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Licenses on audio player libraries by mudlord at 8:04 PM EDT on July 25, 2010
So....

Game_Music_Emu: LGPL
Vorbis: BSD
FLAC: BSD
vgmstream: ICS
AAC/MP4/etc : GPL o.o
USF: No commercial use
viogsf/etc/ : BSD?
DUMB/module : BSD-style
MP3: LGPL
FluidSynth/BASSMIDI: Not GPL.
MilkDrop: BSD.


Just wondering if someone can help me fill the gaps. And if there is a MP4 decoder out there that doesn't use the GPL.

Main reason is....

After being banned off freenode and off the hydrogenaudio community, and XMPlay does not fit my needs, I need to program my *own* music player for my *own* purposes, and one that most importantly, fits my ethics. That is only for me, so I don't have to use future music players.

Thanks

edited 8:27 PM EDT July 25, 2010
Decoding DDR arcade .DAT file by SSGotenksUFO at 9:47 PM EDT on July 26, 2010
Hey there. I was wondering if someone could take a look at this file. I popped in the disc to an arcade DDR game (Dance Dance Revolution 4thMIX Plus) and was looking around for where the game's audio is stored.

I have a strong suspicion that each one of these files represents one of the songs in the game. There are exactly 150 songs in this version of DDR, and there are exactly 150 of these files around this size. The disc also has 150 smaller .DAT files, which I'm sure represent the 10 sec. samples played on the song select screen. There are also a few random .DAT files, which probably make up the menu music.

Please let me know what you can do with it. Thanks.

http://www.mediafire.com/?5y3qt3ar2ockxpf
Educational Frustration by SmartOne at 12:21 AM EDT on July 28, 2010
Broderbund's Playworld (1993) is composed of three separate modules that were bought separately: Playroom, Backyard, Treehouse. I only had Playroom with the Backyard and Treehouse demo.

My dad threw away old floppy discs. All I have left is an install on a Windows 95 hard drive. Luckily the drive still works. Recovered the files. Fired up DOSBox, ran the software's SETUP program, attempted to run PLAYROOM.EXE.

A file is missing.

ABC.DAT

Nightmare. Why is only that one file missing? I've looked through every single box in this house to find the old discs. They are gone.

After much brooding, I finally got the clever idea to copy and rename an existing DAT to get the program to start, knowing that the ABC activity will never work:


Abandonware sites like to claim that the crappy, non-VGA 1989 version is the only Playroom that exists. The REAL version is from 1993. Proof:


One "ROM" does exist that got my hopes up:

Playworld (1993)(Broderbund).zip

After struggling with DOSBox's questionable floppy disc image swapping support (only ISO/CUE, no file system?) to get the INSTALL program to extract the files, it was only the Backyard/Treehouse demo. Great. Nice job getting a complete rip, "INTERNATIONAL NETWORK OF CRACKERS."

Now I get to hear what the SoundBlaster support is like. I was lucky if the PC Speaker worked back in the day.

A full version of Playworld does exist. It's just in a landfill somewhere:


Moral of the story: Don't throw stuff away.
I am fairly obsessive.
Sengoku Basara3 Wii DSPW£¿ by shylph at 8:35 PM EDT on July 29, 2010
Sengoku Basara3 for wii the stream format is no brstrm as usual.It is all dspw file.I though it is maybe some kind of dsp file.

Please help me,thanks

http://www.megaupload.com/?d=0KOIY8XL
Cyberstorm 2 (ADPCM) - how to decode? by The Fifth Horseman at 4:32 PM EDT on July 30, 2010
Long story short, I've been trying to extract music and sound effects from the 1998 Sierra game "Cyberstorm 2". (note: I mean the BGM sequences which are not using audio tracks on the game disc)

First, the digitized sound files - along with other data - were stored in RBX container files. These can be extracted pretty easily -> http://realmofthehorseman.w.interia.pl/derbxer.rar contains an extractor (Windows binary together with C++ source).

After that, I ended up with a bunch of files - eventually finding out that the digitized sound is stored in the files using the .WAX extension.

