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USM from CRI by spupok100 at 10:55 AM EDT on May 25, 2019
Hello.
Can anybody help with extract video and audio streams from this usm file?

https://mega.nz/#!j3QRSCqZ!_ADbB-ACQdCHGy6EYtyCqZF2LpWPwulG8624VPUYEqA

Vgmtoolbox can't correct extract.
by bnnm at 4:20 PM EDT on May 29, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some .ads loops [Kono Aozora ni Yakusoku o (PS2), Chanter (PS2)]
- Add FSB5 .bank [Shantae: Half-Genie Hero (Switch)]
- Added subkeys from Fire Emblem collab and Resplendent Refrain Nightmare raid (by Rohul1997)
- Fix installed TXTP loops in HCA files
by RetroFanatic at 4:36 PM EDT on June 2, 2019
Could vgmstream be set to output gamecube music at 44.1kHz sample rate to make the audio clearer?

I'm asking because the soundtrack for Baten Kaitos Origins sounds better than the audio files played through vgmstream.
by hcs at 1:35 AM EDT on June 3, 2019
Not really, the soundtrack was mastered from the original, uncompressed recordings. Not much you can do to recreate lost information.
by Knurek at 11:13 AM EDT on June 3, 2019
@hcs: surely someone made some neural network-based resampler that will work like wonder on low frequency sources. I mean, ESRGAN works great for images...
by hcs at 3:49 PM EDT on June 3, 2019
Yeah, I guess it's possible to do some fancy perceptual resampling, but I don't think I'm out of line suggesting that it's out of scope for vgmstream.
by MoldyPond at 7:27 PM EDT on June 3, 2019
@RetroFanatic

I asked a question similar to this awhile back and was told about the plugin "MultiResampler". If the music files ingame are 22050kHz then this will work wonders for it either with cubic or linear resampling. It can be applied during playback and/or converting. It's not perfect but it makes the 3DS Mario Golf and Trauma Center 2 sound leagues better than without it ;)
by RetroFanatic at 2:48 AM EDT on June 4, 2019
Okay, thanks for clarifying. Got one more problem, though.

vgmstream still won't play AT3 files?

I downloaded Trails of Cold Steel II from here in hopes of ripping some songs but nope.

And whatever program I use to convert at3 to wav or whatever won't loop them. I know that much.

Edit: Yep, just installed the new version of vgmstream. at3 files won't play.
by bnnm at 5:29 PM EDT on June 6, 2019
vgmstream plays AT3 fine, you may have conflicts in your player or system.

Also make sure it's correctly installed, see here: https://vgmstream.losno.co/
by Ultrafighter at 5:48 PM EDT on June 11, 2019
Hi Bnnm, may I ask for help with ripping audio from these files? There're 2 VGs in a pack, Run Like Hell [Xbox] & The House Of The Dead: Overkill [PS3]; the former title also has PS2 ver. so maybe it's easier to deal with as it uses Sony ADPCM?

I have to mention that Aluigi looked into RLH samples long ago but couldn't provide a script which would work on most files without errors, probably it's the problem with that damn archive format itself...
As for HOTD example files I don't think anyone has ever posted them. It might look like there're lots of tiny dummies or outright placeholders in my selection but I simply tried to include anything that might be useful in reversing structure of that type of archive.

Anyway if you need more samples or bigger cuts or anything else just ask for 'em.
Thanks in advance and goodbye!

edited 5:50 PM EDT June 11, 2019
by AnonRunzes at 9:10 AM EDT on June 15, 2019
OKAY, seems that for whatever reason FFX has something up its sleeve when it comes to its .sz/.dat movie format...

[ffx_ps2_dat_sz]pcm_adpcm_samples.7z

i don't know how to "accurately" explain this, really... but i'll try.

in FFX, any .sz/.dat file that uses audio at all can store up to three sound formats - PCM16(with .pcm extension of course), some DPCM/ADPCM codec or even some sort of compressed PCM16 codec(hence the .adpcm extension), and AC-3(guess which extension is it) - and only PCM16 and AC-3 gets away with not using any sort of lossless compression algorithm whatsoever while the .adpcm ones aren't so lucky.

in case you want a sample to see for yourself, let me know.

---

as an aside, i've managed to write an script based on at least four formats used by Squaresoft->Square-Enix on their PS2 games
square_sqex_ps2_vag_formats.bms

edited 6:01 PM EDT June 15, 2019
by bnnm at 9:22 AM EDT on June 16, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some .ogg channel layout [Hatsune Miku Arcade Future Tone (AC)]
- Add .vmu extension
- Add 3DS Ubi RAKI .ckd [Gravity Falls (3DS)]
- Add .snd FSB5 extension
- Fix MPEG XVAG with subsongs [Sly Cooper: Thieves in Time (PS3)]
- Fix VPK looping [Sly 2: Band of Thieves (PS2)]
- Add TXTH chunk_header_size/chunk_data_size for padding and fix fields
- Ignore some incorrectly detected interleaved .dsp
- Fix some .str+wav [The House of the Dead: Overkill (PS3)]

***

@Ultrafighter - Run Like Hell no clue how devs are referencing files inside.
HOTD:Overkill, get this bms: http://aluigi.altervista.org/bms/blitz_games.bms
Then remove lines 55 to 58 ("if METHOD == 0" and next 3), use to extract streamed packs then play str+wav (sfx packs use another format, maybe try txth).

@AnonRunzes - no idea about that codec
by AnonRunzes at 11:02 AM EDT on June 16, 2019
"no idea about that codec"
well this is gonna suck
by Puterboy1 at 8:58 PM EDT on June 16, 2019
Can you make these files playable?: https://zenhax.com/download/file.php?id=6957
by marcusss at 7:08 PM EDT on June 20, 2019
Hi bnnm. I started ripping an old game, Wing Commander 5 and the videos and music are in an archive with .tre extension.

After searching I found they play with GAP, Game Audio Player and show up as 16 bit 22050 Hz EA ADPCM. I haven't been able to extract them but being EA Audio?? it perhaps can be played just like other games with EA music that you guys have been dealing with.

Can you take a look??

