Karpet Posted January 7, 2014 Share Posted January 7, 2014 In TibEd (I'm going to get a lot of hate )I found a sound that, in the game files is called invul and it's really weird. I've never ever heard it, does anyone know what it is? I think it's called INVUL2, I don't know. If its not that, try some other single digit number. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 7, 2014 Share Posted January 7, 2014 The "vworap" kinda sound? Yeah, I heard that. So, um... what about it? Link to comment Share on other sites More sharing options...
Jacko Posted January 7, 2014 Share Posted January 7, 2014 there's loads of unused/infrequently occuring sounds in the mix files including a few water sound effects and other stuff Link to comment Share on other sites More sharing options...
Nyerguds Posted January 7, 2014 Share Posted January 7, 2014 Yeah. DOS C&C1 has a helicopter sound that no one even knows the filename of. Link to comment Share on other sites More sharing options...
Karpet Posted January 18, 2014 Author Share Posted January 18, 2014 Speaking of weird sounds, has anyone heard of the Alarmstufe Rot soundtrack? It's a bunch of other music from other artists and it's great. And also, about that helicopter sound, is it anywhere? Can it be heard in some place? Link to comment Share on other sites More sharing options...
Nyerguds Posted January 18, 2014 Share Posted January 18, 2014 Yeah. I got that. It's a 2-disk edition, one disk being the normal RA soundtrack (though, without the Surf No Mercy bonus track), the other is music from other artists. As for that helicopter sound... open the DOS C&C sounds.mix with XCC mixer. There's a 13 mb version of the DOS GDI CD (I stripped the vids and music) on my site, here: http://nyerguds.arsaneus-design.com/isos/GDI-DOS-lite.rar Link to comment Share on other sites More sharing options...
Nyerguds Posted January 23, 2014 Share Posted January 23, 2014 Hahaa. I just found one of the filenames - it's "heliup1.aud" Link to comment Share on other sites More sharing options...
Nyerguds Posted January 23, 2014 Share Posted January 23, 2014 ...and with the help of a quickly written brute force generator, I found out the other one is "helidown.aud" And now I'm off to use that same tool to identify some more unknown filenames in C&C. Heehee. Link to comment Share on other sites More sharing options...
Allen262 Posted January 24, 2014 Share Posted January 24, 2014 Cool. Let us know what else you find. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 24, 2014 Share Posted January 24, 2014 There's another aud in there, with id D361F5EC. Unfortunately, I have no clue how that one starts. The fact I correctly guessed that last one started with "HELI" reduced the brute forcing from eight to four characters, which barely takes 5 seconds to go over. The full eight characters, however... well, times go up exponentially per character O_o And that's with me betting on the extension being ".AUD". If it's not, well, 11 characters would take weeks I guess. Anyway, currently brute-forcing it --- By the way, for anyone interested, the tool can be found here: http://nyerguds.arsaneus-design.com/project_stuff/2014/CnCMixNameFinder/ Options: Name ID: needs the hex ID as xcc mixer displays it. Start of name / End of name: parts of the name you might know. For example, I put "HELI" in there for the start to speed up the generation for that HELIDOWN.AUD since I was fairly sure it'd start with that. A lot of AUD files also have names ending on "1". Obviously, if your start + end parts together are longer than the given maximum length (see below), the generator won't do anything. It will however check the resulting filename if the start + end parts together are exactly the maximum length, even if nothing is ever generated to add in between them, and test if that is the given ID. Extension: You have to set the extension at the moment. There's no way currently implemented to brute force that as well. Minimum length: the minimum length for the filename part to generate. This is of the WHOLE filename part, including the given start and end pieces, so maximum 8 characters. It'll decide internally what that means for the actual piece it needs to generate. Maximum length: the maximum length for the filename part to generate. Same rules as the minimum length. Obviously needs to be bigger than the minimum length. Use alphabet characters only: this options limits the generator to just A-Z characters (the name ID algorithm is case insensitive, btw). This leaves the numbers, "-" and "_" out of the generation process. This speeds up the generation, but isn't as thorough. Would be handy if you suspect a filename indeed just being purely alphabetical and maybe ending on "1", since then putting "1" as "End of name" will still be a lot faster than going over an additional 12 characters. Find all matches: Keep generating after finding a match. When doing fully-fledged brute forcing without knowing any part of the name, this is strongly advised, since unlike hashing algorithms like MD5, the C&C ID encoding algorithm very often does NOT give unique IDs. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 24, 2014 Share Posted January 24, 2014 Found a match on "AAATIV.AUD". I wonder if it's the right one... gonna expand that tool further to allow getting multiple matches, and I hope I can somehow set a starting point for the brute force generation. [edit] Ugh, this is generating dozens hundreds of strings once it gets at a length of 6. Some of the more interesting ones so far: CRATE4.AUD DHATCH.AUD It's probably the crate one... though it's odd because there are not CRATE1 - 3 sounds. [edit] Nope, not the crate one; the .juv version in zounds.mix doesn't match that. Scratch that, I apparently mistyped the ID O_o Link to comment Share on other sites More sharing options...
