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by Arymond at 8:50 PM EDT on October 1, 2016
will or dose VGMToolBox have an encryption key slot for extracting AWB/ACB?
by snakemeat at 8:15 PM EDT on October 13, 2016
Not at this time. Not sure how it is implemented, but I'll look around for examples. Do you have any sample files?
by AnonRunzes at 2:25 PM EDT on October 20, 2016
So, I found a special type of .pss file. Here are the samples.

Keep in mind that there are still some files left to be uploaded in this folder, though. Game is Zone of the Enders.
by snakemeat at 11:42 PM EDT on October 20, 2016
Can't seem to get that mega link to work.
by AnonRunzes at 8:31 AM EDT on October 21, 2016
@snakemeat - Do you want me to link at least one file then?
by Nisto at 12:46 AM EDT on October 28, 2016
I looked at the Zone of Enders PSS files. Evidently, they are MPEG blocks with custom data (no actual video data). You can get the "real" data (audio+subs) out with the video demultiplexer in VGMToolbox, but it needs further parsing. I haven't been able to figure it out, but it should be pretty easy to manually extract the stuff by eye afterwards, and then you can just GENH them.

For example, here's anna2a41.pss.
by Infernus Animositas at 11:25 PM EDT on October 28, 2016
Newer .ACB files do not seem to work when I have a matching .AWB archive to try and extract the names.

Error received: Object reference not set to an instance of an object.

Samples provided
DBX2 ACB/AWB

edited 11:26 PM EDT October 28, 2016
ACB/AWB Update by snakemeat at 4:05 PM EDT on October 30, 2016
@Infernus

It looks like CRI updated the ACB spec. Here's an updated version of VGMT that works with your sample: here.

For anyone interested: the "Id" field for Waveforms is now either "MemoryAwbId" or "StreamAwbId" in the new format. The ACB copy of the checksum of the AWB file has also been changed to a 100 byte (800 bit) field. Not sure what the algorithm to generate it is, so it is skipped for newer sets.
by snakemeat at 4:17 PM EDT on October 30, 2016
@AnonRunzes, Nisto

Thanks for the samples. Agree with Nisto on this.
by Infernus Animositas at 8:01 PM EDT on October 30, 2016
@snakemeat

Cool thanks :) Like usual though, the ACB doesn't have enough cue names to match the number of files inside the AWB archive. There seem to be more dummy files than there are in the cue sheet.

When it extracts/names the HCA files, does it just do it in alphabetical order or are there given specific offset locations in the ACB that match the name to the track offset inside the AWB file?
by plpl3000 at 9:04 AM EDT on November 1, 2016
@snakemeat
VGMToolbox r1024
Error received: Object reference not set to an instance of an object.
WORLD OF FINAL FANTASY ACB+awb
http://www98.zippyshare.com/v/LWIzVyLX/file.html
by snakemeat at 1:12 AM EDT on November 2, 2016
@plpl3000: It looks like the ACB files has some inconsistent values. It'll take some time to get this figured out.
by Nigoli at 2:21 AM EST on November 21, 2016
SD Gundam Strikers BGMOnline01.acb&acbd

If this is of any help. Here's sample of a mobile game that uses a more recent acb/awb type. The game has also shut down due to low sales, etc.

Was able to extract with the test version of vgmtoolbox posted, but came out scrambled. Only thing that was able to work for extraction for me so far too.
by snakemeat at 11:50 PM EST on November 27, 2016
@plpl3000 - Here's an updated build. The World of FF ACB had some invalid pointers to the AWB file. I've updated the build to skip invalid pointers.

@Nigoli - I'll take a look.

EDIT: @ Nigoli, it looks like the HCA file is encrypted. Maybe the .acbd file you included is the decryption key. Not sure if any standard encryption algorithms use a 0x13 byte key?

edited 12:22 AM EST November 28, 2016
by ssh at 7:34 AM EST on November 28, 2016
@Nigoli - Decryption key: 00001B85A6AD6125
by Knurek at 8:26 AM EST on November 28, 2016
@ssh: Do you have a source/knowledge on how to get those encryption keys?
I've run into a number of PSP/VITA rips with encrypted HCA files, and frankly would appreciate a kind soul sharing a way to have them playable.
VGMToolbox r1026 by snakemeat at 11:36 PM EST on November 28, 2016
VGMToolbox has been updated. Grab it at SourceForge.

*** VGMToolbox r1026 (2016-11-28)

-= NEW =-
[ATRACLOOP] Standalone commandline tool to create .pos files for all ATRAC variants: ATRAC3, ATRAC3plus, and ATRAC9. A good companion for the at3tool/at9tool applications. Grab it on SourceForge.

-= UPDATED =-
[ADVANCED CUTTER] Add some 3DS, PS2, and WMA plugins.

[CRI ACB/AWB ARCHIVES]
- Updated to support newer type. AWB checksum not performed due to unknown hashing algorithm. New Waveform IDs: "MemoryAwbId" and "StreamAwbId" now supported.
- Updated to skip entries with invalid Waveform Ids.

[POS CREATOR]
- Update to handle missing RIFF chunks.
- Update to require more than 10% occurrences of a shift within a batch for shift prediction.

-= FIXED =-
[VFS EXTRACTOR] Fixed issue with filename being located at offset zero.
[EXTERNAL FILE RENAMER] Fixed to create destination folder if it does not exist.

-= THANKS =-
Knurek for POS file creator input and technical details for atracloop.

edited 11:37 PM EST November 28, 2016
by Nigoli at 3:58 AM EST on November 29, 2016
Extraction worked perfect on this, and I can also confirm the decryption key worked perfect too. Not only with that sample I posted, but on all BGM and SE from this game. I plan on uploading this and Knight Gundam Puzzle Heroes on the stream thread at some point, which was another Gundam related short lived mobile game.

