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- Asterix & Obelix XXL2 .rws header issue [Fixed!] by RebeccaSugar at 9:33 PM EST on February 28, 2015
- So basically these files are headerless and I thought "Hey! maybe I could find the header or make one up easy now!" since these kinds of request posts don't get very much traction, or any, I thought I'd solve it myself without relying on an external source and waiting billions of years for a tumbleweed to pass by.
I was wrong, god was I wrong, I've spent nearly every possible combination trying out different headers and input file formats with surprisingly, some sort of actual progress.
I need that last stretch though, I could very well hear music being played during the fight sequences in this game, I'm not making this up either, listen to the scratchy ass sample and you'll see what I mean.
Modified GEHN File
https://mega.co.nz/#!aJFHnaTA!YobZzKoASe_FV1_osc2LnYe1nClJKzfSrZJodCfRUBU
<TURN DOWN YOUR VOLUME>
(If it helps I used Microsoft 4-bit IMA ADPCM, Header skip 0x80, Interleave 0x10000, frequency 48000 [the one that foobar told me, I've tried lower, made it worse] and 2 channels)
Modified GEHN File V2.0
https://mega.co.nz/#!GZtFkLIC!EwUFxre-OfUEj136pR0VyERdGS11ivWF0cghDuOJ2nA
(I used XBOX 4-bit IMA ADPCM, Header skip 0, Interleave 0x4400 frequency 48000 and 2 channels)
I tried following this

but it was of no use with the PlayStation input.
I'm getting some sound now, which is good- this is getting closer to my goal.
What it should sound like
https://www.youtube.com/watch?v=G9MkGxVdCHw
This is probably something so obvious but I'm dumbfounded as usual.
Now before you point out the obvious, foobar and vgmstream don't like this file very much either and only play static which is a shame.
Here is the untouched file.
Vanilla Renderware Sound File
https://mega.co.nz/#!WENE0R5C!DC2WNFplXh-ZXUBEXCy_cqd0lhkFz3LUbHF1j-F68WQ
If somebody could at least guide me with what I need for this to play correctly then that would make me a very happy camper!
tl;dr make this play right and I'll suck your dick
https://mega.co.nz/#!WENE0R5C!DC2WNFplXh-ZXUBEXCy_cqd0lhkFz3LUbHF1j-F68WQ

edited 4:25 PM EST March 1, 2015
- Luigi's Mansion Dark Moon Audio by koopatroop at 3:06 AM EST on March 1, 2015
- I had downloaded the LMDM audio files from here: https://www.mediafire.com/?7g0bhhmk883n0bg
And extracted the wav files by using Dragon UnPACKer(v5.6.2).
There are 1063 wav files in total.
Then I created the GENH files with VGMToolbox, following the instruction posted by soneek:
---
That odd WAV format is pretty much a Wwise little endian form of Nintendo DSP.
You'll need VGMToolBox to create GENH files. The settings I used for the 2 channel songs were:
Input File Format - Nintendo Gamecube DSP 4-bit ADPCM
General
Header Skip - 0x100
Interleave - 0x8
Channels - 2
Frquency: Use Offset - 0x18, and has size - 2, and byte order - Little Endian
Looping
For looping I did a loop start of 0 samples, and used the file end, though I had to manually see which songs actually looped.
Coefficients
Coef Offset: Right Channel - 0x5e
Coef Offset: Left Channel - 0x30
This isn't implemented in VGMToolbox yet, but hcs updated VGMStream to read the ADPCM coefficients in little endian. After the GENH file is created, you'll need to change the byte at offset 0x30 to 2.
---
Only I don't know what does the last line means.
The genh files do not play correctly yet.
Download the 1063 genh files here.
To make the genh file play correctly, we need to modify the codes' position:
Before modifying:

After(The playable file from 3sf.joshw.info):

