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XMA Finally cracked!!! by OrangeC at 7:47 PM EDT on April 17, 2009
For people who want to rip xbox360 game these russian coders here at.

REMOVED 2009-04-26 AT ORANGEC's REQUEST

Have included XMA conversion with there Towav program.

I dunno if some code from that can be added into vgmstream but these guys did it!!

there is a list of supported games on the front page.

by bxaimc at 8:21 PM EDT on April 17, 2009
This is awesome, but........the dilemma of adding it to vgmstream still exists
Awesome!!! :D by Vagonto at 8:21 PM EDT on April 17, 2009
This is great! Its about goddamn time too!

I hope Super Contra will be available soon. :)

http://www.youtube.com/watch?v=gv_xIzCTZL8


//EDIT: Hey bxaimc, do Super Contra man! :D

edited 8:22 PM EDT April 17, 2009
by hcs at 9:08 PM EDT on April 17, 2009
Awesome! Well I know what I'll be doing this weekend :)

Fun facts:
- Uses a hacked UPX
- Written in Delphi

edited 11:22 PM EDT April 17, 2009
by bxaimc at 9:54 PM EDT on April 17, 2009
Finally!! I can now listen to Sonic the Hedgehog (2006) :)
menu.wav
select.wav
by marcusss at 12:31 AM EDT on April 18, 2009
Yeah this is definitely good news :P
Headers by OrangeC at 12:56 AM EDT on April 18, 2009
This only supports for now Headers like: XMA,Riff

Dunno about XMA2 yet. does not support headerless yet either.
by MarkGrass at 11:15 AM EDT on April 18, 2009
- Uses a hacked UPX

Sounds like someone didn't want anyone to disassemble their executable. :D

Anyways, thanks for the news, OrangeC! Now, i'm off to make some ADX files with the decoded streams...
by Mouser X at 3:19 PM EDT on April 18, 2009
Awesome news. Good luck with the core dump HCS. Has anyone tried out Kameo on it? I'm pretty sure I've still got that set on my PC somewhere....

Anyway, I look forward to any developments that might come of this. Mouser X over and out.
by Hotcakes at 12:09 AM EDT on April 19, 2009
Sounds like someone didn't want anyone to disassemble their executable
All the more reason to. =]
by mudlord at 10:28 PM EDT on April 19, 2009
@hcs

Sounds like fun =D I might join in unpacking it for the ride....Sure would make a decent start into unpacking tutorial writing. :)

But seriously, they should have used something like ASProtect SKE to pack it. That can sure be a bitch to unpack manually sometimes, especially when the dev decides to use crypt markers.

edited 10:29 PM EDT April 19, 2009
by hcs at 10:49 PM EDT on April 19, 2009
Wasn't a problem, whatever it is. As Mouser mentioned I just got a core dump and I'm working from that.
by mudlord at 7:58 PM EDT on April 20, 2009
Fair enough.

Here's my unpack anyway.....
http://www.sendspace.com/file/hwwzbw
by hcs at 9:39 PM EDT on April 20, 2009
Cool, that would've saved me some time manually importing some crap. Might yet come in handy.
Mini-status report: I'm making my way slowly through the format recognition and loading routines, want to see how everything is set up before attacking the decoder itself.
by IBUKImAsTa at 6:12 PM EDT on April 22, 2009
is this anything? https://devel.nuclex.org/external/svn/directx/trunk/native/include/xma2defs.h

i also found a game with what should be .xma and towav did not convert it. here is the file if anyone wants to try and get it workin.

http://www.ibukimasta.com/music.xma

edited 6:12 PM EDT April 22, 2009
by hcs at 8:11 PM EDT on April 22, 2009
a) it is something, but I already have it
b) what game was it? This format is just raw XMA, will be easy to handle when we can decode it at all.

edited 8:12 PM EDT April 22, 2009
Header by OrangeC at 9:48 PM EDT on April 22, 2009
The tool does not support headerless XMA, the XMA you posted was headerless, i have decoded this file with this custome FSB container header.