Thank you snakemeat and ssh.

edited 3:58 AM EST November 29, 2016
by Knurek at 9:13 AM EST on November 29, 2016
[ATRACLOOP] Standalone commandline tool to create .pos files for all ATRAC variants: ATRAC3, ATRAC3plus, and ATRAC9. A good companion for the at3tool/at9tool applications.

Worth noting is that the POS files generated by this tool have the 100% correct, developer intended loop start/end values applied.
Most of them generated previously by either AT3Plusloop or VGMToolbox's POS maker were off by a few hundred samples (best case scenario) or totally incorrect (worst case scenario).
by mogikihei at 2:01 PM EST on December 9, 2016
I want to set header and loop in "no header" at3 file.
Game is Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army.
sample: original file ("no header" at3 file) - Battle Raidou
http://www.mediafire.com/file/9gr75sqth0ju058/battle01.at3
I added header AT3 files. - Battle Raidou
http://www.mediafire.com/file/wdqt55oo1gbeiix/battle01_header.at3

Is it possible with VGMToolbox?
by snakemeat at 12:19 AM EST on December 12, 2016
@mogikihei: I usually use AlphaTwentyThree's QuickBMS script.
by mogikihei at 5:31 AM EST on December 12, 2016
@snakemeat:That script I can not insert a loop point in AT3 file,
I want to edit an AT3 file like GENH Creator / Extractor.
And I want to play AT3 file looped with vgmstream.
by AnonRunzes at 3:44 PM EST on December 15, 2016
Hi.

So I came across this .pss file.
attract_ntsc.rar

Seems that this .pss file uses PlayStation ADPCM for its audio, yet the output audio file is .ss2.
Yet when I play that .ss2 on vgmstream, it comes out as gibberish. Any ideas?
Messed up file names? by auroraknux at 2:57 AM EST on January 12, 2017
I was using VGMToolbox to rip the audio files from a Wii U game, and it's worked perfectly! Well, except for one problem: some of the filenames are completely mixed up.

For example, I go to play a voice clip that, according to the filename, is a clip of a character saying "Mm-hmm!", but when I play it, I get one of his attack noises; or when I play one of his attack noises, I get one of his death noises, etc. etc.

Not all of the files are affected (most of them seem to be named correctly), and so far I haven't found any sort of pattern to the ones that are. I'm also not sure if all of the extracted folders have messed up files in them or if only certain ones do (some of them have literally HUNDREDS of files so it would take forever to listen to all of them to see if they're correct).

Oh, and in case it's important: I used VGMToolbox to extract the ACB/AWB archives, resulting in folders containing either ADX files, HCA files, or both, and then converted those files to WAV with a couple of other programs. Aside from the messed up filenames, the conversions went completely fine.

I'm no tech expert, but I'm pretty sure the WAV conversion has nothing to do with this--so my only guesses are that a) They were somehow mislabeled in the original game files (???), or b) Something went wrong when I extracted the archives.

Sorry for this long post! I'm basically ripping my hair out at this point, so if anyone can help me figure out what in the world is going on and if there's a way to fix it (other than listening through every single file and manually renaming everything), I'd appreciate it so much!

edited 3:48 AM EST January 12, 2017
by Infernus Animositas at 8:05 AM EST on January 12, 2017
Well if the Wii U game is using ACB/AWB archives it is possible as there might be more files in the AWB than there are files listed in the corrosponding cue sheet (.ACB) which might be causing that issue.

The easiest way to fix that is to get a free copy of the CRIWARE SDK tool from their website and load up the .ACB/.AWB files and play the files in CriAtomViewer.
by auroraknux at 7:59 PM EST on January 12, 2017
Alright, I'll have to give that a try. Thanks!

(Only problem is that, to get the program you mentioned, I have to fill out some kind of form--and said form is asking for the name of a company. I don't have a company, nor am I making a game like they're assuming. :P Ah well, I'll figure it out.)
by auroraknux at 3:49 AM EST on January 16, 2017
Update: No luck with getting that software.
by Infernus Animositas at 11:40 PM EST on January 17, 2017
@snakemeat:

I've got some CPK archives that won't extract due to illegal characters. I've uploaded a .CPK and .CSB for you to look at.

Samples
VGMToolbox r1027 by snakemeat at 4:54 PM EST on January 18, 2017
@Infernus Animositas

Here's an update for CPK (see below for newer version). It will look at the ASCII file name and predict the code page as Latin or Shift-JIS depending on whether or not high ASCII is included.

edited 5:45 PM EST January 18, 2017
VGMToolbox r1028 by snakemeat at 5:44 PM EST on January 18, 2017
@AnonRunzes

Here's an update that changes the way multi-audio PSS files are parsed. It seems like it should work with existing versions of PSS formats, not just your special case, but I'd be happy to hear anyone encounters issues with it.

For your example, all of the audio streams are the same, literally the same CRC32.

This quick release also includes Kode54's HCA patch.

edited 5:46 PM EST January 18, 2017
by AnonRunzes at 6:36 PM EST on January 18, 2017
@snakemeat - Thanks mate! I'll get around it once I have a new, working computer.
by Infernus Animositas at 10:37 AM EST on January 19, 2017
@snakemeat - Thank you, it works wonderfully :)
by auroraknux at 1:24 AM EST on January 21, 2017
@Infernus Animositas I got the software, but every time I try to load the .ACB/.AWB files in CriAtomViewer it crashes.