If the images don't display correctly, try the links below:
http://s5.postimg.org/or7l2lbxh/image.png
http://s5.postimg.org/bbkkd53fp/image.png
Example: "AA BB CC DD"--->"BB AA DD CC"
(Sorry I don't know how to discribe this...)
Hopefully there will be a tool that could be used to modify the codes easily.
And I will try to add tags (and fix the loop points) for most of the tracks myself.
Anyway, Very Much Appreciate!!
edited 8:23 PM EST March 1, 2015
- Creating looping audio files by godzfire at 12:50 PM EST on March 1, 2015
- So, if what I read is correct, XA audio unfortunately isn't loopable, even though I swear in the past I was able to play MegaMan X5's music on loop in WinAmp somehow.
Does anyone know how to create loops in MP3s where it bypasses the intro of the song the second time around?
- Anyone got the Hyrule Warriors sound effects archive? by robotortoise at 7:44 PM EST on March 1, 2015
- I have the music, but the sfx aren't in the main Wii U thread.
I want to see if there's any more unused sounds like this.
https://www.youtube.com/watch?v=J48m06iRZ-U
- Music technology statistics by henke37 at 12:47 AM EST on March 4, 2015
- Has anyone compiled a database on how various games use technology for their music? Things like different engines, prerendered vs note based, fancy effects and so on.
- MusyX Documentation by antidote at 8:17 PM EST on March 4, 2015
- During our efforts to document the AGSC format for Metroid Prime 1 we discovered something extremely important: It's an archive for the MusyX formats pool, proj, samp, and sdir. As a result we've been able to come up with a fairly comprehensive documentation on it. If you wish to see it it's here:
http://www.metroid2002.com/retromodding/wiki/AGSC_(File_Format)
- Resident Evil Revelations 2 PC - Unknown audio format in SNGW container by News Bot at 2:25 PM EST on March 5, 2015
- Been trying to rip cutscene audio for a few days now but have come up empty thanks to the .sngw container used in the game's audio. This container was used in almost all previous titles but was easily circumvented by simply renaming the files to .ogg, but that method doesn't work for these so I have no idea what format the audio is.
Anyone able to assist? Here's a sample.
http://projectumbrella.net/files/otherhoststuff/d1010_se_eng.sngw
edited 7:33 PM EST March 5, 2015
- Band Hero - Obscure [IMF/ISF] files by RebeccaSugar at 2:23 PM EDT on March 8, 2015
- I didn't want to bog up HCS with another new thread but I couldn't edit my first post so here we are.
Everything I ask here is basically so I can make collections like !!!!! does and not just to hoard them all to myself, pretty much anything I post about will be published and tagged...eventually.
Anyway, basically I'm trying to make this play since It's in 48k and that's pretty neat knowing how a small trickle of quality makes me go loco, especially with mainstream titles that are usually slightly downgraded to 44k, so what I'm asking here is if someone out there knew anything regarding this format, I got this from the PS2 version since I don't have the 360 one, I'll probably take a gamble and buy that one instead and rip it, hoping that the 360's audio extensions are different if the IMF/ISF's are TOO obscure for anyone to care.
Anyway, a bit of badly trained google fu left me defeated and I was only able to find this regarding it
Click Here ~2chan~
It seems someone else other than I has had interest in this format as well, which is all and well and grand except that I can't understand Japanese, I've already translated a bit by machine and they are on the same predicament, the way it translates is confusing, they've probably solved it for all I know, so if anyone here knows a bit of moonrunes, that would really help.
Once more, here's a sample song, I couldn't make it work with gehn very much this time, so take it from me that it didn't do much, basically stayed the same, so that being said, It probably has a header, who knows, I don't.
Make this play right and I'll suck your dick
IMF: https://mega.co.nz/#!WM1mBZKD!pD6SVkFyhtHYI8NBbYgJTFfWwUcMnpWGRehUzdZpd2o
ISF: https://mega.co.nz/#!vNkQwA4A!q60VO19CNxKobcaGmvnqxvqHisbg-Xr1lus9YK-qsTw

- BMS: Linking Instruments to Sequences (Wind Waker) by BasedKingPotato at 10:50 PM EDT on March 9, 2015
- Pun intended!
I understand why there isn't as much of a push nowadays for accurate OST rips from games like Wind Waker, since most of the work has already been done.
However, when you have OST rips in MIDI form, it allows you to accurately separate the individual instruments to make things like backing tracks and whatnot.
Point is, I was able to find furrybob's MIDI conversions from BMS files in Wind Waker, but I couldn't find exactly how the game would link the samples inside AW files to the instruments used in a BMS sequence.
If anyone here has information on how this is done, please leave a detailed comment about it. Be as technical as you like, I am a hobbyist programmer with an interest in music!
edited 6:24 AM EDT March 10, 2015
edited 6:26 AM EDT March 10, 2015
- The Adventures of Tintin - ogg variant by Alpha23 at 10:07 AM EDT on March 10, 2015
- Hi! The above game uses a RIFF-headered type of ogg (codec 5731). Can this somehow be converted to playable ogg? Here are some samples: http://www.multiup.org/download/e949b1c6f3d38b0c78b5fbed09361b8a/tintin_samples.7z
Any help is highly appreciated!
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