Ripping GOD HAND Music by Shin Star at 10:04 AM EDT on October 4, 2007
Okay since Capcom didn't include/make a "complete" OST for this (Only a "best of" "GOD TRACKS" came with the Japanese version of the game), I want to know if in_cube will someday be able to support this? I don't really know too much but I think I "found" an .asf file and extracted .adx files from that. And at one point somehow heard some playback with Winamp or MPC (don't remember, this was awhile ago :\) So I'm guessing it has to be in .adx format probably but that's all I know. So if anybody can figure it out, it would be great. The music is just too good to not pass up :(
Well it didn't work, and I'm not even sure if it's even suppose to be in "adx" format. But I'm getting no sound or just static. One of the files worked in MPC and played the ending somehow but no sound. So I guess what I'm asking if compatibility for these "adx" files will work on the next release? Sorry if I'm not that clear still. I'm just not sure how to word it all since I'm not exactly familiar with all of this stuff. :\
Well, I can't do anything if I don't have the files to look at. There are a few variants of ADX around that I don't know how to handle yet, this could be one of them or something new, for all I can tell. Did you extract them with adxtract or a proper ASF extractor? If you used adxtract it may have tried to pick things out of videos... Could you maybe put the AFS online somewhere? I could provide you with an FTP account to upload it to, or you could use one of the many file hosting sites, or your own host if you have one... many options.
Hello, I'm trying to do same thing. I've tried used several programs to extract and play the files from the disc; ADXutil, AFS extract (then convert using adx2wav) and Cube MP just to name a few. I've also tried using PSound to play the files and the results are the same: Just a bunch of static.
However, if I listen carefully enough I can barely hear the actual music under all of the static. So yeah, it seems none of them can properly decode it. Using PSound to play/extract the file seems to get the least amount of static, but it's still pretty bad.
When I try them through Winamp with in_cube all I hear are a bunch of tones, and the length of the file is displayed as 83:25.
Here's one of the ADX files that I ripped using AFS Extract 7.1.3 Beta 5: http://www.megaupload.com/?d=VY2F4R68
It'd be awesome if you can get this figured out as I haven't been able to find any methods of properly getting the music out from this game.
Interesting... I have seen this variant of ADX before, though I don't recall which game. I wasn't able to figure it out then, but I think I'll give it another try, thanks for putting it up.
in_cube only plays it because it falls back on DSP playback when it can't recognize a file in other formats, and this happens to look like a 48KHz DSP file with that reading, though really long.
[edit] here's what I was thinking of when I said I'd seen this before. It is actually a different header than shown there, though, so it may be something else yet again. It seems to have the same properties as the files discussed there, though.
Ah, very interesting. If I'm not mistaken, Okami and Killer7 were both developed by the same team that did God Hand, so it's probably no coincidence that they have the same properties.
Thanks for the update. I really wish I could help out, but I have very limited experience in programming.
Wasn't all the same team, Clover Studio did both Okami and God Hand (as well as the Viewtiful Joes) but Killer7 was Grasshopper Manufacture and Capcom. Both very closely associated with Capcom, though. There are other games listed in that other thread that aren't related to Capcom, though.
Well, I haven't come up with anything yet. The scale values are randomly distributed, which suggests that they aren't scale values at all. There are some mysterious values in the header that I can't pin a meaning on... Could you possibly upload some more examples for my pattern recognition to chew on?
edited 3:40 AM EDT October 9, 2007
It's looking like a simple encryption is used. I think I can tell how it works, but breaking it could prove difficult, especially if every file has its own key. More samples will help in this regard.
edited 11:25 AM EDT October 9, 2007
I've looked over the encryption that CRI provides in their ADX decoder, and I've tried the whole keyspace on this file, but with no success. It is possible that I misunderstand, but I think it is a different encryption (but probably still encryption, given the random scattering). I'd like to check out those other games with nonworking ADXs, as I think that there's a good chance that I might be able to play them now. So put up some files!