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KbMedia Player English by ze1 at 12:32 AM EDT on April 21, 2014
Does anyone have a patch to make KbMedia Player in English? http://www.vorc.org/crew/hex125/ is down :(
Metal Gear Solid V RIFX streams by GirianSeed at 11:24 PM EDT on April 25, 2014
I've been digging around the the game data of Metal Gear Solid V: Ground Zeroes lately, and I've noticed that most of the FSM files in the demo_stream directory contain Wwise RIFX streams.

My problem is that ww2ogg can't seem to convert them. It'll spit out files a mere fraction of the size that end up sounding like junk data.

There were also a few sound effects in the sound banks that couldn't be converted either (some with the extension .wav but with a RIFX header), but the cutscene audio is my main concern.

demo_stream.zip

(Sorry the archive is so large; I compressed the whole directory into one zip.)

edited 11:37 PM EDT April 25, 2014
Rule of Rose (PS2) *STR audio files by MiLØ at 5:25 PM EDT on April 26, 2014
The solution to this seems so close yet I haven't got it to work.
STR files from Rule Of Rose can be scanned in CubeMediaPlayer which recognizes them as PS2 ADPCM but during playback the audio is distorted. Changing interleave in options didn't fix it.
Then I tried ADPCM Player v1.44h and PSound but they didn't come up with anything.
Also I know there a way to deal with these kind of things by slapping a GENH header onto files but I'm a real noob at that. Did some experimenting in VGMtoolbox with genh creator using various presets but I still have no idea how it works.

Here's a sample file:
https://mega.co.nz/#!YkEViBiJ!7GY4bj_9jNkKAfJ67Aej-y-mgU0eeLMOSSh-yoeMNcA
ROM Tracklists for N64 Games? by Rew at 5:29 PM EDT on April 26, 2014
Hey gang!

There are a few games for which I'm trying to compile a music tracklist straight from the ROM. For an example of what I'm talking about, see the list I found at ROMhacking.net for Super Mario RPG on SNES that I've included at the bottom of this post.

I'm not trying to rip music exactly--just locating it in the ROM and seeing what the particular game counts as actual music (i.e. not sound effects, not audio for movie files, not every single variation/instrument arrangement of every melody, etc.). And I want to see what order they're arranged in the ROM. (I don't pretend there's some higher purpose for this--I just enjoy seeing how files and things are laid out within game ROMs.)

The main game I'm interested in seeing this for right now is Paper Mario (but I'd also like to look into SSB, OoT, MM, and SM64 at some point). Instead of asking one of you more experienced folks to make such a list for me, I want to ask how I can do this myself? I'm a complete newb when it comes to hacking/digging around inside ROMs, but I want to learn.

The tools I have are the ROM itself, Project 64 (as it's an emulator, I don't know how useful it will be for seeing files inside the ROM), and a hex editor known as HxD (is there a better hex editor I should use?). What else do I need?

For Paper Mario, I downloaded the USF rip from Zophar's Domain. According to the readme on that set from hcs, if I'm reading it right, there are 143 tracks that are considered valid songs. I'd really like to know what those 143 songs are, and what order the game puts them in. What do I need in order to figure this out? Can anyone help me?

Anyway, for a great example of the sort of thing I'm looking for, below is a list of BGM songs for SMRPG that I found at ROMhacking.net (byte reference in one column and track title in the other):

