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Were can find this movie?? by Datevaio97 at 9:51 PM EST on January 2, 2013
Hi.
I Need the movie of Enchanted in DVD FULL with extras and lenguages, subtitle and more.
I like create a torrent, non upload at a server, I need having english and Latin Spanish.
I make this tutorials but in spanish, ¿how create a torrent? This is the answer.
http://www.youtube.com/watch?v=SxOI2nSO2Sk
Thanks, please help me.
· by · at 11:56 AM EST on January 3, 2013
ТУК отстой! Этот идиот просто гребаный мудак, запретить ему, что вы суки!
Mario Kart 64 junkyard by Dutchie at 4:00 PM EST on January 10, 2013
As I decided to start all over again, here I will deposit Mario Kart 64 HQ soundtracks with proper mastering, rebuild in a logical order.

01 Main Theme
02 Menu Theme
03 3 Raceways
04 Moo Moo Farm
05 Koopa Troopa Beach
06 Kalimari Desert
07 Toads Turnpike
08 Frappe Snowland
09 Choco Mountain
10 Bowser`s Castle
11 DK`s Jungle Parkway
12 Banshee Boardwalk
13 Rainbow Road
14 Victory Lap

15 Staring Race
16 Final Lap
17 Star Power
18 Versus Start
19 Battle Arena`s
20 Versus Results

21 Finish Line 1
22 Finish Line 2
23 Finish Line 3
24 Finish Results 1
25 Finish Results 2
26 Trophy Presentations 1
27 Trophy Presentations 2
28 Trophy Presentations 3
29 No Trophy Finish
DmC: Devil May Cry .APK Archive & RIFX Audio by (!!!!!) at 9:51 PM EST on January 12, 2013
Is there any program able to extract files from Unreal Engine .apk files?

Here's a sample archive. (smallest APK file on the disc)

http://rapidshare.com/files/3675724642/APK.rar

I've also ripped a possible Wwise ogg (WAV with a RIFX header) but ww2ogg doesn't work using either method. Here's a sample file.

http://rapidshare.com/files/2699251839/Main_Xenon_255.rar

edited 9:52 PM EST January 12, 2013

edited 9:52 PM EST January 12, 2013
How use Hex Workshop? by Datevaio97 at 3:23 PM EST on January 13, 2013
Im fron latin america and I use the hex for the traduction, and I need write the letters with accent
example:
a-á
e-é
and the letter ñ
How can write this letters??

edited 3:29 PM EST January 13, 2013
TMNT (2003) music/stuff? by Rotag at 3:02 PM EST on January 16, 2013
I've been looking for TMNT 2 Battle Nexus and TMNT 3 Mutant Nightmare's soundtracks, but since those are impossible, I resorted to trying to figure out how to rip/convert them.

I started with the PS2's .vas for the respective game, but gave up. As far as I got, I could throw it into MFaudio and listen to trippy sped up stuff, didn't know what to do from there.

Then, I moved onto the gamecube version after remembering it's the "easiest" to get stuff from.
Cue DSPs.

I can get foobar to play the DSPs for TMNT 2, but not 3. I've managed to get 3 to play in winamp using in_cube, because winamp seems to hate vgmstream. The plug-in shows but that's it.
Basically, foobar = TMNT 2, winamp = TMNT 3, fails if vice versa.

However, now I'm stumped. How exactly would one convert TMNT 3's DSP files? I'm also curious about the L and R tracks, they seem more like duplicated tracks. Then again, I'm not sure what I'm even doing right now.
I'm pretty sure resorting to using Audacity to do a recording would mean I'm not only too desperate, but also doing it wrong.

Though, I'm kind of hoping someone somewhere has some files available on mediafire. Tagged or not. Though a tagged Battle Nexus would be nice, my main concern now is somehow getting hands on Mutant Nightmare's soundtrack.

Other notes, it seems like I can use PSound and grab music from smash up and mutant melee, though I'm wondering if there's something more than a 192k rip of smash up, unless that's what you get out of the game. That and I'm too lazy to download another version of mutant melee.

Hopefully someone can help. I just want to have a full TMNT music collection archive. Though, I won't be keeping it simply for myself, I'd need to have it first before sharing it.
Why is Audio Overlord so SHIT at converting to WAV? by TheUltimateKoopa at 4:11 PM EST on January 19, 2013
Firstly, why can't I convert the 24 individual channels of a miniPSF to 24 individual WAVs? I do one channel, but if I do another one, and 'save' it as another name it just starts overwriting the first one.

Secondly, is it possible to not mute channels but actual instruments?

Like how if you mute a 2SF channel or only play one channel it's got a random mixture of instruments that swap channels randomly... but you can also mute instruments in 2SFs... is this possible with PSFs?
I r dumb by peronmls at 5:28 PM EST on January 21, 2013
delete.wav

edited 9:08 PM EST January 21, 2013
Call of Duty DS... by TheUltimateKoopa at 11:14 PM EST on January 26, 2013
So, how exactly do the STRMs go together?

It's like one track is split up into multiple STRMs.
PSFs of Rhapsody: A Musical Adventure, possible? by CyberBotX at 2:14 AM EST on January 28, 2013
So I know there is a rip of the PSX version of Rhapsody: A Musical Adventure, but that rip seems to only contain the XAs from the game (which is only 10 of 26 songs from the game, and are the ones with singing in them). The official soundtrack of the game has 26 tracks, and the other 16 tracks consist of the rest of the game's background music.

I suspect that the rest of the background music is sequenced as opposed to streamed, but I am at a loss to finding out if this is the case. I have looked up some guides on ripping PSFs as well as trying to use VGMToolbox to locate any SEQ strings in the the game's files, but to no avail.

Has anyone else tried to do this as well? Is it even possible to get the rest of Rhapsody's music in PSF format (or even some other format)?
vgmwrite in pse.ini don't work by Delon at 1:22 PM EST on January 29, 2013
I change:
vgmwrite 0

To:
vgmwrite 1

In:
C:\MESS0148_bin32\ini\pse.ini

Then launching the game and then when i exit the game with the Esc button. I never got:
pse_0.vgm
Hey, bxaimc. by TheUltimateKoopa at 1:04 AM EST on January 30, 2013
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http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg
http://a0.twimg.com/profile_images/2282538358/r8v2voo7s5pqh8mke8pc.jpeg

Don't like it, do you? You thought soneek wouldn't find out who it was?

edited 1:06 AM EST January 30, 2013
Fade out in GEP by TheUltimateKoopa at 1:52 PM EST on February 2, 2013
Is there any way of changing the way tracks fade out with in_gep? When I'm listening to GBS files, the fade out is ... rather awkward. It seems to very suddenly drop in volume, and then seemingly take ages to actually stop, like it's dropping rapidly then flattening out, like a curve... rather than appear to slowly fade out in a straight line...

