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by Ultrafighter at 5:42 AM EST on December 25, 2018
>at line 9 put: "math FILE_SIZE -= 4"
Thanks, it worked but a few demuxed tracks don't play ATM. I included them here along with some sound from Medal of Honor Warfighter (PS3)*.vp6 vids, I'm sure the latter files are of the same nature and only require a small tweak to make them work in plugin.

>I think Nicknine posted a better python frostbite extractor?
He wrote some special code to extract audio streams from FB2 or FB3 files (when there're EBX companions that is) but he still recommends to use Frankelstner's scripts to deal with initial sb/toc archives.

Thnx for MGS fix!
Later!

edited 5:49 AM EST December 25, 2018
by Nicknine at 6:00 AM EST on December 26, 2018
@Ultrafighter - don't use raw chunks, use the scripts I've posted to extract the files. My parser supports SoundWaveAsset and MovieTextureAsset nodes, so you can use it to fetch both sounds and movies. Not sure about garbage at the end of VP6 files, though. BTW, NFS: The Run on X360 has some of SB files compressed with X360 LZX, you'll need to decompress them with xbdecompress.exe. They start with magic number: 0F F5 12 ED.

edited 6:00 AM EST December 26, 2018
by Ultrafighter at 12:01 PM EST on December 26, 2018
Well I remember you looking into NFS TR X360 a few months ago and even sending some samples to Bnnm (or better say him mentioning it in his plugin update list); do you mean to say that the game on Xbox and/or Playstation also has the kind of tracknames PC version uses? I sort of presumed that console ports might not use EBX files and folder structure for music streams at all & this is the sort of filenames I'll have to live with.

BTW I ripped MOH 2010 MP, the only VG of that kind, quite some time ago and don't recall too well whether I found EBXs in the same SB archives as actual chunks with audio (I don't even remember their extension, I'd have to look it up somewhere) so it played some rather significant role too.

Maybe I should have looked for any *.ebx assets harder but I guess it's too late now (this also applies to MOH:Warfighter, although I'm just in the middle of ripping it).
And if you think I could additionally extract some SPS files incorrectly (this shouldn't apply to NFS though, they used solely "1 chunk - 1 stinger/loop/song" system for The run music IIRC) then our VGM mods can devise some curator thing for upcoming rips OR any interested users can write some tutorials on the subject of "typical ripping procedure from 3D engine X or sound engine Y". Probably the latter is even more preferred but it'd be better to post such things in their own topics, not in some pretty long discussions like this one; such tutorials can be published here and/or on Discord channel but I remember seeing a whole forum section dedicated to such topics at XeNTaX - the more the merrier!

Bye!

edited 12:05 PM EST December 26, 2018
by Nicknine at 4:18 AM EST on December 27, 2018
MOH 2010 runs on Frostbite 1 which has rather different structure from Frosbite 2 and on. I've briefly looked into it but haven't studied it in-depth.
by bnnm at 5:18 AM EST on December 29, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix some SCHl multilanguage videos [MOH Warfighter, NFS The Run]
- Add PCFX for GENH/TXTH [Der Langrisser FX (PC-FX)]
- Add name_offset/name_size option for TXTH
- Add .csa extension [LEGO Racers 2 (PS2)]
- Fix AWC MPEG not seeking back correctly
- EA SCHl: Removed IDX/BIG parser (by Nicknine, use https://pastebin.com/VXFRxFQq)
- EA SCHl: Added MPF/MUS format (by Nicknine)
- EA SCHl: Added MAP/MUS format (by Nicknine)
- EAAC: Added MPF/MUS format (by Nicknine)
by ChillyBilly at 11:33 PM EST on December 29, 2018
Hey, @bnnm (or anyone else who can help), I've got a couple more recent issues on my end: The first is with Billion Road for the Switch. As I said in the respective thread, I believe the HCA files are encrypted, so they don't play correctly. The other issue lies with Dynasty Warriors 9 for the PS4. The music comes in an ".atsl" archive, but unfortunately I can't play or split it in any way. Thanks in advance to anyone who can look into these sets!
by Ultrafighter at 8:11 AM EST on December 31, 2018
@Bnnm:
>Fix some ZSND [Marvel Ultimate Alliance 2 (PS2)]
I think it would be nice to inspect PS3 too & add support for it if it's possible. PS3 should use plain MP2 everywhere but in music_definitions.zss and it'd be cool to have this platform supported too. You see NovaSoft Extractor doesn't always work well with these if one tries to extract individual MPEG streams out of those ZSS/ZSM files and I wouldn't mind having an alternative.
I remember encountering one huge ZSS (not music_definitions.zss) which Nova Extractor couldn't process properly - it found a gazillion of split-second MP2s there and they were simply unusable, I had to listen to that file as a whole (XMPlay was my default player at that time & I didn't even have to change extension from ZSS to MP2 for that bank to work).

>EA SCHl: Added MPF/MUS format (by Nicknine)
Does it mean that we should still split MUS bigfiles from later games with your ea_mus_sns_snr_type1.bms? Or is that variant of MPF/MUS is also being implemented in VGMStream & its support will be added soon?

Bye!

edited 8:13 AM EST December 31, 2018
by Nicknine at 1:49 PM EST on December 31, 2018
@Ultrafighter - MPF/MUS from later EA games using SNR/SNS should be supported, NFS: ProStreet and NFS: Undercover work just fine.
by Ultrafighter at 3:29 AM EST on January 1, 2019
That's great! Have you tested it on numerous platforms?
So long!
by Nicknine at 8:09 AM EST on January 1, 2019
The parser works both for PC and PS3 versions of NFS: Undercover.

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