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With Eternal SPU player i can't get all channels into separate wav files by Delon at 7:08 PM EDT on July 19, 2013
It's with (Wave Decode) and (Misc Option).
I have a big problem because all channels are mixed together into one single .wav file.
What i want it to do is to record all 24 channels into 24 separate wave files.

edited 7:09 PM EDT July 19, 2013
Danball Senki W CPK by alexfilth at 11:27 AM EDT on July 26, 2013
Hi all, i'm trying to extract the CPK files of this game, i've tried the quickbms script and cpk unpack with no success.

10MB sample of one of the files
Super Mario Strikers ripping help? by xDarkBowser at 3:13 PM EDT on July 27, 2013
I collect character voices from games to use as custom voices in other games, and the one game that I really want to rip voices from, is Super Mario Strikers. That game probably has the best out of all of the Mario Games. Anyways, so I got into the ISO and I think I've found the files that contain the voices. Theres DSP files, and IDSP files. I think the voices may be located in the IDSP files... am I right? And if so, i've been trying to find a file extension for that format. I can't find one anywhere, does anyone have any suggestions?

Extracting A DLS and MIDI from a usf by Dozzyrok at 7:26 PM EDT on July 29, 2013
I have used VGMTrans to extract midis and dls files from ps1 games to get split channels... Is there any way I can get the DLS and MIDI from a usf or miniusf to split channels from a n64 game?
Video Game Music Tracker? by BlackGuyRX at 10:45 PM EDT on August 1, 2013
Hello. I've been lurking these forums for a while and I remember reading about a private tracker for game music, but I can't remember the name. could anyone help?
BMS Converter at Baidu.com by the_audio_ripper at 12:09 PM EDT on August 9, 2013
BMS Converter
Spiderman 2 (PS2) Music Ripping by Despair at 4:10 PM EDT on August 13, 2013
There's a file on the disc/iso called "sounds.pak," I'm assuming this has all the music in it cause it's nearly 1GB in size. Problem is no program I've found has been able to open it. Anyone have any ideas?
Duck Tales Remastered (PC) by Sir-Sabin at 4:37 PM EDT on August 14, 2013
i'm trying to extract the music out of this file, it has a FSB5 Header, this file is from the steam version of Ducktales Remastered, i tryed all the tools on the hcs64 site but no luck


Duck Tales Remastered
Ok WTF by peronmls at 5:24 PM EDT on August 14, 2013
So VGMToolbox's mkpsf2 is broken so is PSF Data Finder too?!?

I get a stupid error:

[C:\Users\Miles\Desktop\SILENT]
Extracting VH
Error processing <C:\Users\Miles\Desktop\SILENT>. Error received: Cannot create "C:\Users\Miles\Desktop\SILENT" because a file or directory with the same name already exists.

Either I'm stupid or VGMToolbox is.
Need help with a H4M video plus some Star Fox Adventures stuff by koolaid at 12:45 AM EDT on August 17, 2013
Hey all.

I recently opened a topic over at TCRF about a kiosk version of Star Fox Adventures that was included in one of the interactive multi-game demo discs (july 2002). This version seems to date the final release by a few months, so it's a pretty neat find given it's history.

Anyway, immediately upon extracting the demo, I noticed a H4M video in the root directory titled "crap starfox.h4m". The file name just begs the question what it could be. But no matter what I tried, I can't get it to play and it doesn't seem like the game itself plays it at any point (I can't find references to Hudson's format anywhere else in the game). I tried using the H4M player dol file and it didn't work for me, and I tried to load the file by replacing the H4M in a few games (Bomberman Jetters and Kirby) but it would just not play the video and go back to whatever menu follows the video that normally plays. I tried using h4m_audio_decode but I get the error "expected nonzero audio srate and frame size". The video itself is a HVQM4 1.3 format. It's only present in this version of the game.

You can grab the file here.

There are also some other odd files included in this version, but only this version. MPEG.bin is a a pretty big file, but it seems to be obfuscated or compressed in something since I don't know what format they would've likely used. Star Fox Adventures uses a combination of LZO and ZLIB for model files, but I can't tell what format they could've used for some of the files that aren't used as there's no header to note. TRACKS.bin is the same deal, afaik.

Another thing I wanted to note is that Star Fox Adventures would eventually use the MusyX sound engine for music and sfx playback. The game actually included the project, pool, sample directory, and sample data files used for MusyX. Unfortunately, as I've read the documentation for the format, they strip the original "non data" versions of the files of useless information and compress the data for use with the game itself. However, this version of the game includes a leftover directory of this conversion process (after the music composer converts their project into data and before the programmer makes use of it in their program). Inside the directory contains a header file of labels for the music and sound for two versions of the game, and converted project data. In the final version, they take all the converted data generated from MusyX's tools, remove the last letter from the file extension, and threw it in the 'audio' directory. The sequencing data, which would normally be left as individual files after conversion, would get thrown in 'midi.wad' - which doesn't appear to be compressed in anything. But this version of the game retains each music sequence data as an individual file. Again, these files are never used, but are leftovers of an early version of Star Fox Adventures (but not Dinosaur Planet, though - since it's evident that DP didn't use MusyX). Not that any of what I just said was important or useful, but I thought that maybe it would be worth pointing out.

I figured I'd mention some of this stuff besides the H4M video in case anyone with more knowledge of audio/video formats was interested in looking further into this version of the game. You'll find more information in the topic over at TCRF.

edited 12:45 AM EDT August 17, 2013

edited 12:46 AM EDT August 17, 2013

edited 4:04 AM EDT August 17, 2013

edited 4:04 AM EDT August 17, 2013
PSF2 ripping guide by peronmls at 1:55 PM EDT on August 18, 2013
Is there a guide that teaches you how to rip PSF2 even with custom drivers.
Delete post by MaoT at 5:40 PM EDT on August 19, 2013
How can you delete your own posts?
PS3 SDAT/EDAT Tools by guest at 11:33 PM EDT on August 25, 2013
A couple of cool links/comments in the comments section of this article. Helpful for our hobby.
Mario Kart Arcade GP font files by Ryuji at 9:33 PM EDT on August 27, 2013
I'm hoping I can get some help here since I asked elsewhere but no one was able to help me. Firstly, I download an iso of Mario Kart Arcade GP, and I've been interested in editing the font files. I managed to extract them with vgmtoolbox, but the problem is figuring out how to open them. Every program that I've tried to use to open them all say 'invalid format' or something along those lines. I know there are much more experienced people here who might be able to help me. Anyways, here are the .tpl files.

