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- by Mouser X at 8:26 PM EST on November 27, 2005
- Support for IDSP is already in the newest build of in_dsp. However, that build has not yet been released to the public. And no, I don't have it, in case you were wondering. I've just been around enough to hear talk of it. Also, the IDSP that HCS used to get support was from that very game. There's already a set of it "floating around" but it probably won't see release soon (I don't have it, and those that do can't do torrents very well).
Also, PSO 1&2 Plus was released last year, around Oct. or Nov. (if memory serves me right). The original release had a mostly white background on the front, and the Plus version has a mostly blue background. I'm not entirely certain on the differences, but I do know the plus version has a few extra missions, and things like that. I think that it basically includes the stuff that PSO original could download. So, this way, you have everything that PSO orginal had, but you don't need to go online to get it. At least, I think that's the case.
I hope this answers any questions you may have had. Mouser X over and out.
- by Emil007 at 8:29 PM EST on November 27, 2005
- ok :)
do you think i should add the idsps in my torrent or not?
hmm, i will add them ;)
//EDIT: found some suspicious thing again :-/
the music-files of Second Sight... there is an echo in them (i think it it is called echo in englsih i am not sure)
they are mss-files, but if you rename them to dsp you can play them (but not quite good, check the sample Here
i've added one Music and one speeche-File because you can recognise the echo in the speech-file much better
//More not-proper-working stuff found:
The DSPs of Monopoly Party are repeating every 5 seconds the 5 seconds before and then they are playing the next 5 seconds :-/ (not exactly 5 seconds, download the sample and see (hear :P))
its a large sample this time, 12MB, the smallest music-file of the game Here
btw, i love playing with dsp-files ;)
//More Edit:
just got mail from nintendo, i've asked if it is illegal to rip the music out of gamecube-games and play them in winampo. They said it is legal as long as i dont use it for commercial things...
Kinda interesting i think :)
and i have more games that work:
Mario Smash Football - DSP & IDSP (?)
Worms Blast - ADP (cube2wav)
Crazy Taxi - ADP
Pool Paradise - ADP
Puyo Pop Fever - ADX
Second Sight - mss (rename to dsp, look above)
Naruto 2 - TRK (rename to ADP)
Monopoly Party - STE (rename to DSP, look above)
Harvest Moon - Another Wonderful Life - ADP, IDSP (?) (not arc, samp)
McGroovz Dance Craze - ADP (WTF, 450MB for 29 Tracks)
Batallion wars ADP (rename to dsp, i know, a bit confusing :D)
Casper Sprit Dimensions - ADP
Crash Bandicoot-Whrath of the Cortex - ADP
Custom Robo - ADP
Eternal Darkness - ADP
Mario Superstar Baseball - ADP
Killer7 - HPS
I'll fill the Tracker today ;)
edited 7:47 AM EST November 28, 2005
- by hcs at 2:49 AM EST on November 28, 2005
- I quiver with anti-
-cipation.
- by Vague Rant at 2:49 AM EST on November 28, 2005
- Just out of curiosity, does anyone know what format Prince of Persia uses?
- by PokeParadox at 4:18 AM EST on November 28, 2005
- PoP is in SB3 format
I've no idea what that means, and it is in my orginal list (That I need to get round to updating... I've not had time to do GCN sound ripping testing atm...)
- by hcs at 7:05 AM EST on November 28, 2005
- I'm thinking of putting up a publicly-editable database for the audio formats of Gamecube games, what plugins they work with, the size of the data, links to torrents, etc.
This'll make this information much easier to handle.
- by Emil007 at 8:11 AM EST on November 28, 2005
- hmm, and how do you protect it from idiots who are deleting all stuff?
- by hcs at 9:14 AM EST on November 28, 2005
- Same way I protect this forum, or the USF requests list, namely not at all.
- by unknownfile at 3:39 PM EST on November 30, 2005
- Bad photoshop for a potential logo:

- in_cube by hcs at 4:07 PM EST on November 30, 2005
- in_cube
plays ADX, various DSP, and ADP
uninstall in_adx and in_dsp before using this.
edited 9:08 PM EST November 30, 2005
- by Truth Unknown at 4:28 PM EST on November 30, 2005
- Here's my go at the logo.
UNKNOWNFILE, you inspired this.

Link
>Nice job on the new plugin HCS.
EDIT: I made the NGC logo earlier from scratch, so I just added the head-phones.
edited 9:48 PM EST November 30, 2005
- by marioman at 4:32 PM EST on November 30, 2005
- Yes, it is good to see ADP, ADX and DSP all incorporated into one plugin. Thanks.
