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Translating Lunar Silver Star Story 1.5.1 |
TrekkiesUnite118 - Aug 5, 2013 |
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GhaleonX | Jul 22, 2020 | |||||
I noticed the playback time for the opening speech isn't a very big difference. The [M62.PCM] original audio length is 0:27:604 and the one included in this pack is 0:28:587. A small pitch adjustment (~97%) will make it the same length and will sound virtually identical (at least for this one; ones that carry on much longer will need different editing). I think the majority of PCM voiceovers could be fixed in this manner; I can't seem to encode anything properly to get it to play on my Saturn, so I'm still trying to be able to test this theory (I get static). What are you using to encode these? Also, the files here do sound rather distorted. Is this the same way they're encoded on the PS release, or is this a result of resampling or something? I don't recall them sounding so compressed when I played the PS version last; if it's a conversion problem, perhaps we can try making a recording of the audio output into the proper format to get a better render... |
TrekkiesUnite118 | Jul 22, 2020 | |||||
Those were cut down already to try and get them to fit, but they're still too big. And there's other lines that have similar issues. Changing the pitch will introduce additional distortions and will just sound off as well. And there's still no guarantee that will get the size down. Honestly it's just easier to use the XSeed dub as it fits almost perfectly for the in game voices and it syncs properly in the cutscenes. XSeed's dub in general seems to be higher quality and they didn't really take too many liberties with the script. As for the distortion, did you play them back properly? They're encoded for the Saturn version's format which is signed 8-bit Mono 16000Hz PCM. I used Audacity to convert them. |
GhaleonX | Jul 22, 2020 | |||||
I saved it as a 16-bit mono 8000Hz PCM xD So my current M62.PCM is actually 1KB larger than the original (but the audio length is the same). It successfully starts M63.PCM immediately afterwards and cuts off around the 3rd word and the game continues playing the music and showing the sprite animation normally but is otherwise "frozen" like that. I had the idea to try to make a 30000Hz PCM and as I expected the saturn did indeed play it at 16000Hz, however the same exact problem occurred in the same exact spot, suggesting to me there might be some kind of instruction the game has that knows how long the PCM file should play (otherwise the 1KB file difference should've caused an error, and it wouldn't play 1.9904 seconds of audio before panic). |
GhaleonX | Jul 23, 2020 | |||
I'm not sure where to begin looking for what I'm looking for (if that makes any sense, haha). I didn't notice anything that suggests there's a table/list of how long each file is supposed to be. From a programming standpoint I thought that each time the game has the instruction to play a certain file, it also gets an instruction to pause (ie [trigger happens], play MXX.PCM, wait 28 seconds, play MXX.PCM, wait 2 seconds, etc). I burned another copy with M62.PCM being shorter than it should be and seeing if it gave a delay before loading M63.PCM, and it did not. Instead, it immediately loaded M63.PCM, which leads me to think it doesn't have a "wait" instruction and has something in place to keep track of when a file has finished playing. This is definitely perplexing, and really begs the question of why it can't play the longer files if shorter ones perform seamlessly. I went a step further and burned a copy where all I did was swap M62 and M63 to see if the game would still proceed past the opening (since they'd add up to the same length and they're GA's original files). No dice. Perhaps it's something like when it loads a PCM file it also pre-allocates a certain amount of memory for it, so if the file is shorter it's fine because it has more than enough memory, but the other way around, it'll cut off at the point the memory allocation runs out. The PSX version of the game seems like all the audios are grouped together, so the way it plays them might be different. Like the Playstation might be something like: [trigger happens] play LUNAR_DA.PCM from X:XX:XXX to Y:YY:YYY do next thing This is totally an assumption of mine, though I'm sure that's obvious xD Another oddity is that M01.PCM-M61.PCM are in both the root directory and the battle files directory on the Saturn disc (though it's possible they simply didn't clean up all the redundancies when they published it). |
