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MIDI requests for a few PS1 games by jayare5 at 1:08 AM EDT on October 17, 2025
I really was trying not to bother anyone here since there are many tools out there already :D but I love collecting MIDI rips from games, and there's just a few osts I wanted that I'm missing because they dont work in things like VGMtrans, although PSF rips exist. Does anyone happen to have these?

- Dragon Ball GT Final Bout
- Wild Arms
- Wild Arms 2

The midis don't have to be very correct, I expect just raw extracted/converted files.
(no need for song names, correct instruments, or even if there's some missing effects like note bending). I want to just have them in midi form and fix it myself as I need.

Thank you very much!
Request: USF Rip for Duke Nukem Zero Hour by AnonX15015 at 7:03 PM EDT on October 20, 2025
Hi all. I was recommended this forum when I contacted the author of a particular plugin for playing USF files. I've been building a small library of VGMs to listen to from time to time.

I'll get to the point. Duke Nukem Zero Hour, the uploaded USF's, all but one of them are playing correctly. Victorian 2 needs a replacement because the organ and chorus that usually plays halfway into the track are either corrupt or non-existent.

I already attempted to download from other sources but it seems lot of them use the exact same uploaded source dating back to 2007. So I haven't found a replacement yet. Is there anyone in this community that tinkers or compiles USFs anymore?

And if so, would they be willing to compile and upload a replacement for the Victorian 2 track for the DNZH rip list?
Wind Waker BMS->WAV not working by knuxyl at 5:14 AM EDT on October 24, 2025
I have been trying for about a year to get a clean rip of Wind Waker but nothing works correctly. I have a collection of lossless VGM from SNES, Genesis, PS1, Dreamcast, and even some other Gamecube, all looped (except PS1) for 20 minutes. But this game is giving me hell. I am on Gentoo and have tried building everything from source and/or using wine (a windows loader).

I managed to get all the sequences ripped to BMS and only found 2 programs that successfully convert the bms to anything else, but both don't do it right.

I'm a fanatic about getting lossless rips and these differences might be easily overlooked. I haven't seen anyone else talk about this problem. There's missing fade outs on notes, wrong tones, wrong pitch, etc. I don't know all the musical lingo but you should get what I'm saying.

VGMTrans fork
https://github.com/magcius/vgmtrans

SMSSynth
https://github.com/fuzziqersoftware/gctools

The main VGMTrans won't even load BMS. That fork is the only one that works. I just open the BMS and right click it and save as MIDI.

I have several different smssynths I've tried, probably from different packages but the latest I tried was from gctools. They all had the same problem. The command I use to convert is this
smssynth house.bms --audiores-directory=P-GZLE/files/Audiores/ --output-filename=house2.wav

Here are the resulting files
VGMtrans
house_vgmtrans.midi

SMSSynth
house_smssynth.wav

Original BMS
house.bms

What it should sound like
https://www.youtube.com/watch?v=Y5-4aW_VRhs
https://www.youtube.com/watch?v=aUnVEjcht6E

As you can tell there is something wrong with both bms converters. I compared a lot of other files and they are messed up as well.

Has anyone managed to convert the Wind Wakers JaiSeq BMS files without these problems?

edited 5:18 AM EDT October 24, 2025
Need help on extracting primal rage .sr game file from midway arcade treasures 2 on xbox og by hb-x3 at 6:06 PM EST on November 7, 2025
Hi, I've played the mame version of primal rage, and it plays well, but there's a problem with the animation. When a character falls from being hit, the animation of them is off, where the character lands on mid ground, instead of the foreground. It seems that this happens because a security chip on the mame version has not been emulated. I've noticed that the primal rage version on the midway arcade treasures 2 for the xbox og does not have this problem. The mame rom is also, a newer version of the game. The mame version has extra options like red blood, and gameplay settings through dip switches. I want to import the mame version primal rage into midway arcade treasures 2 verison of this game. So far I've managed to extract the prage.sr archive of the game with xsr.py script. When extracted, I'm left with 195 .wav files & one rom_sprites.dat file. I want to extract this rom_sprites.dat file & overwrite the mame rom files of this game into it, and then repack it as prage.sr I'm uncertain how to extract this rom_sprites.dat file. Any help, would be appreciated, thanks.



edited 6:08 PM EST November 7, 2025
SOLVED Battletoads/Double Dragon SNES Unused SPC by MoldyPond at 9:59 AM EST on November 13, 2025
EDIT: Never mind it turns out the SNES version got re-ripped a few years ago and now includes the unused SPC, my download of the OST was much older! Kindly requesting this thread to be deleted if possible, thank you!





