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STR + STH white noise on converting wii audio file with 4 channels??? HCS can you help? (files provided) by placedo at 1:28 PM EDT on June 3, 2010
i figure this is one for HCS :)

i've been trying to convert a file i found from a wii game & the extension just read "rev" which wasn't very helpful but on further investigation, it appears the file is of the format:

STR+STH (48000htz, 4 Channel)

here's the original file intact

http://www.megaupload.com/?d=GP0G5I5M

& here's the file with the music ripped apart as str & the header ripped as sth (not even sure if i've done this correctly as completely unfamilar with the format), the header appears twice in the original file but both are identical byte for byte so don't know if the header is for stereo (2ch) & that's why there's two of them so it makes 4 channels but using one of them produced a 4 channel output file so i'm assuming only one copy of the header is needed?

http://www.megaupload.com/?d=YE9V86ZO

when i convert this with vgmstream using the following cmd

test music_file.str

i do get a wav file out of it with 4 channels which is great as that's what i want & it appears to be correct with the specs & length from the header but there is load's of static white noise present too, here's the log report from vgmstream

decoding music_file.str
sample rate 48000 Hz
channels: 4
stream total samples: 9259399 (192.9041 seconds)
encoding: Gamecube "DSP" 4-bit ADPCM
layout: interleave
interleave: 0x8000 bytes
metadata from: HOTD Overkill - STR+STH WII Header
samples to play: 9259399 (192.9041 seconds)

any help is much appreciated :)

edited 12:42 AM EDT June 4, 2010
Mario Galaxy Fire/Ice flower themes by Koto at 6:27 PM EDT on June 3, 2010
There's some way to play these files? I can't find them in the ISO, so I suppose they use another kind of file...

See ya
irc channel by surix at 4:00 PM EDT on June 5, 2010
Hello, new here. I am mostly into ripping 3d formats from console game.
I am wondering if there is an irc channel where console game rippers hang out.
Extracting midi from N64 roms? by madstarr at 7:01 PM EDT on June 5, 2010
Ok, I know that there are ways of doing this like the old version of VGMTrans with an ability to extract midis from N64 Roms. I want to know if anyone knows how I can get a hold on the older version of VGMTrans that works with the N64 Roms, because I can't find it anywhere. Help would really be appreciated.
SE3 Files. by Azu at 4:08 PM EDT on June 6, 2010
Okay, what an SPB file and .se3? It found in Tales of Vesperia/Tales of Graces.

http://www.mediafire.com/download.php?jminn3ymca5

I looked at the SBP in a hex Editor. "RIFF....WAVEfmt"

http://i61.photobucket.com/albums/h53/Sodisna/File-1.png
Mega Man 10 by Mirby at 11:45 PM EDT on June 12, 2010
Sorry if this isn't the way to do this, but I downloaded the Mega Man 10 archive off the tracker, and I can't seem to play the xwb files! When I try in Winamp (with VGMstream, of course) it plays at double speed. Can anyone help? I want to hear these songs on infinite loop, and it seems I won't be able to unless this problem is solved.

Is there a solution? I have r804, by the way.

edited 11:50 PM EDT June 12, 2010

edited 11:52 PM EDT June 12, 2010
SNSF player by Koto at 4:30 AM EDT on June 16, 2010
Hello. I'm not very happy with some of the SNSF players around there

in_snsf: Doesn't play correctly some sounds

snsf player (SNES9X v1.51 Emulator Mod): I don't know how to use it :/

snsf9x: Good sound but "play forever" doesn't work (I use the Winamp plugin, maybe fixed in Foobar?)

There's any other alternative which plays SNSF, or maybe something I have to know for use correctly the players previously named?

Thanks

See ya
VGMTrans - Creating SVN Versions by KIayer at 4:08 AM EDT on June 17, 2010
idea: Using vgmtrans source codes to create SVN(SubVersioN) versions, which expand use possibilities.

Updates for vgmtrans:
Export to WAV.
Export instruments to sf2 format (for another idea: midi + sf2 connector program).
Complete support for Nintendo 64 ROMs(at least Donkey Kong 64, Super Mario 64, Goldeneye 007, Perfect Dark, Mace - The Dark Age, Forsaken 64, Pilotwings 64, Mario Kart 64, Legend of Zelda: Ocarina of Time).
Complete support for SNES ROMs(at least Final Fantasy 4,5,6; Donkey Kong Country 2).
CD Scan function(for PS1 games)(at least Final Fantasy 5,6,7; Castlevania: Symphony of the Night)
dont know

Not bad yes?

edited 4:09 AM EDT June 17, 2010

edited 4:10 AM EDT June 17, 2010
on exe compression by hcs at 10:59 PM EDT on June 17, 2010
mudlord and I were looking at disfilter. I built the code on Linux and tried it out with Firefox 3.6.3's xul.dll, and while it made it more compressible the decoded file didn't match the original, and wouldn't load. I may have screwed up copying and translating the PE headers.

I noticed that the largest single portion of time (37% by gprof) was spent in MoveToFront, which I thought I had a more efficient method for (from some earlier thinking on the Burrows-Wheeler Transform). But that method relied on having a small alphabet, it would require far too much memory here where the symbols are 32-bit addresses, at least not without modification. The idea was:

With an alphabet of N symbols, keep a "timer" t, initially set to N. Prepare a table T of N entries, set them to 0 through N-1 (it doesn't matter the initial order, just as long as the decoder starts with the same one). T[k] is the last "time" we saw the symbol k in the alphabet. When encoding symbol k, the output is t-T[k]-1 (cycles-1 since we last saw this char), and T[k] is then set to t and t is incremented. I thought it was clever, though I haven't tested it to see if I haven't overlooked something.

Any kind of associative lookup could be used, doesn't have to be 1-to-1 like the array I mentioned, so we could use a hash with a reasonably sized array in disfilter.

The other issue is that disfilter wants to only use this with the last 255 entries; we could simply ignore any references past that length, but we'll end up with a lot of stuff in the hash that we don't need unless we do garbage collection.

The method used in disfilter is the straightforward interpretation where everything in the array is moved down (for both encoding and decoding). It's fast enough that it really doesn't matter, oh well.

edited 11:03 PM EDT June 17, 2010

I owe an apology, the code works fine on xul.dll, I just screwed up in the conversion. The filtered file gzips about 20% better than the original dll, pretty nice!

edited 11:09 PM EDT June 17, 2010

edited 11:17 PM EDT June 17, 2010
Newer VGM Streams not working. by kokujin at 1:18 AM EDT on June 18, 2010
I tried to update VGM Stream, but none of the newer releases work.r339 does though.Any ideas why.Thanks.

edited 1:24 AM EDT June 18, 2010

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