the cutting room mirror

Developer Leftovers

This is a sub-page of Wii Party U.

Leftover Files#

There are a lot of batch files and leftovers which are present mostly in the sound folder. It appears that they were used to convert sound files into a format that the game accepts.

TextureConvertInformationForTexConv2#

There are based on this log, 2 flags. -i for the input, which is a .tga file, you also have to specify the format. Speaking of the format it has the -f flag, its safe to assume this also has the verbose flag.

<?xml version="1.0" encoding="utf-8"?>
<TextureConvertInformationForTexConv2>
    <BasePath>E:\nexyp\layout\project\nexpy\resource\common\pkg\inst\layout</BasePath>
    <OutputPath>E:\maya\projects\nexyp\nmg804\nmg804\textures</OutputPath>
    <EditMode>Normal</EditMode>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button00.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button00.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button00.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button01.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button01.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button01.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button02.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button02.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button02.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button03.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button03.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button03.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button04.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button04.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button04.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button05.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button05.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button05.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button06.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button06.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button06.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_button07.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_button07.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_PassThrough" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_button07.tga" </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_dummy.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_dummy.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_dummy.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_wiicon.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_wiicon.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_wiicon.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_window.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_window.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_window.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_window03.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_window03.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_window03.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_window05.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_window05.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_window05.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_f1p01.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_f1p01.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_f1p01.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_f2p01.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_f2p01.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_f2p01.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_dummy2.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_dummy2.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_dummy2.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
    <InfomationSet>
        <InputImageFiles>
            <InputImage Format="GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM">texture\inst_dummy3.tga</InputImage>
        </InputImageFiles>
        <OutputFile>inst_dummy3.gtx</OutputFile>
        <DestinationFormat Format="GX2_SURFACE_FORMAT_T_BC3_UNORM" />
        <TileMode Mode="GX2_TILE_MODE_DEFAULT" />
        <ExampleLine>  -i "texture\inst_dummy3.tga" -f GX2_SURFACE_FORMAT_T_BC3_UNORM </ExampleLine>
    </InfomationSet>
</TextureConvertInformationForTexConv2>

Main Folder#

Whilst the main folder is lacking in terms of bat files, it still contains many leftovers.

FSID#

This has addresses for sounds in the bsfar, here are the first 80 lines.

// SoundIDs
static const unsigned int STM_BGM_TITLE = 0x01000000;
static const unsigned int STM_BGM_MAINMENU_V2 = 0x01000001;
static const unsigned int STM_BGM_MAINMENU = 0x01000002;
static const unsigned int STM_BGM_STAFFROLL = 0x01000003;
static const unsigned int STM_BGM_STAFFROLL_DRC = 0x01000004;
static const unsigned int STM_BGM_NPG001_OPENING = 0x01000005;
static const unsigned int STM_BGM_NPG001_THEMA_MLT_V2 = 0x01000006;
static const unsigned int STM_BGM_NPG001_ENDING = 0x01000007;
static const unsigned int STM_BGM_EVENT_CHALLENGE_INST = 0x01000008;
static const unsigned int STM_BGM_EVENT_CHALLENGE_THEMA = 0x01000009;
static const unsigned int STM_BGM_NPG002_OP = 0x0100000A;
static const unsigned int STM_BGM_NPG002_THEMA_A = 0x0100000B;
static const unsigned int STM_BGM_NPG002_THEMA_B = 0x0100000C;
static const unsigned int STM_BGM_NPG002_ED = 0x0100000D;
static const unsigned int STM_BGM_NPG003_OP = 0x0100000E;
static const unsigned int STM_BGM_NPG003_THEME_A = 0x0100000F;
static const unsigned int STM_BGM_NPG003_THEME_B = 0x01000010;
static const unsigned int STM_BGM_NPG003_ED = 0x01000011;
static const unsigned int STM_BGM_NPG004_OP = 0x01000012;
static const unsigned int STM_BGM_NPG004_OP_2 = 0x01000013;
static const unsigned int STM_BGM_NPG004_THEMA = 0x01000014;
static const unsigned int STM_BGM_NPG004_REPLAY = 0x01000015;
static const unsigned int STM_BGM_NPG004_ROUND = 0x01000016;
static const unsigned int STM_BGM_NPG004_ED = 0x01000017;
static const unsigned int STM_BGM_NPG006_OPENING_B = 0x01000018;
static const unsigned int STM_BGM_NPG007_OPENING = 0x01000019;
static const unsigned int STM_BGM_NPG007_THEMA = 0x0100001A;
static const unsigned int STM_BGM_NPG007_ENDING = 0x0100001B;
static const unsigned int STM_BGM_NPG008_THEMA_MLT = 0x0100001C;
static const unsigned int STM_BGM_NPG008_WINNER = 0x0100001D;
static const unsigned int STM_BGM_NPG009_OP = 0x0100001E;
static const unsigned int STM_BGM_NPG009_NORMAL = 0x0100001F;
static const unsigned int STM_BGM_NPG009_BONUS = 0x01000020;
static const unsigned int STM_BGM_NPG009_ED = 0x01000021;
static const unsigned int STM_BGM_NPG010_THEMA_MLT = 0x01000022;
static const unsigned int STM_BGM_NPG010_WINNER = 0x01000023;
static const unsigned int STM_BGM_NPG012_OP_DRC = 0x01000024;
static const unsigned int STM_BGM_NPG012_TOCHU_DRC = 0x01000025;
static const unsigned int STM_BGM_NPG012_ED_DRC = 0x01000026;
static const unsigned int STM_BGM_NPG013_THEMA_DRC = 0x01000027;
static const unsigned int STM_BGM_NPG014_OP_DRC = 0x01000028;
static const unsigned int STM_BGM_NPG014_THEMA_DRC = 0x01000029;
static const unsigned int STM_BGM_NPG014_THEMA_DRC_B = 0x0100002A;
static const unsigned int STM_BGM_NPG014_ED_DRC = 0x0100002B;
static const unsigned int STM_BGM_NPG017_THEMA_MLT = 0x0100002C;
static const unsigned int STM_BGM_NPG017_WINNER = 0x0100002D;
static const unsigned int STM_BGM_NPG018_OP = 0x0100002E;
static const unsigned int STM_BGM_NPG018_ED = 0x0100002F;
static const unsigned int STM_BGM_NPG023_OP_DRC = 0x01000030;
static const unsigned int STM_BGM_NPG023_THEMA_DRC = 0x01000031;
static const unsigned int STM_BGM_NPG023_ED_DRC = 0x01000032;
static const unsigned int STM_BGM_NPG030_THEMA = 0x01000033;
static const unsigned int STM_BGM_NPG031_THEMA = 0x01000034;
static const unsigned int STM_BGM_NPG033_THEMA = 0x01000035;
static const unsigned int STM_BGM_NPG033_NEUTRAL = 0x01000036;
static const unsigned int STM_BGM_NPG021_OP_DRC = 0x01000037;
static const unsigned int STM_BGM_NPG021_ED_DRC = 0x01000038;
static const unsigned int STM_BGM_NPG022_OP_DRC = 0x01000039;
static const unsigned int STM_BGM_NPG022_ED_DRC = 0x0100003A;
static const unsigned int STM_BGM_NPG024_OP_DRC = 0x0100003B;
static const unsigned int STM_BGM_NPG024_REMEMBER_DRC = 0x0100003C;
static const unsigned int STM_BGM_NPG024_THEMA_DRC = 0x0100003D;
static const unsigned int STM_BGM_NPG024_ED_DRC = 0x0100003E;
static const unsigned int STM_BGM_NPG027_OP = 0x0100003F;
static const unsigned int STM_BGM_NPG027_THEME = 0x01000040;
static const unsigned int STM_BGM_NPG027_CHALLENGE = 0x01000041;
static const unsigned int STM_BGM_NPG027_ED = 0x01000042;
static const unsigned int STM_BGM_NPG035_OP = 0x01000043;
static const unsigned int STM_BGM_NPG036_OP = 0x01000044;
static const unsigned int STM_BGM_NPG036_THEME = 0x01000045;
static const unsigned int STM_BGM_NPG036_ED = 0x01000046;
static const unsigned int STM_BGM_NPG038_THEME_A = 0x01000047;
static const unsigned int STM_BGM_NPG038_THEME_B = 0x01000048;
static const unsigned int STM_BGM_NPG_RESULT_A = 0x01000049;
static const unsigned int STM_JIN_NPG_RANKING_01 = 0x0100004A;
static const unsigned int STM_JIN_NMG603_100_CLEAR = 0x0100004B;
static const unsigned int STM_JIN_NMG602_PERFECT = 0x0100004C;
static const unsigned int STM_JIN_NPG_RANKING_02 = 0x0100004D;
static const unsigned int STM_JIN_NPG_RANKING_03 = 0x0100004E;

