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The Banjo Kazooie Series General Discussion about the Banjo Kazooie series from the N64 classics to the handheld sequels & new Xbox games.

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  #346  
Old 1st December 2008, 08:30 PM
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Upload please, but make Kameo a higher priority!


The songs end like that so that they loop. If you chop off like half a second of the end and loop it, it sounds like a perfect loop, because it is much harder to loop a mp3 then it is to loop a synthsized music tcak
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  #347  
Old 1st December 2008, 08:38 PM
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Quote:
Originally Posted by Whyme123 View Post
Upload please, but make Kameo a higher priority!
Well, I can't rip Kameo, actually, unless Kameo doesn't use XMA, but I doubt that. I don't have any XMA knowledge. Ice Mario would certainly be able to do that though.


  #348  
Old 1st December 2008, 09:52 PM
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Quote:
Originally Posted by Byvar View Post
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WOAH! Sweet, dude! Thanks! Upload it!

Quote:
Originally Posted by Whyme123 View Post
Upload please, but make Grabbed by the Ghoulies the highest priority!
Fixed
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  #349  
Old 1st December 2008, 11:43 PM
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Yea, sure GBTG would be good...

Byvar, ask ice about kameo pleeeeeease :'(
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  #350  
Old 2nd December 2008, 03:31 PM
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I'm uploading the Conker soundtrack, look at the Conker forum.

And... well, maybe I'll take a look at Kameo and GBTG. ^^


  #351  
Old 2nd December 2008, 07:02 PM
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Put BK:NaB soundtrack into one .zip?
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  #352  
Old 3rd December 2008, 09:19 AM
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Quote:
Originally Posted by littlesmegger View Post
just so people know, I'm currently uploading a 50 track soundtrack I've compiled from Nuts & Bolts... doesn't include the little 3 second jingles, but it's still 2 hours long.

tagged, labelled and artwork all sorted aswell. so i'll upload it asap
Any idea where we can find this, easiest would be if you could share it here...thanks!

Since people are asking for the Grabbed by the Ghoulies score.....I've made a topic over here:
http://www.rarewitchproject.com/foru...272#post472272

where you can get all the Ghoulies music!


  #353  
Old 10th December 2008, 11:56 AM
bcass bcass is offline
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Is there any chance these new rips could be uploaded somewhere in FLAC format (using the original PCM/WAV files)? I haven't read the whole thread, but presumably, these tracks are multi-channel (like the Conker XBox rip that appeared a while ago) for surround setups?


  #354  
Old 10th December 2008, 08:46 PM
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Ask Ice Mario. I assume he got most of these.


  #355  
Old 24th January 2016, 01:09 AM
weighta weighta is offline
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Quote:
Originally Posted by Ice Mario View Post
Here is some of my preliminary investigative notes on the CAFF. I cannot guarantee that the information here is exactly right, but for extracting data, it serves it's purpose. Hopefully I've not made any typos, but if I have then with a little investigation, it should be apparent what it is supposed to be.

CAFF (most likely stands for Common Asset File Format) and has been used by Rare since it's days on the original Xbox.

Code:
Header (size 0x78)
offset	size	desc
0x00	0x04	FourCC (CAFF)
0x04	0x10	Version (char) 07.08.06.0036
0x14	0x04	Size of header (0x78)
0x18	0x04	Header Checksum
0x1c	0x04	Number of Symbols
0x20	0x04	Number of File Parts
0x48	0x01	Type
0x49	0x01	Number of Sections
0x50	0x04	DataBase (offset from the end of the caff header (0x78) )
0x60	0x04	DataBase
0x64	0x04	DataOffs (add to DataBase to get start of section data)
0x74	0x04	DataOffs
Then follows a SectionInfo structure for each Section

Code:
Section Info	(size 0x21)
offset	size	desc
0x09	0x04	Data Length
0x1d	0x04	Data Length
Next follows the null terminated section names

0x00 0x04 Length of Symbols Buffer

Then follows an offset value for each Symbol. This is an offset into the Symbol Buffer

Then the null-terminated Symbols

Then follows a entry for each file part. So, if a file has data in more than one section, it would have multiple entries here, tied together by the FileID member.

Code:
FileInfo	(size 0x14)
offset	size	desc
0x01	0x02	FileID
0x03	0x04	Data Offset
0x07	0x04	Data Len
0x0B	0x01	Section
Then the data sections

It is fairly easy to extract section data by iterating through the sectionInfo structures, adding the lengths to make data offsets

Extracting actual files can be achieved by iterating through the symbols list, and then getting it's data from each section by using the FileInfo table.


TYPES

.data
Generic data. For example: information describing the texture, such as type, width, height

.texturegpu
The data that will be loaded into the gpu. i.e raw texture data that has been converted to the correct format for the target platform.

.stream
data that will be streamed. Information about this layout is likely to be described in the .data section

The are more types, but I've not had to look at any more yet, but obviously when extracting models the .gpu section will come into play

It must be noted that some sections can be compressed. This was the case on Perfect Dark Zero, but I've not come across any that are compressed in Nuts & Bolts.

HTH
What program can I use to view the offsets?

No sections are compressed in N&B.
Quote:
Originally Posted by Ice Mario View Post
but I've not come across any that are compressed in Nuts & Bolts.
That should make it easy for me to maybe do a copy-paste my vehicle save data, to the 234cec file like mojo was saying. That caffextractors purpose was to extract data sections, then make them into files.. I think. So maybe HxD is easier considering I've never heard him talk about a CAFF injector.

Last edited by weighta; 24th January 2016 at 01:16 AM.


  #356  
Old 24th January 2016, 01:42 AM
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