├── .gitattributes ├── .gitignore ├── PrincessTool.sln ├── PrincessTool ├── App.config ├── Dialog.cs ├── Main.Designer.cs ├── Main.cs ├── Main.resx ├── PrincessTool.csproj ├── Program.cs ├── Progress.Designer.cs ├── Progress.cs ├── Progress.resx ├── Properties │ ├── AssemblyInfo.cs │ ├── Resources.Designer.cs │ ├── Resources.resx │ ├── Settings.Designer.cs │ └── Settings.settings ├── Works │ ├── ConvertSound.cs │ ├── FileCopy.cs │ ├── IWorkable.cs │ └── RenameHashedFile.cs └── packages.config ├── README.md └── tools └── vgmstream ├── COPYING ├── README.md ├── avcodec-vgmstream-58.dll ├── avformat-vgmstream-58.dll ├── avutil-vgmstream-56.dll ├── in_vgmstream.dll ├── libatrac9.dll ├── libcelt-0061.dll ├── libcelt-0110.dll ├── libg719_decode.dll ├── libmpg123-0.dll ├── libvorbis.dll ├── swresample-vgmstream-3.dll ├── test.exe └── xmp-vgmstream.dll /.gitattributes: -------------------------------------------------------------------------------- 1 | ############################################################################### 2 | # Set default behavior to automatically normalize line endings. 3 | ############################################################################### 4 | * text=auto 5 | 6 | ############################################################################### 7 | # Set default behavior for command prompt diff. 8 | # 9 | # This is need for earlier builds of msysgit that does not have it on by 10 | # default for csharp files. 11 | # Note: This is only used by command line 12 | ############################################################################### 13 | #*.cs diff=csharp 14 | 15 | ############################################################################### 16 | # Set the merge driver for project and solution files 17 | # 18 | # Merging from the command prompt will add diff markers to the files if there 19 | # are conflicts (Merging from VS is not affected by the settings below, in VS 20 | # the diff markers are never inserted). Diff markers may cause the following 21 | # file extensions to fail to load in VS. An alternative would be to treat 22 | # these files as binary and thus will always conflict and require user 23 | # intervention with every merge. To do so, just uncomment the entries below 24 | ############################################################################### 25 | #*.sln merge=binary 26 | #*.csproj merge=binary 27 | #*.vbproj merge=binary 28 | #*.vcxproj merge=binary 29 | #*.vcproj merge=binary 30 | #*.dbproj merge=binary 31 | #*.fsproj merge=binary 32 | #*.lsproj merge=binary 33 | #*.wixproj merge=binary 34 | #*.modelproj merge=binary 35 | #*.sqlproj merge=binary 36 | #*.wwaproj merge=binary 37 | 38 | ############################################################################### 39 | # behavior for image files 40 | # 41 | # image files are treated as binary by default. 42 | ############################################################################### 43 | #*.jpg binary 44 | #*.png binary 45 | #*.gif binary 46 | 47 | ############################################################################### 48 | # diff behavior for common document formats 49 | # 50 | # Convert binary document formats to text before diffing them. This feature 51 | # is only available from the command line. Turn it on by uncommenting the 52 | # entries below. 53 | ############################################################################### 54 | #*.doc diff=astextplain 55 | #*.DOC diff=astextplain 56 | #*.docx diff=astextplain 57 | #*.DOCX diff=astextplain 58 | #*.dot diff=astextplain 59 | #*.DOT diff=astextplain 60 | #*.pdf diff=astextplain 61 | #*.PDF diff=astextplain 62 | #*.rtf diff=astextplain 63 | #*.RTF diff=astextplain 64 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | 13 | # User-specific files (MonoDevelop/Xamarin Studio) 14 | *.userprefs 15 | 16 | # Build results 17 | [Dd]ebug/ 18 | [Dd]ebugPublic/ 19 | [Rr]elease/ 20 | [Rr]eleases/ 21 | x64/ 22 | x86/ 23 | [Aa][Rr][Mm]/ 24 | [Aa][Rr][Mm]64/ 25 | bld/ 26 | [Bb]in/ 27 | [Oo]bj/ 28 | [Ll]og/ 29 | 30 | # Visual Studio 2015/2017 cache/options directory 31 | .vs/ 32 | # Uncomment if you have tasks that create the project's static files in wwwroot 33 | #wwwroot/ 34 | 35 | # Visual Studio 2017 auto generated files 36 | Generated\ Files/ 37 | 38 | # MSTest test Results 39 | [Tt]est[Rr]esult*/ 40 | [Bb]uild[Ll]og.* 41 | 42 | # NUNIT 43 | *.VisualState.xml 44 | TestResult.xml 45 | 46 | # Build Results of an ATL Project 47 | [Dd]ebugPS/ 48 | [Rr]eleasePS/ 49 | dlldata.c 50 | 51 | # Benchmark Results 52 | BenchmarkDotNet.Artifacts/ 53 | 54 | # .NET Core 55 | project.lock.json 56 | project.fragment.lock.json 57 | artifacts/ 58 | 59 | # StyleCop 60 | StyleCopReport.xml 61 | 62 | # Files built by Visual Studio 63 | *_i.c 64 | *_p.c 65 | *_h.h 66 | *.ilk 67 | *.meta 68 | *.obj 69 | *.iobj 70 | *.pch 71 | *.pdb 72 | *.ipdb 73 | *.pgc 74 | *.pgd 75 | *.rsp 76 | *.sbr 77 | *.tlb 78 | *.tli 79 | *.tlh 80 | *.tmp 81 | *.tmp_proj 82 | *_wpftmp.csproj 83 | *.log 84 | *.vspscc 85 | *.vssscc 86 | .builds 87 | *.pidb 88 | *.svclog 89 | *.scc 90 | 91 | # Chutzpah Test files 92 | _Chutzpah* 93 | 94 | # Visual C++ cache files 95 | ipch/ 96 | *.aps 97 | *.ncb 98 | *.opendb 99 | *.opensdf 100 | *.sdf 101 | *.cachefile 102 | *.VC.db 103 | *.VC.VC.opendb 104 | 105 | # Visual Studio profiler 106 | *.psess 107 | *.vsp 108 | *.vspx 109 | *.sap 110 | 111 | # Visual Studio Trace Files 112 | *.e2e 113 | 114 | # TFS 2012 Local Workspace 115 | $tf/ 116 | 117 | # Guidance Automation Toolkit 118 | *.gpState 119 | 120 | # ReSharper is a .NET coding add-in 121 | _ReSharper*/ 122 | *.[Rr]e[Ss]harper 123 | *.DotSettings.user 124 | 125 | # JustCode is a .NET coding add-in 126 | .JustCode 127 | 128 | # TeamCity is a build add-in 129 | _TeamCity* 130 | 131 | # DotCover is a Code Coverage Tool 132 | *.dotCover 133 | 134 | # AxoCover is a Code Coverage Tool 135 | .axoCover/* 136 | !.axoCover/settings.json 137 | 138 | # Visual Studio code coverage results 139 | *.coverage 140 | *.coveragexml 141 | 142 | # NCrunch 143 | _NCrunch_* 144 | .*crunch*.local.xml 145 | nCrunchTemp_* 146 | 147 | # MightyMoose 148 | *.mm.* 149 | AutoTest.Net/ 150 | 151 | # Web workbench (sass) 152 | .sass-cache/ 153 | 154 | # Installshield output folder 155 | [Ee]xpress/ 156 | 157 | # DocProject is a documentation generator add-in 158 | DocProject/buildhelp/ 159 | DocProject/Help/*.HxT 160 | DocProject/Help/*.HxC 161 | DocProject/Help/*.hhc 162 | DocProject/Help/*.hhk 163 | DocProject/Help/*.hhp 164 | DocProject/Help/Html2 165 | DocProject/Help/html 166 | 167 | # Click-Once directory 168 | publish/ 169 | 170 | # Publish Web Output 171 | *.[Pp]ublish.xml 172 | *.azurePubxml 173 | # Note: Comment the next line if you want to checkin your web deploy settings, 174 | # but database connection strings (with potential passwords) will be unencrypted 175 | *.pubxml 176 | *.publishproj 177 | 178 | # Microsoft Azure Web App publish settings. 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Backup files are not needed, 240 | # because we have git ;-) 241 | _UpgradeReport_Files/ 242 | Backup*/ 243 | UpgradeLog*.XML 244 | UpgradeLog*.htm 245 | ServiceFabricBackup/ 246 | *.rptproj.bak 247 | 248 | # SQL Server files 249 | *.mdf 250 | *.ldf 251 | *.ndf 252 | 253 | # Business Intelligence projects 254 | *.rdl.data 255 | *.bim.layout 256 | *.bim_*.settings 257 | *.rptproj.rsuser 258 | *- Backup*.rdl 259 | 260 | # Microsoft Fakes 261 | FakesAssemblies/ 262 | 263 | # GhostDoc plugin setting file 264 | *.GhostDoc.xml 265 | 266 | # Node.js Tools for Visual Studio 267 | .ntvs_analysis.dat 268 | node_modules/ 269 | 270 | # Visual Studio 6 build log 271 | *.plg 272 | 273 | # Visual Studio 6 workspace options file 274 | *.opt 275 | 276 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 277 | *.vbw 278 | 279 | # Visual Studio LightSwitch build output 280 | **/*.HTMLClient/GeneratedArtifacts 281 | **/*.DesktopClient/GeneratedArtifacts 282 | **/*.DesktopClient/ModelManifest.xml 283 | **/*.Server/GeneratedArtifacts 284 | **/*.Server/ModelManifest.xml 285 | _Pvt_Extensions 286 | 287 | # Paket dependency manager 288 | .paket/paket.exe 289 | paket-files/ 290 | 291 | # FAKE - F# Make 292 | .fake/ 293 | 294 | # JetBrains Rider 295 | .idea/ 296 | *.sln.iml 297 | 298 | # CodeRush personal settings 299 | .cr/personal 300 | 301 | # Python Tools for Visual Studio (PTVS) 302 | __pycache__/ 303 | *.pyc 304 | 305 | # Cake - Uncomment if you are using it 306 | # tools/** 307 | # !tools/packages.config 308 | 309 | # Tabs Studio 310 | *.tss 311 | 312 | # Telerik's JustMock configuration file 313 | *.jmconfig 314 | 315 | # BizTalk build output 316 | *.btp.cs 317 | *.btm.cs 318 | *.odx.cs 319 | *.xsd.cs 320 | 321 | # OpenCover UI analysis results 322 | OpenCover/ 323 | 324 | # Azure Stream Analytics local run output 325 | ASALocalRun/ 326 | 327 | # MSBuild Binary and Structured Log 328 | *.binlog 329 | 330 | # NVidia Nsight GPU debugger configuration file 331 | *.nvuser 332 | 333 | # MFractors (Xamarin productivity tool) working folder 334 | .mfractor/ 335 | 336 | # Local History for Visual Studio 337 | .localhistory/ 338 | 339 | # BeatPulse healthcheck temp database 340 | healthchecksdb -------------------------------------------------------------------------------- /PrincessTool.