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by MarkGrass at 6:23 PM EDT on October 24, 2015
So, I compiled the app from Soneek and noticed that it doesn't dump the samples...

...so I took the information that was provided by Nisto in the PHP script and wrote an application that will dump the samples to DSP and automatically convert them to WAV format.

Credit was given to Nisto in the executable.

MusyX for Nintendo GameCube Sample Dumper v1.0
by hcs at 12:38 PM EDT on October 25, 2015
IPFS mirror: MusyX_Sample_Dump_v1_0.7z
by vajuvaju at 11:57 PM EST on November 18, 2015
@MarkGrass I used your tool on Eternal Darkness' "menu", "boss" and "fx" archives. It worked, although there was a slight problem: while the .dsp files sound great, the .wav conversions were inaccurate (for example, the menu songs were too short). Thankfully, I can convert the .dsp files to .wav with foobar2000 (equipped with vgmstream, of course) without any problems.

Here's all the .dsp files I extracted from the game. I have removed some duplicate SFX.

Finally, we can hear the menu music in true gamerip quality!

Now we need to find out how to rip MIDI and soundfonts...

edited 11:57 PM EST November 18, 2015
by Nisto at 12:13 AM EST on November 19, 2015
Have you tried my Python extractor? The PHP script that MarkGrass referenced is outdated. Later versions I've written in Python improves parsing of loops and the MusyX .sdir format in general.

I've already posted it in this thread a couple of times, but I guess a longer link is easier to find...

https://dl.dropboxusercontent.com/u/48454461/misc/MusyXExtract.py
by soneek at 1:13 PM EST on November 23, 2015
Nisto, have you looked at the sequence events? The main thing I remember not figuring out yet is pitch bending, since it's not as obvious as the normal events.
by Nisto at 2:02 PM EST on November 23, 2015
soneek, I haven't. Are you sure MusyX supports pitch bend though? Like, do you know for sure that there is any track with pitch bend? I haven't noticed anything lacking in any of the stuff I've played around with.
by soneek at 2:25 PM EST on November 23, 2015
Yep. Tales of Symphonia is the main one using it that I'm disappointed in myself about since I hadn't figured it out. There's one song in Pkmn Colosseum that uses it heavily as well for the guitar track.

The way MusyX stores their pitch bend data is different from normal MIDI, so that's what threw me off completely. I'll look at it again when I get a chance, but the pitch bend data was in its own section after the note and normal event data for each track. I really need to start documenting stuff rather than rushing to get it done. I barely remember what I did haha.
by starerik at 2:50 PM EST on November 23, 2015
Star Fox Adventures also has a lot of pitch bends.
by Nisto at 5:01 PM EST on November 23, 2015
Ah I see. That sounds kind of similar to what SEQp (Sony's standard PS sequence format) does actually, IIRC. Maybe the VGMTrans sources could help some? Long shot, but worth a look maybe..

And I agree, we need to improve on documenting formats! Source code isn't always easily understood. Especially if you didn't write it yourself, or if you're not familiar with the programming language(s) used.
by AnonRunzes at 4:54 AM EST on March 9, 2016
Is there any progress in the MUSX sound format? I think we might cover more systems that use this format.

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