- by hcs at 4:35 PM EST on November 30, 2005
- Quick fix (same link, version number, etc.), VagueRant pointed out the ADXs don't fade correctly (one channel dies). This has been fixed.
Also, cool logo. I'm going to try and make one myself, as well. I have a few ideas...
edited 9:52 PM EST November 30, 2005
- by hcs at 6:41 PM EST on November 30, 2005

This is the crap I came up with. Going minimalist... by all means I look for other suggestions.
Also, 0.0 updated one more time (any other changes and I'll change the ver num), now times in the playlist (reported by getfileinfo) are accurate.
- by PokeParadox at 11:40 PM EST on November 30, 2005
- Ah In_cube... nice one. I'll give it a good testing tonight hopefully!
- by Vague Rant at 2:46 AM EST on December 1, 2005
- Yeah, I bet you'll give it a good testing tonight.
- by marioman at 6:07 AM EST on December 1, 2005
- I have been testing the ADP support for in_cube, and, other than adding looping, I only see one thing that I think needs to be addressed.
All ADPs seem to play significantly slower than they are supposed to play. I ran these same ADPs through Cube2Wav, and it makes the same error. If you want an example, play race.adp from Super Monkey Ball, and compare it Monkey Race here. This also occurs with Super Monkey Ball 2's ADPs.
So anyway, just thought that you should know about this. Thanks for your hard work to get this plugin working smoothly.
edited 11:10 AM EST December 1, 2005
- by hcs at 7:23 AM EST on December 1, 2005
- You notice correctly. cube2wav generates WAVs at 44.1KHz by default. I just read over the DTKmake documentation and it says that the files should be 48KHz. I've fixed this in v0.1.
in_cube page.
- by PokeParadox at 8:22 AM EST on December 1, 2005
- I noticed this also with some of the testing I've done already. I was playing some ADPs from Crazy Taxi and they were definately slower... And also Tony Hawk's Pro Skater 4...
Erm it looks like the music from R: Racing is actually a DSP variant... but all the music is in one file and it seems to manage to play the first song only. (Oh in case you haven't realised, you can rename the file to dsp and it will play in in_cube).
HCS: I noticed the plugin says it supports GCM... but this file format is for game cube iso files. Whenever I try and load in GCM it just causes foobar2000 to crash out on me :/
- by Mouser X at 10:20 AM EST on December 1, 2005
- GCM is the extension of the DSPs used in Lego Star Wars. That's why the extension is listed. Personaly, I recemmend that you do not have Winamp recognize those by default, since the GCM you're refering to, and the one Winamp refers to, are 2 very different things. Hope that helps clear up the confusion. Mouser X out.
- by hcs at 10:23 AM EST on December 1, 2005
- v0.2 of in_cube now up, with a new ADP decoder I just wrote.
- by marioman at 3:08 PM EST on December 1, 2005
- The new version sounds good hcs. All it lacks now is ADP looping.
Thanks for fixing it.
- by hcs at 8:55 PM EST on December 1, 2005
- v0.3 of in_cube now up, check the page for details.
- GCM by PokeParadox at 8:06 AM EST on December 2, 2005
- Ah thanks for the clarification, MouserX... I don't have Lego Star Wars, nor have I come accross that format in the games I've looked into yet.
Luigi's Mansion: I couldn't find anything other than what looks like sequenced music for it... sorry.
I'll try out the new in_cube now :)
- by marioman at 8:36 AM EST on December 2, 2005
- >>Luigi's Mansion: I couldn't find anything other than what looks like sequenced music for it... sorry.
Yes, UNKNOWNFILE mentioned that to me. Bummer. Please let me know if it by chance does work with in_cube, but if it doesn't I guess that I will have to wait for someone to develop CSF. (Or whatever they are wanting to call it.)
Thanks for your attempt to get it to work. I guess I can't have everything. :)
- by hcs at 10:42 AM EST on December 2, 2005
- Mouser pointed out a bug I introduced into the DSP decoding in in_cube 0.0, it was a result of trying to make the Mega Man Command Mission tracks loop properly... It causes Metroid Prime 2 tracks to loop wrong. (and the Command Mission hack didn't work, anyway) New version should be up soon.
- by hcs at 9:02 PM EST on December 2, 2005
- in_cube 0.4 now up. Fixes the Metroid Prime 2 problem.