Add this at the beginning of the first couple bytes.

http://www.zshare.net/download/59048596efc0149d/

Also note that XMA has different decoding id's mainly right after a header table if its present, but im hoping someone can make a custom header out of this, this header is not mine, its by a member named kataah from gamingforce and ffshrine.

Forgot to mention this header only works for xma files 5mb and smaller, but lets hope we can manipulate that, i am not a header creator though lol.

edited 9:50 PM EDT April 22, 2009
by IBUKImAsTa at 12:06 PM EDT on April 23, 2009
cool thx alot i will try it out. this file is from wwe smackdown 2007

edited 12:18 PM EDT April 23, 2009
by bxaimc at 3:29 PM EDT on April 23, 2009
maybe when xma is finally added to vgmstream, it'll be added to GENH also.....maybe ;)
by marcusss at 10:57 PM EDT on April 23, 2009
Sounds like a good plan :P he he he
by Link0x at 2:52 PM EDT on April 26, 2009
Sounds great.. finally XMA is going down.. you happen to have a small progress information - and no hurry, no hurry, no rushing, it's just I officially admit I've been waiting for this since ages ;)

In case of Sonic Next I had to swap XMA files on the disc, burn big DVD+R DLs just to get access to some beta files.. it would be awesome to hear that these tortures are over!
by Mouser X at 3:11 PM EDT on April 26, 2009
Yes, HCS has been progressing through the code. Based on his findings so far, it sounds like the Russians had very good reason for hiding the source to their program. In one way or another, it's likely that the code they used was used without permission (whether it be from ffmpeg, or from somewhere else). Nothing useful yet, but some very interesting things overall. Not much of a "progress report," but at least you know there is progress. Mouser X over and out.
by hcs at 3:28 PM EDT on April 26, 2009
I'm not 100% conclusive about that (particularly the ffmpeg interpretation seems less likely), but there are some odd scenarios where MS's error return codes are used.
by OrangeC at 3:59 PM EDT on April 26, 2009
Guys i just got info that i wsn't suppose to leak this tool to other sites. But Xporer the creator doesn't know yet about that, so im afriad im gonna have to remove the tool from the front page.

sorry, but you can still google it, btw HSC i would keep a low profile if your gonna edit the code.

Hmm cant seem toe dit my front post. HSC can u plz remove the link.

edited 4:01 PM EDT April 26, 2009
by hcs at 5:21 PM EDT on April 26, 2009
Removed. And it's "hcs", btw.
by -FDM64- at 6:26 PM EDT on April 26, 2009
OrangeC, are you the same OrangeC from the ffshrine forums?
by mudlord at 7:08 PM EDT on April 26, 2009
@Mouser X: Thats bloody hilarous. I guess the Russians should be fearful that DeDe works fine in decompiling it......

And that UPX crap? hah. they are deluded to think it can hide anything....
by OrangeC at 8:13 PM EDT on April 26, 2009
"OrangeC, are you the same OrangeC from the ffshrine forums?"

Yes i am.
by Elven Spellmaker at 8:22 PM EDT on April 26, 2009
"OrangeC, are you the same OrangeC from the ffshrine forums?"

Yes i am.


DejaVu, because I'm sure someone has asked that before...
by hcs at 8:57 PM EDT on April 26, 2009
mudlord, I'm curious, how were you able to get results out of DeDe? All I got was an uninteresting disassembly with unpacked.exe and nothing with towav.exe. I wasn't able to attach to the running processes, but I'm not sure if this is a problem with Wine or DeDe.
by Link0x at 3:43 AM EDT on April 27, 2009
Hm... ffmpeg I guess would be okay to use.. kinda.. the final project probably has to be Open Source then seeing ffmpeg would be GPLed.. but well, if they used the actual XDK for that.. then yeah, in that case I fear the project shouldn't really exist seeing that this would be copy-righted code. Not that typical internet users would care but still.
by mudlord at 11:40 PM EDT on April 27, 2009
hcs:

I'll see if my copy of DeDe does anything....

