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Help! converting Call Of Duty WAW xbox360 .xma files by banj0chicken at 6:27 PM EDT on July 9, 2012
Hi all I have been trying to convert some .xma files from the xbox360 version of Call Of Duty World At War I think they are XMA2 because the ToWav program doe's not convert it I have tried using the xma_parse 0.11 but I keep getting errors such as:


Parse error skip bits <1642> did not match previous packet over flow <0>

I apologize if im making an obvious mistake, Im a compete noob at all this and im no good with command line tools.
Help would be greatly appreciated thanks.

almost forgot here is one of the files I uploaded from the game http://www.mediafire.com/?koh4vkyp5yc5k1o

if anyone could successfully convert that and tell how you did it would be awesome thanks.

edited 6:37 PM EDT July 9, 2012
What to do with two mono channels for the same song? by James at 5:54 AM EDT on July 13, 2012
I used vgmtoolbox to extract the ADPCM out of Fat Princess' (PS3) .qrk files and now find myself with raw files that work fine using GENH but I'm not sure how to go about putting the channels together correctly...unless I'm totally doing this wrong in the first place. lol

It doesn't sound quite right when putting one channel on the left and the other on the right. Sorry if I'm totally coming off noobish but I was hoping to join the tracker with something to contribute at the least.
NES/SNES/GEN codecs by kalemvar at 6:48 PM EDT on July 14, 2012
Hello

I've read many post around here on how to convert .NFS/.SPC/.VGM to .mp3/.flac.

Some people are very pro foobar2000 and others winamp .codec.

so today (july 14th) which is the best software/codec to transcode this 3 old VG format.

also concerning .NFS if I'm using foobar2000 I'm getting 3:00 min default track leigh BUT with winamp I'm getting propre time leigh is it possible to do the same with foobar2000?


Your help are very appreciate people, thanks :-)

Kalemvar
Donkey Kong Land 2 by TheUltimateKoopa at 10:31 PM EDT on July 15, 2012
How easy is it to rip GBS files? There are, as you know, tracks missing from the rip that's here.

These tracks are:
Bonus
Donkey Kong Rescued
Swanky Swing
Boss Bossanova http://www.youtube.com/watch?v=ZWxWDZPT7cA

Also with the recent discovery of Boss Bossanova, maybe there's other tracks, like Primal Rave, Haunted Chase, and Forest Interlude?

edited 10:31 PM EDT July 15, 2012
Playing Chiptunes in a Web Browser by MultimediaMike at 2:29 AM EDT on July 17, 2012
Hi, first time poster to this forum. A colleague recommended that I drop a note about my new project which pertains to video game music.

The pitch is simple: Play chiptunes directly in a web browser. The website is here: Game Music Appreciation. So far, it catalogs NES, SNES, Game Boy, Nintendo DS, Genesis, Saturn, and Dreamcast chiptunes.

My colleague suggested that I should eventually incorporate vgmstream at some point. Meanwhile, I hope the site finds some fans from this forum.

I see some familiar names as I look at the main forum index-- Knurek, in particular, a prolific ripper/dumper. Go to my game music site and search for his name. The site indexes the metadata attached to the chiptunes, including ripper/dumper info, though it doesn't presently show that in the interface.
Best NSF/e Engine? by MultimediaMike at 3:34 PM EDT on July 22, 2012
What NSF/e backend should I use for the Game Music Appreciation website? Right now, it uses Game Music Emu (for many different file types). I have received feedback that, e.g., Metroid doesn't sound correct.

Originally, I was planning to use Nosefart for this project until I discovered GME. I was thinking about making Nosefart the NSF/e backend due to the Metroid feedback. But per my reading of the Nosefart source, it can't handle the /e in NSF/e (doesn't handle .nsfe, only .nsf).

What other NSF/e backends are recommended? Thanks.
Editing .RWAV files by Dude at 7:40 PM EDT on July 22, 2012
Lmao it's been 2 years since I last logged in.

Anyway, I've been trying to import a piano arrangement I made from Rhythm Heaven Fever's Remix 10 into the actual game. So far I've gotten this far: Blah

However, it's slowed down and the left and right channels are different because it probably needs to be mono or something. I don't get it but oh well.

I've used sndconv.exe to convert the original wav to spd (Rate:44100 Output:ADPCM) and just copy and pasted it into remix10.rwav while editing the header to the correct size and everything.

But it still sounds weird. Any clues? Am I even using the right program? If not, what should I be using?
how do you find ctl and tbl offset in an N64 rom? by Dutchie at 3:41 PM EDT on July 23, 2012
if srip cant find them, is there a way of finding it yourself?
please delete by marcusss at 10:25 AM EDT on July 29, 2012


edited 10:25 AM EDT July 29, 2012
F-Zero AX ADX soundtrack + F-Zero GX cutscene audio rip by Dutchie at 12:43 PM EDT on July 29, 2012
F-Zero AX ADX soundtrack
F-Zero GX cutscene audio rip



adv_ac = AX title screen theme, differs a little bit from the OST version

bblue = beta version of chapter 4 `night of big blue`, aswell as its used in one of the F-Zero GX preview videos
found on F-Zero AX disc, not used in game though
song not present on F-Zero AX/GX OST

interview = beta version of F-Zero GX interview theme
found on F-Zero AX disc, not used in game
song not present on F-Zero AX/GX OST

secret_mc = the hidden mute city theme
hold down brake during the course select to enable this song in F-Zero AX [valid for all arcade cabinets]

selector = the menu theme from F-Zero AX, differs a bit from the F-Zero GX version
song not present on F-Zero AX/GX OST

edited 12:54 PM EDT July 29, 2012
NEZplug++ Installation and Channel Panning Help by fabio73 at 7:37 PM EDT on July 31, 2012
So I'm a first time user to NEZplug++, having used NotSo Fatso as my main NSF player for several years. I wanted to give NEZplug++ a try because the consensus seems to be that NEZplug++ provides the best NSF playback accuracy.

Now I know that NEZplug++ can be used as a stand-alone player or as a plug-in for Winamp; having to move the in_nez.dll file into the Winamp plug-ins folder. My first question is whether or not I need to place any other files provided in the NEZplug++ zip file into Winamp?

My next question is how do you perform channel panning using NEZplug++. In NotSo Fatso, you can easily do it within Winamp. Is the same functionality available with the NEZplut++ plug-in? If not, can you do it in the stand-alone executable? I know you can toggle the different channels on and off, but can't seem to figure out channel panning.

THANK YOU IN ADVANCE FOR EVERYONE'S HELP!
Where (if at all) would the "channel data" be stored in a GSFLib file? by TheUltimateKoopa at 8:52 PM EDT on July 31, 2012
For example:

I want to mute the channels (<_<) in Stilt Village from Donkey Kong Country 3 (GBA version obviously).
After opening "AGB-BDQE-USA.gsflib" in HexEdit, at what address are the hex values for Stilt Village's channels? Stilt Village is the first track, i.e. AGB-BDQE-USA-0000.minigsf

And, if anyone knows, does it follow a similar pattern to 2SF, i.e.:
Channel 1 = 0001
Channel 2 = 0002
Channel 3 = 0004
Channel 4 = 0008
Channel 5 = 0010
Channel 6 = 0020
and so on, until Channel 16 = FFFF?