I.e. logarithmic, vs linear...
WTF VGMusic? by TheUltimateKoopa at 11:12 PM EST on February 2, 2013
http://www.vgmusic.com/music/console/nintendo/gamecube/smsdolphictown.mid

Why does the comments page link to a stolen asshole's upload of the same MIDI who claims it's a "correct MIDI for Super Smash Bros Brawl" or something, instead of the original page?
Anybody got vgm2rom? by nothingtosay at 4:57 PM EST on February 6, 2013
I could swear I found it on SMS Power before, but searching there turned up just one reference to it without a download. Google performs no better.
Sonic & All-Stars Racing Transformed PC version by cooljacker at 11:42 AM EST on February 7, 2013
Samples:
http://www.4shared.com/rar/RSU9kx4a/wewwew.html
These are from recent PC version. ww2ogg converts it but revorb crashes so no dice.
Kindly asking for help :)
mp3 xvag 4 channels by froggestspirit at 5:54 PM EST on February 8, 2013
Hello, i got the music for sly 4. They have xvag headers, but are mp3 files. All of them with multiple channels (more than 2) are interleaved. I found all the info about it, except for loop points. It sounds like this isnt the only game that does this, but i was wondering if it can be added to the tools? I wanted to convert almost 400 files xD
Winamp VGMStream Crash by Elven Spellmaker at 5:59 PM EST on February 10, 2013
I seem to be getting crashes with VGMStream when trying to play multi-channel audio files like the ones in Mario Kart Wii.

I can play other, non-multichannel files and it never used to crash before.

I have just replaced VGMStream with the latest version and replaced the support files too, but still can't get them to play.

Anyone had a similar experience?


edited 4:44 AM EST February 11, 2013
HELP! - connection issues by Yoshinkeru at 8:03 PM EST on February 12, 2013
Calling all resident computer/network gurus!

I've been having some annoyances with my desktop lately. For one thing, it's hard to get to stable boot: at first it would just shut down, and it took a while to figure out that the video card fan was failing, so I had to replace the NVIDIA with a Radeon--and it apparently doesn't like that, seeing as how other components (SATA and PCI controllers) are NVIDIA for some reason as well.

But what I really want an answer for right now is its connection issues--for some odd reason, whenever the desktop is on, it sucks up bandwidth from every other device in the house--and it's not even downloading anything! At least, I haven't told it to...I still haven't figured out if something has been put on there by a rogue malware on this site I used to go to...but by all accounts it shouldn't be doing anything! It doesn't even reach top speed on downloads I do start! I've even tried using this NetBalancer software to pinpoint where it's coming from, but to no avail.

I also wonder if it's related that I can't download specific updates from Windows Update anymore?

Please help! I need this desktop back! It has the more sophisticated sequencing programs and plugins!
A variant of AWB? by j_hk at 10:23 AM EST on February 18, 2013
I just played the Ore no imouto 2nd edition. I found the format different from the past edition (which released with Ore no imouto 1st Release) while doing unpacking the se.awb file.
I used utf_tab07b3 ~ 07b7_special, but they all don't work.
Have anyone inspected it?
Link to the file
God of War 2 (PS2) Music Rip by ShadowStrangle55 at 11:11 PM EST on February 20, 2013
Hi, I was wondering if anyone could help me extract the music and sounds from God of War 2? Suffice to say, I'm a n00b at ripping and I could really use some assistance. I own the PS2 game disc, and I've attempted to extract the files on the disc via tools found on the web, but they haven't worked for me. If anyone could help, I'd appreciate it thanks.
USF Bugs by wolupgm6 at 1:50 AM EST on February 22, 2013
Just got myself a copy of the Banjo Tooie set from Josh W's page and noticed that the Hag 1 battle theme was missing the first note (in a very similar way to Donkey Kong 64's final battle). I recall this from years ago (2006-ish?), back when there were all kinds of problems to do with dynamic tracks. I was just wondering if there's any solution to this these days.

I figured I'd start this thread for not only an answer to this question, but also as a place where anyone else noticing bugs, whether obvious to everyone like I presume these are (and that I'm asking a rather stupid question here) or an obscure noticing that someone feels needed to be brought to attention. Either way, cheers guys! :D
Ripping SSX Blur by Jules at 8:47 PM EST on February 22, 2013
Hello,

I haven't been able to download manakoAT's torrent from the "The Official Streamed VGM Distribution Thread" which contains an SSX Blur game rip, so I figured I'd just rip the files myself. Unfortunately, I haven't been very successful so far.

The file system on the disc contains files named music.big and femusic.big, from which I managed to extract Track.mus and TrackFE.mus. I managed to chop these up into a few hundred files which seem to fit a few technical descriptions I came across. They are divided into chunks which all start with SCxl ids. The first chunk starts with SCHl and contains a format header starting with PT.

Well, I figured I wouldn't have to dive in this deep anyways, since it's already been ripped, so I guessed that vgmstream would already support them. From the VGM distribution thread, I got this line:

SSX Blur (2007)(EA Sports Big)[WII][Electronic Arts XA][EAM]

I guess that means the format is "Electronic Arts XA" and the file extension I need to give it for vgmstream to recognize the format is "EAM". Thing is, when I do that, I get four channels of what sounds like white noise with lots of silence at the end. Also, the metadata that vgmstream displays doesn't fit the metadata I extracted from the PT header by hand.

For example:

decoding Track2.eam
sample rate 48000 Hz
channels: 4
stream total samples: 7833280 (163.1933 seconds)
encoding: Big Endian 16-bit PCM
layout: flat (no layout)
metadata from: Standard Nintendo DSP header
samples to play: 7833280 (163.1933 seconds)

From what my specification says (which may very well be wrong, although it described the PT header format very accurately), the file should contain 1280000 samples, which, interestingly enough, is what I get if I give the file the extension ASF:

decoding Track2.asf
sample rate 48000 Hz
channels: 4
stream total samples: 1280000 (26.6667 seconds)
encoding: Big Endian 16-bit PCM
layout: flat (no layout)
metadata from: Standard Nintendo DSP header
samples to play: 1280000 (26.6667 seconds)

But unfortunately this also results in while noise, although with less silence at the end this time. I'm also somewhat puzzled about vgmstream telling me that the encoding is just 16-bit PCM, since the files are much too small for uncompressed PCM audio.

Unfortunately, I haven't found anything about the process involved in making the rip that's already out there, but maybe someone who knows what's going on can give me a pointer in the right direction. I can also upload sample files somewhere if that's needed.

Thanks in advance,
Jules
Paper Mario by Benjamin at 6:15 AM EST on March 1, 2013
I used brsar_unpack on Super Paper Mario. It works alright (did anyone know that?), although I can't loop though and some sounds seem to be missing.

I also have a help question. How could one be able to extract PMTTYD sounds anytime in the future?

edited 6:16 AM EST March 1, 2013
Naruto Shippuden Ultimate Ninja Storm 3 AWB by alexfilth at 11:32 AM EST on March 2, 2013
Hello everybody, i'm trying to extract music from Naruto Shippuden Ultimate Ninja Storm 3.
I was able to extract the file adx2.cpk with utf_tab, now i'm left with an AWB file but i can't find a way to decrypt it. Here's the first 10mb of the file.

Sample

edited 11:33 AM EST March 2, 2013
Request of FFVIII .SGT files by AceK at 6:13 AM EST on March 3, 2013
Yea... a wasteful thread for requesting, but I want to know if these files contain loop data, and how different they are from loop data in other files. If they do contain it, I would like to know how it works. So, I would like a test file to examine.

Thanks in advance!

