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- citrusf2: the most accurate 3DS sequence converter yet by ogumaza at 2:59 AM EDT on September 29, 2026
- https://github.com/ogumaza/citrusf2
citrusf2 converts music from Nintendo 3DS sound archives (.bcsar) to MIDI and SoundFont. It can also write SFZ files to preserve filters that SoundFont can't reproduce.
Existing tools skip jumps, ignore variables and conditions, and substitute fixed values for random ones.
This tool executes each sequence using the 3SF project's (releasing soon) reconstruction of the game's sound engine, preserving timing and random number behaviour.
Existing tools produce the same song for sequences stored in the same file, and some produce no MIDI at all.
This tool handles each sequence separately and marks the main loop for players that support it.
Existing tools omit fades, ties, pitch sweeps, bank switches, filters and effect sends.
This tool handles these and reports any approximations required by the output format.
Existing tools produce SoundFonts that lose region tuning and use incorrect decay times.
This tool accounts for how each track uses its instruments, including envelopes, tuning, pan, vibrato and filters, within SoundFont's limits.
All feedback is welcome!
- konamidi: Konami GBA sound driver music ripper by ogumaza at 5:23 PM EDT on September 29, 2026
- https://github.com/ogumaza/konamidi
Converts music from GBA games that use Konami's music driver instead of Sappy. Output format is MIDI + SF2
- 3sf: PSF-family rip format for Nintendo 3DS sequenced music by ogumaza at 6:26 AM EDT on October 1, 2026
- https://github.com/ogumaza/3sf
3sf is a PSF-family rip format for Nintendo 3DS sequenced music. It rips sound archives (BCSAR) and plays them on the game's DSP firmware, with a foobar2000 component.
This is version 0.9.0, with save states coming in 1.0.0 for less painful seeking
3sfrip converts each input into a .3sflib and one .mini3sf per sound, in a folder next to the input that's named after it with _3sf added (-o DIR puts them in DIR). An input is a decrypted .3ds/.cci, .cxi or .cia (encrypted images are rejected), an extracted game directory (exefs/code.bin, exefs/exheader.bin, romfs/), or a .bcsar. Games with a driver profile rip in game mode, everything else in archive mode (--mode chooses). A .bcsar needs a DSP firmware file, any game's dspaudio.cdc or a console's dspfirm.cdc: give it along with the archive, put it in the archive's folder, or name it with --firmware. --list shows the sound archives, --bgm or --only REGEX picks sounds, and --game/--artist/--year/--copyright/--by set tags.
3sfplay renders each sound to a WAV file next to it, at the native 32728 Hz, with the tagged length, fade and volume. -o FILE names the output file for a single input, as WAV or FLAC by its extension. --length and --fade override the tags, --default gives the length of a file without one, and --info shows the tags.
edited 6:27 AM EDT October 1, 2026
- Metal Gear Solid 1 (PS1) - mute all sounds except BGM? by haanstaur at 7:04 AM EDT on October 4, 2026
- I am looking for a way to record the soundtrack of the original PS1 game (Integral would probably do fine as well).
Writing a sequence player to replicate that of the game-engine (including an accurate reverb effect, properly parsing notes, envelopes, loops, volume mixing, summing, etc.) is hard. Nobody seems to have thought it worth the effort so far. So I thought...why not consider "the Twilight Princess method"? That is, by filling all samples which are not BGM samples with silence, and re-compile the disc with them inserted into STAGE.DIR, DEMO.DAT and VOX.DAT? This would, in theory, make it possible to just play the game and record BGM sequences as they appear throughout. I would be perfectly willing to dig through each and every audio sample (to determine whether it is an sfx or bgm sample) and then manually silence it, if that is what it takes.
This would leave me with at least one challenge: tools like Psound do not seem able to replace audio samples in the game's archives (apparently they can only extract/export them). MGS Sound Extractor claims to be able to replace sounds in DEMO.DAT and VOX.DAT, but for any .wav I ask it to insert/replace back into them, it seems to complain about the format being invalid (even though length, sample rate and bitrate are all reported as identical by both 'file', ffmpeg, and vlc). Also, MGS Sound Extractor does not parse STAGE.DIR at all, which is where the majority of sound effects are stored. Even worse, some non-music sounds seem to be synthesized/wave-generated rather than sampled.
