BlueFalcon7
October 15th, 2005, 04:39
i have been trying to play audio files from different games, so far i have been successful with F-zero GX and sonic adventure 2 with the .adx (i found a song from dance dance revolution on F-Zero GX) but does anyone know how to play the .ast in mario kart double dash, the .aw in super mario sunshine the .stm in paper mario thousand year door, or the .dsp in Metroid prime?
R-II
October 16th, 2005, 00:53
well as someone else discovered a while ago, when playing the .STM in raw mode with the right bit setting and sample rate, you can hear the faint melody among really loud static. If I knew more about audio I would investigate it more.
So far as I know there's no way to play (at least .STM) flawlessy now, but if I'm wrong, I'd love to see the tool to do it as well.
BlueFalcon7
October 18th, 2005, 01:43
i tried putting the IN_DSP.dll into the plugin folder to winamp, i tried playing the file and it said "thats a big DSP" and doesnt play, it might be because of my bad sound card (im getting a new computer)
Elpenguino
October 18th, 2005, 02:49
you've got the wrong version.
there are three different versions of the same plugin.
the final version, which is the one that was linked to, does not work with metroid prime. it does work with metroid prime 2, however.
the first version of the plugin will work. you're on your own with that one though...
slightly off topic, I remember seeing something about MP3 audio in sonic adventure 2's credits.
maickel
October 18th, 2005, 03:49
i dont know if it helps anything..
but for the most idiot plugins for (mostly) all players try to find on the net for nimo codec pack and ACE megacodec pack..
DONT INTSTALL THEM BOTH !!
as i said..its just some help i realy dont know if it works..
gspot is a plugin in the acecodecpack..that looks what file it is and what codec youll need for that..
greetz
Elpenguino
October 18th, 2005, 20:56
did you even read this topic?
BlueFalcon7
October 19th, 2005, 02:23
i got the DSP files to work on a better computer with a better sound card thx
BlueFalcon7
October 24th, 2005, 04:49
i got the DSP files to work on my bad computer thx. but anthing on the .aw the .ast the .stm or the types in super smash bros melee?
themind
December 10th, 2005, 05:19
in_cube (http://www.halleyscometsoftware.com/in_cube.html), for anyone still ignorant.
BlueFalcon7
December 13th, 2005, 03:58
if someone finds a player for .aw, or .ast which i read somewhere that it was made for sound effects, please post
BazzatManBowlin
December 18th, 2005, 22:27
This is very convenient... heh heh.
While we're on the subject of audio formats... does anyone know of the YMF (Yukes Media Format?) files? After looking through the WWE Wrestlemania X8 ISO, there were filenames insinuating that the YMF is video and audio - 025_bg.ymf (BG music), and 025_ti.ymf (TItantron/video) for example. That, or Yukes renamed their audio and video files to *.YMF for some reason.
I've tried everything to get some kind of audio outta these files. PSound (v1.33), MFAudio, Cube Media Player, CinePak, the Cube Winamp plugin, GoldWave... you name it! I got nothin'. I will include an attachment... of what I believe to be the THQ logo video/sound.
If anybody out there can figure out the YMF format, I would greatly appreciate it.
BlueFalcon7
December 22nd, 2005, 19:21
one thing you could try is using a program like goldwave or cool edit pro and changing the file extension and experimenting
BazzatManBowlin
December 23rd, 2005, 22:49
I've already tried Goldwave. Haven't tried Cool Edit Pro. I could try renaming the files to audio/video formats that THQ used before/around the time of WMX8 (GameCube). *.ADS (SmackDown! 3) was no go, so scratch that.
Then again, the YMF format seems like something that would need it's own audio player (ADX for example). If I knew even a grain of programming, I could learn and write some sort of player/decoder for the file. I can't stand the trial/error method of renaming, using a different player, et cetra.
I wasted so much time trying to get the AIX files in Sega GT 2002 (X-BOX) to play. From a documentary (in Japanese) I read, AIX files are multiple ADX/audio files streamed together. Nothin' can play 'em. I had even worse luck with an audio file (ESPN International Winter Sports 2002) that had a common format with players out for it. Didn't work. Maybe it's just me?
Getting back on topic... I'll keep at it, and aim for results.
BazzatManBowlin
January 7th, 2006, 14:03
Scratch my YMF woes - HCS was able to help me out with them.
