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- by Knurek at 1:42 PM EDT on April 3, 2017
- New rips, uploading at the moment:
3sf: Fire Emblem Echoes - Shadows of Valentia [Fire Emblem Echoes - Mo Hitori no Eiyuu] (2017-04-20)(Intelligent Systems)(Nintendo)
wiiu: Bayonetta 2 (2014-09-20)(Platinum)(Nintendo)
wiiu: Pushmo World [Hikuosu World] [Pullblox World] (2014-06-19)(Intelligent Systems)(Nintendo)
wiiu: Wonderful 101, The (2013-08-23)(Platinum)(Nintendo)
x360: Nin2-Jump [XBLA](2011-04-27)(Cave)
- by bnnm at 1:48 PM EDT on April 3, 2017
- Random rips:
8-bit Bayonetta (PC) [original fsb from Unity, no idea about loop points]
Devil May Cry 4 (X360) [some XMA don't play, will be eventually fixed]
Age of Empires Castle Siege (iOS)
Guacamelee (PS3)
Metal Gear Solid 2 (PC)
Batman Arkham Origins Blackgate (PSV)
Batman Arkham Origins Blackgate (3DS) [unsorted]
Giga Wrecker (PC): part1, part2, part3
- by Ultrafighter at 1:54 PM EDT on April 3, 2017
- Hey ChillyBilly, did you just copy MUS files from your Monster hunter: Frontier G rip off game disc or extract them somehow (be it a specific BMS script or some dedicated utility)? Also did you listen only to those 222/571 music tracks or SFX which are plain OGG?
If you have any clue what should be done to those remaining *.mus files to make them playable or at least decodable with some tool I'd be more than happy to hear these suggestions.
Cheers!
Edit: Wow Bnnm, this is quite a contribution, big thanks for such an assortment of different scores! Now I have so much to listen to and I can definitely put off some samples I was gonna post today.
They came from computer versions of Styx: Master of shadows & Sacred 3 DLCs BTW. The former is some mysterious and rarely used "Celt codec" from FSBs and the latter is headerless ADPCM as Alpha23 figured out. Both sets are already on pc.joshw.info but I can always post some select example files if you wanna take a look.
PS. In regards to MGS2 rip: did you split bgm_01 into bgm_01_split1 & bgm_01_split2? I mean if I listen to bgm_01_split1.genh then bgm_01_split2.genh and they sound alright I won't need bgm_01.genh anymore? Does it apply to bgm_04, bgm_12 and so on?
edited 3:50 PM EDT April 3, 2017
- by bnnm at 4:52 PM EDT on April 3, 2017
- MGS2 I did split those. The originals were marked as 4ch files but I think they are just alert/action variations and not true 4ch. I didn't check too closely so I also included them just in case, if they sound fine you can just remove them.
CELT I took a look a while back. The main issue is that documentation is iffy and CELT has evolved into Opus. Just determining what earlier variation FSB is using is hard enough for me.
- by ChillyBilly at 11:24 PM EDT on April 3, 2017
- Ultrafighter: As far as MHF goes, I literally just uploaded the entire sound folder, didn't even use any special methods. Wish I also knew how to make those unplayable files function, but I admittedly didn't notice them right away since most of the files I tried worked just fine. I'll look into them when I can, though.
I do have something to add though: The game actually has a second sound folder. I meant to upload it along with the first one, but unfortunately it slipped my mind (in fact, it wasn't until I saw your post that I remembered it!). Only thing is, these aren't .mus files like the first folder, but .vsnd/vsnp files, which.... I'm not familiar with. Not sure how many of those files are actually music, either. I'll see if I can upload the folder soon, though!
- by vajuvaju at 10:33 PM EDT on April 4, 2017
- @bnnm Yes, some of the "split" files are normal/alert versions of the same track, others are simply ambient sounds.
I could not get some of the .genh files to play with foobar2000 and latest vgmstream, though: bgm_01, 04, 12, 13, 25, 29, 34, 36, 40, 45, 55, 57, 58, 93. The rest work fine.
- by bnnm at 1:57 PM EDT on April 5, 2017
- Those are the non-split originals you can remove.
No real point to add support for them, you would hear both split tracks playing at the same time.
- by Ultrafighter at 2:32 PM EDT on April 5, 2017
- Hi bnnm, I found 5 unplayable WEMs in Age of empires: Castle siege rip but have already managed to decode them to PCM with help of IMA Rejigger. I expected them to convert to normal ADPCM files but strangely enough I got PCM wave ones instead. All those tracks are short ambiences so it's no big deal anyway.
I'm still curious though: were those unsupported *.wem files originally encoded using some variant of ADPCM or were they actually PCM from the very start? Can you provide some insight into the issue?
Goodbye!
edited 2:34 PM EDT April 5, 2017
- by bnnm at 4:50 PM EDT on April 5, 2017
- They use Wwise IMA, which should be supported later.
IMA_rejigger only decodes to PCM AFAIK.
- by hcs at 7:00 PM EDT on April 5, 2017
- It should be possible to rejigger those IMAs back to standard WAVE IMA, but most players ignore the samples per block field (Wwise IMA uses one less sample than would completely fill the block) so it comes out noisy or won't play at all. Maybe Microsoft's codec handles it properly, but I never did try it out.
I never released a version of ima_rejigger that output these standard-but-ill-supported files, the versions before 5 try to output IMA but I didn't understand the format properly at the time. And of course v5 just does PCM to keep it simple.
edited 7:01 PM EDT April 5, 2017
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