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Search found 357 matches
- Tue Jun 01, 2021 2:05 am
- Forum: Audio file formats
- Topic: Bomberman Series Sound Effects
- Replies: 26
- Views: 5104
Re: Bomberman Series Sound Effects
I've recently discovered that VGMTrans can play the sequenced music from these files. https://github.com/magcius/vgmtrans/releases When you load the .brsar file, you get a load of instruments, sequences, etc. I saved the instrument set as Soundfont2 and the Sequences as MIDI, and use a MIDI plugin f...
- Sun May 30, 2021 12:17 am
- Forum: Audio file formats
- Topic: [SOLVED] Azu-Race Taisen Battle He-Cho - getting audio out of a supposed dxb file
- Replies: 2
- Views: 686
Re: Requesting help getting audio out of a supposed dxb file
The .ogg files don't have any filenames stored, so you can just rip them directly with something like DragonUnpacker, and they'll play fine.
- Sat May 29, 2021 7:52 pm
- Forum: 3D/2D models
- Topic: Need help with Sopranos: Road to Respect PS2 3-d models
- Replies: 14
- Views: 3122
Re: Need help with Sopranos: Road to Respect PS2 3-d models
Yeah, it's another one of those PS2 games that uses VIF tags within the data, so it's not a single uninterrupted block of vertex data. For example, in Vito, the first block has 0x33 vertex entries (the count in the VIF data at 0x55a52. The second block has 0x34 entries, etc. Always tricky working wi...
- Fri May 28, 2021 10:06 pm
- Forum: 3D/2D models
- Topic: 3DS MonsterHunter .mod format plugin
- Replies: 6
- Views: 850
Re: 3DS MonsterHunter .mod format plugin
Yes, there's no padding on the faces, so that should be zero, and the faces type should be Short, then it'll work.
- Fri May 28, 2021 9:29 pm
- Forum: 3D/2D models
- Topic: 3DS MonsterHunter .mod format plugin
- Replies: 6
- Views: 850
Re: 3DS MonsterHunter .mod format plugin
I used 3D Model Researcher - vertices start at 0x2354 (padding is 24 for Model Researcher) - 6141 entries
Face indices start at 0x382e8 - 13923 entries, triangle strips
That's the whole data for the model, but it's split up into smaller sub-meshes in the file.
Face indices start at 0x382e8 - 13923 entries, triangle strips
That's the whole data for the model, but it's split up into smaller sub-meshes in the file.
- Fri May 28, 2021 9:10 pm
- Forum: 3D/2D models
- Topic: 3DS MonsterHunter .mod format plugin
- Replies: 6
- Views: 850
Re: 3DS MonsterHunter .mod format plugin
I'm not sure yet of the full file layout, but this is the object from an initial test of the data. I'll have a proper look at it if I get some time.
- Fri May 28, 2021 12:42 pm
- Forum: Audio file formats
- Topic: Unknown Super Bomberman R Online archives
- Replies: 3
- Views: 986
Re: Unknown Super Bomberman R Online archives
The audio all seems to be in FSB5 format, so use this QuickBMS script to extract them.
- Thu May 20, 2021 12:31 pm
- Forum: Audio file formats
- Topic: Tony Hawk's Project 8 .XMA Files
- Replies: 3
- Views: 1429
Re: Tony Hawk's Project 8 .XMA Files
Sorry for the 5 month late reply, never got notified of your reply :mrgreen: Did you extract the files from an archive first? If so, could you upload it, unless it's too big. If you really want to give it a go, here: https://mega.nz/file/7oNHzAaa#5LVaqCXUl6w7jljOd1V2uQrMlqEXQbg67ZvKC7Oat80 EDIT: Ju...
- Wed May 19, 2021 10:26 pm
- Forum: 3D/2D models
- Topic: Sonic Generations modified .ar.00 files
- Replies: 2
- Views: 1364
Re: Sonic Generations modified .ar.00 files
It doesn't look like a 'proper' MS CAB file, as you say. You can use the attached script to decompress the file. This only contains 1 file. I'm not sure if there are some archives with more than 1 file, so this might need updating in that case.
- Sat May 15, 2021 8:22 pm
- Forum: 3D/2D models
- Topic: NFS No Limits
- Replies: 113
- Views: 39964
Re: NFS No Limits
I've managed to analyse the format in a bit more detail, and I can now see the information for which vertex files are matched with the relevant face files - some vertex sections also use more than 1 face file. Those float tables near the start of the file seem to be skeleton data of some sort - stan...
- Fri May 14, 2021 8:22 pm
- Forum: 3D/2D models
- Topic: NFS No Limits
- Replies: 113
- Views: 39964
Re: NFS No Limits
The scale looks to be the 3 floats at offset 0x20 - they seem to match with Shakotay's info, but that could just be a coincidence!
- Fri May 14, 2021 7:59 pm
- Forum: 3D/2D models
- Topic: NFS No Limits
- Replies: 113
- Views: 39964
Re: NFS No Limits
Just a bit more info ... the very last block (688 in this case) contains the data on how to put all of the meshes together. If I can work it out, it should be scriptable (is that a word?). @shakotay - This file contains the x/z/y scale at the start as 0.96, 0.80, 2.25 (rounding down for simplicity),...
- Mon May 10, 2021 12:22 pm
- Forum: Audio file formats
- Topic: Ripping .mus files from NFS Undercover
- Replies: 10
- Views: 2823
Re: Ripping .mus files from NFS Undercover
As usual, the best way is to upload the file in question for people to look at.
- Sun May 09, 2021 6:38 pm
- Forum: Audio file formats
- Topic: Ripping .mus files from NFS Undercover
- Replies: 10
- Views: 2823
Re: Has anyone figured out how to rip .mus files from NFS Undercover?
Have you tried Foobar with the vgmstream plugin?
- Sun May 09, 2021 6:35 pm
- Forum: 3D/2D models
- Topic: Spider Man 3 XBOX 360
- Replies: 27
- Views: 3865
Re: Spider Man 3 XBOX 360
I've had a look, but I'm not sure either. It's a bit of a weird format, but as Luigi says, sometimes if the format can't be worked out properly then you might need to extract the files manually with a hex editor.