Sonic Mania Early Leak by RebeccaSugar at 7:49 PM EDT on August 10, 2017
So, Mark, the glorious bastard, Board Owner of 8chan's /v/, leaked footage of Sonic Mania early, and I wanted to know if anyone here with datamining sources can contact him to extract music from the game. The whole skadoosh. 5 days early, wowie.

His Thread

Livestream!!

His Twitter
by Vector Harbor at 8:20 PM EDT on August 10, 2017
I doubt that we can get a rip of digital game on switch.

So far the switch rip that we got was physical one i'm not wrong.
by MurraySkull at 2:04 AM EDT on August 11, 2017
Then how did we get the Splatoon 2 Testfires?
by Vector Harbor at 2:22 PM EDT on August 11, 2017
Ok nevermind.

So now that the pc version got delayed which was our only way to get it. I want to praise someone that is real kind and give us the switch rip, our only chance is here. please...PLEASE PLEASE ! This is the last chance to have the music. Other console such as the Xbox one & PS4 haven't been crack yet. I'm so gonna praise for this one, we need a miracle and i believe in that thing. pretty please ?
by RebeccaSugar at 4:42 PM EDT on August 11, 2017
Yes! Everyone come to his twitter and ask him, he's a pretty trusty guy, so if you can get his contact quick, the better. If you have twitter, tag these people along with mark and explain that you want a rip. Then they can come to an agreement on something.


RandomTBush
SciresM
ylws8
ShinyQuagsire

edited 5:20 PM EDT August 11, 2017
by soneek at 5:30 PM EDT on August 11, 2017
Or just be patient. We'll have something this month at least from the PC version. Sucks though that it got delayed.
by RebeccaSugar at 5:42 PM EDT on August 11, 2017
What is this...'patience' you speak of? Is it something I can eat? Insert rectally?
by Vector Harbor at 5:55 PM EDT on August 11, 2017
Let's keep it cool otherwise we won't get any sonic mania stuff.
by AnonRunzes at 6:04 PM EDT on August 11, 2017
I agree with soneek. Anxiety over leaked footage of the game will not take us anywhere, so to speak.
by datschge at 6:53 PM EDT on August 11, 2017
Patience is that feature that allows one not to explode while looking at a clock advancing.
by MarkM447 at 7:02 PM EDT on August 11, 2017
Hello. Who should I contact to datamine the game?
by RebeccaSugar at 7:30 PM EDT on August 11, 2017
@MarkM447
The people right here, they're the ones who dug up data for ARMS, Splatoon 2, BOTW, etc...

RandomTBush
SciresM
ShinyQuagsire
by abuse of circ at 1:06 AM EDT on August 12, 2017
An 8Chan moderator is by definition incapable of being a "trusty guy", unless you are indicating that they are actually incarcerated right now.
by TwinkTickler at 3:41 AM EDT on August 12, 2017
the /pol/ and /leftypol/ moderators are the ones you can't trust, they're erratic and unstable, but mark has been pretty chill from what I've personally seen. He's also good under pressure, lax dude all around really.

Though, a certain R.O.B thread, does break the rules....and mark gets furious when told so...
He also has a hard time deciding what threads are made to bait people, and which aren't. Though, that's more of an insight problem than trust.
by mariofan12ify at 12:30 PM EDT on August 13, 2017
Will someone be ripping the Switch version when it comes out on the 15th?
by Segtendo at 4:31 PM EDT on August 13, 2017
Only time will tell. I'm stoked for the game's music as well, but I think I'd wait for the PC version to rip them. It'd be easier to access. Not everyone has access to ripping Switch games.

edited 4:31 PM EDT August 13, 2017
by bxaimc at 9:55 PM EDT on August 13, 2017
Lol, we're better off waiting for the PC version to come out at the end of the month. Also, from my understanding, the switch version is a digital download only so that right there means there's a lower chance of it being ripped (for now). The Splatoon 2 TestFire rip was only possible out of a one time generosity from those (see above) that RE'd the switch's OS and its functions. One day though.

edited 10:07 PM EDT August 13, 2017
by starly396 at 1:32 AM EDT on August 14, 2017
Hopefully the game will have the soundtrack playable in the Extras menu (I'm not sure if old Sonic games did this).
by Kurausukun at 8:26 AM EDT on August 14, 2017
Wouldn't really want that anyway, logs are unforgivable trash when we could have the rips in a few weeks' time at most.
by starly396 at 12:52 PM EDT on August 14, 2017
@Kurausukun I mean, nothing's going to sound as good as the vinyl in a month if you really care about quality.

