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Ice Age (GBA) by jeangene91 at 11:01 AM EDT on November 3, 2018
I would like to rip the music from this game. Using "gba_mus_riper" on the .gba file doesn't produce anything. Given the small size of the file, I am not even sure there is anything there to extract.
Twisted Metal 2 Menu Song by Newbie2000 at 11:27 AM EDT on November 3, 2018
Here is how I created a genh of the PSX TM2 Menu song.

In the screen folder in the PSX CD, there is a file called uacore.vab (the MD5 hash on my copy is 117e70076ee5563406829867d6a6465d).

With a hex editor, extract offset 7FA70 - 835A0, (not sure if you're supposed to include the zeros), to a bin file.

Then, in VGMToolbox, these are the settings I used to create the genh.

4-bit Playstation
1 channel
5512 Hz frequency
file start 0 loop start
file end as loop end
102 Dalmatians (PS1) by jeangene91 at 11:58 AM EDT on November 3, 2018
Trying to get audio from this game is a mixed bag. Scanning the .PKG file using PSound gives one-note samples, indicating that the music is sequenced (highly likely). However, using aluigi's quickBMS script (written for the PC version) creates horribly garbled .dat files that sound like the music tracks, which would imply that the music still could be streamed.

edited 11:59 AM EDT November 3, 2018
Nickelodeon Kart Racers (Switch) .raw by sandmanfan98 at 6:42 PM EDT on November 3, 2018
Extracted the assets.apf using the Riptide GP2 bms script and it extracted almost everything in .dat. The game uses FMOD judging from the game's title sequences, so I used Aezay's FSB extractor on one of the .dat's in the audio folder. Scanned for offset and found unknown(16).raw files. Any way these can be converted?

.DAT and .RAW samples:
https://mega.nz/#!2psmUQDR!tjJoo3Dw5FBT20K4HlGjZsgSwNIsnWjk6nc90mq5VIo
How is modern VGM created? by Kagemori at 9:49 AM EST on November 9, 2018
Hey so while looking at soundfonts from old games I had a thought, if it's not with soundfonts, how are modern game soundtracks composed?

I know some use actual recordings like Mario Kart 8 or Splatoon, but how about others like the M&L Superstar Saga remake, Pokemon X/Y or Paper Mario Sticker Star?

I guess my question really is, what VSTs do they use for such great-sonuding pieces? Any ideas?

edited 11:08 AM EST November 9, 2018
SSX (PS2) Voice Audio Files by jeangene91 at 10:04 PM EST on November 9, 2018
Similar to the game's music files, the .dat files can play in Winamp if I change the filename to .mus or .sng. However, for these, the start of each different spoken line sounds corrupt. I think its .hdr file might be part of the answer.

Here is a sample .dat file and its .hdr file.
Final Fantasy XII PSFs by TheNintenguy at 3:22 AM EST on November 13, 2018
The PSF2 rip of Final Fantasy XII contains several songs that are seemingly missing instrument/track data when listened to ("Final Fantasy (FFXII Version)" and "The Dalmasca Eastersand" are two tracks I hear a lot of complaints about).

Well, I took a quick look into track 102 and contrary to what I've heard the past few years the instrument data is intact. I figured at this point it was the .bgm that was causing trouble, lo and behold when I opened it in a hex editor the end of the file was filled with junk(I think this is from a different file, but still) I tried viewing the hex data in VGMTrans but it straight up crashes on files with corrupted .bgm's, which in turn was actually quite useful. The headers were still intact so I used them to find the original data.

tl;dr Here just take 'em. Old files bad, new files good.

edited 3:42 AM EST November 13, 2018
Cleaned up "216 - Coexistence (Liberation Army Version)", accidentally bound 2 bgm's to the file.

edited 1:49 PM EST November 13, 2018
The Official hcs64 Discord Server by bxaimc at 11:10 PM EST on November 15, 2018
The “official” hcs64 forum discord server is now live!
It’s still very much a WIP but check it out here:

This link

I’m hoping that with the new server we can offer better availability to help, whether it’s questions or answers from everyone in the forum and from those that haven’t registered here, not willing to, and/or don’t even know this place exists but already have a discord account.

Also, I’d like to keep it chill in there like it is here too :)

See y’all there~
Car quiz by Gaarg at 7:14 PM EST on November 20, 2018
A small survey, what car do you drive? I want to buy, but I do not know which one yet
7z archives optimization by Vitamin at 5:23 AM EST on November 21, 2018
Hello!

As everbody knows, almost all the joshw collection is stored in solid 7z archives. Unfortunately, it's extremely heavy to perform file random access, especially for mobile devices.

I've made a tool to optimize collection of 7z files - GitHub

It processes all the input 7z files (or found 7z files in specified folders, processed recursively) in the next way:
1) if archive is solid and size of the biggest solid block with more than 1 file is more than --max-solid-block-size (3M by default) then archive is recompressed in the next way:
1a) if archive compression ratio is worse than --min-unpacked-ratio (0.9 by default) and compression delta is less than --max-nonpacked-space-loss (2M by default), then archive will be uncompressed
1b) else it's recompressed with --compression-level (7 by default), maximum filters and maximum solid block size equal to --max-solid-block-size
2) else file is untouched

This transformation dramatically improves archives' random access time without significant space loss. I've managed to process all the archives in my local copy (2sf dsf fmtowns gbs gsf hes kss ncd nsf pc psf smd spc ssf usf) and got about 3Gb used space decreasing, so it's worth doing:)

If you don't want to waste your CPU, you can download files from my copy (I can give a link if interested).

P.S. To clarify: I'm the author of ZXTune chiptunes player and joshw collections are the significant part of online catalogues for Android version. Sometimes users complaint about slow operations with 7z archives, so I decided to improve the situation:)

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