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- by snakemeat at 12:19 AM EST on December 12, 2016
- @mogikihei: I usually use AlphaTwentyThree's QuickBMS script.
- by mogikihei at 5:31 AM EST on December 12, 2016
- @snakemeat:That script I can not insert a loop point in AT3 file,
I want to edit an AT3 file like GENH Creator / Extractor.
And I want to play AT3 file looped with vgmstream.
- by AnonRunzes at 3:44 PM EST on December 15, 2016
So I came across this .pss file.
Seems that this .pss file uses PlayStation ADPCM for its audio, yet the output audio file is .ss2.
Yet when I play that .ss2 on vgmstream, it comes out as gibberish. Any ideas?
- Messed up file names? by auroraknux at 2:57 AM EST on January 12, 2017
- I was using VGMToolbox to rip the audio files from a Wii U game, and it's worked perfectly! Well, except for one problem: some of the filenames are completely mixed up.
For example, I go to play a voice clip that, according to the filename, is a clip of a character saying "Mm-hmm!", but when I play it, I get one of his attack noises; or when I play one of his attack noises, I get one of his death noises, etc. etc.
Not all of the files are affected (most of them seem to be named correctly), and so far I haven't found any sort of pattern to the ones that are. I'm also not sure if all of the extracted folders have messed up files in them or if only certain ones do (some of them have literally HUNDREDS of files so it would take forever to listen to all of them to see if they're correct).
Oh, and in case it's important: I used VGMToolbox to extract the ACB/AWB archives, resulting in folders containing either ADX files, HCA files, or both, and then converted those files to WAV with a couple of other programs. Aside from the messed up filenames, the conversions went completely fine.
I'm no tech expert, but I'm pretty sure the WAV conversion has nothing to do with this--so my only guesses are that a) They were somehow mislabeled in the original game files (???), or b) Something went wrong when I extracted the archives.
Sorry for this long post! I'm basically ripping my hair out at this point, so if anyone can help me figure out what in the world is going on and if there's a way to fix it (other than listening through every single file and manually renaming everything), I'd appreciate it so much!
edited 3:48 AM EST January 12, 2017
- by Infernus Animositas at 8:05 AM EST on January 12, 2017
- Well if the Wii U game is using ACB/AWB archives it is possible as there might be more files in the AWB than there are files listed in the corrosponding cue sheet (.ACB) which might be causing that issue.
The easiest way to fix that is to get a free copy of the CRIWARE SDK tool from their website and load up the .ACB/.AWB files and play the files in CriAtomViewer.
- by auroraknux at 7:59 PM EST on January 12, 2017
- Alright, I'll have to give that a try. Thanks!
(Only problem is that, to get the program you mentioned, I have to fill out some kind of form--and said form is asking for the name of a company. I don't have a company, nor am I making a game like they're assuming. :P Ah well, I'll figure it out.)
- by auroraknux at 3:49 AM EST on January 16, 2017
- Update: No luck with getting that software.
- by Infernus Animositas at 11:40 PM EST on January 17, 2017
I've got some CPK archives that won't extract due to illegal characters. I've uploaded a .CPK and .CSB for you to look at.
- VGMToolbox r1027 by snakemeat at 4:54 PM EST on January 18, 2017
- @Infernus Animositas
Here's an update for CPK (see below for newer version). It will look at the ASCII file name and predict the code page as Latin or Shift-JIS depending on whether or not high ASCII is included.
edited 5:45 PM EST January 18, 2017
- VGMToolbox r1028 by snakemeat at 5:44 PM EST on January 18, 2017
Here's an update that changes the way multi-audio PSS files are parsed. It seems like it should work with existing versions of PSS formats, not just your special case, but I'd be happy to hear anyone encounters issues with it.
For your example, all of the audio streams are the same, literally the same CRC32.
This quick release also includes Kode54's HCA patch.
edited 5:46 PM EST January 18, 2017
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