They could have some anti debug. Though since I was using a cloaked version of Olly when unpacking, didn't notice as such....

Wouldn't hurt to run some tests.
by marcusss at 1:26 AM EDT on April 28, 2009
go for it :P.
by Peppyman at 9:09 AM EDT on April 29, 2009
Is it possible to get the music from viva pinata trouble in paradise?
by bxaimc at 3:06 PM EDT on April 29, 2009
Yes
by furrybob at 6:31 PM EDT on April 30, 2009
So we can finally decode xma files
does anybody know where I can find the xma files for sonic '06? I can't seem to be able to find them
by Mouser X at 6:41 PM EDT on April 30, 2009
That set hasn't been made available yet. Apparently it's been ripped and there are people who have it, but it's not actually available at this time. Maybe someone will upload it the HCS tracker if you ask nicely enough. I don't have it (and even if I did, I wouldn't be able to upload it), so I can't help, and I don't know who else has it, or if they're willing/able to help either. Sorry to be fairly useless in this exchange. Mouser X over and out.
by MarkGrass at 8:00 AM EDT on May 2, 2009
Am I correct in assuming this project is already dead (due to copyrighted code)?
by marcusss at 1:08 PM EDT on May 2, 2009
yes..yes..*wink* ;-)

Actually i never thought xma would ever be decoded.. This gives some hope :D

edited 1:10 PM EDT May 2, 2009
by hcs at 5:47 PM EDT on May 2, 2009
When has copyrighted code ever stopped us?
No, not dead, I'm just making very slow progress as this is a pretty massive decoder to work through.
by mudlord at 8:12 PM EDT on May 4, 2009
Not sure, but you might want to chat to Luigi Auriemma (aluigi.org)

His FSB extractor can read XMA headers from what I see. Plus, with his reversing knowledge with anything to do with this stuff, he might be able to give some hints.
by bxaimc at 10:14 PM EDT on May 4, 2009
Reading XMA headers isn't really the problem here. The problem is getting the files to play.
Stream ID's by OrangeC at 10:21 AM EDT on June 25, 2009
Hows it going with this project so far?

BTW i think to the file to play you need to decode from the acual stream ID, right after the custome xma header right where the raw data starts.
by hcs at 10:41 AM EDT on June 25, 2009
Not.
by bxaimc at 8:38 PM EDT on June 25, 2009
^ What he said
by arbingordon at 12:17 AM EDT on June 26, 2009
I don't get why it really matters, all you'll do is convert streams to mp3s and put them up on ffshrine (and you can already do that with your gamerips thread, so I don't really see why it's even necessary to you)
by Tiberious at 2:45 PM EDT on June 28, 2009
Does this mean we'll be able to get the music out of Super SF2 Turbo HD Remix?

Reason I ask is because I'm hoping to end up using the fan remixed tracks for Super Turbo on Dreamcast (I'm hoping the 360's music has better looping than the MP3s do).
by bxaimc at 3:28 PM EDT on June 28, 2009
er.....wasn't that ADX?
by marcusss at 10:49 AM EDT on June 29, 2009


edited 10:49 AM EDT June 29, 2009
by Powerless at 6:17 PM EDT on July 12, 2009
ToWAV is far from perfect, it doesn't support Multichannel XMA files, so it doesn't work with the decrypted FSB files from Guitar Hero: World Tour and above. I hope someone else makes a proper XMA decoder sometime.

