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by bnnm at 4:52 PM EST on December 10, 2018
The answer it the same. I'm not adding support for Ubisoft games that use SM0+SS0/LS0 (map) format. I don't need samples, games using this format include:
- Beowulf (PSP)
- Disney's Donald Duck - Goin' Quackers (GC)
- Disney's Tarzan - Untamed (GC)
- Batman - Vengeance (GC)
- Batman - Vengeance (PS2)
- Batman - Rise of Sin Tzu (GC)
- Open Season (PS2)
- Open Season (PSP)
- Star Wars Lethal Alliance (PSP)
- Surfs Up (PSP)
- TMNT (PSP)
- Michael Jackson - The Experience (PSP)
- Tom Clancy's Splinter Cell (PS2)
- Tom Clancy's Splinter Cell Chaos Theory (PS2)
- Tom Clancy's Splinter Cell Pandora Tomorrow (PS2)
- Tom Clancy's Splinter Cell HD (PS3)
- Tom Clancy's Splinter Cell Chaos Theory HD (PS3)
- Tom Clancy's Splinter Cell Pandora Tomorrow HD (PS3)
- Tom Clancy's Splinter Cell 3D (3DS)
- Tom Clancy's Splinter Cell Essentials (PSP)

But somebody else could implement it if they want.
by Ultrafighter at 9:04 AM EST on December 11, 2018
OK, that's gonna be the end of SC & Ubi stuff discussion then, thanks for clarifying it all though.

I've got a few samples which might be much easier to add: Tomb raider - Legend (PC) + Tomb raider - Underworld (PS2). I checked out the latter because I was expecting MUL tracks to play when renamed to EMFF (there're rips of Legend for PS2 and GC plus an Underworld Wii set @JoshW, all 3 use this extension and can be played in plugin) but I wasn't that lucky.
BTW AnonRunzes has examples from more platforms here and only half of them play right now.
He seems to mention Gibbed.DeusEx3.Demux.exe but obviously it's a game specific tool, it doesn't work on any samples but at least it appears to get the number of layers / channels right.
You see vgmstream seems to identify some basic specs of those streams and add 'em to list, it's just that they mostly play with static or distortion (even 1 GC samples isn't supported). I guess that general structure of those MULs isn't too different on all those consoles & you should mostly implement various codecs used in numerous ports & possibly add a tweak or two to an already existing format.

Till next time!
by Ultrafighter at 9:53 AM EST on December 15, 2018
Hi, this might be helpful in figuring out specs / codecs for Tomb Raider Legend + Underworld samples. Only half of *.mul files have such companions though.

So long!

PS. About Underworld: l1_get_them_loud, l2_cliffclimb_mus_02, etc. also had their own *.SAM files but they're all identical to l1_get_them.sam.
Regarding Legend: SAMs were just bunches of zeroes there, that's why I didn't include any.
by bnnm at 7:56 PM EST on December 15, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add .sps EAMP3 [Need for Speed (PS4)]
- Add .nus3audio [Super Smash Bros. Ultimate (Switch)]

***

@Ultrafighter - I'll take a look later. Also post links and/or copies of the programs/bms used to extract that, it's easier for me to understand that way.
by Ultrafighter at 3:47 AM EST on December 16, 2018
Gibbed tools for Crystal dynamics engine, Tomb Raider 7 or Tomb Raider 8 (PS2) project name.

>Add .sps EAMP3 [Need for Speed (PS4)]
And I guess it might mean that Need for Speed 2015 rip is coming up? Or did you add support for an assortment of samples someone else provided?

Goodbye!
by shockdude at 4:01 PM EST on December 16, 2018
This might be old news, but I've confirmed that the audio glitches in the SSBU rip are part of the actual game. You can hear the Gourmet Race plock and K.K. Slider's funky voice from the Switch's headphone out.

In other words, vgmstream+libopus is handling SSBU correctly. Nice.
by MoldyPond at 4:57 PM EST on December 16, 2018
Thanks, Sakurai...
by Ultrafighter at 4:14 PM EST on December 20, 2018
Hi Bnnm, mind if I throw a few more samples in the ever-cooking pot? There're not too many of them anyway.

1) Need for speed: The run for X360:
a) some SPS sound weird, could you check if they're indeed supposed to sound like this? Maybe it's a bug & it has something to do with ffmpeg;

b) unfortunately both frostbite.bms by Luigi Auriemma and Python 2 with these scripts don't work too well on a bigfile storing VP6 vids (or could it be that data is indeed stored in such a way?).
Anyway both QuickBMS & Python extract bytewise identical video files and neither ea_schl_movie_demuxer.bms nor VGMToolbox can't process them: the 1st reports incomplete files ("can't read 4 bytes from offset...") while the 2nd one gives me this message - "Error received: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex".
If there's any way to properly unpack / treat those movies then I'd really like to hear about it; possibly we could dump our vids from initial archive with a special BMS or a tool that's able to scan for embedded *.vp6... if such a script can be made or such a program exists.

2) Metal Gear Solid 4 - I stumbled upon a track, a single stream (out of many hundreds!) which keeps crashing my players (it always happens at the same time - 1 or 2 seconds before track's end).
I tried processing this specific track with demux_dat_be.exe & mgs2_stream.bms by AnonBaiter but still I get this trouble. Can it be helped somehow?
I presumed this to be a bigfile-splitting malfunction and requested an update but newer versions of mgs2_dat.bms don't fix this, I keep getting the same faulty (?) stream which causes a crash.

Cheers!
by Knurek at 8:02 PM EST on December 22, 2018
@bnnm: SGD files with PS ADPCM instead of ATRAC3 don't seem to play correctly - I think you assume 44100 Hz sample rate, which isn't necessarily true.
Samples from Patapon.
Let me know if you need more.
by bnnm at 5:05 PM EST on December 23, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix MTA2 with empty frames
- Fix stereo .vs [All Star Pro-Wrestling 2/3 (PS2)]
- Fix some ZSND [Marvel Ultimate Alliance 2 (PS2)]
- Improve HCA key detection for small/silent HCA [Dragalia Lost (iOS)]
- Fix various PS2/GC/Wii/PC/Xbox/PSP .mul/emff [TR Legend, TR Underworld]
- Add iNiS .IMC [Gitaroo Man (PS2)]
- Add Dragalia Lost 1.3.0 subkeys (by slashiee)
- Ubi SB: New games support [Surf's Up (PS3, X360), TMNT (X360, PC)] (by Nicknine)
- Ubi SB: SMx format support [Splinter Cell: Chaos Theory (PC/Xbox), Splinter Cell: Double Agent (PC)] (by Nicknine)

SMx is a single file with every sound in the game, divided into sections (level1, level2, etc). Try Nicknine's splitter to get more usable section maps: https://pastebin.com/vpmmACE1 (must be updated per game though)

***

@Ultrafighter - Nicknine provided NFS2015 samples.
VP6 have extra 4 garbage bytes, remove them manually or edit the .bms, at line 9 put: "math FILE_SIZE -= 4". I think Nicknine posted a better python frostbite extractor?
SPS do sound strange but I can't see anything wrong and decode like that even with the official xma decoder, maybe partial encryption?
Some .mul contain video and could be demuxed (they'll play though), or could sound glitchy but seems normal.

@Knurek - 44100 is correct. Those files are probably played as sound cues (RGND) with pitch applied rather than waves (that do have a header sample rate), I don't think I can fix.


edited 5:26 PM EST December 23, 2018

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