edited 1:13 PM EDT August 14, 2017
by (!!!!!) at 9:20 PM EDT on August 14, 2017
@starly396 Unfortunately the most likely low quality audio from a gamerip will still trump the vinyl since it's not a complete soundtrack. "The Sonic Mania LP features 16 new tracks selected by composer Tee Lopes" -from data discs' site.
by starly396 at 1:00 AM EDT on August 15, 2017
@!!!!! Ah, that's a shame! (Nice to see you here)

EDIT: I listened to YouTube snippets that have been uploaded, and the quality isn't fantastic. I wonder if the PC version will improve anything...

edited 1:23 AM EDT August 15, 2017
by bxaimc at 10:32 AM EDT on August 15, 2017
If it's vorbis, I highly doubt that would be the case.
by Knurek at 2:53 PM EDT on August 15, 2017
Uh oh, filesize for all three console versions is ~300 MB.
They might have opted for an FM Synth, instead of streamed tracks.
by soneek at 5:24 PM EDT on August 15, 2017
Definitely gonna be waiting for the PC version. There's no Switch exploit on the latest firmware yet, and you need to be updated to access the eShop. Sonic Mania is digital only, so it doesn't work in our favor.
by (!!!!!) at 5:50 PM EDT on August 15, 2017
@bxaimc I do expect horribly low quality vorbis like Sonic CD, I meant it would trump the vinyl due to it being more complete. The 16 track limit is less then half the music in the game. Fingers crossed for a complete CD/flac digital OST.

@Knurek Songs have FM synths mixed in with sampled instruments to give a retro 90s vibe but its definitely streamed. Filesizes don't bode well in terms of asset quality. (PS4 = 199MB, X1 = 108MB and Switch = 186MB) I'm sure the FMVs like the game's opening, ending for each characters take a large chunk if not most of that space.
by JudgeIto at 9:01 AM EDT on August 16, 2017
lol the people vouching for *chan owners itt
by kode54 at 9:33 PM EDT on August 17, 2017
Also lol the people vouching for a vinyl release of a soundtrack. Bleh.
by Kurausukun at 11:06 PM EDT on August 17, 2017
They can't possibly not also release a regular CD.
by kode54 at 12:24 AM EDT on August 18, 2017
A CD would be perfect. And maybe the tracks would even be long enough to add loop points.
by AnonRunzes at 12:41 AM EDT on August 18, 2017
I'd rather have 48000khz audio than 44100khz CD audio as most CDs are sold as anyway.
by kode54 at 1:52 AM EDT on August 18, 2017
You’ll get less than 32 kHz from vinyl unless you’re delusional.
by AnonRunzes at 12:07 PM EDT on August 18, 2017
@kode54 - To be honest, I'd rather have streamed audio that were encoded at 48000khz or higher than these CD or vinyl releases anyway.
by Kurausukun at 6:00 AM EDT on August 19, 2017
I don't get why some people still swear by vinyl records; they didn't lose popularity because we just got bored, they lost popularity because we developed completely and obviously superior technology.
by TheUltimateKoopa at 11:04 PM EDT on August 28, 2017
I'm assuming the vinyl versions will be long enough to loop.

Lights, Camera, Action! loops at about 1:45, and the vinyl version is 3:07, and listening to Stream Zone Act 1, I'm going to assume he's going to do a "two loops + ending" thing: https://www.youtube.com/watch?v=DJnwdMygBZs

If he doesn't, then as long as the tracks are at least the following lengths, we'll be able to loop them:

Discovery = 0:16 (not looped)
Wildstyle Pistolero = 1:13
Tabloid Jargon = 0:56
Danger on the Dance Floor = 0:54
Built to Rule = 1:08
Dimension Heist = 1:15
Ruby Delusions = 1:08
Comfort Zone = 0:29
Prime Time = 0:14
Blossom Haze = 1:04
Rogues Gallery = 1:12
Hi-Spec Robo Go! = 0:54
Skyway Octane = 1:06
Steel Cortex = 1:31
Ruby Illusions = 1:10

These are estimated times that the tracks in question appear to loop once.

