You're uploaded the files from the Xbox version BTW,
PS2 version look like this:
And another thing, aluigi's script was a bit incorrect (at least with Xbox files). The problem is the offset being incorrectly calculated, cutting off some file at the beginning. Or the 0-byte files that's not a directory will have it's name appended making a long path names exceeding the Windows limit. I modified his script here:
Code: Select all
# Wallace & Gromit: The Curse of the Were-Rabbit (script 0.1.1)
# maybe other games developed by Frontier Developments
# script for QuickBMS http://quickbms.aluigi.org
# Modified by BloodRaynare
idstring "ZAP\0"
get ALIGN long
get ENTRIES long
get DUMMY long
set PATH string "/"
for i = 0 < ENTRIES
get DUMMY short # 0x0a0d
get SIZE long
get NAMESZ short
getdstring NAME NAMESZ
putarray 0 i SIZE
putarray 1 i NAMESZ
putarray 2 i NAME
next i
savepos OFFSET
math OFFSET x ALIGN
for i = 0 < ENTRIES
getarray SIZE 0 i
getarray NAMESZ 1 i
getarray NAME 2 i
set CHAR_TEST NAME
xmath CHAR_TEST_TRUNCATE_SZ "NAMESZ - 2"
string CHAR_TEST < CHAR_TEST_TRUNCATE_SZ
if SIZE == 0
if NAME == ".."
string PATH - 1
string PATH << /
elif CHAR_TEST == "/"
string PATH + NAME
endif
else
set FNAME string PATH
string FNAME + NAME
log FNAME OFFSET SIZE
math OFFSET + SIZE
math OFFSET x ALIGN # is it for every archive?
endif
next i
Anyway, PS2 version's audio info is in the overlay files just like in "Project Zoo" (and unfortunately, XBOX version too. It lacks the header at the start of the file, unlike the FSB files from Project Zoo).
And here comes another bad news, Wererabbit's OVL files are really a mess (I'd say it even messier than the Project Zoo ones), the distance between the definition of the aud filenames and the audio info are really far, combined with the lack of coherent table of contents (TOC) and random file placements making extractions a complete nuisance. At least you can use the TXTH for the BGMs since this game doesn't use the "dynamic track" shenanigans I think.
TXTH for the Xbox version:
Code: Select all
codec = XBOX
channels = 2
sample_rate = 44100
interleave = 0x24
num_samples = data_size
PS2 version:
Code: Select all
codec = PSX
channels = 2
sample_rate = 44100
interleave = 0x4000
num_samples = data_size
For voices, I recommend you extracting the PS2 version with PSound tool instead. Though, you'll need to figure out the sample rate by yourself (And the tool applies it globally so if the aud files have mutliple sample rate, it's going to be a PITA).