ROM Hack Translation Metroid: Other M - True Japanese Mod (English Fan Translation)

Leeka

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What audio are you guys trying to find precisely?
What I'm talking about is this (as written in the first post under "known issues") :
  • List of known hidden voice lines: (Dialogue paraphrased from what is heard in-game)
    • Adam: "Samus, use your missles." - During first boss battle.
    • Samus: "Anthony!" - During Grapple Beam scene.
    • General grunts and noises by human characters.
I've found the japanese audio files to replace those but the problem is to find where the english ones are in the iso.
When you extract the image's content with Dolphin those do not show in the bgm folder, that's where almost all audio files are. So it must be compressed in whatever format someplace else.
 
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ShadowOne333

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What I'm talking about is this (as written in the first post under "known issues") :
  • List of known hidden voice lines: (Dialogue paraphrased from what is heard in-game)
    • Adam: "Samus, use your missles." - During first boss battle.
    • Samus: "Anthony!" - During Grapple Beam scene.
    • General grunts and noises by human characters.
I've found the japanese audio files to replace those but the problem is to find where the english ones are in the iso.
When you extract the image's content with Dolphin those do not show in the bgm folder, that's where almost all audio files are. So it must be compressed in whatever format someplace else.

I might be wrong, but several of the "Use your X" voicelines and other stuff like that are usually found within the same video files themselves. Try looking into the dmXX.sfd files, and extract their ADX or AIX files with ffmpeg, they should have two audio tracks, one for English and one for Japanese.
If it's not within the dmXX SFD files, they should be instead in some called tmXX, "tm" are the ones for the tutorial videos or something like that.
If you still can't find them, then searching around in the other SFD files could help too.
 

Leeka

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I might be wrong, but several of the "Use your X" voicelines and other stuff like that are usually found within the same video files themselves. Try looking into the dmXX.sfd files, and extract their ADX or AIX files with ffmpeg, they should have two audio tracks, one for English and one for Japanese.
If it's not within the dmXX SFD files, they should be instead in some called tmXX, "tm" are the ones for the tutorial videos or something like that.
If you still can't find them, then searching around in the other SFD files could help too.
Thanks for the info ! Seems promising, I'll try that as soon as possible if the OP doesn't before me.

EDIT : As I figured, since it's something heard during gameplay it's not in the movies audio (or anywhere), but that was worth a try.
 
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Leeka

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So I had no chance so far, but here is what I tried :


First off, the infamous audio files for Adam's "Now ! Use your missiles! / Ima da missairu da !" during the first boss and the general grunts and noises by soldiers including Adam are, as I said, found on sounds resource. They're located in other characters/char_vox (as in the folder structure by the guy who uploaded it).

The files names seem to be somewhat correct when comparing to files found in sound/bgm on the disc file system, for example the "use your missiles" one is :
SE_CHAR_SOLDIER_M_VOICE_ADAM_TEST.aix or SE_CHAR_SOLDIER_M_VOICE_ADAM_TEST_REMOTE.aix (with _JP added at the end for the Japanese version, like the others).

Since those files are not in the sound / movie / etc. folders I figured I'd use Dolphin's log file monitoring function to see which file is called during the first boss battle. It even shows the file's path :

