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by Pixel_Crusher at 3:39 PM EDT on March 16, 2015
Can anyone rip Hyperdimension Neptunia Victory's music please? That one has some really good tunes courtesy of Nobuo Uematsu's Earthbound Papas.
by Ultrafighter at 12:20 AM EDT on March 17, 2015
Hi !!!!! or Demon2Warrior if you don`t mind and huge thanks for your latest rips especially the second bunch with RgG0 in it! That one alone is worth a fortune so once again you have my deepest gratitude for making and providing the set in question.

However I`m not quite sure if nonavailability of RE6 rip is problem on my end or not. Unless I`m seriously wrong it disappeared from Mega servers the next day you uploaded it (?) and posted it (here). I can leave with that if it`s actually lost for long if not forever, it`s just the situation itself what got me so curious to try and ask you about it.

So do you know anything about it or maybe even sacrificed it yourself for space reasons? I`m able to understand it as well.

Bye!
by (!!!!!) at 6:38 AM EDT on March 17, 2015
@Pixel Crusher

http://psf3.joshw.info/h/

@Ultrafighter

Just call me !!!!!. I wait until my rips are uploaded to the joshw server before deleting the original links to regain space.

RE6 is over here:
http://pc.joshw.info/r/
by Ultrafighter at 9:21 AM EDT on March 17, 2015
Thanks for heads up as I would consider this rip lost forever if it wasn`t for you. Can we expect all your future sets to be mirrored by Knurek just as fast as in this case? Because I hastily grabbed a few of your archives from their original hosters but could surely wait for a reupload if I knew beforehand that you have some kind of agreement going on with whoever maintains JoshW.Info subdomains. Not only because of the need to install some third party extensions to be able to get a file but also because there`s simply no limitation on DL speed on Josh`s servers as opposed to normal hosting sites.

Anyway keep doing your work and delivering some nice scores / soundtracks! See you in a bit (I guess)!

edited 2:30 PM EDT March 17, 2015
Clock Tower 3 by Reis at 2:21 PM EDT on March 17, 2015
Does anyone know is clock tower 3 is done already for the ps2?

edited 7:30 PM EDT March 17, 2015
by kgb525 at 6:11 AM EDT on March 18, 2015
Is there anyone that could add the usf for Nushi Tsuri 64? I've been looking everywhere for this soundtrack, and can't find it anywhere. I'd really appreciate it!

edited 11:21 AM EDT March 18, 2015
by Nisto at 2:53 PM EDT on March 18, 2015
@Reis: I haven't seen any rip for it. I think it would be up on joshw.info if there was any. I can try to rip it (unless you considered doing / already had a rip?)

edited 8:03 PM EDT March 18, 2015
by Reis at 9:23 AM EDT on March 20, 2015
@Nisto nope i havent and I think it would be hard to pull from .mov files. There isnt any sound files or none i recognize.
by Nisto at 6:56 PM EDT on March 20, 2015
The audio files are in a custom VFS file (CT3PACK.DAT). I have extracted them and managed to create some PSF2 files. I wonder about the audio used for the .mov files too though... There are only 23 streams (ADS), but I'm not sure if any of those are used for the movies. It seemed logical that they'd be the audio streams for the files in "movie1" based on the number of files, but that doesn't appear to be the case. It might actually be sequenced, because that's the only other source I see that's even remotely possible to be audio, and I'm quite sure there's no audio data within the .mov files. Whatever the case, I think I can rip all audio from this game since everything is pretty standard.
by Reis at 7:02 PM EDT on March 22, 2015
Sweet :)thanks alot, rpg maker 3 has the same DAT files. ill try at it some times.
by Pixel_Crusher at 5:48 PM EDT on March 23, 2015
@(!!!!!)

Thanks. There's of 1 and mk2, but not Victory I'm afraid...
by nothingtosay at 7:44 PM EDT on March 23, 2015
Just so you know, most of Hyperdimension Neptunia Victory is written by Kenji Kaneko, the composer of the first two games. Uematsu wrote only four tracks.

But I'd like a rip too as there's a weird difference between the Japanese and American soundtrack albums where the American one has some high frequency spikes whose origin I'm kind of stumped about. I'd like to have a look at the game files for comparison. Hopefully it uses ADX like the first game, which would keep the high frequencies intact.
by loveemu at 2:41 AM EDT on March 25, 2015
Tottoko Hamutaro 4 - Nijiiro Daikoushin Dechu GSF

Yu-Gi-Oh! Duel Monsters International 2 GSF

* Timers have been added automatically by gsfopt. If there is an inappropriate timer, please fix.


edited 11:05 AM EDT March 25, 2015
Evergrace ps2 by Reis at 11:49 AM EDT on March 25, 2015
I know someone already did this but there are more then 11 soundtracks on this game and the files types are just blank..with evergrace -g only having .cmp and .nml and pcx files. I might be asking and hoping to much but can someone help identify these please?

Evergrace

edited 5:00 PM EDT March 25, 2015

edited 5:08 PM EDT March 25, 2015
by Nisto at 12:06 PM EDT on March 25, 2015
@Reis:

The following are MPEG files with PSS audio:
EVGRACE.0
EVGRACE.1
EVGRACE.2
EVGRACE.3
EVGRACE_001.0

You can extract the audio with the Video Demultiplexer of VGMToolbox (set format to PSS).


EVGRACE.A contains PSS audio (dialogue) exclusively.

You can extract the data with Advanced Cutter/Offset Finder of VGMToolbox (use the "PlayStation 2 - SShd/SSbd Streams Type 1" preset).


