May 21, 2019, 03:59 PM

[Worms1/DC] NotElvis

File #1596, Viewed 310 Time(s)

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Name: [Worms1/DC] NotElvis
Type: Soundbank
Author: Russian Federation Domitorisensei

Click to download: (Downloaded 76 time(s))

Downloaded 76 time(s).

Time: December 01, 2018, 08:17 PM
"Uhhh, thank you very much!"
"Don't mess with the king."

And here I am. To start things off, I bought Worms and Reinforcements United (which is just named Worms on Steam) specifically to try and create the long-forgotten "NotElvis" soundbank for every W:A player to use. It was complicated to replace some files because both games handle soundbanks differently, plus I had to record all of these lines in-game since I never found a program to open ".SFX" files. But anyway, here you go.

(I had to edit this description so many times.)

Author Topic: File #1596, [Worms1/DC] NotElvis  (Read 291 times)

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Offline Thewolensheep

File #1596, [Worms1/DC] NotElvis
« on: December 06, 2018, 07:22 PM »
This will help you open .sfx. Files.
Creates soundbanks and other s!@t.

Offline Domitorisensei

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Re: File #1596, [Worms1/DC] NotElvis
« Reply #1 on: December 06, 2018, 09:34 PM »
This will help you open .sfx. Files.

I hardly believe that first-generation Worms games use self-extracting archives since 7-Zip couldn't open these files.
They see me scrollin', they hatin', patrolling and tryin' to catch me writin' dirty...

Offline Edoardo Moretti

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Re: File #1596, [Worms1/DC] NotElvis
« Reply #2 on: December 11, 2018, 11:19 PM »
This will help you open .sfx. Files.
I tried to open the .sfx files with all the programs, but nothing... Is this IMPOSSIBLE to open those files!? :(

Offline StepS

Re: File #1596, [Worms1/DC] NotElvis
« Reply #3 on: December 12, 2018, 10:29 PM »
It's possible that the original recordings use a custom format, which was the case with many DOS games. I faced the same problem when extracting music files of Tronic which used "DMF" (all references of this format on the internet do not belong to the same one used in Tronic, which was a completely unrelated, custom-made format). Changing bytes in the files changed tunes in-game, which means they're primitive 8-bit recordings, just represented differently from the mainstream MOD, S3M, XM, etc. formats.
To decode such files you would need to have some good understanding of audio encoding algorithms and data representation, as well as reverse-engineer the game.
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it