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- Voxware Headerless Interleave by Mygoshi at 9:26 AM EDT on August 1, 2016
- I just need the interleave of this Interleaved 4-bit ADPCM/Voxware headerless to decode it with GENH, because it will work.
Here's the file: LINK
edited 9:28 AM EDT August 1, 2016
- What Kind of Archive Is This? by Kurausukun at 12:54 AM EDT on August 4, 2016
- In the Pokemon ORAS ROMfs, there's a file just named "0" at romfs/a/1/0/0(file). It has no extension, but it contains some CSEQ sequences (I'm not sure what they are), and some BCWAV streams (these are the Pokemon cries). I'm not sure what kind of archive it is, though--my first guess would be a bcsar, but the first few bytes are 435241471C000000FFFE, which I don't think is expected for a bcsar (but I could be totally wrong).
Questions include:
1. Does anyone know what format this is/is it a bcsar?
2. If it is a bcsar, do we have any tools for rebuilding them?
- PDTExt tool? by Speed_Nukem at 4:28 AM EDT on August 7, 2016
- can anyone reupload the PDTExt tool?
I cant find it anywhere :(
- Are PSF rip parameters inaccurate? by nobody1089 at 9:42 PM EDT on August 7, 2016
- I read on http://www.neogaf.com/forum/showthread.php?t=116857 that PSF/PSF2 rips sometimes have reverb/channel-volume parameters set by ear (instead of being extracted directly from the game). Specifically, they mentioned some Chrono Cross track as having incorrect bass.
This seriously worries me. All along I've assumed that xSF files are exact representations of the data stored in-game, not a set of arbitrarily picked and inaccurate fudge factors, chosen to sound "somewhat" like the actual song. And now to think that the music I've been listening to all these months/years... is WRONG?!
Is that correct, that ripped PSF tracks actually contain fudge factors determined by ear, and not accurate to the game?
edited 9:42 PM EDT August 7, 2016
- The Silver Case Demo (PC Version; .FSB .mid?) by AceK at 6:14 PM EDT on August 9, 2016
- The game appears to run under Unity. There are some .mid files intact in the game along with .FSB files (including SEQPlayer related information). Outside of that, .OGM videos are used for video playback.
.FSB convert/view options seem to be the stopping point for me, as I can't figure out how to proceed. Only clue I received is that it might involve the use of Vorbis codec. FMOD Studio can open it, but playback is not possible (nor is FSB creation... since only FMOD Designer seems to support this, and I have no luck in finding a mirror for it). I also don't have the tools/knowledge necessary to "compile" the FSB Vorbis Extractor (Github Link of fsb-vorbis-extractor)
I think the general bgm is really only played in the .FSB files themselves, and the .mid tracks and seq player bits were there to test the possibility for any use in-game.
Sample of the Investigation theme from the demo:
Si_Ca_Samp.zip
- Inaccurate soundfonts from VGMTrans and (Squaresoft) PSF files by nobody1089 at 12:00 AM EDT on August 13, 2016
- So apparently vgmtrans produces inaccurate soundfonts from PSF files. So far I've primarily tested Chrono Cross. What I observed is detuned or missing instruments (only 0..7 and 127 present). The actual song playback is perfectly fine, except for missing ADSR / release / reverb.
I also extracted a DLS file, used Sforzando to convert to sfz files, then copied the samples into the same folder (as Polyphone ignores default_path for samples), then used Polyphone to import as soundfonts. This revealed that the DLS files (or my convoluted procedure) are also detuned and corrupted.
Right now I'm debugging vgmtrans in Visual Studio (resharper is love, resharper is life, resharper makes VS act like IDEA) to track down why the audio playback works, but saving doesn't.
Wasn't there a post somewhere on hcs, about vgmtrans PS1, missing instruments, and some other tool to extract them? I can't find it right now.
edited 9:03 AM EDT August 13, 2016
- Sin & Punishment USF by wmd at 5:49 AM EDT on August 13, 2016
- Lunar apparently ripped this soundtrack (https://www.hcs64.com/mboard/forum.php?showthread=16&showpage=40), but I can't find it in any of the USF sets, and the link in that old post is dead. Is there a reason it was removed or has someone forgotten to upload it?
- mario maker sound effects by bobbyK at 1:21 AM EDT on August 14, 2016
- maybe i am just dumb... but for the life of me, i can't find the location of the sound effects in super mario maker? anyone knows where they are?
thanks a lot!
- PSF ripping/making help by MusashiAA at 8:55 PM EDT on August 15, 2016
- I've tried to work using VGMToolbox multiple times to make PSF files, but it just doesn't seem to work for me.
-Is there an updated guide on how to construct PSF files? The one in this topic (https://hcs64.com/mboard/forum.php?showthread=19333) is 6 years old, and most likely outdated. I try to follow these steps, and I get no results.
-Is there a guide on how to rip the necessary files out of an image file? It may alsso seem as if the programs I use to rip things off image files (CDMage, jpsxdec) don't quite get me what I need. I've observed that bin files are usually the one thing in common with successful PSF data extraction.
I've already tried ripping PSF files from numerous games missing from the xxx.joshw archive (Spongebob Squarepants: Supersponge, Power Rangers: Lightspeed Rescue, Hyakujuu Sentai Gaoranger), for which I've extracted the data inside their image files with jpsxdec/CDMage, and none of the files I rip out of them have given any hints on actual data for PSF files. Instead of asking for someone to do it for me, I assume it would be easier to ask what's normally needed to do (no, I am not willing to learn a programming language, 2003 Open PSF Ripping guide, I'll give up quietly if I absolutely must).
- Final Fantasy: Crystal Chronicles (GC) BGM/WD/WI reverse-engineered by BlackFurniture at 12:24 AM EDT on August 16, 2016
- Hi everyone
I've been spending some time reverse-engineering the wavetable (WD), instrument info (WI) and sequence (BGM) files for Final Fantasy: Crystal Chronicles.
The file formats are a similar to the PS2 Squaresoft BGM/WD files, but specifically tailored for the GameCube. For example, the endian is different, looping ADPCMs are used, ADSR is done in software, etc. FFCC also has instrument and sample names stored in .wi files, even though they are not actually used in the game.
I discovered that VGMTrans is slightly off, and misses or misinterprets some variables in the data, so my discoveries may be useful for that project (if it's still being maintained?). Reverse-engineering was helped by the fact that a debug symbol map was left in the game data, so I was able to restore some function names.
I have written a BGM/WD/WI to Renoise song converter, which I believe is quite accurate. It maps everything, i.e. song loops, notes, ADSR, and track effects/commands.
Renoise .xrns for every BGM: Download
Converter source: GitHub
The only thing that was difficult to map was the reverb effect parameters, but I think my solution is pretty faithful to the original.
Please let me know if you hear anything odd in the songs. You can listen to them using the free version of Renoise (even though you can't render to files using the demo).
The next step would be to get rid of Renoise and write a custom player in C++/Python/both. I'm not sure if that would be worth my time, but I'd like to know what you think.
edited 12:25 AM EDT August 16, 2016
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