I can post a decrypted FSB containing a Multichannel XMA file as a sample if needed (and allowed).

edited 9:13 PM EDT July 12, 2009
by bxaimc at 12:16 AM EDT on July 13, 2009
Doesn't Guitar Hero: World Tour contain .xen files for audio? Yes, this think sucks with deinterleaving multichannel streams (i.e Ace Combat 6). I tried FSB and it works fine if the streams within are all the same size and not as a bank.
by Powerless at 8:25 AM EDT on July 13, 2009
The .XEN (FSB.XEN) extension in Guitar Hero: World Tour is just bogus, they're normal encrypted FSB files (with multichannel XMA files inside). The multichannel files are extractable from the decrypted files with FSBEXT, but the multichannel files don't work with ToWAV.

edited 8:26 AM EDT July 13, 2009
by bxaimc at 2:53 PM EDT on July 13, 2009
Hmm, I see what you mean.
XWB extraction? by hufman at 3:40 PM EDT on September 25, 2009
What tools do you recommend for extracting XWB files? The only tool that I could find to extract these Kameo files that I just extracted is toWave, but I want to keep looppoints.
unxwb is terribly old, and very hard to find, and it can't figure out what type of codec is used, and so it extracts to plain dat files.
What other tools do you use?
by Mouser X at 5:08 PM EDT on September 25, 2009
As this thread says, use toWave. I don't know about extraction, but my understanding was that toWave worked on Kameo just fine. However, since toWave is currently the only PC tool that can decode XMA, and it decodes to WAV, you're out of luck on the loop points. As it is right now, there's no way to preserve those. Mouser X over and out.
by hufman at 8:45 PM EDT on September 25, 2009
Yes, I discovered toWave from this forum, and it converts Kameo's soundtrack beautifully. However, I would like to extract the files out of the XWB files, without converting them, to be ready for when vgmstream can play them.
So, what tools do you guys prefer for merely extracting?
by bxaimc at 10:23 PM EDT on September 25, 2009
Unxwb or Eksz-Box. The thing is.....headerless xma files are outputed.
XMA header by OrangeC at 10:36 PM EDT on September 25, 2009
http://www.megaupload.com/?d=EUNF1B2M

Here is a full working xma header.
by Peppyman at 11:40 AM EDT on October 3, 2009
Can someone upload the viva pinata trouble in paradise music if they have the time?
by bcass at 10:00 PM EDT on October 3, 2009
The Microsoft Cross-Platform Audio Creation Tool (XACT) 3.0 can be used to create XMA Wave Banks and Sound Banks. This application comes with Microsoft Game Studio 3.1. This could be used to recreate loop points while maintaining the original format (dump XWBs then recompile with loop information in an XACT project file).

edited 10:06 PM EDT October 3, 2009
by hcs at 4:03 AM EST on November 30, 2009
toWav doesn't have entirely correct support for XMA2 streams, in particular they have trouble with certain phenomena at block boundaries, and xmaencode.exe doesn't seem to support XMA2 at all. Today I added a bunch of functionality to my experimental XMA parser xma_parse (0.4), among which is the ability to rebuild XMA2 streams as plain XMA, making them correctly playable with toWav.

As an example, consider 217 - Keiki Kobayashi - FIRES OF LIBERATION.xma from Ace Combat 6, notable for its skipping when decoded by toWav. (On megaupload courtesy of pietastesgood) We'll call it ace.xma for short.

1. Rebuild the XMA2 stream as plain XMA
xma_test ace.xma -o 800 -b 10000 -d 1401800 -r ace.bin
2. Stick a header on the front (this works)
3. Decode with toWav!

In 1:

-o 800 is the start of the first stream (the front channels, bass is at 1000, and back channels are at 1800)

-b 10000 specifies a block size of 10000 (as specified in the header at 0x2c)

-d 1401800 gives the size of the data chunk (which starts at 0x800, for the other streams at 1000 and 1800 technically we should use -d 1401000 and -d 1400800 since there is less valid data after the start offset)

-r ace.bin says to rebuild to a headerless XMA stream in ace.bin

xma_parse has a few other new features now but I think this one is the most useful.

Note that it doesn't work on all files, for instance 316a - Keiki Kobayashi - ACE COMBAT 6 ENDING THEME ''A BRAND NEW DAY''.xma uses a totally nonstandard layout (interleaved original XMA). I'll try to add support for those later.

