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- KbMedia Player English by ze1 at 12:32 AM EDT on April 21, 2014
- Does anyone have a patch to make KbMedia Player in English? http://www.vorc.org/crew/hex125/ is down :(
- Metal Gear Solid V RIFX streams by GirianSeed at 11:24 PM EDT on April 25, 2014
- I've been digging around the the game data of Metal Gear Solid V: Ground Zeroes lately, and I've noticed that most of the FSM files in the demo_stream directory contain Wwise RIFX streams.
My problem is that ww2ogg can't seem to convert them. It'll spit out files a mere fraction of the size that end up sounding like junk data.
There were also a few sound effects in the sound banks that couldn't be converted either (some with the extension .wav but with a RIFX header), but the cutscene audio is my main concern.
demo_stream.zip
(Sorry the archive is so large; I compressed the whole directory into one zip.)
edited 11:37 PM EDT April 25, 2014
- Rule of Rose (PS2) *STR audio files by MiLØ at 5:25 PM EDT on April 26, 2014
- The solution to this seems so close yet I haven't got it to work.
STR files from Rule Of Rose can be scanned in CubeMediaPlayer which recognizes them as PS2 ADPCM but during playback the audio is distorted. Changing interleave in options didn't fix it.
Then I tried ADPCM Player v1.44h and PSound but they didn't come up with anything.
Also I know there a way to deal with these kind of things by slapping a GENH header onto files but I'm a real noob at that. Did some experimenting in VGMtoolbox with genh creator using various presets but I still have no idea how it works.
Here's a sample file:
https://mega.co.nz/#!YkEViBiJ!7GY4bj_9jNkKAfJ67Aej-y-mgU0eeLMOSSh-yoeMNcA
- ROM Tracklists for N64 Games? by Rew at 5:29 PM EDT on April 26, 2014
- Hey gang!
There are a few games for which I'm trying to compile a music tracklist straight from the ROM. For an example of what I'm talking about, see the list I found at ROMhacking.net for Super Mario RPG on SNES that I've included at the bottom of this post.
I'm not trying to rip music exactly--just locating it in the ROM and seeing what the particular game counts as actual music (i.e. not sound effects, not audio for movie files, not every single variation/instrument arrangement of every melody, etc.). And I want to see what order they're arranged in the ROM. (I don't pretend there's some higher purpose for this--I just enjoy seeing how files and things are laid out within game ROMs.)
The main game I'm interested in seeing this for right now is Paper Mario (but I'd also like to look into SSB, OoT, MM, and SM64 at some point). Instead of asking one of you more experienced folks to make such a list for me, I want to ask how I can do this myself? I'm a complete newb when it comes to hacking/digging around inside ROMs, but I want to learn.
The tools I have are the ROM itself, Project 64 (as it's an emulator, I don't know how useful it will be for seeing files inside the ROM), and a hex editor known as HxD (is there a better hex editor I should use?). What else do I need?
For Paper Mario, I downloaded the USF rip from Zophar's Domain. According to the readme on that set from hcs, if I'm reading it right, there are 143 tracks that are considered valid songs. I'd really like to know what those 143 songs are, and what order the game puts them in. What do I need in order to figure this out? Can anyone help me?
Anyway, for a great example of the sort of thing I'm looking for, below is a list of BGM songs for SMRPG that I found at ROMhacking.net (byte reference in one column and track title in the other):
00 Silence
01 Dodo's Coming
02 Mushroom Kingdom
03 Fight Against Stronger Monster
04 Yo'ster Island
05 Seaside Town
06 Fight Against Monsters
07 Pipe Vault
08 Invincible Star
09 Victory
0A In The Flower Garden
0B Bowser's Castle (1st time)