EDIT: Wait, nevermind, I think I'm good now.

edited 1:42 AM EST January 21, 2017
by snakemeat at 10:18 AM EST on January 21, 2017
@auroraknux and @Infernus Animositas

Just curious, do these files work correctly in VGMToolbox after getting a completed cue sheet from CriAtomViewer? Or are you saying VGMToolbox doesn't work correctly?
by Infernus Animositas at 2:59 AM EST on January 22, 2017
@snakemeat I'm not sure I understand what you're asking exactly.
by snakemeat at 11:23 AM EST on January 22, 2017
No worries, I was wondering if there is a possible bug in VGMT or not.
by mogikihei at 5:56 AM EST on January 24, 2017
IMA 4-bit ADPCM loop problem
Using genh will cause loud volume clipping.

Example: Shin Megami Tensei Online - Imagine
http://www.mediafire.com/file/i1z6m9wzwe5elk4/bgm_001_title.zip
bgm_001_title.wav - Original file
bgm_001_title.bin - Loop information file(Extract from CSoundData.bin)
0x30 - Loop start
0x34 - Lopp end
bgm_001_title.genh - Genh file created

Are there any ideas?
by snakemeat at 8:44 AM EST on January 24, 2017
@mogikihei - I'll take a look soon. I always wanted that soundtrack but couldn't find the loop points!
by mogikihei at 10:47 AM EST on January 25, 2017
@snakemeat- Thank you
I found the loop information on this site.
http://azarea.raindrop.jp/imagine/seikatsu/seikatsu_bgm.php
If you do not have CSoundData.bin you can download it here.
http://megatenonline.proboards.com/thread/1048/shin-megami-tensei-imagine-update
Download SMT:I Japanese game files (Latest files before the game went offline for good)
There are 234 songs, unless you have them, they are included here.(The data is encrypted)
There is a tool here for decryption.
http://azarea.raindrop.jp/imagine/seikatsu/seikatsu_bgm2.php
You can download tools with DL
by snakemeat at 10:24 PM EST on January 27, 2017
Thanks, I wonder if this is related to the new ffmpeg integration into vgmstream? GENH shouldn't alter anything like volume, etc.

EDIT: Tested using test.exe from vgmstream 1040 on Sourceforge and I get the same clipping. I also tried changing the extension to .LWAV to force it to use vgmstream, and it sounds fine. Seems like a bug in the GENH code to handle MS IMA ADPCM.

edited 10:48 PM EST January 27, 2017
by bnnm at 4:54 AM EST on February 5, 2017
I want to add a few formats (AT3, XMA, etc) to GENH.
Does anybody coordinate that or should I go ahead and do whatever?
by snakemeat at 11:24 AM EST on February 5, 2017
Awesome, I can add them to VGMT once they're in vgmstream. I will likely need help with the bytes to samples calculations though.

Feel free to make an SVN patch if you'd like to add it yourself (got another new baby at home, so life is very busy). I can't remember if I store the formats in the sql lite dB or not.

While you're in the GENH code of vgmstream, would it be possible to check on the MS IMA issue a couple of posts up? Not sure if it's a vgmstream issue or VGMT issue.
by mogikihei at 11:57 AM EST on February 5, 2017
@bnnm- Is it possible to add mp3 to GENH?
Use the mp3 in the Megami Ibunroku Persona for Windows

example:
http://www.mediafire.com/file/fpxy4ywcyck0p5d/BBGM01_0.zip
The extension is seq, but in fact it is mp3.
by bnnm at 1:16 PM EST on February 5, 2017
@mogikihei - I think it's already there: "MPEG Audio Layer File (MP1/2/3)"

@snakemeat - That GENH just needs an interleave (block size in MS IMA's case) of 0x800.

I think I'll add those:
- ATRAC3
- ATRAC3plus
- XMA1
- XMA2
- PS Vita ADPCM (HEVAG)
- FFMpeg (any format that FFMpeg could directly parse, like AAC/MP4, but there are various quirks I'd have to explain)
Any others?

I don't know C# so I don't think I can add them myself to VGMT though.
Bytes to samples I'll post the formulas, but I'm thinking of adding an option so vgmstream makes the calcs internally (for XMA1 you can't precalc manually since it's VBR of sorts, XMA2 headers thankfully give sample numbers).
by mogikihei at 1:48 PM EST on February 5, 2017
Sorry, it was possible with "MPEG Audio Layer File (MP 1/2/3)".
Although it did not work when tried before, it seemed that he did the wrong way.

It was able to be created.
http://www.mediafire.com/file/pqwi9pwu1j61q9r/BBGM01_0.genh

Edit:
That GENH just needs an interleave (block size in MS IMA's case) of 0x800.
Nice! I played correctly
http://www.mediafire.com/file/bn5173b8r1k8l2b/bgm_001_title.genh

Once all songs have been created, upload them.

edited 2:28 PM EST February 5, 2017
by snakemeat at 3:35 PM EST on February 5, 2017
@bnnm

*** For GENH formats ***
Exciting news regarding the formats you listed. Here's some others worth considering:

1) I could see value in adding support for raw vorbis since it is used in FSB containers, which change periodically. Raw vorbis support may have some wwise format benefits.

2) I believe Knurek had a need for Nintendo DS IMA in the past, but that may have been remedied.

3) It's obscure, but some of the old Sega Saturn movies used the Duck TrueMotion codec which at the time required being converted to WAV using FFMPEG. Not sure if they can be demuxed or if anyone even cares anymore.

4) I feel like headerless HCA and ADX have been discovered, but I'm not sure.

5) WMA/ASF audio. VGMToolbox can demux WMV, but not recreate the ASF header to listen to it.



