Previous Page | Next Page
- .ADX Encrypted files (type 9) help! by Guilhermex12 at 4:21 PM EDT on September 7, 2018
- Hello everyone, i've been trying to change Audio files on a mobile game called Dragon Ball Dokkan Battle.
It use .awb and .acb files, i sucefully extracted then using various tools like Sonic Audio Tools, AWB Unpacker/Repacker and VGToolsBox, got ADX files, they sound distorted and static, then i checked the ADX file on VGMstream (cuz it can play encrypted files on the fly) and have seen the file is a CRI ADX 4-bit ADPCM codec and is encrypted with Type 9 encryption.
So i used Degod (it contains Key codes for some games and Dokkan Battle was on the list), then i decrypted the .adx file using it and played it on Foobar without any distortions or statics.
The problem is, after trying to encrypt the file back and putting it on the game, it sound static and weird... why? Does the tool don't encrypt it correctly? How can i encrypt it again so the game can play the file normally??
Degod can decrypt ADXs file and has a option to encrypt too, but after doing this, when i try to play the new encrypted file on VGMstream, it doesn't play, doesn't show the Codec of the file and nothing, just an error, but on Foobar the new encrypted file sounds static etc (meaning it's encrypted, right?) but after putting the new file on the game it sounds static as the file is wrong encrypted, why??
I also tried using VGAudio, a tool that can encode/decode ADX and it has a option to encrypt the file with Type 9, problem is a don't know the key code for encrypting it :/
If anyone want, i can upload the ADX file.
Sorry for the long post but i tried giving every detail possible lol
And sorry for the bad english too, hope you guys can give me some tips.
- SpongeBob's Surf & Skate Roadtrip (X360) .data files by sandmanfan98 at 4:14 AM EDT on September 8, 2018
- Trying to convert the music. Using aluigi's script to extract .xen files, each music tracks has a blank file and a .data file. Worth noting that .STR is what Blitz Games uses for many of their titles and is mentioned in the filenames.
https://mega.nz/#!60dkAKQT!DKD4Xm0UwR-9ks3cdW2swLF7T93Dd3r6cbYKUibAT_Y
- Last Rites (.DSF, ADPCM) by Corak at 12:29 AM EDT on September 9, 2018
- Hi. Trying to decode ADPCM audio format from game Last Rites with GENH. Guessed - it's 22050hz, stereo (0x8 or 0x10 interleaved), starting from 0x800. But still cannot get true decoding method.
Can you help with them?
example:
http://coraksoft1.narod.ru/temp/games/CLEARIT.DSF
Mus pack:
https://cloud.mail.ru/public/7HqA/hr9vcFzRa/2Last_Rites_Music.7z
- Castlevania Fonts by Zetto Kuzuuya at 2:08 PM EDT on September 9, 2018
- So far for castlevania fonts, we really have some stuff for dracula X and castlevania 4...and that's really it, what I am currently doing today is attempting to rip stuff from symphony of the night, as I have no clue if it uses streamed audio or not, but I wonder if there are other games that can be ripped, like bloodlines, and the PC engine version of dracula X known as Rondo of blood?
- Boruto Shinobi Strikers Wwise Problem by MagastemBR at 9:00 PM EDT on September 9, 2018
- Extracting Shinobi Striker files and inside its wwiseaudio I get .wem files and two .bnk files: Init.bnk, SD_Default.bnk
I have already tried xmash, wwxmabnk and ww2ogg. None of them worked. Renaming .wem to .raw makes it playable on foobar but it only plays static. Renaming to .wav gives the unsupported format error, and taking out the bytes before RIFF displays the error: Missing ACM codec.
What should I do in order to convert these .wem files?
.wem example
Btw for anyone else wanting to extract the .pak files of this game, use this key: L%#)TuTw=n@fYRZa=~l>~ENkUE%i/>S(
edited 9:01 PM EDT September 9, 2018
- Steel Saviour (2004,shump) (.aaf (Packed), .wav (IMA-ADPCM)) by Corak at 7:37 AM EDT on September 10, 2018
- Tried to rip music from game Steel Saviour (2004, scroll-shooter), but there is 2 difficultes:
1. .wav game sounds packed/crypted with some method in resource packs .AAF format. The header or respack "ATQ_AAF"
2. When started game and dumped memory - there is some raw IMA-ADPCM streams, without RIFF/WAVEfmt headers, so it's harder to detect them and add normal headers.
