in any case AAA is one file so it's all correct.
the fact that it acts as a stereo VAG is related to the internal structure of the AAA file and not of the ADB archive.
I guess that hcs would like to add support for AAA to vgmstream :)
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- Tue Nov 10, 2009 10:18 pm
- Forum: Game Archive
- Topic: Legends of Wrestling II (PS2) - ADB archive extraction?
- Replies: 9
- Views: 4158
- Tue Nov 10, 2009 8:25 pm
- Forum: Audio file formats
- Topic: does anyone have a QSound API overview?
- Replies: 7
- Views: 2825
Re: does anyone have a QSound API overview?
it's a EA game so for it uses for sure one of the EA codecs. have you tried all the related codecs available in ffmpeg? ffmpeg is a nightmare to use even for doing a so easy job like decoding a raw data block, the last time I needed to do a similar test I got its codecs one by one and decoded the ra...
- Tue Nov 10, 2009 7:59 pm
- Forum: Audio file formats
- Topic: does anyone have a QSound API overview?
- Replies: 7
- Views: 2825
Re: does anyone have a QSound API overview?
qsound is mixing and positional stuff, I have never heard of proprietary codecs used in it
- Tue Nov 10, 2009 7:33 pm
- Forum: Game Archive
- Topic: Legends of Wrestling II (PS2) - ADB archive extraction?
- Replies: 9
- Views: 4158
Re: Legends of Wrestling II (PS2) - ADB archive extraction?
that file is a sequence of VAG audio files (ps/ps2 audio). I guess exists an index file somewhere there anyway no problem, the following quickbms script can do the extraction job of all the files contained in this adb archive: endian big get MAXSIZE asize set OFFSET long 0 for i = 0 getdstring SIGN ...
- Tue Nov 10, 2009 2:50 pm
- Forum: Game Archive
- Topic: Files extractors scripting
- Replies: 138
- Views: 52778
Re: Files extractors scripting
I have implemented a feature in quickbms 0.3.8 that I guess could be useful to some advanced users. as many of you know, the main problem when handling a compressed file is figuring the algorithm used for compressing it. in some cases it's simple like for the zlib data which starts with 0x78 or with...
- Tue Nov 10, 2009 12:43 pm
- Forum: Code Talk
- Topic: CryptoSys API
- Replies: 6
- Views: 3970
Re: CryptoSys API
in the last days I have practically seen any compression algorithm existent and the conclusion is that... it's all a chaos. practically the algorithms that have better results in the benchmarks "seem" to be those of the PAQ and PPMd family but the problem is that they are not a standard bu...
- Tue Nov 10, 2009 12:33 pm
- Forum: Game Archive
- Topic: Brutal Legend .~h and .~p files format ( Xbox360 )
- Replies: 25
- Views: 9462
Re: Brutal Legend .~h and .~p files format ( Xbox360 )
no, the only thing you can do is uncommenting that "math SIZE >>= 1" operation (so from "#math SIZE >>= 1" to "math SIZE >>= 1") when you find files that crash and recommenting it for the others (those bigs as far as I have understood). this is the only work-around I ca...
- Tue Nov 10, 2009 12:28 pm
- Forum: Compressed files and methods
- Topic: [Xbox 360] Operation Flashpoint 2
- Replies: 1
- Views: 1274
Re: [Xbox 360] Operation Flashpoint 2
the files are encrypted with a block encryption, probably AES
- Mon Nov 09, 2009 1:40 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
@Chessman can you try with the following updated script? idstring "vfs " goto 0x18 get INFO_OFF long goto INFO_OFF get FILES long for i = 0 < FILES get DATASZ long get DUMMY long savepos INFO_OFF #encryption charset2 "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\...
- Mon Nov 09, 2009 12:01 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
I have written a basic script for the extraction, if someone wants to have fun there is still the directory tree to implement so this simple script extracts the files without the folders: idstring "vfs " goto 0x18 get INFO_OFF long goto INFO_OFF get FILES long for i = 0 < FILES get DATASZ ...
- Sun Nov 08, 2009 3:15 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
the specified uncompressed size (UCS) is too small. for example the first file which starts at offset 0xac has a compressed size of 46074 (0xb3fa) and an uncompressed one of 1070608 but your script uses a 16 multiplier which so sets a max size of 737184 and the extraction fails or is incomplete if y...
- Thu Nov 05, 2009 4:36 am
- Forum: Compressed files and methods
- Topic: Algorithm is found... How to use it?
- Replies: 12
- Views: 4137
Re: Algorithm is found... How to use it?
it could be Shrek SuperSlam
- Thu Nov 05, 2009 4:33 am
- Forum: Game Archive
- Topic: Star Wars The Force Unleashed - PC Version .z files
- Replies: 110
- Views: 62469
Re: Star Wars The Force Unleashed - PC Version .z files
the correct script would be:
but can't work because the algorithm is not lzss, it's something else
Code: Select all
comtype lzss
get SIZE long
get ZSIZE long
get DUMMY long
savepos OFFSET
filexor 0xff
clog "dump.dat" OFFSET ZSIZE SIZE- Sun Nov 01, 2009 3:03 pm
- Forum: Game Archive
- Topic: [REQ] PC Eradicator (c) 1996 Accolade
- Replies: 12
- Views: 4469
Re: [REQ] PC Eradicator (c) 1996 Accolade
excellent job GameZelda
perfect script :)
perfect script :)
- Sun Nov 01, 2009 2:36 am
- Forum: Game Archive
- Topic: [REQ] PC Eradicator (c) 1996 Accolade
- Replies: 12
- Views: 4469
Re: [REQ] PC Eradicator (c) 1996 Accolade
*edit* use the script provided by GameZelda