BazzatManBowlin
January 8th, 2006, 16:12
Whoa, thanks. That actually worked. Good find! Though, when I convert them to WAVs, some of the files are cut short. Any idea why?
themind
January 9th, 2006, 16:01
I'll see if I can figure out the workings of aix2wav and use that to export ADXs from AIXs, with the looping data intact.
BazzatManBowlin
January 10th, 2006, 11:12
You're my new god, hcs. :D
Heh. Took the words right outta my mouth.
BlueFalcon7
January 11th, 2006, 01:13
one question about ADX files, when i play the file on winamp and try to record it with a program like goldwave or cool edit pro, i play it back and it is slowed down, i know its not my plugins because it happens with HPS, i know its not my plugins because i have 2 different ADX plugins, one which i found on some weird dreamcast hacking site, this is also not winamp because that does not happen with MP3s. i can post the files, but im not sure i can post files form an iso
themind
January 23rd, 2006, 18:07
aix2adx 0.0 is now up (on the in_cube (http://www.halleyscometsoftware.com/in_cube.html) page). I've only been able to test it on one file, so please let me know how it works on anything else you can get your hands on.
Specifically I'd like to know how it works on looped files, and files with more or less than 3 streams. Also if the extracted ADXs seem to be of a dramatically different size than the AIX that'd be something for me to look at.
Lightningxce
January 23rd, 2006, 23:48
Messing around with Goldwave and MKDD today, some extremely interesting results.
I tested this on "COURSE_CASTLE_0.x.32.c4", which is Bowsers castle.
I opened the sound in Goldwave and set the properties to;
http://img206.imageshack.us/img206/3610/format9pi.jpg
Now after you do that, rightclick in the bottom lert corner where it says "Stereo", and change it to "Right". Now press the Delete key to completely erase the right channel, and press play.
It seems top be offset somehow, I'm going to keep working on this and see if I can find some settings that will work. I'm posting a link here to a WMA (Too lazy to install an mp3 encoder :P ) of "COURSE_RAINBOW_0.x.32.c4" (Rainbow Road) playing in Goldwave, notice a few things about it.
http://xce.et-mod.com/COURSE_RAINBOW_0.x.32.c4.wma
The pitch/tone is exact as it should be. However, the offset seems to be constant throughout the entire song, causing it to be played in "pieces", making it play the main tune slower. I think there should be an automation function to correct the offset....somewhere
themind
January 24th, 2006, 00:28
That's *very* interesting... I'd never thought that those files might simply be PCM, could it be that simple? I'll take a look when I get a chance.
What seems most likely is that it's 16-bit big endian PCM, and you're able to play the 8 most significant bits. The weird repeating effect that you hear is the actual stereo interleave. This is based on what I hear in this file.
BazzatManBowlin
January 24th, 2006, 00:35
I posted this reply at the HCS forum, but I figured that I should post it here as well.
AIX2ADX works fine for the most part - it extracts three ADX streams from all the SEGA GT 2002 AIX files. To my knowledge, it's always one stream that sounds sort of like a combination of the two other streams, and the two split streams.
The only problem is that it never extracts the whole song. For instance, the menu theme (a 9.65MB AIX) extracts the three ADX files - all 545KB.
Here's a download link (http://rapidshare.de/files/11687608/BGM01.aix.html) to a larger AIX that should loop (it does in the game).
Lightningxce
January 24th, 2006, 00:49
That's *very* interesting... I'd never thought that those files might simply be PCM, could it be that simple? I'll take a look when I get a chance.
What seems most likely is that it's 16-bit big endian PCM, and you're able to play the 8 most significant bits. The weird repeating effect that you hear is the actual stereo interleave. This is based on what I hear in this file.
Majorly helpful, The pitch is off and a little speed issue(probably due to an incorrect sample rate, working on that now), but it's there, full stereo as well.
'Nother WMA;
http://xce.et-mod.com/rroadalmost.wma
themind
January 24th, 2006, 02:02
Still, there's an interleave issue, and the file should have in its header the sample rate specified. When I get home, where I have some AST files to test, I'll add this in to in_cube.
I looked at BGM01.aix, it seems that it starts up the three streams again after the AIXE header, which I thought indicated the end of file (it did with the other AIX I had). I'll see what I can do to get this one working properly.
themind
January 24th, 2006, 23:06
in_cube (http://www.halleyscometsoftware.com/in_cube.html) 0.18 beta 1 supports two ASTs I have from Double Dash, with looping. It turned out to be a headered block format like HPS (though with 16-bit PCM, and it doesn't loop itself like HPS so I had to do some inefficient reading for an accurate loop). Let me know how it works on other ASTs.
