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paper_mario_the_thousand_year_door:soundfolder [2017/02/01 07:32] ladestitute Updated |
paper_mario_the_thousand_year_door:soundfolder [2025/10/18 21:21] (current) |
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| =====root/sound/proj===== | =====root/sound/proj===== | ||
| ====pmario.samp==== | ====pmario.samp==== | ||
| - | Where most of the sound effects are stored for the game, save for a handful that are stm files (which qualify more as short jingles or BGSs) and in the root/sound/stream folder. Samplebanks normally store instrument samples in other games, but the developers decided to have the samplebank store SFXs instead, for whichever reason. | + | Where most of the sound effects are stored for the game, save for a handful that are stm files (which qualify more as short jingles or BGSs) and in the root/sound/stream folder. Samplebanks normally store instrument samples in other games, but Intelligent Systems decided to have the samplebank store SFXs instead, for whichever reason. |
| ====pmario.sdir==== | ====pmario.sdir==== | ||
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| Nametable for SFX files. Last byte before the next SFX increments up to 0xFF and then rolls back to 0x00. [[http://pastebin.com/ERXx6nGf|A list of said SFX files]] | Nametable for SFX files. Last byte before the next SFX increments up to 0xFF and then rolls back to 0x00. [[http://pastebin.com/ERXx6nGf|A list of said SFX files]] | ||
| - | Junk-text is in the names and exists up to the 30th character. There is no known associated offset or length data that specifies a fixed index and multiplying it by 32. I.e, SE3_AMB_RIVER1: 2*32=64 or 0x40-0x60 (0x40+60, record length[32] in hex) which corresponds with "SE3_AMB_RIVER1.IO_JUMP2..LING2" | + | Junk-text is in the names and exists up to the 30th character. There is no known associated offset or length data that specifies a fixed index that can be multiplied by 32. I.e, SE3_AMB_RIVER1: 2*32=64 or 0x40-0x60 (0x40+60, record length[32] in hex) which corresponds with "SE3_AMB_RIVER1.IO_JUMP2..LING2" |
| ====pmario.stbl==== | ====pmario.stbl==== | ||