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Calling [Wii] unk compress by TTEMMA at 8:48 AM EDT on July 26, 2015
Hello. I need help with the definition of the type of compression in the game Calling.
Attached files contain a structure
4 bytes - the size of decompressed file
4 bytes - the type of compression (0x00000001 - UNK, 0x00000007 - zlib)
Then, presumably - the compressed data.

I hope for your help :)

https://drive.google.com/file/d/0BycQ9Som_CmIYjNnUS1uLXFTZ2c/view?usp=sharing
https://drive.google.com/file/d/0BycQ9Som_CmIaEZjdzFKS0xOcms/view?usp=sharing
SudokuHax in 3DS EUR by MatiasBG at 3:04 AM EDT on August 2, 2015
I need the backup Sudoku WITHOUT patch; in other words, I will install sudokuhax in my 3DS sysNAND and I need Sudoku EUR DSiWare + public.sav for this. In this forum is Sudoku US DsiWare... Any help?
Taz: Wanted - .wav and .wav.str Files by Cornholio309 at 4:19 PM EDT on August 4, 2015
Hello everyone. Posting here again in hopes somebody could shed some light on these audio files.

The Nintendo GameCube version of Taz:Wanted has all of the music stored in a file called "streams.gcp". Using a quickbms script, I was able to extract what was in there, but the file contents have me a bit confused.

Each track is seemingly split up into two files. One with a .wav extension at the end of it, and the other with a .wav.str extension. The wav is ridiculously tiny (usually being only about 1kb or less), so I figure it's nothing of interest, but the .wav.str files are a lot bigger and seemingly have the music data.

The issue with that is that I for the life of me cannot figure out how to play these .wav.str files. Using Foobar2000's vgmstream component either results in an error, around 50 minutes of bizarre clicking and static noises being played, or Foobar2000 crashes altogether. Using Audacity's "Import Raw" option hasn't worked well for me either, though I can seem to hear some music past the awful static. Any ideas?

Here's an example pulled from the streams.gcp file: "aqua outro cs".

The .wav file:
https://mega.co.nz/#!Ld0kibxS!osPLbeq0J2i-iDIfFjPK6tWmHfmk_y1YpKl1hKb8NFw

The .wav.str file:
https://mega.co.nz/#!fA9lkYyI!EqZHYF3w0Yh624U7sm1lmmRwNgHRJtswtn4ChVLTz7g

All I could gather from some Google searching is that this is how audio is handled in every game developed by the company Blitz around this time period. Other ports of Taz: Wanted seemingly have the audio stored in an archive with the same file name, but with a different extension.

Any help figuring out how to play these would be appreciated! The soundtrack here is rather catchy, and I'd love to convert these to FLAC and MP3 to play on a wider range of media devices!

Thank you for your time!

edited 9:37 PM EDT August 4, 2015
Earthworm Jim: Special Edition (Windows) by birdmanager6 at 7:03 PM EDT on August 5, 2015
Hi, there. I'm working on making collections that include all the sound effects from Earthworm Jim 1 and 2. These will include every sound from most versions. Progress has been going along for the EWJ2 sound collection, but with EWJ, I've hit a roadblock.
I have successfully ripped the sound effects from the SNES version, using SNESSOR95 and SNES9x, and the "Snot a problem" voice clip from the GBA version using Audacity. However, as many people know, not only is the SNES version missing some sound effects from the Genesis version to begin with, but the "Special Edition" adds many more, as well as replacing a few, so I'll need to rip that version to complete the collection.
I have the Windows 95 version, and I managed to find which file the samples are located in, INIT.EW, but they are in a format that I can't rip properly.
What happens is in Audacity, when I import it as an unsigned 8-bit PCM at about 9000hz, I can hear them, but they sound double speed and an octave higher. By importing it at 4500 or by slowing it down -50, I can hear it at the right speed and pitch, but in extremely bad quality.
This means that they're unsigned 4-bit, because the quality is clearly much better in-game (even though the quality is still degraded in-game). Unfortunately, the farthest down Audacity can import raw data at is 8-bit. I even tried importing it as VOX ADPCM, which is a 4-bit format. There, I get the right speed and pitch at the right frequency, but it sounds extremely clipped, so it's not ADPCM.
I've tried looking online for help with no avail. I found this forum (http://forum.audacityteam.org/viewtopic.php?f=28&t=38671), which has the exact same problem as me, but there's no real answer, and it hasn't been active since 2010.
Apparently, SOX can convert raw audio, but like Audacity, not 4-bit. I even looked at VGSC of The Sounds Resource, but it doesn't say 4-bit PCM.
I have also had this same problem with most Genesis games (strangely, EWJ2 is an exception, but I only needed it for the "C" voice clip).
What I need is for one of you dedicated video game sound rippers to create a Windows application with source code that reads an entire file in a 4-bit raw audio format, and saves it as an 8-bit WAV file. The program must also have an editable frequency. It's recommended to be a command-line tool, but it doesn't have to be.
That would definitely be appreciated.
Thunder Force IV and Sega Genesis music players by Franpa at 11:34 PM EDT on August 6, 2015
1) What Sega Genesis *.vgm & *.vgz audio players are still currently in development?

2) Which music players, regardless of their development status, are able to produce sound like what is heard in this video? https://www.youtube.com/watch?v=psSamm93uCE

VGMStream produces poor audio compared to that video.