- by hcs at 6:49 PM EST on December 3, 2005
- in_cube 0.5 now up. Fixes spd/spt problems. Adds support for Bomberman Jetters, which is a signatureless DSP with a different interleave from Lego Star Wars. Lego Star Wars has a GCM extension, so I use that to specify its interleave. It is quite possible this breaks other games, but I don't know of any. If you find one let me know.
- by hcs at 11:28 PM EST on December 4, 2005
- in_cube 0.6
Fixes a minor bug in looping for noninterleaved DSPs.
For a good demonstration see gcfe_bgm_evt_heron2_32k.dsp from Fire Emblem, at about 24 seconds and 49 seconds, there is a pronounced "dit" in the left channel with 0.5. This is gone. Metroid Prime seems to still loop properly, which hopefully indicates that nothing else is broken. If you do notice a minor loop issue (this will only affect the loop point by a single frame) try it with 0.5 and see if things clear up. Either way let me know.
- by hcs at 4:42 PM EST on December 6, 2005
- in_cube 0.7, fixes some short ADXs that wouldn't play.
Also, I finally got around to constructing a database for GC streamed audio.
Anyone with an account here can update it. If someone else made an entry about a game that you disagree with, or that is different in a different version, make another entry to let us know.
- by kode54 at 10:09 AM EST on December 7, 2005
- Uploaded a new foo_adpcm here to fix ADP support. I changed the ADP init function to return true/false if it detected the vague hint of an ADP signature, but forgot to change the end of the function to return true, so it was kind of returning either false or 0, passing the files on to the DSP decoder. Heh.
- wrong topic by BigCN401 at 11:06 AM EST on December 7, 2005
- ...ignore this.
edited 4:17 PM EST December 7, 2005
- by hcs at 7:51 PM EST on December 7, 2005
- um, this was stupid.
in_cube 0.8 now up, fixes stereo in ADXs (left channel was duplicated in 0.7).
- by hcs at 3:13 AM EST on December 8, 2005
- in_cube 0.9 up now, does some basic sanity checking on DSPs (so winamp won't crash when it reads a bad one) and fixed the looping problem on one Donkey Konga track.
- by hcs at 11:41 PM EST on December 9, 2005
- in_cube 0.10
SPT/SPD pairs now loop.
I learned a bit more about their headers, it is fundamentally a packed format. The plugin now will not attempt to play SPTs with multiple sounds in them. Previously you'd get nasty sounds from these (those two large files from Bust A Move 3000, for instance).
- by hcs at 10:58 AM EST on December 11, 2005
- in_cube 0.11
some ADX-related fixes
- by hcs at 11:44 AM EST on December 11, 2005
- the GC Stream DB now has an option for games that are "partially" working. Use this for situations where some files are supported but others aren't, or maybe other situations you can think of. When the audio mostly works (i.e. with Bust A Move 3000 where only the sound effects don't work) I'd use "yes" instead.
This is primarily included to upgrade some "no" entries, which I'll be doing manually for some of them. Files that don't loop might be included in this if you so choose. Games with totally broken looping like Megaman X: Command Mission should remain "no".
Also, is the new coloring for them irritating? I'm not sure if I should keep it.
Also added a count to the bottom.
edited 5:06 PM EST December 11, 2005
And PokeParadox, if you're around, could you put some of the games on that list up there? Could you test them out with the latest version of in_cube? I'd copy all your data over, but i don't know what version you used or if anything has been fixed since then.
edited 5:17 PM EST December 11, 2005
- by PokeParadox at 4:26 AM EST on December 12, 2005
- I hear you... I DO want to help... but I have coursework deadlines looming... this is why I've gone.. erm... MIA sorry.
When I do have some time I will test everything I can with the latest version of the plugin, and obviously post my findings. :)
Unfotunately now I'm very muched bogged down with uni work. Sorry.
- by hcs at 5:26 AM EST on December 12, 2005
- Perfectly understandable, looking forward to your testing when you get the chance.
- by Zerodius at 2:51 PM EST on December 13, 2005
- Any place where I could get NON-TORRENT versions of the files?
My computer HATES Torrent and so do I (I get 41010329093420 viruses when I use it... how strange).
Anyway... help?
NOTE: Sorry for being annoying...
edited 7:58 PM EST December 13, 2005
- by hcs at 9:33 PM EST on December 13, 2005
- There's no reason to get viruses from these torrents, since there are no executable files involved. Just make sure you aren't using a shitty BT client. BitTornado is recommended.
And sure, you can get these files anywhere else you can find GC ISOs. Either rip them yourself or look for the scene releases.
