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Author Topic: EkszBox-ABX v1.6  (Read 397 times)

Xbox-Scene

  • Guest
EkszBox-ABX v1.6
« on: May 03, 2007, 08:34:16 PM »



 
   
 
 
   
 
 
   
 

EkszBox-ABX v1.6

Posted by XanTium | May 3 23:34 EST | News Category: Xbox

 



           
           
           

Kernel Master informed us he released a new version of EkszBox-ABX(info) - an audio extraction/injection tool which supports multiple xbox audio/container formats.
What's new/fixed:
* 35 formats supported.
* Exclusive Hot support (Voodoo Vince).
* Exclusive Pak support (Goblin Commander).
* Exclusive Wmapack support (Forza Motorsport).
* Bif support (Star Wars: KOTOR).
* Dat support (RollerCoaster Tycoon).
* Zsm/Zss supprt (X-Men Legends II: Rise of Apocalypse) (Xbox only).
* Wav support (Hybrid mode).
* Wma support (Hybrid mode).
* Xbp's containing Wma's are supported (Hybrid mode).
* Exclusive Stx FileSwap support (Kakuto Chojin).
* Stx loop point clicks have finally been taken care of.
* Stx's which have 4 channels are now extracted as 2 seperate stereo files.
* Optimized Stx To XbAdpcm conversion code (Up to 100% faster with SpeedHack on).
* Much improved Xwb FileSwap compatibility.
* GTA: San Andreas files are now processed via Hybrid mode.
* SCX now reads/calculates filesizes based on header info from wav/wma/xwb formats.
* SCX format recognition is more robust.
* Various other SCX fixes/tweaks.
* Specs are now read from Wma's.
* Fixed extension remover code error.
* Fixed Xwb code error which may have influenced compatibility.
* Xwb Hack mode- allows certain non standard xwb's to work.
* SpeedHack option- speeds up file extraction > 100% in some cases
- (Biggest difference when using batch mode file extraction).
* Only non standard Xwb's are now scanned for xwb headers (Faster).
* Drag & Drop support.
* Check All audio option in list menu.
* Fast scroll checkbox settings were not saved- fixed.
* All code totally re-organised & restructured.
* Added more details to the Kakuto Chojin Xct entries.
* Changed San Andreas Xct entries (due to hybrid mode support).
* Added Goblin Commander, RollerCoaster Tycoon & Splashdown to the Xct database.

Official Site: n/a (by Kernel Master)
Download: here


   







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eatshitanddie

  • Guest
EkszBox-ABX v1.6
« Reply #1 on: May 03, 2007, 08:02:53 PM »


Nice!!




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Sun_Lizard

  • Guest
EkszBox-ABX v1.6
« Reply #2 on: May 03, 2007, 10:12:09 PM »


Fantastik!  Excellent work!

Any prospect of getting those elusive EA file formats (SSX/BurnOut/Sports) games rolled into EkszBox?




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c-2

  • Guest
EkszBox-ABX v1.6
« Reply #3 on: May 04, 2007, 07:26:47 AM »


nice! gonna try this out on a few games :]




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troyBORG

  • Guest
EkszBox-ABX v1.6
« Reply #4 on: May 04, 2007, 07:51:52 AM »


Do this only work with original xbox games?  Or with 360 also?

If so does it work with Crackdown?




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ekszbox

  • Guest
EkszBox-ABX v1.6
« Reply #5 on: May 04, 2007, 01:11:57 PM »


Thanks everyone for the nice feedback.

Any prospect of getting those elusive EA file formats (SSX/BurnOut/Sports) games rolled into EkszBox?


I have been putting off adding support for those as it won't be really easy & also cos i'm not a fan of the music in most EA games.
It will be something I'll look at when i'm putting the finishing touches to the program (might be soon, not totally sure yet though).

Do this only work with original xbox games?  Or with 360 also?

If so does it work with Crackdown?


The only Xbox 360 container formats which are supported are Xwb's
(Don't expect to be able to play/convert the extracted xma's just yet).
If I get an X360 at some stage I may start cracking more of those containers & adding support for them.

As far as I know no one has reverse engineered the Xma audio format which many X360 games are likely to be using.
This is a problem, as even if the container formats are cracked it's not much use to us if the games are using the aforementioned format.

KM





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Sun_Lizard

  • Guest
EkszBox-ABX v1.6
« Reply #6 on: May 04, 2007, 01:38:05 PM »


QUOTE

I have been putting off adding support for those as it won't be really easy & also cos i'm not a fan of the music in most EA games.
It will be something I'll look at when i'm putting the finishing touches to the program (might be soon, not totally sure yet though).


