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Dead Rising 2:Case Zero XMA2

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MaddaCheeb
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Dead Rising 2:Case Zero XMA2

Post by MaddaCheeb » Sun Mar 16, 2014 2:32 am

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 toWav. None of the scripts i have tried running it through have worked, including xma_parse, xmash and many bms scripts.

Any ideas?

https://dl.dropboxusercontent.com/u/13825278/39704.xma

Pepper
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Re: Dead Rising 2:Case Zero XMA2

Post by Pepper » Mon Mar 17, 2014 2:12 am

MaddaCheeb wrote: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 toWav. None of the scripts i have tried running it through have worked, including xma_parse, xmash and many bms scripts.

Any ideas?

https://dl.dropboxusercontent.com/u/13825278/39704.xma
use the -2 (for xma 2) option in xma_parse commandline instead of -1. if you don't already have -1 in there, then it could also help to cut out the first 60 (3C in hex) bytes, as the generic riff header can sometimes confuse the parser.

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