Inside is a table with the names and the music extensions are *.mgi

WC5 EA-ADPCM


Movies are .wve extension inside .tre archive

Movie Example

Being a 1997 game with Electronic Arts as the publisher I am sure they have messed around with the formats.

Thx

*** I have more music and movie samples if you need. There is a larger 75 mb music.tre archive and movies as well.

edited 7:35 PM EDT June 20, 2019
by Ultrafighter at 1:35 PM EDT on June 21, 2019
Hello Bnnm, sorry to bring this up once more but maybe you're able to help me out with unpacking those The House of the Dead archives? I requested a newer version of BMS there but it's still not an ultimate best solution. I'll truly appreciate any assistance!

Later!
by ChillyBilly at 2:29 AM EDT on June 22, 2019
Man, I remember giving the PS3 HOTD Overkill a look a while back, but didn't have enough time to spare for it.... and unfortunately, I doubt I will anytime soon. That being said, I wish you good luck on your own endeavors in breaching that title's defenses, Ultrafighter! :)

Anyways, I came with a couple inquiries of my own. First up, the PC version of Blaster Master Zero. The sound files come in this ".isd" format that may or may not be encrypted, so I included the whole sound folder in case there's anything interesting to be found. Next up is another PC title, Yuppie Psycho. This is another one I included the entire sound archive for.... and as you'll be able to tell, everything but the music comes in OGG format. I assume the music itself does as well, but I think it's also encrypted somehow. I'd be quite grateful if anyone can give these two titles a look-see....
by bnnm at 6:04 PM EDT on June 23, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add some ogg and cleanup [Yuppie Psycho (PC), Blaster Master Zero (PC)]
- Fix TXTH (offset)$1 command in some cases
- Fix some .hd3+bd3
- Fix some incorrectly ripped .xwb
- Add .isd + .isl looping [Mighty Gunvolt (PC), Blaster Master Zero (PC)]
- Fix some .opus [Lego Movie 2 (Switch)]

***

For Yuppie Psycho run this .py in the music folder to get readable names: https://pastebin.com/NfzCC04z

@marcusss - those are a bit complex, I'll try later

@Ultrafighter - my mod worked for me, I think you should ask again aluigi since he knows the format better
by marcusss at 4:42 AM EDT on June 24, 2019
Thanks bnnm.
by Ultrafighter at 8:42 AM EDT on June 24, 2019
Hey Bnnm, thanks for advice!
May I also ask you to inspect some samples of videos from old games? They're KKND 2 - Krossfire + Krazy Ivan (both for PC) & it'd be great if any kind of audio demuxing can be done.

KKND 2 uses format similar to the one used by KKND 1 but presumably audio codec was tweaked/changed (maybe video codec is different too, VLC media player shows mostly static, although it displayed videos from original KKND just fine).
I found out that movie audio in KKND 1 might be dumped with FFMPEG.exe but no dice when it comes to their counterparts from sequel. Is there anything you can do to fix it?

As for Krazy Ivan here're some specs I found + an extra sample, I hope it's helpful.

Best wishes and thanks in advance!
by ChillyBilly at 11:42 PM EDT on June 26, 2019
@bnnm: Thanks for the update, Blaster Master plays perfectly! However.... Yuppie Psycho still doesn't work for me, even after using the python script. I don't know if it's a problem with foobar or what, but it simply doesn't play. And on that note, I ripped another game, Steel Sword Story, whose OGG files also don't play for me. Maybe these are encrypted? Thanks in advance for any advice!
by bnnm at 6:39 PM EDT on June 30, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix multichannel Ogg .scd layout [Final Fantasy XIV]
- Fix XVAG MPEG encoder delay/gapless looping
- Fix subsongs in some .hd3+bd3
- Add TXTH base_offset, loop_behavior, improve math without spaces
- Add TXTH name_table
- Add .hca subkeys [Dragalia Lost (Mobile)] (by slashiie)
- Add BWAV support [Super Mario Maker 2 (Switch)] (by bxaimc)

***

@ChillyBilly - Yuppie Psycho did you rename to .logg? The other uses complex encryption, maybe upload the .exe

@Ultrafighter - they are complex, maybe later
by kinoko at 1:34 AM EDT on July 1, 2019
is there anything wrong with vgmstream or atleast for me?
some looping music files report the wrong duration, such as fb2k reporting some looping music to be 13 seconds long or even just flat out 0 seconds.
im using the latest fb2k plugin of vgmstream and this issue occurs with literally every looping streams, such as bfstm, ads, adx, hca, and many others.
if anymore details are needed, i can provide them.
by bnnm at 1:04 PM EDT on July 1, 2019
Works here, you may have a plugin conflict:
https://github.com/losnoco/vgmstream/blob/master/README.md#plugin-conflicts

Check if it shows "VGMSTREAM_VERSION" in the file properties details tab.
by kinoko at 2:41 PM EDT on July 1, 2019
checked it out and same issue still occurs.
i tried uninstalling all plugins aside from the ones that came with fb2k and vgmstream "r1050-2345-g1d28e0f5" and pushing vgmstream at the top of the decoding list
i tested out what you advised on the Splatoon 2 rip from here and most files did restore a sensible duration (though seeking is kinda screwy) but music that came from updates still keep the short duration
also "VGMSTREAM_VERSION" from the S2 files are "r1050-1532-g6ba3b684" and the music from my rip of S2 from the latest update are "r1050-1663-g7b30d8bc"
by bnnm at 3:06 PM EDT on July 1, 2019
Try to manually refresh tags: select all files > shift + right click > Tagging > Reload info from file(s).

This may be needed if the plugin changes but you don't close the playlist, though I think it'll play fine even if the shown length is wrong.
by kinoko at 3:15 PM EDT on July 1, 2019
got it working by just reinstalling foobar2000, kinda odd but atleast it works now

thanks for attempting to help out though.
by shockdude at 11:16 PM EDT on July 1, 2019
I came across a java program for decrypting fsb.xen files from Guitar Hero: Warriors of Rock. The game apparently encrypted its FSB files using a funky scheme involving 256 different AES keys.
Could this be used for adding GH:WoR support in vgmstream?
https://www.fretsonfire.org/forums/viewtopic.php?t=60499
Various Gamerips by -Dexter- at 8:41 PM EDT on July 2, 2019
Hi there, I was wondering if anyone could help me in extracting the music files to these various PC Games.