00 Silence
01 Dodo's Coming
02 Mushroom Kingdom
03 Fight Against Stronger Monster
04 Yo'ster Island
05 Seaside Town
06 Fight Against Monsters
07 Pipe Vault
08 Invincible Star
09 Victory
0A In The Flower Garden
0B Bowser's Castle (1st time)
0C Fight Against Bowser
0D Road Is Full Of Dangers
0E Mario's Pad
0F Here's Some Weapons
10 Let's Race
11 Tadpole Pond
12 Rose Town
13 Race Training
14 Shock!
15 Sad Song
16 Midas River
17 Got A Star Piece (part 1)
18 Got A Star Piece (part 2)
19 Fight Against An Armed Boss
1A Forest Maze
1B Dungeon Is Full Of Monsters
1C Let's Play Geno
1D Start Slot Menu
1E Long Long Ago
1F Booster's Tower
20 And My Name's Booster
21 Moleville
22 Star Hill
23 Mountain Railroad
24 Explanation
25 Booster Hill (start)
26 Booster Hill
27 Marrymore
28 New Partner
29 Sunken Ship
2A Still The Road Is Full Of Monsters
2B Silence
2C Sea
2D Heart Beating A Little Faster (part 1)
2E Heart Beating A Little Faster (part 2)
2F Grate Guy's Casino
30 Geno Awakens
31 Celebrational
32 Nimbus Land
33 Monstro Town
34 Toadofsky
35 Silence
36 Happy Adventure, Delighful Adventure
37 World Map
38 Factory
39 Sword Crashes And Stars Scatter
3A Conversation With Culex
3B Fight Against Culex
3C Victory Against Culex
3D Valentina
3E Barrel Volcano
3F Axem Rangers Drop In
40 The End
41 Gate
42 Bowser's Castle (2nd time)
43 Weapons Factory
44 Fight Against Smithy 1
45 Fight Against Smithy 2
46 Ending Part 1
47 Ending Part 2
48 Ending Part 3
49 Ending Part 4
.ast Encoder? by Kurausukun at 12:28 AM EDT on April 27, 2014
Is there any available encoder for looped .ast files so I can hack music in games that use them, like Mario Kart Double Dash, and the Mario Galaxy games? (I said looped because I'd prefer to be able to loop them, but I'll take a look at anything)

edited 12:29 AM EDT April 27, 2014
Extracting the JaiArcS.arc with the JaiInit.aaf problems. by koopatroop at 6:00 AM EDT on April 27, 2014
These are Luigi's Mansion (GC) music files.


Inside the JaiInit.aaf, there's a section with information about JaiSeq.arc: (ANSI codes)

BARC----.......WJaiArcS.arc.....LuigiSe.bms...ÿÿ..............¨¬.Mario02.com...ÿÿ..........¨¬...l PianistQuiz01.ÿÿ..........X ....PianistQuiz02.ÿÿ..........[ ...@PianistQuiz03.ÿÿ..........^¨¤...

Mario.com.....ÿÿ..........b...!¨¤OyamaLab.com..ÿÿ..........ƒ¨¤...¨¤LuigiSings.co.ÿÿ...........¨¤..E Training.com..ÿÿ..........¨°¨¤.."€Mario.com.................b...!

¨¤Demo_FirstMon.ÿÿ..........õ`...¨¤Demo_FirstDoc.ÿÿ..........y

...€OyamaLab.com..............ƒ¨¤...¨¤Training.com..............¨°¨¤.."€GetKey.com....ÿÿ........... ...¨¤Gallery.com...ÿÿ...........€...@OyamaPress.co.ÿÿ..........#¨¤...

Total.com.....ÿÿ..........5¨¤... GoodNight.com.ÿÿ..........6....¨¤Fishing_Zako..ÿÿ..........7¨¤..V.Fishing_Event.ÿÿ...........¨¤...`PictureSays.c.ÿÿ..........Ž ..%

Telescope.com.ÿÿ..........3@...`DanceHall.com.ÿÿ..........¶ ...€Demo_BabyCrie.ÿÿ..........¨¢ ... Demo_Entrance.ÿÿ..........è¤... Demo_FirstDoc.............y

...€Demo_FirstMon.............õ`...¨¤DoorLoop.com..ÿÿ..........Ä`...¨¤Kinopio.com...ÿÿ..........Å@...

