Splitting off from the ‘custom music in MvC2’ thread.
Not to hijack the thread completely, but I figured out what the hell everything in MB is compressed under.
They’re using CRI’s ROFS as a virtual file system, and I’m nearly certain the actual music tracks are in ADX format.
Found the file format (in Japanese). Apparently this mounts straight as an ISO out of Daemon tools? I tried it with Alcohol 120% (because Daemon Tools never works right on this machine), and it didn’t work. :\
However, the tool on the format page was able to spit out the address locations and files of everything.
No = 1, file size = 0x0000f800, file name = A
No = 2, file size = 0x001ca000, file name = BGMME00.ADX
No = 3, file size = 0x00396000, file name = BGMME01.ADX
No = 4, file size = 0x00372000, file name = BGMME02.ADX
No = 5, file size = 0x00345800, file name = BGMME03.ADX
No = 6, file size = 0x002dd000, file name = BGMME05.ADX
No = 7, file size = 0x00279800, file name = BGMME06.ADX
No = 8, file size = 0x00393800, file name = BGMME07.ADX
No = 9, file size = 0x00393800, file name = BGMME08.ADX
No = 10, file size = 0x00347000, file name = BGMME09.ADX
No = 11, file size = 0x002ad800, file name = BGMME10.ADX
No = 12, file size = 0x00392800, file name = BGMME13.ADX
No = 13, file size = 0x002c6000, file name = BGMME16.ADX
No = 14, file size = 0x00296000, file name = BGMME17.ADX
No = 15, file size = 0x00444000, file name = BGMME18.ADX
No = 16, file size = 0x0038c000, file name = BGMME19.ADX
No = 17, file size = 0x0042a000, file name = BGMME20.ADX
No = 18, file size = 0x00348000, file name = BGMME21.ADX
No = 19, file size = 0x002d2000, file name = BGMME22.ADX
No = 20, file size = 0x0030c000, file name = BGMME23.ADX
No = 21, file size = 0x002ed800, file name = BGMME24.ADX
No = 22, file size = 0x002f0000, file name = BGMME25.ADX
No = 23, file size = 0x0033c800, file name = BGMME26.ADX
No = 24, file size = 0x002fd800, file name = BGMME27.ADX
No = 25, file size = 0x00072800, file name = BGMME71.ADX
No = 26, file size = 0x000c4800, file name = BGMME72.ADX
No = 27, file size = 0x000b4000, file name = BGMME73.ADX
No = 28, file size = 0x000c9000, file name = BGMME74.ADX
No = 29, file size = 0x000d3000, file name = BGMME80.ADX
No = 30, file size = 0x00048c2e, file name = BGMME81.ADX
No = 31, file size = 0x00096800, file name = BGMME82.ADX
No = 32, file size = 0x00064de6, file name = BGMME83.ADX
No = 33, file size = 0x00049606, file name = BGMME84.ADX
No = 34, file size = 0x0007e000, file name = BGMME85.ADX
No = 35, file size = 0x005e5d12, file name = BGMME90.ADX
No = 36, file size = 0x0062c116, file name = BGMME91.ADX
No = 37, file size = 0x0007e000, file name = BGMME98.ADX
No = 38, file size = 0x000c5000, file name = BGMME99.ADX
No = 39, file size = 0x00007000, file name = D
No = 40, file size = 0x00009000, file name = D
No = 41, file size = 0x00001800, file name = H
No = 42, file size = 0x019d1000, file name = P00OPE00.SFD
No = 43, file size = 0x00186000, file name = P00RAN00.SFD
No = 44, file size = 0x001e0000, file name = SE.AFS
No = 45, file size = 0x00001000, file name = S
No = 46, file size = 0x0000e000, file name = S
No = 47, file size = 0x00000800, file name = S
Now what file is actually what (actually I’m nearly certain I have some of these BGM and stage associations wrong, but 1-27 are the stage BGMs):