[edit]
xma_parse 0.5 with a few fixes and adjustments. It now has a much broader idea of what constitutes an original XMA stream, and this encompasses the Ace Combat 6 Ending Theme, so yay. I had to loosen up the check somewhat, and make some corrections to the stream in order for xmaencode to handle it right (particularly I needed to set sequence numbers, which toWav ignores). There's a -s switch to disable the fixing and perform somewhat stricter checks.
For the AC6 ending (and possibly other tracks in AC6 with the same layout):

xma_test endtheme.xma -1 -o 800 -b 10000 -d 1b81000 -x ace_ending.bin

Note the -1 to indicate that this is original XMA, XMA1 rather than XMA2. Like the other it also has two other streams at 1000 and 1800. Note also the -x, which indicates an extraction rather than a rebuild. This produces a raw XMA stream in ace_ending.bin, which you can combine with the aforementioned header and decode with toWav.

To make a file that works with xmaencode.exe, prepend this header, append a dummy seek table, and correct the RIFF and data chunk sizes. All stuff that should be automated, I suppose.

edited 7:04 AM EST November 30, 2009
by bcass at 4:43 PM EST on December 4, 2009
Would anyone mind having a look at this XWB file:

click here

It's the menu music from Mushihimesama Futari on the 360. I've tried all the usual tools (toWAV, unXWB, etc.) but no luck. This tune is missing from the OST CD(s) - this is the only place it can be found.

edited 4:46 PM EST December 4, 2009
by hcs at 7:57 PM EST on December 4, 2009
This is stereo big endian 16-bit PCM, you can import it into an audio editor like Audacity starting at offset 0xAC = 172.
by bcass at 1:38 AM EST on December 5, 2009
Excellent, thanks for that.

edited 2:07 AM EST December 5, 2009
by bcass at 5:18 PM EST on December 8, 2009
Any chance you could help me find the settings for this next rip hcs? It's Pac-Man C.E. (XBLA - XWB):

click here

You'll need to use unXWB to extract all the files (toWAV wouldn't extract them all). Or, maybe that's the problem (unXWB isn't extracting the files properly)?
by hcs at 8:41 PM EST on December 8, 2009
Run unxwb -l (lowercase L), it will tell you the properties of each stream. The important thing is channel count.

If you use unXWB -R it will just export the streams. You can run the multi-stream ones (those with > 2 channels) through xma_parse like so:

4 channels:
xma_parse in.dat -b 10000 -r out1
xma_parse in.dat -o 800 -b 10000 -r out2

6 channels:
xma_parse in.dat -b 10000 -r out1
xma_parse in.dat -o 800 -b 10000 -r out2
xma_parse in.dat -o 1000 -b 10000 -r out3

Then attach the appropriate header to each. The 1 and 2 channel ones you can just attach a mono or stereo header to directly.

Only 26, 27, and 28 are actually music, though.

edited 8:42 PM EST December 8, 2009
by bcass at 10:23 PM EST on December 8, 2009
Thanks for the info. Do you have header files for 4 and 6 channel XMA files? Also, once the header has been prepended to the files, how do I convert the resulting files to single-file multichannel PCM/WAV?

edited 1:24 AM EST December 9, 2009
by hcs at 11:39 AM EST on December 9, 2009
I don't know of a header that works for 4 and 6 channel files. The commands I gave you will extract the 2 channel streams (out1, out2, sometimes out3) which you can use with an ordinary stereo header.
by bxaimc at 2:16 PM EST on December 21, 2009
Using hcs' xma parser to help me in trying to figure out the xma from Tekken 6, I've rebuilt the stream as XMA1 because ToWav sucked in decoding the original XMA2. Here are the results:

Original File: Tekkek 6 - 0001.xma
Decoded Wav: Tekken 6 (x360) - 0001.wav

It's nice that Namco decided to use XMA but then made it even better by making a custom header for these. Oh joy =/
XMA looping points by Link0x at 3:26 PM EST on January 3, 2010
Well.. what I wondered.. I realize the XMA format is pretty difficult to decode thus no XMA support for in_vgmstream.. what I wonder though.. XMA files contain looping points.. and in_vgmstream supports logg files.. would it be possible to extract the looping points from an XMA file.. to convert a file to WAV, then to OGG and attach the looping information to it?

