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- Wii (Elebits) Rip? by hufman at 10:22 PM EDT on March 18, 2007
- Hello!
I was wondering about how easy it would be to rip the soundtrack from a Wii game, in particular Elebits. Since it is an early game in the Wii's lifecycle, I would think it would use a similar audio codec or middleware as the Gamecube. However, I could not merely insert the game disc into my computer and see files, however nice that would be.
Is there any chance of an easy Wii soundtrack rip? Or will I need to wait for a while first?
The main reason I am interested in it is because the official soundtrack has different music than what is in the game, and I'm hoping that by getting a Wii-format rip, I can enjoy all of the Elebits music. However, I will be patient if it is not available now.
Has anyone looked into the feasibility of a Wii rip?
- new ADX format? by dag at 11:59 AM EDT on March 25, 2007
- Hi, I've found a number of games unsupported by in_cube that use this new (alternate?) ADX format. The header seems identical but the id is 01F40480 instead of 01F40400/01F40300. If in_cube tries to play it (editing the header to 01F40400, normally it gives weird results) most of it is noise. However some files are actually closer to the original (still with noise), but foobar's plugin also gives different (noisier) results.
The games are mostly PS2 (Killet7, Okami, Raiden3...) and some XBOX360 (Senko no Ronde). So far no DC games use it and I don't think GC games do it either. I can upload some ADX files and PS2 IRXs/ELFs it it helps.
Checking the PS2 driver's strings, seems old and new versions (like Nov-2005 and even Jan-2004) can decode this format so maybe it's some kind of basic encryption rather than new encoding? Killer7 even uses both regular 0400 and new 0408 ADXs.
I've looked around and not even japanese programs support this, and I tried to contact with kode54 but got no response. Seems some other user already reported about Raiden 3 not working, but just in case...
Btw, I think I found one minor bug: if in_cube tries to play a "wrong"/corrupted file (say you rename a .txt to .adx), it skips it but doesn't "free" it, until you close Winamp you can't rename/delete/whatever the file. Winamp doesn't do this with other files.
- Winamp's Advanced Title Formating by blm07 at 5:54 AM EDT on March 29, 2007
- They have started to use Advanced Title Formating in Winamp, it doesn't work right with the video game plugins such as in_usf. Is there a setting to get it to work correctly? I like to simply use Game - Song
edited 5:55 AM EDT March 29, 2007
- 64th Note v1.2 beta 3 by hcs at 3:43 AM EDT on March 31, 2007
- Here's a fresh build, it includes extended file info (for stuff like advanced title formatting and the media library) and multi-user support, added by dr0. It also is now built with Visual Studio 2005, as Josh figured out how to do correctly.
Reports indicate that this version is a lot faster and doesn't break anything. I'd like to have that verified.
I skipped clean over beta 2 since there were beta 2-ish builds around.
edited 3:43 AM EDT March 31, 2007
- Resident Evil 4 / Biohazard 4 DSP Analysis by unknownfile at 11:57 AM EDT on April 7, 2007
- I am doing research into the subject of the DSP format used in Biohazard 4 (or Resident Evil 4). Here is what I have so far. Nontechies may not look as this contains dreaded TECHNICAL INFORMATION.
RE4 DSP extract notes:
The "You Are Dead" stream starts at 0x60 in BIO4BGM.SBB. It apparenly has no header.
Checking BIO4STR.HED gives us some numbers, and what appear to be headers:
00000140 0000 0001 0004 3509 0004 CEE7 0000 7D00 ......5.......}.
00000150 0000 0002 0000 0002 0004 CEE6 0000 0000 ................
00000160 0491 0F02 0DA6 0F37 0BCD 0F81 0D81 0EDD .......7........
00000170 0211 F85D F9A0 F8AC FB39 F841 FA49 F919 ...].....9.A.I..
00000180 0895 0F12 0DC8 0F2A 0C9F 0F89 0D6D 0EF4 .......*.....m..
00000190 FDB2 F857 F997 F8B8 FA49 F83C FA5A F903 ...W.....I.<.Z..
This header is pointed to by 0x00, which is part of a container. Pointers to the headers are thus:
00000000 0000 0110 0000 0190 0000 0210 0000 0290 ................
00000010 0000 0310 0000 0390 0000 0410 0000 0490 ................
00000020 0000 0510 0000 0590 0000 0610 0000 0690 ................
00000030 0000 0710 0000 0790 0000 0810 0000 0890 ................
00000040 0000 0910 0000 0990 0000 0A10 0000 0A90 ................
00000050 0000 0B10 0000 0B90 0000 0C10 0000 0C90 ................
00000060 0000 0D10 0000 0D90 0000 0E10 0000 0E90 ................
00000070 0000 0F10 0000 0F90 0000 1010 0000 1090 ................
00000080 0000 1110 0000 1190 0000 1210 0000 1290 ................
00000090 0000 1310 0000 1390 0000 1410 0000 1490 ................
000000A0 0000 1510 0000 1590 0000 1610 0000 1690 ................
000000B0 0000 1710 0000 1790 0000 1810 0000 1890 ................
000000C0 0000 1910 0000 1990 0000 1A10 0000 1A90 ................
000000D0 0000 1B10 0000 1B90 0000 1C10 0000 1C90 ................
000000E0 0000 1D10 0000 1D90 0000 1E10 0000 1E90 ................
000000F0 0000 1F10 0000 1F90 0000 2010 0000 2090 .......... ... .