EVGRACE.M looks to contain sequenced music exclusively. You could probably create CSL PSF2s from the data (if the set on JoshW's FTP doesn't already contain them..)


And then there's some mixed data (including some audio, not sure what exactly) in the other files.

edited 10:11 PM EDT March 25, 2015
by Reis at 7:08 PM EDT on March 25, 2015
Thanks alot Nisto :D. I kinda lost u on the advance cutter/offset finder... I dont what to do but Ive always wanted to hear the begining in higher quality if u have some files from the offset stuff do share >___< I hate work now

edited 12:44 AM EDT March 26, 2015
by Nisto at 7:51 PM EDT on March 25, 2015
Make sure you press "load" after selecting the preset from the dropdown list. Then it should look like this:

http://i.imgur.com/VO2WJTB.png

Ignore the settings, no need to change any of that.
by Reis at 8:00 PM EDT on March 25, 2015
oh ok, one bunch has .HD and SQ and the others have .ads hrmmms. might have to look at PSF2 Data Finder.
nvm i know what the .ads files are. Just need to know what to do with Evergrace M

edited 1:16 AM EDT March 26, 2015

edited 1:17 AM EDT March 26, 2015
by Nisto at 8:24 PM EDT on March 25, 2015
For the sequenced music you'll want the PSF2Kit by Neill Corlett and also mkpsf2, since the mkpsf2 front-end of VGMToolbox appears to still be broken. A tutorial on how to make the PSF2s is in the PSF2Kit.

I wonder if the set on JoshW's server is complete... The notes document says there's supposed to be SS2 files, but I don't see any. Also, looking at the .M file, there's 54 appearances of "IECSidiM" (SCEI Midi) so it makes me wonder again if something is missing perhaps?
by Reis at 8:37 PM EDT on March 25, 2015
I appreciate all that u have done for me today! X).I will get this done sooner or later.. well u did all the work so im just standing by learning and collecting. Crap all the links and stuff for psf2kit are all down :(

edited 1:47 AM EDT March 26, 2015

edited 2:00 AM EDT March 26, 2015

edited 2:01 AM EDT March 26, 2015
by snakemeat at 6:29 AM EDT on March 26, 2015
...since the mkpsf2 front-end of VGMToolbox appears to still be broken.

Forgive me if you've explained it before, but what kind of problems are you experiencing?
by Nisto at 6:34 AM EDT on March 26, 2015
Not sure what the problems are exactly, to be honest, I just remembered peronmls had some problems and it was never fixed afai can see. Maybe it was just something on his end (or something he did wrong) after all..
by (!!!!!) at 10:30 AM EDT on March 27, 2015
PC:
Pillars of Eternity (2015-03-26)(Obsidian Entertainment)(Paradox Interactive).7z

Evil Within, The - The Assignment (2015-03-10)(Tango Gameworks)(Bethesda Softworks).7z

edited 10:49 PM EDT March 27, 2015
by Nisto at 1:40 AM EDT on March 31, 2015
@Reis: Can you upload the files LIBSD.IRX, MODHSYN.IRX and MODMIDI.IRX (if they exist game) from Evergrace? I wrote a script to extract the sequence data accurately (hopefully it'll work for Clock Tower 3 too), all I need now is the modules required to play the data back. If those files don't exist there's not much I can do (it would mean it uses a custom driver).. but I doubt that's the case.
by Reis at 6:11 AM EDT on March 31, 2015
Evergrace IOP
ClockTower IOP
Sweets! I was messing around with this yesturday and gave me a headache from playing around with it so much :D. I did manage to get music from clock tower 3 using the methods you gave me from evergrace and did it with the Huge .DAT files




edited 12:06 PM EDT March 31, 2015
by Nisto at 11:05 AM EDT on March 31, 2015
Hmm, funny. After I asked you for the modules I realized I could just unpack them from the set on JoshW's server.. That became helpful too because it seems I am not able to create any playable PSF2s from the modules you uploaded, whereas the ones from the set works fine. Which version of the game are the modules you uploaded from? This makes me wonder also if the modules used for the uploaded set is even from Evergrace or if it's just something from another game that "works just as well". The file sizes of the modules between the set and what you uploaded differs significantly. So I don't know what's up.. :shrug:

edited 4:27 PM EDT March 31, 2015
by Reis at 11:57 AM EDT on March 31, 2015
ummmm they are both from (USA) version >_>.. useless iso u.s non helpful sums of crap.


edited 5:13 PM EDT March 31, 2015
by Nisto at 12:09 PM EDT on March 31, 2015
So SLUS-20016? That's strange, because that's where the data for the uploaded set originates too, according to the document included. How did you rip the files from the disc/image?

EDIT: Okay, I got a hold of both the US and JP releases and it looks like the modules are identical between them and I don't see any difference comparing them to what you uploaded either... So I think it's safe to say the modules used for the pre-existing set is from another game. I have no idea which though :S

Now I'm not so sure anymore I can make PSF2s if the original modules don't work.. Can someone more knowledgeable have a look at this?

