can take NTSC-J (jpn audio, bad eng subtitles) and just fix the subtitles?
Yes, this was what I was talking about. The OP seems to want to mod JP audio over EN audio, which Japanese version of the game can switch to as is. So I was wondering why not just NTSC-U to auto-default to JP region instead to get to effectively the same result?Actually you can do both with the current mod.
The NTSC-J and NTSC-U versions are one and the same, the only difference is that Other M has a check for the Wii's region, and based on that it determines whether to load the Japanese stuff or the English stuff.
So with that said, you can basically just copy-paste the subtitles (message_all.dat) file from this mod, install it over the Other M US release, and load it up in a Wii with Japan region, that should effectively do what you mention.
Another way to do it would be to force the game to always load up the Japanese version despite of the Wii's region, possibly there's a Gecko or cheat code floating around to do just that to patch it into the game.
Yes, this was what I was talking about. The OP seems to want to mod JP audio over EN audio, which Japanese version of the game can switch to as is. So I was wondering why not just NTSC-U to auto-default to JP region instead to get to effectively the same result?
Then why not just focus on NTSC-J? If it's effectively the same, and the mod can be applied to NTSC-U later if such a solution is found, it seems like pointless labor.Possibly because a way to force the check hasn't been found as of yet, or at least that's what I'm thinking.
Then why not just focus on NTSC-J? If it's effectively the same, and the mod can be applied to NTSC-U later if such a solution is found, it seems like pointless labor.
Because not everyone is able or willing to get their hands on the Japanese version of the game, or a Japanese Wii to play it on native hardware.What a strange project. The Japanese version of the game already includes both voice-over options, and both text options. I've played Other M with Japanese audio using it and it worked flawlessly. Why not just integrate the new translation into that version of the game instead?
I'm not sure that is possible, because each regional release is assigned its own unique GameID (R3OP01, R3OE01, and R3OJ01). An un-hacked Wii can only play the version that corresponds to its region, and even though Dolphin is region-free, it will only load the US ISO as the US version of the game... unless there's a way to edit the ISO files to trick Dolphin into thinking the game is for a different region.The NTSC-J and NTSC-U versions are one and the same, the only difference is that Other M has a check for the Wii's region, and based on that it determines whether to load the Japanese stuff or the English stuff.
So with that said, you can basically just copy-paste the subtitles (message_all.dat) file from this mod, install it over the Other M US release, and load it up in a Wii with Japan region, that should effectively do what you mention.
Another way to do it would be to force the game to always load up the Japanese version despite of the Wii's region, possibly there's a Gecko or cheat code floating around to do just that to patch it into the game.