Code:
26:40:632 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:40:663 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,921 kB 151
26:40:788 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:40:829 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     131 kB 231
26:40:838 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     585 kB 4249
26:40:870 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     559 kB 2862
26:40:903 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     576 kB 755
26:40:936 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       3 kB 757
26:40:954 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       2 kB 785
26:40:969 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     299 kB 86
26:40:986 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      60 kB 152
26:41:002 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       7 kB 232
26:41:019 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     710 kB 87
26:41:052 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      44 kB 153
26:41:070 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      14 kB 233
26:41:086 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      85 kB 4259
26:41:104 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     129 kB 84
26:41:120 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      31 kB 150
26:41:136 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      35 kB 230
26:41:153 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     151 kB 4274
26:41:169 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       7 kB 2922
26:42:003 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   4,675 kB sound/bgm/bgm_m_stage_19.aix
26:46:191 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:47:308 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   4,675 kB sound/bgm/bgm_m_stage_19.aix
26:47:527 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:56:879 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   4,606 kB 877
26:56:921 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
26:56:936 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
26:56:974 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
26:56:985 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
26:57:403 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
26:59:272 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     314 kB 3129
27:00:139 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:00:772 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     498 kB 3580
27:01:857 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:02:524 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
27:03:609 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:03:792 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
27:05:377 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:05:395 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
27:06:562 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      83 kB sound/bgm/amb_jingle_item_get.aix
27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     702 kB 3564
27:06:612 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:06:628 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      83 kB sound/bgm/amb_jingle_item_get.aix
27:07:113 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:07:998 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:08:864 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:09:732 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:14:045 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     498 kB 3580
27:14:056 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      26 kB 3135
27:14:070 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     191 kB 3134
27:14:087 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      25 kB 3524
27:14:144 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     125 kB 3139
27:15:103 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:16:705 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:16:904 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:29:952 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:31:069 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:31:286 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:32:821 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:32:853 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:34:557 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:41:864 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      89 kB 4077
27:41:880 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      57 kB 3982
27:41:898 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     195 kB 4080
27:41:914 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      63 kB 3985
27:41:930 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,046 kB sound/bgm/se_rtm_dm09_se.aix
27:41:930 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     178 kB 682
27:41:947 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,243 kB sound/bgm/se_rtm_dm09_bgm.aix
27:41:949 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,090 kB 252
27:42:045 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,046 kB sound/bgm/se_rtm_dm09_se.aix
27:42:050 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     167 kB 382
27:42:063 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,243 kB sound/bgm/se_rtm_dm09_bgm.aix
27:42:068 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     527 kB 2865
27:42:097 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,380 kB 280
27:42:147 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     279 kB 526
27:42:164 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     144 kB 320
27:42:180 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      45 kB 614
27:42:198 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     185 kB 674
27:42:213 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       0 kB 704
27:42:231 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     152 kB 676
27:42:248 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     202 kB 675
27:42:266 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,239 kB 291
27:42:315 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      61 kB 305
27:42:331 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     201 kB 459
27:42:348 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,896 kB 265
27:42:415 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     667 kB 414
27:42:448 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,723 kB 268
27:42:513 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     149 kB 429
27:42:533 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     844 kB 677
27:43:399 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:44:287 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     261 kB 3556
27:45:167 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix

As we can see in the log, only audio/video files that can be found as is in the disc structure or files named by number (4077, 3982, 682, etc.) are loaded. But no trace of the file I mentioned above.
I tried to open the "number files" in a hex editor but I'm no expert with that, and I think at this point I would need the encryption key which is something no one will ever get, most likely. I guess the audio files are encrypted in one of those...

I really have no clue where these files are or how they were extracted to be uploaded in the first place. Maybe from another version/revision of the game.
I don't think I'll go any further with that, sorry. For now.

A few useful things though :
  • .aix and .sfd can be opened by VLC, but it's choppy.
  • To use Dolphin's log the way I did open Dolphin and go to View > Show Log and Show Log Config. In the Log Config tab, tick File Monitor and set verbosity to Info. Optionally you can make it write log to a file. Keep in mind that sometimes a game loads a file some time before using it, sometimes just before.
 
Last edited by Leeka,
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ShadowOne333

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So I had no chance so far, but here is what I tried :


First off, the infamous audio files for Adam's "Now ! Use your missiles! / Ima da missairu da !" during the first boss and the general grunts and noises by soldiers including Adam are, as I said, found on sounds resource. They're located in other characters/char_vox (as in the folder structure by the guy who uploaded it).

The files names seem to be somewhat correct when comparing to files found in sound/bgm on the disc file system, for example the "use your missiles" one is :
SE_CHAR_SOLDIER_M_VOICE_ADAM_TEST.aix or SE_CHAR_SOLDIER_M_VOICE_ADAM_TEST_REMOTE.aix (with _JP added at the end for the Japanese version, like the others).

Since those files are not in the sound / movie / etc. folders I figured I'd use Dolphin's log file monitoring function to see which file is called during the first boss battle. It even shows the file's path :

