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by Knurek at 1:39 AM EDT on August 3, 2012
HES files are only for games that use internal soundchip for music, you can't handle CD-DA this way. Kingshriek did rip most of CD games that used non CD-DA music, and lately 2CH-H has been doing some VGM logs of games that don't have HES files.

If you're interested in CD-DA, I've also ripped pretty much every CD-based game, the tracks are available here:

PC Engine Music Archive

edited 6:37 AM EDT August 3, 2012
by JFD62780 at 5:41 AM EDT on August 3, 2012
LINK FIXD kthxbai

Seriously, start URL's with 'http://'; Your Browser will thank you later. ;)
by Lunar at 4:52 PM EDT on August 6, 2012
Not xSF format but, since kode54 just updated foo_gep to support the extra Saturn/Sega CD etc. soundchannels, is there a repository for those soundtracks anywhere? I thought they'd be on project2612 but it doesn't seem like it.

I only have Sonic CD and Popful Mail. Would like Knuckles Chaotix and to check out some other soundtracks maybe!

thx
by Knurek at 5:28 PM EDT on August 6, 2012
Sega 16-bit Music Archive should do the trick.
by Lunar at 5:39 AM EDT on August 7, 2012
that has all the mega drive ones thrown in too though :[ unless I'm looking for specific Sega CD/32x games (which I'm not right now) it's no good really, I just wanted to browse through some soundtracks, and clearly I can't just pick stuff out of there at random since 99% of the time it'd be mega drive.

additionally, foobar2000 doesn't want to tag VGZ (or uncompressed VGM!) so I'm wondering what to do about that. am I going to have to hex edit these files? :x
by Delon at 6:43 AM EDT on August 7, 2012
I would like to take a closer look at how the Soul Reaver 2 music is played.
by Knurek at 6:58 AM EDT on August 7, 2012
Lunar: 32x sets have (32X) tag, SegaCD sets (SCD), and you can just ctrl-F through the directory listing. Hope this helps.
by Mouser X at 11:34 AM EDT on August 7, 2012
I used Google to find the 32X sets, but here's a link to find the SCD sets (you'll still have to CTRL+F through the page to find the individual ones) - Google finds SCD sets and 32X - Google 32X. Basically, I used Google's "advanced search options" to search *only* smd.joshw.info. It makes it much easier to find things.

So yes, I can see why it'd be annoying that all the Genesis/32X/etc. rips are all together, but it really not too hard to find things once you know what (and how) to look for. I assume I need an updated in_vgm now? Don't the games have to be re-logged though, to take advantage of these new features? Or were they already logged in the VGM file, but the player just ignored the information? Thanks for the heads up though. I wonder how different they'll sound, or if I'll even notice a difference at all.... Mouser X over and out.

edited 11:39 AM EDT August 7, 2012
by Knurek at 12:16 PM EDT on August 7, 2012
Most of the old, already ripped 32X games just used the standard Genesis chip, so they shouldn't sound any different now. Exception is Virtua Racing which was missing a few songs using the 32X chip, now they should play correctly.
by Lunar at 4:44 PM EDT on August 7, 2012
Agh, fack. Those pages include tonnes of streamed sets, so this isn't helping me much either :P

I expect there aren't even that many sets that use Sega CD PCM but they're the ones I want to find mainly.
by dissident93 at 1:38 AM EDT on August 12, 2012
@Mouser X

No, the songs don't have to be relogged to be played in the new VGM plugin, it just didnt play it because in_vgm did not emulate the certain chip at the time.

Heres the link to the new plugin (if you don't have it) http://vgm.mdscene.net/forum/viewtopic.php?t=112

And here are the non Genesis VGM sets. http://vgm.mdscene.net/forum/index.php?c=2&sid=e5bb000ffad346fe67558e3b68aa32b9

aoDSF v0.10 by snakemeat at 1:38 PM EDT on August 25, 2012
It's a 6 months old now, but I noticed a new version of aoDSF here.
by TheUltimateKoopa at 9:32 PM EDT on August 25, 2012
What is aodsf?
by JFD62780 at 11:37 PM EDT on August 25, 2012
It's a DSF plugin, TUK. It lets you listen to hardware-sequenced Dreamcast audio files!

My favorites happened to come from a little-known game named Super Magnetic Neo. The demo build ALONE hooked me from its place in a magazine-supplied GD-ROM.

This plugin's newest build plays them just about FLAWLESSLY compared to the previous build (i.e. the tunes DON'T suffer clipping audio!). :D
by TheUltimateKoopa at 7:18 PM EDT on August 26, 2012
On the subject of xsf, specifically 2sf, and yes I've said this many times but, I still don't get it.

