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- Decrypted Gamecube IPL -- Reverse engineering by Xayrga at 4:19 PM EDT on July 13, 2016
- Was wondering if anybody knew anything about the gamecube IPL. I've managed to decrypt it and have been pulling it apart.
Here's what I know.
From 0x00-0x100 it has a DOL header which is corrupted (likely ignored, gekko boots at 0x100)
(Below is DOL header contents)
<small>
0x3 - Text 256
0x7 - Text 0
. . .
--------
0x1F - Data 0
. . .
--------
--------
0x4B - Text-A 2167406592 !!!
0x4F - Text-A 0
. . .
--------
0x67 - Data-A 0
. . .
--------
--------
0x93 - Text-S 2095072
0x97 - Text-S 0
...
--------
0xAF - Data-S 0
.... ... ..
0xDF - BSS Memory at 0 size of 0
0xE3 - Entry point at 2167406592 !!!
!! Cannot dump blocks, DOL header is corrupted.
</small>
That's the contents of what the DOL header gave me, points past EOF , so it's corrupted.
I was exploring the file a bit when I found entries that look like gamecube FST, and sure enough it was, however I don't know where this FST starts. The IPL appears to setup the OS, with the main menu just being a rom that directly boots the game in the drive.
Within this filesystem are several files listed, there are gamecube stream format sounds
/stream00.adp.../stream01.adp.../stream02.adp.../stream03.adp.../stream04.adp.../stream05.adp.../stream06.adp.../stream07.adp...
as well as an implementation of BMS (JAudio or whatever the sequenced audio engine is called)
ipl_0.aw
/Banks/.
......Banks/ipl.bnk (Just by manually checking the data surrounding these, it is indeed sequence data)
......Banks/ipl.ws
Other files include a stream file for the opening sequence
/boot_demo_base_cube.1.SH
/boot_demo_cover_cube.base32
/cube_mat1
There are various unused strings within the rom as well, one referencing at a completely unreleased pokemon game!
"Pokemon Stadiummmmmm"
"Gameplay.Pokemon Stadiummmmmm"
"pokemon kingin.2000"
"The new PokeMon Stadium!"
These were likely strings to test the memory card screen , or the "GAME PLAY" screen. Following this looks like texture data.
Right, so I don't know where the filesystem in this rom is, or where to find the start of it. But here's a copy of the decrypted bios.
First, here's the XOR pad for decrypting the bios
http://xayr.ga/rom/ipl_xor.pox ( Does not include the first 0x100 bytes, if you're going to use this, remember to seek past! )
aaaand here's the bios.
http://xayr.ga/rom/ipl_decrypted.bin
If you'd like; take a crack at it, and see if you can locate the start of the filesystem.
edited 4:21 PM EDT July 13, 2016
edited 4:24 PM EDT July 13, 2016
- Weird frequencies for instruments? by birdmanager6 at 8:12 PM EDT on July 13, 2016
- Hi, there. I've noticed how many games with sequenced music, such as those for SNES and Nintendo DS, often have their instrument samples at a base note of a weird frequency. I mean, looking at the samples after converting them to WAV with the right frequency, sometimes it's a more normal frequency like 16000hz, 22050hz, 32000hz, etc., but sometimes it's something odd like, for example, 28941hz! And sometimes it's really close to one of the more normal frequencies, like 32043hz! Why didn't they make it exactly 32000hz? I would really like to know why this is...
- Lightning Returns : Final Fantasy XIII XMA File by Vector Harbor at 10:46 PM EDT on July 13, 2016
- I know this is stupid and annoying to ask but i try to convert those file from the xxx.joshw.info Music Archive
I try to convert those XMA files with the XMA Converter
But it seems to be not the case... I mean a windows appears then close instantly...nothing happened...so i decided to do some search about quick bms stuff and found this...but...Link
Where's the script ? I mean this is not this thing right ? http://forum.xentax.com/download/file.php?id=10380&sid=31cfa5528f253ca4b505e724c44ec193
It a audio file which by the way don't work
Should I try a other tool or this one is a special case ?
Or I'm a idiot ?
Thank for your help
edited 10:47 PM EDT July 13, 2016
- vgmstream crashes on invalid files? (Android) by nobody1089 at 8:27 PM EDT on July 17, 2016
- I've observed that the vgmstream library tends to crash when loading invalid files. Is that normal?
Android crash: https://github.com/droidmjt/Droidsound/issues/305
Scroll to the bottom. Apparently the crash occurs at `reset_vgmstream+16` . I've seen similar issues before when renaming file extensions under foobar2000, but I can't reproduce them right now.
