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by Therius Shulk at 6:22 PM EDT on May 18, 2017
Support for .SSD files from the Capcom Wii games would be nice.
by ChillyBilly at 10:58 PM EDT on May 18, 2017
Well, I'd like to make another inquiry here: I've been looking into the Scott Pilgrim game (PS3 version), and discovered that the audio comes in these .pk/.spk files that I think may be OGG containers (not 100% sure here). Anyway, I haven't been able to play them, so maybe you guys can look into them? Got a few sample files here:

Scott Pilgrim samples
by Ultrafighter at 12:14 AM EDT on May 19, 2017
Yeah, having a rip for Burnout 2: Point of impact from just any platform would be awesome, I was surprised not to find any set for the title in VGM Archives. This installment has the best score IMO (Burnout: Paradise remixes don't quite cut it) and there's still no set for this VG!
Now that you mentioned the whole series I remembered Burnout 1 for GC, there's a set on JoshW for that specific port but 100% files are unfortunately unplayable. Can you, be it AnonRunzes or Bnnm, take a look at those tracks too? It'd be highly appreciated!

edited 12:16 AM EDT May 19, 2017
by marcusss at 12:20 AM EDT on May 19, 2017
@Ultrafighter : I ripped burnout 2 gc i think..or was it long ago. From memory the music is inside the .idx files. I remember i had to use genh to get it playable. I have a rip somewhere around..only issue was the songs cut the last second of the song or something along that nature as its looking for loop point i'm guessing.

That game had great nusic but such a pain with those .idx .rws files.

I think each track folder had .idx .rws files. The music was in the .idx but somewhere lies the loop points which i never found.

edited 12:22 AM EDT May 19, 2017
by Ultrafighter at 7:26 AM EDT on May 20, 2017
Hello Bnnm, here are some more PC RWS samples, some may be of ADPCM nature and others can contain MPEG streams, a few select ones might not even have any music in them. I still hope that another pack of example files would prove useful... for science! I guess you are able to implement Super-bikes tracks or make some use out of Burnout / Hot rod sound files, I'm totally stuck with the latter ATM.
Best regards, Ultrafighter.
by bnnm at 4:10 AM EDT on May 21, 2017
latest vgmstream changes (foobar / test+winamp+xmplay / bug list)
! Added MTA2 decoder/meta support [Metal Gear Solid 4 (PS3)]
- Added simple MTAF block skip; meta cleanup [Metal Gear Solid 3 HD]
- Fixed Crackdown X360 XWB variation + xwb_split; adjusted XWB XMA looping
- Fixed .str XMA [Sonic & Sega All Stars Racing with Banjo X360]
- Fixed some PS2 .AST [Naval Ops Warship Gunner (PS2)]
- Added XPEC's .XAU IMA-ADPCM support [Beat Down (Xbox)] + looping (PS2)
- Fixed encoder delay/skip samples in: SCD/SGXD/RIFF/MSF ATRAC3/p, SGXD AC3
* except RIFF .AT3 in foobar
- test.exe: added "-F" option to loop + play stream's end instead of fading (for songs with proper endings)
- (dev) bad #ifdefs
- (dev) Updated and moved foobar's file types to .h to clarify/simplify; extra tags
- (dev) moved FFmpeg code from ffmpeg.c (meta) to ffmpeg_decoder.c for consistency
- Added multichannel .dsp/mdsp as generated by dspadpcm.exe (by Thealexbarney)
- Added multichannel .hsp (unofficial) and fixed mono looping (by Thealexbarney)

(foobar should update a bit later)


I think I've done a lot so far so I'll take a break for a while (do notice the mostly weekly releases).
I'll still keep an eye here and do emergency bugfixes though.

@Ultrafighter - EALayer3 seems easier to add than than Ubi's stuff. The EA parser is a bit outdated (ex. missing 3DS games) so I'd need to update that first.
RWS is a RenderWare stream; the format is a bit complex and I didn't see a way to quickly identify the codec (also PCM/DSP), plus the current PS2 parser is patchy (ex. fails for Max Payne 2), so I'll have to research first.
I'll fix them later, meanwhile the more unsupported .RWS/EA games you can tell me/post the merrier.
Hot Rod is not music but RW data, you can explore with this tool

.ULW is headerless μ/U-law (that's a very, uhm, creative extension), which IIRC EA used. Isn't there any companion file that may contain the header?
I could add this later to GENH, meanwhile you can use something like Audacious and "import raw" + μ-law, or maybe FFmpeg forcing the input codec (channels/sample rate vary, though Sxxxxx=2ch, D/Mxxxxx=1ch).

@Therius Shulk - the .srt would need to be divided and manually matched to .ssd, basically what hcs' tool does.
(but maybe the split .srt could go to their own file so the .ssd is untouched)

@ChillyBilly - no clue what those are
by hcs at 6:03 AM EDT on May 21, 2017
Thanks bnnm for your efforts, enjoy your well-deserved break!
by marcusss at 10:27 AM EDT on May 21, 2017
Thanks for your updates bnnm and enjoy your well-deserved break !

edited 10:28 AM EDT May 21, 2017
by Ultrafighter at 10:32 AM EDT on May 21, 2017
Hi all, I'm with HCS on this one. I wish you a really nice and refreshing vacation Bnnm, you've already done so much and we can definitely cope with just emergency bugfixes for a while.
In regards to Burnout GC: there're only ULWs in the set, maybe some files giving any clue to sample rate were on game disc but were left out when compiling that rip; anyway thanks for identifying actual codec for me! If there's no breakthrough I can always change *.ulw to *.RAW, open tracks in an audio editor and try to guess required frequency value (I'm already sure it's between 22,050 & 48,000 Hz).
I'll also check contents of all those Hot rod RWS archives, what if they still have something of audio nature? Kudos for pointing out that tool too!
See you!
by Sir-Sabin at 2:38 PM EDT on May 21, 2017
I made a folder with stuff i can't be ripped or just be looked at

Unrippable Stuff

PS Ingore the Mega Mans

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