file_name=BGMME00.ADX, start_addr=0x2204a800, file_size=1875968, desc=intro
file_name=BGMME01.ADX, start_addr=0x22214800, file_size=3760128, desc=sion stage bgm
file_name=BGMME02.ADX, start_addr=0x225aa800, file_size=3612672, desc=akiha stage bgm
file_name=BGMME03.ADX, start_addr=0x2291c800, file_size=3430400, desc=v.akiha stage bgm
file_name=BGMME05.ADX, start_addr=0x22c62000, file_size=3002368, desc=arc stage bgm
file_name=BGMME06.ADX, start_addr=0x22f3f000, file_size=2594816, desc=v.sion stage bgm
file_name=BGMME07.ADX, start_addr=0x231b8800, file_size=3749888, desc=wakaira stage bgm
file_name=BGMME08.ADX, start_addr=0x2354c000, file_size=3749888
file_name=BGMME09.ADX, start_addr=0x238df800, file_size=3436544, desc=kohaku stage bgm
file_name=BGMME10.ADX, start_addr=0x23c26800, file_size=2807808,
file_name=BGMME13.ADX, start_addr=0x23ed4000, file_size=3745792,
file_name=BGMME16.ADX, start_addr=0x24266800, file_size=2908160, desc=len stage bgm
file_name=BGMME17.ADX, start_addr=0x2452c800, file_size=2711552, desc=nanaya stage bgm
file_name=BGMME18.ADX, start_addr=0x247c2800, file_size=4472832, desc=shiki stage bgm
file_name=BGMME19.ADX, start_addr=0x24c06800, file_size=3719168, desc=white len stage bgm
file_name=BGMME20.ADX, start_addr=0x24f92800, file_size=4366336, desc=aoko stage bgm
file_name=BGMME21.ADX, start_addr=0x253bc800, file_size=3440640, desc=ciel stage bgm
file_name=BGMME22.ADX, start_addr=0x25704800, file_size=2957312, desc=mecha-hisui stage bgm
file_name=BGMME23.ADX, start_addr=0x259d6800, file_size=3194880, desc=neco-arc stage bgm
file_name=BGMME24.ADX, start_addr=0x25ce2800, file_size=3069952, desc=miyako stage bgm
file_name=BGMME25.ADX, start_addr=0x25fd0000, file_size=3080192, desc=hisui stage bgm
file_name=BGMME26.ADX, start_addr=0x262c0000, file_size=3393536, desc=kouma stage bgm
file_name=BGMME27.ADX, start_addr=0x265fc800, file_size=3135488, desc=satsuki stage bgm
file_name=BGMME71.ADX, start_addr=0x268fa000, file_size=468992, desc=story dialog loop 1
file_name=BGMME72.ADX, start_addr=0x2696c800, file_size=804864, desc=story dialog loop 2
file_name=BGMME73.ADX, start_addr=0x26a31000, file_size=737280, desc=story dialog loop 3
file_name=BGMME74.ADX, start_addr=0x26ae5000, file_size=823296, desc=story dialog loop 4
file_name=BGMME80.ADX, start_addr=0x26bae000, file_size=864256, desc=special menu idle
file_name=BGMME81.ADX, start_addr=0x26c81000, file_size=298030, desc=new challenger
file_name=BGMME82.ADX, start_addr=0x26cca000, file_size=616448, desc=sp continue
file_name=BGMME83.ADX, start_addr=0x26d60800, file_size=413158, desc=sp game over
file_name=BGMME84.ADX, start_addr=0x26dc5800, file_size=300550, desc=pre-fight intro
file_name=BGMME85.ADX, start_addr=0x26e0f000, file_size=516096, desc=sp between stage tween
file_name=BGMME90.ADX, start_addr=0x26e8d000, file_size=6184210, desc=ending
file_name=BGMME91.ADX, start_addr=0x27473000, file_size=6471958, desc=?
file_name=BGMME98.ADX, start_addr=0x27a9f800, file_size=516096, desc=post-fight outro
file_name=BGMME99.ADX, start_addr=0x27b1d800, file_size=806912, desc=character select
I can compress these to WAVs and even reconvert WAVs to back to ADX (even with correct looping points), but I need to somehow get these files back into in the VFS.