XML#

There is also the same contents as the fsid, however as an xml, hence it is better formatted.

<?xml version="1.0"?>
<SoundArchiveBinary xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" Name="NEXPY_SOUND" xmlns="NintendoWare.SoundFoundation.FileFormats.NintendoWareBinary">
  <Sounds>
    <StreamSound ID="01000000" Name="STM_BGM_TITLE" FileID="00000000" />
    <StreamSound ID="01000001" Name="STM_BGM_MAINMENU_V2" FileID="00000001" />
    <StreamSound ID="01000002" Name="STM_BGM_MAINMENU" FileID="00000002" />
    <StreamSound ID="01000003" Name="STM_BGM_STAFFROLL" FileID="00000003" />
    <StreamSound ID="01000004" Name="STM_BGM_STAFFROLL_DRC" FileID="00000003" />
    <StreamSound ID="01000005" Name="STM_BGM_NPG001_OPENING" FileID="00000004" />
    <StreamSound ID="01000006" Name="STM_BGM_NPG001_THEMA_MLT_V2" FileID="00000005" />
    <StreamSound ID="01000007" Name="STM_BGM_NPG001_ENDING" FileID="00000006" />
    <StreamSound ID="01000008" Name="STM_BGM_EVENT_CHALLENGE_INST" FileID="00000007" />
    <StreamSound ID="01000009" Name="STM_BGM_EVENT_CHALLENGE_THEMA" FileID="00000008" />
    <StreamSound ID="0100000A" Name="STM_BGM_NPG002_OP" FileID="00000009" />
    <StreamSound ID="0100000B" Name="STM_BGM_NPG002_THEMA_A" FileID="0000000A" />
    <StreamSound ID="0100000C" Name="STM_BGM_NPG002_THEMA_B" FileID="0000000B" />
    <StreamSound ID="0100000D" Name="STM_BGM_NPG002_ED" FileID="00000009" />
    <StreamSound ID="0100000E" Name="STM_BGM_NPG003_OP" FileID="0000000C" />
    <StreamSound ID="0100000F" Name="STM_BGM_NPG003_THEME_A" FileID="0000000D" />
    <StreamSound ID="01000010" Name="STM_BGM_NPG003_THEME_B" FileID="0000000E" />
    <StreamSound ID="01000011" Name="STM_BGM_NPG003_ED" FileID="0000000F" />
    <StreamSound ID="01000012" Name="STM_BGM_NPG004_OP" FileID="00000010" />
    <StreamSound ID="01000013" Name="STM_BGM_NPG004_OP_2" FileID="00000011" />
    <StreamSound ID="01000014" Name="STM_BGM_NPG004_THEMA" FileID="00000012" />
    <StreamSound ID="01000015" Name="STM_BGM_NPG004_REPLAY" FileID="00000013" />
    <StreamSound ID="01000016" Name="STM_BGM_NPG004_ROUND" FileID="00000014" />
    <StreamSound ID="01000017" Name="STM_BGM_NPG004_ED" FileID="00000015" />
    <StreamSound ID="01000018" Name="STM_BGM_NPG006_OPENING_B" FileID="00000016" />
    <StreamSound ID="01000019" Name="STM_BGM_NPG007_OPENING" FileID="00000017" />
    <StreamSound ID="0100001A" Name="STM_BGM_NPG007_THEMA" FileID="00000018" />
    <StreamSound ID="0100001B" Name="STM_BGM_NPG007_ENDING" FileID="00000017" />
    <StreamSound ID="0100001C" Name="STM_BGM_NPG008_THEMA_MLT" FileID="00000019" />
    <StreamSound ID="0100001D" Name="STM_BGM_NPG008_WINNER" FileID="0000001A" />
    <StreamSound ID="0100001E" Name="STM_BGM_NPG009_OP" FileID="0000001B" />
    <StreamSound ID="0100001F" Name="STM_BGM_NPG009_NORMAL" FileID="0000001C" />
    <StreamSound ID="01000020" Name="STM_BGM_NPG009_BONUS" FileID="0000001D" />
    <StreamSound ID="01000021" Name="STM_BGM_NPG009_ED" FileID="0000001E" />
    <StreamSound ID="01000022" Name="STM_BGM_NPG010_THEMA_MLT" FileID="0000001F" />
    <StreamSound ID="01000023" Name="STM_BGM_NPG010_WINNER" FileID="0000001A" />
    <StreamSound ID="01000024" Name="STM_BGM_NPG012_OP_DRC" FileID="00000020" />
    <StreamSound ID="01000025" Name="STM_BGM_NPG012_TOCHU_DRC" FileID="00000021" />
    <StreamSound ID="01000026" Name="STM_BGM_NPG012_ED_DRC" FileID="00000021" />
    <StreamSound ID="01000027" Name="STM_BGM_NPG013_THEMA_DRC" FileID="00000022" />
    <StreamSound ID="01000028" Name="STM_BGM_NPG014_OP_DRC" FileID="00000023" />
    <StreamSound ID="01000029" Name="STM_BGM_NPG014_THEMA_DRC" FileID="00000024" />
    <StreamSound ID="0100002A" Name="STM_BGM_NPG014_THEMA_DRC_B" FileID="00000025" />
    <StreamSound ID="0100002B" Name="STM_BGM_NPG014_ED_DRC" FileID="00000023" />
    <StreamSound ID="0100002C" Name="STM_BGM_NPG017_THEMA_MLT" FileID="00000026" />
    <StreamSound ID="0100002D" Name="STM_BGM_NPG017_WINNER" FileID="0000001A" />
    <StreamSound ID="0100002E" Name="STM_BGM_NPG018_OP" FileID="00000027" />
    <StreamSound ID="0100002F" Name="STM_BGM_NPG018_ED" FileID="00000028" />
    <StreamSound ID="01000030" Name="STM_BGM_NPG023_OP_DRC" FileID="00000029" />
    <StreamSound ID="01000031" Name="STM_BGM_NPG023_THEMA_DRC" FileID="0000002A" />
    <StreamSound ID="01000032" Name="STM_BGM_NPG023_ED_DRC" FileID="00000029" />
    <StreamSound ID="01000033" Name="STM_BGM_NPG030_THEMA" FileID="0000002B" />
    <StreamSound ID="01000034" Name="STM_BGM_NPG031_THEMA" FileID="0000002C" />
    <StreamSound ID="01000035" Name="STM_BGM_NPG033_THEMA" FileID="0000002D" />
    <StreamSound ID="01000036" Name="STM_BGM_NPG033_NEUTRAL" FileID="0000002E" />
    <StreamSound ID="01000037" Name="STM_BGM_NPG021_OP_DRC" FileID="0000002F" />
    <StreamSound ID="01000038" Name="STM_BGM_NPG021_ED_DRC" FileID="00000030" />
    <StreamSound ID="01000039" Name="STM_BGM_NPG022_OP_DRC" FileID="00000031" />
    <StreamSound ID="0100003A" Name="STM_BGM_NPG022_ED_DRC" FileID="00000032" />
    <StreamSound ID="0100003B" Name="STM_BGM_NPG024_OP_DRC" FileID="00000033" />
    <StreamSound ID="0100003C" Name="STM_BGM_NPG024_REMEMBER_DRC" FileID="00000034" />
    <StreamSound ID="0100003D" Name="STM_BGM_NPG024_THEMA_DRC" FileID="0000002A" />
    <StreamSound ID="0100003E" Name="STM_BGM_NPG024_ED_DRC" FileID="00000033" />
    <StreamSound ID="0100003F" Name="STM_BGM_NPG027_OP" FileID="00000004" />
    <StreamSound ID="01000040" Name="STM_BGM_NPG027_THEME" FileID="00000035" />
    <StreamSound ID="01000041" Name="STM_BGM_NPG027_CHALLENGE" FileID="00000007" />
    <StreamSound ID="01000042" Name="STM_BGM_NPG027_ED" FileID="00000006" />
    <StreamSound ID="01000043" Name="STM_BGM_NPG035_OP" FileID="00000036" />
    <StreamSound ID="01000044" Name="STM_BGM_NPG036_OP" FileID="00000037" />
    <StreamSound ID="01000045" Name="STM_BGM_NPG036_THEME" FileID="00000038" />
    <StreamSound ID="01000046" Name="STM_BGM_NPG036_ED" FileID="00000039" />
    <StreamSound ID="01000047" Name="STM_BGM_NPG038_THEME_A" FileID="0000003A" />
    <StreamSound ID="01000048" Name="STM_BGM_NPG038_THEME_B" FileID="0000003B" />
    <StreamSound ID="01000049" Name="STM_BGM_NPG_RESULT_A" FileID="0000003C" />
    <StreamSound ID="0100004A" Name="STM_JIN_NPG_RANKING_01" FileID="0000003D" />
    <StreamSound ID="0100004B" Name="STM_JIN_NMG603_100_CLEAR" FileID="0000003D" />
    <StreamSound ID="0100004C" Name="STM_JIN_NMG602_PERFECT" FileID="0000003D" />
    <StreamSound ID="0100004D" Name="STM_JIN_NPG_RANKING_02" FileID="0000003E" />
    <StreamSound ID="0100004E" Name="STM_JIN_NPG_RANKING_03" FileID="0000003F" />

Effect Converter#

This conv.bat located in the effect folder, converts the NEXPY_SOUND.fspj.presets file to a NEXPY_PRESETS.bin file, it has developer text remarks, which describes what it does. It checks the bin folder and opens the AuxPresetConv.exe app, it selects NEXPY_SOUND.fspj.presets as the input file, or as refered to -i, and select the -o file, which is outputted as NEXPY_PRESETS.bin in the common sound folder. Here are the first parts of the NEXPY_SOUND.fspj.presets which is just a xml file,

