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:

<INPUT> <OUTPUT>
[SAMPLE RATE] 0x00 2 Bytes
[COEFF_DATA] 0x02 46 Bytes
[UNKNOWN] 0x30 24 Bytes
[PADDING] 0x48 8 Bytes
[ADPCM] 0x50

BioHazard 4 File Archive Tool (preliminary)

pl00.snd DSP output
by manakoAT at 4:16 PM EST on January 6, 2009
it's already ripped :o)

i could upload it if you want...
btw, have you missed the BH3 files??

cU mana
by MarkGrass at 5:21 PM EST on January 6, 2009
Yes, please upload. :)

... and no, I haven't had the chance to mess with Bio3, yet.

edited 5:25 PM EST January 6, 2009
by manakoAT at 4:47 AM EST on January 7, 2009
Posted the link for the BH3 files in the xSF Threat...

get them >here<


Get the RE4 set >here<

cU mana

edited 8:15 AM EST January 7, 2009

edited 8:16 AM EST January 7, 2009
by MarkGrass at 1:29 PM EST on January 7, 2009
Thanks, manako. :)

I finished the DSP expander for bio4bgm.sbb. Each DSP header seems to be the same as CAPDSP, however, the ADPCM data is blocked(0x4000).

DSP data ripped from SND archives has the extension BIO4SND, and data ripped from SBB is given the extension BIO4SBB.

EXTRACT SBB:
Bio4FAT bio4str.hed -sb

bio4evt.sbb and bio4bgm.sbb must be located in the same directory.

BioHazard 4 File Archive Tool (preliminary)

SND: ADPCM begins at 0x50
SND Format

SBB: ADPCM begins at 0x80
SBB Format

edited 5:58 PM EST January 7, 2009
by manakoAT at 2:54 PM EST on January 7, 2009
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 :/

cU mana

edited 2:58 PM EST January 7, 2009

edited 3:05 PM EST January 7, 2009
by MarkGrass at 3:58 PM EST on January 7, 2009
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.

edited 4:01 PM EST January 7, 2009
by manakoAT at 4:42 PM EST on January 7, 2009
oh, yes, sorry, my fault... the files are ok i think ^^


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