EDIT: PC version of Final Fantasy 8.

edited 6:13 AM EST March 3, 2013
Tekken 6 XMA to WAV help by AENIGMA at 5:11 PM EST on March 4, 2013
Could someone please help me figure out how to convert the Tekken 6 XMA files to WAV files?

I've tried all of the XMA ripping/conversion tools on the Stream ripping tools page, but I can't get anything converted. bxaimc had a Ripkit, but the link does not work.

bxaimc, do you still have the ripkit on hand?
What's the deal with MGS? by Truth Unknown at 2:19 AM EST on March 5, 2013
That PlayStation classic, Metal Gear Solid. Has any of the music been ripped?
What is the format of this audio file? by Puck at 3:59 PM EST on March 8, 2013
Hello,

I have a file from a Wii game which presumably contains a bunch of audios. The problem is I'm not sure what format the audios have.

Do you guys have any idea?

This is the file in question:
https://mega.co.nz/#!G8YiGRCB!c_meORscIwVv1fsh7xiWcjNspt9n_V3UeJdEp-Jxw2Y

Thanks
N64 Zelda rips wrong tempo by Soulis at 12:21 PM EDT on March 14, 2013
It seems the Zelda rips have a bit slower tempo than the real games. Is this a known issue?
Looking for a PSF2 Set by Elven Spellmaker at 7:21 PM EDT on March 16, 2013
Does anyone know if there is a PSF2 set for Yugioh! The Duelist of the Roses?

There are a couple of really nice pieces of music in this game, but I cannot find a PSF2 set for it anywhere on the internet and I have found no mention of it on this site using the search either.

Any help in finding the set, as PSF2 or otherwise such as MP3, would be much appreciated.

Thanks.

edited 7:21 PM EDT March 16, 2013
Super Princess Peach 2SF Rip by (!!!!!) at 4:04 AM EDT on March 17, 2013
Does anyone have the SPP 2sf rip that unknownfile did a while back because it's not in the archive.
Dynamic 2SFs? Any progress? by agu fungus at 3:09 PM EDT on March 22, 2013
As the title said, has anyone found a way to split the dynamic tracks of several games, such as Super Mario 64 DS, Tetris DS, Yoshi's Island DS and Pokémon Black and White?
how to play files by beavis2323 at 8:55 PM EDT on March 22, 2013
i have these MIB files i want to open and play but i have no idea how to i downloaded the .dll files necessary to use it and when i click run it does nothing
Does anyone know how to extract .bstn files? by Ryuji at 11:03 PM EDT on March 24, 2013
Hi there, I'm pretty new here and have recently gotten into ripping videogames. I have ripped several so far, with excellent results. This time though I need help. I'm talking about Mario Kart Double Dash. When I extracted the files from the mkdd iso, I saw all the sound files located in a folder named AudioRes. Then in that folder there are a couple of subfolders, they are named Stream, which contains the .ast music files, and the other is called Waves, which contain the sound effects. However that is not what I want. There are files in the AudioRes folder, called GCKart.bsft and GCKart.bstn. Looking at those files with hex editor, I can see that the .bsft file appears to have the stream data for all the music tracks. The .bstn file though, has all the voices used in the game, a few examples are MARIO_SELECT.JA_VOICE or MARIO_GO.JA_VOICE. These are the files I want. Is there any way I can extract and get to these files, and hopefully, play them as well?

N64MidiTool by TheUltimateKoopa at 3:14 PM EDT on March 25, 2013
I used N64MIDITool to rip MIDIs from Donkey Kong 64, however, it only seems to rip the first 128 MIDIs from 00 to 79, however the USFs go up to AE (or AD if you start from 00 and not 01). So how do I get the other 45 MIDIs, i.e. from 80 to AE?
Condemned 2: Bloodshot - .Arch02 files by ShadowStrangle55 at 4:21 PM EDT on March 25, 2013
Anyone know if there is a way to open the Condemned 2 .Arch02 files? I've tried using the F.E.A.R tools and renaming the files, but no luck.
New music format for sequenced DS music: NCSF (potentially to replace 2SF) by CyberBotX at 2:09 AM EDT on March 27, 2013
Hello everyone. As the subject of this thread states, I have made a new PSF-style format for Nintendo DS sequenced music. I am calling it NCSF, short for Nitro Composer Sound Format, due to the fact that it uses the SDAT files made with Nitro Composer from the Nintendo DS Nitro SDK.

Full details of the format, as well as the tool(s) to make them and the Winamp plugin to play them, can be found at the NCSF Home Page.

Current listing of files will slowly grow. The process of making a good NCSF set is time consuming, although the time to create the files is much faster than making a 2SF set, and NDS to NCSF includes an automated timer, avoiding the need for sseq2mid.

I'd like to give special thanks to fincs for his work on FeOS Sound System, a library for his Nintendo DS operating system, FeOS. The library's code was adapted by me to play without the DS, and if it wasn't for this library in the first place, playing the sequences would've taken a lot more work. I also used small portions of code from DeSmuME, so thanks go out to them as well.

While stated on the home page, I'd like to point out my reasoning behind creating NCSF. While I like the idea behind 2SF, I dislike the overhead needed by the DS emulation of DeSmuME, as well as noticing that 2SFs made via VGMToolbox still write the entire SDAT to the final 2sflib (I know it "cleans" them, but the process of cleaning them is only to zero out the unused data, the file size is unchanged).

While NCSFs can have some minor playback issues (I am unsure whether this is an issue with my own code or with FeOS Sound System), I feel that it can eventually replace 2SF.

As an aside, I had to make a small change to VGMToolbox to get it to allow me to tag the minincsf files with it's xSF Tag Editor. I cannot recall where the change was, but if the demand for NCSF grows, I will work with snakemeat and any others who work on VGMToolbox into incorporating NCSF within it. I do not wish to have a 100% automated NDS to NCSF creation tool like the current NDS to 2SF tool works, but I think mostly automated with some toggles to allow for more manual operation would work better.
MDScene down? by Pulstar at 9:12 AM EDT on March 27, 2013
MDScene has been down for a while now.. Anyone knows if they'll be back up soon?
Paper Mario TTYD .samp file by ... at 1:09 PM EDT on March 28, 2013
Would it be possible to make an extractor for this file format?

the file: http://www.sendspace.com/file/vbjzfj

edited 1:09 PM EDT March 28, 2013
Whats the status for 3DS format? by Soulis at 12:42 PM EDT on March 29, 2013
I still haven't found any XSF rips for this console and i was wondering if anyone is working on that. Sorry if this has been asked before recently...
There are absolutely NO soundfonts from N64 games AT ALL... by TheUltimateKoopa at 3:48 PM EDT on March 29, 2013
... which have the correct instruments to the correct program numbers, in the correct pitch, and with the correct ADSR envelope settings...

Not even that Goldeneye 64 soundfont which is said to be in the correct order by SubDrag and some other guy(s) is 100% correct...

