# Preparing files This is a guide to populating the `data` working folder found in this application's directory, which will eventually contain all relevant data for repacking & converting charts. You may set up this folder elsewhere for storage space reasons. We will refer to this working folder as `data` throughout the guide. **This project will only repack audio on Reverse 3.07 properly.** ## Table of Contents (sorted by descending time consumption) 1. [Videos](#videos-datamovies) 2. [Song Audio](#song-audio-datamer_bgm) 3. [Jackets](#jackets-datajackets) 4. [Metadata](#metadata-datamusicparametertable) 5. [Charts](#charts-datamusicdata) ## Videos (`data/movies`) *~4.1 GB* If you want to export music videos, the process for doing so involves a **lot** of waiting; it's automated but took me ~1 hour to finish and used up all of my CPU bandwidth during that time, though I could do some steps while this ran. Videos exported using this process may not play properly as mentioned in [this issue](https://github.com/muskit/WacK-Repackager/issues/2). You will need [FFmpeg](https://www.ffmpeg.org/download.html) installed and on PATH. 1. Set the paths in `convert-videos.bat/sh` as needed: - `video_path` to `app/WindowsNoEditor/Mercury/Content/Movie` - `export_path` to `data/movies` 2. Run `convert-videos.bat/sh` to convert all .usm videos to .mp4 in your data folder. - This script will take a **very** long time to finish. ## Song Audio (`data/MER_BGM`) *~18.8 GB WAVs* Due to the audio indexing data in this project only done for **Reverse 3.07**, this process will only work for files of that version. You will need the latest version of [Audio Cue Editor (ACE)](https://github.com/LazyBone152/ACE). For each of the files below located in `app/WindowsNoEditor/Mercury/Content/Sound/Bgm`... - MER_BGM.awb - MER_BGM_V3_01.awb - MER_BGM_V3_02.awb - MER_BGM_V3_03.awb - MER_BGM_V3_04.awb - MER_BGM_V3_05.awb - MER_BGM_V3_06.awb - MER_BGM_V3_07.awb ...follow these steps on each file: 1. Load the file in ACE using "File > Load (AWB)". - If asked to open the matching ACB, click "No". 2. Export all of the AWB's streams using "Tools > Extract All (wav)" into a folder in `data/MER_BGM` depending on the current AWB file according to the table: | AWB File | Folder in MER_BGM | |-------------------|-------------------| | MER_BGM.awb | MER | | MER_BGM_V3_01.awb | 01 | | MER_BGM_V3_02.awb | 02 | | MER_BGM_V3_03.awb | 03 | | MER_BGM_V3_04.awb | 04 | | MER_BGM_V3_05.awb | 05 | | MER_BGM_V3_06.awb | 06 | | MER_BGM_V3_07.awb | 07 | ## Jackets (`data/jackets`) *~54.4 MB* For this, you will need [UE Viewer](https://www.gildor.org/en/projects/umodel). 1. Run `umodel_64.exe` and configure its Startup Options. - Set "Path to game files" to `app/WindowsNoEditor/Mercury/Content/UI/Textures/JACKET`. - Enable "Override game detection" and set it to "Unreal engine 4.19". - Click OK. 2. In the left panel, right click on "All packages", then click on "Export folder content". - Under "Texture Export," set format to PNG, and the path to `data/jackets`. - Click OK to begin exporting jacket images. ## Metadata (`data/MusicParameterTable.*`) *<1 MB* In `app/WindowsNoEditor/Mercury/Content/Table/`, simply copy `MusicParameterTable.uasset` and `MusicParameterTable.uexp` into `data`. ## Charts (`data/MusicData`) *~59.5 MB* Simply copy the `MusicData` folder at `app/WindowsNoEditor/Mercury/Content/` into `data`.