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- bxaimc (Kid Icarus: Uprising) by TheUltimateKoopa at 10:03 PM EDT on September 16, 2012
- Have you done any more custom-looped BRSTMs of the non-looping Kid Icarus: Uprising tracks?
- Which is better? Sinc or Cubic by TheUltimateKoopa at 8:31 PM EDT on September 18, 2012
- Specifically when regarding SPCs, that is? Some people say cubic is best, others say Sinc. (Gaussian is just awfully washed out IMO).
- Sega Saturn .mus files. by James at 6:10 AM EDT on September 24, 2012
- I'm guessing they're compressed audio, equivalent to the XA files on the PS1. Capcom games seem to make use of them quite a lot (SF Alpha series, etc.) so I was wondering if there's anything that can decode the files so that they're playable. I can upload a file if needed.
- Is there a list of GBA games that use Sappy? by TheUltimateKoopa at 9:58 PM EDT on September 24, 2012
- So far, the only ones I have, that use sappy are:
Fire Emblem, Fire Emblem: The Sacred Stones, all Final Fantasy games, Game & Watch Gallery 4/Advance, Legend of Zelda: Minish Cap, Mario Kart: Super Circuit, Mario & Luigi: Superstar Saga (Mario Bros only), Mario Party Advance, Sonic Advance games, Super Mario Advance, and Wario Land 4.
- IS there a way of converting MIDIs to either a WAV or looped format... by TheUltimateKoopa at 10:20 PM EDT on September 24, 2012
- ...in foobar2000, by somehow converting the 'loopStart' and 'loopEnd' points to 'samples' or something?
Either that, or simply converting 'ticks' to a length of time?
For example, I have a MIDI at 140 bpm (constant tempo) with a loop start of 480, and loop end of 4704. I assume those are 'ticks'.
I know that in this case, 4704 ticks would be 85 seconds, so I could just simply do 480/4704 * 85 = ~8.67 seconds, so the loop is roughly 0:08.67 to 1:25.00?
edited 10:46 PM EDT September 24, 2012
edited 10:51 PM EDT September 24, 2012
- Help with Just Dance 3 stream file by Jhonn at 8:41 PM EDT on September 25, 2012
- Well, I used QuickBMS to extract all files from Just Dance 3 packed files, and ended up with a lot of WAV files. However, the file aren't in an standart format, and I can't find a suitable extension for use in vgmstream plugin. I'm sure that vgmstream can play the file because extracted it from the Wii version and on Dolphin emulator debbuger it's recognized as an stream file, but I wasn't managed to play it correctly (the header is completely different, a WAV file with codec ID 0x5050)... Here is one of the files, I hope that someone can discover the file format or how to play it correctly...
- Help with this files by Datevaio97 at 3:15 PM EDT on September 28, 2012
- Im need help with this files of the game Naruto Ultimate Ninja 3 PS2, Im open the AFS files with the DKZ Studio but, the files .unk im can´t open :( the ADX files yes, as can open this files?
- What's the easiest way to add 'loopStart' and 'loopEnd' controllers to a MIDI? by TheUltimateKoopa at 11:23 AM EDT on September 29, 2012
- Whenever I try searching on Google, instead of simply getting a "how to add them", I just get a load of complaining how there's a gap between the loops because the program they use to play MIDIs stops at the loopEnd and takes a while (i.e. a fraction of a second) to loop back to the loopStart.
But nothing that simply explains how to add a loopStart and loopEnd.
I did just read about how to add the loopStart in Anvil Studio, but nothing about loopEnd. IS the loopEnd always simply the end of the MIDI itself, and can't actually be changed? So, would I have to just sequence, or edit any of my MIDIs so that they only play up until I want it to loop? So if I wanted it to loop at the beginning of the 54th measure, would I simply have to have it so that only 53 bars were in the MIDI?
Oh look, I found out how to do it...
Open a MIDI in AnvilStudio. Go to Track 1, then composer, then put the cursor where you want the loop to start, and then go to add MIDI event and select Even 0xb06f...
Guess what? I did that.
WHY THE FUCK IS THERE NO "LOOPSTART" EVENT? AND WHY DON'T MY MIDI LOOP?
When I follow a short tutorial on how to add the loopStart, I expect it to be able to loop. There's NOTHING that explains how to add a loopEnd, so again, I assume that the loopEnd is fixed to being the end of the whole MIDI. So, when I add event b06f with a value of 127, as suggested by that so called 'tutorial', I expect to have my MIDI loop. But not only does it NOT loop, there isn't even a fucking "loopStart" event at all. I actually opened it up in foobar2000, and it didn't even have any <MIDI_LOOP_START> or <MIDI_LOOP_END> value at all.
http://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_make_a_loop_point_in_a_MIDI_using_Anvil_Studio%3F
Sure that's for some kind of OHRRPGCE thing, but all I simply want to do is add loopStart and loopEnd to MIDIS. I don't want to know how to get it to look in GaymMaker, or Yoyogames, or any RPGMakers, or anything. I just want it to have loopStart and loopEnd.
edited 12:11 PM EDT September 29, 2012
- How open this files of PS2??? by Datevaio97 at 7:25 PM EDT on September 29, 2012
- Im need help with this files of the game Naruto Ultimate Ninja 3 PS2, Im open the AFS files with the DKZ Studio but, the files ADX, but the UNK no :/
One men Say me ¨search one text editor, apache 3000¨
I do not know where are this program.
http://www.youtube.com/user/kinnikuchu
He can open this files, and change the audio.
He say me ¨Im use reverse engineering is a secret¨
- Pokémon Diamond/Pearl Missing Track by Koto at 8:27 PM EDT on September 29, 2012
- Hello everyone.
The Pokémon D/P 2sf set has a track missing. The track is 255 Fight Area (Night). There's a track labelled as 255 Fight Area (Night), but it's really Route 225 (Night).
In ffshrine someone put this link to the correct 2sf file, but I cannot played it with winamp neither foobar.
http://rocketmike.com/255_fight_area_night.zip
Maybe the file is corrupt... Anyway, is there any real Fight Area Night mini2sf, or this track wasn't never logged? Thanks everyone
See ya
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