Is the most recent version of vio2sf the best quality that's possible for DS rips? I mean is that how it sounds on a real DS? When I listen to songs like the Underwater theme from New Super Mario Bros, there's some slight crackling, and the Castle themes from the same game, where the first few notes (dun dun, dun dun) are, there's a very noticable 'pop' sound after each note. Is this how it should be in the game? I had the game, but lost it years ago, so I can't check myself. I'm pretty sure the DS doesn't produce that much crackly and poppy sound.

As for 3DS music ripping, is anyone even remotely doing anything towards it? It's just that it seems like people are waiting for 3DS music ripping to be available, yet there's literally no evidence of any progress towards it, like some very early prototypes of prototypes of something .... seriously, Mario Kart 7 Rainbow Road without SFX... and other 3DS music that's not on CDs or available without sound effects normally.... am I the only one who'd love this?

edited 7:23 PM EDT August 26, 2012
by Dais! at 10:56 PM EDT on August 28, 2012
I waited for a GBA format, I waited for a DS format, and I wanted for an NGPC format (eventually supported by recent versions of the VGM format, although not much in the way of ripping is happening). The 3DS is a new enough system, and public understanding of its technical makeup is crude enough, that I think it's okay that it is where it is, and it's better to just chill a bit instead of worrying about what more could be done.

Incidentally, given how much larger 3DS games can be/are than DS games, I wouldn't be surprised if a fair number of them use streaming music, which vgmstream will eventually cover when people figure out how to start properly pulling open the roms (not many of which have been dumped, in part due to the fact that there isn't really anything to do with them yet). It's coming sooner or later, so just relax.

There are really much vainer things you could be hoping for. How about the ROM dump (let alone the soundtrack/M1 support) for Taito's VERTEXER, or PSP games which use sequenced music? Nobody has made an SNSF set for FEDA or Shiren yet, and there are dozens if not hundreds of games (and their soundtracks) probably lost forever from countries like South Korea where the cultural context of gaming at the time meant little-to-no accurate chronicling or preservation....
by TheUltimateKoopa at 4:16 PM EDT on August 29, 2012
Maybe I'm being impatient :P

Does anyone know whether 3DS music is streamed?
by hcs at 5:35 PM EDT on August 29, 2012
Certainly some 3DS music is streamed, I'd expect at least as much as on NDS and probably lots more.
by TheUltimateKoopa at 7:31 PM EDT on August 29, 2012
So, based on similar things, how long should it be before ripping music from 3DS games becomes a definitive thing?

Would I be being too optimisstic if I said before the end of the year? Would be be too pessimistic if I said after 2014?
by Mouser X at 7:59 PM EDT on August 29, 2012
If 2SF is used as the basis for the assumption, then it's about 2 years from release of the system, to a working format *and* player. Wikipedia says the NDS was released March 2nd 2006. As near as I can tell, UNKNOWNFILE released the first working set/2SF player here in January 2008. Though, the format, and player, went through numerous alterations and improvements before it actually got closer to a finalized state (some/many/all of the rips had to be reripped due to some of the changes that needed to be done).

That said, UF was using source code to an already existing NDS emulator. He had also been working on the format (and player/tools necessary to create the format) for about a year as well. In other words, is there even a 3DS emulator (that works) in existence? If not, then there's no chance of a 3DS format until an emulator exists. Once an emulator exists, *then* you can start wondering how soon a 3DS xSF format will exist. Again, using 2SF as the basis, someone needs to start working on such a format. After about a year, perhaps they might release something usable. To the best of my knowledge, no one as even started work on a 3DS xSF format. Thus, you're *at least* a year too early to be asking for such a format, because no one has even started working on it.

In other words, impatient?! Are you kidding me? There's not even an emulator out yet.... Worry about that first. Honestly, based on how it looks right now, it looks to me like you have *at least* two years to go before a 3DS xSF format exists. I mean, we don't even have a NGC/Wii format yet, and *that's* been "possible" for awhile now (certainly longer than a 3DS format has been possible, because it isn't. At least, not right now).

So yes, to say you're being impatient is grossly understated. Considering the current state of development, it looks more obnoxious than it does impatient.... Mouser X over and out.
by TheUltimateKoopa at 8:50 PM EDT on August 29, 2012
Actually the DS was released in November 2004, so that's actually over 3 years.

But then, it's not necessarily going to be the same, or is it? AFAIK, DS music is primarily sequenced, but what if 3DS music is mostly streamed?

