12-15-2014, 05:57 PM
So I now know how to unpack it properly. I made this:
Things is, the extracted files just look like raw/compressed data. Someone over on ZenHAX (I've been asking about it there) said that they used the script on the PS2 version, and that those files are headerless VAG files. After fiddling with the sample rate they got this. Sounds pretty spot-on to me but I'd like you to confirm that it's correct. If so it's likely that the rest of the files have the same sample rate.
Even if it is, I'm still not sure if it's the same format for the Gamecube/Xbox version. At least we can be fairly sure now that it's headerless files, not compressed WAVs or something.
Code:
# Cel Damage talkToMe.dat format
#
# Written by puggsoy
# script for QuickBMS http://quickbms.aluigi.org
savepos CURRPOS
for CURRPOS = CURRPOS < 0x2030
savepos CURRPOS
get OFFSET long
get SIZE long
set NAME OFFSET
if OFFSET != 0
log NAME OFFSET SIZE
else
print "null offset at %CURRPOS|hex%"
endif
next
Things is, the extracted files just look like raw/compressed data. Someone over on ZenHAX (I've been asking about it there) said that they used the script on the PS2 version, and that those files are headerless VAG files. After fiddling with the sample rate they got this. Sounds pretty spot-on to me but I'd like you to confirm that it's correct. If so it's likely that the rest of the files have the same sample rate.
Even if it is, I'm still not sure if it's the same format for the Gamecube/Xbox version. At least we can be fairly sure now that it's headerless files, not compressed WAVs or something.