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Muppet RaceMania SFX by kookeerawn at 2:18 PM EDT on April 24, 2020
I need help on dissecting Muppet RaceMania's sound effects.
I tried using PSound but it only gave me two sounds.
I also tried using VGMTrans but the sounds were cut-off.

Here is the link.
It contains one VB file and one VH file.
FIFA Street (4/2012) MPF/MUS EA Sound Editing by FifaYoun at 6:10 PM EDT on April 25, 2020
Hi there, I've been looking in this forum for a long time to understand EA's .mus/.mpf sound files and I can play the music inside this file using VGMstream. However, I want to understand how the files are structured to know where and when I can edit the music (or even add). Since VGMstream is able to play the music and cut them into multiple pieces (as they should be as that is how EA made the "interactive" music in FIFA Street), it means that it knows what the .mpf file refers to in the .mus and where it can find it. But I am no expert in this area, so I would hope if someone will be able to tell me where the parts are that can be edited (replaced with another song) or whether it is possible to even add songs.

I've looked into the audio files for a bit to try understand what the files refer to. I will tell my findings here.

First, let's look at what's known about FIFA Street. FIFA Street was released in 2012 and shares a lot of similarities in file structures to FIFA 12, but also a lot of similar structures to FIFA 10 (which was different to FIFA 12), most probably because the game was already in development at that time.

In FIFA 12 the songs (EATrax) and almost all audio are in a .sbr/.sbs audiobank, in FIFA Street many files are in those banks aswell, but it also uses EA's .abk and the music is in EA's .mus/.mpf format. Knowing the history about this format is that it is mostly used for "interactive" music. The audio inside the .mus is in ealayer3 format.

This is why in FIFA Street there is no usual "EA Trax" section in the menus where you can turn on/off music or there is no way to skip a song, unlike the other FIFA games.

Now, how does the music work in FIFA Street? Inside the menus you have the full song, for example Unorthodox by Wretch 32 ft. Example. So as long as you are browsing the menus, the songs are being played. However, once you go into a match, the songs are now in "instrumental" version. During the intro cinematics of a match, you'll hear the beginning of the instrumental of the song (about 10 seconds of it) and it keeps being looped until the intro ends and the gameplay starts. From the moment the gameplay starts, the whole instrumental is being played for the duration of the half of the match (so in the 2nd half of the game you'll hear the instrumental of another song). However, once you score a goal, the instrumental transitions into a certain part of the full song with vocals (usually the chorus/refrain) until the gameplay starts again, in which case it transitions into the instrumental again. Once the half ends, you again have a cinematic in which the players walk off the pitch. During this cinematic and the half time screen, you'll hear the instrumentals of the ending of the song (let's say last 10 seconds) and this keeps being looped until the 2nd half starts (in which case the instrumental of another song starts) or until returning to the main menus (in which case another full version of a song starts).

Using VGMstream we can see how this works. The 1st audio file is the complete song (3 minutes long). The following audio files afterwards are cut into small parts (3/4/5/6 seconds) and these all form the complete instrumental of the song. The first few parts are the ones used like described above in the "intro" of the match, the majority of the parts are the "gameplay" instrumental and the final few parts are the "end cinematic" instrumental. Following the complete instrumental, you find another few small parts which are used as the "goalsong" in which the vocals are added. After this, the process above is repeated for other songs in the game (there are 23 songs in the game), leading to a total of 1073 parts being played in VGMstream.

Now, the .mpf and .mus file were found in audiodata/pathfinder folder. Inside this folder there are other files, which probably help the game identify the songs and what they are used for. These are the files:

-loadfile.xml
-path_adapter.csi
-pathcontext_events.csi
-csis_path_adapter.xml
-pathcontext_eventsystem.bin
-path_adapter_events.bin
-path_contextdata.bin
-textscripts.dat

I decided to look into the csis_path_adapter.xml and found this:

<AudioFramework>
<Module type="PathModule" name="FS4PathModule">
<EventMapping eventName="PATH_EVENT_Global_Song_ID_01" eventType="event" eventValue="0x19AD43A" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_02" eventType="event" eventValue="0x1938227" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_03" eventType="event" eventValue="0x194B268" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_04" eventType="event" eventValue="0x1F0279B" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_05" eventType="event" eventValue="0x1F71842" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_06" eventType="event" eventValue="0x1FE4621" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_07" eventType="event" eventValue="0x1F9767C" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_08" eventType="event" eventValue="0x1466B7D" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_09" eventType="event" eventValue="0x1415C22" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_10" eventType="event" eventValue="0x186D25D" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_11" eventType="event" eventValue="0x181E300" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_12" eventType="event" eventValue="0x188B2DF" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_13" eventType="event" eventValue="0x18F833E" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_14" eventType="event" eventValue="0x1EB1643" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_15" eventType="event" eventValue="0x1EC270C" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_16" eventType="event" eventValue="0x1E576D9" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_17" eventType="event" eventValue="0x1E24756" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_18" eventType="event" eventValue="0x15D5A35" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_19" eventType="event" eventValue="0x15A6AF8" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_20" eventType="event" eventValue="0x1AB8209" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_21" eventType="event" eventValue="0x1ACB1E6" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_22" eventType="event" eventValue="0x1A5E0B7" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_23" eventType="event" eventValue="0x1A2CFD8" />
<EventMapping eventName="PATH_EVENT_Global_Song_FE_Playback" eventType="event" eventValue="0x1849965" />
<EventMapping eventName="PATH_EVENT_Global_Pause_On" eventType="event" eventValue="0x108741B" />
<EventMapping eventName="PATH_EVENT_Global_Pause_Off" eventType="event" eventValue="0x1CE40E0" />
<EventMapping eventName="PATH_EVENT_Global_Intro" eventType="event" eventValue="0x1F04B26" />
<EventMapping eventName="PATH_EVENT_Global_Start" eventType="event" eventValue="0x18CDB32" />
<EventMapping eventName="PATH_EVENT_Global_End" eventType="event" eventValue="0x1AD1CBB" />
<EventMapping eventName="PATH_EVENT_Global_Fade_Out" eventType="event" eventValue="0x18D62E3" />
<EventMapping eventName="PATH_EVENT_Global_Fade_In" eventType="event" eventValue="0x1E4FD2C" />
<EventMapping eventName="PATH_EVENT_Global_Goal1_Home" eventType="event" eventValue="0x108556D" />
<EventMapping eventName="PATH_EVENT_Global_Goal1_Away" eventType="event" eventValue="0x181FAB7" />
<EventMapping eventName="PATH_EVENT_Global_Goal_Finished" eventType="event" eventValue="0x1756340" />
<EventMapping eventName="PATH_EVENT_Global_Song_Stop" eventType="event" eventValue="0x138FD5D" />
<EventMapping eventName="PATH_StopAll" eventType="stop" />
<EventMapping eventName="PATH_ClearAllEvents" eventType="clear" />
<EventMapping eventName="PATH_Control" eventType="control" />
</Module>
</AudioFramework>

After finding this I looked into the .csi and .bin files using a hex-editor and I found the same "eventnames" included in most of them, but I don't know what the values mean. I understood some things, but again, I am not an expert in this stuff, so I hope someone who might understand more can find out what these files do together.

I have included all the necessary files and hope someone can find out what the files mean and how they are linked and hopefully find a way to replace or add files.

FIFA Street Audio

Thank you,
FifaYoun

edited 6:18 PM EDT April 25, 2020

edited 4:02 PM EDT April 26, 2020
.PAC Sound Archive Format - Bike Banditz (Japanese 2D SHMUP game from 2003) by Habanero at 4:16 AM EDT on April 27, 2020
Greetings! My first post here, and I come seeking help with an old game.

I wuold like to extract the SoundData.PAC file here. I've included the QuickBMS filecutter results as well.

https://mega.nz/folder/I9QBkKrQ#W3rQGAyJ05_5cL7rVq4yDg

I originally asked for help on Zenhax. Here's what aluigi replied with (don't know if the hex will format properly...).

"There is some obfuscation in place.

32bit equal to one, followed by 0x40 bytes xored with 0x40 (example of GameData.pac):
ba b1 8a 56 42 45 53 45 30 30 2e 49 4d 47 00 00 ...VBESE00.IMG..
7e e9 d1 77 00 00 40 00 60 90 39 01 f6 0c 10 00 ~..w..@.`.9.....
90 e9 d1 77 60 90 39 01 00 00 40 00 10 1f 54 00 ...w`.9...@...T.
00 00 40 00 00 00 00 00 c0 ff 12 00 43 b2 82 56 ..@.........C..V

Followed by a 32bit offset field but not sure what's the content from 0x48 to that offset, it's for sure xored with the same 0xac since there are some readable strings there.
I suppose it's compressed with some lzss algorithm and this reminds me of some game that used that algorithm with the data of the copy opcode xored with some constant that (if I remember correctly) was just 0xac.

