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- Katamari soundtracks tagged by Hotcakes at 11:29 PM EDT on March 29, 2009
- Hey just thought I'd make a quick mention, anyone who wants the datafiles for the three Katamari torrents can grab them here.
Those with VGMToolbox will know what to do.
Thanks again to fastelbja for the seed =]
- Megaman X Collection streams by DChronos at 7:45 PM EDT on March 30, 2009
- I'm starting a new thread for this.
As I said, I'm gonna rip Megaman X Collection.
I'm looking at the bin files, and have found out that the music is set up just like Gradius V, having the same ending marker on the last 2 lines, and the code looks the same, so I'm guessing these are the same kind of files as Dual VAG music.
The music IS all split into 2 tracks, one for left audio and one for right audio. I took a few minutes last night to use PSound to make WAVs out of the left and right audio tracks of a song, and then assigned them to left and right and played back the full stereo track in Audacity, and it matches.
The problem is this: All the music for each game is combined into a single BIN file, and none of the tracks have any header info, and nothing in particular stands out in the BIN file header, just the word "PACK" at the start.
I have to ask, first, what would be the likely place to find the music info that's needed, if you guys have a good guess.
Or, second, can genh add a header to each file, and have them labeled with an _L and _R to indicate left and right and have it play that way?
I'll screw around with it later, but if you guys have the solution already from another game that had the same thing, it would be really great.
EDIT:
I just found that you have a program to read those bin files, says they are Ogg Vorbis, except, if there's this program already, how come they aren't ripped yet, and why do they look just like the VAG files in Gradius V, with the same ending marker, same look to the hex code, and same split left and right audio?
Oh, and they don't play by just adding .ogg as a file extension, probably already know this.
EDIT 2:
Hey, I got something that plays, just don't think this is how it should really be done... I took the 2 files that contain each channel, combined them together in a single file, and made a genh file out of it.
I used these settings:
PS2 AdPCM
0 header
2 channels
playback rate of 32000
interleave 2377744 (The size of each individual channel file)
Hey, it works, and loops without a hitch, but what do you think...?
MMXC Test
EDIT 3:
Sorry about all the edits... Scratch that file, it isn't right, seems these are put in reverse stereo, so I also have to cut and paste the bottom channel on top of the one above it in order for it to play out the correct speaker. After flipping, though, it sounded exactly as it does on the OST.
All of em have worked fine so far, just has a lot to load when played.
edited 12:18 AM EDT March 31, 2009
- Battlefield 2:Modern Combat PS2 by xamp at 7:50 PM EDT on March 30, 2009
- anyone have an idea how to rip the music from this game
- House of the Dead: Overkill .rev files by Smoko at 12:37 AM EDT on March 31, 2009
- Hey.
Some people I talk to and I are looking to rip the audio from House of the Dead: Overkill on Wii but we're not able to get very far. The audio files appear to be in archives with the .rev file extension. You can get understandable audio if you import it into Audacity as raw data and play with the sample rate. The problem is there's also a lot of white noise and it's either too fast or too slow.
And when opening them in a hex editor, near the end of the file there's a list of file names that are presumably stored within the .rev file. An example of this is:
music_icecreamtruck_loop.wav.str
music_icecreamtruck_loop.wav
music_l1_house_stream_01.wav.str
music_l1_house_stream_01.wav
Does anyone have any pointers as to where we should go from here? If you want I could upload some to work with but it would take a little while due to my slow connection.
- Wii Yamaha Supercross music rip by mauzer at 4:27 PM EDT on March 31, 2009
- Hi everyone!
Wii Yamaha Supercross *.SDF musformat
I played with MFAudio v1.1,but sound have a little static.
I'm hoping it can be decoded,thx to anyone that can help.
Some samples Wii Yamaha Supercross
http://www.sendspace.com/file/4iqmpi
- Download Nintendo Revolution Wii Prerelease 2006 SDK! by nintendo1889 at 4:23 PM EDT on April 1, 2009
- I'm getting a copy of it off emule.
