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Search found 357 matches
- Wed Nov 20, 2019 10:06 pm
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
Yes, you would need another script - I would need to work on it to handle all bank files, but those 2 scripts were just for those 2 files.
- Wed Nov 20, 2019 9:14 pm
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
This script will extract the non-FSB LOD bank file audio.
- Wed Nov 20, 2019 1:06 am
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
Yep, it's slightly different. My script was just tailored towards the first .bank file, but I'll have a look at it tomorrow and put up a new script
- Tue Nov 19, 2019 11:18 pm
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
Each archive is different, so I'd probably need a few examples so that I can rewrite the script to handle all of them.
- Tue Nov 19, 2019 7:32 pm
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5143
Re: Bomberman Series Sound Effects
There's nothing obvious in the file, so it's either compressed or encrypted. I looked at various compression methods and couldn't find anything, so it's more likely encrypted. I don't know much about decryption, so hopefully someone else might.
- Tue Nov 19, 2019 6:59 pm
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
I've figured it out. You can use the attached QuickBMS script to extract the audio files, and the attached .vgmstream.txth file to play them in Foobar.
This probably won't work with other .bank files (if there are any in the game), but at least it's a start!
This probably won't work with other .bank files (if there are any in the game), but at least it's a start!
- Mon Nov 18, 2019 5:48 pm
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
There are no more FSBs in that archive. There are lots of other bits of audio in Apple Quicktime format. I may be able to do an extractor if I can figure out the format!
- Mon Nov 18, 2019 1:09 am
- Forum: Game Archive
- Topic: Elsword files
- Replies: 3
- Views: 1253
Re: Elsword files
The second file on the list is just one compressed file - you can use this QuickBMS script to decompress it:
Comtype MSZIP
GetDString FILENAME 0x10
Get SIZE Long
Set OFFSET Long 0x14
Get ZSIZE asize
Math ZSIZE - 0x14
CLog FILENAME OFFSET ZSIZE SIZE
Comtype MSZIP
GetDString FILENAME 0x10
Get SIZE Long
Set OFFSET Long 0x14
Get ZSIZE asize
Math ZSIZE - 0x14
CLog FILENAME OFFSET ZSIZE SIZE
- Sun Nov 17, 2019 1:00 pm
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5143
Re: Bomberman Series Sound Effects
Hello again!
I'm guessing it's an archive. Can you upload one of them so we can check?
I'm guessing it's an archive. Can you upload one of them so we can check?
- Sat Nov 16, 2019 11:32 pm
- Forum: Audio file formats
- Topic: Bank extract not working
- Replies: 12
- Views: 2915
Re: Bank extract not working
It seems like there's other data in the archive, so the FSB file is only a very small part of it. The rest is made up of lots of other bits of data, some of which looks like audio.
- Mon Nov 11, 2019 9:12 pm
- Forum: Audio file formats
- Topic: Wheel Of Fortune / Jeopardy PS2 .DAT sound archive
- Replies: 2
- Views: 1053
Re: Wheel Of Fortune / Jeopardy PS2 .DAT sound archive
This QuickBMS script will extract the audio files: # Wheel Of Fortune / Jeopardy (PS2) # By Dave, 2019 Endian Big IDString "SPAK" For FindLoc OFFSET String "VAGp" If OFFSET = 0 Break Endif Goto OFFSET Get JUNK Long Get JUNK Long Get JUNK Long Get SIZE Long Math SIZE + 0x20 Get JU...
- Tue Nov 05, 2019 12:01 pm
- Forum: Game Archive
- Topic: Pursuit Force (PSP) .PAK - Files
- Replies: 3
- Views: 1636
Re: Pursuit Force (PSP) .PAK - Files
Try this QuickBMS script: # Pursuit Force - ALL.PAK extract # By Dave, 2019 IDString "\x02PAK" Goto 0x4 Get ENTRIES Long Set FILE_TABLE 0x8C XMath TEXT_TABLE "FILE_TABLE + (ENTRIES * 0x10)" For A = 1 to ENTRIES Goto FILE_TABLE Get OFFSET Long Get SIZE Long Get MISC1 Long Get TEXT...
- Tue Nov 05, 2019 1:09 am
- Forum: Audio file formats
- Topic: RE6 Switch Audio Format
- Replies: 3
- Views: 1378
Re: RE6 Switch Audio Format
It seems the sample rate of 48,000 in the files is too fast. 32,000 should probably be the right value for all of the sounds. There are some values in the file table in the .arc file - seems to be 0x597BC479 for most files. This info might be some flags about the audio data, including the correct sa...
- Sun Nov 03, 2019 1:09 am
- Forum: Audio file formats
- Topic: RE6 Switch Audio Format
- Replies: 3
- Views: 1378
Re: RE6 Switch Audio Format
Once the files in the archive are decompressed (zlib compression), the audio is in GameCube DSP 4-bit ADPCM format. The files all seem to be mono, so you have the coefficients at offset 0x18 and the audio data at 0x80. The sample rate is at 0x64. The coefficient type is Normal (Little Endian). Hope ...
- Sun Nov 03, 2019 12:36 am
- Forum: Game Archive
- Topic: Headhunter (Dreamcast) .AHF file
- Replies: 1
- Views: 737
Re: Headhunter (Dreamcast) .AHF file
Try this QuickBMS script: # Headhunter (Dreamcast) # By Dave, 2019 IDString "AHFF" Goto 0x0008 Get ENTRIES Long Get NAME_SIZES Long Math NAME_SIZES + 0x10 For A = 1 to ENTRIES Goto NAME_SIZES Get FILE_ENTRY Long Math FILE_ENTRY + 0x10 Goto FILE_ENTRY Get OFFSET Long Get SIZE Long Get MISC ...