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Videos from games using the "DivX for XBOX" (or GC) codec by doomed at 6:26 AM EDT on August 18, 2014
Greetings people of HCS!

The GC and Xbox(1) versions of Enter the Matrix (2003) use a special version of the DivX codec to store their live action cutscenes. (The PC version uses BINK and the PS2 version uses its native MPEG2 format).

This special version was made by Factor 5.

Related articles:

http://www.nintendoworldreport.com/news/7826/factor-5-divx-networks-release-sdk-for-gamecube

http://www.neowin.net/news/divx-for-the-xbox-sdk-announced

http://www.gamasutra.com/view/news/92434/Factor_5_and_Divx_Networks_Release_Divx_for_Gamecube.php

Now what's interesting is that the Xbox version is the only one that stored the videos in higher bitrate "HD" resolution (likely 720p) compared to the other versions of the game.

So I'd like to be able to play/convert those files. But as far as I know nobody has worked on reversing this format.

Here is one such file (it's Atari's logo) provided as a sample: Logo

And here is the beginning of the file in hex: Header

Thanks!

edit: Perhaps it would help to note that at the time that Factor 5 released the DivX for GC and Xbox SDKs, the "PC" version of the codec was DivX 5. So I would expect that this special version of DivX is based on DivX 5.

edited 11:43 AM EDT August 18, 2014
Cueing Audio Files by MrDANtastic at 11:00 AM EDT on August 18, 2014
As a little side hobby, I've been hacking away at a few Gamecube Iso's to study the contents of the .aw files and audio bank. I, like many foolhardy, would be hackers (or noob if you like), thought that it would be possible to replace the audio files in Twilight Princess. I know! For shame right?! Well, after about a week of researching and creeping around on the forum, I've come to a better understanding of the file structure, and know enough to realize that simply replacing them is a nigh impossible task. But I, being a stubborn, hard headed, child of an Irishman, have yet to give up on this particular task.

Therefore, I would like to pose a question...

Would it be possible, instead of attempting to hopelessly replace the audio files of the game, to cue replacement tracks via an external program such as a soundboard? Essentially, my thought process behind this was if a cue is coded so that when the instance a vanilla track is triggered in game, it would cue an audio track from the soundboard. Is this a viable option, or just a waste of time?
Need Instructions Please by CasulGuy at 1:09 AM EDT on August 19, 2014
Need instructions how to use this at all. I already know how to get to the test.exe part. My only problem from there on is how to do a simple decode and change it into a .wav. And explain how EXACTLY I would convert a .dspw file to .wav file.
PS2 Stella Deus, ADX headers, VGMToolbox, other questions by mikev at 3:57 PM EDT on August 23, 2014
Sorry if this is TL;DR but it is my first (real) post on any forum and I've been lurking here for a while so I've kinda built up a list of things. I really want to get involved in some way and I was thinking some of the below might be a start.

I'm considering working out the loop points for Stella Deus (PS2, mostly ADX) and resubmitting to joshw.info.

1. Is somebody else (that reads here, obv) already working on this or do they have it completed but not uploaded?

2. As for track filenames, I was going to rename them to match the OST (using the convention of track 99 for outtakes/unknowns). Is this acceptable or should I just leave them as-is?

3. As for the ADX loop points themselves, I was going to just update the headers directly. Is that fine?

4. Does there already exist a tool to calc the byte offsets from sample/other offsets and update the headers? I've already done this manually for one of the files as a test, but if there's a tool that can save a bit of time that'd be great. Although, I'm mainly asking this to lead into the next question...

5. VGMToolbox (r930) doesn't have anything for working with ADX headers, unless I'm missing it somewhere. Is that correct? Would it be alright if maybe I extended it to support them?

Thanks for your time.
HP 2 Gamerip by Mygoshi at 2:09 AM EDT on August 24, 2014
Can anyone have a rip of Harry Potter 2 from the PS2, gamecube or Xbox ? I ripped from the gamecube but I have a pretty medium quality and all of the musics are stored in 1 files. Thanks !
requesting a NSF rip by hoodlum47 at 7:42 AM EDT on August 25, 2014
Hello I would love it if someone could rip this

Of course I mean after said IPS is applied to the ROM. It really improves the music of this "unofficial" port.
Army Men - Sarge's Heroes 2 (PS2) Music by ayylmao at 6:30 PM EDT on August 25, 2014
I tried to rip the music from this game, but all of the tracks seem to be in .SSN format, which according to Google is not usually used as any sort of sound file considering I didn't find anything about it used in this manner. Tried using MFAudio for it but the only thing that came out was static. Also tried directly playing the files through MPC just in case, but that didn't work either. What should I do?
Mono .gbs? by Kurausukun at 11:00 PM EDT on August 25, 2014
Is is possible to somehow edit the Pokemon .gbs files to be mono as they are heard in-game if the sound is set to mono? Simply downmixing the stream does not give proper volume levels.
*.hog PS2 ADPCM by Mygoshi at 5:13 AM EDT on August 26, 2014
Hi, I'm trying to rip the musics from the Harry Potter and the Sorcerer's stone PS2 game. I ripped the GameCube version but I would like to rip the PS2 version. The file is called "HOGDAY.HOG" and the header begin with "WART3.00" I don't know what is that xD I never saw this. I scanned the file with Cube Media Player 2 (which is the only software can open this file :), he's not bad, he's just so long for scan.)I tested all of the interleaves but none of all works. So, I extracted the files without convert, it gives me .adpcm files. I scanned the files with ADPCM Player v1.44h and i'm embarassed, he say "The interleave is not set!!" ... Please help me, download the file here : https://mega.co.nz/#!0FxCEISa!pKZdg0gVuiVSaQBdClhsoRfEUZIzxKChI_3WbHPR8SI
NDS *.rom ripping by Mygoshi at 5:16 AM EDT on August 26, 2014
Hi guys, I downloaded the rom of Lego Star Wars II: The Original Trilogy for the Nintendo DS. I opened the file with "kiwi nds editor" and it gives me a "SoundData.rom" file. How I open and extract audio from this? Thanks!

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