Oni K4ge
Smash Lord
- Joined
- Jul 16, 2009
- Messages
- 1,119
..!For anyone who cares to know, I'm making slow progress with the RSAR files. After hours of studying the file layout I am somewhat impressed by how it works, and I know how I want to handle them.
RSAR stands for Raw Sound Archive. Which is just that: a collection of sound files packaged up inside one archive. What you may not know is that there ARE real files stored within that you normally wouldn't find anywhere else.
RWSD - Raw Sound - Collection of sounds used by action scripts. Mostly mono.
RBNK - Raw Bank - Similar to RWSD, but with multiple sound references.
RSEQ - Raw Sequence - No audio data
The tricky thing about these files is that they can appear more than once inside the RSAR. They are loaded into the game using loading groups that use the file's id and a chunk of data. Each group has its own chunk that contains multiple files. If a file is used in two different chunks, it is copied to each in the order of reference. I'm assuming that as the game parses the loading group(s) it checks to see if that file id has been loaded already. If so, it will skip over that part of the data chunk.
How is this useful? Well, it simplifies the concept of RSAR greatly. All you have to do is handle these individual files. Instead of handling it like one big mess, you can allow for single file management. A person could import/export these files much easier, and changes made to one file would be seen in all copies of that file within the RSAR.
Well then, Kryal, you've blown us away with alot...
...now suction us back with SFX! You make it sound easy, but I bet it isn't. With a little patience, I know you can crack it!