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Desperately seeking Dirge of Cerberus <;) by SquareTex at 8:08 AM EDT on May 25, 2015
Greetings folks. :)

It's been ages since I've posted here, so it wouldn't surprise me if nobody remembers who I am. But about 8 years ago, I had created a set of ADX files for the loopable tracks from Masashi Hamauzu's sountrack for Dirge of Cerberus: Final Fantasy VII. At the time, the game had yet to ripped, and even then there was a matter of handling its Atrac encoding.

Well, due to clumsiness on my part, I lost my personal collection of 'em. The file restore DID pull back what it thought was ADX files, but in the process they had become too corrupted to play.

So that's why I'm here. Does anyone please still have that unofficial ADX collection? Or better yet, does vgmstream support the official AC3 rip, and where can I get that?

Thanks. Glad to see the ol' community is still alive and kicking. :D
Super Monkey Ball 1's ADP Files by Cornholio309 at 1:51 PM EDT on May 25, 2015
Hi everyone. Have a small question here that I can't really seem to find much information about.

Super Monkey Ball 1 stores it's music in .ADP files, and these are playable in VGMStream just fine.

However, they don't seem to loop and fade out right when it reaches the loop point. I assume this is because of how the game handles the ADP files, but I could be wrong.

Does the game store the looping information anywhere on the disc? Would I have to recreate the loop point by hand, or is there an easier way?

I want to be able to make each one of the game's tracks loop twice before fading out if this is by any chance possible.I am aware the Xbox version of Deluxe has the normal main game stage themes in ADX files, but it's missing the minigame themes from 1 if I'm not mistaken.

If I can get any help on looping these files without having to do too much manual labor (hooray for laziness!), I'd appreciate some information.

Thanks!
Possible rip & fix requests? by BlackGuyRX at 5:13 PM EDT on May 26, 2015
Hi, there are a bunch of rips I'd like to request across several formats, (NSF, GBS, & HES) as well as some fixes to existing rips, mostly to restore missing music tracks. Would it be worth listing them off, or should I do it myself, even though I have no idea of what I'm doing.
Call for tags by henke37 at 12:22 AM EDT on May 28, 2015
I am trying to code a shell extension to let Windows work with PSF files.

Part of this task is compiling a list of the tags used and their meaning.

My primary source is defunct and needs to be fetched from the Internet archive, so I trust it even less than normal.

So I am asking you guys, the actual people who use the format, if there are any de-facto standardized tags that the official specs are missing.

edited 5:34 AM EDT May 28, 2015
Monkey Island 1+2 adlib vgm request by 47iscool at 9:21 AM EDT on May 28, 2015
Can someone rip a vgm of the first and second MI games? The JoshW thread does not contain rips of either.

Also I can't figure out how to log vgm with ValleyBells dosbox mod. Could someone tell how to log with it?
WoTS genh settings help by 47iscool at 5:39 AM EDT on May 29, 2015
Hello everyone, I would like to request a little help with the audio stream file from the PS2 game, Way of The Samurai. I have most of the settings correct but the problem is, I can't figure out the correct interleave value/offset.

The voices are first and the music begins somewhere around 7/8 /minutes.

The voices I'm not worried about, if I can get the correct values I can convert it to flac then use audacity to extract individual tracks.

Here is a Dropbox link
https://www.dropbox.com/s/2ygsqupmnldt2dz/GZMVS.7z?dl=0

edited 10:49 AM EDT May 29, 2015
BMS to MIDI PHP source by Yoshimaster96 at 10:32 AM EDT on May 29, 2015
I need help regarding the BMS to MIDI PHP source. I keep getting this error:

Warning: Division by zero in /home/smbhdx10/public_html/stuff/source/classes/midi.class.php on line 76

Any ideas?
So how exactly does Hyrule Field from Ocarina of Time work? by Can of Nothing at 4:29 PM EDT on May 29, 2015
By now it's no surprise that Hyrule Field has interactive music. It's even been mentioned by Koji Kondo and Mahito Yokota , where he mentions that he did it to prevent the music from getting too repetitive while exploring the vast overworld. He added that there were about 20 (as I'm certain the recent rips could confirm) different sections for the song, too. This is all good, but... how does it all work?

So I know some really basic triggers, like standing around doing nothing is guaranteed to get you into a certain section, and encountering an enemy triggers a section, as well, but I don't know about it much beyond that - and surprisingly enough, I've found little to no information about it whatsoever. Does anyone here happen to know more about this than I do?

EDIT: Not exactly related, but:
"Iwata: So in your head, you're wearing that green outfit. (laughs)
Kondo: Yeah. And that green hat! (laughs) I make the music in that state of mind."
Uhhhh...

edited 9:45 PM EDT May 29, 2015
Pokemon Colosseum Soundfont by alimu at 3:40 AM EDT on May 31, 2015
Hi there!

I'm creating a new thread on this so that more people could check it out.

Here's the Colosseum soundfont v1.0. I will update it frequently with your feedback, and repost the whole soundfont again here.

There are a few issues, mainly the crescendo strings, because I think the hold and decay values are supposed to change with the tempo, and I do not know how to do that. Help on this would be appreciated.

If there are any issues please inform me so that I may check what's wrong. I used PolyPhontics, and have all the project files saved, so small changes will be easy. The instruments have their program numbers in front of their names for your convenience. Some program numbers are assigned to two instruments, which I believe depend on the channel number. I listened to the instruments and gave them names based on the sound produced.

I'll create a .dls file containing all the instruments and their respective program numbers for easier MIDI playback after the problems are fixed.

I would like to thank Nisto for the .wav samples and soneek for the ripped soundfont. I couldn't have done this without you.

Hope this helps!

Colosseum Soundfont v1.0
Monster Hunter 4 Ultimate *.mca by Xane at 4:20 AM EDT on May 31, 2015
With the most recent version of vgmstream, MonHun4G/U's *.mca files can be played back but the sound's crackling and bitcrushed.

Here's a few sample files:
https://mega.co.nz/#!Rw0GTIYR!R3Fz1eMEsQbgTOC3MLRAAMysZcPlVKY1sQE3R-_zugo

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