Those appeared to have some form of headers. This utlity -> http://realmofthehorseman.w.interia.pl/waxscanner.rar (Windows binary and C++ source) reads the headers of any WAX files in the current directory and outputs them to a CSV file, converted to a human-readable format. A full output of all headers from the files is here -> http://realmofthehorseman.w.interia.pl/log.rar

The first dword value after the header appears to dictate the compression format - a value of 1 relates to uncompressed 8-bit PCM data, whereas a 4 means some kind of ADPCM implementation.

An associate of mine had the idea to try opening them as VOX files - this produced distorted but more or less legible output (the volume was off in more than a few places, though).

Digging through the main game executable, I found exact copies of the IMA ADPCM standard index and step tables. The nibble order appears to be top nibble, then bottom nibble (same as with VOX).

So far, I've been unable to create a decoder for this format; any help in the matter of decoding this format through other means would be appreciated.

I've uploaded several of the WAX files here for testing purposes: http://www.mediafire.com/?e0g2igc9443lv8j
TS3 Announcer by Mio-Raem at 2:15 PM EDT on August 1, 2010
Hi, I was wondering if it was possible to rip the announcers voice clips from Timesplitters 3, I've been looking for a download of them for a while now with no luck :/
ww2ogg and BLTD by pepper at 9:00 PM EDT on August 1, 2010
Gives chunk errors, am i doing something wrong? i took a riff "wave" out of the bnk, and tried to convert it using this, but it never works.'

revolver.bnk

edited 9:01 PM EDT August 1, 2010
Highly Experimental specific version by nensondubois at 12:15 AM EDT on August 8, 2010
I know I had a version that was capable of muting individual channels for PSFs, but I cannot locate it. Anyone have a link to it, or know where it can be acquired?
using primeblue's recording method question by jurassicPieter at 4:44 PM EDT on August 9, 2010
Hey people,
has been some time I visited the forums. Lately I've been in recording games with the method primeblue used by patching the sound files.
I have succeeded with 3 games with a full sfx-free soundtrack for Super Mario Galaxy 1(170 tracks) and 2(200 tracks) and Animal Crossing: Let's Go The City (314 tracks) and provided links on ff shrine's forums.

ACFF was done with my BRSAR hacking because i figured out that all tracks not handled by ripping_mama are inside RSEQ and they are equivalent to SSAR files on the DS. Setting all data in the DATA chunk to FF (end of track) mutes most sound fx.

But for Super Mario Galaxy 1 and 2 I used gecko codes for the yoshi remixes and sequenced variations in SMG1 and zero-ing out all *.aw files except the *mahit*.aw was enough to get all tracks except for a few small ones, like the hungry luma themes.

My next challenge is Donkey Kong Jungle Beat, but this game is a hell to get all variations, since I could find about 7 to 9 variations a song and to make matters worse it's not perfectly arranged as Super Mario Galaxy is. I have now about 80 songs of Donkey Kong Jungle Beat, but I fail at recording the blowhog and, rolling blowfish and the huge combo variations. Any help how to mute out a few sounds inside the .aw files? I know the exact files that contain sounds of the instruments, but it also has a few sound effects in it.
My findings so far
*mahit*.aw most soundbanks. b00_mahit.aw and 01_mahit.aw contain the general bg sounds, where the rest contains the melodies for individual songs.
b16_kawa.aw: half of grim volcano instruments
b17_kawa.aw: most of lava cavern instruments
b67_kawa.aw: the blowhog and rolling blowfish variations, but also mooshin's sound fx and the notes playing when dk walks or collects banana's
b73_kawa.aw: can't remember what this one contained
Need help ripping Twilight Princess music... by diablo at 5:26 AM EDT on August 11, 2010
I've read 'http://hcs64.com/mboard/forum.php?showthread=6916&showpage=1'
and I tried to figure out how to rip Twilight Princess music... but I couldn't rip it.
Can someone explain me the procedures?
I'm not talking about.ast (I ripped them and converted them to mp3 but they were not the music I heard in-game or was looking for) but those waves .aw, do these contain music? I used a scrubber to extract all files from iso, but I just need help on how to do get a complete TP music rip. I've got all data needed so it's a matter of minutes I think.

Also, if there's a way to rip wind waker music (got the dumped iso) please explain to me too.

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