0C Fight Against Bowser
0D Road Is Full Of Dangers
0E Mario's Pad
0F Here's Some Weapons
10 Let's Race
11 Tadpole Pond
12 Rose Town
13 Race Training
14 Shock!
15 Sad Song
16 Midas River
17 Got A Star Piece (part 1)
18 Got A Star Piece (part 2)
19 Fight Against An Armed Boss
1A Forest Maze
1B Dungeon Is Full Of Monsters
1C Let's Play Geno
1D Start Slot Menu
1E Long Long Ago
1F Booster's Tower
20 And My Name's Booster
21 Moleville
22 Star Hill
23 Mountain Railroad
24 Explanation
25 Booster Hill (start)
26 Booster Hill
27 Marrymore
28 New Partner
29 Sunken Ship
2A Still The Road Is Full Of Monsters
2B Silence
2C Sea
2D Heart Beating A Little Faster (part 1)
2E Heart Beating A Little Faster (part 2)
2F Grate Guy's Casino
30 Geno Awakens
31 Celebrational
32 Nimbus Land
33 Monstro Town
34 Toadofsky
35 Silence
36 Happy Adventure, Delighful Adventure
37 World Map
38 Factory
39 Sword Crashes And Stars Scatter
3A Conversation With Culex
3B Fight Against Culex
3C Victory Against Culex
3D Valentina
3E Barrel Volcano
3F Axem Rangers Drop In
40 The End
41 Gate
42 Bowser's Castle (2nd time)
43 Weapons Factory
44 Fight Against Smithy 1
45 Fight Against Smithy 2
46 Ending Part 1
47 Ending Part 2
48 Ending Part 3
49 Ending Part 4
- .ast Encoder? by Kurausukun at 12:28 AM EDT on April 27, 2014
- Is there any available encoder for looped .ast files so I can hack music in games that use them, like Mario Kart Double Dash, and the Mario Galaxy games? (I said looped because I'd prefer to be able to loop them, but I'll take a look at anything)
edited 12:29 AM EDT April 27, 2014
- Extracting the JaiArcS.arc with the JaiInit.aaf problems. by koopatroop at 6:00 AM EDT on April 27, 2014
- These are Luigi's Mansion (GC) music files.
Inside the JaiInit.aaf, there's a section with information about JaiSeq.arc: (ANSI codes)
BARC----.......WJaiArcS.arc.....LuigiSe.bms...ÿÿ..............¨¬.Mario02.com...ÿÿ..........¨¬...l PianistQuiz01.ÿÿ..........X ....PianistQuiz02.ÿÿ..........[ ...@PianistQuiz03.ÿÿ..........^¨¤...
Mario.com.....ÿÿ..........b...!¨¤OyamaLab.com..ÿÿ..........ƒ¨¤...¨¤LuigiSings.co.ÿÿ...........¨¤..E Training.com..ÿÿ..........¨°¨¤.."€Mario.com.................b...!
¨¤Demo_FirstMon.ÿÿ..........õ`...¨¤Demo_FirstDoc.ÿÿ..........y
...€OyamaLab.com..............ƒ¨¤...¨¤Training.com..............¨°¨¤.."€GetKey.com....ÿÿ........... ...¨¤Gallery.com...ÿÿ...........€...@OyamaPress.co.ÿÿ..........#¨¤...
Total.com.....ÿÿ..........5¨¤... GoodNight.com.ÿÿ..........6....¨¤Fishing_Zako..ÿÿ..........7¨¤..V.Fishing_Event.ÿÿ...........¨¤...`PictureSays.c.ÿÿ..........Ž ..%
Telescope.com.ÿÿ..........3@...`DanceHall.com.ÿÿ..........¶ ...€Demo_BabyCrie.ÿÿ..........¨¢ ... Demo_Entrance.ÿÿ..........è¤... Demo_FirstDoc.............y
...€Demo_FirstMon.............õ`...¨¤DoorLoop.com..ÿÿ..........Ä`...¨¤Kinopio.com...ÿÿ..........Å@...
Kinopio_Light.ÿÿ..........¨ª`...€Room_Baby.com.ÿÿ..........¨ª¨¤...€Room_Space.co.ÿÿ..........Ñ`...`Tittle.com....ÿÿ..........Ѩ¤...€Total_Picture.ÿÿ..........å@...¨¤Total_Score.c.ÿÿ.......
