Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
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Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
Hi! I'm looking for a script to extract the packfile.dat archive for Scooby-Doo! And The Spooky Swamp [Wii]. The script written in the other thread for PS2 doesn't work.
Thanks!
Thanks!
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Re: Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
Script 0.1.1 supporting the different endianess:
http://aluigi.org/bms/scooby_doo_swamp.bms
http://aluigi.org/bms/scooby_doo_swamp.bms
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Re: Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
I get an error (see attached screenshot).
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Re: Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
I forgot an instruction Script 0.1.2
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Re: Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
By the way, the game uses Nintendo Gamecube DSP 4-bit ADPCM as audio codec for music.
Here is one file: https://mega.nz/#!j4EWGS7Y!QzQAXypr1Yth ... 7_FSfzsfsw
Could you help me finding the coefficient offsets please ? For right and left channel ? So I can make a working GENH header and convert them with vgmstream ?
Here is one file: https://mega.nz/#!j4EWGS7Y!QzQAXypr1Yth ... 7_FSfzsfsw
Could you help me finding the coefficient offsets please ? For right and left channel ? So I can make a working GENH header and convert them with vgmstream ?
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Re: Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
I don't think there is any coeff in that file you provided.
Not my field but I remember that it should be 46 bytes for each channel, the data at the beginning is probably the adpcm data and at the end there are only zeroes.
Not my field but I remember that it should be 46 bytes for each channel, the data at the beginning is probably the adpcm data and at the end there are only zeroes.
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Re: Scooby-Doo! And The Spooky Swamp [Wii] packfile.dat extractor?
Ah. I tried to investigate though, so here are all the infos I have about the given file (in order to create GENH header)
Codec: Nintendo GameCube 4-bit ADPCM
Header skip: 0x0 (it's indeed headerless Nintendo DSP ADPCM)
Frequency: 16000 Hz
Channels: 2
Interleave: 0x9000
Coef Offset: Right Channel: 0x93C790
Coef Offset: Left Channel: 0x93C790
Coef Type: Normal (Big Endian)
I know the coefficients AREN'T these (they also have to be different), but I can hear the music very well! Just too much noises, but it's close... So the problem is the coefficients. I looked at all the files in the game, and I can't find the coefficients...
What I see is that everytime I put the filename in coeff offsets, it almost work! I don't know why since they are not the right coeffs. It's weird.
Codec: Nintendo GameCube 4-bit ADPCM
Header skip: 0x0 (it's indeed headerless Nintendo DSP ADPCM)
Frequency: 16000 Hz
Channels: 2
Interleave: 0x9000
Coef Offset: Right Channel: 0x93C790
Coef Offset: Left Channel: 0x93C790
Coef Type: Normal (Big Endian)
I know the coefficients AREN'T these (they also have to be different), but I can hear the music very well! Just too much noises, but it's close... So the problem is the coefficients. I looked at all the files in the game, and I can't find the coefficients...
What I see is that everytime I put the filename in coeff offsets, it almost work! I don't know why since they are not the right coeffs. It's weird.
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