edited 9:29 AM EDT August 29, 2017
by WrappedInBlack at 9:36 AM EDT on August 29, 2017
Anyone got the PC version? What's the file system look like? Is the audio packed up like in CD?
by mariofan12ify at 9:50 AM EDT on August 29, 2017
Since I pre-ordered it on Steam, it says it's coming out tomorrow at like 1am or something.
by Vector Harbor at 12:16 PM EDT on August 29, 2017
Yes the data are packed in one RSDK file (178 M.O)

Here the file itself : Data [Sonic Mania].rsdk

Have fun.

edited 12:17 PM EDT August 29, 2017
by RebeccaSugar at 12:29 PM EDT on August 29, 2017
Yay, encryption! Now we wait for the smarter, capable, determined, superior more intelligent people to crack this wide open and we'll have ourselves a nice little OSV.
by WrappedInBlack at 12:34 PM EDT on August 29, 2017
Thanks Vector
by Vector Harbor at 12:36 PM EDT on August 29, 2017
Just a side note, unfortunately the music format will be in ogg vorbis (Logg. perhaps ? I don't know) unless they decide to encode the music in wav format but i really doubt of that.

Before leaving the work to you guys, you should take a look at this it maybe helpful for the extracting the file so good luck :

https://forums.sonicretro.org/index.php?showtopic=30338&st=30

by RebeccaSugar at 12:37 PM EDT on August 29, 2017
cs.run

Some cracking warez guy said this had DENUVO, but the EULA says otherwise.

Sonic Mania EULA


Then again,
Support.Codefusion.technology/SonicMania
codefusion IS Denuvo's support website

edited 1:18 PM EDT August 29, 2017
by Mygoshi at 12:46 PM EDT on August 29, 2017
the archive contains OGGs streams. 61 audio files are inside.

edited 12:47 PM EDT August 29, 2017

edited 12:48 PM EDT August 29, 2017

edited 1:56 PM EDT August 29, 2017
by RebeccaSugar at 12:57 PM EDT on August 29, 2017
@Mygoshi
Well, let's hope you're right! For our sake. I wanna see the files!
by mariofan12ify at 12:58 PM EDT on August 29, 2017
So, how do you extract them?
by Knurek at 1:21 PM EDT on August 29, 2017
Not encrypted in any way, just use any fileripper that supports vorbis.
by AnonRunzes at 1:26 PM EDT on August 29, 2017
The "TOC" of that archive though seems to be encrypted.
by Mygoshi at 1:58 PM EDT on August 29, 2017
Yes, it seems. No plain-text filenames, so that's why you say this?
by mariofan12ify at 2:07 PM EDT on August 29, 2017
I am so fucking stupid right now. I have no idea at all how to rip them.
by AnonRunzes at 2:07 PM EDT on August 29, 2017
@Mygoshi - Well... yeah.
by Vector Harbor at 2:47 PM EDT on August 29, 2017
Ok guys. Now worry ! I gotcha :

[Ogg Vorbis] Sonic Mania


Bad note : I don't know about the loop point. (rename the extension into logg does not reveal the loop point)
by soneek at 3:27 PM EDT on August 29, 2017
I'll look into finding the loop points tonight after I get home. We could just update the OGG files with the loopstart and looplength comments, and we'll have our LOGG files.

If anyone else can find the loop data in the game's files, make sure to update us here. They were in files in Scripts/Bytecode for Sonic CD, 1, and 2 on the Retro Engine, though from what I hear things are a little different this time.
by mistersiraj11 at 4:42 PM EDT on August 29, 2017
Thanks, Vector. There's probably one missing track and it's the Egg Reverie Super Sonic Boss theme. Do you mind if you can update the zip archive once you're done?
by (!!!!!) at 6:25 PM EDT on August 29, 2017
Ripped the OGGs and tagged most of them with the titles from the ingame D.A. Garden.

Sonic Mania (2017-08-29)(Christian Whitehead)(Headcannon)(PagodaWest Games)(SEGA).7z
by RebeccaSugar at 12:45 AM EDT on August 30, 2017
Thanks babe 💓 🍆 👌👌👌👌 <3 😥👉👌
by Vector Harbor at 8:48 PM EDT on August 30, 2017
I got a question, how do we make Logg file ? Is there a program for that ?
by datschge at 6:34 AM EDT on August 31, 2017
You mean with pre-existing files? Just rename the extension from ogg to logg. The only purpose of that change is to have vgmstream instead the default ogg decoder get to play the files, only the former knows what to do with the often contained loop info.
by Vector Harbor at 9:49 AM EDT on August 31, 2017
Sure you change the extension into Logg but how do you implement loop point ?
by mistersiraj11 at 11:46 AM EDT on August 31, 2017
I'm going to upload an ADX and HCA versions of Sonic Mania. I edited the loop points so they'd loop seamlessly. Hopefully I'll upload them later.

