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- Major news on the PS Vita front! by hoodlum47 at 8:08 PM EDT on September 23, 2015
- Apparently two well known hackers are releasing a whole plethora of Vita tricks "soon." The tricks include reading and writing to the memory card, dumping cartridges and installing dumped images of cartridges along with a whole bunch of other useful stuff.
The thing I'm curious about is whether or not the dumps are still encrypted like 3DS dumps.
And source for the skeptical:Lower half of this article
- Delete my account by CaliBR at 1:22 AM EDT on September 24, 2015
- Hi, i really dont have any intentions to post here anymore - and i dont find anywhere to do this -. So i'm asking if its possible to delete my account from the database. Thanks!
- IPFS by hcs at 4:34 AM EDT on October 1, 2015
- You may have noticed I've been scattering around some posts with links to IPFS mirrors of files. The point of this is to hopefully offer a link that will last longer than random file sharing sites. I am irritated when those things disappear and the links are no longer good. The hope is that with a content-addressable system that can grab the files from any mirror, links will stay good for the foreseeable future.
A brief IPFS primer:
IPFS is focused on content-addressibility, so the address of a file is just a hash. An IPFS address like
/ipfs/QmNhFJjGcMPqpuYfxL62VVB9528NXqDNMFXiqN5bgFYiZ1
is mostly the hash of the file (see multihash for the specifics). When an address is requested an IPFS client goes out onto the network to find someone who has the file with that hash.
(Technically the hash is not for the file but for the root of a Merkle DAG ultimately ending in blocks of the file.)
An IPFS object can be a directory (a list of other hashes with names), and an address can include the names of files referenced from a directory, such as
/ipfs/QmcKi2ae3uGb1kBg1yBpsuwoVqfmcByNdMiZ2pukxyLWD8/alexandria.jpg
IPFS works something like Bittorrent, Gnutella, or Freenet in that there is a peer-to-peer network distributing the files, with a distributed hash table to figure out what file is where. Unlike Freenet there is no automatic replication, though I understand there is a related project Filecoin that intends to provide monetary incentives to replicate data. Currently the official client (go-ipfs) saves everything that it downloads, and you can choose to "pin" a file within a server so that it will not be cleared out automatically (via a "repo gc" command). Any copy in the network is automatically available as a redundant source.
There is a project called Maelstrom that is directly based on Bittorrent which aims at some of the same ideas. Honestly I hadn't looked into it until just now, so I don't know what the benefits might be of using that instead. It seems like it relies a lot on a special browser. A biased comparison of the systems is here.
Freenet is much more mature, but when I last used it years ago it was very slow and I was confused. It has different goals, and I don't think it is going to be useful for distributing large files.
The reason I got onto IPFS is that it was really easy to set up, and they have a nice HTTP gateway that you can use to directly link to files from the regular web. If you have an IPFS address you can prepend https://ipfs.io and they'll retrieve the file from the network for you (and cache it briefly), for instance Neocities' announcement that they will support IPFS.
I can't be reliant on the ipfs.io gateway always being there (and unrestricted), so those links might die while someone is still hosting the files. At that point it would be possible to put up another gateway, all that would need to change is first part of the URL. However it would be somewhat involved to prevent it from being abused. Arguably my use of ipfs.io is abuse already.
I'm going to make another post in this thread explaining how you can get involved with hosting if you're interested. I also welcome discussion about whether this seems like a good idea, and maybe some better ways to go about it.
edited 4:35 AM EDT October 1, 2015
edited 4:35 AM EDT October 1, 2015
- ssmex alternative? by Kurausukun at 10:59 AM EDT on October 1, 2015
- I was ripping some .ssm files from SSBM yesterday using ssmex, and I noticed that a lot of the files did not play in vgmstream. I've noticed this for a while, but it was never a problem until yesterday, when the specific .dsp I wanted refused to play.
Thus I ask--do we have a better way of ripping .dsp from .ssm files? I'd really like something that works consistently.
- JAudio Functions? by Yoshimaster96 at 6:44 PM EDT on October 4, 2015
- Does anyone have a list of the functions used in JAudio? This link doesn't work anymore:
Link
- VGMtrans can't convert exported midi files back into it's original file format by Delon at 6:57 AM EDT on October 6, 2015
- Even the latest version of VGMtrans can't convert midi files back into it's original file format.
I have sent a email to loveemu yesterday.
He never answered to my email in that day.
So now when i convert video game sequences to midi file format.
There is no way for me to be able to convert those VGMtrans exported midi files back into it's original file format.
No matter if they are edited by a midi editor or not.
It simply does not scan midi files for music sequence data.
So say good bye to custom made video game music.
PSF2 files does not support the microsoft windows xp general midi standard midi file music sequence format.