Mr Conan | Jul 23, 2020 | |||
448kB is the magic maximum file size for the pcm files. Anything larger will crash the saturn because you end up overwriting other data. The game copies the entire file to a buffer in LWRAM and then streams it to sound RAM. Another issue you may be hitting is if you are on an emulator pcm#2 will crash mednafen. Why pcm #2 i have no clue, but you could end up making another pcm file with the same properties on accident, so something to look out for. |
GhaleonX | Jul 23, 2020 | |||||
I'm doing all my testing on a US model 2 Saturn (booting w/ Pseudo Saturn). I'm currently comparing PCM files in a hex editor to see if there's any kind of header/tag that might indicate file properties, but I haven't noticed anything so far, and I'm thinking maybe that's why these are imported into something like audacity as 'raw'. |
Mr Conan | Jul 23, 2020 | |||
The saturn files are raw, no headers, just raw audio samples. I have some messy notes on the script commands that ill clean up at some point. Basically you can play 2 files back to back if you want it to be preceieved that you have a longer clip. The JP saturn uses this trick with PCM 63 and 62 at the beginning. |
TrekkiesUnite118 | Jul 23, 2020 | |||
Honestly I don't think it's worth working with those clips. The intro scene isn't the only area where Working Designs made the clip significantly longer. There's a few other spots such as Ghaleon's death and what not where Working designs took a clip that was only say 20-30 seconds in the JP version and made it a whopping 1:05 or something if I remember correctly. That one is over 1MB in size and just wont fit, and there's not another existing file to split it into so you'd have to try and hack something in. The XSeed dub's files are about the same length and file size as the original JP Saturn files so they all should just fit and work for the most part. The ones that are bigger will still fit into the buffer size if I remember correctly, they just wont work for just dropping it in with something like CDMage. There's also the fact that I'm using XSeed's dub in the FMVs since their dub matches the Japanese animation, unlike Working Design's dub which actually edited the animation to fit their dub. So there's also that aspect that works in the XSeed dubs favor along with the fact it's just easier to work with. The converted XSeed clips can be found here: Translating Lunar Silver Star Story... |
GhaleonX | Jul 23, 2020 | |||||
I can understand that; A part of me wants to pull out my G4 and try and do some encoding, but another part of me knows how time consuming it's gonna be just to get started haha (although that doesn't mean I won't try and play with it at some time). On my current setup it'd probably be easier since I do some other video editing with it anyway, but I think an earlier post mentioned that you need a legacy setup (but otherwise it's not too difficult to extend footage via loops). I do really like the idea of importing as many WD aspects as possible into this release, seeing as how they promised it for so long only to have to reneg, but again I appreciate that the Xseed version is more of a fitted glove for the project. |
Mr Conan | Jul 24, 2020 | |||
The big issue you will likely run into if you go down that path is running out of space on the CD. Saturn specs claim the most the saturn can read is 63 minutes (about 566MB of data). I dont know if larger cds work or not, or if there are compatibility issues between Saturns even if they do (no saturn retail game was made to exceed 63 minutes). Assuming you're stuck at 566MB -- The PCM data is raw and uncompressed, so thats going to take a bit of space. By editing the script you can squeeze in an additional 20 or so PCM files for longer audio segments. (01-99 are already taken, but files A0 to A9 and B0 to B9 are possible due to the way the filename is calculated based on script inputs). Then you will need to basically keep playing with the cinepak compression settings until you make some sort of compromise to fit within the space thats left. You might want to play with the cinepak encoding for now on the mac, figure out if its worth the hassle (its annoying), then wait for our final release to make your changes. |
TrekkiesUnite118 | Jul 24, 2020 | |||
I don't know if 566MB is correct. I think I remember reading that 650MB is the max. DragonForce is the largest I know of and it comes in at 634MB. Sakura Wars Disc 1 is 611MB, Grandia Disc 1 is 591MB, etc. |
Mr Conan | Jul 24, 2020 | |||
Sega specs wrong again... |
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