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- raw wav ps2 files by deepsheet at 7:49 AM EDT on September 18, 2015
- Hi everybody
I need your help on some raw files I extracted from some game.
I think they are headerless ima adpcm.
I can convert and play them but it's not very clear.
here are some samples.
https://www.mediafire.com/?u2itgpyafaw2x40
edited 11:05 AM EDT September 18, 2015
- Taiko no Tatsujin Portable Help by Masamune at 5:15 PM EDT on September 18, 2015
- Today I got to extract the game's "data.bin".
Now I'm stuck trying to figure out how to get the game audio.
The extension-less files from data.bin are some sort of container, with other files inside of them.
All I could extract was the menus BGM (riff wave header), at3.
The files that seem to contain the game audio files have no header (except for the PACK one present in all other files)
I would be glad if someone could help me with this.
Here is a sample file: http://www.mediafire.com/download/t8nqseq6w4jg4wi/mmappy
Thanks in advance!
- Streams (manako, 2010-05-04) by deepsheet at 3:31 AM EDT on September 19, 2015
- Hi
does anyone have back up of this.
Found it
Sorry
edited 4:31 AM EDT September 19, 2015
- KOVS audios to WAV and vice-versa? by futballo at 8:06 PM EDT on September 19, 2015
- I got these KOVS audios files from the game One Pice Pirate Warriors 3 and I would like to convert them to wav, do my edit and then convert them back to KOVS. My goal is to change the music of the game to the Anime OST, which it's highly better.
Here's a sample file:
https://goo.gl/WeVnA2
- Ripping a GBA soundtrack by Altissimo at 11:51 AM EDT on September 20, 2015
- hello, I am new here and if this is better suited to a specific thread or something feel free to point me in the right direction. Anyway I am on a quest to eventually find someone who can help me rip a certain GBA soundtrack that doesn't use the Sappy engine. The game in question is Hamtaro: Ham-Ham Games and I don't know specifically which engine it does use, only that's it not Sappy. I'm trying to upload the soundtracks of the four localized Hamtaro games to youtube (because no one else has ever bothered) and while recording all tracks off my emulator worked fine for one of the games, I'm now at a wall because this game has an ambient soundtrack with many different songs and I don't know how many there are or what they're even called, which is why I want a rip just to be sure I have everything. I understand that without the Sappy engine this is a difficult task, but if anyone could help me with it - or point me in the direction of another person or forum who can - I would be super appreciative.
- Difficult request: Is anyone willing to help decode the GBA "GAX" Engine? by birdmanager6 at 8:15 PM EDT on September 20, 2015
- Most people say that 90% of Game Boy Advance games all use the M4A sound engine (which is the only one we really know about), and there are only a few exceptions.
That is a lie! Here is an extensive list of games, NONE of which use the M4A sound engine. In fact, they all use the same sound engine.
http://pastebin.com/h2PSKQrf
This sound engine is Shin'En's custom sound engine, known as the GAX sound engine. All of the games that use this engine had their audio exclusively done in-house by Shin'En, and was only available to third-party developers.
The audio branch is supposedly a branch of the Amiga audio format. One of the most notable games to use it is the first Earthworm Jim (the second one isn't listed, so I don't know if it uses GAX or not). Other titles that stick out to me are the infamous Mortal Kombat Advance, Comix Zone (which has awesome music and hasn't even been ripped in the GSF format yet), and several SpongeBob SquarePants games.
Of course, this isn't the only other sound engine that GBA games use. There's also Krawall Advance, the "other" version of M4A supposedly used in Nintendo's later games, and RAREWARE's unknown driver. But it's pretty much the second-most common sound engine, so we should really learn more about it, so we can eventually make a tool that can extract all the audio out of it in its full, unfiltered quality, in MIDI/soundfont or WAV files, in the same manner of that of what GBA2MIDI or gbamusriper does with the M4A engine, or in a MOD-based format like XM. I suspect GSF would be harder to create, though.
There actually HAS been some learning about it. Someone figured out some specifications about it on a Crash Bandicoot game. However, nothing has been done since December of last year, so it's probably a dead project.
