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Re: XMA transform

Posted: Fri Nov 08, 2013 10:03 pm
by gravissimus
Latest script does not help for unpack ZUMBA® FITNESS WORLD PARTY (Xbox 360)

it's what i want get
http://www.zumbafitnessgame.com/audio/z ... oricua.mp3

sample here
https://mega.co.nz/#!kZxFCa7C!donK-l6Ji ... D55o2oqqEI

Would you be so kind, look through it please.

Re: XMA transform

Posted: Mon Nov 11, 2013 12:02 pm
by AlphaTwentyThree
gravissimus wrote:Latest script does not help for unpack ZUMBA® FITNESS WORLD PARTY (Xbox 360)

it's what i want get
http://www.zumbafitnessgame.com/audio/z ... oricua.mp3

sample here
https://mega.co.nz/#!kZxFCa7C!donK-l6Ji ... D55o2oqqEI

Would you be so kind, look through it please.
I've taken a look at the sample - however these XMA streams are somewhat strange because their block size changes within the stream. So far I haven't even be able to parse the stream manually. Everything went fine with the Rayman: Legends RAKI variant but this one seems to be different. Will keep trying out different things.

Re: XMA transform

Posted: Mon Nov 11, 2013 12:05 pm
by AlphaTwentyThree
MiLØ wrote:Having trouble with XMA from Steel Battalion Heavy Armor (xbox360) by From Software.

Opened FSB containers with fsbext, but toWAV doesn't do anything with resulting XMAs, and QuickBMS gives an error (with your script):
there is an error with the decompression
the returned output size is negative (-1)

Here's a sample of FSB and XMA file from within it:
10t_BGM_Parmanent.fsb (43mb) https://mega.co.nz/#!c9kUmDoS!AlHV51zIg ... 6u90_q-4YA
bgm08_test04t stc0db.wav.xma (4mb) https://mega.co.nz/#!QxUjAIZD!EN0VXWt6_ ... ofYb6OLYQ8


Please advice.
All these work fine for me. Make sure you have changed the extension to something different than ".xma" and set the blocksize to 0x8000.

Re: XMA transform

Posted: Mon Nov 11, 2013 4:44 pm
by gravissimus
AlphaTwentyThree wrote:
gravissimus wrote:Latest script does not help for unpack ZUMBA® FITNESS WORLD PARTY (Xbox 360)

it's what i want get
http://www.zumbafitnessgame.com/audio/z ... oricua.mp3

sample here
https://mega.co.nz/#!kZxFCa7C!donK-l6Ji ... D55o2oqqEI

Would you be so kind, look through it please.
I've taken a look at the sample - however these XMA streams are somewhat strange because their block size changes within the stream. So far I haven't even be able to parse the stream manually. Everything went fine with the Rayman: Legends RAKI variant but this one seems to be different. Will keep trying out different things.
May be it will help. Firstly I unpacked .xma from .pck file with Ravioli Scanner v.2.7. It worked out with errors however the same had happend with Zumba Fitness Rush and errors had not affected on .xma for convertion with "XMA transform" script.

Previously for extraction for me worked script from Axsis (see. viewtopic.php?f=21&t=9680), now it doesn't.

.pck file sample
https://mega.co.nz/#!dd4zyRDT!OMUyQHscF ... TgP0mJWdFc

Thank you for your efforts.

Re: XMA transform

Posted: Sat Nov 23, 2013 10:16 pm
by MiLØ
AlphaTwentyThree wrote:All these work fine for me. Make sure you have changed the extension to something different than ".xma" and set the blocksize to 0x8000.
Ok, I'll try it again. Thanks.

Re: XMA transform

Posted: Sun Dec 01, 2013 7:30 pm
by Darko
I don't know if someone already posted this, but DOA5 and DOA5U sounds can be converted with the bms script from the first page. Just extract the DATA and DATA2 files with the g1l bms script, the use XMA_transform.bms and then use towav to encode.

https://www.mediafire.com/?ybbfbyg9wxcpx5i

Re: XMA transform

Posted: Wed Jan 01, 2014 11:27 pm
by Gromber
any update about orangebox to convert standar wav to wav.360

Re: XMA transform

Posted: Sun Jan 05, 2014 5:36 pm
by AlphaTwentyThree
Gromber wrote:any update about orangebox to convert standar wav to wav.360
I'm not sure I get what you mean.

Re: XMA transform

Posted: Wed Jan 08, 2014 7:46 pm
by Devilot
erm, can you do a quick reminder on what we need in order for the script to work?

Re: XMA transform

Posted: Wed Jan 08, 2014 11:53 pm
by AlphaTwentyThree
Devilot wrote:erm, can you do a quick reminder on what we need in order for the script to work?
Well, just QuickBMS (http://aluigi.altervista.org/quickbms.htm). And of course XMA files. ;)

Re: XMA transform

Posted: Thu Jan 09, 2014 9:25 am
by Devilot
Dragon's Dogma XMA apparently don't work. any idea why?

EDIT: nvm, apparently XMA_parse is in cpp and I don't know how to compile it. can the xma_parse.exe file be uploaded here?

Re: XMA transform

Posted: Thu Jan 09, 2014 11:50 am
by AlphaTwentyThree
Devilot wrote:Dragon's Dogma XMA apparently don't work. any idea why?

EDIT: nvm, apparently XMA_parse is in cpp and I don't know how to compile it. can the xma_parse.exe file be uploaded here?
You can find it here: http://www.hcs64.com/vgm_ripping.html
Also, review the options (see readme at beginning of script) to eventually adjust the parameters. A bocksize of 0x8000 or 0x10000 should work in most cases.
Remember to change the suffix of the XMA files to something else before processing, otherwise you'll lose the source files (which is annoying when the parameters are wrong).

Re: XMA transform

Posted: Thu Jan 09, 2014 12:03 pm
by Devilot
I'll just copy the whole folder somewhere else :)

but alas, no xma_parse.exe, just xma_test.exe in the rar file.

Re: XMA transform

Posted: Thu Jan 09, 2014 12:33 pm
by AlphaTwentyThree
Devilot wrote:I'll just copy the whole folder somewhere else :)

but alas, no xma_parse.exe, just xma_test.exe in the rar file.
Just rename it. ;)

Re: XMA transform

Posted: Thu Jan 09, 2014 1:31 pm
by Devilot
I did it but it wouldn't work :P I'll try the blocksize and let you know how it works.

EDIT: am I supposed to get other XMA files after the quickbms script?