Some examples:
A vibraphone sound is used when there should be some kind of brass
Some kind of brass instrument is used for what should be some strings
Strings are used for what should be a wind sound
The low bass sound used in Surface 1 is missing, and a few other instruments are as well, for example the drums in the beginning of DAM are completely missing.
SPAMBOT! HOOOOOO!!!!! by JFD62780 at 4:57 PM EDT on March 30, 2013
Someone please get this MOTHERFUCKING ccebancksmary OFF OUR MOTHERFUCKING BOARD!!!!!111

Ferchrissake, I've had enough of that on the PJ 2612 boards (it's why we don't allow registration anymore); lord knows we DON'T need it here, am I right? x.x

edited 7:06 PM EDT March 30, 2013
Injustice: Gods Among Us Xbox360 FSBs by (!!!!!) at 3:21 AM EDT on April 6, 2013
EDIT: figured out below

File still for anyone who wants it.

SND_MUS_Fortress.xxx

edited 5:34 PM EDT April 6, 2013
hca2wav0.2 "Error reading HCA header" error by moon at 3:57 AM EDT on April 6, 2013
"Error reading HCA header"error occurs when hca2wav0.2 decoding ,
is there a way around this ?

http://rghost.net/45056677
Help with creating PSF2 from Haunting Ground by peronmls at 12:30 PM EDT on April 6, 2013
So this "could" be my first PSF2 rip with out any programming knowledge.

So I need to find the

SQ
HD
BD

Which I did inside the "Data.CVM" file. Now I'm just a little stumped on how to hex edit them out. I have never hex edited anything and I think this is where I learn.

I see this

IECSsreV........IECSuqeS ... ...ÿÿÿÿ0...ÿÿÿÿÿÿÿÿIECSidiMp.......

Which is the the SQ I believe. There also seems to be more of those tags after that section of date. Those would be the sequence tracks correct? Do I need to edit out each sequence or take it all out into one SQ if that makes sense...


edited 12:46 PM EDT April 6, 2013
Orphen: Scion of Sorcery PSF issue by nothingtosay at 1:40 AM EDT on April 7, 2013
Pixel_Crusher ripped the set and made note in the readme that it doesn't sound as it should on the console. I know what the problem is but I have no capability to do anything about it.

The music plays at too low a pitch. Notably, it's a PSF set for a PS2 game, not PSF2. As such, it plays at 44.1kHz rather than 48kHz. If you convert it to WAV, load it into an audio editor, and set the playback rate to 48kHz without resampling, the pitch will be correct. Of course the speed will be wrong though. I don't know if anyone's interested in fixing this, but there you have it.

Also, some of the miscellaneous tracks are exact repeats as bit-comparison will reveal.
Twilight princess .aw files by kenshen at 12:23 PM EDT on April 7, 2013
So I'm new here and i recently had an idea to replace all of the music files of twilight princess with http://twilight-symphony.com/ and i have a question about aw files i know what they are my list of audio files being at http://gbatemp.net/threads/question-about-twilight-princess.336850/ how do i replace them?
Resident Evil Remake Sounds by ian209 at 7:56 AM EDT on April 10, 2013
Hey Guys,

I'm having difficulties trying to play/convert the audio from the RE Remake. I'm not sure if I extracted the correct files from the image to begin with. The only folder that looks like it has sound files in it is labelled "se", which I'm assuming stands for "sound effects."

I tried extracting the files (which have a .snd extention) and playing them in winamp with the in_cube plugin, but no go.

Has anyone figured out how to convert these sounds? I'm also wondering if it is possible to convert a WAV or MP3 file back into the .snd format?

Thanks in advance!
M3U metadata format, Japanese titles by MultimediaMike at 1:06 PM EDT on April 11, 2013
Hey, remember my little project I released last year that allows playing chiptunes directly in the web browser? Sure you do! BTW, if you haven't seen it recently, give it another look since I just rolled out a more usable interface.

Anyway, I have finally been working on importing data from the Portable Music History archive (PMH). Of course, I already have a bunch of Game Boy items in the archive but they lack the rich metadata added by PMH. The challenge is munging the .m3u files bundled with each PMH archive.

How common are Japanese titles in the metadata? The first .m3u file I studied (for Castlevania II: Belmont's Revenge) had a katakana (?) title. I haven't been able to find that in any other files I have spot-checked.

Also, while there isn't much documentation about the characteristics seen in these .m3u files, I think I have figured out most of the details. For example:

DMG-CWJ.gbs::GBS,19,Opening [Opening],1:09,,1

First CSV field defines filename and system type (is there ever anything between those 2 colons?); second field is track number within the file; third field is title; and fourth is play length.

Is there ever anything interesting in the 5th field? About the 6th field, that is always either 1 or 10. Empirically, 1 appears to indicate a non-looping track while 10 is probably a looping indicator. As I close?

Anything else I should be aware of when munging these files? Otherwise, thanks for being so consistent in the tagging!

edited 1:07 PM EDT April 11, 2013
Super Mario RPG by TheUltimateKoopa at 1:29 PM EDT on April 11, 2013
Is it worth me uploading the SPC set if I merely fixed the error with tracks 1-37 and 1-38?

What the 'fix' was that what YOU have as "Heart Beating a Little Faster (part 1)" and "Heart Beating a Little Faster (part 2)", is actually still part of "Long Long Ago...", so I renamed those as "Long Long Ago... (part 1)", and part 2, and part 3 for the other 2, and retagged all 3 as being track 37 on disc 1
The track that is actually called "Heart Beating a Little Faster", is actually what you have as "Grate Guy's Casino", so I renamed and retagged as track 38 on disc 1.
Call of Duty World at War xma. files by TateMilam at 10:02 PM EDT on April 20, 2013
Hello,i was wondering if anyone could convert these files http://x360.joshw.info/c/Call%20of%20Duty%20-%20World%20at%20War%20(2008-11-10)(Treyarch)(Activision).7z beacause JBTND told me to ask this forum to 'to make that rip something usable' or something like that. There is 257 xma. files just to let you know.
Project 64 2.0 by wolupgm6 at 2:56 AM EDT on April 21, 2013
With Project 64 2.0 being out now and open source, is this critical usf-related news in relation to previously unplayable or unrippable sets?
Using mkpsf2.exe by peronmls at 2:22 PM EDT on April 21, 2013
I cant figure out the command lines. I don't want to use the front end version on VGMToolbox because I think its broke.
Columns II by TheUltimateKoopa at 11:59 PM EDT on April 22, 2013
Is there any way of getting the actual game rip of this game? (Not a conversion to MP3, but the original files, if possible)
Phantom Breaker: Battle Grounds BGM? by Shin Star at 12:12 AM EDT on April 24, 2013
I really like the music in this game, but I can't figure out how to rip the files properly. I managed to extract the single XBLA file, but in it, there's a bunch of other files with no extensions and file names with random numbers (03867195, 24383192, etc.) I don't have any knowledge when it comes to Xbox 360 files, but I have uploaded the largest file in the data folder if anybody wants to take a look at it. I had to split it into 2 parts:

http://www.sendspace.com/file/2otgnb
http://www.sendspace.com/file/4ski04
The Hobbit by jeppie200 at 8:33 AM EDT on April 25, 2013
Hi! I managed to extract the audio files from the .000 files using Watto's Game Extractor. But I'm not exactly sure what kind of file they are, their extension or even the codec.

Here I have a file: DX_CH01_PC - 11.0 Mb
Is there literally no way of finding loop points of a USF, that has separate loop points per channel? by TheUltimateKoopa at 4:14 PM EDT on April 28, 2013
Turok 2's Oblivion, Super Smash Bros' Menu, etc.

