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Harry Potter HBP NDS Music by Bonboon228 at 12:21 AM EDT on March 12, 2019
I was trying to extract the music from the DS version of Harry Potter and the Half Blood Prince. I found a file in the rom that might contain the sdat. It is in an archive called Data.fxp, which is a very odd file. Link to file attached. Throw me a bone?

https://drive.google.com/open?id=1ifvQb56ggQEqdazpGIRH7P38bbeo3P4u
Condemned 2: Bloodshot Audio Files by -Dexter- at 11:00 AM EDT on March 12, 2019
Hi there guys,

I've recently came across the game data files for Condemned 2: Bloodshot or otherwise known as the hardest gamerip ever. The files were extracted from the XBOX360 iso which contain I do believe the music files as well as the SFXs and voice overs. Yet the files are under a format ARCH.02 that after further research is a Monolith Archive File mostly used for games like the FEAR Series. Is there any program or BMS script that could help with extracting the music files. I can PM the files if anyone needs them.

Thanks
-Dexter-
Having Trouble with modding Atelier Totori DX by erikesoteric at 3:18 AM EDT on March 15, 2019
The game I'm referring to is the Steam/PC version.

What I just wanted to do is to have custom music applied to the game, and I was able to perform some workarounds. The game's audio files are located in its "Res\x64\sound\bgm\" and "Main.g1l" is the one I'm using since it contains all of the game's background music files.

I'm able to confirm that the game's music is possible to be modded because I tried copying another game's "Main.g1l" file (from the same series, which is Atelier Meruru DX) and Totori DX was able to play the songs from the .g1l file of Atelier Meruru DX.

From what I understand so far, the structure of the .g1l file is:
.g1l archive > .kvs (or more likely looped .ogg) files inside the .g1l archive

I used 2 programs which are "KVS2OGG" and "KVS Tools" (KVS tools has 2 .exe programs, one is for extracting .kvs files and the other one is for archiving .kvs files into a new archive file called ".ktsl2stbin")

For "KVS2OGG", I only did this process:
- Rename "main.g1l" into "main.kvs"
- Open KVS2OGG
- Open "main.kvs"
- Select the extract location for the .ogg files the program will extract
- Results to "<filename of kvs file>_00001.ogg" (and is arranged in some order)

The thing about this program is that it's able to extract the .ogg files from the KVS files but when I want to export multiple .ogg files into a single KVS file, it wouldn't be possible. I tried renaming it into .g1l and inserted it into the game's files but didn't work as well


For "KVS Tools" (which was for Attack on Titan 2 but since Atelier Totori DX is also ported by Koei Tecmo to PC I assumed it would work), I did this process:

- Rename "main.g1l" into "main.kvs"
- Use the "kvs_extract.exe" file from KVS Tools through dragging "main.kvs" onto the .exe file
- After the extract process is done, the files from "main.kvs" is placed into the "out" folder the "kvs_extract.exe" generates

Afterwards, I tried using the archive tool included with this and dragged the folder where all the extracted kvs files are located and it resulted to "mod.ktsl2stbin". I tried renaming it into .g1l and inserted it into the game's files but didn't work as well

Is there a program/tool that allows multiple .ogg files to be compiled into a single .kvs file or .g1l file? Thanks!
How do I find sequence data in N64 ROMs? by Tails19935 at 7:50 AM EDT on March 17, 2019
I've organized this as best I can but its still a bit of a read.

Hello all. I've browsed this site many times and have enjoyed it especially the thread that covers discovering the original samples of various games! Anyways... lets get down to business.

I've been trying so hard to figure out how to rip the MIDIs from Cruis'n USA for the N64. This is where I'm at...

What I've already tried:
N64MidiTool can only get the sample data.
The old VGMTrans that works with some N64 ROMs couldn't get them.
Converting the Miniusf/usflib OST sequence data to MIDI doesn't seem to be possible from what I've researched. (Even though the source USF rip already has both the sample data and the sequence data in it? Shouldn't there be a way?)

What I've experimented with:
I messed around a little with the N64MidiTool files that tell the program where sequence data is located in various ROMs by adding Cruis'n USA to the directory then taking stabs at trying to narrow down where its located in ROM but to no avail.

By using Bizhawk and its various debug features, I tried to see if I could find where the music was being loaded from by following various hex values that updated along with the music when I played music in the options menu of the game. I thought I found the spot but when I tried to edit or freeze the hex values in that spot then go back to the game and turn off the music or play a sound effect, no evident change was shown.

My next idea was to use the data from the miniusf/usflib OST rip and the original ROM to see if I could find the hex location by matching hex values with both of the files but of course N64 ROMs have swapped characters. (Is there a way to permanently swap the characters? Then maybe this method could work?)

