1 | #! /bin/sh -e
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2 |
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3 | # This is a proof-of-concept script. I'm at best a bumbling amateur
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4 | # when it comes to shell scripting. # Use this script from an empty
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5 | # directory. Required packages (Debian):
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6 | #
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7 | # - cdrdao
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8 | # - bchunk
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9 | # - flac
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10 |
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11 | destination=./loom-pce
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12 |
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13 | # Rip the CD to hard disk. The cdrdao command has a bewildering number
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14 | # of options, but apparently none for extracting single tracks. Oh
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15 | # well, most of the tracks are interesting in some way. These options
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16 | # worked for me. If all else fails, try a graphical front end.
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17 | #
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18 | # This step is time-consuming, so only do it if there isn't already an
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19 | # extracted loom.bin file there. It may be possible to generate a CUE
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20 | # file instead of a TOC file here, but I didn't manage to.
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21 |
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22 | if [ ! -e loom.bin ] ; then
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23 | cdrdao read-cd --read-raw --datafile loom.bin loom.toc
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24 | fi
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25 |
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26 | # If there isn't a CUE file, convert the TOC file into something other
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27 | # programs can work with.
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28 |
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29 | if [ ! -e loom.cue ] ; then
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30 | toc2cue loom.toc loom.cue
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31 | fi
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32 |
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33 | # Split the BIN/CUE files into individual tracks.
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34 |
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35 | bchunk -w -s loom.bin loom.cue track
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36 |
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37 | # Create an new directory for the final game
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38 |
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39 | mkdir -p $destination
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40 |
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41 | # Compress the audio tracks. Note that there is a gap in the numbering
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42 | # because of the data track.
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43 |
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44 | flac -8 *.wav
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45 |
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46 | mv track01.flac $destination
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47 |
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48 | previous=02
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49 |
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50 | for tracknr in `seq -w 3 22` ; do
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51 | mv track$tracknr.flac $destination/track$previous.flac
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52 | previous=$tracknr
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53 | done
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54 |
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55 | # Finally, use scummvm-tools-cli to extract the oh-so-juicy data files.
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56 |
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57 | scummvm-tools-cli --tool extract_loom_tg16 -o $destination track02.iso
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58 |
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59 | # Cleanup
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60 |
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61 | rm -f loom.toc track02.iso track23.iso track??.wav
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