Converting WAV to SWAV

Discussion in 'NDS - ROM Hacking and Translations' started by SaitoKojima, Jun 18, 2009.

  1. SaitoKojima
    OP

    SaitoKojima GBAtemp Regular

    Member
    261
    2
    Mar 17, 2009
    Canada
    Hello.

    A few friends and I are working on a dub for Megaman Star Force 2 and 3 (when it comes) to feature our own voices, instead of MMSF2's lack of voices and MMSF3's energy-lacking crap.


    Actually getting it done won't be much of a problem, except for the fact that we don't know any sort of way to change our WAV format clips into SWAV, which is the DS standard for voice clips.


    Does anyone know how to do this?
     
  2. FAST6191

    FAST6191 Techromancer

    pip Reporter
    23,366
    9,169
    Nov 21, 2005
    No tools for this that I know of* (midi to sseq is another thing http://kiwi.ds.googlepages.com/ ) but:
    http://kiwi.ds.googlepages.com/sdat.html#swav
    http://nocash.emubase.de/gbatek.htm#dssound

    possibly http://ccrma.stanford.edu/courses/422/projects/WaveFormat/
    http://www-mmsp.ece.mcgill.ca/Documents/Au.../WAVE/WAVE.html

    a copy of audacity and a hex editor should do the trick.


    *the above is roughly what I do when playing around but I have not checked tahaxan forums or the Chinese rom hacking sites in some time and hacking tools tend not to spread as much as general homebrew.
     
  3. SaitoKojima
    OP

    SaitoKojima GBAtemp Regular

    Member
    261
    2
    Mar 17, 2009
    Canada
    In all honesty, if I knew the right people I'd hand this project over to one of you guys and see what you could do.


    But for now, thank you, I'll see what these pages can do to help.
     
  4. SaitoKojima
    OP

    SaitoKojima GBAtemp Regular

    Member
    261
    2
    Mar 17, 2009
    Canada
    Sorry for double posting but...

    I wanted to bump this up in case anyone else knows some info on this.
     
  5. FAST6191

    FAST6191 Techromancer

    pip Reporter
    23,366
    9,169
    Nov 21, 2005
  6. SaitoKojima
    OP

    SaitoKojima GBAtemp Regular

    Member
    261
    2
    Mar 17, 2009
    Canada
    It's strange... Something that seems so simple like this is so hard to get done.


    Yet there's people who can make Golden Sun on GBA have full-voice acting when the game originally was never meant to be able to do that.


    It's just really weird to me when I think about it.
     
  7. bunsy

    bunsy Advanced Member

    Newcomer
    88
    0
    Nov 23, 2005
    SWAV is an ADPCM variant that is proprietary to Nintendo. No public format description exists that i know.

    You'll need the SDK.
     
  8. SaitoKojima
    OP

    SaitoKojima GBAtemp Regular

    Member
    261
    2
    Mar 17, 2009
    Canada
    What's "the SDK?"

    I'm not exactly too big on the whole ROM hacking gig, this is likely my first project ever.
     
  9. theli

    theli GBAtemp Regular

    Member
    222
    1
    Oct 20, 2006
  10. SaitoKojima
    OP

    SaitoKojima GBAtemp Regular

    Member
    261
    2
    Mar 17, 2009
    Canada
    Thanks for that, but I'm trying to the the opposite.

    I'm trying to take WAV format files and insert them into the game so that they replace the original version's voice acting with my own. Not extract the game's voice clips out for listening and stuff.
     
  11. FAST6191

    FAST6191 Techromancer

    pip Reporter
    23,366
    9,169
    Nov 21, 2005
    Both theli and I were fully aware of this when we posted it up. I have not pulled apart swav2wav yet but ndssndext had a nice guide to building a WAV file which means you can strip the data and between what it reads, cuts and that specs listed you can go in reverse.

    As for "simple like this is so hard to get done" it is not all that difficult just that most people who do it would do with a hex editor and the stuff linked up.
     
  12. Daviex

    Daviex GBAtemp Regular

    Member
    101
    3
    May 23, 2008
    Italy
    Hi.

    I work on a project, but i've problem sound. When i extract the audio (*.swav or *.wav) to reinsert it, i've to convert to *.swar, but when i go to reinsert in *.sdat it corrupt file o_o

    Anyone can help me?

    Thanks [​IMG]
     
  13. pleonex

    pleonex GBAtemp Regular

    Member
    197
    78
    Jan 16, 2009
    South of Spain
    Try using Tinke, it has the feature to convert WAV audio into SWAV, then create the new SWAR and save the SDAT. I didn't test this feature but it should work [​IMG]

    EDIT: This is the last version of Tinke with this feature: http://dl.dropbox.com/u/3981393/Tinke/Tinke%20rev83.zip
     
  14. Daviex

    Daviex GBAtemp Regular

    Member
    101
    3
    May 23, 2008
    Italy
    Can you explain how to do this?

    ok, i've inserted wav with Import button, removed Active Loop, but don't change anything O_O

    I found problem.

    When i go to import, it don't overwrite the file, but it only write with old voice.

    Name is the same, and when i go to Save SDAT it corrupt file.
     
  15. pleonex

    pleonex GBAtemp Regular

    Member
    197
    78
    Jan 16, 2009
    South of Spain
    Well, the other version has a little bug, sorry, download again from here: http://dl.dropbox.com/u/3981393/Tinke/Tinke%20rev83-1.zip
    1- Open the SDAT file to modify (you can open it from a game)
    2- Select the file and click on the button "View"
    3- Select the SWAR file and click on the button "Unpack"
    4.- Select the SWAV to modify, click on the button "Import" and select the wav file to convert
    5.- Click on the button Accept in the window (you can edit this values that are in the header of new SWAV file)
    6.- Select the SWAR file again and click on the button "Pack"
    7.- Click on the button "Save SDAT"
    8.- If you have opened a game, you must click on the button "Save ROM".

    EDIT: ok, I will look at the error you've said
     
  16. Daviex

    Daviex GBAtemp Regular

    Member
    101
    3
    May 23, 2008
    Italy
    Hmmm, to me continue to crash and corrupt the SDAT when i go to save o_o

    I send you PM, read [​IMG]