edited 5:59 PM EDT March 31, 2015
by Reis at 2:05 PM EDT on March 31, 2015
I got this from a iso format.
by bxaimc at 5:42 AM EDT on April 2, 2015
It's been years since I last dealt with making psf2s but iirc we were using a generic set of modules with maybe a couple coming from the game itself. The FF games used a modified driver from FFXI to accommodate the custom seqs and wave data banks for the FFX-FFXII rips which I should point out is still broken today (FFXII for example has missing instruments, mainly percussion parts, so yes this set and possibly other rips are bad)

edited 10:52 AM EDT April 2, 2015
by TheMygoshi at 11:21 AM EDT on April 3, 2015
Wow thanks you for the 2015 edits and new games on the database. I would like to request Ratatouille for the XB360 or PS3 version please (just this). Thank you for the new games!!!!
by Ultrafighter at 10:51 PM EDT on April 3, 2015
Hi Knurek, big thanks for continuing to go through that enormous mass of rips contributed by Alpha23 and of course adding them to VGM Archives! I understand how embarrassing it could get if you had to compile lists of newly added sets and regularly post them here so that I hope it wouldn`t be too much to ask you to appear here once in a while and inform anyone interested of the first letter in game titles you`re currently dealing with? I mean if I assumed correctly then at the moment you`re somewhere in the middle of projects which names start with "G" right? To say the least I had been worrying about the progress of yours in this exact regard quite a bit up until I accidentally noticed original GeOW in X360 section of your rips collection which led me to above assumption that may be correct or not. It`d be awesome if you`ve already completed sorting out all those "G" titles or have even gone way further! So what`s your status on the subject matter if it`s not something to be kept secret ;) ?

Also I`m pretty pleased to see some of my latest contributions take their place at HCS64`s pantheon of streamed rips :) , needless to say I`m really honored by that (although I have to admit I`ve only seen a few "F" & "T" X360 VG rips there)! However I just have to mention that both titles in MechAssault franchise actually belong to original Xbox subdomain instead of a X360 one. I can assure you I`ll make particularly clear what exact platform it is from when posting my next bunch of the most fresh rips (or probably even revert to that !!!!!`s style of organizing sets by platform).

Cheers!

edited 4:00 AM EDT April 4, 2015
by Knurek at 3:35 AM EDT on April 4, 2015
@Ultrafighter: You can always sort by Last Modified time, this should give you the newest uploads on top/bottom of page.
by TheMygoshi at 3:43 AM EDT on April 4, 2015
You can ctrl + f "2015" :)
by TheMygoshi at 4:35 AM EDT on April 4, 2015
Can you add this in the PS2 section Knurek, please

https://mega.co.nz/#!9R5gDT6a!insSjQVK9VauJVrtYyAwjlRgLC9xn6OR_751YTYMEXI
by Ultrafighter at 6:47 AM EDT on April 4, 2015
@TheMyGoshi: Yep I can even search for any occurrences of "2015-" however it won`t prevent my browser from finding any "(2015-" on a page but that can also be dealt with rather easily as it has a highlight search result option too. Anyway that was not exactly what I was trying to find out. I merely wanted to know if that Alpha`s bunch is still being processed or not although its general status is already pretty apparent but smaller details never hurt, am I right?

@Knurek: so you`re still checking all the rips from his first and the biggest bunch then uploading them to JoshW servers while currently ignoring his second smaller addition including "Cars - Mater-National Championship"? I can`t tell you what to do next but you`d do me a great favor looking through that exact set a bit sooner and if it complies to your rip making rules add it to PC and / or X360 section. I`m definitely not nudging you towards doing anything like that especially if just a single person would seemingly benefit from but simply keep in mind that I`d be really grateful for that (should it ever happen) since a wait for rips requested in his very own VGMPP thread can last for weeks (sad but true). Nevertheless I can surely live for an unlimited period of time without the rip in question but getting it would feel way better don`t you agree?

Bye!
by loveemu at 3:41 AM EDT on April 5, 2015
I created a few of SNSF sets just for curious.
https://onedrive.live.com/redir?resid=ff8e61792c00fa5a%21160

- Ganbare Goemon 2
- Ganbare Goemon 3
- Ganbare Goemon Kirakira Douchuu (Goemon 4)
- Soreyuke Ebisumaru Karakuri Meiro Kieta Goemon no Nazo

Also, I mirrored some SNSF sets.

- ct2snsf directory contains the output of the ct2snsf tool. The tool rips out SNSFs of SPC-undumpable games, in very beautiful manner. (ct2snsf is developed by anonymous person in 2ch, not me)
- caitsith2 directory contains a few of SNSF sets created by Caitsith2. I trimmed unused data by using my snsfopt tool.

Ah, I also created Dragon Quest VII PSF set in a few weeks ago. (You probably already know, though)


edited 8:56 AM EDT April 5, 2015
by Nisto at 8:11 AM EDT on April 5, 2015
PS2: Clock Tower 3 (2002-12-12)(Capcom).7z
by TheMygoshi at 8:29 AM EDT on April 5, 2015
PS2: Madagascar (2005-06-30)(Toys For Bob)(Activision).7z


edited 1:43 PM EDT April 5, 2015
by punk7890-2 at 7:47 PM EDT on April 5, 2015
Would anyone like some 48Hz ADXs to these games? All of which are PS2 games.

Kidou Senshi Gundam Federation vs. Zeon (Few music tracks. Some pretty cool Roland SC-55 songs.)

Kidou Senshi Gundam Gundam vs. Z Gundam (Some pretty cool orchestral music. Mostly edits from the anime. Contains a few remixed songs from the above game. Not sure if exclusive or not.) Also relized this is on Joshw already but my rip is 266MB. On Joshw is 260MB.

