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.gin and .abk sound formats (Need for Speed mw 2005)(help)

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V12-POWER, posted Mon Oct 12, 2015 6:13 pm (8390)


arrggg shit. I suspected this a while ago when I learnt to use ollydbg but thought it was strange to have code in a sound file, anyways, so it uses functions directly from the exe to blend samples and creating the sound from there, you have the offsets in the exe for abk file reading function?
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id-daemon, posted Mon Oct 12, 2015 6:14 pm (8391)


Yes I have them
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V12-POWER, posted Mon Oct 12, 2015 6:51 pm (8393)


I'll see what I can research of the audio system...im not using cheatengine like you do so even the call offsets are different.

shit, I couldn't even find the abk-loading code, found it loaded into memory (the abk files) but can't seem to find when the exe loads the abk files. my debugging skills have got really rusty in the past months
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id-daemon, posted Tue Oct 13, 2015 3:35 pm (8418)


I performed some analyzing. Some ABK files have multiple routines. They all have separate data segments (that was what we supposed to be the second table). The code is long, generally its just a sequence of calls, each with its own data section from the data segment. There's nothing much interesting about the loading code, it just changes relative offsets to absolute using tables from the end.

So i think after detailed research we could add some code to make more sounds or change the existing effects. But I think it's not worth it for a little mod changing engine sounds.
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V12-POWER, posted Wed Oct 14, 2015 12:55 am (8426)


It's up to you - I can't code for sht
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Tropod, posted Wed Oct 14, 2015 11:55 am (8435)


V12-POWER wrote:
It's up to you - I can't code for sht

Yeah I'm not that fantastic either, I'm better once I've learnt/understood format with working code. I've been mostly trying to get my head around the last 4 pages, though I've a better grasp now than I did 2 weeks ago. And have managed to make use of info/help you guys have provided here, has most certainly helped! So if there's anything I can assist with (ie abk files) let me know :).

Can't believe there's assembly code in abk files :shock:.
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id-daemon, posted Wed Oct 14, 2015 6:00 pm (8446)


Tropod wrote:
Can't believe there's assembly code in abk files :shock:.


I see that for the first time too.

You can help if you can tell which sounds play wrong in Simcity, and how they are supposed to play.
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id-daemon, posted Wed Oct 14, 2015 6:02 pm (8447)


V12-POWER wrote:
It's up to you


I think we start from making some tool that just replaces the existing sounds, and maybe later changing some properties in data segment.
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V12-POWER, posted Wed Oct 14, 2015 6:18 pm (8448)


id-daemon2 wrote:
V12-POWER wrote:
It's up to you


I think we start from making some tool that just replaces the existing sounds


perfect. I'll help in any way which does not requires coding, but we can contact the guys from gtrcars if we ever need more coders
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Tropod, posted Fri Oct 16, 2015 9:47 am (8483)


id-daemon2 wrote:
Tropod wrote:
Can't believe there's assembly code in abk files :shock:.


I see that for the first time too.

You can help if you can tell which sounds play wrong in Simcity, and how they are supposed to play.


For the most part they sound ok.
On a side note, the SC4 abk files contain "SYNC" within the PT header and I can't seem to find a reference to this anywhere?
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kickstart, posted Fri Oct 16, 2015 12:16 pm (8485)


Is that now possible, that we can get the sound-files from nfs-mw?
I just remember, that the were relay good and today, you can use it for mush other sims ;-)
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id-daemon, posted Fri Oct 16, 2015 4:11 pm (8488)


id-daemon2 wrote:
I think we start from making some tool that just replaces the existing sounds


It seems the main question here will be: do we need to change sample rate?

Almost all engine sounds are 22050, that is default rate. If we need to change that, we have to rebuild the whole PT header part. This will take more time. If not, we can only change properties.
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id-daemon, posted Fri Oct 16, 2015 4:14 pm (8489)


Tropod wrote:
For the most part they sound ok.


If possible, let's find out which ones and why. This may also affect NFS files.

Tropod wrote:
On a side note, the SC4 abk files contain "SYNC" within the PT header and I can't seem to find a reference to this anywhere?


These correspond to general PT structure and they don't have any effect as I can see.
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id-daemon, posted Fri Oct 16, 2015 4:15 pm (8490)


kickstart wrote:
Is that now possible, that we can get the sound-files from nfs-mw?
I just remember, that the were relay good and today, you can use it for mush other sims ;-)


Yes, you can get all sounds now with tools provided on page 1.
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kickstart, posted Fri Oct 16, 2015 4:39 pm (8491)


id-daemon2 wrote:
And this is ABK decoder.

Thank you so much!!
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V12-POWER, posted Sat Oct 17, 2015 2:34 am (8503)


id-daemon2 wrote:
id-daemon2 wrote:
I think we start from making some tool that just replaces the existing sounds


It seems the main question here will be: do we need to change sample rate?

Almost all engine sounds are 22050, that is default rate. If we need to change that, we have to rebuild the whole PT header part. This will take more time. If not, we can only change properties.


I think that we have the option to use 44.1khz as the sample rate - since most of the games use it (im talking about rfactor, gtr2, rfactor 2, ac, r3e)
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id-daemon, posted Sat Oct 17, 2015 11:46 am (8513)


I found why stereo files decoded wrong. Both NFS & SimCity tools will be updated.
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id-daemon, posted Sun Oct 25, 2015 11:24 am (8906)


Some corrections to the ABK structure description before I start rebuilding it.

8-11 -> byte 10 - number of code sections
32-35 -> "BNKl" section offset
36-39 -> "BNKl" section size
48-51 -> code segment relocation table offset
52-55 -> data segment relocation table offset
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id-daemon, posted Sun Oct 25, 2015 5:26 pm (8931)


I'm writing this just to inform you on the progress.

The code to rebuild PT header is ready and working with all new offsets. Now its time to change the actual samples.
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V12-POWER, posted Mon Oct 26, 2015 4:49 pm (8959)


id-daemon2 wrote:
I'm writing this just to inform you on the progress.

The code to rebuild PT header is ready and working with all new offsets. Now its time to change the actual samples.


great job bro, really. take your time to do this
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id-daemon, posted Mon Oct 26, 2015 5:00 pm (8960)


Its almost finished. Now I can replace all samples with any samplerate and size. Just need to add SX.exe conversion call now and you will test it ;)
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id-daemon, posted Mon Oct 26, 2015 6:25 pm (8964)


It's time to try the first public version of ABK encoder. I played the very first Need for Speed long ago in 1995, when it was all new, then NFS 2,3,4 and Porshe. I'm glad I can do something for the community, hope you'll like it.

Usage:

ABK_insert [ABK file] [wav file] [sample ? to replace]

Use it on engine ABKs. Never tested on anything else. Use mono 16-bit files only.

Numbers correspond to those we found before. 1,2 = idle, 3,4 = down throttle so on. Also note that 2000/4000/8000 rpm nominals may not be the same for all cars.

SX.exe must be in the same dir.

You need to run the tool several times to replace sounds you want. Every time it will output a file with additional "m" in the end, so you won't lose the original file. Make batch files if you need.

ABK_insert.rar

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V12-POWER, posted Mon Oct 26, 2015 8:33 pm (8967)


FUAAAAAARRRRKKKKKKKKKK, dream come true bro. fkin brilliant!!!
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