https://mega.co.nz/#!YZMXzaCI!Qy0F1l...RgIcuQ1gIKP2-M

edited 9:34 PM EDT August 27, 2013
Lol! Hijinx Studio had to use HCS tools! by peronmls at 2:37 PM EDT on August 28, 2013
I see that Hijinx studio had to search on google how to convert AIX to ADX for the Silent Hill HD Collection. It has the same file names as what aix2adx spits out . Why does KONAMI give our games to shitty people?!
Wario Ware (GSF) by TheUltimateKoopa at 7:33 PM EDT on August 28, 2013
The simple question is... is there any way of not having that annoyingly loud pop at the start of every track?
Looking for someone that can code (Job taken) by Puck at 5:23 PM EDT on August 29, 2013
Job already taken, thanks a lot

edited 12:08 AM EDT August 30, 2013
Harddrive based DCS2 music (Carnevil, California Speed, ect) by Kirishima at 6:38 PM EDT on August 29, 2013
Has anybody ever tried extracting the music from the chd's of these games? I've tried importing them in audacity and got some clear music, mixed with static so they must be some pcm format... probably. I know of a way to rip them straight from the game in mame(done it with california speed and carnevil), but it doesn't work so well with certain games like Gauntlet Dark Legacy...
Can't have AFS Link keep file names by peronmls at 8:29 PM EDT on August 29, 2013
Im trying to use AFS Link and everytime I output it to a directory it names all of the files that directory name. and its not giving it the extentions.
Ex C:\new folder

newfolder.(file)
newfolder.(file)
newfolder.(file)...

How do i make it keep the original file names?

edited 8:29 PM EDT August 29, 2013

edited 8:46 PM EDT August 29, 2013
Improving Neon64 - infos needed by Eisi at 5:58 AM EDT on August 30, 2013
Hello everyone,

I've been using Neon64 on my Everdrive 64 very much lately. My roommate and I play Contra and Battletoads all day. We really love the emulator and we thought it would be nice to play Famicom Wars as well but mapper 10 is not implemented. According to
iNES Mapper Grid Mapper 10 is nearly identical to Mapper 9 (which is already implemented). So I thought it would be only a few lines of code to get mapper 10 working. However I have only basic knowledge of C and Assembly and nearly no knowledge of emulation so I have a few questions:
- I thought of copying the mapper 9 code, change a few lines so it matches mapper 10 and make Neon64 know that it now supports mapper 10. Is it really that "simple"?
- Are there any newer version of the source code than version 1.2a? SVN repository is empty.
- How to compile this? hcs' U64ASM doesn't work on Win8 so do I have to install an older OS (probably Win 98) or are there other possibilities?
- How does the emulator determine which mapper
it should use?


I'm sure that more questions will pop up but that's it for now.
porting vgmstream plugin for audacious 3.X by eppixx at 10:36 AM EDT on September 2, 2013
I there,
I am porting the plugin from audacious 2 to version 3 and most of it is done. But there are some problems I ran into.

First. When I close the application it says
String not freed:///path/to/file/here.*
Now I don't know where this message comes from. I know that close_vfs is being called twice (even though I don't know why).

Second. Isn't there a better way seek than render everything from the position you are to the point you want to go?

Third. The return value from get_vgmstream_play_samples is always the same. Regadless how I change the looptimes. Why is that?

Other than that everything works quite good (for now).
VGM Tracker is down? by Franpa at 8:02 AM EDT on September 4, 2013
Is there any current issues with the VGMTracker that I should be aware of? Can't connect to the website at the moment. Did the URL change?

Nevermind, clicking the bookmark a 2nd time got Firefox to load it proper.

edited 8:02 AM EDT September 4, 2013
ww2ogg subdirs batch convert by KIayer at 12:31 AM EDT on September 8, 2013
I try convert already unpacked music data from wwise to normal ogg, but they in several different folders.

ww2ogg works with files in one directory ignore subfolders, if use this batch:

for %%i In (*.wwise) do "%CD%/ww2ogg.exe" %%i --pcb packed_codebooks_aoTuV_603.bin

But me need subdirs converting. How it do? Tries myself without results.

edited 12:33 AM EDT September 8, 2013
ww2ogg help for Outlast PC by guest at 4:27 PM EDT on September 8, 2013
Wanted to check out the music for this one.

Run through ww2ogg using the command line: "ww2ogg WwiseDefaultBank_Music_Admin_Revisit_00000000.wav"

ww2ogg does not throw an error and appears to complete successfully. However, the output file doesn't work in Winamp or XMPlay. Also, it crashes revorb.

I've tried both the codebooks files included with ww2ogg and all command line switches, but the nothing helps. I don't immediately see any codebooks files in the installed dirs either. Could they be in a .upk archive?

Here's some samples. Thanks for any help.
Namco Museum Rip Audio by fred30w at 12:37 AM EDT on September 9, 2013
Hello everyone. I have tried to extract my favorite music from Namco Museum for the PS2. The disc has a "data0.blt" file that holds most of the game's data. Using the Game Extractor program, I extracted many "File 0000xx" files that have no extensions. Cube Media Player 2 allows me to play the audio from these files at an Interleave of 2048 and a Frequency of 22050. The problem is that Cube Media Player 2 has an annoying popping and crackling sound during playback, but no studdering. I have tried other players for better quality playback but I just can't find the right interleave. I can get "sorta" close but the playback still studders with other players such as MFAudio. I have uploaded "File 000028" to my Google drive which contains music from Pac-Man Arrangement, the game music I really want. I would appreciate any insight on how to get the audio from this game. Thanks a bunch.

https://docs.google.com/file/d/0B-H5bKHG1tODQVBCSmctejJJN00/edit?usp=sharing
Someone Help. How can i convert these? by peronmls at 1:03 PM EDT on September 9, 2013
http://www.mediafire.com/?w95r55quavugetw

Help me.

They came out as .XMA1 .XMA2 .XMA3 etc

edited 1:14 PM EDT September 9, 2013
Pesky WEMs by omzdog at 8:57 AM EDT on September 10, 2013
ww2ogg spits the "Parse Error: missing RIFF" and I'm embarrassed to admit I don't know how to use the other tools although I assume xmash might work.

Dropbox

What tool can be used for these files and how do I use it?
Also how do I look inside them to spot headers if that is relevant?



edited 8:59 AM EDT September 10, 2013
Prince of Persia the forgotten sands strange xma(need little help) by Nicejob at 12:18 PM EDT on September 10, 2013
Hello People.
Who is able to help me i pray on God for him:)
Take a look please on theese files.
I used addxmariffheader alpha script bms to a Common_BAO_0x00006e06 file(without extension) then i convert with towav.exe Common_BAO_0x00006e06.xma.
Result distorsioned wav.
Please help help help help!!!
Sample
Common_BAO_0x00006e06.rar (65.2 MB)
https://mega.co.nz/#!MB0XAIrB!GfpUEjNo-eVOxYQEtXaxTBmgxp8y8QEJEfmCN-uC6Zw

edited 12:26 PM EDT September 10, 2013

edited 12:38 PM EDT September 10, 2013
Wwise ogg variant by Alpha23 at 12:50 PM EDT on September 10, 2013
Hi there,

I'm currently working on "The Bureau: X-COM Declassified" and I've encountered quite a few RIFX-header ogg files that produce gibberish when run through ww2ogg & revorb:

http://www.putlocker.com/file/B61F1D463AB14D7B

Is this a new variant or is there something wrong with the source files?
Any help is highly appreciated!

