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by DKDave
Fri Dec 31, 2021 10:07 pm
Forum: 3D/2D models
Topic: Warhammer Chaosbane
Replies: 7
Views: 2197

Re: Warhammer Chaosbane

Looks like the UVs are at offset 0x1a in each vertex stride - first one at 0x89d, also as Signed Shorts. There's probably some submesh info, as it's all a mess on one mesh. Oddly, they don't seem to match up with the texture either.
by DKDave
Wed Dec 22, 2021 1:05 am
Forum: Compressed files and methods
Topic: QCMP (QuickCompression) - Mod Nation Racers (PS3)
Replies: 2
Views: 2610

Re: QCMP (QuickCompression) - Mod Nation Racers (PS3)

I've looked into these files a bit previously, still a long way to go on them though because of all the file IDs referring to other files, etc. Basically, "QCMP" is the start of the header for each compressed file. This is usually a header of 0x40 bytes, then the compresssed data starts. O...
by DKDave
Mon Dec 06, 2021 11:11 pm
Forum: 3D/2D models
Topic: Unknown Model File Type (Evil Genius 2, Asura Engine)
Replies: 5
Views: 1427

Re: Unknown Model File Type (Evil Genius 2, Asura Engine)

Also, some UInt10s apparently for normals and other stuff. There must also be some companion files because the file doesn't reference any textures/materials. The vertex data has bone information, but no skeleton data is present. First Int value in the file is the number of submeshes. Submesh info st...
by DKDave
Mon Nov 22, 2021 9:31 pm
Forum: Audio file formats
Topic: Marvel's Spider-Man Ps4
Replies: 3
Views: 3022

Re: Marvel's Spider-Man Ps4

Rename the files to *.wem and they will play in Foobar/vgmstream.
by DKDave
Sun Nov 07, 2021 4:55 pm
Forum: Audio file formats
Topic: Horizon Zero Dawn
Replies: 4
Views: 4278

Re: Horizon Zero Dawn

Rename the .wav files to .at3 and they will play in Foobar with vgmstream.
by DKDave
Tue Nov 02, 2021 1:25 pm
Forum: Audio file formats
Topic: Fist of the North Star: Ken's Rage 2 PS3 voice ripping
Replies: 2
Views: 2698

Re: Fist of the North Star: Ken's Rage 2 PS3 voice ripping

If you rename the files to *.at3 they will play in Foobar/vgmstream.
by DKDave
Sun Oct 31, 2021 12:19 pm
Forum: Audio file formats
Topic: Marvel Ultimate Alliance 1 Xbox Prototype Audio Extraction Issues
Replies: 3
Views: 2899

Re: Marvel Ultimate Alliance 1 Xbox Prototype Audio Extraction Issues

Yeah, as I mentioned, those in x_voice are also blank - the audio data for those are just zeroes according to the file table, so they're silent. In x_voice, the file table starts at 0x1754 (0x54 bytes per entry). The first 2 values are data offset and data size. If you check those for the "an&q...
by DKDave
Sun Oct 31, 2021 3:08 am
Forum: Audio file formats
Topic: Marvel Ultimate Alliance 1 Xbox Prototype Audio Extraction Issues
Replies: 3
Views: 2899

Re: Marvel Ultimate Alliance 1 Xbox Prototype Audio Extraction Issues

All of the ZSS/ZSM files load ok in Foobar. When you say they don't play, do you mean they're silent? The reason they're silent is because those files are completely blank, so there is nothing to hear. For example, all of the files in x_voice beginning with "an_" or "break_" have...
by DKDave
Thu Oct 28, 2021 8:13 pm
Forum: Audio file formats
Topic: Unknown CSB files from X-Men Legends prototype
Replies: 5
Views: 3479

Re: Unknown CSB files from X-Men Legends prototype

The prototype audio is definitely all XBox ADPCM. The attached QuickBMS script will extract the majority of the audio that can be played in Foobar with the vgmstream plugin. The ones that don't extract perfectly, such as a_int_a are also XBox ADPCM but there's some weird interleave that I can't dete...
by DKDave
Tue Oct 26, 2021 9:51 pm
Forum: Audio file formats
Topic: Unknown CSB files from X-Men Legends prototype
Replies: 5
Views: 3479

Re: Unknown CSB files from X-Men Legends prototype

Some extra info which might help ... After the "CSX1" header, you've got what seems like a file type. Some observations: If it's type 6, then it seems to be a single multi-channel stream (music/cutscene) - the value at offset 0x8 seems to be the number of channels (2 or 4). If it's not typ...
by DKDave
Wed Oct 06, 2021 12:41 pm
Forum: Audio file formats
Topic: Help Needed Finding English Audio Files from Dragon Quest Heroes II
Replies: 1
Views: 2554

Re: Help Needed Finding English Audio Files from Dragon Quest Heroes II

Those 2 files are both .wmv videos (rename to .wmv to play), but neither seems to have any audio in them, just video - the Low folder is probably just lower res versions of these. So your English audio must be stored elsewhere.
by DKDave
Sat Oct 02, 2021 2:30 pm
Forum: 3D/2D models
Topic: EA Sports V8 Challenge .pdo extract
Replies: 2
Views: 489

Re: EA Sports V8 Challenge .pdo extract

If you're the same person who posted the .pdo file in the Xentax Discord - I've had a look at it and it seems to use some unknown compression method. The QuickBMS compression scanner didn't seem to give anything useful. So it might be a case of someone reverse engineering the compression method from...
by DKDave
Sat Aug 28, 2021 4:32 pm
Forum: Audio file formats
Topic: Carnevil .bnk files -- how do i extract them?
Replies: 1
Views: 481

Re: Carnevil .bnk files -- how do i extract them?

Can you upload the file? If it's too big, maybe use file cutter to get a smaller part of it needed.
by DKDave
Fri Aug 27, 2021 12:29 pm
Forum: Audio file formats
Topic: Extracting sound files from Toy Soldiers complete
Replies: 6
Views: 876

Re: Extracting sound files from Toy Soldiers complete

The ones that aren't readable are just empty files - they have no audio data, so you can ignore them.
by DKDave
Thu Aug 26, 2021 12:29 pm
Forum: Audio file formats
Topic: Extracting sound files from Toy Soldiers complete
Replies: 6
Views: 876

Re: Extracting sound files from Toy Soldiers complete

It doesn't look like a valid ogg file - Foobar doesn't recognise it. You can try dropping the bnk file directly into Foobar and the vgmstream plugin might play the files without needing to do anything else. If not, then it's probably best if you upload a sample of the original .bnk archive - use som...