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 16 4 | VisualStudioVersion = 16.0.29806.167 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PrincessTool", "PrincessTool\PrincessTool.csproj", "{AB77825F-9987-447B-8D6F-E12D2B16D447}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {AB77825F-9987-447B-8D6F-E12D2B16D447}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {AB77825F-9987-447B-8D6F-E12D2B16D447}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {AB77825F-9987-447B-8D6F-E12D2B16D447}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {AB77825F-9987-447B-8D6F-E12D2B16D447}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {49241CAF-C35F-4662-9333-6A4281F02F93} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /PrincessTool/App.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /PrincessTool/Dialog.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Reflection; 3 | using Microsoft.WindowsAPICodePack.Dialogs; 4 | 5 | namespace AioiLight.PrincessTool 6 | { 7 | internal static class Dialog 8 | { 9 | internal static string Folder(string def, IntPtr handle) 10 | { 11 | var dialog = new CommonOpenFileDialog(); 12 | dialog.IsFolderPicker = true; 13 | dialog.DefaultDirectory = def; 14 | 15 | 16 | if (dialog.ShowDialog() == CommonFileDialogResult.Ok) 17 | { 18 | return dialog.FileName; 19 | } 20 | return null; 21 | } 22 | 23 | internal static void Error(string caption, string text, IntPtr handle) 24 | { 25 | var dialog = new TaskDialog(); 26 | dialog.Icon = TaskDialogStandardIcon.Error; 27 | dialog.Text = text; 28 | dialog.InstructionText = caption; 29 | dialog.Caption = Assembly.GetExecutingAssembly().GetName().Name; 30 | 31 | dialog.OwnerWindowHandle = handle; 32 | 33 | dialog.Show(); 34 | } 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /PrincessTool/Main.Designer.cs: -------------------------------------------------------------------------------- 1 | namespace AioiLight.PrincessTool 2 | { 3 | partial class Main 4 | { 5 | /// 6 | /// 必要なデザイナー変数です。 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// 使用中のリソースをすべてクリーンアップします。 12 | /// 13 | /// マネージド リソースを破棄する場合は true を指定し、その他の場合は false を指定します。 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows フォーム デザイナーで生成されたコード 24 | 25 | /// 26 | /// デザイナー サポートに必要なメソッドです。このメソッドの内容を 27 | /// コード エディターで変更しないでください。 28 | /// 29 | private void InitializeComponent() 30 | { 31 | this.Button_Origin_Open = new System.Windows.Forms.Button(); 32 | this.TextBox_Origin_Folder = new System.Windows.Forms.TextBox(); 33 | this.Label_Origin_Text = new System.Windows.Forms.Label(); 34 | this.GroupBox_Options = new System.Windows.Forms.GroupBox(); 35 | this.CheckBox_Rename = new System.Windows.Forms.CheckBox(); 36 | this.Button_Extract = new System.Windows.Forms.Button(); 37 | this.Label_Extract_Text = new System.Windows.Forms.Label(); 38 | this.TextBox_Extract_Folder = new System.Windows.Forms.TextBox(); 39 | this.Button_Extract_Open = new System.Windows.Forms.Button(); 40 | this.CheckBox_Convert_Voice = new System.Windows.Forms.CheckBox(); 41 | this.CheckBox_Convert_SE = new System.Windows.Forms.CheckBox(); 42 | this.CheckBox_Convert_BGM = new System.Windows.Forms.CheckBox(); 43 | this.GroupBox_Options.SuspendLayout(); 44 | this.SuspendLayout(); 45 | // 46 | // Button_Origin_Open 47 | // 48 | this.Button_Origin_Open.Location = new System.Drawing.Point(480, 12); 49 | this.Button_Origin_Open.Name = "Button_Origin_Open"; 50 | this.Button_Origin_Open.Size = new System.Drawing.Size(92, 30); 51 | this.Button_Origin_Open.TabIndex = 0; 52 | this.Button_Origin_Open.Text = "Open..."; 53 | this.Button_Origin_Open.UseVisualStyleBackColor = true; 54 | this.Button_Origin_Open.Click += new System.EventHandler(this.Button_Origin_Open_Click); 55 | // 56 | // TextBox_Origin_Folder 57 | // 58 | this.TextBox_Origin_Folder.Location = new System.Drawing.Point(135, 14); 59 | this.TextBox_Origin_Folder.Name = "TextBox_Origin_Folder"; 60 | this.TextBox_Origin_Folder.ReadOnly = true; 61 | this.TextBox_Origin_Folder.Size = new System.Drawing.Size(339, 27); 62 | this.TextBox_Origin_Folder.TabIndex = 1; 63 | // 64 | // Label_Origin_Text 65 | // 66 | this.Label_Origin_Text.AutoSize = true; 67 | this.Label_Origin_Text.Location = new System.Drawing.Point(12, 17); 68 | this.Label_Origin_Text.Name = "Label_Origin_Text"; 69 | this.Label_Origin_Text.Size = new System.Drawing.Size(117, 20); 70 | this.Label_Origin_Text.TabIndex = 2; 71 | this.Label_Origin_Text.Text = "Origin resources:"; 72 | // 73 | // GroupBox_Options 74 | // 75 | this.GroupBox_Options.Controls.Add(this.CheckBox_Convert_BGM); 76 | this.GroupBox_Options.Controls.Add(this.CheckBox_Convert_SE); 77 | this.GroupBox_Options.Controls.Add(this.CheckBox_Convert_Voice); 78 | this.GroupBox_Options.Controls.Add(this.CheckBox_Rename); 79 | this.GroupBox_Options.Location = new System.Drawing.Point(12, 47); 80 | this.GroupBox_Options.Name = "GroupBox_Options"; 81 | this.GroupBox_Options.Size = new System.Drawing.Size(560, 130); 82 | this.GroupBox_Options.TabIndex = 3; 83 | this.GroupBox_Options.TabStop = false; 84 | this.GroupBox_Options.Text = "Extract options:"; 85 | // 86 | // CheckBox_Rename 87 | // 88 | this.CheckBox_Rename.AutoSize = true; 89 | this.CheckBox_Rename.Location = new System.Drawing.Point(6, 26); 90 | this.CheckBox_Rename.Name = "CheckBox_Rename"; 91 | this.CheckBox_Rename.Size = new System.Drawing.Size(192, 24); 92 | this.CheckBox_Rename.TabIndex = 0; 93 | this.CheckBox_Rename.Text = "Rename Hashed filename"; 94 | this.CheckBox_Rename.UseVisualStyleBackColor = true; 95 | // 96 | // Button_Extract 97 | // 98 | this.Button_Extract.Font = new System.Drawing.Font("メイリオ", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(128))); 99 | this.Button_Extract.Location = new System.Drawing.Point(452, 206); 100 | this.Button_Extract.Name = "Button_Extract"; 101 | this.Button_Extract.Size = new System.Drawing.Size(120, 40); 102 | this.Button_Extract.TabIndex = 4; 103 | this.Button_Extract.Text = "Extract"; 104 | this.Button_Extract.UseVisualStyleBackColor = true; 105 | this.Button_Extract.Click += new System.EventHandler(this.Button_Extract_Click); 106 | // 107 | // Label_Extract_Text 108 | // 109 | this.Label_Extract_Text.AutoSize = true; 110 | this.Label_Extract_Text.Location = new System.Drawing.Point(12, 222); 111 | this.Label_Extract_Text.Name = "Label_Extract_Text"; 112 | this.Label_Extract_Text.Size = new System.Drawing.Size(64, 20); 113 | this.Label_Extract_Text.TabIndex = 5; 114 | this.Label_Extract_Text.Text = "Dest dir:"; 115 | // 116 | // TextBox_Extract_Folder 117 | // 118 | this.TextBox_Extract_Folder.Location = new System.Drawing.Point(82, 219); 119 | this.TextBox_Extract_Folder.Name = "TextBox_Extract_Folder"; 120 | this.TextBox_Extract_Folder.ReadOnly = true; 121 | this.TextBox_Extract_Folder.Size = new System.Drawing.Size(364, 27); 122 | this.TextBox_Extract_Folder.TabIndex = 6; 123 | // 124 | // Button_Extract_Open 125 | // 126 | this.Button_Extract_Open.Location = new System.Drawing.Point(354, 183); 127 | this.Button_Extract_Open.Name = "Button_Extract_Open"; 128 | this.Button_Extract_Open.Size = new System.Drawing.Size(92, 30); 129 | this.Button_Extract_Open.TabIndex = 7; 130 | this.Button_Extract_Open.Text = "Open..."; 131 | this.Button_Extract_Open.UseVisualStyleBackColor = true; 132 | this.Button_Extract_Open.Click += new System.EventHandler(this.Button_Extract_Open_Click); 133 | // 134 | // CheckBox_Convert_Voice 135 | // 136 | this.CheckBox_Convert_Voice.AutoSize = true; 137 | this.CheckBox_Convert_Voice.Location = new System.Drawing.Point(232, 26); 138 | this.CheckBox_Convert_Voice.Name = "CheckBox_Convert_Voice"; 139 | this.CheckBox_Convert_Voice.Size = new System.Drawing.Size(224, 24); 140 | this.CheckBox_Convert_Voice.TabIndex = 1; 141 | this.CheckBox_Convert_Voice.Text = "Convert voice audio file (.wav)"; 142 | this.CheckBox_Convert_Voice.UseVisualStyleBackColor = true; 143 | // 144 | // CheckBox_Convert_SE 145 | // 146 | this.CheckBox_Convert_SE.AutoSize = true; 147 | this.CheckBox_Convert_SE.Location = new System.Drawing.Point(6, 86); 148 | this.CheckBox_Convert_SE.Name = "CheckBox_Convert_SE"; 149 | this.CheckBox_Convert_SE.Size = new System.Drawing.Size(207, 24); 150 | this.CheckBox_Convert_SE.TabIndex = 2; 151 | this.CheckBox_Convert_SE.Text = "Convert SE audio file (.wav)"; 152 | this.CheckBox_Convert_SE.UseVisualStyleBackColor = true; 153 | // 154 | // CheckBox_Convert_BGM 155 | // 156 | this.CheckBox_Convert_BGM.AutoSize = true; 157 | this.CheckBox_Convert_BGM.Location = new System.Drawing.Point(6, 56); 158 | this.CheckBox_Convert_BGM.Name = "CheckBox_Convert_BGM"; 159 | this.CheckBox_Convert_BGM.Size = new System.Drawing.Size(220, 24); 160 | this.CheckBox_Convert_BGM.TabIndex = 3; 161 | this.CheckBox_Convert_BGM.Text = "Convert BGM audio file (.wav)"; 162 | this.CheckBox_Convert_BGM.UseVisualStyleBackColor = true; 163 | // 164 | // Main 165 | // 166 | this.AutoScaleDimensions = new System.Drawing.SizeF(8F, 20F); 167 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 168 | this.ClientSize = new System.Drawing.Size(584, 258); 169 | this.Controls.Add(this.Button_Extract_Open); 170 | this.Controls.Add(this.TextBox_Extract_Folder); 171 | this.Controls.Add(this.Label_Extract_Text); 172 | this.Controls.Add(this.Button_Extract); 173 | this.Controls.Add(this.GroupBox_Options); 174 | this.Controls.Add(this.Label_Origin_Text); 