Edit: I wouldn't be surprised if the audio in that video is inaccurate but damn does it sound nice. Apparently various models of the Sega Genesis have wildly different audio systems too.

edited 4:52 AM EDT August 7, 2015
Metal Gear Twin Snakes voice clips from cutscenes by LAST_WINDOW at 5:12 AM EDT on August 8, 2015
I'm trying to rip sound files from the GameCube remake of MGS. I used Dolphin to extract the files, SPTex to get the .dsp files from the .spd files, and then a fork of Audacity that has support for .dsp files to convert them to .wav.

I have every sound file from the soundbanks and the stream folder (although the voice clips from the soundbanks seem to already be in the stream folder and with higher quality), but they don't seem to include audio from the cutscenes, and I was wondering if there's a way to get them.

Thanks.
Donkey Kong Country: Tropical Freeze WiiU audio formats by Alpha23 at 11:38 AM EDT on August 11, 2015
Hi guys!
I've just written a little script to extract the pak files of the game:

idstring "RFRM"
endian big
goto 0x54
for
    get ZERO long
    if ZERO != 0
        cleanexit
    endif
    get SIZE long
    getDstring TYPE 4
    get CRC long
    get UNK1 long
    get UNK2 long
    get UNK3 long
    get ZERO long
    get OFFSET long
    math OFFSET += 0x14
    math SIZE -= 0x14
    get NAME basename
    string NAME p= "%s/%s_0x%08x.%s" TYPE NAME CRC TYPE
    log NAME OFFSET SIZE
next

Now, the audio files are in a format that isn't yet supported by vgmstream but apparently it's just a Wii ADPCM header variant: http://www.multiup.org/download/b22246884973dd0af6fb99d4179aa7dd/csmp.7z
Is anybody interedted in this?

edited 4:50 PM EDT August 11, 2015
multichannel fsb IMA by Alpha23 at 12:30 AM EDT on August 12, 2015
Hi!
I've been searching for a way to correctly extract multichannel IMA ADPCM streams out of fsb containers for a long time now. I was unlucky in finding a solution online as well as trying to deinterleave the extracted files and adding a proper header to them.
My last hope is this forum. Mono and Stereo files are properly extracted by fsbext.exe. All others don't work.
Here are some samples: http://www.multiup.org/download/8b01673363fa4306a8c199087e3351a9/IMA_multi_samples.7z
Any help is highly appreciated!
Happy Birtday, Mr. Koji Kondo by Can of Nothing at 7:46 PM EDT on August 13, 2015
August 13 marks the birthday of celebrated Nintendo composer, Koji Kondo. Since joining the company in 1983, he has written countless songs for many beloved games, becoming somewhat of a legend amongst video game music enthusiasts worldwide.

Here is the complete list of games he has composed music for:

Devil World - 1984 (Partial soundtrack; with Akito Nakatsuka)
Super Mario Bros. - 1985 (Entire soundtrack)
The Legend of Zelda - 1986 (Entire soundtrack)
The Mysterious Murasame Castle - 1986 Super Mario Bros.: The Lost Levels - 1986 (1 new song)
VS. Super Mario Bros. - 1986 (1 new song)
Yume Kojo: Doki Doki Panic - 1987 (Entire soundtrack)
Shin Onigashima - 1987 (Entire soundtrack)
Super Mario Bros. 2 - 1988 (3 new songs)
Super Mario Bros. 3 - 1988 (Entire soundtrack)
Super Mario World - 1990 (Entire soundtrack)
Pilotwings - 1990 (1 song; with Soyo Oka)
The Legend of Zelda: A Link to the Past - 1991 (Entire soundtrack)
Super Mario World 2: Yoshi's Island - 1995 (Entire soundtrack)
Super Mario 64 - 1996 (Entire soundtrack)
Star Fox 64 - 1997 (Partial soundtrack; with Hajime Wakai)
The Legend of Zelda: Ocarina of Time - 1998 (Entire soundtrack)
The Legend of Zelda: Majora's Mask - 2000 (Partial soundtrack; with Toru Minegishi)
Super Mario Sunshine - 2002 (Partial soundtrack; with Shinobu Tanaka)
The Legend of Zelda: Wind Waker - 2002 (1 song; with Kenta Nagata, etc)
New Super Mario Bros. - 2006 (1 song; with Asuka Hayazaki and Hajime Wakai)
The Legend of Zelda: Twilight Princess - 2006 (1 song; with Teru Minegishi, Mahito Yokota and Asuka Hayazaki)
Super Mario Galaxy - 2007 (4 songs; with Mahito Yokota)
Super Smash Bros. Brawl - 2008 (1 remix)
Super Mario Galaxy 2 - 2010 (5 songs; with Mahito Yokota and Ryo Nagamatsu)
The Legend of Zelda: Skyward Sword - 2011 (1 song; with Hajime Wakai, Mahito Yokota and Ryo Nagamatsu)
Super Mario 3D World - 2013 (2 songs; with Mahito Yokota, Asuka Hayazaki, Ryo Nagamatsu and Takeshi Hama)
Super Smash Bros. for Wii U - 2014 (1 remix)

Are any of your favorite songs from those games? So are mine! If they are, why not wish the brilliant composer a happy birthday?

Once again, Happy Birthday, Mr. Koji Kondo. Thank you for 30 years of Mario music.

EDIT: Please trash this thread if it's not allowed.

edited 12:57 AM EDT August 14, 2015
Can we play Crystal Chronicles' music similar to how we can with Mother 3? by Uikri at 9:35 AM EDT on August 14, 2015
For Mother 3, we are able to take the MIDIs and play them with the game's soundfont. Are we able to play Final Fantasy: Crystal Chroicles' music in this same manner, and if so, is there any way to have them loop like we can with most other game music formats? Additionally, is there a download link for the MIDIs, or whatever file format the music is in, anywhere?

edited 2:57 PM EDT August 14, 2015

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