Code:
26:40:632 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:40:663 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,921 kB 151
26:40:788 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:40:829 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     131 kB 231
26:40:838 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     585 kB 4249
26:40:870 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     559 kB 2862
26:40:903 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     576 kB 755
26:40:936 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       3 kB 757
26:40:954 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       2 kB 785
26:40:969 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     299 kB 86
26:40:986 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      60 kB 152
26:41:002 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       7 kB 232
26:41:019 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     710 kB 87
26:41:052 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      44 kB 153
26:41:070 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      14 kB 233
26:41:086 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      85 kB 4259
26:41:104 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     129 kB 84
26:41:120 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      31 kB 150
26:41:136 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      35 kB 230
26:41:153 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     151 kB 4274
26:41:169 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       7 kB 2922
26:42:003 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   4,675 kB sound/bgm/bgm_m_stage_19.aix
26:46:191 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:47:308 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   4,675 kB sound/bgm/bgm_m_stage_19.aix
26:47:527 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  91,754 kB movie/dm08_01.sfd
26:56:879 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   4,606 kB 877
26:56:921 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
26:56:936 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
26:56:974 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
26:56:985 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
26:57:403 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
26:59:272 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     314 kB 3129
27:00:139 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:00:772 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     498 kB 3580
27:01:857 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:02:524 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
27:03:609 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:03:792 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
27:05:377 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:05:395 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:  19,615 kB movie/dm08_02.sfd
27:06:562 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      83 kB sound/bgm/amb_jingle_item_get.aix
27:06:578 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     702 kB 3564
27:06:612 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:06:628 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      83 kB sound/bgm/amb_jingle_item_get.aix
27:07:113 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:07:998 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:08:864 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,382 kB sound/bgm/bgm_m_battle_09.aix
27:09:732 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:14:045 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     498 kB 3580
27:14:056 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      26 kB 3135
27:14:070 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     191 kB 3134
27:14:087 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      25 kB 3524
27:14:144 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     125 kB 3139
27:15:103 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:16:705 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:16:904 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:29:952 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:31:069 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:31:286 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:32:821 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:32:853 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   6,565 kB movie/dm08_03.sfd
27:34:557 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:41:864 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      89 kB 4077
27:41:880 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      57 kB 3982
27:41:898 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     195 kB 4080
27:41:914 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      63 kB 3985
27:41:930 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,046 kB sound/bgm/se_rtm_dm09_se.aix
27:41:930 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     178 kB 682
27:41:947 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,243 kB sound/bgm/se_rtm_dm09_bgm.aix
27:41:949 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,090 kB 252
27:42:045 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,046 kB sound/bgm/se_rtm_dm09_se.aix
27:42:050 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     167 kB 382
27:42:063 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,243 kB sound/bgm/se_rtm_dm09_bgm.aix
27:42:068 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     527 kB 2865
27:42:097 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,380 kB 280
27:42:147 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     279 kB 526
27:42:164 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     144 kB 320
27:42:180 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      45 kB 614
27:42:198 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     185 kB 674
27:42:213 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:       0 kB 704
27:42:231 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     152 kB 676
27:42:248 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     202 kB 675
27:42:266 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,239 kB 291
27:42:315 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:      61 kB 305
27:42:331 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     201 kB 459
27:42:348 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,896 kB 265
27:42:415 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     667 kB 414
27:42:448 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   1,723 kB 268
27:42:513 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     149 kB 429
27:42:533 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     844 kB 677
27:43:399 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix
27:44:287 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:     261 kB 3556
27:45:167 Core\HW\DVD\FileMonitor.cpp:86 W[FileMon]:   3,098 kB sound/bgm/bgm_m_battle_06.aix

As we can see in the log, only audio/video files that can be found as is in the disc structure or files named by number (4077, 3982, 682, etc.) are loaded. But no trace of the file I mentioned above.
I tried to open the "number files" in a hex editor but I'm no expert with that, and I think at this point I would need the encryption key which is something no one will ever get, most likely. I guess the audio files are encrypted in one of those...

I really have no clue where these files are or how they were extracted to be uploaded in the first place. Maybe from another version/revision of the game.
I don't think I'll go any further with that, sorry.

A few useful things though :
  • .aix and .sfd can be opened by VLC, but it's choppy.
  • To use Dolphin's log the way I did open Dolphin and go to View > Show Log and Show Log Config. In the Log Config tab, tick File Monitor and set verbosity to Info. Optionally you can make it write log to a file. Keep in mind that sometimes a game loads a file some time before using it, sometimes just before.

The numbered files in Other M can be a multitude of things, but more or less they amount to either 3D models, textures or animation stuff.
Most of the numbered files are brres 3D models, with some being character/enemies/bosses models, others being the actual stage 3D models, and there's some cutscene animations here and there thrown in.
You can more or less determine what they are if you open them in a Hex editor and check the header of the file, should be the first few 10 bytes or so, for example, model 0 is Samus' normal Varia suit (yellow) gameplay model, if you open it up, you'll see "brres" in a hex editor in the first bytes.

I recommend opening those files in something like BRRES Viewer, you can open them up in a bulk and see what each one of them are in a quick glance.
Not all of them will be opened by BRRES Viewer, but those that don't, are usually animation stuff for cutscenes or actual texture data, I remember some 2XXX or 3XXX numbered files being the title screen images in Maxximum Edition.

Hope this helps.
Also, the log stuff you shared seems interesting, it could probably help to locate the remaining things I have yet to fix for Other M Redux, those being the subtitles syncing code and changing what model gets loaded in certain cutscenes for Samus.
 
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A little bit of extra information regarding the message_all.dat file, which might help with an issue found early on in the project.
I remember Hobbit had issues way back when he initially did some line changes in the file, and if the changes were too big, the game would crash with the modified subtitles file.