175 | this.Controls.Add(this.Button_Origin_Open); 176 | this.Controls.Add(this.TextBox_Origin_Folder); 177 | this.Font = new System.Drawing.Font("メイリオ", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(128))); 178 | this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle; 179 | this.Margin = new System.Windows.Forms.Padding(4, 5, 4, 5); 180 | this.MaximizeBox = false; 181 | this.MinimizeBox = false; 182 | this.Name = "Main"; 183 | this.Text = "PrincessTool"; 184 | this.GroupBox_Options.ResumeLayout(false); 185 | this.GroupBox_Options.PerformLayout(); 186 | this.ResumeLayout(false); 187 | this.PerformLayout(); 188 | 189 | } 190 | 191 | #endregion 192 | 193 | private System.Windows.Forms.Button Button_Origin_Open; 194 | private System.Windows.Forms.TextBox TextBox_Origin_Folder; 195 | private System.Windows.Forms.Label Label_Origin_Text; 196 | private System.Windows.Forms.GroupBox GroupBox_Options; 197 | private System.Windows.Forms.CheckBox CheckBox_Rename; 198 | private System.Windows.Forms.Button Button_Extract; 199 | private System.Windows.Forms.Label Label_Extract_Text; 200 | private System.Windows.Forms.TextBox TextBox_Extract_Folder; 201 | private System.Windows.Forms.Button Button_Extract_Open; 202 | private System.Windows.Forms.CheckBox CheckBox_Convert_BGM; 203 | private System.Windows.Forms.CheckBox CheckBox_Convert_SE; 204 | private System.Windows.Forms.CheckBox CheckBox_Convert_Voice; 205 | } 206 | } 207 | 208 | -------------------------------------------------------------------------------- /PrincessTool/Main.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.ComponentModel; 4 | using System.Data; 5 | using System.Drawing; 6 | using System.IO; 7 | using System.Linq; 8 | using System.Reflection; 9 | using System.Text; 10 | using System.Threading.Tasks; 11 | using System.Windows.Forms; 12 | 13 | namespace AioiLight.PrincessTool 14 | { 15 | public partial class Main : Form 16 | { 17 | public Main() 18 | { 19 | InitializeComponent(); 20 | 21 | var localDir = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData); 22 | var localLowDir = localDir += "Low"; 23 | TextBox_Origin_Folder.Text = Path.Combine(localLowDir, @"Cygames\PrincessConnectReDive\"); 24 | 25 | var appDir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); 26 | TextBox_Extract_Folder.Text = Path.Combine(appDir, @"dest\"); 27 | } 28 | 29 | private void Button_Origin_Open_Click(object sender, EventArgs e) 30 | { 31 | var result = Dialog.Folder(TextBox_Origin_Folder.Text, Handle); 32 | if (result != null) 33 | { 34 | TextBox_Origin_Folder.Text = result; 35 | } 36 | } 37 | 38 | private void Button_Extract_Open_Click(object sender, EventArgs e) 39 | { 40 | var result = Dialog.Folder(TextBox_Extract_Folder.Text, Handle); 41 | if (result != null) 42 | { 43 | TextBox_Extract_Folder.Text = result; 44 | } 45 | } 46 | 47 | private void Button_Extract_Click(object sender, EventArgs e) 48 | { 49 | Program.Origin = TextBox_Origin_Folder.Text; 50 | Program.Dest = TextBox_Extract_Folder.Text; 51 | if (!Directory.Exists(Program.Origin)) 52 | { 53 | Dialog.Error("Original directory is not found", 54 | "Original directory is not found.\n" + 55 | "Check path of directory.", 56 | Handle); 57 | } 58 | 59 | Directory.CreateDirectory(Program.Dest); 60 | 61 | new Works.FileCopy(); 62 | 63 | if (CheckBox_Rename.Checked) 64 | { 65 | new Works.RenameHashedFile(); 66 | } 67 | if (CheckBox_Convert_BGM.Checked) 68 | { 69 | new Works.ConvertSound("b", "Convert BGM audio"); 70 | } 71 | if (CheckBox_Convert_SE.Checked) 72 | { 73 | new Works.ConvertSound("s", "Convert SE audio"); 74 | } 75 | if (CheckBox_Convert_Voice.Checked) 76 | { 77 | new Works.ConvertSound("v", "Convert Voice audio"); 78 | } 79 | } 80 | } 81 | } 82 | -------------------------------------------------------------------------------- /PrincessTool/Main.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | text/microsoft-resx 110 | 111 | 112 | 2.0 113 | 114 | 115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | 118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 119 | 120 | -------------------------------------------------------------------------------- /PrincessTool/PrincessTool.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | Debug 6 | AnyCPU 7 | {AB77825F-9987-447B-8D6F-E12D2B16D447} 8 | WinExe 9 | PrincessTool 10 | PrincessTool 11 | v4.6 12 | 512 13 | true 14 | true 15 | 16 | 17 | 18 | 19 | AnyCPU 20 | true 21 | full 22 | false 23 | bin\Debug\ 24 | DEBUG;TRACE 25 | prompt 26 | 4 27 | 28 | 29 | AnyCPU 30 | none 31 | true 32 | bin\Release\ 33 | TRACE 34 | prompt 35 | 4 36 | 37 | 38 | 39 | ..\packages\WindowsAPICodePack-Core.1.1.2\lib\Microsoft.WindowsAPICodePack.dll 40 | 41 | 42 | ..\packages\WindowsAPICodePack-Shell.1.1.1\lib\Microsoft.WindowsAPICodePack.Shell.dll 43 | 44 | 45 | 46 | 47 | ..\packages\System.Data.SQLite.Core.1.0.112.0\lib\net46\System.Data.SQLite.dll 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | Form 63 | 64 | 65 | Main.cs 66 | 67 | 68 | 69 | Form 70 | 71 | 72 | Progress.cs 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | Main.cs 81 | 82 | 83 | Progress.cs 84 | 85 | 86 | ResXFileCodeGenerator 87 | Resources.Designer.cs 88 | Designer 89 | 90 | 91 | True 92 | Resources.resx 93 | 94 | 95 | 96 | SettingsSingleFileGenerator 97 | Settings.Designer.cs 98 | 99 | 100 | True 101 | Settings.settings 102 | True 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | このプロジェクトは、このコンピューター上にない NuGet パッケージを参照しています。それらのパッケージをダウンロードするには、[NuGet パッケージの復元] を使用します。詳細については、http://go.microsoft.com/fwlink/?LinkID=322105 を参照してください。見つからないファイルは {0} です。 113 | 114 | 115 | 116 | 117 | mkdir "$(TargetDir)tools" 118 | xcopy /s/e/y "$(SolutionDir)tools" "$(TargetDir)tools" 119 | 120 | -------------------------------------------------------------------------------- /PrincessTool/Program.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Threading.Tasks; 5 | using System.Windows.Forms; 6 | 7 | namespace AioiLight.PrincessTool 8 | { 9 | internal static class Program 10 | { 11 | /// 12 | /// アプリケーションのメイン エントリ ポイントです。 13 | /// 14 | [STAThread] 15 | static void Main() 16 | { 17 | Application.EnableVisualStyles(); 18 | Application.SetCompatibleTextRenderingDefault(false); 19 | MainWindow = new Main(); 20 | Application.Run(MainWindow); 21 | } 22 | 23 | internal static string Origin { get; set; } 24 | internal static string Dest { get; set; } 25 | internal static Main MainWindow { get; set; } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /PrincessTool/Progress.Designer.cs: -------------------------------------------------------------------------------- 1 | namespace AioiLight.PrincessTool 2 | { 3 | partial class Progress 4 | { 5 | /// 6 | /// Required designer variable. 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// Clean up any resources being used. 12 | /// 13 | /// true if managed resources should be disposed; otherwise, false. 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows Form Designer generated code 24 | 25 | /// 26 | /// Required method for Designer support - do not modify 27 | /// the contents of this method with the code editor. 28 | /// 29 | private void InitializeComponent() 30 | { 31 | this.Label_Desc = new System.Windows.Forms.Label(); 32 | this.Bar_Progress = new System.Windows.Forms.ProgressBar(); 33 | this.SuspendLayout(); 34 | // 35 | // Label_Desc 36 | // 37 | this.Label_Desc.AutoSize = true; 38 | this.Label_Desc.Location = new System.Drawing.Point(12, 9); 39 | this.Label_Desc.Name = "Label_Desc"; 40 | this.Label_Desc.Size = new System.Drawing.Size(88, 20); 41 | this.Label_Desc.TabIndex = 0; 42 | this.Label_Desc.Text = "Progressing:"; 43 | // 44 | // Bar_Progress 45 | // 46 | this.Bar_Progress.Location = new System.Drawing.Point(12, 43); 47 | this.Bar_Progress.Name = "Bar_Progress"; 48 | this.Bar_Progress.Size = new System.Drawing.Size(360, 23); 49 | this.Bar_Progress.TabIndex = 1; 50 | // 51 | // Progress 52 | // 53 | this.AutoScaleDimensions = new System.Drawing.SizeF(8F, 20F); 54 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 55 | this.ClientSize = new System.Drawing.Size(384, 78); 56 | this.ControlBox = false; 57 | this.Controls.Add(this.Bar_Progress); 58 | this.Controls.Add(this.Label_Desc); 59 | this.Font = new System.Drawing.Font("メイリオ", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(128))); 60 | this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; 61 | this.Margin = new System.Windows.Forms.Padding(4, 5, 4, 5); 62 | this.MaximizeBox = false; 63 | this.MinimizeBox = false; 64 | this.Name = "Progress"; 65 | this.ShowInTaskbar = false; 66 | this.Text = "Progressing:"; 67 | this.Load += new System.EventHandler(this.Progress_Load); 68 | this.ResumeLayout(false); 69 | this.PerformLayout(); 70 | 71 | } 72 | 73 | #endregion 74 | 75 | private System.Windows.Forms.Label Label_Desc; 76 | private System.Windows.Forms.ProgressBar Bar_Progress; 77 | } 78 | } -------------------------------------------------------------------------------- /PrincessTool/Progress.