View Full Version : Goldeneye Sounds (Rom Extraction)
Kcghost
4th March 2006, 12:02 AM
I am Kcghost from GoldeneyeForever.com's Message Boards (ShootersForever.com)
A couple of people were interested in a catalog of every Goldeneye sound. I was wondering If it was possible to extract all the SFX sounds directly from the Goldeneye ROM, therefore it would be easy to get every one, and wouldn't be nearly as tedious as ripping as much as you could. Of course this would require somebody with some programming skills as well a good understanding of the Goldeneye ROM. I know that the contents of Goldeneye have been dumped (lists like images[models] and level setups), and obviosly every texture as demonstrated with the Face Mapper, but has anybody done it for sounds, or music? Has it been done? Can it be done? Anybody have any input?
trevor
4th March 2006, 11:58 AM
Well there is a sound stripper for N64 ROMs in general but it doesn't work very well with GoldenEye. it only strips some sounds and they are speeded up (aparently to save space but slowing them down can be dificult as they are either too fast or too slow for sound recorder). If you looked at the GoldenEye editing (http://forums.rarewitchproject.com/showthread.php?t=1376&page=3) thread then you will see that I was truying to do the same with Subdrag, but nothing turned up.
Yes it is possible but there are only a few programmers here and they are either away or can't be bothered anymore. I wish the projects would continue but I think my dream and the dream of others has 'almost' gone. I say almost because you never know. Some tech guy could appere.
Trev
Kcghost
5th March 2006, 04:31 PM
I haven't read through all of the Goldeneye Threads here at RareWitchProject, I havent had the time, but believe me I will. I just skimmed through abit, and realized that the projects had gotten very in-depth, it looks like a Map Editor was on the way! Thats AMAZING! But then it died. My guess would be that unless somebody with programming skills and an extreme interest in this stuff comes along, the dream of completley knowing and managing the ins-and-outs of Goldeneye may never come true. Hopefully some tech guy does appear.
I think I might screw around with this abit more, gotta look through those threads for that un-compressor, and hopefully find some resources on how to identify, well ... the Goldeneye Resources in a Hex Editor.
trevor
5th March 2006, 04:36 PM
There are only 2 threads on GoldenEye. Editing and Map hacking.
Which reminds me I have something to add to the editing thread.
Trev
Kcghost
5th March 2006, 08:54 PM
I played around with SRip 01 alot, and found that you can rip them to where it sounds like they are accurate. srip /s 8000 got me abit worse quality, but I believe very good timing on all sounds. Not sure what saple rate would get the most accurate rip though, I think Im going to have to rip one manually and compare as best I can, but messing with the soundrate definatly samples sounds more accuratley.
BTW, there are some sounds I dont recognize, BETA sounds perhaps? Maybe I should listen closley for anything that sounds like a deck of cards being shuffled ... :) I have 186 sounds to sift through.
clowns789
6th March 2006, 02:22 AM
Shooters Forever thread (http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=84)
The 168 .wav files (http://savefile.com/files.php?fid=5415174)
Kcghost
6th March 2006, 11:12 PM
Okay, I have done some work to this, and found the magic number for the most part to be 9600. Im going to paste the post I originally made at ShootersForever.com, since im lazy and do not want to retype or reword.
[
Okay, 9600 ... for the most part. Luckily, the numbers seem to be rounded off, but they are DEFINETLY recorded at different hertz. For example, A000000, the rocket launch, is 16000 hz. This is most easily identified using audacity. I record the sound in an emulator, cut off any sound gaps, and throw it in audacity. Then I drag its ripped sound into audacity and mess with the hertz till the track length is the same.
Alright, Anybody with an emulator, Audacity (Free Download) and a working SRip can help this project out. Or anybody with a good ear. Please listen to these sounds at 9600 hz (Ill host) and post if you think a sound sounds off. If you have the tools, then post what its correct hertz is.
And Nevermind the rocket launch of course, I just figured that one out.
Link to 9600 hz sounds (186 Total): http://www.savefile.com/projects/276383
]
Here is that link again: Goldeneye Sounds 9600 Hz (186 Total) (http://www.savefile.com/projects/276383)
Anybody who wants to help, please help.
shell6
12th March 2006, 03:44 AM
I have a solution to your problem. An exe I saw on emutalk a little bit ago called "srip.exe"
trevor
12th March 2006, 05:34 PM
Thats what he is talking about.
Trev
lemurboy12
1st July 2010, 08:51 PM
Mega-bump. The link is down and I really need these sound effects...
Ice Mario
1st July 2010, 09:45 PM
There are some on the Goldeneye game page (http://www.therwp.com/game/goldeneye-007)
lemurboy12
1st July 2010, 09:55 PM
There are some on the Goldeneye game page (http://www.therwp.com/game/goldeneye-007)
Awesome. Now all I need are some instrument samples from DK64.
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