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Extracting BIN format and converting contents by jackskellinghog at 7:18 AM EDT on June 18, 2015
Hi I'm an absolute noob and was wondering what software to use to blow open this .gcm file, its' contents are bin files and inside of those hopefully should be the sfx, voice clips and music from this game. What I need to know is which softwares to use to extract Gamcube file formats such as bin, bnr etc.

Here is a screenshot: http://puu.sh/itGeI/f5d833952e.png

edited 12:27 PM EDT June 18, 2015
by Nisto at 4:06 PM EDT on June 18, 2015
No way to know unless we see the actual contents of the file(s). The extension of a file rarely tells much about it (especially "bin"), at least as far as video games go. I will mention that the majority of Gamecube games actually appears to be using the MusyX engine, so it may well be.. Upload a sample or two and we can check it out.

EDIT: To extract files from GameCube images you have several tools at your disposal, pick any one:
VGMToolbox
GCReEx
IsoBuster (as of the current beta - v3.6 that is)
Wit

edited 9:47 PM EDT June 18, 2015
by jackskellinghog at 2:03 AM EDT on June 21, 2015
Here are some sample files

https://mega.co.nz/#F!GcVRHTjD!xMw3J_jVf3idvtTdp1saIQ
Other tools for extracting files from GameCube images by Hiccup at 5:26 AM EDT on June 21, 2015
Dolphin
GC-Tool
GCRebuilder
by Nisto at 5:31 AM EDT on June 21, 2015
Yep, looks like add01dat.bin contains some MusyX data. I'll see if I can get it all extracted properly, but might take some time unless someone else is willing to have a look. Been busy last few days.
by jackskellinghog at 10:32 AM EDT on June 21, 2015
Thanks for all your help everyone, I always know this stuff for a period of time then totally forget it. Guess it isn't my strong suit, thanks so much for your assistance guys. Nisto, how do I look at what the bins contain etc, if I can get that going I can look up musyx stuff.

Thanks
by Nisto at 8:38 PM EDT on June 21, 2015
I started by looking at the file structure in HxD (a hex editor),

Then, making use of the offsets table at the start of the files (since these files contain a lot of data that can be painful to look through by hand), I made a simple Python script that would spit out the header (just the first 4 bytes really) of every file/chunk.

I did so until I found out which file(s) appears to contain actual audio data (well non-graphics data really, since that appears to be the majority of what's stored in the add##dat.bin files). Then I made an extractor and looked through each chunk by just opening them in HxD one by one (this is easier to analyze for me since I know I won't skip past anything and I'll see the start of a file directly).

Anyway, what I noticed is that there's a bunch of Nintendo ADPCM (.samp) chunks stored first, then the last few chunks contain patterns of data that you can see in MusyX .son, .sdir, .pool, and .proj files. I don't know how it all goes together though, because typically you have basenames of actual files to match up MusyX projects (like bgm123.son, bgm123.sdir, bgm123.samp, bgm123.proj, bgm123.pool) whereas here, I only have offsets. Maybe names are stored somewhere else in the game? Or they cleverly bypassed relying on any naming conventions? I don't know... *shrug*
by jackskellinghog at 7:18 PM EDT on June 22, 2015
Anything is possible with the trainwreck known as atari. If you somehow get all these I owe a great deal of gratitude to you. I wanted the sfx, voice clips and music (and maybe the graphics) to make a bunch of videos. Gonna' see If the Wii Beyblade games are easier to crack so that when this one is done, no one ever needs to go through the pain ever again.
by jackskellinghog at 2:38 AM EDT on July 2, 2015
Any update there Nisto? :)
by Nisto at 8:00 PM EDT on July 13, 2015
Sorry I haven't replied sooner. Finally caught a break from other busywork.

So I figured out the structure of add01dat.bin. The internal files are basically just ordered by "type". The first files are dialogue tracks (464 of them), and the rest are MusyX audio files (16 of them).

The dialogue tracks are really just standard Nintendo DSP files, so simply extracting/renaming them to *.dsp will do the trick - should play directly in foobar2000 with vgmstream for example.

However the sample directory (.sdir) file(s) in this game doesn't look like typical MusyX .sdir files. They have some third table in front of the tables that contain the decoder coefficients/predictor/scale/etc. I don't have any idea what they're supposed to be, but I did update my MusyX sample extractor to allow extracting the samples from this game, and possibly others in the future maybe.

As I mentioned earlier, I could not find any proper names for the data within any of these files (I even went as far as to look around a bit in the game executable with IDA), so I've just named them as appropriately as I could...

Dialogue tracks + music samples + MusyX data

It has some sequenced songs which I did not convert, but I included the extracted (original) data for them. You may be able to convert them to MIDI and create a soundfont with the samples so you can play them back with a DAW, or even foobar2000 with foo_midi or something. soneek has worked a lot on converting MusyX data (particularly MusyX .song conversion and preset conversion), and has already made a .song to MIDI converter which may still be floating around somewhere, but the binary only works on Linux (source code should be included though). But it's not perfect and a lot of other things still needs to be done for everything to sound right. Keep a look out on this project for a full-fledged MusyX converter eventually, possibly.

As for any other files from the game.. I don't think there's much more to it actually, as far as audio data goes. output0.thp and output1.thp should both also play directly with vgmstream or whatever you use.

edited 5:40 PM EDT July 14, 2015

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