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I managed to unpack the .awb file within the 3ds game of DBZ Extreme Butoden, and noticed that it uses HCA in the header, but HCA2WAV doesn't work. I can supply a file or 2 if needed.
[Image: WkR5NWr.png]


Music files: https://www.dropbox.com/s/7yi2x7yv5y4tgk...s.rar?dl=0
Sounds and voices: https://www.dropbox.com/s/9vgfnate46sysb...s.rar?dl=0
Yes, please provide a file or two.
Hm... these are BGMs. Is HCA2WAV supposed to be able to read a file header that also includes a loop command?
that im not sure of... there is sfx and voices, but they're stored in .pac files
Upload a couple of .pacs, maybe we can unpack them.
i have the music, and the sound and voices on the first post.
It looks like those pac files just contain .wav files. I used Hipster to decompress them, and it worked just fine.

EDIT: Erm, well; they're not playing, so I guess it's not decompressing properly. EITHER WAY, I'm sure there's a BMS script that could descompress them properly.
ah really? awesome!
(11-10-2015, 10:12 PM)Skyla Doragono Wrote: [ -> ]It looks like those pac files just contain .wav files. I used Hipster to decompress them, and it worked just fine.

EDIT: Erm, well; they're not playing, so I guess it's not decompressing properly. EITHER WAY, I'm sure there's a BMS script that could descompress them properly.

In reality those 'WAV' files, they're HCA files in disguise Tongue
EDIT: After a bit of searching I found this: https://www.dropbox.com/s/nrbqg2awe9m1bf...r.exe?dl=0
just drag your HCA file on it and it'll decompress it to .WAV
BAH; should have checked the header instead of assuming. They did seem pretty small for .wavs.
whoa... awesome o:

it even works on the BGM too!