Latest script does not help for unpack ZUMBA® FITNESS WORLD PARTY (Xbox 360)
it's what i want get
http://www.zumbafitnessgame.com/audio/z ... oricua.mp3
sample here
https://mega.co.nz/#!kZxFCa7C!donK-l6Ji ... D55o2oqqEI
Would you be so kind, look through it please.
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XMA transform
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Re: XMA transform
I've taken a look at the sample - however these XMA streams are somewhat strange because their block size changes within the stream. So far I haven't even be able to parse the stream manually. Everything went fine with the Rayman: Legends RAKI variant but this one seems to be different. Will keep trying out different things.gravissimus wrote:Latest script does not help for unpack ZUMBA® FITNESS WORLD PARTY (Xbox 360)
it's what i want get
http://www.zumbafitnessgame.com/audio/z ... oricua.mp3
sample here
https://mega.co.nz/#!kZxFCa7C!donK-l6Ji ... D55o2oqqEI
Would you be so kind, look through it please.
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
All these work fine for me. Make sure you have changed the extension to something different than ".xma" and set the blocksize to 0x8000.MiLØ wrote: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.
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Re: XMA transform
May be it will help. Firstly I unpacked .xma from .pck file with Ravioli Scanner v.2.7. It worked out with errors however the same had happend with Zumba Fitness Rush and errors had not affected on .xma for convertion with "XMA transform" script.AlphaTwentyThree wrote:I've taken a look at the sample - however these XMA streams are somewhat strange because their block size changes within the stream. So far I haven't even be able to parse the stream manually. Everything went fine with the Rayman: Legends RAKI variant but this one seems to be different. Will keep trying out different things.gravissimus wrote:Latest script does not help for unpack ZUMBA® FITNESS WORLD PARTY (Xbox 360)
it's what i want get
http://www.zumbafitnessgame.com/audio/z ... oricua.mp3
sample here
https://mega.co.nz/#!kZxFCa7C!donK-l6Ji ... D55o2oqqEI
Would you be so kind, look through it please.
Previously for extraction for me worked script from Axsis (see. viewtopic.php?f=21&t=9680), now it doesn't.
.pck file sample
https://mega.co.nz/#!dd4zyRDT!OMUyQHscF ... TgP0mJWdFc
Thank you for your efforts.
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Re: XMA transform
Ok, I'll try it again. Thanks.AlphaTwentyThree wrote:All these work fine for me. Make sure you have changed the extension to something different than ".xma" and set the blocksize to 0x8000.
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Re: XMA transform
I don't know if someone already posted this, but DOA5 and DOA5U sounds can be converted with the bms script from the first page. Just extract the DATA and DATA2 files with the g1l bms script, the use XMA_transform.bms and then use towav to encode.
https://www.mediafire.com/?ybbfbyg9wxcpx5i
https://www.mediafire.com/?ybbfbyg9wxcpx5i
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Re: XMA transform
I'm not sure I get what you mean.Gromber wrote:any update about orangebox to convert standar wav to wav.360
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Re: XMA transform
Well, just QuickBMS (http://aluigi.altervista.org/quickbms.htm). And of course XMA files.Devilot wrote:erm, can you do a quick reminder on what we need in order for the script to work?
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Re: XMA transform
Dragon's Dogma XMA apparently don't work. any idea why?
EDIT: nvm, apparently XMA_parse is in cpp and I don't know how to compile it. can the xma_parse.exe file be uploaded here?
EDIT: nvm, apparently XMA_parse is in cpp and I don't know how to compile it. can the xma_parse.exe file be uploaded here?
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Re: XMA transform
You can find it here: http://www.hcs64.com/vgm_ripping.htmlDevilot wrote:Dragon's Dogma XMA apparently don't work. any idea why?
EDIT: nvm, apparently XMA_parse is in cpp and I don't know how to compile it. can the xma_parse.exe file be uploaded here?
Also, review the options (see readme at beginning of script) to eventually adjust the parameters. A bocksize of 0x8000 or 0x10000 should work in most cases.
Remember to change the suffix of the XMA files to something else before processing, otherwise you'll lose the source files (which is annoying when the parameters are wrong).
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Re: XMA transform
Just rename it.Devilot wrote:I'll just copy the whole folder somewhere else
but alas, no xma_parse.exe, just xma_test.exe in the rar file.
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