On the AIX front, I updated aix2adx to work on additional sections past an AIXE marker. Unfortunately there still wasn't any looping information, but since I promised looping I wrote another utility to do it.
The way the BGM01.AIX is structured is three streams, each in two sections (or "goround"s, as aix2adx calls them). The first section is what is played before the loop, the second section should be looped over its entire length. I wrote a program called adxloop which will rewrite the header for a nonlooping ADX to make it loop. It can also take another input ADX, which is the part that plays before the loop begins, which works well for these AIXs.
Here's how to use these tools (from the command line):
aix2adx BGM01.aix
adxloop BGM0100000.adx BGM0101000.adx BGM0100loop.adx
adxloop BGM0100001.adx BGM0101001.adx BGM0101loop.adx
adxloop BGM0100002.adx BGM0101002.adx BGM0102loop.adx
BGM01.aix is the original AIX. From it aix2adx will extract:
BGM0100000.adx, BGM0100001.adx, and BGM0100002.adx
which are the first sections of the three channels, and:
BGM0101000.adx, BGM0101001.adx, and BGM0101002.adx
which are the second sections of the three channels. adxloop takes the two sections of each channel, concatenates them, and loops for the length of the second section, creating a new file called BGM0100loop.adx (et al).
Let me know how this works (and sorry about the hard to read file names). I tested the generated files in in_cube, kode's foobar ADPCM player, and CinePak and it seems to work properly. aix2adx 0.1 and adxloop are both on the in_cube page.
Lightningxce
January 24th, 2006, 23:11
Yet again, you amaze me.
Works absolutely flawless with all the MKDD AST's I have!
Cheers man ^_^
themind
January 24th, 2006, 23:14
whoa, that was a quick response...
Lightningxce
January 24th, 2006, 23:15
Yeah, I was viewing the thread just as you posted :P
Edit: Nevermind about loops not working, I had some of the settings messeg up, my bad on that one ^_^;
BazzatManBowlin
January 25th, 2006, 02:32
I posted this reply at the HCS forum, but for the sake of continuity, I'll post it here. As always, great work HCS. The ADXLoop utility works very well, from what I can tell.
Though, after some songs (it doesn't happen with all of them) go into their first loop, a large static blares. From there, it never stops.
However, this problem only seems to occur with in_cube (I used the latest beta - 0.18 b1). Playing the looped ADXs in the CinePak ADX player doesn't result in the static blaring loops.
I've got a DL link (http://rapidshare.de/files/11768449/BGM08.aix.html) to one of the SEGA GT 2002 AIX files that produces the weird static loops (after using the tools) when listening to it with in_cube.
themind
January 25th, 2006, 23:08
updated adxloop (v0.1), should work reliably with in_cube.
themind
January 26th, 2006, 01:32
in_cube 0.18 beta 3 (http://www.halleyscometsoftware.com/files/in_cube018b3.zip)
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 (for some)
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.
BazzatManBowlin
January 26th, 2006, 16:51
Thanks for the updates, HCS. The looped ADXs are working perfectly in in_cube, now.
thakis
January 26th, 2006, 18:09
Good work :-)
themind
January 26th, 2006, 18:44
hey, thakis, want to take a crack at aw?
thakis
January 27th, 2006, 09:56
Sorry, no time atm. Perhaps later this year ;-)
themind
January 27th, 2006, 18:06
Yo.
I did some work with AFC last night. It seems to be a 4-bit ADPCM with 9 byte frames (highest byte is scale, I think), 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 (http://www.halleyscometsoftware.com/files/in_cube018b4.zip), 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 (http://www.halleyscometsoftware.com/files/in_cube018b4source.zip), 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 (http://rapidshare.de/files/11953598/43sono2.zip.html).
(once again crossposted from my forums, I hope no one minds?)
Low Lines
January 27th, 2006, 20:13
Yo sorry if I'm asking sometihng already said, but I'm too lazy to go through the entire thread, what format are the Super Smash Bros Melee voices in and how can I extract them into normal windows audio formats?? I've noticed there are a lot of programs here in this thread, but again I'm just too lazy to check.