  <?xml version="1.0" encoding="utf-8"?>
  <PresetConfigurationCafe Platform="Cafe" Version="0.1.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:nwsp="NintendoWare.SoundMaker.PresetConfiguration">
  <nwsp:Presets>
    <nwsp:Preset Name="EffectCafe">
      <nwsp:PresetItems>
        <nwsp:PresetItem Name="SND_EFFECT_AUXA_00">
          <nwsp:EffectData>
            <nwsp:Effects>
              <nwsp:ReverbHi BusType="AuxA" Index="0">
                <nwsp:EarlyMode>25</nwsp:EarlyMode>
                <nwsp:PreDelayTimeMax>0.05</nwsp:PreDelayTimeMax>
                <nwsp:PreDelayTime>0.01</nwsp:PreDelayTime>
                <nwsp:FusedMode>Hall</nwsp:FusedMode>
                <nwsp:FusedTime>2</nwsp:FusedTime>
                <nwsp:Coloration>0.6</nwsp:Coloration>
                <nwsp:Damping>0.4</nwsp:Damping>
                <nwsp:Crosstalk>0.1</nwsp:Crosstalk>
                <nwsp:EarlyGain>0.35</nwsp:EarlyGain>
                <nwsp:FusedGain>0.45</nwsp:FusedGain>
                <nwsp:OutGain>1</nwsp:OutGain>
              </nwsp:ReverbHi>
              <nwsp:NoEffect BusType="AuxB" Index="0" />
              <nwsp:NoEffect BusType="AuxC" Index="0" />
              <nwsp:NoEffect BusType="AuxA" Index="1" />
              <nwsp:NoEffect BusType="AuxB" Index="1" />
              <nwsp:NoEffect BusType="AuxC" Index="1" />
              <nwsp:NoEffect BusType="AuxA" Index="2" />
              <nwsp:NoEffect BusType="AuxB" Index="2" />
              <nwsp:NoEffect BusType="AuxC" Index="2" />
            </nwsp:Effects>
            

As stated by the start of the xml this is output from Nintendo's NintendoWare.SoundMaker.PresetConfiguration tool. The PresetItem is what is copied into the bin file.

@rem fspj.presets を バイナリにします。

..\bin\AuxPresetConv.exe -i NEXPY_SOUND.fspj.presets -o ..\common\NEXPY_PRESETS.bin

If you just in cmd.exe execute the conv.bat, you get this message.

\content\sound\effect>..\bin\AuxPresetConv.exe -i NEXPY_SOUND.fspj.presets -o ..\common\NEXPY_PRESETS.bin
Warning : SND_EFFECT_AUXB_NONE has no effect.Warning : SND_EFFECT_AUXB_NONE_DRC has no effect.

If you remove the flags from inside the conv.bat it sends text that shows the devs using it how it should be set up.

\content\sound\effect>..\bin\AuxPresetConv.exe NEXPY_SOUND.fspj.presets  ..\common\NEXPY_PRESETS.bin
AuxPresetConv For
$AuxPresetConv -i input.fspj.presets -o output.bin

Voice XML#

This xml is located inside the eu en folder. With some sound ID data.