Unfortunately I don't remember what was the game or maybe I'm confusing it with the lzss used in Allegro which uses xor on the flag and repeated characters."

If anyone has any idea of how to go about this, it'd be appreciated. The soundtrack is great! I'm probably going to buy it and just rip the FLAC later, but I wanted to also post this format here for posterity and investigation in case some other game also uses it down the line.

Thank you.

edited 4:19 AM EDT April 27, 2020
Does anyone know what became of snesmusic.org? by AdamantRock at 2:05 AM EDT on April 29, 2020
I haven't visited the site in a while, but when I tried the other day, I just got a DreamHost placeholder page. That site was the best resource for complete RSN sets with properly named and tagged tracks, so it would be a shame if it went away.
Unknown CRI audio in New Gundam Breaker by 09williamsad at 12:06 PM EDT on May 1, 2020
I have been trying to convert the audio from New Gundam Breaker PC.
I got the files out using Umodel, there are ACB 1.29 archives that can be unpacked using VGMToolBox but the .bin files inside do not seem to be HCA or have header info beyond "CRI".
Here are samples https://mega.nz/folder/7OJ2CC7C#cCvY_oSeutNBHBLfOQQ0hw
Additionally the .bins do not look like HCAs going by the hex data but I cannot find any info to indicate what they could be.
Any help is appreciated.
RIFF Extraction Error by MarcoDotIO at 6:32 PM EDT on May 3, 2020
Hello,

I am currently trying to extract bnk files from the demo for Ninjala known as Ninjala Exclusive Ninja Club, that's on the Nintendo Switch running UE4 4.24. I try the traditional method of extracting the bnk files, putting all the wem extracted files into one area, and using ww2ogg.exe and revorb.exe to output into a ogg file. Unfortunately, I have this error be the output for all of the wem files:

Parse error: RIFF truncated

Here is also what the header looks like for most of the wem files extracted:



If anyone wants the bnk files to test with, here is a sample of one of the files here:

Chara_Create.bnk

If there is any further information needed, let me know.
N64 Music Ripper Not Working by JessieProductions at 4:41 PM EDT on May 4, 2020
Hey everyone, idk if this forum is dead or not, but it seems active. I'm trying to use the N64 Soundbank ToolLink and whenever I open it, It brings up an error message. "The application has failed to start because it's side by side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail". Does anyone know how to fix this? I've tried re-downloading but it doesn't work.
Gladius (2003) - sound system study thread by AnonRunzes at 1:22 PM EDT on May 5, 2020
hey.

so i wanted to do something with my notebook on the free time that i have here. i chose to datamine the Xbox version of Gladius (2003) and i came up with this.

documenting this whole thing was rather quick as .XBB, .XSB and .FLO files were always there on that version as opposed to sound files always being stored into a singular .bec archival file as has been done with PS2 and GameCube versions of said game. said game still uses .bec files for everything else though, except FMVs.

speaking of which, the game uses CRI middleware stuff for its FMV parts. in other words the game uses .sfd files, and for the Xbox version of the game, .aix files. those will not be covered here though.
CookieRun OvenBreak sequenced music files (.mid) by kookeerawn at 9:17 PM EDT on May 7, 2020
The MIDI files in CookieRun OvenBreak can be playable in-game, but not in the MIDI player.
I tried swapping a regular MIDI file (flourish.mid for example) into the game, but the game couldn't play that song.

Maybe the CROB MIDIs are encrypted and they're probably FSB files in disguise in which they contain original MIDI files.
Each MIDI file in CROB starts with the number 7. The number 7 might be the first letter of the password.

Can you please help me on decrypting all the MIDI files in CROB?

Here's a link containing all the encrypted MIDIs, including the soundfont file

MIDIs renamed into FSBs if they don't work

edited 9:18 PM EDT May 7, 2020
Gundam Side Story 0079 for Dreamcast by KanzakiShiro at 4:48 AM EDT on May 8, 2020
No music set exists for this game. Is it possible someone could rip it?

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