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报告翻译问题
I don't remember the music looping properly on the PS4 anyways :P
The music that came with the game loops seamlessly. The ones in the mod package has a very noticeable cutoff when it begins to loop.
It's probably because the mod package seems to be a straight conversation from the OST album. Game-specific tracks are usually designed for endless looping of the tracks, while OST albums are designed around hearing the tracks individually.
I wouldn't be surprised to learn if there's more differences than merely those loop cutoffs. Sometimes OST tracks are structured a bit differently as well, with shorter intervalls between various highlights of the track, while game-specific tracks are the opposite, as they're designed to be played over a longer period of time.
Yes, this. A lot of people think modding the music in a game is an arbitrary task, but it's really not.
I'm not sure you're even allowed to link those on Nexus technically.
Don't worry, I have no intention of filing a copyright complaint or anything like that, but it's a very real possibility and Nexus doesn't mess around with copyrights
Falcom and licensing do not get along AT ALL.
You hear horror stories of games that have been ported multiple times and no single version works right or has the complete working set of original assets from Falcom because no single party can manage to figure out how to negotiate licensing with them :P
I don't really trust console games anymore :) Now that I can physically see the corners that are cut with asset distribution on PC. It's inevitibly even worse in the console version, and those games can't really be touched-up. Which is why I think the Nintendo Switch is a great place to dump JRPGs off -- nobody's going to care that the quality isn't what it should be, because that's not why you buy a Switch.
I just hope that doesn't come back to bite Nintendo in the ass -- their Seal of Quality was changed to simply the Nintendo Seal about 15 years ago, heh.
Speaking from experience modding Grandia II for HQ music as the music it ships with is abysmal in quality. That was an incredibly tedious game to mod higher quality music into without the audio going out of sync or loops breaking because why use not only super low quality .ogg files, but totally ignore the best part of using .oggs for games. Loop tags.
Ouch.
Quality matters, should always strive to get the best quality you reasonably can. And with audio it's so incredibly simple and easy to do so given you have the space available.
It's frustrating.
I am assuming the console file is on the right? Neither is great.
Have yet to put in the new music as i haven't really noticed how bad the music is yet,
just that the volume is kinda low even with it cranked...
I actually wrote some code to re-encrypt (ROTFLMAO, if you can even call what they did to obfuscate the data in this game encryption) and import my own music.
All of the game's assets can be decrypted as such:
uint8_t *data = new uint8_t [size] { };
fread (data, size, 1, fIN);
fclose ( fIN);
for (int i = 0; i < size; i++)
{
data [i] = ( (data [i] << 4U) |
~(data [i] >> 4U) & 0xF )
& 0xFF;
}
They're just twiddling bits expecting that's going to confuse modders, lol.
What do we need to decrypt the music? There a tutorial anywhere???
(the music is good so far but i wouldn't mind modding in some past Ys dungeon music)
Also do you know what .ogg is for the classic Ys item jingle?
Want to replace it with one of the classics ones as all the newer jingles sound off..
Allow me like an hour or so and I'll have a build of my mod system with the necessary UI to do all this stuff.
No rush tho take your time, i don't plan on replacing some of the OST until i have gotten further and start getting tired of some of the more generic repeated tracks.
Just went through almost the whole series in preparation for this so i already have hand picked a few remixes i wouldn't mind adding just waiting in a folder to mod in.
The only things bugging me right now are the Classic Ys jingle and jump sound effects which i'm sure are easier to replace as they don't have to be looped.
(once you find what audio file they are since they not labeled that is....)
Grab this[github.com] off of GitHub
Extract the contents of this archive to your game's install directory and then boot up the game.
Use this section of the tool to export encrypted files and import any changes
The process for importing changed files involves placing whichever files you want in: <GameBasePath>\SK_Import\<resource_path> and clicking Import
The process can take a very long time depending on the number of files you place in SK_Import\...\, and it WILL appear to have locked the game up, but that is not the case and you will get a pop-up in-game after all files finish importing.
https://steamcommunity.com/sharedfiles/filedetails/?id=1378169658
>> Said files wind up in SK_Export\inc\*.h
#define SE_KAKO_6_10 SE_Y234 //–™ôšK
>> SK_Export\se\se_y234.wav contains the audio file discussed in that gibberish, and it's now an actual .wav file that you can play if you want.
If you want to go ahead and replace the file I just showed you, just create a new directory called SK_Import\se\ and put some random .wav file in there with the name se_y234.wav, use the Import button in Special K and presto.
Incidentally, this game's resource manager is so primitive that it reloads these files everytime it goes to use them. So, uh, you can go ahead and start importing, exporting, replacing files while the game is running and they'll take effect immediately.