Resident Evil 4 [GameCube-Wii] by MarkGrass at 12:22 PM EST on January 6, 2009
I finally got bored enough to write a DSP extractor for the Nintendo versions of BioHazard 4. Currently, only SND archives are supported, however, I am working to extract the DSPs from bio4bgm.sbb.
I know an ADX\OGG archive can be found on the PS2\PC version(s), but there are several GameCube discs I would like to rip the audio from...
EXTRACT DRS: Bio4FAT pl00.drs -f
EXTRACT DSP: Bio4FAT pl00.snd -s1
Data is ripped 'in order' from the input file like so:
yes, i made .capdsp at first for these files, cause the files have an other layout in the coeffs than in normal dsp files... but these headers from Residen Evil 4 and Viewtiful Joe aren't providing the interleave value, so i decided to make it to GENH, with the "Capcom Hack" :o)
CAPDSP is hardcoded to an interleave of 0x2000 and is only for testing, i'll remove it in the next vgmstream update...
btw, the GENH files holding the original headers and bgm data from the sbb files, not that you think i converted them from the binary files to this format... they will be played untouched like they're on the disc, except for the splitting part... so, please don't change the coef layout like your tool makes it with these files :/
headers from Residen Evil 4 and Viewtiful Joe aren't providing the interleave value
Ah, that would explain the capdsp 'issue' with these...
so, please don't change the coef layout like your tool makes it with these files :/
I changed absolutely nothing. The headers are stored in bio4str.hed, and each header is 0x80 bytes. All the app does is simply rip these headers and slaps the ADPCM sample at the EOF.