For example "Track 1" of Oblivion ends at about 3:52, and there's a silence at the beginning until 1:00, so the actual pattern plays between 1:00 and 3:52.

I assumed maybe each track plays until the very end, and just loops straight from 0, so I expected another 1:00 of silence, and Track 1 to play again at 4:52. But no, it doesn't play until about 8:18. So, the loop of Track 1 is actually 7:18.

But I just can't work out how the others are supposed to loop due to the fact that the MIDIs don't show the rests AFTER the last "note". So if you have a 5 second tune, with a 50 second break, then it loops, the MIDI will merely show it as a 5 second tune, without showing you the 50 seconds of rests!

Surely there's SOMETHING that tells you when EACH Track of Oblivion actually loops. Like something that a hex editor would be useful for?

With the Game Boy Camera it's easy, because you only have to work with up to 4 different tracks.
For example, if a tune has 4 different parts for each channel at 6 seconds, 5 seconds, 7 seconds and 9 seconds, and each part loops without any 'gaps', then the lowest common multiple of 6, 5, 7, and 9 would give you an overall length of 630 seconds, or 10 minutes and 30 seconds. Sure it's long but that's how it works.

Where as Oblivion has 14 tracks. So, imagine 14 tracks with lengths of, for example, 2:34, 5:12, 6:42, 1:04, 3:23, 2:54, 3:41, 7:24, 5:32, 9:10, 3:11, 6:23, 2:40, 8:20 respectively. Each of those alone is relatively long, but how long would it take for all of those to start over at the same time? Well the number of seconds is beyond 1.0 x 10^308 seconds, which is more than 1 googolplex, cubed. And it's still at least 10^303 years. I'm not going to bother writing out 1 followed by over 300 zeros, but you get the idea.

However, Oblivion doesn't have those lengths anyway. So it's probably not even close to that length (which is so long that if the time since the big bang was stretched out that far, than 1 second now, would still be stretched out to almost 10^300 years, probably).

But basically lowest common multiples of 14 numbers, even very small, can be large. I mean, what's the LCM of the 14 numbers from 2 to 15? 360360.

But going back to the loop of Oblivion, there are 2 ways of doing this.

Listen to the song for ever and ever, until you finally hear what sounds like the full loop.

OR, somehow, if possible use a hex editor and find the loop points....
The thing is, IS it possible to use hex to find the loop points of a USF? If so, where? and how?
Hi, bxaimc by TheUltimateKoopa at 11:50 PM EDT on April 30, 2013
You are awesome.

edited 6:36 PM EDT May 1, 2013
Wii U is hacked! by starerik at 1:03 PM EDT on May 2, 2013
So the Wii U has been hacked. It won't be too long (hopefully) until we can dump Wii U ISOs and get our hands on the music.

Source: http://techcrunch.com/2013/04/30/wii-u-reportedly-hacked-to-allow-users-to-run-games-from-usb-devices/
Cannon Fodder 3 by Mario Kinnikuman at 9:54 AM EDT on May 4, 2013
Hey, all.

I managed to extract 12 music files within the .XWB file, but didn't seem to have much luck beside that. I found out they're .WMA files, using Unxwb.exe, which gave me .WAV files, and I tried to convert them with VGMtoolbox's XMAshMash, but that didn't seem to work at all.

I'm stumped, but if anyone else could take a look and see if they'd have better luck than I did in getting these files to play, I'd appreciate it.

CF3_Music_XWB.rar

edited 9:55 AM EDT May 4, 2013
Universal BRSAR Patcher by soneek at 4:21 AM EDT on May 5, 2013
I'm not sure how many people this will be useful for, but eh. There might at least one person that could use this.

I put together a tool to automatically patch brsars when you want to replace the brstms in whatever Wii game you're hacking, whether it be wii Riivolution, or USB Loader or whatever.

Some games have a problem in which it only loads a certain amount of bytes for a song. This tool edits the brsar to use the file size of whatever music you're putting in, and then your replacements will play fine.

Universal BRSAR Patcher

Instructions to use the batch files are in the README, and you can run the program manually to view how to use it. Always make sure you dump a raw BRSAR before patching, and use the same exact folder structure as what's on the game disc.

universalbrsarpatcher path_to_brsar path_from_brsar_to_brstm

An example with Mario Kart Wii would be:

universalbrsarpatcher revo_kart.brsar strm/STRM_N_RIDGEHIGHWAY_N.brstm

This version will only work if you run it in the same folder as the brsar. I'll improve it at a later time.

edited 4:37 AM EDT May 5, 2013
Muting Channels Banjo Kazooie/tooie/dk64 by blackhand1001 at 12:27 PM EDT on May 6, 2013
I am trying to mute channels in these games. I don't care about using it in the game. I just want to do it to play in winamp. In particular I want to mute the background wind noise in cauldron keep, and in Dk64 mute the laugh in Frantic Factory boss theme. I tried just screwing around in a hex editor and made some weird things happen but a point in the right direction would be helpful.
Super Mario Galaxy's sequenced files? by TheUltimateKoopa at 1:02 PM EDT on May 6, 2013
OK, as some of you may know, furry bob (Moosehunter) sent MIDI conversions of the sequenced files in Super Mario Galaxy...

They can be found here: https://mega.co.nz/#!EMAAVKpR!DXUVhWHCyNtguBBvUBirUmSSeQRVyxQkO75SHG7pWwE

But is there still currently no way of playing them as they are supposed to be played, with the correct samples, i.e. as you hear them in game?
Cars Rac-O-Rama .dsp files by BlitzX207 at 9:50 PM EDT on May 6, 2013
I need help on converting the .dsp files for Cars Race-O-Rama.
Soul Reaver 2 instruments by Delon at 11:18 AM EDT on May 10, 2013
dark.mus
--------------------------
[code]Mus!(  ÿÿÿÿÿÿÿÿ  ( Ð+ +   (  D2  „~  ˜‡  ˆ“  ˜       ( à
h À ¨ 0 °  ¸   À ¨ (  ø % L% x% ¤% Ð% ü% (& T& €& ¬& Ø& ' 0' \' ˆ' ´' à' Gated Tom (master) ðD "V < TYMPANI D21 À¡-012à‰  ó ó "V <  Timp Roll A11 QˆQƍ ä9   "V :  B3ATSHTVL_mon_32 32 þ§ ˆ_ } < VLA E2 TRM _mon_32 g +¢ … … } )  VLA E1 TRM _mon_32 ’ V¨ ° ° }   VLA C2 TRM _mon_32 xÉ ˜ \  \  } %  VCSTRMD3 P_mon_32 2 0à Á Ù5 Ù5 } 2  VCSTRMC2 P_mon_32 2 âK     † ê> ê> } $  VCSTRMA2 P_mon_32 2 ¶É < ñ2 ñ2 } -  VCS MRC G2_mon_32 2 ˜/ ˆN } < VCS MRC F3_mon_32 2 ¨Ì pS } < VCS MRC D3_mon_32 2 ˆs S } < VCS MRC C2_mon_32 2 È   } < VCS MRC B2_mon_32 2 Z èP } < VCS MRC A3_mon_32 2 Øû hT } < G#3ATSHTVL_mon_32 2 ¨¤ €^ } < D4ATSHTVL_mon_32 2 ¨a ` } < D#4ATSHTVL_mon_32 2 Ø! àX } < VLA G1 TRM _mon_32 ˜Ó ˆ¢ â â }  Wooden Shot1
¡*     \ÿ" €‡ D¬ < [/code]
--------------------------

B3ATSHTVL:
TheUltimateStringsCollection2
Partition D.


