Previous Page | Next Page
- Request: Rip Midi and Soundfont from Cho Ren Sha 68k (.mdx) by CPTN at 6:42 PM EST on February 13, 2016
- I've been looking into ripping .mdx files in midi format with a soundfont, particularly that of Cho Ren Sha 68k, but my inexperience slightly hinders me from doing so. So would anyone mind ripping them for me?
Here's some tools for the tasks: https://github.com/vampirefrog/mdxtools
- Encoding CRI HCA Files by Skyth at 1:34 PM EST on February 14, 2016
- In the CRI ADX2 LE SDK, there seems to be a DLL named "hcaenc_lite.dll". After decompiling most of the C# DLL files, I found out that "AudioStream.dll" has methods to encode WAV files to HCA, with that DLL. I used those DLLs and succesfully encoded a WAV file. But it seems like those HCA files are being encrypted. None of the CRI's tools can play those files properly.
I checked the file and saw that the cipher flag is 1 but the HCA files in the game I'm modding (Sonic Lost World) has it 0. I tried to decode that file with decoders available, they decode my HCA file correctly. I tried to test it in game, it exactly sounds like in CRI's tools.
The question is, is there any HCA encoder or any documentation about the format yet? Because I am making audio tools for that game and I had a big problem with this format. I also tried to change the EncodeType flag in ACB to ADX and used ADX files but it didn't work. I guess it is hardcoded into the EXE.
edited 1:35 PM EST February 14, 2016
edited 1:35 PM EST February 14, 2016
- Soul Calibur IV bgm.afs by dork at 8:18 PM EST on February 15, 2016
- I've extracted the afs archive from Soul Calibur IV (PS3), when I run it through adXtract2, it extracts a bunch of adx files that don't play right. adXtract says ".adx is probably not complete".
- GRAN TURISMO PAL VERSION SEQ PROBLEM by Naitoraven951 at 3:49 AM EST on February 17, 2016
- Hi to everyone! :3
I'm new in this forum, so it's a pleasure to be here.
Coming to the point :
I have the original copy of GT1 european version and i want to extract the music from him (the .SEQ files)
I've tried with VGMTOOLBOX but it found nothing. I mean, with the Advanced Cutter/Offset Finder the value of Criteria search string is "7051455300000001" but nothing happened. So, i replace this value with a random number (i.e. 800000000) and it found some .SEQ files. Unfortunately, this .SEQ is corrupted looks like (it's unplayable with awave studio), but i'm pretty sure there is .SEQ on this files "SOUND.DAT"
Here's the link :
(https://drive.google.com/file/d/0B4aJp0i1XB7MZmt6YU1BTlpBUzQ/view?usp=sharing)
I've just discovered some segment of music on this files with PSound. Thank you in advance from the bottom of my heart . If you want to contact the outside , this is my email address
damianoguarinoac3@gmail.com
- Requesting MIDI Sequences from PSX/N64 Games by NeoSpearBlade at 8:45 AM EST on February 17, 2016
- Hello, everyone! This is a cool place I stumbled upon in which I learned stuff about how music works in PSX/N64 games that I didn't know.
But how did I discover this place to begin with? Because I've been looking for a way to extract/convert/whatever-the-term-is the music sequences in PSX/N64 games into .MID for the last 3 months.
For N64 games, most of my searches reach the conclusion of using VGMTrans but since the game I want doesn't use the smashy driver, that program just gives me hex numbers.
And I don't even know what to use for PSX games.
Call me uninformed at this point but since there's a Winamp plugin to play PSX/N64 music exactly how they sounded in their respective systems, that must mean that there's a sequence being read and played similar to MIDI.
But I don't want to play the songs. I want the sequences so I can mess around with them and do whatever I want (and not put them in vgmusic.com).
At this point, I've giving up looking for a way to get those sequences myself and now I want someone else who knows more about this to do it for me.
Just to be clear, I want all the sequences in .MID format, with a separate channel per instrument. I don't care if all channels end up being set to Grand Piano, I can fix that myself (like how I did for Impact Racing's only sequence file used for the loading screen). I just want the sequences.
Here's the games I want the sequences from:
Battletanx Global Assault [N64]
Mega Man Legends [PSX]
Mega Man Legends 2 [PSX]
Sorry If I came across as rude but this has really frustrated me.
Also, as far as I know, this is not impossible, just really hard. If that's the case for my requests, then fine. I'll completely give up on this.
- Help finding spc loop points by 47iscool at 7:35 PM EST on February 18, 2016
- Is there a tool that exists that will tell you the loop start and end?
You know, sort of like vgmstream's properties dialog in foobar2k?
- Help to modify a file .mca by ChelseaFantasy at 10:32 AM EST on February 19, 2016
- Hi all.
I'm in charge of the translation team of Phoenix Wright AADD. I wonder if there is a possibility to change the audio files .mca game and bend into Spanish. I could convert them to .wav with Foobar2000, but I can not reintegrate again.
- Siren14 decoder? by 54634564 at 7:40 PM EST on February 20, 2016
- I've come across a few DSiWare that seem to use an audio codec called "siren14", but can't find a decoder anywhere.
Here's the files from Korogashi Puzzle Katamari Damacy's sound folder:
http://www.filedropper.com/korogashipuzzlekatamaridamacy
There were other games using these types of file, but I can't remember their names at the moment.
- god of war by SonofKalas at 5:21 AM EST on February 22, 2016
- A Thing I Made (HGSS HQ Project) by Kurausukun at 11:40 PM EST on February 23, 2016
- If you listen to the DS Pokemon games' music, you'll notice some similar samples being used between them. You may also notice that the music in the Gen V games is a good deal higher than the music in the Gen IV games. And thus, I had an idea--why not take the higher-quality samples from the Gen V games and put them in the Gen IV games?
So I got to work, but my efforts were only half-successful. In DPP, I only found two or so samples that were reusable, so I'm not going to talk about that. What I did find was that HGSS uses a huge number of samples also used in Gen V games. And thus, the HGSS HQ project is born:
Download here.
The download contains both an NCSF set and the modified .sdat.
Some notes about this:
-How much higher quality are we talking? Most of the samples I replaced in HGSS were ones sampled at around 16000Hz or 22050Hz, and all of the samples that come from B/W are at least 32000Hz (most are a couple hundred Hz more than that), so we're talking rather non-marginal gains here.
-Due to the length and articulation of the new samples compared to the old ones, things won't sound exactly the same. Whether it sounds better or worse is a matter of taste, I suppose, but I personally feel that it is almost universally a change for the better
-The new samples are frequently louder than the old ones in addition to the quality boost. This means that there is some amount of clipping in the new songs. It's not audible, but it is certainly clipping. I might look into a way of lowering the overall volume, but it's not exactly a high priority.
-In the NCSF set, I have removed the "GB Sounds" version of the songs along with any sound effects. Even if GB Sounds didn't sound like absolute ass, these sample changes have no effect on them, so it's not worth keeping. Also note that I have not renamed anything, so it's up to you to find out which songs are which (knowing a bit of Japanese helps you here), and they're not in order either because SDATtoNCSF appends the hex number of the song to the beginning of the filename, and Windows doesn't order that properly.
-Lastly, remember that the effect will be greater or lesser for different songs--it all depends on what samples the songs use, so listen to a good deal of them.
Enjoy listening; thoughts and suggestions are welcome.
edited 11:43 PM EST February 23, 2016
Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383
Search this thread
Show all threads
Reply to this thread:
HCS Forum Index
Halley's Comet Software
forum source