There's some gamecube documents, which makes sense:
thp.pdf:
Nintendo GameCube THP Library Guide, SDK Version 5-Sept-2002
NOA Engineering
FrameMaker 7.1
Acrobat Distiller 7.0 (Windows)
makefile:
###############################################################################
# Top level makefile for build system
#
# Copyright 2006 Nintendo. All rights reserved.
#
# These coded instructions, statements, and computer programs contain
# proprietary information of Nintendo of America Inc. and/or Nintendo
# Company Ltd., and are protected by Federal copyright law. They may
# not be disclosed to third parties or copied or duplicated in any form,
# in whole or in part, without the prior written consent of Nintendo.
###############################################################################
# Valid targets
# "make" by itself builds and installs everything listed in LIBS, DEMOS and
# TESTS. Default target is HW1 DEBUG
# "make clean" cleans everything listed in LIBS, DEMOS and
# TESTS. Only MACOS DEBUG versions are cleaned
# "make NDEBUG=TRUE" builds non-debug versions.
# "make NDEBUG=TRUE clean" cleans only non-debug versions.
include buildtools/commondefs
###############################################################################
# Dependencies
###############################################################################
# THE ORDER OF THE LIBRARIES LISTED IS ALSO THE LIBRARY BUILD ORDER
# XXX All libraries that are included in commondefs->REVOLUTION_LIBS must be listed
# XXX here under $(LIBS), or else executables will fail to link
ifdef EPPC
###################
# EPPC BUILDS
###################
LIBS = ai \
amcnotstub \
amcstubs \
ax \
base \
card \
cx \
db \
diemu \
dsp \
dvd \
exi \
fa \
gx \
kpad \
kpadEmu \
mem \
midi \
mtx \
odemustubs \
odenotstub \
os \
pad \
padempty \
si \
vi \
wpad \
wpadEmu \
G2D \
axart \
axfx \
demo \
gd \
mix \
perf \
sample \
seq \
sp \
syn \
thp \
tpl \
nand \
sc \
euart \
ipc \
hio2 \
sdi \
socket \
usb \
arc \
dvdvideo \
wud \
bte \
cx \
enc \
cn
Googling that copyright notice finds this interesting forum:
http://forum.allost.ru/lofiversion/index.php/t3852-1100.html
- Is it possible to use hcs's zerout00 for files WITHIN .brsar archives? by Quartoxuma at 5:30 PM EDT on April 2, 2009
- Hi there! :)
Because of this thread and the tools hcs created to help Prime Blue I can now play "Twilight Princess" and "Super Mario Galaxy" without any sound effects. The music of both games is just gorgeous! :)
But now I have a problem: To play "Twilight Princess" and "Super Mario Galaxy" without sound effects you just have to use hcs's zerout00 on certain .aw files. But games like "WarioWare: Smooth Moves" and "Animal Crossing: City Folk/Let's Go to the City" seem to have all their sound effects and music files in its .brsar archives.
If I want to play those games with disabled sound effects I have to find a way to view the contents of the .brsar archives and then I have to look how to use zerout on files within an archive.
Another way would be to extract the .brsar archive, then use zerout on the certain files and finally repack all files to a new .brsar archive. (I know there is hcs's brsar_unpack, but in its current version it doesn't extract all files and cannot repack)
Any suggestions and/or help would be much appreciated. :)
Ronny
edited 5:37 PM EDT April 2, 2009
- Where to find some Wii music? by Franpa at 6:08 AM EDT on April 5, 2009
- Hi, not sure if I should ask this here but I was wondering if anyone knows a good place to get music from Wii games? (Super Paper Mario in particular)
- .usf and a tracker. by Tom at 11:14 PM EDT on April 5, 2009
- is there a .USF of tetrisphere or the new tetris? I changed azule lux.miniusf to .mod + a tracking program (madtracker, fasttracker 2, etc.) and got several samples that work, same with the new tetris.usflib
I played the .usflib in madtracker, but got very wiered sounds out of it. I thought if I get a .usf, I could modify the song or maybe create a new one out of those samples.
if there is a converter that converts a .miniusf to a .usf, it would be nice.
Tom
- Audio Extraction by Vagonto at 11:19 PM EDT on April 7, 2009
- Can someone tell me ways to extract the music from a movie/TV show?
One person told me that the best way to remove SFX/Dialogue, is to get it on DVD and see if it has a 5.1 channel setup.
I'm trying to get music from F-Zero Falcon Densetsu. Is it possible to extract the BGM from mere Youtube videos?
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