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by thecarrot at 8:14 AM EDT on September 6, 2017
Hi. I tried to extract these ACB/AWB files with the last version of VGMToolbox. It worked well but most of the .hca files I got are mislabeled.
I also included an acf file I got from the source game but I don't know what to make of it honestly. I tried to open the AWB and the ACF in AtomViewer, it works but I can't open the ACB which makes the software crash. The AWB is shown with seemingly the right number of files but those don't have any name (which is logical I guess since it should be in the ACB file right?)

Is there anything I can do to correct this improper labeling? Thank you for your help!

The files:
Link

edited 8:15 AM EDT September 6, 2017
by snakemeat at 1:03 AM EDT on September 9, 2017
@cai_miao - Not sure what that log is showing. I compared some of the file sizes for named files and they seem to match.

If you could please provide a list of correct file names, with size and CRC32, that'd be helpful. You can rename the files to the correct name and use VGMToolbox's checksum calculator to get the CRC32. Just double click on the output window to open the text in a text editor.

@thecarrot - Thanks for the sample. Class bell seems like a good test track. If you have any others with obvious SFX names, that will help me try to track down the correct track names.
by thecarrot at 5:26 AM EDT on September 11, 2017
@snakemeat
Beltthrow should be Rachelchange I think. I'm not sure at all for the others, except for the classbell which is pretty obvious like you said
by thecarrot at 5:58 AM EDT on September 11, 2017
It's actually worse than that. Here I uploaded another acb/awb files from the same game:
https://www.sendspace.com/file/0nxmth

I'm sure the file called "__57572DAC.acb.00215" should be named "00055_Consequence"

Also, the file "__57572DAC.acb.00221" should be named "00063_SMS_Receive"

I honestly don't get why all the files related to voices are perfectly named while the FX sounds are messed up. Do you have a logical explanation?

by snakemeat at 9:29 AM EDT on September 11, 2017
Thanks for the info. That last bit of info might be the clue. Maybe the sounds are grouped by ACF category. Ill see if I can figure it out.
by thecarrot at 10:14 AM EDT on September 11, 2017
@snakemeat thanks for your hard work anyway! I'm not sure there are many people out there who really understand how these files really work
by snakemeat at 12:36 AM EDT on September 12, 2017
Thanks, was there an ACF in the same folder as the files in your latest upload? The MD5 checksum should be 3DE215E5041212250D0A2FCE635A3945.

You can use VGMToolbox to calculate the MD5: Examine/Exploration Tools > Checksum Calculator / Dupe Finder.
by thecarrot at 11:28 AM EDT on September 12, 2017
@snakemeat
No acf with these two files unfortunately. The only acf was the one I joined the first time and which is placed at the root of the audio files folder. Strangely its name "__327C800C.acf" doesn't match up with any folder containing audio files
by Missingno_force at 3:50 PM EDT on September 18, 2017
So ive just tried running vgmtoolbox in linux using both mono and a wine with the necessary equipment and im getting errors (two different ones as well):
https://pastebin.com/NmjAvsfJ

was on r1026, upgrading to 1040 gave the same results. is that the fault of mono/wine or is that on your end?
usm video by chrrox at 7:15 PM EDT on September 18, 2017
Can anyone convert this to something playable?
https://assets-sakasho.cdn-dena.com/1246/20170911202918/android/mov/gm/dv/game_dv_0001_mv_q1!s8834f151z!.usm
CD-i XA Extraction by Basillica at 9:19 PM EDT on September 18, 2017
I've ripped some CD-i games with vgmtoolbox, but there are some issues with the Nintendo-licensed ones.

-Some of the files end with noise that doesn't go away even if I remove some data from the end (doing so only removes the actual audio content while leaving the noise intact.)
-Many songs are encoded as stereo, but only have music in the left channel.