So if I wanted to play Channels 3, 5, and 6, would I simply add 0004 + 0010 + 0020 and put the value at 0034?
Decoding unknown audio from NBA 2K12 by Soul at 7:02 AM EDT on August 2, 2012
Hello everyone. I was pointed to your IRC channel, but seeing that nobody was awake there, I decided to post my question here.

I've noticed you primarily occupy yourselves with older consoles, but any help, no matter how small, I would be grateful for.

So I'm looking to decode the audio files from NBA 2K12, the PC version. It's a yearly basketball franchise (if that wasn't obvious), that when first released on PC (2K9 iteration), used linear 8-bit PCM in a raw file with no obvious headers, just one song after the other, and the durations and offsets were probably hard-coded into the EXE, or they just weren't obvious to the people doing the research back then.

Here's their findings: http://forums.nba-live.com/viewtopic.php?f=21&t=68166

Since 2K10, the format has changed. The file in question, jukeboxmusic.bin, went from 400MB to about 20~50MB, and the audio quality in-game was obviously deteriorated, so they haven't just hidden the songs elsewhere. I'm guessing that from the nice 48000Hz Stereo PCM, they went to something like 22050Hz Mono.

However, even those settings, using 8-bit linear PCM in Audacity or Adobe Audtion for example, gives me a duration of a few minutes up to half an hour, which is much shorter than the expected 1h20m to 1h30m. So my guess is they've changed their encoding.

Based on the fact that the file is 23876 KB, and the expected duration of the audio, and the fact that I know for a fact the audio quality is pretty shitty, any guesses on what the encoding might be?

I'm guessing it's still something raw based on the AU file format, because of 3 clues:
1) 2-3 AUAUDIO strings in the game's EXE.
2) The use of raw PCM in 2K9.
3) No mention of an audio/sound technology license (like Miles, Fraunhofer, or anything of the sorts) in the copyright notices in the readme, manual or in-game.

Any further information you might need to help me, don't hesitate to ask.
Hitman Sniper Challenge FSB5 Support by OrangeC at 12:50 PM EDT on August 2, 2012
FSB5 as far as i now is not supported in fsbmpeg, So if its possible to support it?

http://www.sendspace.com/file/5ak3r4

Thanks
What am I doing wrong? by TheUltimateKoopa at 11:17 AM EDT on August 4, 2012
No, this isn't another complicated thing. Or at least it never used to be.
This is very simple. How do you change the order of GBS files in a playlist? I thought you just changed the number where it says:
"file.gbs::GBS,[x],Title,Length,,Fade

E.g:
Donkey Kong Country [Donkey Kong 2001] (GBC)(2000)(Rare)(Nintendo).gbs::GBS,4,Donkey Kong Country - DK's Treehouse,0:1:02,,0:0:10
Donkey Kong Country [Donkey Kong 2001] (GBC)(2000)(Rare)(Nintendo).gbs::GBS,3,Donkey Kong Country - DK Island Swing,1:46,,0:10
Donkey Kong Country [Donkey Kong 2001] (GBC)(2000)(Rare)(Nintendo).gbs::GBS,10,Donkey Kong Country - Aquatic Ambience,2:21,,0:10
Donkey Kong Country [Donkey Kong 2001] (GBC)(2000)(Rare)(Nintendo).gbs::GBS,15,Donkey Kong Country - Voices of the Temple,1:50,,0:10
Donkey Kong Country [Donkey Kong 2001] (GBC)(2000)(Rare)(Nintendo).gbs::GBS,0,Donkey Kong Country - Fanfare,0:09,,,

and so on....

But not only does the actual playlist remain in the same order, the actual songs are in a completely different order.
The "DK Island Swing" track now plays "Voices of the Temple". DK Island Swing should be the 4th track in the playlist, and Voices of the Temple should be the 16th.
F-Zero X Expansion Kit music? by RukarioGyiyg996 at 2:20 AM EDT on August 7, 2012
N64SoundListTool appears to list the expansion pack but how the hell do I get it to work with it? Do I have to convert the disk image to .z64 or..?

Because I'd really like the stereo versions of the music, especially the exclusive track "Japon".
Super Dragon Ball Z (PS2) ADPCM files not playing correctly? by James at 1:29 AM EDT on August 8, 2012
http://www.mediafire.com/?55cg1eumoji9xdt

Ripped using VGMtoolbox's ADPCM extractor. Every audio file plays in this fashion. Is there a specific method to getting these files to play correctly? It seems like it might be a pain in the ass to get legitimate rips from source of this game.
Dragon Quest X music by crediar at 1:49 PM EDT on August 8, 2012
nvm :P

Seems it is already been worked on

edited 7:16 PM EDT August 8, 2012
Does anyone still have that "Super Smash Bros Brawl - Cutscenes and Bonus Audio" rip? by TheUltimateKoopa at 2:27 PM EDT on August 8, 2012
Um, yeah, what the title says.
MSX-AUDIO music? by RukarioGyiyg996 at 3:58 AM EDT on August 10, 2012
This sounds stupid to ask, but are there any KSS rips aside from TNK3 that use that device, any good games or homebrew stuff?

It took me quite a long time to figure out that the device is analogous to a OPL chip.
FSB5 MPEG type? by pepper at 6:14 PM EDT on August 11, 2012
FMOD now has an fsb5 format, nexuiz uses the mpeg type, I can't upload a file where I am, but steam has the app for free this weekend only. FSBext still doesn't seem to work with this kind, wondering if fsb_mpeg would do a better job with it.
Need a new mirror? by Tropicon at 4:53 PM EDT on August 12, 2012
I noticed that all the USF mirrors except for Zopahr's are down. Even oddigy. I run vgmapper.com and I'd be glad to host all the USF sets there. Interested?
vgmstream and combining mono (left/right) channels? by James at 7:05 PM EDT on August 13, 2012
After extracting some ADPCM files and running them through genh, the resulting files played perfectly in Winamp. I know vgmstream has the function to combine the two channels so they can play in stereo but adding _L and _R to the end of the filenames (ex. bgm1_L.genh) turned up with no result.

Is there some specific method to go about making them work? I've attempted this with a good amount of ADPCM files and none ever manage to output in stereo in Winamp.

EDIT: DURF. Just realized that loop samples have to be exactly the same in order for it to work. I never realized that it needed that exact detail.

edited 7:19 PM EDT August 13, 2012
Scott Pilgrim's .spk audio files? by James at 9:02 PM EDT on August 13, 2012
Sample file: http://www.mediafire.com/?ae135yb66bd1sks

No idea how to go about playing/accessing these. Hex editing doesn't give any clues (from what I can tell) but hopefully someone here has experience with these filetypes.
Mario Party 5's .pdt audio file. by Dark at 11:57 AM EDT on August 14, 2012
I'm attempting to rip the Mario Party 5 soundtrack, but all I got was 'MP5_Str.pdt' and 'MP5_SND.msm'. I can't open any in foobar2000 with the latest vgmstream.
New Super Mario Bros. Wii and RWAV-related findings by Benjamin at 11:45 AM EDT on August 16, 2012
I figured out how to rip RWAV's via a friend on YouTube. I basically used HxD to extract them and VGMStream to rip them.

