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CD-i Files Location by MoldyPond at 10:15 PM EDT on August 13, 2019
I can see a few older messages posted about certain games from the CD-i ripped here but can't find the joshw page, if there is one. Any help would be greatly appreciated, thanks :)
foobar_midi Always Crashing by MoldyPond at 5:06 PM EDT on August 15, 2019
This wasn't the case up until about a year ago but at some point the foo_midi extension causes foobar to crash. It will always wait about 20 seconds before crashing, literally every single time. Uninstalling the plugin fixes everything. I've also been updating foobar at all times and just recently upgraded to a fresh new copy of windows 10 from 8.1 and it's still happening. Just wondering if anyone else knows about this or if it's just broken now. Thank you very much :)
odyssey bfstm not looping want help by porocopi16 at 2:10 AM EDT on August 17, 2019
hello i'm new

i dumped odyssey after having downloaded a copy off joshw but this one song doesn't loop properly in either version so i wanted to know if there was some kinda fix for this because listening to it ingame it does loop properly

its name is StmRsBgmBossHaikai_B.bfstm (the octopus fight)

i'm not sure what to do, hence why i made an account. looping audio converter mentioned something like the 'index was outside the bounds of the array' too when splitting this song's channels up

i'm using foobar2000 and the latest vgmstream otherwise, i really want to be able to listen to it like ingame only for however long i want, most other odyssey bfstms function this way it's just this one that seems to abruptly end and it bothers me.
Create .TXTH from unmodified .OGG by asam1 at 5:02 PM EDT on August 19, 2019
Hello.
I'm asking for a guide or tips on how to create loopable music from .ogg files/rips.
I know the Metadata 'LOOP_START=' edit, but it's not a clean process - it adds/replaces data inside the file, and does not preserve original .ogg. GENH is too much, and I'm being told that TXTH is the way to go, but I did not find OGG format.
I tried codec = FFMPEG, channels = 2, sample_rate = 44100, loop_start_sample = <###>, num_samples = <###> or data_size, but the .logg.thtx file does not play.
If it's not much bother.
Thanks.
SMM2 SFX extractor by ECO ZEPHYR at 1:19 PM EDT on August 25, 2019
Looking to find a specific sound effect from Mario Maker 2, namely "Peaceful". It sounds like this: https://www.youtube.com/watch?v=X5VK6zDheRs

Has anyone managed to extract this SFX or others? I've been searching for hours looking under \romfs\Sound\Resource\ and haven't found a single SFX from this list: https://www.mariowiki.com/List_of_sound_effects_in_Super_Mario_Maker_2

Where are these SFX located on the filesystem?

Gran Turismo 2 .ins and .es sound friles by Puterboy1 at 2:35 PM EDT on August 27, 2019
Would it be possible for VGMstream to support these?: https://www.zenhax.com/download/file.php?id=7222
Batman and Robin files by Puterboy1 at 4:35 PM EDT on August 27, 2019
Can you look at these? I'm up for extracting the sound files...or you can try to make at least one of these samples playable: https://www.zenhax.com/viewtopic.php?f=9&t=12435
DS games music looping and splitting by porocopi16 at 8:57 AM EDT on August 29, 2019
so uh this is gonna be kinda weird to stuff together.

so uh i was listening to Sonic Rush Adventure's rip of Big Swell, the final boss of that game and I researched for online versions and came across this:
https://www.youtube.com/watch?v=mgmzk4MfoT0

They mention in the description that this version plays when you're not actually near the boss and that it's not in the sound test or any sound tracks.

So I fiddled with a rip of the song from a rom in vgmtrans to try and create a high quality rip, turns out it's just muting that one really frequently used high-pitched instrument in the song that would create the effect the game is producing with this song. Vgmtrans omits an instrument around the middle of the song, which i later found out was usage of the psg by another program that only semi-understood how it was meant to work, as it doesn't seem to be able to use it the same. I tried other programs, the psg either sounds off or it's not there.

I even looked up some tutorials other people were putting up on how you can alter the sequence file by changing it to a midi, deleting the track, turning it back into a sseq file, but all these omitted the psg instrument in the middle so that was fruitless.

I only have a temporary solution and that's one program called vg music studio could rip the song right from the SDAT and play it, and while the psg does play, it still sounds a little off. The song's name in the files in the correct sdat is SEQ_bossF.

i can provide a rip of the sound sdat from rush adventure if too confusing, but basically the songs get dynamically altered like how bfstms and the like have different channels they can phase in and out and it's not present in the rips i've seen and done thus far

and in talking about phasing in and out channels i wanna talk about another game on the DS that is practically unrelated in every way except that it similarly features these problems when listening to two tracks. Nintendogs, the bathing and walking themes

The bathing theme is dynamic because in-game when your dogs are really dirty they leave out this really dingy instrument that they slowly phase in as you clean the dog. Basically, there's no version of this song that i've ripped or seen anywhere that is aware of this dynamic.

and the walking theme as well. The rip that I've both done myself and seen on the site is stuck at the beginning part when you draw the line for your path, along with the fact no rip i've ever seen or done of the song omits the fast drums and/or the panting sample for the peeing/garbage respectively asociated with the walking game, nor has any rip ever really looped past the first part and onto the second part when you're actually walking where the song becomes far more cheerful and energetic.

in the rip on joshw, they're labelled as bgm 23 and 24, although my rip has them labelled as NTR-AD2E-USA-001b and NTR-AD2E-USA-001c

just want to account for dynamic tracks, if they were dynamic bf/r/cstms it would be simply using looping audio converter or txtps to choose channels but since it's on the primitive ds it's much harder

so yeah if such could be accounted for in the rips somehow that'd be appreciated

what also didn't help was i found a forum post from 2008 of someone claiming to want to isolate sound channels in the ds, and someone else's response was to use vio2sf in foobar to do it via the options, but no such option is present in foobar for the vio2sf plugin, just to allow songs to loop and the like, nothing about isolating channels or instruments.

so uh yeah sorry for the ramble but yeah if we could account for that like these songs here that'd be great.
Freddi Fish Music Files by MoldyPond at 1:28 AM EDT on September 1, 2019
I went through my old PC CD collection and found I still had Freddi Fish. I noticed that there are no uploads of the music anywhere here, nor can I find the files on the disc. I believe the files should be within the FREDDI.HE files (as these are the only files that actually take up any space), however I can't find any way of extracting them. I've tried Xayrga's WAVE RIFF Extractor but it could only find two WAV files that won't even load in foobar.

I've posted the contents of the game in case anyone would be willing to look into this. Any help would be greatly appreciated. Thanks! :)
Half-Blood Prince NDS Music by Bonboon228 at 1:12 PM EDT on September 1, 2019
A Polite request, but I am trying to extract the music from the NDS version of Harry Potter and the Half Blood Prince.

The data seems to be stored in a weird file format appended with the extension, .fxp.

If anyone want's to take a look at it, the file is on my GDrive. (Link Below.)

https://drive.google.com/open?id=1ifvQb56ggQEqdazpGIRH7P38bbeo3P4u

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