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Windows.Forms; 3 | 4 | namespace AioiLight.PrincessTool 5 | { 6 | public partial class Progress : Form 7 | { 8 | public Progress(string caption, int maxProg, Action> task) 9 | { 10 | InitializeComponent(); 11 | MaxValue = maxProg; 12 | 13 | Bar_Progress.Maximum = MaxValue; 14 | Bar_Progress.Minimum = 0; 15 | 16 | Task = task; 17 | 18 | Text = $"Progressing: {caption}"; 19 | Label_Desc.Text = $"Progressing: {caption}"; 20 | 21 | ShowDialog(Program.MainWindow); 22 | } 23 | 24 | private int MaxValue { get; set; } 25 | private Action> Task { get; set; } 26 | 27 | private void Progress_Load(object sender, EventArgs e) 28 | { 29 | StartTask(); 30 | } 31 | 32 | private async void StartTask() 33 | { 34 | var prog = new Progress(TickBar); 35 | 36 | var task = System.Threading.Tasks.Task.Run(() => { Task(prog); }); 37 | 38 | await task; 39 | 40 | Close(); 41 | } 42 | 43 | private void TickBar(int value) 44 | { 45 | Bar_Progress.Value = value; 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /PrincessTool/Progress.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | text/microsoft-resx 110 | 111 | 112 | 2.0 113 | 114 | 115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | 118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 119 | 120 | -------------------------------------------------------------------------------- /PrincessTool/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // アセンブリに関する一般情報は以下の属性セットをとおして制御されます。 6 | // 制御されます。アセンブリに関連付けられている情報を変更するには、 7 | // これらの属性値を変更します。 8 | [assembly: AssemblyTitle("PrincessTool")] 9 | [assembly: AssemblyDescription("")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("")] 12 | [assembly: AssemblyProduct("PrincessTool")] 13 | [assembly: AssemblyCopyright("Copyright © 2020")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // ComVisible を false に設定すると、このアセンブリ内の型は COM コンポーネントから 18 | // 参照できなくなります。COM からこのアセンブリ内の型にアクセスする必要がある場合は、 19 | // その型の ComVisible 属性を true に設定してください。 20 | [assembly: ComVisible(false)] 21 | 22 | // このプロジェクトが COM に公開される場合、次の GUID が typelib の ID になります 23 | [assembly: Guid("ab77825f-9987-447b-8d6f-e12d2b16d447")] 24 | 25 | // アセンブリのバージョン情報は、以下の 4 つの値で構成されています: 26 | // 27 | // メジャー バージョン 28 | // マイナー バージョン 29 | // ビルド番号 30 | // リビジョン 31 | // 32 | // すべての値を指定するか、次を使用してビルド番号とリビジョン番号を既定に設定できます 33 | // 既定値にすることができます: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.0.0")] 36 | [assembly: AssemblyFileVersion("1.0.0.0")] 37 | -------------------------------------------------------------------------------- /PrincessTool/Properties/Resources.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // このコードはツールによって生成されました。 4 | // ランタイム バージョン:4.0.30319.42000 5 | // 6 | // このファイルへの変更は、以下の状況下で不正な動作の原因になったり、 7 | // コードが再生成されるときに損失したりします 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace PrincessTool.Properties 12 | { 13 | 14 | 15 | /// 16 | /// ローカライズされた文字列などを検索するための、厳密に型指定されたリソース クラスです。 17 | /// 18 | // このクラスは StronglyTypedResourceBuilder クラスが ResGen 19 | // または Visual Studio のようなツールを使用して自動生成されました。 20 | // メンバーを追加または削除するには、.ResX ファイルを編集して、/str オプションと共に 21 | // ResGen を実行し直すか、または VS プロジェクトをリビルドします。 22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")] 23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] 24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 25 | internal class Resources 26 | { 27 | 28 | private static global::System.Resources.ResourceManager resourceMan; 29 | 30 | private static global::System.Globalization.CultureInfo resourceCulture; 31 | 32 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] 33 | internal Resources() 34 | { 35 | } 36 | 37 | /// 38 | /// このクラスで使用されるキャッシュされた ResourceManager インスタンスを返します。 39 | /// 40 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 41 | internal static global::System.Resources.ResourceManager ResourceManager 42 | { 43 | get 44 | { 45 | if ((resourceMan == null)) 46 | { 47 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("PrincessTool.Properties.Resources", typeof(Resources).Assembly); 48 | resourceMan = temp; 49 | } 50 | return resourceMan; 51 | } 52 | } 53 | 54 | /// 55 | /// すべてについて、現在のスレッドの CurrentUICulture プロパティをオーバーライドします 56 | /// 現在のスレッドの CurrentUICulture プロパティをオーバーライドします。 57 | /// 58 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 59 | internal static global::System.Globalization.CultureInfo Culture 60 | { 61 | get 62 | { 63 | return resourceCulture; 64 | } 65 | set 66 | { 67 | resourceCulture = value; 68 | } 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /PrincessTool/Properties/Resources.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | text/microsoft-resx 107 | 108 | 109 | 2.0 110 | 111 | 112 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 113 | 114 | 115 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | -------------------------------------------------------------------------------- /PrincessTool/Properties/Settings.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.42000 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace PrincessTool.Properties 12 | { 13 | 14 | 15 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 16 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")] 17 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase 18 | { 19 | 20 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings()))); 21 | 22 | public static Settings Default 23 | { 24 | get 25 | { 26 | return defaultInstance; 27 | } 28 | } 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /PrincessTool/Properties/Settings.settings: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /PrincessTool/Works/ConvertSound.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Diagnostics; 3 | using System.IO; 4 | using System.Linq; 5 | using System.Reflection; 6 | 7 | namespace AioiLight.PrincessTool.Works 8 | { 9 | public class ConvertSound : IWorkable 10 | { 11 | public ConvertSound(string folder, string desc) 12 | { 13 | var targetFolder = Path.Combine(Program.Dest, folder); 14 | 15 | if (!Directory.Exists(targetFolder)) 16 | { 17 | return; 18 | } 19 | 20 | // .awb, .acbファイルのみ該当させる。 21 | var files = Directory.GetFiles(targetFolder, "*.*", SearchOption.AllDirectories) 22 | .Where(f => f.EndsWith(".awb", StringComparison.OrdinalIgnoreCase) 23 | || f.EndsWith(".acb", StringComparison.OrdinalIgnoreCase)) 24 | .ToArray(); 25 | var filesAmount = files.Count(); 26 | Folder = folder; 27 | new Progress(desc, filesAmount, Process); 28 | 29 | } 30 | 31 | public void Process(IProgress progress) 32 | { 33 | // .awb, .acbファイルのみ該当させる。 34 | var targetFolder = Path.Combine(Program.Dest, Folder); 35 | var files = Directory.GetFiles(targetFolder, "*.*", SearchOption.AllDirectories) 36 | .Where(f => f.EndsWith(".awb", StringComparison.OrdinalIgnoreCase) 37 | || f.EndsWith(".acb", StringComparison.OrdinalIgnoreCase)) 38 | .ToArray(); 39 | 40 | // コピー先フォルダの決定。 41 | var copyFolder = Path.Combine(Program.Dest, $@"convert-{Folder}"); 42 | 43 | var cnt = 0; 44 | foreach (var item in files) 45 | { 46 | var itemFolder = Path.GetDirectoryName(item); 47 | var itemRelative = item.Substring(targetFolder.Length + 1); 48 | 49 | var itemConvertedPath = Path.Combine(copyFolder, itemRelative); 50 | var itemConvertedFolder = Path.GetDirectoryName(itemConvertedPath); 51 | if (!Directory.Exists(itemConvertedFolder)) 52 | { 53 | // ディレクトリがなかったら作る。 54 | Directory.CreateDirectory(itemConvertedFolder); 55 | } 56 | 57 | var tracks = GetTracks(item); 58 | if (tracks != null) 59 | { 60 | foreach (var track in tracks) 61 | { 62 | Convert(item, Path.Combine(itemConvertedFolder, 63 | $"{track.Name}.wav"), 64 | track.TrackNum); 65 | } 66 | } 67 | 68 | cnt++; 69 | progress.Report(cnt); 70 | } 71 | } 72 | 73 | /// 74 | /// トラック情報の配列を生成する。 75 | /// 76 | /// ファイルパス。 77 | /// 場合によってはnullが返ることもある。 78 | private TrackInfo[] GetTracks(string filePath) 79 | { 80 | var info = GetInfo(filePath); 81 | 82 | var lines = info.Split(new char[] { '\r', '\n' }); 83 | if (lines.Where(s => s.StartsWith("failed opening")).Any()) 84 | { 85 | // ウェーブデータの無い.acbや、 86 | // その他変なファイルが投げられた。 87 | return null; 88 | } 89 | 90 | 91 | var findTrack = "stream count: "; 92 | var tracks = lines.Where(s => s.StartsWith(findTrack)); 93 | if (tracks.Any()) 94 | { 95 | // 複数のトラックがある。 96 | if (int.TryParse(tracks.First().Substring(findTrack.Length), out var number)) 97 | { 98 | var trackInfo = new TrackInfo[number]; 99 | for (int i = 0; i < number; i++) 100 | { 101 | var track = new TrackInfo(); 102 | 103 | // もういちどトラック番号から情報を取得してみる。 104 | track.Name = GetTrackName(GetInfo(filePath, i + 1)); 105 | track.TrackNum = i + 1; 106 | 107 | trackInfo[i] = track; 108 | } 109 | return trackInfo; 110 | } 111 | else 112 | { 113 | // トラック数が取得できなかった。 114 | return null; 115 | } 116 | } 117 | else 118 | { 119 | // 1つのトラックしか無い 120 | var trackInfo = new TrackInfo[1]; 121 | var track = new TrackInfo(); 122 | 123 | track.Name = GetTrackName(GetInfo(filePath)); 124 | 125 | if (string.IsNullOrWhiteSpace(track.Name)) 126 | { 127 | // エラーが出力で受け取れないのでここで処理する。 128 | return null; 129 | } 130 | 131 | track.TrackNum = 1; 132 | 133 | trackInfo[0] = track; 134 | 135 | return trackInfo; 136 | } 137 | } 138 | 139 | /// 140 | /// ファイル情報からトラック名を取得する。 141 | /// 142 | /// ファイル情報。 143 | /// トラック名。nullが返ることもある。 144 | private string GetTrackName(string info) 145 | { 146 | if (info == null) 147 | { 148 | // 情報がnull 149 | return null; 150 | } 151 | 152 | var lines = info.Split(new char[] { '\r', '\n' }); 153 | if (lines.Where(s => s.StartsWith("failed opening")).Any()) 154 | { 155 | // ウェーブデータの無い.acbや、 156 | // その他変なファイルが投げられた。 157 | return null; 158 | } 159 | 160 | // ストリーム名を取得。 