Soul Calibur III Demo (Completely different music from the final game. While the compositions remain generally the same, it contains completely different instruments and mixing. A rare gem it seems.)

edited 1:35 AM EDT April 6, 2015

edited 1:39 AM EDT April 6, 2015
by Reis at 4:21 AM EDT on April 6, 2015
AT LAST!! Thank you very much Nisto for doing clock Tower 3 and helping with evergrace :'( I dont know how I could thank you enough. Sounds perfect and still hard to believe how this was done.
by Nisto at 9:16 AM EDT on April 6, 2015
Hey, no problem Reis. It wasn't that complicated for Clock Tower 3 actually, it has quite a simple file system in general. If you're feeling enthusiastic, I uploaded a VFS preset (place it in /vgmtoolbox/plugins/VFSExtractor) for the CT3PACK.DAT file so you can extract all the files from it. The .HD data is embedded in the .SQ files, so use VGMToolbox's PSF2 Data Finder on the .SQ files to get separate .HD/.SQ files from them. Then just add the already present .BD files to the respective resulting folders. You should then be able to create PSF2s via VGMToolbox's mkpsf2 Front End (but make sure you have copies of SQ.IRX and PSF2.IRX (from PSF2Kit) in vgmtoolbox's /external/psf2/modules folder, because it doesn't ship with them...) Neill Corlett's site is still "down", but I'm certain there are active mirrors of PSF2Kit around (also, Wayback Machine *wink*). Maybe you can learn something new!
by Reis at 9:46 AM EDT on April 6, 2015
I indeed did learn something new. I was on the right path I alreasy had the HD/.SQ files but the last process for the mkpsf2 killed it. I will try :)
wayback machine and continue the long lost songs of great titles..oh yeah *Hugs* From me and family and to all that does a awesome job here and another thing is I found it on wayback machine.

edited 3:12 PM EDT April 6, 2015
by punk7890-2 at 10:35 AM EDT on April 6, 2015
PS2:SoulCalibur II Demo (-)(Project Soul)(Namco)
Mostly the same music as final but a couple are different. SC3's Demo is completely different. Let me know if anyone wants what I posted a page back as my upload speed is horrible and slows down my whole internet. Also let me know when this gets added to Joshw so I can delete it.

Now if only I could make some psf2s out of a few demos and compare them to the final games...

edited 5:12 PM EDT April 6, 2015
by TheMygoshi at 12:58 AM EDT on April 7, 2015
For the simpsons game on the xb360 I have sequenced xma (on this website) What I should join?
by Zeether at 8:55 AM EDT on April 8, 2015
Soukou Kihei VOTOMS (Yuke's)(Namco)(2007)

.ADXs from the game, one sounds like it's from a cutscene. Pretty much all music from the anime, including the very chilling OP.
.Samp .arc files by Reis at 6:26 AM EDT on April 15, 2015
Ok I'll willing to say these files are playable or have some sound on them. There from havest Moon A wonderful life... like always its on the site but there are always more >__< cant find the seasons songs. Most graceful (again)if someone would be able to help, ive been on a roll with the help nisto gave me, its my 5th game i've done (now stuck).
HRV


edited 11:36 AM EDT April 15, 2015
by Nisto at 7:47 AM EDT on April 15, 2015
Those .samp/.arc files looks to contain MusyX data. I can try writing an extractor for the data. But there are very little tools for MusyX playback/conversion (soneek has written an experimental musyx-to-midi converter, and I've written an extractor for sample data (aka sounds used in compositions) a while back). We haven't figured out how sample mapping is done for example, which means best you can do is try mapping out the samples by yourself with a DAW or something, so you probably won't get satisfactory results.

edited 2:17 PM EDT April 15, 2015
by Reis at 9:12 AM EDT on April 15, 2015
Thats exactly what I was doing, I got it to play somewhat in audacity with raw data but trying to figure out the sample rate was somewhat a challenge..a little hiss around 22000 hz no good at 44100 hz
by dj4uk6cjm at 9:20 AM EDT on April 15, 2015
Unrelated but Wario World uses a .samp file extension. I have tried your tool script to extract the samples but it didn't work, doesn't support it. However hopefully you can add support to the file in your own time of course, doubt you'll help me with this but if you do thanks in advance.
by Nisto at 10:01 AM EDT on April 15, 2015
@dj4uk6cjm: does it not have any other files (besides the .samp files)? Because if it's MusyX (or Nintendo DSP data even), there has to be a "companion file" containing coefficients, offsets and sizes for the sample(s) in the respective .samp file. I can try to have a look at the files, but I don't have that game at hand.

EDIT: never mind, noticed you uploaded the companion files. Will have a look at it.

EDIT 2: I tried it and it works fine. Are you doing it correctly? You need to pass a folder which contains the .sdir and .samp files as the first argument, and 0 as the format type. E.g. like so:

php MusyXExtract.php "C:\some_dir" 0

The extracted samples should then end up in sub-folders within C:\some_dir\samples


@Reis: MusyX uses standard Nintendo DSP, so you'll need the right coefficients to properly decode the audio in the .samp files.

Without further ado, here is an extractor for Harvest Moon's archives (.arc). You will need to have Python installed (it's easy to install these days if you don't already have it). With a standard Python installation, you should be able to simply drop the .arc files onto the script.

