Guide by Xeraser. I also have a The Arcade guide.
What you need

Unlike The Arcade you can use Audio Cue Editor.

Method 1:

Method 2:

Optional for modifying the song selection texture file:

You can follow this guide to almost automatically find the best loop points for your songs.
After slightly more testing on both IDAS0 and DAC tracks longer than the originals seem to work just fine and won't stop playing mid-race. I'm not quite sure what caused them to stop playing mid-race in DAC during my first tests but I'm gonna assume it was ACE's fault (back when I was modifying the AWB directly) and assumed that IDAS0 would behave the same.

Method 1 (Audio Cue Editor/Eternity Audio Tool)

You should normalize your Audio to 0/-0.5/-1db beforehand.

  1. Backup your data\SOUND\CRI_DATA\ADX_SONG folder.
  2. Open ACE (or EAT) and open data\SOUND\CRI_DATA\ADX_SONG\AVEX.acb
  3. Select any entry to expand it,, right click the [Track 0] that pops down and select Replace.
  4. Point to your replacement (in .wav) and click Add without changing any settings other than enabling looping.
  5. Optional: right click the entry again, select Edit Loop and insert your loop point. The third round button allows you to preview the loop by starting the playback 5 seconds before the loop point.
  6. Save.
  7. Optional but not really: repeat steps 1-5 with ADX_SELECT.acb to modify the loops that play during the song selection screen. If you don't you'll have to write down which songs you've replaced and with what. Cut up your tracks to match the originals' length.
  8. Optional: repeat steps 1-5 with EVENT.acb to modify the menu music, jingles and generally any piece of music that's not a race BGM.
Method 2 (Sonic Audio Tools)

You should normalize your Audio to 0/-0.5/-1db beforehand.

  1. Backup your data\SOUND\CRI_DATA\ADX_SONG folder.
  2. Copy your AVEX.acb and AVEX.awb of choice to the Sonic Audio Tools Folder
  3. Drag and drop the .acb on AcbEditor.exe, this will extract every track in a separate folder.
  4. Use VGAudio, change the encoding to HCA and select your input file. You can also batch-convert files and if you've saved loop points internally with Wavosaur those should be retained during the batch conversion.
  5. Output the file(s) directly in the new folder and overwrite the track(s) you want to replace (or save them somewhere else then rename and overwrite manually)
  6. Once you're replaced all the tracks you want to replace simply drag and drop the folder on AcbEditor.exe
  7. Copy the new .acb and .awb back to the ADX_SONG folder.
  8. Optional but not really: repeat steps 1-6 with ADX_SELECT.acb to modify the loops that play during the song selection screen. If you don't you'll have to write down which songs you've replaced and with what. Cut up your tracks to match the originals' length.
  9. Optional: repeat steps 1-6 with EVENT.acb to modify the menu music, jingles and generally any piece of music that's not a race BGM.
Modifying the song selection texture
  1. Install the fonts I provided then open the template in PS.
  2. Editing should be straightforward enough despite how janky the template is, make new text layers and disable the old ones.
    • The font closest to the game's is the slightly thinner "DB" one.
    • The size for the Artist text is 18 pt, the size for the Song text is ~21 pt
    • I don't know the settings for the Outer Glow fx, play around with it.
    • Play around with the text tracking (VA icon in the text properties panel) if needed, most song/artist titles use a different tracking setting for each word and are thus separate text layers.
  3. File > Save a Copy as Intel Texture Works (.dds) with the settings below. Make sure that the "UI" layer is on and that all the text layers have a transparent background. DO NOT change the name.
"Repacking" the song selection texture
  1. Open up \data\flash\data_jp\common\bgm\bgmtex.pac (make a backup for later) and the texture in a binary editor.
  2. Select the first four rows of offsets in bgmtex.pac and copy them (if you want to be sure just right click > Select block, set the Start-offset to 0 and End-offset to 3F)
  3. Switch to the texture file and paste at the very start of the file. The letter "D" in "DDS" should be at offset 40 now.
  4. Navigate to the end of both files.
  5. In the .pac file select from offset 1000D0 to 1000EB and copy.
  6. In the texture file paste what you copied at the very end then start deleting empty bytes (00) before "BGM" until the file ends at the same offset (1000EB) including the last empty byte. The files MUST end at that offset and the bytes MUST match. Check the image below.
  7. Save the modified texture file, rename it to bgmtex.pac and replace the one in \data\flash\data_jp\common\bgm\.
  8. Boot up the game, go to the course selection and cycle the songs, if all went well you should see your new texture in action.
Troubleshooting

Some tracks stopped working entirely!

  • Maybe ACE fucked up, use method 2 instead.

My song(s) just stopped playing mid-race!

The solution (for now) is to cut it up and set a loop point. In theory this shouldn't be the solution but if it works it works.

My new texture is fucked up!

  • You forgot to disable some layers before exporting.

My new texture isn't working!

  • You didn't follow the "repacking" steps correctly.
Edit Report
Pub: 22 Apr 2025 05:11 UTC
Edit: 03 May 2025 17:06 UTC
Views: 117