- by hcs at 2:23 PM EST on December 15, 2005
- TMNT3:MN extractor v0.0
Extracts DSPs from Teenage Mutant Ninja Turtles 3: Mutant Nightmare's strbgm.bin file. I think it's right, but let me know if anything sounds screwy.
TMNT3:MN extractor v0.1
Whoops, loop points were set too early in 0.0. Should be cool, now.
edited 7:37 PM EST December 15, 2005
- by hcs at 7:56 PM EST on December 15, 2005
- It has come to my attention, rather belatedly, that many IDSP tracks in Super Mario Strikers/Mario Smash Football do not play correctly. I have resolved this and should have an updated version of in_dsp some time tomorrow.
- by valiant at 1:49 AM EST on December 16, 2005
- @Mouser X: Just wanted to point out that "Eternal Darkness: Sanity's Requiem" only works partially. The ADP and DSP (there's also some music in them) files are working, but the AUD files aren't. These are the music files for the chapter intros (found in the "Levels" folder).
edited 6:50 AM EST December 16, 2005
- by hcs at 4:34 AM EST on December 16, 2005
- in_cube 0.12 is now up, with proper IDSP support (I think) and a nasty hack for Monopoly Party (rename the tracks to .MPDSP).
I also put all my GC audio related tools right on that page for easy access.
Also, I love horizontal rules.
edited 9:35 AM EST December 16, 2005
- by Mouser X at 5:25 AM EST on December 16, 2005
- I didn't actually rip ED. That was Emil007. I just added it to the DB, since I had downloaded the ADPs Emil007 put up. However, I'll go and change the entry to reflect those playable, and non-playable, files. If you still want those DSPs distributed, you'll have to contact Emil007 about that. Hopefully, that takes care of that. Mouser X out.
- by valiant at 1:25 PM EST on December 16, 2005
- No, I was just thinking of the database. I've got the game myself. :D
- by valiant at 5:25 AM EST on December 19, 2005
- Found another error regarding ADX playback. Here's a file from "Silent Hill 2 - Director's Cut".
http://rapidshare.de/files/9451417/BGM_012.rar.html
The file has a frequency of 22050kHz, but the playback is distorted, in the game it sounds perfectly, though.
- by hcs at 9:42 AM EST on December 19, 2005
- kode54 has mentioned this clipping issue. I'd rather not handle it with scaling as he does, though...
[edit]
I was looking over some other ADX code today and I think I have a better value to use for the scale, which reduces the distortion of this track a little. It still doesn't sound exactly like the OST (this is track 29, Pianissimo Epilogue), but at 22050 Hz you really can't expect it to. In any case this slightly revised decoder sounds better, I'll have it up shortly to see what you think.
edited 3:01 PM EST December 19, 2005
in_cube 0.13 now up, with a smaller scale (seems to be what bero originally used before switching to a larger value) for less clipping. Also enabled a weird track from Super Mario Strikers to play "Super_Mario_Brothers_Stream_test_L.dsp" (and its stereo twin, Super_Mario_Brothers_Stream_test_R.dsp). This is a track from the Orchestral Game Concert, which is sort of surprising... It isn't in the torrent for some reason. The track wouldn't play before because the start and end points for the loop are equal, now in such a situation I just tell it to ignore looping.
edited 3:21 PM EST December 19, 2005
- by unknownfile at 7:26 AM EST on December 22, 2005
- hcs: would you like ADS/SS2 support notes? I still have some left over from Megaman X7.
edited 12:27 PM EST December 22, 2005
- by hcs at 10:12 PM EST on December 22, 2005
- in_cube 0.14 now up.
Check the page for details.
- plugin process priority by Knurek at 3:54 PM EST on December 24, 2005
- Could you up the plugin process priority? Every CPU intensive task here means skips/breaks in music replaying.
(Using XMPlay 3.3 and Tales of Abyss ADX files)
- by Firon at 11:53 AM EST on December 25, 2005
- edit: feh nevermind. :P
It's good to see the DSP plugin working perfectly in foobar with the wrapper. If only there were a native plugin for 0.8.3... and if there is, I'm blind.
edited 5:12 PM EST December 25, 2005
- by hcs at 8:46 AM EST on December 26, 2005
- adjustible process priority may be included in an upcoming version
- by hcs at 11:09 PM EST on December 29, 2005
- in_cube 0.15 now up.
Includes support for the ISH/ISD pairs found in Pokemon XD Gale of Darkness.