I said "based on similar things" yes... but thinking about it, using 2SF is just assuming that the 3DS will even use a 'portable sound format' any way. It could end up using streamed formats like AST, or a new format altogether?
by JILost at 7:18 AM EDT on September 11, 2012
vgm.mdscene.net seems to be down or inaccessible. Is the new vgm plugin available elsewhere or is there another player capable of playing 32X etc. vgm's?

edited 7:19 AM EDT September 11, 2012
by dissident93 at 7:30 PM EDT on September 11, 2012
VGMdb is gonna be down until later this month.

And here is a copy of the latest plugin.
http://www.mediafire.com/?fc62khs7596i9sp
by JFD62780 at 8:32 PM EDT on September 11, 2012
The estimated date is September 23rd.

Meanwhiles, you can chat with the dudes in their IRC channel. Here's the info:

Server: irc.digibase.ca

Channel: #VGMRips

Or just click here. ;)

edited 8:34 PM EDT September 11, 2012
by TheUltimateKoopa at 11:05 PM EDT on September 11, 2012
September 23rd? For what?
by JFD62780 at 1:10 AM EDT on September 12, 2012
...

JILost brought up the problem, Dissident93 gave a reply, I added to his reply and you're asking... *holds back a sigh of frustration*

Sept 23rd was the date I heard for VGMRips's return to the net. as in Oerg, the owner of MDScene can fix the site no earlier than that date, since he's physically nowhere NEAR the hardware the site's on.

It Pays to Pay Attention! (tm)
Typo by dissident93 at 10:41 PM EDT on September 12, 2012
And BTW I meant vgm.mdscene not VGMdb, oops
by JFD62780 at 7:41 AM EDT on September 13, 2012
'scool; we got the message anyways. I'ma log on the channel I just posted, as well as the usual Console_Stream channel tomorrow at eightish PM EST, to prove it! >;)
by JFD62780 at 7:41 AM EDT on September 13, 2012
How'd THIS get here?!? O.o

edited 6:56 PM EDT September 13, 2012
by JILost at 10:35 AM EDT on September 13, 2012
Thanks for the upload. Got it. It's nice to hear Chaotix in VGM format. :D
by JILost at 7:39 PM EDT on October 5, 2012
@kode54: Don't know what the problem is, but the newest version of foo_gep seems to be ignoring extended playlists for NSF files in the most recent version of foobar2k. I've tried editing various playlists a variety of ways, but none seem to fix it. They appear to work fine for GBS, at least, though.
by Knurek at 4:59 AM EDT on October 27, 2012
PC Engine Music Archive just got updated:

* All available HES files except for 21 sets marked as [ut] are timed (and tagged wherever possible). The archive also should have all available VGM sets from vgm.mdscene.net including some previously unripped PC Engine CD games.

* Untimed sets will be timed whenever I have some non-pmh free time. :)

* All available Redbook tracks from PC Engine CD games

* [NEW FEATURE] Release date format switched from YYYY to YYYY-MM-DD format where available.

* [NEW FEATURE] PC Engine CD Redbook tracks renamed to GameSerial_Track# format (for example from 03.mp3 to ADCD3001_03.mp3)

* [NEW FEATURE] All M3U playlists switched to pmh format - feel free to use split_m3u.py to have a miniPSFesque format if you so desire.

edited 4:59 AM EDT October 27, 2012
by Knurek at 4:36 AM EST on November 6, 2012
Dreamcast Music Archive just got updated:

* [NEW FEATURE] Release date format switched from YYYY to YYYY-MM-DD format where available.

* [NEW FEATURE] Dreamcast Redbook tracks renamed to GameSerial_Track# format (for example from 04.mp3 to T-9708N_04.mp3)

It might have a few new sets as well, not sure about this.

Now, word of warning, the whole collection sits at roughly 43 GB, so please, don't kill JoshW's server. If anyone can offer some advice about updating previously downloaded collection - some DAT file maybe, please do, I'm terribly behind the times when it comes to data managers.

NES Music Archive just got updated:

* All new rips and fixes from the last year or so

* [NEW FEATURE] Release date format switched from YYYY to YYYY-MM-DD format where available.

* [NEW FEATURE] Prototype sets moved into a separate directory.
by Josh W at 5:25 AM EST on November 6, 2012
Don't mind the server, plenty of bandwidth to go around ;)
by Lunar at 2:29 PM EST on November 6, 2012
Don't suppose there's a rip or xsf set or etc. of "Chou-Mahsin Eiyuuden Wataru: Another Step" going around anywhere is there?
by RukarioGyiyg996 at 4:41 PM EST on November 7, 2012
Is there a better plugin than aoDSF because some of the songs in the DSF sets have this stupid never ending DC bias that eventually silences the song, and no amount of lowering the internal volume fixes it.