My findings are:

Some of the fanfares in Power-Up Panels are actually sequenced, and use RWAV samples.

The red smoke clouds use two sound effects at once

The giant spike pillar's retracting sound is actually lower-pitched than the RWAV

As for the Starman map screen music, it's streamed, but it's an RWAV.

Sorry for this thread, but I don't want to bump my old NSMBWII sound effects thread.

edited 1:28 PM EDT August 16, 2012
TRACKER NOTICE by bxaimc at 3:12 AM EDT on August 17, 2012
So, I left a message to all of you in the "Member" class. It pretty much states that if your ratio is infinity, you account is scheduled for deletion on Sept. 17, 2012. If you don't want you account deleted, just reply to the message. Don't tell me here because I'll just ignore it. Also, I don't want people with a non-infinity ratio replying either. Just read the message carefully.

Also, if your account was deleted, it was most likely due to not visiting IRC and having me validate it for you. If that's the case, all you gotta do is reregister and visit us. That too much to ask? ;)
As far as I know, I haven't deleted anyone who isn't validating. I give an 8 week period for validation. Once you hit the 8th week, bye.

Anyway, carry on :P

edited 3:12 AM EDT August 17, 2012
FModEx FSB information? by RukarioGyiyg996 at 8:26 PM EDT on August 18, 2012
Would anyone happen to have some basic documentation of how a FSB is structured? I'm digging around in Deus Ex: Human Revolution's bigfile (the PC version) and I'm encountering some FSB's that refuse to play in vgmstream, would like to know what's going on and if it can be fixed with some basic hex editing.
Help with Sphinx (GC) MUSX? (sample included) by Vague Rant at 1:49 PM EDT on August 20, 2012
Here's a sample track from Sphinx and the Cursed Mummy for PAL GameCube:

http://www.bitupload.com/ybkvrfb2b7zv

vgmstream lists Sphinx MUSXs as supported (not sure what platform was used though), but I'm not able to play these at all.

The file was extracted from the giant (560MB in a 790MB game) Filelist.000 with no obvious compression via hex editor. The plaintext Filelist.txt says:

x:\sphinx\binary\_bin_gc\music\hce00000.sfx : Len 1588104 : Ver 0 : Hash 0x21e00000 : Loc 1647d000:000

Thanks for any assistance.
.DSPW mono files by Krude at 7:27 PM EDT on August 23, 2012
Greetings.

I unpacked some .dspw files from a Wii game (Sengoku BASARA) and the BGMs and cutscene audio play flawlessly in Winamp + vgmstream. There's some other .dspw files which i assume are voice clips that Winamp won't recognize or play.

Here are a couple of those files: http://www.mediafire.com/?gc8nz8pabzr7dhe

Maybe because they're mono files or they're encoded differently? What are the chances that vgmstream could play these someday or is there another player that can read these?
Can't get at3 file to convert correctly. by James at 10:07 PM EDT on August 23, 2012
http://www.mediafire.com/?rpdfo7fs3r8vc80

After removing the first 10 bytes to remove the sfh header, I can convert it to an aa3 but it will only play the tune for maybe 5 seconds before hitting complete silence. Same applies to all other files in the bunch.

Any help would be greatly appreciated.
Are there any really early rips of the to-be-released FFVSXIII? by TheUltimateKoopa at 1:21 PM EDT on August 24, 2012
I'm probably asking far too early, but you know, Sonic 4 had rips a good 5-6 months before it was released.

Also, is VS XIII the longest time that a FF game has been in development, I mean considering that it's August 2012 and was first announced way back before even the Wii was released, at E3 2006?
Super Mario Galaxy 2.5 by the_audio_ripper at 3:15 PM EDT on August 28, 2012
It's an unofficial game.
Link
Best VGM player for Android devices? by Pixel_Crusher at 11:12 AM EDT on August 30, 2012
I finally got an Android, and I was looking forward to listen to my spc, 2sf and vgm rips using it. What VGM player would you recommend me?
Final Fantasy Crystal Chronicles: Crystal Bearers ripping help? by Frozyn at 11:33 PM EDT on September 1, 2012
Right, so after scouring the internet and not finding this games soundtrack in its native format, I've decided to try and rip it myself.

Unfortunately, the files weren't in there. There were, however, some files that I'm sure might contain them: dvdimageA.dat and/or dvdimageB.dat
there are also two files named dvdimageA.pos and dvdimageB.pos which I'm assuming probably references the files in the respective dat file.

Upon further research, I couldn't find any sort of tool to look through them, or any information on how to unpack such files. How do I go about unpacking/extracting the music from these files?
Midnight Club 2 (PS2) rstm files? by James at 7:51 AM EDT on September 5, 2012
http://www.mediafire.com/?sz6se654h59jsbs

Not sure how to go about getting this to sound correct. I figure someone around here might have tinkered with Midnight Club 3 or Bully's files enough to help me get this working. I can get some sound out of it via GENH but I'm clueless on whether or not any of the headers are correct.
Garadius III and IV PS2 collection soundtrack by Franpa at 7:56 AM EDT on September 9, 2012
Where can the music from the game disc be acquired from? Is it even playable in Vgmstream or similar plugin?
Foobar 2000, SPC & 44khz by kalemvar at 3:23 PM EDT on September 9, 2012
Hello,

Before asking the forum I tried many options without any result so I guess I can ask the expert around here

here is my problem, I'm playing some SNES .spc files with foobar 2000 they are playing well no problem at all but I would like to save some files in .mp3 but each time files are encoded in 32khz and I would like to save them in 44khz like the rest of my soundtrack files, is it possible? I can with NFS and GBS files so I guess it's possible with SPC too :-)

Any help would be appreciate,

Thanks

Kalemvar
Ragnarok from FFXI by TheUltimateKoopa at 11:15 AM EDT on September 10, 2012
Is this a track that's hard/impossible to rip as a minipsf2? Because none of the rips of Wings of the Goddess have this track.

I meant FFXI (11) not XII <_<

edited 11:15 AM EDT September 10, 2012

edited 7:57 PM EDT September 10, 2012
who is the tripfag behind BRAWLBRSTMs? by Dutchie at 10:38 AM EDT on September 16, 2012
just being curious, this guy seems to have a little lack of concentration wich just seems retarded to me

no offence against this person but it seems a little bit unprorriate to me TO FUCKING TALK LIKE THIS ALL THE GODDAMN MOTHERFUCKING TIME...

it adds no purpose talk like that and it only makes you sounds even more retarded

maybe the person lacks a proper brain function to figure out you could also simpely ignore the bloody questions and only anwser those that make sense... at least that makes sense to me



actually, iam pretty sure it`s TUK...
bxaimc (Kid Icarus: Uprising) by TheUltimateKoopa at 10:03 PM EDT on September 16, 2012
Have you done any more custom-looped BRSTMs of the non-looping Kid Icarus: Uprising tracks?
Which is better? Sinc or Cubic by TheUltimateKoopa at 8:31 PM EDT on September 18, 2012
Specifically when regarding SPCs, that is? Some people say cubic is best, others say Sinc. (Gaussian is just awfully washed out IMO).
Sega Saturn .mus files. by James at 6:10 AM EDT on September 24, 2012
I'm guessing they're compressed audio, equivalent to the XA files on the PS1. Capcom games seem to make use of them quite a lot (SF Alpha series, etc.) so I was wondering if there's anything that can decode the files so that they're playable. I can upload a file if needed.
Is there a list of GBA games that use Sappy? by TheUltimateKoopa at 9:58 PM EDT on September 24, 2012
So far, the only ones I have, that use sappy are:
Fire Emblem, Fire Emblem: The Sacred Stones, all Final Fantasy games, Game & Watch Gallery 4/Advance, Legend of Zelda: Minish Cap, Mario Kart: Super Circuit, Mario & Luigi: Superstar Saga (Mario Bros only), Mario Party Advance, Sonic Advance games, Super Mario Advance, and Wario Land 4.
IS there a way of converting MIDIs to either a WAV or looped format... by TheUltimateKoopa at 10:20 PM EDT on September 24, 2012
...in foobar2000, by somehow converting the 'loopStart' and 'loopEnd' points to 'samples' or something?