The extractor will spit out .sdir, .song, .proj and .pool files, which are some additional MusyX file formats (in addition to .samp, that is). To extract the samples, you'll need PHP (yes, sorry, another interpreter) to run my sample extractor, which you can get in this thread. I don't really have the time to go through usage instructions for it, but just read through some of my posts there if you get lost. Good luck.

edited 4:02 PM EDT April 15, 2015
by dj4uk6cjm at 11:36 AM EDT on April 15, 2015
Thanks but I never could get it to work right on my end, typed and pasted it in the command exactly like you did and no dice. Maybe it's the php version I'm using? 5.6.7 am I supposed to have the MusyX script in the same windows binary folder and hold shift, right click and open the cmd window folder wise or run the php.exe command window? Also do you know if the game uses sequences by any chance with your analysis of the files? Most if not all gamecube games that use samples like Super Mario Sunshine and Luigi's Mansion will have sequences.
by Nisto at 12:09 PM EDT on April 15, 2015
Here is how I do it, and it works fine on XP with PHP 5.4.13 and the root of the PHP binaries added to the PATH variable (via the Environment Variables dialogue in Windows):

1: Windows-key + R
2: cmd
3: php "C:\path\to\script.php" "C:\path\to\dir\of\musyx\files" 0

If you do it the same way, are you getting any error messages or anything? If so, what? I will gladly help you, but I need more info. If you haven't added PHP to your PATH environment variable, have you tried calling PHP with the full path to the binary? E.g. C:\php\php.exe C:\path\to\script.php C:\path\to\dir\of\musyx\files 0

A bit convoluted I know, but hopefully worth it in the end...

As for whether or not it is sequenced.. It's hard to say. As I mentioned, I don't have this game at hand. MusyX has been used solely for SFX a couple of times, so it's possible if there is no .son(g) files to be found anywhere, that the rest of the audio is streamed, or at least isn't MusyX.

edited 5:22 PM EDT April 15, 2015
by dj4uk6cjm at 1:43 PM EDT on April 15, 2015
Didn't work...just keeps referring back to the readme every time I try to extract. Maybe MusyX doesn't support the game, I give up for now but at least I know for sure that the path is working.
by Nisto at 2:13 PM EDT on April 15, 2015
The game is supported. The script can extract the data from the Wario World files. It's absolutely standard MusyX data. No joke. I have just tried it on a virtual machine with 32-bit PHP 5.6 on 64-bit Windows 7, and as I mentioned, also on my main system on XP with PHP 5.4.13.

It sounds like you are not doing something quite right when passing arguments to the script. The full command line should contain 4 arguments only (that is, three spaces outside quoted strings in total):

1: path to the php binary
2: path to the php script
3: path to the directory containing .sdir/.samp files
4: the number 0, 1 or 2 (a format number representing the type to be extracted); use 0 for Wario World

Also, make sure you are enclosing paths containing spaces (or even special characters in general is good practice) in quotation marks, otherwise programs will parse part of your paths as additional arguments.
by Reis at 5:19 AM EDT on April 16, 2015
Morning everyone!

@Nisto: Sorry was at work i'll spend this morning following on what u said. Another thanks for helping us with .samp and .arc files and to take your time to analyze these file. Talking about me on the roll in getting things done. Our appreciation for this goes a long way.

edited 11:01 AM EDT April 16, 2015
by dj4uk6cjm at 6:58 AM EDT on April 16, 2015
Maybe I am doing something wrong but I'm not willing to find out :P regardless, you've been a big help already! Could you just upload the sample files if you don't mind? Also the game doesn't use a .son file and all the streamed music files (dsp) reside in the bgm folder so the sfx must contain the sequences somewhere. Please keep me updated if you find anything about that and again thanks so much! Here is every thing extracted from the iso for your research if needed https://drive.google.com/folderview?id=0B_6B24W8ke-9fjlNNjRvNUV5V09vY0x6RmEzVWRVRmxRajU4ejZlWkRBZGRYOE1uZy1HRmM&usp=sharing take your time with this one, it's no hurry.
by Zeether at 5:54 PM EDT on April 16, 2015
Does anyone know what the deal is with track 009.mi4 in the Tokyo Xtreme Racer Zero rip? It definitely isn't playing right for me in foobar2000 and sounds like the track is chopped and sped up. Same happens in Winamp. I have played the game and know it doesn't sound that way (it's one of the little music stings from challenging opponents)

edited 11:04 PM EDT April 16, 2015
by Nisto at 10:17 PM EDT on April 16, 2015
@dj4uk6cjm: I'm looking, but it seems rather clear there is no other MusyX data. Isn't the whole soundtrack in the "bgm" folder? To rephrase, are there actually any missing tracks if you go through the DSP streams.. ? I did see some standard MIDI data (MTrk, MThd) in the files in the /gba sub-folders. Maybe you can extract that with VGMToolbox's midi extractor. But I don't know how the samples/sound banks are stored or even what format they'd be in.

Here are the sound effects. Enjoy.
by dj4uk6cjm at 6:34 AM EDT on April 17, 2015
As suspected before but I checked just to be on the safe side, the gba folder only contains the sequences to the gba link of the game not the actual soundtrack so it probably is streamed afterall (the bgm folder does contain the whole OST) but I'm not sure why the sound effects are extractable and the samples not :/ it uses roughly the samples from the first 2 gamecube games I mentioned above...its not older than wind waker but that could be the case on why its so hard to figure out. Nonetheless thanks for trying @Nisto love those sound effects to the game! :) some dsp's like 300, 734 etc. could not play correctly in vgmstream but that's okay.
by Nisto at 6:48 AM EDT on April 17, 2015
The samples for the BGMs are not extractable because they are not sequenced. That's the basic idea of sequenced music: note data + samples. "Streams" are essentially the same as one long sample by itself, WITHOUT any note data. So it's just one constant/continuous stream of audio bytes. I hope that makes sense.

Thanks for reporting about those samples. I will have a look into what the reason might be for vgmstream failing to play those back.

