/*****************************************************************/ StarFox64 the how-to information of Voice and SE data for English Version /****************************************************************/ ========================================== 1. introduction ========================================== StarFox.tar contains all of the data, program files, and objects (note: but we remove some files. iRD). First please copy this tar file to your SGI machine and untar it. ========================================== 2. preparation of conversion ========================================== There is a Tools/ directry under a StarFox/ directry, so please set the PATH to the Tools/ directry to use command line tools of the Tools/ directry. Next, please set environmental variable that appoints StarFox64/Voice/ directry. Exsample) If a StarFox64/ directrry is set at the /disk2/StarFox64, % setenv FOXVOICE_ROOT /disk2/StarFox64/Voice ========================================== 3. voice data files ========================================== Files concerned with voice are under the StarFox64/Voice/ directry. ------------------------------------------ 3-1. aiff directory ------------------------------------------ There are directories for each scene, and each directory has the original wave data(named *.y.44.c4.aiff it's recorded in 44.1KHz), the wave data that are downed those sampling rate to 7KHz (named *.y.7.c4.aiff), and the wave data made by deviding aforementioned wave data(named *_[0-2].y.7.c4.aiff). If you'd like to change voice data, replace "*.y.44.c4.aiff" with new data. NOTE:"*" of the file name means the 5 figures message number. ------------------------------------------ 3-2. How to convert voice data files ------------------------------------------ step.1 Put aiff files that you'd like to convert in the StarFox64/Voice/aiff/voice** directory. step.2 Start console window and move to the StarFox64/Voice/ directory. step.3 Run "mkve"(shell script) with the argument of 2 figures scene number (except scene1) for each scene. Exsample: For conversion of data of scene2 % mkve 02 step.4 If you run "mkve", console window displays the conversion information, and at last, undermentioned message(but actually written in Japanese) are displayed and conversion is finished. シーケンス登録完了(the registration of sequence finished) バンク登録中(now doing registration of banks) バンク登録完了(the registration of banks finished) ./makedefine: 正常に終了しました。(./makedefine: finished with no error) 終了しました。(finished) step.5 The scene1 needs special conversion, so use "mkve01". % mkve01 01 ========================================== 4. voice data handled as SE ========================================== The voice data that don't have corresponding display message are handled as SE. You shold change undermentioned files that are refered to in "StartFox64/SE/Banks/fox_se.bcc" _AIFC_ANVO00 "and_voice00.i.11.c4.aifc" _AIFC_ANVO01 "and_voice01.i.11.c4.aifc" _AIFC_ANVO02 "and_voice02.i.11.c4.aifc" _AIFC_ANVO03 "and_voice03.i.11.c4.aifc" _AIFC_ANVO05 "and_voice05.i.11.c4.aifc" _AIFC_ANVO07 "and_voice07.i.11.c4.aifc" _AIFC_ANVO09 "and_voice09.i.11.c4.aifc" _AIFC_PEPR00 "pepper_goodE.i.12.c4.aifc" _AIFC_PEPR01 "pepper_greatE.i.12.c4.aifc" and_voice0*.i.11.c4.aifc are the attack voice of Andross, and pepper_*.i.12.c4.aifc are the clear rating voice of Pepper. You should replace these data with new dubbing artist's voice data. step.1 Prepare voice data recorded in 11025KHz, that file extension are .aiff. step.2 Convert .aiff file to .aifc file with a tool "aifcup" that is supplied with archived data. Exsample: % aifcup and_voice00.i.11.c4.aiff step.3 Replace files you'd like to change with files made in step.2. The original files are under the StarFox64/SE/Aifc/ directory. step.4 Remove a file "StarFox64/SE/Banks/fox_se.bank". NOTE: Making files concerned with SE's sound source is done in the next step "5. making object data for game tree" ========================================== 5. making object data for game tree ========================================== At last, make binary data of each sound source, and make object files of all sound data linked with game object files. Move to the StarFox64/ directory and run "make", by doing this, undermentioned files are created. audio_hw.o audio_hs.o audio_hb.o audio_hm.o fox64_banks.o fox64_table.o fox64_music.o Then, link these files with game object files to make ROM image. ========================================== 6. reference ========================================== There is "SF64TEXT.TXT" under the Starfox64/ directory. That file explains the scene and number of message, and its script. So please refer this file.