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-   -   .J2b Player (http://www.jazz2online.com/jcf/showthread.php?t=9516)

Tubz Apr 16, 2004 10:03 AM

Eh huh, if someone knows the source-code, compression, or whatever thing. PM or email me it, if you can't contact Alberto.

Whatever little bit of information you know can probably help, pm or email me what you know.

Lem_Gambino Apr 16, 2004 08:28 PM

JJ Tubear failed to claim a page, so I am. MY PAGE!

Tubz Apr 17, 2004 05:15 PM

I don't find any fun in claiming a page anymore.

Lem_Gambino Apr 17, 2004 05:20 PM

O_o Well, that's okay. It's a mindless obsession, like Pokemon.

Tubz Apr 18, 2004 02:40 PM

Correct, that was a mindless obssession, like pageclaiming. YuGiOh is a mindless obssession.

Lem_Gambino Apr 18, 2004 03:24 PM

X( *blasts JJ Tublear with Ratchet and Clank's Lava Gun*

Tubz Apr 18, 2004 05:03 PM

:lol: :rollseyes:

Lem_Gambino Apr 18, 2004 05:09 PM

You didn't do your smiley correctly.

Tubz Apr 18, 2004 06:12 PM

Dawg, post something useful in this topic-that relates to the topic, instead of useless comments.

Torkell Jul 6, 2004 07:28 AM

Would this help?

(snippets from this thread over at the Un4seen forums)

"In fact J2B support was worked on for ModPlug's engine, however Olivier either gave up because of the encryption or just plainly couldn't care. All that remains is a blank header file which is STILL distributed with libmodplug.
So currently there's no plugin capable of playing the J2B-format."

"The only real difference probably is the "encryption", which IIRC correctly was merely a custom-header and some compression thrown over the file."

"J2B format contains a custom module format based on the RIFF chunked format, compressed using the deflate algorithm."

(and the best bit...)

"Maybe someone still wants to figure out the RIFF AM module format. Here's some basic info on the J2B format...

DWORD id; // "MUSE"
DWORD magic; // DE AD BE AF (huhuhuh, nice spelling)
DWORD filelen; // length of the entire file
DWORD csum; // checksum? doesn't appear to be CRC32 of decompressed data, maybe CRC32 of compressed data?
DWORD clen; // length of the compressed data
DWORD ulen; // length of the decompressed data
BYTE data[]; // clen bytes worth of compressed data; use zlib uncompress() to extract ulen bytes

Once you have that decompressed... good luck reverse engineering the underlying format. It might not be so hard, considering the existence of mod2j2b."

So now we know a bit more - it's compressed, and non-standard inside.

cooba Jul 6, 2004 07:43 AM

We do not care about this sux thread anymore. Also, don't revive them.
 

Torkell Jul 7, 2004 03:19 AM

Oh, so you don't want me to carry on with my reverse-engineering or whatever of the format? Fine by me - I just won't release any source code or players then.

Just so you know what I've found out so far: I've managed to work out the rough structure of the file, and also most of how instrument data is stored for a standard .MOD file. On the to-do list is to work out the pattern structures, and of course decode the file for other formats.

Lem_Gambino Jul 7, 2004 10:06 AM

Quote:

Originally Posted by BoggyB
Oh, so you don't want me to carry on with my reverse-engineering or whatever of the format? Fine by me - I just won't release any source code or players then.

*bonks Cooba on the head* Don't mind him. It'd be nice if you could tell us more about what you found, but in a newer, less-likely-to-be-locked thread. ^^;;

piet Jul 7, 2004 12:14 PM

long time ago i had a jj2 cdrom with an old version on it, back then all the game music where in module format witch can be played and edited. i remember playing them in winamp all day.

so if anny one has that old version?...

(it was the version where the electric gun was kinda like a purple blaster)

Torkell Jul 7, 2004 12:46 PM

Quote:

Originally Posted by Lem_Gambino
*bonks Cooba on the head*

lol :D
Quote:

It'd be nice if you could tell us more about what you found, but in a newer, less-likely-to-be-locked thread. ^^;;
Will do so. The trouble is finding out the more information. To give you a rough idea of where I'm at: I've got the basic file format (RIFF after decompression), a couple of basic bits of info about the module (order playback order, for example), and a large chunk of the instrument data. The really tricky bit will be the pattern data - it's not the same as the original module. To start with I'm just trying to unencode a basic 4-channel mod (7th Heaven). I'll make available all the stuff I can find out about the spec.

Tubz Jul 7, 2004 03:20 PM

Quote:

Originally Posted by BoggyB
Oh, so you don't want me to carry on with my reverse-engineering or whatever of the format? Fine by me - I just won't release any source code or players then.

Just so you know what I've found out so far: I've managed to work out the rough structure of the file, and also most of how instrument data is stored for a standard .MOD file. On the to-do list is to work out the pattern structures, and of course decode the file for other formats.

Ignore Cooba man, do continue :). Still trying to get this thing to work.

FQuist Jul 7, 2004 03:30 PM

Nice work. Good luck.


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