Or is Dreamcast audio emulation been poor in general?
Trouble in NSF-land. by Electric Keet at 6:49 PM EST on November 7, 2012
Am I the only one having an impossible time getting fb2k with foo_gep to see the M3U playlists that accompany the NSFs? Everything's coming up with default times no matter what I do. NSFe works fine, other formats (KSS, GBS, &c.) work fine, but NSF just isn't happening. Any ideas?

Alternately, is there a tool to convert these back to NSFe? Please don't kill me....
by JFD62780 at 12:53 AM EST on November 8, 2012
Quoth RukarioGyiyg996:

"Is there a better plugin than aoDSF because some of the songs in the DSF sets have this stupid never ending DC bias that eventually silences the song, and no amount of lowering the internal volume fixes it.

Or is Dreamcast audio emulation been poor in general?
"

What? Aren't you as current as aodsf 0.10? Also, this is the first time I've heard of accidentally-emulated DC Bias! o.o
by RukarioGyiyg996 at 2:27 AM EST on November 8, 2012
I wasn't aware there was a update to this as I can't keep track of that...

Trying it as of writing this post, it fixes the uncontrollable DC bias but now most of the effects seem broken. (reverb and what not) and some samples seem to just cut off prematurely than how it sounds on an actual console.

Which brings me back to my argument that Yamaha AICA emulation seems to be fairly poor..

EDIT: The bias, while it doesn't happen on the few I wanted to actually listen to... it still manages to pop up and completely break the audio output.

I probably sound like a ignorant ass but why the hell is something like that happening in the first place? That can't be what the actual hardware is doing...

edited 2:30 AM EST November 8, 2012
by Knurek at 4:05 AM EST on November 8, 2012
@Electric Keet:

Yeah, that's a bug in foo_gep. You might try contacting kode54, he might be able to help you without converting to icky NSFes.
by Splashman at 3:48 PM EST on November 8, 2012
@Knurek
Kudos for updating those archives.

I noticed that the Parasol Stars HES file still comes with incomplete titles and lots of "unused tracks". Here's my own file with a proper playlist I made a while ago: http://www.mediafire.com/?hvsimcvzqemqejd
Maybe somebody wanna grab and update it in the archive.
by Knurek at 1:38 AM EST on November 9, 2012
@Splashman

Updated, thanks for supplying.
by Knurek at 11:01 AM EST on November 9, 2012
Saturn Music Archive just got updated:

* [NEW FEATURE] Release date format switched from YYYY to YYYY-MM-DD format where available.

* [NEW FEATURE] Saturn Redbook tracks renamed to GameSerial_Track# format (for example from 02.mp3 to T-14405G_02.mp3)

One new set I can think of, Thunder Force Gold Pack 2 (1996-12-06)(Tecnosoft)

More to come.

//Edit

5 more sets:

Gekirindan (1997-04-18)(Taito)(Virgin)
Gouketsuji Ichizoku 3 - Groove On Fight (1997-05-16)(Atlus)
Gungriffon II (1998-04-23)(Game Arts)(ESP)
Legend of Heroes I & II, The - Eiyuu Densetsu (1998-09-23)(Falcom)(-)(GMF)
Wolf Fang - Kuuga 2001 SS (1997-03-28)(Tsuji Jimusho)(Xing)

//Edit 2

And two more:

Bubble Bobble also featuring Rainbow Islands (1996)(Taito)(Acclaim)
DeviceReign (1999-02-25)(Starlight Marry)(Media Works)

edited 3:25 PM EST November 9, 2012
by iloveyou at 9:54 PM EST on November 9, 2012
Thunder Force Gold Pack 2 (1996-12-06)(Tecnosoft)
TF4. It is still far from perfect..(Ending,Staffroll.omake)

Knurek~ Thank you!! :)
by Knurek at 1:27 AM EST on November 10, 2012
Yes, I know that it's missing some songs - as I wrote in the txt file, my CD image had to be bad, some files just didn't want to copy off the ISO.

If anyone can provide them, let me know. :)
by Knurek at 2:15 PM EST on November 10, 2012
I hope you are in a mood for some Mitsuda. I was:

Chrono Trigger (1999-11-02)(Square)(Tose)(Square)

Old Josh W's rip, timed and tagged.
by Knurek at 11:27 AM EST on November 11, 2012
And now for something completely different:

GameCube Music Archive has launched.