Either that, or simply converting 'ticks' to a length of time?

For example, I have a MIDI at 140 bpm (constant tempo) with a loop start of 480, and loop end of 4704. I assume those are 'ticks'.

I know that in this case, 4704 ticks would be 85 seconds, so I could just simply do 480/4704 * 85 = ~8.67 seconds, so the loop is roughly 0:08.67 to 1:25.00?



edited 10:46 PM EDT September 24, 2012

edited 10:51 PM EDT September 24, 2012
Help with Just Dance 3 stream file by Jhonn at 8:41 PM EDT on September 25, 2012
Well, I used QuickBMS to extract all files from Just Dance 3 packed files, and ended up with a lot of WAV files. However, the file aren't in an standart format, and I can't find a suitable extension for use in vgmstream plugin. I'm sure that vgmstream can play the file because extracted it from the Wii version and on Dolphin emulator debbuger it's recognized as an stream file, but I wasn't managed to play it correctly (the header is completely different, a WAV file with codec ID 0x5050)... Here is one of the files, I hope that someone can discover the file format or how to play it correctly...
Help with this files by Datevaio97 at 3:15 PM EDT on September 28, 2012
Im need help with this files of the game Naruto Ultimate Ninja 3 PS2, Im open the AFS files with the DKZ Studio but, the files .unk im can´t open :( the ADX files yes, as can open this files?
What's the easiest way to add 'loopStart' and 'loopEnd' controllers to a MIDI? by TheUltimateKoopa at 11:23 AM EDT on September 29, 2012
Whenever I try searching on Google, instead of simply getting a "how to add them", I just get a load of complaining how there's a gap between the loops because the program they use to play MIDIs stops at the loopEnd and takes a while (i.e. a fraction of a second) to loop back to the loopStart.

But nothing that simply explains how to add a loopStart and loopEnd.

I did just read about how to add the loopStart in Anvil Studio, but nothing about loopEnd. IS the loopEnd always simply the end of the MIDI itself, and can't actually be changed? So, would I have to just sequence, or edit any of my MIDIs so that they only play up until I want it to loop? So if I wanted it to loop at the beginning of the 54th measure, would I simply have to have it so that only 53 bars were in the MIDI?



Oh look, I found out how to do it...

Open a MIDI in AnvilStudio. Go to Track 1, then composer, then put the cursor where you want the loop to start, and then go to add MIDI event and select Even 0xb06f...

Guess what? I did that.

WHY THE FUCK IS THERE NO "LOOPSTART" EVENT? AND WHY DON'T MY MIDI LOOP?

When I follow a short tutorial on how to add the loopStart, I expect it to be able to loop. There's NOTHING that explains how to add a loopEnd, so again, I assume that the loopEnd is fixed to being the end of the whole MIDI. So, when I add event b06f with a value of 127, as suggested by that so called 'tutorial', I expect to have my MIDI loop. But not only does it NOT loop, there isn't even a fucking "loopStart" event at all. I actually opened it up in foobar2000, and it didn't even have any <MIDI_LOOP_START> or <MIDI_LOOP_END> value at all.

http://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_make_a_loop_point_in_a_MIDI_using_Anvil_Studio%3F

Sure that's for some kind of OHRRPGCE thing, but all I simply want to do is add loopStart and loopEnd to MIDIS. I don't want to know how to get it to look in GaymMaker, or Yoyogames, or any RPGMakers, or anything. I just want it to have loopStart and loopEnd.

edited 12:11 PM EDT September 29, 2012
How open this files of PS2??? by Datevaio97 at 7:25 PM EDT on September 29, 2012
Im need help with this files of the game Naruto Ultimate Ninja 3 PS2, Im open the AFS files with the DKZ Studio but, the files ADX, but the UNK no :/
One men Say me ¨search one text editor, apache 3000¨
I do not know where are this program.
http://www.youtube.com/user/kinnikuchu
He can open this files, and change the audio.
He say me ¨Im use reverse engineering is a secret¨
Pokémon Diamond/Pearl Missing Track by Koto at 8:27 PM EDT on September 29, 2012
Hello everyone.

The Pokémon D/P 2sf set has a track missing. The track is 255 Fight Area (Night). There's a track labelled as 255 Fight Area (Night), but it's really Route 225 (Night).

In ffshrine someone put this link to the correct 2sf file, but I cannot played it with winamp neither foobar.

http://rocketmike.com/255_fight_area_night.zip

Maybe the file is corrupt... Anyway, is there any real Fight Area Night mini2sf, or this track wasn't never logged? Thanks everyone

See ya
How can i make my own bd/hd files from wavs? by Delon at 1:07 PM EDT on September 30, 2012
Someone call it: (Sony ADPCM)
It's definitely: (IECSsreV) (IECSdaeH) (IECSigaV) (IECSlpmS) (IECStesS0) (IECSgorP)

And this the ps2 soundbank format.
I want to create my own ps2 soundbank files.
I have the wavs. 16-bit stereo:
RIFF....WAVEfmt ........D...........dataT.

edited 1:08 PM EDT September 30, 2012
Tagging Hybrid Heaven by IceMan at 2:33 AM EDT on October 2, 2012
It's probably several years too late, but I began playing Hybrid Heaven again recently and thought I'd see if I could match the audio with the USF rip currently available. As I'm playing through (just made it to level 3), I've noticed there are a number of tracks missing from the set. For instance, you can enter a small storage room towards the beginning of level 1 and the music changes to something not found in the set.

Anyway, been documenting everything in a txt file, is there any particular way I should post up the information or should I just dump the contents of the txt file here when done?
'SEQ' directory in revo_kart.brsar by TheUltimateKoopa at 8:59 AM EDT on October 3, 2012
Is there no way of ripping these files? I.e.:
SEQ\O\EARTH
SEQ\O\SELECT\CH
SEQ\O\RANKING\CH
SEQ\O\OPTION\CH
SEQ\O\SELECT?

Or have they already been ripped?
SDAT to DLS converter by henke37 at 9:01 AM EDT on October 3, 2012
I wrote a Nitro Composer SDAT to DLS soundbank converter.

Source code here. Precompiled version here.