Kinopio_Light.ÿÿ..........¨ª`...€Room_Baby.com.ÿÿ..........¨ª¨¤...€Room_Space.co.ÿÿ..........Ñ`...`Tittle.com....ÿÿ..........Ѩ¤...€Total_Picture.ÿÿ..........å@...¨¤Total_Score.c.ÿÿ.......

...¨ª....`Warp.com......ÿÿ..........¨ª`...`Training_Cont.ÿÿ..........ñ¨¤..) Training_Resu.ÿÿ...........¨¤...€Training_Stop.ÿÿ...........`... select.com....ÿÿ..........

€...¨¤Babyroom.com..ÿÿ..........(@...¨¤BabyDemo.com..ÿÿ..........9 ... BabyBattle.co.ÿÿ..........¨¦@..¡ë

`BlueOhaka.com.ÿÿ..........R ....BlueDemo.com..ÿÿ..........T ..r.BlueBattle.co.ÿÿ..........Æ ..t TelesaDemo01..ÿÿ..........;@..R

TelesaDemo02..ÿÿ...........`...@TelesaBattle..ÿÿ..........

¡ª ..t¨¤BattleClear.c.ÿÿ...........€...`PianistBattle.ÿÿ...........¨¤...¨¤Room_AfterBos.ÿÿ........... ...`GetKey_Heart..ÿÿ............... OyamaPress_Pr.ÿÿ...........

...@Ending01.com..ÿÿ...........`...¨¤Ending02.com..ÿÿ..........3@...@Ending03.com..ÿÿ..........3€...¨¤Event_Speak.c.ÿÿ..........9`... Event_Game.co.ÿÿ..........?

€... Event_Speak.c.ÿÿ..........G ...

GetKey.com................. ...¨¤OyamaCall.com.ÿÿ..........L@...¨¤OyamaSpeak.co.ÿÿ..........O.... Change_Kabe.c.ÿÿ..........] ...@Change_Water..ÿÿ.........._¨¤....Change_Mayoi..

ÿÿ..........a¨¤...`StuffRoll.com.ÿÿ..........d@..¶¨¤Demo_GetPictu.ÿÿ............... Demo_Lion1_1..ÿÿ........... ....Demo_Lion1_2..ÿÿ..........2

... Demo_Lion2.co.ÿÿ..........2¨¤...¨¤Demo_Sakasa.c.ÿÿ..........; ... Demo_TeleChec.ÿÿ..........H@...¨¤Demo_TeleOpen.ÿÿ..........P....`Telesa.com....ÿÿ..........``...

TelesaSpeak.c.ÿÿ..........r€...`TelesaSpeak2..ÿÿ..........}

¨¤... Light.com.....ÿÿ...........€...@Light.com......N...........€...@KuppaDemo01.c.ÿÿ...........¨¤...¨¤KuppaDemo02.c.ÿÿ..........¡ê ..A KuppaBattle.c.ÿÿ..........å@..n¨¤KuppaDemo0

3.c.ÿÿ..........T ..: Ochi01.com....ÿÿ..........Ž@...@Ochi02.com....ÿÿ..........¡®€...¨¤Ochi03.com....ÿÿ..........¡°@... ................


After translate them to hex codes:

42 41 52 43 2D 2D 2D 2D 00 00 00 00 00 00 00 57 4A 61 69 41 72 63 53 2E 61 72 63 00 00 00 00 00 4C 75 69 67 69 53 65 2E 62 6D 73 00 00 00 FF FF 00 00

00 00 00 00 00 01 00 00 00 00 00 00 EC 00 4D 61 72 69 6F 30 32 2E 63 6F 6D 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 00 EC 00 00 00 6C A0 50 69 61 6E

69 73 74 51 75 69 7A 30 31 00 FF FF 00 00 00 02 00 00 00 03 00 01 58 A0 00 00 03 00 50 69 61 6E 69 73 74 51 75 69 7A 30 32 00 FF FF 00 00 00 02 00 00