...¨ª....`Warp.com......ÿÿ..........¨ª`...`Training_Cont.ÿÿ..........ñ¨¤..) Training_Resu.ÿÿ...........¨¤...€Training_Stop.ÿÿ...........`... select.com....ÿÿ..........
€...¨¤Babyroom.com..ÿÿ..........(@...¨¤BabyDemo.com..ÿÿ..........9 ... BabyBattle.co.ÿÿ..........¨¦@..¡ë
`BlueOhaka.com.ÿÿ..........R ....BlueDemo.com..ÿÿ..........T ..r.BlueBattle.co.ÿÿ..........Æ ..t TelesaDemo01..ÿÿ..........;@..R
TelesaDemo02..ÿÿ...........`...@TelesaBattle..ÿÿ..........
¡ª ..t¨¤BattleClear.c.ÿÿ...........€...`PianistBattle.ÿÿ...........¨¤...¨¤Room_AfterBos.ÿÿ........... ...`GetKey_Heart..ÿÿ............... OyamaPress_Pr.ÿÿ...........
...@Ending01.com..ÿÿ...........`...¨¤Ending02.com..ÿÿ..........3@...@Ending03.com..ÿÿ..........3€...¨¤Event_Speak.c.ÿÿ..........9`... Event_Game.co.ÿÿ..........?
€... Event_Speak.c.ÿÿ..........G ...
GetKey.com................. ...¨¤OyamaCall.com.ÿÿ..........L@...¨¤OyamaSpeak.co.ÿÿ..........O.... Change_Kabe.c.ÿÿ..........] ...@Change_Water..ÿÿ.........._¨¤....Change_Mayoi..
ÿÿ..........a¨¤...`StuffRoll.com.ÿÿ..........d@..¶¨¤Demo_GetPictu.ÿÿ............... Demo_Lion1_1..ÿÿ........... ....Demo_Lion1_2..ÿÿ..........2
... Demo_Lion2.co.ÿÿ..........2¨¤...¨¤Demo_Sakasa.c.ÿÿ..........; ... Demo_TeleChec.ÿÿ..........H@...¨¤Demo_TeleOpen.ÿÿ..........P....`Telesa.com....ÿÿ..........``...
TelesaSpeak.c.ÿÿ..........r€...`TelesaSpeak2..ÿÿ..........}
¨¤... Light.com.....ÿÿ...........€...@Light.com......N...........€...@KuppaDemo01.c.ÿÿ...........¨¤...¨¤KuppaDemo02.c.ÿÿ..........¡ê ..A KuppaBattle.c.ÿÿ..........å@..n¨¤KuppaDemo0
3.c.ÿÿ..........T ..: Ochi01.com....ÿÿ..........Ž@...@Ochi02.com....ÿÿ..........¡®€...¨¤Ochi03.com....ÿÿ..........¡°@... ................