<?xml version="1.0"?>
<SoundArchiveBinary xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" Name="NEXPY_SOUND_VOICE_en_EU" xmlns="NintendoWare.SoundFoundation.FileFormats.NintendoWareBinary">
  <Sounds>
    <StreamSound ID="01000000" Name="STM_VOI_ANN_MGINST_001" FileID="00000000" />
    <StreamSound ID="01000001" Name="STM_VOI_ANN_MGINST_002" FileID="00000001" />
    <WaveSound ID="01000002" Name="WSD_VOI_TLP_OPN_START" />
    <WaveSound ID="01000003" Name="WSD_VOI_TLP_OPN_START_DRC" />
    <WaveSound ID="01000004" Name="WSD_VOI_TLP_OPN_GO" />
    <WaveSound ID="01000005" Name="WSD_VOI_TLP_OPN_GO_DRC" />
    <WaveSound ID="01000006" Name="WSD_VOI_TLP_END_FINISH" />
    <WaveSound ID="01000007" Name="WSD_VOI_TLP_END_FINISH_DRC" />
    <WaveSound ID="01000008" Name="WSD_VOI_TLP_END_TIMEUP" />
    <WaveSound ID="01000009" Name="WSD_VOI_TLP_END_TIMEUP_DRC" />
    <WaveSound ID="0100000A" Name="WSD_VOI_TLP_COUNT_HT_003" />
    <WaveSound ID="0100000B" Name="WSD_VOI_TLP_COUNT_HT_003_DRC" />
    <WaveSound ID="0100000C" Name="WSD_VOI_TLP_COUNT_HT_002" />
    <WaveSound ID="0100000D" Name="WSD_VOI_TLP_COUNT_HT_002_DRC" />
    <WaveSound ID="0100000E" Name="WSD_VOI_TLP_COUNT_HT_001" />
    <WaveSound ID="0100000F" Name="WSD_VOI_TLP_COUNT_HT_001_DRC" />
    <WaveSound ID="01000010" Name="WSD_VOI_TLP_RES_CHAMPION" />
    <WaveSound ID="01000011" Name="WSD_VOI_TLP_RES_CHAMPION_DRC" />
    <WaveSound ID="01000012" Name="WSD_VOI_TLP_RES_CLEAR" />
    <WaveSound ID="01000013" Name="WSD_VOI_TLP_RES_CLEAR_DRC" />
    <WaveSound ID="01000014" Name="WSD_VOI_TLP_RES_MISS" />
    <WaveSound ID="01000015" Name="WSD_VOI_TLP_RES_MISS_DRC" />
    <WaveSound ID="01000016" Name="WSD_VOI_TLP_RES_RANKIN" />
    <WaveSound ID="01000017" Name="WSD_VOI_TLP_RES_RANKIN_DRC" />
    <WaveSound ID="01000018" Name="WSD_VOI_TLP_RES_NEWRECORD" />
    <WaveSound ID="01000019" Name="WSD_VOI_TLP_RES_NEWRECORD_DRC" />
    <WaveSound ID="0100001A" Name="WSD_VOI_TLP_OPN_QUESTION_001" />
    <WaveSound ID="0100001B" Name="WSD_VOI_TLP_OPN_QUESTION_001_DRC" />
    <WaveSound ID="0100001C" Name="WSD_VOI_TLP_OPN_QUESTION_002" />
    <WaveSound ID="0100001D" Name="WSD_VOI_TLP_OPN_QUESTION_002_DRC" />
    <WaveSound ID="0100001E" Name="WSD_VOI_TLP_OPN_QUESTION_003" />
    <WaveSound ID="0100001F" Name="WSD_VOI_TLP_OPN_QUESTION_003_DRC" />
    <WaveSound ID="01000020" Name="WSD_VOI_TLP_OPN_QUESTION_004" />
    <WaveSound ID="01000021" Name="WSD_VOI_TLP_OPN_QUESTION_004_DRC" />
    <WaveSound ID="01000022" Name="WSD_VOI_TLP_OPN_QUESTION_005" />
    <WaveSound ID="01000023" Name="WSD_VOI_TLP_OPN_QUESTION_005_DRC" />
    <WaveSound ID="01000024" Name="WSD_VOI_TLP_OPN_QUESTION_006" />
    <WaveSound ID="01000025" Name="WSD_VOI_TLP_OPN_QUESTION_006_DRC" />
    <WaveSound ID="01000026" Name="WSD_VOI_TLP_OPN_QUESTION_007" />
    <WaveSound ID="01000027" Name="WSD_VOI_TLP_OPN_QUESTION_007_DRC" />
    <WaveSound ID="01000028" Name="WSD_VOI_TLP_OPN_QUESTION_008" />
    <WaveSound ID="01000029" Name="WSD_VOI_TLP_OPN_QUESTION_008_DRC" />
    <WaveSound ID="0100002A" Name="WSD_VOI_TLP_OPN_QUESTION_009" />
    <WaveSound ID="0100002B" Name="WSD_VOI_TLP_OPN_QUESTION_009_DRC" />
    <WaveSound ID="0100002C" Name="WSD_VOI_TLP_OPN_QUESTION_010" />
    <WaveSound ID="0100002D" Name="WSD_VOI_TLP_OPN_QUESTION_010_DRC" />
    <WaveSound ID="0100002E" Name="WSD_VOI_TLP_OPN_QUESTION_LAST" />
    <WaveSound ID="0100002F" Name="WSD_VOI_TLP_OPN_QUESTION_LAST_DRC" />
    <WaveSound ID="01000030" Name="WSD_VOI_TLP_ANN_RESULT" />
    <WaveSound ID="01000031" Name="WSD_VOI_TLP_ANN_RESULT_DRC" />
    <WaveSound ID="01000032" Name="WSD_VOI_TLP_ANN_ANSWER" />
