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 Post subject: Re: My quickBMS scripts
PostPosted: Sun Jul 22, 2012 2:43 pm 
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Apollo wrote:
Just a small note on CDXA, there are actually XA files using 18,900khz stereo playback rates too than just 37,800Hz and 2 channels which is admittedly more common.

Like for example the PSX versions of C&C RA1.

As for ima adpcm header adder, you would need to add the various default block sizes as per each khz in default MS encoder.

mono
8khz/11khz/16khz= 256

22khz/32khz=512

44khz/48khz=1024

for stereo previous apply except double the block size so 8khz stereo=512

xbox adpcm uses always 36 mono or 72 stereo blocksizes regardless of khz but such small block sizes waste tons of space.

fact chunk can be left unwritten but the last field before it or data is sadly demanded by most players too except vlc.

OMG, thans a lot for all this information!!! I'll definitely look into implementing that! :):):)
18,900khz stereo? Only encountered mono so far. Anyway, the header should be the same as channels and frequency isn't stated at all. ;)

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 Post subject: Re: My quickBMS scripts
PostPosted: Sun Jul 22, 2012 2:47 pm 
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Just updated my MSF converter by some variants and formats: viewtopic.php?f=13&t=4450&p=43570#p43570 :)

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 Post subject: MSF converter update
PostPosted: Sun Jul 22, 2012 6:15 pm 
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Darn, I was hoping the MSF converter update would successfully convert my msf's from Castlevania HoD (PS3) but it's giving me at3's that don't play and ss2's that give errors in MFAudio. ("Specified format is not supported or cannot be translated")

Here are some examples of msf's that I'm trying to convert if you have time to look at them. http://www.mediafire.com/?km5qeflgmzeep9j
And there are a bunch more I can provide if it interests you. :D

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 Post subject: Re: My quickBMS scripts
PostPosted: Tue Aug 07, 2012 5:58 pm 
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18 Wheeler: American Pro Trucker (PS2) *.str extractor

Code:
# extracts the MUSIC.STR and VOICES.STR from 18 Wheeler: American Pro Trucker for PS2
# (c) 2012-08-07 by AlphaTwentyThree of XeNTaX

include "func_header_SS2.bms"
get FILES long
goto 0x10
for i = 1 <= FILES
   getDstring NAME 0x20
   get OFFSET long
   get SIZE long
   get UNK long
   get CH short
   get FREQ short
   get INTERLEAVE long
   callfunction SS2 1
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Thu Aug 09, 2012 1:21 am 
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UPDATE

Just made a major update for my CPK/SEG movie 'FILM' id audio extractor (Saturn/Sega CD). :) The previous version eventually produced wrong results.

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 Post subject: Re: My quickBMS scripts
PostPosted: Fri Aug 10, 2012 2:49 pm 
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The Animals! (Sega CD) - MEDIA.RES extractor

One of the few Sega CD games that doesn't contain audio tracks. The MEDIA.RES can only be extracted with IsoBuster as the file system is non-standard.
And yes, those *.seg movies can be demultiplexed with my tool. :)

Code:
# extracts the MEDIA.RES from "The Animals!" for Sega CD
# (c) 2012-10-18 by AlphaTwentyThree of XeNTaX

goto 0x14
get BIAS long
math BIAS *= 0x800
goto 0x20
for i = 1 <= 0xa50
   getDstring NAME 0x10
   get OFFSET1 long
   get SIZE1 long
   get SIZE long
   get OFFSET long
   math OFFSET += BIAS
   log NAME OFFSET SIZE
next

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 Post subject: Re: My quickBMS scripts
PostPosted: Tue Aug 14, 2012 2:24 am 
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Welcome. Could you write a script that allows you to rework "PCM" to "msf"? or "PCM" to "AA3" and then "AA3" to "msf"? I really depend on that.

Thanks for possible help :)


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 Post subject: Re: My quickBMS scripts
PostPosted: Thu Aug 16, 2012 10:19 am 
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Darksiders II *.pck extractor

Don't forget the current func_getTYPE.bms: viewtopic.php?f=13&p=69577#p69577

Code:
# extracts the *.pck archives from Darksiders II (Xbox 360)
# (c) 2012-08-16 by AlphaTwentyThree of XeNTaX

include "func_getTYPE.bms"
idstring "AKPK"
get BNAME basename
string BNAME += "_"
endian big
goto 0xc
get INFO long
math INFO += 0x20
goto INFO
for i = 1
   get DUMMY long # 0/1
   get NAME_CRC long
   if NAME_CRC == 0
      cleanexit
   endif
   get MULTI long
   get SIZE long
   get OFFSET long
   math OFFSET *= MULTI
   string NAME_CRC p= "%08x" NAME_CRC
   set NAME BNAME
   string NAME += i
   string NAME += "_0x"
   string NAME += NAME_CRC
   log MEMORY_FILE OFFSET SIZE
   savepos MYOFF 0
   callfunction getTYPE 1
   endian big
   goto MYOFF 0
   string NAME += EXT
   log NAME 0 SIZE MEMORY_FILE
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Thu Aug 16, 2012 1:32 pm 
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Hello alpha can you post the full auto 2 script you sent me a while back?


