Help ¿Compressed ADX? in PES6 by Lobo23 at 6:33 PM EDT on April 17, 2007
The problem is that We (Me and A LOT of people) want to edit audio files inside a .bin archive of the PES6 (PC). When scanning it with PSound I get 74 files wich I can listen, but I don´t get what format they are. I want to edit some of this files and "re-insert" them into the .bin, to be able to insert .bin into the game´s AFS and hear sound´s i´ve inserted. (example: "unknow_06846.bin | 0030" is post sound when it´s hitted by the ball, and I want to edit that sound) Here I uploaded the .bin file and an ADX file for you to compare (because I think the files inside .bin are ADX files too but compressed)
I believe that he's referring to Pro Evolution Soccer 6.
Jajaja... by Lobo23 at 4:19 PM EDT on April 18, 2007
jaja...in fact, it is Pro Evolution Soccer 6 (PC) and we really need your help if you have an idea about how this specific file can be edited. Like I said before, your help would be MUCH appreciated.
It's just PS2 VAG audio (in a PC game? interesting), there are a few tools there to extract and encode these (but not to reinsert them). Up to 0xD2E0 it's game data crap. I doubt you can simply edit it, there are probably pointers to the start of each sample somewhere and you'd need to find and edit them, unless you make your new sounds the same size as the old samples.
So, this are a lot of VAG files compressed? What tools would be needed? I could edit an audio file to make it the same size of the original in the .bin, but I need to know haw to put it back. ),: Thank for your replies!
VAG is just PS2 native (ADPCM) audio. Basically they use a program to convert WAVs (each sample) to VAGs, then put VAGs together inside the .bin with game data. There are wav->vag and vag->wav tools but nothing to reinsert them, you'd need to manually extract and insert them, making sure the new VAGs you insert are the same size as the old ones so the .bin doesn't get altered.
It doesn't work like AFS files if you are thinking that, you'd need to learn how each of these things work and manually do them. I don't think it's worth the trouble for you, but...
Thanks for your replies. At least now I know wich kind of files are inside the .bin. Now only left to my is finding someone who knows how to insert this files in .bin and pray for his interest on doing it.
Thank you.
(Thread is not closed by the way, if anyone is interested, you only have to post, I´ll be checking the thread every day)
Someone found the way to edit .bin, he can hear edited sound scanning the new .bin with PSound, but not in-game. In game you just keep hearing the old sound that is supposed to be replaced. Why do you think that happens?
dag wrote: I doubt you can simply edit it, there are probably pointers to the start of each sample somewhere and you'd need to find and edit them, unless you make your new sounds the same size as the old samples.
and: you'd need to manually extract and insert them, making sure the new VAGs you insert are the same size as the old ones so the .bin doesn't get altered.
I'm guessing it has something to do with this. At least, that's what it sounds like to me. Could be other issues as well, I suppose (I'm not the one to ask...). Does that help any? Mouser X out.
All solved by Lobo23 at 9:48 PM EDT on April 27, 2007
It´s all solved now. Same sound effects where in another file with .unk extension (wich actually was an RAW file). We used MFAudio to convert it, and an audio editor to edit it. Then we converted it back to raw, imported it over old file and that´s it. Thank for your replies.