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(PC) Dead Space 2 (.dat)

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Re: (PC) Dead Spece 2 (.dat)

Post by Savage »

Someone can attach the binaries?
Thaaanks 8D
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Re: (PC) Dead Spece 2 (.dat)

Post by ZerOHearth »

JBieber wrote:Each command-line tool gives instructions on its usage, if you don't have the capability to use command-line tools then I'm afraid I can't help you. BigViewer = unpack .dat/.viv, BigPack = pack .dat/.viv. StrUnpack = unpack .str, StrPack = pack .str.
That´s nice. :D

But where i can finde the (re)packer for *.dat-files?

Sorry, but i can find it. :oops:

Please a DIRECT-LINK. :wink:
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Re: (PC) Dead Spece 2 (.dat)

Post by qabRieL »

Can someone send the compiled version?
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC »

http://www.sendspace.com/file/fh3lgv

Here is the Compiled Bin folder.
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Re: (PC) Dead Spece 2 (.dat)

Post by Blank »

I apologize for adding onto the growing list of questions from amateur video game rippers, but I've been having a bit of trouble converting the .snu audio files extracted via BigViewer. I originally thought that such files could be decoded by the program OrangeC used for the original Dead Space (http://www.multiupload.com/9YPDMKQ79Y), but the method doesn't seem to be very effective with Dead Space 2's newer streams. Is there an alternate program or method for handling such files, and is the task of translating them feasible for a person with little understanding of the programming languages involved?

I thank you for your consideration and express my sincere appreciation towards the Xentax community for providing the tools and information that have gotten me this far.
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC »

I have ripped the audio files using the xbox360 version of the game because it uses EA packed XMA, So i would suggest you go on hcs tools page and grab ea_multixma to unpack the xma streams at offset 0x20. grab xma_parse to rebuild xma streams then get alpha's xmariffheader script to add headers and towav to convert the xma files.

its a bit of work but it dos the job.
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Re: (PC) Dead Spece 2 (.dat)

Post by qabRieL »

I want to+ translate the game... Can someone tell to me where is the text files?
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Re: (PC) Dead Spece 2 (.dat)

Post by Blank »

OrangeC wrote:I have ripped the audio files using the xbox360 version of the game because it uses EA packed XMA, So i would suggest you go on hcs tools page and grab ea_multixma to unpack the xma streams at offset 0x20. grab xma_parse to rebuild xma streams then get alpha's xmariffheader script to add headers and towav to convert the xma files.

its a bit of work but it dos the job.
I actually tried that method with with the .snu files of Dante's Inferno and BFBC_res_decode_pack.7z, but I have no idea how to perform the 0x20 offset. Do I need to modify some aspect of the ea_multi_xma.exe program, or is the concept of the offset a programming technique that should be familiar to even amateurs?

I thank you for your quick response and would like to thank you for the game rips you've contributed to the Internet over the years.
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC »

its just a cpommand line argument

ea_multi_xma file.snu -o 0x20

enter and it demuxes the streams.
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Re: (PC) Dead Spece 2 (.dat)

Post by Blank »

OrangeC wrote:its just a cpommand line argument

ea_multi_xma file.snu -o 0x20

enter and it demuxes the streams.
I'm embarrassed to say that I don't know what a command line argument is; do I have to place that exact statement into the Run box, or do I need to edit the properties of either ea_multi_xma.exe or the .snu files?

Moreover, because I'm guessing that I'm doing something wrong when I open ea_multi_xma.exe and get no response, how will I know if whatever configuration I end up with is the correct one for .snu conversion?

I again apologize for my lack of familiarity with basic programming; I never thought such tasks would be so difficult to calculate.

EDIT: After several incidents of trial-and-error, I think I finally understand how to use ea_multi_xma.exe. I'm toying around with the Command Prompt for the first time in my life, and putting in the file locations and your aforementioned argument seems to yield results. I'll continue such experiments with high hopes, but please accept this simple illustration as a token of my appreciation for all of your help.

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Re: (PC) Dead Spece 2 (.dat)

Post by zeeh »

Can you tell me where are the game text files? Thanks.
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC »

Hello rick i was wondering if you are building a filelist for BIGFILE0.viv for dante's inferno ps3? id really love to have he audio filenames.
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Re: (PC) Dead Spece 2 (.dat)

Post by Predatory Lootboxes »

Very nice work Rick! Thanks for your time and effort.
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Re: (PC) Dead Spece 2 (.dat)

Post by ZerOHearth »

geevious wrote:Very nice work Rick! Thanks for your time and effort.
Too. :up:

And THX @ OrangeC for compiling die NEW Version. :up:
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Re: (PC) Dead Spece 2 (.dat)

Post by Blank »

I'm sure this situation has already been addressed with XMA files in general, but I'd appreciate a less complex explanation for the answer I'm anticipating. Essentially, I'm in the process of converting .snu files using the process graciously mentioned by OrangeC a few posts ago. While it works very well for most of the streams, a few only convert into short pieces of gibberish. Searches on Google have led me to believe that the issue is related to either the header configuration in the batch file or my incorrect rebuilding of the XMA stream through xma_test.exe. Does anyone happen to know how to resolve this, and is he or she willing to explain the proper process to someone relatively unfamiliar with the logic behind the executables?

Here are the files in question, as well as the associated programs and the results I've received.
http://www.multiupload.com/9F0U8EXD28
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