EDIT: They play fine here. Those samples are VERY short though, so it's likely to cause your player to crash (or maybe make your player/plugin simply hiccup because of the shortness even). You should be able to convert them with DSPADPCM (Nintendo's official DSP encoder/decoder from Dolphin SDK) at least.

edited 12:02 PM EDT April 17, 2015
by vajuvaju at 8:17 PM EDT on April 19, 2015
I'm trying to rip the Dreamcast version of Spider-Man. I have copied all files from the game and used VGMToolbox to extract the ADX's using the CRI ADX option, but only the speech ADX files work correctly. The music ADX files only play as noise in Foobar. I loaded them into ADX2WAV and it showed the message "not adx!". Please, help!
by solid-ares at 10:13 PM EDT on April 20, 2015
@vajuvaju
I ripped it recently. If you are talking about Spiderman (released in 2000) most awesome music there is mostly @12khz and some @22khz. Couple of nice guitar stingers are @32khz as well as the menu theme and ending credits. Was pain in the ass to guess interleave manually. :) I used PSSound for that. I looked through all versions available (PS, DC, PC; but didn't bother with N64) and the music quality is the same - shitty as hell. PC version has less tracks.


edited 3:45 AM EDT April 21, 2015
by Ultrafighter at 1:08 AM EDT on April 21, 2015
To VajuVaju:
and you`ll experience exactly what Solid Ares described above if you get Alpha23`s rip of this title from PC platform which was added to VGM Archives just yesterday (or a day before yesterday at earliest). To put it short most if not all music and movie / cut-scene tracks there are native PCM WAV but their sample rates are surely able to make you as well as any other interested person cry out loud which is truly shameful although this particular installment`s score doesn`t even come close to that sequel`s masterpiece by MDFMK or whoever (IMO).

I`m over and out.

edited 6:19 AM EDT April 21, 2015
by vajuvaju at 4:37 PM EDT on April 21, 2015
Thanks! Tommy Tallarico needs to release a CD-quality version of this game's music badly. KMFDM wrote the music for Spider-Man: The Movie 2, not the sequel to this (which was Spider-Man 2: Enter Electro).

Speaking of which, I once ripped the PC version of the first Spider-Man: The Movie game, but it was all in .bik and I don't know how to make .bika files out of them (plus, when I converted them to wav, one of the files had a horrible glitch, while others turned out okay).
by Mygoshi at 3:57 AM EDT on April 22, 2015
Hello, can you remove Madagascar for the psf2.joshw.info please ? I think you can remove it, because I asked to add it (I ripped the game) and now I don't want to add it. Sorry for this but I don't want.
by Knurek at 4:08 AM EDT on April 22, 2015
@mygoshi: Any particular reason you'd want it removed?
by Mygoshi at 4:24 AM EDT on April 22, 2015
Yes. A lot of man of the internet copied my rip and added their names. Some of websites didn't quoted me and others things... Now the game rip is shared to everybody and I don't like that. Sorry. Perhaps I will just give the rws original files.
by RebeccaSugar at 4:39 AM EDT on April 22, 2015
Man, I'd actually like to upload files but what would be the point when I'd render them useless after making them into an OSV.

Well, would there be other uses for files uploaded on Josh's site? Like game music modding for example?
by Nisto at 6:14 AM EDT on April 22, 2015
Speaking of psf2 rips... Any reason the Clock Tower 3 rip some pages ago hasn't appeared on the FTP yet? Is there a problem, or did you just miss it? It's right above the post for the Madagascar rip, so it makes me wonder..

edited 11:23 AM EDT April 22, 2015
by Mygoshi at 6:22 AM EDT on April 22, 2015
Nisto, you stopped to help me for the gc version of madagascar :(
by Reis at 7:06 AM EDT on April 22, 2015
@Nisto or whom ever , Im working on the php thingy for 3 hours now hahahah I just look at the post below the one u mention and explained >__<.. I might post a picture for helps sake or im retarded which seems to be the case. If you could post a picture on the

1: Windows-key + R
2: cmd
3: php "C:\path\to\script.php" "C:\path\to\dir\of\musyx\files" 0

If you do it the same way, are you getting any error messages or anything? If so, what? I will gladly help you, but I need more info. If you haven't added PHP to your PATH environment variable, have you tried calling PHP with the full path to the binary? E.g. C:\php\php.exe C:\path\to\script.php C:\path\to\dir\of\musyx\files 0..

I'm going to figure this out one way or another >: )

edited 12:37 PM EDT April 22, 2015
by Nisto at 7:49 AM EDT on April 22, 2015



And I'm sorry Mygoshi, I have looked, I can't figure out the format.

edited 12:58 PM EDT April 22, 2015
by Reis at 7:52 AM EDT on April 22, 2015
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!! thats alot better (Im a nutshell)

edited 1:00 PM EDT April 22, 2015
by Mygoshi at 8:22 AM EDT on April 22, 2015
Okey Nisto, thanks anyway :)
by Reis at 8:57 AM EDT on April 22, 2015
Quick Q&A does this work with

It's written in PHP (I know, it's a dumb language to use for a task like this, but it's so easy to use), so you'll need PHP. I'm sorry if it's any trouble. Getting the script running is not a lengthy process, even if you're unfamiliar with PHP. Simply get the binary package (windows.php.net for Windows users), unpack it anywhere, then, in a command prompt/terminal use the CD command to change the current working directory to the directory in which you extracted the binaries.

