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by bxaimc at 1:50 AM EDT on May 13, 2017

Go! Go! Kokopolo 3D - Space Recipe for Disaster (2017-02-23) (Tanukii Studios) (CIRCLE Entertainment) is inside that link


At a glance, wakfu is zlib compressed @ 0x13. Haven't really checked what kind of data is inside the uncompressed file but I'll keep ya posted in case I stumble upon something.

EDIT: ya know I don't really think this is any sound data that I can identify. Come to think of it, why would they zlib compress an already compressed (assumably XMA) sound file, let alone doing it for every file?


There's already a bms script for the XWH+XWB stuff on PS2.

and the RXW files it outputs are already supported by vgmstream (although we'll need to add support for the PCM variant found in THEMA 1 & 2, etc.)

edited 2:17 AM EDT May 13, 2017

edited 2:18 AM EDT May 13, 2017

edited 2:22 AM EDT May 13, 2017
by ChillyBilly at 2:38 AM EDT on May 13, 2017
@bxaimc: Oops, my bad! I went ahead and fixed the link. Should definitely be the Xanadu files now!
by bxaimc at 2:55 AM EDT on May 13, 2017
Something funky is going on. the RIFF header tells me one story but the reality looks different. RIFF has a codec ID of PCM but this looks like more like ADPCM (IMA-ish but uncertain). In fact, this may or may not be related to the crap we found in Gurumin years ago which also had a bad RIFF header but also had some junk at the file beginning.

EDIT: HA! just as I suspected, it's the same thing but without the extra junk at the beginning like in Gurumin. So yes, this is MS ADPCM with a blocked layout. All I need to do now is ponder on how to add a switch to ignore checking for the junk at the beginning or maybe just write a new meta altogether.

Looping may be an issue unless this bgm.tbl has anything useful because to this day we haven't been able to figure out if gurumin stores loop points within the DE2, the exe, or some other external file. (This was about 9 years ago)

edited 2:58 AM EDT May 13, 2017

edited 2:59 AM EDT May 13, 2017

edited 3:06 AM EDT May 13, 2017

edited 3:12 AM EDT May 13, 2017
by hcs at 3:13 AM EDT on May 13, 2017
The Gurumin junk I think was related to rhythm, though I never did look into it in detail.

Lossless compression on top of lossy does happen, particularly with constant bitrate stuff, as XMA is in its simplest form, or ADPCM which tends to be very susceptible to entropy coding.
by bxaimc at 3:19 AM EDT on May 13, 2017
I see yar pointe. Only issue is I'm not seeing any of the obvious flags that signal an xma coding.
by marcusss at 3:54 AM EDT on May 13, 2017
Thanks. For wakfu I extracted xwb files and a couple others but they are all short musics..but the from what i saw on youtube, being an rpg type game has plenty of music but can't find anything else. Its like 900mb ao i guess i could share it someday or something..

I will spend some more time searching for music
It is as if it is sequenced or something as i couldn't much music at all so far

Williams pinball is .rez and contaid the music but i cannot extract the music.i uploaded it in case you or anyone else was able to do.

Cheers and thanks

edited 4:13 AM EDT May 13, 2017

edited 4:15 AM EDT May 13, 2017
by AnonRunzes at 8:02 AM EDT on May 13, 2017
@bxaimc - "There's already a bms script for the XWH+XWB stuff on PS2."
Except I actually wrote that script. Neither PCM nor ATRAC3 are supported, and I just can`t believe that the ".RXW" format actually existed in any of the SCEI games, let alone any game that was published by Sony in Japan for the PS2.

This is why I thought that splitting the files from that format while keeping it was a much better idea than "extracting" them as ".RXW".

EDIT#01: Here are the .XWS files.

EDIT#02: I updated that one script I posted lately to maintain ATRAC3`s messy size, which can be found here.

However, that doesn`t mean I messed the extraction up! I had to make sure the splitted .xwb/.xwh files from one of the .XWB/.XWH archives used on Bokura no Kazoku were splitted correctly, especially with .xwb files. After all, the offset of these files in a .xwh structure is stored sequentially, not in a scattered way.

edited 6:28 PM EDT May 13, 2017
by bnnm at 8:14 PM EDT on May 13, 2017
latest vgmstream changes (foobar / test+winamp+xmplay / bug list)
- Added RXWS (.XWB+XWH/.XWS) with ADPCM/PCM/ATRAC3 support [Sony/SCEI PS2 games]
- Added partial support (as 2ch) for Xbox MSS [Shellshock Nam 67]
- Added GTD support [Knights Contract X360]
- Added RSD6XMA support (by bxaimc)
- Added tri-Ace's PS3/X360 games support [rename to .laac/.ace] (by bxaimc)
- Added rare ADXs: variable frame size, fixed coefs, exp scale; better rounding (by Thealexbarney)
- (dev) Fixed some Vorbis #ifdefs


I reimplemented RXWS (interesting predecessor of SGXD/SXD), plus tweaked AnonRunzes' splitter here (fixed sizes and XWS support).
I left the old rxw parser for those transmogrified .rxw files generated by the old BMS though.

@bxaimc - in case it helps, somebody did a Xanadu Next FFmpeg parser:

@Sir-Sabin -
Battlefield 1943 use fbrb .bms. It's all EA-XMA with no support for now.
DuckTales Remastered use fsb5_split
BC Rearmed packs plain Ogg, Crystal Defenders XWB, TMNT not sure. I don't know if .bms exists.
Fable Pub is fine.
Megaman 9/10 xwb_split worked for me. They are all mono single streams.
by AnonRunzes at 10:14 PM EDT on May 13, 2017
@bnnm - Aww, you actually improved my script.

Seriously, I`m grateful for that.

edited 10:42 PM EDT May 13, 2017
by marcusss at 11:34 PM EDT on May 13, 2017

Thanks for the update !! Great work

Later i will upload knights contract wuth the set of .gtd files.


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