    <WaveSound ID="01000033" Name="WSD_VOI_TLP_ANN_ANSWER_DRC" />
  </Sounds>
  <SoundGroups>
    <SoundGroup ID="02000000" Name="WSDSET_LOCALE_VOICE" FileID="00000002" />
  </SoundGroups>
  <SoundSetBanks />
  <Players>
    <Player ID="04000000" Name="PLY_WSD_VOI_TLP" />
    <Player ID="04000001" Name="PLY_WSD_VOI_TLP_DRC" />
    <Player ID="04000002" Name="PLY_STM_VOI_ANN" />
  </Players>
  <WaveArchives>
    <WaveArchive ID="05000000" Name="WSDSET_LOCALE_VOICE_WaveArchive@AutoGenerated" FileID="00000004" />
  </WaveArchives>
  <Groups>
    <Group ID="06000000" Name="GRP_SND_LOCALE_VOICE" FileID="00000003" OutputType="Link" Size="188" TotalSize="610260">
      <Items>
        <GroupItem FileID="00000002" />
        <GroupItem FileID="00000004" />
      </Items>
    </Group>
  </Groups>
  <Files>
    <InternalFile ID="00000000" Name="stream/STM_VOI_ANN_MGINST_001_en_EU.dspadpcm.bfstm" />
    <InternalFile ID="00000001" Name="stream/STM_VOI_ANN_MGINST_002_en_EU.dspadpcm.bfstm" />
    <InternalFile ID="00000002" Name="../cache/WSDSET_LOCALE_VOICE.bfwsd" Size="7664" />
    <InternalFile ID="00000003" Name="GRP_SND_LOCALE_VOICE" Size="188" />
    <InternalFile ID="00000004" Name="../cache/WSDSET_LOCALE_VOICE_WaveArchive@AutoGenerated.bfwar" Size="602408" />
  </Files>
  <ElementMap>
    <Root Address="00000000" Size="620392" Name="SoundArchiveBinaryFile">
      <Items>
        <ElementMapItem Address="00000000" Size="56" Name="BinaryHeader" />
        <ElementMapItem Address="00000040" Size="4512" Name="StringBlock" />
        <ElementMapItem Address="000011E0" Size="5480" Name="InfoBlock" />
        <ElementMapItem Address="00002760" Size="610312" Name="FileBlock">
          <Items>
            <FileElementMapItem Address="00002780" Size="7664" Name="../cache/WSDSET_LOCALE_VOICE.bfwsd" FileID="00000002" />
            <FileElementMapItem Address="00004580" Size="188" Name="GRP_SND_LOCALE_VOICE" FileID="00000003" />
            <FileElementMapItem Address="00004640" Size="602408" Name="../cache/WSDSET_LOCALE_VOICE_WaveArchive@AutoGenerated.bfwar" FileID="00000004" />
          </Items>
        </ElementMapItem>
      </Items>
    </Root>
  </ElementMap>
</SoundArchiveBinary>

Placer Converter#

In the placer folder is a more complicated conv.bat. There is another remark talking about to fix this up once the systems loading logic is finished. The conv.bat first starts with deleting PLACER_PACK.txt and csvlist.txt if they exist. It then checks the current directory for any files with the extension .sp.csv. It makes PLACER_PACK.txt and copies the contents of the .sp.csv files into itself. It makes a txt file called csvlist.txt and copies the names of all the .sp.csv files into itself. When it copies the contents from the .sp.csv into PLACER_PACK.txt in between the different files it gets the contents from, it copies the content from end.txt, which has END, in it, showing when a .sp.csv ends and a new one starts. Then it opens csv2bin.exe with PLACER_PACK.txt as -i and makes PLACER_PACK.bin as -o into the common folder. It then finally deletes PLACER_PACK.txt. If you remove the final line that deletes PLACER_PACK.txt and compare its contents to the last bit of PLACER_PACK.bin it is the same.

@rem テキストを生でパック
@rem システムの読み込み周りが整理されたら直す


del PLACER_PACK.txt
del csvlist.txt
for %%A in (*.sp.csv) do (
    echo %%A>>PLACER_PACK.txt
    type %%A>>PLACER_PACK.txt
    type end.txt>>PLACER_PACK.txt
    echo %%A>>csvlist.txt
)

..\bin\csv2bin.exe PLACER_PACK.txt -o ..\common\PLACER_PACK.bin -comment -empty
del PLACER_PACK.txt

It outputs the same text as the setting converter with no flags.