Soundtracks from 295 GameCube games, only streams so far, as soon as there's a working sequence format I will add those as well.

I'm currently in the process of uploading all of the 45 GB of sets, the site should be complete up to letter E at the moment.

Keep checking, further letters should be up there shortly (~10 days for all of it, judging from my ftp queue)

Let me know if there are some bad uploads there, I will upload fixed files ASAP. Also, if you have a rip from a game that's not there (MP3 gamerips excluded), please let me know, so that I can upload it to the archive.
by Lunar at 1:05 PM EST on November 11, 2012
Knurek: That Chrono Trigger set is credited entirely to Mitsuda. It wouldn't take a second to correct it though, I'll do it if you want.
by Knurek at 1:28 PM EST on November 11, 2012
Ah, right, Uematsu and Matsueda I think did some tracks...
Yeah, feel free to correct it, I need to wrap up another pmh update today.
by Lunar at 2:31 PM EST on November 11, 2012
Right, here we go: http://vgmusic.com/~lunar/temp/ct.zip think that wraps it up.

Tsuyoshi Sekito has four tunes in there too, the extra menus ones, which are great I think! Possibly the only reason to have the psf set, imo, the PSX port messed up quite a few things in the soundtrack otherwise. Nonetheless thank you, the completionist in me wanted this.
by Knurek at 2:45 PM EST on November 11, 2012
Those four tunes are in the NDS set as well, so you have two version to compare against the original (three, if you count iOS port, but that uses streams most probably).

Thank you, this will be up on PSX Music Archive... soonish.
by Knurek at 5:11 AM EST on November 17, 2012
If you ever wanted to compare the PSF rip of Lunar to Saturn version, you probably noticed the latter wasn't timed or tagged.

No more, I've used CaitSith2 tags as basis, so there may be some minor timing problems, but it's better than nothing, right? Enjoy!

Lunar: Silver Star Story SSF rip
by Lunar at 9:30 AM EST on November 17, 2012
get'd!
by Knurek at 9:30 AM EST on November 19, 2012
GameCube Music Archive should be done with uploading now.

Please let me know if you manage to find a set that hasn't been uploaded correctly, I had some timeouts when uploading, so there may be some broken archives (or not, who knows).

I should have a lot of new Saturn sets in the near future, I have about 150 GB of disc images to plough through.

Also, please expect a 'sort of' final update to the PC Engine Music Archive, with the last few of the untimed sets being done as we speak. :)
by iloveyou at 8:14 PM EST on November 19, 2012
3do,usf,mdx,psf2..xbla.iphone,xbox360.ps3.wii,
psp,3ds,pc.............. 0.0 .. 0.o . . o.0

Knurek~!Many thanks~! :)
by Lunar at 4:52 AM EST on November 20, 2012
Speaking of Gamecube, any idea why this tune is missing from the Sonic Mega Collection rip?
by Knurek at 6:00 AM EST on November 20, 2012
Cross-post from the USF thread:

Nintendo 64 Music Archive is live.

Please let me know if it's missing any of the rips, as I wasn't paying attention to usf rips for a little while. If you spot some other errors, please do notify me as well. :)

Features:

* standard naming scheme used in all other music archives: US region game name [alt names] (YYYY-MM-DD)(developer)(publisher)
* usflibs renamed to match the rom serial
* untimed sets are marked with [ut] in the filename
* countless copyright tag fixes
by Knurek at 6:21 PM EST on November 25, 2012
I'm not sure if that anonymous plugin author still reads these forums, but I've just noticed that the latest build of aodsf doesn't work properly with Naomi dsf files that use more than 2MB of memory.

Naomi had 8 MB of AICA RAM, some games use this extensively and sound all kinds of broken in the current plugin build:

Example - dybbnao_01_00_26.dsf from Dynamite Baseball (Naomi)(1998)(-)(Sega)
by Knurek at 4:59 PM EST on November 27, 2012
Does anyone know (or know of someone that knows) a Dreamcast dating sim called Sentimental Graffiti 2?

I've made a preliminary sequenced rip from the game, thing is, the game uses two sample banks with no way to determine which one should be used for which sequence.

I've did some preliminary matching, but there's still loads and loads of tracks that need to have that done. One sample set has most of the standard GM samples, while the other is mostly piano, so some songs could be made with both in mind, but at least a few didn't play correctly with the piano sample set.

I've removed those that don't work, if anyone can help with the rest, it'd be greatly appreciated.