- If I rename the file to .ast or .pcm, it *doesn't* crash in foobar2000 (on Wine).
Either Droidsound-E is calling a different vgmstream function that causes it to crash, or it's bundled with an outdated library version. I suspect it tries opening the file under every possible file extension, and uses the first one that succeeds.
edited 8:30 PM EDT July 17, 2016
edited 11:56 PM EDT July 17, 2016
- Megami Tensei Gaiden GBS fails at foo_gep by Koto at 12:25 PM EDT on July 18, 2016
- Self explicatory subject.
Foo_gep doesn't read neither Last Bible nor Last Bible 2 GBS files, which works perfectly with other players. I hope that it can be fixed easy.
Thanks
See ya
- audio/video problems (xma/xwb, etc.) by AnonRunzes at 10:32 AM EDT on July 22, 2016
- So I've been posting these threads at the zenhax forums about these problems I'm having:
Table Tennis - .xwb/.xma(.wav) problem
Oblivion Beta (PSP) - .RWS sample file
Shadowrun - Wwise XMA2
Rogue Galaxy (PS2) .MVI
Fahrenheit - XBOX ADPCM
Can anyone solve these for me?
- custom sounds help by djneo at 12:54 PM EDT on July 22, 2016
- Hi guys,
Im looking for right people that would be so kind and help me/ teach me, how to make the custom sounds work in NHL 2k11.
I work on huge textures overhaul for this game and improve the sounds is very import for me.
So I would really appreciate any help.
Im not extra rich, but I would even donate anybody who would make that happend.
To be clear, I want make the new sounds myself, I just dont know how to unpack Wii files or work in Hex editor.
Thanks in advance guys!
my mail is djneoofficial@gmail.com
- [PS Vita]Digimon Story Cyber Sleuth *.sndl by Romsstar at 3:52 PM EDT on July 23, 2016
- Hello everyone.
This is my first post but I've been following this for a while and I really appreciate what you guys do. I need some help.
This is a audio format from the PS Vita game Digimon World Story Cyber Sleuth which contains the sound effects of the game.
The problem is: There is no header or anything else that indicates a structure.
There are *.snd files for the music and voice acting, which are Attrac9 encoded files and can be converted fine with at9tool for example.
But the Sound Effects are in a *.sndl container and I have no idea how to decode those.
From the look of it it feels either compressed or simply headerless but I'm a bit at a loss what to do with that.
I've tried to run it through comtype_scan2, just on a hunch that maybe it uses compression, but it didn't seem to find anything.
I attach some sample files of *.snd and *.sndl as well.They are all in the archive. Maybe there is some connection after all.
The link to the files is here
https://www.sendspace.com/file/5hdhgs
Help is much appreciated. Thank you in advance.
- ACB Files with out a AWB Couple by Arymond at 10:33 PM EDT on July 26, 2016
- Sample File
Encrypted HCA files in side
I have this a a few other of the same files that are only ACB's but dont have the AWB coupled with it i was able to extract them but i don't know what the File type in side them are.
From Kamen Rider Battle Rush (Unity - Android)
edited 1:30 PM EDT July 27, 2016
- Problem understanding the differences between streamed music and non-streamed midi music? by dj4uk6cjm at 7:06 PM EDT on July 28, 2016
- I've been pondering for a long time about how exactly do composers utilize sequencers like the Roland SC-88 for streamed music in their soundtracks for video games and the same sequencers used to make midi style music for same said video games.
How do we know some soundtracks are streamed and some not when they use the same tools to produce both types of music? Shouldn't they all stay one type which is typically streamed? At least in todays modern video game music composing industry even though there are still rumors that midi music is used in these days as well.
What bothers me is why composers, whether they be the same composer (or a completely different composer) for the same game working on music for another game on the same console or handheld sometimes choose to make streamed based music for one game (lets say for example New Super Mario Bros. Wii) while some make midi music for another like Super Mario Galaxy 2 which are basically a year apart from release dates of each other.
It's okay if you guys don't want to comprehend what I'm talking about lol I don't even understand where I'm going with this at this point too but it seems to me that composers keep juggling between streamed and non-streamed music and if you look by the years some games have been released and history of video game music composer using streamed and non-stremed music in their tools it'll give you an idea.
Why are they doing this? It just seems odd when you put the pieces together.
Anyways I hope this generates a lot of discussion, nothing flammable or whatnot. Just curious why they're juggling between streamed and non-streamed music, maybe it's because they like trying new instruments in their songs and testing them out on streamed and midi? Who knows, we'll never know I guess.
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