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Idea I have with IDs of theme music


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Posted

I was looking at WWE 2K14's game_sound_m.pck, and found that Rock's '99-'01 theme is 544404207. In decimal, that is 1131440146. The 2k16 equivalent is 43706812, which in decimal, is 1145061895. I think there is some sort of connection with the two. VisitorX, do you know?

Posted

I believe that is just the Decimal offset of the location of the sound file in the compiled pack.

Posted

Instead, if we figure out the id used to reference each theme in the moveset, and then find the correlation with the hex/decimal ids, maybe we could finally figure out adding (instead of replacing) entrance themes?

Posted

Instead, if we figure out the id used to reference each theme in the moveset, and then find the correlation with the hex/decimal ids, maybe we could finally figure out adding (instead of replacing) entrance themes?

this might be parallel to adding renders, but its a longshot

Posted

Instead, if we figure out the id used to reference each theme in the moveset, and then find the correlation with the hex/decimal ids, maybe we could finally figure out adding (instead of replacing) entrance themes?

Interesting thought. Best way to check is to make two duplicates of Rock's. One with the default theme, the other with Austin's theme. Then do an analysis of the two files with HxD.

I believe that is just the Decimal offset of the location of the sound file in the compiled pack.

If that's the case, then isn't it as simple as generating a new decimal offset?

Posted

if generating a new decimal offset is possible, then we still dont have a way of assigning the new music offset file to a character? then again there is music offset using cheat engine, but we dont have values of the new offset music. 

Posted

A0 86 is Rock's theme in the moveset. Austin's is 88 8A.

Posted (edited)

A0 86 is Rock's theme in the moveset. Austin's is 88 8A.

That's incorrect. A0 86 01 00 (= 100000 decimal) for The Rock and 88 8A 01 00 (= 101000 decimal) for Stone Cold '97. It's basically the Wrestler ID (with exceptions) followed by three more digits that can be used for variations.

Edited by Cave Waverider
Posted

A0 86 is Rock's theme in the moveset. Austin's is 88 8A.

That's incorrect. A0 86 01 00 (= 100000 decimal) for The Rock and 88 8A 01 00 (= 101000 decimal) for Stone Cold '97. It's basically the Wrestler ID (with exceptions) followed by three more digits that can be used for variations.

That is what I got in HxD. 

Posted (edited)

A0 86 is Rock's theme in the moveset. Austin's is 88 8A.

That's incorrect. A0 86 01 00 (= 100000 decimal) for The Rock and 88 8A 01 00 (= 101000 decimal) for Stone Cold '97. It's basically the Wrestler ID (with exceptions) followed by three more digits that can be used for variations.

That is what I got in HxD. 

Yup. You just forgot the 01 (and technically, another 00, although that isn't relevant in this case, but could be in others with higher values if there were any), which makes the value a completely different one. Don't forget them.  ;)

By the way, in WWE 2k15 entrance music ID had the Wrestler ID and two more digits instead of three, so The Rock would have been 10 27 (10000 decimal) in 2k15's moveset file.

Edited by Cave Waverider
  • Like 1
Posted (edited)

I'm not sure if there is any relation between that files. I think the same as "Perfectplex" does. The filename comes from WWise, maybe some sort of offset or something and I'm note sure if Yukes even use that ids directly. They have different sound banks generated by Wwise with various sound files and all of that sound files have different "Play" events. All that Wwise thing is event based.

So the problem is, even if its possible to inject new sounds, the game doesn't trigger that sounds. There seems some sort of routine which checks the ids. For example, if I use a proper id, something like 8003009, 8007009 the game recognizes that this id has a sound and triggers the event Play_MUS_8003_00_9_0 or Play_MUS_8007_00_9_0 as you can see with a memory editor. But if I use an id, the game doesn't know, the game only triggers the Enable_music_reverb event instead. And I don't know how to bypass that.

If we could bypass, we could try to "inject" a custom pck/bnk file with different sounds and ids. Because we know the music hex address, we can simply change the id to something else. But for that, we need to know the exact events and a way to bypass that "check". All we do now is simply replace the same file or link it to another offset.

Edited by TheVisitorX
Posted

Not sure if this only works with the 2K16 files or if this is even relevant, but I've swapped/replaced a few IDs just by ripping the sound file in Wwise format, renaming it to .wem format and then reinjecting it with Sound Injector into the value of the sound I'm replacing.

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