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Over The Hedge (GC) *.ARC

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Mygoshi, posted Thu Nov 06, 2014 7:10 pm (1562)


Cool, but miss a lot of musics and how do I play these ?
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aluigi, posted Thu Nov 06, 2014 7:22 pm (1567)


I don't know how to play them at the moment, probably it's the Nintendo adpcm if the game is for WII or Gamecube.

Regarding the files, they are all there as you can see from the size of the extracted data which is almost the size of the archive.
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Mygoshi, posted Thu Nov 06, 2014 7:23 pm (1568)


This file is from the Gamecube. Do you want the PS2 version file?
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aluigi, posted Thu Nov 06, 2014 7:29 pm (1570)


Yes, if the script doesn't work with the PS2 version.
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Mygoshi, posted Thu Nov 06, 2014 7:33 pm (1572)


Here's the file (180mb): Uploading on mega
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aluigi, posted Thu Nov 06, 2014 8:45 pm (1576)


You can try that by yourself, open the wav with a hex editor and replace the byte 0x2 (msadpcm) at offset 0x14 with 0x11 (ima).
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Mygoshi, posted Thu Nov 06, 2014 8:53 pm (1577)


This is not a wav. I cant extract the files from the GC and PS2 version.
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aluigi, posted Fri Nov 07, 2014 5:26 pm (1596)


You hear noise, not music.
It's normal to hear the very noisy original audio when you open adpcm data as raw pcm.
I don't know what's the exact codec used.
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aluigi, posted Fri Nov 07, 2014 5:30 pm (1597)


That 180mb file you uploaded is not an archive like the first one.
It seems just raw audio data without headers.
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Miles2345, posted Fri Nov 07, 2014 6:06 pm (1603)


I would suggest trying MFAudio if it's raw audio data
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Mygoshi, posted Fri Nov 07, 2014 9:24 pm (1609)


I bet not! This is an archive ;)
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aluigi, posted Fri Nov 07, 2014 10:37 pm (1613)


There are no information about the contained data.
It's just a sequence of raw audio sounds aligned to 0x800.

Even if it's not the good way, exist a work-around to dump the data in this situations, it's the same work-around I used for some PS games: search the padding bytes (sequences of 0x00).

Code:
math i = 0
get ARC_SIZE asize
for NEXT_OFF = 0 < ARC_SIZE
    padding 0x800
    savepos OFFSET
    for OFFSET = OFFSET < ARC_SIZE
        get DUMMY long
        if DUMMY != 0
            break
        endif
    next OFFSET 4
    if OFFSET & 0x7ff
        xmath OFFSET "OFFSET & (~0x7ff)"
    endif

    findloc NEXT_OFF string "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" 0 ""
    if NEXT_OFF == ""
        math NEXT_OFF = ARC_SIZE
    endif

    xmath SIZE "NEXT_OFF - OFFSET"
    if SIZE > 0
        putarray 0 i OFFSET
        math i = 1
        #log "" OFFSET SIZE
    endif

    goto NEXT_OFF
next

putarray 0 i ARC_SIZE
math FILES = i
    getarray OFFSET 0 0
for i = 1 <= FILES
    getarray NEXT_OFF 0 i
    xmath SIZE "NEXT_OFF - OFFSET"
    log "" OFFSET SIZE
    math OFFSET = NEXT_OFF
next i
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Mygoshi, posted Sat Nov 08, 2014 8:29 am (1622)


I got 67 .dat files (musics extracted from the AUDIOSTR.ARC PS2 VERSION). How to open them correctly xD
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aluigi, posted Sat Nov 08, 2014 8:39 am (1625)


It's raw data and Miles2345 gave you a suggestion. If doesn't work, search for another solution that allows you to read raw data for that specific codec.
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Mygoshi, posted Sat Nov 08, 2014 8:42 am (1626)


Is there a way to convert the .arc archive or raw data into .genh ? If you know HCS64.com, joshw won to extract the musics from the AUDIOSTR.arc from the PS2 version of this game, and there are .genh files.
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Mygoshi, posted Sat Nov 08, 2014 8:44 am (1627)


The file is a type of 4-bit IMA ADPCM.
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Mygoshi, posted Sat Nov 08, 2014 9:50 am (1629)


Wow. Ok. I used VGMToolbox to convert my .arc into .genh. Don't work. I tested to extract the .dat and the .wav you given to me. I tested all of the outputs type (microsoft 4-bit, dvi..) all of these don't work but I can hear the music for the 4-bit IMA ADPCM extraction. I downloaded the .genh from HCS64, I opened them with HexEditor and I saw the GENH header a little bit different than my files. I replaced the header of my files with the others GENH from hcs64 in a hex editor and it works.. but I would like to rip the AUDIOSTR.arc with a software which can extract the files in this archive and give me the original names, for example: "ngladys_111.wav" , I prefer. I will test the AUDIOSTR.arc from the gc version. Sorry I'm french I'm not going to use a translator, sorry ^^
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aluigi, posted Sat Nov 08, 2014 10:12 am (1631)


The GENH header needs at least the following parameters to be created: frequency (default is usually 44100), channels (stereo?) and coefficient data.
I know this information because I implemented it in fsbext, but as far as I can see you don't have all these parameters (moreover the coefficient) because you have only the raw data.
Anyway that's just my knowledge about this format.
I can't help further.
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