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- by hcs at 12:13 PM EST on January 24, 2006
- Copied from my post on emutalk:
in_cube 0.18 beta 1 supports two ASTs I have from Double Dash, with looping. It turned out to be a headered block format like HPS (though with 16-bit PCM, and it doesn't loop itself like HPS so I had to do some inefficient reading for an accurate loop). Let me know how it works on other ASTs.
On the AIX front, I updated aix2adx to work on additional sections past an AIXE marker. Unfortunately there still wasn't any looping information, but since I promised looping I wrote another utility to do it.
The way the BGM01.AIX is structured is three streams, each in two sections (or "goround"s, as aix2adx calls them). The first section is what is played before the loop, the second section should be looped over its entire length. I wrote a program called adxloop which will rewrite the header for a nonlooping ADX to make it loop. It can also take another input ADX, which is the part that plays before the loop begins, which works well for these AIXs.
Here's how to use these tools (from the command line):
aix2adx BGM01.aix
adxloop BGM0100000.adx BGM0101000.adx BGM0100loop.adx
adxloop BGM0100001.adx BGM0101001.adx BGM0101loop.adx
adxloop BGM0100002.adx BGM0101002.adx BGM0102loop.adx
BGM01.aix is the original AIX. From it aix2adx will extract:
BGM0100000.adx, BGM0100001.adx, and BGM0100002.adx
which are the first sections of the three channels, and:
BGM0101000.adx, BGM0101001.adx, and BGM0101002.adx
which are the second sections of the three channels. adxloop takes the two sections of each channel, concatenates them, and loops for the length of the second section, creating a new file called BGM0100loop.adx (et al).
Let me know how this works (and sorry about the hard to read file names). I tested the generated files in in_cube, kode's foobar ADPCM player, and CinePak and it seems to work properly. aix2adx 0.1 and adxloop are both on the in_cube page.
- by valiant at 1:54 PM EST on January 24, 2006
- Sample downloads
"Mario Kart: Double Dash!!"'s ASTs worked just fine, the only exception being the outro theme which loops at 2:47 although it shouldn't.
ASTs from other games made my ears hurt a little, though... I shouldn't have the volume turned up that high...
Also included are some AIXs from Silent Hill 2. The extraction is functioning, the output files are not. I used adxloop but got some strange results, again with ear-crushing content. Yeeouch.
- by BazzatManBowlin at 3:29 PM EST on January 24, 2006
- As always, great work HCS. The ADXLoop utility works very well, from what I can tell.
However, much like Ferramenta's problem... after some songs (it doesn't happen with all of them) go into their first loop, a large static blares. From there, it never stops.
However, this problem only seems to occur with in_cube (I used the latest beta - 0.18 b1). Playing the looped ADXs in the CinePak ADX player doesn't result in the static blaring loops.
I've got a DL link to one of the SEGA GT 2002 AIX files that produces the weird static loops (after using the tools) when listening to it with in_cube.
edited 8:30 PM EST January 24, 2006
- by hcs at 5:38 PM EST on January 24, 2006
- "which loops at 2:47 although it shouldn't."
Do you mean it loops unnecessarily or it should loop but it has the wrong loop point?
I'm aware of the ASTs that don't work, in_cube 0.18 beta 2 won't try to play them, they're in a different format (probably an ADPCM, but that's just conjecture).
The loop problems are due to my use of the a different value in the header for ADX looping than CinePak uses. I thought that I was being careful so the static wouldn't happen but I guess I have a little more checking to do.
Thanks for the samples, they are the fuel that runs this crazy machine.
edited 10:39 PM EST January 24, 2006
- by Sir-Sabin at 7:23 PM EST on January 24, 2006
- the asts from Donkey Kong Jungle Beat and The Legend of Zelda - Collector's Edition won't play. also we should make a PS2 DB because there are PS2 games showing up on the GC DB.
edited 12:34 AM EST January 25, 2006
- by valiant at 7:57 AM EST on January 25, 2006
- "Mario Kart: Double Dash!!" Ending Theme
Ends at 2:47, then the song starts again.
At 5:36 it ends, followed by another restart and a fade-out. Not that it would be a problem. It's a great song. ;)
- by hcs at 10:15 AM EST on January 25, 2006
- As I said, I'm aware of ASTs not working. 0.18b2 will not attempt to play them rather than making loud obnoxious noises.
I'll take a look at the Double Dash track, maybe I have the wrong offset for the loop flag.
I have a fixed version of adxloop that should clear up the problems with in_cube on looping, but I don't have the opportunity to put it up now.
- BUG by SquareTex at 11:21 AM EST on January 25, 2006
- Okay, this is going to sound REALLY WEIRD, but I'm not pulling your chain here.
After I installed the latest beta of in_cube, WinAmp stopped playing MP3s correctly. Any attempt to load them up crashed the player. But once I removed in_cube, it started working again.
Strange indeed...
edited 4:22 PM EST January 25, 2006
- by hcs at 12:02 PM EST on January 25, 2006
- Is this reproducible? Does it happen with older versions of in_cube as well?
adxloop 0.1 is now up, which should produce files that play in in_cube. It also includes a batch file to make building the Sega GT 2002 looped ADXs easier (invoke as "splicendice.bat BGM08").
Also, I was unable to find anything wrong with the behavior of aix2adx on the Silent Hill ADXs. It seems to work as expected...
edited 5:06 PM EST January 25, 2006
- by SquareTex at 12:47 PM EST on January 25, 2006
- This was the first time I ever encountered that problem. WinAmp has never bombed on MP3s like that before.
I'll go back to .18 b1 and see if it happens again. If so, I'll keep going back until it stops.
(Later on)
Alright, the same problem came up in .18b1, but when I put .17 back, it was okay again.
edited 6:01 PM EST January 25, 2006
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