Setting Converter#

This is nearly identical code wise to Placer Converter, however it looks for ss.csv and makes SETTING_PACK.txt and SETTING_PACK.bin, It also contains a .template file, which is naturally a text file, here are the contents. This seemingly links the TV and DRC Sound effects, into a sound group. The AUX groups are defined in the fspj template. This and others like it are later called in the RPL's.

refgroup,GRP_SND_NPG001

placer,NPG001_SND_PLACER,,,,,,,,
,,,,,,,,,
effect.tv,SND_EFFECT_AUXB_01,,,,,,,,
effect.drc,SND_EFFECT_AUXB_01_DRC,,,,,,,,
,,,,,,,,,
//,enable,offset.x,offset.y,offset.z,Interior,MaxVolDist,UnitDist,UnitBiquadFilter,MaxBiquadFilter
listener[1P],on,0,0,0,10,1000,1000,0.5,1
listener[2P],off,,,,,,,,
listener[3P],off,,,,,,,,
listener[4P],off,,,,,,,,

footstep,
@rem テキストを生でパック
@rem システムの読み込み周りが整理されたら直す


del SETTING_PACK.txt
del csvlist.txt
for %%A in (*.ss.csv) do (
    echo %%A>>SETTING_PACK.txt
    type %%A>>SETTING_PACK.txt
    type end.txt>>SETTING_PACK.txt
    echo %%A>>csvlist.txt
)

..\bin\csv2bin.exe SETTING_PACK.txt -o ..\common\SETTING_PACK.bin -comment -empty
del SETTING_PACK.txt

If you remove all the flags the console outputs the following.

\content\sound\setting>..\bin\csv2bin.exe SETTING_PACK.txt  ..\common\SETTING_PACK.bin
csv2bin ver 1.0
$csv2bin inputpath -o outputpath
option
 -comment : //é┼Äné▄éÚìsé­ìÝÅ£
 -empty   : Ælé¬êÛé┬éÓô³é┴é─éóé╚éóìsé­ìÝÅ£

It spits out mojibake. Which translates to, and this is a rough translation, -comment : Remove lines starting with // -empty : Remove lines that do not contain a value

All Converter#

In the root of the sound folder is conv_all.bat, the remark text saying "Full Conversion", It starts with cd which is change directory, to effect, and then uses the call command to open the conv.bat in the folder, it does cd ../.. which is change directory to root, and then repeats this with all the other conv.bat's.

@rem 全コンバート

cd effect
call conv.bat

cd ../placer
call conv.bat

cd ../setting
call conv.bat

cd ../

nmg409_packer#

This .bat exists solely in the japanese version of the game, in the nmg409 folder, it sadly does not work due to it looking 6 directories up for a FilePacker.exe app, which is missing, thankfully the log for it is intact, there's not much point to paste it considering it just repeats the file names inside the folders. It does this ..\..\..\..\..\..\bin\FilePacker.exe -l SceneNMG409_fileaccsess.log -o ..\bin\nmg409.bin -v pause. -v likely to be verbose.

FontPacker#

This .bat also is japanese exclusive, it also tries finding FilePacker.exe, with no success, it does almost the same thing as the nmg409_packer.

PC Software#

Present in the bin directory are proprietary PC applications.

FilePacker#

This is a ghost exe, only being mentioned by nmg409_packer.bat, it was used to convert unextracted minigames to .bin because its light weight on storage and memory, it is gone however too was in its own bin directory.

csv2bin#

A tool for compressing comma separated value files into a binary format within the game's files. Notably, it appears to share a name with an open-source program, however was built from NDCube due to Japanese strings present in the executable. Inside the exe are 4 things the exe can be changed with, -i is an input file, -o is a output file, -comment, removes any text with // at the start, and -empty, which empties any blank lines, clearly made to save space (too bad they still wasted 900mb of space). The program was compiled with 2010 Visual Studio. It whenever it uses -comment and -empty it seems to replace them with null terminator bytes, (according to the assembly). The start of the file seems to be a structered 2d array, this basically is byte offsets so the game makes sure it loads the correct thing. The Ubuntu software and this are similar as they both have a -i and -o flag.

AuxPresetConv#

A tool for converting files from sound projects from the NW4F Sound SDK presets to binaries. It like csv2bin, has -i and -o, but after a lot of different things, like BusType AuxA, AuxB, Aux C, NSWPFeedback. In general alot of different ones all found in the .fspj.presets files it converts to bin, its possible this is there to show the exe what it knows how to deal with so it does not spit out junk. It finds what to take by taking all of the PresetItem from the .presets file and pasting it into the bin file. In the exe when something goes wrong it has the following messages to print, "analysis error", "parse error" and "fopen error %s". It also has a 4 byte big endian value for storing how many presets there are, speaking of big endian, since its a x86 app it has a internal converter from little endian to big endian, so the Wii U can run it easily.

Source#

Source for the NEXPY_SOUND_XX (XX is region dependent) sound archives as SDK projects and map HTML files are present in common, same for the NEXPY_SOUND_VOICE (XX is region dependent) sound archive in content/sound/ELSE and npg006 has a sound ID file from internal conversion for the mg005 sound archive. The Japanese version also has them.

Documents#

Three documents from the developers, all of which are in Japanese, likely from an internal SVN or PC. "s-hakamada" refers to Shun Hakamada, one of the members of the programming team. Also, one of them contains text strings relating to some possible footstep sounds (Could they be used in the final game?).