To actually run the script:
php [path...]script_name.php [path...]bio0_sound_dir
Example:
php C:\SamExtract.php C:\bio0\sound

edited 2:18 PM EDT April 22, 2015
by Nisto at 9:24 AM EDT on April 22, 2015
SamExtract.php is an old script, which only works on Biohazard 0. It doesn't require a format code, so it's different from what I showed in the picture above. Either way, you should still use MusyXExtract.php. I kept the SamExtract.php script up for historical sake.
by Reis at 9:38 AM EDT on April 22, 2015
Oh right after I seen your post I got the HVR samps going :D thanks for this massive help again!.. silly me thinking i could play these as a whole :P


edited 3:11 PM EDT April 22, 2015
by dj4uk6cjm at 10:19 AM EDT on April 22, 2015
Sorry to bother you again Nisto but could you take a look at these files and see if they work with your script? https://drive.google.com/folderview?id=0B8rHgE_H8aJsfnBhSkJsTTZ1ZVVoeDJNb2Q2Y3g1ZUtLN3BOYVF3WVNmMnNzQU5zeUE2aXc&usp=sharing It's all the files ripped from Pac-Man World 2 so the orchestral samples the game uses are in the "sounds" folder that resides in the netdata folder with extensions like .GCB .POO .PRO .SAM and .SDI

I don't know what these files mean but I thought .poo and .sam might be short for .pool or .samp anyways I hope you can find something out about them, I don't think the game use sequences. Thanks.

edited 3:30 PM EDT April 22, 2015
by Nisto at 1:25 PM EDT on April 22, 2015
Yep, .sam and .sdi are common alternate names (8.3 names I guess) for .samp and .sdir files. The script checks for files with that extension as well.

Anyway, the script has no problems handling the files from Pac-Man World 2 either. However, I've only tried it on a couple of the banks, as I can't seem to mass-download files on Google Drive. If you can zip them up or something I can try them all, but I doubt there will be any trouble.

Alternatively, since I have just finished "porting" the script to Python (with some additional improvements as well), perhaps you are willing to give it another shot at extracting them yourself? Usage of the script has been totally simplified. You can simply drop a folder (or more) containing .samp/.sdir files onto it (that should at least work with a typical Python (3) installation on a Windows machine). And as I mentioned a few posts ago, installation of Python itself is a breeze nowadays if you don't have it installed.

You can get the script here: MusyXExtract.py

I should note that there is a minor compromise with this port/update (although doubtfully for anyone here on hcs64...): Biohazard 0 (.arc) and Biohazard 1 (.snd) files will now have to be pre-extracted to standard MusyX .sdir/.samp files (like I did with the Harvest Moon files for Reis) as I have not implemented support for them, mainly to bypass the need of a "format code" (thus allowing drag-n-dropping), and also since they are not really MusyX files per se, but custom containers for them. And it made for some pretty messy code too I think. But anyway, those are simple formats and tools are already available to extract them, so...
by dj4uk6cjm at 2:33 PM EDT on April 22, 2015
Yesss! Yes!!! Thank you Nisto! :D it works wonderfully, you are a godsend haha turns out the sound files only contained the sound effects for the levels in PMW2 not the actual instrument samples so I guess it's totally streamed afterall.

Now I have one more request, is there anything you can do about the sound files of resident evil 4 for the gamecube? I was able to upload them again along with the midi header a while back and I still believe strongly that it contains the sequences for the game and the .sbb maybe has the samples but I'll always be unsure :P thanks if you can do this with your program.

Theres not that many files this time so they should be easy to download, BGM 1 folder contains the sound files from the disc 1 ISO of RE4 and the second one is from disc 2 just so you know. https://drive.google.com/folderview?id=0B8rHgE_H8aJsfklERDBBS19zQmNVSWJrY0J4My1vcjYySDhRRVl0ZlplSGlFdWoxb2h3VXc&usp=sharing
by marcusss at 4:04 PM EDT on April 22, 2015
Deleted


edited 12:04 PM EDT April 23, 2015
by Reis at 6:16 PM EDT on April 22, 2015
Your lucky dj4uk6cjm -.___-. mine came out as single instruments ^___^ but am glad we have a teacher on board and happy customers (I hope) now there is left is for me to upload these games that was done and go to sleep.
by dj4uk6cjm at 6:52 PM EDT on April 22, 2015
To be honest Reis your the lucky one, I'd rather have the instrument samples to any of these games than make do with just the sound effects any day :P a person can get real tired of hearing the same old door, stomp slamming and other miscellaneous things in them lol but hey the nintendo audio engineers made them not us. Same, I upload whatever I can get. XD
by Nisto at 3:33 AM EDT on April 23, 2015
@dj4uk6cjm:

I don't know what's been found about the RE4 audio files already, and I know there was a post or two in some thread here, but here is what I did find:

bio4str.hed contains some form of DSP headers for stereo ADPCM audio. Also, there are two "sections" of headers. The top one is probably for "bio4bgm.sbb" and the lower for "bio4evt.sbb". I ran a script to check what the raw sample counts from the headers adds up to in bytes, and it's just short of about 9MB, but I think that's because all streams seems to fall on sector boundaries (so offsets for the streams are probably specified in sectors), which means a lot of the streams have some padding at the end.

bio4midi.dat does actually seem to contain samples in addition to the MIDI data itself. But I haven't yet figured out where the offsets for the samples are specified, or where the header data (coefficients, sample count, etc.) is stored. But I think it's all in there as far as the MIDI stuff goes. bio4midi.hed only contain offsets to each MIDI "bank".

doorse.dat/hed is of course door sound effects.