Enter The Matrix
Sunset Overdrive
The Incredibles
Watch Dogs


I have came across the music files to Condemned 2 yet need a help in extracting them.
by Ultrafighter at 5:05 AM EDT on July 3, 2019
Hi Bnnm, do you mind looking into these? They're all SFX files from The House Of The Dead: Overkill for PS3 & differ a bit from their *.WAV \ *.WAV.STR counterparts (the latter are stored in those soundstreaming_*.ps3 archives while the former come from sound_*.ps3 ones).
You see there're some BGMs & jingles among those SFX so it'd great if I could check them out too, thus making my gamerip more complete; thanks in advance!

@-Dexter-: Enter The Matrix for PC shouldn't require any extraction of music (or any audio files for that matter), that's what makes it so different from console ports.
You should simply put this in a folder with *.adx files then that in a folder with *.adp files & you'll be able to listen to those via VGMstream.

As for Watch Dogs 1 it's both quite difficult & rather easy: there're extractors for that game engine (a BMS & a utility program) but you'll only get thousands of nameless assets with hexadecimal hashes for names, that's what I meant when I said it's quite difficult for make a proper rip of a VG based on Dunia2 (FC3 isn't entirely like that though, ripping VGM from it is just as difficult but everything else can be extracted with their proper filenames).
On the other hand you can scan sound.dat for OGGs (using VGMToolbox, Nova Extractor or even Dragon unpacker) and possibly find all the music you're looking for + much more but who can guarantee it's gonna be all the music used by the game? I mean it's not like every single music piece has to be encoded using OGG Vorbis codec...

And finally The Incredibles: is it so necessary to rip it yourself when there're rips from numerous platforms (GameCube, PC, Xbox) here? Just enter your search term in the field at the top left side of a page and you'll find them all.

Bye!
by ChillyBilly at 5:33 PM EDT on July 3, 2019
@bnnm: Thanks for the tip about Yuppie Psycho, that did the trick! Anyway, while I'm here, I may as well bring up a couple other issues that have been persisting for a while now: First, some GENH files haven't been playing right for me for some time now. For instance, when I try to play the music for Psychic Force 2012 for the DC, the sound comes out all glitchy. Unfortunately, no number of vgmstream/foobar updates has fixed this issue for me thus far. My other problem lies with something you may be more familiar with: The PDT files used for some Hudson/Konami-developed Gamecube games (such as Cubic Lode Runner, Muscle Champion, etc.). They also play with glitchy sound, no matter what I try. I have no idea if this is just me or what, but is it possible for you to look into this? Thanks in advance for any advice...
txth files for .AFC by Puterboy1 at 6:04 PM EDT on July 3, 2019
I don't suppose you could provide me with .txth files for the AFC audio files for the game Anakin's Speedway. I have already submitted the samples in an earlier post.
Various Gamerips (Reply) by -Dexter- at 7:47 PM EDT on July 3, 2019
[QUOTE]Hi Bnnm, do you mind looking into these? They're all SFX files from The House Of The Dead: Overkill for PS3 & differ a bit from their *.WAV \ *.WAV.STR counterparts (the latter are stored in those soundstreaming_*.ps3 archives while the former come from sound_*.ps3 ones).
You see there're some BGMs & jingles among those SFX so it'd great if I could check them out too, thus making my gamerip more complete; thanks in advance!

@-Dexter-: Enter The Matrix for PC shouldn't require any extraction of music (or any audio files for that matter), that's what makes it so different from console ports.
You should simply put this in a folder with *.adx files then that in a folder with *.adp files & you'll be able to listen to those via VGMstream.

As for Watch Dogs 1 it's both quite difficult & rather easy: there're extractors for that game engine (a BMS & a utility program) but you'll only get thousands of nameless assets with hexadecimal hashes for names, that's what I meant when I said it's quite difficult for make a proper rip of a VG based on Dunia2 (FC3 isn't entirely like that though, ripping VGM from it is just as difficult but everything else can be extracted with their proper filenames).
On the other hand you can scan sound.dat for OGGs (using VGMToolbox, Nova Extractor or even Dragon unpacker) and possibly find all the music you're looking for + much more but who can guarantee it's gonna be all the music used by the game? I mean it's not like every single music piece has to be encoded using OGG Vorbis codec...

And finally The Incredibles: is it so necessary to rip it yourself when there're rips from numerous platforms (GameCube, PC, Xbox) here? Just enter your search term in the field at the top left side of a page and you'll find them all.

Bye![/QUOTE]

@Ultrafighter
Wow this really helpful thank you, I didn't even know there was a page exactly for gamerips already done until today. Also I was able to extract the music from Watch Dogs so I'm already converting the audio as I speak to a FLAC format and doing the same thing with The Incredibles.

The only reason really to why I wanted to rip of these games myself was so I could credit for my own self-made albums with my own tracklist and edits. I just feel like if I were using someone else's gamerip, it would be stealing their work and claiming it to be my own even though the edits would be done by me. Yet I would still give credit to the original ripper of the cues.

Is there someone who you could recommend as far as looking at the files from Conndemned 2 or tracking down the music cues from the PC version of Sunset Overdrive?
by Ultrafighter at 7:04 AM EDT on July 4, 2019
@Puterboy1: txth files for .AFC
I'm wondering if you were asking me, Bnnm or that question wasn't aimed at anyone in particular...

@-Dexter-: In regards to Condemned 2: your best bet would be posting some SND files here & asking Bnnm to make some game-specific BMS scripts / TXTH files but you see it might take long with so many individual requests ITT...
He created a nice BMS for dividing initial SND bigfiles into multiple tracks + a special TXTH to play those tracks BUT both BMS & TXTH are probably only going to work on FEAR2 PC banks (or maybe Condemned 2 PS3?). Plus even if there's a way of splitting SNDs you'll presumably miss proper tracknames since it's virtually impossible to link up names from GAMEDB files with their corresponding tracks contained in SND files.
Also there's something named SNDExtractor.exe but once again I doubt it's compatible with anything apart from FEAR2 for PC.

