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Search found 16 matches
- Sun Jul 21, 2013 9:16 pm
- Forum: Audio file formats
- Topic: PS3 .xvag files
- Replies: 25
- Views: 15958
Re: PS3 .xvag files
Does QuickBms even allow being called on singular files instead of directories? I have spent an afternoon/evening today working on a few scripts that would let me automate the conversion process with correctly determining interleave size for each file but when I call quickbms on each file separately...
- Sun May 08, 2011 5:00 pm
- Forum: Audio file formats
- Topic: [PC] Shift 2 Unleashed FSB
- Replies: 7
- Views: 5386
Re: [PC] Shift 2 Unleashed FSB
Thanks for the tools, aluigi.
They worked great on the game's music files. I've been wondering, though, if the quality of the output files is somehow managed by the fsbext tool or if they are simply extracted "as is", because they are rather low quality (~ 160 kpbs MP3).
- Tue Jul 28, 2009 11:16 am
- Forum: Audio file formats
- Topic: UbiSoft Audio Stream Decoder
- Replies: 122
- Views: 67639
Re: UbiSoft Audio Stream Decoder
Hi Zench, and thanks again for your tool.
A quick one -- Does it support Prince of persia 2008 .forge files? I'm dying to be able to extract the music from the game. 
- Fri Dec 05, 2008 8:25 am
- Forum: Audio file formats
- Topic: NFS Undercover MUS format?
- Replies: 29
- Views: 8427
Re: NFS Undercover MUS format?
Well it's not that unsual. Sometimes games store the directory to their archives in another file, usually with the same name, but a different file extension. Yes, that would be the indexing information, but you'd still need the file headers themselves (unless, of course, the data really is consolid...
- Thu Dec 04, 2008 9:57 pm
- Forum: Audio file formats
- Topic: NFS Undercover MUS format?
- Replies: 29
- Views: 8427
Re: NFS Undercover MUS format?
Hmm, from a programmer's standpoint, I can see little point in storing file headers in a place different from the data itself -- that sort of beats the purpose of a header. So I guess they must have somehow consolidated the format. However, they still need to be able to quickly traverse the files' c...
- Thu Dec 04, 2008 9:30 pm
- Forum: Audio file formats
- Topic: NFS Undercover MUS format?
- Replies: 29
- Views: 8427
Re: NFS Undercover MUS format?
Yeah, there's no real file format to figure out. You need to know the codec and the parameters to get along. But thanks for your offer, we need programmers here :) btw: used to C++? Try D! :wink: Does that means that it's not certain that the game uses the same audio codec that OrangeC was talking ...
- Wed Dec 03, 2008 8:15 pm
- Forum: Audio file formats
- Topic: NFS Undercover MUS format?
- Replies: 29
- Views: 8427
Re: NFS Undercover MUS format?
Hi guys, any luck yet? I was thinking about offering a helping hand (working professionally as a C++ programmer), but there's a catch -- I'm very little skilled when it comes to "decrypting" file formats. I had small and nifty handbook somewhere around here, so I might try to have a look i...
- Tue Dec 02, 2008 10:35 am
- Forum: Audio file formats
- Topic: UbiSoft Audio Stream Decoder
- Replies: 122
- Views: 67639
Re: UbiSoft Audio Stream Decoder
Hi Zench, thanks a million for the tool. It really made my day yesterday. :) However, I tried to apply it on the music from the PC version of the first Splinter Cell game and, sadly, scanning gave no results... :( Is that game not supported? Sorry if I ask something that's been answered elsewhere, I...
- Wed Jan 31, 2007 2:00 pm
- Forum: Game Archive
- Topic: Splinter cell Double agent
- Replies: 24
- Views: 9673
I really hate bugging you guys, but is there really no one able to find out if something (usable) can be gotten out of the .ss0/.sm0 files in SC:DA? I guess it IS difficult considering that I have yet to see a music/sound extractor for the first two releases of Splinter Cell, but maybe, just maybe, ...
- Fri Jan 26, 2007 7:36 pm
- Forum: Game Archive
- Topic: Splinter cell Double agent
- Replies: 24
- Views: 9673
I'm trying to determine the relation between the large sound files in SCDA-Offline\Sounds (.ss0, .sm0) and the small ones (.et0, .sp0). I *guess* the small ones are probably indices to the large files, but I find kinda strange that the large files do not contain any traces of headers of OGG files (w...
- Thu Jan 25, 2007 11:52 am
- Forum: Game Archive
- Topic: Splinter cell Double agent
- Replies: 24
- Views: 9673
- Thu Jan 25, 2007 7:05 am
- Forum: Game Archive
- Topic: Splinter cell Double agent
- Replies: 24
- Views: 9673
- Sun Jan 21, 2007 6:50 pm
- Forum: Game Archive
- Topic: Splinter cell Double agent
- Replies: 24
- Views: 9673
Anyone considering trying to extract the music from SC:DA? I'd LOVE to get my hands on that, but although I'm a programmer myself, I have next to no experience with this. If anyone would be able to get the music out of those .ss0 files, that'd ROCK! :D The files are too large to be attached here, bu...
- Sun Jan 21, 2007 9:42 am
- Forum: Audio file formats
- Topic: EA .mus format changed?
- Replies: 6
- Views: 3778
- Sat Jan 20, 2007 3:39 pm
- Forum: Audio file formats
- Topic: EA .mus format changed?
- Replies: 6
- Views: 3778
Definitely. The sample is in EA's .asf format and it was extracted using my own extractor. I just want to know if Valery's old description still applies to Carbon. As I said in my original post, I can handle extraction without any problems but when I attempt to decompress the files, the results are ...
