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- Tue Apr 18, 2023 7:43 am
- Forum: Audio file formats
- Topic: .ubulk sound from ue4
- Replies: 4
- Views: 555
Re: .ubulk sound from ue4
I tried looking at it quickly, there is wav header for microsoft adpcm in uexp but I am unclear how exactly it is splitted bytes wise as my attempts to fuse the header and the raw data give just noise. I'm sure somebody can figure it out in long run to find the right fields for offsets and such so s...
- Sun Apr 09, 2023 9:18 am
- Forum: Audio file formats
- Topic: About Priconne Grandmasters audio file extraction
- Replies: 1
- Views: 299
Re: About Priconne Grandmasters audio file extraction
Asset Studio/Unity extractors will only find the audio if it is held in the unity archives, many games use other audio engine kinds that use separate own archives where things get more complicated.
You should extract the .obb and investigate the plain files instead of just feeding it to asset studio.
You should extract the .obb and investigate the plain files instead of just feeding it to asset studio.
- Sun Apr 09, 2023 9:13 am
- Forum: Audio file formats
- Topic: .ubulk sound from ue4
- Replies: 4
- Views: 555
Re: .ubulk sound from ue4
ubulk alone is not very useful as like it's name implies.. it just holds the bulk of the data in RAW form but all the relevant info necessary such as headers are not held in it which is necessary for any kind of extraction process to be done properly. Besides these are 'compiled' files, you can't im...
- Sun Apr 09, 2023 9:03 am
- Forum: Audio file formats
- Topic: Audio clips are missing
- Replies: 2
- Views: 279
Re: Audio clips are missing
It would help a lot if you stated what game in question so others could investigate this on the file level than just throw random guesses at the 'problem' If there are no audioclips in the unity archives, it just means the audio is handled by separate audio engine related archives that can be more '...
- Sun Dec 19, 2021 2:19 pm
- Forum: Graphic file formats
- Topic: Immortal Fenyx Rising
- Replies: 4
- Views: 3065
Re: Immortal Fenyx Rising
Unfortunately from my 'quick look' it looks far more tricky than expected. The texture data is swizzled seemingly as else it gives total mess what I tried and that naming script is a good start but it works incorrectly on the bigger files as gets a wrong string instead of precise texture string give...
- Sat Dec 18, 2021 3:47 pm
- Forum: Graphic file formats
- Topic: Immortal Fenyx Rising
- Replies: 4
- Views: 3065
Re: Immortal Fenyx Rising
I'm sure it is doable but how conveniently is another thing given custom header, unfortunately the google drive file is trash binned to check.
- Thu Mar 18, 2021 8:21 am
- Forum: Audio file formats
- Topic: VGMStream codec converting
- Replies: 2
- Views: 1437
Re: VGMStream codec converting
VGMStream is made to 'support decoding' the game audio formats, not 'support encoding' in to them generally (thus you only get PCM output) so you need some other tool for the job. Besides those that know the format closely may determine if it needs to be Atrac3 or Atrac3+, if new game it is 3+ more ...
- Mon Feb 03, 2020 3:35 pm
- Forum: Audio file formats
- Topic: Encoder for EA ADPCM?
- Replies: 7
- Views: 2914
Re: Encoder for EA ADPCM?
Yes, Sims 3 uses SNR header files and SNS files which contain the actual mp3 data. I've finally figured out a way to make the game work with my custom sounds using this method, and it requires configuring the audio correctly. Each sound comes with a config file that applies effects and probabilitie...
- Wed Jan 29, 2020 11:49 am
- Forum: Audio file formats
- Topic: Encoder for EA ADPCM?
- Replies: 7
- Views: 2914
Re: Encoder for EA ADPCM?
I agree that both codecs are utter crap. I was completely shocked to find out a couple of months ago that Sims 4 (released 2014!!!) STILL uses the exact same mp3+ealayer3 format. Not only is the efficiency of MP3 terrible, but it's so much slower to decode than most other modern codecs... It's bewi...
- Fri Jan 24, 2020 1:42 pm
- Forum: Audio file formats
- Topic: Encoder for EA ADPCM?
- Replies: 7
- Views: 2914
Re: Encoder for EA ADPCM?
Correct, FFMPEG will only decode XAS and the guy who did that particular decoding code considers the EA ADPCM codecs real crap which they are given ADPCM dates from phone lines from 80s and we have far superior audio codecs these days but EA keeps clinging to the past just like using MP3 (1992) with...
- Fri Jan 24, 2020 1:22 pm
- Forum: Audio file formats
- Topic: Bully - How do I convert .wav files to .xwb and .xsb?
- Replies: 4
- Views: 3498
Re: How do I convert .wav files to .xwb and .xsb? (Help Me, please!)
I think there is a misunderstanding here. TOWAV is a DECODER only, it will turn xwb to wav but will not do the reverse which you seemingly want. You need Microsoft XACT to make new xsb/xwb from wav files, however problem is finding the same date xact the original game more or less used or it may not...
- Sun Jan 12, 2020 9:08 am
- Forum: Graphic file formats
- Topic: Opening resS Files
- Replies: 1
- Views: 1168
Re: Opening resS Files
Unity extract tools that open assets files reference those but directly they can't be opened as they are not archives and just raw data. Assuming this is unity game etc, else no clue with such limited info. This would belong to Game Archive forum tho.
- Mon Jan 06, 2020 1:50 pm
- Forum: Graphic file formats
- Topic: Runes of Magic DDS format?
- Replies: 4
- Views: 2183
Re: Runes of Magic DDS format?
It's pretty clear they have intentionally scrambled the files to prevent you having access. The first layer is zlib compression but what the 2nd layer is supposed to be would need more figuring out whether its another compression layer or cipher. Can't help further, maybe someone else has the time/e...
- Sun Apr 14, 2019 1:20 pm
- Forum: Graphic file formats
- Topic: SDBH: WM Cards in .dds file that I can't open for some reason...
- Replies: 1
- Views: 898
Re: SDBH: WM Cards in .dds file that I can't open for some reason...
Unfortunately it's encrypted/compressed(?) so no tool is gonna work on it, game developer has gone to long lenghts to protect the textures from rip.
If your lucky, some right talent people can try figure out/reverse engineer the protection layer.
If your lucky, some right talent people can try figure out/reverse engineer the protection layer.
- Sun Mar 31, 2019 8:36 am
- Forum: Game Archive
- Topic: Ace Combat 7 - key to open .pak
- Replies: 19
- Views: 19685
Re: Ace Combat 7 - key to open .pak
I looked at the uasset/uexp files too, they are clearly extracted at the right size so there is no compression on them but actual data is entirely ciphered as actual textural data has no zeroes along data (except header fields) which is typically the case and decoded texture data is total garbage th...
