Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

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.

Tuesday, January 27, 2009

Sakura Taisen 3 - Glycine Bleumer

Glycine Bleumer


Glycine is a Parisian noble, a member of the aristocracy. She is a daughter of the Bleumer family, who has been in Paris' upper-class circles for several generations. However, it turns out that their family were actually Normans who had originally come from Northern Europe, as Vikings.

Being the bearer of the Bleumer name, she feels the need to uphold the family pride and honor at all times, and to keep to their traditions. Many times, she feels that she lives for nothing more than to fulfill such a role. Honor and justice are always at the top of her list, and any affront to this, real or perceived, makes her blood boil to no end.

Glycine Getting Pissed
Glycine getting pissed


Aaannnd of course, that sometimes gets her and others into trouble.

But wait. Not everything is as it appears.


What the...
A thoughtful person...(why the hell is Ohgami dressed like that?)


Beneath the snotty exterior lies a person of deep conflict. She desires to live as she wishes...but it goes awry against her position and status. Her closest friends live their lives freely, something that she feels she can never have.

Well, whaddaya know...
Glycine defending Ohgami against a fellow noble


However, her fiery passion for justice makes her supremely loyal and protective of those close to her. She stops at nothing when their pride, honor, and/or lives are on the line.

Blue-Eye
Glycine's dancer alter-ego, Blue-Eye


She performs at the Les Chattes Noires, the front of the Pari Kagekidan, under the name Blue-Eye, partly in fear of reprisal from her own parents, if they ever found out that their only daughter is a cabaret dancer. :P



Personally, I like both her soft side and her warrior side. Glycine, truly an excellent addition to the Hanagumi.

Monday, January 12, 2009

Sakura Taisen 3 - Pari Wa Moeteiruka?

There are so many games today that use all manner of attention-grabbing techniques like super-realistic graphics, immersive sound, and such...but when was the last time that you played a game for it's story?

Enter Sakura Taisen 3. Sakura Taisen 3 (Sakura Wars for those who are more familiar with that name) is the third installment in this highly popular franchise. It places the player in the shoes of Ichiro Oogami, a navy officer recently assigned to the European city of Paris, in France.

Sakura Taisen 3 Title
The game's title screen


The game immediately follows the events of Sakura Taisen 2, but that doesn't mean that one would have to play the previous iterations just to get the story.

In fact, this is the perfect time to get started on the series. At the start of ST3, the game brings you up to speed on the story so far, but even then, it's sort of like a fresh start, even for veterans.

As Oogami, you are tasked with the responsibility to leading a newly-formed Assault Troupe in Paris. This Troupe, as with the previous titles, combats supernatural beings known as Kaijin.

The concept itself appears to be pretty much straightforward. Enter, kick demon arse, and you're done, right?

Wrong.

If that's what you're after, you've come to the wrong place. True, combat is essential part of the ST series, but it is not the main focal point.

The game itself plays out like a Visual Novel. You know, those 'choose your own adventure' type of games, like To Heart and such. In the west, this is (sometimes wrongly) known as a 'dating sim'.

In-game Screenshot (LIPS)
Screenshot of the LIPS system. Isn't she just adorable~?


'Aww...text, text, and more text?', you might say. But believe me, this is something you'd want to read.

Gameplay is divided into two systems: the LIPS and the ARMS systems. The LIPS (Live-In Picture System) is the dialogue part of the game, which gives the player the chance to respond to certain situations. There are different kinds of LIPS, depending on the event.

The second is ARMS. ARMS (Active and Real-time Machine System) is the combat mode, and it's quite well-executed, as far as these types of games are concerned, and is definitely a massive improvement over its predecessor's combat system.

Also, the game has not been localized, so the game is mainly in Japanese. However, a valiant and dilligent individual by the name of Kayama has painstakingly translated majority of the game and has made a translation guide (available somewhere). Even just by going through that, this is still a game worth checking out.

More details soon.

Oh, and...