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Really strange bug by Anterag at 5:08 PM EDT on July 28, 2018
Hi. I'm currently trying to remove the ambience out of a music from a video game, because there is also the ambience only. The main issue is that I need to synchronize the ambience only with the ambience + music since the ambience mixed with the music doesn't start at the same time. I managed to do it, but since a part of the ambience only was deleted (everything before the start of ambience mixed), the track doesn't cover all the ambience mixed music so I need to loop the track till the end of ambience mixed music. Phase inversion works at the first segment, but then at first loop and others it is restarted and I get the ambience again... (but the weird thing is that the peaks are still PERFECTLY aligned!!)
I actually tested this on Sony Vegas Pro and Audacity. The exact same thing happens.

Anyway to fix this?...

edited 5:09 PM EDT July 28, 2018

edited 5:11 PM EDT July 28, 2018
Sega Rally Championship Audio Format by MoldyPond at 7:41 PM EDT on August 2, 2018
I just recently decided to download the music for the Saturn game Sega Rally Championship and noticed they were VBR MP3's. I get the feeling this isn't the original format so does anyone know if there's a way to get it in SSF format or not, or if I'm wrong and those really are the original files?
Rayman Raving Rabbids: TV Party (.PK) Wii version by miavalter at 11:23 AM EDT on August 4, 2018
Hello, I'm new here and I don't know anything about game ripping stuff.

I need your help because it seems this Ubi Soft game stores its music in a very uncommon format (PK). There are also a bunch of SPK files in the same directory, but I don't think these contain any music at all.
I also found a "AudioInfo.bin" file. Maybe this one can be useful to understand the game format?

Anyway, here's one of the PK files here: Download PK

Thanks.

edited 11:25 AM EDT August 4, 2018

edited 5:41 PM EDT August 4, 2018
Pokémon Mini Music by FerozElMejor at 3:44 PM EDT on August 5, 2018
I'm really curious about the music from the 10 Pokémon Mini titles.

I searched for extract the music from these games, but I wasn't capable to do it.

Maybe someone knows how to do that or can give me a nice tutorial for that.

I would really apreciate it.
Ghouls 'n Ghosts Amiga Files by MoldyPond at 10:27 AM EDT on August 6, 2018
Might be a silly question but I've recently come across the soundtrack to Ghouls 'n Ghosts for Amiga. I've checked into seeing if the music files for this game had been ripped, which they have, but unfortunately because it's Tim Follin, they are their own special format (.tf) which I can't find any support for Foobar.

My only options have been to use a program called DeliPlayer (which works but has emulation issues with proper reproduction) or emulate and record it. Any help with this would be greatly appreciated.
Making MGS1 PSFs playable in HE?! by Nisto at 3:31 PM EDT on August 6, 2018
So I've been battling this for about an entire week now, and I'm out of ideas. I'm trying to make the PSF set of MGS1 playable in Highly Experimental by replacing SPU IRQ related code, since it isn't well supported in HE and most other PSF engines. I have learned much more about the game code since the initial rip I made last year, but I still can't figure out a way to make the PSFs compatible with Highly Experimental. I have now managed to hack out all the multi-threading related calls (the Multi Task Scheduler) and also the SPU IRQ related code, so the code is actually pretty straight-forward now. However, without SPU IRQs, I have not been able to replicate correct timing. It either plays too fast or too slow, depending on various approaches and parameters.

SPU IRQs in MGS1 are triggered from a single one-time call to SpuSetKey. The magic of it is that the ADPCM address specified in the SpuVoiceAttr struct to SpuSetVoiceAttr is the same address defined to trigger an interrupt when the data there is read (and I must assume the data read operation happens through SpuSetKey, because if I remove the call, no interrupts occur). Furthermore, the data at the IRQ address contains a silent, looped ADPCM stream, so interrupts are triggered automatically and continuously. The most important piece of information here though, is that they set the pitch value in the SpuVoiceAttr struct to 4096 ("pt" units), which represents 44100 Hz according to the SDK docs. From what I can tell, at this rate (pitch), 256 bytes (448 samples) are read between each interrupt, which is half of the stream's size (512 bytes).