00 03 00 01 5B A0 00 00 03 40 50 69 61 6E 69 73 74 51 75 69 7A 30 33 00 FF FF 00 00 00 02 00 00 00 03 00 01 5E E0 00 00 03 20 4D 61 72 69 6F 2E 63 6F

6D 00 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 01 62 00 00 00 21 E0 4F 79 61 6D 61 4C 61 62 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 01

83 E0 00 00 09 E0 4C 75 69 67 69 53 69 6E 67 73 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 01 8D C0 00 00 45 20 54 72 61 69 6E 69 6E 67 2E 63 6F 6D

00 00 FF FF 00 00 00 02 00 00 00 03 00 01 D2 E0 00 00 22 80 4D 61 72 69 6F 2E 63 6F 6D 00 00 00 00 00 00 05 00 00 00 02 00 00 00 03 00 01 62 00 00 00

21 E0 44 65 6D 6F 5F 46 69 72 73 74 4D 6F 6E 00 FF FF 00 00 00 02 00 00 00 03 00 01 F5 60 00 00 07 C0 44 65 6D 6F 5F 46 69 72 73 74 44 6F 63 00 FF FF

00 00 00 02 00 00 00 03 00 01 FD 20 00 00 1C 80 4F 79 61 6D 61 4C 61 62 2E 63 6F 6D 00 00 00 06 00 00 00 02 00 00 00 03 00 01 83 E0 00 00 09 E0 54 72

61 69 6E 69 6E 67 2E 63 6F 6D 00 00 00 08 00 00 00 02 00 00 00 03 00 01 D2 E0 00 00 22 80 47 65 74 4B 65 79 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02

00 00 00 03 00 02 19 A0 00 00 04 E0 47 61 6C 6C 65 72 79 2E 63 6F 6D 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 02 1E 80 00 00 05 40 4F 79 61 6D 61 50

72 65 73 73 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 02 23 C0 00 00 12 20 54 6F 74 61 6C 2E 63 6F 6D 00 00 00 00 00 FF FF 00 00 00 02 00 00 00 03

00 02 35 E0 00 00 00 20 47 6F 6F 64 4E 69 67 68 74 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 02 36 00 00 00 01 C0 46 69 73 68 69 6E 67 5F 5A 61

6B 6F 2E 00 FF FF 00 00 00 02 00 00 00 03 00 02 37 C0 00 00 56 00 46 69 73 68 69 6E 67 5F 45 76 65 6E 74 00 FF FF 00 00 00 02 00 00 00 03 00 02 8D C0

00 00 00 60 50 69 63 74 75 72 65 53 61 79 73 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 02 8E 20 00 00 25 20 54 65 6C 65 73 63 6F 70 65 2E 63 6F 6D 00

FF FF 00 00 00 02 00 00 00 03 00 02 B3 40 00 00 03 60 44 61 6E 63 65 48 61 6C 6C 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 02 B6 A0 00 00 0A 80

44 65 6D 6F 5F 42 61 62 79 43 72 69 65 00 FF FF 00 00 00 02 00 00 00 03 00 02 C1 20 00 00 02 A0 44 65 6D 6F 5F 45 6E 74 72 61 6E 63 65 00 FF FF 00 00

00 02 00 00 00 03 00 02 C3 C0 00 00 00 A0 44 65 6D 6F 5F 46 69 72 73 74 44 6F 63 00 00 0B 00 00 00 02 00 00 00 03 00 01 FD 20 00 00 1C 80 44 65 6D 6F

5F 46 69 72 73 74 4D 6F 6E 00 00 0A 00 00 00 02 00 00 00 03 00 01 F5 60 00 00 07 C0 44 6F 6F 72 4C 6F 6F 70 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00

00 03 00 02 C4 60 00 00 00 E0 4B 69 6E 6F 70 69 6F 2E 63 6F 6D 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 02 C5 40 00 00 08 20 4B 69 6E 6F 70 69 6F 5F

