Sound names from the .tpa files

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machf
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Post by machf »

Well, I've just updated the tables again. I've added some new sound names, and some "hints" (incomplete names, mostly the trailing characters, confirmed by a comparison process). Ambient.tpa and Stream.tpa have very few unknown sound names left by now, Effects.tpa and its own Foley table are still the ones with more unknowns left.
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Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by machf »

And I finally found the missing "Tutorial-" entry:

432 0d86a67b no "Tutorial-Bacwards"

Yes, it's "bacwards", no "k". I would have found it sooner, but there was a bug in my program (actually, I blame the programming language for it) that made it skip results...

Now I'll go hunt for more entries...
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by machf »

Just updated the entries of the Effects.tpa file, I found the names of the collision sounds for the "bones" materials. I'll also have to update the Foley table entries accordingly...
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by machf »

Found a few more things, particularly:

Code: Select all

  466  c9c727c7  no   "Water Hit 02"
  467  bec01751  no   "Water Hit 03"
  468  20a482f2  no   "Water Hit 04"
Now I have to update the Foley table too...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by machf »

Well, I've found partial matches for this block of 27 sounds:

Code: Select all

  219  e7827359  no   unknown +"dirt-light"
  220  ba92a2e7  no   unknown +"dirt-med"
  221  f6a955f1  no   unknown +"dirt-heavy"
  222  6ffd70a9  no   unknown +"metl-light"
  223  e4b4ece6  no   unknown +"metl-med"
  224  7ed65601  no   unknown +"metl-heavy"
  225  73a61d48  no   unknown +"cmnt-light"
  226  300c4d0d  no   unknown +"cmnt-med"
  227  628d3be0  no   unknown +"cmnt-heavy" (cement+soft terrain friction)

  228  7a9e695d  no   unknown +"dirt-light"
  229  b6ddb890  no   unknown +"dirt-med"
  230  6bb54ff5  no   unknown +"dirt-heavy"
  231  55963461  no   unknown +"metal-light"
  232  4a2c480b  no   unknown +"metal-med"
  233  44bd12c9  no   unknown +"metal-heavy"
  234  eeba074c  no   unknown +"cmnt-light"
  235  3c43577a  no   unknown +"cmnt-med"
  236  ff9121e4  no   unknown +"cmnt-heavy"

  237  915f4497  no   unknown +"dirt-light" (rubber+soft terrain friction)
  238  17bde4a6  no   unknown +"dirt-med"
  239  8074623f  no   unknown +"dirt-heavy"
  240  2eccdee2  no   unknown +"metal-light"
  241  8537bdce  no   unknown +"metal-med"
  242  3fe7f84a  no   unknown +"metal-heavy" (terrain metal+oil barrel friction)
  243  057b2a86  no   unknown +"cmnt-light"
  244  9d230b4c  no   unknown +"cmnt-med" (aluminum+aluminum friction)
  245  14500c2e  no   unknown +"cmnt-heavy"
As you see, it's comprised of 3 groups of 3 sub-groups of 3 sounds each. The three sounds in each sub-group end in "-light", "-med" and "heavy", consecutively, and the three sub-groups of each group have each a string that is "dirt", "metl"/"metal" or "cmnt", respectively. What is still missing is the string that differentiates each group from the other two. It's also possible that there's a string that is common to all of them, since they seem all to be friction sounds. The last group apparently is for metallic materials, the first two could follow alphabetical order and be for cement and dirt, but that's just a guess. Any ideas?
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by machf »

Found another sound, now with the program running faster:

Code: Select all

  307  d3c44166  no   "Metal Ping Soft"
I had been wondering about this one for some time...
Now I'll have to update the Foley table too.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by machf »

Three more just found:

Code: Select all

  594  21b91740  no   "Cslab on Cslab"
  595  3773405b  no   "Cslab on Dirt"
  596  0f3740b8  no   "Cslab on Cement"
More to update on the Foley table now...

And another one:

Code: Select all

   74  f3f9902e  no   "Spec-Electrical Fence"
Possibly the following ones are "Spec-Electrical "+something, too...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by Draconisaurus »

Heh nice, hmmmm.... you think eventually we'll have the ability to write new entries to the foley table? Inotherwords to make new, working sound materials.. I have figured out the correct sound format, and it's not the one TC Ops used for their levels. I can get new dinosaur sounds to have distance and direction calculated when played.
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Post by machf »

Yeah, that's another instance when having access to the source code (not just Trespasser's, but TPAadd's too) would be really helpful... and/or a description more detailed than "I'd give you the details, but it's too technical, so you probably wouldn't understand them" or something like that. If we figure out the proper format, there should be no problem making new tables or writing new tools...
It's also the reason I'm focusing in figuring out all the existing sounds instead of just adding new ones (the .tpa files get somewhat corrupted in the process).
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by Draconisaurus »

I see.... We need to like, go hunt down Andres one of these days, like in real life. :P That would certainly be interesting.
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Post by machf »

What about what you have figured out?

And BTW, has anybody attempted to contact Soundelux (or whoever worked there at the time)?

http://web.archive.org/web/199902101637 ... medialabs/

http://www.soundeluxdmg.com/content_int ... team.shtml
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by Draconisaurus »

Erm, what I have figured out? Well if you mean the sound format necessary for Trespasser... here it is:

PCM Wav file
Sample Rate: 44 100 Hz
Bit Depth: 16 bit (Stereo)

As for Soundelux, that sounds like a job for.... Slugger Man. ;P


Oh and, as for figuring out names of sounds.... I really don't have time for that lately, but as soon as I do, I'd love to try figuring some of those.
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Post by machf »

Draconisaurus wrote:Erm, what I have figured out? Well if you mean the sound format necessary for Trespasser... here it is:

PCM Wav file
Sample Rate: 44 100 Hz
Bit Depth: 16 bit (Stereo)
Hmmm... do you mean each channel is 16-bit, or each channel is 8-bit? You've mixed together bit depth (8 or 16 bits) and number of channels (1 for mono, 2 for stereo) there... for example, Carnivores uses:

format: uncompressed PCM WAV
sample rate: 22050 Hz
channel resolution: 16-bit
number of channels: 1 (mono)

which give you a bitrate of 352800bps. So, do you mean a bitrate of 1411200bps (CD quality), or 705600bps?
As for Soundelux, that sounds like a job for.... Slugger Man. ;P
First step may be asking Bill Brown himself, he was head of the music department back then. We may get the in-game names of the 5 remaining music streams, finally.

Code: Select all

  387  b197b601  no   unknown ("MUSIC - ") ("Sleeping Dinosaur")
  403  d2404de3  no   unknown ("MUSIC - " I,J,K,L,M) ("Triceratops Herd")
  406  5fbd762b  no   unknown ("MUSIC - " M,N,O,P) ("Parasaur Valley")
  416  3a938eae  no   unknown ("MUSIC - " R,S,T) ("Stegosaur Greeting")
  417  5552f264  no   unknown (END THEME) ("MUSIC - " R,S,T)
For other names, take a look at the credits:
http://www.mobygames.com/game/windows/t ... rk/credits
I guess it wouldn't hurt asking Brady Bell and/or Rob Wyatt, too.
Oh and, as for figuring out names of sounds.... I really don't have time for that lately, but as soon as I do, I'd love to try figuring some of those.
Ha! By then, I'll probably have figured out them all myself... ;)
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Post by Draconisaurus »

Hehe.. well, I'll just show you what I'm looking at here.

Recording dialog:
Image

Saving dialog:
Image
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Post by machf »

Ah, that's CD quality then, 44100Hz, 16-bit resolution AND two channels.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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