(04-11-2011, 10:31 PM)Szarikow Wrote: I'm surprised SEGA still uses same file formats on PSP as they did on Dreamcast. So I extracted the files but I am not exactly sure how to put the wav files back into an ASF file.
Edit: I got critical exception from adx2wav, but I converted those using adxutil (those tracks sure are the BGMs). There is a Winamp plugin (written in c or c++ with source avilable) which plays ADX files just fine, though I have no idea if it supports looping. The plugin is called "Rob's ADX Plugin", but "IN_ADX" is probably easier to find
Edit: All the ADX files in OD_Voice.ASF are tiny (and yes they contain the voices).
At least we learned something. We know jpcsp can't handle ADX files above certain size (somewhere around 1MB).
I wonder ADX playback in general is causing the leaks or only those "big" files.
Interesting, I was fooling around with another game that uses AFS files (Hexyz force) , and found out all the battle voice files can also be converted to wav (these don't decode with jpcsp either), oddly enough only the adxutil or the winamp plugin can convert them to wav (adx2wav doesn't do anything) and they are small files.
Im going to look into ffmpeg and see if there is a better decoder for the format, I looks like the adx support in ffmpeg is based off the adx2wav source
Edit:::
I found a new adx2wav (DC/SS adx to wav converter by bero)(44kb filesize and command line - but its oblivious modified from beros adx2wav(11kb))
anyhow this one can convert to wav the problem files from before it can also do the hexyz force afs files too, maybe it could work as another external decoder like himd
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