Not sure, but maybe this:
viewtopic.php?t=16595
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Search found 357 matches
- Fri Jul 02, 2021 4:55 pm
- Forum: Game Archive
- Topic: Help with Otogi: Myth of Demons assets extraction
- Replies: 4
- Views: 741
- Fri Jul 02, 2021 3:32 pm
- Forum: Game Archive
- Topic: Help with Otogi: Myth of Demons assets extraction
- Replies: 4
- Views: 741
Re: Help with Otogi: Myth of Demons assets extraction
These are the first posts you've made, unless you've been changing your name. Also, offering money isn't allowed either.
Maybe keep an eye on this thread - zaykho is working on it:
viewtopic.php?f=16&t=9519&start=45
Maybe keep an eye on this thread - zaykho is working on it:
viewtopic.php?f=16&t=9519&start=45
- Fri Jun 25, 2021 12:34 pm
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5086
Re: Bomberman Series Sound Effects
I've enabled PMs on here for now, so you can use that if you like.
- Wed Jun 23, 2021 10:25 pm
- Forum: Audio file formats
- Topic: Convert .wem to original .wav
- Replies: 1
- Views: 960
Re: Convert .wem to original .wav
If you rename the file to *.wem and drop it into Foobar with the vgmstream plugin, you can play/convert it from there with no problems.
- Wed Jun 23, 2021 8:53 pm
- Forum: 3D/2D models
- Topic: MESH format ".bm" Rakion, file addded
- Replies: 12
- Views: 2431
Re: MESH format ".bm" Rakion, file addded
I did a crappy Noesis script - I'll post it when it works properly. It would be good to get a few examples of models with their textures to do some proper testing.
- Tue Jun 22, 2021 12:24 pm
- Forum: Audio file formats
- Topic: Forza Horizon 1-2 sounds
- Replies: 4
- Views: 1045
Re: Forza Horizon 1-2 sounds
No, you just need to drop the FSB files in Foobar, not the extracted files.
Your samples all work fine.
Your samples all work fine.
- Sat Jun 19, 2021 11:34 pm
- Forum: Audio file formats
- Topic: Forza Horizon 1-2 sounds
- Replies: 4
- Views: 1045
Re: Forza Horizon 1-2 sounds
You can play them in Foobar with the vgmstream plugin, and also optionally convert them to .wav if you want.
- Wed Jun 16, 2021 1:10 pm
- Forum: 3D/2D models
- Topic: Midnight Club LA (PS3)
- Replies: 17
- Views: 3843
Re: Midnight Club LA (PS3)
No, I haven't done any more with it yet.
- Fri Jun 04, 2021 5:18 pm
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5086
Re: Bomberman Series Sound Effects
I've seen a few different .dig files over the years, but it looks familiar. Which game is it from?
- Fri Jun 04, 2021 4:37 pm
- Forum: Game Archive
- Topic: Golden Valley File Extract
- Replies: 3
- Views: 842
Re: Golden Valley File Extract
That was me they're referring to! The solution was that the files work fine in Asset Studio
- Thu Jun 03, 2021 5:19 pm
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5086
Re: Bomberman Series Sound Effects
You use something like VGMToolbox, but any file cutter will do.
- Wed Jun 02, 2021 8:23 pm
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5086
Re: Bomberman Series Sound Effects
You can either use a file cutter to get a small sample, if it's a large file, or you can upload it to some online hosting place like Mega, etc.
- Wed Jun 02, 2021 11:24 am
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5086
Re: Bomberman Series Sound Effects
They must be in a different format to the other sound files then. Might be useful if you could post a sample of the sound archive.
- Wed Jun 02, 2021 2:00 am
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5086
Re: Bomberman Series Sound Effects
I did a script not long ago for those Super Bomberman R files (although any FSB extractor should also work):
- Wed Jun 02, 2021 1:31 am
- Forum: 3D/2D models
- Topic: Sunset Overdrive (.model) Models
- Replies: 12
- Views: 2991
Re: Sunset Overdrive (.model) Models
The table at 0x8c0 gives you the offsets for the vertices and faces for each sub-mesh. Each entry is 0x40 bytes, geometry info is at offset 0x10 in each entry: Start Vertex (UInt) Start Face (UInt) Face Count (UInt) Vertex Count (UShort) Seems to work ok for that file, but that's the only file I hav...