VLA E2 TRM:
TheUltimateStringsCollection2
Partition G.


VCSTRMD3:
TheUltimateStringsCollection2
Partition H.


VCS MRC D3:
TheUltimateStringsCollection2
Partition A : COMBO 3.


G#3ATSHTVL:
TheUltimateStringsCollection2
Partition D : VLNS MARC.


Ind Shk:
Supremebeatsvol1AfricanContemporary
Partition H : SHAKERS.


VCS MARCATO:
TheUltimateStringsCollection2
Partition G.


Vcs Trm p:
TheUltimateStringsCollection2
Partition H.
--------------------------

pillars.mus
--------------------------
[code]Mus!¸2  ÿÿÿÿÿÿÿÿ  1 0œ '   À2  |?  Là  ô‚  ¬‰  ¸‡  ´š Ü Ä     ¬
œ
” | 4  Ô ¼  ô Ü œ $" Ü# ì. Ô/ 0 ,0 X0 „0 °0 Ü0 1 41 `1 Œ1 ¸1 ä1 2 <2 h2 ”2 Angry Horn dn24 one 8, ܈ ܈ D¬ <  acrid horn1 ¨ ß **¸ dk r‰ r‰ D¬ <  Low string-horn1 Þœ$
™ é¶ é¶ D¬ <  Big Theme_22 **    Àßn’ (? ‹¼ ‹¼ "V <  Synth Pad_G31 cˆ    á„  i« / / D¬ <  Bonang Eb4f1 ÝdB     œi Øk D¬ < Bonang2 A4f1 Þ **LA èŒ D¬ < toy piano B31 it Ø[ µ к к D¬ <  pling C1 Ý Ú0ݼРïR ˜b ˜b D¬ <  pling F1 ÝÈ Ú **ì• ÑR «[ «[ D¬ <  forge tom low cut àBM è° D¬ < Roto1 ÐàÀ Ùø ¯ €™ D¬ < piano C31 ¸Ú â ïx ˜y ˜y D¬ <  piano C41 ØØØ BÕ ÀU V V D¬ <  WS7 j ˜| `m < WS6 šz! ° `m < WS5 ú™!  `m < WS4 º! ¨ `m < WS3 jÛ!  `m < WS2 ªù! P? `m < Japan 1011  ) Jx" P” D¬ < Hi Mid Proc Tom L1 ê # àE } < Bonang F4f P  ª,$ à Ñ" Ñ" "V <  Bonang Ab4f P  Lr$ þ …& …& "V <  Synth Pad L1 ø ÆV¿$ û? lš lš €> <  Big Theme nt Ù`ñ .ô% ÓY Å“ Å“ °6 < ÿÿÿÿ Large Cym34 Ê  ñ ¸' € } < Large Cym33 Ê  ñ ¸>' ø } < Large Cym32 Ê  ñ ¨^' P } < Large Cym35 Ê 8ñ H{' H¨ } < sleighbells @ˆ0     ØË( HP } < string A4 teÀ ñ toffhl) ª ûd ûd } <  seidpizz A1 -R 0àñ ^6* à + < seidpizz A3 -R t b* À + < seidpizz A3 -L t ž™* À + < seidpizz A2 -R t Ñ* À + < seidpizz A2 -L t ž+ À + < seidpizz A1 -L old <+ ° + < blat horn 8ñ  ~i+ ˆ* "V < Synth Pad 1 Ð
Ø0  d ? ûŠ5A ÈB?Ì@ €:åÐA C >  ÉÈÈ> €? €? €? €? ÈB €? ? ´À5? ÈB?Ì@ €:åÐA 7 =  ÉÈÈ> €? €? €? €? ÈB €? Big Theme 1 ¨ ñ ˆ  ñÿÿÿ TãE? ÈB³ÝA €:åÐA 2   ÉÈÈ> €? €? €? €? ÈB €?  °rh> [/code]
--------------------------

Bonang F4f:
HeartofAsiadisc2
Partition A : BONANG 1.

edited 12:01 PM EDT May 10, 2013
The Walking Dead Survival Instinct .bnk by qord at 7:04 PM EDT on May 10, 2013
This game is based on infernal engine by Terminal Reality. I unpacked game data and managed to convert .wem to .ogg successfully(with the use of packed_codebooks_aoTuV_603 @ww2ogg because game was released in 2013)
But WwiseBank files were not converted. xmash08 returns failure[i]. wwxmabnk returns [i]wwisexmabank.c:30:main: missing magic -1 after completing that bat file:

wwisexmabank wp_09a_ns_outletmall.bnk outfile_

pause

PSP vgm rips by Soulis at 5:30 PM EDT on May 13, 2013
The PSP is the only console that i haven't followed and i was wondering if there is a place with music rips for it. I'm interested for music rips for games like Worms and Locoroco (the OST releases for the Locoroco games are atrocious).


edited 5:32 PM EDT May 13, 2013
Terraria console by Hotcakes at 6:17 AM EDT on May 18, 2013
Sounds like some of the music is different in the console versions. Anyone able to extract them?
Accessing HES files by alfacore88 at 7:16 PM EDT on May 19, 2013
I recently stumbled upon the awesome PC Engine music archive on this site, but am unable to figure out how to access the HES files. I tried downloading an HES music player for Winamp, but could not open the .dll extension. Any help would be greatly appreciated!
Is there a way to convert .MP3 (or any other "normal" format) to .DSP audio files? by GabrielSilva at 7:59 PM EDT on May 23, 2013
I'm trying to replace Metal Gear Solid The Twin Snakes in-game music with the original PlayStation Metal Gear Solid ones. Actually, the audio files don't have an extension, Windows recognize them as "File" but I used Winamp to see audio info and it says "DSP File" so I renamed it to .DSP and several extensions like .IDSP and etc. and Winamp was able to read them using a plugin I downloaded somewhere (not sure if in_cube.dll or in_vgmstream.dll). All I need now is an converter, so I can replace the audio files. Can you guys help me pls? :)
Compressed DSPs? by puggsoy at 12:52 AM EDT on May 24, 2013
I've been having some trouble. I've got a couple of DSP files, some can be converted by vgmstream but others can't. I've been looking at them in a hex editor and have identified that they're in 3 different formats. One of them works, the other 2 doesn't. One that doesn't work looks like a different (compressed/corrupt?) version of the working one, while the third doesn't look related.

You can download them here:
Type A (working)
Type A2 (compressed/corrupt?)
Type B (unrelated to A)

Anybody know how to decompress them to a working format for vgmstream? Or what else to do with them? I didn't get these files myself by the way, I'm helping someone else.
Playstation 2 VSF files by ze1 at 2:06 AM EDT on May 27, 2013
I downloaded some VSF files, which are supposed to be PS2 music files from psf2.joshw.info, but I have no idea how to play them. I downloaded in_vgmstream.dll and put it in Winamp's plugin folder, but I still can't play the files. Actually, I can't even see the plugin in Winamp's Input plugin list...
Can anyone help me?