So, I'm not trying to push it, or anything, but is anyone willing to continue to work on it, or even finish it, using the specifications on it that are known from that post as a start? I couldn't, as I wouldn't be able to understand any of that code at all. And I understand that this really isn't easy, as apparently the way the code is loaded sometimes is different. But I would really like to see that happen.
http://www.pokecommunity.com/archive/index.php/t-335312.html
Hopefully, there will also be work on the other sound engines that I listed sometime (Krawall Advance should be easiest to make a converter for, at least in the MOD-based format), but I don't want to ask for too much at once. It's such a shame that the only sound engine we've figured out is the worst one. :(
- adjusting an AT3 header by Alpha23 at 3:37 AM EDT on September 21, 2015
- Hi!
As you all may know, the PMF and PAM demultiplexers from VGM Toolbox only demux the audio to aa3. I've written a converter from aa3 to at3 but it's lacking some sort of calculation (no of samples?) for the track length. So, here are some samples of converted files: http://www.multiup.org/download/9dda2462a7644f3ce5f933328f1844f6/mgspw_at3_samples.7z
The original aa3 files only contain the 1-byte compression id at offset 0x3e so I took some random at3 riff header and overwrote the id with the one from the aa3...
The ids and according specs are:
0x24 -> 44.1 kHz mono
0x28 -> 44.1 kHz stereo
0x34 and 0x35 -> 44.1 kHz 6ch
0x44 -> 48 kHz mono
0x48 -> 48kHz stereo
0x54 and 0x55 -> 48kHz 6ch
Can somebody help me figure out what I need to calculate and where to put it?
- Help with Nintendo DS Gamerips by PonyoBellanote at 8:59 AM EDT on September 21, 2015
- Hello, I want to do a few rips myself of Nintendo DS gamemusic I'm interested to. I use VGMToolbox to extract the sound data folder of the music I'm interested on. Problem is, lately, I've been finding that a lot of the games of DS feature the music in intrument steams instead of full stored songs. Can anyone of you help me with this? How can I do a gamerip with these type of games?
- Since soneek is 99% non-existent by TheUltimateKoopa at 1:26 PM EDT on September 22, 2015
- (unless, maybe there's a more logical explanation as to why I haven't seen him on the internet anywhere for over a week).... anyway...
Can someone explain this, rather simple (to explain) problem?
Why do some of the BRSTMs I make end up being crackly, despite no clipping or distortion being present in the file that was converted?
For the record, I'm using what is basically "brstmmake.exe", of which I have two different copies.
One of these has a vgmstream.exe (aka test.exe) dated July 8, 2015.
The other has a vgmstream.exe dated May 26, 2014.
The one I used was the one with the most recent vgmstream (that I have). However, the brstmmake.exe itself may have been older... unless brstmmake.exe itself, was never actually modified since 2011? I also tried it with the other copy I had, but made no difference.
Here's a comparison image:
http://i.imgur.com/irGcsnF.png
The top one is the BRSTM, the bottom is the original LWAV used. No clipping whatsoever.
edited 1:42 PM EDT September 22, 2015
- About Converting AWB/ACB Please help me.[cry] by nekonekosing at 10:02 PM EDT on September 22, 2015
- Hello,
There were already some threads on this topic, but I am in trouble in another aspect.
I¡¯m trying to get voices and bgms files from an android game and I got some .acb and .awb files of the game.
Then I use CRI ACB/AWB Archive Extractor, CRI ADX Extractor, CRI HCA Extractor in the VGMtoolbox respectively.
When I used CRI ACB/AWB Archive Extractor, I got a lot of .hca and .hca files. (Most of them is .hca files.) Then I used HCA decoder convert .hac files to .wav files. They sound great. But when I playing .adx files] using footbar2000 with ADPCM decoder, these .adx files sound terrible, too much noisy in them.(When playing the game, this voices sound normal.)
When I used CRI ADX Extractor, all files that I got is .adx files, even those files which used to be .hca files now became .adx files. And all of them sound terrible.
When I used CRI ADX Extractor, I got nothing.
SO, How can I get normal .adx files?
Here is the ACB/AWB pair example.
Link
Link
Thank you for your help.
edited 10:11 PM EDT September 22, 2015
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