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- Has anyone ripped the cseq files from pokemon sun and moon yet? by dj4uk6cjm at 4:00 PM EST on February 5, 2017
- What is taking so long for a proper midi rip of this game? I know it's only been 3 months since the NA version of the games release but geez c'mon guys.....
- Social Stigma and Loneliness by drexl at 10:26 AM EST on February 11, 2017
- Hey, I'd like to have a talk about how our hobby doesn't fit into society and how we're coping with being "different". I'll start by telling you my story. I'd be glad to hear your experiences, too.
To me, almost all of my acquaintances not only don't share my passion for Video Game Music, but also most of them ridicule me for being into this. Even people who live by the "yolo follow your interest and don't give a shit"-mantra refuse to acknowledge and respect but more often plainly reject. It's like having VGM as a hobby is unacceptable, is a stigma and if I "come out" this somehow casts doubts above my persona, as if something would not be right with me. People call me "crazy" or tell me "Dude! WTF! This is Super Mario music, how can you listen to this? Grow up!". It's hurting and I feel devalued for being and doing what I like. I feel ashamed.
Usually I'm able to find other common grounds with people so I'm not alone at all and very sociable, click very easily with new people and if finding the bond click very deep with people, but regarding VGM I really have nobody to talk to in person. Given the rejecting experiences in the past I don't tell others I'm into VGM anymore so there's no possible way to relate to somebody.
At least my GF is somewhat tolerable towards it and enjoys listening to me when I play the melodies of Super Mario Kart on my piano, but also says "You're sick" to me for listening 3 hours long to the looped theme of the Woodfall Temple from Majoras Mask while studying on my headphones.
I even imagined doing VGM for a living as a musician with writing, producing, creating etc. since I know my talents in music are way above average, but given my lack of connection to anybody who is somehow affiliated with VGM as a source of income (e.g. VGM enthusiasts, game designers, developers, studios etc.) it's hardly realistic. So I take my way to another voyage but live in everyday doubt that I am wasting my life away in some other, although interesting, job which will never truly be fulfilling to me. Once I read an interview with Virt/Jake Kaufman about Shovel Knight and why he released it as a NSF for everybody to fiddle with and I remember so hard how I was touched by his description of how he truly enjoys creating VGM more than anything else and of all the gigs he had this was his true passion, but this seems so distant and impossible to me.
- I made some custom driver rips (PSF2) by Nisto at 12:51 AM EST on February 12, 2017
- I decided to create a thread for these as I've spent quite some time with them now and thought some discussion may eventually arise.
Graffiti Kingdom [Rakugaki Oukoku 2 Maojo no Tatakai] (2004-09-22)(Taito).7z
Silent Hill 2 - Saigo no Uta (2002-07-04)(KCE Tokyo)(Konami).7z
Silent Hill 3 (2003-07-03)(KCE Tokyo)(Konami).7z
World Soccer Winning Eleven 5 [Pro Evolution Soccer] (2001-03-15)(KCE Tokyo)(Konami).7z
First off, none of the PSF2s will play in AOPSF (2.1.9 anyway; I didn't bother testing much in the latest version). But believe me, I tried to make them work, even though AOPSF itself is reportedly buggy. I guess it just isn't very compatible with custom drivers. So use a player based on Neill Corlett's core (Highly Experimental), which plays them all flawlessly in both of its modes.
Secondly, all of these sets are untagged, and except for Winning Eleven 5, untimed. So taggers/timers/organizers/whatevers would be appreciated!
Also, the KCET drivers (Silent Hill 2 and Winning Eleven 5) may work with other games that use the same format, so I want to encourage people to test using them. Make sure you read the usage instructions for my custom modules in the notes included in the sets though. I already did test the Silent Hill 2 driver with Genso Suikoden IV and Shadow of Memories (aka Shadow of Destiny), but unfortunately the former just comes out silent and the latter plays slightly too slow, if I remember correctly.
The latter is also further proof that the KCET drivers were probably not very forward/backward compatible, and kind of prevents making a universally accurate KDT1->MIDI converter. The driver of Winning Eleven 5 had a similar problem with the data from Silent Hill 2. Originally, I only ripped the WE5 driver because it contains debug symbols (which made things much easier), but the music played too fast. I tried fiddling with the driver's tick mode, but it didn't help much, and it seems they actually do use the same modes after all.
