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by Vector Harbor at 6:47 PM EST on February 25, 2016
Sadly I agreed ORAS have a gorgeous quality for the music even if the game take a lot of space on your SD card


edited 6:50 PM EST February 25, 2016
by Therius Shulk at 7:32 PM EST on February 25, 2016
This is the message that I get after running the ACB+AWBs through the VGMToolBox's archive extractor:

"Processing ACB file: 'pxz2_bgm.acb'.
Error processing <C:\Users\Owner\Videos\Project X Zone 2 ACB+AWB (1)\pxz2_bgm.acb>. Error received: AWB file, <pxz2_bgm.awb>, did not match MD5 checksum inside ACB file.
Processing AWB file: 'pxz2_bgm.awb'."

And the result is unplayable .bin files.
by Kurausukun at 8:45 PM EST on February 25, 2016
Space shouldn't even be considered an issue anymore; digital media gets cheaper by the day.
by robotortoise at 1:52 PM EST on February 26, 2016
> If you didn't care about size, 3DS music could play 48000Hz music just fine if you really wanted it to. It's not like it takes that much more CPU power. For example, Xenoblade 3D had all of its audio sampled at 32728Hz, which is pretty decent, considering. It also fit into around 3GB, so it doesn't take a huge amount of space either. It really is a mystery.

I don't think it's a space thing. I think it's a CPU thing.

For instance, you mentioned Xenoblade Chronicles 3D. Well, that's a poor example, as it had quite a few framerate drops, especially when fighting many enemies at once.
And I know it's not a GPU issue, as turning on/off the 3D effect had no relevance to the framerate whenever the framerate dropped to 15 FPS-ish.

The game was limited by the New 3DS' CPU. That's why the map didn't have touch screen support, apparently the devs didn't have enough CPU power, according to the Iwata Asks.
Ironically, that's why they moved the game to the New 3DS in the first place: The regular 3DS didn't have enough CPU power!
by Kurausukun at 4:15 PM EST on February 26, 2016
Xenoblade 3D was certainly a game that needed all the resources it could get, but ~16KHz more of audio seems trivial enough that at the very worst, it would have slightly exacerbated the laggier parts of the game, but it's understandable. You usually aren't so pressed for CPU, though, as long as you've optimized your game well.
by robotortoise at 9:16 AM EST on February 27, 2016
Yeah, the 16Khz audio probably wasn't the biggest CPU hog.
by MurraySkull at 7:00 AM EST on February 29, 2016
Bravely Second EU:
https://www.mediafire.com/?bk0piry0xw52klx

Any idea how to play these?
by Therius Shulk at 11:51 PM EST on March 2, 2016
What the heck does the ACB file have to do with anything?
by ultramario1998 at 1:02 AM EST on March 3, 2016
the ACB file appears to be used in conjunction with its respective AWB file in order to correctly extract. I haven't gotten it to work yet though...
by Therius Shulk at 8:28 AM EST on March 4, 2016
Figured it out a few hours ago. If you're using vgmtoolbox, then drag the AWB file into the CRI-HCA Extractor to extract HCA files. Next you'll need to find the "HCA decoder" on the forums and use the latest version to decode the HCA files into Wavs. From there you can pretty much do what you please with them, but be warned that most don't fade out.

...Or I can upload the Wavs later on.

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