161 | var findName = "stream name: "; 162 | var name = lines.Where(s => s.StartsWith(findName)); 163 | if (!name.Any()) 164 | { 165 | // 名前が取得できなかった 166 | return null; 167 | } 168 | var streamName = name.First().Substring(findName.Length); 169 | 170 | return streamName; 171 | } 172 | 173 | /// 174 | /// ファイルパスよりtest.exeを動かす。 175 | /// 176 | /// ファイルパス。 177 | /// トラック数。 178 | /// ファイル情報。 179 | private string GetInfo(string filePath, int? track = null) 180 | { 181 | var vgmstreamPath = GetVgmstream(); 182 | 183 | var cmd = new Process(); 184 | // cmd.exeの場所 185 | cmd.StartInfo.FileName = vgmstreamPath; 186 | // 引数 187 | if (track.HasValue) 188 | { 189 | cmd.StartInfo.Arguments = $"-m -s {track.Value} {filePath}"; 190 | } 191 | else 192 | { 193 | cmd.StartInfo.Arguments = $"-m {filePath}"; 194 | } 195 | cmd.StartInfo.UseShellExecute = false; 196 | cmd.StartInfo.RedirectStandardOutput = true; 197 | cmd.StartInfo.CreateNoWindow = true; 198 | cmd.Start(); 199 | 200 | var result = cmd.StandardOutput.ReadToEnd(); 201 | cmd.WaitForExit(); 202 | cmd.Close(); 203 | 204 | 205 | return result; 206 | } 207 | 208 | /// 209 | /// .acb、.awbから.wavに変換する。 210 | /// 211 | /// 入力パス。 212 | /// 出力パス。 213 | /// トラック数。 214 | private void Convert(string input, string output, int? track = null) 215 | { 216 | var vgmstreamPath = GetVgmstream(); 217 | 218 | var cmd = new Process(); 219 | // cmd.exeの場所 220 | cmd.StartInfo.FileName = vgmstreamPath; 221 | // 引数 222 | if (track.HasValue) 223 | { 224 | cmd.StartInfo.Arguments = $"-s {track.Value} -o {output} {input}"; 225 | } 226 | else 227 | { 228 | cmd.StartInfo.Arguments = $"-o {output} {input}"; 229 | } 230 | cmd.StartInfo.UseShellExecute = false; 231 | cmd.StartInfo.RedirectStandardOutput = true; 232 | cmd.StartInfo.CreateNoWindow = true; 233 | 234 | cmd.Start(); 235 | 236 | cmd.StandardOutput.ReadToEnd(); 237 | cmd.WaitForExit(); 238 | cmd.Close(); 239 | } 240 | 241 | private string GetVgmstream() 242 | { 243 | var appDir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); 244 | var path = Path.Combine(appDir, @"tools\vgmstream\test.exe"); 245 | return path; 246 | } 247 | 248 | private string Folder { get; set; } 249 | 250 | private class TrackInfo 251 | { 252 | public string Name { get; set; } 253 | public int TrackNum { get; set; } 254 | } 255 | } 256 | } 257 | -------------------------------------------------------------------------------- /PrincessTool/Works/FileCopy.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | using System.Linq; 4 | 5 | namespace AioiLight.PrincessTool.Works 6 | { 7 | public class FileCopy : IWorkable 8 | { 9 | public FileCopy() 10 | { 11 | var files = Directory.GetFiles(Program.Origin, "*.*", SearchOption.AllDirectories); 12 | var filesAmount = files.Count(); 13 | new Progress("Copy all files", filesAmount, Process); 14 | } 15 | 16 | public void Process(IProgress progress) 17 | { 18 | var files = Directory.GetFiles(Program.Origin, "*.*", SearchOption.AllDirectories); 19 | var cnt = 0; 20 | foreach (var item in files) 21 | { 22 | // どこにコピーすべきか決定。 23 | var itemOriginFolder = Path.GetDirectoryName(item); 24 | var originFolder = Path.GetDirectoryName(Program.Origin); 25 | var itemRelative = item.Substring(originFolder.Length + 1); 26 | 27 | var itemDestPath = Path.Combine(Program.Dest, itemRelative); 28 | var itemDestFolder = Path.GetDirectoryName(itemDestPath); 29 | if (!Directory.Exists(itemDestFolder)) 30 | { 31 | // ディレクトリがなかったら作る。 32 | Directory.CreateDirectory(itemDestFolder); 33 | } 34 | 35 | // コピーする。 36 | File.Copy(item, itemDestPath, true); 37 | cnt++; 38 | progress.Report(cnt); 39 | } 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /PrincessTool/Works/IWorkable.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace AioiLight.PrincessTool.Works 4 | { 5 | public interface IWorkable 6 | { 7 | void Process(IProgress progress); 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /PrincessTool/Works/RenameHashedFile.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | using System.Linq; 4 | using System.Data.SQLite; 5 | using System.Collections.Generic; 6 | using System.Security.Cryptography; 7 | 8 | namespace AioiLight.PrincessTool.Works 9 | { 10 | public class RenameHashedFile : IWorkable 11 | { 12 | public RenameHashedFile() 13 | { 14 | var files = Directory.GetFiles(Program.Dest, "*.*", SearchOption.AllDirectories); 15 | var filesAmount = files.Count(); 16 | 17 | if (!File.Exists(Path.Combine(Program.Dest, @"manifest.db"))) 18 | { 19 | return; 20 | } 21 | 22 | HashList = new Dictionary(); 23 | var connection = new SQLiteConnection($"Data Source={Path.Combine(Program.Dest, @"manifest.db")};"); 24 | connection.Open(); 25 | try 26 | { 27 | // SQL文 28 | var sql = "SELECT * from t"; 29 | var result = new SQLiteCommand(sql, connection).ExecuteReader(); 30 | while (result.Read()) 31 | { 32 | var hash = result.GetString(1); 33 | var filename = result.GetString(0); 34 | if (!HashList.ContainsKey(hash)) 35 | { 36 | HashList.Add(hash, filename); 37 | } 38 | } 39 | result.Close(); 40 | } 41 | finally 42 | { 43 | connection.Close(); 44 | } 45 | new Progress("Rename hashed files", filesAmount, Process); 46 | } 47 | 48 | public void Process(IProgress progress) 49 | { 50 | var files = Directory.GetFiles(Program.Dest, "*.*", SearchOption.AllDirectories); 51 | var cnt = 0; 52 | foreach (var item in files) 53 | { 54 | // ファイルの相対パスを出す。 55 | var itemFolder = Path.GetDirectoryName(item); 56 | var itemRelative = item.Substring(Program.Dest.Length + 1); 57 | 58 | if (!File.Exists(item)) 59 | { 60 | cnt++; 61 | progress.Report(cnt); 62 | continue; 63 | } 64 | 65 | if (!itemRelative.Contains("\\")) 66 | { 67 | // ルートのやつなので検索しない。 68 | cnt++; 69 | progress.Report(cnt); 70 | continue; 71 | } 72 | 73 | // SHA1ハッシュの計算。 74 | var fileStream = new FileStream(item, 75 | FileMode.Open, 76 | FileAccess.Read, 77 | FileShare.None); 78 | var md5 = MD5.Create(); 79 | var fileMD5 = md5.ComputeHash(fileStream); 80 | var hash = BitConverter.ToString(fileMD5).ToLower().Replace("-", ""); 81 | 82 | // 後片付け 83 | md5.Clear(); 84 | fileStream.Close(); 85 | 86 | if (!HashList.ContainsKey(hash)) 87 | { 88 | cnt++; 89 | progress.Report(cnt); 90 | continue; 91 | } 92 | 93 | // リネームする。 94 | var result = Path.Combine(Path.GetDirectoryName(itemRelative), Path.GetFileName(HashList[hash])); 95 | 96 | try 97 | { 98 | // note:たまにファイル名が重複しているやつがある? 99 | File.Move(item, Path.Combine(Program.Dest, result)); 100 | } 101 | catch (IOException) 102 | { 103 | 104 | } 105 | finally 106 | { 107 | cnt++; 108 | progress.Report(cnt); 109 | } 110 | 111 | } 112 | } 113 | 114 | private Dictionary HashList; 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /PrincessTool/packages.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # PrincessTool 2 | プリンセスコネクト!Re:Dive のリソース抽出ツール 3 | 4 | ## これはなに? 5 | 6 | プリンセスコネクト!Re:Dive のリソースを抽出するツールです。 7 | 8 | DMM版のリソースを特定のフォルダにコピーして、そこから自動的にファイルをリネームしたり、音声をWAVEフォーマットに変換したりします。 9 | 10 | ## 注意事項 11 | 12 | すべてのリソースをコピー&変換すると30GB程度の容量になるので、ストレージに余裕があることを確認した後、実行してください。 13 | -------------------------------------------------------------------------------- /tools/vgmstream/COPYING: -------------------------------------------------------------------------------- 1 | Copyright (c) 2008-2019 Adam Gashlin, Fastelbja, Ronny Elfert, bnnm, 2 | Christopher Snowhill, NicknineTheEagle, bxaimc, 3 | Thealexbarney, CyberBotX, et al 4 | 5 | Portions Copyright (c) 2004-2008, Marko Kreen 6 | Portions Copyright 2001-2007 jagarl / Kazunori Ueno 7 | Portions Copyright (c) 1998, Justin Frankel/Nullsoft Inc. 8 | Portions Copyright (C) 2006 Nullsoft, Inc. 9 | Portions Copyright (c) 2005-2007 Paul Hsieh 10 | Portions Public Domain originating with Sun Microsystems 11 | 12 | Permission to use, copy, modify, and distribute this software for any 13 | purpose with or without fee is hereby granted, provided that the above 14 | copyright notice and this permission notice appear in all copies. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES 17 | WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF 18 | MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR 19 | ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES 20 | WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN 21 | ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF 22 | OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. 23 | -------------------------------------------------------------------------------- /tools/vgmstream/README.md: -------------------------------------------------------------------------------- 1 | # vgmstream 2 | 3 | [![AppVeyor build status](https://ci.appveyor.com/api/projects/status/github/losnoco/vgmstream?branch=master&svg=true "Build Status")](https://ci.appveyor.com/project/kode54/vgmstream/branch/master/artifacts) 4 | 5 | 6 | This is vgmstream, a library for playing streamed (pre-recorded) audio 7 | from video games. 8 | 9 | There are multiple end-user bits: 10 | - a command line decoder called "test.exe/vgmstream-cli" 11 | - a Winamp plugin called "in_vgmstream" 12 | - a foobar2000 component called "foo_input_vgmstream" 13 | - an XMPlay plugin called "xmp-vgmstream" 14 | - an Audacious plugin called "libvgmstream" 15 | - a command line player called "vgmstream123" 16 | 17 | Help and newest builds can be found here: https://www.hcs64.com/ 18 | 19 | Latest development is usually here: https://github.com/losnoco/vgmstream/ 20 | 21 | Latest releases are here: https://github.com/losnoco/vgmstream/releases 22 | Automated builds with the latest changes: https://ci.appveyor.com/project/kode54/vgmstream/branch/master/artifacts 23 | 24 | You can find further info about other details in https://github.com/losnoco/vgmstream/tree/master/doc 25 | 26 | ## Needed extra files (for Windows) 27 | Support for some codecs (Ogg Vorbis, MPEG audio, etc) is done with external 28 | libraries, so you will need to have certain DLL files. 