Here are the files Sentimental Graffiti 2 sequence test (2000-07-27)(NEC Interchannel)
by Knurek at 10:15 AM EST on December 2, 2012
In case anyone with the know-how on how to do PSF2 rips is interested, here's the sound data from Mystic Heroes (USA) [SLUS-20521]

by kode54 at 7:41 PM EST on January 22, 2013
The Mother 3 rip is still broken. Confirmed to play with static in the latest VBA-M (GBA ROM image ripped out of PSF set and played with the emulator, not viogsf), while the same version of VBA-M plays the music in the game's own jukebox just fine. Someone either trimmed too much, or didn't include enough of the game's initialization code.

I also find it amusing that the mysterious viogsf author somehow fixed it by messing with the optimization settings of the compiler. I can't exactly do that with my current setup, and I still say it's not an emulator problem, but a rip problem.
by derp at 1:15 AM EST on January 30, 2013
k
Star Ocean 3 - after all those years... by F3582 at 1:10 PM EST on February 22, 2013
Naggin people again about Star Ocean 3. Has been a while, I guess.

Since the game has been playable in PCSX2 for quite some time, now, has anyone bothered looking into it? Maybe there is no sequenced music in it, after all, but it'd be totally awesome, if there was.
by MarkGrass at 10:06 AM EST on February 24, 2013
biohazard / resident evil 1.5 PSF rip

download

download - mirror
by dormouse at 3:45 PM EDT on September 8, 2013
Silly little bump, but how do I disable/adjust interpolation in the latest viogsf? Can't seem to find an option anywhere...
by RukarioGyiyg996 at 5:07 PM EDT on September 11, 2013
Is it possible to get ssf's out of House of the Dead 1 on the arcade or CyberTroopers VirtualON? They both run on a system that uses the SCSP... and I don't understand why the saturn ports have crappy CD AUDIO of tracks that could of worked since it's the same audio chip...
by kode54 at 12:33 AM EST on February 22, 2014
I'm attempting to rip Mega Man Legends 2, but I'm getting stuck. It appears to use its own SEQ/VAB variant, possibly with custom players attached.

The music and associated sample banks appear to be paired together in stage-specific files. The only files that appear to have anything to do with music are the *T.BIN files in the DAT folder, all 117 of them.

The beginnings of the files look almost like they could be executable code, but I'm not sure. That block of data does get loaded into memory, but at an odd offset, at least going by what got written to a save state.

It would be helpful to my cause if I could overwrite files in-place on the CD image to see how the game reacts. For instance, ST0BT.BIN appears to contain the music for the Yosyonke Gallery.

EDIT: Oh, interesting. It looks as if the title screen's music and sample bank are both in COMMON/TITLE.BIN. This could be easier than I thought.

edited 1:06 AM EST February 22, 2014

EDIT: Looks like there's a function at 0x8001D854 into the main executable, which loads from a queue at 0x8009E068 worth of 16 byte entries. When the first halfword is non-zero, it calls a function based on that halfword. The function which seems to be related to sound is 0x0001, and then the second halfword is a function to call from there. It seems the title screen starts its music with 0x0000, and plays sound effects starting with 0x0080, and no parameters for either.

In-game starts various music with numbers such as 0x0015, 0x0016, etc, and changing it to something which isn't loaded doesn't seem to work.

Hmm....

edited 4:12 AM EST February 22, 2014

Seems it also calls into 0x8001bd08 from yet unloaded code to perform the sample bank upload.

edited 5:19 AM EST February 22, 2014
by MarkGrass at 9:10 PM EST on February 26, 2014
I look forward to your progress, Kode. :)

I started a rip of Misadventures of Tron Bonne several years ago, and noticed that both sequence and VAB formats were CAPCOM's proprietary formats - the same they used for Bio3/RE3.

That said, I suspect that the same can said for MML2 (judging your disassembly notes).

For the Bio3 rip, I wrote a little utility to automatically convert the VAB and SEQ data to Sony's standard SDK format.

I never finished the MoTB rip - I only ripped a few tracks to prove it's possible.



...I can't seem to locate the utility/source, right now, but I will post as soon as I find it, should you need or want it.
by kode54 at 10:17 PM EST on February 26, 2014
I have something that may also be useful in attempting to rip the set. I've ripped a third or so of the game's sequenced tracks as PcsxR save states sitting just at the top of the function which will process the sequence start command, with the sample data block already uploaded to the SPU. It could theoretically be possible to write a tool based on Highly Experimental to parse the save states into the emulator, probe the system and SPU RAM for usage, assuming it even runs, and then strip out a large enough chunk of the system RAM to store a copy of the SPU RAM which was actually used, along with the intial register states which need to be restored before launching the play function.

