If you are content with a full rebuild then I think tinke has options these days. To the best of my knowledge there are no nice editors here to do things so you will have to go manual (generate a nice SMAP file with something like vgmtoolbox first). This can be minutes of audio and thus for any really long monologues probably what you will see used (though some might abuse SWAV). Very short clips, though enough for basic shouts/battle cries/catchphrases and whatnot. For my part, I went with the (J) ROM 'auto-translated' with the (U) ROM text files, and so far it works great However what I cannot let go of is the fact that the New Game and Load Game options are in. SWAV, occasionally collected into big SWAR archives of lots of them (can be many hundred). I'm sure you guys know about the brilliant job the crew at this topic did with undubbing and 'auto-translating' Suikoden. Unlikely to contain voicework but not impossible. I then myself followed the instructions and patched the JAP version with the US text files and the extra files from this thread, and it is actually smaller now and works perfectly. Will be flanked by sbnk files that house the instruments. I had downloaded a pre-patched EUR version, and it froze on the language opt. *has several sub formats that handle different aspects The big boy hacker might remove any calls to the sound in the first place, however that is tedious. Its such a gorgeous game, but I cant stand to play it because you can finish every battle on 'auto' without breaking a sweat. But Im wondering if its possible to make the Suikoden game for DS harder. Generally people will either reduce the individual volume of the samples in question to 0 (for the SDAT format* used by the vast majority of DS games then many will have volumes noted internally) or replace the samples themselves with silence (or possibly loop back if it starts silent so you get an infinite loop of silence, though less ideal for samples). Apologies if this has been asked before, or if what Im asking is super newbie-ish. This will then depend upon the file formats used to house them As above emulators are not hardware but most of the time something like this that will cause a crash on hardware will also cause the emulator to throw a wobbly.
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