Previous Page | Next Page

The Official Custom VGM Thread by bxaimc at 4:27 PM EST on January 23, 2009
I've decided to make this thread for people to post custom VGM, and/or custom VGM files like I make all the time.

To Start off this thread, I made a BRSTM to share.
SMG_galaxy01_strm.brstm

enjoyz :)


edited 4:32 PM EST January 23, 2009
WarioWare Touched? by TheUltimateKoopa at 11:54 AM EST on January 28, 2009
Has the full soundtrack of said game been ripped yet?
Need to VGMStream r563 or higher by ObiOne at 12:31 AM EST on January 29, 2009
Hello, (sorry for my english)

I need to read RWAV files from BRSAR archive extracted with ripping_mama.

I saw that more than r563 versions can do it but I can not find...
On SourceForge it's only r526 !

Please, can you give me a link to download a version that plays RWAV ?

(in_vgmstream.dll enough, it's for winamp)

THX
A quick request for a psf2 by SSGotenksUFO at 7:58 PM EST on January 29, 2009
Does anyone know where I can get a PSF2 set for Kingdom Hearts II: Final Mix+? I've looked around but all I can find is the original versions.
Pokémon Colosseum (once again) by Hans at 1:59 PM EST on February 1, 2009
I know this game has been discussed back in 2006. Unfortunately, this never came to a solution.

Is there any hope for getting Pokémon Colosseum (GameCube) supported in vgmstream?

There is a "snd_music.samp" (the soundfont) and a "bgm_archive.fsys" archive with 78 LZSS compressed files in it. Those have been decompressed back in 2006. But that's about where discussion stopped.

So... Any hope for this? :)
Willing to donate a few bucks, too.


PS: By the way, there are a few Pokémon Colosseum songs in Pokémon XD (which is supported by vgmstream). They actually sound the same. But I was not able to compare the files if parts of them look the same. Maybe they are, maybe not.

edited 2:17 PM EST February 1, 2009
Two requests by holyice7 at 3:36 PM EST on February 2, 2009
I have two somewhat unusual requests.

The first pertains to the Banjo-Kazooie set. I'm wondering if it's at all possible to get USF's of the sound effects, particularly the different versions of Grunty's laughter, and Banjo and Kazooie's various sounds, and if so, if anyone would mind getting it for me.

The second bit is a PSF2 request, for Lupin III: Treasure of the Sorcerer King. I've been meaning to look into the process of actually learning to do this myself, but I just can't find the time to study it, seeing as I know nothing about what base skill set I'd need to know to start.

So, if there isn't already a PSF2 for Lupin III, what data can I get off my game disc that would be needed?
Soundfont by deronfun at 7:49 AM EST on February 3, 2009
Hello Guys! :)

Can it be possible to convert a usflib/gsflib to a soundfont (.sf2/.dls) to play selfmade midis with it?
It would be very cool to create additional music...
Portable Sound Format (PSF) standardized tags by VGSB at 6:16 AM EST on February 9, 2009
PSF Tag Format

PSF Tagging Tool

So I've been working on tagging some 2sf sets with some people, and wanted to include some additional information than the current tag implementation. Instead of just throwing the information in the comment= tag, I decided it would be better to make new tags, in case a future vio2sf chooses to support them. Even if none of
them are ever supported, it's still a way to better organize the extra information I want to include in the Comments field.

For example, FLAC has ORIGALBUM and ORIGYEAR to give users insight on songs that are part of a compilation. It's always interesting to me where a song originally came from in games as well. This would be particularly important if there ever was a Smash Bros. released for the Nintendo DS.

Here are the tags I'm using, I tried to make them mimic other common tag syntax that I know of:
ORIGGAME= the game that the song first appeared in
ORIGTITLE = the title of the song in the game that it premiered in
ORIGYEAR = the year that the song first existed
TITLEJP2EN = the song title when translated to English from the original Japanese, as a way to supplement the localized titles I use (important for people like Prime Blue who prefer the Japanese character and place names)
ID= the original filename of the ripped mini2sf file before it's changed to the tagged track number and title.

Questions for whoever can answer:
1. Does anybody have any other tags they would like to see?
2. Does anybody have better ideas for a more standardized way to label the tags listed?
3. Is there a way to copy and paste Japanese characters from VGMdb into a Winamp field?
4. What exactly is the hexadecimal at the end of the mini2sf filename a reference to?
5. If somebody else ripped the same DS game, would the hexadecimal be consistent?
6. How are 2sflib filenames determined?
7. Would people consider the hexadecimal ID redundant with the code included in the mini2sf file, or would it somehow be nice to have if it's not in the filename?
8. How long can a post be edited before it's locked? HCS, could you make it to where a post doesn't have a limited time before it can no longer be edited?

edited 6:31 PM EST February 9, 2009
My inspection on AAX files by Link0x at 5:53 AM EST on February 10, 2009
Hi there,

I made some inspections on the AAX audio format. In my case in Sonic Unleashed Xbox 360 version there are many CSB/CBK audio files where the Wii version used either ADX or AIX.

The CSB and CBK files extracted fine using hcs' CSB and CBK tools.. the AAX files so far do not seem playable using Winamp and vgmstream:

However, I found a way: if you try to open an AAX file with UTF_View it shows data segments in them (normally two), called AAX[0], AAX[1] and on-going.

Then it fails with an error message: not a @UTF table at [insert address] here... well, I took the contents of that area and saw: ADX header?

Well I simply extracted the area mentioned by UTF_View.exe and it is a simple ADX file. I have written a mini Delphi based unpacker (CSB/CBK/AAX to ADX) however, as it internally uses CSB_unpack/CBK_unpack/UTF_View it is quite large and I guess it could also work by directly incluing the AAX->ADX converters in to CSB_unpack/CBK_unpack.

Cheers,

Link
ADX Player for Nokia N70 Mobilephone? by MichaSDL at 9:02 AM EST on February 13, 2009
See Thread ^^

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