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- Dragon Quest VII PSF set by loveemu at 5:10 AM EDT on March 16, 2015
- I started working on the ripping, at least a year ago. Now I finally can show it off!
Dragon Quest VII PSF set
- I will never do ordering, timing, tagging, etc.
- Sequences are ordered by uncompressed size of sequence file.
- I tried to optimize psflib without breaking playback result, but it might break music playback if I missed something.
- Dragon Quest IV uses the same sound format. I do not know if it is exactly identical, but we probably can use the DQVII driver for DQIV too. (hopefully...)
edited 10:19 AM EDT March 16, 2015
- demuxing 3DS moflex videos by Alpha23 at 5:36 AM EDT on March 17, 2015
- Hi!
Does anyone have the capacity to write a demuxer for 3DS moflex videos or possibly implement it in VGMToolbox? For my case, an audio dumper is fine, I only want to get my hands on the music.
Here are some samples (audio is probably IMA ADPCM): http://www.multiup.org/download/853c379f19d79d796e8dfab8def3aeba/moflex_samples.7z
Thanks for your help!
- I want the truth. by TheUltimateKoopa at 9:54 AM EDT on March 19, 2015
- Is the "leak" about Baby Park and Neo Bowser City actually true for Mario Kart 8's second DLC pack? Or did some piece of shit decide to make up some "convincing file names that look official"?
- Diddy Kong Racing Soundtrack CD by dkbk64 at 9:17 PM EDT on March 19, 2015
- Does anybody know if the Diddy Kong Racing soundtrack CD (the Diddy-head-shaped one) was/is sampled at 44kHz?
The in-game sample rate is 22kHz (to be exact, 22047Hz), which is less than ideal.
The Conker's Bad Fur Day CD was sampled at 44kHz, so I was wondering if this was the case.
- Pac-Man World 3 .wav.str (Gamecube) by puggsoy at 5:42 PM EDT on March 20, 2015
- The GCP in Pac-Man World 3 contains a number of .wav.str files, each with a corresponding .wav file. The latter aren't actually valid, they're very small and simply have that extension. The former seem to have most of the data.
vgmstream seems to open them OK (as Playstation 4-bit ADPCM), but for a 128kb file it says it's 2932.8760 seconds long, which seems unrealistic The result is also just half a second of static at the start, the rest being empty.
Could someone check them out? I've uploaded a couple of samples here. There's also the GCP here if you want it (I extracted it using this QuickBMS script).
edited 10:53 PM EDT March 20, 2015
- Super Mario 64 Midi's by dj4uk6cjm at 6:31 AM EDT on March 24, 2015
- I bring to you the original Super Mario 64 Midi's (ripped) and if you're thinking they're the crappy SM64DS midis then think again, compare the Bob-omb Battlefield (Main Theme) from Super Mario 64 (N64) with the one from Super Mario 64 DS: CHIJOU courtesy of VGMTrans. Sound different don't they? It's because the midi notes are shorter and cut off faster than the Super Mario 64 midis. They're even different in size and if that is not enough evidence to convince you than open them in a DAW or something and visually look at the notes and listen to them yourself but either way the original Super Mario 64 midis will always be the best. :D
And if you need a soundfont you can use the great Super Mario 64 Soundfont provided by Tamkis or Damihacks version http://www.mediafire.com/download/fxakm8ka5ln75p9/Super+Mario+64.sf2 enjoy.
edited 11:50 AM EDT March 24, 2015
- GTA V Rip by TheUltimateKoopa at 4:39 PM EDT on March 24, 2015
- Are the files in GTA V native MP3s? If so, how do the loopable ones actually loop? Like "WDY_NINE_BLURT", otherwise known as "GTA V Score", "GTA V Blitz Play", or "GTA V A Haze of Patriotic Fervor"?
Also, how do the parts actually fit together? For example, within the groups of 8 MP3s, some of them are used for multiple tracks with each track using a different section, as mentioned above with "WDY_NINE_BLURT". IN this case, Blitz Play starts with the 8th MP3 (WDY_NINE_BLURT_8.mp3), and adds I think, #6, or #5 at the second part.
edited 10:01 PM EDT March 24, 2015
- Gran Turismo 2 oddities by Zeether at 7:50 PM EDT on March 25, 2015
- I have been looking at the music streams in both discs for GT2 and I am puzzled as to where certain tracks are, specifically the different city themes (anyone who has played will know how catchy East City's theme is). Where are these tracks stored? I know they have to be streaming from somewhere.
- Pokemon Colosseum by froggestspirit at 5:27 PM EDT on March 26, 2015
- Hey, I recently read that Soneek was able to extract the instruments and convert the sequence data of Pokemon Colosseum to Midi. I was hoping this would be able to be re-uploaded, as the original links are down, thanks.
- Android/iOS *.vxn audio format by Alpha23 at 1:05 PM EDT on March 27, 2015
- Hello everybody!
Once again I've stumbled upon an audio format that I haven't seen before. The character distribution shows that it's some ADPCM but I can't figure it out. The header begins with "VoxN". I did a search but it didn't come up with something useful. Here are some samples: http://www.multiup.org/download/dd3bcd71160362295f615643154172ff/vxn_samples.7z
Does anybody recognize the format? Could this be implemented in vgmstream?
Thanks for your help!
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