FFMpeg (any format that FFMpeg could directly parse, like AAC/MP4, but there are various quirks I'd have to explain)

I like this idea. It seems like a "subtype" code might need to be added to the format spec. Did you have something else in mind?

I don't know C# so I don't think I can add them myself to VGMT though.

No problem, I'll update the code.

Bytes to samples I'll post the formulas, but I'm thinking of adding an option so vgmstream makes the calcs internally (for XMA1 you can't precalc manually since it's VBR of sorts, XMA2 headers thankfully give sample numbers).

Thanks in advance for sharing the formulas. If you have a formula for MP3 (see below), I'd appreciate it.

One question, if the XMA2 headers are present, would GENH be needed?

@mogikihei
Look forward to the rip. At one point manakoat gave me a bytes to samples conversion formula for MP3, but I never got around to implementing. Maybe I'll try adding it with this other stuff if I can find it.
by bnnm at 5:14 PM EST on February 5, 2017
Ogg would be useful, but I know little about it and from tools like revorb or ww2ogg seems too complex to add quickly.

FFmpeg basically just needs a start/end offset of data it can parse and (sometimes) total samples (so Duck would work). No need por subtype or anything, it analyzes the stream by itself.
However FFmpeg formats must be manually enabled/compiled in vgmstream first, and in rare cases they may not work due to quirks.

"Normal" XMA I've implemented, but if it's a custom header (I've seen some) you would need the usual GENH stuff.
by ChillyBilly at 11:13 PM EST on February 5, 2017
Well, I'm definitely no expert on the subject, but... is it possible to add some sort of support for the Wwise format, specifically PCK archives, to VGMT? I ask because I've been having a fair bit of trouble with it lately... When I try to extract them with the advanced file cutter, I only get unplayable .wav files, and programs like ww2ogg haven't worked for me, either. I also tried to GENH them, but it's too much guesswork for me to get anything out of that method. I dunno if it'll help, but if you need some sample PCKs, there's a rip of Jikkyou Powerful Pro 2016 that I posted in the joshw thread a little while back. Thanks in advance to anyone who can look into it!
by Infernus Animositas at 12:42 AM EST on February 7, 2017
@ChillyBilly

Try using Ravioli Game Extractor. It can open up .PCK archives and you can extract them with the original hash ID filenames as well.
by ChillyBilly at 9:46 PM EST on February 7, 2017
@Infernus Animositas: Thanks for the suggestion, but I already tried Ravioli. Unfortunately, that didn't work for me, either (still gave me unplayable files). Programs like QuickBMS and Dragon Unpacker were also no good, I'm afraid. But hey, if you or anyone else have any suggestions I haven't tried yet, I'd totally hear them out!
by Infernus Animositas at 12:48 AM EST on February 8, 2017
What game/s and platform/s are the PCK archives from?
by ChillyBilly at 4:12 PM EST on February 8, 2017
^I already linked to them in the joshw thread, but:

Jikkyou Powerful Pro Yakyuu 2016

Sonic & Sega All Stars Racing Transformed


^Both are Vita rips. Not sure if that has anything to do with why I have so much trouble getting anything playable from them, but there you go.
by Infernus Animositas at 10:34 AM EST on February 9, 2017
Vita would be using ATRAC9 since Wwise supports that codec in the middleware. This would be why ww2ogg doesn't support it since it is not vorbis.

The issue is that Wwise creates a custom header so you can't just raw extract the files by their RIFF headers and convert them with the ATRAC9 decoder.

edited 10:35 AM EST February 9, 2017
by AnonRunzes at 9:51 AM EST on February 14, 2017
I`m sure nobody noticed this, but on the "ISO/Archive Extractor" part of vgmtoolbox, whether an ISO(be it PS1, Gamecube or any ISO) is extracting, it just stops to some current file and gives me this warning:
"Error received: Error extracting file: Collection was modified; enumeration operation may not execute."
Although I can extract an ISO again if I wanted a flawless extraction, but since I`m the only one noticing this I might as well talk about it.

The ISO I used is the Disc 1 of the Japanese version of Metal Gear Solid(the original one, not the Integral release) sourced from a Redump rip.

edited 9:56 AM EST February 14, 2017
by snakemeat at 10:59 AM EST on February 14, 2017
I believe this will happen if you continue to click around the directory tree while an extraction is underway.

Can you describe the steps to make the error occur?
by AnonRunzes at 11:08 AM EST on February 14, 2017
Step 1: Extract the ISO using vgmtoolbox.
Step 2: See that error(to the point "ISO/Archive Extractor" goes full red).
Step 3: Rinse and repeat until there are no errors left to show(to the point "ISO/Archive Extractor"goes full green).

This was literally how it happened.

edited 11:08 AM EST February 14, 2017
PSP music format (PHD/PBD/MID) by Corak at 4:03 PM EST on March 4, 2017
@kode54, but how to create such ppsf format to play them on PSF Player? I have original files, what to do?
by kode54 at 6:13 PM EST on March 4, 2017
Unfortunately, I do not think there is a generic driver for PPSF files, or if there is, you'll have to ask the Play! author about it, since they designed the format. I'm assuming it's based on something like PSF2. A base executable, an INI file that describes what to load, any extra libraries/executables that are needed to load the data, and the data itself.
PSP music format (PHD/PBD/MID) by Corak at 7:40 AM EST on March 5, 2017
@kode54
As i can see, he used "boot.bin" from game as driver seems, game method would be great. Of course if generic driver can be stripped from it - it would be much better.
http://coraksoft1.narod.ru/mod/PSFP/psfp_packer_src-xml.7z
http://coraksoft1.narod.ru/mod/PSFP/Untold-Legends-Brotherhood-Of-The-Blade_mid-banks.7z

edited 7:40 AM EST March 5, 2017
PSP midi+banks format: Compiling .mid+phd+pbd to .psfp by Corak at 8:02 AM EST on March 5, 2017
+ to thread
Hi! Thank you very much for VGMToolbox project!
I'm wishing .psfp format compilation method would be added to VGMToolBox.
Also mostly perfect it would if this banks format support would be to VGMTrans and .psfp support to PSF Foobar2000 plugin.

