FIFA 97 Saturn Commentary Export Help by adams06 at 8:59 AM EST on February 25, 2025
Hello to everyone. I want to ask you for help. I tried to extract commentary audio files from Sega Saturn FIFA 97 Game. There is one audio file PBP.MCD. I am mannualy extracted first file from it with hxd, and then try to open with Audacity imported raw. I tried 16 PCM 11025, bigendian, and I heard Motson to said 'Botafogo', but there are too much noise. I tried other values, but without success. Also, inside fifa bin there is another file PBP.HCD. Maybe that files are linked. I also tried to add bites from PBP.HCD to extracted file, but without success. I tried ffmpeg conversion, vgmstream also, sox and 'Saturn PCM <-> Windows WAV' , But also without success :)
Can you help me :)
edited 8:59 AM EST February 25, 2025
Enthusia Professional Racing [PS2] - Wrong Looping? by Roxanne at 3:58 PM EST on March 1, 2025
Hello,
can anyone please check the release for "Enthusia Professional Racing" [PS2] in terms of its looping settings. On nearly all tracks (which are used for the in-game menu), you can hear a "cracking" sound when the looping starts over. A good example is "bgm00041.lbin".
Thank you in advance,
Regards Roxy
Rockman EXE: Phantom of Network song finding by Frzerbrn at 1:16 AM EST on March 3, 2025
Hey Hey does anyone know how to open up old mobile games the one I'm trying to do is the Rockman EXE: Phantom of Network. I've got the game but I'm trying to rip the sequence file from one of the songs but not having luck in doing so. So if anyone does have to know how I would appreciate it.
extract ssf files from sega titan video roms by yoshi200213 at 3:51 PM EST on March 7, 2025
Hello I am going to extract ssf files from sega titan video roms but I don't know how to extract the files from the sega titan video roms please tell me how to extract the ssf files from sega titan video roms
No more new/updated CoD, NFS gamerips? by Katsur at 8:37 AM EDT on March 11, 2025
I still remember when I saw RacingGameSoundtrack's gamerip of Need for Speed: Porsche Unleashed from PC in the vgm.hcs64.com's upcoming file upload list. But for some reason, it's gone. What gives? UPDATE: Oh wait, it's on! Good. But, there are more NFS installments to improve (already existing gamerips) and/or add (those that aren't ripped yet), but that's only a matter of time.
And, about Call of Duty? Oh yeah, I wish they were updated with proper "!tags" playlist file for extra convienence in some archives, but what about post-Black Ops II? Black Ops 1 has WAV files strangely encrypted, so I couldn't play them normally (I played it on my Steam).
Either way, both of these series may also receive new gamerips and updates with an addition of an aforementioned tagged playlist (a really awesome feature!). I'm just wondering if it will happen, but of course it's a very difficult task. And it's only a matter of time.
Simply tell me your thoughts about current VGM gamerips of Need for Speed and Call of Duty series.
edited 8:40 AM EDT March 11, 2025
Miniusf by That guy2 at 4:27 PM EDT on March 23, 2025
I have some miniusf files from a Mario artist game and I would like to turn them into midis, is this possible?
Mario talent studio midis by That guy2 at 7:29 PM EDT on March 23, 2025
How could I rip a midi file from Mario Artist Talent Studio?
NO DBGT FINALBOUT? by tifaff at 5:39 AM EDT on March 28, 2025
Hi, i cant find the original sound files in the library.
Yu-Gi-Oh! Falsebound Kingdom .PAC (Audio) by Gagnetar at 4:01 AM EDT on April 9, 2025
Hey there! I've been collecting video game assets for many years because I like the potential of them being used for personal fan animations or mods and the old yugioh games are a favorite of mine. But alas, there seems to be no quickbms or foobar magic to be done on these gamecube .PAC files. If I had to hazard a guess they seem to be compressed archives containing gamecube adpcms. Lemme know if anyone can decipher it for me! I'm mostly after the sound effects (I believe they're in the grp.pac) but I'll also take the music streams if you're willing. Link: https://mega.nz/file/5rBEwaYY#o87RVaYqohTcE0l29CCBvIr7XWYj0cyLMLbCBwZNX-M
MGS3 Soundbank Descriptions by PsGeek243 at 5:40 PM EDT on April 11, 2025
For those who wish to personally rip simple WAV files from MGS3 (LIKE ME), I made a list in my free time that names (ALMOST) each soundbank file found in the PC Master collection. Some of them are unnamed due to their unknown origin, so they could be important somehow or unused.
-HOW THESE SOUNDBANKS WORK-
MGS2 and MGS3 use the SDX file extension, which is a custom PSF2 file that loads audio into the 2MB RAM audio chip. The files are numerous and expansive due to this limit. There's one file name for Snake's voice and sound effects (pk0f00a1), and the others are named specific to the scene's environment.
They go by number from beginning levels to end. The only exception being V which stands for "VIRTUOUS MISSION" (THE WAY IT'S NAMED IN THE STORY). Every other soundbank like (s006b) is specific to "OPERATION SNAKE EATER".
To rip the audio files, you can use PSound to extract at any sample rate and then play them. They won't sound right though due to compression and the way PS1/PS2 plays these files. To assist in finding the correct, or resembling rate, use sample rates like 28000HZ, 44100HZ, and 48000HZ and use a program like OpenMPT or POLYPHONE to play a key and pitch it up or down accordingly, in addition to adding or lowering cent value by 10 if needed.
