/\ /\
damn kigga now thats some step by step guidence, as soon as i get home i’m there dood and will report my success. i hope to see you at EVO this year bro
will update my progress
thanks G!
Toodles
583
Heh, now its my turn for a question, since I actually haven’t done much music swappage.
Im looking to redo TDC Final with a ton more stuff, and I’d really like to reduce the bitrate on the music so I can cram more onto the disc. The thing is, I want them to still loop properly. I know I can set the looping information with ADXENCD.EXE, but I want to know if there are any programs, preferable command line ones, that will tell me what the looping data is on an existing looped ADX file. If I can find a command line program that will, I can write a quick script that will get the data, convert to wav, crunch the looping number, and re-encode to ADX at the lower bitrate with the same looping.
So, what is the best way to find out exactly when and if an ADX will loop?
Could you use adxencd to just reduce the birate and loop the song?
Toodles
585
Yes, I plan on using adxencd to reduce the bitrate and loop the song. The problem is, many of the ADX’s, especially for 3rd Strike, are not a simple ‘once at the end, loop to the beginning’, they play until the end, and then loop to a spot around the middle. They have a very first opening rift, then the main music, and once at the end, loop to the beginning of the main music, avoiding the opening rift. I would like to find a away to determine exactly where the loop markers are, other than just listening to each damn one in adxplayer or something.
Oh I get what you mean now, well the only thing I can think of is the in_cube.dll plugin for winamp. You can view the file information for each song, it shows the the birate, type of adx file, how many samples, the Loop Start and the Loop End. And when i played some 3S songs with the plugin and viewed the file info for each song some of the songs loop at 1 sec, 4 sec, etc… Maybe that could help you in your goal. I know it aint command line, but its the only thing I can think of.
Here’s the link: http://hcs64.com/files/in_cube023b2.zip
Toodles
587
Sweet, Im on it. Not command line, but whatever.
Know anything about the -lcof and -ldim switches to adxencd? I think they might be what’s needed for the ‘fade out’ at the end of some ADX’s (3rd strike stage files. You can’t hear it if you play in adxplay.exe, but if you convert it to a wav with adx2wav, you hear it, and you can hear it from the adx’s directly with the winamp plugin.) but I have no clue how to use it.
Toodles
588
Woot, that had what I needed alright. I may peek around and see if I can find that data in the ADX file itself, but for now, that gives me the frame information I need. Thanks.
No problem man, you’ve helped out plenty before :). Hope it helps out with your new tdc_final.
Custom MvC2 for PS2 coming soon…
Toodles
591
This isn’t meant to be a ‘which is better’ question, or even to bring in debate about why 3S for DC sucks. I just wanted to see if anyone noticed anything.
See, someone in the tech forum started swearing that the jap version was tons better than the american version of 3S. So I thought I’d include both versions (which will be easy; putting in both versions only adds 10 Megs of of overhead at worst). But I looked at the files that differ:
2696 jap3s/1ST_READ.BIN
3540 jap3s/2_DP.BIN
4 jap3s/COLORS/PL04PL.BIN
1100 jap3s/EFFECT/EF02.BIN
168 jap3s/EFFECT/EF40.BIN
32 jap3s/IP.BIN
16 jap3s/MAIGO.BIN
160 jap3s/OPENING/WARNING.PZZ
1788 jap3s/PLAYER/PL20.BIN
52 jap3s/SCRSCRN/SCRSCRN.PZZ
16 jap3s/SG_DPLDR.BIN
Two effect files? One players file, and one player pallette file???
Out of curiosity, does anyone know of any differences between single char’s Jap version and their US version? Anyone know who got the slightly different color pallette? Or the effect differences?
Next version will have both US and Jap versions for sure, but Im curious about those changes.
And now to see how much overhead including the Jap MvC2 will cost…
Does anyone know how to change the music for ps2 games
Mixah
593
I think it’s the same… but you gotta use a bootdisc or mod chip to play it, unlike the DC version.
Toodles
594
Nah, there’s more to it. Instead of individual ADX files, they are all bunched together in a single AFS file you have to dick with. There’s also a bitrate limitation that the DC versions don’t have. ComboMasher is working on a PS2 tutorial, so sit back and wait and he’ll have it all spelled out. And of course, you need some way of playing burns or ISO’s.
Well, I’ve run into a minor snag on the new tdc final. Both CvS2 and MvC2 take the crunched ADX files just peachy, but Third Strike pukes on anything that isn’t 44100Khz stereo. So…If I crunch the CvS2 and MvC2 tunes to make more room, then 3S can’t use them or any others for a soundtrack option. CvS2 and MvC2 can use the 3S tunes, but not visa versa. 3S would have ‘original soundtrack’ and that’s it. Plus it costs me an additional 60 megs that I really could have put to good use if it just behaved like a well coded program should. Damnit.
Mixah
595
aiiite 
question: how the fuck was that MvC2 / CvS2 / 3S disc made, where you can swap the soundtracks for each?
Toodles
596
There’s a way in linux to have a file show up in different directories and different names but with the same file contents. Its called linking. Since each of those files point to the same chunks of data, they dont take up extra room. So a 1 meg file in 15 places with 15 names, all containing the same music track, would only take up 1 meg on the disk. So I put 3S, MvC2, and CvS2 on the disk, and then made a crap ton of phantom copies like that. What shows up as ADX_MENU.BIN in one of the CvS2 directories, contains all the same data that the main menu for MvC2 is supposed to have. Since all ov CvS2 is elsewhere on the disk, and that main menu track for MvC2 is elsewhere on the disk, those phantom copies dont take up any space, just reuses what was already used.
Im sure its possible to do all that in Windows, but I got no clue how and no ones offered up any ideas.
Toodles
597
Anyone got the Japanese version of MvC2 or Dual Impact? Let me know, I need to compare some filesizes.
Hehe, ST and Puzzle Fighter both work with squished music. Excellent…
Toodles
598
You’ve been quiet this past week. 
does anyone know the name of the bin file of the lifebar and the superbar for mvc2 for dc.I want to remove it and run some matches might be fun.
Is it even possible to alter PS2 games like that? If so, first PS2 game i’d change the music on would be SVC: Chaos.
Rapp music, generic rock, techno, etc, ANYTHING would be BETTER than the default garbage that is there.