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by louis at 7:01 AM EDT on June 13, 2018
Regarding the issue of sound files from CRI acb archives being extracted with the wrong filenames that some people here and on 2ch have been having:

I did some digging a couple of months ago (I intended on writing up a proper patch, but never got around to it) and found out that the ACB file I was using (from the Symphogear X-Drive Unlimited mobage, available here) had a special feature to where multiple waveforms would be mapped to a single cue entry, seemingly so that the game can request a single cue but receive a random variant.

Due to the way vgmtoolbox currently matches cue entries with waveforms, it was simply allocating one waveform per cue entry until it ran out of cues, at which point any remaining waveforms would be given generic names (such as described in thecarrot's post back in September).
The solution to this is to reference the SequenceTable in the ACB header in order to determine which cue entries map to multiple waveforms.
Here's a diff of the changes I made for a section of vgmtoolbox I hacked off so that I could compile/run it under mono and use it in a bash script (I have no C# experience). It won't apply to the normal vgmtoolbox source code, but the changes should be applicable for a very barebones tool to get the right filenames.
It simply maps one waveform to each cue entry (a "correct" one) and extracts the extra waveforms with a generic name by adding 4*NumTracks to referenceCorrection instead of just 4.
by jeangene91 at 10:49 PM EDT on July 6, 2018
I have been trying to extract the audio files from this XBLA archive and VGMToolBox doesn't seem to like it. My hex editor gives the first four letters as "LIVE", and I wanted clarity as to whether or not it was supported.

Looking elsewhere, I have tried using GOD2ISO, but the archive in the link did not have any .data files or a 44kb index file that would be necessary for the process.
by Ultrafighter at 1:32 PM EDT on July 7, 2018
I doubt VGMT has ever had support for XBLA archives, I'd advise you to use either wxPirs or ArchiveExplorer, at least one of them should let you view package contents (and extract them).

edited 1:33 PM EDT July 7, 2018
PSF duration by testie1 at 9:33 PM EDT on July 7, 2018
Every time I try using the "Make PSF" tool to convert SEQ/VH/VB to PSF, the resulting file is exactly 3 minutes long. The problem is some music tracks are longer than 3 minutes and they get cut off... Is there any way I can make PSFs longer?

Edit: I got to do it with PSF Timer, only it didn't work with PSF files.
1. Create a PSF file normally using Make PSF.
2. Open the PSF Timer page in VGMToolbox and check the "Multiply calculated time by 2" checkbox.
3. Drag the SEQ file into the window.
4. This will produce a file named !timing_batch.bat, open it with notepad and change the SEQ file name inside it to the file name of your PSF.
5. Copy psfpoint.exe from \vgmtoolbox_bin_r1040\external to the folder you're in and run the .bat file from step 3.

edited 4:25 PM EDT July 8, 2018
Space Channel 5 by Steve_Doido at 11:38 PM EDT on July 25, 2018
There is this game called "Space Channel 5", which I can't for the love of me find the "Up, Down, Left, Right, Chu" sounds. They are the only thing stopping us from fully dubbing it to Brazilian Portuguese.

edited 1:29 AM EDT July 26, 2018
Python Error by XaikuTheMaverickHunter at 7:39 PM EST on December 18, 2018
I'm not sure how many times you've been asked this question already, but every time I try to load an SSF (Sega Saturn) file into the " Front End" tool, I get this message:

"ERROR: a directory containing the Python Interpreter (python.exe) cannot be found in your PATH environment variable."

What is the default for the "PATH environment variable" that it's referring to (I already have the Python Interpreter)?
PSF extracting .SEQ file by Wakutan at 3:46 PM EST on March 1, 2021
Hi all,

Been seraching up how to extract .SEQ files to use and convert to .mid

Most games with PSF can extract the VAB files (VH and VB) and the .SEQ file.

But there is one game called Gear Fighter Dendoh which also has a PSF format storing Sequenced data.

The Problem is i cannot manage to extract this .SEQ using VGMtrans. I also checked using VGMtoolbox using PSF finder tools to see if I can find this .SEQ file. But no results. I managed to extract the VH and VB files but no SEQ to be seen. Any help would be appreciated.

by almendaz at 12:53 AM EST on March 4, 2021

PSF is NOT a native vgm format.
You only find .SEQ *if* game uses "standard" sound driver. VGmt & co. uses this driver to create "homemade format" PSFs. Well, at the very least, a .SEQs that are usable by the driver.

IF .SEQs are not found, then high possibility of game using *custom* sound driver, in which case VGMt & co. won't help you & has to resort to rev-eng.
by Squaresoft74 at 1:36 PM EST on March 4, 2021
The game uses Natsume's custom/compressed sequence format, not something VGMtrans/VGMtoolbox currently handle.
by Wakutan at 6:06 PM EST on March 10, 2021
Thanks for the responses.
I was suspecting something like a custom driver.

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