29 | 30 | In the case of the foobar2000 component they are all bundled for convenience, 31 | or you can get them here: https://github.com/losnoco/vgmstream/tree/master/ext_libs 32 | (bundled here: https://f.losno.co/vgmstream-win32-deps.zip, may not be latest). 33 | 34 | Put the following files somewhere Windows can find them: 35 | - `libvorbis.dll` 36 | - `libmpg123-0.dll` 37 | - `libg719_decode.dll` 38 | - `avcodec-vgmstream-58.dll` 39 | - `avformat-vgmstream-58.dll` 40 | - `avutil-vgmstream-56.dll` 41 | - `swresample-vgmstream-3.dll` 42 | - `libatrac9.dll` 43 | - `libcelt-0061.dll` 44 | - `libcelt-0110.dll` 45 | 46 | For Winamp/XMPlay/command line this means in the directory with the main .exe, 47 | or in a system directory, or any other directory in the PATH variable. 48 | 49 | 50 | ## Components 51 | 52 | ### test.exe/vgmstream-cli 53 | *Installation*: unzip the file and follow the above instructions for installing 54 | the other files needed. 55 | 56 | Converts playable files to wav. Typical usage would be: 57 | - `test.exe -o happy.wav happy.adx` to decode `happy.adx` to `happy.wav`. 58 | 59 | If command-line isn't your thing you can also drag and drop files to the 60 | executable to decode them as (filename).wav 61 | 62 | There are multiple options that alter how the file is converted, for example: 63 | - `test.exe -m -o file.wav file.adx`: print info but don't decode 64 | - `test.exe -i -o file.wav file.hca`: convert without looping 65 | - `test.exe -s 2 -F -o file.wav file.fsb`: play 2nd subsong + ending after 2.0 loops 66 | - `test.exe -l 3.0 -f 5.0 -d 3.0 -o file.wav file.wem`: 3 loops, 3s delay, 5s fade 67 | 68 | Available commands are printed when run with no flags. Note that you can also 69 | achieve similar results for other plugins using TXTP, described later. 70 | 71 | With files multiple subsongs you need to specify manually subsong (by design, to avoid 72 | massive data dumps since some formats have hundred of subsongs), but you could do 73 | some command line tricks: 74 | ``` 75 | REM extracts from subsong 5 to 10 in file.fsb 76 | for /L %A in (5,1,10) do test.exe -s %A -o file_%A.wav file.fsb 77 | ``` 78 | 79 | 80 | ### in_vgmstream 81 | *Installation*: drop the ```in_vgmstream.dll``` in your Winamp plugins directory, 82 | and follow the above instructions for installing the other files needed. 83 | 84 | Once installed supported files should be playable. 85 | 86 | ### xmp-vgmstream 87 | *Installation*: drop the ```xmp-vgmstream.dll``` in your XMPlay plugins directory, 88 | and follow the above instructions for installing the other files needed. 89 | 90 | Note that this has less features compared to in_vgmstream and has no configuration. 91 | Since XMPlay supports Winamp plugins you may also use ```in_vgmstream.dll``` instead. 92 | 93 | Because the XMPlay MP3 decoder incorrectly tries to play some vgmstream exts, 94 | you need to manually fix it by going to **options > plugins > input > vgmstream** 95 | and in the "priority filetypes" put: `ahx,asf,awc,ckd,fsb,genh,msf,p3d,rak,scd,txth,xvag` 96 | 97 | ### foo_input_vgmstream 98 | *Installation*: every file should be installed automatically by the `.fb2k-component` 99 | bundle. 100 | 101 | A known quirk is that when loop options or tags change, playlist won't refresh 102 | automatically. You need to manually refresh it by selecting songs and doing 103 | **shift + right click > Tagging > Reload info from file(s)**. 104 | 105 | ### Audacious plugin 106 | *Installation*: needs to be manually built. Instructions can be found in the BUILD 107 | document in vgmstream's source code. 108 | 109 | ### vgmstream123 110 | *Installation*: needs to be manually built. Instructions can be found in the BUILD 111 | document in vgmstream's source code. 112 | 113 | Usage: `vgmstream123 [options] INFILE ...` 114 | 115 | The program is meant to be a simple stand-alone player, supporting playback 116 | of vgmstream files through libao. Files compressed with gzip/bzip2/xz also 117 | work, as identified by a .gz/.bz2/.xz extension. The file will be decompressed 118 | to a temp dir using the respective utility program (which must be installed 119 | and accessible) and then loaded. 120 | 121 | It also supports playlists, and will recognize a special extended-M3U tag 122 | specific to vgmstream of the following form: 123 | ``` 124 | #EXT-X-VGMSTREAM:LOOPCOUNT=2,FADETIME=10.0,FADEDELAY=0.0,STREAMINDEX=0 125 | ``` 126 | (Any subset of these four parameters may appear in the line, in any order) 127 | 128 | When this "magic comment" appears in the playlist before a vgmstream-compatible 129 | file, the given parameters will be applied to the playback of said file. This makes 130 | it feasible to play vgmstream files directly instead of needing to make "arranged" 131 | WAV/MP3 conversions ahead of time. 132 | 133 | The tag syntax follows the conventions established in Apple's HTTP Live Streaming 134 | standard, whose docs discuss extending M3U with arbitrary tags. 135 | 136 | 137 | ## Special cases 138 | vgmstream aims to support most audio formats as-is, but some files require extra 139 | handling. 140 | 141 | ### Renamed files 142 | A few extensions that vgmstream supports clash with common ones. Since players 143 | like foobar or Winamp don't react well to that, they may be renamed to make 144 | them playable through vgmstream. 145 | - .aac to .laac (tri-Ace games) 146 | - .ac3 to .lac3 (standard AC3) 147 | - .aif to .laif or .aiffl or .aifcl (standard Mac AIF, Asobo AIF, Ogg) 148 | - .aiff/aifc to .aiffl/aifcl (standard Mac AIF) 149 | - .asf to .lasf (EA games, Argonaut ASF) 150 | - .bin to .lbin (various) 151 | - .flac to .lflac (standard FLAC) 152 | - .mp2 to .lmp2 (standard MP2) 153 | - .mp3 to .lmp3 (standard MP3) 154 | - .mp4 to .lmp4 (standard M4A) 155 | - .mpc to .lmpc (standard MPC) 156 | - .ogg to .logg (standard OGG) 157 | - .opus to .lopus (standard OPUS or Switch OPUS) 158 | - .stm to .lstm (Rockstar STM) 159 | - .wav to .lwav (standard WAV) 160 | - .wma to .lwma (standard WMA) 161 | - .(any) to .vgmstream (FFmpeg formats or TXTH) 162 | 163 | Command line tools don't have this restriction and will accept the original 164 | filename. 165 | 166 | The main advantage to rename them is that vgmstream may use the file's 167 | internal loop info, or apply subtle fixes, but is also limited in some ways 168 | (like standard/player's tagging). .vgmstream is a catch-all extension that 169 | may work as a last resort to make a file playable. 170 | 171 | Some plugins have options that allow any extension (common or unknown) to be 172 | played, making renaming is unnecessary (may need to adjust plugin priority in 173 | player's options). 174 | 175 | Also be aware that some plugins can tell the player they handle some extension, 176 | then not actually play it. This makes the file unplayable as vgmstream doesn't 177 | even get the chance to parse that file, so you may need to disable the offending 178 | plugin or rename the file (for example this may happen with .asf and foobar). 179 | 180 | When extracting from a bigfile, sometimes internal files don't have an actual 181 | name+extension. Those should be renamed to its proper/common extension, as the 182 | extractor program may guess wrong (like .wav instead of .at3 or .wem). If 183 | there is no known extension, usually the header id string may be used instead. 184 | 185 | Note that vgmstream also accepts certain extension-less files too. 186 | 187 | ### Demuxed videos 188 | vgmstream also supports audio from videos, but usually must be demuxed (extracted 189 | without modification) first, since vgmstream doesn't attempt to support them. 190 | 191 | The easiest way to do this is using VGMToolBox's "Video Demultiplexer" option 192 | for common game video formats (.bik, .vp6, .pss, .pam, .pmf, .usm, .xmv, etc). 193 | 194 | For standard videos formats (.avi, .mp4, .webm, .m2v, .ogv, etc) not supported 195 | by VGMToolBox FFmpeg binary may work: 196 | - `ffmpeg.exe -i (input file) -vn -acodec copy (output file)` 197 | Output extension may need to be adjusted to some appropriate audio file depending 198 | on the audio codec used. ffprobe.exe can list this codec, though the correct audio 199 | extension depends on the video itself (like .avi to .wav/mp2/mp3 or .ogv to .ogg). 200 | 201 | Some games use custom video formats, demuxer scripts in .bms format may be found 202 | on the internet. 203 | 204 | ### Companion files 205 | Some formats have companion files with external looping info, and should be 206 | left together. 