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- Figuring the pointer of this cointer HELP! by Puck at 11:41 PM EST on February 16, 2014
- Can anyone help me figuring out the pointers(addresses) of each file inside this container? This container holds about 39 dsp adpcm audio files.
The pointer information is located at the bottom where the "2AF8" values appear.
There are two more values between those which I presume are the pointers for each audio, but I can't figure them out yet.
So, experts in HCS Forums can you give me a clue or tell me how to locate every audio exact address?
Here's the container in question:
http://tinyurl.com/nfvwrhr
Thanks a million :D
- I really wants to play Majora's Mask in portuguese. Heard that the ROMC V2 maybe can do this. by CaliBR at 7:17 AM EST on February 28, 2014
- Hi, new in the forum came from the GBAtemp asking gently if someone could help me to inject the ROM of brazillian portuguese version of Majora's Mask (my native language). And... a guy suggest me to come here ask if the Halley's Comet Software can develop again a tool to extract those ROMCv2, according to him, Majora uses this type of V2 files. Please, i would be very thankful. Unfortonately here in Brazil we don't have so much oficial support to play games in our language. :(
- SGMKSS Download by admiralpete at 3:51 AM EST on March 4, 2014
- I've searched the Japanese website where SGMKSS should be able to be downloaded, and it seems the author has removed it from the site. Can anyone tell me where to find a download of it?
- .bk2 video files by cooljacker at 6:50 AM EDT on March 11, 2014
- Not really ripping related, so I apologize...
Seen newer Ubisoft games (South Park, AC4 Black Flag, at least PC versions) use .bk2 video files that are maybe updated bink things? Could play the old .bik just fine even with MPC-HC. How to play these new ones?
- Lifeline/Operators Side (PS2) ripping help! by AceK at 7:13 AM EDT on March 11, 2014
- Ok, so this is a little tough for me maybe because I have no clue about scripting and likewise of understanding the use of VFS advantage of ripping.
So far, I did manage to get an audio file ripped and had to convert it to .genh (the file name according inside the data proposes that the music uses .int format, which plays bad when extracted using this name, but does better in .mib. Even then with .mib prefix, it needs interleave adjustments to improve quality, which .genh provides).
Audio sample of (assuming) HM12_P1.genh EDIT: Frequency is wrong, should be 48000.
The audio (along with gameplay data) is all coming from an approx 3.51 GB file called "OS.SNP". Oddly, there is another file called "OS.FAT", and it's pretty small file size, but it gives detail of names. Since I have little to no experience with messing around of VFS, I'm curious if this even a VFS table or not :(
OS.FAT
I would guess it relates to "OS.SNP", but in the beginning of file, I don't remember coming across "/", "archive", or "033paracelsus". I assumed that the first thing I came across from "OS.SNP" was "HM12_P1.int".
My big problem now, is that after the offset data from the audio above, there are now formats that I think maybe relates to movie format, AVF and VSF formats. So, of course the problem I have with this is that I lack scripting knowledge. I'm looking for a way to understand how to batch process anything starting with the header (so far)...
"4153433120" (ASC1)
"4153433140" (ASC1)
"4153433160" (ASC1)
"41534331E0" (ASC1)
...and copy anything all the way to EOF. EOF in this case consists of either coming across any of these flags...
"41564631" (AVF1)
"FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF"
"454E4443000000000000000000000000" (ENDC)
...if "7364337374727633" (sd3strv) ever comes through the process, make a new file.
So, my series of questions.
1. Was this game ever ripped?
2. Does OS.FAT look like a VFS?
3. I need general advice about learning batching process. I never tried it before, but I need to in order to get this process down reliably.
edited 7:38 AM EDT March 11, 2014
edited 4:01 AM EDT March 12, 2014
- hoot not starting? by JILost at 11:33 AM EDT on March 12, 2014
- I followed the steps on the hoot archive to install it (unzip, add ini enhancements, etc.) but every time I try to run hoot.exe, I get a little dialog that says " device initialization failed." and nothing happens. There's no indication of whether it's a video or audio device at fault and I can't figure out what the problem is. I tried changing from Direct3D to DirectDraw in the ini and changing Windows to not "only use default devices" in Sounds and Audio Devices; neither helped. I've tried googling but that was fruitless.
- This Just In: VGMRips CRUSHES MDScene.org by JFD62780 at 2:10 PM EDT on March 12, 2014
- Exactly what this forum post says; founder Oerg866 has been hosting the site on his own connection. He did NOT know the popularity it would receive once the VGMRips section opened up!
In short, MDScene, as it is as a site, will cease to exist on April Fools Day. This is NOT an April Fool.
- Problem with BrigdeM1: Can't play QSound/CPS soundtracks by Specter at 5:45 AM EDT on March 13, 2014
- I'm having a problem with BrigdeM1. Everything works perfectly (aside from Mega Drive/Genesis games but that's not much of a problem), but CPS/QSound soundtracks. They just don't play at all. Does anyone know what to do. I'm using version 0.60a14.
- Not Working VgmStream (psx)Lunar .str .xa formats by shikulja at 12:19 AM EDT on March 15, 2014
- Not Working VgmStream (psx)Lunar .str .xa formats
i try xa2wav, VgmStream
both not working
- Hoot and Zoom's Genocide series by GirianSeed at 2:51 PM EDT on March 15, 2014
- Hello, everone. This is my first post, so I hope t doesn't sound like I'm asking for too much. I already started a thread about this on Tokugawa Corporate Forums, but it's been almost two weeks and I haven't gotten any response, and come to think of it, I probably should have come here first.
Anyway, I need some help with creating/modifying some sets for Hoot. First, the MT-32 version of the existing Genocide 2 set plays the version of "Opening 1" that's used if the sound driver is booted into 'Internal' mode and not 'Internal & MIDI', so it's essentially missing a track. I'd like to know how and what to modify to correct this, as I only have a basic understanding of how Hoot works.
Second, the music data in Genocide 2's special 8-minute demo is a bit different that what was included in the final game. Since it uses the same sound driver and has quite a few files in common with the existing G2 set, I would try creating a new XML entry, but it doesn't have any CMU files and I essentially have no idea what to make the offset values for each ROM and track entry.
Here are the files from the demo for anyone who might be interested.
Genocide 2 Special Demo.7z
Finally, does Hoot support the FM-Towns' YM2612 and Ricoh RF5C68 chips? I know that there are already a few sets for FM-Towns games, but all of those happen to be Falcom games that use the YM3438. If so, then I assume that it's also possible to create a set for the Genocide Square compilation.
I'd appreciate any information anyone can give. Thanks.
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