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- Chat Channel Down? by JFD62780 at 8:35 PM EDT on May 5, 2014
- Usually I log on to the channel about 3-4 times a week, but today (Cinco de Mayo, 2014), I find that ForeverChat is down taking the Console Streams channel with it. What's going on? o.o
EDIT: ...Nevermind, after two hours, it's up. Please delete...
edited 9:55 PM EDT May 5, 2014
- I ripped USFs from Battlezone: Rise of the Black Dogs, just a few questions by Nielk1 at 3:03 AM EDT on May 7, 2014
- I am a member of the Battlezone Community, specifically for the game Battlezone II for PC. A few members have already participated in recreating the missions from the first PC game in the BZ2 engine, but one set of content has always illuded us. The contents of the N64 game, "Battlezone: Rise of the Black Dogs". Recently, we discovered that sample ripping was possible on the rom (it's offsets were recently added to the ripper's predefinitions from what I can tell) and various experiments later have left us with extracted textures, terrain light maps, terrain texture maps, and we are still working on that.
Along with this work was continuing attempts to gain access to a faithful recreation of the music tracks, however awful, from the N64 game. On the tail of the recent success interpreting the binary files extracted from the ROM as a sort of hybrid data type between N64 standards and the 1st PC game I took a try combining the samples and midi rips. This did not go well. I took another tactic and started tearing through the USF creation example from 'KIG'. While it didn't match up very well, it got me far enough along to make some major progress.
And without further exposition on why I did this, the fruits of my labor thus far and the reason for my post:
First, the questions:
What do I put in the genera tag, the game genera?
Is there any way to remove a 1 second or so gap at the start of every track? It is part of the track, though not played when the track loops around a 2nd time (aside from some slight volume differences at the start the 2nd loop is exactly the same, and as tracks are all over a minute and sometimes it does not mesh well, not needed). The only way I can think is to create a save state manually for each and every track with the $a0 register already set, since I would lose my entry point to change the register value in "PJ64 USF" (which, btw, is a pain in the arse to get working). I'm just starting to think leaving the 1 second gap (that is also in the midis if you rip them) is the best course of action, but I want opinions.
How do I know if my rip's CPU use is low enough. I suspect it is fine given Winamp's CPU change is not even noticed by task manager when playing, but it is just something I want to be sure is good knowing how much of a pain it was to get the game to emulate properly in the first place (it really still doesn't).
What is the proper method to release these rips, where do I submit them, to whom.
Are my timings good enough? (They are all within 1 second of correct, I tried to use a precision of 0.01 seconds but I swear it kept changing to 0.1 and on a rare occasion the thing wouldn't play exactly the same if skipped right to the end. Basically, it was a matter of trying to prevent you from hearing the first note of a loop that is unnecessary and sometimes doesn't mesh well in the first place.)
What should I do with a few samples that are used by the game as music? These are: the Climax Group card sound, the Crave Entertainment card sound, the Title Screen sound, the Success sound, and the Failure sound. I figured I would distribute the WAVs of these tracks with the miniusf files and usflib, at least for the Battlezone community, but I wonder what the proper action is in the "USF Scene".
Some tech info:
if (PROGRAM_COUNTER==0x80036820){
if (!runyet) {
((DWORD*)((g_MMU->Rdram())))[0x2972C/4]=0; // set jump to NOP in thread 2 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x3F3D0/4]=0; // set jump to NOP in __osDevMgrMain
((DWORD*)((g_MMU->Rdram())))[0x3C6D8/4]=0; // set jump to NOP in thread 4 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x525EC/4]=0; // set jump to NOP in thread 5 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x2AB94/4]=0; // set jump to NOP in thread 6 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x2A8FC/4]=0; // set jump to NOP in thread 7 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x29AF4/4]=0; // set jump to NOP in thread 9 // message queue chewer
((DWORD*)((g_MMU->Rdram())))[0x2A4B0/4]=0; // set jump to NOP in thread A // message queue item shifter
((DWORD*)((g_MMU->Rdram())))[0x2AA44/4]=0; // set jal osSendMesg to NOP in thread 8
/*paste the save state as menu item code here for lack of an easy function in the current PJ64 source for this*/
}
runyet=1;
}
Entry point for ripping the USFs with PJ64 USF is 0x80036820.
Final filesize of miniusf files and usflib is 336,546 bytes, they play well in Winamp under 64th Note.
I worked with a fellow BZ community member in tagging the tracks and used his descriptions in the comment tag. The names are not final, they are based on the names given to the tracks when they were recorded directly from an N64 by another community member, probably based on their order of occurrence in one of the three campaigns. There are 3 files that we suspect are unused by the game, though we need to look into it harder. Zealous direct recordings didn't find them after all.
