Friday, March 26, 2010

Gundam VS Gundam NEXT - Custom BGM Manual Part II

Continuing off from the previous part, the ADX file must be encrypted first before compilation.

Unpack ADXEncrypter into a folder. For best effect, copy your prepared ADX file/s into the same folder.

Important! You must have the latest Java Runtime Environment installed to execute ADXEncrypter.



Once you have everything set, simply drag-and-drop your ADX into the file named 'GvsGNextPlus_PresetA'.




Something like the following should appear. This confirms that the process occurred without error.

Once all your ADX files have been encrypted, they can be compiled into the game.

Before that, a naming convention must be considered. The game uses a hexadecimal numbering system for the BGMs, with audio for the series going 10-19, then 1a-1e...going something like:

bgm10 - MS Gundam
bgm11 - Zeta
bgm12 - ZZ

etc...in order of their display on the BGM selection menu (rightward).


For the 'Original' BGMs:

bgm1f - Original 1
bgm3b - Original 2
bgm3c - Original 3
bgm4f - Original 4
bgm50 - Original 5
bgm51 - Original 6
bgm52 - Original 7
bgm53 - Original 8
bgm54 - Original 9

Rename your ADX files to whatever place they will be replacing.

Once done, you can now begin compilation. For compilation, we will be using UMDGen and DKZ Studio.

If you haven't done so already, rip your game from the UMD, and open up the container using UMDGen.




Extract 'X_DATA.BIN' somewhere by right-clicking on it, then selecting 'Extract'. Go to where you extracted it, then rename it as 'X_DATA.AFS'.

NOTE: You may have to change Windows' option of displaying the extensions of known file types. If you see the extracted file as 'X_DATA.BIN', then you can just change 'BIN' to 'AFS'. But if you only see 'X_DATA', then you'll have to switch the Windows option. Search Google for more info on doing that.






Once X_DATA.AFS is ready, open the file in DKZ Studio.





Simply drag-and-drop all your ADX files, saying 'Yes' (or 'Yes to all') to any replace prompts.

Save the file, then rename your saved file back as 'X_DATA.BIN'. Drag-and-drop it back into your GvGN+ Disc Image in UMDGen - in the same place - overwriting the old copy. Save the new Image, then copy it into your Memory Stick.

Tuesday, March 23, 2010

Gundam VS Gundam NEXT - Custom BGM Manual Part I

The following tools will be needed:
  • DKZ Studio
  • UMDGen
  • adxencd (or better yet, the CRI ADX SDK)
  • Your favorite audio editing software (Goldwave or CoolEdit/Audition will work)
  • ADXEncrypter (song encryption software, requires the latest Java Runtime Environment

First, you'll need a WAV file of the song that you'd like to insert into GvGN+. Most songs would be encoded in popular formats like MP3, so some conversion is needed here.

Use your favorite audio conversion tool/editing software to get a WAV file out of your MP3. Another method would be to dump a raw stream of your song from an application like WinAMP, which comes with the ability to create dumps natively.

Once you have the WAV file, you'll have to decide on some things:
  • Would you like the song to loop at certain points?
  • Is the audio loud enough for playback?
About the second item, you will have to take into consideration that once converted into ADX, your song may lose a few volume levels. If you think that it's loud enough even with a reduction, you can skip the volume adjustment step later.

Next, open up your favorite audio editing software, and use it to edit your WAV file. I will be using Goldwave in my example.

What you'll want to do are the following:
  1. Boost the volume
  2. Downsample the audio to 22050hz (this ensures maximum compatibility with the game)
  3. Search for loop points (if you want your song to not end, but rather loop at a certain point)
To boost the volume, simply select a 'Volume' effect found in most audio editing software:







Boost the volume level as necessary.

Next, downsample the file by using a 'Resample' feature:





Change the value to 22050.

If you wish to have your song loop, you simply have to take note of the sample points of your loop start, and your loop end. The song will continuously loop between those two points (this step can be skipped if you want your song to run from end-to-end).

To see 'time' as 'samples', right-click on this area (for Goldwave only):




Then simply move the selection sliders on both ends to create a selection of the area to be looped.



Simply take note of the two numerical values on the same area I encircled earlier (e.g. 'xxxx' to 'xxxx').