-------------------------------------------------- ending pk0001a1: Sound effects for Title screen during "Basic Actions" menu. Loaded at some point during the ending sequence. kyle_op pk0001a1: Snake Eater vocals played when hitting R1 during the intro movie. mg1 pk0001a1: Metal Gear 1 game sound effects. mg2 pk0001a1: Metal Gear 2 game sound effects. net pk0f00a1: pk0001a1: r_sna01 pk0f00a1: Snake sound effects/UI when booting title screen. Loaded again when player snake is active if not already loaded. r_sna02: pk0f00a1: s001a pk0001a1: Snake Eater - Dremuchij South s002a pk0002a1: Snake Eater - Dremuchij East s003a pk0003a1: Snake Eater - Dremuchij Swampland s004a pk0004a1: Snake Eater - Dremuchij North s005a pk0005a1: Snake Eater - Dolinovodno s006a pk0006a1: Snake Eater - Rassvet (BEFORE EVA) s006b pk0006a1: Snake Eater - Rassvet s012a pk0012a1: Chyornyj Prud s021a pk0021a1: Bolshaya Past South s022a pk0022a1: Bolshaya Past Base s023a pk0023a1: Bolshaya Past Crevice (OCELOT FIGHT) s031a pk0031a1: Chyornaya Peschera Cave Branch s032a pk0032a1: Chyornaya Peschera Cave s032b pk0032b1: Chyornaya Peschera Cave (PAIN FIGHT) s033a pk0033a1: Chyornaya Peschera Cave Entrance s041a pk0041a1: Ponizovje South s042a pk0042a1: Ponizovje West s043a pk0043a1: Ponizovje Warehouse: Exterior s043a_0 pk0043a1: Ponizovje Warehouse: Exterior s044a pk0044a1: Ponizovje Warehouse s045a pk0045a1: Svyatogornyj South s051a pk0051a1: Graniny Gorki South s051b pk0051b1: Graniny Gorki South (FEAR FIGHT) s052a pk0052a1: Graniny Gorki Lab Exterior: Outside Walls s052b pk0052b1: Graniny Gorki Lab Exterior: Inside Walls s053a pk0053a1: Graniny Gorki Lab 1F/2F s055a pk0055a1: Graniny Gorki Lab B1 East s056a pk0056a1: Graniny Gorki Lab B1 West s061a pk0061a1: Svyatogornyj West s062a pk0062a1: Svyatogornyj East s063a pk0063a1: Sokrovenno South (END FIGHT) s063b pk0063a1: Sokrovenno South (OCELOT UNIT) s064a pk0064a1: Sokrovenno West (END FIGHT) s064b pk0064a1: Sokrovenno West (OCELOT UNIT) s065a pk0065a1: Sokrovenno North (END FIGHT) s065b pk0065a1: Sokrovenno North (OCELOT UNIT) s066a pk0066a1: Krasnogorje Tunnel s071a pk0071a1: Krasnogorje Mountain Base s072a pk0072a1: s072b pk0072a1: Krasnogorje Mountainside s073a pk0073a1: Krasnogorje Mountaintop (BEFORE EVA) s073b pk0073b1: Krasnogorje Mountaintop s074a pk0074a1: Krasnogorje Mountaintop Ruins s075a pk0075a1: Krasnogorje Mountaintop: Behind Ruins s081a pk0081a1: Groznyj Grad Underground Tunnel (FURY FIGHT) pk0081a2: Groznyj Grad Underground Tunnel s091a pk0091a1: Groznyj Grad Southwest (BEFORE TORTURE) s091b pk0091a1: Groznyj Grad Southwest (PRISON ESCAPE) s091c pk0091a1: Groznyj Grad Southwest s092a pk0092a1: Groznyj Grad Northwest (BEFORE TORTURE) s092b pk0092a1: Groznyj Grad Northwest (PRISON ESCAPE) s092c pk0092a1: Groznyj Grad Northwest s093a pk0093a1: Groznyj Grad Northeast (BEFORE TORTURE) s093b pk0093a1: Groznyj Grad Northeast (PRISON ESCAPE) s093c pk0093a1: Groznyj Grad Northeast s094a pk0094a1: Groznyj Grad Southeast (BEFORE TORTURE) s094b pk0094a1: Groznyj Grad Southeast (PRISON ESCAPE) s094c pk0094a1: Groznyj Grad Southeast s101a pk0101a1: Groznyj Grad Weapons Lab: East Wing (WITH RAIKOV) s101b pk0101a1: Groznyj Grad Weapons Lab: East Wing s111a pk0111a1: Groznyj Grad Weapons Lab: West Wing Corridor s112a pk0112a1: Groznyj Grad Torture Room (WITH JOHNNY) pk0112a2: Groznyj Grad Torture Room s113a pk0113a1: Groznyj Grad Sewers s121a pk0121a1: Groznyj Grad Weapons Lab: Main Wing s122a pk0122a1: Groznyj Grad Weapons Lab: Main Wing B1 (VOLGIN FIGHT) s141a pk0141a1: The Sorrow's River s151a pk0151a1: Tikhogornyj s152a pk0152a1: Tikhogornyj: Behind Waterfall s161a pk0161a1: Groznyj Grad s162a pk0162a1: Groznyj Grad Runway South s163a pk0163a1: Groznyj Grad Runway s163b pk0163b1: Groznyj Grad Runway (FEND OFF THE SHAGOHOD) s171a pk0171a1: Groznyj Grad Rail Bridge s171b pk0171b1: Groznyj Grad Rail Bridge (SHAGOHOD FIGHT) s181a pk0181a1: Groznyj Grad Rail Bridge North s182a pk0182a1: Lazorevo South s183a pk0183a1: Lazorevo North s191a pk0191a1: Zaozyorje West (BEFORE PATROL) s191b pk0191a1: Zaozyorje West s192a pk0192a1: Zaozyorje East s201a pk0201a1: Rokojov Bereg ("BOSS" FIGHT) s201a_0 pk0201a1: s201a_1 pk0201a1: s211a pk0211a1: WIG: Interior select pk000100: theater pk0001a1: Sound effects for Demo Theater. title pk0001a1: Sound effects for Title screen during "Basic Actions" menu. v000a_1 pk0000a1: Virtuous Mission - Dremuchij South (BEFORE BACKPACK) v001a pk0001a1: Virtuous Mission - Dremuchij South v003a pk0003a1: Virtuous Mission - Dremuchij Swampland v004a pk0004a1: Virtuous Mission - Dremuchij North v004a_0 pk0004a1: Virtuous Mission - Dremuchij North v005a pk0005a1: Virtuous Mission - Dolinovodno v005a_0 pk0005a1: Virtuous Mission - Dolinovodno v006a pk0006a1: Virtuous Mission - Rassvet (BEFORE OCELOT) v006a_0 pk0006a1: Virtuous Mission - Rassvet (BEFORE OCELOT) v006b pk0006a1: Virtuous Mission - Rassvet (AFTER OCELOT) v007a pk0007a1: Virtuous Mission - Dolinovodno Riverbank --------------------------------------------------
Here's a fun fact: If you load an SDX bank (WITH A SIMILAR PRESET STRUCTURE) but then delete another SDX bank in the files that is supposed to replace the loaded one, the previous bank will stay loaded sometimes and carry over to the menu/other levels. This can cause very hilarious sound hacks like replacing the crocodiles footsteps/sounds with dog noises or making Ocelot sound like a normal guard NPC. If there is not a chaos sound mod by any chance out there, here's encouragement to make one!
edited 5:47 PM EDT April 11, 2025
KHInsider policy on my new gamerips by DarkSolidSnake at 5:04 PM EDT on April 15, 2025
Today i would like to announce that a new policy will be enforced in all our new gamerips.
