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- Gamecube music archives? by Magnus_Tsunami at 8:54 AM EST on January 7, 2008
- now, I've read a lot about playing music from gamecube games using the in_cube plug in, but is there a site that has either extracted just what's necessary to hear them, or do I have to download the actual gamecube iso's themselves to be able to listen to the game music within the iso?
if someone could kindly let me know, as I am both a ripper of game music as well as a collector, I did Battlefield 2 using fraps and a wave editor hehe.
- Sample rate ??? by Vincent at 6:38 PM EST on January 9, 2008
- Why do USF files play in 22 khz sample rate instead of 44 khz ? Thank you.
- adXtract2 by Omochao at 2:05 AM EST on January 10, 2008
- Does anyone know where I can find adXtract2? I wish to try using it to extract the soundtrack from the PS2 version of Sonic Riders: Zero Gravity.
edited 2:51 AM EST January 10, 2008
- goodnames by radornkeldam at 9:50 AM EST on January 12, 2008
- Hi.
I'm not a very active user as you can see, mainly because I can't find much in which I can contribute, even if I want to. Anyway, there's something I'd like to suggest.
But first, thank you hcs and everyone else, rippers, taggers and whatnot for making this. I enjoy this stuff a lot!
Now, I'm a very concerned and exhaustive person about almost everything, and if there's something that makes me really uneasy is uncertainty. There's one little thing I'd like to ask of you rippers for documenting your rips. It's as simple as adding a line to the "readme" files with information about the rom used, like "GoodN64 <version number here> recognized the rom used as <goodname here>".
It can be GoodTools or whatever other rom auditing tool, but the important bits are the name of the tool, the version of the tool and/or it's database (if they are not tied toghether) and, of course, the identifier.
The reason for this is that, in some cases, even music can vary among regions and revisions of the same game, and just refering it by the title can be ambiguous. This poses a problem of uneasiness of mind for some (me at least), but of course I understand yo can't really require a ripper to take care of every rom needed to be "COMPLETE" when you find games that show these variances between releases. This solution gives users a more precise knowledge of what they have in their hands, opens the possibility of someone deciding to take care of the "missing" stuff, and it doesn't charges rippers with extra work (only a little scan will do)
I live in Spain, which is PAL zone, and, for example, some songs in the USF rip for Wave Race 64 have different arrangements than the local release (they sound different either on hardware or emulated). I personally like the local version more, but I can't really demand for it to be ripped just because of that, but I'd feel better with a better documentation with that extra bit of information, also gives a clear explanation to the "why the hell does this sound different to my game?" when sound emulation is out of the question, and helps you complete the soundtrack by other means (like emulating the game and dumping the sound direcly or recording from hardware) until someone or oneself is able/determined to rip the missing stuff.
For already existing sets, whenever the author is not up to the job of repacking the release, a simple public list would do.
I tend to write in excess... hope you don't mind.
I also hope people like the idea and adopt it.
edited 9:53 AM EST January 12, 2008
- Super Mario Galaxy by crediar at 4:47 PM EST on January 14, 2008
- Hi, I happen to have all audio files from smg most of them play fine with the in_cube winamp plugin but some others sadly don't.
The audio files are using AST.
Here is a file list
all those files with 'multi' don't work.
So I wonder if the author of in_cube would want to add support for that type of AST too.
Just reply and we'll figure out a way to get such an unsupported file to you.
edited 5:24 PM EST January 14, 2008
edited 6:16 PM EST January 14, 2008
- Track Gain: Quick Question by Rew at 10:29 PM EST on January 14, 2008
- Is there an MP3 Gain equivalent for SPC files? (Also for NSF, USF, GSF, etc. if you know of any.) If so, how is it implemented? Thanks!
- Super Paper Mario by starerik at 4:59 PM EST on January 17, 2008
- I just extracted the audio files from Super Paper Mario, and it's a new format - BRSTM. Here's a RAR-file with 3 of these files for anyone who wants to experiment:
lala
- in_wii? by wolupgm6 at 4:24 AM EST on January 18, 2008
- with all the wii files i've gathered, along with in_cube, i'm thinking of making an in_wii that can play wii music. so far it only works with one Super Paper Mario file, but its still working. if anyone wants to make their own in_wii, i will examine it and add it to the master in_wii.
i will upload it once i am sure it has no bugs and can play more than one file.
- Zack and Wiki streams by 9th Sage at 6:15 AM EST on January 18, 2008
- I was wondering if anyone else has tried this game...seems to have some streams but I can't get them to play. Tried many different extensions, to see if any of the various types of DSP the plug-in supports would work (in the off chance it would work).
These particular files are .ssd
- in_cube 0.24 released by hcs at 9:50 AM EST on January 18, 2008
- From the extensive hist.txt:
- fixed NPSF loop points & samples calculation
- AST codec detection added (no need to rename TP .ast file to .afc anymore)
- Mono HPSs (Killer7 FBITape*) now handled properly
- encrypted ADXs now no longer attempt to play as DSPs
- fixed HPS loop timing (would play too long)
- fixed overflow issues with huge ADXs
- minor adjustment to ADX decoder
- incorporates a huge amount of new format support by fastelbja :
A total of 29 new formats supported :
- Add other PS2 ADPCM variants support (CCC, FSB, FAG, MIB, MUSC, PSH, RWS, RXWS, SVAG, VPK, VS, VAG with Dual Channels,I80,INT,RSTM,ASS,KECS,PSW,RSD6,RKV)
- Add PSX CD-XA support (no direct CD support, the file must be copied to hdd, and have the RIFF & CDXA header informations).
Actually, only the first channel found in the file is played, and the length calc could be wrong.
- Add XBOX ADPCM (WAV support - Must be renamed to xwav) + others variants (WAVM, which is headerless, XMU, FSB & XMS)
- Add EA/XA support (Electronic Arts Sound Format).
- Add RAW ADPCM (RAW (headerless) & RAWX (with header)).
- Wii formats (idsp, fsb, (b)rstm, (b)rwsd) added
Check it out!
edited 9:58 AM EST January 18, 2008
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