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Single tracks for Nintendo systems ? by andiandi at 12:22 PM EST on January 15, 2022
Hi,

I wonder if it's possible to make tracks independent from their library file for Nintendo systems (2SF/NCSF/USF/GSF), meaning that each file would be in .2SF/.NCSF/.USF/.GSF (instead of .mini2SF/.miniNCSF/.miniUSF/.miniGSF that rely on the library).

For other PSF-based formats (PSF/PSF2/SSF/DSF...) tracks don't depend on the library (most of the time) so I wonder it's feasible for Nintendo systems.

It's bothering to keep a full-sized file when you want to keep one or two tracks only.

Thanks
vgmstream update broke Croc .xa? by MusicMantis at 1:06 PM EST on January 16, 2022
I'm usually a little slack with updates on non-critical software; I'll grab them every couple of months, or when there's a case of necessity.

I was listening to the Croc XA set (linked below) when I decided to update vgmstream today and afterwards the files no longer decode.

Edit: Here's set set link. I've moved it down here because it didn't want to play nice with the URL tag: http://psf.joshw.info/c/Croc%20-%20Legend%20of%20the%20Gobbos%20[Croc!%20Pau%20Pau%20Island]%20(1997-09-29)(Argonaut)(Fox)[PS1].7z

I'm not sure if this is a bug or if I need to do something on my end, but if it's the former I thought I'd let you guys know and if it's the latter I thought I'd ask for help :)



edited 1:10 PM EST January 16, 2022
Question about MDT files from Sega Saturn T&E Soft games by SoundGLSI at 1:39 AM EST on January 22, 2022
Hi everyone,

I saw there are various SSF rips of Saturn T&E Soft games, but there's one missing so I tried to rip it myself.

As soon as I examined the CD's files, I found that the sequenced BGMs are in MDT files. They countain SSEQs, tone data and the EXB file, however, I couldn't find the TSK driver...
Does anyone here know what's the driver file, or if it's embedded, and how can I extract the EXB file? I know kingshriek's Python tools to make SSF rips.
I've used seqext and tonext to extract the sequence and tone data successfully from the MDT files, but that's the only thing i could do. The driver and the EXB file are the missing steps to make SSFs of them.

Oh, and another question, since this is from a Saturn game. In the game I'm trying to rip, there's CPK files that have music in them. They're stereo, so unlike the rip I did of Astal, I couldn't found a way to play them correctly (I used ffmpeg to copy the big endian planar PCM audio stream to a file). If I, somehow, succeed at making this rip, can I include them in WAV format?

BTW: The game is "Waialae no Kiseki: Extra 36 Holes".

Thanks for your help!
.txth With Foobar2000 for Punch-Out!! Wii Audio by HiddenRulz at 4:31 PM EST on January 26, 2022
Apologies to post again so soon, but I have another set of new questions!

I've been trying to modify the audio of Punch-Out!! Wii but I've run into a snag. The default interleave for the wwise header is 0x08 according to vgmstream's code, but the converter I use for audio files sets the interleave to 0x10. To be sure if the interleave is the problem, I want a way for vgmstream to use the interleave as 0x10 rather than 0x08.

I've tried to use a .txth file with vgmstream's Foobar2000 component to force vgmstream to read the interleave as 0x10, but it doesn't seem to work. If at all possible, can someone tell me what I'm missing or doing wrong?

Here is a folder with my current work.

The 9739285.wem and associated .txth file is meant to be my first attempt at making a functioning .txth using the original audio from Punch Out!! The Bad Apple version is my attempt at importing custom audio, which is what I plan to use to test whether the 0x10 interleave is the problem for static.

Thank you!
Remaining N64 Midi Tool games by SubDrag at 8:59 PM EST on January 27, 2022
The N64 Sound Tool (https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release) should be able to rip sound from 100% of the games. If you notice anything missing that are not instruments/from the music, please let me know.

However, music is not as simple, and though most are known, there are still a bunch of games without music rippable by the N64 Midi Tool (https://github.com/jombo23/N64-Tools/tree/master/N64%20Midi%20Tool/Release). Just throwing this out there, especially as some of these titles are cross-platform, to see if anyone knows if this any of this music is known on N64 due to the other platforms?

It is possible some don't have music or they are fully contained in sound bank.

Giving this a shot, even identifying one remaining would be nice.

Current list left of music:
Dezaemon 3D (J) [!] - Note this format is known, and game has a music editor, it's just...not easily translatable to midi
Fighting Force 64 (E) [!]
Fighting Force 64 (U) [!] - Sequences are 8C7CC4, filename, size, #samples, sample offset/flags, 8 is looping
Kobe Bryant in NBA Courtside (E) [!] - SQ3
Kobe Bryant's NBA Courtside (U) [!] - SQ3
NBA Courtside 2 - Featuring Kobe Bryant (U) [!] - MUS
Nightmare Creatures (U) [!] - Unknown .xm format (not fast tracker)
Space Invaders (U) [!]
Stunt Racer 64 (U) [!] - Challenging Pattern format
World Driver Championship (E) (M5) [!] - Challenging Pattern format
World Driver Championship (U) [!] - Challenging Pattern format

edited 11:16 AM EST February 13, 2022
Multiple Questions by Uikri at 5:43 AM EST on February 1, 2022
Hi. I'm wondering about several games.