It seems an easier angle would be to somehow mod an SFX volume slider into the game, or perhaps a "music player" sub-menu which tricks the game into playing BGM sequences as if you were actively entering a given room/stage, except it would only play the BGM. Even a hack to play the wrong music sequence in a quiet stage/room (e.g. the loading screen or in Nuke Building B1 after meeting Meryl and Mantis' music stops) would do just fine. Unfortunately, I lack the programming knowledge required to do any of that, and I would not even know where to begin.
Does anybody have any ideas for how I could achieve any of this?
And no, the (dynamically) hyper-compressed, hyper-EQ'ed official soundtrack CD just won't do.
"Don't even think about using PC ports, or I'll know."
By the way, thanks so much to everyone on this forum for all the soundtrack-related work you have done over the years. Several favourite games of mine have soundtracks which would have been at least partially unavailable if it wasn't for your fine work.
edited 7:34 AM EDT October 4, 2026
- Question about Astro's Playroom by TimeFireBlue at 11:43 AM EDT on October 5, 2026
- So, I've been wondering about one particular music file in the Astro's Playroom gamerip.
No matter what I try, having all the latest updated plugins, possible file type changes, the music file "pri_gpu_jungle_01_bgm_transition.szd" will not load, saying it's unsupported or corrupted.
I know it's supposed to be the song for GPU Jungle and its variants, but why is this the ONLY song in the Playroom gamerip that refuses to work no matter what I try?
Am I missing something here?
- How Do Fan-Made Games Keep Older Ideas Interesting? by davidr11 at 12:16 AM EDT on October 7, 2026
- Hi everyone,
I’ve always found it interesting how fan-made and community projects can keep older games relevant long after their original release. Some projects focus on gameplay changes, while others try to preserve the original experience while adding new content or features.
I’m especially interested in how these projects handle things like game audio, sound effects, music, and overall atmosphere. Audio can be a big part of what makes an older game memorable, and even small changes can make a familiar game feel quite different.
I’ve also been exploring different Plants vs. Zombies projects and versions and keeping some related information organized as a gaming resource.
For those interested in game preservation and fan projects, what do you think is more important when creating a new version of an older game: preserving the original audio and atmosphere, improving the technical quality, or introducing completely new ideas?
I’d be interested to hear what projects other members have come across.
edited 12:24 AM EDT October 7, 2026
- [RELEASE] Super Mario World, 64 & Sunshine MIDI SF2 DLS Collection by DomKlu1 at 2:40 PM EDT on October 7, 2026
- Hello, everybody!
I wanted to share this collection with you people! (Note that I may do some whoopsidaisies or whatever).
This collection includes MIDI and SF2 and DLS files for these games:
Super Mario World (SNES, 1990)
Super Mario 64 (N64, 1996)
Super Mario Sunshine (GameCube, 2001)
But about feedback, I cannot do it at all, and I never will, so stick with the mess ups on some of the midis and soundfonts that the software did (what I call "software jank").
Download Links:
MIDI SF2 DLS
MIDI SF2
MIDI DLS
edited 5:13 AM EDT October 18, 2026
- Extract XA audio from PS1 .STR files by MoldyPond at 3:01 PM EDT on October 23, 2026
- Looking to extract the XA audio from the European version of Spyro on the PS1, and every single tool I've tried either doesn't work at all (VGMToolbox's CD-XA Extractor with all combinations of settings, PsxMC saying the plugin is required even though it already exists) or only converts the audio to other formats instead of extracting the XA file.
Would really appreciate some help here to prevent me tearing out any more of my hair, thanks!
EDIT: Turns out I had extracted the .str files incorrectly. The XA audio files were able to be extracted as expected once the .str files were extracted correctly!
edited 8:57 AM EDT October 24, 2026
- Extract ssf files from st-v game roms by yoshi200213 at 6:37 PM EDT on October 23, 2026
- Hello
Is there any program for extract ssf files from st-v mame roms? I want to extract the st-v version of die hard arcade.
edited 6:38 PM EDT October 23, 2026
- Newest JoshW subdomain issue by URLQuestion at 12:29 AM EDT on October 26, 2026
- I'm not able to access the latest file or the new subdomain. I don't know if this is a bug or by design, I just wanted to say something in case it's a bug.
Sorry for being vague, I'm choosing my words carefully as a precaution :)
Thank you as always for your efforts
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