The Silent Hill 3 rip uses the Silent Hill 2 driver as it is thankfully compatible with the data from Silent Hill 3.
As for Winning Eleven 5: the game contains only one sequenced track - the menu theme. It switches sub-tracks manually as you navigate the menu, so there's kind of no "absolute" way to play it. What I've done is to hardcode a 20-second loop for each sub-track. It's probably not "perfect", but I hope it sounds okay at least.
Some other PS2 KCET games that use the KDT1 format for BGM:
- Age of Empires II - The Age of Kings
- Genso Suikoden III
- Genso Suikoden IV
- Shadow of Destiny / Shadow of Memories
- Tokimeki Memorial 3
There may be more. If the game doesn't use a Trigger Data container (.TD extension, "SdDt" header), it's pretty easy to add it with e.g. a hex editor.
Also, I've been contemplating writing a PSF2 ripping tutorial as I've learned quite a lot making these sets and it's been quite frustrating without any help. If it would encourage more people to rip PSF2s, I think maybe I would. So if you're ambitious about PSF2 rippping, post a comment to show your interest, I guess?
edited 12:51 AM EST February 12, 2017
- Bowser's Laugh In N64SoundTool by G-Boy at 11:41 AM EST on February 12, 2017
- When I ripped the "Koopa's Message" music from Super Mario 64 with the N64SoundbankTool, I noticed that the Bowser laugh sample was missing from the soundfont. I tried to rip that sound with the N64SoundTool instead, but I couldn't find the sample in the sound list of that program either.
Could anyone please tell me how you rip the sample?
- Paper Mario - Dry Dry Desert Trek Variation by AgeStar at 9:41 AM EST on February 13, 2017
- Hello. Could someone please rip the Oasis variation of Dry Dry Desert Trek from Paper Mario? It's missing in USF rip.
- How to convert .PS2 audio files by Zeether at 6:43 PM EST on February 13, 2017
- So I was ripping music from SLAI on PS2, and I decided to use ADPCM Player to rip the raw audio because converting to .wav in there causes the quality to suffer (the stereo is bad). However, it spits out a bunch of .PS2 files and I don't know how best to convert them outside of loading each one into MFAudio and converting to .ss2 or some other suitable format. Is there a better way?
- Unofficial HCS Forum distribution - Long time no see since 2011 by CaptainRon at 9:57 PM EST on February 15, 2017
- It's amazing what 6 years can do to a person.
Anyways, I'm back; I was here 6 years ago because I was interested in the forum software & making a proper distribution package for it. And so I did.
http://techemporium.vashid.us/hcsfs/
NOTE: This code is based on HCS Forum's 2011 update. It has yet to be brought up to current code updates, but that will happen soon enough.
And since this place is also a video game music forum, might as well share some of my FamiTracker-made music.
http://techemporium.bananabo.xyz/warlord/
Hope you guys enjoy either of these two treats &, if you're also interested in a little user administration script I made for HCS forum, just let me know & I'll post it here.
Greetz, hcs.
edited 10:00 PM EST February 15, 2017
edited 12:19 AM EST February 16, 2017
- Converting PS2 AFS to ADX files by Joestacos2 at 1:22 PM EST on February 16, 2017
- Is there anyway Ito get the program that can convert PS2 (or any system) AFS movie files to ADX filetypes?
there was this link: http://www.megagames.com/console/cgi-bin-/dl.cgi?id=dc&file=afs2adx02!zip but it's dead
can you help a bro out?
- Recreating The FFVIBRATO by G-Boy at 10:43 AM EST on February 18, 2017
- There's a problem that I haven't found a solution to on the entire internet, so I decided to ask here:
I'm trying to rip MIDI files from SNES games with the VGMTrans tool, but the vibrato is missing. Is it possible to recreate that vibrato in the MIDI file? Here's two files I ripped:
Ripped MIDI file and soundfont from VGMTrans
Channel 1 of the original SPC
The instrument in the VGMTrans version doesn't have a vibrato and sounds flat and uninteresting because of that. Is there a way to fix this and rip a MIDI file with the vibrato?
edited 10:43 AM EST February 18, 2017
- Ace Attorney Wii Question by G-Boy at 8:15 AM EST on February 19, 2017
- I have a question; is the music in the WiiWare versions of the Phoenix Wright: Ace Attorney trilogy sequenced? And is it possible to rip samples from it?
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