Never mind. It seemed that I needed to use the external dlls mentioned in the readme. I didn't do that before, because I understood that it was only needed for OGG and MPEG audio. It seems I was mistaken. =/

edited 2:30 AM EDT May 27, 2013
·· by · at 12:04 AM EDT on May 28, 2013
Рад видеть, что этот сайт чистым и здоровым снова, без этих чертовых спам-ботов!
Кстати, кажется ТУК превратилась из троллей к человеку наконец, лол
at3plusloop.exe by Ryuji at 10:09 AM EDT on May 28, 2013
Anyone have this program? I'd like it for looping purposes.
Disney's Stitch: Experiment 626 PS2 .MIB and Interleaves - Help? by TheFonzie at 12:43 AM EDT on May 30, 2013
Okay, so, I'm attempting to rip music from that game, I extracted this file called UIMUSIC.VBK from the game's files, then unpacked it using ADPCM Player. Turns out, inside the .VBK file was 103 files. One of them is a .MIB file which has the first two seconds of the song. It's perfect quality, no stuttering, etc. The remaining 102 have the .PS2 extension and are apparently interleaves. What do I do now?

Files extracted from VBK
MaiAT3PlusDecoder (new at3+ decoder) by cooljacker at 10:58 AM EDT on May 30, 2013
So it looks like the Sony code is removed but it's not done properly to be an open source decoder, I get that impression by reading the thread, I know shit about reversed engineering... and programming as a whole lol:
http://forums.ppsspp.org/showthread.php?tid=3707

source (it has mini player daaaaamn):
http://sourceforge.net/projects/maiat3plusdec/

plugin for ppsspp emulator is already compiled:
https://docs.google.com/file/d/0B1ftGc2t9-dZQ2daRTkwM3NQREE/edit

but actually, what about that 'mini player' for windows the source has, can somebody make that shit? Would be great to play some extracted psp music...

edited 11:01 AM EDT May 30, 2013
SMG2 Aw Files by dj4uk6cjm at 4:27 PM EDT on June 5, 2013
Has anyone figured out how to extract the wav samples from the aw files in the audiores folder that resides in the super mario galaxy 2 iso? I've tried 2 methods audio ripper described


"First, extract .aw files (in /AudioRes/Waves) and SMR.szs from image.
Second, use yaz0dec.exe (in szstools) to extract "SMR.szs 0.rarc" file from SMR.szs, and rename it: "Z2Sound.baa"
Third, put "Z2Sound.baa", "baad.exe" and "wsyster.exe" into the directory of .aw files
Fourth, type these in Command Prompt:
baad Z2Sound.baa
for %1 in (*.wsys) do wsyster %1"

and

"yaz0dec SMR.szs
ren "SMR.szs 0.rarc" SMR.baa
baad SMR.baa
for %%1 in (*.wsys) do wsyster %%1
del SMR.baa*"


Took me a while to figure out he was talking about a batch file...didn't work for me.

All I really want is the wav sample instruments, not the sfx.
Lemme see if I'm doing this right V:

Am I suppose to have the batch file in the same directory for it to work?

edited 4:38 PM EDT June 5, 2013

edited 4:39 PM EDT June 5, 2013
Stupid question. by RukarioGyiyg996 at 8:41 PM EDT on June 5, 2013
Can I make GENH of MP3 files to add loop point metadata or do I use the sampler chunk and make a lwav instead?
[XBOX360] Red Dead Redemption by Vosvoy at 11:06 PM EDT on June 5, 2013
Hi mates,

I'm Vosvoy a sound addict who always wants to expand his sound library. Recently, I've found a way to extract the sounds from Red Dead Redemption ( Xbox360 version ) but cannot completly convert them. Indeed, it seems those sounds are XMA encoded because I managed to convert some weapons sounds with xma_parse. Now, it's getting really hard to convert big files like musics. So, can you give me a hand with that?
Here's a sample:
CLIC

Many thanks in advance.

Cordialy

Vosvoy
A chinese game shipped with these files. Could be VERY useful. by pepper at 7:55 PM EDT on June 7, 2013
I stumbled across another game using this ogg celt vorbis stuff in .fsb(cache) files. only, they left in some major shit here, most notable is xmaencoder.dll, along with celtencoder.dll and other fmod dll's i've never seen before.
http://www.filz.us/view/f4780d9c-7dc/
this game is released under the name 'Passion Leads Army' on http://www.plagame.cn/ and can be freely downloaded, but then must be bought. I downloaded the 2.6gb file, idk if the 1.6gb file on their site has the same dll's but holy crap i fell like these should at least be useful for reversing something! right?
Sly Cooper: Thieves In Time by Infernus Animositas at 12:11 AM EDT on June 10, 2013
I've managed to deinterleave the 4 channel XVAG tracks but there are some tracks that I cannot seem to deinterleave. The header says that they have 12 (0C) channels.

I'm quite stuck here so if you could solve this, that would be amazing.

Here's one of the files:

http://www.sendspace.com/file/5vsedi
Email marketing software is a vital tool for business by SophiaGreen at 10:50 PM EDT on June 14, 2013
Email marketing is part of a company's comprehensive marketing strategy, so the design as well as the content has to be consistent with those used in other marketing media, among them is the company's website. The company's public image and the image created through its marketing efforts need to be mutually consistent and reinforcing.

iKode Newsletter Server is a professional email marketing software and newsletter software assistance with superior deliverable, tracking, analysis rate. Moreover. Tracking email traffic at a single glance using a graph chart in the dashboard.
Super Smash Bros. Brawl soundtrack rip by kode54 at 8:17 PM EDT on June 17, 2013
I have a soundtrack rip in a large archive called Smash Bros. Brawl Music.rar, in the form of 314 files named (single letter)(two numbers).brstm in a strm folder.

Is there a repository of renaming batch files, or at least a renaming batch file for just this game? I have an issue to debug and the user who reported it gave me a filename from the renamed soundtrack, and I don't want to download it all over again, especially since there's no seeds for it right now, and it's so large at that.
Payday: The heist WW2ogg by pepper at 1:15 PM EDT on June 21, 2013
http://www.filz.us/view/a28e2fbb-ab7/

Tried all combinations of fullsetup, inline codebooks and packed codebooks. Nothing seems to work for this game. It uses wwise audio, but only the voice files decode properly.
SN76489 bug in NEZplug++ 0.9.4.8 + 3 + 22.10b by kingshriek at 3:54 PM EDT on June 21, 2013
While doing a SGC rip of Micro Machines, I found a bug in how NEZplug++ emulates the SN76489 (Sega Master System/Game Gear PSG chip). Specifically, it does not handle the noise channel latching mechanism properly. When writing to the noise channel, Micro Machines does the following:

8FB8:
ld a,E0 ; select noise channel
outa (7E) ; write upper 4 bits
ld a,c
and 07
outa (7E) ; write lower 4 bits

That is, the noise channel write is done in two steps. In the first write, bit 7 is high. This means that the channel that is selected (in this case, the noise channel) is latched as the current channel (data is written to the channel here also but it just gets replaced in the next write). In the next write, bit 7 is clear. This means that the write goes to the currently latched channel (the noise channel). nezplug++ is ignoring this second write completely. See http://www.smspower.org/Development/SN76489#SN76489RegisterWrites for how this is supposed to work. It even mentions Micro Machines specifically.