If yes: where in the header or where else is the actual looping information stored?
by the_miker at 12:54 PM EDT on June 5, 2010
I'm ripping music from an Xbox 360 game at the moment and just wanted to say that all is going well thanks to unxwb, xma_parse, towav, and all the awesome info posted in these forums!

I do have a question though, and hopefully it's not a stupid one. Is there a header I can use for a 1 channel mono file? The stereo header that hcs posted worked perfectly for everything I've ripped so far, even the 6 channel files, just not for this one stubborn mono track. I tried using the stereo header and got 2 seconds of ear abuse. It's probably not gonna be worth the trouble since it's most likely a sound effect or something, but I'd like a complete set.

I uploaded the file (with xsb) here if anyone wants to take a look:

http://www.sendspace.com/file/tsh8s8 (1.56MB)

Also, just to confirm what I did so far, I used this command with unxwb:

unxwb.exe -R -b bgm.xsb 0xd9d bgm.xwb

and then this command in xma_parse:

xma_test.exe bgm00.dat -b 10000 -r bgm00.xma

That's for the 2 channel files. For the 6 channel files I did -o 800 and -o 1000 and they sound fine.

Does all that look good? The files sound perfect when played, just looking for some confirmation that I did it right since this is uncharted territory for me.

Thanks! This site rocks so hard!
GW RE2 by Brownondorf at 1:33 PM EDT on June 5, 2010
Hello

Can someone explain me how to decode the Geometry Wars 2 XMA? Because i don't understand anything on how to do it (like how to remove the first 100 bytes of the files ;) )
by hcs at 2:14 PM EDT on June 5, 2010
Here's a mono header
by the_miker at 6:19 PM EDT on June 5, 2010
Thanks hcs!

But now instead of getting 2 seconds of ear torture, I get 5, haha. I'm beginning to think bgm24.dat is just junk data. Can someone please download it and see if they can figure something out? It's the only BGM file off the whole disc that I can't get to play properly. :(

http://www.sendspace.com/file/tsh8s8

From unxwb's -l report:

1689600 ??? 47999 1 16 bgm24.dat
by hcs at 6:26 PM EDT on June 5, 2010
You may have to change the sample rate. XMA can be 22050, 32000, 44100, or 48000 Hz (iirc) and it does affect the encoding. Here's a 48khz mono header which may be what you need.

edited 6:27 PM EDT June 5, 2010
by the_miker at 12:17 AM EDT on June 6, 2010
Did anyone ever tell hcs that he's the man? That 48khz mono header did the trick. Ended up being a real song too, 2:17 in length, so I'm glad I didn't just disregard it. THANK YOU!
by OrangeC at 6:29 AM EDT on June 6, 2010
You can also easily change the sample rate in hex by clicking the cogwheel in hex workhop or using a hex calculator.

for example.

48000 80BB 44100 44AC 32000 007D
by the_miker at 3:33 PM EDT on June 6, 2010
bcass wrote this on October 3rd of '09:

"The Microsoft Cross-Platform Audio Creation Tool (XACT) 3.0 can be used to create XMA Wave Banks and Sound Banks. This application comes with Microsoft Game Studio 3.1. This could be used to recreate loop points while maintaining the original format (dump XWBs then recompile with loop information in an XACT project file)."

Did anyone ever successfully do this? I have XACT 3.0 installed but not sure how to go about dumping my XWB (from a retail game disc) into a format that XACT can import as wav files while keeping the loop info. Any ideas?

Edit: I'm guessing I need to have xmaencode.exe decode the XMA files to PCM and then those PCM wavs will keep the loop info, which I can then import into XACT. So I'm now asking how to get xmaencode.exe to recognize the XMA files dumped with unxwb and/or xma_parse.

