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by snakemeat at 12:35 PM EDT on July 25, 2015
Here's an updated copy. It looks like maybe extra data is left in for files that are not actually there. _Or_, I need to do more analysis, since CRI Viewer seems to think some of these files exist, but I cannot test without the AWB.

But for now, here's a copy that will skip bad entries.
by Infernus Animositas at 4:35 PM EDT on July 25, 2015
HCA Decoder v.1.15

It has three separate decryption keys for HCA.

The interesting part is that it adds silence samples to the track and the number of samples can range anywhere from 100 to 5000 additional samples.

Not sure why that is though but it works just fine.

Since it's Japanese, I've roughly translated the batch decode and decryption files as well.

The decoder can also show you the file header information of a HCA too :)


In Xenoverse there are 81 HCA files in the BGM AWB archive but there are only 72 Cue IDs in the corrosponding ACB.

I'd imagine the same thing happens in other games that use this middleware as well.

Is there a way to have those additional HCAs extracted but without filenames (maybe just their offsets?) without using the HCA Extractor and manually sorting which ones weren't included from the ACB/AWB Extractor?

Here's the ACF, ACB and AWB archive from Xenoverse to test on.
Xenoverse Audio
by snakemeat at 7:55 PM EDT on July 26, 2015
I'll take a look. I was focusing on getting the CPK stuff (encryption, ITOC support) completed. Now just need to test the heck out of it.

There are a number of ACB variations that I've seen:
(1) ACB with no AWB: SFX inside the ACB
(2) ACB with more cues than AWB, usually uses a song more than once with different names (probably applies different effects to the waveform)
(3) ACB with less cues than AWB, your example above.
(4) ACB with internal AWB and external AWB (Sonic Lost World)

I'm going to work on supporting all of those ACB types and incorporating ACF categories (maybe as subfolders to separate SE, VOICE, and BGM when possible) and any other helpful ACF things (if any).

A nice thing is the ACB has internal MD5 checksums for the AWB and ACF too, which helps verify the integrity of the source data.

edited 1:06 AM EDT July 27, 2015
by Kurausukun at 11:34 PM EDT on July 26, 2015
Good luck. I hope it works out so I can extract Lost World's files. It's not completely necessary since the .adx extractor works well enough, but it would be nice to have proper names. Also IIRC some SFX archives need this. Right now the files just throw errors at me when I try to use it, so I'm either doing something wrong, or you just haven't figured the format out enough yet--not sure, sorry.
by D1Vader2 at 10:04 PM EDT on July 27, 2015
Do you think that tool would work for extracting sounds from acb files from other games (like pokepark2 for example?)
by snakemeat at 7:59 PM EDT on July 30, 2015
Here's an updated build of VGMToolbox. I've got all of the ACB/AWB samples working well, I think. Some of the items don't always seem to match CRIAtomViewer's columns, but many do match.

Any additional testing would be appreciated.
by Kurausukun at 8:53 PM EDT on July 30, 2015
Alright, I just tested with Lost World's bgm.acb file.

It properly spit out all of the .adx files, but it's not perfect; there were a some duplicates (seemingly), and a few of the files still didn't have proper names. But this is great, excellent work.

edited 2:07 AM EDT July 31, 2015
by D1Vader2 at 9:36 PM EDT on July 30, 2015
I know it's meant for sonic lost world acb and awb files, but it doesn't work on pokepark2 acb and awb files. (Since they share the same file extensions and they contain similar data, they should be similar files and might not be too much trouble for you to add support for should you decide to do so.)
by snakemeat at 4:38 AM EDT on July 31, 2015
There are acb/awb archives that may have more waveforms (music/sfx files) than cue names. Any waveform that doesn't have a corresponding cue name is extracted using the base file name and the file's id within the AWB (AFS2) file.

Also, one waveform may have 0 or more cue names, causing the duplicates. You can use VGMToolbox's checksum calculator/duplicate finder if you want to remove duplicates (or maybe I'll add an option to only use the first cue name).

As for pokepark, it should work. This tool is supposed to work for all CRI acb/awb packs.
by D1Vader2 at 8:32 PM EDT on August 3, 2015
It says that extraction is complete, but it does that regardless of what files I drop into it. It doesn't actually extract any files. Here is an example awb from pokepark2 if you want to see for yourself. http://www.filedropper.com/spikavoicestreamfiles

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