Help what kind of file is this DBZ Tenkaichi 3 by Chuchoman at 1:18 AM EDT on April 22, 2009
Please I really need some help. Im looking for the characters voices of the game DBZ Budokai Tenkaichi 3, and I have found this file and I cant figure it out what kind of file it is. I think it's a AIX, because it's a file that have multiple adx tracks on it, but when I use the AIX2ADX it says "malformed AIX header at 00000000 (bad signature)". But, when I scan it on PSound it actually revealed the voices Im looking for, but I can't exactly know what type of file it is.

Ok, here is the files (there one of every character)

http://www.freewebs.com/kinnikuplanet/Goku_0(3440).unk


Please help!!!!!

by bxaimc at 3:15 PM EDT on April 22, 2009
This isn't AIX/ADX. These are a bunch of PS ADPCM files in a UNK archive, hence why PSound works with it and why AIX2ADX doesn't. What gave you the idea that this was adx? ;)

edited 3:18 PM EDT April 22, 2009
by Chuchoman at 3:40 PM EDT on April 22, 2009
So, it is possible to change to files inside?. I just though it was ADX because CRI worked in the game.

Please tell if those files can be changed?


(Sorry for my English :P)
by Chuchoman at 11:04 PM EDT on April 22, 2009
I'm pretty sure the files that PSound shows me are ADX, the big problem Im having is; How can I change those adx files? in order to do that I need to know what kind of file is this.


Please someone, Im developing a modified version of the game DBZ Budokai Tenkaichi 3 with Spanish voices and this is very crucial.


Please someone help
by Mouser X at 11:17 PM EDT on April 22, 2009
Again, what makes you so certain the audio files are ADX? Bxaimc looked through the *.UNK file, and he says they're PS ADPCM. I'm inclined to trust him on this because he's ripped a decent number of games already, and has helped out in quite a few areas for figuring out audio formats used in games as well.

As for modifying the UNK file (and the files it contains), that's a different question entirely from "What format is this?" To edit the file (and the files inside) requires understanding of the UNK file's current structure, being able to recreate that structure, and whether or not the game's executable will allow the alteration to occur.

As for the actual audio files, you'd also need a program that can create regular PS ADPCM. There is probably one available somewhere, but I wouldn't know where.

Sorry I'm not much help here. Mouser X over and out.
by Chuchoman at 11:39 PM EDT on April 22, 2009
Well, i think they are ADX because, the CRI Middleware company was the responsable of doing the audio for the game, also because the files PS ADPCM aren't from Sony?, the game was developed by Spike and produced by Namco Bandai with the audio help from CRI Middleware who uses ADX audio files.

Also, the PSound program is compatible with ADX files.


Well, the file has an .UNK extension, because I extracted it using DKZStudio, which gave me wrong extension with others files in the past.



Help! T_T
by Mouser X at 12:10 AM EDT on April 23, 2009
If the game was made for a Sony platform (either PS1, PS2, or PS3), then having PS ADPCM makes perfect sense, regardless of who developed it. It's part of the developer's kit for the console.

If, on the other hand, you've pulled these files from a version of the game for a different console, then it's possible they're not PS ADPCM. However, if the game was made for a Sony console first, and then ported to a different one, 2 things are likely to happen. 1) They'll port the audio files to a different format (often ADX is used is this case, but probably just as often, the "default" audio format for that console is also used (for NGC that'd be DSP, as an example)), or 2) They'll leave the files in the Sony format, even though it's not on a Sony console (this has happened, but it's not very often).

So, really, if bxaimc says they're PS ADPCM, it makes no difference who the developers are, if it was made on a Sony console. It's possible it's ADX, but I doubt that's the case.

As for using DKZStudio, if it's changing files during the "extraction" process, then it's useless to you. If you're intention is to put the UNK file back in the game (which is what it sounds like you're trying to do), you need know with 100% confidence that the original file is unaltered. If it's altered at all, then when you reverse engineer it (which is what you'd need to do), you'll be reverse engineering the wrong format. When you attempt to recreate the UNK file, it would then be recreated incorrectly, and so the game would refuse to use it.

Why do you need an extractin program at all? Can't you pull the file in question off the disk directly? When you put the CD/DVD in your PC (or use a CD emulator (I use Daemon Tools)to "mount" the disc image), what do you see? If there's a file listing at all, then I don't see why you shouldn't be able to pull off the data directly.

Good luck with all that. Mouser X over and out.
by Chuchoman at 12:22 AM EDT on April 23, 2009
Ok, that's a different explanation, thanks for that.

When said that DKZStudio changed the extension of somesfiles, it doesn't change the structure of the file at all, it only change the name of the file. Also, when I import new modified voices or music, everything goes fine without a problem.

The game uses 2 AFS files to store all the data, in the first AFS file it contain all the text, models, and the voices Im talking in here. In the 2 AFS it contain audio data in ADX, data about "history mode voices", "characters quotes in battles", "Menus", etc.

But the voices Im talking are the ones when the characters gets hit, like simples "Arghh" "Haa", etc.


