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- PSX+360 RIP by PrinceSnake at 8:06 AM EDT on May 31, 2017
- Hello there, it's been several years that I'm searching for a gamerip of these games.
Disney's Atlantis: The Lost Empire. (PSX)
Hard Edge or know as : T.R.A.G.: Tactical Rescue Assault Group - Mission of Mercy (PSX)
Lucidity (360)
I've checked several website that were sharing gamerips in their original format but didn't find these.
Thanks a lot,
Venouney.
edited 9:05 AM EDT May 31, 2017
- Plagiarism and Inspiration in VGMs Thread by rebooter23 at 1:06 PM EDT on May 31, 2017
- Let's collect musical pieces and other sources our beloved VGM composers got influenced by, copied or plagiarized.
I'll start.
The superstar Koji Kondo got heavily influenced by these tracks:
Super Mario World Overworld Theme
Matt Bianco - Get Out Of Your Lazy Bed
Super Mario 64 - Dire, Dire Docks
Intro to "The Adventures of Milo and Otis" (at 3:21, it's the second part of the Dire, Dire Docks Melody)
Starman Theme
What's The Buzz from Jesus Christ Superstar
- Extracting the sequence and samples from PSF by Xane123 at 5:23 PM EDT on June 3, 2017
- I downloaded and like the PSFs of Mega Man 8, liking how unlike the PlayStation Mega Man X games it's sequenced, not rendered or whatever they did with the SEGA Saturn version.
However, I'd like to convert it into MIDI just so I'd be able to see the notes (the thing I like about sequenced music), especially for Rockman 8 Beta 1, with the placeholder music.
I was reading on some website VGMToolbox could do it, but when I dragged PSFs onto it when the PSF Data Finder was onscreen, it said it was extracting things but none appeared in the folder.
Is there a way to convert the PSFs into MIDI and soundfont files?
• I think the dummy stage music in Beta 1 sounds good and would probably like to try remaking it as it sounds like it's just a chord at different keys, nothing complex.
• I swear I hear a Mega Man X2 sample in some of the placeholder songs (not the final). For example, in beta Frost Man's song here. Compare those high lead notes to the instruments during the intro of this song.
• The stage select music in the beta sounds rendered, not sequenced, so it'd be nice to confirm it. All other songs sound louder and less muffled. Speaking of that, is there a way to know a PSF is even sequenced?
edited 5:28 PM EDT June 3, 2017
- Vicarious Visions VOX ADPCM/HWAS SAWH (DS games) by Mygoshi at 6:47 AM EDT on June 4, 2017
- So, I have a game called Over The Hedge on Nintendo DS. Audio is stored in GOB archives (attached with GFC). I extracted this archive with the script written by Aluigi, for Over The Hedge. The extracted audio files are VOX ADPCM (with "sawh" magic in them). This game has been ripped on 2sf.joshw.info, and contains HWAS files. When I play them with vgmstream, they don't play right, they skips. It seems the codec is not exactly 4-bit IMA ADPCM, but something a little bit different. Here are all the infos I have about the file I will provide (settings used to create GENH on VGMToolbox)
Codec: 4-bit IMA ADPCM
Header Skip: 0x200
Interleave: 0x10
Channels: 1 (Mono)
Frequency: 15001 Hz
Basically all I want is to play the files like in-game, tiny little silences but without any skips or distortions.
Here is the file SAW file : HERE
Thanks in advance.
- Ripping stems with vgmstream? by SecretAgent2001 at 8:32 AM EDT on June 9, 2017
- Is there any way that single channels can be ripped in vgmstream, and not just the song with all the stems + instruments combined? Or are the files just simply different compiled formats like wavs, where there aren't any sequenced instruments? The file I'm trying to do this in is Super Smash Bros Melee's .hps file (I also want to try this with other game's sound file formats too).
- Michael Jackson Presents - Sonic the Hedgehog 3 & Knuckles by SmartOne at 2:48 AM EDT on June 10, 2017
- https://mega.nz/#!uYoB2AxC!V0TZ7yFK1rAAnSelhrDDxtYo-fyz5Zvw9tLuCPb0ehU
Michael Jackson Presents - Sonic the Hedgehog 3 & Knuckles
...and also some other people such as Howard Drossin, Brad Buxer, a bunch of Japanese people whose names you won't remember, and the MIDI slaves.
Try to remember THAT title in your alphabetically sorted album list!
That's right, Mike. Roll over in your grave. Like it, Michael. LIKE IT.
(Context Clues):
http://info.sonicretro.org/Michael_Jackson_Involvement_with_Sonic_3
"B&W: Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you havel been credited?
Buxer: I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did. And if he is not credited for composing the music, it's because he was not happy with the result sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...
B&W: One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...
Buxer: Yes, Michael and I had composed those chords for the game, and it has been used as base for Stranger in Moscow. [...]"
How 'bout you go ahead and define "optimal" as in "optimal sound reproduction," eh there, Buxmaster? You know, in your professional, artistic opinion.
Sonic & Knuckles Collection was released for Windows 95 in 1997. The music playback system is MIDI, and the game includes two sets of MIDIs from which to choose. Those sets are entitled "FM Synthesizer" and "General MIDI," despite neither of them having anything to do with real Frequency Modulation synthesis; they are simply different MIDI arrangements. The game relies on the sound card or Windows' built-in DownLoadable Sounds ("gm.dls") for a sound font.
The "General MIDI" set generally (lol) sounds more "primitive" or "retro," which could be considered counterintuitive. Given any song, a version from one set tends to have a richer instrumentation and/or more accurate rhythm and/or unique embellishments than the other set (for embellishment example: the end of "Final Boss"). It's possible that two MIDI arrangers interleaved work on both sets, given the clear difference in sequence quality. For some reason, multiple tracks were replaced with new compositions. In many cases, the new compositions are preferable to the originals. Theories explaining the reason for the song replacements:
1. Michael Jackson's grunts/compositions were just too darn copyrighted
2. Drum and voice samples were too hard to fake using MIDI
Songs replaced:
1. Sonic the Hedgehog 3 - Knuckles' Theme
2. Carnival Night Act 1
3. Carnival Night Act 2
4. Icecap Act 1
5. Icecap Act 2
6. Launch Base Act 1
7. Launch Base Act 2
8. Sonic the Hedgehog 3 - Credits
9. Competition Menu
Songs simply omitted because they were lazy/negligent:
1. Sonic the Hedgehog 3 - Boss Act 1 (also known as, "Let's just pretend Sonic & Knuckles is always locked on, even in Sonic 3 mode. We already have a Boss Act 1; no one will care!" Utterly deprived)
Songs that went unused because extra Credits music is great. Apology for the above omission:
1. Unused
In the spirit of GNU Make's wonderful, bottom-up (read: scatterbrained) documentation, I now give you the high-level summary of what this is: This is all of the songs from Sonic the Hedgehog 3 & Knuckles, interleaved with the "best" MIDI versions for each song in Sonic & Knuckles Collection. Even though Window's official Roland sound font could be considered the accurate baseline for the true Sonic & Knuckles Collection experience, the instrument samples' rates are only 22.05 Hz. That's basically half of CD quality. More is good, yesh? I used "WeedsGM3.sf2" instead because of its high quality. Pretend it's from a sound card that didn't exist in 1997: http://www.simpilot.net/~richnagel/#soundfonts
Rendered MIDIs with the foobar2000 plugin "foo_midi" with reverb and chorus processing turned OFF. Cheese reverb is cheese. I chose the "better" of each MIDI pair, so you don't have to! I fixed Sonic & Knuckles - Knuckles' Theme (A) by replacing the "Gunshot" instrument with "Chinese Cymbal." Low-note cannonfire isn't quite the same as Asian.
Rendered Sega Genesis with SMPSPlay 2.11. Problem: Playback clips, and there's no way to adjust the volume. I ended up using Cheat Engine to hack the output scale factor down by a bit shift. Searched for the YM2612 sample rate 53267 and modified surrounding bytes based on the structure in the source code. Similar procedure for the PSG. No more clipping! By the way, SMPSPlay 2.11 is the best way to render SMPS music driver games, because it doesn't clobber the DAC samples like on the Sega Genesis. Enjoy that percussion and Michael's sexy voice.
All ReplayGain-ed (with prevent clipping according to peak) for your optimal listening pleasure. Right Brad?
I've been wanting to do this project (combined Genesis and PC album) for a long time. Done.
Credits:
Valleybell: https://github.com/ValleyBell/SMPSPlay - The real work. Sounds great. Also, MIDI rip made possible by: http://info.sonicretro.org/SKC-Midi
edited 1:28 AM EDT June 11, 2017
- Cookie Run Ovenbreak music decryption by tamincog at 4:08 PM EDT on June 13, 2017
- I've been searching around in the game's com.devsisters.gb archive and found out the app has sequenced music, and a lot of it! Unfortunately the files are locked, but oddly enough the soundfont isn't. Could there possibly be a key within the app to decrypt the midi files?
soundbank (if it saves as .crb, rename to .dls
encrypted midis
- Attack on Titan's (PC) audio format by McCunyao at 10:17 AM EDT on June 17, 2017
- Good evening everyone, newbie here on the forums.
I've been trying to find information about the audio format that's being used in Attack on Titan: Wings of Freedom for PC. It seems that the game uses two different systems (I'm a newbie in audio findings, please bear with me): The already known KOVS format for the music and a different system for the rest of the audios (Voices, SFX, cutscenes).
I'm interested in extracting the second format for this version. Can you please help me out?
I've placed some samples a while ago here.
edited 10:19 AM EDT June 17, 2017
- Mobile - Music by datschge at 2:34 PM EDT on June 17, 2017
- Thought this might deserve its own thread and more exposure. On the one hand mobile games are low hanging fruits (especially the F2P ones) on the other hand mobile games are constantly disappearing, may that be due to losing compatibility or discontinuation of service. Especially the latter case most often leads to loss to digital nirvana.
The music definitely can be worth it, e.g. just check out the new SINoALICE by Yoko Taro/Keiichi Okabe of Nier fame.
I personally started by network sniffing as surprisingly many games (like discontinued Skylock, Valkyrie Anatomia, Valkyrie Connect) get data from servers that are also reachable with a browser. I moved on to Bluestacks to get file system access which is way more comfortable, though quite some games seem to detect that environment and just don't start, so I guess a real Android device which can be put in development mode only when required may be more suitable. I'd love a rip of Terra Battle (by Nobuo Uematsu), Heaven x Inferno (by Yuzo Koshiro), Star Ocean anamnesis etc.
Then there's formats and encryption. My impression so far is that most games use Ogg Vorbis or CRI (mostly HCA, but some ADX) along unidentified stuff. User furrybob posted a program to get the key for encrypted ADXs, user ssh managed to get keys for encrypted HCAs. Samples can be found in their respective APK (really zip) files, but never take an APK as complete. Nowadays they are only like installers that get most of the data at a later point.
Tool wise aside the obvious VGMToolbox I suggest UnityEX as extractor for diverse Unity files (which most mobile games appear to use).
Long story short, I hope more people look at that field. Plenty traditional VGM composers are active there so I'm sure there's good stuff to unearth. Also maybe some other sites and people already did work that can be brought together here?
edited 8:26 AM EDT June 18, 2017
- How to open Namco roms in Hoot? by tamincog at 3:52 PM EDT on June 17, 2017
- Found a curated bundle around here, but as far as certain Namco games go, only 6809 & WSG combined roms only work. Right now I've been trying to open Pac-Man, Pac-Land, and Dig Dug, which do load the M1 track names, but no audio data. Is there any way around this?
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