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Sam Lake

Liberty City - The Leftovers Fix

Recommended Posts

Claude_Lib

Nice one, but personally, I prefer keeping them in WAV format. If the game has any file in MP3 format, then I open gta3.exe in HxD and "Find and Replace" every, say, END.MP3 with END.WAV. Works fine so far. So sad it doesn't support VB files so we can't simply use original PS2 files without converting them.

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Helegad

I'd rather not bundle a new .exe with an audio fix pack. The difference between these MP3s and their PCM counterparts, especially at 32KHz and already transcoded once, is completely and utterly negligible.

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Helegad

Finally figured out (with the help of a TC) how the train station names are shown. They're not defined in the SCM, or hardcoded into the exe. It's handled by gta3.zon. Since these are missing from the file, the GXT entries (train_1 - train_4) are made redundant. Anyway, here they are fully restored. Replace gta3.zon with this one.

 

 

snap_1474029180.jpg

 

 

Go to data\ and rename gta3.zon to gta3.txt and open it.

After WEE_DAM, add these below​

TRAIN_1, 0, 750.0, -620.0, 20.0, 777.0, -550.0, 28.0, 1

TRAIN_2, 0, 1032.0, -180.0, 20.0, 1065.0, -135.0, 28.0, 1

TRAIN_3, 0, 1277.0, -555.0, 37.0, 1334.0, -513.0, 48.0, 1

SUBWAY1, 0, 890.0, -545.0, -25.0, 1020.0, -420.0, 12.0, 1

SUBWAY2, 0, 190.1, -185.1, -25.1, 320.1, -100.1, 9.5, 2

SUBWAY3, 0, 120.1, -1675.1, -15.1, 300.1, -1550.1, 24.5, 2

SUBWAY4, 0, -684.1, -850.1, -15.1, -766.1, -750.1, 7.5, 3

Save, and then rename gta3.txt back to gta3.zon after closing it.

 

Excuse the double post, but I have just discovered that since zone info is integrated into game saves, you will need to start a new game to get these new zones to show up.

 

 

IIRC think there were more of them, including one for 8Ball's place too, in the PS2 files.

 

The PC GXT has 8-Ball's Garage and Luigi's Place.

Edited by Helegad
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gts.

Regarding about the fixes from the previous page, the Novy model is from the PS2 version?

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stef_92

I have made some better quality cutscene and ambient audios out of PS2 1.40. Example:

 

R* PC bet.mp3

 

https://s18.postimg.org/vl7bdn0i1/BET2_mp3.png

 

My PC bet.mp3

 

https://s18.postimg.org/n1nxfvs5l/bet_mp3.png

 

R* PC end.mp3

 

https://s17.postimg.org/523efav73/END_mp3.png

 

My PC end.mp3

 

https://s17.postimg.org/3obrjzvxr/end2.png

 

I've compressed the PCM WAVs to FLAC to save people's download quotas. Just decode them back to WAV and drop 'em in the audio folder. MP3s are CBR 320kbps encoded by LameXP with meticulous slow processing.

 

It's clear that most cutscene audio for the PC version was remixed/remastered with better quality (probably for EAX and the higher-definition nature of PC gaming in general), however that's not the case with these files.

 

Contents:

 

a3_ss.flac (Mafia surveillance)

bet.mp3

c1_tex.mp3 (Overused puta)

city.flac

comopen.flac

end.mp3

jb.mp3

police.flac

subopen.flac (Fixed)

water.flac

 

Download

You simply changed the sample rate to 32 kHz and boosted the high frequencies or there's more than that?

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Helegad
You simply changed the sample rate to 32 kHz and boosted the high frequencies or there's more than that?

 

No, that would have degraded the audio further. These are PCM/MP3 conversions from the PS2 audio files. Read the whole post next time.

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Helegad

Here's some FMVs with better quality audio. I converted the PS2 FMV audio (PCM) to 384kbps MP2, even though I would have liked to have kept the PCM, but GTA III won't play any other formats. It's extremely picky. Still, it does sound boatloads better now!

 

Speks (original/new)

 

originaltitles.pngnewtitles.png
originallogo.pngnewlogo.png

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Helegad

I remember this bug being present from day one. I'm sick of looking at it now. Would be nice to get a fix.

 

Dunno if it's present on PS2, I can't remember, but I feel it's relevant to this pack regardless.

 

gta3_2016_10_02_19_10_17_42.png

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Blackbird88

Yes please. Annoys me to no end.

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stef_92

So the PS2 audio files have the highest quality of all other platforms? I remember someone saying that Steam version has the highest quality radio stations but I don't know if this accounts for the rest of the files. I should analyze and compare some of the files.

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Helegad

So the PS2 audio files have the highest quality of all other platforms? I remember someone saying that Steam version has the highest quality radio stations but I don't know if this accounts for the rest of the files. I should analyze and compare some of the files.

 

In some ways, yes, in some ways, no.

 

Cutscene audio is best in PC version.

Radio stations and other bits (FMVs, JB, BET, END, COM-) are best in PS2 version, including the SFX files.

