Sarinan Posted July 29 Share Posted July 29 Beyond Good and Evil audio in game cube version It's Ubisoft Jade engine RIFF with Nintendo DSP 4-bit ADPCM encoding Problem is in zeroes at the end of file. Old file with additional zeroes at end plays normal New generated file without padding at end fails with 'failed opening' error Found some info about it here and here I can't figure out how to calculate padding size. Can somebody explain how to calculate this padding please? audio samples.zip Link to comment Share on other sites More sharing options...
Engineer Rabatini Posted July 29 Engineer Share Posted July 29 Hello. you can do a workaround, delete the 0x00 of the new, letting like the old one. gambiarra.py Link to comment Share on other sites More sharing options...
Sarinan Posted July 29 Author Share Posted July 29 3 hours ago, Rabatini said: Hello. you can do a workaround, delete the 0x00 of the new, letting like the old one. gambiarra.py 2.61 kB · 2 downloads Thanks for reply this workaround doesn't fit my needs New file always smaller then original because has no padding (zeroes at end). I need to make correct new file without knowing original file size. Asking for explanation so i can implement calculation in my tool Link to comment Share on other sites More sharing options...
Engineer Rabatini Posted July 29 Engineer Share Posted July 29 Maybe the problem is not in the VGM but in the .WAD file header. If the offset pointer and size include extra zeros in the unpacking, the VGM tool will never know about it. I assume the audio files were taken from a WAD container, right? It could be that these extra 0x00 bytes are just the size indicated by the unpack header, which is why your tool doesn't convert them with the extra zeros. Link to comment Share on other sites More sharing options...
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