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Loop Point Identifier by DaggerMouth at 2:06 PM EST on December 20, 2018
I'm looking for a piece of software that I don't know exists. I'm after something that when fed a WAV file can find the loop point, or if no guaranteed point is identified, point to the most probable locations for manual identification.

As an example, I'd like to be able to feed it some looped file (ie. BRSTM) converted to WAV with at least one loop using vgmstream and for it to identify where the song starts playing repeated data. The program's actual use won't be for cases where the loop information can be easily obtained, though (perhaps USF is a better example?)

As I said though, I'm not sure something like this exists but if any group of people have an idea, it's the hcs forum!

edited 2:15 PM EST December 20, 2018
SS2 file looping? by RetroFanatic at 1:00 AM EST on December 22, 2018
It's not possible? Just downloaded the PS2 soundtrack of Culdcept and vgm stream can't seem to loop the songs.

Using the r1050 version of vgmstream.

And crap. Been away for so long that I forgot to ask in the actual vgmstream thread.

edited 1:01 AM EST December 22, 2018

edited 1:02 AM EST December 22, 2018
Bomberman Jetters (GCN) - .BIN file by Mario123311 at 11:22 PM EST on December 22, 2018
https://www.mediafire.com/file/4zk2hakumf1e4n8/file.bin/file

Is there any way to extract this? I can't exactly tell if this .bin format is similar to any others or not nor do I know of any other way to get these open. I'm really having trouble getting the English voice acting from these.
Metal Arms Compiler by an0nymoose at 11:04 AM EST on December 26, 2018
I got the compiler from one of the devs. He says the compression trip was one way, but the link to this tool is what was used to compress the .mst archive, which contains textures, models, and essentially scripting for the entire game. I don't know anything about reverse engineering compression formats so I'm just gonna plop this somewhere it'll be useful. https://mega.nz/#!L05TCYBA!S6bXM7M-1X06odJ4-yEVPI7d-NRy_LD2qkj5m1Vgpm4
Ripping tutorials by Ultrafighter by Ultrafighter at 10:01 AM EST on December 27, 2018
Ripping from the Wwise audio pipeline suite by Audiokinetic

Wwise is an insanely popular middleware which is relatively easy to deal with but there're obviously some specific quirks with it as it has its own disadvantages (for example lack of "real" IE descriptive track names in newer games). Here I'll try to describe all the possible steps required to get audio streams from original WWise assets, sort & play them without transcoding / losing quality.

1) Normally all sounds used by a game are stored in archives with *.bnk or *.pck extensions (BKHD or AKPK file headers respectively) but sometimes there's multitude of *.wem, *.wav or *.ogg files in a sound folder (you may even be required to unpack these sounds from some bigfiles - PODs, PSARCs, whatever - but it's another story where to find tools/scripts to work with POD, PSARC, etc. archive formats). The latter case means you won't have to extract individual tracks from BNK or PCK bigfiles (WWise system audio banks) and you can skip step #2.

2) To unpack BNKs and/or PCKs I recommend this or that - these scripts are going to dump every piece of audio found in Wwise banks to your HDD and write them untouched & with proper names.
Don't worry if nothing is being extracted from some BNKs: they presumably have HIRC or STMG tag while only BNKs with DIDX tag actually hold sound assets.
If you get some split-second tracks from any BNKs or PCKs it's perfectly normal too, they're likely to be cached / prefetch versions of other, much longer sounds. BTW both short & long variants should have exactly the same name so that you can always check that to be sure you don't really need the former file.

3) Check contents of resulting *.wav files (or given *.wem/*.wav/*.ogg) with a hex editor: there should be either RIFF or RIFX string at offset 0 and WAVEfmt at offset 8. If it's indeed the case then change extensions of those WAVs/OGGs to WEM (this might not be necessary if you're using XMPlay player + VGMstream plugin or Winamp + VGMstream but it's very likely to be needed by Foobar2000 with said plugin) and add them to playlist.

4) If all the tracks have play length / stream specifications (frequency, bitrate, amount of channels and so on) displayed by your player then you're ready to play them right now.
If any WEMs can't be played / don't have specs you should move them to their own folder and inspect a few samples in a hex editor: it's highly probable the troublemakers aren't actual sound files but yet another bunch of BNK/PCK archives; you'll have to process them all with one of above BMS scripts to obtain WEM audio tracks stored there.