It needs some math to convert the ADSR envelope units, I can't be bothered to sit down and do it. Feel free to do so for me if you care.

edited 10:56 AM EDT October 3, 2012
Extracting WD files by Frozyn at 3:41 PM EDT on October 5, 2012
Hello again guys.

I'm hoping to also extract the instrument samples out of Final Fantasy Crystal Chronicles, seeing as the music is sequenced.

Inside of the game directory, there is a sound directory filled with a Music folder, an SE folder, a Stream folder, ad a Wave folder.

In the music directory, there are about 85 different 'songs'. (thats a really large amount more compared the the official soundtrack, which only has 52. I hope some day we can get VGM stream or something to play this.)

The files in the music directory are really small, and knowing that the music is sequenced, I think its fair to assume that the 'wave' folder probably contains the samples in some shape or form.
Upon further inspection, there are two different types of files: ".wd" files, and ".wi" files. I think .wd files may be archives containing various samples, but i'm not completely sure. The .wi files, upon probing with a hex editor, appear to have references to various instrument files (eg. crumhorn1_c3.wv, crumhorn2_D3.wv etc), which I think just about confirms my suspicions. How would I go about extracting .wd files, should they be archives?


edited 12:52 PM EDT October 6, 2012
Directory Problem by SmashFan127 at 9:13 PM EDT on October 5, 2012
Hello.
I wanted to make a PSF for the game Wild Arms 2 and get the SEQ file, but whenever I follow a step in the tutorial, the files don't show up where they are supposed to be. Help, please!
Pokemon Green Lavender's Town Theme by TheUltimateKoopa at 8:25 PM EDT on October 6, 2012
So, long story short, people say that the original version was 'different'... but I've yet to actually hear any difference.

Infact, I even converted a GBS rip of what I assumed was the original version of Pocket Monsters Midori (there was also a 'Rev A' which I assumed was V1.1), into WAV, as well as Pokemon Blue, and both Lavender Town's theme are the same... so much so that inverting one of them in audacity and 'mixing' them into one track cancels everything out leaving complete silence.

Is there a game rip of the ORIGINAL version of 'Pokemon Green Version' that contains the ORIGINAL Lavender Town's Theme? I'd prefer a direct GBS rip, rather than any GBS>MP3/WAV conversions, so that there aren't any 'echoes' that the OSTs have or whatever, and so I can actually compare them accurately with the exact same settings I have for GEP.
Whats a good game to upload music for via the tracker? by Franpa at 5:52 AM EDT on October 9, 2012
It's just that I really haven't been abiding by that rule to maintain a certain upload/download ratio and don't want to ultimately get kicked out of the service so I would like to know what is something that I would most likely be able to contribute towards?

I do right now just noticed that I am considered a V.I.P but am unsure what that means, or if that excludes me from that rule or not. Regardless I would still like to help maintain some life in the tracker system.

I assume I am V.I.P purely because I was signed up prior to that Ratio rule becoming active?

Edit: Also how the hell do you join irc.foreverchat.net ? I've tried Webchat and Mibbit and neither lets me change the server? Do I really need to download a stand alone application like Pigeon?

edited 6:07 AM EDT October 9, 2012
Editing a post converts tags to use < and > brackets and not [ and ] by Franpa at 8:07 AM EDT on October 9, 2012
When editing a post that contains tags like [small] and [ /small] the forum software will convert the tags to use < and > brackets so it looks like <small> and </small>.

The forum software doesn't recognize the latter tag formatting so this doesn't make much sense.

edited 8:09 AM EDT October 9, 2012
Extracting .STR & .STH Audio Pairs by (!!!!!) at 9:04 PM EDT on October 12, 2012
I've found an incomplete of Pac-Man World 3 (PS2) & House of the Dead Overkill (Wii) which both use .STR & .STH pairs but no way to extract them from binaries. For anyone who has successfully extracted these or knows how to, how did you do it?

edited 10:18 PM EDT October 12, 2012
JAudio Player by Yuuto at 9:47 AM EDT on October 14, 2012
As I wrote in another thread I'm currently writing a player for the BMS sequences used in Twilight Princess (I don't know if it works with the sequences of other games, too). My analysis of the sample & instrument banks is nearly finished so the program can play any sample a sequence needs, but I haven't figured out the envelope data yet, so the playback sound very unnatural when the release time is 0. Does anyone know how to inerpret these values?

Beside this there are some oher problems. I need a microsecond timer for use in C# that doesn't have too much CPU usage (the one I use takes 25% on each core!) and whose interval can be changed after the timer has started.
And the program crashes sometimes, but I'm sure this can be fixed easily.

It would be great if someone has knowledge in these things.

edited 11:17 AM EDT October 14, 2012
Winamp occasionally hates MGME plugin? by Franpa at 11:13 PM EDT on October 14, 2012
Sometimes (intermittent issue) Winamp will trigger a UAC prompt whenever it is opened and all my plugins will load except MGME.

This doesn't always happen though and a reboot seems to be the only way to fix it. I'm curious if anyone else experiences this problem or how to fix it?

When this problem doesn't happen there is no UAC prompt and all the plugins load fine...

Winamp is installed to C:\Winamp\ to avoid problems with plugins that store there settings within the Winamp folder.

edited 11:15 PM EDT October 14, 2012
Kaeru no Tame ni Kane wa Naru (GBS/GSF) - Tagged? by Lunar at 2:33 PM EDT on October 19, 2012
Anyone know if Kaeru no Tameni/For the Frog the Bell Tolls is tagged anywhere? If it is, I can't find it. It's one of my favourite gameboy soundtracks, and being that it's Nintendo/Kazumi Totaka, it just occurred to me how odd it is that there's no times/titles (GBS or GSF conversion.) I'd do it, but I'm entirely unfamiliar with the game itself. :I

Thanks.
Why is everything on josh.info so slow? by TheUltimateKoopa at 9:20 PM EDT on October 23, 2012
I'm trying to download stuff, and it's just REALLY slow. I checked my own download speed, and I should be getting about 1.1 or 1.2 MB/s

But the speed is just constantly dropping.... just now it said there were 8 minutes left, and that's just a 1,078 kilobyte file, and the speed was less than 2 kB/s. It's gone up to 4.8 kB/s just now, and slowly rising, but it's still some 0.3% of what it should be. Yes, it's so slow, that it's not even a single percent.
Lumines and .dat files by requeim at 3:45 PM EDT on October 26, 2012
Hello everyone, been lurking for a while but this is my first post.

I was wondering if anyone here have tried ripping any of the lumines soundtracks. More specifically, i am talking about the PC version, which corresponds to Lumines 2 on the PSP and Lumines Live on XBLA. No matter which of these versions i rip, i always end up with the same .dat files that i can't get to play or convert at all. I am new to vgm ripping though, so i have no doubts that some of the pros here would know what to do in this situation
Has anyone been able to extract the music from DWEEP? by Franpa at 10:26 AM EDT on October 27, 2012
Has anyone been able to extract the music from DWEEP/DWEEP Gold Edition? (Dexterity Software made the game)

I really like that games music but can't find it anywhere :(

edited 10:26 AM EDT October 27, 2012
Ratchet & Clank: Tools of Destruction XVAG MPEG-3 Problem by (!!!!!) at 11:49 AM EDT on October 27, 2012
I cut out XVAGs which are the audio of the in-game rendered cutscenes. They seem to play fine for the most part, but cuts abruptly instead of playing completely.

