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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Fri Jul 06, 2018 4:25 pm 

Joined: Fri Jun 29, 2018 11:28 am
Posts: 5
Where do I download the new script? I tried the same link above but it seems to be the same. The same file isn't extracting on my end (sorry for a late response)


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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Fri Jul 06, 2018 5:28 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8789
I just noticed that there are 2 scripts.
The one I updated is:
http://aluigi.org/bms/asobo_ratatouille.bms


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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Fri Jul 06, 2018 10:59 pm 

Joined: Fri Jun 29, 2018 11:28 am
Posts: 5
So there is the .dat files. Trying to play them through MFAudio, is there any indication of any parameters that I should use? Or if its better to use audacity I will


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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Sun Jul 08, 2018 2:58 pm 

Joined: Fri Jun 29, 2018 11:28 am
Posts: 5
Is it possible that the export of the audio could be corrupted? As in the decoding didn't completely do it right?


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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Mon Jul 09, 2018 5:43 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8789
The script doesn't make any difference between audio and other data.
The files seem correctly extracted and the coverage is perfect (99%).


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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Mon Jul 09, 2018 11:27 am 

Joined: Fri Jun 29, 2018 11:28 am
Posts: 5
Is there a possibility the audio is using its own decoding method, or a pre-existing one like .aac or .aif?


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 Post subject: Re: WALL-E (PS2) *.DPS
PostPosted: Mon Jul 09, 2018 11:26 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8789
I work only on files extraction.
If you are 99% sure to have located audio data and have no clue about how to read/decode it, I suggest you to post in the Audio section and provide that extracted file sample.


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