Difference between revisions of "Kamen Rider: Super Climax Heroes"
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| position(End of entries array) - EOF || Concatenated ADX files. | | position(End of entries array) - EOF || Concatenated ADX files. | ||
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+ | A QuickBMS script for this game's ACX containers was written by Pingu!, which can be found [https://wiki.vg-resource.com/images/9/9d/KamenRiderSPC_ACX.bms here] | ||
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The other sound files are stored in a *.ASF container, which can be dumped [http://aluigi.altervista.org/bms/xentax_cs/AFS_AFS.bms with this script] from Aluigi's QuickBMS website | The other sound files are stored in a *.ASF container, which can be dumped [http://aluigi.altervista.org/bms/xentax_cs/AFS_AFS.bms with this script] from Aluigi's QuickBMS website |
Latest revision as of 01:15, 7 September 2019
Kamen Rider: Super Climax Heroes (Kamen Raidā Sūpā Kuraimakkusu Hīrōzu) is a Fighting game developed by Eighting and published by Bandai Namco Games for the PlayStation Portable and Nintendo Wii.
Game Formats
PlayStation Portable
Sounds
Sound effects for this game are stored in *.acx files. ACX is just a container full of ADX files. The endianness is big. The format for ACX is as follows:
Offset/Data Type | Description |
---|---|
0x0 uint32 | Zero. |
0x4 uint32 | # of Entries in file |
0x8 byte[# of entries * 8] | File Entry Table. For each entry: uint32 offset uint32 size |
position(End of entries array) - EOF | Concatenated ADX files. |
A QuickBMS script for this game's ACX containers was written by Pingu!, which can be found here
The other sound files are stored in a *.ASF container, which can be dumped with this script from Aluigi's QuickBMS website