I included the following:
-2 cut XVAGs that contain cutscene audio
-The source .DAT file it was cut from

https://rapidshare.com/files/733250774/R%26CTODfiles.zip
EALayer3 in NFS: Most Wanted (PS3, 2012) by Alpha23 at 6:30 PM EDT on October 28, 2012
Hi there!
Some of these *.sps files aren't convertible with EALayer3.exe. Is this a new version/variant? Here are some samples: http://www.gamefront.com/files/22553676/NFSMW_EALayer3.7z
If anyone could take a look, I'd be very happy! =)
IdWav's (Mozart!) by pepper at 10:07 PM EDT on October 28, 2012
Considering no one at xentax figured it out when rage came out, and it looks like the same format in d3 BFG edition, I might at well ask for help here.

Header is mzrt, which has led me to nickname it mozart format.

here's what I know, probably some kind of adpcm, due to around 3:1 compression size compared to the original doom 3 raw wav's data
pfire_01.wav is 74kb versus pfire_01.idwav is 23kb.
also I know this may seem silly to want to decode, but what i really want to take a crack at are the rage sound files, which are pretty much the same, except the headers are in one file and the audio data in another huge streamed file. Headers in that were also mozart style.

http://www.mediafire.com/?pplut7d7ddbmdfs
MGR: Revengeance .wem files by (!!!!!) at 6:24 PM EDT on October 30, 2012
Tried using ww2ogg then revorb with no avail. Here's a sample.

https://rapidshare.com/files/4159324869/112199486.wem
Starfox Adventures by roxas210 at 7:00 AM EDT on October 31, 2012
Mario Galaxy AST files by Elven Spellmaker at 2:12 PM EST on November 9, 2012
In Informer on first sight these files look 44.1kHz and not 32kHz.

The information to the right of the 16kHz mark looks nearly identical (not always though) on most songs as the previous information (10-16kHz), is this some method of mixing the changes of those frequencies onto one channel into a mono stream?

EDIT: Or is it part of the way Nintendo makes things pseudo-5.1?

Or are there other things going on here..?

edited 2:59 PM EST November 9, 2012
External TOC CPK unpacking/repacking by CrashmanX at 10:47 PM EST on November 16, 2012
I'm trying to get some music out of the game Gundam G Generation Crossworld but the main CPK file seems to have an external TOC. There doesn't appear to be any sort of internal TOC for the DATAUMD.CPK and there's also a file called "FILELIST.BIN" with it. However the FILELIST has a header of LBTF instead of TOC, which is odd to me. Every program I've tried (From QuickBMS and UTF_tab to random CPK tools and others) tells me that there's no TOC or it's unable to find it. Any assistance would be most appreciated.

EDIT: Also the DATAUMD.CPK contains a line reading "(c)CRIITOC which has the UTF Header but then this "CpkItocInfo FilesL FilesH DataL DataH" with another UTF header. Er... it appears to contain multiple of these sets.

edited 10:49 PM EST November 16, 2012

edited 10:50 PM EST November 16, 2012
Sonic & All-Stars Racing Transformed by TheUltimateKoopa at 5:57 PM EST on November 19, 2012
Someone on another forum asked this:
"Heyo folks. Need some help here.

So, I got the PCK that contains the music of this game. Once you extract it, you get WAV files, but upon inspection in a hex editor, it has an RIFX header. I did some looking around, and, apparently, you need ww2ogg to fix the header, and revorb to convert it, if wanted.

However, ww2ogg doesn't seem to like the WAV's created. I've been looking for a bit to get the game's music into working form. Anyone willing to help?"

I assumed the most likely people to at least have a clue, would be here.
xxx.joshw.info Music Archive thread of awesome by Knurek at 3:43 PM EST on November 20, 2012
Here is the current status of all Music Archives.

Computers:

PC Streamed Music Archive Status: Went live on 2013.03.29.

Amiga Music Archive Status: On hiatus for the time being

FM Towns Music Archive Status: Mostly Redbook Audio, I think everything that has been dumped has been ripped.

Hoot Music Archive Status: Updated last week to bring the arcade roms up to current M1 standards, removed console/portable games. Still have loads of PC, japanese and arcade games to add.

S98 Music Archive Status: No new rips in last few years

MSX Music Archive Status: Might see some new MSX rips in the future

Consoles

NES Music Archive Status: Updated on 2012.11.06 with YYYY-MM-DD release date scheme.

SNES Music Archive Status: Up to date with SNESMusic.org, has quite a number of additional sets (untagged sets from SNESMusic.org wiki, SNSF rips, MP3 recordings of games undumpable to SPC)

Nintendo64 Music Archive Status: Went live on 2012.11.20.

GameCube Music Archive Status: Went live on 2012.11.18.

Nintendo Wii Music Archive Status: Went live on 2013.02.14.

Nintendo Wii U Music Archive Status: Went live on 20163.01.13.

Master System Music Archive Status: See MSX entry.

Genesis/SegaCD Music Archive Status: Status: Updated on 2012.11.10 with dissident93 composer fixes.

Saturn Music Archive Status: 150+ GB of Saturn disc images to rip, expect big update soon

Dreamcast Music Archive Status: Updated on 2012.11.05.

PC Engine Music Archive Status: Updated on 2012.11.20

Neo Geo CD Music Archive Status: Complete, unless a new prototype surfaces

PlayStation Music Archive Status: In the process of massive reorganization. Details TBA

PlayStation 2 Music Archive Status: Went live on 2012.12.08.

PlayStation 3 Music Archive Status: Went live on 2013.03.11.

XBox Music Archive Status: Went live on 2012.11.30.

XBox360 Music Archive Status: Went live on 2013.02.24.

3DO Music Archive Status: Went live on 2012.12.16.

Portables:

Game Boy Music Archive Status: On hiatus. See portable music history thread.

Game Boy Advance Music Archive Status: See above.

Nintendo DS Music Archive Status: See above.

Nintendo 3DS Music Archive Status: See above.

Game Gear Music Archive Status: See above.

WonderSwan Music Archive Status: See above.

PSP Music Archive Status: Went live on 2012.12.23.

PSVita Music Archive Status: Went live on 2016.xx.xx.

Let me know if you have any questions.

edited 4:24 AM EDT April 15, 2013

edited 3:20 AM EST January 14, 2017
Glover 64 Sequenced by froggestspirit at 11:18 AM EST on November 23, 2012
I know it's possible, as the game uses sequenced music, but I was wondering if anyone had information on the music in Glover for N64? (Because I want to rip/convert it to MIDI)
There is a program to rip instruments, and Glover is supported. Similarly, a program exists to rip MIDI's from some N64 games, but Glover is not one of them. I could probably figure something out if I knew where the music was in RAM or ROM. any ideas?
Metroid Prime 3 InGameAudio.pak by Friendly Blob at 2:48 AM EST on November 25, 2012
I was poking around for the few jingles and other tracks not found in Metroid Prime 3 main audio directory. Apart from a few bits stuck in THPs, I have to assume that the missings are in InGameAudio.pak.

