id-daemon2 wrote:I saw someone on GTRCars reversed my EXEs, but that was not a secret, I told you about codec types here. There's no reason comparing them with ffmpeg codecs, this will not help at all.
I simply understand things better by looking at code, I am completely unfamiliar with this codec so I just wanted to get a better idea of it.
id-daemon2 wrote:Good news. Now i know why swapping ABK files didn't work. They have car ID at 0x126c. Just change that ID and you can replace any car ABK with another. That proves that there's nothing specific for different ABK files and the game can use any of them if needed.
Bad news is that ABK structure has a lot of sound properties and I don't think we can ever identify them all. Let's just hope we can identify those that you really need.
It may be possible to figure some of these out by digging into the VLT database stuff for engineaudio and turbosfx. Basically the game has a database containing all sorts of values, from car performance to traffic patterns to audio stuff. Unfortunately rather than using a string for the row/column names it generally uses a 32-bit hash derived from such a string, but it's usually not super difficult to figure out the original string, anything that's less than 8-9 characters can even be just plain bruteforced.
For example, I already found one new entry name : http://i.imgur.com/D00Wqr2.png