Do you know about some place where I could get some assistance if its really need to understand the structure of the files?.


Thanks :P


By the way; check my project page www.dbztenkaichi2latino.blogspot.com
by Mouser X at 12:43 AM EDT on April 23, 2009
If you're pulling audio out of AFS files, then it's very likely that they're ADX. That's a different matter, because that's a proprietary CRI Middleware format, which is primarily used to store ADXs. It's certainly possible to contain other data (including non-ADX audio), but it's less likely to be the case. As for recreating an AFS file, there's all kinds of tools to do that already. Search around for some Dreamcast tools or something.

If you're working with AFS files (which is what it looks like *now* (having a different file name only creates confusion)), then you're probably working with ADXs. I know tools to create ADXs exist, but with a *very* quick search, I didn't see any AFS creators. Search for "adxencd" or "Dreamcast Tools AFS" (or come up with your own. Be creative). Someone posted a bunch of CRI Middleware tools on these forums (I forget where), so try searching the forums to see if you can find them.

Hopefully that's marginally helpful. Mouser X over and out.
by Chuchoman at 12:51 AM EDT on April 23, 2009
That's really kind from you, but creating the AFS its not my big big problem. Im still need to import the file ".unk" with my own voices, if I got able to do that I'll just saved the afs with DKZStudio and finnish.

But still, I need to know how to change those voices >_<.


Please Im begin >_<
by Mouser X at 1:08 AM EDT on April 23, 2009
Okay, now you've confused me. If you're dealing with ADX (which I can't tell if you are, or aren't), then search for "adxencd", as that tool will create ADX files. If you're dealing with PS ADPCM, I don't have any easy solutions. I did a quick search for PS ADPCM, Playstation ADPCM, "ps adpcm", and various mixes of those throwing on "tool" or "creator" on the end. In my quick look, I didn't see any PS ADPCM tools worth noting. I can't help you on that.

As near as I can tell, I can't help you any further. Good luck figuring it out (maybe someone else has ideas, but I think I'm out of ideas now). Mouser X over and out.
by Chuchoman at 1:31 AM EDT on April 23, 2009
I suppose Im dealing with a bunch of ADX files inside a "still unknow file format".

If the files inside that "unknow file format (the file I uploaded) it's ADX, there's not problem transforming wav to adx, I have donde that a lot.

The problem cames when making that "unknow format" again.

That's why I need somebody to help me out with this >_<


What kind of file can have like 60 audio files inside itself?

Thanks
by Chuchoman at 10:03 PM EDT on April 24, 2009
I made a new discovery.

With the online program "TrID File Identifier" it scanned the file and said the extension of the file was "DBF" and the file type "XBase DataBase (generic.


So you guys can give me any ideas on what to do?


Please >_<
by Hotcakes at 11:11 PM EDT on April 24, 2009
It's highly likely that in this instance DBF stands for something akin to 'DragonBall File' and contains no database information in it at all. Especially because it's a file from a game, not a database.
by Chuchoman at 11:20 PM EDT on April 24, 2009
So, what are my options?

There's has to be a way to break into the file and recreate it by some way.

Thanks
by bxaimc at 12:49 AM EDT on April 25, 2009
Sometimes what happens is that the game is registered with CRI to use one of their products but sometimes end up not using them even though it still shows up on the site.......just like Halo 3 is supposed to use ADX

edited 12:50 AM EDT April 25, 2009
by Chuchoman at 1:14 AM EDT on April 25, 2009
They did use the adx technology, any other audio file in the game are adx, and Im pretty sure the files inside this file are adx too.

Anyway, if this file is .dbf (dragon ball file) and it's original from Spike (the game developer), then the olny way to do what I need is to create some program to open those files, right?

There's has to be a way to hack the file. I mean they done it with Winning Eleven, and with many other games.

What it needs to be done? Where I could get help to do something like that?


Many Thanks////
by fastelbja at 11:05 AM EDT on April 25, 2009
"They did use the adx technology, any other audio file in the game are adx, and Im pretty sure the files inside this file are adx too.
"

maybe adx is used for movies or bgm, but the file provided is only a container with PS2 ADPCM samples. no adx in there. as bxaimc allready said !

"Anyway, if this file is .dbf (dragon ball file) and it's original from Spike (the game developer), then the olny way to do what I need is to create some program to open those files, right?
"

container can be very obvious. and making a tool for extracting/rebuilding is a very hard thing to do. as mouse-x said, u can broke all game by changing this.

"What it needs to be done? Where I could get help to do something like that?"

try to know how the files are stored can help u, and maybe u can know how to rebuild.
We are better on extracting things than making rebuilder. Search in another page on internet to help u (alucard is a good place for this kind of things)

by Chuchoman at 8:12 PM EDT on May 17, 2009
you can now detele this post

thanks
How can create this type file? by Datevaio97 at 11:38 AM EST on December 18, 2012
I have Sonic Heroes for PS2, I change the music with de DKZ STUDIO, but all music in on one file .CVM
I open this file with UltraIso, but when I try to save the file, the program only can save in .iso .cue .bin but never .CVM
i need a program.


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