- Sega Saturn .mus files. by James at 6:10 AM EDT on September 24, 2012
- I'm guessing they're compressed audio, equivalent to the XA files on the PS1. Capcom games seem to make use of them quite a lot (SF Alpha series, etc.) so I was wondering if there's anything that can decode the files so that they're playable. I can upload a file if needed.
- by snakemeat at 10:35 AM EDT on September 24, 2012
- From what I see in the GENHs from SF Alpha 2:
Input File Format: PCM RAW (Big Endian)
Header Skip: 0
I can put the set on the tracker if you'd like.
- by James at 9:50 PM EDT on September 25, 2012
- Huge thanks for taking a look at the files, I never would've guessed that it was as simple as big endian raw. No need to post it on the tracker though, I just wanted to see if Quiz Nanairo Dreams had any music buried in the mus files but unfortunately, it's all just speech.
On another note, can you possibly take a look at this adp file? http://www.mediafire.com/download.php?34e0tso5o0qzdz8
It's from Street Fighter III: Double Impact for the Dreamcast, I can manage some sound using genh and Yamaha AICA 4-bit but I can't figure out the interleave, if that's even the correct format.
- by snakemeat at 10:53 PM EDT on September 25, 2012
- Can't figure it out. Looking at some samples I have you can get decent sound using AICA and one channel, but it fades in and out. Could be some simple XOR on the file, but I'm not sure.
- by hcs at 11:24 PM EDT on September 25, 2012
- Yamaha (aka AICA) ADPCM needs an initial scale set, maybe the one we're using on GENH isn't right on these, or it has it per-block.
More likely it is interleaved and as you pop from one channel to the other the scale is screwed up.
- by Firebrandx at 3:09 PM EDT on June 6, 2017
- I tried decoding those SFZ 2 MUS files using Goldwave, and they came out like they were being played like someone gargling water. What's the trick to extract these into intact and correct playable music files?
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