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by hcs at 1:10 PM EST on January 25, 2006
Weird... maybe there are too many extensions...
I'll see if I can reproduce it at home.

Also, I'm planning to rewrite in_cube in object oriented C++, since it lends itself to that and I'll be able to clean up the code a lot (right now it's just horrible). I'll try to use the cstdio input functions, so at least the core will be easy to port (I intend to port it over to XMMS at some point). I may get started on that tonight.
by BazzatManBowlin at 1:23 PM EST on January 25, 2006
Thanks for the updates, HCS. The looped ADXs are working perfectly in in_cube, now. I'll try and get the SEGA GT 2002 music on the tracker sometime this week. Until then, I've updated the entry in the DB.
by hcs at 2:28 PM EST on January 25, 2006
in_cube 0.18 beta 3

Two things:
1) I had messed up in the file extension string, it wasn't terminated, this may have been what was causing the crashes with MP3s.
2) I'm now looking at another location in the AST header for the loop flag, with the three MK:DD ASTs (two looped, one not) I have this seems to work consistently.
by SquareTex at 4:51 PM EST on January 25, 2006
I'll give it a try when I get home; I'm visiting a friend right now.
by BazzatManBowlin at 7:20 PM EST on January 25, 2006
Hey, HCS. Not to be a nag, but have you been able to find anything about that VAS file I sent you a while back?
Excellent. by SquareTex at 7:59 PM EST on January 25, 2006
No problem with MP3s, and the Mario Kart clip sounds fine to me.

Thanks!
DDR Mario Mix by PokeParadox at 2:35 AM EST on January 26, 2006
http://www.zophar.net/utilities/download/ReVOLUX.zip <-- I rediscovered this util. It was released originally to extract music from the PSX DDR games. I tried running the mario mix music file through it, and as I was expecting, it didn't really work, although it did seem to detect a likely number of files within the file.

I know it's a longshot, but maybe the format is some sort of VAG/DSP hybrid?
by F3582 at 6:54 AM EST on January 26, 2006
Umm... I would say, it is more likely that the DDR games all use a similar filesystem. If Konami used a similar naming method for all he games, that tool might have found the files, but was unable to extract them, because the actual file signature didn't match.
by PokeParadox at 1:30 AM EST on January 27, 2006
You're are thinking along similar lines. My hunch was that it was similar to the PSX games. When I tried this, it did extract something, but it was more or less just the headers for the files and not the file content. I.E. about 2-6kB of data. I will investigate into this myself at some point, but I thought it might be a good idea to let others into my hunch.
by hcs at 6:52 AM EST on January 27, 2006
Yo.
I did some work with AFC last night (having finished up "C++ for C Programmers" to refamiliarize myself with OOP). It seems to be a 4-bit ADPCM with 9 byte frames, the frame for the right channel immediately following the frame for the left channel. I have implemented VERY BROKEN support for it in 0.18 beta 4, including looping. Tested with the streams from Wind Waker.
Note again that the support is VERY BROKEN, it sounds like listening through a very poorly tuned radio, which is also broken.
I'm putting this up, along with the source, in the hope that someone with more ADPCM experience than me (which would be pretty much anyone with any experience at all...) can get it into working shape. Here's a sample stream from WW.

Also, I noticed that ADP/DTK/TRK is essentially XA when I was looking through kode's ADPCM player.

edited 12:02 PM EST January 27, 2006

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