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 Post subject: Re: XMA transform
PostPosted: Sun Nov 01, 2015 12:58 pm 
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Extreme110 wrote:
Christ above Alpha, you're a goddam legend.

I've been trying to rip the music from Halo 3; I'm using the tool Adjutant, which automatically parses the extracted .xma files into towav.exe. Unfortunately, they don't support the cinematic music because it's multi-channel, and they couldn't get it work with towav.

Using your script, I could extract the headerless .xma files, put them through your script and then into towav. I initially forgot to change the default frequency so the files were coming out high pitched, but I solved that right quick.

Cheers for the hard work :)

Glad my script was useful to you. :)

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 Post subject: Re: XMA transform
PostPosted: Mon Nov 16, 2015 11:00 pm 
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UPDATE

Added the variant from Star Wars: The Force Unleashed.

Script for xp/xd extraction: viewtopic.php?f=13&t=4450&p=112374#p112374

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 Post subject: Re: XMA transform
PostPosted: Fri Nov 20, 2015 9:43 am 
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UPDATE

Corrected the variant from Star Wars: The Force Unleashed. Some variations weren't supported correctly. ;)

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 Post subject: Re: XMA transform
PostPosted: Tue Dec 15, 2015 2:26 pm 
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Can you do Marvel Ultimate Alliance? It was found right here: http://zenhax.com/viewtopic.php?t=1075


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 Post subject: Re: XMA transform
PostPosted: Tue Dec 15, 2015 6:59 pm 
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Can't do anything without samples...

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 Post subject: Re: XMA transform
PostPosted: Wed Dec 16, 2015 5:49 am 
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An xma file?


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 Post subject: Re: XMA transform
PostPosted: Sat Jan 02, 2016 2:33 am 
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Hi, Destiny isn't working with the script. You need an XMA, correct?


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 Post subject: Re: XMA transform
PostPosted: Mon Jan 04, 2016 1:42 am 
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Is it just me or am i the only one who doesn't know how to convert XMA to WAV?

EDIT: Nevermind, I just discovered how to convert them anyway.


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 Post subject: Re: XMA transform
PostPosted: Wed Jan 27, 2016 10:45 pm 
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https://mega.nz/#!IIszzbDQ!M_v3BWyYMgqh ... 74m6N8ebA8 - Here's an XMA2 file from Beautiful Katamari. It doesn't work with this script.


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 Post subject: Re: XMA transform
PostPosted: Thu Jan 28, 2016 9:51 am 
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Have you tried different settings? Have you located xma_parse in the script folder?

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 Post subject: Re: XMA transform
PostPosted: Thu Jan 28, 2016 5:45 pm 
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AlphaTwentyThree wrote:
Have you tried different settings? Have you located xma_parse in the script folder?

>Have you tried different settings?
No.
>Have you located xma_parse in the script folder?
Yes.

But as it turns out, only 5 of the .nps files were converted into .xma files, although I have yet to test them. The rest of them however, didn't work because it caused some errors("zero frames in this packet"). I can upload all .nps files of them if you wish.


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 Post subject: Re: XMA transform
PostPosted: Thu Jan 28, 2016 6:28 pm 
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UPDATE

New revision: XMA2 processing corrected (e.g. Beautiful Katamari *.nps).

Thanks go out to AnonBaiter for providing a sample.

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 Post subject: Re: XMA transform
PostPosted: Tue Apr 12, 2016 6:36 pm 
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Thanks for a great tool!

Trying to use it against Destiny's XMA files as they are definitely a RIFX from looking at the binary, but not having much success. Can you please look into it and maybe you'll have an insight?

Here's two examples:

http://slavikus.ru/1caKq
http://slavikus.ru/156Xg

Getting errors like
Code:
Parse error: skip bits (14336) did not match previous packet overflow (0)


TIA!


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 Post subject: Re: XMA transform
PostPosted: Tue May 17, 2016 8:46 pm 
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Hi.

So I tested these .xma files with your script and they all gave me errors, each with a different issue. Here are the files if you're interested:
https://mega.nz/#!1VUnlYjI!vbx3AHzUhs4nhNVj2FdFZfuV1PblJwSjel8gkz38Fn4

Thanks.


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 Post subject: Re: XMA transform
PostPosted: Wed Jun 01, 2016 9:09 pm 
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Tony Hawk's Project 8, Parse error: skip bits (18728) did not match previous packet overflow
https://mega.nz/#!CNkH2Q4T!6OxgFgluA3bv ... gVG7I68DMM



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