I might have found the culprit of this issue.
While doing some model modification tests of my own in several computers, one of them had the Wii language set to Spanish for some reason, and by mistake I found out that my modified message file was having the wrong text for Spanish and other languages as well, while English showed up just fine.

This triggered my OCD, so I went on and started to check why this might be happening, and upon several tests and debugging, I found out that each of the languages stored within the message_all.dat file NEED to start at a EXACT Hex address for them to work properly.

Modifying the DAT file in a text editor doesn't exactly tell you what hex address the text begins at, it simply works with text lines and such, so after modifying the DAT file in a text editor, you can open up the DAT file in an Hex Editor and move the entire parts of the file where the other languages begin to be the exact same as in the original vanilla DAT file, or else the text starts to get corrupted due to overflows, which is most likely what happened to Hobbit during his early tests.

I'm not sure just how much this could help for this project tho, since given the huge amount of text that got modified, I'm thinking that the new text is bigger than the original and might even overwrite part of another language's starting position. One possible way to fix this would be to sacrifice an entire language from the subtitles, possibly the German one since it seems to go unused in the English release, and simply reposition the rest of the subtitles in other languages (French, Spanish) properly in their exact hex addresses to match the vanilla file.
 
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Leeka

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The numbered files in Other M can be a multitude of things, but more or less they amount to either 3D models, textures or animation stuff.
Most of the numbered files are brres 3D models, with some being character/enemies/bosses models, others being the actual stage 3D models, and there's some cutscene animations here and there thrown in.
You can more or less determine what they are if you open them in a Hex editor and check the header of the file, should be the first few 10 bytes or so, for example, model 0 is Samus' normal Varia suit (yellow) gameplay model, if you open it up, you'll see "brres" in a hex editor in the first bytes.

I recommend opening those files in something like BRRES Viewer, you can open them up in a bulk and see what each one of them are in a quick glance.
Not all of them will be opened by BRRES Viewer, but those that don't, are usually animation stuff for cutscenes or actual texture data, I remember some 2XXX or 3XXX numbered files being the title screen images in Maxximum Edition.

Hope this helps.

Thanks for the insight on the file structure, I'll make some time to look into those numbered files. I'll have to learn hexadecimal and editing it in the context of coding bytes along the way.

Also, the log stuff you shared seems interesting, it could probably help to locate the remaining things I have yet to fix for Other M Redux, those being the subtitles syncing code and changing what model gets loaded in certain cutscenes for Samus.
I discovered this function while messing and testing with Prime World Editor. It's so useful ! It's weird that it's not brought up more often, it's a huge help in many situations when modding.

On another note (off-topic) I didn't realize you're the person behind MOM Redux, props for that ! I like the idea since MaXXimum Edition scratches too much of the original content for me.
 
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This seems a bit overly engineered... Why not just make a patch for the game that simply makes the JP stuff selectable in-game without messing with any of the media files?
 

Leeka

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This seems a bit overly engineered... Why not just make a patch for the game that simply makes the JP stuff selectable in-game without messing with any of the media files?
All I know about is modeling and texturing so I don't know how and if it's possible to do that. The mod already does that, just without the in-game option so theoretically it's less work for me to try to find the missing pieces.
 

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This seems a bit overly engineered... Why not just make a patch for the game that simply makes the JP stuff selectable in-game without messing with any of the media files?
Because that'd require reverse engineering the main DOL file and adding entirely new code and assets to make it possible, which is not likely given not many people know how to make romhacks and code modification for the Wii, which is coded in PowerPC assembly language iirc. Also, the Japanese language is entirely locked out when playing in an English Wii, and the same applies for the options.

We worked with what we had, and all the user had to do was simply flip the audio files so the Japanese language is the one audible when playing in English, instead of the other way around. Might sound cumbersome, but it's the easiest way to accomplish the desired result without having to learn an obscure assembly language and hoping we could code it in after the fact.

Thanks for the insight on the file structure, I'll make some time to look into those numbered files. I'll have to learn hexadecimal and editing it in the context of coding bytes along the way.


I discovered this function while messing and testing with Prime World Editor. It's so useful ! It's weird that it's not brought up more often, it's a huge help in many situations when modding.

On another note (off-topic) I didn't realize you're the person behind MOM Redux, props for that ! I like the idea since MaXXimum Edition scratches too much of the original content for me.

Learning Hex editing is not required, all you might need to do is simply to open the files in an Hex editor, locate the text that says what type of file it is and that should do it. Let's take file 0 as an example here when opened in HxD:

1709219464703.png

Here you can see that the very first things you see in the "decoded text" part on the right spell out "bres", which is a 3D model format commonly used back in the GC/Wii days. That's more or less what you're looking for to know exactly what type of file you're dealing with. I'm not sure if it applies to all the numbered files, but for the vast majority it should.
 

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