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- Headerless IMA/MS ADPCM by pepper at 2:00 PM EDT on March 30, 2010
- I've gotten some sound files out of quantum of solace, but treyarch seems to have removed the headers and made it adpcm. I'm trying to use vgmstream on it, but it never comes out right, is there any way to manually specify the interleave channels and offsets etc for adpcm data with vgmstream?
oops, ill give a sample
http://filebox.me/view/bw5m4pfyr
edited 2:01 PM EDT March 30, 2010
edited 2:01 PM EDT March 30, 2010
- USF Channel Flags by Doctor Phileas Fragg at 3:38 AM EDT on March 31, 2010
- Way back in the Long, Long Ago, there was the old Conker's Bad Fur Day preliminary rip, with preliminary isolated dynamic tracks. The info file described the process and addresses:
--
Track 2 on the CBFD OST is called "Windy & Co" and is made up of several segments. The
sequence acatually uses all 16 channels simultaneously for the 4 distinct versions of the track.
While I can't fade them together like on the OST I *can* isolate each version.
To do this I modify the set of flags used to indicate to the sequence player whether a track is
valid; actually I replace the instruction to load the flags with a load immediate. I then
just patch this into the main sparse02.miniusf with another miniusf that refers to it.
The patched instruction is
li t1,flags
at 0x01889c in the save state (0x80018140 in RAM)
The flags are as follows:
0001 drums
0002 horn (melody)
0004 bass
0008 clarinet (melody)
0010 rythm guitar
0020 wah
0040 low clarinet (some bassline)
0080 horn (highlights)
0100 another horn (rare highlights)
0200 strings
0400 bee buzz (melody)
0800 strummed guitar (rhytm)
1000 banjo (melody)
2000 strings (western)
4000 harmonica
8000 whistle
--
With this extremely helpful information, even a technically uninitiated dunce could isolate and record the the whistling channel (8000) to use to create a brand new Windy & Co. from XBox version music...so I did! Now I want to do it again, but I've forgotten exactly how. Maybe I used IDA? More importantly, this old info may be incompatible with the newest preliminary rip. I might even be going about this the hard way.
In short HALP.
- OpenSPC replacement by mudlord at 8:59 PM EDT on April 1, 2010
- In that hall of files thread there was a discussion of a OpenSPC rewrite.
So, the ideas so far...
* Use blargg's core (snes_spc) seems fine
* Use a Win32 GUI (.net?)
* Do proper SPC to module dumping
Any more...?
- Mushroom Gorge .brstm question... by Dude at 4:06 PM EDT on April 5, 2010
- So I've been editing the Mushroom Gorge .szs and I want to add different music, but the .brstm I selected only plays for 35 seconds or so when I put the files through Riivolution...
Is there a special setting or something I need to change?
- Beyond Good & Evil PC Audio by BtEO at 6:50 PM EDT on April 5, 2010
- vgmstream already has support for the audio files from the Gamecube version of the game, and they're reported as GC 4-bit DSP with a WAA,WAC,WAD,WAM header.
The files extracted from the PC version also follow that pattern, but they don't play with the latest vgmstream. One of the extractors I have for the sally_clean.bf archive will helpfully offer to output WAVs instead of the actual files, but this loses looping information.
I'm guessing the header is mainly to add looping support, and that each of the various ports wrapped that header around a different file type. Vgmstream currently just appears to assume it will always be Gamecube DSP. It would be nice if that could be expanded.
I've uploaded a few samples.
- gbs2midi? by TRIFORCE89 at 9:25 AM EDT on April 6, 2010
- Is there a way to convert gbs tracks to midi? Anything like VGMTrans (which I can only get to open nds files)?
Specially, I 'm looking at the Title tag and Title BGM from Super Mario Bros. Deluxe. I'm hoping to then run the midis through GXSCC's Famicom instrument set and make them sound more NES-like.
I've ripped the two songs to MP3 and have them sitting with a NES SMB rip, but...their Game Boy-ness is apparent in comparison when listening to it all at once.
(I've been reading here for ages. Finally signed up)
edited 1:36 AM EDT April 7, 2010
- So the Console Version of KoF_XIII will have streamed music, right?? by jonai at 3:55 PM EDT on April 6, 2010
- So the official Website of "The King of Fighters XIII" of SNK Playmore is there for a while.
So knowing that the arcade machine is nothing than a modded Windows XP embedded machine of course the internal music format could be "anything"
So I wondered for some moments if the developers for this arcade system even dared to think to use some native Windows audio format for their music...
http://en.wikipedia.org/wiki/Taito_Type_X2
But then again if SNK would want to port this to a PC or a Console version than a vgmstream format that can be easily ported and has no or few license fees (Ogg Vorbis anyone ??) would be desirable.
I took a short look at the official flash-page, wiki, blog etc. I was disappointed from KOF_XII.
It seems that it was just like a teasergame for the XIII and SNK knows that.
So i was surprised that they even had already music for each fighting team on the flash page.
Some of this (Iori, Ash and Kim) are really good, so I wanted them on my mp3 player device at least until a game rip or a soundtrack got released (XII has not one you know...).
So Fire up the page in "Live http headers" or in "Firebug" and a few minutes later you got this on my mp3player device.:
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_ash.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_aof.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_elisabeth.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_garou.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_ikari.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_japan.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_kim.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_psycho.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_woman.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_yagami.mp3"
Just fire this up into your favorite command line or use the links when your browser is on the referrer page.
Some guy (not me) even uploaded that files on youtube with the title "KOF XIII OST" which is an overestimation...
Enjoy the music.
fare well.
edited 4:00 PM EDT April 6, 2010
- RIFF Wave loop metadata? by RukarioGyiyg996 at 10:24 PM EDT on April 6, 2010
- Anyone know of loop point data for RIFF Wave files? I only really know of the metadata that Sound Forge creates... which most game vendors seem to use, but is there anything else other than this?
- Super Smash Bros Brawl missing tracks? by TheUltimateKoopa at 4:41 PM EDT on April 9, 2010
- No, I'm not talking about the ones that everyone here's probably aware of. I (too) am aware of the missing tracks such as the Mario & Luigi: Partners in Time Boss Battle theme, Beware the Forest's Mushrooms etc. But there are still numbers missing, as you know. Has anyone found what A18, A19, Y06, Y12, Z09, Z12-Z15, Z19, Z20, Z24, Z26-Z34, Z36-Z45, Z48, or Z49 are?
- About Alpha-II SPC Player (SnesAMP) by TheUltimateKoopa at 11:24 PM EDT on April 9, 2010
- I'm sure this as probably been asked before, but is there a way of permanently making it so that it doesn't start quiet, then gradually increase in volume over about 10-20 seconds, then occasionally jump down, and maybe a bit further down 30 seconds later, and possibly increase again? What I want to know is, who's freaking stupid idea was it to make it do this? You don't sit/stand next to a CD player, and turn it down at the end of each track then, slowly turn it up when the next track plays, and then when it reaches the max volume, occasionally decrease the volume every 20-30 seconds?
I've messed around with stuff in the properties of the plug-in, but is there away of making it permanent? If not, then, is there a good SPC player that supports channel-muting? If that's not the case, then, tell the developer(s) of SnesAMP, that they're jerks.
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