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#editor

rubinho146
Try to top that
pegperegogaucho
What just came to my mind was this tool: https://github.com/Sergeanur/XboxADPCM You can convert .WAV files to IMA ADPCM (XBOX ADPCM) audio files which the game can read. However, you would still need to manually paste in the new audio bytes into the .rws file and change the sizes etc. to make them work in-game. But the encoding is what the game can read. Note that the conversion is flawed and the converted audio is slightly faster and of higher pitch but that is not really noticeable.
pegperegogaucho
I used it for UXXL, maybe the code can be of use for the editor 👍
adrientd
Interesting
adrientd
One issue with the RWS header is that there are dozens of values and it's uncertain which ones to set and if they matter at all
adrientd
Like for example with the sounds dictionary in the kwn, there is a section for SoundDictionaryInfo, and when I set all bytes to 0 it still works with no side effects at all, meaning it's completely useless lol
pegperegogaucho
Yes, I believe for UXXL I only needed to change two values (total file size and stream size) and it worked flawlessly
misterfan2000
And for converting wav files to OG?
pegperegogaucho
You could check the VGMStream code, it has some stuff documented and can parse RWS files, I used it for the randomizer to shuffle the speech
pegperegogaucho
Do you mean ogg?
misterfan2000
No, it's a file extension used on the Switch version for the audio clips
pegperegogaucho
That is just .ogg :Obelul:
pegperegogaucho
for some reason they removed a g
pegperegogaucho
Or "Vorbis" how the encoding is called
pegperegogaucho
You should be able to export it as .ogg with almost any sound editor, I know audacity can at least
misterfan2000
Ok
pegperegogaucho
But I never tested it, so nut sure if it would work!
misterfan2000
Ok, I think I have it
misterfan2000
I'll test it
schmeling65
@pegperegogaucho @adrientd What method did you use to unlock the roman-limit? Like what did you do to achive it?