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by bnnm at 4:54 AM EST on February 5, 2017
I want to add a few formats (AT3, XMA, etc) to GENH.
Does anybody coordinate that or should I go ahead and do whatever?
by snakemeat at 11:24 AM EST on February 5, 2017
Awesome, I can add them to VGMT once they're in vgmstream. I will likely need help with the bytes to samples calculations though.

Feel free to make an SVN patch if you'd like to add it yourself (got another new baby at home, so life is very busy). I can't remember if I store the formats in the sql lite dB or not.

While you're in the GENH code of vgmstream, would it be possible to check on the MS IMA issue a couple of posts up? Not sure if it's a vgmstream issue or VGMT issue.
by mogikihei at 11:57 AM EST on February 5, 2017
@bnnm- Is it possible to add mp3 to GENH?
Use the mp3 in the Megami Ibunroku Persona for Windows

example:
http://www.mediafire.com/file/fpxy4ywcyck0p5d/BBGM01_0.zip
The extension is seq, but in fact it is mp3.
by bnnm at 1:16 PM EST on February 5, 2017
@mogikihei - I think it's already there: "MPEG Audio Layer File (MP1/2/3)"

@snakemeat - That GENH just needs an interleave (block size in MS IMA's case) of 0x800.

I think I'll add those:
- ATRAC3
- ATRAC3plus
- XMA1
- XMA2
- PS Vita ADPCM (HEVAG)
- FFMpeg (any format that FFMpeg could directly parse, like AAC/MP4, but there are various quirks I'd have to explain)
Any others?

I don't know C# so I don't think I can add them myself to VGMT though.
Bytes to samples I'll post the formulas, but I'm thinking of adding an option so vgmstream makes the calcs internally (for XMA1 you can't precalc manually since it's VBR of sorts, XMA2 headers thankfully give sample numbers).
by mogikihei at 1:48 PM EST on February 5, 2017
Sorry, it was possible with "MPEG Audio Layer File (MP 1/2/3)".
Although it did not work when tried before, it seemed that he did the wrong way.

It was able to be created.
http://www.mediafire.com/file/pqwi9pwu1j61q9r/BBGM01_0.genh

Edit:
That GENH just needs an interleave (block size in MS IMA's case) of 0x800.
Nice! I played correctly
http://www.mediafire.com/file/bn5173b8r1k8l2b/bgm_001_title.genh

Once all songs have been created, upload them.

edited 2:28 PM EST February 5, 2017
by snakemeat at 3:35 PM EST on February 5, 2017
@bnnm

*** For GENH formats ***
Exciting news regarding the formats you listed. Here's some others worth considering:

1) I could see value in adding support for raw vorbis since it is used in FSB containers, which change periodically. Raw vorbis support may have some wwise format benefits.

2) I believe Knurek had a need for Nintendo DS IMA in the past, but that may have been remedied.

3) It's obscure, but some of the old Sega Saturn movies used the Duck TrueMotion codec which at the time required being converted to WAV using FFMPEG. Not sure if they can be demuxed or if anyone even cares anymore.

4) I feel like headerless HCA and ADX have been discovered, but I'm not sure.

5) WMA/ASF audio. VGMToolbox can demux WMV, but not recreate the ASF header to listen to it.



FFMpeg (any format that FFMpeg could directly parse, like AAC/MP4, but there are various quirks I'd have to explain)

I like this idea. It seems like a "subtype" code might need to be added to the format spec. Did you have something else in mind?

I don't know C# so I don't think I can add them myself to VGMT though.

No problem, I'll update the code.

Bytes to samples I'll post the formulas, but I'm thinking of adding an option so vgmstream makes the calcs internally (for XMA1 you can't precalc manually since it's VBR of sorts, XMA2 headers thankfully give sample numbers).

Thanks in advance for sharing the formulas. If you have a formula for MP3 (see below), I'd appreciate it.

One question, if the XMA2 headers are present, would GENH be needed?

@mogikihei
Look forward to the rip. At one point manakoat gave me a bytes to samples conversion formula for MP3, but I never got around to implementing. Maybe I'll try adding it with this other stuff if I can find it.
by bnnm at 5:14 PM EST on February 5, 2017
Ogg would be useful, but I know little about it and from tools like revorb or ww2ogg seems too complex to add quickly.

FFmpeg basically just needs a start/end offset of data it can parse and (sometimes) total samples (so Duck would work). No need por subtype or anything, it analyzes the stream by itself.
However FFmpeg formats must be manually enabled/compiled in vgmstream first, and in rare cases they may not work due to quirks.

"Normal" XMA I've implemented, but if it's a custom header (I've seen some) you would need the usual GENH stuff.
by ChillyBilly at 11:13 PM EST on February 5, 2017
Well, I'm definitely no expert on the subject, but... is it possible to add some sort of support for the Wwise format, specifically PCK archives, to VGMT? I ask because I've been having a fair bit of trouble with it lately... When I try to extract them with the advanced file cutter, I only get unplayable .wav files, and programs like ww2ogg haven't worked for me, either. I also tried to GENH them, but it's too much guesswork for me to get anything out of that method. I dunno if it'll help, but if you need some sample PCKs, there's a rip of Jikkyou Powerful Pro 2016 that I posted in the joshw thread a little while back. Thanks in advance to anyone who can look into it!
by Infernus Animositas at 12:42 AM EST on February 7, 2017
@ChillyBilly

Try using Ravioli Game Extractor. It can open up .PCK archives and you can extract them with the original hash ID filenames as well.
by ChillyBilly at 9:46 PM EST on February 7, 2017
@Infernus Animositas: Thanks for the suggestion, but I already tried Ravioli. Unfortunately, that didn't work for me, either (still gave me unplayable files). Programs like QuickBMS and Dragon Unpacker were also no good, I'm afraid. But hey, if you or anyone else have any suggestions I haven't tried yet, I'd totally hear them out!

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