If I use jPSXdec, the noise problem goes away and the voice clips are separated, but it doesn't let you export to raw XA. I'll see if checking the silence option fixes the issue, but I'm not sure if it'll work.
by punk7890-2 at 7:51 AM EDT on September 26, 2017
Would it be possible to add a automated way to extract movie files such as .pss/.sfd from file containers?
by Mr.Sanic at 10:03 PM EDT on October 11, 2017
Guys!
How to extract sample collections from Wii's BRSAR??
Please need help ASAP!
by bnnm at 6:20 AM EST on November 5, 2017
@snakemeat - seems .PMF demux incorrectly (many small .bin/ac3 and no .oma) in r1040, but work in 1028.
ex. from Prince of Persia Revelations PSP: https://www.sendspace.com/file/u95ap8

Also in GENH maker the raw data size seems mandatory, even though should be optional.

EDIT: interestingly some PMF demux in 1040 but not in 1028.

edited 3:04 PM EST November 5, 2017
by AnonRunzes at 11:00 AM EST on November 5, 2017
Well, seeing snakemeat might not return at this point to address the issues reported here, you can look through its sourcecode and (assuming you know how to program stuff like these) mess with it by downloading a snapshot of it first in the meantime:
https://sourceforge.net/p/vgmtoolbox/code/HEAD/tree/
by Sanadsk at 2:02 PM EST on November 28, 2017
Anyone has any luck with extracting .at9 files from .FSB files with their proper headers?
Here is a sample file if anyone is interested:

FSB File Sample
by AnonRunzes at 3:32 PM EST on November 28, 2017
Posting the same thing in four threads.. wow!
PSP Subs by hgdagon at 7:45 PM EST on December 11, 2017
After demuxing a PSP video I got .264 .oma and .subs files. The good thing is - subs are just PNGs mashed together. The problem is, I have idea how to get timestamps out of those. I'm not even sure if those are in there or in .clp files. Could anybody help with that?

edited 10:56 AM EST December 12, 2017
by Basillica at 2:43 AM EST on December 19, 2017
I'm currently trying to get VGMToolbox to work under Wine.

So far, I've been able to fix some of the errors by copying all the files in "lib" to the root of the executable. However, there are still some errors that prevent it from running.

https://pastebin.com/06fSve1i

edited 2:44 AM EST December 19, 2017
by bnnm at 7:12 AM EST on December 30, 2017
I made a quick video demuxer for EA's video formats: https://pastebin.com/uXXSQ56Q
Needs minor config for SAT/MAC videos
(thought this would be a good topic to post)
by Ultrafighter at 12:50 PM EST on January 13, 2018
Hi Snakemeat, can you help me with demuxing some rather pesky XMVs from Breakdown? You can get samples from here. Just tell me if you need more (like much bigger ones or a few medium-sized example files).
Here's the problem: if I check "add header to output" box then VGMToolBox reports errors for most videos and creates a load of 75 bit GENHs (abridged and unusable I guess) in addition to *.raw tracks (they're not even PCM BTW, they're 4-bit ADPCM but headerless). If I uncheck that option I don't get a single error and no GENHs are created but RAWs are still headerless ADPCM (the very same files which I got using the 1st method of demultiplexing).

So can anything be done about it? Xbox Media Videos very rarely use ADPCM instead of PCM for their audio but I've never had such trouble before (demuxing *.xmv files from MotoCross mania 3, Shadow ops: Red mercury & The terminator: Dawn of fate for example).
Anyway I'll really appreciate any future fix which solves this problem (maybe tweaking VGMToolBox just a bit will get rid of the issue?). I believe that what is supposed to happen with Breakdown movies is this: VGMT should output only GENHs and not a single RAW file (be it actually PCM wave or headerless ADPCM); probably initial 3.1 or 5.1 mixes are going to be split into stereo pairs but that's about it. This is the way it always worked for me in the past when dealing with any XMVs I encountered.