And last but not least, the current nearly complete package
- Dark Souls (PC) audio extraction by peronmls at 8:04 PM EDT on May 8, 2014
- Can't find any info on this but anyone know what tool can unpack BDTs and my reimport?
edited 8:17 PM EDT May 8, 2014
- PlayStation 3 EBOOT AT3 files by GirianSeed at 3:18 PM EDT on May 9, 2014
- Is there a tool I can use to extract the AT3 sound from a PS3 EBOOT file? If not, I suppose I could use a hex editor to extract the data (I found the string "at3"), but I'm not entirely sure where the data ends.
- The Bouncer (PSF2 and Stream data extraction) by AceK at 1:59 AM EDT on May 14, 2014
- So a while back, I did a incompleterip for this game for stream data. Sequence data I had no knowledge how WD/BGM data worked at the time so I skipped it unfortunately.
Anyways, the stream rip I did was awkward. It's sadly not a raw rip, kinda like the SFEX3 rip I had a while back. It's modified and I wouldn't felt comfortable uploading it at this state. So now, I want to start back again with The Bouncer.
There are the two test files, one that's modified, and one that's raw.
http://www.mediafire.com/download/yun0q272r1rln38/The+Bouncer.rar
So the modified one removed every line consisting STRL and STRR, while the raw maintains the line each certain amount of blocks. Unfortunately, I wouldn't know the answer to upload this set in it's rawest form. I was looking to see if .genh supports ignoring certain offsets or headers to a certain degree, but no luck.
The other issue is sequences. Thanks to one of the new versions of VGMTrans, The Bouncer sequence could be properly played and extracted, and it helped me understood a bit about it's WD/BGM. Well, not entirely...
FFX and FFX-2 uses WD and BGM, and unfortunately, I can't seem to use their FFX.irx or iopfix irx files respectively onto The Bouncer set. When I try to do that from both games, it gives same results. Sequence data itself is fine, but the audio data it outputs is incorrect and it plays odd PCM noises. Below is the result, and it includes what is in the DATA folder of the game.
http://www.mediafire.com/download/g337f1ju0ra3rs1/The_Bouncer_Sequence.rar
Help would be appreciated!
edited 4:52 AM EDT May 14, 2014
- Wildstar .bnk by Zagash at 10:05 AM EDT on May 19, 2014
- Hello!
I tried to export the music files from the new MMO PC game called Wildstar. Seems they use BNK extension to store the music files. I successfully(?) extracted the Music.bnk file from the archive and then extracted the files from the bnk container with bnkextr.exe but I received RIFF files in an unknown format. Tried to convert with many converters with no success. Your ww2ogg also gives me the error message: "parse error: RIFF truncated"
I uploaded one of the audio files to here:
http://www.mediafire.com/download/n4n2lcxlfcaf72s/.002.wav
From MediaInfo:
General
Complete name : D:\GAMES\UJ\2\.002.wav
Format : Wave
File size : 2.72 MiB
Duration : 1mn 24s
Overall bit rate : 271 Kbps
Audio
Format : In Development
Codec ID : FFFF
Duration : 1mn 24s
Bit rate : 271 Kbps
Channel count : 2 channels
Sampling rate : 48.0 KHz
Stream size : 2.72 MiB (100%)
Please take a look and see if you could identify the format / help with a converter. Thank you in advance!
edited 10:07 AM EDT May 19, 2014
- 3DS sound data by logan28469 at 2:42 AM EDT on May 20, 2014
- As I've discovered from ffshrine (not sure if I can link to it), someone has discovered how to rip .bcstm files. Has this been discovered here yet? The game this was done with was The Legend of Zelda: A Link Between Worlds.
Edit: I'm blind, delete this.
edited 2:55 AM EDT May 20, 2014
- Dreamcast Redbook Audio by vajuvaju at 9:13 PM EDT on May 21, 2014
- I'm trying to rip the audio from the DC game Re-Volt (which has Redbook audio) using foobar2000 and it cannot decode the sound (it shows the tracks, but only plays clicks and pops). I know the game audio has been ripped in the joshw archive, but that's in MP3. I want to make lossless rips of the game audio with foobar2000 and EAC. Any ideas?
- BRSTM Encoding Comparison? by Kurausukun at 12:01 AM EDT on May 22, 2014
- Just as a test, I created two .brstms from the same source file with the same loop points, one using brstmmake.exe, and the other with BrawlBox v0.71, and compared them in Audacity by inverting one of them, and then mixing the tracks. What I found was a lot of quantization noise, but I'm not sure which encoder it's coming from. I also found what I can only assume is a small part (~14000 samples) of the loop being cut off of one, but again, I'm not sure which one it comes from. Can someone with a little more knowledge than me tell me which encoder is more likely to be which?
- Paper Mario Sticker Star Unplayable BCSTMs by (!!!!!) at 2:52 PM EDT on May 23, 2014
- I've found 7 bcstms in Paper Mario Sticker Star that are unplayable in the current version of vgmstream. I've noticed playable ones have "SEEK" in the header while in the unplayable ones "DATA" takes its place. Here's the unplayable files only with a working track thrown in for comparison's sake.
diffbcstms.rar
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