Due to various albums being taken down from khinsider including SEGA related IPs, our new gamerips will be strictly prohibited from publishing on khinsider including but not limited to:
Any game published by Sega Any game published by Capcom Any game published by Sega and Nintendo (e.g. Mario and Sonic). Any game published by Square Enix Any game published by Konami Any game with licensed tracks (including J-pop music).
This policy does not apply to any game published by Nintendo except for ones blacklisted on khinsider.
And also, the exact reason why all SEGA music got taken down from khinsider will be revealed in our re-rip of Rhythm Thief and the Emperor's Treasure. So please stay tuned!
EDIT: Updated
edited 4:18 PM EDT April 16, 2025
Ripping music/audio files from Catwoman GameCube ISO by KarmaKrow at 1:15 PM EDT on April 16, 2025
I need advice on how to rip or extract any soundtrack, music, or audio files from the Catwoman GameCube ISO.
I'm mostly interested in the 'club music' heard within the nightclub area of the game.
I'm having trouble creating a PSF for this game. Since it's not listed on joshw or Zophar, I suspect it's technically difficult to extract.
Looking through the game files, I found clearly labeled files: BGMALL.SEZ, RPG.VB, and RPG.VH. Using VGMToolbox, I was able to extract 33 SEQ files, which matches the number of BGM tracks in the game, along with the VB and VH files. I attempted to create PSFs from these, but most of them produce no sound — occasionally just a single note.
I created a sound driver using PSF Stub Creator from the SLPS_008.76 executable, but the result was the same.
I tried extracting BGMALL.SEZ with ficelzs, but it didn’t help.
I analyzed the files with pgconv, but only three MIDI files were detected. When I tried playing them, they produced no sound.
Using PSound, I analyzed RPG.VB and was only able to extract sound effects and what seemed to be tone samples.
In VGMTrans, BGMALL.SEZ displays 33 SEQ files. While they do have a pQES header, the commands that follow seem disorganized or inconsistent, making them look different from SEQ files used in other games.
Interestingly, SNG37.SEQ and SNG38.SEQ located in the same folder were able to be PSF-converted without issue.
While an SSF (Sega Saturn Sound Format) set exists for the Saturn version, I really want to create a PSF set for the PlayStation version as well. I never expected that extracting music from such a niche game would be this difficult.
If anyone with the technical know-how has any information, I would greatly appreciate your help. Thank you very much.
(This message was translated using ChatGPT.)
edited 8:54 PM EDT April 20, 2025
Ripping FIFA N64 Games in USF by Lukiebub at 11:25 AM EDT on April 22, 2025
How to rip the FIFA N64 Games in USF?
Thank you by lunaloveggod at 8:43 AM EDT on April 27, 2025
Thank you.
edited 8:44 AM EDT April 27, 2025
Request - Prince of Persia: The Lost Crown - game music sound files by vgmupdate at 8:51 AM EDT on April 27, 2025
Hi. I am looking for the untouched game music sound files from Prince of Persia: The Lost Crown. Anyone is able to get the game sound archive .bank file!
Note. The Lost Crown game-rip sound files are not available on vgm.hcs64.com updates.
Help would be greatly appreciated.
Thank you. Regards.
using TXTP format to match Nintendo Music editing by VGSB at 8:15 PM EDT on May 2, 2025
I'm trying to match Nintendo Music as closely as possible using TXTP. For example, the track Mario Kart 7 "Selection Screen" is approximately the following: STRM_MENU_SINGLE_MULTI.bcstm#C1,2,3,4,5,6#@crosstrack2
However, the actual track cross-fades back to C1,2 after C4,5 and repeats the cycle before fading out. I tried a lot of things but can't figure out how to do it.
One thing that would really help unlock a lot of possibilities is being able to cross-fade between two different files rather than streams within the same file. Is that possible?
How does one set the length of the cross-fades?
And is it possible to reference the LOOP_START without typing the static number manually?
edited 8:16 PM EDT May 2, 2025
Does anyone have a gamerip of the Kingdom Hearts -Missing Link- CBT? by J2023 at 4:08 AM EDT on May 14, 2025
It seems that the development of Kingdom Hearts: Missing-Link has been cancelled now... The reason for the discontinuation of development is that "it was determined that it would be difficult to provide a service that would satisfy users over the long term".
So, does anyone here have a complete gamerip of the mobile title's Closed Beta Tests that ran up until 2024?
edited 4:38 AM EDT May 14, 2025
AirStrike 3D trilogy by Katsur at 7:54 PM EDT on May 14, 2025
AirStrike 3Dis a trilogy of casual, Alawar Golden Era 3D bird's-eye-view shoot-em-ups , where you control the helicopter shooting enemy vehicles to thwart evil plans of one global terrorist organization, NITO. The games' files, including tracker music, are stored in APK files. I tried to find a compatible app to extract the game music, to no avail. There is no compatible QuickBMS file to extract APK, but there was a GitHub repository, but I'm not sure if it will work, and I'm lazy. So... anyone interested in AirStrike 3D's APK archive file (and by extension Alawar-distributed shmup library, including Crusaders of Space, Star Defender, etc)? Let me know.