2012/11/12 s-hakamada

フォルダ構成

[sound]
|
+-[common] 共通
| +-NEXPY_SOUND.bfsar
|
+-[JP] 日本向け
| +-[ja] 日本語
|
+-[US] 北米向け
| +-[en] 英語
| +-[fr] 仏語
| +-[sp] 西語
|
+-[EU] 欧州
| +-[en] 英語
| +-[ge] 独語
| +-[fr] 仏語
| +-[sp] 西語
| +-[it] 伊語
| +-[du] 蘭語
|
+-[ELSE] その他の地域、言語
|
※(以降、作業フォルダ。最終ROMには不要)
|
+-[effect] エフェクト中間データ
|
+-[setting] 設定中間データ
|
+-[placer] 配置中間データ
|
+-[bin] NdGS用ツール (xml,csvコンバータ)


ROMに必要なファイルは bfsar,bin,bfstm
(csv,xml,fsid,htmlなどは不要)

This translates to:

2012/11/12 s-hakamada

Folder structure

[sound]
|
+-[Common] common
| +-NEXPY_SOUND.bfsar
|
+-[JP] For Japan
| +-[ja] Japanese
|
+-[US] For North America
| +-[en] English
| +-[fr] French
| +-[Sp] Spanish
|
+-[EU] Europe
| +-[en] English
| +-[ge] German
| +-[fr] French
| +-[Sp] Spanish
| +-[It] Italian
| +-[Du] Dutch
|
+-[ELSE] Other regions, languages
|
* (Hereafter, working folder. Not required for the final ROM)
|
+-[Effect] Effect intermediate data
|
+-[setting] Setting intermediate data
|
+-[Placer] Placement intermediate data
|
+-[bin] Tool for NdGS (xml, csv converter)




The files required for ROM are bfsar, bin, bfstm
(No need for csv, xml, fsid, html, etc.)
サウンド配置データ

◎更新履歴
2012.6.26
    cullingの指定キーワードをonに変更
    (trueでしたが、excelで特殊な扱いにされるため変えました。trueでもonと同じ動作をします。)

★コンバート
  conv.batを実行し、全csvからPLACER_PACK.binを作成します。


★CSVルール
//----- サンプル TEST0.sp.csv ----
GRP_SND_NPG001                      -(1)

label,x,y,z,culling,radius          -(2)
SEQ_SE_TVP_SDICE_04_WATER_A,20,0,0,on,100  -(3)
SEQ_SE_TVP_SDICE_04_WATER_B,-20,0,0
SEQ_SE_TVP_SDICE_04_WATER_C,0,20,0


//----- 解説 ------
(1)GRP_SND_NPG001
 初めにサウンドグループのラベルを入れることで関連したグループを設定します。
 ※現在は全てのデータをPLACER_PACK.binにまとめてゲーム開始時に読み込んでいますが、
   データが大きくなってきた場合に、サウンドグループとともにに必要な配置データを読み込むように変更する可能性があります。

(2)label,x,y,z,culling,radius
 項目名を並べて編集時にわかりやすくしています。
 この行の内容は、ゲームの実行に影響しません。

(3)SEQ_SE_TVP_SDICE_04_WATER_A,20,0,0
 (2)で示す順番通り、ラベル、位置X、位置Y、位置Zでサウンドの配置をしています。
 今後パラメータが増える場合は、この後に追加されます。
 label  : 再生するサウンドのラベル
 x      : 配置する位置X  (省略時0.0)
 y      : 配置する位置Y  (省略時0.0)
 z      : 配置する位置Z  (省略時0.0)
 culling: onとしたとき、球カリング処理が行われる。 (指定半径内にリスナーがあるときだけ再生)
 radius : cullingがtrueのとき、球カリングの半径。 (省略時100.0)

This one translates to:

Sound placement data

◎ Update history
2012.6.26
    Change the specified keyword of culling to on
    (It was true, but I changed it because it is treated specially by excel. Even if it is true, it behaves the same as on.)

★ Convert
  Execute conv.bat and create PLACER_PACK.bin from all csv.


★ CSV rules
// ----- Sample TEST0.sp.csv ----
GRP_SND_NPG001-(1)

label, x, y, z, culling, radius-(2)
SEQ_SE_TVP_SDICE_04_WATER_A, 20,0,0, on, 100-(3)
SEQ_SE_TVP_SDICE_04_WATER_B, -20,0,0
SEQ_SE_TVP_SDICE_04_WATER_C, 0,20,0


// ----- Explanation ------
(1) GRP_SND_NPG001
 Set the related group by putting the label of the sound group at the beginning.
 * Currently, all the data is collected in PLACER_PACK.bin and read at the start of the game.
   As the data grows, we may change it to load the required placement data along with the sound group.

(2) label, x, y, z, culling, radius
 Item names are arranged side by side to make it easier to understand when editing.
 The content of this line does not affect the running of the game.

(3) SEQ_SE_TVP_SDICE_04_WATER_A, 20,0,0
 The sounds are arranged at the label, position X, position Y, and position Z in the order shown in (2).
 If more parameters are added in the future, they will be added later.
 label: Label of the sound to play
 x: Placement position X (default 0.0)
 y: Placement position Y (default 0.0)
 z: Placement position Z (default 0.0)
 When culling: on, ball culling is performed. (Play only when the listener is within the specified radius)
 radius: The radius of the sphere culling when culling is true. (Default 100.0)
サウンド配置データ

◎更新履歴


★コンバート
  conv.batを実行し、全csvからSETTING_PACK.binを作成します。


★CSVルール
//----- サンプル TEST0.ss.csv ----
refgroup,GRP_SND_NPG001                      -- (1)

placer,NPG001_SND_PLACER,,,,,,,,             -- (2)
,,,,,,,,,
effect.tv,SND_EFFECT_AUXB_01,,,,,,,,          -- (3)
effect.drc,SND_EFFECT_AUXB_01_DRC,,,,,,,,
,,,,,,,,,
//,enable,offset.x,offset.y,offset.z,Interior,MaxVolDist,UnitDist,UnitBiquadFilter,MaxBiquadFilter    --(4)
listener[1P],on,0,0,0,10,10,10,0.5,1                 -- (5)
listener[2P],off,,,,,,,,
listener[3P],off,,,,,,,,
listener[4P],off,,,,,,,,

footstep,EARTH                                -- (6)


//----- 解説 ------
(1)refgroup,GRP_SND_NPG001
 初めにサウンドグループのラベルを入れることで関連したグループを設定します。
 ※現在は全てのデータをPLACER_PACK.binにまとめてゲーム開始時に読み込んでいますが、
   データが大きくなってきた場合に、サウンドグループとともにに必要な配置データを読み込むように変更する可能性があります。

(2)placer,NPG001_SND_PLACER
 配置サウンドを指定します。
 ・ラベルを指定した場合、指定ラベルのデータが配置されます。(ゲーム中にすでに配置サウンドがある場合は削除されます。)
 ・ラベルを指定しない(文字を入れない)、ゲーム中の配置サウンドを削除します。
 ・placerの行が無い場合、ゲーム中の配置サウンドは変更されません。
 ※シーン切替時に、配置サウンドはリセット(削除)されています。

