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by ugetab at 3:43 PM EDT on October 17, 2007
If you've got an Action Replay that lets you enter codes, you can get into the built-in music/sound/voice test menu.
by valiant at 4:50 PM EDT on October 17, 2007
A quick search told me that in the Japanese version the sound test could be accessed after completing the game.
Then, a long search turned up that:

Enable sound test on title screen:
W3HR-1A7X-5QU90
CZN1-KAJD-5GPXZ
XB6T-UA6G-18ZEH
G0XN-MQ9H-EDPM7
JBMZ-Y73T-DAQRN

"After about an hour worth of work (I crashed or had to restart the game several times during this time) I managed to get into the sound test. With 2 hours more work, I managed to add the option to the title screen in place of customize, which you can access in-game anyway."




Works for the first disc of the US version. As I've got the PAL release, I wasn't able to test the code myself.

edited 8:30 AM EDT October 18, 2007
by ugetab at 5:42 PM EDT on October 18, 2007
I can confirm that it works. The music track names are a little odd, but fairly easy to recognize.

I still use the code in liu of any ripped tracks.
by nensondubois at 6:04 PM EDT on October 18, 2007
Just to let you know, the new version of action replay won't let you enter custom codes. P.S. I found out the hard way and returned it and asked for an older version. Hope that saves you trouble with Wii/Gamecube compatible PAR.
by Bugger at 9:51 AM EDT on October 19, 2007
There is only the Question:
PS2 Version or GC Version?
Also how to enter the code?
(Is it possible to enter codes in Dolphin?)

But I also have to thank you, never thought that I would get such professional help^^
by Bugger at 5:27 PM EDT on October 20, 2007
Puhh, they are lazy^^ after searching for the
cube media player, years of ripping and downloading I have all sounds (original)... in Japanese, better then nothing. I only have to compress them and cut them, the originals sound better than that OST... I like ingame music!

Ah, but they are in fact loops... and nowhere stands when the looptime comes... I see, audacity has much to do now... I have to write myself a loop player... or Audacity... what is more work?

So, thanks for the help, I will come back with other things^^
by valiant at 3:40 AM EDT on October 21, 2007
So that means the PlayStation 2 version has all sounds in ADX format? Are they packed in an AFS file?
Feel free to add an entry to the GC Stream DB so that other users can profit from the new gained knowledge.

You'll most likely not have to search the loop points if the files are ADXs. in_cube loops them automatically. You can view these loop points by playing the ADX file in Winamp (after having put in_cube in Winamp's plug-in folder), then doing a right click on the file in the playlist and selecting "View file info...".
You can configure in_cube in the plug-in preferences (right click in Winamp -> "Options" -> "Preferences..." -> "Plug-ins" -> "Input" -> "in_cube") to loop the file a few times more/less.
Then set the output plug-in to Disk Writer to convert the ADXs to WAVs. Be sure to set the output plug-in back to DirectSound after you're finished.
by Bugger at 1:18 PM EDT on October 26, 2007
Is it possible to enter "in_cube.dll" from another program to find the adx loop in ms? I want to make a player (in Darkbasic) that can loop such adx files...

There are 106 Music Themes on the PS2 ISO,
and 1000s of Speechefiles, but in Japanese...
And yes they are all in ADX normal, they are Version 3 if you want to know^^, I managed to write a programm that finds version, sample rate and so on, so that in can loop them (I wrote above) but I can`t find the loop point myself (in milliseconds), so, it is possible to enter in_cube from outside winamp?

P.S.: I used Cube Player 2 for the ripping.
by hcs at 5:34 PM EDT on October 26, 2007
It is possible to use in_cube.dll from anything you can load dlls within. I have no idea how one would do that with DarkBASIC.
Take a look at the wikipedia entry for ADX, it has a nice layout of the header which points out the loop points. If I remember correctly, you should just be able to take the sample counts and multiply them by the sample rate of the file to get the loop points.
*checks in_cube...*

nope, the loop points are actual offsets in the file, so try this equation:
time_in_ms=(address-channel_start)*32/channel_count/18*1000/sample_rate

32 samples per frame, 18 bytes per frame.
channel_start you can get from the 2-byte word at 0x02, add 4 to it.
[edited for mathematical clarity]

edited 5:36 PM EDT October 26, 2007

On another note, why did you mark Tales of Symphonia PS2 as not working in the Stream DB?

edited 5:38 PM EDT October 26, 2007
Tale the tale of malefunction... by Bugger at 9:29 AM EDT on October 27, 2007
Upps, sorry *corrected*

I start testing^^, I use DarkBASIC Pro because thats the only programming language that I currently can handle (but I learn JAVA, so maybe I will switch... how know`s?)


I mean, what are the commands, darkbasic cannot find the dll commands by itself...
Ahhh, found something... :

DLL Export Viewer v1.11
Copyright (c) 2005 - 2007 Nir Sofer
Web Site: http://www.nirsoft.net

edited 9:36 AM EDT October 27, 2007

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