So don't expect to convert midi files to:
nsf, spc, gbs, gsf, 2sf, usf, psf + psf2 and vgm +
mod, xm, s3m, it. And then the sony playstation SEQ file format and squaresofts psx Akao Seq file format. And after that square-enix ps2 .BGM file format and sony playstation 2 .sq file format.
And there is some sequence music file formats from games that does not have any .PSF1 rips nor have .PSF2 rips.
There is one ps2 game i suspect has sequenced music and that game have i talked about before and that game apparently lacks a PSF2 rip.
So hearing that music in the (Highly Experimental winamp plugin is impossible?
And the name of that game is:
Legacy of Kaim: Soul Reaver 2.
edited 6:59 AM EDT October 6, 2015
- LEGO Indiana Jones: The Original Adventures (DS) .FIB archive??? by birdmanager6 at 11:25 PM EDT on October 6, 2015
- Hi, there. I have been trying to rip all the music and sound effects from LEGO Indiana Jones: The Original Adventures for the Nintendo DS.
Now, it's obvious that the audio doesn't use the SDAT format at all, instead it's 100% streamed. This also seems to be the engine used in all the other LEGO games I know, including Star Wars: The Complete Saga, Batman, Indiana Jones II, Harry Potter years 1-4, and more.
Using dsbuff, I managed to extract the contents of a US ROM image of the game.
After unpacking the image, I have now got a folder called "data", which contains one file called "LEGOIndy.fib", and a folder called "cutscenes", which contains all the game's cutscene files in BIK format. Extracting those BIK files are another story, I'll do that later.
So, I've confirmed that this ".FIB" archive file does indeed contain all the game's audio files. By importing it into Audacity as ADPCM, I can hear a heavily distorted version of the entirety of the game's audio, which appears to be done at varying frequencies, including 10000, 11000, and 16000hz. But I really want to have these all in separate files. (I think it uses IMA ADPCM, which is why it doesn't sound right as VOX ADPCM.)
So, I've heard of this .FIB archive file before. I've seen some posts on this same forum about extracting the same kind of file from LEGO Star Wars II: The Original Trilogy, and they managed to do it, using a GENH Header and a custom BMS script. Unfortunately, I can't figure out how I'm supposed to have the GENH header be created (I always end up with an exact duplicate of the original file), and I've tried to use the BMS tools on it and they don't work at all.
Can anyone tell me how I'm supposed to get .bin files for all the streamed audio? Hopefully, if I figure it out, I can extract the audio from other LEGO games as well.
File:
https://drive.google.com/file/d/0B_zYoz3nVdW_NFVyUEgyQ3p5VWM/view?usp=sharing
Edit:
Upon looking more closely at those forums, the person somehow managed to extract a file called SoundData.rom from that .FIB archive, which the BMS script was used on, and the GENH was used for each of the BIN files extracted from the SoundData.rom file, in order to play the files through a foobar2000 plugin, but I know of a different way to convert the streams. The question is, how do I get the SoundData.rom file out of the FIB file for Indiana Jones?
edited 3:22 PM EDT October 7, 2015
- Request: Rip offsets of GEMS sound driver from Genesis games by birdmanager6 at 11:25 PM EDT on October 7, 2015
- Recently, I've discovered three tools that have completely solved some of my problems I've had when ripping some sounds from Genesis games, which are GEMS2MID, GEMSScan, and GEMSPlay, the first two of which are on the same page: http://vgmrips.net/forum/viewtopic.php?t=816
So, I've had some very decent results with all three programs, but the problem with GEMSScan is that it has only worked with about half my ROMS which I know to use the GEMS sound engine. Others would completely fail. And I know this is for sure the program's fault, not the games not using GEMS, because GEMSScan failed with Super Mario World 64, yet its extracted data is included with GEMSPlay.
So, can anyone extract and upload those data files via offset? I'm a complete failure at knowing hexadecimal offsets, so I would request some extract files for some games that use the GEMS sound engine, but fail with GEMSScan. Particularly many Disney games. Also, the page saying which games use which sound driver is wrong about games such as The Lion King and Mickey Mania: The Timeless Adventures of Mickey Mouse using that sound engine - they use a driver by Matt Furniss.
P.S. Also, why is the Super Mario World 64 rip missing the title screen and level 1/ level 5 exit songs? Those are the two songs I wanted the most from that game...
- Game & Wario Rip? by ptto911 at 2:19 PM EDT on October 10, 2015
- I can't find a link to download the rip of Game & Wario's soundtrack. Does anyone have it?
Thank you!
- Shining the Holy Ark sequence? by MetalKnick at 4:04 AM EDT on October 11, 2015
- The music in Shining the Holy Ark sounds sequenced, but I'm not completely sure if it is. Has anybody successfully ripped SEGA Saturn MIDI and samples?
If Soneek is listening, it's Motoi Sakuraba so that might motivate you.
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