Now when you open up the files, let's say you're opening M_air.mus, you'll find on the right side something that looks like ydogf, and the y's got two little dots above it.
FF 64 6F 67 66 00 FB 64 01 FE 06 00 00 00 01 02 ; ydogf. . .....
Should look something like
this. Found it? Okay, I'll explain what it means.
Basically, you can ignore the y thingy, and focus on the four letter dogf. That
means the .11k file that Fighters Anthology will look for after it sees this
M_air.mus will have the name of dogf001.11k ...
Now, to get music into FA, you first have to convert whatever you want to put into FA into a 8 bit 11,025 hz wave file. Suppose you have a MP3 that you want converted to a wav for use in Fighters Anthology, that's perfectly fine. Use Goldwave, and excellent program for this job... All right, you've downloaded goldwave, and you've opened it up. Open up the .mp3 you want to edit, and in the effects menu, something on the way bottom says resample. Open that up. Change the number that you've got to 11025. That's 1-1-0-2-5... got that? When that's finished, click on save as, and then save your file as a 8 bit , mono, unsigned wave file. Still with me? Okay, that's great.
Open up the FA Toolkit, go to sound, then go to import. Find your file, and import it as whatever name you want,because as long as it's in misc format, it doesn't make a difference at all 'cause you're just about to edit it anyway. After you've succesfully imported, then open up your project folder. Find the file you've just imported.
Let's say it's &test.11k, then. Remember your M_air.mus file, the thingy that says ydogf? And remember how I said your file will have to be in the name of dogf001.11k? Well, that's simple enough. Simply click on rename, and then rename your file to dogf001.11k, removing the "&". But that's not it, you have to open up the item.dat. After you've done that, search for the &test.11k you originally named your sound file when you first imported it. After you find it, change it to dogf001.11k. Save, and then you can exit. And that's it!
Keep in mind, all I did was just walk you through the procedure for M_air.mus, which is for dogfight. That means when you build the library, be sure to include both M_air.mus and dogf001.11k AT THE LEAST.
Remember, suppose you want to change the next one, M_danger.mus... nobody's stopping you. I'll first tell you the yxxxx name here, to save you the time of opening it up in hex editor... Keep in mind these are the settings I use, you feel free to edit them if you want.
M_air.mus ydogf (dogf001.11k)
M_danger.mus ydang (dang001.11k)
M_deck.mus yvalk (valk001.11k)
M_eject.mus ynorm (norm001.11k)
M_home.mus yvalk (valk001.11k
M_launch.mus yslam (slam001.11k)
M_normal.mus ynorm (norm001.11k)
M_succ.mus ysucc (succ001.11k)
M_valk.mus yvalk (valk001.11k)
If I did a real shitty job
of explaining this complicated matter, send me a flame to My
mailbox and I'll give you a hand here.