olivercomet / epfexplorer Goto Github PK
View Code? Open in Web Editor NEWFile editor for the EPF DS games, as well as other First Playable Productions titles.
License: GNU General Public License v3.0
File editor for the EPF DS games, as well as other First Playable Productions titles.
License: GNU General Public License v3.0
Currently, to export XM files, one needs to do them all one by one. A button to export all would be nice.
(these next two might be for @MCJack123 to look into)
Vibrato seems to be a bit slower than it should be (see Gadget Room).
Reducing the file size of the XM's to only have the samples needed, would be nice. (Jack has told me this would need a decent bit of rewritten code or added code, however, so, not sure how viable this is).
The samples within the XM themselves are at the correct rate, however.
It's really confusing having it not appear as it makes it look like *.sav's can't be opened, which can confuse people using the tool.
Oh yeah and a tutorial on how to use the tool would be nice. ;P
The one with BEACH0, BEACON0, etc
Greetings. This game appears to use all files that are .arc, .rdt and .bin, figured I would use this tool but it doesn't seem to work properly. (e.g. some rdt files won't open at all, broken sound files)
Would it be possible to add support for this game?
Hello, i need a tutorial on everything this program has, especially with music editing and missions
The Lost Signal has already been done
I can't seem to find a certain sprite for the Elite Puffles. It's the sprite when they're blinking. I doubled checked if I missed the sprites somewhere in the files, but I couldn't find them. I had to rip the sprites the old fashioned way (taking a bunch of screenshots).
Hey! I found your tool after doing some searching on Github. NGL this tool is really good so far, but I have a question about the .sequence files. What audio format do they use? I tried importing the files into Audacity as raw data with different settings but haven't got anything that sounds like normal audio. I tried opening them with HxD to check the file header but each file had a different header. So either some of the files use different audio formats or they all use a headerless audio format. I'm planning on using SoX to try out different audio formats that the files might use but if you know what audio format they use please let me know!
Thanks!
-Winonamac
(lmao I wrote that like I'm writing an email)
P.S. While looking on Github I found this attempt at Reverse Engineering the Club Penguin Games I'll link it here in case it might help you.
When I try to rip the music using EPFExplorer everything sounds off and even the mixing is broken
While the game was exported with each market in mind, 2 revisions to the US version added Spanish and French support, respectively. The problem is that the program is not detecting the folders in which the additional assets are.
All the MPB files inside fs.arc/levels are in Spanish in Revision 1 and in French in Revision 2.
Curiously, Revision 2 detects an additional Spanish folder inside the levels folder, but not an English one.
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