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Jan 21st, 2020
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  1. What you need:
  2.  
  3. You only need 2 things.
  4.  
  5. 1. Quickbms for unpacking the BGM .awb file and repacking what you change back into it.
  6.  
  7. Official link to download: https://aluigi.altervista.org/quickbms.htm
  8.  
  9. 2. Looping audio converter. This tool does two things for us. Looping audio was actually the hardest thing to figure out. No matter what other tools or things I did I could not get the audio to loop over and over like the game's original soundtrack once it finishes one play. It would always stop after one play. Thankfully, not only does this tool do this, it also helps convert your music files into .HCA which you can then just rename to .DAT which is the file type that the game's bgm uses, so we don't even need to look for a third tool to convert our music files into the games format.
  10.  
  11. Official link to download: https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v2.3.3
  12.  
  13. Steps to mod the music:
  14.  
  15. 1. After you download these two things I would make a separate folder that will have both these tools and extract them into those folders.
  16.  
  17. 2. Make a txt file in your quickbms directory called script.txt that has the following content in it:
  18.  
  19. # AWB AFS2 (script 0.1.2)
  20. # thanks to Taylor&Lion for the alignment field
  21. # script for QuickBMS quickbms.aluigi.org
  22.  
  23. idstring "AFS2"
  24. get DUMMY long
  25. get FILES long
  26. get MYALIGN long
  27. for i = 0 < FILES
  28. get ALIGN short
  29. putarray 0 i ALIGN
  30. next i
  31.  
  32. get OFFSET long
  33. for i = 0 < FILES
  34. get NEXT_OFFSET long
  35. if MYALIGN != 0
  36. math ALIGN = MYALIGN
  37. else
  38. getarray ALIGN 0 i
  39. endif
  40. math OFFSET x= ALIGN
  41. math SIZE = NEXT_OFFSET
  42. math SIZE -= OFFSET
  43. log "" OFFSET SIZE
  44. math OFFSET = NEXT_OFFSET
  45. next i
  46.  
  47. 3. Locate the game's bgm .awb pack at C:\Program Files (x86)\Steam\steamapps\common\DRAGON BALL Z KAKAROT\AT\Content\Sound\Bgm or wherever that would be located in your computer. Make a copy of it and put it somewhere else in case something goes wrong. Copy it to your music mod folder. In addition make a new folder that will hold the game's soundtrack in your music mod folder.
  48.  
  49. 4. Doubleclick/execture quickbms.exe wherever its located and it will open up 3 separate windows prompting you to select files/folders.
  50. 1. The first time the window opens select the script.txt that you just made.
  51. 2. The second time select the Bgm.awb that you copied over from the game directory.
  52. 3. The third time go inside the empty folder you made in step 3 to hold the games soundtrack and press save.
  53.  
  54. 4a. You can now preview/listen to the games soundtrack to see what you would like to change. Personally, I use VLC media player and it can play the games .dat files if you drag it over there.
  55.  
  56. 5. Get your personal music ready and downloaded that you want to replace. Also note a VERY important warning. For the tracks that you want to replace, the converted HCA file for your own music tracks' size SHOULD NOT exceed the original game file's size. This is because quickbms simply reinjects back into the .awb package and if the file you are reinjecting is bigger it will only fit as much as the original file allows. In example, if you are trying to replace the title bgm (00000028.dat) note that it is a size of 7,352 kb or 7.3mb. This means that your converted .hca file should not exceed this. It CAN but the following would happen. If you have a 9 MB sound file you want to replace the title bgm and force the reinjection when it warns you of this, quickbms will only import the first 7.352 MB of the file onto the bgm.awb and your song will end and loop to the beginning wherever that 7.352 MB is in terms of playtime. So a 3 minute song might play until 2:20 or something and then loop back to the beginning over and over again.
  57.  
  58. 6. Rename your files to fit the one you are replacing. In my previous example the title bgm is 00000028.dat so if I had a random mp3 file that I want to serve as my new title bgm I would name it 00000028.mp3 in preparation for the conversion and replacement.
  59.  
  60. 7. Open Looping audio converter and make sure it has these settings:
  61. Note the OUTPUT format of CRI HCA.
  62.  
  63. 8. Drag or add your songs to the converter and press start to begin the conversion. Your files should now be in a newly created output folder within the folder that has the LoopingAudioConverter.exe.
  64.  
  65. 9. Rename the newly created .hca files into file extension .dat for the purposes of replacing the original game's files.
  66.  
  67. 10. Drag and replace the files that you converted and renamed to .dat in the folder that you made in step 3 that holds the games original soundtrack .dat files.
  68.  
  69. 11. Back in your quickbms folder double click/execute reimport.bat It will once again open 3 seperate windows prompting you to select files/folders.
  70. 1. The first time the window opens select the script.txt that back in step 2.
  71. 2. The second time select the Bgm.awb that will have your reinjected/replaced music files.
  72. 3. The third time select and go into the folder that holds all the game's soundtrack as well as you files you just converted and replaced and press save.
  73.  
  74. 11b. If you went ahead and made bigger files than the originals, you will get a message saying so. This is fine, just be aware of the warning I said earlier in terms of the tracks playtime and looping. When prompted, just type force and continue until all files have been reinjected onto the bgm.awb
  75.  
  76. 12. When the reimport.bat finishes and it says all files have been reimported you're done! Just replace the bgm.awb from your game's folder with the one you just reimported with the reimport.bat.
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