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 Post subject: Re: My quickBMS scripts
PostPosted: Thu Aug 16, 2012 8:33 pm 
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Wave cue extractor and injector

Needed when decoding from non-standard wave headers to save the cue marker section. Can be imported with the second script later-on.
Very practical if you want to add comments to a compressed file, e.g. mp3 or ogg. Just take the decoded file, add your markers and export them. You can later on decode the compressed file again and inject the markers from before. Works with every marker type.
Also needed when working with rifx files from the Wwise system as RIFX files containing ogg streams can contain markers. So to get the markers to their correct positions, you just need to extract them from the original rifx, transform the rifx with ww2ogg and revorb, decode the ogg to wav and inject the cue markers again. :)

Extractor:
Code:
# extract cue section from wave files
# RIFF and RIFX header supported
# (c) 2012-08-16 by AlphaTwentyThree of XeNTaX

getDstring HEAD 4
if HEAD == "RIFX"
   endian big
endif

get NAME basename
string NAME += ".cue"

FindLoc OFFSET1 string "cue" 0 ""
if OFFSET1 != ""
   goto OFFSET1
   idstring "cue "
   get SIZE1 long
   math SIZE1 += 0x8
   set OFFSET2 OFFSET1
   math OFFSET2 += SIZE1
   goto OFFSET2
   getDstring LIST_test 0x4
   set SIZE SIZE1
   if LIST_test = "LIST"
      get SIZE2 long
      math SIZE2 += 0x8
      math SIZE += SIZE2
   endif
   set OFFSET OFFSET1
   log NAME OFFSET SIZE
endif


Injector:
Code:
# inject *.cue files containing markers into wave files
# (c) 2012-08-16 by AlphaTwentyThree of XeNTaX


get NAME basename 0
string NAME += ".cueold"
FindLoc OFFSET string "cue " 0 ""
if OFFSET != ""
   get SIZE asize 0
   math SIZE -= OFFSET
   log NAME OFFSET SIZE
else
   get SIZE asize
endif
log MEMORY_FILE 0 SIZE
open FDDE CUE 1
get CSIZE asize 1
append
log MEMORY_FILE 0 CSIZE 1
append
get NAME filename  0
math SIZE += CSIZE
set RIFFSIZE SIZE
math RIFFSIZE -= 8
putVarChr MEMORY_FILE 4 RIFFSIZE long
log NAME 0 SIZE MEMORY_FILE

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 Post subject: Re: My quickBMS scripts
PostPosted: Thu Aug 16, 2012 8:43 pm 
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Sleeping Dogs (Xbox 360) - SFX.pck extractor

First folder contains sfx, the second one music and ambients.

Code:
# extract the SFX.pck from Sleeping Dogs (Xbox 360)
# (c) 0212-08-16 by AlphaTwentyThree of XeNTaX

include "func_getTYPE.bms"
idstring "AKPK"
endian big
goto 0x28
set FOLDER "SFX_1/"
callfunction extract_folder 1
goto 0x3dac
set FOLDER "SFX_2/"
callfunction extract_folder 1


startfunction extract_folder
   get FILES long
   for i = 1 <= FILES
      get NAME_CRC long
      get MULTI long
      get ZERO long
      get SIZE long
      get OFFSET long
      get ZERO long
      math OFFSET *= MULTI
      putVarChr MEMORY_FILE SIZE 0
      log MEMORY_FILE 0 0
      log MEMORY_FILE OFFSET SIZE
      callfunction getTYPE 1
      get NAME basename
      set WNAME FOLDER
      string NAME_CRC p= "%08x" NAME_CRC
      string NAME += "_"
      string NAME += i
      string NAME += "_0x"
      string NAME += NAME_CRC
      string NAME += EXT
      endian big
      string WNAME += NAME
      log WNAME OFFSET SIZE
   next i
endfunction

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 Post subject: Re: My quickBMS scripts
PostPosted: Mon Aug 20, 2012 10:14 pm 
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Zak & Jack in Showdown at Monstertown (PC, 2006) - resources.pak extractor

Code:
# extract the resources.pak from Zak & Jack in Showdown at Monstertown (PC, 2006)
# (c) 2012-08-20 by AlphaTwentyThree of XeNTaX

get DUMMY long
get FILES long
get NAMEOFF long
math NAMEOFF += 0x10
get ZERO long
for i = 1 <= FILES
   get NAMEL long
   get OFFSET long
   get SIZE long
   get ZSIZE long
   get ZERO long
   savepos MYOFF
   goto NAMEOFF
   getDstring NAME NAMEL
   savepos NAMEOFF
   if SIZE == ZSIZE
      log NAME OFFSET SIZE
   else
      clog NAME OFFSET SIZE ZSIZE
   endif
   goto MYOFF
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Sun Aug 26, 2012 11:54 pm 
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Just found out that my pak script for Jagged Alliance: Back in Action also works for the new Jagged Alliance: Crossfire! :)

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 Post subject: Re: My quickBMS scripts
PostPosted: Mon Aug 27, 2012 8:36 pm 
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MJZ extractor
If anyone encounters another game that uses this format, let me know. :)

Code:
# extracts MJZ0 files (e.g. Luxor Evolved)
# (c) 2012-08-27 by AlphaTwentyThree of XeNTax

comtype "COMP_ZLIB_NOERROR"
idstring "MJZ0"
get UNK long
get FILES long
get ENTRIES long
for i = 1 <= FILES
   get TYPE long
   get OFFSET long
   get DSIZE long
   get CSIZE long
   get NAMEL byte
   getDstring NAME NAMEL
   if TYPE == 0
      log NAME OFFSET DSIZE
   elif TYPE == 0xa
      clog NAME OFFSET CSIZE DSIZE
   endif
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Mon Aug 27, 2012 8:43 pm 
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MJZ0 is used for Mumbo Jumbo archives, I have a complete script for them supporting all the known variants:
http://aluigi.org/papers/bms/mumbojumbo.bms



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