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Excitebots Trick Racing | Wii | .res extension? by neo_chip at 11:54 PM EST on February 18, 2011
This game has some good music however its packed in a .res file, anyone got a hand extracting this?

Excitebots: Trick Racing | .res
by neo_chip at 11:09 PM EST on February 25, 2011
Any work on this? Sad that it hasn't been ripped previously :(
by strugglepoo at 11:40 PM EST on February 25, 2011
This game has some pretty good music indeed.
by neo_chip at 10:22 PM EST on February 26, 2011
I know, if someone can peek through the file and extract the streams it be highly appreciated for everyone here. Songs are truly insane :)
by Zandro at 8:33 AM EST on March 2, 2011
I loaded Music.res into Cool Edit as 11025Hz, Stereo, 32-bit (24 bit packed Motorola) and got this:
ebtr-1.png - ebtr-2.png - ebtr.mp3 (left channel only)

There is an interleaving pattern, but the difference between the chops is so indiscernible as to give me doubts of this being an L/R divide.

I've done what I can. Maybe a senior resident can find time to better decode the file.

edited 8:33 AM EST March 2, 2011
by hcs at 2:27 AM EST on March 3, 2011
Here's a quickbms script to extract files based on the .toc:

Run the script with the .res or .sng file, and it will locate the .toc file if it is in the same directory.

A lot of these files have no header and are just 32khz big endian 16-bit signed PCM. The rest seem to be DSP, except the .sn0 which I have no interpretation for.

edited 2:29 AM EST March 3, 2011

Interleave is 0x4000 on the .sf0 files

edited 2:39 AM EST March 3, 2011
by Zandro at 3:34 AM EST on March 3, 2011
Thanks! I returned later to find that importing as 16bit Motorola @16KHz, although still beneath what I knew it should have been, did correctly interpreted the stereo image. I guess I only chose Intel before and discarded the results because of the noise level. Starting to remember based on past experience that these corporate brandnames are another representation of endianness? Anyway, it was still interleaved.

Also, what looks like severe clipping in the second half is simply a bit heavy use of signal compression by its author.

Funny, I have just been using another tool by the maker of QuickBMS... No, not funny at all after looking at his webpage. Jeez.
by hcs at 4:05 AM EST on March 3, 2011
I've added support for .sf0 and .sfx in vgmstream r930. I don't know if there's any point in dealing with .sng and .sn0.
You can get stereo out of the .sfx files by renaming mus_credits.sfx and mus_credits.2.sfx to mus_credits_L.sfx and mus_credits_R.sfx (and same with mus_ui), and vgmstream will pick up both files if you try to play either.
by Zandro at 6:51 AM EST on March 3, 2011
Done and done.

If anyone wants these files, I've uploaded them. It's a short tracklist, so I threw in the game sound effects to balance it out.

Anyone, feel free to post a 'proper' version on the tracker, I don't care.

edited 7:59 AM EST March 3, 2011
by neo_chip at 10:29 PM EST on March 3, 2011
First of kudos to hcs for the script its awesome getting a proper rip of this game.

I looked at the music.res file and found no songs related to the tracks (which is what I need). So I look at the track names such as Nebulatest.toc + Nebulatest.trk. [These can be opened if you rename them to .res] and found the streams in them.

Couple of issues I found:

1- Most songs with [the exception of China, tutorial and a a few others] have a right channel distortion. In fact it sounds original if you listen to it through the left channel only by muting the right channel [used audacity for this].

2- Does not loop in vgmstream r931 although I can do it manually in audacity

3- has a terrible fade at the end of the songs

Is there a way I can make this into full quality stereo? Btw looping and fade are just bonus if you'd like :)

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