After translate them to hex codes:
42 41 52 43 2D 2D 2D 2D 00 00 00 00 00 00 00 57 4A 61 69 41 72 63 53 2E 61 72 63 00 00 00 00 00 4C 75 69 67 69 53 65 2E 62 6D 73 00 00 00 FF FF 00 00
00 00 00 00 00 01 00 00 00 00 00 00 EC 00 4D 61 72 69 6F 30 32 2E 63 6F 6D 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 00 EC 00 00 00 6C A0 50 69 61 6E
69 73 74 51 75 69 7A 30 31 00 FF FF 00 00 00 02 00 00 00 03 00 01 58 A0 00 00 03 00 50 69 61 6E 69 73 74 51 75 69 7A 30 32 00 FF FF 00 00 00 02 00 00
00 03 00 01 5B A0 00 00 03 40 50 69 61 6E 69 73 74 51 75 69 7A 30 33 00 FF FF 00 00 00 02 00 00 00 03 00 01 5E E0 00 00 03 20 4D 61 72 69 6F 2E 63 6F
6D 00 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 01 62 00 00 00 21 E0 4F 79 61 6D 61 4C 61 62 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 01
83 E0 00 00 09 E0 4C 75 69 67 69 53 69 6E 67 73 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 01 8D C0 00 00 45 20 54 72 61 69 6E 69 6E 67 2E 63 6F 6D
00 00 FF FF 00 00 00 02 00 00 00 03 00 01 D2 E0 00 00 22 80 4D 61 72 69 6F 2E 63 6F 6D 00 00 00 00 00 00 05 00 00 00 02 00 00 00 03 00 01 62 00 00 00
21 E0 44 65 6D 6F 5F 46 69 72 73 74 4D 6F 6E 00 FF FF 00 00 00 02 00 00 00 03 00 01 F5 60 00 00 07 C0 44 65 6D 6F 5F 46 69 72 73 74 44 6F 63 00 FF FF
00 00 00 02 00 00 00 03 00 01 FD 20 00 00 1C 80 4F 79 61 6D 61 4C 61 62 2E 63 6F 6D 00 00 00 06 00 00 00 02 00 00 00 03 00 01 83 E0 00 00 09 E0 54 72
61 69 6E 69 6E 67 2E 63 6F 6D 00 00 00 08 00 00 00 02 00 00 00 03 00 01 D2 E0 00 00 22 80 47 65 74 4B 65 79 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02
00 00 00 03 00 02 19 A0 00 00 04 E0 47 61 6C 6C 65 72 79 2E 63 6F 6D 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 02 1E 80 00 00 05 40 4F 79 61 6D 61 50
72 65 73 73 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 02 23 C0 00 00 12 20 54 6F 74 61 6C 2E 63 6F 6D 00 00 00 00 00 FF FF 00 00 00 02 00 00 00 03
00 02 35 E0 00 00 00 20 47 6F 6F 64 4E 69 67 68 74 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 02 36 00 00 00 01 C0 46 69 73 68 69 6E 67 5F 5A 61
6B 6F 2E 00 FF FF 00 00 00 02 00 00 00 03 00 02 37 C0 00 00 56 00 46 69 73 68 69 6E 67 5F 45 76 65 6E 74 00 FF FF 00 00 00 02 00 00 00 03 00 02 8D C0
00 00 00 60 50 69 63 74 75 72 65 53 61 79 73 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 02 8E 20 00 00 25 20 54 65 6C 65 73 63 6F 70 65 2E 63 6F 6D 00
FF FF 00 00 00 02 00 00 00 03 00 02 B3 40 00 00 03 60 44 61 6E 63 65 48 61 6C 6C 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 02 B6 A0 00 00 0A 80
44 65 6D 6F 5F 42 61 62 79 43 72 69 65 00 FF FF 00 00 00 02 00 00 00 03 00 02 C1 20 00 00 02 A0 44 65 6D 6F 5F 45 6E 74 72 61 6E 63 65 00 FF FF 00 00
00 02 00 00 00 03 00 02 C3 C0 00 00 00 A0 44 65 6D 6F 5F 46 69 72 73 74 44 6F 63 00 00 0B 00 00 00 02 00 00 00 03 00 01 FD 20 00 00 1C 80 44 65 6D 6F
5F 46 69 72 73 74 4D 6F 6E 00 00 0A 00 00 00 02 00 00 00 03 00 01 F5 60 00 00 07 C0 44 6F 6F 72 4C 6F 6F 70 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00
00 03 00 02 C4 60 00 00 00 E0 4B 69 6E 6F 70 69 6F 2E 63 6F 6D 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 02 C5 40 00 00 08 20 4B 69 6E 6F 70 69 6F 5F
