- Ao no kiseki pc version drm how to#
- Ao no kiseki pc version drm mod#
- Ao no kiseki pc version drm full#
CCCC we already knew was EE 1B 00 00 for 1BEE in hex, or 7150 in decimal BBBB is 98 64 47 00, which is 476498 in normal hex ordering, which is decimal 4678808: this track will loop once it hits sample 495476 + 4678808 = 5174284 (which is around 1m 57s) AAAA is 74 8F 07 00, which is 78F74 in normal hex ordering, which is decimal 495476: this track has its loop start at sample 495476 (which is around 0m 11s 235ms)
Ao no kiseki pc version drm full#
If we search the t_bgm._dt file for that value with a hex editor (like xvi32, or VS Code's most excellent "He圎ditor" addon), we find the full 16 byte entry for this background track at hex position 270: We need that as a four byte hex value, so with leading zeroes that's, but because t_bgm._dt uses Least Significant Byte First ordering, that turns into the actual byte sequence. Let's look at a concrete example: looking at the Crossbell City music, which is bgm file "ed7150.ogg", we see: (Note that sample number is based on the audio sampling rate: the original files are sampled at 44100 samples per second, so a 1 minute track consists of 60 * 48000 = 2646000 samples) if the file is ed7150.ogg, the shortcode is 150) BBBB is the four byte loop length, expressed as number of samples AAAA is the four byte loop start, as sample number (rather than a time value) from the start of the audio file.
![ao no kiseki pc version drm ao no kiseki pc version drm](https://i.imgur.com/jdCw0kI.png)
Each entry is a 16 byte row AAAABBBBCCCCXXYY where: Every row is 16 bytes, with multi-byte values stored in Least Significant Byte First ordering. Just created an account explicitly to reply here: the t_bgm._dt format is pretty straight forward, but it's in a bit of a silly byte ordering. Write a batch file (name it convert.bat or whatever), it belongs in the same directory as the AT9Tool and the AT9 files Create a folder and put the AT9Tool.exe as well as the AT9 files in this directoryģ.
![ao no kiseki pc version drm ao no kiseki pc version drm](https://i.ytimg.com/vi/CQWEc9rPhR0/maxresdefault.jpg)
Get the Maidump and extract the PSARC file with Total Commander (it should be the data.psarc )Ģ. Total Commander + the PSARC Plugin: (to unpack the PSARC files found in the Maidump to get the AT9 files)ġ. Prerequisites: Maidump version of Ao no Kiseki Evolution
Ao no kiseki pc version drm how to#
I won't provide those.Įdit 2: Since some people asked, here a detailed How To on converting the Evo version OST into OGG files: Of course you still need to either get the soundtrack files from somewhere else or convert the AT9 files from your Ao no Kiseki Evolution copy. You have to copy/replace this file into the. Instead I've uploaded just the file (t_bgm._dt) that houses the loop information.
Ao no kiseki pc version drm mod#
So manually setting the loops for 100+ files seems to be the only possible way to make a Zero Evo mod as far as I know.Īs for the Ao Evo OST itself: Unlike Zero Evo and Sora SC/3rd Evo this one has been done entirely by Yukihiro Jindo and Toshiharu Okajima without other arrangers, leading to a very faithful and consistent OST.Įdit: due to copyright reasons and concerns I have deleted the complete OST mod pack. But sadly the latter is not possible yet (at least from my knowledge). It would be cool if there were a method to not only convert the Vita version's AT9 files but also read their loop codes. Theoretically this can also be done with Zero no Kiseki, but it requires to modify its t_bgm._dt and set the loops manually. The only thing I did was to locate the file which contains the loops. Before anyone asks: I didn't set the loops myself but I've had an older release of the game on one of my external HDDs which for some reason had the working/looping Evo OST. data/bgm/ folder will make it work flawlessly. Simply replacing this file with the one provided and of course the. The problem with the Crossbell PC versions is that the loop codes (unlike the Trails in the Sky STEAM releases) don't store their loops in the ogg fileheaders themselves but externally in the t_bgm._dt file in the.
![ao no kiseki pc version drm ao no kiseki pc version drm](https://www.gematsu.com/wp-content/uploads/2020/03/The-Legend-of-Heroes-Trails-from-Zero_2020_03-09-20_012.jpg)
This is basically the full OST with loops working correctly.