edited 5:29 AM EDT May 15, 2025
notable secret song portions after loop points by VGSB at 8:44 PM EDT on May 14, 2025
I've stumbled across a few secret song portions after loop points. You can see some examples by creating these empty .txtp files and playing them in foobar2000: * 34 second DK Island Swing ending: Nintendo Wii U\Donkey Kong Country - Tropical Freeze [Donkey Kong - Tropical Freeze] (2014-02-13)(Retro)(Nintendo)\Trophy_Bopopolis.ddsp#i.txtp * 6 minutes of extra recording for Xenoblade Chronicles 2 song (seems to be a lot of other cases similar to this): Nintendo Switch\Xenoblade Chronicles 2 (2017-12-01)(Monolith)(Nintendo)[Switch]\048 - Mor Ardain - Night.nop#i.txtp * Aquatic Ambience ending note: Nintendo Wii\Donkey Kong Country Returns (2010)(Nintendo)[WII][Nintendo DSP][BNS - RAS]\beach_blubbo_bpm150.ras#i.txtp
To find more, you can create an "Ending Length" foobar2000 column with this Display script and then sort it: $if($and($info(LOOP_END),$not($strcmp($div($info(LOOP_END),$info(SAMPLERATE)),$div($if3($info(SAMPLES),$info(STREAM_TOTAL_SAMPLES)),$info(SAMPLERATE))))),$pad($div($sub($div($if3($info(SAMPLES),$info(STREAM_TOTAL_SAMPLES)),$info(SAMPLERATE)),$div($info(LOOP_END),$info(SAMPLERATE))),60),1,0):$num($mod($sub($div($if3($info(SAMPLES),$info(STREAM_TOTAL_SAMPLES)),$info(SAMPLERATE)),$div($info(LOOP_END),$info(SAMPLERATE))),60),2)))
Anybody find any other notable examples?
What music is this? by davhcs at 12:43 PM EDT on May 18, 2025
I know this is similar to SMB3's death sound but I don't know what actual game this comes from.
Resident Evil Director's Cut Dualshock Soundtrack by TheFirstHunt at 4:46 PM EDT on May 24, 2025
This may be an odd question since general consensus is that everyone hates it, but has anyone been able to convert the game's MIDI music to .WAV (or any other proper audio format)? I see a couple of YouTube uploads so someone has done it, to some extent. Did a search on here but didn't find anything about it. Thanks in advance!
Unknown SMG2 Noise by davhcs at 5:16 PM EDT on May 25, 2025
B78kawa64_27.aw (S_K_RAY) from Super Mario Galaxy 2:
What sound CD does this come from? Ive' been looking all over for months.
Duck Dodgers in the 24½ Century MIDIs by Yoshinkeru at 7:52 PM EDT on May 25, 2025
Is there anyone in here working on the N64 MIDI or Sound tools? I recently tried to convert Duck Dodgers in the 24½ Century to MIDIs, and while it got tempo and notes right, for some reason the note durations were way to long, only getting longer throughout the file. Is this the fault in the ROM or the tool? Can either be fixed/updated, or should I just live with it?
Making a CD+EG editor. by wav3 at 9:59 AM EDT on May 29, 2025
Hi guys! I stumbled upon the http://extended.graphics site from Wikipedia and it inspired me to make my own CDEGs. I am on Linux and i don't want to use outdated software. I decided to make my own editor and player in D.
I have the player part mostly working. But now i am struggling to get ideas for how I would design the editor part. https://github.com/whatsavalue3/CD-EG-Editor
My main issue is that the CDEG has a very low bandwith, so if i dont want to limit the user, i have to be very careful not to overload the CDEG. Another issue is, how would i design the UI for it so that it correctly represents how much the format is capable of.
Would love some ideas and brainstorming help.
Difficulty Extracting FANTASY LIFE i 's Audio by Wishy The Star at 11:38 PM EDT on June 7, 2025
Hey all!
I'm attempting to extract the music from 'FANTASY LIFE i: The Girl Who Steals Time' with VGMToolBox but I keep getting this error message: "File is not an ACB or AWB".
I have the PC/Steam version, and this is the AWB file. If anyone knows how I can extract it, I'd appreciate it!
edited 8:29 AM EDT June 8, 2025
The Incredibles - sfx/sounds/voices snds Heavy Iron (ADPCM) format by Corak at 11:41 AM EDT on June 17, 2025
Hi there! Can you help with the game: "The Incredibles" trying to convert to PCM/play sfx/sounds/voices .snds format Heavy Iron (ADPCM) But it working only for music Examples (full rip) Incredibles-sfx-snds-adpcm.7z
Much will be appreciated if you can help with!
psf/psf2 ripping - questions by DarkSolidSnake at 8:40 PM EDT on June 28, 2025
Hello. I need some help ripping PSX/PS2 games that use sequenced format. I have a few questions:
1. Some PS2 games (for example: Ape Escape 2 and Sky Odyssey) use SSHD/SSSQ/SSBD (HD/BD/SQ) format, which i can't get it to work with Matrix Wild Arms 2 driver. Grin managed to rip Ape Escape 2 and fixed the driver to play the files in a proper way. Can someone make an improved/universal driver based on either Wild Arms 2 or Ape Escape?
2. I have decided to request a few PSF2 driver rips:
ae3driver.irx:
Ape Escape Pumped and Primed and Ape Escape 3 aside from streamed tracks use .HD/BD and MID files and there's no .PSF2 driver rip.
suikoden4drv.irx: Suikoden IV uses .HD/BD files and the sequence are .TD files. The driver should be an improvement to the Silent Hill 3/Winning Eleven 5 driver.
3. PSYQ sdk works on Windows 98/XP and i can't get it to work on a Windows 11 64-bit system. How can i get PSF Stub Creator to work properly.
Can't find hex key to decrypt CRID-USM by void at 11:05 PM EDT on June 28, 2025
Pls, can someone help me? I try to decrypt crid from jujustu phanphara or jujutsu kaisen phantom parade. As a script for decrypt I use this https://github.com/kokarare1212/CRID-usm-Decrypter And I have aes = AES.new(b"6154e00f9E9ce46dc9054E07173Aa546", AES.MODE_ECB), but ofc he doesn't work with CRID, only with unity bundle. https://mega.nz/folder/70ZhHKgL#UVAt99GWKnKqBvPMM8NmMA Here's all materials: apk, exe, crid container(for example) and one dll from the game. And the example of what I'm talking about: https://github.com/sainz1407/Jujutsu-Kaisen-Phantom-Parade/issues/2 Can someone, pls, help to find the key for CRID or usm files in that game?
edited 1:18 AM EDT June 29, 2025
Astro Bot (PS5) music files? by TimeFireBlue at 7:18 PM EDT on July 15, 2025
Is it possible to get the music files for Astro Bot on PS5? I ask because there's quite a few songs that aren't on the original soundtrack, especially the new songs from the DLC levels.
