Could anyone figure out how the header info block from this game is compressed? Here's an example. Rest of the file is uncompressed, just the file info. http://www.gamefront.com/files/20956711/tpak_info
Thanks for taking a look!
Hi there! I recently stumbled upon a strange XMA variant. Not the first time though I can't remember where I've seen it before. It can't be parsed or decoded. I don't know what the three info parts at the start are for but the first one is some block size (if you jump there you can see another strea...
Hi guys! This one has buggered me a long time now and I've finally decided to ask for help here. I've worked with the Wii ADPCM format for quite a while now and since the beginning it gave me headaches. I haven't found a working header that I can use as a standard. As an example, I've uploaded some ...
Can anyone take a look at the new RIFX ADPCM format that newer games use? I don't know how complicated it is to process but I've heard that many ADPCM formats are very similar. Here are some examples from Grease Dance for Xbox 360: http://www.gamefront.com/files/20933572/Grease_Dance_rifx.7z Thanks ...
The above script didn't work right in some cases so I changed it. Also added the mono/stereo option to the script AND to the addXMAheader.bms!
Also, when any script here doesn't work, please help me improve the scripts and upload the according file here.
SoundNodeWave_to_uxma Converts UT3-engine sounds from Xbox 360 games to unparsed XMA streams. Automatically adds the frequency to the filename for later use with my updated script for XMA RIFF headers. FindLoc OFFSET string \x1\x66 0 "" if OFFSET == "" print "Error: No XMA ...
Yes, it works, thanks.
Still, I'd like to have a script that converts this header to the SFC header above so I can play the files in Winamp or any other player! Thanks for your help!
Wow now i can rework my full auto 2 rip, Thanks! EDIT: Nope it still messing up on this file. :( http://sharebee.com/5f4b495d EDIT: After taking another look it is not your script, it works correctly. It is the file that something is wrong, i Manually splitted the segments and it seems the ending s...
You could also use my bnk extraction script: # extracts RIFX wave files from Dragon Age II *.bnk soundbanks (no track names available) FindLoc DIDX string "DIDX" 0 "" if DIDX == "" print "DIDX section missing!" cleanexit endif math DIDX += 0x08 FindLoc DATA st...
Hi there! I've just extracted the big 6GB file from Killzone 2 for the PS3. It mostly contains *.core files with a RTTI identifier at the start, which I couldn't seem to write a proper script. And help would be highly appreciated! Thanks for your help! :) Here's an example file: http://www.gamefront...