Gundam Musou BGM complications by Nigoli at 2:28 PM EST on December 6, 2010
I've been having trouble with RIFF WAV across different platforms for these games. Especially the big two, Xbox 360 and PS3 versions. I've been using the Japanese Versions due to them having extra BGM from the different TV Anime Series that aren't in the USA Versions.
I've seen bxaimc's release of DW Gundam from a PS3 version, which is Atrac3plus/AT3. I was able to rip them from the Japanese Version of the game, they're RIFF WAV and probably can be renamed to at3 extensions. But I'm having trouble playing these with the OMA;AAC with Winamp's Direct Show, and HIMDRenderer-1.00-beta4 doesn't work with conversion, even with the AT3 to OMA to WAV options. If it can be done through Sound Forge's libraries, where would the directory be other than the Sonic Stage directory location?
I was able to rip RIFF WAVs out of the second game (Xbox 360), assuming they were XMA. But XMA conversion didn't seem to work, so they might be something else or I'm just doing it wrong. I would've done it for the first one for 360, but don't own Gundam Musou International. I also have the second game on PS2, and the Special Version of the first game only on the PS2.
And lastly the PS2 versions use PS2 Headerless ADPCM, at least what I've seen with Cube Media Player. I was able to extract ADPCMs using that, but the only way I was able to get a good conversion of it was through adding a GENH header to it and use vgmstream for wav conversion.
That's because PS3 ATRAC3plus is a bit different from PSP ATRAC3plus so SonicStage and its DirectShow plugin are useless on these (goodbye playing this in winamp). My Sound Forge folder is here: C:\Program Files\Sony\Sound Forge Pro 10.0 Also, if you used Cube Media Player, chances are the data is bad because it extracts raw data and ignores any headers the file might possibly have so I really doubt it's headerless.
Hmm....this seems to be an intresting folder: C:\Program Files\Sony\Sound Forge Pro 10.0\FileIO Plug-Ins\atracplug with atracplug.dll along with a description: "Sony ATRAC Encoder/Decoder" and details: "You can use this plug-in to open and save ATRAC3™, ATRAC3plus™, and ATRAC Advanced Lossless™ files."
Also, if you used Cube Media Player, chances are the data is bad because it extracts raw data and ignores any headers the file might possibly have so I really doubt it's headerless.
Thanks for the reply. I tried out ADPCM Ripper v2b3. It lists it as Sony Headerless ADPCM (MIB) for description for the PS2 based LINKDATA.ANS file. Cube was doing the same thing to me when I tried that program and it did a default 44100 and some random interleave, when it's really 48000 for khz.
I also might be using the wrong tool again or just might have to patch a forced 48000 khz with 16 Interleave Header through Hex.
Definitely a shame about the PS3 AT3 files though. My only hope at this point is the 360 versions now if I can ever fiddle around and get those working. T_T
For this rip, how can it be done through vgmtoolbox's Advanced Cutter preset for RIFF WAV ripping. I'm certain it's similar if it's from Koei.
I'm almost under the impression the files aren't being cut the right way with these games after two weeks of trying different things. Then again I probably have no clue if I'm doing anything right. I've also used different Headers through Hex Workshop trying to get things to encode with different tools like xmaencode and ToWav.