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Search found 982 matches
- Sun Jul 08, 2012 7:59 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
Enhanced WiiWare extractor As I wasn't quite satisfied with the procedure to extract the contents of extracted WiiWare *.wad images, I wrote my own script. The basis is just a U-8 archive extractor, but it does more than just extract/decompress it's contents: - it searches for a U-8 archive within ...
- Sun Jul 08, 2012 1:27 am
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
Crystal Defenders bin extractor Works for XBLA, WiiWare, PSN and PSP mini. :) # extract *.bin files from Crystal Defenders (XBLA, WiiWare, PSN, PSP) # # (c) 2012-07-08 by AlphaTwentThree of XeNTaX get IDENT long get FILES long goto 0x20 if IDENT == 0x58424201 # XBLA endian big callfunction XBB 1 el...
- Sun Jul 08, 2012 12:41 am
- Forum: Audio file formats
- Topic: XMA transform
- Replies: 170
- Views: 80360
Re: All things XMA
UPDATE
After some tests and undecodable multichannel SoundNodeWave, I made some corrections and improved and expanded the XMA stream start detection.
Unless you encounter some special files, you won't notice any difference. Still I thought it's enough for an update.
After some tests and undecodable multichannel SoundNodeWave, I made some corrections and improved and expanded the XMA stream start detection.
Unless you encounter some special files, you won't notice any difference. Still I thought it's enough for an update.
- Sat Jul 07, 2012 8:27 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
Wave data reverser Sometimes you encounter wave files that just play static but you can see that they are normal PCM files. Those are big endian streams with a little endian header. Normal process would be to strip the header, save the data as raw, open as big endian in an audio editor and save as ...
- Sat Jul 07, 2012 8:12 pm
- Forum: Game Archive
- Topic: Beyond Good & Evil HD *.BF files (Xbox 360 / PS3)
- Replies: 46
- Views: 28947
Re: Beyond Good & Evil HD *.BF files (Xbox 360 / PS3)
BTW, my xma_process.bms also supports these files and many more XMA types: viewtopic.php?f=17&t=9023 
- Sat Jul 07, 2012 8:03 pm
- Forum: Audio file formats
- Topic: XMA transform
- Replies: 170
- Views: 80360
Re: All things XMA
UPDATE Added support for reversed-header RIFF xma, used in Resident Evil 6. Note that the decoded wave files may play with the exact double frequency, so you'll need to change that, e.g. with this script (only apply on the decoded wave files!): goto 0x18 get FREQ long math FREQ /= 2 get SIZE asize ...
- Sat Jul 07, 2012 4:25 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
The general problem with this format is that I couldn't find a way to calculate the OFF_INFO and had to manually set it to 0x15abc just for this one archive. So it won't work for any other .bf file.
- Sat Jul 07, 2012 2:24 am
- Forum: Audio file formats
- Topic: XMA transform
- Replies: 170
- Views: 80360
Re: All things XMA
Try my script and PM me if it doesn't work.C00L12345 wrote:What about Resident Evil 6 XMA??
- Sat Jul 07, 2012 2:23 am
- Forum: Audio file formats
- Topic: XMA transform
- Replies: 170
- Views: 80360
Re: All things XMA
Glad you like it.OrangeC wrote:WOW WOW WOW!! alpha your work on xma transformation is just phenomenal!! I cannot wait for the other features such as blocksize detection.
fixedOrangeC wrote:EDIT: Strange your zip file says: no files to extract.
- Fri Jul 06, 2012 1:05 pm
- Forum: Audio file formats
- Topic: XMA transform
- Replies: 170
- Views: 80360
Re: All things XMA
MAJOR UPDATE! Ok, this is the biggest update so far and I've worked several hours at this one. The then already big script with 250 lines now has more than 700 . First of all, I've given the whole script a more comprehensive structure : I've sorted the functions to where they are used and given eac...
- Thu Jul 05, 2012 10:21 pm
- Forum: Audio file formats
- Topic: Help with PSX game Mortal Kombat Mytholgies: Sub-Zero
- Replies: 10
- Views: 3729
Re: Help with PSX game Mortal Kombat Mytholgies: Sub-Zero
Send me a file and I'll tell you if it looks recorded or not.
You can't normally hear the difference, you'll have to analyze the stream.
- Thu Jul 05, 2012 1:20 am
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
Breach xsp/spd extractor I first thought that some ID sorting was referring to the names so I hazzled around to get it right - only to realize that it's something game-internal and apparently not needed for extraction. ;) Works for PC and XBLA version. The archives are the same except for the exten...
- Wed Jul 04, 2012 11:43 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
XNB to WAV Be sure you have the newest func_header_PCM.bms (http://forum.xentax.com/viewtopic.php?f=13&t=4450&p=71565#p71565) # converts Microsoft XNA Framework *.xnb files to *.wav if included # (c) 2012-10-14 by AlphaTwentyThree of XeNTaX include "func_header_PCM.bms" idstring &...
- Wed Jul 04, 2012 11:42 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
Just updated the PCM wave header adder because it had an error. You can now also change codecs, but beware: sometimes it won't work. Stay with PCM to be safe. 
- Wed Jul 04, 2012 10:46 pm
- Forum: Audio file formats
- Topic: XMA transform
- Replies: 170
- Views: 80360
Re: All things XMA
UPDATE
Coincidentially stumbled upon another variant and added support: Microsoft XNA Framework *.xnb files (encountered in Boulder Dash XL XBLA).
Remember: A little thanks doesn't hurt.
Coincidentially stumbled upon another variant and added support: Microsoft XNA Framework *.xnb files (encountered in Boulder Dash XL XBLA).
Remember: A little thanks doesn't hurt.
