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Ripping Mario Golf: Toadstool Tour and Mario Power Tennis by BallOpener at 6:19 PM EDT on October 20, 2021
Hi! How do I find the music files for Mario Golf: Toadstool Tour on the GameCube and convert them for use in Foobar2000? It's in a weird layout/filesystem where all the main folders are named A-D and the files and subfolders named A-Z (it's the same for Mario Power Tennis, but the Wii port is better in terms of folder structure). Any direction would be great, thanks!

I know it had been asked before, but many of the posts are dead.
Banjo-Tooie USF issues by MusicMantis at 7:42 AM EDT on October 21, 2021
Hi,

I was listening to the Banjo-Tooie USF set and noticed that many of the tracks cut off the beginning. The best example is "hag 1" as the intro begins with triplets and the entire first note of the first triplet is missing.

If you convert this to WAV and examine it in an editor you'll see that the very last tiny portion of this note is present, but for whatever reason the first 750ms are muted. After this, the song plays like normal with no other issues.

This seems to be present in every track as far as I can tell. It's most noticable in the boss themes as they usually start much louder and more forceful than other tracks, but it's present in others too.

Is there a way to alter the plugin or the miniusf to unmute this small section of the USF files? I really love the Banjo-Tooie soundtrack and with no (complete) soundtrack commercially available this is the only way to listen to it outside of game recordings.
Dragon Ball Z Ultimate Battle 22 MIDI Music by KRom932 at 4:04 PM EDT on October 21, 2021
Hello there,
I'm trying to get the UB22 Tenkaichi Budokai music but since the game doesn't have a turn off sound effects option, i can't get it in the game. I tried to rip the sound file, but he is on PS1 sequenced format. I don't have any skills in doing this so any help would be helpful. Thanks in advance.

EDIT: I made it, but thanks.

edited 2:29 PM EDT October 22, 2021
Getting SFX, sprites etc. from Ultra Street Fighter II (Switch) by jb2021 at 1:36 AM EDT on October 25, 2021
I'm trying to extract the sprites, models, sound effects and voices from Ultra Street Fighter II: The Final Challengers (although the game's music has already been ripped). Tried using Switch Toolbox, but no use... Any tools that can work for extracting the stuff out of the files?

Here's the link to the folder for your checking.
Xenosaga Episode I PSF2 ripped by uyjulian at 3:58 PM EDT on November 6, 2021
I decided to rip Xenosaga Episode I to PSF2.
Enjoy your air conditioning sounds!

https://archive.org/download/xenosaga_1_psf2/xenosaga_1_psf2.7z

Ripping this one was more effort than I thought it would be because of RSSD deciding to hog all the CPU, so I devised a different method to bypass RSSD and RPC calls by calling SSD directly.
If you are interested, source code for kickstarting SSD (Suzuki Sound Driver, not to be confused with Solid State Drive) is included.
Gran Turismo ps1 by wren44 at 1:18 AM EST on November 9, 2021
hello everyone, i have a small request, the Gran Turismo for ps1, there is XA tracks per region, which i have been able to extract and convert my self with basic tools, but there is sequence music in the game for car company's like Nissan, Subaru, Toyota ect ect, which have other music and also are per region, i believe the one for download by Steve Leung is from the the Japanese version, i was wondering if anyone could do the Europe version and America version too, to make this game complete, thanks in advance.
Animal Crossing: Wild World and 2SF by Chubby_Bub at 4:01 AM EST on November 17, 2021
Hello,
I am trying to make a soundtrack for Animal Crossing: Wild World. I was exporting audio with Gota7's Nitro Studio 2 until I realized it was missing panning and reverb effects. There exists a 2SF rip of it at the joshw collection that has these and is otherwise very good except for one problem: the hourly themes' channels are not accurate. The way they work is that different channels (corresponding to MIDI channels) play depending on whether it is sunny, rainy, or snowy. This means there should be three versions of each hourly track. However, there are only two. From what I can tell, these are the rainy and snowy versions, but even so I don't think they're accurate in terms of which channels they use.

Thankfully, between the data in this thread for ACCF (still also in progress) and some careful listening and experimentation, I was able to determine which channels each version of each track uses. So my question is, is it possible to modify this 2sf rip to have proper versions of these tracks that use the correct channels? Would this require a new rip? I don't really understand how 2SF works but based on what I'm seeing it would have something to do with 2sflib files...

Edit: I suppose NCSF would work as well, but I'm not sure if there's a way to mute channels.

edited 4:24 AM EST November 17, 2021
Replacing Shadowverse's soundtrack by Madgenta at 5:01 PM EST on November 20, 2021
Hi everyone, first post on this website
I've been struggling for the past few days trying to mod Shadowverse's music.
The songs are stored in .acb/.awb files (by pair) and I can play the .awb file in foobar2000 using vgmstream, I can also extract the .acb file using SonicAudioTools and get a .hca file however when trying to play said .hca file in foobar, all I get is just garbage noise

I can replace the song stored in the .hca file with a custom one and re-pack it into the .acb and .awb files and playing them again in foobar sounds fine but in game the modified music sounds like garbage noise.

Replacing voice files for cards is possible by using Eternity Audio Tool but for if I try opening the .acb song files it just gives tells me "failed to get file 0x0 from awb"

Any tips/idea would be greatly appreciated
Should rips fix obvious bugs? by hcs at 12:13 AM EST on December 4, 2021
I'm ripping Rocket Jockey (PC), it's Redbook audio, but there are RIFF WAVE headers in the PCM data, which manifest as clicks near the start of tracks. I bought a copy just to make sure it wasn't an issue with an image I found online, sure enough these clicks are on the disc. I assume that when the game plays the tracks they seek past the header, but maybe it really just is that bad.

I'm thinking of extracting these as .wav directly so they sound clean, since there's just silence outside the RIFF. Then I'd just compress with FLAC since there's nothing unusual in these headers. Does this sound acceptable?

I've seen bugs like this before: there's a PSX game (Crime Crackers 2 iirc) with a file header mangled by ADPCM encoding, but it wasn't as easy to make a clean cut, so I tend to leave them as-is.
can anyone help me to get midi and sf2 files from 3DS? by ShadowBlue9109 at 9:09 AM EST on December 4, 2021
I'll explain..
I need that great music that is part of the 3ds room. In particular I would need the midi and soundfont of funk music. Who comes to help me thank you so much!

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