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by Ultrafighter at 2:30 AM EST on February 20, 2019
Hi Bnnm, can you please check these *.XWB/*.XSB and tell me if they can be extracted with original filenames? xwb_split.exe suggested using -c key but I didn't get any results with it either (got "a flag isn't implemented" error on every bank I tried to split)...
The VG in question is Headhunter - Redemption for Xbox.

Also there're samples from 007 - Blood Stone for X360, quite a few tracks sound pretty bad ATM, with overwhelming static & hiss, can you look into those (check out TXTPs I included) and see if playback can be improved?

@Shockdude - "shift + right click > tagging > reload info from files" (by Bnnm)
It was there not so long ago but devs either moved this option somewhere else or removed it entirely from the latest versions of FB2K. Just wanted to point it out.

Bye!

edited 2:35 AM EST February 20, 2019
by shockdude at 11:21 PM EST on February 20, 2019
The "shift + right click" trick in foobar2000 1.4.2 worked for me, thanks bnnm!
Also fyi vgmstream is also working with Touhou 14.5's sfls, in addition to Touhou 15.5's.

edited 11:21 PM EST February 20, 2019
by AnonRunzes at 7:50 PM EST on February 21, 2019
alright guys tell me what's needed to contribute to the vgmstream codebase
by Knurek at 8:27 AM EST on February 24, 2019
@bnnm: what's this about Manhunt 2 PSP bnks? The game seems to use unplayable VAS (looks like PS2 ADPCM), some of it in AFS containers...
by marcusss at 8:58 AM EST on February 25, 2019
Im ripping a game where songs loop but require txth to force looping samples before EOF. That is fine


...but some songs have an intro + Looping body...The problem is the intro contains a bit of the body as well (5s duplicated which needs to be skipped) so yeah vgmstream needs to skip the last part of the intro and then join with the body like a normal txtp.


I'm assuming txth cannot be combined with txtp or can it?? Would txth work so that vgmstream will play intro and skip # of samples end as per TXTH and then by playing the body as per what txtp does (intro + body) e.g.

Im sure im making it sound complicated but just wanted to know how to do this. Pity it is not a simple intro + body


e.g EX1

edited 9:09 AM EST February 25, 2019

edited 5:50 PM EST February 25, 2019
by bnnm at 1:29 PM EST on February 26, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix multitrack .baf [James Bond 007 - Blood Stone (X360)]
- Fix EA-XMA segfault
- Add some BAOs and v6 IMA [Ghost Recon Future Soldier (PC/PS3)]
- Fix rare .vag [Jak 3 (PS2)]
- Add Blitz IMA .str+wav [Zapper (PC)]
- Add TXTH interleave defaults for PSX/DSP/PCM16/PCM8 to simplify usage
- Update TXTH doc with info about how to use codecs
- Change AIX to use custom io and layered+segmented layout
- Remove unused AIX layout
- Fix some AIX [Danball Senki (PSP), Tetris Collection (PS2)]
- Fix extensionless files inside folders with dots in winamp/CLI
- Add FFDL Ogg [Final Fantasy Dimensions (Android)]
- Improve average bitrate with layers+segments
- Add Vicious Cycle .mus [Dinotopia (Xbox/GC)]
- Improve TXTP parsing, ignore spaces and add mask ranges
- Fix BAO sample rate in some cases [Assassin's Creed]

***

@Ultrafighter - .xsb is tremendously complex, I'll try to improve parsing later.

@Knurek - .bnk are for sfx. .vas is almost headerless (sample_rate varies in voice vs music), try TXTH:
id_value = 0x32414773 #"2AGs"
id_offset = @0x00:BE
#0x04: data size
#0x08: fixed value?
codec = PSX
channels = 1
sample_rate = 24000
start_offset = 0x2C
num_samples = data_size

.AFS may be CRI's, try .bms around.

@marcusss - I'm not sure if I get it but you can substract values from num_samples in the TXTH using value_sub (see doc)
by marcusss at 3:46 PM EST on February 26, 2019
Ok thanks bnnm. I thought something like that. Will give it a crack. Cheers
by marcusss at 8:36 AM EST on February 27, 2019
I tried ripping SNK Heroines fighting game but looks similar to KOF XIV Blowfish encryption as is again assets.wad and header starts with AGAR.

I included the exe and 10MB or so of the assets file if someone can take a look at it?? The actual full size of assets.wad is almost 4 GB

SNK


Cheers!

edited 8:36 AM EST February 27, 2019

edited 8:37 AM EST February 27, 2019
by bnnm at 12:56 PM EST on March 5, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix .ogg multichannel order and cleanup
- Add multichannel layout for some OGG/MP4/WEM/FFmpeg and use in foobar
- Fix RIFF even-sized chunks, PCM GUID and add channel layout
- Fix tri-Ace Aska ADPCM .aac [Star Ocean anamnesis (Mobile)]
- Rename internal coding AICA to YAMAHA
- Add TXTP loop install: "#I(loop start) (loop end)"
- Add Czech_BAOs
- Show mm:ss in samples info and adjustments
- Accept replaygain_* in !tags.m3u for foobar
- Fix 3/5ch .SPS [Battlefield 4 (X360)]
- Clean .dcs+wav [Evil Twin (DC)]
- Add $AUTOALBUM !tags.m3u command
by Ultrafighter at 3:57 AM EST on March 6, 2019
Thnx for SPS fix! However there's still a bunch of unplayables, a small group now.
BTW are Splinter cell Conviction and/or Blacklist rips coming up? Just curious.
Cheers!

edited 4:22 AM EST March 6, 2019

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