Tokyo Mirage Sessions .adx? by winnerloser at 7:28 PM EDT on April 2, 2016
I've recently begun extracting files from Tokyo Mirage Sessions ♯FE, and I was under the impression that they were ordinary hex files. However, opening them up in a hex editor, the header for the adx file doesn't start until much later offset (example - TITLE_CALL_1008_pc1010's adx header starts offset 0000A800).

I tried removing all the bytes before the header but after extracting the adx the sound came out as static.

For anyone that's interested in helping me, here's some sample files.
by hcs at 12:00 AM EDT on April 3, 2016
I'd guess that these files were extracted incorrectly somehow. I don't know anything about how that works on the Wii U, but maybe all the file starts are just off by 0xA800.

Were these files in an archive or directly in the disc filesystem? How did you extract them?

You might try to blindly extract the ADX from the archive with adXtract or VGMToolbox, this will lose file names but if the data is there then you can try to figure out what went wrong with the proper extractor.
by winnerloser at 2:54 PM EDT on April 5, 2016
Thanks for the response.

I found them in content/Pack/pack_040_sound.cpk, and extracted them through Noesis.

I tried extracting the ADX and then convert it to wav, and for the most part, it worked. But it only plays the first second of audio before cutting to nothing for the rest of the playing time. So for example, the TITLE_CALL adx's I provided in the sample file are meant to be the main characters yelling "Genei Ibun Roku!", but after the aformentioned conversion, it comes out as "Ge-".

That being said, I talked to someone else about the files in Tokyo Mirage Sessions, and it appears to be using a newer form of encryption to other Wii U games which use similar formats, so maybe that's the problem.
by Infernus Animositas at 2:47 AM EDT on April 7, 2016
Upload the CPK file.


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