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- Gensou Suikoden (Sega Saturn) - CDBGM/CDSE .BIN files by AnonRunzes at 2:39 PM EST on February 19, 2017
- So, I found these files in the Sega Saturn version of Gensou Suikoden. The thing is, I have no idea how to extract these streamed files.
GENSOU_SUIKODEN_CDBGM_CDSE.rar
I can upload the other files if asked.
- XSB/XWB in a WBA container (Codename Kids Next Door Operation VGM) XBOX by Mygoshi at 7:37 AM EST on February 20, 2017
- a WBA file contains XSB and XWB (with plain-text filenames). The problem is that I tried to decrypt the files using unxwb. It gaves me a lot of WAV files, with 32000 in frequency and "ADP" in filetype. I just can't play the extracted WAV files. Note that when I scan that WBA file with EkszBox, it gives me a XWB file, and when I use unxwb with this extracted XWB, I obtain 32000 files but with XMA filetype instead.
Link to the original WBA archive : https://mega.nz/#!rwsRkYYZ!K504y_XUZz5p-dfm-xFy3fUUDq6lOzyPfLtEvNrY46k
Attached AOS file : https://mega.nz/#!q0FUVI4S!nuOjG37peUZfyB89wSLZtTWLYXHDl5KmP1qNQIl0lVU
Attached AOB file : https://mega.nz/#!791HxSAK!41Lyh0pBofRcUPBM6uQf0jKGEIQ0l527k41lG9yw5-o
I tried a lot of sotwares, I tried to rename, tried to add header, remove header, play them as raw, but I can't obtain a good result.
edited 7:38 AM EST February 20, 2017
- Whiplash XBOX RKV by Mygoshi at 1:52 PM EST on February 20, 2017
- I'm trying to decode the Xbox.rkv archive from Whiplash, a game developed by Crystal Dynamics. I tried to use the script from this thread : https://zenhax.com/viewtopic.php?f=9&t=3438
But it doesn't work for the Xbox version. It extracts the files wrong, and stops with an error. I think it works with the PS2 version but I really want to decode Xbox files.
Here are samples : https://mega.nz/#!DkkU2AoK!7UIXUlXCo3CGcKD1Hw9Fk7nXuqbuAj_wGBgEfoX8bZQ
https://mega.nz/#!7s0iWL5J!7xm_xCErJNFM4dWViVEhNJuz2fAIlPxTEwwOgz6-YvQ
Thanks in advance.
- Dandy Dungeon, or the joy of ripping from Unity APKs by TerminaZeal at 11:17 AM EST on February 21, 2017
- So we have a treasure of civilization here: the soundtrack to mobile game Dandy Dungeon, the latest project by Yoshiro Kimura (Little King's Story, Chulip, even No More Heroes) directing an eclectic musical team who, as far as I know, hadn't made a name for themselves in VGM, but damn if they don't fit right in.
Have a listen to the modern semi-enka JP title screen: https://www.youtube.com/watch?v=BRoFORNoTwc
Or to the one other sample available on the official website: https://www.yamadakun.jp/player/sound/bgm02.mp3
I tried to extract the music myself and only later learned about the actual PITA that is Unity music ripping.
Want to teach a man to fish, in case there's updates that add to the soundtrack later?
If you don't feel like holding a seminar for neophytes, you can benefit all of humankind and have a go at it yourself. I uploaded the APK in a neutral space: https://www.sendspace.com/file/cbg050
Let me know if a better upload method is required.
I haven't made much mention of my own gratitude on the matter because I felt it's such a matter of course, but either way: my serious thanks for any help you can provide.
Arabesque!
- Help with Double Cast (PSX) ?PSF? audio by horse at 4:40 PM EST on February 21, 2017
- I've not seen this game's music ripped anywhere so I thought I would try but... denied.
Would anyone have an idea what to do with this? There are several SQL and VHL files which seem like they contain SEQ/pQES) and VH/pBAV data. I tried cutting them into single SEQs and VHs and using with .VBs that are in their own directory on the disc (59 of them with names like in those SQL and VHL listings) but nothing seems to work. The VBs clearly are audio data but the VHL data doesn't really look like proper PSF VH to my inexperienced self. I tried looking for a pBAV string in other files but still nothing. vgmtoolbox search doesn't seem to help either. Would appreciate some assistance. Thanks in advance.
Here's the VHLs and SQLs with one of the VBs.
edited 4:42 PM EST February 21, 2017
- final bout psx str by terminator@ at 8:34 PM EST on February 23, 2017
- Hi,
I am trying to modify the .str files of the Dragon Ball GT Final Bout game to change the the character voices of the game to another language. The problem is that these .str are not the same type of format as other games: They're like a pack of sounds. I have tried using Xtractor .NET, quickbms and other programs, but I don't even know if the program is extracting correctly the .str files. And in the case I succeed on extracting them, I don't know how to repack the files because, as I said, it doesn't has the same structure as the majority of STR files. Does anyone know how to edit these .str files?
Here you have the .iso of the game:
Here is the iso
http://goo.gl/0ZMPqB
thanks
- How do you disable 2SF fading from VGMToolbox???? by Peachalina at 2:04 PM EST on February 26, 2017
- I want to create 2sf files from DS games using VGMToolBox, but it only spits out the ones with fade endings, which I find absolutely abhorrent.
I want the cooler-sounding endings that you'd hear in something like VGMTrans that never fades out the song, but instead has proper endings.
Is there any way to force VGMToolBox "NDSTo2SF" menu to export without fading? I can't find any option for that, which saddens me.
Sorry for whining/anal post I just really want the endings! :(
- Trying to mute SSF channels... by Moose at 9:38 AM EST on March 2, 2017
- So here's what's going on. I'm currently trying to study Radiant Silvergun's compositions by adjusting the CC bytes so the volumes are set to 0. Initially, I wanted to create new SSFs with VGMToolbox with these edited seq files, but I couldn't get it to work, so I found a feature that lets me 'recompress' SSFs so all the data is uncompressed.
Now the problem here is whenever I change even one byte by any amount, the file becomes unplayable. Could this be because it's not truly 'uncompressed' and it still relies on everything to be exactly the way it's expected to work? Or is there something deeper (i.e. sound driver shit) going on? I'm using the SS rip hosted on the site by myk65535 (at least the name appears in the "SSFBY" tag).
edited 9:39 AM EST March 2, 2017
- Swap CSEQs in a 3DS rom? by HelpTheWretched at 6:53 PM EST on March 2, 2017
- I'm working on Tri Force Heroes for 3DS, and have successfully edited and/or swapped files in the romfs and rebuilt the ROM.
What I'm trying to do now is swap some of the CSEQ sequence files to be able to make line-in recordings from areas with no background noise.
Problem is, the CSEQs are all archived in the Alice.bcsar (SARC) file. I can identify each one by their internal filenames and offsets in the .bcsar, but I can't find anything else in the romfs or code.bin that refers to either these names or offsets. I'm not sure if switching their order in the .bcsar with a hex editor would make any difference or just corrupt it.
Does anybody have suggestions, or knowledge of how the game (or any particular game) "calls" the files from a SARC?
- Earthbound SPC by Stardust_Mr at 6:13 PM EST on March 4, 2017
- Is there a way to accurately rip the midi from the spc including the pitch and modulation? I've scoured the internet and VGMTrans only rips the midi without the various pitch shifts or modulations.
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