Seems like your solution could be using the hex editor or making your own extractor, possibly someone else has already made an extractor but im not sure.
I don't mind making file extractors for people, UF; it only takes a few minutes to make one.
I mean absolutely no offense at all, and I can honestly understand your frustration (trust me, I know how it is), UF, but there's no use bashing people for asking for help... If anything, it will only drive people away from this scene.
Even with dialup its not impossible :) Just leave connection on. Use megaupload program that resumes if broken and so over a few days upload it :) I use that cos I used to get pissed when connection gets broken after uploading 400mb and then it starts again.. using the website. but with the manager it resumes :) Try it out.
Why the hate on Badongo? I have to respect that they provide a shell script to stick the pieces back together. I'm uploading the file now, half hour or so.
I downloaded "Data0.blt.aa" from Omochao's Badongo link fine. Then I tried to download other parts... nothing. 12 hours later... nothing. 24 hours later, nothing... and so on.
I don't know if the have an "IP Timer" or what, but personally, i'd rather have dealt with MegaUpload's plethora of ads than have messed with that Badongo site...
I don't think they have any timer. I was able to download two parts at a time without any trouble, as long as I left 35 seconds between starting the transfers.
Anyways, the extractor is done, however... I really don't think this archive contains ADP music.
I messed with the extracted contents in several different ways (giving them new extensions, altering the header, etc). Nothing. It's possible i'm dealing with an unknown format, here.
Well, it isn't a known format, but there is definitely DSP-type audio in there.
edited 8:54 PM EDT May 16, 2008
Take a look at DATA_0042.adp, for instance.
edited 8:57 PM EDT May 16, 2008
I agree that there probably aren't ADPs in here, those are poor candidates for packing as they must be aligned to 32k boundaries on the disc. If the database is accurate they must be somewhere else. Maybe nensondubois will enlighten us.
I'm by far an expert on file formats, but most of the extracted files don't even look like ANY kind of audio I have ever seen, with the exception of a few (as you mentioned, one looks like DSP audio).
If nensondubois knew that Data0.blt doesn't contain audio, why didn't he prevent Omochao or yourself from uploading it? And another thing, if this title DOES indeed use ADP audio, yet all the data is archived (eg, Data0.blt for example), then why didn't he/she tell us where they are located? Or even provide an Extractor, for that matter...
I feel as if *someone* made nothing more than a guess pertaining what type of audio this title uses. :/
Well, his entry in the database was from in_cube 0.24, which was a few months ago, maybe he just forgot that he had already looked at Namco Museum. It is possible that there aren't filesystem entries for the audio. More likely, I think, is that they were simply overlooked.
What da hell is that!?! I don't actually remember how I got them working from unless I renamed the files. I'm not sure what I did so Markass, you need a life.
by Vague Rant at 7:59 AM EDT on September 21, 2012
Ultrabump.
Does anyone still have MarkGrass's NamBOLT tool? Seems the file is gone, and archive.org didn't snatch it either. Thanks.
I figured it out! by iteachvader at 6:32 PM EDT on April 17, 2015
It's actually somewhat simple, but odd the way it works. With Cube Media Player, import the entire PS2 Namco Museum .ISO as interleaved ADPCM audio at 22,050 Hz with an interleave of 2048. Export it as a .WAV, and it'll give you one half of the audio. Then import data0.blt by itself into Cube Media Player with the same settings, export as .WAV, and it'll give you the other half of the audio. Import both into Audacity and you can line them up by the sample. Voila!
I did it with the PS2 version, but the XBOX version was painfully easy. I just imported data0.blt into Audacity as a signed 16-bit PCM, no endian, 2 channels, 22,050 Hz sample rate. Instant music. IMPORTANT! The XBOX version's music doesn't dip between clear audio and muffled high frequencies like the PS2 version's. Choose the XBOX version over any others.
Happy listening!
edited 2:46 PM EDT April 18, 2015
Almost forgot! by iteachvader at 7:25 AM EDT on April 22, 2015
Here is the music, tucked away neatly inside .ZIP files. The music itself is in a nice, lossless .WAV format.
GameCube version by iteachvader at 1:06 PM EDT on June 28, 2015
I managed to rip the music from the GameCube version recently. The start/end points of each song was originally unknown, but I found a way to figure it out. The GameCube version's music has a sample rate of 48000, so the audio's pretty crisp and clear.