Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 13 matches
- Tue Jul 26, 2016 6:01 pm
- Forum: Audio file formats
- Topic: Ubisoft MPEG files (Tonic Trouble)
- Replies: 17
- Views: 10926
Re: Ubisoft MPEG files (Tonic Trouble)
Would it be possible to figure out the encryption/compression scheme if the file contained within is a known format? See attached example - the header states that this is completely normal 44.1kHz 16-bit stereo wave file, yet it certainly doesn't play properly, and in a hex editor, the character dis...
- Tue Jun 21, 2016 2:49 pm
- Forum: Audio file formats
- Topic: Ubisoft MPEG files (Tonic Trouble)
- Replies: 17
- Views: 10926
Re: Ubisoft MPEG files (Tonic Trouble)
That's really unfortunate. I thought I was on to something there.
On another note, I tried editing a CSB file to get it to load parts from another MPX and it completely ignored my changes. I am not sure if those are even used by the compiled game... they may just be remnants from source code.
On another note, I tried editing a CSB file to get it to load parts from another MPX and it completely ignored my changes. I am not sure if those are even used by the compiled game... they may just be remnants from source code.
- Mon Jun 20, 2016 5:44 am
- Forum: Audio file formats
- Topic: Ubisoft MPEG files (Tonic Trouble)
- Replies: 17
- Views: 10926
Re: Ubisoft MPEG files (Tonic Trouble)
Yes, sorry, I forgot to mention, these are from the special edition (or beta) version of the game. Thank you so much for looking into it!
If you need any additional files I would be happy to provide them.
If you need any additional files I would be happy to provide them.
- Tue Jun 07, 2016 4:28 am
- Forum: Audio file formats
- Topic: Ubisoft MPEG files (Tonic Trouble)
- Replies: 17
- Views: 10926
Re: Ubisoft MPEG files (Tonic Trouble)
Okay... I'm not sure if I'm getting anywhere here, but it feels like I'm on the right track. MPGMXBVR.DLL has several functions, but the most prominently interesting is SND_fn_lPlayMPEG , which I saw running in memory by using Cheat Engine. That led me to experimenting with OllyDbg, which offered th...
- Mon Sep 30, 2013 6:55 pm
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
Any chance for the new version? "Scribblenauts Unmasked A DC Comics Adventure" Thanks. My previous post describes how to get the music/sounds (audio.p) extracted, albeit without any original filenames. As far as the other resources go, it looks like an update to ScribbleExtract is going t...
- Wed Sep 25, 2013 7:42 am
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
Hey guys, I just grabbed the newly released Scribblenauts Unmasked and figured I would have a go at ripping the music before I even dive into the game. I ran into some trouble, so I thought I'd share my findings. Unfortunately, ScribbleExtract (in its current state) is not working for Unmasked. Desp...
- Tue May 21, 2013 10:49 pm
- Forum: Audio file formats
- Topic: Ubisoft MPEG files (Tonic Trouble)
- Replies: 17
- Views: 10926
Re: Tonic Trouble MPX files
Sorry for necroing this super old thread, but I've had a recent resurgence of interest in decoding these streams. DecUbiSnd isn't recognizing them. Maybe the MPX files are bigfiles containing segments of music, each of them with a header with "2RUS" in it? Just a guess. Droolie is definite...
- Mon May 20, 2013 1:37 pm
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
You need to target 32-bit when compiling, because mss32.dll is a 32-bit DLL. If not, BinkA2WAV will launch in 64-bit mode and it'll not be able to P/Invoke mss32.dll. Okay, that makes sense; I didn't even consider the compiler might default to x64. I made another attempt at it with that in mind, bu...
- Mon May 20, 2013 11:11 am
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
What issue are you having? Mostly it's a complete unfamiliarity with the language and, in general, compiling native code. I managed to get past the /unsafe flag and some other issues with VS2012 but I'm sure I was doing something wrong. I pasted the code into a new "C# console application"...
- Sun May 19, 2013 8:57 pm
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
This is really awesome! Can someone compile these to win32 binaries? EDIT: Grabbed VS2012 and I'm going to try to give this a go myself. If I'm not mistaken both ScribbleExtract and the code AngelSL posted should compile with it, right? Hopefully I can figure it out :D EDIT #2: Nice, I got ScribbleE...
- Mon Mar 11, 2013 9:35 pm
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
The index definitely seems to be pointing to the right locations, the individual headers are lining up exactly. Unfortunately they seem to be encrypted or compressed with an unknown format. All of the large files indexed in audio.p have a similar header and start with "1FCB" and what appea...
- Mon Mar 11, 2013 7:29 pm
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
Sorry for the double-post. If you look at index.bin and set your hex editor to 14 bytes per row, it seems the data is organized in this pattern. I am not very experienced with hex editing or disassembly, but after spending the whole morning messing with this file in a hex editor, I have made some ob...
- Sun Mar 10, 2013 5:22 am
- Forum: Game Archive
- Topic: Scribblenauts Unlimited *.p files
- Replies: 18
- Views: 15883
Re: Scribblenauts Unlimited *.p files
I signed up for the forums (donated) to also voice interest in this request.