Extracted, I get CAUD and CSMP files, as well as one ATBL and a few DGRP. ATBL is system-related, and DGRP probably is as well. The names are just 0_ and 1_ followed by lots of hexadecimal.

Does anyone happen to know anything about CSMP and CAUD? Is one or both sound effects instead of stream? The CAUD files have text in them like samus_land_metal_heavy that appear to describe sound effects, but seem awfully small to be any kind of audio. Then again, I know next to nothing about SFX. The CSMP files don't give me any indication what they're for.

Not much hope of ever getting usable audio out of them, but I'd like to know more.

edited 2:55 AM EST November 25, 2012

edited 2:55 AM EST November 25, 2012
VGMTrans by dj4uk6cjm at 12:34 AM EST on November 28, 2012
http://www.mediafire.com/?nzniwmyngg1


Someone really needs to update this software to support more video game music format files.
Twilight Princess sounds by Avatarus at 8:14 AM EST on November 29, 2012
Greetings. I'm making a Zelda game and need to get sound effects from Twilight Princess. I have used baad and wsyster tools, and it extracted them. There are no readable names and they all look like simple sounds. In game they are played in groups with different pitch, reverb etc. I'm still trying to sort them with a special tool, but this becomes harder and harder. You can watch the progress here.

I have looked in Z2Sound.baa.bstn with hex editor and there are some file system. Perhaps, this is the name of sound effects (groups of simple sounds).

Game files should have info about sound effects and sounds of which they consist. I'm hoping to link that file system to the extracted sounds. Any ideas?
[PS3] Music Request by iloveyou at 7:16 AM EST on December 1, 2012
[[ Dai-2-Ji Super Robot Taisen OG ]]

Is it possible? Please help me~ :)

Dai-2-Ji Super Robot Taisen OG

(0.0) (-.-)

edited 7:22 AM EST December 1, 2012
Final Fantasy VIII PC by TheUltimateKoopa at 11:18 PM EST on December 2, 2012
Is there a rip of all the MIDIs from this game (like with VII)? As well as any other MIDIs from FF games released on PC?
FUCKING N64MIDITOOL! by TheUltimateKoopa at 1:31 PM EST on December 4, 2012
FUCKING SUCKS!

GOLDENEYE
CAVERNS
TRIANGLES
ONLY GOES FOR TWO FUCKING BARS!
WHY DOESN'T IT JUST FUCKING HAVE THE PROPER FUCKING STHIT?D:GKDSG SDGd@FG?DFGH ?FDGH?dr'ty
#ry6 #45
The mysterious "ficedm-1.1.exe" Winamp plugin. by RukarioGyiyg996 at 3:03 AM EST on December 8, 2012
Which apparently was only hosted on Fileplanet and now it doesn't exist anymore.

If anyone happens to have this, or manages to find it and uploads it to like MediaFire or something.. I'd be grateful.

Apparently it's a winamp plugin for DirectMusic related files.
Silent Hill 3 Sequenced and midi tracks by peronmls at 8:20 PM EST on December 15, 2012
I think I'm going to have the best luck posting here.

I have been trying to get my hands on Silent Hill 3s Sequenced tracks but in midi form. I have no clue how to get it from the PS2 version. The instruments are in a file called XBG0.MFA. The PC version is actually streamed but layered.

But I have ran into the Silent Hill HD Collection version for Xbox360 and PS3. It is sequenced still for god knows why.

There are FILES called .bd, .hd, .td, and .snd in both the Xbox and PS3 version for each song. So far I found out .bd contains the samples and .hd is the sequencer... I think. I have no clue what .snd and .td are. .snd wont play.

I used VGMTrans to try and extract the wavs from .bd and tried to convert .hd to dls but that doesn't work. It simply does nothing. Nothing is converted or saved. When I try to save them as raw I get 0 bytes of nothing.

I'm still learning here. So educate me! =)

How can create this type file? by Datevaio97 at 11:57 AM EST on December 18, 2012
I have Sonic Heroes for PS2, I change the music with de DKZ STUDIO, but all music is contained in on one file .CVM
I open this file with UltraIso, but when I try to save the file, the program only can save in .iso .cue .bin but never .CVM
i need a program.
How can create this type file?
Humble THQ Bundle soundtracks by Hotcakes at 10:06 PM EST on December 19, 2012
Did anyone get a copy of these? I'm really only looking for the Saints Row The Third soundtrack, preferably in FLAC.
AIX and ADX by peronmls at 8:47 PM EST on December 22, 2012
I want to know if it is possible to convert WAVs into ADXs and then repack the ADXs in AIX.

Thanks
"High quality" DS music with MIDIs and DLS banks... by TheUltimateKoopa at 1:18 AM EST on December 23, 2012
So, I used VGMTrans to rip MIDIs from DS ROMs, and saved soundbanks for those sequences, as DLS files, and then played them in Synthfont.

One good thing? VERY Good quality, obviously. Well most of the time.

Two bad things. Well if I said ADSR.. you'd know what I mean.
The other issue is any MIDI events on a percussion track. For example, if you know how the underground theme from NSMB sounds, you'll notice the percussion changes the pan position almost constantly, however, when I did the above, it was just permanently of the right.

Here's 2 examples from NSMB:
https://docs.google.com/open?id=0BxGzY1eGAiitTHZQR2swSWFsM0E
https://docs.google.com/open?id=0BxGzY1eGAiitU2NKX29fVmFXLXc

World 8 Map, and Underground, respectively.

Does anyone know how do get the instruments to have the correct attack, decay, sustain and release.... things? And also, the whole panning thing?
How to open Goldeneye 007 wii filelist.000? by C2EX9000 at 5:46 AM EST on December 23, 2012
I want to extract the music from Goldeneye 007 wii.
but I can not open the filelist.000.
Do you have someone who was open?
Microsoft Interactive Music by RukarioGyiyg996 at 8:09 AM EST on December 24, 2012
I'm probably going to get absolutely zero response on this one, but I'm throwing it out there out of spite.


Does ANYONE know anything at all that could playback the .sty's and .sec's of the IMA system? It's basically the infantile precursor to DirectMusic.

It was used in Blood 2 and Shogo: Mobile Armor Division, perhaps also in Alien vs. Predator 2.

first few bytes of a .sec:
RIFF $C4 $02 NUL NUL AASEsecnx

and first few for .sty:
RIFF $02 & NUL NUL AASYstyl^ NUL NUL NUL S NUL h NUL o NUL p NUL o NUL p NUL 1

The string there in the .sty reads "Shopop1" for whatever reason it splits each character with a NUL.