From what I can see so far, the R3000 in Highly Experimental does support assigning the full set of GP registers, the limited set of C0 registers it stores, the lo/hi registers, the program counter, and the cache isolate register, whatever that is.

It shouldn't be terribly hard to load some of that state into HE, see if it runs. If so, I could have the makings of a lazy Original Driver rip.

Conveniently, all of the unique sequences even have their own numbers. Some little things are only mimicked by extra commands and parameters, like the room just before the boss room at the Manda Ruins sending command 0x0006 with the music number and some extra parameters, which either changes the music parameters, or starts the music and queues the parameters a moment into the music. The effect being that it mutes all but the drums. I didn't save state that one, but I do have a memcard save at that spot.

EDIT: It looks like I'll be discarding parts of the state regardless. For instance, Highly Experimental emulates only a partial R3000, no COP2 support. And lots of the extraneous hardware is unsupported, like the GPU and the CDROM and memcard and controllers. I'll see if I can get a minimal amount of the state loaded into an instance of HE and see if it runs.

edited 10:20 PM EST February 26, 2014
by Kirishima at 12:41 PM EST on February 27, 2014
I wonder has anyone made any progress in figuring out Metal Gear Solid's music and the missing psf's from Final Fantasy 6?

edited 12:42 PM EST February 27, 2014
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.
by marcusss at 6:27 AM EDT on July 24, 2014
Sorry I am an amateur as you can see, at doing this. I thought VGMTB can only make POS for WAV and not XMA or is there a different tool to do this. So with XMA+POS, the POS will play in VGMSTREAM but the xma won't work by itself right?

I got all the loop data from a FSB viewing program but never made n XMA +POS. I definitely would do this for you Knurek if it was known to me.

Regards and sorry for being a NooB

Marcusss
by kode54 at 3:00 PM EDT on July 24, 2014
Not in its current form. As it is now, you will need to use something like, say, ffmpeg, to convert the .xma to a PCM .wav first.
by snakemeat at 7:10 PM EDT on July 24, 2014
Sorry I am an amateur as you can see, at doing this. I thought VGMTB can only make POS for WAV and not XMA or is there a different tool to do this. So with XMA+POS, the POS will play in VGMSTREAM but the xma won't work by itself right?

Hello, I think what Knurek means is to upload a set with the XMA and POS files. It's expected that people will have to convert XMA to WAV to use the POS files.
by Knurek at 12:31 AM EDT on July 25, 2014
Hello, I think what Knurek means is to upload a set with the XMA and POS files. It's expected that people will have to convert XMA to WAV to use the POS files.

Pretty much this.
by marcusss at 3:03 AM EDT on July 25, 2014
yes I understand..I already converted the xma to wav using vgmtb. I will upload the xma files I used as well as the pos files I used for the wav to loop. No problem. Will provide that.

Pity xma can't be played directly though hey.

Thanks

edited 8:12 AM EDT July 25, 2014

edited 11:32 AM EDT July 25, 2014
by Kirishima at 3:51 PM EDT on July 25, 2014
@markgrass

I wonder has anyone been able to extract the streams from the dats used in the gamecube version. From what I could find on my own, it uses a variation of gamecube adpcm similar to one of vgmtoolbox's genh. Either the left and right channels are seperate, or it has a really wonky interleave. Also has seperate streams for looping on those tracks that would've had loop points.
by MarkGrass at 5:12 AM EDT on July 26, 2014
So far as I know, no one has cracked the GameCube version audio. From experience, GameCube audio isn't the greatest...

...so, if you're looking for looped streams of Bio3 music, grab the DreamCast version ADX. They are 44100 Hz and loop perfectly. I'm sure the set can be found at someone's vgmusic archive site around here.
by Kirishima at 2:23 PM EDT on July 27, 2014
I already had the dreamcast version's audio, i only wanted the gamecube version for completion purposes. Anyway, thank you for all your work.