As for PC version of Sunset Overdrive - I've never ripped games for Windows Apps but I heard there's a lot of bother with them (look up State Of Decay 2 ripping method).

@Bnnm: "(about KKND 2 & Krazy Ivan vids) they are complex, maybe later"
Thanks for looking into those, I truly appreciate it! Do you think it's possible to demultiplex those without inspecting EXEs or something?
BTW I forgot to mention that !robo_13.vbc from KKND 2 seems to use old codecs for both video & audio streams, that's the only file I was able to demux using KKND 1 method.

Later!
by -Dexter- at 3:34 PM EDT on July 4, 2019
@Ultrafighter

Actually, I originally thought C2 music files were inside a SND format as previously mentioned by @Bnnnm some months ago. After using the FEAR2 method to extract the GAMEDB files from the XBOX360 version, I found the SND file but the method you mentioned to extract the files from it didn't work. Recently, I've done a little bit more research in the game's data and found the music files are compressed under a format called "bndl" commonly used in games like Need for Speed: Most Wanted (2010) and Shadow of Mordor. I can confirm it through a file I opened on Notepad as raw file which it seems to be a database list of all the game's files. In one section, it clearly shows that the music cues with proper names are listed under the mission0*.gamedb within the m0*0000.bndl part of a single file split into multiples for that section. All the cues shown are actual music files, not SFXs. If Bnnm, could craft a BMS script to extract the files under that format, that would be really helpful.

Much like C2, I found a excel file in the Sunset Overdrive's PC data "assets_archive" that is a database list for all the files in the g00s000 and ext. I just need a BMS script to extract them to find the music cues list in the database. From what I found out recently about them is that its a format common in most Insomniac games.

Here's the links to both database files
Condemned 2: https://drive.google.com/file/d/1JlDe_SziwKO6n87PlMTOBpSBuclRv2zL/view?usp=sharing

Sunset Overdrive: https://drive.google.com/file/d/1JmmIWhTwl_2WlWK3EZeSx5g4fnp1zISX/view?usp=sharing


Do you know how I could reach Bnnm so I can ask him directly? I can also post the data files for both games on here if needed.



edited 3:36 PM EDT July 4, 2019
by Ultrafighter at 11:04 AM EDT on July 5, 2019
@-Dexter-: About Condemned 2: I'm afraid you have those problems because you haven't even completed extraction of game archives, I believe you have to unpack every single *.bndl file (they don't have anything in common with the ones used in Need for Speed: Most Wanted (2010), it's merely a coincidence that file extensions are the same) with this once you've all *.Arch0* ones extracted with another script by Luigi (I presume you've already found it, or maybe only this is gonna work).
How many *.SND files do you have ATM? I suppose there are very few files with that extension right now - global.snd to name one of 'em; the thing is most of them are packed into BNDL archives. As soon as you unpack BNDLs you should have dozens of *.SND files named like m01_sr_03a.snd, m03.snd, m15_sr_02a.snd, etc. - now those are level-specific audio banks and at that point you're finally ready to post some samples & ask if anyone's able to split those into tracks.

You can join Bnnm, other rippers/coders & basically the bulk of this community here but it's still just 1 of your options: you can start a topic dedicated to ripping Condemned 2 BGM here or there, there're lots of archive experts & tool coders too.

In regards to Sunset Overdrive: frankly I'm not interested in this at all, I suggest you request this VG for that platform wherever you want, maybe it's a rather easy rip... for an advanced ripper that is. If you absolutely have to acquire unedited original audio files which weren't transcoded then ask here.

So long!
by Nisto at 6:57 PM EDT on July 5, 2019
@bnnm:

The -L option for test.exe is broken, at least for VB files (PSX ADPCM), and has been since at least [vgmstream CLI decoder r1020-2136-gac28ccc5 Jan 21 2019]. Could you look into it?

Example file (this has a loop, which isn't detected or applied):
https://www.sendspace.com/file/9pr07r

edited 7:21 PM EDT July 5, 2019
by -Dexter- at 10:45 AM EDT on July 6, 2019
@Ultrafighter

Understood and thank you for the help you've given. I realized the real SND files were in those compressed files I mentioned before. Just didn't know how to extract them. I'll just focus on ripping this game first then Sunset Overdrive next.

Thanks again,
-DeXter-
by AnonRunzes at 2:11 PM EDT on July 6, 2019
so i managed to figure out Ubisoft's .BLK sound format used on at least two known PS2 games... and i've only got as far as figuring out MAP.BLK and MAPLANG.BLK
ubisoft_blk.bms
AFC files by Puterboy1 at 1:07 AM EDT on July 8, 2019
Ultrafighter, bnnm, can you please look at these?: https://hcs64.com/mboard/forum.php?showthread=59580
by bnnm at 12:22 PM EDT on July 8, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Update txtp_segmenter with --include filter
- Add HCA keys
- Improve HCA key detection in rare cases [Ryu ga Gotoku Online (Mobile)]
- Fix dual TXTH/GENH Yamaha ADPCM + add .P04 extension
- Add TXTH name_table wildcards + fix doc
- Add .awb/afs2 for convenience
- Add support for HCA with subkey from .awb [Dragalia Lost (Mobile)]
- Add opus support for Prototype games [Clannad (Switch)] (by bxaimc)

***

@ChillyBilly - PDT work for me, ex. from Lode Runner #1: https://www.sendspace.com/file/opin2i
Maybe you have a plugin conflict, does it show "VGMSTREAM_VERSION" in the file properties like this? https://i.ibb.co/cYZ0wKv/pdt.png
If not move vgmstream priority up in foobar, or remove all other plugins, or try test.exe. If it does maybe upload a converted .wav to see how it sounds.