Here are the Sonic Mania Music Files. Both in ADX and HCA. I included Cri Atom Player as a just-in-case.

https://mega.nz/#!0SQ0ybyA!Uw6YD5muYpPVKPXLDmOwTD9zifj734f4HcHXNNTmHAM

I suck at putting links. I am new here.

As for putting loop points; I know for foobar2000.

Right-Click on the track that's in foobar2000 and go to "Properties". Next, Click on "Tools" then "Add new field...". In "Field name", write "LOOP_START" (Doesn't need to be capital). In "Field value" write the loop samples that's for the track. There you have it.

edited 6:07 PM EDT August 31, 2017

edited 6:08 PM EDT August 31, 2017

edited 6:09 PM EDT August 31, 2017

edited 6:15 PM EDT August 31, 2017
by bxaimc at 5:22 PM EDT on August 31, 2017
vgmstream reads loop points for loggs by reading their comment section in their metadata for entires like LoopStart/LoopLength/LoopEnd etc.
by ArcticJaguar725 at 8:36 PM EDT on August 31, 2017
Regarding the LOGG loop points, I should note that foobar2000 doesn't like adding properties unless it is opened under the default OGG extension. In addition, I've found that setting an end loop point doesn't seem to work, so you have to build off the very end of the file. What I've tried is lining up the audio in an editor as close as I possibly can (in most cases, it's possible to line it up perfectly) and then picking out a starting loop point that way. Granted, the loops themselves might not seem perfect, but they're probably going to be good enough to tolerate, plus they'll likely be equivalent to the actual loop points that were used if you do it that way.
by soneek at 8:51 PM EDT on August 31, 2017
You don't set the end loop point. Here's an example that vgmstream will generate for encoding a looping OGG.

oggenc "dump.wav" -c LOOPSTART=3146112 -c LOOPLENGTH=3407616

You need the LOOPSTART comment, and LOOPLENGTH. So loopend - loopstart will give you what you need to make a looping OGG.
by Vector Harbor at 9:07 PM EDT on August 31, 2017
Ok, I got it.

So here Green Hill Zone, act 2 (.logg) :

Green Hill Zone, act 2
I set the loop point as you guys said.

edited 9:07 PM EDT August 31, 2017
by soneek at 9:37 PM EDT on August 31, 2017
Here's one I added the comments for.

Ruby Illusions logg example

Btw, I just found where loop points are, in Stages\stagename\Scene?.bin. I'll release an LOGG set soon.

Edit: Here's everything with the loop points from the game data, with the exception of BlueSpheresSPD. I didn't find the loop start for that anywhere in the files, so that one is manually looped.

Sonic Mania LOGG

edited 1:15 AM EDT September 1, 2017
by TheUltimateKoopa at 11:16 AM EDT on September 1, 2017
As I said in another dimension, both Flying Battery and both Chemical Plant loggs have wrong loops (neither should start at 0, and CPZ loops way, way, way too early).
by Vector Harbor at 1:40 PM EDT on September 1, 2017
Ok, so here my custom set of sonic mania (logg & ogg) :

[Logg & Ogg] Sonic Mania


I set pretty much all the loop point by myself expect the final boss, the hard boiled heavies and the speed up version of the blue spheres stage.

Also i would like to suggest to replace the ogg rip with this brand new one since it has loop point in it. It will be better for anyone.

Side note :

- 21 Hydrocity Zone, Act 1.ogg
- 20 Stardust Speedway Zone, Act 2.ogg

These 2 one don't need to be in logg file since the loop point is at the start.

edited 1:40 PM EDT September 1, 2017

edited 1:27 PM EDT September 2, 2017
Loop points by JeffMakesGames at 6:55 AM EDT on September 2, 2017
Hello. New here.

Yeah, when I got the OGG music from Sonic Mania a few days ago, I went in and did my own loop points as well. Especially the speed up version of the blue spheres stage.

Just knowing how many samples long the loop is, and how long the original ogg file is, and it's pretty easy to find it.

