![]() I think whoever built the game left them in the filesystem by mistake. snd files in the S/ folder, from v_10_bh04.snd to v_67_hum25.snd, and so on. If you've ever explored the file contents of this game, you may have noticed that there are a lot of individual. Enemy dialog restored! This was probably the hardest thing to accomplish.This has been fixed by adjusting the enemy voice ID's to the up-shifted JP ID's. Not sure if there are other PC's that share a bound with a voiced NPC. ![]() Like I said, not 100% sure, but I believe this to be the case. When he tries to play his first voice (basic attack), since it shared an ID with the JP up-shifted last of Presea's voices, they both played. The footsoldier enemy (the two soldiers before the first mini boss at the start of the game,) for example, has ID's that begin right after Presea's. I think they are caused by the playable characters having their ID's restored to their JP ID's, shifting it up by one, and enemies were still using the NA ID's. I'm not 100% sure on the exact cause of this one. The ID of voice data was shifted down by 1 in the NA release. GCRebuilder v1.1 by BSV is now used to repackage files, and the file size constraint is no longer there. Quite a few changes, most of them tackling bugs or issues with the old version. ![]() Issue where one of Presea's lines (the "tutururu" sound) would play on top of one of those grunts - likely others as well."Grunts" + dialog for human-type enemies not undubbed.No Voiced Skits (despite nulled out audio being replaced with original audio files).snd files (includes random grunts + sometimes actual dialog), it's possible they weren't actually replaced? I honestly do not remember how or what I did with the playable character. All the afs files were extracted, ahx's were converted to wav's, and to get the JP files to fit within the NA file limit, they were downsampled about 20% and repacked. At the time of this patch's creation, editing GCN games was under the limitation that files could not be replaced with larger files. I've lost a lot of the WIP intermediary files so this is mostly going on memory. Thanks!! Version History, Information, and Documentation Version 1.0 - OLD - Informational Only You may also try to reach me in various other places where you may find me. Include as many details as you can, and if possible, please include a save file. If you run into any bugs please open an issue on github. Enjoy! Releasesįor releases, please see the release page. All voices are now properly restored, and all known bugs have been fixed. I'm happy to say that I've finally accomplished what I originally set out to do all those years ago. (There were also a lot less resources available back then!)Įarlier this year, I took reverse engineering on as a hobby, and a few months ago I decided that I now knew enough to come back and finish this project. Alas, I was but a young college student at the time, and I did not yet have the tech know-how to complete this. ![]() There were various issues with it (documented below) with the most glaring one being the omission of restoring skit voices. Hello all! This is the new home for the Tales of Symphonia GCN Undub patch! Many years ago I created the initial Tales of Symphonia undub patch. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |