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VGM Soundfonts Discord by Mr.Sanic at 11:55 AM EDT on April 8, 2018
https://discord.gg/mgPFX9p

this is my discord server, feel free to enter!

edited 11:55 AM EDT April 8, 2018
Tony Hawk Project 8 and Wildfire Online by TheGoldenChild at 6:49 PM EDT on April 15, 2018
Hello I recently Tried opening these .pak for the Xbox 360 version of THP8 via Ravioli Tools. But they are either encrypted or contain files that aren't visible, or simply empty with no sound data. I tried it with the .xen extension and with removing the .xen extension still the same results via pasting in ravioli's tools but no results.

http://www.mediafire.com/file/102682l2fsm0mo3/cas_sounds.pak.xen
http://www.mediafire.com/file/82nkij22oz4y58z/cas_fem.pak.xen
http://www.mediafire.com/file/fdv6dpl6a6un5mr/cas_kid.pak.xen

I have tried using an old Guitar Hero BMS .xen extractor however it doesn't work for this game.

----------

Second Game is Wildstar Online

I am currently trying to extract the sound files from Wildfire online. Good news is that a BMS script 1gab_2gab_bag.bms was able to extract the files without issue. However I am left with just .dat files that I cannot get into. I was wondering if there was a script that could be written to extract these .dat files or if they are just full of hot air.

There are a bunch of different files to upload so I will upload the .bag via mediafire.
The file when running the BMS script uploads a bunch of .dat's however I am unsure on where to proceed. There are also some miscellaneous files such as

.qd
.0lo
.d4d

500mb
http://www.mediafire.com/file/suo33qqm137zf1r/sound.bag

I should also note that when I place the file in Ravioli's tools I get a bunch of Mp2's and a bunch of .Fev's. Though while the Mp2's work in foobar the .Fev's won't work in FMOD Designer. ( But I assume the MP2's are the audio files the .Fev's are referencing ).

Also to update I believe I found the FSB hidden in the Hero.bag however its broken on Ravioli's tools ( Cannot open them ) and when extracting it with the script mentioned above I only got .dat's that I couldn't view.

Hero.bag
http://www.mediafire.com/file/241i7irv3o5ddi1/hero.rar
Super Nes non SPC music by Koto at 7:23 PM EDT on April 15, 2018
Hi,

I want to record Lost Vikings and Lost Vikings 2 music, but I cannot find any emulator which can log WAV directly. Could I extract music from the ROM or emulator in some lossless way? Thanks...

See ya
cseq to midi converters? by forumguy at 9:43 PM EDT on April 15, 2018
I'm trying to extract the Animal Crossing New Leaf midis but cseq2midi always gives me an error for the big boy files. Is there any other converter?
Cookie Run: Ovenbreak encrypted fsb by winterbreezesrule at 11:31 PM EDT on April 17, 2018
So I'm just an average joe, really, and I've been trying (using the tools I found on this website) to decrypt the .fsb files one can find if they extract the contents of a Cookie Run: Ovenbreak apk. I understand what an .fsb is and everything, no worries; rather, I'm here because I don't know anything about encryption/decryption, and I figured I'd ask for help.

The apk can be found here: https://mega.nz/#!qw9QXJpD!6moUJlIMR7MH-Et-xVDZeH5E62jUn7yYRMjxffjGk7o

The files are easy to find, go to the assets folder and then to the sound-data folder.

(Also, if anyone is interested, I have the soundfonts from the game, in both .dls and . sf2 formats. .crb is just a different name for .dls.)
Gamecube Sequence Format? by Volkov73 at 1:42 PM EDT on April 18, 2018
I am very interested in Gamecube sequence data.

Basically I would like to achieve one of these two thing:

1) Generate Channel/Instrument separated WAVs for songs, as in 1x WAV file per instrument/channel
(possibly by editing channel headers in the ISO, but I have no idea of the sequence formats yet)

2) Edit the ISO file so certain notes are omitted
(possibly by setting the note velocity to 0)

Currently, I have been doing both of these methods (and sometimes in combination) for N64 sequences.
The results have been fantastic and you can get a preview here

As for working with gamecube ROMs and the sequence data. working out which notes are which would be the hardest part (but may be possible with musyx2midi + log file of how it made the midi).

Perhaps generating a WAV file for each audio channel would be easier - and may not even require editing the ROM? I know for SNES you can do this, but not for N64 as the mixing is down in software.