Use gcfsysd (on the in_cube page) to extract the files from the .fsys files found in this game. The header files (probably mostly named .000) should be renamed .ish to get them to play. Some files were named correctly (already called .ish) in the archives, other times I just make up names based on the order the files come out of the fsys.
SupaKitsune, please test this out and let me know how it works on the rest of the files.
- Hmhm... by Maple at 1:52 AM EST on December 30, 2005
- It is working quite well. The only problem is the looping, about the 1st loop's worth of a song, one channel of music desyncs from the other and you get a strange echo-y effect.
But still, other than that, it works very well for the extractor's first release! Thank you very much, hcs! Have a happy new year too! ^_^'
EDIT: I forgot to mention that the looping problem is only on some songs, and on others, there's a slight jump at the loop point, and on some others, usually the ISH/ISD pairs, there is just a Pidgey's cry, and the song does not play.
Also, it seems that the ISH/ISD pair songs are ones brought over from Pokemon Colosseum for use in this game.
Hmhm...
edited 7:09 AM EST December 30, 2005
- by hcs at 4:39 AM EST on December 30, 2005
- Ok, if you could let me have a look at some of the files that don't loop right that'd help.
Also, did any .fsys files have more than .000 and .001 files come out (like .002, etc.)? If so I'd like to have a look at those, too. They might have more headers at the .002, .004, etc.
I may not be on IRC much, if you could send a few by yousendit so I can fetch them at any time that'd be great.
- by hcs at 11:05 AM EST on December 30, 2005
- try this:
in_cube 0.16 beta 1
I made a change that might fix that loss of sync problem you're having. Without the files on hand I can't really test it, though.
- ^^; by Maple at 3:44 PM EST on December 30, 2005
- HCS: Sorry I wasn't able to reply, I was out shopping with my mom today, it was a real busy day...
No problem, I'm going to RAR up the files now, and put them on Yousendit so you can get them.
EDIT: Testing one of the desynced files...
Playing: "stm bgm B wirie.dsp" [1021kbps][31kHz][Stereo][1:04/2:02]
There, where it used to desync, it now just jumps for a moment.
Success! (Or close to...)
The ISH/ISD Pidgey problem is fixed but some files seem to extract incorrectly from the .fsys and cut off at 64 kb for the ISD/001 and the normal 1 kb for the ISH/000 aka DSP, causing what I've dubbed the 'Shadow of the Pidgey Problem'. I'll try re-extracting them, then seeing what happens.
EDIT2: http://www.filefactory.com/get/f.php?f=1643ffd594b13b297672c35e
Lairy fights, that's the one!
np: Pokemon XD - VS Mode Selection ~Rumba of Love~.dsp which is working quite well, with only the slightest of a jump.
edited 10:54 PM EST December 30, 2005
- by hcs at 6:05 PM EST on December 30, 2005
- It's weird, the loop point simply doesn't match up right in the one looping file I had to deal with. I was able to get it to match by subtracting 0x1800 from the loop point, but apparently this isn't working for others. I'll take a look at these other ones when I can get them (hopefully I can set this up to allow resuming...), maybe a pattern will emerge.
Oh, and does this file contain the unmodified .fsys files? I guess I'll know in a few hours when I have it...
edited 11:10 PM EST December 30, 2005
- Perfect loop. by Maple at 7:13 PM EST on December 30, 2005
- np: stm bgm libra.dsp This file looped perfectly!
Yes it does contain the unmodified fsys files.
Supakitchen would like to thank HCS for working on these projects for all of us video game music lovers.
So, thank you very much!
- by hcs at 1:27 AM EST on January 1, 2006
- SPTex 0.0 now up
extracts DSPs from SPT/SPD pairs.
in_cube will play SPT/SPD, but only if the file contains only a single stream. Now you can get all the others as individual DSPs.
Tested on Bust a Move 3000 (which has a few songs at the end of GameSE.spt/spd and GameSE2.spt/spd)
on the in_cube page
edited 6:28 AM EST January 1, 2006
- Feature requests! ;) by valiant at 10:16 AM EST on January 2, 2006
- Is it possible that you add a delay function to the plugin so that the fade-out takes place a few seconds after the loop?
Also, can the loop start and loop end points be displayed in seconds?
- by hcs at 2:44 PM EST on January 2, 2006
- Yes, can do on all counts.
It'd be more useful to have the loop points specified in time, rather than file offset.
Maybe this will happen.
- by hcs at 7:21 AM EST on January 5, 2006
- in_cube 0.16 beta 2
I made a change to ISH support, I don't know how well it works though because I've temporarily lost access to the Pokemon XD files.