@Ultrafighter - Demuxer I'll try later, HOTD:O .lwav.txth (rename to .lwav)
codec = PSX
sample_rate = @0x20:BE
interleave = @0x24:BE
channels = @0x28$1
start_offset = 0x40
data_size = @0x34:BE
num_samples = data_size


@Nisto - -L works fine for me, but your file isn't detected as looping. That's b/c headerless PS ADPCM support is just a lame quick hack, use this .vb.txth instead:
codec = PSX
sample_rate = 22050
channels = 1
num_samples = data_size
loop_flag = auto

(.vb doesn't have a fixed sample rate btw, hence headerless .vb support is pointless)

@AnonRunzes - I appreciate that and for the record I check your github issues, but I don't have anything worth commenting.

@-Dexter- - sorry, I don't know anything about those games.
by Nisto at 12:49 PM EDT on July 8, 2019
@bnnm: I had that suspicion. Kept telling myself it worked with VB back when you implemented the "-L" option, but probably not.
by Puterboy1 at 3:22 PM EDT on July 8, 2019
What about the AFC files I tried to show you? Aren't you going to look into those?
by AnonRunzes at 5:26 PM EDT on July 8, 2019
i think i owe you an apology by this point. yeah, i'm serious.
by marcusss at 5:48 PM EDT on July 8, 2019
Chill Puterboy1. Even my requests take time to implement. He is a busy man with lots on his plate.

edited 5:49 PM EDT July 8, 2019

edited 7:45 PM EDT July 8, 2019
by Puterboy1 at 8:23 PM EDT on July 8, 2019
Marcusss, I apologize. I just think they may have the information inside.
by Ultrafighter at 2:49 PM EDT on July 9, 2019
@Bnnm - thanks for .lwav.txth!
Later!
by bnnm at 5:38 PM EDT on July 9, 2019
@Puterboy1 - I'll explain what is happening, so you have a chance you improve: everybody sees and reads your posts, but choses to ignore them. There are many reasons for that, but here are some tips:

- put effort when asking. Your posts are basically "add this file" and a link. That sounds unfriendly and demanding. Take a look how other people ask: they explain what they tried, what they expect, why they want it to play, etc. They make it easier to help them by giving more details.

- be friendly. You sound ungrateful. You wrote: "Aren't you going to look into those?". Why? I don't know you nor you are my friend and I owe you nothing. I like to help people that are friendly and polite, so if you want me to help you, be friendly and polite. Instead you could have asked like: "please, I hope you could take a look at those AFC files if you have some time. I would love to hear those Anakin sounds again. Thanks.", that would probably get me to answer you.

- don't continuously ask about your files. If people don't want or can't help you, accept and move on. Maybe ask again in 6 months. Those formats are hard to figure out and asking again and again and again will annoy people and they'll ignore you and any future questions.

- be grateful when people try to help you, even if they aren't successful. Looking at your files is a favor to you. It takes time and effort to figure out some formats (sometimes days or weeks or more), but you don't seem to appreciate any of that.

- don't ask the same thing on multiple forums without making it clear. By doing this you are trying to get multiple people working on your files at the same time just to get music faster, without caring about the time they waste. This gets you in my "ignore list" the fastest.

See this example: https://github.com/losnoco/vgmstream/issues/295
You asked me about some game, and I wasted +30 minutes to look at those files. THEN you tell me you already asked elsewhere, with lots of info. I could have saved those 30 minutes and instead read that thread, but you didn't care to tell me.

- don't be a jerk. I saw you on discord calling people trying to help you "liars" and that you "expect it to be completed faster." and other ridiculous stuff. Nobody wants to help people behaving like that. If you aren't a jerk you must convince people otherwise, by not behaving like a jerk.


I hope you understand those tips. Before you post again, think twice about all this and try to change how you behave (or not, your choice). Nobody "has" to help you. I'm not trying to be mean, but help you interact with other people here.

***

Just this once, even though I think you don't deserve my time or help, I'll answer you: your AFC files use a LucasArts codec that vgmstream can't play. I may add it when I find more games that use this codec, as I won't add it for a few sfx.
by Puterboy1 at 6:18 PM EDT on July 9, 2019
I understand.
by Ultrafighter at 5:44 PM EDT on July 12, 2019
Hi Bnnm, could you please look into these samples from Tony Hawk's Downhill Jam for Wii? There're examples of both BGMs & vids since they seem to use the same format although at first glance the former contain only audio track.

Could it be some custom Vorbis form which might be added to plugin? I just hope it's not encrypted or something.

All the best and good luck!

edited 5:45 PM EDT July 12, 2019
by bnnm at 10:46 AM EDT on July 15, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add .acb with internal .awb and names, fix some .awb
- Add HCA key
- Add .8 extension [Gungage (PS1)]
- Implement Traveller's Tales' RAD (by simontime)

***

@Ultrafighter - rename to .logg, also demuxer:
https://hcs64.com/mboard/forum.php?showthread=56504

by Ultrafighter at 10:12 AM EDT on July 16, 2019
Thanks a lot Bnnm! Your solution for both BGMs & vids seems to be working although I haven't checked all the tracks yet.

And you've probably already guessed it: I've got a new batch of assorted samples & I'd be very grateful if you found some time for those.
They're SFX / VOs (headerless Wii ADPCM?) from Tony Hawk's Downhill Jam (not super important but I'd really love to check them out to make sure I don't miss any extra jingles or even CS audio) + BGMs from Tony Hawk - Shred [Wii] (I tried 6 or 7 extensions but these streams simply don't play in neither XMPlay nor FB2k).
Another thing about streams from TH Shred is that ww2ogg024 reports truncated chunks when I attempt converting those, I'd say it might be bad rip / faulty ISO dump but could such an explanation truly work for each & every piece of audio used in the game?
BTW I can also obtain example files from TH Ride if you like: it's developed by the same studio + uses Wwise too.

Best wishes and thanks for all the help you've given me!
Convert to MP3? by Rew at 6:56 PM EDT on July 21, 2019
Hi, quick question--how do I convert a .lopus track (from vgmstream) to MP3? I tried to use the "convert" option in Foobar, but it asks me to locate LAME.exe on my computer. Well, I downloaded the latest version of LAME, but I can't find an .exe file in the folder.

Is there an easier way to convert to MP3?