4C 69 67 68 74 00 FF FF 00 00 00 02 00 00 00 03 00 02 CD 60 00 00 00 80 52 6F 6F 6D 5F 42 61 62 79 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 02
CD E0 00 00 03 80 52 6F 6F 6D 5F 53 70 61 63 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 02 D1 60 00 00 00 60 54 69 74 74 6C 65 2E 63 6F 6D 00 00
00 00 FF FF 00 00 00 02 00 00 00 03 00 02 D1 C0 00 00 13 80 54 6F 74 61 6C 5F 50 69 63 74 75 72 65 00 FF FF 00 00 00 02 00 00 00 03 00 02 E5 40 00 00
07 C0 54 6F 74 61 6C 5F 53 63 6F 72 65 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 02 ED 00 00 00 00 60 57 61 72 70 2E 63 6F 6D 00 00 00 00 00 00 FF FF
00 00 00 02 00 00 00 03 00 02 ED 60 00 00 04 60 54 72 61 69 6E 69 6E 67 5F 43 6F 6E 74 00 FF FF 00 00 00 02 00 00 00 03 00 02 F1 C0 00 00 29 20 54 72
61 69 6E 69 6E 67 5F 52 65 73 75 00 FF FF 00 00 00 02 00 00 00 03 00 03 1A E0 00 00 03 80 54 72 61 69 6E 69 6E 67 5F 53 74 6F 70 00 FF FF 00 00 00 02
00 00 00 03 00 03 1E 60 00 00 02 20 73 65 6C 65 63 74 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 03 20 80 00 00 07 C0 42 61 62 79 72 6F
6F 6D 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 03 28 40 00 00 10 E0 42 61 62 79 44 65 6D 6F 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03
00 03 39 20 00 00 90 20 42 61 62 79 42 61 74 74 6C 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 03 C9 40 00 00 89 60 42 6C 75 65 4F 68 61 6B 61 2E
63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 04 52 A0 00 00 02 00 42 6C 75 65 44 65 6D 6F 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 04 54 A0
00 00 72 00 42 6C 75 65 42 61 74 74 6C 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 04 C6 A0 00 00 74 A0 54 65 6C 65 73 61 44 65 6D 6F 30 31 2E 00
FF FF 00 00 00 02 00 00 00 03 00 05 3B 40 00 00 52 20 54 65 6C 65 73 61 44 65 6D 6F 30 32 2E 00 FF FF 00 00 00 02 00 00 00 03 00 05 8D 60 00 00 0A 40
54 65 6C 65 73 61 42 61 74 74 6C 65 2E 00 FF FF 00 00 00 02 00 00 00 03 00 05 97 A0 00 00 74 E0 42 61 74 74 6C 65 43 6C 65 61 72 2E 63 00 FF FF 00 00
00 02 00 00 00 03 00 06 0C 80 00 00 06 60 50 69 61 6E 69 73 74 42 61 74 74 6C 65 00 FF FF 00 00 00 02 00 00 00 03 00 06 12 E0 00 00 03 C0 52 6F 6F 6D
5F 41 66 74 65 72 42 6F 73 00 FF FF 00 00 00 02 00 00 00 03 00 06 16 A0 00 00 03 60 47 65 74 4B 65 79 5F 48 65 61 72 74 2E 00 FF FF 00 00 00 02 00 00
00 03 00 06 1A 00 00 00 03 20 4F 79 61 6D 61 50 72 65 73 73 5F 50 72 00 FF FF 00 00 00 02 00 00 00 03 00 06 1D 20 00 00 01 40 45 6E 64 69 6E 67 30 31
2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 06 1E 60 00 00 14 E0 45 6E 64 69 6E 67 30 32 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 06
33 40 00 00 00 40 45 6E 64 69 6E 67 30 33 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 06 33 80 00 00 05 E0 45 76 65 6E 74 5F 53 70 65 61 6B 2E
63 00 FF FF 00 00 00 02 00 00 00 03 00 06 39 60 00 00 06 20 45 76 65 6E 74 5F 47 61 6D 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 06 3F 80 00 00
07 A0 45 76 65 6E 74 5F 53 70 65 61 6B 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 06 47 20 00 00 05 20 47 65 74 4B 65 79 2E 63 6F 6D 00 00 00 00 00 0E
00 00 00 02 00 00 00 03 00 02 19 A0 00 00 04 E0 4F 79 61 6D 61 43 61 6C 6C 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 06 4C 40 00 00 02 C0 4F 79