Kind regards, Timo
Weird RAW audio format... by RukarioGyiyg996 at 3:43 PM EDT on September 17, 2013
https://dl.dropboxusercontent.com/u/45822870/mdmdsfxs.7z

I have absolutely no clue what any of this is supposed to be as it sounds like high pitched squeels when imported as any form of PCM in Audacity

These files came from Terminator: Future Shock

Since the game uses the same engine as Daggerfall it was really trivial to get these .RAW files out of the BSA, but I'm not sure if I got them right or the RAW files are using some strange audio encoding...

Anyone have a clue?

EDIT: Okay from glancing at the other BSA's there's either some form of compression or encryption going on... probably going to have to get a debugger attached to the game and see how it accesses the files.

edited 5:15 PM EDT September 17, 2013
Resident Evil Dead Aim by Nisto at 3:24 PM EDT on September 18, 2013
Could someone point me in the direction to a proper RE: Dead Aim rip? I've seen some posts about a .AUS rip around here, but the links are dead "/

Thanks
PS3 .SCD by peronmls at 6:40 PM EDT on September 20, 2013
What can convert this to MP3?
Need for Speed Prostreet Xa Unplayable by Nicejob at 3:16 PM EDT on September 25, 2013
How can i play this file or what is the next step for make her playing?
In this thread Alpha said it can be decodable with towav.exe but look what result converting with towav:

Nfs ProStreet Sample Pc.rar (14.0 MB)
https://mega.co.nz/#!8U1XXKqD!EKlTcwVAIc4wDxQkg40BsUjococo4KcOFS3LKvHRSY4

Help me Timo or someone who has made make playable this xa format.
Thank you!
Anyone have PS3 CFW (decrypting audio files) by peronmls at 2:21 PM EDT on September 27, 2013
So does anyone have CFW? I need to decrypt some files that have audio stored in them.

edited 2:25 PM EDT September 27, 2013
MSX Music? by tails_ at 1:31 PM EDT on September 28, 2013
Out of curiosity, anybody has archives of MSX music (anything but KSS)?
After some googling found this pack, sounds neat.

edited 1:32 PM EDT September 28, 2013
Program to deal with 3DO images MODE1/2352? by RukarioGyiyg996 at 3:33 AM EDT on September 30, 2013
There's this interesting utility I found (barely) that is able to decrypt and dump the entire file system contents of 3DO images but it only works for MODE1/2048 images, and now I came across a MODE1/2352...

Is there a safe way to convert it to 2048 byte sectors, or does there exist a much better tool than what I'm using?

Tool in question is: "unCD-ROM.exe" by Alexander Trush http://trush.da.ru

The .cpp was provided with this but I'm not sure if it's an easy task to modify the program to read 2352 images.

EDIT: https://dl.dropboxusercontent.com/u/45822870/unCD-ROM.cpp There's the CPP if anyone can figure it out before I do...

edited 3:54 AM EDT September 30, 2013
Strange aifc in 3DO Stellar7 by RukarioGyiyg996 at 10:01 PM EDT on October 1, 2013
It seems to be multiple AIFF's in one huge wad, separating them is easy enough but vgmstream doesn't like the split files.. The header is really odd in this.

I'm sure these are the sound effects used in the game though, anyone have a hint on what I can do to decode these?

From what I can read in the odd footer at the end of each FORM is, apparently the ratio of compression is 22:1...

SDX22:1 Squareroot-Delta-Exact compression

https://dl.dropboxusercontent.com/u/45822870/fx.aifc
USF player library by haspor at 5:36 PM EDT on October 2, 2013
I'm looking for a library to play USF/MINIUSF files on Unix/Linux. Anyone know a proper candidate for it? It would be for an Android application i'm developing (free app).
What can properly convert XA audio to wav? by peronmls at 5:55 PM EDT on October 2, 2013
Need something to convert XA to wav.
Sorcery (PS3) Wwise Files by Infernus Animositas at 3:30 AM EDT on October 5, 2013
Hey :)

ww2ogg doesn't recognize the chunk type from the WAV file when I try to input it.

Now, if I use the OGG file instead and rename it to .WAV and then use ww2ogg on it, it will decode.

But Revorb crashes on the resulting file :/


Here is a sample :)
http://www.sendspace.com/file/bvmwqc
is it possible to export separate tracks from a n64 song by doctorfruit at 12:18 PM EDT on October 7, 2013
i was wondering if there is a program or something that either plays or exports separate tracks of n64 songs.
Strange PS2 ADPCM from Spongebob: The Movie game by hoodlum47 at 11:51 PM EDT on October 7, 2013
Ok, here's what's bugging me, first off, the interleave for any of these files always seems to be the end offset of the file. Has anyone here EVER come across something like that?

Secondly, when I add a proper .ss2 header to any of them and convert it with vgmstream, I get half of the normal runtime. I think it has something to do with the channels because when I set it to be 1 channel, I get the proper runtime, however, I KNOW this game's music is not in mono. I believe it is also noteworthy that if I set the channels to 3+ I get an incrementally shorter runtime.

Here have a sample:[url]http://www.mediafire.com/?zdhrc3zaz7wox5b[/url]
psf sounds different than minipsf by Delon at 12:08 PM EDT on October 11, 2013
I have converted:
15 Battle ~ Drill [DATA_0001_00].minipsf
DATA_0001.psflib
DATA_0000_VAB.psflib

To:
1.SEQ
1.VB
1.VH


DATA_0000_VAB.psflib
Converted to:
JC1.exe

Then conveted to a single psf file using:
VGMToolBox. PSF Maker. PSF Stub Builder Defaults.


PSF-o-Cycle can't replace the driver on (1.psf) with (15 Battle ~ Drill [DATA_0001_00].minipsf) .

Upgrade Driver.
No driver info found.
How I spend my time by kode54 at 4:00 PM EDT on October 15, 2013
I've been spending the better part of at least two weeks forking, updating, and otherwise manipulating Cog, a Mac OS X audio player which also happened to support several module and console formats already. My fork is located here, with binaries linked from the readme.

In updating this library, I've also spent hours updating the vio2sf fork of DesMuMe into a multi-instance safe statically linkable library, which is here, and replaced the vio2sf foobar2000 component with a variant of my own xSF plug-in based on it, with the component repository page set to automatically push updates to anyone using the original component.