I digged just a bit about new .psfp format, that already supported by Psf player from "The Play!" sources.
https://github.com/jpd002/Play-/issues/536

Currently he made only one example of this format from the game "Phantasy Star Portable". And they compiled as minipsfp.
http://purei.org/downloads/psfp/psportable.zip
http://coraksoft1.narod.ru/mod/PSFP/Phantasy_Star_Portable.zip

I ripped only from game "Untold Legends":
http://coraksoft1.narod.ru/mod/PSFP/Untold-Legends-Brotherhood-Of-The-Blade_mid-banks.7z

PSF Packer + example (Source code (vs2015+boost), still no binaries):
http://svn.purei.org/psfp/trunk/
http://coraksoft1.narod.ru/mod/PSFP/psfp_packer_src-xml.7z

PSF Player (Source code):
https://github.com/jpd002/Play-/tree/master/tools/PsfPlayer
PSF Player (Binaries):
http://purei.org/downloads/psfplayer/

Games that using phd+pbd+mid music method:
"Bleach Soul Carnival 2", "Untold Legends: Brotherhood Of The Blade", "Persona 2 Innocent Sin", "Black Rock Shooter", "Sol Tigger", "Shin Megami Tensei Devil Summoner", "Phantasy Star Portable".
by AnonRunzes at 7:17 PM EST on March 5, 2017
Here`s a new plugin coming from me:
ps3msf.rar
by bnnm at 8:06 PM EST on March 10, 2017
I did some GENH changes; long-winded explanation incoming:

New codecs
- ATRAC3 (id=18), ATRAC3plus (id=19), XMA1 (id=20), XMA2 (id=21), FFMpeg (id=22), for raw AT3/XMA data and "headered" FFmpeg data.
In AT3, interleave is block_size for *all* channels (like in a AT3 RIFF header) and must be provided. Typical sizes are 0x60*ch, 0x98*ch, 0xc0*ch (ATRAC3); 0xBC*ch/0x174*ch/0x200*ch (ATRAC3plus).
In XMA, interleave is also block_size but defaults to 2048 if not provided (usually ignored by FFmpeg).


FFmpeg considerations
- possibly-useful FFmpeg formats: AAC, OGG, MPEG, WMA, AC3. List here.
- FFmpeg doesn't need subtype or anything, it finds out the codec by itself.
- header_skip is where data that FFmpeg can parse (=headered) starts. Meaning, it should point to a (example) AAC header at 0x100, NOT to AAC raw data at 0x150 (FFmpeg needs headers).
- new formats must be enabled/pre-compiled first
- in rare cases some odd codec may not work in vgmstream due to quirks too long to explain


New fields @ offset
- 0x40 (4) = total samples: when loop-end-at-offset is 0 while total-samples-at-offset is not, or you want to disable looping and get song endings. If 0 it'll use loop_end as usual.
I hope you can add an (optional) row in VGMtoolbox to read the total samples similar to the loop ones.
- 0x44 (4) = skip samples: for formats with encoder delay (AT3, XMA, FFmpeg), see below.
- 0x48 (1) = skip samples mode: 0=autodetect, 1=force manual value @ 0x44 (skip samples ignored if this is not set; enable-flag as one may want to set skip to 0)
- 0x49 (1) = ATRAC3 stereo mode: 0=autodetect, 1=force joint stereo, 2=force full stereo. Probably never needed (for now interleave 0x60*ch = joint stereo).
- 0x4a (1) - XMA stream mode: 0=default (ex. 4ch = 2ch + 2ch), 1=single (4ch = 1ch + 1ch + 1ch + 1ch).
XMA data is divided into "streams" of 1 or 2 channels, and this configures the layout. Mode 1 not working yet, actually.
- 0x50 (4) = raw data size: for formats that may have garbage at the end (ex. XMA RIFF), otherwise filesize-header start.


Skip samples (gapless playback / start padding)
- MPEG/MDCT-based encoders (MP3, AT3, XMA, AAC...) add some garbage samples at the beginning, usually silent but not always.
- When decoding you need to skip them to get the original sample start.
Ex.: you have a file of 88200 samples, but encoded to AT3 you get 1216 + 88200 samples. So when decoding you must skip the first 1216 samples to get the real start.
You can't just change the header offset to skip them.
- Values:
* AT3: must be provided (usually 0x400~0x800). In AT3 RIFF headers it's the last value in the "fact" chunk.
* XMA: should be autodetected (usually 576). Disabled for now due to quirks.
* AAC (via FFmpeg): should be autodetected (usually 2112).
* MP3 (via FFmpeg): varies with the encoder, may be autodetected (usually 576 or 1156)
- in GENH when skip samples are provided loop values are "relative".
Example, GENH uses "relative" values: skip samples = 400, loop_start = 0 (so "real" loop start will be 0+400 samples in).
While AT3 RIFF headers use "absolute" values: skip samples = 400, loop_start = 400 (so for GENH you need to manually substract loop_start - skip_samples).
But other AT3 headers do use "relative" loop values instead; experiment (same for any format with skip samples).