61 6D 61 53 70 65 61 6B 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 06 4F 00 00 00 0E A0 43 68 61 6E 67 65 5F 4B 61 62 65 2E 63 00 FF FF 00 00 00 02
00 00 00 03 00 06 5D A0 00 00 02 40 43 68 61 6E 67 65 5F 57 61 74 65 72 2E 00 FF FF 00 00 00 02 00 00 00 03 00 06 5F E0 00 00 02 00 43 68 61 6E 67 65
5F 4D 61 79 6F 69 2E 00 FF FF 00 00 00 02 00 00 00 03 00 06 61 E0 00 00 02 60 53 74 75 66 66 52 6F 6C 6C 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03
00 06 64 40 00 00 B6 C0 44 65 6D 6F 5F 47 65 74 50 69 63 74 75 00 FF FF 00 00 00 02 00 00 00 03 00 07 1B 00 00 00 04 20 44 65 6D 6F 5F 4C 69 6F 6E 31
5F 31 2E 00 FF FF 00 00 00 02 00 00 00 03 00 07 1F 20 00 00 13 00 44 65 6D 6F 5F 4C 69 6F 6E 31 5F 32 2E 00 FF FF 00 00 00 02 00 00 00 03 00 07 32 20
00 00 00 A0 44 65 6D 6F 5F 4C 69 6F 6E 32 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 07 32 C0 00 00 08 E0 44 65 6D 6F 5F 53 61 6B 61 73 61 2E 63 00
FF FF 00 00 00 02 00 00 00 03 00 07 3B A0 00 00 0C A0 44 65 6D 6F 5F 54 65 6C 65 43 68 65 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 48 40 00 00 07 C0
44 65 6D 6F 5F 54 65 6C 65 4F 70 65 6E 00 FF FF 00 00 00 02 00 00 00 03 00 07 50 00 00 00 10 60 54 65 6C 65 73 61 2E 63 6F 6D 00 00 00 00 FF FF 00 00
00 02 00 00 00 03 00 07 60 60 00 00 12 20 54 65 6C 65 73 61 53 70 65 61 6B 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 72 80 00 00 0B 60 54 65 6C 65
73 61 53 70 65 61 6B 32 2E 00 FF FF 00 00 00 02 00 00 00 03 00 07 7D E0 00 00 12 A0 4C 69 67 68 74 2E 63 6F 6D 00 00 00 00 00 FF FF 00 00 00 02 00 00
00 03 00 07 90 80 00 00 00 40 4C 69 67 68 74 2E 63 6F 6D 00 00 00 00 00 00 4E 00 00 00 02 00 00 00 03 00 07 90 80 00 00 00 40 4B 75 70 70 61 44 65 6D
6F 30 31 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 90 C0 00 00 12 E0 4B 75 70 70 61 44 65 6D 6F 30 32 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07
A3 A0 00 00 41 A0 4B 75 70 70 61 42 61 74 74 6C 65 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 E5 40 00 00 6E E0 4B 75 70 70 61 44 65 6D 6F 30 33 2E
63 00 FF FF 00 00 00 02 00 00 00 03 00 08 54 20 00 00 3A 20 4F 63 68 69 30 31 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 08 8E 40 00 00
03 40 4F 63 68 69 30 32 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 08 91 80 00 00 01 C0 4F 63 68 69 30 33 2E 63 6F 6D 00 00 00 00 FF FF
00 00 00 02 00 00 00 03 00 08 93 40 00 00 01 A0 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00
All I need to know how should I use them to split the JaiArcS.arc
Great thanks for help!
More information about this goes here.
Download the two files:
JaiInit.aaf
JaiArcS.arc
edited 10:20 AM EDT April 27, 2014
- TONS of noise converting to brstm? by Kurausukun at 11:06 PM EDT on April 27, 2014
- Sorry for the mass of topics as of late. Here is my base .wav file: http://www.mediafire.com/download/ogp6avabh9y5eby/Sentou%21+Cho+kodai+Pokemon%21.wav
When I convert it to .brstm (using brstmmake), I get TONS of quantization noise. There will obviously be some, I know, but for this particular wav, it's incredibly noticeable, whereas I've never even heard it happen in other songs. I need more info.