4C 69 67 68 74 00 FF FF 00 00 00 02 00 00 00 03 00 02 CD 60 00 00 00 80 52 6F 6F 6D 5F 42 61 62 79 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 02

CD E0 00 00 03 80 52 6F 6F 6D 5F 53 70 61 63 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 02 D1 60 00 00 00 60 54 69 74 74 6C 65 2E 63 6F 6D 00 00

00 00 FF FF 00 00 00 02 00 00 00 03 00 02 D1 C0 00 00 13 80 54 6F 74 61 6C 5F 50 69 63 74 75 72 65 00 FF FF 00 00 00 02 00 00 00 03 00 02 E5 40 00 00

07 C0 54 6F 74 61 6C 5F 53 63 6F 72 65 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 02 ED 00 00 00 00 60 57 61 72 70 2E 63 6F 6D 00 00 00 00 00 00 FF FF

00 00 00 02 00 00 00 03 00 02 ED 60 00 00 04 60 54 72 61 69 6E 69 6E 67 5F 43 6F 6E 74 00 FF FF 00 00 00 02 00 00 00 03 00 02 F1 C0 00 00 29 20 54 72

61 69 6E 69 6E 67 5F 52 65 73 75 00 FF FF 00 00 00 02 00 00 00 03 00 03 1A E0 00 00 03 80 54 72 61 69 6E 69 6E 67 5F 53 74 6F 70 00 FF FF 00 00 00 02

00 00 00 03 00 03 1E 60 00 00 02 20 73 65 6C 65 63 74 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 03 20 80 00 00 07 C0 42 61 62 79 72 6F

6F 6D 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 03 28 40 00 00 10 E0 42 61 62 79 44 65 6D 6F 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03

00 03 39 20 00 00 90 20 42 61 62 79 42 61 74 74 6C 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 03 C9 40 00 00 89 60 42 6C 75 65 4F 68 61 6B 61 2E

63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 04 52 A0 00 00 02 00 42 6C 75 65 44 65 6D 6F 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 04 54 A0

00 00 72 00 42 6C 75 65 42 61 74 74 6C 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 04 C6 A0 00 00 74 A0 54 65 6C 65 73 61 44 65 6D 6F 30 31 2E 00

FF FF 00 00 00 02 00 00 00 03 00 05 3B 40 00 00 52 20 54 65 6C 65 73 61 44 65 6D 6F 30 32 2E 00 FF FF 00 00 00 02 00 00 00 03 00 05 8D 60 00 00 0A 40

54 65 6C 65 73 61 42 61 74 74 6C 65 2E 00 FF FF 00 00 00 02 00 00 00 03 00 05 97 A0 00 00 74 E0 42 61 74 74 6C 65 43 6C 65 61 72 2E 63 00 FF FF 00 00

00 02 00 00 00 03 00 06 0C 80 00 00 06 60 50 69 61 6E 69 73 74 42 61 74 74 6C 65 00 FF FF 00 00 00 02 00 00 00 03 00 06 12 E0 00 00 03 C0 52 6F 6F 6D

5F 41 66 74 65 72 42 6F 73 00 FF FF 00 00 00 02 00 00 00 03 00 06 16 A0 00 00 03 60 47 65 74 4B 65 79 5F 48 65 61 72 74 2E 00 FF FF 00 00 00 02 00 00

00 03 00 06 1A 00 00 00 03 20 4F 79 61 6D 61 50 72 65 73 73 5F 50 72 00 FF FF 00 00 00 02 00 00 00 03 00 06 1D 20 00 00 01 40 45 6E 64 69 6E 67 30 31

2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 06 1E 60 00 00 14 E0 45 6E 64 69 6E 67 30 32 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 06

33 40 00 00 00 40 45 6E 64 69 6E 67 30 33 2E 63 6F 6D 00 00 FF FF 00 00 00 02 00 00 00 03 00 06 33 80 00 00 05 E0 45 76 65 6E 74 5F 53 70 65 61 6B 2E