Nyerguds Posted January 24, 2014 Share Posted January 24, 2014 In zounds.mix: 1834FDD7 - HELIDOWN.JUV 81EA0B15 - HELIUP1.JUV Hmm, maybe if I find the corresponding juv of the mystery sound I'll find out what it is Also, updated tool is uploaded, with added generation start length, and the ability to generate beyond the first match. [edit] aud.mix also has a bunch of unidentifieds in XCC Mixer, but they're actually all in setup.exe, so not hard to find... CMPTALK2.AUD CMPTALK3.AUD CMPTALK4.AUD CMPTALK5.AUD FINISH1.AUD I'm currently using a dirty hack into my own program () to generate strings for that mystery sound and match them to both the .juv and the .aud version in one run. From what they sound like they certainly seem like the same thing. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 25, 2014 Share Posted January 25, 2014 Moved it to the tech center. It's kind of the place to talk about looking into oddities in the games anyway. Link to comment Share on other sites More sharing options...
Karpet Posted January 25, 2014 Author Share Posted January 25, 2014 Wow, that's a pretty great achievement. Those heli sounds are unused, right? Maybe you could try and put them in game. I'm not on my computer right now, so later I'll see if they are suitable for being ingame or not. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 27, 2014 Share Posted January 27, 2014 I think the reason they were disabled is because they're really fricking long I once re-enabled the tree burning sound. It just got annoying. Anyway... it seems I just brute-forced an entire weekend for nothing, since I misspelled the ID of the .juv version of the file. To make matters worse, when I corrected that, it gave the exact same hundreds of matches as the .aud did. Bah. I'm just going to conclude it's most likely CRATE4.AUD/JUV. Link to comment Share on other sites More sharing options...
Matt Posted February 3, 2014 Share Posted February 3, 2014 Interesting, I always wondered how that global mix database.dat from XCC Mixer was filled with values. Great work with your reverse engineering and decrypting efforts. there's loads of unused/infrequently occuring sounds in the mix files including a few water sound effects and other stuff What are the names of the water sound effects in Tiberian Dawn? Link to comment Share on other sites More sharing options...
Nyerguds Posted February 3, 2014 Share Posted February 3, 2014 I'm pretty sure that was about RA1. Maybe even TS. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 7, 2014 Share Posted February 7, 2014 On 2/3/2014 at 6:03 PM, Matt said: Interesting, I always wondered how that global mix database.dat from XCC Mixer was filled with values. Great work with your reverse engineering and decrypting efforts. Well most filenames are just taken from the exe file. But I did wonder how XCC knew previously unknown filenames like the unused infantry decay animations in C&C1, and the Nod score and map theme. Turns out Olaf also wrote himself a little brute force app to figure that stuff out when he researched the filenames Link to comment Share on other sites More sharing options...
MrFlibble Posted March 16, 2014 Share Posted March 16, 2014 Ugh, this is generating dozens hundreds of strings once it gets at a length of 6. Some of the more interesting ones so far: CRATE4.AUD DHATCH.AUD It's probably the crate one... though it's odd because there are not CRATE1 - 3 sounds. By the looks of how some of the sound files are named in C&C and RA, the numbers might not represent an actual sequence of multiple sounds that are used in the game, but rather it represents the number of "takes" in recording the same sound. So for example with the above crate sound, take #4 was apparently selected as the most appropriate version of that sound. (Alternately those might have been not "takes" per se but maybe they just took random sounds from a sound library that could be useful, and then selected some of them for use in the game.) That's entirely my speculation though, but this is the impression I got from the file names in C&C and RA. Link to comment Share on other sites More sharing options...
Nyerguds Posted March 18, 2014 Share Posted March 18, 2014 Actually, most of the game's sounds are from audio clip collections they bought. Link to comment Share on other sites More sharing options...
MrFlibble Posted March 18, 2014 Share Posted March 18, 2014 Actually, most of the game's sounds are from audio clip collections they bought. I suspected that much. When I said "takes" I referred to the speech clips in the first place, and also the "juvenile" sound effects Link to comment Share on other sites More sharing options...
Matt Posted July 25, 2015 Share Posted July 25, 2015 Can you upload the DOS sounds.mix file? LoadSound, file does not exist: heliup1.aud LoadSound, file does not exist: helidown.aud I was trying to set them up in https://github.com/OpenRA/OpenRA/pull/8784 Link to comment Share on other sites More sharing options...
Nyerguds Posted July 26, 2015 Share Posted July 26, 2015 It's most likely already on my site somewhere. [edit] I already linked to it, in fact https://forums.cncnet.org/topic/1919-really-weird-sound/#comment-15779 Link to comment Share on other sites More sharing options...
Matt Posted July 28, 2015 Share Posted July 28, 2015 Now I understand why they were unused. The sound sequences are too long to fit into the game. It only works with slow ascending/descending helicopters in cut scenes. heli*aud.zip Link to comment Share on other sites More sharing options...
Nyerguds Posted July 29, 2015 Share Posted July 29, 2015 I know. I only researched the file names out of curiosity, to fill in those last blind spots in my C&C1 knowledge. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now