Hello all!
This is my first post and, though I've made some progress, I'm not a skilled hacker or programmer, but I'm hoping someone will appreciate what I'm trying to do and help me. I'm attempting to swap the Japanese music from the (J) Burning Rangers on Saturn (a Sonic Team game! lol) and place it on the english version. It would be silly to do a full undub of the game because the voice navigation system, but I would like to do the music, because I'm used to hearing the JP versions in the BR missions of Phantasy Star Online/Universe. I might also like to subtitle the .cak movies, but that is outside of the scope of this post.
I have done the music swap successfully, as well as playing it on real hardware (you can see my thread with the backstory here: http://www.romhackin...p?topic=16806.0 ) but the conundrum I'm facing is that the BGM.ACX file on the JP version has one less track, so in order for the tracks to line up properly, I must insert an additional track.
I'm able to extract the songs using the tools mentioned in that thread (plus some Shenmue tools I discovered) and have created the extra track (it's just an edit of a prexisting track that they added for the E version, so I edited the Japanese track to match) but I am unable to pack the songs back into a working .ACX file that the hardware (or SSF, which I used to test) will accept. I'm using Puyo Tools, as that's the only ACX creator I am aware of.
The ACX made in Puyo tools WILL play on my various CRI tools and ADX apps, and I can skip from song to song, but the game will not acknowledge it.
I'm no programmer, but I opened the file in a hex editor and (from what I'm told, thanks to kode54 from the romhacking.net IRC channel) there should be 1 Big Endian header in the file with the typical "© CRI" mark in it, that stores the looping and sample rates for each of the tracks. When I look in hex, it appears that the ACX being created by Puyo Tools is giving each .adx track inside its own CRI header, which the hardware surely doesn't like.
I've been researching this for hours and weeks, trying to solve my own problems, but I've reached a dead end and don't want to be forced to give up...but given my (essentially nonexistent) skills, I won't be able to advance without some guidance.
Does anyone have any advice or suggestions? I would be willing to upload both files somewhere (original and modified) if someone was willing to take a look, but each is slightly over 100 megs.
I would greatly appreciate any assistance. Thanks!
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This is my first post and, though I've made some progress, I'm not a skilled hacker or programmer, but I'm hoping someone will appreciate what I'm trying to do and help me. I'm attempting to swap the Japanese music from the (J) Burning Rangers on Saturn (a Sonic Team game! lol) and place it on the english version. It would be silly to do a full undub of the game because the voice navigation system, but I would like to do the music, because I'm used to hearing the JP versions in the BR missions of Phantasy Star Online/Universe. I might also like to subtitle the .cak movies, but that is outside of the scope of this post.
I have done the music swap successfully, as well as playing it on real hardware (you can see my thread with the backstory here: http://www.romhackin...p?topic=16806.0 ) but the conundrum I'm facing is that the BGM.ACX file on the JP version has one less track, so in order for the tracks to line up properly, I must insert an additional track.
I'm able to extract the songs using the tools mentioned in that thread (plus some Shenmue tools I discovered) and have created the extra track (it's just an edit of a prexisting track that they added for the E version, so I edited the Japanese track to match) but I am unable to pack the songs back into a working .ACX file that the hardware (or SSF, which I used to test) will accept. I'm using Puyo Tools, as that's the only ACX creator I am aware of.
The ACX made in Puyo tools WILL play on my various CRI tools and ADX apps, and I can skip from song to song, but the game will not acknowledge it.
I'm no programmer, but I opened the file in a hex editor and (from what I'm told, thanks to kode54 from the romhacking.net IRC channel) there should be 1 Big Endian header in the file with the typical "© CRI" mark in it, that stores the looping and sample rates for each of the tracks. When I look in hex, it appears that the ACX being created by Puyo Tools is giving each .adx track inside its own CRI header, which the hardware surely doesn't like.
I've been researching this for hours and weeks, trying to solve my own problems, but I've reached a dead end and don't want to be forced to give up...but given my (essentially nonexistent) skills, I won't be able to advance without some guidance.
Does anyone have any advice or suggestions? I would be willing to upload both files somewhere (original and modified) if someone was willing to take a look, but each is slightly over 100 megs.
I would greatly appreciate any assistance. Thanks!
This post has been edited by Billkwando: 16 August 2013 - 10:57 AM


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