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Mega Man 1 Cover Playthrough (8-bit remix) by RushJet1 at 3:05 PM EST on November 13, 2013
Hey, after 3 months of work on this project, it's finally done! I covered all the songs from the original Mega Man (plus a few other ones from the Game Boy game) and made a playthrough of it to the music. I did this last year with MM3, and I will probably do MM2 at some point.

Youtube Link
Bandcamp Link

AAAND Just because it fits way too well I'm going to copy the tag example to the right of where I'm typing this:

Looking for coder (can pay) by filopat at 3:20 PM EST on November 14, 2013
Hello HCS forum!

I'm looking for a programmer that can code a custom patching tool for a PS2 game. The tool must be able to add as many patches to the game as the user wanted. Most tools nowadays have the limitation of adding a single patch. I need something that can be easy to use and have no limitation for patch adding.

how much would you ask?

edited 4:43 PM EST November 14, 2013

edited 5:09 PM EST November 14, 2013
WII Disney Epic Mickey 2 RIFX wav need help by plpl3000 at 11:18 PM EST on November 14, 2013
WII Disney Epic Mickey 2 RIFX wav
use ww2ogg20 get unknown chunk type

It's some kind of WII ADPCM I think???

Samples: http://www48.zippyshare.com/v/27870829/file.html
Winamp is Closing Down by Sir-Sabin at 4:18 PM EST on November 20, 2013
Winamp.com and associated web services will no longer be available past December 20, 2013. Additionally, Winamp Media players will no longer be available for download. Please download the latest version before that date. See release notes for latest improvements to this last release.
Thanks for supporting the Winamp community for over 15 years.
MID2MOD conversion, browser player plug-ins and other helplessness by Dais! at 12:57 PM EST on November 25, 2013
hey it's me the helpless dude
I could use some help.

I've been thinking for a while on making some forum topics (elsewhere) on GBA games, and for some I really want to be able to include the music via a browser-agnostic plugin (Flash, not Javascript). Playing with GBAMusRiper got me thinking how nice it would be if I didn't have to record from hardware or convert from GSF - being able to play a MIDI that draws from a soundfont hosted somewhere like FileDen would be really great, even if not entirely true to how the game would sound coming from an actual system.

But, to my knowledge, there aren't any Flash plugins that allow for that...?

Well, if that can't be done, it seems to me like the next best thing would be converting from MID to some module format, which would still save space compared to mp3/ogg and should allow for proper looping. My questions are thus:

1. What would be the preferred way to create a module from a MIDI file and the relevant bits of an SF2? Open ModPlug Tracker?

2. What do you folks think the best choice among Flash-based MOD players is? (I'm pretty sure they exist, yeah?)

3. Are there be one or more specific MOD formats that would best reproduce the same kind of sound as using GBAMusRiper extracted data with kode54's Foobar plugin?

While I'm on the subject, the vintage SPC2IT converter is still the only real way to do something similar for SNES music, right? I'm sure it has a number of downsides when it comes to more elaborate games, but are there any major drawbacks to it that I'm forgetting/ignorant of?

Well, thanks for any input or insight.
RE2 instrument sample rates by Nisto at 1:19 AM EST on November 27, 2013
Probably a dumb question, but is there a way to get the original sample rate for each instrument in the .BGM files? By looking at them through VGMTrans, it seems like there are only BPM and time signature values at best.. ? It would be nice to export them in the "sample rate" they're played in, is this possible?

edited 1:19 AM EST November 27, 2013
Cold Fear (PS2) by vagrant18 at 8:55 PM EST on December 3, 2013
This game has awesome music by Tom Salta, but there is absolutely no release which is a shame.
Now I have managed to get the music files from the PC version, but they are 32khz and the console version feature more high quality audio files.
Apparently, the PS2 version has one big 1.7gb bigfile.bin where the music could be stored, but there is absolutely no way to open that archive by any conventional means.
Maybe somebody can help? Please?

PS: The music format this game uses is .FSB
Need help with .POS file maker by alexfilth at 5:42 PM EST on December 9, 2013
Hi, i'm trying to create .pos files from hca. Everytime vgmtoolbox says "creating pos file...complete" but...it doesn't create anything :S.

Here's a screenshot. Am i doing something wrong?

I have to mention that i have no problem creating .pos files from xma files using xma converter. But if i use the standalone pos file maker it doesn't create anything.
tutorial on how to rip music by hacking by admiralpete at 8:02 PM EST on December 10, 2013
I was just wondering if there was a decent tutorial on how to rip music from games by hacking. Basically what I'm trying to accomplish is to rip new VGMs of Mega Man for Game Gear (I know the game sounds awful, but I'm a sucker for all things MM), and rip a VGM file of the one track in Mega Man: The Wily Wars that's not in the sound test (the song is the jingle that plays in MM3 after Wily is defeated). Any help would be appreciated. Also, as a side note, I'm getting close to having a complete and tagged PSF set of Mega Man Legends, ripped by VGMToolBox. I'll post those as soon as they're done.
VAG table structure? by Nisto at 1:31 PM EST on December 12, 2013
Does anyone know the structure for a VAG table? I used PSXSND to convert a VAB file and I noticed it reports a "VAG table" offset, but I have not been able to find any information as to what such a "table" contains.. I checked the sources for vgmtrans and the PSYQ SDK so far. The reason I'm asking is because I'm suspecting that the same VAB file I passed to PSXSND is causing GenPSF to crash due to, perhaps, an erroneous VAG table (everything else in the VAB file looks good as far as I can tell..), so I'd like to verify if that's why..

edited 1:35 PM EST December 12, 2013

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