I just discovered that according to the TCRF page for the SNES version of Battletoads/Double Dragon there exists an unused character select screen music akin to the other console versions. It requires changing the rom offset from 0xB8161-0xB8162 to 0x0A 0x00, however I have no coding/hacking knowledge and was wondering what program/methods I’d need to do this to be able to get a proper SPC rip of the music, or if anyone happens to already have the SPC for it (the full OST rip here doesn’t include it). Any help with this would be greatly appreciated, and thanks!

Link to the audio file as well

edited 10:00 AM EST November 13, 2025

edited 10:07 AM EST November 13, 2025

edited 10:07 AM EST November 13, 2025
Is there a way to render or record individual audio channels for Donkey Kong Country GBA series? Or the music in HQ? by marcoxD95 at 3:48 PM EST on November 29, 2025
The Donkey Kong Country GBA games have a really peculiar sound engine, one thats not the usual one and also isnt supported by tools like agbplay.

Was wondering, is there any tool that can render individual audio channels or instruments? Because from what I have gathered there isnt. Even mGBA only offers muting some general audio channels but not the actual music ones and I have zero idea if there is any more advanced way of doing this.

I dont even care if its in crappy GBA quality, as long as I have all instruments/channels seperately and can do the mix and mastering from scratch.
LexiBook bootleg console soundtrack by Katsur at 10:20 PM EST on November 29, 2025
I watched Vinesuace's Plug & Plague streams on LexiBook bootleg console lineage, from that shitty "200-in-1 games" Wii clone to JG7430, where Vinny plays many built-in games, humorously suffering from poor quality, all from the said low-budget console with and undiscloaed architecture by one shady SoC corporation.

In a stream of JG7430, he marveled at the surprisingly crisp video quality and questionable overall quality of pre-installed video games. Cherry on the top was the songs, such as that short, repetitive techno loop from that top-down driving game he played on that poor man's Wii. And even wished the songs from these games to be ripped and uploaded onto the Internet. In a third-person horse riding game, he lost it upon listening to that "Apple round, apple red, apple juicy, apple sweet" and so on jingle while... well, riding a horse and collecting fruits. It was hilarious

This thread may make Vinny's comical wish come true, hopefully. That would be interesting and fun to see! This soundtrack now screams "so bad it's good", especially that electronic nu-disco frontend music for JG7430.

So, how it idea sounds? Nobody has ever done that... until then. JG7425 and previous ones are OK too!
Area 51 - Arcade Sound Test by Locke_gb7 at 11:26 AM EST on December 21, 2025
Area 51 - Arcade Sound Test

Hi there, I have been trying to record the music from Area 51 [Arcade]

after days i got a working version that runs the sound test, which was confusnig to me entirely.

bellow i shared screenshot, command 8003 i press "2" in Mame v0.221 and it loaods a memory address and plays a song, a few commans including 8004 loads a data bank (see secnod screenshot) higher commands in the 8000s plays a bunch of the SFX, then another song with many faster lower tempo, then eventualyl nothing happens.

I am frustrated, I feel like I'm so close to loading the other music and I can't upt my finger on it.

Anyone have experience with this could give me a pointer?

Thanks!!

screenshots:
https://ibb.co/qYzj7yTm
Gex 3 PSF by Enclave123 at 3:27 PM EST on December 30, 2025
I saw a attempt of of a PSF for Gex 3 for PSF, how ever I noticed it never was finished and was still WIP.

I think it was made by Squaresoft74 who worked on Gex 2 who did a amazing job with.

Surprisely I find a semi finished PSF copy, I really wish this one was done either way.
Help extracting game.bnr from BioMenace Remastered by SolidSnakeBM at 4:17 PM EST on January 7, 2026
One of my favourite DOS games, Bio Menace, was recently remastered and it contains a fair bit of new content.

I've had a blast playing it, but I was wondering if someone could someone please help me extract "game.bnr", which likely contains the game's resources.

I'm specifically after the music (which I believe is in IMF format still) but anything else is also very welcome.

For what it's worth, the composer also released the music on YouTube, though I'd prefer to have the IMF files themselves and be able to customize some playback options to my liking.

Thank you for taking the time to read this, even if you're unable to help. :)

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