ADX compressed files by Sonic The Hedgehog at 8:51 AM EST on November 1, 2006
Hi everyone!
I was currently trying to extract audio files from Saint Seiya The Hades, PS2 version.
I successfully did it with afs explorer, that recognize adx files. The problem is with some voices, that are stored as I guessed, in a file for each character:
Looks like PS2 ADPCM packed in there. The format of the filesystem wasn't immediately obvious to me, so I can't write an unpacker right now. If you reeeeeally want it ask again.
By inspection there is one stream at 230 with length bc0, and another at df0 with length 19df0. You should be able to play these with MFAudio. (note: I just tested these in MFAudio (Raw Compressed ADPCM, 44100Hz, 16 bits, 1 channel (mono)), you get a drumbeat with the first and a swish with the second
edited 4:14 PM EST November 1, 2006
If I make the assumption that these files contain only PS2 ADPCM streams I can extract on those boundaries, which are fairly easy to spot. Could you upload another file of this type for comparison?
I would really like to learn more of this, but doesn't have much experience to easily do it.
Anyway, what I am trying to do is to extract battle voices out of this file and put it back my modified version of it. I thought that hex is the only way out in cutting & pasting files, but I really need to understand how those voices are stored in first.
here is the file with all the SE_BATTLEVOICES and SE_BATTLE.
http://www.megaupload.com/?d=TL615UU0
With MFAudio I only could open the SE_BATTLE ones, but couldn't recognize any speech at all.
So you're suggesting it is possible they are stored in other files?
Well, I've managed to locate most of the files, from TIM2 to ADX, in the case of Seiya, all references to him are with 00.
So I compressed all its references into a single rar file.
http://www.megaupload.com/?d=MTOX1FZE
It is strange that developers put big special moves, intro, winning, select or continue voices into normal adx files, but the other screams or techique names are stored in different files. For Seiya, I am looking for "Pegasus Ryuseiken" voice, but up until now, totally clueless..
Well, here's a program that will output a batch file that you can use to run mfaudio to extract all the bits for those FJF files: FJFU. It really all just seems to be sound effects, no voices. (this is in response to the first RAR you posted, it should work on all the .BIN files in there)
Here, I used the program FJFU to the SE_BATTLEVOICE_00.bin Then it found 38 segments, and I tried to listen the last one. It sounded strange, maybe some kind of special effect or instruments..
I tried to open GoldWave, and after it said "Wave file RIFF chunk incorrect" I loaded it up anyway. Well, it was a complete wav file http://www.uppo.it/storage/6c626d1e5acd9011e78af43acf72ecc8.wav
Trying to slow down the effect it came up to be the voices I was looking for!!
Now I only have to put in my edited files into, but.. How can I directly put back audio into bin?
Sonic, you could edit the audio files inside the .bin? I have tried it since 2008 and got no success! help me to do the same? not quite understand how you did...
Coming from arbingordon, that's a very cordial (aka, polite) reply. I have to agree with him. It's extremely unlikely that HCS has any useful emails (regarding this matter), and I doubt that HCS's "area of expertise" is tuned to this particular aspect. It's unlikely that he'll be able to help. Sorry. Mouser X over and out.
With FJFU, i can extracted the audios from bin files, but, for finish the job, i need to compress the files again, putting my files inside original bin file.
Algorithm to solve (simplified): 1. Use PSound 18900Hz frequently to hear the voices of the battle voice and see if there's to be modified. 2. Use FJFU modified to obtain the list of indices of the voices 3. Turn the output of the FJFU MFAudio to extract all the voices in two versions (raw and wav) 4. Use Audacity to see the size in milliseconds of voice that you will modify. 5. Get the dubbing and edit it in Audacity to a size similar to the original. Ideally, a few milliseconds is less. Can not be greater. 6. Export to WAV with audacity. 7. Export Wav to Wav with PSound (This step is controversial, but is required for the next step, the poi MFAudio not recognize the sound exported directly by Audacity) 8. Open MFAudio and export to the raw compressed ADPCM 9. If everything was done right the file from the previous step should have a size very similar to the original size of the original raw (obtained in step 3) 10. Use a binary editor to do two things: 1. put the header 0000 0000 0000 0000 0000 0000 0000 0000 earlier 2. fill with the 00 end of the file (before wwwwww) to the file have the same size as the original raw. 1. Use the binary editor voice in battle, use the indexes obtained in step 2 and find the beginning of the voice to be replaced. 2. Overwrite the new raw and save. 3. Enter the new battlevoice in the game.
Tips: Maintain high-volume voice, but the voice is weak in the game. - (?) The PSound is your friend. If he can not play, the game will not work. - (?) The MFAudio is your friend, but can be the enemy. Because it plays anything. Even things that can not PSound. Then the game will not work. (?) Need a second check to confirm