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Help what kind of file is this DBZ Tenkaichi 3 by Chuchoman at 1:18 AM EDT on April 22, 2009
Please I really need some help. Im looking for the characters voices of the game DBZ Budokai Tenkaichi 3, and I have found this file and I cant figure it out what kind of file it is. I think it's a AIX, because it's a file that have multiple adx tracks on it, but when I use the AIX2ADX it says "malformed AIX header at 00000000 (bad signature)". But, when I scan it on PSound it actually revealed the voices Im looking for, but I can't exactly know what type of file it is.

Ok, here is the files (there one of every character)

http://www.freewebs.com/kinnikuplanet/Goku_0(3440).unk


Please help!!!!!

by bxaimc at 3:15 PM EDT on April 22, 2009
This isn't AIX/ADX. These are a bunch of PS ADPCM files in a UNK archive, hence why PSound works with it and why AIX2ADX doesn't. What gave you the idea that this was adx? ;)

edited 3:18 PM EDT April 22, 2009
by Chuchoman at 3:40 PM EDT on April 22, 2009
So, it is possible to change to files inside?. I just though it was ADX because CRI worked in the game.

Please tell if those files can be changed?


(Sorry for my English :P)
by Chuchoman at 11:04 PM EDT on April 22, 2009
I'm pretty sure the files that PSound shows me are ADX, the big problem Im having is; How can I change those adx files? in order to do that I need to know what kind of file is this.


Please someone, Im developing a modified version of the game DBZ Budokai Tenkaichi 3 with Spanish voices and this is very crucial.


Please someone help
by Mouser X at 11:17 PM EDT on April 22, 2009
Again, what makes you so certain the audio files are ADX? Bxaimc looked through the *.UNK file, and he says they're PS ADPCM. I'm inclined to trust him on this because he's ripped a decent number of games already, and has helped out in quite a few areas for figuring out audio formats used in games as well.

As for modifying the UNK file (and the files it contains), that's a different question entirely from "What format is this?" To edit the file (and the files inside) requires understanding of the UNK file's current structure, being able to recreate that structure, and whether or not the game's executable will allow the alteration to occur.

As for the actual audio files, you'd also need a program that can create regular PS ADPCM. There is probably one available somewhere, but I wouldn't know where.

Sorry I'm not much help here. Mouser X over and out.
by Chuchoman at 11:39 PM EDT on April 22, 2009
Well, i think they are ADX because, the CRI Middleware company was the responsable of doing the audio for the game, also because the files PS ADPCM aren't from Sony?, the game was developed by Spike and produced by Namco Bandai with the audio help from CRI Middleware who uses ADX audio files.

Also, the PSound program is compatible with ADX files.


Well, the file has an .UNK extension, because I extracted it using DKZStudio, which gave me wrong extension with others files in the past.



Help! T_T
by Mouser X at 12:10 AM EDT on April 23, 2009
If the game was made for a Sony platform (either PS1, PS2, or PS3), then having PS ADPCM makes perfect sense, regardless of who developed it. It's part of the developer's kit for the console.

If, on the other hand, you've pulled these files from a version of the game for a different console, then it's possible they're not PS ADPCM. However, if the game was made for a Sony console first, and then ported to a different one, 2 things are likely to happen. 1) They'll port the audio files to a different format (often ADX is used is this case, but probably just as often, the "default" audio format for that console is also used (for NGC that'd be DSP, as an example)), or 2) They'll leave the files in the Sony format, even though it's not on a Sony console (this has happened, but it's not very often).

So, really, if bxaimc says they're PS ADPCM, it makes no difference who the developers are, if it was made on a Sony console. It's possible it's ADX, but I doubt that's the case.

As for using DKZStudio, if it's changing files during the "extraction" process, then it's useless to you. If you're intention is to put the UNK file back in the game (which is what it sounds like you're trying to do), you need know with 100% confidence that the original file is unaltered. If it's altered at all, then when you reverse engineer it (which is what you'd need to do), you'll be reverse engineering the wrong format. When you attempt to recreate the UNK file, it would then be recreated incorrectly, and so the game would refuse to use it.

Why do you need an extractin program at all? Can't you pull the file in question off the disk directly? When you put the CD/DVD in your PC (or use a CD emulator (I use Daemon Tools)to "mount" the disc image), what do you see? If there's a file listing at all, then I don't see why you shouldn't be able to pull off the data directly.

Good luck with all that. Mouser X over and out.
by Chuchoman at 12:22 AM EDT on April 23, 2009
Ok, that's a different explanation, thanks for that.

When said that DKZStudio changed the extension of somesfiles, it doesn't change the structure of the file at all, it only change the name of the file. Also, when I import new modified voices or music, everything goes fine without a problem.

The game uses 2 AFS files to store all the data, in the first AFS file it contain all the text, models, and the voices Im talking in here. In the 2 AFS it contain audio data in ADX, data about "history mode voices", "characters quotes in battles", "Menus", etc.

But the voices Im talking are the ones when the characters gets hit, like simples "Arghh" "Haa", etc.


Do you know about some place where I could get some assistance if its really need to understand the structure of the files?.


Thanks :P


By the way; check my project page www.dbztenkaichi2latino.blogspot.com
by Mouser X at 12:43 AM EDT on April 23, 2009
If you're pulling audio out of AFS files, then it's very likely that they're ADX. That's a different matter, because that's a proprietary CRI Middleware format, which is primarily used to store ADXs. It's certainly possible to contain other data (including non-ADX audio), but it's less likely to be the case. As for recreating an AFS file, there's all kinds of tools to do that already. Search around for some Dreamcast tools or something.

If you're working with AFS files (which is what it looks like *now* (having a different file name only creates confusion)), then you're probably working with ADXs. I know tools to create ADXs exist, but with a *very* quick search, I didn't see any AFS creators. Search for "adxencd" or "Dreamcast Tools AFS" (or come up with your own. Be creative). Someone posted a bunch of CRI Middleware tools on these forums (I forget where), so try searching the forums to see if you can find them.

Hopefully that's marginally helpful. Mouser X over and out.
by Chuchoman at 12:51 AM EDT on April 23, 2009
That's really kind from you, but creating the AFS its not my big big problem. Im still need to import the file ".unk" with my own voices, if I got able to do that I'll just saved the afs with DKZStudio and finnish.

But still, I need to know how to change those voices >_<.


Please Im begin >_<

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