What I can't figure out is where the offsets for the streams in bio4evt.dat and bio4bgm.dat are stored... If I could find that, I may be able to extract those at least. The bgmtbl.dat file actually looks kind of useless in terms of info we need. At least I can't seem to find anything there that looks like offsets, or sizes or anything...


EDIT: I'm pretty sure I have found the coefficients, but still not quite sure where the offsets are..

edited 12:50 PM EDT April 23, 2015
by Reis at 5:59 AM EDT on April 23, 2015
Good Morning (10:00 am) here's fatal frame four..
everything is bunched in and they did not seperate the doors, the voices, the videos (yes) and there are in BRSTM Audio File (*.BRSTM), Wii Files (.brstm)It would have taken almost 3 hours alone to separate all of these soo..... how do I add these to the site. Harvest moon should be easier to play



Fatal Frame 4: Mask of the Lunar Eclipse (Tecmo \ Grasshopper Manufacture)(NTSC)(Wii)

Harvest Moon Tree Of Tranquility (Wii)

edited 11:44 AM EDT April 23, 2015
Trine 3 music (.wem) by marcusss at 6:03 AM EDT on April 23, 2015
Trine 3 .wem files work as RAW 44100Hz stereo 16bit signed little endian when imported with Audacity.


I imported .wem files into Audacity and exported as FLAC..


Unfinished game??? Only 6 tracks of music????]




edited 12:09 PM EDT April 23, 2015
by Reis at 6:22 AM EDT on April 23, 2015
Sweet marcusss, Audacity saved the day for me 12 times already.
by marcusss at 6:35 AM EDT on April 23, 2015
Yeah.. I love Audacity and Trine music so just HAD to get it working :P

It is an early release

Trine 3 v0.01 - April 21th, 2015
Early Access release

Trine 3 early release music




edited 12:28 PM EDT April 23, 2015
by Reis at 7:20 AM EDT on April 23, 2015
LOL! :'| cant wait for the full version.
by marcusss at 7:26 AM EDT on April 23, 2015
:P maybe 3,6 mths?? :P:P.

Music is typical Ari style
by Reis at 8:04 AM EDT on April 23, 2015
WHAT!!!! no.... how about 2 days
by dj4uk6cjm at 11:07 AM EDT on April 23, 2015
Thanks Nisto, please keep me updated on the progress with RE4. In the meantime you can have a look at this thread here http://www.hcs64.com/mboard/forum.php?showthread=5703 UnknownFile figured out most of the offsets to the .sbb extension. Hopefully it helps you further with ripping the midis and samples.
by marcusss at 2:17 PM EDT on April 23, 2015
I'm sure the full release of Trine 3 will be out very shortly Reis :D
by Reis at 3:58 PM EDT on April 23, 2015
Oh sorry the game is in early access >__<'


oh yeah how would I go by extracting psp files I know most of them are sitting there but what about huge files that contains them like .bin files which is over 400 mb or dat files too. I extract them but I get over 1000 vocal files and the mix of everything... I guess this can't be helped, oh yeah just for the record I tried riff header thingy and the same way millions of files(okay maybe 2000 at least but files does work). I look in the dat files and I see at3 but I guess they are all like that..wav files, but too bad I'll have to convert them then.

Games trying Crimson Gem Saga and Dragoneers_Aria

edited 10:44 PM EDT April 23, 2015

edited 10:45 PM EDT April 23, 2015

edited 3:56 PM EDT April 24, 2015
by Lunar at 1:02 AM EDT on April 24, 2015
Was the sequel to English Training DS ever ripped to 2sfs? Can't find it on the site, though I could be looking in the wrong place.

edited 6:19 AM EDT April 24, 2015
by Nisto at 9:55 AM EDT on April 24, 2015
@dj4uk6cjm:

I don't know about converting the MIDI data... I have never written any kind of tool for extracting/converting sequenced data before. I think it's much too complex for me, with all the different instructions/structures/data types of standard MIDI formats and not to mention that of undocumented custom sequenced formats. I have tried with Konami's KDT1 format for MONTHS, and that probably says something. I just don't have the patience and resources for the knowledge I need I guess. :(

But here is a script to extract the samples from bio4midi.dat:

bio4midiex.py

You can use it just like my MusyX sample extractor; drop a folder containing both bio4midi.dat and bio4midi.hed onto it.

So anyway, I guess bio4midi.dat only contains environmental sound effects (like forest sounds, etc.) and not instrument samples after all.

edited 7:55 PM EDT April 24, 2015
by Kirishima at 7:35 AM EDT on April 25, 2015
Well apparently the arcade version(System 246) of Soul Calibur 2 uses Sony adpcm streams. Will upload them here when I finish editing them or manually extracting them in some cases due to them not being extracted with certain programs correctly.
by dj4uk6cjm at 1:21 PM EDT on April 25, 2015
Well shucks, no instrument samples in this game either? That's a shame, really love this game too :( thanks again for all your help Nisto, I mean it. At least I got some kickass sound effects to this game and many others now so I'd say that is a plus win! :) hopefully one day there will be a way to extract any other music data from RE4 and maybe MarkGrass can help if he knows something we don't? As he still comes online occasionally.

Honestly either way I have finished requesting sound rips from games in general for a while I suppose. :P
by Kirishima at 9:14 AM EDT on April 26, 2015
https://www.sendspace.com/file/7ntuao

Soul Calibur 2 (ver. D i think) arcade streams. Probably should go into the psf2 archive since the arcade hardware is ps2 based and this uses Sony adpcm anyway, despite being a pain to rip.

There might be more streams hidden in the root.olk file, but they weren't grouped with these files.

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