One need only look into the foo_input_vio2sf repository or the Cog repository to see how to use psflib to process a 2SF/MINI2SF set into the ROM/state blocks necessary to feed the vio2sf library, and how exactly one needs to operate that library.

Oh, right, and I added MIDI support to Cog, so now there's a nice Mac player which supports proper MIDI playback, although it's not terribly configurable yet.
Is there a Wii homebrew app that plays brstms? by TheUltimateKoopa at 4:58 PM EDT on October 15, 2013
Or any other vgmstream format?
Hi, noob here! by BkS at 6:30 PM EDT on October 15, 2013
Hi guys, I'm new here, so excuse my noobiness.

Only just came across this forum, since I've been busy extracting sounds from video games, but I'm having difficulty with a particular format atm.

I have successfully extracted GRID 2 .xma's from their .bdl package using ea_multi_xma & towav.

I originally had this tool to convert Forza 4 engine sounds from .fsb to .wav... The folder contained, quickbms, addXMARIFFheader bms script, xmatest, a batch file, Makefile, and of course to.wav

I have downloaded several tools, xma_parse & ww2ogg but I'm not quite sure how to use them.

My initial reaction was to open cmd.exe, then cd to where these tools where, and then run;

ww2ogg C:\Users\thisismyusername\Music\gamemusissoundfile.xma

or replace ww2ogg with xma_parse, but this didn't give any results, so if someone could please help me that would be great.

My thoughts are I should probably add the files for those tools beside towav or something, and I know I'm going to end up hitting myself because it's dead simple.

Thanks if you help!

BkS

P.S. I've search through the forum, and found a thread which had a tool (but was removed) for converting the xma's. Is that still around?

This is thread


edited 6:33 PM EDT October 15, 2013
Kingdom.Hearts.HD.1.5.ReMIX .SCD File by plpl3000 at 2:06 AM EDT on October 20, 2013
vgmstream r1014 does not support

samples: music097.scd
http://www75.zippyshare.com/v/59597049/file.html
android music players by haspor at 7:50 AM EDT on October 20, 2013
is anyone here coding music player(s) for Android, like Droidsound or similar?
In-Game Cutscenes & Movies by wolupgm6 at 8:53 PM EDT on October 20, 2013
http://www.youtube.com/videogamefmv

Thought I'd share with you this. I'm still working on it at the moment (as you can tell by the small amount of uploads).

My goal here is to collect as many of the non-player moments from games. This includes pre-rendered FMV, in-game movies and anything that'd fit under that category. I'll also be trying to do these in the best quality I can, often higher than the original console could output.

I've got quite a lot to get through at the moment from all generations of consoles, so I'm interested to know what you think and maybe later down the line I'll take requests. As for now, I'll slowly be adding more and more as I get time to do them so keep checking every now and then.

edited 8:55 PM EDT October 20, 2013
PSP .sgd/.sgb/.sgh by Ryuji at 1:36 PM EDT on October 23, 2013
Will there be vgmstream support for these files? I ran into them after I tried to rip Sarugetchu: SaruSaru Daisakusen. Some PSP games use this instead of .at3. I tried to research some information on these files and I couldn't really find anything.

Here is a .sgd sample:
http://www.sendspace.com/file/m1yrin

edited 1:56 AM EDT October 24, 2013
Extract sounds from zelda OOT (GameCube) by peronmls at 5:35 PM EDT on October 23, 2013
How can I extract sounds and instruments from the GC version of zelda OOT? I don't know much about Nintendo formats.
Replace music from Naruto Ultimate Ninja Storm 3 PC Version by Rinku at 8:56 AM EDT on October 27, 2013
Hello everybody :)

I'm trying to replace the music on the adx2.cpk file from the PC version of Naruto storm 3 Full Burst. I have extracted the cpk and I have 2 files : bgm.acb and bgm_streamfiles.awb.

In PES 2014 file explorer I can see all songs in the bgm.acb file but it's only 35 kb... So I guess the songs are in the bgm_streamfiles.awb but when i extract it with vgmtoolbox i have 74 .hca files but in the bgm.acb file, there is 147 songs...

And I can't convert .hca with hca2wav 0.2.7, I have "error reading hca header"

Someone helps me pls ?
Lego Marvel Super Heroes (360) .Dat files by Sir-Sabin at 11:21 AM EDT on October 27, 2013
i'm try to extract the music from .dat files for the xbox 360, i'm using quickbms wih the tt games script on the site and it keeps erroring or crashing. i uploaded the first 50mb of one of the dat files

Game_cut.dat
Compiling N64 Debugger that hooks into SM64 by Cajetan at 9:21 PM EDT on October 30, 2013
So, here is the problem:
I've been trying to compile a code on Linux (probably only works on Linux, I don't know, but there's a port of the "V64jr send util" for Linux). I'm always getting wrong syntax errors or a "mips64-gcc: cannot execute binary file." error.

So, I tried asking now the original creator of this: "ZZT32" which was a pretty good Zelda 64 hacker and pretty good at hacking other games too.

Generally, this is "a debugger which hooks into N64 games (similarly to Datel's GameShark software). Includes code searching, memory viewing/editing, memory breakpoints, and PC breakpoints." Difference is just, you can actually get it inside the SM64 ROM and use it in an emulator, if I understood correctly.

You can look yourself through the Debugger and download the snapshot from: "Download Snapshot" to get it. Could anyone try to compile it with Linux? (You may requiere GCC -> MinGW, etc. Try it please.)

Here

Try to cd to "n64db-code-172-trunk/n64db" and then "make". If it works, it should ask for the "SM64 ROM" (the original US version). If it does so, go to "n64db-code-172-trunk/rom" and put the SM64 ROM in there and call it: "MARIO64".

Maybe someone have used that debugger already and knows how to fix this. If anyone wants the error messages, please say so.

Greetings,
Cajetan.

edited 9:22 PM EDT October 30, 2013
Extract at3 from Dirge Of Cerberus Final Fantasy VII by a574045075 at 1:07 AM EDT on October 31, 2013
How to play at3 file ?
Converting Xbox 360 .srt files? by WrappedInBlack at 11:36 AM EDT on October 31, 2013
Pac-Man and the ghostly adventures uses this file type... don't know if they are archives or what but, I can't convert them or what... help maybe? Tried in vgmstream... just clicks an pops...

edited 11:39 AM EDT October 31, 2013
IGNORE by peronmls at 3:45 PM EST on November 7, 2013
my internet freaked. IGNORE

edited 4:12 PM EST November 7, 2013
Need Help With N64 Sound Tool by peronmls at 4:11 PM EST on November 7, 2013
I have used this before and now Im trying to start it and im getting this error.