207 | - .mus (playlist for .acm) 208 | - .pos (loop info for .wav, and sometimes .ogg) 209 | - .ogg.sli or .sli (loop info for .ogg) 210 | - .ogg.sfl (loop info for .ogg) 211 | - .vgmstream.pos (loop info for FFmpeg formats) 212 | - also possible for certain extensions like .lflac.pos 213 | 214 | Similarly some formats split header and/or data in separate files (.sgh+sgd, 215 | .wav.str+.wav, (file)_L.dsp+(file)_R.dsp, etc). vgmstream will also detect 216 | and use those as needed and must be together, even if only one of the two 217 | will be used to play. 218 | 219 | .pos is a small file with 32 bit little endian values: loop start sample 220 | and loop end sample. For FFmpeg formats (.vgmstream.pos) it may optionally 221 | have total samples after those. 222 | 223 | ### Decryption keys 224 | Certain formats have encrypted data, and need a key to decrypt. vgmstream 225 | will try to find the correct key from a list, but it can be provided by 226 | a companion file: 227 | - .adx: .adxkey (keystring, 8 byte keycode, or derived 6 byte start/mult/add key) 228 | - .ahx: .ahxkey (derived 6 byte start/mult/add key) 229 | - .hca: .hcakey (8 byte decryption key, a 64-bit number) 230 | - May be followed by 2 byte AWB scramble key for newer HCA 231 | - .fsb: .fsbkey (decryption key, in hex) 232 | - .bnsf: .bnsfkey (decryption key, a string up to 24 chars) 233 | 234 | The key file can be ".(ext)key" (for the whole folder), or "(name).(ext)key" 235 | (for a single file). The format is made up to suit vgmstream. 236 | 237 | ### Artificial files 238 | In some cases a file only has raw data, while important header info (codec type, 239 | sample rate, channels, etc) is stored in the .exe or other hard to locate places. 240 | 241 | Those can be played using an artificial header with info vgmstream needs. 242 | 243 | **GENH**: a byte header placed right before the original data, modyfing it. 244 | The resulting file must be (name).genh. Contains static header data. 245 | Programs like VGMToolbox can help to create GENH. 246 | 247 | **TXTH**: a text header placed in an external file. The TXTH must be named 248 | `.txth` or `.(ext).txth` (for the whole folder), or `(name.ext).txth` (for a 249 | single file). Contains dynamic text commands to read data from the original 250 | file, or static values. 251 | 252 | *TXTH* is recomended over *GENH* as it's far easier to create and has many 253 | more functions. 254 | 255 | 256 | For files that already play, sometimes they are used by the game in various 257 | complex and non-standard ways, like playing multiple small songs as a single 258 | one, or using some channels as a section of the song. For those cases we 259 | can use create a *TXTP* file. 260 | 261 | **TXTP**: a text player configurator named `(name).txtp`. Text inside can 262 | contain a list of filenames to play as one (ex. `intro.vag(line)loop.vag`), 263 | list of separate channel files to join as a single multichannel file, 264 | subsong index (ex. `bgm.sxd#10`), per-file configurations like number of 265 | loops, remove unneeded channels, and many other features. 266 | 267 | Creation of those files is meant for advanced users, docs can be found in 268 | vgmstream source. 269 | 270 | 271 | ### Plugin conflicts 272 | Since vgmstream supports a huge amount of formats it's possibly that some of 273 | them are also supported in other plugins, and this sometimes causes conflicts. 274 | If a file that should isn't playing or looping, first make sure vgmstream is 275 | really opening it (should show "VGMSTREAM" somewhere in the file info), and 276 | try to remove a few other plugins. 277 | 278 | foobar's FFmpeg plugin and foo_adpcm are known to cause issues, but in 279 | recent versions (1.4.x) you can configure plugin priority. 280 | 281 | In Audacious, vgmstream is set with slightly higher priority than FFmpeg, 282 | since it steals many formats that you normally want to loop (like .adx). 283 | However other plugins may set themselves higher, stealing formats instead. 284 | If current Audacious version doesn't let to change plugin priority you may 285 | need to disable some plugins (requires restart) or set priority on compile 286 | time. Particularly, mpg123 plugin may steal formats that aren't even MP3, 287 | making impossible for vgmstream to play it properly. 288 | 289 | 290 | ### Channel issues 291 | Some games layer a huge number of channels, that are disabled or downmixed 292 | during gameplay. The player may be unable to play those files (for example 293 | foobar can only play up to 8 channels, and Winamp depends on your sound 294 | card). For those files you can set the "downmix" option in vgmstream, that 295 | can reduce the number of channels to a playable amount. Note that this type 296 | of downmixing is very generic, not meant to be used when converting to other 297 | formats. 298 | 299 | You can also choose which channels to play using *TXTP*. For example, create 300 | a file named `song.adx#C1,2.txtp` to play only channels 1 and 2 from `song.adx`. 301 | 302 | ## Tagging 303 | Some of vgmstream's plugins support simple read-only tagging via external files. 304 | 305 | Tags are loaded from a text/M3U-like file named *!tags.m3u* in the song folder. 306 | You don't have to load your songs with that M3U though (but you can, for pre-made 307 | ordering), the file itself just 'looks' like an M3U. 308 | 309 | Format is: 310 | ``` 311 | # ignored comment 312 | # $GLOBAL_COMMAND (extra features) 313 | # @GLOBAL_TAG text (applies all following tracks) 314 | 315 | # %LOCAL_TAG text (applies to next track only) 316 | filename1 317 | # %LOCAL_TAG text (applies to next track only) 318 | filename2 319 | ``` 320 | Accepted tags depend on the player (foobar: any; winamp: see ATF config), 321 | typically *ALBUM/ARTIST/TITLE/DISC/TRACK/COMPOSER/etc*, lower or uppercase, 322 | separated by one or multiple spaces. Repeated tags overwrite previous 323 | (ex.- may define *@COMPOSER* for multiple tracks). It only reads up to current 324 | *filename* though, so any *@TAG* below would be ignored. 325 | 326 | Playlist formatting should follow player's config. ASCII or UTF-8 tags work. 327 | 328 | *GLOBAL_COMMAND*s currently can be: 329 | - *AUTOTRACK*: sets *%TRACK* tag automatically (1..N as files are encountered 330 | in the tag file). 331 | - *AUTOALBUM*: sets *%ALBUM* tag automatically using the containing dir as album. 332 | 333 | Some players like foobar accept tags with spaces. To use them surround the tag 334 | with both characters. 335 | ``` 336 | # @GLOBAL TAG WITH SPACES@ text 337 | # ... 338 | # %LOCAL TAG WITH SPACES% text 339 | filename1 340 | ``` 341 | As a side effect if text has @/% inside you also need them: `# @ALBUMARTIST@ Tom-H@ck` 342 | 343 | Note that since you can use global tags don't need to put all files inside. 344 | This would be a perfectly valid *!tags.m3u*: 345 | ``` 346 | # @ALBUM Game 347 | # @ARTIST Various Artists 348 | ``` 349 | 350 | foobar2000/Winamp can apply the following replaygain tags (if ReplayGain is 351 | enabled in preferences): 352 | ``` 353 | # %replaygain_track_gain N.NN dB 354 | # %replaygain_track_peak N.NNN 355 | # @replaygain_album_gain N.NN dB 356 | # @replaygain_album_peak N.NNN 357 | ``` 358 | 359 | If your player isn't picking tags make sure vgmstream is detecting the song 360 | (as other plugins can steal its extensions, see above), .m3u is properly 361 | named and that filenames inside match the song filename. For Winamp you need 362 | to make sure *options > titles > advanced title formatting* checkbox is set and 363 | the format defined. For foobar2000 don't forget you need to force refresh when 364 | tags change (for reasons outside vgmstream's control): 365 | **select songs > shift + right click > Tagging > Reload info from file(s)**. 366 | 367 | Currently there is no tool to aid in the creation of there m3u, but you can create 368 | a base m3u and edit as a text file. 369 | 370 | If you are not satisfied with vgmstream's tagging format, foobar2000 has other 371 | plugins (with write support) that may be of use: 372 | - m-TAGS: http://www.m-tags.org/ 373 | - foo_external_tags: https://foobar.hyv.fi/?view=foo_external_tags 374 | 375 | ## Virtual TXTP files 376 | Some of vgmstream's plugins allow you to use virtual .txtp files, that combined 377 | with playlists let you make quick song configs. 378 | 379 | Normally you can create a physical .txtp file that points to another file with 380 | config, and .txtp have a "mini-txtp" mode that configures files with only the 381 | filename. 382 | 383 | Instead of manually creating .txtp files you can put non-existing virtual .txtp 384 | in a `.m3u` playlist: 385 | ``` 386 | # playlist that opens subsongs directly without having to create .txtp 387 | # notice the full filename, then #(config), then ".txtp" (spaces are optional) 388 | bank_bgm_full.nub #s1 .txtp 389 | bank_bgm_full.nub #s10 .txtp 390 | ``` 391 | 392 | Combine with tagging (see above) for extra fun OST-like config. 393 | ``` 394 | # @ALBUM GOD HAND 395 | 396 | # play 1 loop, delay and do a longer fade 397 | # %TITLE Too Hot !! 398 | circus_a_mix_ver2.adx #l 1.0 #d 5.0 #f 15.0 .txtp 399 | 400 | # play 1 loop instead of the default 2 then fade with the song's internal fading 401 | # %TITLE Yet... Oh see mind 402 | boss2_3ningumi_ver6.adx #l 1.0 #F .txtp 403 | 404 | ... 405 | ``` 406 | 407 | You can also use it in CLI for quick access to some txtp-exclusive functions: 408 | ``` 409 | # force change sample rate to 22050 410 | test.exe btl_koopa1_44k_lp.brstm #h22050.txtp -o btl_koopa1_44k_lp.wav 411 | ``` 412 | 413 | 414 | ## Supported codec types 415 | Quick list of codecs vgmstream supports, including many obscure ones that 416 | are used in few games. 