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magnajohn

Joined: 22 Jul 2007 Posts: 43
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Posted: Sat Mar 01, 2008 2:07 am Post subject: |
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| MrGiles wrote: | Well, it's not done yet.
The audio and stuff is still funked out (I think).
For GH3, is there anything like the GH Archive or whatever, since I see NOTHING. |
Doesn't look like it'd be an archive, go check the music and pak folders, they probably have the files you'd need. Do you have a modded wii? try replacing a .qb with a ps2 one to see if it works. Maybe also replace a song with another .wav file. Both of those probably won't work though, the file structures of the .qb are different from the ps2 and the .wav files are different than the ones that you'd normally find. You could also try something thats probably garunteed to work, replace a song with a boss battle song. |
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MrGiles

Joined: 25 Nov 2007 Posts: 49
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Posted: Sat Mar 01, 2008 2:45 am Post subject: |
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All files are a ".ngc", btw.
And, there are no .wav's, just .wad
And there's no .qb, just stuff like qb.pak.ngc, qb_f.pak.ngc, etc. |
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Unsteadycarrot


Joined: 28 Dec 2006 Posts: 642 Location: U.K
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Posted: Sat Mar 01, 2008 3:18 am Post subject: |
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hmm....why would they use a ngc extension? instead of .wii which would make more sence
did they just use gamecube developement tools to create gh3 for wii? in which case, tools to decrypt such files may already be available in the gamecube scene. _________________
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MrGiles

Joined: 25 Nov 2007 Posts: 49
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Posted: Sat Mar 01, 2008 3:42 am Post subject: |
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Your guess is as good as mine....
I'm really clueless with this kind of stuff. Does nobody else have all the tools needed to edit this thing? |
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Unsteadycarrot


Joined: 28 Dec 2006 Posts: 642 Location: U.K
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Posted: Sat Mar 01, 2008 4:12 am Post subject: |
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theres been lots of progress with wii iso hacking lately over at gbatemp etc, swithcing character moves in SSBB, uncensoring manhunt 2, getting rid of disc checks from SMG.
theres a few people over there looking at the GH3 file structure, so hopefully it wil just happen in time.
i got a bit confused with then ngc file type, i was thinking about the gcn extension that was used for the early gamecube rips.
stil i doubt its much different than the paks on the ps2 and 360
only difference being the name itself eg:
qb.pak.ngc = wii
qb.pak.ps2 = ps2
qb.pak.xen = pc
surely there has to be something incommon with them all. _________________
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MaXKilleR


Joined: 07 Jul 2007 Posts: 771
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Posted: Sat Mar 01, 2008 5:03 am Post subject: |
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The last extension is meaningless, they just represent the system not file format. I'll take a look at the files, but I'm pretty sure it's the same as the PC and not the PS2 (ps2 uses a different byte order).
In regards to the audio files, .wad is commonly used as a compressed archive of textures in pc games. It's probably encrypted, but they didn't change encryption algorithm between the PC and xbox (or ps2 I think) so I'll be able to find what audio format they used.
Edit: I forgot that .wad is the compression they chose for the ps2. The unwad would probably work... |
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Unsteadycarrot


Joined: 28 Dec 2006 Posts: 642 Location: U.K
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Posted: Sat Mar 01, 2008 5:10 am Post subject: |
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ah right, thanks for clearing that up
i look forward to your findings!! i personally think wii customs would be the best for the majority of people mainly cause of the online play available.
edit* im going to dump my wii gh3 tomorow so i have the files at hand and i can try a few things _________________
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MaXKilleR


Joined: 07 Jul 2007 Posts: 771
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Posted: Sat Mar 01, 2008 5:45 am Post subject: |
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Well it looks like they went with a different file structure than the PC version (probably the ps2), but it's still straight forward.
The wad file is just a container of a few FSB files and each FSB file contains 1 .wav file. They didn't even bother to encrypt the wad or the fsb files. Judging by the size of the wad file (~40mb each) it's safe to assume that the audio files are uncompressed (big waste of memory) but I couldn't get the .wav file to play so it might be encrypted or maybe it's some different uncompressed format. |
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GameZelda