So my last resort was to type in random amounts of hex locations-(Realistic amounts of course. Not something absurd like the whole ROM.) just to see if the N64MidiTool would somehow rip something, anything from the sequence data. But when I type in a location, it will display as a MIDI song and when I try to convert it to MIDI with the program, it crashes.

The only last bit of notable information I have is that there is some unused debugger messages in the game ROM and there is a section of it dedicated to audio. Maybe the name of the sound engine is SN64?
https://tcrf.net/Cruis%27n_USA_(Nintendo_64)

Summary:
How would I go about figuring out where music sequence data is stored in an N64 ROM so I could extract it and convert it to MIDI?

My reason for wanting to know how is because I would like to transcribe the music correctly so it could be remixed, remastered, covered/played or performed, or studied by other people. I've sequenced many video games songs and have put them on VGMusic with the correct tempo, instrumentation, and quantized notes so that it can be at least 99% accurate to the original songs. I could transcribe it by ear like I've had to do with a couple songs but if there is an option to rip the original MIDI then it definitely makes things easier.

Welp, if you have read all of this then thank you for bearing with me. Now I just hope I can get some sort of answer.

edited 8:06 AM EDT March 17, 2019
MIDI exporting the Rare GBA driver? by Squeals92 at 4:10 PM EDT on March 17, 2019
I was wondering if the Rare music driver used in their GBA games could be MIDI exported with GBA Music Studio.

As I remember there was an old SuperStar Saga + BK Grunty's Revenge MIDI exporter, and it made me wonder if they used similar enough sound drivers that the music could be exported.

I was wondering this because I've always wanted SNES-quality versions of the DKC3 GBA OST.

If possible, it'd be a huge thanks.

Edit: I might be able to do this using AGBPlay to get the sound table offset + GBA Music Studio, but I'm unsure on how to compile AGBPlay.



edited 7:32 PM EDT March 17, 2019
How To Convert .dsp Files? by knighTeen87 at 5:54 PM EDT on March 19, 2019
Hello. I saw that you uploaded sound files of Captain Tsubasa for Gamecube and I became very very happy. I've been searching for it for a very long time. But the files are in .dsp format and I don't know how to convert them. Can you help me out please? Thanx!
I can't extract music from Blaster Master Zero 2 by pierippah at 12:31 AM EDT on March 21, 2019
the files are .bigrp files. I can open then in 7zip but when I attempt to extract anything it can't do anything and spits out ~2-200byte files
.WV5 audio by sandmanfan98 at 1:30 AM EDT on March 21, 2019
An earlier Gorilla Systems format. These samples are from Nick Click Digital Camera & Software.

https://mega.nz/#!U0FmUAiD!ew_pZ1xAIYwoD7ObAAtshNSM79v2YGiKdksIio5xUFk
Extracting BRSAR from Wii shop channel title screen by 8bit_coder at 1:55 AM EDT on March 21, 2019
I've successfully extracted the music from the wii shop channel bgm itself(0000054.app, extract, go to sound/lplsound.brsar, extract files, done) but now I've been searching in every other .app file in the wad and the sequenced music for the title screen of the channel(before you hit the start button) is literally nowhere to be found.
I tried extracting every single one of the .app files to no avail.
One of my ideas is app 58(in version 20 of the shop channel decompressed wad) since it's 3.375 megabytes but both ArchiveExplorer and ShowMiiWads say that they can't extract it.

edited 2:34 AM EDT March 21, 2019
Ghidra - open-source decompiler by Nisto at 4:55 PM EDT on March 22, 2019
Heard of this tool from a co-worker a little while ago.

https://ghidra-sre.org/

(P.S.: This is developed by NSA - paranoids be aware)

I haven't tested it extensively, but I did try decompiling some raw PS1 (MIPS R3000) code (it doesn't support PS-X EXE files natively from what I can tell) and was surprised how well it worked. I mean, IDA Pro has been around for decades, costing a boatload of money, and to this day doesn't even have a decompiler for MIPS.

Part of what I tried decompiling in Ghidra looked like this:

lui $v0, 0x3E0F ; Load Upper Immediate
ori $v0, 0x83E1 ; OR Immediate
multu $v1, $v0 ; Multiply (Unsigned)
mfhi $v0 ; Move From HI
srl $v1, $v0, 4 ; Shift Right Logical

As complicated as it may look, the C equivalent is just a simple unsigned division, which it correctly interpreted:

v1 = (unsigned int)v1 / (unsigned int)66;

I've confirmed that this will in fact compile to the assembly above with Psy-Q's official toolchain (at least with -Os switch). So it seems rather promising.

Anyone else had any experience with it? Plugins? Other resources?

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