So to determine the number of stremas, we count the words on the left and multiply them by 4.
There are 64 tracks -- there are 62 on the OST, but this doesn't matter and some tracks are
probably sequenced or streamed elsewhere.
Let's get to analysing the header:
0x0-0x3 dunno
0x4-0x7 not sure
0x8-0xB ditto
0xC-0xF sample rate (which is set to 32000 Hz in this sample)
0x10-0x13 not sure
0x14-0x17 not sure
0x18-0x1B duplicate of some information
the rest of the header looks like some sort of table
Let's compare this to hcs's analysis of the devkit dsp format.
0x00-0x03: number of samples
0x04-0x07: number of ADPCM nibbles (including frame headers)
0x08-0x0b: sample rate (Hz)
0x0c-0x0d: loop flag (1=looped, 0=not looped)
0x0e-0x0f: format (0 for ADPCM)
0x10-0x13: loop start offset
0x14-0x17: loop end offset
0x18-0x1b: ca (always zero)
0x1c-0x3b: decode coefficients
0x3c-0x3d: gain (zero)
0x3e-0x3f: initial predictor/scale
0x40-0x41: initial sample history 1
0x42-0x43: initial sample history 2
0x44-0x45: loop predictor/scale
0x46-0x47: loop sample history 1
0x48-0x49: loop sample history 2
0x4a-0x5f: padding
Let's take another look at the headers:
00000110 0000 0001 0004 3509 0004 CEE7 0000 7D00 ......5.......}.
00000120 0000 0002 0000 0002 0004 CEE6 0000 0000 ................
00000130 0491 0F02 0DA6 0F37 0BCD 0F81 0D81 0EDD .......7........
00000140 0211 F85D F9A0 F8AC FB39 F841 FA49 F919 ...].....9.A.I..
00000150 0895 0F12 0DC8 0F2A 0C9F 0F89 0D6D 0EF4 .......*.....m..
00000160 FDB2 F857 F997 F8B8 FA49 F83C FA5A F903 ...W.....I.<.Z..
00000170 0000 0000 0000 0000 0000 0000 0000 0000 ................
00000180 0000 0000 0000 0000 0000 0000 0000 0000 ................
00000190 0000 0005 0019 3F72 001C DACC 0000 7D00 ......?r......}.
000001A0 0000 0002 0006 7BE8 001C DACB 0005 0000 ......{.........
000001B0 08B9 0DD6 0AB6 0E4C 0B0A 0EDD 0BB5 0E59 .......L.......Y
000001C0 FB73 F920 FC3F F96D FAEB F8A2 FBE4 F98E .s. .?.m........
000001D0 09DC 0E74 0B9B 0E88 0C8C 0F22 0C78 0E8F ...t.......".x..
000001E0 FB82 F8B0 FB93 F940 F9E2 F87B FB30 F95F .......@...{.0._
- in_cube makes winamp ignore the rest of supported formats? by Ikkutebayo at 10:47 AM EDT on April 8, 2007
- It's funny, every time I install in_cube, the rest of audio formats (mp3, wav, midi, etc...) won't show normally in the winamp window with types supported by in_cube (dps, acx, hps). I have to switch from "Sound types" to "All files" to actually see them.
It gets a bit annoying after a while... Is this a problem of mine or it's common?
- Pokemon Box uses MIDI with a 'soundfont' by jurassicPieter at 4:12 AM EDT on April 9, 2007
- I was just looking through all the cube iso's i have to see if I can extract music and well I already knew you can load the pcm files but they only contain instruments(load the PCM-files in goldwave RAW, signed, 16 bit, big endian mono). So let's look where the sequenced data is. By extracting se_ram.arc I found out the game uses plain midi(and I can just load the midi's in any player) and every midi has a wt-file next to it which probably contains pointers to the instruments in the pcm file.
Here an example of what I found in the rom
http://www.sendspace.com/file/7lql50
I know Pokemon Box is not the best 'game' to get teh music from but it's a start on playing sequenced data for the cube:P
edited 4:12 AM EDT April 9, 2007
edited 4:30 AM EDT April 9, 2007
- Dead Rising's AST music files. by xroc88 at 4:51 PM EDT on April 13, 2007
- Okay so i found out that dead risings music files are in AST format? i tried hexing it to see what i can get and it turns out that the header is ASTB, dunno what the B stands for but so far i cant convert the formats.
If anybody can help that will be great.
Thnaks.
- Help ¿Compressed ADX? in PES6 by Lobo23 at 6:33 PM EDT on April 17, 2007
- The problem is that We (Me and A LOT of people) want to edit audio files inside a .bin archive of the PES6 (PC). When scanning it with PSound I get 74 files wich I can listen, but I don´t get what format they are.
I want to edit some of this files and "re-insert" them into the .bin, to be able to insert .bin into the game´s AFS and hear sound´s i´ve inserted. (example: "unknow_06846.bin | 0030" is post sound when it´s hitted by the ball, and I want to edit that sound)
Here I uploaded the .bin file and an ADX file for you to compare (because I think the files inside .bin are ADX files too but compressed)
Download .bin and ADX
Your help would be MUCH appreciated
edited 6:40 PM EDT April 17, 2007
- Loop control by blm07 at 5:05 PM EDT on April 18, 2007
- I was thinking about this and just noticed that VGM had this, a option to loop the track as many times as you wanted to in the plugin's configuration.
It might be too late seeing how most tracks are tagged to repeat twice and it would be a huge job to redo them all.
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