For the N64 sequences I have done (and you can listen in the link I shared), the best part is that with the edited ROMs I have the ability to use a Flash Cart and then get recordings of these coming from the original console as opposed to sub-par emulation.

Looking for any thought on how I might achieve doing this with gamecube sequences.

TL;DR I'm looking make Gamecube Backing tracks like I have done so with N64

edited 1:51 PM EDT April 18, 2018
Help with reripping Matrix: Path of Neo by Ultrafighter at 3:26 PM EDT on April 18, 2018
Hi guys, I'd like to get some assistance with this title and I believe that everyone will benefit from addition of better rip to VGM archives. My 1st complaint about this set is absence of quite a few segments for interactive BGMs, simple removal of duplicates from this release resulted in numerous unexpected gaps in tracks.
Also original ripper, Alpha23, reinterleaved given headerless audio with interleave that equaled 0x6000 to files with custom SS2 headers & 0x10 interleave; now after both TXTH & TXTP have been introduced I guess there's all more reason for a proper and final rerip.

Just as Alpha usually did with his rips he left many scripts + utilities that he used for ripping in the final package and they can actually be found here (copied from !admin.7z contained in aforementioned mirror of his gamerip). A few BMS seem to be dedicated to PC/Xbox ports of the game, matrixext.exe is possibly unused too & there's no reinterleave.bms but this is what we've got so we have to work with those helpers / leftovers if we want to devise some fresh method of ripping VGM.

My reconstruction of Alpha's actions has usage of WAD_split_PS2.bms on all the *.wad bigfiles in the game (I've only tested it on the ones containing dynamic BGM though) set as the 1st phase. Resulting *.ss2 are already playable but unfortunately there's a pretty noticeable gap (tiny section of silence) in the end of most segments.
Then gen_split.bms was probably used to divide those SS2 tracks by stop marker but this is where his procedure stops being very clear. There're always 2 such markers closer to stream's end but we only have to get rid of everything behind the 2nd one, could he set that BMS differently or simply stitch 2 output files without extensions together (the 1st file should have "SShd" signature in the beginning & that stop marker in the end, the 2nd one should have zeroes at file start & the same marker at end, the 3rd one has to hold zeroes only and should be quite small)?
Well let's assume he's got those slightly diminished SS2s (maybe he created some way of automatic joining of parts #1 & #2 into a single file, maybe he utilized something instead of gen_split.bms). And finally for such trimmed versions of interactive music segments (this is what the term "IMS" supposedly means in both Enter the Matrix & Path of Neo) he had to tweak header a bit because file size is now incorrect. There's some bin_conv.bms in his !admin.7z which might have been designed for this task but I didn't get good results with it; however, Alpha23's append_header_SS2.bms + func_header_SS2.bms from XeNTaX seem to do the job fine.

So can you please help me out? Some brand new BMS for extraction of headerless sounds from those WADs would be the best solution I presume, maybe it'll even avoid writing unwanted sections of audio archives to disc thus nullifying all the aforementioned trouble on steps #2 & #3...
But there's additionally NSGLOB.WAD with multiple non-interactive BGMs, all the tracks are stereo too but frequency varies a lot (5 unique values, from 44100 Hz to 20 KHz, in 83 rather long SS2 files) so these *.wad archives might really have some sort of headers for contained streams. What do you think?

Bye and good luck!

PS. Samples (2 full WADs).

edited 3:34 PM EDT April 18, 2018
How to rip GB/GBC Sequences? by dj4uk6cjm at 10:33 PM EDT on April 18, 2018
Is there a way? I noticed this section of the video game music hacking community doesn't get as much attention and has been dead for many years but I'm genuinely interested in getting my hands on some midis from my favorite Gameboy/Gameboy Color games like Link's Awakening, so is ripping even possible?

edited 1:16 AM EDT April 19, 2018
Discord server? by mariofan12ify at 3:03 AM EDT on April 19, 2018
Is there an active Discord server available to join right now? Mainly to discuss vgm and stuff.
Aladdin Nasira's revenge PSx midi request by PokeSpirit at 5:26 PM EDT on April 19, 2018
I had tried to rip the PSF audio files from VGMtoolbox psf data finder what I get are various VH files, I tried looking at tutorials but doesn't seem like I would success.
Would anyone kindly make midi files for me? I really want the midi music from this game..
or tell me how should I rip psf or whatever to get sequence music files...

edited 5:48 PM EDT April 19, 2018

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