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Sounds

Despite the fact that everything is more or less clear with sound effects, some points are still worth voicing.

Some sound effects, such as the introductory melody, are triggered directly by the game engine. The vast majority of sound effects described in YODESK.DTA, are called in many scripts of various game zones, and sound when using various types of weapons.

Format

  • 4 bytes: "SNDS"
  • 4 bytes: section size (872 bytes)
  • 2 bytes: number of melodies (-64)
  • 64 SFX File Names

Interestingly, the number of melodies is negative. Why this was done is unclear.

SFX File Names format:
  • 2 bytes: length of the file name (including the terminal character with code 0x00)
  • File name + terminal symbol with code 0x00

Sound quality

The sound quality is low, apparently, this was done for the sake of performance.

  • Melodies: 11025 Hz PCM, 176 kbps, 16 bit, Mono
  • Sound effects: 11025 Hz PCM, 88 kbps, 8 bit, Mono

Statistics on the use of sound effects in game zones

# Sound Usages
0 schwing.wav 493
1 push.wav 96
2 switch-7.wav 105
3 shpoonk.wav 42
4 hurt.wav 56
5 eep.wav 2
6 nogo.wav 436
7 blaster.wav
8 rifle.wav 1
9 saberswg.wav
10 force.wav 13
11 banglrg.wav 6
12 bangmed.wav 47
13 banglrg.wav 37
14 banghuge.wav 5
15 doorelec.wav 141
16 doorpnum.wav 394
17 hugedoor.wav 44
18 switch-4.wav 16
19 chestsml.wav 59
20 chestlrg.wav 156
21 blip.wav 22
22 chirp.wav 31
23 switch-6.wav
24 buzzlow.wav 19
25 buzzhigh.wav 19
26 switch-2.wav 7
27 switch-3.wav 12
28 switch-4.wav 10
29 moverock.wav 7
30 moverock.wav 13
31 saberout.wav 24
32 armed.wav 2
33 grenade.wav 3
34 locator.wav 4
35 mapcls.wav 2
36 impblst.wav
37 vader.wav 27
38 xwingin.wav 23
39 xwingout.wav 29
40 xwingby.wav 10
41 tieby.wav 2
42 r2d2-1.wav 2
43 r2d2-2.wav
44 wookie.wav 18
45
46 speeder.wav 17
47 truckout.wav 8
48 walker.wav 53
49 transprt.wav 2
50 splash.wav 16
51 bleepsml.wav
52 armforce.wav 1
53 buzzmed.wav 2
54 bong.wav 22
55 cantina.wav 7
56 crash.wav 19
57 truckin.wav 5
58 flourish.wav 79
59 emptheme.wav 10
60 mystery.wav 26
61 opening.wav
62 tryagain.wav
63 youwin.wav

10 most popular sound effects

# Sound Usages
0 schwing.wav 493
6 nogo.wav 436
16 doorpnum.wav 394
20 chestlrg.wav 156
15 doorelec.wav 141
2 switch-7.wav 105
1 push.wav 96
58 flourish.wav 79
19 chestsml.wav 59
4 hurt.wav 56

Using sounds in different versions of the game

# Sound Eng-1.2 Eng-1.1 Eng-1.0 Eng-Demo
0 schwing.wav 493 496 495 482
3 shpoonk.wav 42 42 42 41
39 xwingout.wav 29 29 29 27
58 flourish.wav 79 76 76 76
60 mystery.wav 26 23 23 23

Weapon sounds

# Sound Weapon
7 blaster.wav Blaster
8 rifle.wav Blast Rifle
9 saberswg.wav Light Saber 1
9 saberswg.wav Light Saber (Newer)
10 force.wav The Force
10 force.wav Evil Force
11 banglrg.wav Thermal Detonator
36 impblst.wav Imperial Blaster

Other sounds

These sounds and melodies just described in YODESK.DTA. Some of them use the game engine, the purpose of others unknown.

# Sound Description
23 switch-6.wav Is it used???
43 r2d2-2.wav R2-D2 replicas
45 Empty entry
51 bleepsml.wav Probably is used, but where?
61 opening.wav Sounds when the game starts
62 tryagain.wav Sounds on the screen "Try Again"
63 youwin.wav Sounds on the screen "You Win"

Music Credits

  • Cantina Band, Ben's Death and TIE Fighter Attack, Star Wars (Main Title): John Williams, 1977
  • The Magic Tree, Lando's Palace, The Empire Strikes Back (Finale): John Williams, 1980
  • Yoda's Theme: John Williams, 1984
  • The Empire Strikes Back/The Imperial Probe: John Williams, 1996
  • The Moisture Farm: John Williams, 1997

SFX Credits

Several sound effects have been identified. In particular, the three lightsaber effects belong to Skywalker Sound, and were recorded by Ben Burtt in 1976.

EEP.WAV is a slightly modified version of PLUCK, CARTOON - VAROOP by Hanna-Barbera. A very popular sound recorded back in the 50s by Greg Watson.

Game state

At this point, we will already be able to diversify the static splash screen with sound.

Localization

It doesn't make any sense to translate filenames.

Hacking possibilities

With sounds, the possibilities abound. Consider some options, from simple to complex.

  1. Replace the sound effect with any other, for example, change the sound of the weapons.
  2. Replace all sound effects with quality analogues 44100-48000 Hz Stereo.
  3. Rename sound files and synchronously rename them in DTA file.
  4. Add new tracks and sound some events even richer.

Option 2 is the surest way to improve the sound quality of the game, and the rest of the options provide a set of options for ROM hackers.