Joined: 30 Mar 2007 Posts: 1705
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Posted: Sat Mar 01, 2008 6:02 am Post subject: |
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| MaXKilleR wrote: | Well it looks like they went with a different file structure than the PC version (probably the ps2), but it's still straight forward.
The wad file is just a container of a few FSB files and each FSB file contains 1 .wav file. They didn't even bother to encrypt the wad or the fsb files. Judging by the size of the wad file (~40mb each) it's safe to assume that the audio files are uncompressed (big waste of memory) but I couldn't get the .wav file to play so it might be encrypted or maybe it's some different uncompressed format. |
That's the same problem that I had. I have tried to play them as uncompressed or some Gamecube ADPCM and I haven't found anything.
Also I made some time ago a pretty simple too to divide the WAD files to multiple FSB files based on the info in the DAT... if anyone wants it:
http://www.savefile.com/files/1332125
The QB stuff shouldn't be hard since it's just to write some endian swap things to existing things.
PD: I will reply your PM now
PD2: Damnit, just found that in the FSB files, fsbext reports "ima_adpcm". I will find it >_>
PD3: I can't find any decoder... for now the only thing that I've found is this, that can play those FSB files... _________________
(Ok, I failed to do it in 24 hours...  ).
GH:WT-PS2 Customization Progress
[ 100%] Make it work (w/songs loading) in a DVD5 (thanks psychospacefish!)
[ 100%] Modify audio (Finally done 25/11/2008)
[ 100%] Modify charts (Done 26/11/2008! Customs finally  ) |
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Unsteadycarrot


Joined: 28 Dec 2006 Posts: 642 Location: U.K
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Posted: Sat Mar 01, 2008 6:30 am Post subject: |
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most of that sloppyness is probably due to the fact that activision accidently did the whole game in mono sound (the releases most of us will have) ..havent got ahold of the new stereo version yet.
so im guessing customs are highly possible?
i know we probably have a big wait though, you guys are busy enough with your pc/ps2 tools as it is without bringing wii into the equasion, although it would be great to be able to implement all three into one simple gui.*leaves dreamland* _________________
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MaXKilleR


Joined: 07 Jul 2007 Posts: 771
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Posted: Sat Mar 01, 2008 7:44 am Post subject: |
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| GameZelda wrote: | | MaXKilleR wrote: | Well it looks like they went with a different file structure than the PC version (probably the ps2), but it's still straight forward.
The wad file is just a container of a few FSB files and each FSB file contains 1 .wav file. They didn't even bother to encrypt the wad or the fsb files. Judging by the size of the wad file (~40mb each) it's safe to assume that the audio files are uncompressed (big waste of memory) but I couldn't get the .wav file to play so it might be encrypted or maybe it's some different uncompressed format. |
That's the same problem that I had. I have tried to play them as uncompressed or some Gamecube ADPCM and I haven't found anything.
Also I made some time ago a pretty simple too to divide the WAD files to multiple FSB files based on the info in the DAT... if anyone wants it:
http://www.savefile.com/files/1332125
The QB stuff shouldn't be hard since it's just to write some endian swap things to existing things.
PD: I will reply your PM now
PD2: Damnit, just found that in the FSB files, fsbext reports "ima_adpcm". I will find it >_>
PD3: I can't find any decoder... for now the only thing that I've found is this, that can play those FSB files... |
Since when did WMP stopped playing ima adpcm wavs :P. The wav file is missing its RIFF header, so no converter or player can work with it.
I think the FSB container is meant to replace it. All that needs to be done is to figure out how to create the riff header from the fsb info. |
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Unsteadycarrot


Joined: 28 Dec 2006 Posts: 642 Location: U.K
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Posted: Sat Mar 01, 2008 7:56 am Post subject: |
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is that the main thing? just the audio?
i just managed to do the manhunt 2 hack to make it completely uncencored and i also did the hack to get infinate health and it worked like a charm.
so if I can do that then atleast its not at all difficult to extract and replace files..the only downside is they either need to be the same size, or smaller!
maybe either of you two should make a little something to change a notechart and see if that definately works...then it would make more sence to go straight to the audio....call it proof of concept or whatever
the other thing i thought about too was, the wii is getting DLC for GH3 soon, wouldnt it be awesome if the files within the game gave some clues as to where on the SD card it searches for DLC ..then there would be endless possibilities. _________________
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GameZelda