"The ordinal 12384 cound not be located in the dynamic link library mfc90.dll"

I instaled MVC2008 and even manually put the dll in system32 and wow64.

What the hell. Its not even working on my laptop. Same error.
ogg to wWise by kublikhan at 10:56 AM EST on November 8, 2013
I extracted the music from Dragon Age 2 and used ww2ogg to make it playable. Everything is working great so far. Now I want to go in the other direction: turn one of my music files(ogg, wav, mp3, etc) into a Wwise file so I can replace the existing game music. Is there a way to do this? The game has a mechanism for overriding files but apparently only works with wWise files.

I was hoping to find a simple command line tool that is free to redistribute to do this without having to install Audiokinetic Wwise.
RE0 SAM files by Nisto at 8:01 PM EST on November 12, 2013
How can I play or convert the files in the sound folder? biofat doesn't seem to handle anything except the ARC files.
Mega Man 1 Cover Playthrough (8-bit remix) by RushJet1 at 3:05 PM EST on November 13, 2013
Hey, after 3 months of work on this project, it's finally done! I covered all the songs from the original Mega Man (plus a few other ones from the Game Boy game) and made a playthrough of it to the music. I did this last year with MM3, and I will probably do MM2 at some point.

Youtube Link
Bandcamp Link

AAAND Just because it fits way too well I'm going to copy the tag example to the right of where I'm typing this:

Looking for coder (can pay) by filopat at 3:20 PM EST on November 14, 2013
Hello HCS forum!

I'm looking for a programmer that can code a custom patching tool for a PS2 game. The tool must be able to add as many patches to the game as the user wanted. Most tools nowadays have the limitation of adding a single patch. I need something that can be easy to use and have no limitation for patch adding.

how much would you ask?

edited 4:43 PM EST November 14, 2013

edited 5:09 PM EST November 14, 2013
WII Disney Epic Mickey 2 RIFX wav need help by plpl3000 at 11:18 PM EST on November 14, 2013
WII Disney Epic Mickey 2 RIFX wav
use ww2ogg20 get unknown chunk type

It's some kind of WII ADPCM I think???

Samples: http://www48.zippyshare.com/v/27870829/file.html
Winamp is Closing Down by Sir-Sabin at 4:18 PM EST on November 20, 2013
Winamp.com and associated web services will no longer be available past December 20, 2013. Additionally, Winamp Media players will no longer be available for download. Please download the latest version before that date. See release notes for latest improvements to this last release.
Thanks for supporting the Winamp community for over 15 years.
MID2MOD conversion, browser player plug-ins and other helplessness by Dais! at 12:57 PM EST on November 25, 2013
hey it's me the helpless dude
I could use some help.

I've been thinking for a while on making some forum topics (elsewhere) on GBA games, and for some I really want to be able to include the music via a browser-agnostic plugin (Flash, not Javascript). Playing with GBAMusRiper got me thinking how nice it would be if I didn't have to record from hardware or convert from GSF - being able to play a MIDI that draws from a soundfont hosted somewhere like FileDen would be really great, even if not entirely true to how the game would sound coming from an actual system.

But, to my knowledge, there aren't any Flash plugins that allow for that...?

Well, if that can't be done, it seems to me like the next best thing would be converting from MID to some module format, which would still save space compared to mp3/ogg and should allow for proper looping. My questions are thus:

1. What would be the preferred way to create a module from a MIDI file and the relevant bits of an SF2? Open ModPlug Tracker?

2. What do you folks think the best choice among Flash-based MOD players is? (I'm pretty sure they exist, yeah?)

3. Are there be one or more specific MOD formats that would best reproduce the same kind of sound as using GBAMusRiper extracted data with kode54's Foobar plugin?

While I'm on the subject, the vintage SPC2IT converter is still the only real way to do something similar for SNES music, right? I'm sure it has a number of downsides when it comes to more elaborate games, but are there any major drawbacks to it that I'm forgetting/ignorant of?

Well, thanks for any input or insight.
RE2 instrument sample rates by Nisto at 1:19 AM EST on November 27, 2013
Probably a dumb question, but is there a way to get the original sample rate for each instrument in the .BGM files? By looking at them through VGMTrans, it seems like there are only BPM and time signature values at best.. ? It would be nice to export them in the "sample rate" they're played in, is this possible?

edited 1:19 AM EST November 27, 2013
Cold Fear (PS2) by vagrant18 at 8:55 PM EST on December 3, 2013
This game has awesome music by Tom Salta, but there is absolutely no release which is a shame.
Now I have managed to get the music files from the PC version, but they are 32khz and the console version feature more high quality audio files.
Apparently, the PS2 version has one big 1.7gb bigfile.bin where the music could be stored, but there is absolutely no way to open that archive by any conventional means.
Maybe somebody can help? Please?

PS: The music format this game uses is .FSB
Need help with .POS file maker by alexfilth at 5:42 PM EST on December 9, 2013
Hi, i'm trying to create .pos files from hca. Everytime vgmtoolbox says "creating pos file...complete" but...it doesn't create anything :S.

Here's a screenshot. Am i doing something wrong?

I have to mention that i have no problem creating .pos files from xma files using xma converter. But if i use the standalone pos file maker it doesn't create anything.
tutorial on how to rip music by hacking by admiralpete at 8:02 PM EST on December 10, 2013
I was just wondering if there was a decent tutorial on how to rip music from games by hacking. Basically what I'm trying to accomplish is to rip new VGMs of Mega Man for Game Gear (I know the game sounds awful, but I'm a sucker for all things MM), and rip a VGM file of the one track in Mega Man: The Wily Wars that's not in the sound test (the song is the jingle that plays in MM3 after Wily is defeated). Any help would be appreciated. Also, as a side note, I'm getting close to having a complete and tagged PSF set of Mega Man Legends, ripped by VGMToolBox. I'll post those as soon as they're done.
VAG table structure? by Nisto at 1:31 PM EST on December 12, 2013
Does anyone know the structure for a VAG table? I used PSXSND to convert a VAB file and I noticed it reports a "VAG table" offset, but I have not been able to find any information as to what such a "table" contains.. I checked the sources for vgmtrans and the PSYQ SDK so far. The reason I'm asking is because I'm suspecting that the same VAB file I passed to PSXSND is causing GenPSF to crash due to, perhaps, an erroneous VAG table (everything else in the VAB file looks good as far as I can tell..), so I'd like to verify if that's why..

edited 1:35 PM EST December 12, 2013
Silent Hill 1 (KDT) Research by peronmls at 6:55 PM EST on December 17, 2013
Well I'm slowing figuring out Silent Hills KDT track sequence format. I have found to much but I think I got as far as I could get and maybe some more advanced can figure out more. Stuff like tempo and sequence track was found but its not enough.