Byte to samples
- MPEG: for CBR, (bytes * sample rate * 8) / (bit rate in kb * 1000)
For VBR you can use the "average bit rate" to get approx. samples.
- ATRAC3: (bytes / block_size) * 1024
- ATRAC3plus: (bytes / block_size) * 2048
- XMA: not possible AFAIK (maybe some formula with the average bit rate)
- Others/FFmpeg: ? (try to pre-decode with FFmpeg.exe to get max samples)


Examples
by 47iscool at 9:37 PM EST on March 10, 2017
Would it be possible to add support for Gran Turismo 4' gt4.vol to the iso/archive opener?
The gt3.vol tool does not extract files properly from gt4.
by snakemeat at 10:05 AM EST on March 11, 2017
Very cool about the GENH stuff. It'll take some time, so I'll let you know if I have any questions.

I will take a look at the psfp stuff after I finish the GENH stuff. But if no generic driver exists, there may not be very much I can do.

Regarding the GT4 archive, I typically trying build only for generic or system-wide formats, rather than game specific formats. But I can take a look to see if one of the other tools might be able to help, for example thr virtual file system extractor. Can you upload a sample?
by AnonRunzes at 4:56 PM EDT on March 16, 2017
So, does this one support (decrypted) NDS images or do I have to use another tool if I want to explore these NDS images?

EDIT: I got one sample from me though...

EA_MULTIPLEXED_MPG2[TIGER_WOODS_PGA_TOUR_2003].rar


This .rar file includes samples obtained from all three console versions(PS2, GC, XBOX) of Tiger Woods PGA Tour 2003.

edited 11:01 PM EDT March 16, 2017
by 47iscool at 9:36 PM EDT on March 16, 2017
Sorry cant do snakemeat. I only have internet on my droid and not enough storage space on the sd.
by bnnm at 7:59 PM EDT on March 17, 2017
@snakemeat - if you have some time I hope you can take a look at this ACB+AWB from Ukiyo no Shishi (PS3).
Some names are not matched, even though they are in the .ACB (I suspect a couple of names are mismatched too).

Also, some .HCA are extracted multiple times (since there are more cues than HCAs I guess).
I think an option to extract HCAs only once would be useful as it was kind of surprising; in this case you have tracks like BGM_17 and BGM_17_18 which are the same.

Incidentally the Vita version outputs a few "x.EncodeType-10.bin", those are .vag
by NLOG at 8:45 AM EDT on March 21, 2017
Some .mca files from Monster Hunter 3U (3DS) happened noisy crack.
An older version, this problem is not happened.
It seems any regression.
by AnonRunzes at 1:20 PM EDT on March 21, 2017
@NLOG - "vgmtoolbox" is not responsible with your error.
by AnonRunzes at 9:59 PM EDT on April 1, 2017
Seems like I`m at it again.

The file I`m having with me here came from Boku no Natsuyasumi, a Japan-only PS1 game. Inside that file, you can see "SShd" and "SSsq", respectively. But not "SSbd" apparently because the .bd/.vb file follows after these two files with these two signs. Or maybe it`s just a collection of these files combined into one, as you can see from offset 0x5aa1800 onwards.

Anyway, here`s the file I`m talking about:
BOKU.7z

Cheers!
by mogikihei at 2:44 PM EDT on April 2, 2017
@AnonRunzes http://www.mediafire.com/file/27c3w3jteaqm7gs/BokuNatsu_psf.zip
Are you playing correctly with this?
(I can not check it because I do not have this game)

Note:
I am using Matrixz's Wild Arms 2 driver.
by AnonRunzes at 2:58 PM EDT on April 2, 2017
@mogikhei - Well, that rip does play correctly(although it`s not timed).
Thanks for the set, but the set wasn`t constructed by using vgmtoolbox, right? Or was it?

edited 2:58 PM EDT April 2, 2017
by mogikihei at 3:20 PM EDT on April 2, 2017
@AnonRunzes
Extraction of data used this bin2seq.

Driver used this Matrixz's Wild Arms 2 driver.

PSF was created using PSFLab.
vgmtoolbox does not support this driver.

Open -> null.minipsf with PSFLab
Import Binary Data
sssq - 0x80110020
sshd - 0x80120020
vb - 0x80121420
File -> Save As
You can create it.
Since it is a driver.psflib is sound driver, please put it in the same directory as psf.

edited 3:21 PM EDT April 2, 2017
by AnonRunzes at 3:21 PM EDT on April 2, 2017
@mogikihei - Thanks, I`ll try it!
Can't drag and drop by fallenangeliii at 4:01 AM EDT on April 18, 2017
No matter what I try, I cannot drag and drop files into the "Drag and drop here" (not verbatim quote) section of the Vgmtoolbox window.

I've tried isntalling older versions, I've tried installing the FWAV plugin (I'm trying to extract the .bars files from BotW) from different sources, I've tried running it both as an administrator and not. I even tried renaming the .bars files .bfsar and .bscar or whatever it is those file names are.

But it just won't work. No matter where on the window I drag files to, I still get the circle with a strikethrough and nothing happens if I drop the files.

Does anyone know what's wrong?
by snakemeat at 3:48 PM EDT on April 20, 2017
I saw a recent threat about this elsewhere. It seems that the user was hung Windows 10 and had to unblock VGMToolbox.

Here's the link, the answer is down a ways: https://www.reddit.com/r/WiiUHacks/comments/645hj5/has_anyone_found_a_way_to_decode_the_bars_file/
by snakemeat at 3:49 PM EDT on April 20, 2017
Just wanted to drop a note that I'm still working the GENH stuff. Slowly but surely it's coming along. Life is busy these days.
by bnnm at 5:46 PM EDT on April 27, 2017
@snakemeat - I wanted to mention I had some multi-stream (and normal) PSS files, and they demux fine with the r1028 you posted here a while back.