Joined: 30 Mar 2007 Posts: 1705
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Posted: Sat Mar 01, 2008 7:59 am Post subject: |
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| MaXKilleR wrote: | | GameZelda wrote: | | MaXKilleR wrote: | Well it looks like they went with a different file structure than the PC version (probably the ps2), but it's still straight forward.
The wad file is just a container of a few FSB files and each FSB file contains 1 .wav file. They didn't even bother to encrypt the wad or the fsb files. Judging by the size of the wad file (~40mb each) it's safe to assume that the audio files are uncompressed (big waste of memory) but I couldn't get the .wav file to play so it might be encrypted or maybe it's some different uncompressed format. |
That's the same problem that I had. I have tried to play them as uncompressed or some Gamecube ADPCM and I haven't found anything.
Also I made some time ago a pretty simple too to divide the WAD files to multiple FSB files based on the info in the DAT... if anyone wants it:
http://www.savefile.com/files/1332125
The QB stuff shouldn't be hard since it's just to write some endian swap things to existing things.
PD: I will reply your PM now
PD2: Damnit, just found that in the FSB files, fsbext reports "ima_adpcm". I will find it >_>
PD3: I can't find any decoder... for now the only thing that I've found is this, that can play those FSB files... |
Since when did WMP stopped playing ima adpcm wavs :P. The wav file is missing its RIFF header, so no converter or player can work with it.
I think the FSB container is meant to replace it. All that needs to be done is to figure out how to create the riff header from the fsb info. |
Yes, I noticed before that it hadn't the WAV header, but I can't generate it I have generated WAV headers for PCM before but this just doesn't work
I have this for the "fmt " chunk in Welcome to the Jungle
| Code: | wavFmt.wFormatTag = 0x0011;
wavFmt.nChannels = 2;
wavFmt.nSamplesPerSec = 33075;
wavFmt.wBitsPerSample = 16;
wavFmt.nBlockAlign = wavFmt.wBitsPerSample / 8 * wavFmt.nChannels;
wavFmt.nAvgBytesPerSec = wavFmt.nBlockAlign * wavFmt.nSamplesPerSec; |
_________________
(Ok, I failed to do it in 24 hours...  ).
GH:WT-PS2 Customization Progress
[ 100%] Make it work (w/songs loading) in a DVD5 (thanks psychospacefish!)
[ 100%] Modify audio (Finally done 25/11/2008)
[ 100%] Modify charts (Done 26/11/2008! Customs finally  ) |
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MaXKilleR


Joined: 07 Jul 2007 Posts: 771
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Posted: Sat Mar 01, 2008 8:14 am Post subject: |
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I'm not sure what's up with these wav files but something is weird about them. I tried the wavpack tools to regenerate the riff header, they keep saying it's not supported.
If you say that that player can play the fsb files then there must be a way to convert the fsb info to the riff header.
btw GZ, did you get my pm? |
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Unsteadycarrot


Joined: 28 Dec 2006 Posts: 642 Location: U.K
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Posted: Sat Mar 01, 2008 8:22 am Post subject: |
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how about this GZ?
FMOD Introduces a new format called .FSB, or the FMOD Sample Bank format.
This format is generated by the supplied tool. FSBank (fsbank.exe). It is mainly recommended for console formats, but can be used on any platform.
It is especially recommended for PlayStation 2, XBox and GameCube as it is a more optimal method of loading sound data into sound ram rather than using individual sound files which is slow and inefficient when coming off CD.
-..goes on about how to create FSB audio files.
http://www.fmod.org/docs/tutorials/fsb.htm
edit:...just loaded up the program and it has audio info for xbox360 xen files and playstation 3 audio info aswell.
is this old news that i just never knew of? or is this totally new _________________
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