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- Burning Rangers is used as an example.
- How to patch:
- In case it's useful to anyone, this is how you swap music tracks on a game
- with an ACX soundtrack and play it on real hardware. The ACX is a
- container/archive file that (for our purposes) contains ADX audio tracks. The
- ADX file is also a container file, which contains the audio data, the sample
- rate, and any looping data (if the track is intended to loop).
- In the case of Burning Rangers (and likely others), the BGM.ACX contains the music,
- and the ADX.ACX contains the voices and other sounds.
- You will need:
- Burning Rangers disc images in Japanese and English (or whatever game you're doing)
- mkisofs (You can get it from here): http://smithii.com/cdrtools
- ADX Tools (found under "Additional Tools"): http://shenmuesubs.sourceforge.net/download/
- ADXPlay: http://web.axelero.hu/fka2636/adxplay_english.rar (to extract any of the
- individual ADX tracks inside to wav for editing in Audacity)
- Puyo Tools 2.0: http://code.google.com/p/puyotools/
- (PT 2.0 is coming soon. I was using a preview version the author was kind enough to
- send me, since the current stable release (1.0)has issues with creating ACX files.
- 2.0 will have bugfixes for ACX creation and block size)
- How to burn an edited Saturn image so that it will play on real hardware:
- I used these instructions:
- http://www.assemblergames.com/forums/sh ... post327152 (except I needed the IP.bin file in the same folder as mkisofs for it to work)
- Except I used PowerISO, and I got my IP.BIN from here (since CDRWin won't see
- my drives): http://phemusat.tripod.com/ by downloading the "SMS emu version 2"
- file (it has the file inside the zip). I then grabbed the BGM file from the
- Japanese version and pasted it into the US one, and burned the ISO using the
- instructions above. The IP.bin is required to play on real hardware, and must be
- added, because once you edit the disc image, the original IP.bin is lost.
- If you want to swap a Japanese soundtrack for English or vice versa, it's a simple
- copy and paste if the songs are in the same order (which you can verify with ADXPlay,
- for example). If not, or if you want to add your own songs, you will need to extract
- the ADX files with Puyo Tools (or another ADX app), and replace them with your own
- tracks (preferably with the same or similar length, and looping where the original
- did). Otherwise I'm sure unexpected results will occur (or maybe the track will
- just keep playing til the stage/level changes?).
- In the case of Burning Rangers, the English version has one additional track,
- track #24, which is the Burning Rangers theme, but fades out at the chorus and
- is 1:19 long. I took a copy of the Japanese theme (exported to wav) and editing
- down to be the precise length of the English track, then added a fade-out using
- Audacity (it's free), and then used the ADX encoder in ADX Tools to convert it
- back to ADX format (you can also tell it to loop here if needed, but this track
- didn't need it, as the original fades out rather than looping).
- At this point, you're on the home stretch.
- It's important to note that the ADX/ACX formats DO NOT store file names or file
- extensions, so it doesn't matter what the files are called or how they're
- numbered. I wish I'd known that before I renamed all 47 tracks by hand.
- So now that you have your homemade ADX in hand, you want open Puyo Tools again
- and under Archive choose Create. Then you'll want to choose ACX from the drop down,
- and add your files. In the case of BR, I added the original batch of 46 files, then
- opened the edited track 24 last, and then dragged it to right before the OTHER track
- 24 (see how not needing to rename the files is convenient?).
- NOTE: Under Settings, you'll need to choose 2048 as the block size, and leave the
- Compression drop down on "No Compression". Once you're ready, go ahead and create
- the archive file, naming it "BGM.acx" and saving. I then went back and capitalized
- the file extension, because I didn't want to take any chances.
- Once you have your new ACX, you just go to your extracted ISO folder and paste it in
- over the original BGM.ACX.
- Please note that the track "We are Burning Rangers" in the demo screen will still be
- in English. That's because it's in English on the Japanese version too. Nothing I can
- do about that! :)
- The final step for Burning Rangers is to replace the opening movie, which also has the
- English song in it. Copy the OP.CAK file from the Japanese image to your extracted English
- image, overwriting the original. You will lose the tiny bit of English text in the opening,
- but it's only on the screen for a spilit second.
- When you're all done, click "makeiso.bat" This will give you a new ISO with whatever name
- you chose earlier.
- Remember, ISO is fine for what we're doing. It doesn't need to be a bin/cue, since there
- are no CD audio tracks.
- If you're burning it for use on a real console, I recommend using high quality discs like
- Taiyo Yudens. My crappy Imation CDs always skip on my Saturn, but the same image burn on a
- TY disc plays perfectly (I actually had to back up Dark Savior from the retail disc to a TY
- because the Saturn actually has an easier time playing the backup than the original...for
- THAT, you do need a bin/cue). I burn mine at 16x (as that's the lowest my burner will allow)
- and they work fine.
- Enjoy your burning, and your rangering, and FLYYYY HIIIIIIIIIIIIGH!
- - Billkwando
- Annotations for experienced users
- If you got an older writer, it may be necessary to convert your ISO to RAW
- format first.
- The CDR-Win help file lists the writers which require this. If you have one
- of these,
- you'll need to download the DOS-version called DAO. It employs a little tool
- called
- ISO2RAW which can do this conversion. You will need to change the cue sheet,
- too. Replace
- the MODE1/2048 with MODE1/2352 in this case.
- If you got a file which is not named *.ISO you may be in need of a hex
- editor to cut out
- the additional data that the according program added to the file.
- The start of a sega ISO is always "SEGA[blablabla]". So look out for this.
- In most cases
- the header is only about 128 or 256 bytes in size.
- Nero for example (file extension NRG) adds 512 bytes, 128 in front of the
- image, and
- the remaining 384 bytes at the end.
- Calculating these is easy: If you got the number of bytes at the start,
- simply cut them
- out and save the new file. Now calculate how many bytes at the end are
- superfluous,
- simply by calculating filesize-2048*(int(filesize/2048)).
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