Great work on what you've already accomplished.  As for the EA Games, you'd really be the pimp-shnizzle if you get (even a few) those titles working.  EA can't stick with one bloody format for their music files.  I'm not a fan of 90% of their game music either, but I do hold a love for thier SSX series game music...

Peace and Good Luck, hope we revel in the fruits of your labor soon.

S_L




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ekszbox

  • Guest
EkszBox-ABX v1.6
« Reply #7 on: May 05, 2007, 01:35:14 PM »


Great work on what you've already accomplished.  As for the EA Games, you'd really be the pimp-shnizzle if you get (even a few) those titles working.  EA can't stick with one bloody format for their music files.  I'm not a fan of 90% of their game music either, but I do hold a love for thier SSX series game music...

Peace and Good Luck, hope we revel in the fruits of your labor soon.

S_L


Thanks,

You'll be glad to hear i've just added support for big ea container formats from Fight Night Round 2, SSX Tricky & SSX 3.
Now I have to get some open source pc version decompression code working so we can convert the audio files into pcm.

Also, it looks like the audio formats are modified on nearly every game as well as the containers, which makes it interesting.


KM




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GTTeancum

  • Guest
EkszBox-ABX v1.6
« Reply #8 on: May 18, 2007, 03:39:11 AM »


Thanks so much for X-Men Legends support, man.  Just thought I'd let you know it works for Marvel: Ultimate Alliance and *some* X-Men Legends II: Rise Of Apocalypse files.  X_voice.zss doesn't load.  Would you like me to send it to you?




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ekszbox

  • Guest
EkszBox-ABX v1.6
« Reply #9 on: May 20, 2007, 12:11:59 PM »


Thanks so much for X-Men Legends support, man.  Just thought I'd let you know it works for Marvel: Ultimate Alliance and *some* X-Men Legends II: Rise Of Apocalypse files.  X_voice.zss doesn't load.  Would you like me to send it to you?


Thanks, I've added the Marvel game to the compatible list inc. your name.

I never came across any zss's with voice in their name, are you sure you are talking about the xbox version of the game?


KM




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GTTeancum

  • Guest
EkszBox-ABX v1.6
« Reply #10 on: May 20, 2007, 06:26:18 PM »


Thanks, I've added the Marvel game to the compatible list inc. your name.

I never came across any zss's with voice in their name, are you sure you are talking about the xbox version of the game?
KM



Yeah, they're found in sounds/eng/x/_/.  They house general voiceovers.





Edited by GTTeancum, 21 May 2007 - 02:28 AM.


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ekszbox

  • Guest
EkszBox-ABX v1.6
« Reply #11 on: May 21, 2007, 08:23:45 AM »


Thanks for the info, i'll look into it when I get a chance.




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Jeff Trust

  • Guest
EkszBox-ABX v1.6
« Reply #12 on: May 24, 2007, 11:54:30 AM »


Thanks for the program, but it doesn't work correctly with X-360 xwb files. My friend told me the problems.
I tested program on Fear X360 archive.

1) Program read quantity files only in last byte that is using. For example write 0D08 ( 3336 files ) but program read only 08 and write 8 files.
2) Wrong read size of the head of archive and part of the head drops in the contents of the files.
3) Don't give adresses of the files.

If you can please fix this and update program to work on X-360.




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ekszbox

  • Guest
EkszBox-ABX v1.6
« Reply #13 on: May 26, 2007, 03:16:19 PM »


I have fixed the first issue thanks to your info, as well as a few others I found while I was at it.

Don't know what you mean here:
"Wrong read size of the head of archive and part of the head drops in the contents of the files."

Head drops in the contents of the files?

On the 2 x360 xwb's I have tested the xwb header size is read correctly (at least on my files), if thats what you were talking about.

The first file offset is correct, I'm not convinced about the ones after that, as there are no file headers/padding.
Also maybe the specs on your xwb's are different.

-(3)
Only the debug version shows the addresses/offsets, if I get a chance i'll add an option to enable the feature on the release ver.

Don't know what you want to do with these files as without an xma codec/converter they are useless.

KM





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Jeff Trust

  • Guest
EkszBox-ABX v1.6
« Reply #14 on: May 27, 2007, 04:39:53 AM »


Sorry for my English, I'm from Ukraine so it doesn't perfect.
This is in Russian
2)Не правильно считывает размер головы архива и часть головы кидает в содержимое файлов
This is my translation to English
Wrong read size of the head archive data and part of the head data drops in the files.

If you can please release the version with bugs that you already fixed.
It can be without GUI interface, this is not important.




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