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by ChillyBilly at 7:32 PM EDT on July 21, 2016
Okay, here's those WayForward rips:


Adventure Time:Hey Ice King! Why'd You Steal Our Garbage?!

Mighty Switch Force!

Mighty Switch Force! 2

Regular Show: Mordecai and Rigby in 8-Bit Land

Teenage Mutant Ninja Turtles: Danger of the Ooze



I'll have some more standard rips up by tomorrow (or during the weekend)!
by 54634564 at 8:26 PM EDT on July 21, 2016
@Vector Harbor, here are the files from the game. Seems to use 'wwise', don't know how to unpack that. There's a bnk and pck file in there:
https://mega.nz/#!VQlXCQbD!PrOaYJCBH3WtDB1L0rnmZPMa_g7Oi6GYD3WlezHPlLo
by Vector Harbor at 9:55 PM EDT on July 21, 2016
Thank for the archive...about that pck file the only extractor that i could find was this one :

Link

But the problem is...it in wav format...sure it great but i got this message

"Unable to open item for playback (Missing ACM codec)"

So...?
by AnonRunzes at 10:01 PM EDT on July 21, 2016
>playing wwise .wav files on foobar2000
Have you ever tested these files with ima_rejigger5 or ww2ogg?
by 54634564 at 10:05 PM EDT on July 21, 2016
@ChillyBilly, here's all the audio files I found in the vols. They're '.wave' files. Not sure if anyone's done any research on them.

https://mega.nz/#!JNNQwCqJ!aGzBZlxlBuvcVhN4zZPSEDuCjZTQ3MqaT0xYPkS_NzY


To extract from the vols, I used a modified version of this BMS script:
https://github.com/meh2481/MSFHDEx/blob/master/scooby_looney.bms
Some of the vols had zlib compression on them that I had to remove first. I used a script I wrote to do that(find it on page 28).

edited 10:10 PM EDT July 21, 2016
Metroid Federation Blast Ball by Vector Harbor at 10:41 PM EDT on July 21, 2016
Well the files is in wav format...but i try those tool...

Link

But nothing is happening...but here the wav file

_Metroid_Prime_Blast_Ball.zip]Unplayable_wav]_Metroid_Prime_Blast_Ball.zip
by ChillyBilly at 6:20 AM EDT on July 22, 2016
@54634564: Thanks a bunch for extracting the audio! Anyway, I looked into them, and... for the moment, it's no good, I'm afraid. I assume that, similar to the above Metroid files, these are a type of "wwise" audio format. Thus, I tried putting them through the above mentioned ww2ogg and ima_rejigger5, but I keep getting error messages about a missing RIFF header. I also gave quickBMS and VGMToolBox a shot, but.... still no good. I'll resume my search for a solution later, but for now, these files are just too tough a nut for me to crack....
by hcs at 10:52 AM EDT on July 22, 2016
I looked into a few of these files (the .waves and the Metroid Prime Blast Ball .wavs), here are my preliminary findings, I probably won't look closer. I haven't hammered out everything, but you should be able to make a GENH for most files from this info (or implement your own reader).

All the DSP coefs I mention here are little endian.


The .wave files from .vol are not Wwise.

* advtime/, msf/:
FE EC B7 E5 header

DSP ADPCM, channel count at 0x1D

(offset to DSP headers may be at 0x28 (32 bit little endian) but it seems to always be 0x2c)

mono has coefs at 0x2c, data at 0x60
stereo left coefs at 0x2c, data at 0xa0 (given as an address at 0x20); right coefs at 0x58, data at 0x20 (32 bit little endian, address of left channel start) + 0x24 (32 bit little endian, size of left channel)

* TMNT/, msf2/, regshow/:
4A 2D F7 4D header

DSP ADPCM (this may be specified by a format byte at 0x4), channel count at 0x5

There's a value at 0x24 (32 bit little endian) which I think is the offset to the DSP header, all other addresses are offsets from that, I'll call it "h".

mono has a coef table at h+6, data starts at h+0x34
stereo, left coefs at h+0xc and starts at h+0x64, right coefs at h+0x2c and starts at the address given at h+0x50 (32 bit little endian).

data addresses might be rounded to the next 0x20?

A few files don’t seem to stick to this, though; TMNT/portal_loop.wav for instance seems to have some extra data in each channel.


* Metroid Prime Blast Ball

The Metroid Prime Blast Ball files that Vector Harbor just posted look like Wwise, but they're also DSP ADPCM. Channel count is at 0x16. Mono files have the coef table at 0x30. Stereo has coefs at 0x30 and 0x5e, it looks like interleave is on the frame level (8 bytes). Data starts in the data chunk (4 bytes after the 64 61 74 61 which marks the data), which moves around a bit, unfortunately.

edited 11:00 AM EDT July 22, 2016
by Vector Harbor at 1:29 PM EDT on July 22, 2016
So...can we do something...or it the extractor that mess up those wav file ?
by hcs at 11:45 PM EDT on July 22, 2016
You can make GENH headers for the files that will allow them to be played in vgmstream, using VGMToolbox, using the offsets I've described above.

I don't think there's anything wrong with the extractor (though I don't know for sure).

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