There's also a iMusic.ini that looks sorta like this:


[Personalities]
NbrPersonalities=1
Magic=2469226140
Name1=Silence
UserName1=Silence
File1=SILENCE.PER

[Styles]
NbrStyles=9
Magic=2596743547
Name1=Shopop1
File1=shopop1.sty
Category1=
GUID1={0B7B5BA2-0B62-11D2-9392-006097742299}
TimeSig1=262148
CPB1=4
Name2=Shopop2
File2=shopop2.sty
Category2=
GUID2={0B7B5BA4-0B62-11D2-9392-006097742299}
TimeSig2=262148
CPB2=4
Name3=Shopop3
File3=shopop3.sty
Category3=
GUID3={FDB3D282-0C16-11D2-9392-006097742299}
TimeSig3=262148
CPB3=4
Name4=Shopop4
File4=shopop4.sty
Category4=
GUID4={8FC65D28-0C29-11D2-9392-006097742299}
TimeSig4=262148
CPB4=4
Name5=Shopop5
File5=shopop5.sty
Category5=
GUID5={8FC65D2B-0C29-11D2-9392-006097742299}
TimeSig5=262148
CPB5=4
Name6=Shopop6
File6=shopop6.sty
Category6=
GUID6={8FC65D24-0C29-11D2-9392-006097742299}
TimeSig6=262148
CPB6=4
Name7=Shopop7
File7=shopop7.sty
Category7=
GUID7={8FC65D27-0C29-11D2-9392-006097742299}
TimeSig7=262148
CPB7=4
Name8=Shopop8
File8=shopop8.sty
Category8=
GUID8={8FC65D2E-0C29-11D2-9392-006097742299}
TimeSig8=262148
CPB8=4
Name9=Spopinit
File9=spopinit.sty
Category9=
GUID9={8FC65D2D-0C29-11D2-9392-006097742299}
TimeSig9=262148
CPB9=4



Ficedm doesn't understand this ancient format and Google isn't helping. (As if it ever did for me, I just get lead to places to download the DLL's for IMA and articles about it's introduction into video gaming... as well as a article about how to set it up on a website of all things)

If anyone has any clue to this estranged format and how to get it playing (or better convert it to dmsp aka Direct Music Producer) I'll be eternally grateful.

DLL's involved with the API (as far as I can tell):

AM18.dll - Microsoft AudioMan
IMRT25.DLL - Microsoft Interactive Music Engine - RT
IMRT1625.DLL - Microsoft Interactive Music Engine - RT16
IMRT3225.DLL - Microsoft Interactive Music Engine - RT32
IMUSIC25.DLL - Microsoft Interactive Music Engine
MSynth25.dll - Microsoft Synthesizer


P.S. If anyone needs files and feels confident to look into this.. reply and I'll upload the shopop folder to my dropbox.
Is there an actual rip of the PC version of Turok 2? by TheUltimateKoopa at 12:26 PM EST on December 24, 2012
I tried asking at the first place I usually ask: http://forums.ffshrine.org/f70/turok-2-seeds-evil-pc-direct-game-124798/

But trying more places is better. I know there are soundtracks, but they don't play the full versions. Or probably don't have all the tracks.

The Turok 2 Audio CD has a lot of tracks, but literally cuts off sometimes more than half the track. For example, there's a track that runs for only 4-5 minutes on that CD, but the actual track goes for over 11 minutes (just for one loop -- Darren Mitchell seems to be obssessed with ridiculously long tracks).... then there's the Violence Killer Turok New Generation Soundtrack, which only has 13 tracks, but has the full versions of the songs.

So it's either more songs but half of them (individually), or the full songs but only... half of them (in total). So I'm assuming the actual game rip has the full versions?
PSF to mid by peronmls at 1:27 PM EST on December 24, 2012
What can convert MegaMan Legends PSFs to mid. I have tried VGMTrans, PGConv, and AKAO with no success.
Any way to convert adx version 4 into adx version 3 while retaining loop points ? by hsb083 at 12:06 AM EST on December 26, 2012
hi, I'm new here, sorry if this question has already been asked before

I ripped hyper street fighter 2 adx from ps2 release and I'm looking to insert them into dreamcast version of super street fighter 2x

the problem is that ps2 adx are version 4
i need version 3
is there any tool that can convert adx v4 into adx v3-while retaining previous loop points ?

if not is there a tool that can analyze adx version v4 loop points and give a reading for adx version 3 loop points ?

thanks
any help is appreciated :)


edited 12:17 AM EST December 26, 2012
N64 Sound Tool sampling rate by SubDrag at 12:40 AM EST on December 26, 2012
I finally figured out how the key base works, so it should rip sounds in games (that use key base) with the right sampling rate. Some games, like DK64 bank 0 is hardcoded to a rate and ignore the key base and use for other purposes. Others like PD, Bank 1 for some reason is actually half what should be.

Should help export correctly now, or better at least.
Help with RWAV files! by gskartwii at 7:49 AM EST on December 26, 2012
In Mario Kart Wii there are files called RWAV files. The contain the menu music.
How can I edit them?
I've been trying to edit them for many weeks but I always fail (sorry I'm a newbie). =?
Sofdec Encoding Tools? by TheChosenOne at 7:45 PM EST on December 27, 2012
Hi all, i'm new in the community.
I am a friend of Prince GAS Vegeta and Skazza, and i'm making a mod with them called "Ultimate Budokai AF" and i need to do a video.
The codec of the original video is MPEG-1 (Sofdec) and i tried a lot of things. No one of them worked.
I used TMPGEnc 2.5 Plus, but nothing works, black screen. Than i used an HEX editor, and i looked that in the encoded video (encoded by me) we have a lot of parts, separated by a lot of dots (00 in hex) but in the original encoded video (encoded by Cri-Ware and Bandai) we have only a compact part, not a lot of parts. And on this big part, we have this value wich is repeated in the hex: <SUDPS_><000006>02ANPP.. This is the "sign" of bandai, and in my encoded video is "Encoded by TMPGEnc"...
Has anyone got the Sofdec Encoding tools? On the old site (that is now off) there were a lot of freeware utilities of CRI-WARE SDKs... :( Please help me :) I'll give credits in the game to who sends me the tools ;)

edited 7:48 PM EST December 27, 2012
Ripping DSP ADPCM from Wii game by Puck at 3:12 AM EST on December 30, 2012
Hello, I'm trying to rip the audios from a Wii game. I believe the audio is DSP ADPCM, since it is a Wii game. However, I can't find a way to play the audio. I've tried using vgstream but no result :(

Here is the file:
http://www.mediafire.com/download.php?khwrwvb69z1t5ft

Can you guys tell me what kind of audio format is it and how can I play it?

Thanks :D
[PS2] Music Request by betaking at 10:43 AM EST on December 30, 2012
[MobileSuitGundam:GirennoYabou-theMenaceofAxisV]
Is it possible? Please help me~ :)
PROJECT 2612 DOWN!!! by JFD62780 at 5:42 AM EST on December 31, 2012
...Please forgive me for using this forum to break the news, but after a few weeks of having been a moderator for the site, the Genesis/MegaDrive VGM site Project 2612 has finally lost to Those Goddamned Spambots. Or something else, I really don't know; I need an explanation, Pulse. x.x

edited 5:43 AM EST December 31, 2012
Brsar by dj4uk6cjm at 10:22 PM EST on December 31, 2012
http://www.filedropper.com/wiimj2dsound



This was in the nsmbwii sound folder i ripped but i don't know how to rip the sounds out of this file, i tryed using the 2 brsar tools http://www.hcs64.com/files/brsar_unpack00.zip and http://www.hcs64.com/files/ripping_mama01.zip to rip it but no luck. the brsar format really is bizarre...lol any help before years end would be appreciated. :)

edited 10:23 PM EST December 31, 2012

edited 10:24 PM EST December 31, 2012

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