Here this to help:

uint Signature 0x3154444B ("KDT1")
uint Size of this file in bytes
uint ???
uint # of tracks
for each track:
ushort Size of track in bytes
for each track:
byte*trackSize Track event data

where
uint = unsigned 4-byte integer
ushort = unsigned 2-byte integer

Known event codes:
FF FF End of track


Post here if you find more info.

Here is the KDT I'm using with its corresponding VAB.

https://www.mediafire.com/?aprz1slm1ep8pmo

edited 6:58 PM EST December 17, 2013
(PSF) Finding out at which point(s) samples play by Nisto at 4:54 AM EST on January 14, 2014
Is there a practical way to find out where samples play in sequenced PSF files? Something that could at least output the times (or even just the first time) each sample plays.

Does such an app exist, or would it be easy for someone (not hinting at myself, I suck at programming =p) to do? It would be most helpful. If not, is there any way at all to find it out manually?

edited 5:15 PM EST January 14, 2014
need help on extracting pdt file by steveh709 at 12:19 AM EST on January 15, 2014
I am trying to extract MP5_Str.pdt file

it contains
MP5_Str_00001.pdt
MP5_Str_00002.pdt
MP5_Str_00003.pdt and so on (they can be converted to wav files using VGS Converter)

MP5_Str.pdt contains all music pdt files

Any way to extract this pdt file?
Top Gear Rally - N64 music by SubDrag at 12:24 AM EST on January 16, 2014
Interesting find based on work Zoinkity and I have been doing. The game uses FastTracker v2.00 (compressed for ROM), and you can rip and actually play the .xm files straight using MilkyTracker or VLC using N64 Midi Tool now (http://goldeneyevault.com/viewfile.php?id=211). You can also rip the instrument samples if you want in Milky Tracker.

Another interesting part, is if you use MilkyTracker, you can see some interesting commentary from the composer for the instrument names. I have not heard .xm used on N64 games before, anyone know if used anywhere else?

It is a nifty soundtrack. You can restore the main menu Japanese song to US version pretty easily if desired, just copy in compressed area, I'd think.
SSF music convert by blalal at 4:40 AM EST on January 26, 2014
Hello,

I found two .ssf songs, and while I can play them fine in Winamp, I can't convert them.

Any idea what should I use?
Split700 by dj4uk6cjm at 4:48 PM EST on January 27, 2014
I came across this interesting little program split700 when I was trying to figure out how to loop spc samples

It works great and is much easier to work with than BrrTools, all you have to do is drag & drop an spc file into split700 and it will output a bunch of brr samples or use the batch file to let it do that automatically and then drag and drop the brrs into brr2wav to get the wav samples with the original loop points, heres an example
Aquatic Ambiance.


Is there a way to implement this to wrap all wav files and spit out a soundfont during the conversion process? Would be a very useful tool. :P
Obscure Retro Games With Great Soundtracks by Specter at 2:08 PM EST on January 29, 2014
Hello there, I haven't been here for quite some time. So here's a thing, for the past few days I've been working on a video series featuring the best (at least, in my opinion) retro VGM. I need some help with pinpointing some of the more obscure soundtracks, since I have literally thousands of sets. Can anyone help me out?
Extracting FFX files by Nisto at 7:13 PM EST on February 11, 2014
How do I extract/decompress the files from Final Fantasy X? I used yaz0r's ffxdumper tool but it's only outputting .ffb files, which I assume are only models?! I'm interested in getting the sound files (even if they've been ripped to PSF2 already). In case those ffbs are not just models, how do I know what's music in these .ffb files? And is there a tool to properly rip from them.. ?
SGC + M3U lists by Lunar at 4:52 AM EST on February 13, 2014
Hi, struggling to find a resource for these. Anyone know of one? M3U lists in particular. All I have is a big pack of SGCs I downloaded years ago and none of it is tagged.

Danke.
Extracting Luigi's Mansion's Sequence archive by koopatroop at 11:41 PM EST on February 14, 2014
Anyone knows how to extract this:
\AudioRes\Seqs\JaiArcS.arc

Just post an extractor...

edited 11:48 PM EST February 14, 2014
Figuring the pointer of this cointer HELP! by Puck at 11:41 PM EST on February 16, 2014
Can anyone help me figuring out the pointers(addresses) of each file inside this container? This container holds about 39 dsp adpcm audio files.

The pointer information is located at the bottom where the "2AF8" values appear.

There are two more values between those which I presume are the pointers for each audio, but I can't figure them out yet.

So, experts in HCS Forums can you give me a clue or tell me how to locate every audio exact address?

Here's the container in question:
http://tinyurl.com/nfvwrhr

Thanks a million :D
I really wants to play Majora's Mask in portuguese. Heard that the ROMC V2 maybe can do this. by CaliBR at 7:17 AM EST on February 28, 2014
Hi, new in the forum came from the GBAtemp asking gently if someone could help me to inject the ROM of brazillian portuguese version of Majora's Mask (my native language). And... a guy suggest me to come here ask if the Halley's Comet Software can develop again a tool to extract those ROMCv2, according to him, Majora uses this type of V2 files. Please, i would be very thankful. Unfortonately here in Brazil we don't have so much oficial support to play games in our language. :(
SGMKSS Download by admiralpete at 3:51 AM EST on March 4, 2014
I've searched the Japanese website where SGMKSS should be able to be downloaded, and it seems the author has removed it from the site. Can anyone tell me where to find a download of it?
.bk2 video files by cooljacker at 6:50 AM EDT on March 11, 2014
Not really ripping related, so I apologize...

Seen newer Ubisoft games (South Park, AC4 Black Flag, at least PC versions) use .bk2 video files that are maybe updated bink things? Could play the old .bik just fine even with MPC-HC. How to play these new ones?
Lifeline/Operators Side (PS2) ripping help! by AceK at 7:13 AM EDT on March 11, 2014
Ok, so this is a little tough for me maybe because I have no clue about scripting and likewise of understanding the use of VFS advantage of ripping.

So far, I did manage to get an audio file ripped and had to convert it to .genh (the file name according inside the data proposes that the music uses .int format, which plays bad when extracted using this name, but does better in .mib. Even then with .mib prefix, it needs interleave adjustments to improve quality, which .genh provides).

Audio sample of (assuming) HM12_P1.genh EDIT: Frequency is wrong, should be 48000.

The audio (along with gameplay data) is all coming from an approx 3.51 GB file called "OS.SNP". Oddly, there is another file called "OS.FAT", and it's pretty small file size, but it gives detail of names. Since I have little to no experience with messing around of VFS, I'm curious if this even a VFS table or not :(

OS.FAT

I would guess it relates to "OS.SNP", but in the beginning of file, I don't remember coming across "/", "archive", or "033paracelsus". I assumed that the first thing I came across from "OS.SNP" was "HM12_P1.int".