Request: Paprium decoding soundtracker by ConnorB at 2:14 PM EDT on July 26, 2025
Hello,
The game "Paprium" is now accessible via special Genesis-Megadrive core RetroArch emulation since the work done on the ROM.
To furnish the son game, the MSU-MD driver to add CD quality audio to Sega Genesis games was successfully used while waiting for the real tracklist to be read and because no other solution is currently possible.
In summary the whole graphical part is emulated, however, for orignal music this is not yet the case.
Paprium is a non standard GS/MD ROM.
In the fact the soundtrack is stored in the ROM, but the soundtracker is based on a Micro Controller Unit "STM32" used for the graphical part but also the soundtrack.
The grapicals parts are simulated but not the sound decoding.
The idea is to figure out how to read the sound tracks directly from the ROM.
Perhaps since the extraction of samples with an external reader.
Then allow the same thing from an emulator...
The challenge is important for purists and for the preservation of the heritage of the video game.
Any free alternatives to Watto's Game Extractor? by Katsur at 1:25 AM EDT on July 27, 2025
I'm still looking for an ideal game archive preview & extraction software, a free alternative to Watto's Game Extraction software (which requires Java Runtime) with coherent GUI and expansive decryption ways for ease of looking what's inside the game data archive within proprietary formats (and compression algorithms, such as Oodle).
Here's the list of following specific game engines and series, but let's not start with Source Engine: 1. Clickteam/Multimedia Fusion 2. Unreal Engine 3. Frostbite 4. id Tech 5. Unity 6. IW Engine (support up to IW 9.0 is suggested) 7. Serious Engine 8. Game Maker 9. Anvil 10. Rockstar Advanced Game Engine (RAGE) 11. Hedgehog Engine 12. Java 13. Kex Engine 14. EA Graphics Library (EAGL) 15. Refractor 16. LithTech 17. Glacier 18. Crystal Engine 19. Codemasters Ego (initially Neon) 20. Godot 21. Angel Game Engine (AGE) 22. Renderware (Burnout, GTA San Andreas) 23. Blizzard Entertainment custom game engines (Warcraft, StarCraft, Diablo, Overwatch) 24. Driver: San Francisco 25. CryEngine 26. Build Engine 27. ForzaTech 28. Gran Turismo Game Engine 29. MT Framework 30. RE Engine 31. Wwise (PCK, BNDL) Remember, support for every single versions, branches and generations of each specific game engine is not trivial.
Why am I doing this? It's because someone really wants to improve gamerip soundtrack archives so badly, as I feel. Watto's basic version doesn't allow viewing game files, not even textures (TGA, PNG, VTF, DDS). And, QuickBMS era is nearing its end.
edited 7:55 AM EDT July 27, 2025
Donkey Kong Jungle Beat Unknown Sample by davhcs at 8:55 PM EDT on August 2, 2025
I have 2ndLoad_0.aw_000000fe.wav from DKJB and i don't know where it comes from.
I am once again asking for your ~financial support~ audio assistance: Bloody Roar Primal Fury/Extreme by TheFirstHunt at 10:11 PM EDT on August 12, 2025
Top edit: I've since figured out how to replace them. I have questions that aren't related to audio (such as how to replace the text with English) but that isn't suited for here. Thanks anyway!
As the title says, I'm looking for assistance with the GameCube version of Bloody Roar Extreme/Primal Fury. Specifically, with identifying and extracting/replacing the game's voice audio, so I can make a patch for Extreme, since it has quite a few mechanical advantages over Primal Fury but I much prefer the English dub. I believe the audio is located in each character's respective .fpk file(s), but my searching online has yielded very few results for ways to extract/view .fpk files, and none of those results yielded anything when I tried them. Thanks (again) in advance!
edited 5:58 PM EDT August 13, 2025
LittleBigPlanet gamerip update by DarkSolidSnake at 12:41 PM EDT on August 14, 2025
Today i made an update to the gamerip for LittleBigPlanet.
This update adds african_s.fsb and african_s_prev.fsb from original 1.00 version. It also adds movie audio. Unfortuanently, i decided to post a link here because the size is just more than 1GB.
LittleBigPlanet 2 gamerip update by DarkSolidSnake at 11:26 AM EDT on August 16, 2025
Today i made an update to the gamerip for LittleBigPlanet 2.
This update adds adds music from all DLC from the game. It also adds .txtp files for interactive music as well. Along with all movie audio files demuxed from Bink files.
Unfortuanently, the size is larger than 1GB so link here: https://drive.google.com/file/d/1aN45AbyEZrASbOH8J-0Q80bVFLjnY8Ak/view?usp=drive_link
edited 11:26 AM EDT August 16, 2025
Finding FIFA Soccer 96 (Saturn & PS1) Streamed Music Samples by Lubub at 9:29 AM EDT on August 17, 2025
Let's find samples that were used in FIFA Soccer 96 Streamed Music (Sega Saturn and PS1)?
edited 9:29 AM EDT August 17, 2025
Race Driver Grid Xbox 360 March 2008 Prototype by DekkaJ at 10:04 PM EDT on August 18, 2025
I'm at a dead end trying to extract the menu music from this demo. I’ve never extracted anything from an Xbox 360 game, so I don't know if this is just par for the course, but once I extract the ISO, this game is made up of: A folder of videos, a system update folder, then the rest of the space is taken up by 341 8192kb files named in the format "x360.000.[3 digit number]", and one x360.000.nfs file (which doesn't do anything if I point quickbms at it using the Codemasters NeFS script).
Is there a way to turn all these files into a coherent folder structure like in the PC or Mac version so I can find the audio folder so I can put the right files into vgmstream or similar?
It would be nice to give this prototype a page on TCRF, and the music is the first big difference to the final game you come across. Also I want to listen to it. On my Zune.
Chernobylite Wwise header proper txth by marcoxD95 at 6:03 PM EDT on August 21, 2025
I extracted Chernobylite recently to get ahold of the music and struggle a lot to make playable files.