Btw, does anyone know what happened to Neill Corlett's site?
by RukarioGyiyg996 at 3:44 AM EDT on July 29, 2014
Has there ever been any progress in figuring out a PSF set for Silent Hill 1?
by Nisto at 9:30 AM EDT on July 29, 2014
RukarioGyiyg996: the only progress we have is getting a few tracks to work (off the top of my head, e.g. the track named "T2" ("UNTIL DEATH")) and this is because the driver that's been tried is not the original, but rather one from Genso Suikoden 2. It seems some instructions in the Silent Hill driver weren't implemented in the Genso Suikoden 2 driver. More info in this thread: http://hcs64.com/mboard/forum.php?showthread=36213

edited 2:35 PM EDT July 29, 2014
by lordskylark at 6:18 AM EDT on August 1, 2014
Requesting a few PSF rips (mainly from demos), in order to compare if the music is different or not, or if there are any unused tracks:

Chrono Cross: Japanese Demo
Xenogears: Japanese Demo [not the US one]
Final Fantasy VIII: Demo

Then a game I never saw ripped:
Dice de Chocobo (from Chocobo Collection)
by dormouse at 6:18 AM EDT on September 3, 2014
Hi, I'm curious as to whether the non-streamed tracks from everyone's favorite Gundam: Battle Assault 2 can be ripped. It seems to be put together the same way as the other The Battle Master games, but VGMToolbox didn't seem to show anything.
by snakemeat at 5:38 AM EST on December 14, 2014
Just a heads up, looks like Project2612.org has some new activity!
by Kirishima at 10:55 AM EST on December 14, 2014
I just tried out the ssf/dsf decoder for foobar (http://www.foobar2000.org/components/view/foo_input_ht) and it seems to work really well for dreamcast dsf's. But when i tried with naomi dsf's (dead or alive 2), it seems to be missing the pcm samples, but plays the adpcm samples better than the current in_aodsf plugin. If this was already known, then nevermind my babbling. Since the source code for aodsf came with the releases, is there anyway to fix this?
by Kirishima at 11:02 AM EST on December 14, 2014
I just tried out the ssf/dsf decoder for foobar (http://www.foobar2000.org/components/view/foo_input_ht) and it seems to work really well for dreamcast dsf's. But when i tried with naomi dsf's (dead or alive 2), it seems to be missing the pcm samples, but plays the adpcm samples better than the current in_aodsf plugin. If this was already known, then nevermind my babbling. Since the source code for aodsf came with the releases, is there anyway to fix this?

Update: Tested with House of the Dead 2 and it doesn't seem to have any problems.
by kode54 at 3:57 PM EST on December 14, 2014
The source code for Highly Theoretical is up on one of my repositories, either on Github or Bitbucket. I tried to base quite a number of fixes on AOSSF and AODSF, but did not touch any of the CPU implementation.
by Knurek at 11:33 PM EST on December 14, 2014
@snakemeat: JoshW's mirror should be up to date - I pushed a silent sync with P2612 last week.
99% of them were just tag changes, composer information and the like.
RSYNC should take care of it, no need to download 600+ sets from P2612
by Nisto at 10:27 AM EDT on July 25, 2015
In other news, BizHawk now supports playing PSF1 files.
by kode54 at 2:06 PM EDT on August 2, 2015
Please do let us (me) know when it plays PSF2 files without a BIOS image, because I'd love to make use of code that can do that with full compatibility. Clean code with reentrancy, something viable for a multithreaded player/converter.

GPL isn't really a problem so long as the original code's authors aren't opposed to the code being used in a component for a closed source player, so long as the full code to the component is released. That's not entirely GPL compatible, but a lot of developers have turned a blind eye to me using their code, even before I was sharing in return like I should have.
by Nisto at 7:12 PM EDT on September 14, 2015
Hi, kode54. This has probably been asked before, but I'm wondering if you could implement a way to adjust the volume for MIDI channels of PSF1 files, maybe through some handy UI element (similar to what Waveform Seekbar or Game Emu Player does, in that they add elements (a waveform seekbar (duh), and SPC700 status, respectively) selectable in the layout scratchbox which you can add however you want).

The reason I'm eagerly requesting this is because I'm getting closer to completing a rip of Silent Hill (custom driver), but I've come to the conclusion that there's no way to get it to play its dynamic tracks back in any "standard" fashion - it progresses as the character does, by adjusting the channel volumes for each track (each sequence is assigned to their own separate MIDI channel). All dynamic tracks are initially muted also, so that might give the listener the impression that it "doesn't play".

I am certainly able to simply modify the sequence data manually and make a PSF for each MIDI channel (track), but that's hardly convenient for neither me nor the listener, and it wouldn't allow playing multiple parts simultaneously. Plus, I (and probably others here) wouldn't like the idea of the sound data being modified.

I haven't quite grasped how all of this low-level SPU stuff truly works, so I'm not sure if you even have a way to control the volume for MIDI channels, but I figure it may be worth asking at least. Thanks!

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