Previous Page | Next Page
- by AnonRunzes at 3:10 PM EST on February 16, 2020
- hey.
so i need help with some headerless PS-ADPCM/VAG file i'm having. all i'm going to explain is i'm having problems with defining loop values through a txth file when it comes to that one headerless file i'm having. here's a zipped file containing two files: a .vag file (i came up with the vag extension) and a .txth file.
help_with_txth.zip
edited 3:10 PM EST February 16, 2020
- by AceK at 4:21 PM EST on February 16, 2020
- @AnonRunzes
Where is the loop information coming from?
- by AnonRunzes at 5:08 PM EST on February 16, 2020
- from the less obvious places you could ever find...
i just want someone to give me some right points when it comes to the txth i'm making...
edited 5:42 PM EST February 16, 2020
- by AceK at 6:15 PM EST on February 16, 2020
- I'll likely be limited to the response then.
1. Most rips I see usually have num_samples at the end of the document. In this case, it does not affect playback. Keep in mind that the order of placement for some txth arguments may have to be arranged a specific way. This is up to the user if they want to maintain that consistency.
2. num_samples and sometimes loop_end_sample can generally be typed as:
num_samples = data_size
(typo corrected on num_samples)
3. Verify that the frequency is truly 44100 (is this verified in a table?)
Final (unknown about sample rate or other data table comparisons without a source):
codec = PSX
sample_rate = 44100
channels = 2
interleave = 1024
loop_start_sample = 430080
loop_end_sample = 2972928
num_samples = data_size
edited 7:30 PM EST February 16, 2020
- by AnonRunzes at 6:29 PM EST on February 16, 2020
- >is this verified in a table?
no. instead the game in which i'm trying to make a BGM rip on has its executable define the sample rate for any headerless (as in truly headerless, no accompanying header file of any hind) sound files it might have.
as in, the sample rate value resides in a function stored within the executable. the loop values are also handled through an entirely separate function that resides within the executable. the interleave number is defined (again) through an entirely separate function.
at the very least, that final txth result works. i didn't really realize that num_samples wasn't really supposed to come before loop_start_samples and loop_end_samples, but AFTER these two or else the resulting txth file would just have the whole headerless file being played in its entirety without any additional info about it what-so-ever.
edited 6:48 PM EST February 16, 2020
- by Ultrafighter at 5:39 AM EST on February 17, 2020
- Hi Bnnm, any news about 3 buggy tracks from BMX XXX [Xbox]? I posted them @Discord but still, it wouldn't hurt to ask here I guess.
I just wanted to say that apart from that triad of streams my gamerip/streamed set is ready to be zipped & upped, I simply want to be sure that three tracks which remain unchecked aren't BGM or CS audio thus they might be excluded from my final package.
All the best!
- by bnnm at 1:29 PM EST on February 18, 2020
- Havent't checked yet, Syndicate are all bad extracts.
- by Ultrafighter at 4:16 PM EST on February 18, 2020
- Thanks for letting me know about that Syndicate bug, another attempt at extraction seems to fix entire problem.
Bye!
- by marcusss at 6:12 AM EST on February 19, 2020
- Ahh yeah same goes for the XNB issues I was having with Little Savior, a custom ogg format. My foobar wont update anymore as I get authentication errors so have to update manually.. My foobar is FUBAR, haha "Could not check for updates: Network authentication error (80090326)" even though I have win 7 x64 up to date including TSL 1.0 1.1 1.2 enabled by default.. Foobar updated server to 1.2 or something.. Still doesn't work though
Anyway, was just curious about the fix for that might be up? thx
edited 6:14 AM EST February 19, 2020
edited 6:15 AM EST February 19, 2020
- by Anterag at 11:14 AM EST on February 19, 2020
- Hello Bnnm,
I'm trying to extract the archive (AUDIOSTM.AST) which holds the audio content for Tiger Woods PGA Tour 06 (Xbox 360 version).
There is a BMS script made by aluigi (here) which does the job on the other versions but not this one.
The reason why I want to extract the audio is that the music wil potentially have better quality than the one from the other versions.
Indeed, it's using the Electronic Arts 4-bit ADPCM v2 (44100Hz/Stereo) on PS2 and Xbox, while on PC it's MP3 128kbps. On Gamecube, it's the same codec as PS2 and Xbox but it's 22050Hz only.
Here is the whole archive plus the executable:
Samples
Thanks in advance.
edited 11:15 AM EST February 19, 2020
edited 11:19 AM EST February 19, 2020
edited 11:20 AM EST February 19, 2020
Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271
Search this thread
Show all threads
Reply to this thread:
HCS Forum Index
Halley's Comet Software
forum source