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Splinter Cell 2 .SS0 Music

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OrangeC
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Yeah i shall wait for the next version because i can decode some beowulf files but others don't want to convert. But i finally finished red steel. :D
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

Cool :)

I think I'll make one or two more small releases and then do a version 0.5 release. It should have complete support for everything I've seen so far. For this bigger release I think I'll start a new topic because the title of this one is getting a little irrelevant. I will also probably write a good, formal description of UbiSoft streams. If anyone wants to write documentation on UbiSoft streams or my program I would be happy to include them.

I have been thinking that maybe it would also be neat to create a UbiSoft stream encoder. It probably wouldn't be really difficult. I like how the XeNTaX community stresses not only file decoding, but also game modding abilities as well.
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

yes that'd be cool cant wait.
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

Here is the next version. Besides Ogg Vorbis support, I am also working to make the error messages more meaningful. Actually this version can decode Ogg Vorbis.

Edit: Attachment removed. I found a bug in my program. I posted a fixed version below.
Last edited by Zench on Sun Jun 08, 2008 8:17 pm, edited 1 time in total.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Does this version have better beuwulf support?
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

It should. If you still have problems try the scan feature as well. If that doesn't do it then you should probably just post the file.
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Well its the same interleaved layer file that you posted and this is the command i usually try to put in but it gives me an error.

decubisnd --input-type 8 (Filename).bao -l 0 --stereo -w -o track.wav

I even force the codec to 8.

It either gives me an error or i can only extract one layer from the multilayer file.

EDIT: okay well i figured out the commands, error on my part. now the only thing is some short files they show 0 segments.

Like this one
http://www.megaupload.com/?d=TPI07U9L
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

It must be an ending segment. Kataah said he encountered some of these in Ogg Vorbis. I don't know the right way to decode them, except perhaps sticking them onto the end of the correct file and trying to decode the whole thing. I don't have any games that use these ending segments unfortunately.
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Weird, i have about 170MB left of these files. and i want to make sure i have the complete beowulf rip.

Some of the files are 9MB to 11MB so those are too long to be ending segments.
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Re: Splinter Cell 2 .SS0 Music

Post by MurraySkull »

How about you forget this topic and look at MINE instead:
viewtopic.php?f=17&t=3052
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

How about you be patient.
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

OrangeC wrote:Weird, i have about 170MB left of these files. and i want to make sure i have the complete beowulf rip.

Some of the files are 9MB to 11MB so those are too long to be ending segments.
I could be wrong. If they are like the file you posted, there is not enough data in the file to correctly decode it. Maybe you could figure out if these files match up somehow.

I'm just going to ignore that "interruption" in the topic. :[
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

http://www.megaupload.com/?d=PXZYGTWY

Well here is all the files that i cannot decode, most of them have the begiining header with a $ symbol, but i stil cant get anything out of that.
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

Wow... thanks! I'll be sure to have a look at them. Hopefully there are some headers in there that I can use to try to decode them.
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by Mirrodin »

I've had quite a bit of success with your tool. It's very stable! Great work! Thank you very much for all your hard work.

On an older note that was brought up earlier in the topic: I think people would benefit from being able to encode to these files as well. I for one have been composing music and designing sounds with the intent of implementing them in free mods for various game formats. I've done so for various game engines like Quake series and Doom series, even Half-life series. However, when it comes to unreal Tournament 3/ Splinter Cell series, Gears of War, etc... that use the Unreal Engine 3 technology I haven't had much luck learning the all-in-one editing suite that comes with UT3. Splinter Cell Chaos Theory has been my biggest troubles as I've wanted to simply re-write some of my music elements and implement that into the single player game to showcase my interactive music-composition abilities.

Anyway, this tool has been invaluable for learning the layer systems they use in the games.
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