This mod primarily replaces the character, monster, background and spell sprites from the Switch version of Dragon Quest III with the ones from the iOS/Android version of the game, which use pixel art style and mesh better with the tilesets of the game.
However, the Switch and Mobile versions...
This mod replaces the low quality music from the Switch releases of Dragon Quest I, II and III with higher quality versions taken from the iOS/Android ports.
The tracks are pretty much the same, except they have much higher bitrate: 160kpbs vs the Switch's 48kbps, so there is a very noticeable...
I found how to fix it: 0x4A should have the frame size + 8, the script was hardcoding it with 128. It looks like the game's code is using that value to seek where the sample is after looping.
Still crashes after looping when frame size is higher than 120.
Another thing I noticed is that even though I set the exact same loop points as the source ogg file I am converting, the song loops at a different point...
Still crashes unfortunately!
I also tested using VgAudioCli to encode an Nxopus file (VgAudioCli.exe -c file.opus file.lopus), then I manually added the header. It sounds fine the first time and crashes after loop - similar to your script.
It works mostly fine, if I increase the frame size higher than 120, the game crashes right after the loop point (I wonder if the 0x04 magic number could be related?). Also forgot to mention that for non-looping files, loop_end needs to have the same value as sample_num, otherwise the music never...
The audio data unnecessarily has two loops in it, so maybe they truncated it by setting a smaller sample num despite what the real one is (the loop end point comes before that, after all)
I just found out that vgmstream can read this header type
Looking at the vgmstream repo (I can't post links because i'm new), in the file src/meta/opus.c , lines 497 to 517:
0x1C= total number of samples
0x14 = loop start sample
0x18 = loop end sample
not sure about the others though!
/*...
Thanks for this, it works great except for looping tracks.
Can type 0 files loop, or is loop info stored in the type 1 header? I tried adding loop points to each channel's dsp in VGAudio (-l x:x) into your script, but the audio doesn't loop properly in game. If it is exclusive to type 1, could...
If you are still interested in making a version for DQ3, I managed to extract all sprites from the Android version of the game.
A couple of graphics are simply missing in the data files, perhaps that's why you were unable to find them. In-game they just reused other assets (eg. the Baramos...
Caller -"Everytime I start a Pc game on my S24, playing on a external monitor, someone calls or texts me, n it kicks me out of the game." Customer Support - Click (hangs up)
I found it funny cause many many years ago, had a roommate in college that did this same dumbass branding of the school logo, but it didn't look anything like it after it healed. Just looked like a birthmark.