63 00 FF FF 00 00 00 02 00 00 00 03 00 06 39 60 00 00 06 20 45 76 65 6E 74 5F 47 61 6D 65 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 06 3F 80 00 00

07 A0 45 76 65 6E 74 5F 53 70 65 61 6B 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 06 47 20 00 00 05 20 47 65 74 4B 65 79 2E 63 6F 6D 00 00 00 00 00 0E

00 00 00 02 00 00 00 03 00 02 19 A0 00 00 04 E0 4F 79 61 6D 61 43 61 6C 6C 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03 00 06 4C 40 00 00 02 C0 4F 79

61 6D 61 53 70 65 61 6B 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 06 4F 00 00 00 0E A0 43 68 61 6E 67 65 5F 4B 61 62 65 2E 63 00 FF FF 00 00 00 02

00 00 00 03 00 06 5D A0 00 00 02 40 43 68 61 6E 67 65 5F 57 61 74 65 72 2E 00 FF FF 00 00 00 02 00 00 00 03 00 06 5F E0 00 00 02 00 43 68 61 6E 67 65

5F 4D 61 79 6F 69 2E 00 FF FF 00 00 00 02 00 00 00 03 00 06 61 E0 00 00 02 60 53 74 75 66 66 52 6F 6C 6C 2E 63 6F 6D 00 FF FF 00 00 00 02 00 00 00 03

00 06 64 40 00 00 B6 C0 44 65 6D 6F 5F 47 65 74 50 69 63 74 75 00 FF FF 00 00 00 02 00 00 00 03 00 07 1B 00 00 00 04 20 44 65 6D 6F 5F 4C 69 6F 6E 31

5F 31 2E 00 FF FF 00 00 00 02 00 00 00 03 00 07 1F 20 00 00 13 00 44 65 6D 6F 5F 4C 69 6F 6E 31 5F 32 2E 00 FF FF 00 00 00 02 00 00 00 03 00 07 32 20

00 00 00 A0 44 65 6D 6F 5F 4C 69 6F 6E 32 2E 63 6F 00 FF FF 00 00 00 02 00 00 00 03 00 07 32 C0 00 00 08 E0 44 65 6D 6F 5F 53 61 6B 61 73 61 2E 63 00

FF FF 00 00 00 02 00 00 00 03 00 07 3B A0 00 00 0C A0 44 65 6D 6F 5F 54 65 6C 65 43 68 65 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 48 40 00 00 07 C0

44 65 6D 6F 5F 54 65 6C 65 4F 70 65 6E 00 FF FF 00 00 00 02 00 00 00 03 00 07 50 00 00 00 10 60 54 65 6C 65 73 61 2E 63 6F 6D 00 00 00 00 FF FF 00 00

00 02 00 00 00 03 00 07 60 60 00 00 12 20 54 65 6C 65 73 61 53 70 65 61 6B 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 72 80 00 00 0B 60 54 65 6C 65

73 61 53 70 65 61 6B 32 2E 00 FF FF 00 00 00 02 00 00 00 03 00 07 7D E0 00 00 12 A0 4C 69 67 68 74 2E 63 6F 6D 00 00 00 00 00 FF FF 00 00 00 02 00 00

00 03 00 07 90 80 00 00 00 40 4C 69 67 68 74 2E 63 6F 6D 00 00 00 00 00 00 4E 00 00 00 02 00 00 00 03 00 07 90 80 00 00 00 40 4B 75 70 70 61 44 65 6D

6F 30 31 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 90 C0 00 00 12 E0 4B 75 70 70 61 44 65 6D 6F 30 32 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07

A3 A0 00 00 41 A0 4B 75 70 70 61 42 61 74 74 6C 65 2E 63 00 FF FF 00 00 00 02 00 00 00 03 00 07 E5 40 00 00 6E E0 4B 75 70 70 61 44 65 6D 6F 30 33 2E