5) If the title you're ripping is quite old (like 8-9 years old) you might get a super bonus - SoundBanks.XML and/or numerous TXT docs located in the directory where you found initial *.bnk/*.pck/*.wem/*.wav/*.ogg files. These documents are supposed to contain "real" titles for every single piece of sound used by a videogame. TXTs usually represent a table in plain text format so it might not be very convenient to work with them but it's still better than nothing.
There's seemingly a BMS for batch automatic renaming but I didn't get it to work (or it simply worked too slowly and I decided to avoid using it).

I think I covered most / all available options considering the topic and there's not much to add, this is all for now. I wish you pleasant and easy VG ripping!

edited 10:04 AM EST December 27, 2018
Dragon Ball Final Bout PSX- question about sequences by amariz at 6:33 PM EST on December 31, 2018
Hello all.
Cheers for this new year.
Asking here for help, I hope not being bothersome.

I'm trying to rip music for this game DBGT Final Bout.

What I observed:

I have found \TITLE\VABDATA.BIN to be instruments file, a big VAB (VAG?).
But I did not find .SEQ data on any files.
File \TITLE\OPENBG.BIN may contain sequences but I do not understand this format (Psdp).
Exploring the files from the cd, I have found:
.STR has VAG+video stream (exportable to XA) or just VAG samples collection;
.DAT contains voice samples;
.BIN are binary, graphics or some VAG data not in the others.

What I found:

files
______________________________________________________________________________________
\BATTLE\BTWINV.DAT        = [VAB] win phrases, 3 per character
\BATTLE\DEMOXA01.STR        .\
\BATTLE\DEMOXA02.STR        .= [XA] special move's phrases (16+16+4 tracks)
\BATTLE\DEMOXA03.STR        ./
\BATTLE\FINISH.STR        = [XA] meteor smash finisher lines, 1 per character (18 tracks)
\MENU\STEP00.BIN        .
\MENU\STEP01.BIN        .\
\MENU\STEP02.BIN        .= [???] graphic files; 1 per screen (???)
\MENU\STEP03.BIN        . |
\MENU\STEP40.BIN        .
\MENU\STEP999.BIN        ./
\TITLE\BTCHARA.DAT        = [VAB] sfx + voices fx inbattle (260 tracks)
\TITLE\CHARSEL.BIN        = [VAB] voices at character selection (110 tracks)
\TITLE\HAIKEI.DAT        psdp        41 samples
\TITLE\OPENBG.BIN        psdp        18 samples        <--- I believe music sequence is here!
\TITLE\OPENETC.BIN        psdp        16 samples        <--/
\TITLE\OPENING.STR        = [STR] opening video
\TITLE\TENKAWIN.BIN        = [VAB] win phrases at tenkai, 17 for characters + 2 crowd cheers
\TITLE\VABDATA.BIN        = [VAB] instruments + sound fx (28 samples)

_______________________________________________________________________________________
sequence number: (from the sound test [L1+L2+R1+R2 at title screen])
---------------------------------------
00= (xa) outro.1 (instr.)
01= (xa) outro.2 (instr.)    : from "OPENING.STR    "
02= (xa) outro.3 (instr.)
---------------------------------------
03= gt goku
04= pan
05= gt l.goku
06= trunks
07= ss2 vegeta
08= ss1 goku
09= m gohan
10= cell
11= buu                : I believe sequences are stored in "OPENBG.BIN"
12= freeza
13= piccolo
14= ssgt goku
15= trunks z.ss
16= ss1 vejito
17= ss4 goku
18= ssgt l.goju
19= ss1 trunks
20= baby
---------------------------------------
21= meteor.smash 1
22= meteor.smash 2
23= meteor.smash 3
24= meteor.smash 4
25= meteor.smash 5
26= meteor.smash 6
27= select character
28= tenkai winner
29= title screen
30= baby intro
---------------------------------------


I believe \TITLE\OPENBG.BIN and \TITLE\OPENETC.BIN have the sequences in that unknown format.
I tried Eternal SPU Plugin v1.44 in psx emulator to save .spu data from the sound test screen, hoping that it would lead me to something.
Here are 2 .spu files I created with that plugin, for the same music track (seq.#=03):
1 run, 2 runs or looped once.

I opened .spu file in hex editor. The arrangement of the data makes me believe that this .spu format file created by Eternal plugin is some form of SEQ, so I hope this could be converted to a .SEQ file together with its .VH header.
If that would be the case, how do I convert these .spu files to SEQ/VAB ??