- Bio 0 "sound" folder discoveries (and a sample extractor) by Nisto at 11:55 PM EDT on April 27, 2014
- Hi all. I made some discoveries about the "sound" folder from Bio0 (Resident Evil 0). I don't know if any of this was already known, but I hope it will be helpful to some anyway. The "demo" folder, which seems to have some more samples, is still a big unknown to me, so the script I wrote will not work on any other files from the game. Although, the files in that folder appears to have essentially the same layout of audio data as in the "sound" directory - only they seem to be compressed/encrypted. So I hope we can figure out how to decompress/decrypt those one day.
.arc = these can contain just about anything, but for the "sound" directory, all of them contain only "pool", "proj" and "sdir" files, respectively
.sam = samples
.son = sequencer data.. I think
If you're curious, you can extract the internal files from the .arc files with MarkGrass' excellent tool, BioFAT (SVN6 anyway).
The sdir files contain DSP header data (such as sample rate and coefficients) and some other data. They contain two tables, which are terminated by 0xFFFFFFFF. As for the pool and proj files, I can't figure those out. If someone knows though, enlighten me/us!
sdir structure:
Table 1 (each entry is 32 bytes)
16 No idea.
16 Reserved? This is always 0x0000.
u32 Sample's offset in the .sam file.
32 Reserved? This is always 0x00000000.
16 No idea. This is always 0x3C00.
u16 Sample rate.
u32 Total number of RAW samples.
u32 Loop start offset?
u32 Loop end offset?
u32 Pointer to entry for this sample in the next table.
Table 2 (each entry is 40 bytes)
u16 Size of the first chunk of the entry. This is always 0x0008.
48 Not sure what's stored here.
u16[16] Coefficients.
The sample extraction script can be downloaded here.
It's written in PHP (I know, it's a dumb language to use for a task like this, but it's so easy to use), so you'll need PHP. I'm sorry if it's any trouble. Getting the script running is not a lengthy process, even if you're unfamiliar with PHP. Simply get the binary package (windows.php.net for Windows users), unpack it anywhere, then, in a command prompt/terminal use the CD command to change the current working directory to the directory in which you extracted the binaries.
To actually run the script:
php [path...]script_name.php [path...]bio0_sound_dir
Example:
php C:\SamExtract.php C:\bio0\sound
If you come across a bug, please do notify me! I honestly wasn't sure if I should share the script in the first place, due to the harsh criticism it may or may not receive. This is the first time I share the full source code of a project, so please go easy on me.
Finally, some important things to note...
1: The first six samples of voice_1.sam contain only null bytes, and very few of them. As a result, your player (foobar2000 in my case) may crash if you try to open them, so please avoid these samples if possible!
2: The script won't add any loop values to the header [yet] as I'm not sure if those are standard loop start/end offsets in the sdir table (or if they're even loop values at all). Mainly because some of them don't make sense to me, like here for example -- the start offset (assuming that's what it is) is higher than the end offset(?) in a lot of cases. I also don't think they're offset+length pairs. So, if anyone figures it out, certainly do let me know, or post an update of the script even.
- vgmstream help by specterfox at 11:45 PM EDT on April 30, 2014
- can someone help me, I have tried everything to compile https://github.com/kode54/vgmstream/archive/r1029.zip and everytime it fails when I'm using mingW.
I get a i586-mingw-32msvc-gcc: command not found
error 127.
Can someone please compile the winamp dll for me,
thanks
- What to use to extract audio from PS1 games in native format? by Vittas at 11:13 PM EDT on May 4, 2014
- jpsxdec will extract, but it saves it as a wav, aif, or au file, and I need the raw file so that I can toss it in foobar2000 and change it to whatever length I want.
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