That was just a freak chance that it saw it as 6 with the encryption. You'd need to link the game / exe if you want help decrypting them. I'd also point out brute force won't be possible as it's not something like XOR as the 4th byte is different per file which means it's a complex encryption.
That was just a freak chance that it saw it as 6 with the encryption. You'd need to link the game / exe if you want help decrypting them. I'd also point out brute force won't be possible as it's not something like XOR as the 4th byte is different per file which means it's a complex encryption.
Ahhh, thanks for your input. I have the extracted romfs (cadence of hyrule) but not the .nro (executable), and those fsb's were extracted from \romfs\sound_banks\Music.bank
ponaromixxx wrote:This is all one file cut into pieces. If you merge everything in turn, you will get a sound, size .fsb 289 mb.
And this is not FSB6, but FSB5
Thanks. Any idea's why the Music_00000000 file extracts partially, but others encrypted?
zd_fortuneteller.wav for example is extracted fine (along with 3 others, zd_swamp_dungeon_combat.wav,zd_gameover_low.wav & zd_lava_boss_combat_1.wav
Thanks guys!
I believe based on his feedback he's basically saying it's not a matter of them being encrypted but rather it's really one file cut up. So only the first file 0 has the header info for all of them which is why it's the only valid file to start extracting from. By recombining them all the subsequent files inside the archive can be extracted & the incomplete error will also go away.
for OFFSET = 0 goto OFFSET findloc OFFSET string "FSB5" goto OFFSET getdstring FSB_SIGN 4 # FSOUND_FSB_HEADER_FSB5 (fsb.h) get version long get numsamples long get shdrsize long get namesize long get datasize long xmath SIZE "0x3c + shdrsize + namesize + datasize" log "" OFFSET SIZE next OFFSET + SIZE