At least need help to detect true header method to add/play with genh
Game: https://cloud.mail.ru/public/NAD3/jLbhveodM
Dump-Examples: https://cloud.mail.ru/public/6sJ2/ncscAuCaQ
"extra.aaf" file as example from game.
http://coraksoft1.narod.ru/temp/games/Steel_Saviour/extra.aaf
and
"intro.wav" (ripped music from memory)
http://coraksoft1.narod.ru/temp/games/Steel_Saviour/intro.wav
edited 7:38 AM EDT September 10, 2018
- The Grand Infinite Undiscovery Renaming Project by SquareTex at 4:16 PM EDT on September 12, 2018
- When I realized that the encoding for tri-Ace's Xbox360 projects had been cracked, I was overjoyed. Having Infinite Undiscovery and Star Ocean: The Last Hope in a looping format was a delight.
There were only two "disappointments", and both were minor. First, the audio files were in their dry, data-type names from the game files and not matching the OST names and sequencing. But you know what? That's okay! The important thing is to get the music out quickly, and not hold it up because the tracks have to be in order.
...and besides, it gives me a fun project to do. ;)
The other was a bit more unfortunate. For some reason, the file related to the OST's "Another Challenge" was missing. I'm not sure if the extraction process had overlooked it, but it's one of my favorites...the one time in the soundtrack that Motoi Sakuraba broke the "no band instruments"constraint he used here and on Trusty Bell: Eternal Sonata. Kinda reminds me of Valkyrie Profile 2: Silmeria, which is quite delicious. :D
So yeah, I've fixed those things. After doing a side-by-side, I made a batch file that renames all the files into the OST order. I also took "Another Challenge" and LOGG-ified it, so that it finally had a place of honor among its kin.
One curious thing revealed was that the audio file "BGM_78_RAIN_OF_MOON_B.genh" seems to have no equivalent on the OST. A shame, as it's a rather haunting piano piece. So it's become a "999 Unknown".
Alright, I've linked the 7z with the BAT file and looped tune in the link below. I know the BAT works in Windows 10, but not if the syntax is similar if you run it in a Linux command shell.
Enjoy! :D
http://www.mediafire.com/file/uivtych0qkosnwx/Infinite%20Undiscovery%20-%20Rename.7z
p.s. I think I might give SO4 the same treatment at some point.
p.p.s ...oh yeah, Dirge of Cerberus will REALLY need the renaming love. ;)
edited 4:21 PM EDT September 12, 2018
- PSF builder python script ? by Squaresoft74 at 10:54 PM EDT on September 12, 2018
- Hello,
This one is mainly for Nisto if ever willing to help.
Could you make/share a python script that would automatically build PSF files by simply dropping a folder that would contain a "Driver.exe" , Bgmxxx.seq, Bgmxxx.vh and Bgmxxx.vb files.
Something similar to your mkpsf.py from your mgs_psfkit.
That would be very appreciated and a huge time saver since i'm currently assembling everything via PSFLab and that is a long, repetitive and boring process.
Many thanks.
- RE4 GC Wav to .CAPDSP by Sonderhen at 8:40 AM EDT on September 14, 2018
- Hello everyone, I'm trying to create .capdsp files to insert (replace) into Resident Evil 4 (Game Cube Version)
 With the NISTO tool I was able to extract all .capdsp from the bio4evt.sbb file. And then I was able to convert to .wav using the "VideoGameSoundConverter 2.0" tool.
 But I'm not able to convert to .capdsp for replace original files.
.capdsp have:
Interval: 0x4000 bytes
Encoding: "DSP" 4-Bit ADCPM
Example of .capdsp file:
http://www.mediafire.com/file/emckcowupo491sw/bio4evt_016.capdsp/file
Nisto Tools:
https://github.com/Nisto/bio-tools
VideoGameSoundConverter 2.0
https://dl.dropbox.com/s/1wuxr31hazx3fp4/VideoGameSoundConverter_2.0.zip
The .capdsp header is in the "bio4str.hed" file:
http://www.mediafire.com/file/e1ofroqc47dw447/bio4str.hed/file
It is cliche to say this, but: Sorry for bad english, xD
- Yu-Gi-Oh! Forbidden Memories with VGMTrans not converting correctly by MagastemBR at 2:29 PM EDT on September 17, 2018
- Sequence converts fine to midi but the vab is missing samples. The only instrument in the soundfont is a high pitch noise.
I've read another thread here about this and Nisto suggested a solution, which didn't work for me.
I have extracted the VAB with VGMTrans and split it with VGMToolbox. Then I tried to import VAB.vh back into VGMTrans, but it crashes. Any help?
20.psf
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383
Search this thread
Show all threads
Reply to this thread:
HCS Forum Index
Halley's Comet Software
forum source