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XMA transform
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Re: XMA transform
This is an XMA with a wrong frequency in the header. Where does it come from? Have you changed it? Have you run xmatransform on it? Have you read the instructions of xmatransform?
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Re: XMA transform
UPDATE
Wrong sizes in RIFF header don't crash the script anymore.
Wrong sizes in RIFF header don't crash the script anymore.
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Re: XMA transform
hello I have a file for you Your script does'nt work with it
http://depositfiles.com/files/5lnwn84a8
http://depositfiles.com/files/5lnwn84a8
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Re: XMA transform
Nope, works perfectly fine.
If you like what you see, why not click the little Thank You button? It will definitely motivate me!
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Re: XMA transform
can someone know how to edit the sbs et sbr files from fifa games ?
i would edit this files for pc version and xbox version of fifa 13 to change the audio ..the sbs contains probably xma files
here the exemple of the two files.
if someone could transform this ..thks a lot
http://www.datafilehost.com/download-5b1f42f3.html
THANKS A LOT
i would edit this files for pc version and xbox version of fifa 13 to change the audio ..the sbs contains probably xma files
here the exemple of the two files.
if someone could transform this ..thks a lot
http://www.datafilehost.com/download-5b1f42f3.html
THANKS A LOT
- Scorpion2k7
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Re: XMA transform
Not work for Wet, take a look please...
http://www.mediafire.com/?4c5ih45coztttdm
PS. Sorry, everything works well, my bad!
http://www.mediafire.com/?4c5ih45coztttdm
PS. Sorry, everything works well, my bad!
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Re: XMA transform
Pretty sure the ps3 version uses that in fsb containers and the xbox 360 uses xma in fsb.brendan19 wrote:@Devilot
Dark Souls on the Xbox 360 doesn't use XMA. It uses PCM WAV IIRC
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Re: XMA transform
MAJOR UPDATE
I think I may have understood the Ubisoft multilayer XMA format.
I've attached the script that at least worked with my samples. It extracts the layers, parses them and adds a header.
I will let this go around for some time to see if it works alright before implementing it in my xma transform script.
I think I may have understood the Ubisoft multilayer XMA format.
I've attached the script that at least worked with my samples. It extracts the layers, parses them and adds a header.
I will let this go around for some time to see if it works alright before implementing it in my xma transform script.
You do not have the required permissions to view the files attached to this post.
If you like what you see, why not click the little Thank You button? It will definitely motivate me!
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks
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Re: XMA transform
Just updated the above script to support single-layer files.
If you like what you see, why not click the little Thank You button? It will definitely motivate me!
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks
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Re: XMA transform
UPDATE
Added the RAKI variant from Rayman: Legends.
Added the RAKI variant from Rayman: Legends.
If you like what you see, why not click the little Thank You button? It will definitely motivate me!
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks
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Re: XMA transform
Having trouble with XMA from Steel Battalion Heavy Armor (xbox360) by From Software.
Opened FSB containers with fsbext, but toWAV doesn't do anything with resulting XMAs, and QuickBMS gives an error (with your script):
there is an error with the decompression
the returned output size is negative (-1)
Here's a sample of FSB and XMA file from within it:
10t_BGM_Parmanent.fsb (43mb) https://mega.co.nz/#!c9kUmDoS!AlHV51zIg ... 6u90_q-4YA
bgm08_test04t stc0db.wav.xma (4mb) https://mega.co.nz/#!QxUjAIZD!EN0VXWt6_ ... ofYb6OLYQ8
Please advice.
Opened FSB containers with fsbext, but toWAV doesn't do anything with resulting XMAs, and QuickBMS gives an error (with your script):
there is an error with the decompression
the returned output size is negative (-1)
Here's a sample of FSB and XMA file from within it:
10t_BGM_Parmanent.fsb (43mb) https://mega.co.nz/#!c9kUmDoS!AlHV51zIg ... 6u90_q-4YA
bgm08_test04t stc0db.wav.xma (4mb) https://mega.co.nz/#!QxUjAIZD!EN0VXWt6_ ... ofYb6OLYQ8
Please advice.