It also contains experimental support for YMF.
- by Sir-Sabin at 11:47 AM EST on January 5, 2006
- in 0.16 Beta 2, it desyncs for ISH (when it loops) and what uses YMF?
- by BigCN401 at 6:59 PM EST on January 5, 2006
- http://s52.yousendit.com/d.aspx?id=0LZPTCYI207OC2S4RW8RQ1M9P5 - Pok?mon XD. Hope the link still works.
- by hcs at 3:10 AM EST on January 6, 2006
- WWE Wrestlemania X8 uses YMF, and apparently I've got it supported almost perfectly. I'll be looking at the looping tracks (currently not actually looping), which I'm downloading now.
Sorry about 0.16b2 reverting a bit on ISH, I don't have access to the machine I had those sources on (which also have the Pokemon XD files I downloaded), when I get back to that I should be able to get everything sorted out.
- by hcs at 7:34 AM EST on January 6, 2006
- in_cube 0.16 beta 3
* option to play single channel from ADX (which may have > 2 channels)
* thread priority adjustment
* loop points now reported in time instead of file offset
* optional delay before fade
nothing big, just a few things that had been requested
- by valiant at 1:15 AM EST on January 8, 2006
- Woot, woot! Another great version, hcs.
- by hcs at 2:56 PM EST on January 8, 2006
- I think I found how to loop ISH/ISD properly. in_cube 0.16 contains the new code, which works on all files I've tested.
I've noticed a small pop in "stm bgm B colosseum4", but this is not caused by the loop. It happens at 1:32, and even if looping is disabled it happens.
edited 8:56 AM EST January 9, 2006
"stm bgm B colosseum1" isn't perfect, either, there's a slight pop in the right channel upon looping, just before the loop point at 0:55, which is present without looping, as well. It seems to have been an oversight when the file was generated, as unlikely as that sounds.
edited 9:12 AM EST January 9, 2006
- by hcs at 4:40 PM EST on January 12, 2006
- in_cube 0.17 beta 1, with some RSD support.
in_cube 0.17 beta 2, with some more RSD support (PCM now supported).
edited 11:47 AM EST January 13, 2006
in_cube 0.17 beta 3, with more RSD PCM support, and PCMs will now display their length properly.
edited 12:12 PM EST January 13, 2006
in_cube 0.17 beta 4, fixes a handle leak (files left open)
Also, on the in_cube page, you can now find a program called sfxtract which will extract DSPs from the SFX files in Batman Begins. However, it seems that the music is not in DSP or any other format I know, so this only gets sound effects. While I could extract the other files from the SFX I don't see any reason to do so now, so sfxtract will simply fail on those files.
edited 2:22 PM EST January 13, 2006
- by hcs at 5:08 PM EST on January 13, 2006
- in_cube 0.17 beta 5, adds support for the idsp files in Harvest Moon - Another Wonderful Life. I didn't know these files existed until today.
- by valiant at 10:44 PM EST on January 13, 2006
- SFX files from Buffy don't seem to work with sfxtract (were packed in filelist.000, too - extracted them manually with Hex Workshop).
- by hcs at 7:49 AM EST on January 14, 2006
- Does it say the format isn't recognized? It's likely that these files are also in some other format that I can't do anything with at the moment.
I downloaded it and checked it out, it seems that they are indeed in yet another unknown format (different from the Batman ones). Sorry.
edited 1:14 PM EST January 14, 2006
- by hcs at 10:22 AM EST on January 14, 2006
- in_cube 0.17 beta 6
fixed a bug in ADX detection that crashes on some files that are not ADX
- by PokeParadox at 3:20 AM EST on January 17, 2006
- Any chance of being able to extract the other songs from R: Racing?
in_cube can play the music but can only see the first track.
Also any (Typo->)WORD on the sound format of DDR Mario Mix?
If you need the files I can supply them.
Btw I'm just taking a little procrastination here... I'm still technically over-run with coursework now and exams coming up. >.<
edited 9:32 AM EST January 17, 2006
- by hcs at 5:45 AM EST on January 17, 2006
- No word, I do have a file or two from Mario Mix but I haven't made any sense of it (nor have I tried in a few months).
I don't know anything about R: Racing.
- by PokeParadox at 6:03 AM EST on January 17, 2006
- Well, with R: Racing, all the music is in one file, BGM_DSP.DAT.
in_cube does support the format (I think it's a bundle of ADXs, although I'm not really sure.) but it will only play the first song.