I know its a Wwise header but seems like the first 71 hex bytes are garbage data. Oddly enough I cannot make a proper txth file for it.
I was able to get VGMStream to play a file by deleting the first 71 hex bytes of the uexp and renaming the file to .wem. However, doesnt seem to display the codec and bitrate properly and its a tedious way.
I made a .txth but apparently it doesnt work. No idea why it doesnt work.
Could anybody perhaps lend me a hand with a txth file that works with the Wwise files with uexp and ubulk extension that Chernobylite has?
Here are the files in question: https://app.filen.io/#/d/ffe12d9c-f728-4e61-aeee-002e0f8e079a%23596650314c5a48395f4257344b784759437574506937505662314e502d434f62
Donkey Kong 64 Rip Quality by elawson10 at 12:54 PM EDT on September 18, 2025
Hey, TheUltimateKoopa!
I noticed on Smash Custom Music that the Donkey Kong 64 Rips you posted were out of tune. Can you fix them please?
KONAMI "Spin Fever 3" .waw file (datx chunk) by mapfurry at 1:07 AM EDT on September 19, 2025
Hello,
Could you please take a look at this audio file from the KONAMI arcade game "Spin Fever 3"?
The file has a .waw (This is not a typo for .wav) extension.
The header appears to be standard PCM (1ch, 44.1kHz, 16bit).
However, the data chunk is named datx, and the audio data seems to be a type of ADPCM, as it only plays as static noise.
It's a game I'm deeply attached to, so I really want to play it again.
Thank you for your help. (Using a machine translator and AI)
Need help finding the origin of a song by MindReader at 1:00 AM EDT on September 20, 2025
Hello! I'm not sure if this is really allowed here (since this isn't really about vgm technical information, vgm rips etc like most of the threads here) but I need some help identifying the song title / original game of a song. This video was posted in a discord server I'm in and the person was asking what song it is, as all they had was this old 3DS video recording of modded Smash Brawl which didn't have the song title metadata modified, as well as no access to the original BRSTM as unfortunately the sd card they used has since corrupted.
The song sounds very Motoi Sakuraba-like to me, and someone else noticed that the mystery song uses the same drum loop sample as The Wilderness of Sadness from ToS2, which to us gives more credence to it being a Motoi Sakuraba song, but we looked through some Sakuraba osts and still weren't able to find it.
Can someone help? It's been bothering all of us the past couple days lol
edited 1:10 AM EDT September 20, 2025
Kagayaku Kisetsu e (輝く季節へ) PSF help by Sep7 at 10:48 AM EDT on September 21, 2025
I'd like help to create PSFs for Kagayaku Kisetsu e - Regular Edition (SLPS 01975). I've managed to extract the SEQs, VB and VH files and I've used VGMToolbox to create PSF files.
I've tried to use the Mark drivers but the game uses reverb so I needed to use the Davironica drivers. However even with the Davironica drivers, the music don't always sound how they should. For example, some parts in the song 勝利のポーズ sound muffled as if some notes weren't playing.
Can anyone help me with that? I'm willing to commission the extracting of the driver if that can help motivate someone.
Pac-Man World 2 Re-Pac missing HCA key by screw at 3:58 PM EDT on October 1, 2025
I am attempting to replace audio in the PC version of the recently released Pac-Man World 2 remake.
The game's audio files are stored in .acb/.awb file pairs located in the "StreamingAssets" subfolder, under scrambled filenames. There are also .usm video files contained within an additional "Movie" subfolder.
I have been able to find the hash method used to create these scrambled filenames, and using a list of the audio and video files's true names located in the Unity asset packages, I have been able to restore all the filenames.
I have placed all of the renamed audio and video files into this package, along with a text file describing all of the original hashed filenames they are normally distributed with. In the event the decryption key is found, this package should be preferable for adding to the Music Archive, as opposed to a package containing the files with the hashed filenames.
Unfortunately, despite all my efforts, I have not been able to find the decryption key required to play these files (or, in my case, create replacement .hca files.)
Looking at the "CriWareInitializer" asset contained within "sharedassets0.assets" shows a field where a decryption key COULD go, but it is blank. This does not mean the files are unencrypted, as they still will not play via vgmstream without outputting static. The files are encrypted, but something else in the game is controlling the key.
Attempts at decompiling the executable have not helped me find it, either, but I am positive that is only because I have very little skill in that task and have been looking in all the wrong places.
I am also sharing this package containing the game's executables and a tiny selection of the game's core asset packages in the hopes that someone here more skilled with reverse engineering this sort of thing can find the key, since I cannot.
I will not send the entirety of the game's files both due to legal concerns, and due to a lack of upload speed / cloud storage on my end. I have serious doubts that the key would be located outside of the files I have sent, anyway.
I am desperate to find this key in order to continue my modding work. This is the only place that I know of where I have a chance of finding someone capable of finding this key.
Please help me.
Music Rip Request: ESPN NFL PrimeTime 2002 (PS2, Xbox, or Windows) by godzfire at 3:09 PM EDT on October 2, 2025
I am a big fan of the old school ESPN NFL Primetime music you heard Sunday Nights in the 90s and early 00s. I found that some of them are actually included in the ESPN NFL games. One specifically that has special music not found anywhere else is ESPN NFL PrimeTime 2002 for Playstation 2, XBox, and Windows.
I've tried for years to find someone to help. Would someone be kind enough to rip them for me? I tried doing it myself, but the ones I downloaded seem to be in a .rez format which no matter what program I've used, doesn't work.
The windows version and the Resource.rez file is here: https://app.filen.io/#/f/db8f20c5-c32e-42d0-a6a7-ab97c7bfc3a2%2330794162796b344e6171433168584a4c6b73794e636756746f41556a41355a39
The PS2 and XBOX versions if needed are on archive.org: https://archive.org/details/espn-nfl-prime-time-2002-usa-ps-2 https://archive.org/details/espn-nfl-prime-time-2002-usa-xbox
edited 3:14 PM EDT October 2, 2025
Music request: Fantasy 1981 SNK Arcade by palla89 at 10:09 AM EDT on October 3, 2025
Hi there! I know it's a strange and easy game, but I can't find this gamerip soundtrack nowhere.
can you guide me on how to rip it (it's a Mame rom) or do someone can help doing it?
