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Re: XMA transform

Posted: Wed Jul 23, 2014 8:19 am
by AlphaTwentyThree
keystothemaxim wrote:I'm having trouble with the Resident Evil 6 XMA's. The script did work with the XMA's (though the progam kept showing a "parse error"), but after I converted the files with ToWAV, the wavs only have music at the very end of each file, and the rest is just silence.
Can you send me some samples via PM?

Re: XMA transform

Posted: Wed Jul 23, 2014 8:23 am
by AlphaTwentyThree
makcar wrote:New Warhammer 40,000: Kill Team .xma (?)
As you can see inside the header, these are xwma files. Luckily they can be decoded with xwmaencode. :)

Re: XMA transform

Posted: Wed Jul 23, 2014 8:25 am
by AlphaTwentyThree
If you like my script, please click the little "thumbs up" logo in the first post - we want to reach 100% ;) Thanks. :)

Re: XMA transform

Posted: Sun Aug 31, 2014 10:05 pm
by AlphaTwentyThree
UPDATE

RWAV variant from IO Interactive games now supported!

Re: XMA transform

Posted: Mon Sep 01, 2014 8:33 am
by Devilot
wiii :D
an IO game example?

Re: XMA transform

Posted: Mon Sep 01, 2014 9:05 am
by AlphaTwentyThree
Uhm, not anymore, everything already converted. ;) You could take a look at Mini Ninjas for Xbox 360 if you like.

Re: XMA transform

Posted: Mon Sep 08, 2014 3:56 am
by Micadi
I'm kinda new here on these forums so I hope I'm not making here any stupid mistakes but I'm having problems with your script - I'm getting an error "the return output size is negative (-1).
This is kinda annoying since It required a lot of work to actually get to the point where I managed to get those xma files from my xbox360 Gears of War 3 copy

I followed instructions in this topic:
viewtopic.php?f=17&t=10679

Are they outdated or there is something else not working properly?

Re: XMA transform

Posted: Fri Sep 19, 2014 12:23 pm
by AlphaTwentyThree
Renaming xma_test.exe to xma_parse.exe should solve the problem.

Re: XMA transform

Posted: Sun Oct 05, 2014 6:11 pm
by maurid
I get this error:
Image

How can I solve?

Re: XMA transform

Posted: Sun Oct 05, 2014 7:54 pm
by AlphaTwentyThree
First of all, read the explanation at the start of the script before you post question right away.
You can try to set the blocksize from 0x8000 to 0x10000. PM me a sample and I can tell you the parameters.

Re: XMA transform

Posted: Tue Oct 28, 2014 9:14 pm
by Dark Sonic
Hello everyone!
Knows someone, is there a utility WAV to XMA?
I want to replace the dialogue in the game Sonic The Hedgehog 2006 on XBOX 360.
Threw a couple of files for example. Everywhere looked and can not find a way to convert the file WAV to XMA.
Can someone tell me where to find this utility or write it.

https://mega.co.nz/#!20dWALRC!vVNZ6E5dl ... vMBuYR9Yl4

Re: XMA transform

Posted: Wed Oct 29, 2014 7:32 am
by AlphaTwentyThree
Dark Sonic wrote:Hello everyone!
Knows someone, is there a utility WAV to XMA?
I want to replace the dialogue in the game Sonic The Hedgehog 2006 on XBOX 360.
Threw a couple of files for example. Everywhere looked and can not find a way to convert the file WAV to XMA.
Can someone tell me where to find this utility or write it.

https://mega.co.nz/#!20dWALRC!vVNZ6E5dl ... vMBuYR9Yl4
Try XMAencode.

Re: XMA transform

Posted: Wed Oct 29, 2014 5:09 pm
by Dark Sonic
AlphaTwentyThree wrote: Try XMAencode.
Tried to convert. Distilled through all the commands. Only with the command "xmaencode.exe E0001_00_TL.wav /T E0001_00_TL.xma /S" game does not crash, but the sound is not played.
In the title, the original file is written - RIFFl ... WAVEfmt.
In the modified file is written - RIFFL ... WAVEdata.

How to do to the file header was RIFFl ... WAVEfmt?
Which command to be executed to the game does not crash and the sound is played?

Re: XMA transform

Posted: Wed Oct 29, 2014 11:39 pm
by AlphaTwentyThree
Is the resulting file XMA1 or XMA2? If it's XMA2 you could try to convert the file to xma1 with my script and see if the game can play the file. Other than that... I'm lost here. :-\

Re: XMA transform

Posted: Thu Oct 30, 2014 9:44 am
by Dark Sonic
AlphaTwentyThree wrote:Is the resulting file XMA1 or XMA2? If it's XMA2 you could try to convert the file to xma1 with my script and see if the game can play the file. Other than that... I'm lost here. :-\
At the end of the original file is written - XMA2 $ .............................. I ........ seek .. ......
In the resulting file is written at the end - XMA2, .................. v ...... / \ .............. ...... seek ........

It turns out ... need a file with XMA2. But here's how to make it play? : \
Can see what could be the reason? Upload both files in the archive to file sharing.
https://mega.co.nz/#!u40HGDbQ!29z3s9ah_ ... mSO4FK2rVg