EDIT: Never mind. I found a lame.exe file sitting in an old Audacity folder. Why an .exe wasn't included in the batch I downloaded today I have no idea, but for now problem solved.

edited 7:14 PM EDT July 21, 2019
by Ultrafighter at 11:43 AM EDT on July 22, 2019
Hi Bnnm, there's something more I have to tell you in regards to Downhill Jam SFX / VOs: those were unpacked from streamsn.hed + streamsn.wad with this tool.
Here's a cut of initial archive just in case (maybe we'll have to split the bank some other way to be able to play resulting tracks with a TXTH).

Goodbye & thanks in advance!
by hcs at 2:32 PM EDT on July 22, 2019
Rew, lame doesn't distribute compiled exes, you'd have to look elsewhere for those. I usually would go to RareWares.
by Y.W. Ahn at 1:13 AM EDT on July 23, 2019
Rew, have you installed Foobar2000 encoder pack? There's download link in Foobar2000 download page.
by bnnm at 4:39 PM EDT on July 25, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix .switch_audio and .sx extensions
- Add extensionless AIFC [Doom (3DO)]
- Add extensionless .dsp [Tony Hawk's Downhill Jam (Wii)]
- Fix some Wwise .wav and tweak size checks [Tony Hawk: Shred (Wii)]
- Fix some .s14
- Fix FFmpeg formats that can't seek
- Add .smk Smacker video [Starcraft (PC)]
- Add multichannel Switch Opus
- enable dual file stereo for switch .adpcm (by bxaimc)

***

.smk demuxer: https://pastebin.com/uuva6vAq
by Ultrafighter at 7:33 AM EDT on July 26, 2019
Thanks a lot Bnnm, all 3 treats are really tasty - especially that demuxer script!
Cheers!
by ChillyBilly at 12:17 PM EDT on July 28, 2019
If anyone has time to look into them, I've got a couple Switch rips giving me issues:
Eagle Island and Skulls of the Shogun: Bone-A-Fide Edition. The former doesn't play for me at all, while the latter comes out all glitchy. Thanks in advance to anyone who can help!

by marcusss at 12:40 PM EDT on July 28, 2019
Hi ChillBilly: I just ripped Eagle Island for pc and it was xwb..and they used some weird sample rate like 33016 or something lol. Hope the switch version you are trying to rip is higher ;)
by marcusss at 12:40 PM EDT on July 28, 2019
Hi ChillyBilly: I just ripped Eagle Island for pc and it was XNB..and they used some weird sample rate like 33016 or something lol. Hope the switch version you are trying to rip is higher ;)

edited 12:41 PM EDT July 28, 2019

edited 12:44 PM EDT July 28, 2019
by Puterboy1 at 2:15 AM EDT on July 30, 2019
Can we add support for the .his sound files here?: https://ia802803.us.archive.org/view_archive.php?archive=/1/items/Nancy_Drew_The_Haunted_Carousel_24969CDSL_Version_1.0_Her_Interactive/Nancy%20Drew%20-%20The%20Haunted%20Carousel%20%2824969CDSL%29%28Version%201.0%29%28Her%20Interactive%29.iso
by Ultrafighter at 5:54 AM EDT on July 30, 2019
Good day Bnnm, may I ask you 1 more favor? Please look into these *.MUS files used by Vicious Cycle in PlayStation 2 port of Robotech: Invasion, I'd like to see them playable one day.
All the best!
by punk7890-2 at 7:49 AM EDT on July 30, 2019
@Ultrafighter

Just use these txth settings:

codec=PSX
sample_rate=44100
channels=1
num_samples=data_size
by bnnm at 3:24 PM EDT on July 30, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some .his
- Add .adpcm+_NxEncoderOut_.adpcm dual stereo
- Cleanup and renames
- Add Switch .xnb [Eagle Island (Switch)]
- Fix some DSP .xwb [Skulls of the Shogun (Switch)]
- Updated EA MPF parser [Harry Potter and the Prisoner of Azkaban (PS2)] (by Nicknine)
by Puterboy1 at 3:53 AM EDT on July 31, 2019
Don’t know about any of you, but I think the .sdt files from the PS2 version of Prisoner of Azkaban need to be supported, complete with a parser that gives the files proper names.
by Ultrafighter at 2:37 PM EDT on July 31, 2019
@Punk7890-2 - Thnx for that TXTH, it works fine! I was just expecting these streams to have anything like a header, similar to their Xbox counterparts I supplied earlier (available at Xbox.joshw.info).
I also recalled Bnnm adding this or alike format some time ago, I wanted to check out if PS2 *.MUS files from another VG by Vicious Cycle studio are going to be playable too.

@Bnnm - I've just stumbled upon a bunch of unplayable SPS files in FIFA 19 Switch rip, that's why I'd like you to look into these if you don't mind. For some reason all anthem tracks don't play in that set while EAtrax & intros are perfectly playable...

Best regards!
.mca and .opus for MHGU Switch by TenGallon at 7:06 PM EDT on July 31, 2019
Hi, I'm wondering if someone could take a look at the .mca and .opus files used for Monster Hunter Generations Ultimate Switch. The game uses a mix of both for music and a mix for sfx. I'm aware that MHXX 3DS and MH4U use the .mca format and are supported by vgmstream, however the Switch version uses a slight variation on .mca and adds the .opus format, with the Switch version having a much greater bitrate & sample rate.

The .mca & .opus files. I can upload more if needed. Thanks for all your work on vgmstream!
by ChillyBilly at 12:14 AM EDT on August 3, 2019
@bmmn: Thanks for the update! Both sets work great now! That being said, I came across a couple other Switch sets that maybe you or someone else can look into:

Fushigi no Gensokyo: Lotus Labyrinth (Music + jingles comes in these big, unplayable .SND files. Checking through hex, it seems they contain opus files, but I'm not sure how to extract them.)