- by hcs at 6:18 AM EST on January 17, 2006
- If it's a bundle of ADXs adxtract will seperate them.
Sounds like a bundle of DSPs, though. What does the info window say (press alt-3 while the song is playing).
- by PokeParadox at 6:27 AM EST on January 17, 2006
- Hmm can't check here... I will be soon getting my own inet connection again...
I can't remember, I just seem to remember it being ADX... But it could have been DSP >_> I'm being very helpful here huh?
EDIT:- just a note I've tried running it through adxtract before and it didn't work... So it probably isn't ADX.
edited 11:30 AM EST January 17, 2006
edited 11:31 AM EST January 17, 2006
- by unknownfile at 7:35 AM EST on January 17, 2006
- Pageclaim because I hate you.
Anyways, I haven't been checking in on the latest development, but boy has it been ruxing more and more! Keep up the good work.
- by Sir-Sabin at 5:23 PM EST on January 17, 2006
- why not try adxtract to see if they are adx for R: Racing?
- by valiant at 1:52 AM EST on January 18, 2006
- Like mentioned in the streamed music documentation, R: Racing uses DSPs packed in this big archive. Use a Hex Editor, search for all instances of the DSP headers and select the data between two headers. Then extract them manually. In total there are 16 DSPs in it.
- by PokeParadox at 2:31 AM EST on January 18, 2006
- Hmm sorry. I didn't realise that you had added it to the DB. Truth be told I never referred to the DB... I've been busy and I had forgot about it's existance... >_> (I'll be happy whn I have my exams out of the way...)
Well I'll give manual extraction a go.. although I'm sure I messed up the process when I tried that a while ago.
- by hcs at 3:17 AM EST on January 18, 2006
- groupz, could you do a big favor and list the offsets of the DSPs? Then I could just give out a program that does the extraction for people who can't figure it out with a hex editor...
- by valiant at 6:35 AM EST on January 18, 2006
- 00000000
01129800
01FD1000
02F33800
03B0C000
04C5A800
05A35000
06796800
0770F000
086C6800
09314000
0A3FB800
0AED9000
0AF24800
0B0FF000
0BAEC800
- Spot the mistake >_> by PokeParadox at 2:25 AM EST on January 19, 2006
- Well I felt inspired to write my own little Cstr extraction program... unfortunately it doesn't work... lol. It does find the correct number of DSPs, but when it comes to saving them, it crashes...
please if anyone has time, have a look if you can figure out what I'm doing wrong here.
DSP Extractor
- by hcs at 7:09 AM EST on January 23, 2006
- aix2adx, on the in_cube page, is supposed to extract ADXs from AIXs. Let me know how it works.
Also in_cube 0.17 is now up, exactly the same as 0.17 beta 6.
- by BazzatManBowlin at 1:33 PM EST on January 23, 2006
- AIX2ADX works fine for the most part - it extracts three ADX streams from all the SEGA GT 2002 AIX files. To my knowledge, it's always one stream that sounds sort of like a combination of the two other streams, and the two split streams.
The only problem is that it never extracts the whole song. For instance, the menu theme (a 9.65MB AIX) extracts the three ADX files - all 545KB.
Here's a download link to a larger AIX that should loop (it does in the game).
- by hcs at 12:13 PM EST on January 24, 2006
- Copied from my post on emutalk:
in_cube 0.18 beta 1 supports two ASTs I have from Double Dash, with looping. It turned out to be a headered block format like HPS (though with 16-bit PCM, and it doesn't loop itself like HPS so I had to do some inefficient reading for an accurate loop). Let me know how it works on other ASTs.
On the AIX front, I updated aix2adx to work on additional sections past an AIXE marker. Unfortunately there still wasn't any looping information, but since I promised looping I wrote another utility to do it.
The way the BGM01.AIX is structured is three streams, each in two sections (or "goround"s, as aix2adx calls them). The first section is what is played before the loop, the second section should be looped over its entire length. I wrote a program called adxloop which will rewrite the header for a nonlooping ADX to make it loop. It can also take another input ADX, which is the part that plays before the loop begins, which works well for these AIXs.
Here's how to use these tools (from the command line):
aix2adx BGM01.aix
adxloop BGM0100000.adx BGM0101000.adx BGM0100loop.adx
adxloop BGM0100001.adx BGM0101001.adx BGM0101loop.adx
adxloop BGM0100002.adx BGM0101002.adx BGM0102loop.adx
BGM01.aix is the original AIX. From it aix2adx will extract:
BGM0100000.adx, BGM0100001.adx, and BGM0100002.adx
which are the first sections of the three channels, and:
BGM0101000.adx, BGM0101001.adx, and BGM0101002.adx
which are the second sections of the three channels. adxloop takes the two sections of each channel, concatenates them, and loops for the length of the second section, creating a new file called BGM0100loop.adx (et al).