I wish you good luck in figuring out this bug! Best wishes!
by Mr.Sanic at 6:28 PM EST on February 16, 2018
why VGMTrans refuses to open Wii's WarioWare?
Everything is right, but it takes a few seconds and then extracts nothing.
I tried with VGMTrans and it takes an eternity to open.
Any ideas to fix that? :,(

NEVERMIND I OPENED IT HEHEHEH

edited 6:31 PM EST February 16, 2018
by Chocolate2890 at 12:34 PM EST on February 25, 2018
@Mr.Sanic Glad you figured it out. yeah, you just have to wait a bit for some of them. same goes for games like animal crossing city folk, which also has sequenced music.
by mariofan12ify at 3:55 AM EST on February 26, 2018
Does anyone know if VGMToolbox accepts Nintendo Switch files yet?
by Meowdoleon at 11:11 PM EDT on March 19, 2018
VGMToolBox doesn't want to open for some reason.
I tried r1040, r1026 and r917. I added an exclusion to my antivirus on the folder the files are in.
Status Update by bxaimc at 11:55 PM EDT on March 19, 2018
so, afaik, VGMT development has stalled until...idk
Snake has gone MIA and I haven’t been able to get in contact with him since (hasn’t been on irc or replied to my emails).

edited 11:56 PM EDT March 19, 2018
by BV at 9:29 PM EDT on March 20, 2018
this game that recently came out (a few days ago) uses criware for its sounds, which i thought would make things simple because i could just use vgmtoolbox + guessadx + adx2wav to extract, decrypt, and convert the sounds. i had previously done this for another mobile game last year, which has worked well ever since. but for this game, vgmtoolbox throws this error when i try to extract from any of the game's .acb archives.

heres a sample file that throws this error: https://files.catbox.moe/1c11uk.acb
"Error received: Object reference not set to an instance of an object."

there are two other errors that I get, on seemingly random files

https://files.catbox.moe/rl55me.acb
"Error received: An item with the same key has already been added."

https://files.catbox.moe/iotbvx.acb
" Error received: Exception of type 'System.OutOfMemoryException' was thrown."

does anyone know what's causing this? did i maybe extract it from the asset bundles in a faulty way?
by bnnm at 5:10 AM EDT on April 1, 2018
EA WVE "VLC0/au00" demuxer (PS1 videos: Supercross 2000) here.
EA WVE "Ad10" demuxer (PS1 videos: Wing Commander 3) here.
by bnnm at 4:50 AM EDT on April 15, 2018
EA SWVR demuxer here (.av/flm/trk/mis/...), see inside for info.
[NASCAR Rumble (PS), Future Cop LAPD (PC/PS), Freekstyle (PS2/GC)]
by leac55 at 3:34 PM EDT on May 17, 2018
Hi, I'm trying to extract info from an acb file (game is Bandori: Girls Band Party by the way) but I keep getting the error: Error received: ERROR, file count exceeds max value for ushort. Please report this at official feedback forums (see 'Other' menu item).

Here's a sample of such file

edited 3:34 PM EDT May 17, 2018
by louis at 7:01 AM EDT on June 13, 2018
Regarding the issue of sound files from CRI acb archives being extracted with the wrong filenames that some people here and on 2ch have been having:

I did some digging a couple of months ago (I intended on writing up a proper patch, but never got around to it) and found out that the ACB file I was using (from the Symphogear X-Drive Unlimited mobage, available here) had a special feature to where multiple waveforms would be mapped to a single cue entry, seemingly so that the game can request a single cue but receive a random variant.

Due to the way vgmtoolbox currently matches cue entries with waveforms, it was simply allocating one waveform per cue entry until it ran out of cues, at which point any remaining waveforms would be given generic names (such as described in thecarrot's post back in September).
The solution to this is to reference the SequenceTable in the ACB header in order to determine which cue entries map to multiple waveforms.
Here's a diff of the changes I made for a section of vgmtoolbox I hacked off so that I could compile/run it under mono and use it in a bash script (I have no C# experience). It won't apply to the normal vgmtoolbox source code, but the changes should be applicable for a very barebones tool to get the right filenames.
It simply maps one waveform to each cue entry (a "correct" one) and extracts the extra waveforms with a generic name by adding 4*NumTracks to referenceCorrection instead of just 4.
by jeangene91 at 10:49 PM EDT on July 6, 2018
I have been trying to extract the audio files from this XBLA archive and VGMToolBox doesn't seem to like it. My hex editor gives the first four letters as "LIVE", and I wanted clarity as to whether or not it was supported.