If there isn't a possible solution for this, then I shall keep an eye out until there is...
thakis
January 27th, 2006, 20:51
If you're really interested, you will read this thread one day :-) (come on, up until now it's only 5 pages).
themind puts a lot of effort in doing all this, so you could _at least_ take the time to check this for yourself instead of trolling aroung :angry:
themind
January 27th, 2006, 21:31
http://halleyscometsoftware.com/files/ssmex01.zip
The voices in Super Smash Bros Melee are in SSM files that SSMEx will extract into DSP files which can be played in Winamp with in_cube (which this thread is in a large part about). You can then use the Disk Writer plugin to write to a WAV or whatever.
SSMEx isn't perfect, so there might be junk at the beginning or end of some tracks.
Low Lines
January 27th, 2006, 22:10
Thanks a lot for the help:bouncy:
Yes I'm sorry again for not doing this myself, and I would just say that I did read about the first two pages and there seems to be a hell of a lot of different formats to choose from, (probably just another annoying attempt to make games hack-proof) but keep at it anyway...
BlueFalcon7
January 27th, 2006, 23:21
nice job on the AST, and the AFC it sounds like old record player music, it sounds kinda cool
GCFreak
February 5th, 2006, 00:58
Is there any way to play SSBMs songs? The format is HPS.
GCFreak
February 5th, 2006, 03:58
Thanks! It works now.
Aisukazemizu
February 10th, 2006, 01:04
Hi. I'm completely new to this. I downloaded in_cube but I can't get it to work. How do I use winamp with this? Yes, I know I'm stupid...
BlueFalcon7
February 10th, 2006, 01:23
it should go in the plugin folder the directory should look something like this:
C:\program files\winamp\plugins
Aisukazemizu
February 10th, 2006, 03:44
Hmm...I tried that before and it didn't work. I retried it and it worked this time. :plain:? Thanks.
erix920
May 8th, 2006, 02:53
Can someone upload in_cube.dll somewhere, halleycomit's domain expired :(
Mouser X
May 8th, 2006, 03:46
Try here:
http://c9.servage.net/~sc19031-ZCPG/in_cube.html
Or, for a web address that will *always* be correct, try http://here.is/halleyscomet
Actually, HCS got a new server, but hasn't been able to transfer the domain name over yetm which is why it's not leading to the proper address. The site is still up, and running wonderfully. Unless, of course, your looking for the HCS tracker, then that's still down, and will be until the domain name is moved over properly. I know that HCS will be hosting some DSP/ADX sets, but I'm not sure which ones, or where they're located on the server. Hopefully that info will be coming around soon enough. Mouser X over and out.
Mouser X
December 12th, 2006, 05:09
Heh... This is a bump of a few months, but I thought it was worth it. HCS has updated in_cube to 0.22. You can find here: in_cube: Gamecube stream player (http://www.hcs64.com/in_cube.html)
This version has proper and fully working support for AFC files, which many sequenced games (Super Mario Sunshine, Luigi's Mansion, Windwaker, Twilight Princess) happen to use. Do note that AFC is a streamed format, and that the sequenced files are not playable with in_cube. So, while the games I listed may have an AFC file or 2, the AFC files are only part of the overall music in the game, much of which isn't playable due to being sequenced.
Anyway, I hope you enjoy the update! Mouser X over and out.
mdtauk
December 12th, 2006, 14:27
Thanks for the mention of in_cube, i'm renaming the Twilight Princess AST files to AFC and they are working mighty fine. Anyone know of a BMS format player for the actual sequenced files.
Also, who says all of Twilight Princess is MIDI should be shot, there are some lovely choral pieces here...
Mouser X
December 13th, 2006, 03:24
There's no BMS player available yet, that I've heard of. However, I do know that the format is being looked into. Currently, the AW files (which are sound banks) are being worked on. Once the format for those is figured out, I think the BMS files will be next.
One thing I think I should mention is that HCS has been busy lately, so he's not the one looking into the AW or BMS files. When he gets more time, he may do so, but not right now. In other words, the person who's looking into AW and BMS files isn't as experienced as HCS. As such, don't hold your breath for that at this time. If you're really interested though, feel free to join us at #usf on irc.freenode.net (I'm using mIRC), or the HCS forums here (http://www.hcs64.com/mboard/forum.php5). And yes, the ability to play back the sequenced GC music would be far beyond awesome... Mouser X over and out.
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