I put together 3 SGCs do demonstrate the problem. "Micro Machines.sgc" is a direct rip with no code patches. "Micro Machines correct.sgc" is a rip with the above code sequence patched to work around the nezplug++ error. "Micro Machines incorrect.sgc" is a rip with the second noise channel write ignored (identical in playback to "Micro Machines.sgc" in the current nezplug++). Both "Micro Machines.sgc" and "Micro Machines correct.sgc" should sound identical in a player that handles the noise channel latching correctly. Try these 3 SGCs in foo_gep for comparison.

Micro Machines SGCs:
http://www.mediafire.com/?ih3vg1gdkzx66b8

For reference, here are the patches made:

;"correct" patch
8FB8:
ld a,c
and 07
or E0
outa (7E)
nop(x2)

; "incorrect" patch
8FB8:
ld a,E0
outa (7E)
nop(x5)

edited 3:59 PM EDT June 21, 2013
I have lost almost all my plugins. Where do you guys keep them? by holyice7 at 6:45 PM EDT on June 23, 2013
So I'm trying to get back into organizing and tagging, and I realize I'm missing a lot of *x*SF plugins for Winamp...and some are so old that they're just breaking Winamp all together.

I know it's been years, and some people have dropped off and stopped updating their various things, but is there one location where the last updates of all the emulated game music plugins are up, or failing that, have any of you got locations of all of them? Or the last files themselves?
Banjo Kazooie Beta Tracks by Elven Spellmaker at 4:34 PM EDT on June 27, 2013
I stumbled across this the other day, thought you lot might like to know:
http://grantkirkhope.bandcamp.com/album/bk-betas

Some are in the USF set, but some are definitely not, despite him saying All these track are just as I found them, I don't know why they're called what they are or why they were there on the BK ROM! .... your guess is as good as mine!

I wonder why some of them weren't found when the rips were made, perhaps they are stored in weird places that Grant can find easily.
fucked by ur mom at 2:02 PM EDT on June 29, 2013
Theatrhythm Final Fantasy rip by TheUltimateKoopa at 12:35 PM EDT on July 2, 2013
So there's that rip of TFF that I downloaded, I forgot who ripped it though.

Anyway, I have a few question. There's the two AIFF files called "bgm_menu_title_001_011" and "bgm_menu_title_001_020"

Firstly, if that's 011 and 020, what about 001-010, 012-019, or 021 and above? I'm assuming some of the other files must be the remixes used for the in game menus, and stuff?

Secondly, of the MP3s, there are 113 of them, named in this case, "MUSIC_xxxx" followed by the name of the song and the game they appear in.

Now what I don't understand is, it goes MUSIC_0001 up to MUSIC_0112, but then goes to MUSIC_0114.
0112 is Etro's Champion, 0114 os Sound of the Wind.

What's MUSIC_0113? And where is it? I'd assume it's Somnus from Final Fantasy XV (or Versus XIII as it was known at the time, as it's the only song from the 3DS version that's not on the iOS versions).
Generic PSF Utility by MarkGrass at 3:48 PM EDT on July 3, 2013
[img]http://i.imgur.com/wT6FlbH.png[/img]

This is a utility I developed for use with my built-in 'generic psf driver', allowing one to easily create psf music data.

I know snakemeat's utility supports my driver, but this utility allows on to adjust the specific playback params before the PSF is created allowing one to completely bypass use of 'PSF-o-Cycle'.

Please view the 'readme' for additional information.

v01 http://www1.datafilehost.com/d/897767a5
v02 http://www1.datafilehost.com/d/88f540e4

edited 10:48 AM EDT July 4, 2013
Ripping instruments from QSound games? by TheBigL1 at 10:51 PM EDT on July 3, 2013
I've noticed that when playing the music from Capcom's arcade games with QSound using M1, the channel mixer only shows the left and right channel for the entire mix of sound. I'm wondering, is there a way either in M1 or another emulator that I could mute individual QSound channels or extract the instrument samples from it? What I really wanted to get is the guitar samples out of 1944: The Loop Master, and I'm not sure what would be the easier or more viable way to do it.
PSF2 track problem by peronmls at 12:19 PM EDT on July 5, 2013
So I just made a PSF2 set from Haunting Ground.
This game has dynamic tracks. The music will get faster as the enemy gets closer to you and slower has its far from you. The music will also play a new arrangement with the same instrument of that track depending on the scene.

So my problem is that 2 of the track are playing their 2 arrangements at the same time.

Ex:
Sly Hunter.psf2
Warped Obsession.psf2
http://www.youtube.com/watch?v=xxPUZLQ0kYg
http://www.youtube.com/watch?v=wnjAQE6aFNA

[Sly Hunter] Arrangement 1 (0:00-00:22)Arrangement 2 (00:23-end)
[Warped Obsession] Arrangement 1 (0:00-0:29) Arrangement 2 (0:30-end)

They dont play at the same time in game.

Is there a way to fix this???

edited 12:20 PM EDT July 5, 2013
È¥ by the_audio_ripper at 4:31 AM EDT on July 7, 2013
PS3 files? by Ryuji at 4:41 PM EDT on July 7, 2013
I downloaded the music files from an iso of The House of the Dead Overkill: Extended Cut. They all have the PS3 extension and I have managed to play some of them with MFAudio. However, they don't all sound right. I heard it has something to do with the interleave, but how am I to correct this? Here is a sample:

http://www.sendspace.com/file/83rnfw
hi! by last monocale at 9:31 PM EDT on July 12, 2013
butt secks
Cannot find .SQs in Silent Hill 2 or 3 by peronmls at 11:14 AM EDT on July 15, 2013
I can find all the .bds and .HDs in the same location but cannot find the SQs ANYWHERE!
WHERE IS IT HIDDING!!! IS IT EVEN IN SQ FORMAT?

edited 10:25 PM EDT July 15, 2013
Banjo Kazooie USF by Elven Spellmaker at 8:40 AM EDT on July 16, 2013
I know this is minor and I wanted to post on the USF thread, but I couldn't find it.

The USF set for Banjo Kazooie located at usf.hcs64.com has a mistake on one track file name:
095 - King's Sandybuzz's Maze.miniusf

It should be Sandybutt's.

Just in case someone is a perfectionist out there.
DeusEx The Fall music extraction by valerij at 12:11 PM EDT on July 16, 2013
Hello,

i extracted the audio from the game, a bunch of .bnk and .wem files.
bnkextr succesfully unpacked, gave me lot of (maybe xma2) .wavs example which i cant unpack any further :(
same with the .wem files example
ww2ogg says Parse error: expected 0x42 fmt if vorb missing
xma_test says Parse error: skip bits (18728) did not match previous packet overflow (0)
and so on...

can anyone give me a hint? thanks

edited 1:14 PM EDT July 16, 2013
Sonic Wings Assault USF by 1983parrothead at 10:03 AM EDT on July 17, 2013
This hasn't been ripped, yet. Can anyone rip it?

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