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Search found 982 matches

by AlphaTwentyThree
Tue Jul 27, 2010 1:42 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

The contents of this post was deleted because of possible forum rules violation.
by AlphaTwentyThree
Fri Jul 23, 2010 2:09 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

You actually can't distinguish between the different sample rates of headerless XMA files from seeing the code. The only thing that's reliable: if toWAV doesn't decode the file correctly, it's probably the wrong sample rate or number of channels. However, toWAV doesn't seem to distinguish between 44...
by AlphaTwentyThree
Thu Jul 22, 2010 5:59 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

RedDeadRedemption wrote:Thanks you for this great script.
But how can i join segments which belong together?
1. please shorten your message ;)
2. simple answer: Manually ;) I deliberately left it open because it's a matter of taste how to join the segments. You could just use Winamp's DiskWriter plugin for example.
by AlphaTwentyThree
Thu Jul 22, 2010 2:44 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

XA_deinterleave.bms Many Playstation games have interleaved XA files to save their music. Each interleaved XA file consists of exactly 8 or 16 layers (will need to add support). Each layer starts with [00FFFFFFFFFFFFFFFFFFFF001430][number byte][02][01][layer number byte][audio designator byte][01]....
by AlphaTwentyThree
Thu Jul 22, 2010 2:39 pm
Forum: Audio file formats
Topic: Playstation ADPCM - problem with Quake II files
Replies: 1
Views: 1523

Re: Playstation ADPCM - problem with Quake II files

Sorry for posting a bit rashly, just found out how to deal with XIA files. They are actually interleaved XA files (XA I - should have thought a bit about that letter ;) ), that's why they respond so strangely to cutting. The crucial offsets of each 0x930-byte are 0x11 (byte) and 0x12 (short). 0x11 h...
by AlphaTwentyThree
Thu Jul 22, 2010 1:16 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

STR_audio_extract.bms Extracts the audio data from Playstation *.str video files as *.xa file (playable with the vgmstream plugin for Winamp). Note: You'll need to RAW-copy the *.str files with IsoBuster before they can be processed. UPDATE: new revision with multistream support! :) # (c) 2012-02-1...
by AlphaTwentyThree
Thu Jul 22, 2010 11:05 am
Forum: Audio file formats
Topic: Playstation ADPCM - problem with Quake II files
Replies: 1
Views: 1523

Playstation ADPCM - problem with Quake II files

The contents of this post was deleted because of possible forum rules violation.
by AlphaTwentyThree
Sat Jul 17, 2010 4:22 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

so im guessing this is the first multichannel xma2 header? ;) Well it's quite old but I never took a closer look at it because my scripting skills with quickBMS were about zero at that point of time. It's from Ace Combat 6, maybe you remember the old thread where most of the XMA2 questions were sol...
by AlphaTwentyThree
Sat Jul 17, 2010 3:03 pm
Forum: Game Archive
Topic: Prototype Install Music (PC)
Replies: 7
Views: 2412

Re: Prototype Install Music (PC)

Ok, found out how to get hands on that file. When running the setup, a file named "~swd1.dat" is placed in the temporary folder. Rename it to *.swf and open with SWF Decompiler to get the music.mp3. I hope you know now what I meant. I wonder why nobody could give me that info... Well, neve...
by AlphaTwentyThree
Sat Jul 17, 2010 1:51 pm
Forum: Audio file formats
Topic: Prototype - multichannel XMA
Replies: 7
Views: 2415

Re: Prototype - multichannel XMA

Ok, got it. It's really just a standard multichannal XMA2 file with 0x3000 bytes blocksize. Wrote a little script that adds a multichannel header to the headerless file.
Problem solved. :D
by AlphaTwentyThree
Sat Jul 17, 2010 1:50 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

aluigi wrote:a tip for making the MEMORY_FILE visually shorter:
replace any \x00 with \0
Right, thanks. ;)
by AlphaTwentyThree
Sat Jul 17, 2010 1:30 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

add6chXMAHeader.bms Ever got sick of extracting and rebuilding the three stereo channel sets of multichannel XMA2 files? Here's a script that adds a multichannel XMA2 header to a headerless file, which is then decodable by toWAV. set MEMORY_FILE binary "\x52\x49\x46\x46\x14\xdd\x44\x1\x57\x41\...
by AlphaTwentyThree
Wed Jul 14, 2010 4:16 am
Forum: Audio file formats
Topic: Wheelman (PC) - multichannel *.fsb
Replies: 5
Views: 2195

Re: Wheelman (PC) - multichannel *.fsb

You mind to unpack the 6 channels in one .wav/file? like ac3/aac/vorbis? 5.1 not in 3 stereo files? No, I just want to extract all stereo files in their original format, i.e. three stereo IMA ADPCM files in this case. Exactly the same procedure as with multichannel MP3. Is there any possibility to ...
by AlphaTwentyThree
Tue Jul 13, 2010 1:46 pm
Forum: Audio file formats
Topic: X-Men Legends II (PC) - *.zss
Replies: 0
Views: 1055

X-Men Legends II (PC) - *.zss

The contents of this post was deleted because of possible forum rules violation.
by AlphaTwentyThree
Tue Jul 13, 2010 12:33 pm
Forum: Code Talk
Topic: My quickBMS scripts
Replies: 489
Views: 506193

Re: My quickBMS scripts

change_freq.bms Did it ever happen to you that you ripped a lot of files by hand or added a custom header when you realize that you've set the frequency wrong? Especially when working with GENH or when you've deleted all the headerless files you worked with before it can be really annoying. This sc...