EDIT: I've figured out how to extract all of these in playable forms, so I'll explain how I did it for other people who are interested! Note that this was all done with the PAL PS4 version of JoJo's Bizarre Adventure: Eyes of Heaven, though this process should work with other versions of the game as well as other CyberConnect2 games that use the same formats.
SOFTWARE USED:
- YACpkTool
- VGMToolbox (for ACB/AWB archives)
- HxD (though any hex editor should work just as well)
- QuickBMS (for XFBIN files, using one script, found below)
- foobar2000 (+ vgmstream component)
PROCESS:
When you start off, you should have a few CPK files from the game. These are CriWare pack files. If you drag and drop a CPK onto the executable for YACpkTool, it will extract them to a new subfolder named after the CPK itself, in the folder where the CPK is.
The CPK files we are interested in for this process are:
- sound0.cpk: contains BGM (in ACB/AWB format) and general battle/common sound effects (in XFBIN format)
- sound1.cpk: contains sound gallery voice clips and all main story mode voice clips (all in ACB/AWB format)
- stream0.cpk: contains character combat voice clips (e.g. attack noises, pain sounds) (in XFBIN format) and in-game character voice clips (in ACB/AWB format)
ACB/AWB Archives
To rip audio from ACB/AWB archives (another CriWare format, seemingly specifically as audio banks):
- Open VGMToolbox.
- In the side panel, under the "VGMToolbox" section, open up "Misc. Tools" -> "Extraction Tools" -> "Common Archives".
- Select the "CRI ACB/AWB Archive Extractor".
- Drag an ACB file (NOT THE AWB! The ACB file has all the file names and whatnot, so it must be used instead) onto the blank space of the window.
- VGMToolbox should extract the files to a subfolder within the folder where the ACB was.
- Inside should be HCA files. You can open these in foobar2000 if you've installed the vgmstream component.
- By right-clicking on a file/files you've selected in foobar's playlist, you can select convert and convert them all to generic WAV files for use/conversion in other programs.
XFBIN Files
This is where the process gets a little tricky. XFBIN files are used all over this game as general containers. Most people seem to believe that it is not possible to rip audio from the audio container variants, as they use NUS3BANK containers, but... honestly, I'm not sure where that information came from. The raw file data for each audio file is just kind of in here, and you can yank it out with certain BMS scripts, for example.
As far as I can tell, audio-XFBIN files in this game contain two filetypes: BNSF (a Bandai Namco sound format) and AT3 RIFF (a compressed Sony audio format).
To check if a particular XFBIN file has either one of these, open it in HxD (or any other hex editor) and Find (Ctrl + F) both "BNSF" and "RIFF". If you find either one, it should be an audio-XFBIN, and should work with the following BMS script.
To export BNSF & AT3 files from XFBIN archives with their original file names, first copy this BMS script (by DKDave, found as an attachment a few posts down) into a TXT or BMS file and save it to your computer.
Code: Select all
# ================================================================================
# JoJo's Bizarre Adventure: Eyes Of Heaven
# XFBIN extract
# QuickBMS script by Dave, 2021
# ================================================================================
IDString "NUCC"
FindLoc OFFSET String "TONE" 0 ""
If OFFSET = ""
Break
Endif
Goto OFFSET
Get JUNK Long
FindLoc TONE_TABLE String "TONE" 0 "" # 2nd occurence is the actual file table
If TONE_TABLE = ""
Print "File table not found"
Break
Endif
Goto TONE_TABLE
Get JUNK Long
FindLoc PACK_DATA String "PACK" 0 "" # audio data
If PACK_DATA = ""
Print "Data block not found"
Break
Endif
Goto TONE_TABLE
Get JUNK Long
Get JUNK Long
Get ENTRIES Long
SavePos TONE_ENTRY
For A = 1 To ENTRIES
Goto TONE_ENTRY
Get INFO_OFFSET Long
Get INFO_SIZE Long
XMath INFO_OFFSET "INFO_OFFSET + TONE_TABLE + 12"
Goto INFO_OFFSET
Get FILE_TYPE Short
Get JUNK Short
Get JUNK Long
Get TEXT_LEN Byte
GetDString FILENAME TEXT_LEN
Padding 4
Get JUNK1 Long
Get JUNK2 Long
If FILE_TYPE = 0xFFFF
Get OFFSET Long
XMath OFFSET "OFFSET + PACK_DATA + 8"
Get SIZE Long
If SIZE > 0
Goto OFFSET
GetDString FILE_ID 4
If FILE_ID = "BNSF"
String FILENAME + ".bnsf"
Elif FILE_ID = "RIFF"
String FILENAME + ".at3"
Endif
Log FILENAME OFFSET SIZE
Endif
Endif
Math TONE_ENTRY + 8
Next A
Once you have the BMS script saved, the extraction process can begin:
- When prompted by QuickBMS, select the TXT or BMS file you saved DKDave's XFBIN script into.
- Select the XFBIN archive that contains BNSF/AT3 files that you want to extract.
- Select the folder you wish to extract the files into.
- Voila! It should dump the BNSF and/or AT3 files with their original names. (If it says 0 files found, confirm that the XFBIN file you are extracting from does in fact have BNSF and/or AT3 files).
- You can open these BNSF/AT3 files in foobar2000 if you've installed the vgmstream component.
- By right-clicking on a file/files you've selected in foobar's playlist, you can select convert and convert them all to generic WAV files for use/conversion in other programs.
That should be all! If I missed anything or if you have any questions, feel free to ask and I'll try my best to help out.
Here are some sample files:
"battle.xfbin", which contains both BNSF files and AT3 files: https://mega.nz/file/mG4VUQgK#q5rAlcbRdiBGfjZkJ4yEKmnAry7fQ0elxwDote33VxA
"gimmick.xfbin", which only contains AT3 files: https://mega.nz/file/KagVTKIR#-BxBhOySCT8Vxwxqbr7ID5cScuHvnW_NEX2AJDODEsk