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Full Auto 2 (PS3) *.bt3 archive

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Game Ripper, posted Sat Apr 28, 2018 4:01 pm (34464)


Good day guys, may I ask you for help with unpacking an audio bank with file paths stored in another file?
Here's entire index BT3 file & 2 cuts of bigger *.bt3 archive, the former has to store track titles & the latter should contain actual (headerless ATRAC3?) streams.

Thanks in advance! All the best!

PS. I'm wondering if the ending part of big bank was even needed... Might beginning section of an archive be just enough for figuring out its structure? And should both start & end have the same sizes? I am just curious to know that.
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Game Ripper, posted Mon Apr 30, 2018 9:48 am (34521)


Thanks a ton, all seems to be fine although I actually got an "incomplete file error: can't read 4 Bytes from offset 12838" in the end. Apparently QuickBMS still unpacked every single file mentioned in ampstreamindex.bt3 and even if that last track is incomplete I didn't really need it (it's voiceover, not BGM after all).

BTW there're also 2 BT3 bigfiles which are structured differently, it'd be nice to check out their contents too even if there shouldn't be any additional music or stingers there (I'm almost sure of that since both utilize internal folder structure as well). I upped them here, not cuts of any sort this time because they are quite small.

Best wishes!
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aluigi, posted Mon Apr 30, 2018 3:02 pm (34529)


Ok script 0.2
Do you have any idea about the content of these files?
They all start with the byte 0xa2 but it doesn't seem an obfuscation or a compression.
Just curiosity :)
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AnonBaiter, posted Mon Apr 30, 2018 3:06 pm (34530)


it's raw ATRAC3 data
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aluigi, posted Mon Apr 30, 2018 3:33 pm (34532)


Thanks
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Game Ripper, posted Tue May 01, 2018 9:44 am (34556)


Thanks again Luigi, I've just finished going through sounds from the last 2 BT3 archives and I'm sure that everything was unpacked fine!
And yes, anything found in *.bt3 bigfiles is headerless AT3 (not AT3 ) and I listened to such data using a respective TXTH file. I was happy to find out that this game didn't give me much trouble: all the streams used the same bitrate (music, VO, SFX, etc.) and I only had to decrease frequency a bit to make most effects (impacts, shots, explosions and so on) sound right.

TXTH stands for evolution of old GENH format but it'd be more precise to say that .ext.txth is a virtual header for all headerless tracks with extension "ext" & located in the same folder as TXTH. I hope it clears up any confusion!

Bye!
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