04-12-2016, 11:00 AM
(This post was last modified: 04-12-2016, 11:00 AM by Empty.
Edit Reason: So so so.
)
I've been trying to rip the sounds from Xenoblade Chronicles, and the way it stores the sounds for enemies and NPCs is... unique, to say the least.
All enemies in the game are stored as .kyp files, which stores model data, animation data, effect data, Wolverine claws, and a brsar archive containing all the respective enemies sounds. NPCs are the same but they don't have effect data because they never attack. I've tried extracting the sounds contained in the ripped brsar in BrawlBox to no avail (it comes up with an error and then extracts a 0 byte file), and I can't seem to get VGMtoolbox to extract them either.
The sounds inside the .brsars are .rwavs. Does anyone know a more effective way of extracting these?
Sample file (contains an assembled .kyp and the same one post-extraction):
U
All enemies in the game are stored as .kyp files, which stores model data, animation data, effect data, Wolverine claws, and a brsar archive containing all the respective enemies sounds. NPCs are the same but they don't have effect data because they never attack. I've tried extracting the sounds contained in the ripped brsar in BrawlBox to no avail (it comes up with an error and then extracts a 0 byte file), and I can't seem to get VGMtoolbox to extract them either.
The sounds inside the .brsars are .rwavs. Does anyone know a more effective way of extracting these?
Sample file (contains an assembled .kyp and the same one post-extraction):
U