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Legomsc Files


dead_name
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LEGOMSC is a file that exists in every track folder (RACECxRy), including the TEST track, as well as in the MENUDATA folder. It determines the music tracks that need to be loaded for that particular track (or for the menu).

for example, GAMEDATA/RACEC0R0/LEGOMSC consists of:



7

start.tun

royal.tun

lose.tun

win.tun

knight.tun

moat.tun

armor.tun

The actual raw data format is as follows:
0x0D 0x0A <number of tracks as an ASCII number> 0x0D 0x0A <list of track names in ASCII, separated by 0x0D 0x0A> 0x0D 0x0A

0x0D 0x0A is the Windows-style newline (also known as CRLF), so displaying the files in a text editor shows a blank line, followed by the number of tracks, followed by the list of tracks.

A lot of you are programmers, so you should all be familiar with the idea of 0x representing hex.

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So it designates three different tracks in your example, and I'm assuming it plays the first one for story mode and freeplay mode gets the other two. huh.

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lol username

So it designates three different tracks in your example, and I'm assuming it plays the first one for story mode and freeplay mode gets the other two. huh.

I believe you mean Circuit and Single Race mode, Story and Free Play are the terms used for TT Games. :P

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  • 1 year later...
Leumeister

I tried replacing one of the .tun files in a LEGOMSC file with one with a .wav extension. It didn't work, but it was worth a shot. Maybe straight .vox files would work...

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I tried replacing one of the .tun files in a LEGOMSC file with one with a .wav extension. It didn't work, but it was worth a shot. Maybe straight .vox files would work...

I don't know if I have said this yet, but the TUN files are modified VOX files. You know how LR loads normal BMP files while it's own BMPs are custom? This is the same thing. We can insert normal VOX files and make it play, but until we know the exact custom format used, we will have to record it in-game to get perfect audio.

We use straight VOX files in the tutorial already, and it doesn't properly. I do not think I can stress this point enough: Until we can completely crack the custom, modified VOX audio that was used, we will not be able to have perfect custom audio. WAV, MP3, FLAC, MID, whatever, does and will not work.
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Leumeister

I tried replacing one of the .tun files in a LEGOMSC file with one with a .wav extension. It didn't work, but it was worth a shot. Maybe straight .vox files would work...

>>I don't know if I have said this yet, but the TUN files are modified VOX files. You know how LR loads normal BMP files while it's own BMPs are custom? This is the same thing. We can insert normal VOX files and make it play, but until we know the exact custom format used, we will have to record it in-game to get perfect audio.

We use straight VOX files in the tutorial already, and it doesn't properly. I do not think I can stress this point enough: Until we can completely crack the custom, modified VOX audio that was used, we will not be able to have perfect custom audio. WAV, MP3, FLAC, MID, whatever, does and will not work.

 

Tried that. It didn't work. :(

 

So far, no perfect custom music tracks for one of our favorite games on here.

 

Ignore that, I thought you said something else.

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