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[Audio 7/?] Extract sequences to assembly (#2119)
* [Audio 7/?] Extract sequences to assembly Co-authored-by: MNGoldenEagle <17274702+MNGoldenEagle@users.noreply.github.com> Co-authored-by: zelda2774 <69368340+zelda2774@users.noreply.github.com> * Suggested changes, some extra sequence disassembler cleanup * Remove unused multiprocessing import and regen assets/xml/audio/sequences --------- Co-authored-by: MNGoldenEagle <17274702+MNGoldenEagle@users.noreply.github.com> Co-authored-by: zelda2774 <69368340+zelda2774@users.noreply.github.com>
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112 changed files with 1676 additions and 8 deletions
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@ -9,7 +9,8 @@ import argparse
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import version_config
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from audio.extraction.audio_extract import extract_audio_for_version, GameVersionInfo, MMLVersion
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from audio.extraction.audio_extract import extract_audio_for_version, GameVersionInfo
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from audio.extraction.disassemble_sequence import MMLVersion, SequenceTableSpec, SqSection
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if __name__ == '__main__':
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parser = argparse.ArgumentParser(description="baserom audio asset extractor")
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@ -153,6 +154,36 @@ if __name__ == '__main__':
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# Some audiotable banks have a buffer clearing bug. Indicate which banks suffer from this.
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audiotable_buffer_bugs = (0,)
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# Tables have no clear start and end in a sequence. Mark the locations of all tables that appear in sequences.
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seq_disas_tables = {
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# sequence number : (spec, ...)
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0 : (
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SequenceTableSpec(0x00E1, 128, 0, SqSection.CHAN),
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SequenceTableSpec(0x0EE3, 80, 0, SqSection.CHAN),
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SequenceTableSpec(0x16D5, 248, 0, SqSection.CHAN),
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SequenceTableSpec(0x315E, 499, 0, SqSection.CHAN),
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SequenceTableSpec(0x5729, 72, 0, SqSection.CHAN),
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SequenceTableSpec(0x5EE5, 8, 0, SqSection.CHAN),
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SequenceTableSpec(0x5FF2, 128, 0, SqSection.CHAN),
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),
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1 : (
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SequenceTableSpec(0x0192, 20, 0, SqSection.LAYER),
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SequenceTableSpec(0x01BA, 20, 0, SqSection.LAYER),
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SequenceTableSpec(0x01E2, 20, 0, SqSection.LAYER),
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SequenceTableSpec(0x020A, 20, 0, SqSection.LAYER),
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SequenceTableSpec(0x0232, 20, 1, SqSection.LAYER),
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SequenceTableSpec(0x025A, 20, 1, SqSection.LAYER),
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SequenceTableSpec(0x0282, 20, 1, SqSection.LAYER),
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),
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2 : (
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SequenceTableSpec(0x00BC, 2, 0, SqSection.SEQ),
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SequenceTableSpec(0x00C0, 2, 0, SqSection.ARRAY),
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),
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109 : (
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SequenceTableSpec(0x0646, 16, 0, SqSection.CHAN),
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),
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}
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version_info = GameVersionInfo(MMLVersion.OOT,
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soundfont_table_code_offset,
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seq_font_table_code_offset,
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@ -161,6 +192,7 @@ if __name__ == '__main__':
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seq_enum_names,
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handwritten_sequences,
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fake_banks,
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audiotable_buffer_bugs)
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audiotable_buffer_bugs,
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seq_disas_tables)
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extract_audio_for_version(version_info, args.extracted_dir, args.read_xml, args.write_xml)
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