Thanks for the GENH updates too!
by nine at 11:12 AM EDT on May 1, 2017
acb format without SynthTable

https://www.sendspace.com/file/qbwcmn

https://play.google.com/store/apps/details?id=jp.blackrosesuspects.app

CriAcbFile.cs InitializeCueList
ReferenceType is 1
WaveformIndex is maybe same as i(row index)?

and

CriUtfTable.cs GetKeysForEncryptedUtfTable
seed, increment
infinite loop
by bxaimc at 10:11 AM EDT on May 3, 2017
Referring back to the windows 10 issue, VGMT works fine for me but I can vouch for the inability to drag and drop on some programs (in my case, Sound Forge, which is annoying because I have to go through the entire process of opening every file with the drop down menus and navigating to the file).

On another note snake, whatever happened to the deinterleaver we were experimenting with years ago in VGMT? I might have some use for it eventually ;)
by AnonRunzes at 10:30 PM EDT on May 11, 2017
I found another .PSS type:
0x900001BD -> .ac3

This "type" comes from an .PSS file out of an PS2 game called Genji. Here`s an sample.
by snakemeat at 12:07 AM EDT on May 18, 2017
@AnonRunzes: Thanks for the sample. I've updated the source code.

@bxaimc: I think I wrote a command line tool for it, but can't find it right now.
by AnonRunzes at 1:39 PM EDT on May 31, 2017
Well, just now I wrote a script based on Alpha23`s deinterleave script, except the script can deinterleave the file regardless if the "blocksize minus skip isn`t dividable by layer count" or if the "file size minus header isn't dividable by blocksize". Here is the script in question.
by AnonRunzes at 5:03 PM EDT on June 28, 2017
So, I decided to generate a .psf2 file through vgmtoolbox with these steps:

1. Misc. Tools -> xSF Tools -> PSF2 -> mkpsf2 Front End.
2. Specify "Source Directory".
3. Specify "Modules Directory".
4. Type out anything on the "Output Folder" directory.
5. Click on "Build PSFs".

But then there is this...

---

o04c_a.psf2 created.
Could not find file 'C:\Documents and Settings\###\My Documents\vgmtoolbox_bin_r1028\o04c_a.psf2'.
t01a_e.psf2 created.
Could not find file 'C:\Documents and Settings\###\My Documents\vgmtoolbox_bin_r1028\t01a_e.psf2'.
v16a_a.psf2 created.
Could not find file 'C:\Documents and Settings\###\My Documents\vgmtoolbox_bin_r1028\v16a_a.psf2'.

---

It just throws off an error and nothing happens, at least to me.

Here are the samples:

raw_psf2_files.rar
by GirianSeed at 2:41 PM EDT on July 2, 2017
I've run into some trouble trying to extract Snake Eater 3D's ACB/AWB sounds.

mgs3d_adx_sample.zip

With the standalone ACB files it throws this error:
Error processing <04s012a1.acb>.
Error received: AFS2 magic bytes not found at offset: 0x00007640.

And for the ACB files paired with *_streamfiles.awb it throws this.
Error processing <bgm.acb>.
Error received: Object reference not set to an instance of an object.

I can extract the HCA/CWAV streams with the CPK tool by removing the ACB header, but it'd be nice to be able to extract these with cue names intact.
by cai_miao at 8:02 PM EDT on July 2, 2017
I'm extracting hca files from ACB files of Theater Days, which header indicates: ACB Format/PC Ver.1.29.00.

When I extracted bgm_system.acb, and used the specific decrypt key to convert to waves,
I found that some tracks are not matching its names, and I found there is/are track(s) missing as I quick glance on the cue list via hex editor.

If you want to inspect this problem, let me know.
I'll make a list of wrong names and "correct" names which is supposed to be.
And, also if you interested in the hca decryption key,
also let me know and I will leave my email for you to contact me then.
(This is a secret key so I can't just post it here, for reason you know)

Attachment:
bgm_system.acb

edited 8:03 PM EDT July 2, 2017
by quasqade at 6:42 AM EDT on July 7, 2017
I have ran into same problem as @cai_miao when extracting acb/awb pairs from Danganronpa Another Episode: Ultra Despair Girls. Same header ACB Format/PC Ver.1.29.00, almost all files have incorrect filenames.
Can provide files if needed.
by Infernus Animositas at 11:44 PM EDT on July 17, 2017
Upload the .ACB/.AWB file pair and the .ACF if you have it as well of Theatre Days or Ultra Despair Girls.

edited 11:49 PM EDT July 17, 2017
by AnonRunzes at 10:01 AM EDT on August 6, 2017
So, I have these .SFD files whose audio track/codec is completely unidentified on VGMToolbox(it is demuxed as a .bin file). Here are the samples:
SFD_unknownaudioformat.7z
SFD_unknownaudioformat[widescreen].7z

It came from some SEGA PS2 game called Ryuu ga Gotoku/Yakuza, and I managed to decrypt the .CVM files through some password someone posted at XeNTaX. I had to decrypt them all through cvm_tool.exe.
by Mygoshi at 10:20 AM EDT on August 6, 2017
Hello, I come here because I have an audio file from a game that isn't supported on VGmToolbox, the codec is custom (uses PS ADPCM without flags and probably IMA)

Here are samples:
GEStealth01_mulchan.psf
MissionFailure.psf

Thanks in advance if you can try supporting this codec?
by snakemeat at 12:11 AM EDT on August 9, 2017
@AnonRunzes - Those .bin tracks are AC3. Thanks, I've updated the source code. I'll upload a new build eventually, but the GENH builder is still WIP and I didn't do any source code branching.
VGMToolbox r1040 by snakemeat at 12:23 AM EDT on August 20, 2017
VGMToolbox has been updated, grab it at Sourceforge.

