Previous Page | Next Page

Is there a way to extrack the menu music from SEGA Vintage Collection entries? by SoundGLSI at 2:41 PM EST on March 9, 2023
Hi,

I've been wanting to extract the music from the SEGA Vintage Collection entries (XBLA), but I can't figure out how to do it.

Let's take "Golden Axe" (XBLA) as an example. I used a program that let me extract the files, and I found files named "GAXE16.SR" and "GAXE16_FW.SR". I noticed it has various XMAs streams, but I don't know how to extract them. I've no idea about SR archives.
Can anyone help me? These are the archives if someone can examine them: GAXE16_FW.SR, GAXE16.SR.
Octopath traveler 2 (steam) music by Dark_Ansem at 3:52 PM EDT on March 12, 2023
So, I managed to get the files and luckily the audio is in the same shape as Bravely DEfault 2.

So, I managed to get the main resources out, but I have no idea how to get the database files out of the Unreal engine format.

https://www.mediafire.com/file/lvduvk7pewqb7yt/Database.zip/file
Kingdom Hearts II - FM new psf2 rip on real hardware/audio overload? by iopco772 at 9:29 AM EDT on March 17, 2023
Hello,
Ive been messing around playing psf2's on my ps2 lately just because. And few weeks ago I noticed a new version of the rip that drastically fixed the issues the old rips had, unfortunately it didn't work on real hardware or audio overload (on windows).

So if anyone knows a fix for this that I don't know about that would be great.

Thanks.
and sorry if I sound incoherent as English is not my first language.
crossbeats REV. SUNRISE (AC) .arc files by ChillyBilly at 7:18 AM EDT on March 19, 2023
As the title indicates, I'm trying to get something playable out of this game's files. Actually, I noticed that most of this game's data is contained in .arc files, but obviously I'm just interested in the music. Now, I'd love to post the whole set for perusal, but that would take me a while (we're talking over 3GB of data here), so for now, here's a little sample folder. I also included the executable, just in case that helps. Thanks in advance to anyone who can assist! :)
Beyond Good & Evil by Locke_gb7 at 8:50 AM EDT on March 22, 2023
Hi everyone, I was just hoping to get the music from Beyond Good & Evil, and of all the sets of all systems, not one of the songs from the game I played so far is in any of the sets, almost like I have the wrong game/music files.

Anyone know why that is?

I see many repeats of songs I have not yet heard in the game (as I am playing it right now).

Is there another set that I am unaware of?

Thanks!
Finding music in War of the Visions - Final Fantasy by animee1 at 4:07 PM EDT on March 27, 2023
I have seen that there is only one extraction of the music from War of the Visions - Final Fantasy from 2020 and since then a lot of music has been added. My problem is that I'm a bit of a novice in these matters and can't seem to find where the music files are. Could someone point me in the right direction, please?

Thank you
404 Game RE:SET (Prologue Demo & Full Game) - Music (and SFX) ripping help! by J2023 at 3:11 PM EDT on April 17, 2023
I've looked into 404 Game RE:SET in hopes of extracting the music and sounds from the Prologue demo (the full game releases on April 25th) and the only things that I found in the demo's base APK were a few sound effects and the Title Screen's bgm, but when I play them in foobar2000, their issue is that the audio is somehow corroupted and all I can hear are a few short beeps.

I was also thinking about extracting all of the other tracks in the game, as when I checked the base APK's data from the demo, they are not in the "ResourcesSound" folder. Their data seems to be encrypted (as you need to download the missing data from the game's APK on your phone), and the game uses the Unity engine.

After getting the demo's cache I've checked into it and found two folders, but I'm unsure if the extra music and sounds are inside in one of them. In "cache", I found a file called "BGMBase.d", but does it contain the extra music? I need your help please.

edited 11:11 PM EDT April 17, 2023
Project. Milo .wav files by Puterboy1 at 11:23 AM EDT on April 28, 2023
I need to make these playable. Could take a look at them? You can download some samples here: https://zenhax.com/viewtopic.php?f=6&t=18312
Game Boy GBS+M3U+7z Distribution Tools by Zumi at 11:31 AM EDT on April 29, 2023
Here's a few Python scripts I wrote to make GBS distribution thingies simpler for me, hope it helps you too:
https://gitgud.io/zumi-gbs/hcs/gbstools

= gbsdist.py =

Takes a gbs file and a json file for the "standard" tags, spits out a 7z file ready for distribution, containing the original GBS as well as NEZPlug-styled M3U playlists with tags. You can optionally have it preserve the folder that's being compressed so you can check it out immediately. The JSON file is arranged according to this schema, and an example can be found here.

While the script and schema are primarily built for GBS (the "cartridge" section in particular is used for file naming), I think it may be extensible should there be a need to support other formats that also use NEZPlug-styled M3Us.

This script has a tricky compromise, however. The "main" M3U with the same name as the GBS has 1-indexing for the track numbers, whereas the individual M3Us are 0-indexed. My rationale is that Game_Music_Emu (GME) at present --- especially as foo_gep for foobar2000 --- seems more widely used than NEZPlug + Winamp (in_nez).
* GME has 1-indexing for every system, whereas 1-indexing in NEZPlug only applies to NSF.
* GME cannot open the individual M3U files whereas in_nez can.
So if you're using in_nez, you should drag them instead of the main M3U file. Weird situation, I know.

Game_Music_Emu doesn't seem to read the looping indicators? (At least, not when it's a "-" or a "00:00-") My previous rips just didn't bother and used a predetermined length --- as did a lot of other rips. Feedback would be appreciated.

= truncate.py =

For people who use an assembler to create GBS rips that requires some bootstrapping. It assumes the raw assembler output has addresses in the correct places and there is to be no content between the GBS header and the start of the code/data. The script truncates the large free space in between the header and the data so that the GBS can be loaded normally.

= gbs2gbsx.py =

I admit, this is a desparate attempt at using any kind of standard when it comes to GBS tagging. NES music enjoys NSF2 and NSFE, systems that can be logged as a VGM has Gd3, while GBS to my knowledge is somehow still using NEZPlug M3U... An extended header specification was created for GBS, however it was dropped because absolutely no one was aware that this is even a thing. So here I am, bringing a dead format back from the grave. I'm using it with gbsdist.py to create "hybrid" rips. I don't even know.

edited 11:42 AM EDT April 29, 2023
Isolation of psf2 by sitar at 8:35 AM EDT on May 5, 2023
I am a Japanese who uploads videos that separate VGM for each channel.I use vgmtrans to extract the midi and soundfonts to separate the psf2 by channel, but there are some psf2s that I can't extract accurately.(For example, the Japanese version of Dragon Quest VIII.)Anyone know of other ways to mute channels?

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source