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Search found 268 matches

by Pepper
Mon Mar 17, 2014 2:12 am
Forum: Audio file formats
Topic: Dead Rising 2:Case Zero XMA2
Replies: 1
Views: 1204

Re: Dead Rising 2:Case Zero XMA2

Hey all, Been trying to figure out Case Zero's XMA format. Some files in the game are weirdly in the xma1 format and extract through toWav just fine; however, some, like the sample one here, seem to be an encrypted XMA2 format and come out a jumbled mess if i re-do the header and run it through toW...
by Pepper
Mon Mar 17, 2014 2:02 am
Forum: Game Archive
Topic: MGS series [.DAT][.DIR](PS1, PS2, Xbox)
Replies: 8
Views: 5331

Re: MGS series [.DAT][.DIR](PS1, PS2, Xbox)

I'm going to say no, no bsp. There is no bsp-like data in the models themselves. They are straight quads and indices as can be seen here I think he wasnt talking about the model data but how all data is stored in a directory/ tree. bsp might not have been the best word for him to use, but it relate...
by Pepper
Tue Mar 11, 2014 10:21 pm
Forum: Game Archive
Topic: Rayman legends (.ipk) (.loc8)
Replies: 5
Views: 3006

Re: Rayman legends (.ipk) (.loc8)

The only help I guess I could be is to tell you that games with custom fonts (one of the few that doesn't use custom is half-life 2, it just uses Arial renamed and stored as a standard ttf) normally only store the relevant letters for the launguages it supports in the texture/image files, normally a...
by Pepper
Tue Mar 11, 2014 10:16 pm
Forum: Audio file formats
Topic: .sbp Metal Gear Solid V Ground Zeroes (PS3)
Replies: 5
Views: 2428

Re: .sbp Metal Gear Solid V Ground Zeroes (PS3)

all you have to delete is the first 32 bytes, aka first two rows in a hex editor. I was wrong about them containing multiple bnk's. Rename as .bnk, open with ravioli, bam. done.
by Pepper
Tue Mar 11, 2014 4:53 pm
Forum: Audio file formats
Topic: .sbp Metal Gear Solid V Ground Zeroes (PS3)
Replies: 5
Views: 2428

Re: .sbp Metal Gear Solid V Ground Zeroes (PS3)

its essentially a ww2 ogg bnk file (or files grouped together) split it from the start of BKHD to the next bkhd/the end of the file if none there. it's a standard BNK which you can use any of the bnk scripts on.
by Pepper
Mon Mar 10, 2014 9:07 pm
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 55
Views: 17444

Re: TitanFall (.vpk) archives

Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have samplerate: 44100 bitrate: 16 channel: 2 the headers are missing or obfuscated or something I have no idea. http://puu.sh/7nujA.png some files here if someone wants to take a look https://dl...
by Pepper
Sun Mar 09, 2014 11:29 pm
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 55
Views: 17444

Re: TitanFall (.vpk) archives

Titanfall .WAV audio files are just headerless I made my tool slap on a RIFF header but not all of them have samplerate: 44100 bitrate: 16 channel: 2 the headers are missing or obfuscated or something I have no idea. http://puu.sh/7nujA.png some files here if someone wants to take a look https://dl...
by Pepper
Sun Feb 16, 2014 12:19 am
Forum: Game Archive
Topic: Outlast (PC,PS4)
Replies: 4
Views: 1751

Re: Outlast (PC,PS4)

Judging from this https://www.youtube.com/watch?v=n-G_hxzKR5c Umodel seems to support it. But I'm not sure on the audio.. it uses wwise. bnk isnt always bink, it's a wwise sound B a NK wwise is a major audio backend, it's gotten more popular than fmod lately. http://forum.xentax.com/viewtopic.php?f...
by Pepper
Sat Feb 15, 2014 10:08 pm
Forum: Game Archive
Topic: TitanFall (.vpk) archives
Replies: 55
Views: 17444

Re: TitanFall (.vpk) archives

after installing (running through the audio decompression phase) the 8gb vpk holds the sounds as raw big endian riff data. that's as much as I can figure out.
by Pepper
Wed Jan 15, 2014 3:42 pm
Forum: Game Archive
Topic: Battlefield 4 .SB File
Replies: 4
Views: 1576

Re: Battlefield 4 .SB File

by Pepper
Fri Jan 03, 2014 7:56 pm
Forum: 3D/2D models
Topic: $15 for importer/exporter for Girl Battle Hentai Super Blast
Replies: 120
Views: 38420

Re: $15 for importer/exporter for Girl Battle Hentai Super B

I've managed to mod in dicks for the nipples using model file renaming, but I can't make the turd model eject from there without figuring out coding stuff! $2.5k for whoever teaches me basic hex editor skills! not really.
by Pepper
Fri Jan 03, 2014 7:28 pm
Forum: Game Archive
Topic: The Warriors (ps2) .wad extracted
Replies: 14
Views: 3699

Re: The Warriors (ps2) .wad extracted

I have just tried and it works great. Thanks! That's something new to bug around with :P What did you use? This sound nice, thanks for your help, some time ago i'm get many models from this game using psp version models (ripped from emulator) and ps2 textures (they more better than psp) So the PS2 ...
by Pepper
Mon Dec 23, 2013 11:49 pm
Forum: Audio file formats
Topic: Darkness 2/Warframe/Star Trek Compressed audio (headerless)
Replies: 15
Views: 4916

Re: Darkness 2/Warframe/Star Trek Compressed audio (headerle

Devilot wrote:any idea how to extract the Star Trek audio from pc?
reinstalling it atm. going to take a second crack at it now that there's a good extractor for warframe.

some work, as raw 44100 khz little end wavs, alot don't and are staticy mess.
by Pepper
Mon Dec 23, 2013 11:42 pm
Forum: 3D/2D models
Topic: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Replies: 50
Views: 33031

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

anyone had any luck with the sdpack.dat? I believe it holds all of the oneshot sfx.
by Pepper
Fri Dec 20, 2013 12:28 am
Forum: Audio file formats
Topic: Darkness 2/Warframe/Star Trek Compressed audio (headerless)
Replies: 15
Views: 4916

Re: Darkness 2/Warframe/Star Trek Compressed audio (headerle

Here's a string from Warframe: SC_PCM, SC_WMA2, SC_WMA3, SC_XMA2, SC_ATRAC3, SC_ADPCM, SC_ATRAC9 Audio probably has to be in one of those formats. Top contenders are PCM, ADPCM, and WMA2/3. Supposedly ADPCM could be IMA, or a custom implementation, or maybe MSADPCM without the adaptation table (sin...