IMPORTANT! If you intend to downsample your audio (from 44100 to 22050), you MUST downsample first before taking your loop samples.

Now, you are ready to make your audio file into an ADX file.

For this step, you will be required to use an ADX conversion tool. I recommend using the official CRI ADX SDK for this step; it is attached earlier in this post. For this task, we will be using the 'ADX Encoder' tool of the SDK.




The CRI ADX SDK allows you to easily create and test any ADX file, as well as set loop points without having to use a command line (which would have been harder for me to explain). The SDK was offered for free by CRIware a little while back, but no longer, unless you're a game development company.

To begin, simply click on "Item", then "Add". Alternatively, you may click on the second folder in the shortcut sidebar. A file selection box should appear; find your WAV file, then click 'OK'. Alternatively, you may drag-and-drop your file into the program.

Important! The file has to be in WAV format. MP3s and other popular formats won't work, so you'll have to perform the earlier step of WAV>MP3 conversion using your favorite audio software.


After adding the file, the window should look something like this:


Set the loop points by clicking on the "Setup of Loop Settings" button (fifth button on the sidebar, the one with rotating arrows).




Set your Loop Points by typing in the two values you took note of earlier (into Begin & End). Click 'OK', then finally, 'Encode'.

Your ADX file has been created. Compiling will be demonstrated in the next part.

Friday, September 18, 2009

LaMB Redux

Well, there they go again. And this time, they might have done it a bit better.

LaMB Redux is a 'redo' of the disastrously horrid LaMB animated feature Animax had funded a while back. Now, I'm sure if you're reading this article from my blog, the scathing review I gave is just a few posts back; check it out if you want to get an idea of how bad it was.

On to Redux.

Not much has changed, really. If anything, I suppose the animation was improved slightly, and voice acting was seemingly redone. I can't really concretely say that they have, as I have no access to the original material to compare, and I have mostly forgotten the details of a mostly forgettable production. The new format also makes for difficult comparison.

The format of Redux was made into a 5-minute short, usually highlighting a particular detail of the story, with accompanying infodump at the start.

This is quite surprising, as one of the complaints I made was that nobody really understood the background of the characters and the story itself. In the case that someone had visited the LaMB website and read the LaMB 'manga', they *might* have an idea, yet hardly enough.

Whether the infodump is a good thing or not is somewhat iffy. On the surface, it is a positive addition, as the obscure background information would be brought into the foreground, explaining things people may not have understood the first time around. Conversely, it is a bad thing because it means the source writing was so bad that it could not express the background info in the story context itself, instead relying on an infodump.

Now, of course, the fault doesn't only lie on the writers' shoulders; it might have really been the fault of the original material. The length of the overall movie is also to blame, since it could well have spent an additional 30 minutes (bringing the length to an hour and half) sprawling backstory and character development as they see fit.

Some things to note about the show proper itself.

The animation differences are difficult to pinpoint. My personal note on it is that it appears to be smoother. Rigging is still a problem, as exhibited by Eve when hanging her head. It looks like her head and neck are detached from her shoulders. Somewhat minor, but still highly illogical.

Voice acting just seems a tad improved, or at least clearer. I can't say if it was really improved or that I'm just less critical, but I believe the Directress' (can never remember her name) voice is easily the best of the bunch, not to mention the best rack... :D

The others, not at all prominently improved. In the words of Keiko Suzuki:

"You ruined EVERYTHING!!!!!"

Yes, Ms. Suzuki...and so did you.

Also suspiciously absent was the music (of the featured bands) from the 'Eve dress-up' segment. Two thumbs up.

Now, all I need to see are the fight scenes and the infamous 'conductor-baton-waving-style-of-shooting' part.

I guess I'll be seeing that in the movie.

Wednesday, September 2, 2009

Happy Birthday!

Today is Owner's birthday! (09/02)

Happy birthday, Owner! I hope you have many more years ahead of you. :)

Wednesday, August 26, 2009

New (and Improved?) LaMB

I just got word that Animax is going to be showing a remake of LaMB this September.

Appropriately named 'LaMB Redux', one can only assume that they actually found the time to improve or...(gasp!) actually finish the animation of the series.

Whether this does anything to improve LaMB's reputation or not remains to be seen. Personally, I don't have high hopes, but an improvement is always welcome.