Looking elsewhere, I have tried using GOD2ISO, but the archive in the link did not have any .data files or a 44kb index file that would be necessary for the process.
by Ultrafighter at 1:32 PM EDT on July 7, 2018
I doubt VGMT has ever had support for XBLA archives, I'd advise you to use either wxPirs or ArchiveExplorer, at least one of them should let you view package contents (and extract them).
Later!

edited 1:33 PM EDT July 7, 2018
PSF duration by testie1 at 9:33 PM EDT on July 7, 2018
Every time I try using the "Make PSF" tool to convert SEQ/VH/VB to PSF, the resulting file is exactly 3 minutes long. The problem is some music tracks are longer than 3 minutes and they get cut off... Is there any way I can make PSFs longer?

Edit: I got to do it with PSF Timer, only it didn't work with PSF files.
1. Create a PSF file normally using Make PSF.
2. Open the PSF Timer page in VGMToolbox and check the "Multiply calculated time by 2" checkbox.
3. Drag the SEQ file into the window.
4. This will produce a file named !timing_batch.bat, open it with notepad and change the SEQ file name inside it to the file name of your PSF.
5. Copy psfpoint.exe from \vgmtoolbox_bin_r1040\external to the folder you're in and run the .bat file from step 3.

edited 4:25 PM EDT July 8, 2018
Space Channel 5 by Steve_Doido at 11:38 PM EDT on July 25, 2018
There is this game called "Space Channel 5", which I can't for the love of me find the "Up, Down, Left, Right, Chu" sounds. They are the only thing stopping us from fully dubbing it to Brazilian Portuguese.

edited 1:29 AM EDT July 26, 2018
Python Error by XaikuTheMaverickHunter at 7:39 PM EST on December 18, 2018
I'm not sure how many times you've been asked this question already, but every time I try to load an SSF (Sega Saturn) file into the "seqext.py/tonext.py Front End" tool, I get this message:

"ERROR: a directory containing the Python Interpreter (python.exe) cannot be found in your PATH environment variable."

What is the default for the "PATH environment variable" that it's referring to (I already have the Python Interpreter)?
PSF extracting .SEQ file by Wakutan at 3:46 PM EST on March 1, 2021
Hi all,

Been seraching up how to extract .SEQ files to use and convert to .mid

Most games with PSF can extract the VAB files (VH and VB) and the .SEQ file.

But there is one game called Gear Fighter Dendoh which also has a PSF format storing Sequenced data.

The Problem is i cannot manage to extract this .SEQ using VGMtrans. I also checked using VGMtoolbox using PSF finder tools to see if I can find this .SEQ file. But no results. I managed to extract the VH and VB files but no SEQ to be seen. Any help would be appreciated.

Thanks!
by almendaz at 12:53 AM EST on March 4, 2021
https://hcs64.com/mboard/forum.php?showthread=61342&showpage=0#post_61381

PSF is NOT a native vgm format.
You only find .SEQ *if* game uses "standard" sound driver. VGmt & co. uses this driver to create "homemade format" PSFs. Well, at the very least, a .SEQs that are usable by the driver.

IF .SEQs are not found, then high possibility of game using *custom* sound driver, in which case VGMt & co. won't help you & has to resort to rev-eng.
by Squaresoft74 at 1:36 PM EST on March 4, 2021
The game uses Natsume's custom/compressed sequence format, not something VGMtrans/VGMtoolbox currently handle.
by Wakutan at 6:06 PM EST on March 10, 2021
Thanks for the responses.
I was suspecting something like a custom driver.
multistream VP6 by Alpha23 at 4:41 AM EST on January 21, 2022
Is there a way to implement multistream VP6 into TVMToolbox? Here are some samples: https://1fichier.com/?xs2eiswp0ez1l6andc6m
Currently, VGMToolbox only writes the first stream and dumps the others as unknown data.

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