This includes the nice GENH updates, some notes follow:

Historically, if a GENH file didn't loop, the "End Loop" field was used to capture the total samples. Now that a "Total Samples" field exists, I've updated VGMToolbox to use that field for non-looping files. Based on the samples bnnm provided, I've tested this and it seems to work in the latest vgmstream build. Loop Start and Loop End are both now equal to -1 (0xFFFFFFFF) for non-looping files.

With the new formats, I cannot calculate total samples exactly for MPEG, XMA, and other FFMPEG formats since I don't have exact calculations for sample counts. So, for now, the bytes to samples cannot be used on those file types. bnnm provided calculations for estimated bytes to samples conversions, I may add them if there is interest.

For older files, when editing, if a file does not contain a "Loop Start" value (indicating a non-looping file), I'll move the "Loop End" value to "Total Samples,"" as it should have the same effect.


Release notes below:

*** VGMToolbox r1040 (2017-08-19)

-= UPDATED =-
[GENH]
- Updated GENH to support new format additions and formats: ATRAC3, ATRAC3+, XMA, XMA2, FFMPEG.
- Can now use offsets for channels and interleave/block size.

[VIDEO DEMUXER]
- PSS: Updated audio stream ID identification for multi-stream audio.
- PSS: Added output detection for AC3 audio.
- SFD: Added output detection for AC3 audio.

[CRI HCA] Add Kode54's patch for masked HCA signature.

-= FIXED =-
[CRI CPK] Update to evaluate code page in file names.
[WII WUD] Add quick check for bad file table pointers. i.e. Sam Warrior 3 sample.

-= THANKS =-
bnnm for updating GENH and vgmstream.
Kode54 for HCA detection patch and constant vgmstream support.
Timo for sample files.
AnonRunzes for sample files.
EmuMovies for the developer access and supporting the scene.
by cai_miao at 8:22 AM EDT on August 22, 2017
Devs can you take sometime look into the Theater Days' case? I've uploaded acb files to my own server and posted link in the last post.

I can provide more information if needed.
by snakemeat at 9:18 AM EDT on August 22, 2017
Looking at the Snake Eater 3D files right now. Yours are next.
by snakemeat at 12:24 AM EDT on August 26, 2017
@nine - You said "acb format without SynthTable"

Sorry but I missed the sendspace link. Did it contain the acb file from the linked APK? Or was it a different set?

I looked at the APK, "Black Rose Suspects_v1.02.0010" and both ACBs (ot_tl_01.acb, SE.acb)I found have Synth tables and extract correctly. Is there another one you were referring to?

@cai_miao - Can you provide the list of correct track names for Theater Days?

edited 12:26 AM EDT August 26, 2017

edited 12:30 AM EDT August 26, 2017
by cai_miao at 4:24 PM EDT on August 27, 2017
Please note that I can't really recognize each correct names of wrong named tracks. I tried my best to list these things.

00000,00002,00004,00005 are correctly extracted.

For the threater_main_*.acb series:
There're 3 sets in the series corresponding to day, sunset and night.
Each set have add-on tracks in other instrument to mixing with primary track,
and the picture below is to describe their relation -- same length tracks are in same set.

http://imgur.com/a/PqPXC

(According in-game, set a = day, b = sunset, c = night)

For others:
699KB files are wrongly extracted as 00000_mainbgm.hca
00018-00020 are wrongly extracted as 00048_awakening.hca
00016 and 00017 are wrongly extracted, they both used on "gacha" page (former for "gacha" main page and latter for "gacha" result screen), so I don't really know which of them extracted as 00035_gacha_lottery.hca.

edited 4:33 PM EDT August 27, 2017

edited 4:35 PM EDT August 27, 2017

edited 4:40 PM EDT August 27, 2017

edited 4:45 PM EDT August 27, 2017
by snakemeat at 12:10 AM EDT on August 28, 2017
Here's the info from the ACB file you provided in a text format.

If you have a way to tell me which tracks should have which names, that will help me. Right now, there's no obvious technical issues, so it could be that the logic/algorithm is wrong.

edited 12:23 AM EDT August 28, 2017
by AnonRunzes at 9:43 PM EDT on August 28, 2017
Well, to tell you the truth the .PSS output detection is rather "spotty". For example, what might be an audio track demuxed as an .ac3 file is actually a headerless PCM file(Front Mission 4 is an example of that).

In any case, I think that the .PSS output detection should be done by checking the first 2 or 4 bytes(or 16 bytes if that's not enough) of an "track" so that an extension for it is assigned later on depending on the type of the "track" rather than depending on the "streamId" valu.

In any case, here are the samples:
PSS_TEST1MIN.7z
These files came from the PAL version of Dropship United Peace Force. Just so you see what I mean, that one demuxed "0xb0" file is demuxed as a ".bin" file.
by cai_miao at 2:31 AM EDT on September 1, 2017
https://github.com/OpenCGSS/DereTore/issues/42

This is a log FYI, from another tool which handles extraction of HCAs from ACBs.
If you need more info I will do it next free time.
by AnonRunzes at 10:52 AM EDT on September 3, 2017
Remember that SOUND.DAT file from Sky Odyssey I uploaded a few months back?

Well, I just found out that it uses a later SShd/SSsq/SSbd(yeah I know, it's non-existent) format that existed around SCEI's later games, around 1999 to be exact. All I had to do was a little digging around SCEI's later games to reach to this conclusion.

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