(3)effect.tv,SND_EFFECT_AUXB_01
 エフェクトを指定します。
 ・ラベルを指定した場合、指定ラベルのエフェクトを設定。
 ・ラベルを指定しない場合(文字を入れない)、エフェクトをリセットします。
 ・effect.XXの行がない場合、ゲーム中のエフェクトは変更されません。
 ※シーン切替時に、エフェクトはリセット(削除)されています。

(4)//,enable,offset.x,offset.y,offset.z,Interior,MaxVolDist,UnitDist,UnitBiquadFilter,MaxBiquadFilter
 項目名を並べて編集時にわかりやすくしています。
 この行の内容は、ゲームの実行に影響しません。

(5)listener[1P],on,0,0,0,10,10,10,0.5,1
 (4)で示す順番通り、リスナー、オフセットxyz、Interior...でサウンドの配置をしています。
 今後パラメータが増える場合は、この後に追加されます。
 //       : リスナーの指定 listener[1P] ~ listener[4P]
 //         listener[TV_1P] ~ listener[TV_4P] (listener[1P] ~ listener[4P] TV_を省略してもTV側になる)
 //         listener[DRC_1P] ~ listener[DRC_4P]
 enable   : onでリスナーの有効化。それ以外無効化。
 offset.x : カメラからのオフセットX  (省略時0.0)
 offset.y : カメラからのオフセットY  (省略時0.0)
 offset.z : カメラからのオフセットZ 負の方向がカメラの前方向です。  (省略時0.0)
 Interior   : (省略時10)
 MaxVolDist : (省略時10)
 UnitDist   : (省略時10)
 UnitBiquadFilter : (省略時0.5)
 MaxBiquadFilter  : (省略時1)
 ・listner[XX]の行がない場合、リスナー状態は変更されません。
 ※シーン切り替え時にリスナーは全て無効になっています。

(6)footstep,EARTH
 足音に指定する素材
 数字か、文字を指定してください。
 例)以下はどちらも「土」の設定です。
 footstep,1
 footstep,EARTH
 種類)
 0:INVALID              - (無効)
 1:EARTH                - 土
 2:SAND                 - 砂
 3:STONE                - 石
 4:IRON                 - 鉄
 5:WOOD                 - 木
 6:LAWN                 - 芝
 7:GRASS                - 草
 8:WATER                - 水
 9:ICE                  - 氷
 10:CARPET              - カーペット
 11:BAREFOOT            - 裸足
 12:BAREFOOT_WOOD       - 裸足(木)チャレンジ道場専用

This really long one translates to:

Sound placement data

◎ Update history


★ Convert
  Execute conv.bat and create SETTING_PACK.bin from all csv.


★ CSV rules
// ----- Sample TEST0.ss.csv ----
refgroup, GRP_SND_NPG001-(1)

placer, NPG001_SND_PLACER ,,,,,,,,-(2)
,,,,,,,,,
effect.tv, SND_EFFECT_AUXB_01 ,,,,,,,,-(3)
effect.drc, SND_EFFECT_AUXB_01_DRC ,,,,,,,,
,,,,,,,,,
//, enable, offset.x, offset.y, offset.z, Interior, MaxVolDist, UnitDist, UnitBiquadFilter, MaxBiquadFilter-(4)
listener [1P], on, 0,0,0,10,10,10,0.5,1-(5)
listener [2P], off ,,,,,,,,
listener [3P], off ,,,,,,,,
listener [4P], off ,,,,,,,,

footstep, EARTH-(6)


// ----- Explanation ------
(1) refgroup, GRP_SND_NPG001
 Set the related group by putting the label of the sound group at the beginning.
 * Currently, all the data is collected in PLACER_PACK.bin and read at the start of the game.
   As the data grows, we may change it to load the required placement data along with the sound group.

(2) placer, NPG001_SND_PLACER
 Specifies the placement sound.
 -If a label is specified, the data of the specified label will be placed. (If there is already a placement sound in the game, it will be deleted.)
 -If you do not specify a label (do not enter characters), the placement sound in the game will be deleted.
 -If there is no placer line, the placement sound in the game will not be changed.
 * When switching scenes, the placement sound is reset (deleted).

(3) effect.tv, SND_EFFECT_AUXB_01
 Specify the effect.
 -If a label is specified, the effect of the specified label is set.
 -If no label is specified (no text is inserted), the effect will be reset.
 -If there is no effect.XX line, the effect in the game will not be changed.
 * Effects are reset (deleted) when switching scenes.

(4) //, enable, offset.x, offset.y, offset.z, Interior, MaxVolDist, UnitDist, UnitBiquadFilter, MaxBiquadFilter
 Item names are arranged side by side to make it easier to understand when editing.
 The content of this line does not affect the running of the game.

(5) listener [1P], on, 0,0,0,10,10,10,0.5,1
 The sounds are arranged by listener, offset xyz, Interior ... in the order shown in (4).
 If more parameters are added in the future, they will be added later.
 //: Listener specification listener [1P] ~ listener [4P]
 // listener [TV_1P] ~ listener [TV_4P] (listener [1P] ~ listener [4P] Even if TV_ is omitted, it will be on the TV side)
 // listener [DRC_1P] ~ listener [DRC_4P]
 enable: on to enable the listener. Other than that, it is invalidated.
 offset.x: Offset from camera X (default 0.0)
 offset.y: Offset Y from camera (default 0.0)
 offset.z: Offset Z from the camera The negative direction is the front direction of the camera. (Default 0.0)
 Interior: (default 10)
 MaxVolDist: (default 10)
 UnitDist: (default 10)
 UnitBiquadFilter: (default 0.5)
 MaxBiquadFilter: (default 1)
 -If there is no listner [XX] line, the listener status will not be changed.
 * All listeners are disabled when switching scenes.

(6) footstep, EARTH
 Material specified for footsteps
 Please specify a number or a letter.
 Example) The following are both "Sat" settings.
 footstep, 1
 footstep, EARTH
 type)
 0: INVALID-(invalid)
 1: EARTH --Sat
 2: SAND --Sand
 3: STONE-Stone
 4: IRON --Iron
 5: WOOD --Thu
 6: LAWN-turf
 7: GRASS-grass
 8: WATER --Water
 9: ICE-Ice
 10: CARPET-Carpet
 11: BAREFOOT --Barefoot
 12: BAREFOOT_WOOD --Barefoot (Thursday) Challenge Dojo only