417 | 418 | - PCM 16-bit 419 | - PCM 8-bit (signed/unsigned) 420 | - PCM 4-bit (signed/unsigned) 421 | - PCM 32-bit float 422 | - u-Law/a-LAW 423 | - CRI ADX (standard, fixed, exponential, encrypted) 424 | - Nintendo DSP ADPCM a.k.a GC ADPCM 425 | - Nintendo DTK ADPCM 426 | - Nintendo AFC ADPCM 427 | - ITU-T G.721 428 | - CD-ROM XA ADPCM 429 | - Sony PSX ADPCM a.k.a VAG (standard, badflags, configurable, Pivotal) 430 | - Sony HEVAG 431 | - Electronic Arts EA-XA (stereo, mono, Maxis) 432 | - Electronic Arts EA-XAS (v0, v1) 433 | - DVI/IMA ADPCM (stereo/mono + high/low nibble, 3DS, Omikron, SNDS, etc) 434 | - Microsoft MS IMA ADPCM (standard, Xbox, NDS, Radical, Wwise, FSB, WV6, etc) 435 | - Microsoft MS ADPCM (standard, Cricket Audio) 436 | - Westwood VBR ADPCM 437 | - Yamaha ADPCM (AICA, Aska) 438 | - Procyon Studio ADPCM 439 | - Level-5 0x555 ADPCM 440 | - lsf ADPCM 441 | - Konami MTAF ADPCM 442 | - Konami MTA2 ADPCM 443 | - Paradigm MC3 ADPCM 444 | - FMOD FADPCM 4-bit ADPCM 445 | - Konami XMD 4-bit ADPCM 446 | - Platinum 4-bit ADPCM 447 | - Argonaut ASF 4-bit ADPCM 448 | - Ocean DSA 4-bit ADPCM 449 | - Circus XPCM ADPCM 450 | - OKI 4-bit ADPCM (16-bit output, 4-shift, PC-FX) 451 | - Ubisoft 4/6-bit ADPCM 452 | - Tiger Game.com ADPCM 453 | - SDX2 2:1 Squareroot-Delta-Exact compression DPCM 454 | - CBD2 2:1 Cuberoot-Delta-Exact compression DPCM 455 | - Activision EXAKT SASSC DPCM 456 | - Xilam DERF DPCM 457 | - InterPlay ACM 458 | - VisualArt's NWA 459 | - Electronic Arts MicroTalk a.k.a. UTK or UMT 460 | - Relic Codec 461 | - CRI HCA 462 | - Xiph Vorbis (Ogg, FSB5, Wwise, OGL, Silicon Knights) 463 | - MPEG MP1/2/3 (standard, AHX, XVAG, FSB, AWC, P3D, etc) 464 | - ITU-T G.722.1 annex C (Polycom Siren 14) 465 | - ITU-T G.719 annex B (Polycom Siren 22) 466 | - Electronic Arts EALayer3 467 | - Electronic Arts EA-XMA 468 | - Sony ATRAC3, ATRAC3plus 469 | - Sony ATRAC9 470 | - Microsoft XMA1/2 471 | - Microsoft WMA v1, WMA v2, WMAPro 472 | - AAC 473 | - Bink 474 | - AC3/SPDIF 475 | - Xiph Opus (Ogg, Switch, EA, UE4, Exient) 476 | - Xiph CELT (FSB) 477 | - Musepack 478 | - FLAC 479 | - Others 480 | 481 | Note that vgmstream doesn't (can't) reproduce in-game music 1:1, as internal 482 | resampling, filters, volume, etc, are not replicated. Some codecs are not 483 | fully accurate compared to the games due to minor bugs, but in most cases 484 | it isn't audible. 485 | 486 | 487 | ## Supported file types 488 | As manakoAT likes to say, the extension doesn't really mean anything, but it's 489 | the most obvious way to identify files. 490 | 491 | This list is not complete and many other files are supported. 492 | 493 | - PS2/PSX ADPCM: 494 | - .ads/.ss2 495 | - .ass 496 | - .ast 497 | - .bg00 498 | - .bmdx 499 | - .ccc 500 | - .cnk 501 | - .dxh 502 | - .enth 503 | - .fag 504 | - .filp 505 | - .gcm 506 | - .gms 507 | - .hgc1 508 | - .ikm 509 | - .ild 510 | - .ivb 511 | - .joe 512 | - .kces 513 | - .khv 514 | - .leg 515 | - .mcg 516 | - .mib, .mi4 (w/ or w/o .mih) 517 | - .mic 518 | - .mihb (merged mih+mib) 519 | - .msa 520 | - .msvp 521 | - .musc 522 | - .npsf 523 | - .pnb 524 | - .psh 525 | - .rkv 526 | - .rnd 527 | - .rstm 528 | - .rws 529 | - .rxw 530 | - .snd 531 | - .sfs 532 | - .sl3 533 | - .smpl (w/ bad flags) 534 | - .ster 535 | - .str+.sth 536 | - .str (MGAV blocked) 537 | - .sts 538 | - .svag 539 | - .svs 540 | - .tec (w/ bad flags) 541 | - .tk5 (w/ bad flags) 542 | - .vas 543 | - .vag 544 | - .vgs (w/ bad flags) 545 | - .vig 546 | - .vpk 547 | - .vs 548 | - .vsf 549 | - .wp2 550 | - .xa2 551 | - .xa30 552 | - .xwb+xwh 553 | - GC/Wii/3DS DSP ADPCM: 554 | - .aaap 555 | - .agsc 556 | - .asr 557 | - .bns 558 | - .bo2 559 | - .capdsp 560 | - .cfn 561 | - .ddsp 562 | - .dsp 563 | - standard, optional dual file stereo 564 | - RS03 565 | - Cstr 566 | - _lr.dsp 567 | - MPDS 568 | - .gca 569 | - .gcm 570 | - .gsp+.gsp 571 | - .hps 572 | - .idsp 573 | - .ish+.isd 574 | - .lps 575 | - .mca 576 | - .mpdsp 577 | - .mss 578 | - .mus (not quite right) 579 | - .ndp 580 | - .pdt 581 | - .sdt 582 | - .smp 583 | - .sns 584 | - .spt+.spd 585 | - .ssm 586 | - .stm/.dsp 587 | - .str 588 | - .str+.sth 589 | - .sts 590 | - .swd 591 | - .thp, .dsp 592 | - .tydsp 593 | - .vjdsp 594 | - .waa, .wac, .wad, .wam 595 | - .was 596 | - .wsd 597 | - .wsi 598 | - .ydsp 599 | - .ymf 600 | - .zwdsp 601 | - PCM: 602 | - .aiff (8 bit, 16 bit) 603 | - .asd (16 bit) 604 | - .baka (16 bit) 605 | - .bh2pcm (16 bit) 606 | - .dmsg (16 bit) 607 | - .gcsw (16 bit) 608 | - .gcw (16 bit) 609 | - .his (8 bit) 610 | - .int (16 bit) 611 | - .pcm (8 bit, 16 bit) 612 | - .kraw (16 bit) 613 | - .raw (16 bit) 614 | - .rwx (16 bit) 615 | - .sap (16 bit) 616 | - .snd (16 bit) 617 | - .sps (16 bit) 618 | - .str (16 bit) 619 | - .xss (16 bit) 620 | - .voi (16 bit) 621 | - .wb (16 bit) 622 | - .zsd (8 bit) 623 | - Xbox IMA ADPCM: 624 | - .matx 625 | - .wavm 626 | - .wvs 627 | - .xmu 628 | - .xvas 629 | - .xwav 630 | - Yamaha AICA ADPCM: 631 | - .adpcm 632 | - .dcs+.dcsw 633 | - .str 634 | - .spsd 635 | - IMA ADPCM: 636 | - .bar (IMA ADPCM) 637 | - .pcm/dvi (DVI IMA ADPCM) 638 | - .hwas (IMA ADPCM) 639 | - .dvi/idvi (DVI IMA ADPCM) 640 | - .ivaud (IMA ADPCM) 641 | - .myspd (IMA ADPCM) 642 | - .strm (IMA ADPCM) 643 | - multi: 644 | - .aifc (SDX2 DPCM, DVI IMA ADPCM) 645 | - .asf/as4 (8/16 bit PCM, DVI IMA ADPCM) 646 | - .ast (GC AFC ADPCM, 16 bit PCM) 647 | - .aud (IMA ADPCM, WS DPCM) 648 | - .aus (PSX ADPCM, Xbox IMA ADPCM) 649 | - .brstm (GC DSP ADPCM, 8/16 bit PCM) 650 | - .emff (PSX APDCM, GC DSP ADPCM) 651 | - .fsb/wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM, MPEG audio, FSB Vorbis, MS XMA) 652 | - .msf (PCM, PSX ADPCM, ATRAC3, MP3) 653 | - .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM) 654 | - .nwa (16 bit PCM, NWA DPCM) 655 | - .p3d (Radical ADPCM, Radical MP3, XMA2) 656 | - .psw (PSX ADPCM, GC DSP ADPCM) 657 | - .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM) 658 | - .rws (PSX ADPCM, XBOX IMA ADPCM, GC DSP ADPCM, 16 bit PCM) 659 | - .rwsd (GC DSP ADPCM, 8/16 bit PCM) 660 | - .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM) 661 | - .rrds (NDS IMA ADPCM) 662 | - .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM) 663 | - .sgd/sgb+sgh/sgx (PSX ADPCM, ATRAC3plus, AC3) 664 | - .seg (Xbox IMA ADPCM, PS2 ADPCM) 665 | - .sng/asf/str/eam/aud (8/16 bit PCM, EA-XA ADPCM, PSX ADPCM, GC DSP ADPCM, XBOX IMA ADPCM, MPEG audio, EALayer3) 666 | - .strm (NDS IMA ADPCM, 8/16 bit PCM) 667 | - .sb0..7 (Ubi IMA ADPCM, GC DSP ADPCM, PSX ADPCM, Xbox IMA ADPCM, ATRAC3) 668 | - .swav (NDS IMA ADPCM, 8/16 bit PCM) 669 | - .xwb (PCM, Xbox IMA ADPCM, MS ADPCM, XMA, XWMA, ATRAC3) 670 | - .xwb+xwh (PCM, PSX ADPCM, ATRAC3) 671 | - .wav/lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM, XBOX IMA ADPCM) 672 | - .wem [lwav/logg/xma] (PCM, Wwise Vorbis, Wwise IMA ADPCM, XMA, XWMA, GC DSP ADPCM, Wwise Opus) 673 | - etc: 674 | - .2dx9 (MS ADPCM) 675 | - .aax (CRI ADX ADPCM) 676 | - .acm (InterPlay ACM) 677 | - .adp (GC DTK ADPCM) 678 | - .adx (CRI ADX ADPCM) 679 | - .afc (GC AFC ADPCM) 680 | - .ahx (MPEG-2 Layer II) 681 | - .aix (CRI ADX ADPCM) 682 | - .at3 (Sony ATRAC3 / ATRAC3plus) 683 | - .aud (Silicon Knights Vorbis) 684 | - .baf (PSX configurable ADPCM) 685 | - .bgw (PSX configurable ADPCM) 686 | - .bnsf (G.722.1) 687 | - .caf (Apple IMA4 ADPCM, others) 688 | - .dec/de2 (MS ADPCM) 689 | - .hca (CRI High Compression Audio) 690 | - .pcm/kcey (DVI IMA ADPCM) 691 | - .lsf (LSF ADPCM) 692 | - .mc3 (Paradigm MC3 ADPCM) 693 | - .mp4/lmp4 (AAC) 694 | - .msf (PCM, PSX ADPCM, ATRAC3, MP3) 695 | - .mtaf (Konami ADPCM) 696 | - .mta2 (Konami XAS-like ADPCM) 697 | - .mwv (Level-5 0x555 ADPCM) 698 | - .ogg/logg (Ogg Vorbis) 699 | - .ogl (Shin'en Vorbis) 700 | - .rsf (CCITT G.721 ADPCM) 701 | - .sab (Worms 4 soundpacks) 702 | - .s14/sss (G.722.1) 703 | - .sc (Activision EXAKT SASSC DPCM) 704 | - .scd (MS ADPCM, MPEG Audio, 16 bit PCM) 705 | - .sd9 (MS ADPCM) 706 | - .smp (MS ADPCM) 707 | - .spw (PSX configurable ADPCM) 708 | - .stm/lstm [amts/ps2stm/stma] (16 bit PCM, DVI IMA ADPCM, GC DSP ADPCM) 709 | - .str (SDX2 DPCM) 710 | - .stx (GC AFC ADPCM) 711 | - .ulw (u-Law PCM) 712 | - .um3 (Ogg Vorbis) 713 | - .xa (CD-ROM XA audio) 714 | - .xma (MS XMA/XMA2) 715 | - .sb0/sb1/sb2/sb3/sb4/sb5/sb6/sb7 (many) 716 | - .sm0/sm1/sm2/sm3/sm4/sm5/sm6/sm7 (many) 717 | - .bao/pk (many) 718 | - artificial/generic headers: 719 | - .genh (lots) 720 | - .txth (lots) 721 | - loop assists: 722 | - .mus (playlist for .acm) 723 | - .pos (loop info for .wav: 32 bit LE loop start sample + loop end sample) 724 | - .sli (loop info for .ogg) 725 | - .sfl (loop info for .ogg) 726 | - .vgmstream + .vgmstream.pos (FFmpeg formats + loop assist) 727 | - other: 728 | - .adxkey (decryption key for .adx) 729 | - .ahxkey (decryption key for .ahx) 730 | - .hcakey (decryption key for .hca) 731 | - .fsbkey (decryption key for .fsb) 732 | - .bnsfkey (decryption key for .bnsf) 733 | - .txtp (per song segment/layer handler and player configurator) 734 | 735 | Enjoy! *hcs* 736 | -------------------------------------------------------------------------------- /tools/vgmstream/avcodec-vgmstream-58.dll: -------------------------------------------------------------------------------- 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