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by kode54 at 9:22 PM EST on February 27, 2014
Here's what I have so far for loading states:

https://gist.github.com/kode54/9263928

Unfortunately, it doesn't get very far. It doesn't seem to trigger any new notes, but it does seem to be running the sound code. Maybe I'm not parsing in enough state data?
by kode54 at 1:16 AM EST on March 3, 2014
I just had a look inside Misadventures of Tron Bonne, which also has an untagged generic driver rip on Modland. The sample banks use what appear to be standard VAB headers. Legends 2 uses something else for its sample headers.
by MarkGrass at 11:48 AM EST on March 3, 2014
Yikes! >_<

In my defense, it has been many years since. I'm curious, now, as to what the hell I got confused...
by TheUltimateKoopa at 11:32 AM EDT on April 22, 2014
I don't know if this has been mentioned much but...
https://www.youtube.com/watch?v=GZsvzPZN0xo

How come somehow this is never in any rips of Sonic Advance? Another one is Chiritorie, Chicken Race and that other multiplayer game from Wario Ware. Another question about WW I had is... what's with the really really annoying loud pops at the beginning of almost every track?

edited 11:34 AM EDT April 22, 2014
by MarkGrass at 10:03 AM EDT on July 23, 2014
Bio Hazard 3 / Resident Evil 3
Updated PSF Rip

Download

This is an updated rip for Bio3. My original rip was flawed because the converter I had previously written was flawed. As a result, many PSFs from my original rip failed to playback.

I rewrote the converter and now all PSFs work like a charm.

Bio3 uses regular VAB and SEQ data, only with custom headers. The converter I wrote simply reverts them to standard SDK formats.
by Kirishima at 3:20 PM EDT on July 23, 2014
@MarkGrass

Thank you for the update. I find it funny how both the PC and the Gamecube versions have the PS1's BGM files in them, yet their music is completely streamed.
by MarkGrass at 3:29 PM EDT on July 23, 2014
There's a simple reason for that.

The original PSone version doesn't actually use the BGM files as-is. Specifically, the SEQ and VAB data is stored into the room data archive files (*.ard). Hence, the BGM files are nowhere else to be found on the PSone disc. Bloated? You bet.

I would imagine that the developers used CAPCOM's internal data - the standalone BGM files - to create the streams. As for why they are stored on those disc, they are probably leftover data that wasn't removed before compilation. CAPCOM is infamous for this tactic.

For a prime example, check out the DreamCast version - there are a ton of development files. Besides the BGM data also being located on that disc, this one is very special - it contains actual code, written in BASIC, for each room's script.It also contains text-based files used to compile room data, such as camera and collision information. In addition to all that, there's a lot of standalone run time data that would be included in those room archive files I mentioned in the first paragraph. If given the chance, check it out... you certainly won't be disappointed!

...and in case you're wondering, the DreamCast version uses looped ADX.
by marcusss at 9:42 PM EDT on July 23, 2014
Hi all,

I ripped Dark Souls II from the Xbox 360 XMA Audio files if anyone is interested. It was ripped before but in FLAC. I used the WAV+POS format as it was the only way I could get the music to loop properly. ~620MB compressed RAR

Dark Souls II [XB360] (WAV+POS)

Was mainly so I could enjoy the music endlessly or however you wish via the looping setting in your vgmstream plugin ;-)

Thought I'd share so others are free to listen also or put up in the XB360 Audio rip section on JoshW's site;-)



edited 2:56 AM EDT July 24, 2014
by Knurek at 2:48 AM EDT on July 24, 2014
I don't put converted data there (else, I would just wavewrite everything to MP3s to save people hassle).
Can you provide XMA+POS rip?
by bxaimc at 5:53 AM EDT on July 24, 2014
Lmao, you just uploaded a conversion rip that's like 4 times larger than the original set.

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