My personal VGMSequence concept by Katsur at 12:21 AM EDT on October 14, 2025
So I was brain-storming the equivalent of VGMStream, but sequenced, capable of playing raw, unadulterated, original sequenced game music files with soundfonts. Yeah, sounds unlikely, but I was thinking my best, so here we go...
1) TXTP-like file - basics: -Soundfont with samples: specify the location first, then choose the suitable sample bank. It can also scan sample bank file's content of samples used within raw VGM sequence file -MIDI-like sequence file: which file (not PSF, PSF2, USD, etc). No actual header? TXTH file may help. -Header, when specified correctly, may work straight out of VGMSequence's internal compatibility database, such as Squaresoft AKAO Header. -Subsongs (optional; if available and necessary) -Tempo (in case of sequence file lacking specified BPM) 2) Module trackers are also welcome, including UMX (Unreal Music Header), MOD (Protracker MOD Header), XM (FastTracker II Header), MO3 (Unseen MO3 Header), etc. Besides, old PSF/miniPSF alternative format (and its derivatives, such as 2SF/mini2SF) is also supported, with no TXTP needed thanks to miniPSF being smart enough to find psflib 3) The obscure STY+DLS sequence format (Hitman: Codename 47, Gothic, Midnight Club II, etc) is welcome too! 4) It may have its own sequence instruction pattern visualization screen, in vein of XMPlay and OpenMPT. Supports every compatible format, either MIDI sequence with just instructions but without integrated samples, or module trackers with built-in samples and instructions. 5) Bit depth and sample rate are adjustable, up to 32-bit 96000 Hz respectively, and encoding type is synthesized, according to Foobar2000.
Yes, it sounds crazy, I admit it. It needs some research, reverse engineering, sweat&tears, etc. Feedback for improvements appreciated; this is just an estimate concept idea made-up by me.
Motivation? To properly play raw, unconverted video game sequenced music files straight from Sony PlayStation, GameCube, Nintendo DS, etc. with little-to-no hiccups.
edited 12:38 AM EDT October 14, 2025
edited 10:39 AM EDT October 14, 2025
MIDI requests for a few PS1 games by jayare5 at 1:08 AM EDT on October 17, 2025
I really was trying not to bother anyone here since there are many tools out there already :D but I love collecting MIDI rips from games, and there's just a few osts I wanted that I'm missing because they dont work in things like VGMtrans, although PSF rips exist. Does anyone happen to have these?
The midis don't have to be very correct, I expect just raw extracted/converted files. (no need for song names, correct instruments, or even if there's some missing effects like note bending). I want to just have them in midi form and fix it myself as I need.
Thank you very much!
Request: USF Rip for Duke Nukem Zero Hour by AnonX15015 at 7:03 PM EDT on October 20, 2025
Hi all. I was recommended this forum when I contacted the author of a particular plugin for playing USF files. I've been building a small library of VGMs to listen to from time to time.
I'll get to the point. Duke Nukem Zero Hour, the uploaded USF's, all but one of them are playing correctly. Victorian 2 needs a replacement because the organ and chorus that usually plays halfway into the track are either corrupt or non-existent.
I already attempted to download from other sources but it seems lot of them use the exact same uploaded source dating back to 2007. So I haven't found a replacement yet. Is there anyone in this community that tinkers or compiles USFs anymore?
And if so, would they be willing to compile and upload a replacement for the Victorian 2 track for the DNZH rip list?
Wind Waker BMS->WAV not working by knuxyl at 5:14 AM EDT on October 24, 2025
I have been trying for about a year to get a clean rip of Wind Waker but nothing works correctly. I have a collection of lossless VGM from SNES, Genesis, PS1, Dreamcast, and even some other Gamecube, all looped (except PS1) for 20 minutes. But this game is giving me hell. I am on Gentoo and have tried building everything from source and/or using wine (a windows loader).
I managed to get all the sequences ripped to BMS and only found 2 programs that successfully convert the bms to anything else, but both don't do it right.
I'm a fanatic about getting lossless rips and these differences might be easily overlooked. I haven't seen anyone else talk about this problem. There's missing fade outs on notes, wrong tones, wrong pitch, etc. I don't know all the musical lingo but you should get what I'm saying.
The main VGMTrans won't even load BMS. That fork is the only one that works. I just open the BMS and right click it and save as MIDI.
I have several different smssynths I've tried, probably from different packages but the latest I tried was from gctools. They all had the same problem. The command I use to convert is this smssynth house.bms --audiores-directory=P-GZLE/files/Audiores/ --output-filename=house2.wav
As you can tell there is something wrong with both bms converters. I compared a lot of other files and they are messed up as well.
Has anyone managed to convert the Wind Wakers JaiSeq BMS files without these problems?
edited 5:18 AM EDT October 24, 2025
Need help on extracting primal rage .sr game file from midway arcade treasures 2 on xbox og by hb-x3 at 6:06 PM EST on November 7, 2025
Hi, I've played the mame version of primal rage, and it plays well, but there's a problem with the animation. When a character falls from being hit, the animation of them is off, where the character lands on mid ground, instead of the foreground. It seems that this happens because a security chip on the mame version has not been emulated. I've noticed that the primal rage version on the midway arcade treasures 2 for the xbox og does not have this problem. The mame rom is also, a newer version of the game. The mame version has extra options like red blood, and gameplay settings through dip switches. I want to import the mame version primal rage into midway arcade treasures 2 verison of this game. So far I've managed to extract the prage.sr archive of the game with xsr.py script. When extracted, I'm left with 195 .wav files & one rom_sprites.dat file. I want to extract this rom_sprites.dat file & overwrite the mame rom files of this game into it, and then repack it as prage.sr I'm uncertain how to extract this rom_sprites.dat file. Any help, would be appreciated, thanks.
edited 6:08 PM EST November 7, 2025
SOLVED Battletoads/Double Dragon SNES Unused SPC by MoldyPond at 9:59 AM EST on November 13, 2025
EDIT: Never mind it turns out the SNES version got re-ripped a few years ago and now includes the unused SPC, my download of the OST was much older! Kindly requesting this thread to be deleted if possible, thank you!