Also, thanks OrangeC for the info, next time I'll try that. ;)

edited 3:54 PM EDT June 6, 2010

edited 3:55 PM EDT June 6, 2010
by bxaimc at 7:32 PM EDT on June 6, 2010
the problem with that is that the xma parser/unxwb will give you headerless files when you export them.
by Azu at 1:19 PM EDT on June 10, 2010
I was told there was some XMA files in this file.
http://www.mediafire.com/?jminn3ymca5

I use the XMA_Phrase and got this.
"filename: VOBTL.spb
version: XMA2
offset: 0
block size: 8000
data size: 4fd7800
output filename: file.xma
------------------

Parse error: skip bits (18728) did not match previous frame overflow (0)"

I'm trying to extract them in to Wavs.
by bxaimc at 6:54 PM EDT on June 10, 2010
Nope, that won't work. It's just a parser, not a converter. Plus, you don't have the right offset either.
by Azu at 10:27 PM EDT on June 10, 2010
So, is there any way to get the XMA files from them it?
by bxaimc at 8:47 AM EDT on June 11, 2010
A Wav Extractor.
by Azu at 11:23 PM EDT on June 11, 2010
Like, what kind of Wav Extractor?
by Azu at 12:26 AM EDT on June 14, 2010
Like, give an example of a wav extractor.
by bxaimc at 10:34 AM EDT on June 14, 2010
Ok, I've had my fun and you seem persistent. Get VGMToolBox r654 and use the Wav/RIFF extractor under Misc. Tools -> Extraction Tools -> Generic -> Advanced Cutter, and select the RIFF Style Header. Do note that this will only work correctly on files with RIFF headers that need the 8 byte extension. There are some files (other XMA,xWMA, etc.) that need a higher or lower byte extension to the cut size.
by Azu at 12:12 AM EDT on June 15, 2010
Thank you. ;)
Would I find the offset VIA Hex Editor?

edited 12:21 AM EDT June 15, 2010
by Azu at 1:43 PM EDT on June 17, 2010
So, if the the wav file doesn't play right, I need to keep guess the offset of the SBP file?
by bxaimc at 5:17 PM EDT on June 17, 2010
what do you mean if the wav file doesn't play right? Are you trying to play the xma file just like that without converting it?
by Azu at 7:17 AM EDT on June 18, 2010
You said use use the RIFF/Wave option right? When I do that, it exports as a .wav. Should I have it extract as a .XMA? Also, is there a XMA to WAV tool on HCS's main site?
by Azu at 1:48 AM EDT on June 21, 2010
bump...
by mdmitry at 2:03 PM EDT on August 31, 2010
Won't it be simpler to reverse official tool from SDK?

http://www.speedyshare.com/files/24058543/xmaencode.rar
by hcs at 2:18 PM EDT on August 31, 2010
Simpler than what?
by bxaimc at 7:22 AM EDT on September 1, 2010
We have everything we need to write a decoder for xma but it requires too much work than it's actually worth. That's why it's taking such a long time. It's due to a lack of motivation now....
by JoeMan135 at 2:52 PM EDT on September 14, 2010
I'd be really glad if there was a universal XMA decoder for even multichannel XMA-s. In addition, I have motivation to write a decoder, but I don't even know how to start. You wrote that you have every information that's needed. If you can tell me those infos, I could try to write the decoder. (I don't promise I'll succeed, but I could give it a try.)
by bcass at 11:22 AM EST on February 24, 2011
Could someone please have a look at this WAV file for me and let me know which settings I need to use to get it imported into Audacity:

http://www.megaupload.com/?d=J0G9RUM8

I've tried various offsets/little/big endian but no luck.
by OrangeC at 1:01 PM EST on February 24, 2011
Its XMA audacity doesn't support it.

in this case rename the extension to xma and convert with towav.
by bcass at 4:05 PM EST on February 24, 2011
Cheers.
by bcass at 11:16 AM EST on February 25, 2011
Any chance you could help identify what format this is:

http://www.megaupload.com/?d=NS5QKN3P
by bxaimc at 4:50 PM EST on February 25, 2011
It looks incomplete in a way because to me, it looks like garbage.

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