Onigiri (I think these ".kxr" files are OGG containers, but I can't get anything playable from these, either)


Thanks in advance for any assistance, as always!
by bnnm at 4:21 PM EDT on August 5, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix companion files for extensionless formats
- Add Blitz (ext-less)+.data [SpongeBob's Surf & Skate Roadtrip (X360)]
- Add .bgm [Fortissimo (PC)]
- Add .idwav/idmsf/idxma [Doom 3 BFG Edition (PC/PS3/X360)]
- Fix .awb subkeys with external .hcakey
- Fix some .adpcmx [Fushigi no Gensokyo: Lotus Labyrinth (Switch)]
- Redo MUSX (.sfx) stream/stream banks/sfx banks and fix various bugs
- Add Reflections .xav [Stuntman (PS2)]
- Add partial .bnm support from Tonic Trouble Special Edition (PC)

***

.xav demuxer: https://pastebin.com/s4wZnBCZ

@Ultrafighter - .mus are headerless, .sps are multichannel and will be added when the time is right.

@TenGallon - .opus must be renamed to .lopus, others are actually named .mca? I have samples but they were .adpcm, they'll work if renamed.

@ChillyBilly - Onigiri: http://aluigi.org/papers/bms/others/onigiri_online.bms
Lotus Labyrinth: https://pastebin.com/aR5HABCE
by Ultrafighter at 8:49 AM EDT on August 7, 2019
Hi Bnnm, thanks for informing me about FIFA anthems (and looking into Robotech streams too!).

Well I think it wouldn't hurt to leave this bunch here - it's a load of weird WEMs from Captain America: Super Soldier [X360]: VGMstream plays them as silent tracks but if you convert those with ww2ogg024 you can hear VO, SFX & stuff.
I guess this variation of Wwise Vorbis should be added at some point so that folks won't have to double-check such files in future.

Goodbye!
by Puterboy1 at 11:33 AM EDT on August 7, 2019
Should VGMstream also include a parser that gives Wwise files proper names that are either hidden in the file or by a soundbank document?
by TenGallon at 4:26 PM EDT on August 9, 2019
Thanks bnnm, changing the extensions did the trick! And yes, they are actually named ".mca".
by ChillyBilly at 1:08 AM EDT on August 11, 2019
Hey, bnnm and co., I've got some new sets that could use some checking out! I've gathered up a little collection of the PS2 entries of the Pro Yakyuu Spirits series... but the problem is, I'm not sure how to split the .vas files. When I load them in foobar, they only display one song (and I know they definitely contain more than one!) Seeing as this is essentially a sister series to the Power Pro franchise, I figured I'd try this python script that's compatible with that series' PS2 entries, but it's no good. Maybe the script can be modified for the Spirits games? Here are the entries I have:

Pro Yakyuu Spirits 2004 Climax

Pro Yakyuu Spirits 2

Pro Yakyuu Spirits 3

Pro Yakyuu Spirits 4

Pro Yakyuu Spirits 6


As always, thanks in advance for any assistance!
by Nisto at 1:48 PM EDT on August 15, 2019
Tried to help this user out -> https://hcs64.com/mboard/forum.php?showthread=59864

Plays fine with GENH header:
Codec: PCM RAW (Big Endian)
Header Skip: 0
Interleave: 4096
Channels: 2
Frequency: 22050

But not so great with TXTH header (just gives me "could not load info (Unsupported file format)"):
codec = PCM16BE
interleave = 4096
channels = 2
sample_rate = 22050
num_samples = data_size

Tried changing the order of the variables, tried manually specifying num_samples, but nothing seems to work. Is it a bug, or does it somehow figure out that these settings cannot possibly be correct or something?
by bnnm at 4:03 AM EDT on August 16, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Clean .rsd and fix some bugs
- Fix some wwise [Captain America: Super Soldier (X360)]
- Show all .xsb names in .xwb instead of first
- Read .ogg TITLE as stream name and tweaks
- Add .mca for Capcom .adpcm [MH Generations Ultimate (Switch)]
- Add Pivotal .psf and decoder [The Great Escape, Conflict: Desert Storm]
- Fix .wem DSP full loops
- Add .vas container [Jikkyou Powerful Pro Yakyuu games (PS2)]
- Add interleave_first to fix some .vag/seg clicks
- Add Incinerator .itl [Cars Race-o-rama (Wii), MX vs ATV Untamed (Wii)]
- Fix vgmstream123
- Add Pivotal .sch [The Great Escape, Conflict: Desert Storm]
- Add TXTP @downmix macro and improve plugin stereo downmixing
- Allow mini-TXTP with "commands" to simplify config
- Add P16 extension [Astal (SAT]]
- Add Blitz Games .ima and improve decoder [Lilo & Stitch (PC)]
- Clean psx_gms
- Ubi SB: Added bank versions seen in Prince of Persia demos (by Nicknine)

***

@Nisto - due to plugin limitations and whatnot extensions must be manually added to a list (here).

In those cases report so we can add it (.p16 is there now) or rename the file to something accepted if you must.
by Puterboy1 at 9:56 AM EDT on August 16, 2019
Well, I’m glad The Great Escape is now supported.. now why not we try something more difficult...like these .SND files from Dust: A Tale of the Wired West?: https://archive.org/download/dust-a-tale-of-the-wired-west-windows/Dust%20-%20A%20Tale%20of%20the%20Wired%20West%20%281996%29%28BMG%29.iso/CRACK%2FCRACK.SND
by AnonRunzes at 10:36 AM EDT on August 16, 2019
you just HAVE to sound spiteful for some reason...
by Puterboy1 at 10:46 AM EDT on August 16, 2019
@AnonRunzes I wasn't being spiteful, I was just wondering if anyone could figure those file formats out.
by AnonRunzes at 10:52 AM EDT on August 16, 2019
ugh
by hcs at 7:53 PM EDT on August 17, 2019
@Puterboy1: Spiteful may not be the right word.

I'd recommend something more like:

"Thanks for The Great Escape, I've been looking forward to that!

Could someone take a look at [X]? Here's some details about why it is interesting, and what I've been able to find out so far about the format: ...

Thanks!"

It's a good step that you say you appreciate the support for Great Escape. But you undermine that with "now why not we try something more difficult", which implies that the work which you benefit from, but don't contribute to, was easy. And at the same time, without saying thank you, you're already asking for more. It comes across as disrespectful.

There may be a language or cultural barrier here, if so I'm sorry we're all judging you so harshly. But you come across as impatient, disrespectful, and ungrateful. I hope that you aren't, and I hope that you can learn to get along a bit better, both in this forum and elsewhere.

