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Did anyone ever figure out Zone of the Enders? by Uikri at 3:33 AM EDT on August 16, 2015
Zone of the Enders, and Zone of the Enders The 2nd Runner have great soundtracks, and it's a shame we don't yet have their scores in the archives. Is extracting the HD versions' soundtracks a valid option?

edited 8:59 AM EDT August 16, 2015
RIFX MSADPCM - vgmstream support request by Alpha23 at 6:54 AM EDT on August 17, 2015
Hi!

There are quite some games that use big endian MSADPCM with a RIFX header. Currently, vgmstream cannot play these files. Can somebody implement this? It should be really easy.
Here are some samples to work with: http://www.multiup.org/download/82f31db86635568497e484b2abed3da1/RIFX_MSADPCM.7z
Thanks!

Regards, Alpha23
Hot Shots Golf 3 PSF2? by mrjaredbeta at 10:47 AM EDT on August 17, 2015
Pretty unpopular game, but I believe that the music is sequenced. All of the data files are encrypted as some .XB file extension on the disc. I opened up one from the "SND" folder and sure enough I saw ".bd" and ".hd", the PS2's sequence and instrument files. I don't know anything about this but I like music, so can anyone please maybe take a look at this? Greatly appreciated.



Here is an example of one of the files: http://www.mediafire.com/download/aat8ot2q66w6gw6/CO_AR.XB
Mobiclip Demux by wolupgm6 at 7:26 PM EDT on August 18, 2015
What's the best way to go about demuxing mobiclip videos found in wii isos (*.mo)?

I know VGM Toolbox has this feature but the results are inconsistent (some games work, others like DKCR work partially and games like Mario Party 9 seem to not work at all).

Are there any alternatives / am I doing something wrong? I know this is one of those headache formats.
The Lost Vikings GBA Ripped by birdmanager6 at 7:02 AM EDT on August 19, 2015
Hi, there.
After importing the GBA version of The Lost Vikings into Audacity, I have made an interesting discovery.
All the audio in the game is at 8500hz. Unlike most games, where they use sequenced music composed of many channels of instruments of samples at different frequencies, this game uses streamed music, which is all the music tracks recorded directly from the original SNES version, which explains why many of the songs don't loop correctly and/or are missing a part at the end. The music is actually encoded in ADPCM, a 4-bit format that most games don't use, which was probably used to better compress the music, while the sound effects are standard 8-bit signed waveforms. The audio is stored near the end of the ROM, with the sound effects and then the music.
Here is a link of a full rip of two WAV files, one of the music, and one of the sound effects. Now you can enjoy the audio at its full quality (despite it still not being as good as the SNES quality). :)
https://drive.google.com/folderview?id=0B_zYoz3nVdW_flRWOWRhN29LYjZtdTZfR05sSUhYa0djVU44TnRnaXkxcUUtSWwxSDhxZ2M&usp=sharing
VGM Tracker is dead? by Franpa at 11:30 PM EDT on August 22, 2015
The tracker website died? Why?
My new mission of SFX rips by birdmanager6 at 6:27 AM EDT on August 26, 2015
Hi, there, I'm birdmanager6, and I'd like to tell you that I'm starting working on a large collection of complete, high-quality SFX rips of games no one else bothered to rip.
My main policy is that I have a zero-tolerance policy for recording single samples from in-game. With that, the quality would be worse, especially for SEGA consoles, and at the wrong sample rate. I only use in-game recordings for non-sampled sound effects, and I use ways to directly import samples, and make sure they're at the right sample rate. All of my files are in WAV format, not MP3, OGG, or FLAC, and in a ZIP archive.
My ripping techniques are well-organized, and I use Audacity to edit and save the final WAV files.
Here is a link to my sample rip folder on Google Drive. So far, I have ripped two games: Chester Cheetah: Too Cool to Fool (SNES), and Aladdin (Virgin Interactive). The archives both have a readme.txt file explaining more about them, and how I ripped them.
I have an idea of how to rip most of these games, but I will need to ask for help of a few.
This is only the very beginning, as there will be many more rips! I will also be hosting them on The Sounds Resource, and I have already submitted both my rips so far, but they won't appear until the site gets another update, which won't happen for a while.
Have fun!

edited 11:39 AM EDT August 26, 2015
Mickey Mania: The Timeless Adventures of Mickey Mouse (SEGA CD) Unknown codec by birdmanager6 at 6:43 AM EDT on August 26, 2015
I have been working on ripping Mickey Mania: The Timeless Adventures of Mickey Mouse for my big SFX rip series (http://hcs64.com/mboard/forum.php?showthread=42565). I have completed 2 of the 3 parts of it, as I have successfully ripped the sounds from the SNES and Genesis versions. But I need help with the SEGA CD version to complete the rip.
What's weird about the Genesis version's samples are that they're signed 8-bit, not unsigned, as it seems to be the case with the three Matt Furniss games I tried (this one, Boogerman: A Pick and Flick Adventure, and The Lion King), as well as Animaniacs. They're also all at the same frequency, 9000 hz, which makes it easy to rip.
So, I tried the same settings on the SEGA CD version. I found the appropriate files in the ISO, which I have uploaded in the link below, but importing them makes the samples sound...well...really distorted, and barely recognizable, even though they sound at the right frequency. I tried importing it at unsigned 8-bit, which would likely fix the problem in most cases, but strangely, it sounds exactly the same. Even ADPCM didn't work.
Link: https://drive.google.com/file/d/0B_zYoz3nVdW_VndIWnBrMnhpLVU/view?usp=sharing

How do I import it properly? What codec does this game use? I read somewhere on another forum that they had trouble with Sonic CD, is this the same issue? Please help me...

Also, there is a sound test, but I said I have a zero-tolerance policy for recording samples from in-game, which messes up the quality, so I'll only use that for what I'm going to name the files.
Way to directly rip from Xbox One? by dogman91x at 9:55 AM EDT on August 27, 2015
If the files can't be prodded into, maybe someone with a digital audio cable can record it that way? Something that isn't a line out rip would be amazing for the 'secret' songs from Rare Replay, including unreleased stuff from Dream (Grant Kirkhope), Killer Instinct 2, Conker's Twelve Tales, etc.

http://www.rarefandabase.com/top-secret-tunes-in-rare-replay-compilation/
vgmstream copycat? by 47iscool at 9:15 AM EDT on August 28, 2015
Thoughts?

http://www.logipole.com/audiokonvertor-formats_en.htm

Or did they integrate it into it?

I find it hard to believe that someone else has really reverse engineered all of those formats.

edited 2:28 PM EDT August 28, 2015

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