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 #11 
Old 06-29-2005
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Boss
 
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Quote:
Originally Posted by PSPSwampy
FAO: PS3News - any chance you can enable attachments for me so i can post this up here?
We really don't need any custom loaders or 1.5 modification type "packs" here, just the information on how to do them for others on their own. Posting the info (as you have been) is always GREAT and appreciated though! :shades:

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 #12 
Old 06-29-2005
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Senior Member
 
ok cheers anyways

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 #13 
Old 06-29-2005
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mariotrev Offline
Senior Member
 
great info on this thread thx PSPSwampy

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 #14 
Old 06-29-2005
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PSPSwampy Online
Senior Member
 
Cheers Mariotrev (feel free to add to my reputation! hehe)

BTW - another update:
My theory on music longer than 30 secs (over 500kb) is correct - the music will NOT play, but the eboot WILL run (it will just be a waste of MS space!).


*** All of the info in this thread relates to tests on PSP with firmware 1.5 using the KXploit homebrew method. (should have mentioned that earlier i feel!)

PSPSwampy.

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 #15 
Old 06-29-2005
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Stryk3r Offline
Newbie
 
I have been using a program called goldwave ( trial version) to do all my SND03.AT3 from wav conversions. It has an option in the attributes bar for 66 kbs AT3 sound, with the lower bitrate you can get at3 up to 1 min in length. the file size limit is somewhere between 450 - 500 KB. all the ones I have made work great and many are between 50 sec and 1min. but still way under 450 kb. Try using the lower bitrate to get longer sound file.

cheers.

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 #16 
Old 06-30-2005
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I mentioned that you could use the lower bitrate in a previous post - but pointed out that the quality is rubbish!

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 #17 
Old 06-30-2005
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adam12 Offline
Newbie
 
i've done a little more poking around with a hex editor, and also found this site... http://www.sonicspot.com/guide/wavefiles.html

it look slike the 'smpl' chunk in the header controls looping, but i haven't had any luck putting that in and having it work. i'll have a file that plays one shot, but when i put in my best guess at a smple chunk, it won't play any more. i know thats where looping occurs, because i was able to take the smple chunk out of a save game looping file and it no longer looped...

side note... some of these saves have snd0.at3 files that have funky headers - which is probably why they don't open with the codec? wipeout pure and midnight club dub are examples... they have an undefined number in the format compression code bit. so maybe theres another proprietary codec being used as well? or just a spin on the atrac3?

my boss is out for the rest of the week, so i'll continue messing with this... anyone else?

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 #18 
Old 06-30-2005
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Senior Member
 
Nice find adam12 - good info on that site.

I've been having a play with the SND0.at3 from wipeout pure save game (from folder UCUS98612P0000) and i've found the "switch" for looping which was HEX 01 (for continous loop) within the SMPL chunk (Can't remember the exact position, but there's no guarentee your's is exactly the same anyway).

I've been looking into this info to try and setup my own loops, but alas no joy (yet).

Man it's a bit of a headache looking at hex (I'd forgotten, as i haven't played with hex since my Amiga days!)

We'll get there eventually - at least we can play SOMETHING now!

Need a nice little util to properly examine the AT3 file and read each chunk out seperately for "browsing"

I'm sure there must be one somewhere (but since its $ony's own custom file structure i think we'll have trouble getting our hands on it!).

Oh well - I'll keep you posted if i find anything new.

PSPSwampy.

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 #19 
Old 06-30-2005
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adam12 Offline
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yeah, i have the wipeout at3 in front of me as well... its one of the ones that i can't open with the codec. if you look at the fmt 'chunk', theres a few extra bytes in there when compared to a file that you make with the codec. also, the compression code is 0xFFFE which is proprietary. the at3 file that i'm able to open is from hotshots golf (i think :\) - which has a compression code of 0x0270 (maybe just the 02 is used which is PCM wav).

and as far as the looping goes, i've been messing with that too, but the hangup is the loop start and end values... in all the files i've looked at, i can't make any sense of them.

hex... :| still hacking away... just a description of the proprietary fields would be nice - could that be in the $dk somewhere?

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 #20 
Old 06-30-2005
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adam12 Offline
Newbie
 
dude!!! made it loop.

its not super clean yet (kinda hiccups), but i've got something working... it could also be that my file isn't a perfect loop.

i had to add a bunch of stuff to the header in a hex editor - i'll play with it a bit more and see about writing up a step by step tonight...

well that was a productive day at work - going home now. :P

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