My big problem now, is that after the offset data from the audio above, there are now formats that I think maybe relates to movie format, AVF and VSF formats. So, of course the problem I have with this is that I lack scripting knowledge. I'm looking for a way to understand how to batch process anything starting with the header (so far)...

"4153433120" (ASC1)
"4153433140" (ASC1)
"4153433160" (ASC1)
"41534331E0" (ASC1)

...and copy anything all the way to EOF. EOF in this case consists of either coming across any of these flags...

"41564631" (AVF1)
"FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF"
"454E4443000000000000000000000000" (ENDC)

...if "7364337374727633" (sd3strv) ever comes through the process, make a new file.


So, my series of questions.

1. Was this game ever ripped?
2. Does OS.FAT look like a VFS?
3. I need general advice about learning batching process. I never tried it before, but I need to in order to get this process down reliably.

edited 7:38 AM EDT March 11, 2014

edited 4:01 AM EDT March 12, 2014
hoot not starting? by JILost at 11:33 AM EDT on March 12, 2014
I followed the steps on the hoot archive to install it (unzip, add ini enhancements, etc.) but every time I try to run hoot.exe, I get a little dialog that says " device initialization failed." and nothing happens. There's no indication of whether it's a video or audio device at fault and I can't figure out what the problem is. I tried changing from Direct3D to DirectDraw in the ini and changing Windows to not "only use default devices" in Sounds and Audio Devices; neither helped. I've tried googling but that was fruitless.
This Just In: VGMRips CRUSHES MDScene.org by JFD62780 at 2:10 PM EDT on March 12, 2014
Exactly what this forum post says; founder Oerg866 has been hosting the site on his own connection. He did NOT know the popularity it would receive once the VGMRips section opened up!

In short, MDScene, as it is as a site, will cease to exist on April Fools Day. This is NOT an April Fool.
Problem with BrigdeM1: Can't play QSound/CPS soundtracks by Specter at 5:45 AM EDT on March 13, 2014
I'm having a problem with BrigdeM1. Everything works perfectly (aside from Mega Drive/Genesis games but that's not much of a problem), but CPS/QSound soundtracks. They just don't play at all. Does anyone know what to do. I'm using version 0.60a14.
Not Working VgmStream (psx)Lunar .str .xa formats by shikulja at 12:19 AM EDT on March 15, 2014
Not Working VgmStream (psx)Lunar .str .xa formats
i try xa2wav, VgmStream
both not working
Hoot and Zoom's Genocide series by GirianSeed at 2:51 PM EDT on March 15, 2014
Hello, everone. This is my first post, so I hope t doesn't sound like I'm asking for too much. I already started a thread about this on Tokugawa Corporate Forums, but it's been almost two weeks and I haven't gotten any response, and come to think of it, I probably should have come here first.

Anyway, I need some help with creating/modifying some sets for Hoot. First, the MT-32 version of the existing Genocide 2 set plays the version of "Opening 1" that's used if the sound driver is booted into 'Internal' mode and not 'Internal & MIDI', so it's essentially missing a track. I'd like to know how and what to modify to correct this, as I only have a basic understanding of how Hoot works.

Second, the music data in Genocide 2's special 8-minute demo is a bit different that what was included in the final game. Since it uses the same sound driver and has quite a few files in common with the existing G2 set, I would try creating a new XML entry, but it doesn't have any CMU files and I essentially have no idea what to make the offset values for each ROM and track entry.

Here are the files from the demo for anyone who might be interested.
Genocide 2 Special Demo.7z

Finally, does Hoot support the FM-Towns' YM2612 and Ricoh RF5C68 chips? I know that there are already a few sets for FM-Towns games, but all of those happen to be Falcom games that use the YM3438. If so, then I assume that it's also possible to create a set for the Genocide Square compilation.

I'd appreciate any information anyone can give. Thanks.
FSDS SOU.DAT by RukarioGyiyg996 at 10:27 PM EDT on March 16, 2014
I'm trying to figure out this format to get the music out of it, but obviously I know nothing about reverse engineering.

Going by the sound of it in-game I'm tempted to think it uses some form of ADPCM encoding... could anyone take a whack at these files and somehow extract the sample streams out of it?

Here's the music files:
https://dl.dropboxusercontent.com/u/45822870/GunmetalMUSIC.7z


The demo of the game for debugging purposes can be found here, the format is identical as it's the same engine:
https://dl.dropboxusercontent.com/u/45822870/GUNDEMO.ISO

It's in ISO format so one may load it into a VM for a quick xcopy deployment but this game runs just fine under any flavour of windows as it uses pure DirectX. (GunDX.exe obviously)

When running GunDX I'd advise enabling the ACT fixes "SingleProcAffinty" and "GlobalMemoryStatusLie" or the music wont play at all.
Some Shenmue dsf files playing with pretty big issues by cooljacker at 9:36 AM EDT on March 17, 2014
Some problematic files (maybe there are many more):
https://www.dropbox.com/s/mcj1oyhq4x8trxs/dsf_tr.rar

Playing these gets shit crazy (especially 07BG30C.dsf)

Using:
http://www.foobar2000.org/components/view/foo_input_ht

Set from:
http://dsf.joshw.info/s/Shenmue%20%5bShenmue%20-%20Ichishou%20Yokosuka%5d%20(1999-12-29)(Sega%20AM2)(Sega).7z

Any solution for this?
Question about the FFXI Opening Theme by TheUltimateKoopa at 10:44 AM EDT on March 24, 2014
So, as you know, the full title of the Opening Theme for Final Fantasy XI is: FFXI Opening Theme ~ Legend-The Crystal Theme, Memory of the People, Memoro de la Stono, Memory of the Wind.

According to FFXIclopedia, it's a medley of four parts, namely:
1. Legend-The Crystal Theme
2. Memory of the People
3. Memoro de la Stono
4. Memory of the Wind

However, I can only see it split up in to three sections. As far as I can tell:

Memoro de la Stono is from 1:35 - 4:45
Memory of the Wind is from 4:48 - end

Legend-The Crystal Theme starts at 0:00, and Memory of the People ends at 1:33.

But when does "Legend-The Crystal Theme" end, and when does "Memory of the People" start?
Extracting .nub2 files by spaceinvading at 11:37 PM EDT on March 28, 2014
Hey everyone, has there been any development on this? I'd like to extract the audio from a .nub2 file but doing a search on that filetype has thrown up practically nothing.
Silent Hill 2 sound files research by Nisto at 2:02 AM EDT on April 12, 2014
I know some people have been looking to extract (convert?) the audio in the SOUND.MGF file (MiLO, peronmls ;) of Silent Hill 2, and I would have posted this on XeNTaX in the/an appropriate thread if I had an account there, but.. I don't, so I hope you'll find your way to this thread (or I guess I'll just link, lol).