Having to run around in circles on the blue spheres stage for about 4 minutes to record the audio was rough to compare it to the ogg.

I looked at the logg files posted here and some of them seem slightly off, so I decided to post my loop point list. Hope it helps.

Loop points



edited 6:56 AM EDT September 2, 2017
by Vector Harbor at 9:37 AM EDT on September 2, 2017
off ? But that's how music loop.
by soneek at 11:11 AM EDT on September 2, 2017
It was brought to my attention that the logg files for CPZ, FBZ, and Hydrocity ACt 2 in what I uploaded don't loop properly. The proper LOOPSTART and LOOPLENGTH comments are in the files, but it looks like the LOOPSTART comments had some dummy unicode bytes in there for some reason that screwed things up for vgmstream. My bad.

It's the same link as further up, but I re-uploaded the LOGG set. As I said, every loop start used is from the game's code in what I uploaded, with the exception of BlueSpheresSPD. I've updated them to only use LOOPSTART, and it seems okay now. It was probably broken for me on CPZ because of the Unicode characters before.

Sonic Mania extracted loop starts

@Vector, you were off with the following 3 songs when it comes to seamless loops:
Mirage Saloon Zone, Act 1 ST,
Lava Reef Zone, Act 1, <- Not as obvious, but drags a little at the loop point.
Egg Reverie Boss.

Note that the game uses the entirety of the files as well, and then jumps back to the loop start. Keep it in mind if you're going to be doing music mods for Sonic Mania, CD, 1 or 2 using the Retro Engine.

@Jeff are those loop points you found all manual? They're pretty spot on with what's hardcoded into the game.



edited 11:31 AM EDT September 2, 2017
Indeed by JeffMakesGames at 1:30 PM EDT on September 2, 2017
@soneek Yep, I did that all manually. It was fun that way. I am not able to look at the code of the game.

I went about it by simply recording the music while in the game. Mainly from the D.A. Garden music test. From there, I just recorded the music until I got a loop recorded. Then I edited that recording into a basic loop, measured its sample length, and subtracted it from the OGG file sample length. The result being the loop point.

And for the time stamps for the loop starts, I simply divided the loop point by the sample rate of the OGG.


Green Hill Zone - Act 1
(776160 samples / 44100hz = Around 17.600 seconds)

Did I mention I like audio editing? I like audio editing.

edited 1:37 PM EDT September 2, 2017
by Vector Harbor at 1:38 PM EDT on September 2, 2017
Ok, my bad for the mirage saloon act 1 & the lava reef act 1 but for some odd reason if you set the loop end before the loop start it won't work properly and you have to replace the file (no idea why you have to replace the old one but that's how i manage to that) that's why the egg reverie boss have a bad loop. I've updated the link in my previous post. Thanks for the report.
by soneek at 5:14 PM EDT on September 2, 2017
@Jeff, nice job man. Feel free to join at Smash Custom Music once I have the site rebuild completed.

@Vector, yeah, just be careful with that for games the use looping OGG. They could all work a little differently too with the comments they use to parse the loops.

One of the guys at Sonic Retro found the instruction for BlueSpheresSPD's loop point after I posted the list. I was off by 50 samples versus what they hardcoded into the game. Only just over 1 ms, but I'm still annoyed lol.

Music Mods in Sonic Mania

edited 5:22 PM EDT September 2, 2017
Yay by JeffMakesGames at 5:37 PM EDT on September 2, 2017
@soneek I will consider it.

I take it most of us here probably upload music to YouTube anyway, yeah?

I saw someone over at Sonic Retro say that RubyPresence.ogg (Eggman's boss music 1) loop point was 198457 samples (0:04.500), but that is off by 2 seconds.

I have it down as 282240 samples (0:06.400).

by soneek at 5:51 PM EDT on September 2, 2017
YouTube uploads are a byproduct. The main thing is music formatted to place into games for modding purposes.

Those loop points are from the game's files, but a lot of the time, even the developers won't loop things properly. Most, if not all of the sets on JoshW's site use the game's original loop points, mainly for preservation purposes.
Indeed by JeffMakesGames at 6:06 PM EDT on September 2, 2017
I know what you mean by that. I think Time Crisis 2 had a few instances of bad loop points. Devs should care more into making things like that work.

I try to collect and preserve music from games I enjoy by keeping them as separate 'Intro' and 'Loop' WAV/OGG files.


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