So now, the question is, how could I replicate this timing in a simple loop without the use of SPU IRQs? Any ideas? I'm simply calling the sequencer function (similar to calling SsSeqCalledTbyT in a loop), which is essentially the same that happens with SPU IRQs. Here's what I've tried so far:

* Calling SpuSetKey to trigger a non-looped silent ADPCM stream followed by polling SpuGetKeyStatus to check that it finished playing (SPU_ON_ENV_OFF)
- this actually works decently, but it's just a little too slow in PSFLab/foo_psf
- no good in viopsf (w/ spumednafen.dll), skips a lot
- Mednafen itself does play it without a hitch

* Polling root counters 0, 1 and 2
- I used SetRCnt followed by GetRCnt in RCntMdNOINTR mode, but the results seem totally random?

* VSync(-1), VSync(0), VSync...
- Obviously not enough precision with this, but I tried it...
So there's this thing called agbplay... by agu fungus at 3:42 PM EDT on August 7, 2018
I just learned about this application that plays GBA music directly from ROM without the use of gbamusriper, and I was wondering if this type of technology could be also be implemented in actual GBA emulators, and especially .gsf plugins like vio_gsf.

Here's a great example of what can be achieved with agbplay.

edited 3:43 PM EDT August 7, 2018
Force Stereo audio in Majora's Mask 3D? Is it possible? by ostbso at 12:43 PM EDT on August 11, 2018
While Ocarina of Time 3D has both surround (which makes the audio sound compressed/washed out) and stereo audio, Majora's Mask 3D seems to always sound like if the console's audio is always set to Surround (even when set on Stereo).
With Smash Bros 3DS something similar also happens, the audio sounds low quality (probably to save space in cartdrige), but it is possible to mod that game to import sound files with better quality, and it works perfectly (meaning that the only reason it did not sound well was because of the audio files in the game).

However, I took a look into Majora's Mask 3D SFX files and compared them to those of Ocarina of Time 3D and.. the SFX both games share sound exactly the same, no quality downgrade or anything like that. Even Link's sounds in Majora's Mask 3D sound pretty high quality, unlike, ironically, how it sounds in the game itself.

So I came with the idea that maybe the game forces the console to output Surround audio. But, is that even possible? Maybe there's a byte in the "exefs" or even in one of the ".bcsar" files that forces the console to output Surround audio, instead of what the user has set on their console (in my case, Stereo).

Thanks in advance. Surprisingly, I have never seen anybody complain about this.. I hope we can make Majora's Mask 3D sound like Ocarina of Time 3D in terms of audio quality.
The Sims 3 (Wii) - Convert audiostr.arc's Music? by Xane123 at 1:25 PM EDT on August 12, 2018
I looked at this file years ago, but last night I thought about Sims 3 (Wii)'s strange audiostr.arc file, which contains all music and jingles heard in the game and decided to download the game again.

ARC files just seem to be basic archives, with files uncompressed inside them, but what I wonder about is the music stored inside audiostr.arc; It has no "magic" word at the beginning of each sound file, but it has a header part which varies in size per song, as shown here:


I tried opening the file in Audacity, opening it as RAW ADPCM with different sample rates and it always had a distinct "screeching" sound over the distorted audio, which you can hear a sample of here.

Does anyone know what I have to do to get the music out of that ARC file as normal sound files? If a method is found out, it could help me get songs from other console Sims games as they seem to have the same "data/audiostr.arc" file based on what I've read online.

Here's the file if anyone wants to try to crack the format of it and the audio within it: Download

It has to be possible to convert this music if it is even in the same format as previous games, as console Sims game pages on TCRF imply people could find unused songs, which would be hard with how unpleasant my attempts to "rip" the music have turned out...

edited 9:06 PM EDT August 12, 2018
Rayman 3 (.h01/h02) Xbox version by miavalter at 2:35 PM EDT on August 13, 2018
Hello there!

I was searching for a program that can extract the music that seem to be stored in the Stream.h01 and Stream.h02 archives.
I read other posts and Droolie said it requires reverse engeenering because in the same directory, there are BNH and HXX files which contain references and original filenames for the music (not only, also SFX and voices) contained in Stream.h01 and Stream.h02, and maybe also in the Data.hst archive.
The codec may be IMA ADPCM. The sample rate varies, but mainly it's 22050Hz stereo.
Droolie wrote scripts for the PS3, PS2 and Gamecube versions, it certainly helps.
Here's the link to see the scripts: SCRIPTS

I uploaded the whole directory on MEGA with all the HXX, BNH files and also the Stream.h01, Stream.h02 & Data.hst but for these I used a script called "filecutter.bms" by Luigi Auriemma to reduce the file size.

DOWNLOAD

Thanks if somebody can help me on this!

edited 2:44 PM EDT August 13, 2018

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