I recommend reading over bnnm's advice again, if you didn't before. We're trying to explain to you why so many people here are offended by your way of posting requests, and how you can improve.

Here's my take on the topic. This is advice for anyone posting requests, and plenty of people do it badly besides you.

---

Consider that you're asking for someone to do work for you. You won't do it yourself, maybe because it would be too difficult to even learn how. But even for those with experience it's still work. If you value the result, you should show evidence of that.

1. Why are you even interested? Is the music great or unusual? Was it done by an interesting artist or studio? Is there an interesting technical problem involved? Maybe supporting the format would open up many other games?

If you're just checking off another game for your collection, though, there's no reason for anyone else to care.

2. Have you made attempts to find out how to play the file? What happened as a result? What technical background can you provide?

This can pique someone's interest, and can also save everyone else from trying the obvious things, but mostly it shows your investment.

3. Say "thank you", both when work is done (thanks for the work!) and at the end of a request (thanks for reading!). It's a little thing, but it's also very easy to do, and it means a lot both to the person who helped and to others who may be more likely to help you. "Please" is also helpful.

4. Try to learn and help out others when possible. We always need more experienced rippers and coders!

---

Thanks for reading this. I hope it's helpful to someone.

edited 7:54 PM EDT August 17, 2019
by Puterboy1 at 2:41 AM EDT on August 18, 2019
Thank you for everything so far. The reason I want the sounds for Dust is to see if we can finally crack or reverse-engineer the as of yet un-rippable DreamFactory engine that Cyberflix used for their games.

edited 2:47 AM EDT August 18, 2019

edited 2:47 AM EDT August 18, 2019
by hcs at 9:15 PM EDT on August 18, 2019
Thanks for the effort, good luck!
by Puterboy1 at 10:23 PM EDT on August 18, 2019
I’ll take that as a compliment.

By the way, if you want to know more about what one user discovered so far in the file archives of Titanic Adventure Out of Time, click here for his research: https://forum.xentax.com/viewtopic.php?t=17905
by hcs at 11:54 PM EDT on August 18, 2019
Yep it was intended to be encouraging, sorry if it didn't come across that way
by Puterboy1 at 1:24 AM EDT on August 19, 2019
@hcs Is it possible to share this research with your fellow code-crackers and continue what Samuraid started?
by hcs at 3:50 AM EDT on August 19, 2019
Anyone I know is already reading this forum.
by Puterboy1 at 10:38 AM EDT on August 19, 2019
@hcs Good! That should peak some interest.
by punk7890-2 at 3:07 AM EDT on August 20, 2019
Got an ADX key to add:

Game: Gintama Gin-san to Issho! Boku no Kabukichou Nikki (PS2)

Key: 67 CD 5C A7 65 5F
Key (text): gt25809

test adx.
by Puterboy1 at 1:04 PM EDT on August 25, 2019
Could you look at some of the other level files from the Great Escape and make them playable? Only "levela" works: https://ia801500.us.archive.org/view_archive.php?archive=/3/items/thegreatescape_201908/The%20Great%20Escape.zip
Gran Turismo 4 sound files by Puterboy1 at 6:58 PM EDT on August 28, 2019
Is there any way to make these files playable?: https://www.zenhax.com/download/file.php?id=7227
by ChillyBilly at 1:07 AM EDT on August 29, 2019
As I've noted in the Switch thread, I've had some odd playback issues with the .opus files for the Grandia HD Collection. If this isn't a problem exclusive to my end, is it possible to get them to play properly? Thanks in advance for any help!
by bxaimc at 8:09 PM EDT on August 29, 2019
Fixed it when the game came out. Just gotta wait until kode pushes out a new release or build your own (or use the build from appveyor).

edited 8:15 PM EDT August 29, 2019
by bnnm at 3:13 PM EDT on September 2, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- fix opus sample rate for Grandia HD Collection (Switch) (by bxaimc)
- Add/fix some ADX keys
- Accept ADX keystring/keycode in .adxkey
- Improve .psf dynamic song generation
- Fix EA SCHl ATRAC3 crash
- Improve RIFF ATRAC3/plus decoding accuracy
- Tweak EALayer3 discard modes and EAAC header
- Improve raw ATRAC3 decoding accuracy and cleanup
- Fix some .vas
- Add Namco .nub archives
- Add Platinum ADPCM for .wem [Bayonetta 2 (Switch)]
Gran Turismo sounds for update by Puterboy1 at 6:20 PM EDT on September 2, 2019
Any chance you'll take a look at the Gran Turismo sound samples I have put up?
by CopperCanister at 2:13 AM EDT on September 3, 2019
Hi everyone, I'd really like some help with sounds for Monster Hunter G on PS2. I'm trying to make a sound mod for the latest PC game and I need some of the SFX that are in .snd & .snp files, which I understand is something you wouldn't normally do and why I'm a little reluctant to ask. However, I've seen others elsewhere claim these format are uncompressed .ogg files that aren't too complicated so I though the solution could be as simple as changing the file extension, but I've tried anything I can think of and can't manage to get a result. Would someone be willing to have a look, I'll understand if they're complicated but I thought it'd be worth a shot to ask. Thanks for reading

Monster Hunter G sound files
by Puterboy1 at 12:03 AM EDT on September 7, 2019
I would like to know if these files can be parsed with proper names in the VGMstream plugin for Foobar2000 https://www.zenhax.com/download/file.php?id=7275
by hcs at 12:19 AM EDT on September 7, 2019
Puterboy, give some context, please! If you posted a thread on Zenhax, at least link to to that. It's unlikely someone's just going to download your files and try to figure them out without a little explantation.

Remember, this is a community, not just a service you submit files to. Sell it!
by Puterboy1 at 4:44 AM EDT on September 7, 2019
Sell it? I am providing you with files that could benefit your pursuit in studying game audio files.
by punk7890-2 at 6:06 AM EDT on September 7, 2019
@CopperCanister Use https://github.com/vgmtrans/vgmtrans Extracted sounds will likely need frequency adjustment.

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