I just discovered that according to the TCRF page for the SNES version of Battletoads/Double Dragon there exists an unused character select screen music akin to the other console versions. It requires changing the rom offset from 0xB8161-0xB8162 to 0x0A 0x00, however I have no coding/hacking knowledge and was wondering what program/methods I’d need to do this to be able to get a proper SPC rip of the music, or if anyone happens to already have the SPC for it (the full OST rip here doesn’t include it). Any help with this would be greatly appreciated, and thanks!
Is there a way to render or record individual audio channels for Donkey Kong Country GBA series? Or the music in HQ? by marcoxD95 at 3:48 PM EST on November 29, 2025
The Donkey Kong Country GBA games have a really peculiar sound engine, one thats not the usual one and also isnt supported by tools like agbplay.
Was wondering, is there any tool that can render individual audio channels or instruments? Because from what I have gathered there isnt. Even mGBA only offers muting some general audio channels but not the actual music ones and I have zero idea if there is any more advanced way of doing this.
I dont even care if its in crappy GBA quality, as long as I have all instruments/channels seperately and can do the mix and mastering from scratch.
LexiBook bootleg console soundtrack by Katsur at 10:20 PM EST on November 29, 2025
I watched Vinesuace's Plug & Plague streams on LexiBook bootleg console lineage, from that shitty "200-in-1 games" Wii clone to JG7430, where Vinny plays many built-in games, humorously suffering from poor quality, all from the said low-budget console with and undiscloaed architecture by one shady SoC corporation.
In a stream of JG7430, he marveled at the surprisingly crisp video quality and questionable overall quality of pre-installed video games. Cherry on the top was the songs, such as that short, repetitive techno loop from that top-down driving game he played on that poor man's Wii. And even wished the songs from these games to be ripped and uploaded onto the Internet. In a third-person horse riding game, he lost it upon listening to that "Apple round, apple red, apple juicy, apple sweet" and so on jingle while... well, riding a horse and collecting fruits. It was hilarious
This thread may make Vinny's comical wish come true, hopefully. That would be interesting and fun to see! This soundtrack now screams "so bad it's good", especially that electronic nu-disco frontend music for JG7430.
So, how it idea sounds? Nobody has ever done that... until then. JG7425 and previous ones are OK too!
Area 51 - Arcade Sound Test by Locke_gb7 at 11:26 AM EST on December 21, 2025
Area 51 - Arcade Sound Test
Hi there, I have been trying to record the music from Area 51 [Arcade]
after days i got a working version that runs the sound test, which was confusnig to me entirely.
bellow i shared screenshot, command 8003 i press "2" in Mame v0.221 and it loaods a memory address and plays a song, a few commans including 8004 loads a data bank (see secnod screenshot) higher commands in the 8000s plays a bunch of the SFX, then another song with many faster lower tempo, then eventualyl nothing happens.
I am frustrated, I feel like I'm so close to loading the other music and I can't upt my finger on it.
Anyone have experience with this could give me a pointer?
Thanks!!
screenshots: https://ibb.co/qYzj7yTm
Gex 3 PSF by Enclave123 at 3:27 PM EST on December 30, 2025
I saw a attempt of of a PSF for Gex 3 for PSF, how ever I noticed it never was finished and was still WIP.
I think it was made by Squaresoft74 who worked on Gex 2 who did a amazing job with.
Surprisely I find a semi finished PSF copy, I really wish this one was done either way.
Help extracting game.bnr from BioMenace Remastered by SolidSnakeBM at 4:17 PM EST on January 7, 2026
One of my favourite DOS games, Bio Menace, was recently remastered and it contains a fair bit of new content.
I've had a blast playing it, but I was wondering if someone could someone please help me extract "game.bnr", which likely contains the game's resources.
I'm specifically after the music (which I believe is in IMF format still) but anything else is also very welcome.
For what it's worth, the composer also released the music on YouTube, though I'd prefer to have the IMF files themselves and be able to customize some playback options to my liking.
Thank you for taking the time to read this, even if you're unable to help. :)
How to read minipsf2 code and edit it or isolate individual samples? by marcoxD95 at 3:16 PM EST on January 10, 2026
I have a bunch of minipsf2 files and would like to play individual samples with Highly Experimental plugin so basically editing the data of the minipsf2 so that only a single instrument plays instead of all but I cannot read the code. Its just some garbled stuff like ÐópA°Ø!.
I already looked if there are any players who can do this but sadly doesnt seem to be the case. There is interestingly enough a tool called psfisolate on github by Nisto that can handle psf1 files but not psf2. I already tried reaching out to him on github but no idea if he is still around. Maybe here on the forum?
Anyway, because of this I wanted to do it the bruteforce way and just edit and split the minipsf2 code.
Any starting points or guides how this is done? I did try looking up some basic information but somehow all wikis lead to a website by some Neill Corlett and its no longer on the web. It would already help if I had readable code in the editor.
edited 3:17 PM EST January 10, 2026
edited 3:18 PM EST January 10, 2026
Failed to load mxdrv.dll [SOLVED] by Yntec at 9:37 AM EST on January 16, 2026
I'm having problems playing mdx (X68K) music files on my Winamp on Windows 7. I downloaded the in_mdx plugin from here https://github.com/FIX94/in_mdx/releases and unpacked the mxdrv.dll file from MXDRV200B.LZH from https://gorry.haun.org/mx/index_e.html#DOWNLOAD but after putting them (including X68Sound.dll) on my plugin directory I get the "Failed to load mxdrv.dll" error as in the thread title when Winamp starts. Can you play mdx files on Winamp just fine? It seems I'm the first person getting this error as I can't find any help using google. The older in_mdx from... year 2000 throws an error with weird symbols on startup.
EDIT - moving mxdrv.dll to the folder winamp.exe is gets rid of the error but music files don't play.
edited 10:08 AM EST January 16, 2026
edited 9:21 AM EST January 17, 2026
help with decrypting and extracting an fsb file by udo4 at 4:34 PM EST on January 19, 2026
i've been trying for two days to extract the .xma from this one file from a game (dj hero 2) cuz I need the acapella stem but I just can't get it because the file is encrypted. if anyone could help by decrypting the file and getting the .xma s out of it and sending them to me I'd be extremely glad, thank you in advance.
https://www.mediafire.com/file/0v09svkrc65bdnx/DJ.fsb/file (this is the fsb for put on vs enuff from dj hero 2)