I'm trying to transfer the sound from the PC version of the NFS Carbon game to the XBOX 360 version.
I have two versions of the game for PC:
- - NFS Carbon ENGlish version
- NFS Carbon RUSsian version
For the concept of the transfer algorithm, I compare the ENG and RUS versions.
First, I unpacked the copspeech.big files, as a result, this distribution turned out to be:
- - in NFS Carbon ENG: 14063 ASF files
- in NFS Carbon RUS: 13370 ASF files
After further analysis, I found out that the copspeech.idx file contains references to copspeech.big with sequential block numbers that contain ASF files. But the number of blocks also doesn't match:
- - in NFS Carbon ENG: 716 blocks
- in NFS Carbon RUS: 722 blocks
In the future, I also determined that the sounds from the ENG block correspond to the sounds from the RUS block with amendments:
- The ENG block "0x0001" fully matches the sounds from the RUS block "0x0001";
The ENG block "0x0009" fully corresponds to the sounds from the RUS block "0x0009";
...
ENG block "0x02C0" matches sounds from RUS block "0x02C6", BUT:
- in the ENG version of the block there are 182 files (of which 25 are duplicate files, that is, 157 are unique)
- in the RUS version of the block 157 files
You can manually match all files according to blocks, but this is not very correct from my point of view.
The question is - where can I find a mapping of the sounds of events in the game with blocks / offsets in the copspeech.big file?
Using the elimination method, I realized that in one of these files:
- attributes.bin
gameplay.bin
gameplay.lzc
GLOBALB.BUN
GlobalB.lzc
InGameB.bun
InGameMemoryFile.bin
But I do not know how to determine which one and where to look. If you can advise, I will be very grateful.
I post the *.idx and *.big files via the link to the Google drive https://drive.google.com/drive/folders/ ... sp=sharing
P.S. Sorry for the wrong spelling - I don't know English very well, I translated it through google translate.