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PostPosted: Fri May 18, 2018 11:30 am 
Hi, I was looking into the Destroy All Humans PS2 Audio files when I came across some PKG files that seem to house ambience and music but I think they are encrypted. Can anyone help? Anything to help decrypt them? Much appreciated! Links provided below to look at.

DISCARD.PKG
https://www119.zippyshare.com/v/0GwihnME/file.html
E.DIR
https://www119.zippyshare.com/v/UZGQbWL8/file.html
RESIDENT.PKG
https://www119.zippyshare.com/v/URR55hKX/file.html
SOUNDCCH.PKG
https://www119.zippyshare.com/v/KGBMOxPw/file.html
SOUNDRES.PKG
https://www119.zippyshare.com/v/g3sTdima/file.html
SOUNDSTR.PKG
https://www119.zippyshare.com/v/mLd2vssR/file.html


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PostPosted: Sat May 19, 2018 9:50 pm 
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http://aluigi.org/bms/destroy_humans_ps2.bms


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PostPosted: Sat May 19, 2018 11:01 pm 
How would I go about getting the audio out of the extracted data to see what format it uses?


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PostPosted: Sun May 20, 2018 6:41 am 
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There are no filenames stored in E.DIR but soundstr and soundres contain for sure raw PS adpcm data.
With raw adpcm the only problem is the "interleave" value that controls the stereo files, in fact if you use mfaudio with 000004df.dat the value 8000 in mfaudio is correct but it's different for the others (apparently many files use 8000).


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PostPosted: Sun May 20, 2018 12:06 pm 

Joined: Mon Sep 22, 2014 5:13 pm
Posts: 71
I've always wanted to be able to mod this game. I'll have to see if this works on the other entries.


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PostPosted: Sun May 20, 2018 12:36 pm 
aluigi wrote:
There are no filenames stored in E.DIR but soundstr and soundres contain for sure raw PS adpcm data.
With raw adpcm the only problem is the "interleave" value that controls the stereo files, in fact if you use mfaudio with 000004df.dat the value 8000 in mfaudio is correct but it's different for the others (apparently many files use 8000).


Here's what I got out of your script

0000000000000001.lua
https://www72.zippyshare.com/v/a3UbbdCf/file.html
0000000000000003.lua
https://www72.zippyshare.com/v/3mkh6kv7/file.html
0000000000000000.dat
https://www72.zippyshare.com/v/6Gx4aIiL/file.html
0000000000000002.dat
https://www72.zippyshare.com/v/155Zj9Mm/file.html

MfAudio converts them but when I play the sound, it plays with clicking sounds, errors or no sound at all.


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PostPosted: Sun May 20, 2018 3:58 pm 

Joined: Wed Feb 07, 2018 5:58 am
Posts: 5
Is there a way to fix this or is the script just meant for extracting soundstr,soundres, soundcch files?


Attachments:
destroy all humans quickbms.jpg [90.9 KiB]
Downloaded 1 time
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PostPosted: Sun May 20, 2018 5:03 pm 
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Posts: 8831
It doesn't give me that problem here.


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PostPosted: Sun May 20, 2018 5:13 pm 
aluigi wrote:
There are no filenames stored in E.DIR but soundstr and soundres contain for sure raw PS adpcm data.
With raw adpcm the only problem is the "interleave" value that controls the stereo files, in fact if you use mfaudio with 000004df.dat the value 8000 in mfaudio is correct but it's different for the others (apparently many files use 8000).


What is the "000004df.dat" you speak of? I found no such file in the data results.


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PostPosted: Sun May 20, 2018 5:25 pm 
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In your "soundstr" folder it has a different name because here I had to limit the script only to the pkg I downloaded.
Anyway it's one of the biggest files in soundstr, try with interleave 8000 and most of them should play correctly.


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PostPosted: Mon May 21, 2018 2:50 am 
aluigi wrote:
In your "soundstr" folder it has a different name because here I had to limit the script only to the pkg I downloaded.
Anyway it's one of the biggest files in soundstr, try with interleave 8000 and most of them should play correctly.


I don't know what interleave is as I have no experience with that unfortunately. There isn't a soundstr folder when the data is dumped using your script unless you mean the raw PKG soundstr file. Sorry if I'm being a pain/noob btw. I'm new to all this.

Image

Image

Image


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PostPosted: Mon May 21, 2018 10:50 am 
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Posts: 8831
Script 0.1.2
That's the max I can do because the format has references to unavailable packages.
The script automatically generates ss2 files for soundstr, basically if you are interested in the musics you will get everything you need.
play ss2 files with winamp and the appropriate plugin (vgmstream I guess) and play the files with bigger size (the musics)


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PostPosted: Sat May 26, 2018 1:41 pm 
aluigi wrote:
Script 0.1.2
That's the max I can do because the format has references to unavailable packages.
The script automatically generates ss2 files for soundstr, basically if you are interested in the musics you will get everything you need.
play ss2 files with winamp and the appropriate plugin (vgmstream I guess) and play the files with bigger size (the musics)


Only DAT and LUA files are dumped, not SS2. Discard and Resident files are the only two folders.


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