Let me know how this works (and sorry about the hard to read file names). I tested the generated files in in_cube, kode's foobar ADPCM player, and CinePak and it seems to work properly. aix2adx 0.1 and adxloop are both on the in_cube page.
- by valiant at 1:54 PM EST on January 24, 2006
- Sample downloads
"Mario Kart: Double Dash!!"'s ASTs worked just fine, the only exception being the outro theme which loops at 2:47 although it shouldn't.
ASTs from other games made my ears hurt a little, though... I shouldn't have the volume turned up that high...
Also included are some AIXs from Silent Hill 2. The extraction is functioning, the output files are not. I used adxloop but got some strange results, again with ear-crushing content. Yeeouch.
- by BazzatManBowlin at 3:29 PM EST on January 24, 2006
- As always, great work HCS. The ADXLoop utility works very well, from what I can tell.
However, much like Ferramenta's problem... after some songs (it doesn't happen with all of them) go into their first loop, a large static blares. From there, it never stops.
However, this problem only seems to occur with in_cube (I used the latest beta - 0.18 b1). Playing the looped ADXs in the CinePak ADX player doesn't result in the static blaring loops.
I've got a DL link to one of the SEGA GT 2002 AIX files that produces the weird static loops (after using the tools) when listening to it with in_cube.
edited 8:30 PM EST January 24, 2006
- by hcs at 5:38 PM EST on January 24, 2006
- "which loops at 2:47 although it shouldn't."
Do you mean it loops unnecessarily or it should loop but it has the wrong loop point?
I'm aware of the ASTs that don't work, in_cube 0.18 beta 2 won't try to play them, they're in a different format (probably an ADPCM, but that's just conjecture).
The loop problems are due to my use of the a different value in the header for ADX looping than CinePak uses. I thought that I was being careful so the static wouldn't happen but I guess I have a little more checking to do.
Thanks for the samples, they are the fuel that runs this crazy machine.
edited 10:39 PM EST January 24, 2006
- by Sir-Sabin at 7:23 PM EST on January 24, 2006
- the asts from Donkey Kong Jungle Beat and The Legend of Zelda - Collector's Edition won't play. also we should make a PS2 DB because there are PS2 games showing up on the GC DB.
edited 12:34 AM EST January 25, 2006
- by valiant at 7:57 AM EST on January 25, 2006
- "Mario Kart: Double Dash!!" Ending Theme
Ends at 2:47, then the song starts again.
At 5:36 it ends, followed by another restart and a fade-out. Not that it would be a problem. It's a great song. ;)
- by hcs at 10:15 AM EST on January 25, 2006
- As I said, I'm aware of ASTs not working. 0.18b2 will not attempt to play them rather than making loud obnoxious noises.
I'll take a look at the Double Dash track, maybe I have the wrong offset for the loop flag.
I have a fixed version of adxloop that should clear up the problems with in_cube on looping, but I don't have the opportunity to put it up now.
- BUG by SquareTex at 11:21 AM EST on January 25, 2006
- Okay, this is going to sound REALLY WEIRD, but I'm not pulling your chain here.
After I installed the latest beta of in_cube, WinAmp stopped playing MP3s correctly. Any attempt to load them up crashed the player. But once I removed in_cube, it started working again.
Strange indeed...
edited 4:22 PM EST January 25, 2006
- by hcs at 12:02 PM EST on January 25, 2006
- Is this reproducible? Does it happen with older versions of in_cube as well?
adxloop 0.1 is now up, which should produce files that play in in_cube. It also includes a batch file to make building the Sega GT 2002 looped ADXs easier (invoke as "splicendice.bat BGM08").
Also, I was unable to find anything wrong with the behavior of aix2adx on the Silent Hill ADXs. It seems to work as expected...
edited 5:06 PM EST January 25, 2006
- by SquareTex at 12:47 PM EST on January 25, 2006
- This was the first time I ever encountered that problem. WinAmp has never bombed on MP3s like that before.
I'll go back to .18 b1 and see if it happens again. If so, I'll keep going back until it stops.
(Later on)
Alright, the same problem came up in .18b1, but when I put .17 back, it was okay again.
edited 6:01 PM EST January 25, 2006
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