Thank you for your atention.

edited 6:34 PM EST December 31, 2018

Proofreading is a little bad on my side, forgive me please

edited 6:40 PM EST December 31, 2018
Kingdom Hearts 2 Final Mix Ripped PSF2 files by lohweo at 2:46 PM EST on January 2, 2019
Hello there,

I really need the PSF2 files from Kingdom Hearts 2 Final Mix. Especially "The 13th Reflection", "The Other Promise", "Rage Awakened" and the two Christmas Town songs "Happy Holidays" and "What a surprise".

Only the MIDI files would do it too...

If someone could rip those for me (as I can't do it on my own due to missing knowledge...) it would be HIGHLY appreciated!

Thanks in advance!
Joshw's stance on UMX files and other similar container formats by Slender at 6:08 PM EST on January 5, 2019
I noticed that in games such as Unreal and Deus Ex (PC), UMX files have been extracted and the extracted files have been archived, however in games such as Unreal Tournament and Harry Potter & The Sorcerer's Stone, the UMX files are there instead. In cases like these, which one is preferred, the UMX files or the files extracted from them? In the case of Harry Potter & The Sorcerer's Stone, I've extracted the UMXs a while ago and could reupload the rip.

edited 6:22 PM EST January 5, 2019
Need some help with Soulcalibur Legends sound extract by pnngyiliang at 12:21 PM EST on January 8, 2019
Through this game voice files were made of .nub files, I tried to extract one of them and received a bunch of .dsp and .lwav files.

And here's what I 'm stuck on. I don't know how to deal with them, vgmstream reported that it failed to read frame size: could not seek to 13215.








https://mega.nz/#!iWI0xKJZ!jX3yfi-d0Alncw_-DVNRx2dVK4QG_0NJ9Dv0nqXoxBM
Gamerip Hit List (PayPal Rewards) by Nyarlathotep at 5:41 AM EST on January 11, 2019
Hello everyone, the following is a list of some games that I'd very much like to see ripped and uploaded to the archives here. As stated in the title there will be payment rewards made via PayPal for the successful ripping and uploading of any of the below titles.

I was thinking something like $15 per game if that sounds fair. Also, let me know if any of the below titles are currently unrippable for whatever reason.

Beat Down: Fists of Vengeance[Beat Down](2005-11-2)(Cavia)[PS2]

Beat Down: Fists of Vengeance[Beat Down] (2005-11-3)(Cavia)[Xbox]

Call of Cthulhu: Dark Corners of the Earth(2005-10-24)(Headfirst Productions)(Bethesda Softworks)[Xbox] (I'd like to have the cutscene audio included in this one.)

Chaos Legion(2003-3-6)(Capcom)[PS2]

Daemon Bride: Additional Gain(2011-11-24) (Examu)[Arcade] (NESiCAxLive)

Dokapon Kingdom(2007-11-22)(Sting)(Examu)[PS2] (I'd also like the opening cutscene audio included with this one, it'll probably need to be demultiplexed though.)

Dokapon Kingdom(2007-7-31)(Sting)(Examu)[Wii]

Mister Mosquito[Mosquito](2001-6-21)(Zoom)(Sony Computer Entertainment)[PS2]

Scott Pilgrim vs. the World: The Game(2010-8-10)(Ubisoft)[PSN]

Scott Pilgrim vs. the World: The Game(2010-25-10)(Ubisoft)[XBLA]

Short Peace: Ranko Tsukigime's Longest Day[Short Peace: Tsukigime Ranko no Ichiban Nagai Hi](Crispy's Inc., Grasshopper Manufacture)(Bandai Namco Games)[PS3]

Star Wars: Knights of the Old Republic(2003-7-15)(BioWare)(LucasArts)[Xbox]

Star Wars: Knights of the Old Republic II - The Sith Lords(2004-12-6)(Obsidian Entertainment) (LucasArts)[Xbox]

The Operative: No One Lives Forever(2002-4-8)(Sierra Entertainment)(Monolith Productions)[PS2]

The Transformers(2003-10-30)(Winkysoft)(Takara)[PS2]

Yu-Gi-Oh! Capsule Monster Coliseum(2004-7-29)(Konami)[PS2]


Edit
Contract J.A.C.K. & Under the Skin have been ripped by Vector Harbor.
AceK apparently already ripped Melty Blood Actress Again Current Code some time ago so I took it down from the list as well.

I'm putting Battle Moon Wars The Best(2009-4-26)(Werk)[PC] & Rose Guns Days - The Best(2016-08-31)(07th Expansion)[PC] to the side for now until I can provide the files from the discs myself.

edited 3:57 AM EST January 12, 2019

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