Anyway, I've been doing some research on the game these past few days. Thanks to PCSX2, MHS (Memory Hacking Software) and a hex editor, I'm starting to get fairly confident that SOUND.MGF may just be sound effects and some... other data, which at the most controls how/where the sequenced music plays. So it looks like there's really nothing of much interest in it (unless you do want the sound effects).

The top chunk consists of S-FORCE (.sfc) files, which is a 3D sound format. I noticed that when I nulled the "forest.sfc" file (0x49F800 in SOUND.MGF), the growls that usually appear when you pass through the forest are no longer there. Everything else seems intact.

The bottom chunk (0xFC6000) contains .sdb files. These, as kind of previously mentioned, seem to just control where/how music plays, but I have no idea how they really work. I guess they could be sound banks of some kind...

So even if someone did extract the data of SOUND.MGF, you'd still have to figure out a way to play/convert the stuff... And I don't think anyone knows anything about it. In fact, this is the first time I've heard of S-FORCE. I only found two games that apparently utilize it: Silent Hill 2 and Kingdom Hearts II. I also found a press release regarding S-FORCE for whoever cares.

If someone thinks differently (or even knows) about the SOUND.MGF file though, by all means prove me wrong. I'm not saying I have to be right, but it is an educated guess.

Also, the reason I'm calling chunks "files" is because the game actually does have a virtual file system kinda thing. You can see all the paths in the main executable (SLUS_202.28). Here's a structure and an example...


Table 1:
ulong address of sub-file attributes (pointer to main file or larger chunk of it, offset, size) (->table 2)
ulong address of sub-file path (->table 3)

Table 2:
Each entry has one of three initial values before it's loaded into memory. So, depending on that value...

ulong 0x03 00 00 00 -- physical file
ulong address of filepath (->table 3)
ulong offset (sector) of physical main file
ulong size (bytes)

ulong 0x23 00 00 00 -- virtual file
ulong same as for physical files
ulong same as for physical files
ulong same as for physical files

ulong 0x50 00 00 00 -- virtual sub-file/chunk
ulong address of entry of main file or a larger chunk of it (->table 2)
ulong offset (bytes) in the file/chunk
ulong size (bytes) of sub-file/chunk

Table 3 contains null-delimited filepaths only.


It probably seems a bit confusing, so here's a demonstration - let's find out in what file forest.sfc is stored, as well as its offset/size:

Prerequisites: Silent Hill 2 (the disc itself or an image file), PCSX2 and MHS.

First off, I feel I need to make it clear that when the game's main executable is loaded into memory, a lot of values are changed, stuff is loaded above it, etc. So the addresses in the static executable doesn't really make much sense unless the game is loaded. Also, you need to know that the address in memory at which the actual game data begins, is going to be 0x20 00 00 00 and not 0x0. This is because MHS reads physical memory, and not exclusive PS2 memory. So you need to account for that, where needed, by adding 0x20000000 to addresses that are stored in memory by the game and subtracting from addresses that aren't stored in memory by the game. Lastly, keep in mind that all values are big endian, so you'll also likely need to reverse the byte order when using functions such as goto (Ctrl+G).

Start by fully loading Silent Hill 2 in PCSX2. Then open the process for PCSX2 in MHS. Now make a string search for forest.sfc (make sure "aligned" and "match whole word only" are NOT checked). Open the first address in the results with the built-in hex editor. Note the address of the start offset of the path (if you're unable to see the whole path, use goto (Ctrl+G) and enter an appropriate negative decimal number to backtrack from current position, as you won't be able to simply scroll up unfortunately.) Go back to the main MHS window and make a pointer search (exact value; make sure "find only static pointers" is NOT checked).

If you get multiple results, open the first dynamic (non-green) address in the hex editor. You should be somewhere in table 1 now. The 4 bytes to the left of the found value should be the pointer for the file's entry in table 2 (where all the good stuff's at). Use goto to get to the address.

Now you should be somewhere in table 2. For this particular case - forest.sfc - we can see that it's a sub-file/chunk entry (0x50 00 00 00). Note the offset and size values of this entry for now, as those are the attributes for forest.sfc. Next, let's go to the address being pointed to. This is another sub-file/chunk entry, which simply defines a larger chunk at the top of a file. Again, note the offset/size values. Let's again proceed to the address being pointed to. We finally end up at an entry for a physical file. Let's see where the pointer value takes us. That should have landed you at the filepath of SOUND.MGF!

So, going by the info in table 2 and 3:
- forest.sfc has offset 0x49F800 and is 0x08F63A bytes in size
- the offset is relative to a chunk defined from 0x0 to 0xFB6000 (i.e. the offset is still 0x49F800, duuh)
- in file "SOUND.MGF"

In short: 0x49F800 to 0x52EE39 in SOUND.MGF is forest.sfc

Here is the full filepath table in a human readable format: https://dl.dropboxusercontent.com/u/48454461/misc/fparr.txt


Now, if only someone could be awesome enough to figure out how to make PSF2s with those module files, I'd be forever grateful.

edited 2:05 AM EDT April 12, 2014
ignore by peronmls at 2:35 AM EDT on April 15, 2014
ignore (created dub thread)


edited 4:01 AM EDT April 15, 2014
Converting AAX by peronmls at 2:39 AM EDT on April 15, 2014
Need help converting AAX from Bayonetta

https://www.mediafire.com/?c7hgpdc9p8pw8p4

Hard Corps Uprising rip problem by vagrant18 at 12:30 PM EDT on April 17, 2014
Is there a way to make the rips work properly with vgmstream? Both PS3 and X360 versions don't work as they should, most tracks are broken and playback with lots of noise. I wonder if the rips are bad, or is it related to vgmstream?
USF Channel Muting by newsplcington at 9:12 PM EDT on April 18, 2014
Hello, I am coming here to ask how I would mute USF channels through way of hex editing.

Many threads I come across here are either
"Yes it is doable" with a vague or unhelpful reply

or

"No it is not doable"

I know it is doable.


Is there anyone here who still has any recollection of how to do this? Greatly appreciated!

edited 9:19 PM EDT April 18, 2014

edited 9:19 PM EDT April 18, 2014

edited 12:22 AM EDT April 19, 2014
Sonic CD 2011 .ogg loops by Kurausukun at 1:44 AM EDT on April 19, 2014
In the 2011 re-release of Sonic CD (and in the 2013 re-releases of Sonic 1 and Sonic 2), the music is stored as .ogg files, yet it loops ingame. I'm not even sure if .ogg files CAN loop, or if the loop points are in another file somewhere; I've searched through the data and found absolutely nothing. I am going to post a rip of the game's data here in hopes that some kind soul who is much smarter than I will find where the loop data is: http://www.mediafire.com/download/hnucy9fqb2ur73k/Data.zip

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