 

The Steam version uses audio files identical to the retail release of GTA III.

Edited by Helegad

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stef_92

That's what I thought - that Steam version has identical files to retail version (excluding the exe) but I remember someone here saying that Steam version has the highest quality radio stations.

I also don't understand 2 things:

- why some radio stations were encoded using 32 KHz sample rate and others - 44.1 KHz?

- Why radio stations aren't encoded in MP3 format since they are the biggest (longest) audio files? Why the PC version has such a weird mixture of mp3 and wave files anyway? They could simply use mp3 for cut scenes, radio stations and other long files, and wav for speech files.

 

R* really had fun while porting the PC version.

Edited by stef_92
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Claude_Lib

IIRC, it was Ash, but Steam and Retail versions are really identical except for the executables. BTW, you can use MP3 radiostations, you only need to change their extensions inside the EXE. Why R* didn't do it in the first place, bothers me too.

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Helegad

That's what I thought - that Steam version has identical files to retail version (excluding the exe) but I remember someone here saying that Steam version has the highest quality radio stations.

I also don't understand 2 things:

- why some radio stations were encoded using 32 KHz sample rate and others - 44.1 KHz?

- Why radio stations aren't encoded in MP3 format since they are the biggest (longest) audio files? Why the PC version has such a weird mixture of mp3 and wave files anyway? They could simply use mp3 for cut scenes, radio stations and other long files, and wav for speech files.

 

R* really had fun while porting the PC version.

 

Radio in 32 KHz:

I think it's one of two things: It sounds more FM-like if you sample at 32KHz, or the difference between 32KHz and 44.1KHz is negligible when you're listening through speakers on a CRT TV, which was the original output expectation, therefore they used 32KHz to save processing cycles and DVD data transfer bandwidth. Chatterbox on PS2 has a sample rate of 16KHz; this is a clue that they really did have a reason for the chosen rate.

 

Radio in WAV:

The radio stations on the PS2 version come as VB files, and decode to ADPCM WAVs; adaptive differential PCM is basically a compression scheme for WAV files. MP3 requires more processing power to decode, transcoding the stations would have degraded quality, and the space savings would have been fairly negligible.

 

Cutscenes in MP3:

Seeing as how the player isn't running around blowing sh*t up during cutscenes, they decided to remaster the cutscene audio (probably to take advantage of the EAX sound system) and used MP3 because it saved space and the decoder wouldn't have been competing for cycles.

Edited by Helegad

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stef_92

OK but the ADPCM WAV files were encoded using 4-bit encoding witch greatly reduces the dynamic range and the quality. They could just use the original input (if they kept it) and extract 44.1 KHz, 320 kbps mp3 files, it would be much better - smaller files and better quality. 16 bit 44.1 KHz, 320kbps MP3s are better than 4-bit, 32 KHz WAVs imo :) In the MP3 case you could have all frequencies up to 20 KHz encoded in pretty good quality. On the other hand - the WAV files have frequencies up to 16 KHz encoded in low 4-bit quality.

I argued about a similar thing with someone on the Xbox mod thread where I uploaded the XBOX radio stations. Probably that one was you, I'm too lazy to check :D

Edited by stef_92
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B_Smiles

Fixed the top of the small crane being used as lod (R* logic)

(ooh, 2dfx)

 

snap_1475844731.jpg

 

open data/maps/making.ide

891, cranesmalltop, generic, 1, 650, 4

change to

891, cranesmalltop, generic, 1, 300, 4

 

and, to fix the very low draw distance of the crane bases at the docks,

 

snap_1475337859.jpg

 

open data/maps/INDUSTSE.ide

958, cranebaseb, cranes, 1, 100, 0
959, cranebasea, cranes, 1, 100, 0

change to

958, cranebaseb, cranes, 1, 300, 0
959, cranebasea, cranes, 1, 300, 0

 

restored the PS2 chipboardgrating64hv texture

(chinaedge, chinatowns, comhilo3b, indredlitblk1b, italymisc, italysht and maindrag.txd)

 

snap_1475524379.jpg

 

Get here

Edited by B_Smiles
  • Like 8

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Helegad

Love your work Smiles, can't wait for these next fixes :)

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B_Smiles

Right, finally completed the map fixes based on the PS2 map. If I missed anything, feel free to scream at me do mention it. changelog inside archive.

GET

EDIT: Updated

 

.SCM related stuff

Unimplemented newspaper subtitle restored and working with the (hopefully) correct text size

 

snap_1476305628.jpg

 

 

Fixed the missing map sections in the intro cutscene

 

snap_1476390349.jpg

 

 

Marty's missions now have a marker on the map like R* should have done. Now after completing 'Drive Misty For Me', he will page you with work

(text restored using the MEAT1_A GXT entry)

Edited by B_Smiles
  • Like 7

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Ash_735

OK, low down on the audio...