Pikmin 2 GCN
Pikmin 1 GCN
Luigi's Mansion GCN
Pokemon Colosseum/XD GCN
Zelda Twilight Princess GCN
Metroid Prime Hunters NDS
Legacy of Goku 2 GBA

I've been hoping these games would get uploaded for over a decade now, but to no avail. I know the Pikmin/Pokemon games and Luigi's Mansion are streamed, but has any progress been made in reverse engineering the file formats a la Crystal Chronicles on the GameCube?

Admittedly, I've already asked about Twilight Princess in the past, but I'm having great difficulty remembering to try things and making myself try them when I remember (I have mental disabilities I'm not just being an ass. I just don't completely understand what to do and I know that if I hit a roadblock I won't be able to get help very quickly). If anyone would be willing to help that would be greatly appreciated.

As for Prime Hunters, there is an upload, but all the channels are tangled together. It's been over 10 years since [https://www.hcs64.com/mboard/forum.php?showthread=20996&showpage=0#post_21002]this comment[/url] was posted. Has anyone figured out how to deal with it now?

I have no idea what the deal is with Legacy of Goku II, but surely someone knows something by now?

P.S. There is a song missing from the Demon's Souls upload. Armor Spider's fight music.


edited 5:58 AM EST February 1, 2022
Need help decrypting Il2CPP'd HCA files by Drawrgon at 8:20 AM EST on February 24, 2022
Hello,

I spent the last 13 hours to get the game of Digimon ReArise on Android decrypted.
The game will close its servers in a few weeks, I was eager for the OST for years by now with no luck.

I had around 8 hours of fun getting the HCA key out of the game, spent another few hours on trying to get the HCA/ACB files decrypted, with no success. Whatever tool I found and tried, can't decrypt the files because they're either expecting two separate 8 Byte keys or simply don't return a result.

I packed the files I gathered into an archive, including the unpacked APK, the dump.cs from Il2CPPDumper with the DummyDLLs, a screenshot from AssetStudio's CriWareInitializer contents, two plain text files with the plain key and the key converted to Hex, along with a bunch of encrypted HCA files from the Cache, which the game only seems to load on several triggers during the main story and two ACB/AWB packs with HCA content that are present in the main APK.

VGMToolbox r1040 recognizes the ACB/AWB files and the files I tested from the Cache and extracts valid HCA files out of them, but they're garbled. I didn't find a way to specify a decryption key there, so I now ended up asking the experts gathering in this place.

Are there any programs available to decrypt newer versioned HCA files? I know vgmstream can play encrypted files, but I wouldn't mind decrypting them for myself.
If you need anything else, let me know.

Thanks for your time and best regards
Just Cause Music Rip by Jack Krowell at 6:34 PM EST on March 2, 2022
Does anyone here at all know of any extraction program that can convert the .fpl music files of Just Cause 1 to .wav?
can you use VGM to convert WAV files to game formats? by bluenewt1995 at 5:38 PM EST on March 6, 2022
i'm trying to edit prototype's audio files, but they're in .p3d format. i can convert them to WAV or OGG, but i can't find a way to convert them back into .p3d to be read by the game. can vgmstream do this? or can it only convert FROM game files to audio files?
Layering tracks with different loop points/lengths by LouieG at 11:41 PM EST on March 7, 2022
I'm playing around with the Paper Mario: The Origami King rip on switch.joshw (mostly tagging it for my personal use). Something I've noticed is several tracks in game are several tracks layered together, which would be fine, except almost none of these layered tracks have matching lengths or loop points. For example, the track Sea Tower - 1st Floor is made up of:

opus\BGM_FLD_OrbTower1F_W4_opus.lopus#I146136 4519186
opus\BGM_FLD_OrbTowerWTR_W4_opus.lopus#I74166 4446904
opus\BGM_FLD_OrbTowerETH_W4_opus.lopus#I141161 4513899

A more egregious example is Crossing the Cliff:

opus\BGM_EVT_QuizWind_A_W5_opus.lopus#I153795 1997164
opus\BGM_EVT_QuizWind_B_W5_opus.lopus#I116691 934239

QuizWind_A is almost double the length of QuizWind_B.

So far my attempts at solving this issue are a): setting the loop points of the other tracks to match one of them. This works for some layered tracks but not for others and I probably shouldn't be doing this anyway. Solution b is just making the other tracks loop more to make up length issues (QuizWind_A twice, QuizWind_B five times). However, this means the txtp overall won't loop for obvious reasons. Is there another option I'm missing here?

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