 

PS2

+ Closest to WAVE we have in the form of ADPCM, yes the bit depth is compressed, but the bit rate is high enough to retain a nice balance and still sound Radio like

- Chatterbox FM on PS2 was 16Khz

 

PC

+ Radio here is essentially the same as PS2, ADPCM, some claims about it being remastered but no proof, Chatterbox FM has been bumped up to 32Khz though to bring it in line with the rest

- Double Clef FM is missing that one song

+ & - Cutscenes/Ambient were redone from masters and done to MP3 44.1Khz, BUT the bit rate quality was only 112kbps, and this was late 90's encoders, so a lot of clarity and "warmth" was lost but it did sound clearer

 

Xbox

+ Radio here was redone from Masters, but...

- They used 44.1Khz WMA8 128kbps on GTA3, which was outdated at the time (And used WMA9 64kbps for Vice City, so the gain in the newer codec was lost by the much lower bit rate)

- Cutscenes were re-encodes of PS2 audio, so they came out sounding harsher when compared to PS2 and PC, lot more clipping and loudness

 

Mobile

- Everything, Literally just PC audio ran through a batch MP3 converter, everything comes out as a 96kbps transcode MP3.

 

Want to hear the BEST quality from GTA3 Radio Stations though? Here's some 44.1Khz LPCM Samples Rockstar released leading up to the games release which to this day are still the best sounding, we can only dream that the masters will somehow leak someday (Also proves how lazy the ports are):

https://dl.dropboxusercontent.com/u/49393425/doubleclefffmfinal.wav

https://dl.dropboxusercontent.com/u/49393425/headradiofinal.wav

https://dl.dropboxusercontent.com/u/49393425/kjahfinal.wav

https://dl.dropboxusercontent.com/u/49393425/lipsfinal.wav

https://dl.dropboxusercontent.com/u/49393425/msxfmfinal.wav

  • Like 9

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Claude_Lib

Also don't forget that radios on Xbox are in mono.

Forget it, I just listened to FLASH.wma and it's in f*cking stereo! But why was I thinking that they are in mono? Maybe VC's ones are.

Edited by Claude_Lib
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4NT1R3KL4M4

.

Edited by 4NT1R3KL4M4

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DEALUX

I looked through the entire thread and I couldn't find them. They don't load at all for me on that site.

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gts.

Fixed the top of the small crane being used as lod (R* logic)

(ooh, 2dfx)

 

snap_1475844731.jpg

 

open data/maps/making.ide

891, cranesmalltop, generic, 1, 650, 4

change to

891, cranesmalltop, generic, 1, 300, 4

I applied this fix to the PS2 version, the difference is that the lights (2DFX) are flashing while on PC they are static.

Even the Portland Docks cranes are broken (at least in NTSC U/C GTA III PS2 copy) just like in PC.

oyRxY14.jpg

Edited by gts.
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Helegad

 

 

 

Unimplemented newspaper subtitle restored and working with the (hopefully) correct text size

snap_1476305628.jpg

 

Really don't like this... Other fixes are wonderful though, thanks :)

Edited by Helegad
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B_Smiles

I applied this fix to the PS2 version, the difference is that the lights (2DFX) are flashing while on PC they are static.

Even the Portland Docks cranes are broken (at least in NTSC U/C GTA III PS2 copy) just like in PC.

Good find. Is G.dff / txd used on the NTSC version?

Here's the flashing lights applied to the PC

 

PC / PS2

891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0

891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0

 

NTSC U/C?

891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

  • Like 4

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gts.

 

I applied this fix to the PS2 version, the difference is that the lights (2DFX) are flashing while on PC they are static.

Even the Portland Docks cranes are broken (at least in NTSC U/C GTA III PS2 copy) just like in PC.

Good find. Is G.dff / txd used on the NTSC version?

Here's the flashing lights applied to the PC

 

 

 

PC / PS2

891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0

891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0

 

NTSC U/C?

891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

I will check later. Also I am going to compare the cranes from the other GTA III versons (Europe and Japanese).

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gts.

 

I applied this fix to the PS2 version, the difference is that the lights (2DFX) are flashing while on PC they are static.

Even the Portland Docks cranes are broken (at least in NTSC U/C GTA III PS2 copy) just like in PC.

Good find. Is G.dff / txd used on the NTSC version?

Here's the flashing lights applied to the PC

 

 

 

PC / PS2

891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0

891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0

 

NTSC U/C?

891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

Sorry for the double post...

 

Here are the values from all PS2 versions and PC.

PC Version:891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 18, 1, 8, 40, 1, 0, 0, 0PS2 America (NTSC U/C):891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0PS2 Europe (PAL):891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0PS2 Japanese (NTSC-J):891, -11.8579, 1.82257, -1.19453, 255, 0, 0, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0891, -11.8579, -0.978333, -1.19453, 31, 214, 35, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 5, 0, 0, 0

Then, if you restore the crane at the 891 flag on any PS2 version, they will have the same behaviour except on PC because the value is different.

 

EDIT:

It seems that the cranes in Portland Docks are broken on every PS2 version. o_O

Edited by gts.

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Mugetsuga

A little preview of PS2 Feels:

 

  • Like 6

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