63 00 FF FF 00 00 00 02 00 00 00 03 00 08 54 20 00 00 3A 20 4F 63 68 69 30 31 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 08 8E 40 00 00

03 40 4F 63 68 69 30 32 2E 63 6F 6D 00 00 00 00 FF FF 00 00 00 02 00 00 00 03 00 08 91 80 00 00 01 C0 4F 63 68 69 30 33 2E 63 6F 6D 00 00 00 00 FF FF

00 00 00 02 00 00 00 03 00 08 93 40 00 00 01 A0 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00



All I need to know how should I use them to split the JaiArcS.arc
Great thanks for help!


More information about this goes here.

Download the two files:
JaiInit.aaf
JaiArcS.arc



edited 10:20 AM EDT April 27, 2014
TONS of noise converting to brstm? by Kurausukun at 11:06 PM EDT on April 27, 2014
Sorry for the mass of topics as of late. Here is my base .wav file: http://www.mediafire.com/download/ogp6avabh9y5eby/Sentou%21+Cho+kodai+Pokemon%21.wav
When I convert it to .brstm (using brstmmake), I get TONS of quantization noise. There will obviously be some, I know, but for this particular wav, it's incredibly noticeable, whereas I've never even heard it happen in other songs. I need more info.
Bio 0 "sound" folder discoveries (and a sample extractor) by Nisto at 11:55 PM EDT on April 27, 2014
Hi all. I made some discoveries about the "sound" folder from Bio0 (Resident Evil 0). I don't know if any of this was already known, but I hope it will be helpful to some anyway. The "demo" folder, which seems to have some more samples, is still a big unknown to me, so the script I wrote will not work on any other files from the game. Although, the files in that folder appears to have essentially the same layout of audio data as in the "sound" directory - only they seem to be compressed/encrypted. So I hope we can figure out how to decompress/decrypt those one day.

.arc = these can contain just about anything, but for the "sound" directory, all of them contain only "pool", "proj" and "sdir" files, respectively
.sam = samples
.son = sequencer data.. I think

If you're curious, you can extract the internal files from the .arc files with MarkGrass' excellent tool, BioFAT (SVN6 anyway).

The sdir files contain DSP header data (such as sample rate and coefficients) and some other data. They contain two tables, which are terminated by 0xFFFFFFFF. As for the pool and proj files, I can't figure those out. If someone knows though, enlighten me/us!

sdir structure:

Table 1 (each entry is 32 bytes)
16 No idea.
16 Reserved? This is always 0x0000.
u32 Sample's offset in the .sam file.
32 Reserved? This is always 0x00000000.
16 No idea. This is always 0x3C00.
u16 Sample rate.
u32 Total number of RAW samples.
u32 Loop start offset?
u32 Loop end offset?
u32 Pointer to entry for this sample in the next table.

Table 2 (each entry is 40 bytes)
u16 Size of the first chunk of the entry. This is always 0x0008.
48 Not sure what's stored here.
u16[16] Coefficients.



The sample extraction script can be downloaded here.

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

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

If you come across a bug, please do notify me! I honestly wasn't sure if I should share the script in the first place, due to the harsh criticism it may or may not receive. This is the first time I share the full source code of a project, so please go easy on me.


Finally, some important things to note...

1: The first six samples of voice_1.sam contain only null bytes, and very few of them. As a result, your player (foobar2000 in my case) may crash if you try to open them, so please avoid these samples if possible!

2: The script won't add any loop values to the header [yet] as I'm not sure if those are standard loop start/end offsets in the sdir table (or if they're even loop values at all). Mainly because some of them don't make sense to me, like here for example -- the start offset (assuming that's what it is) is higher than the end offset(?) in a lot of cases. I also don't think they're offset+length pairs. So, if anyone figures it out, certainly do let me know, or post an update of the script even.
vgmstream help by specterfox at 11:45 PM EDT on April 30, 2014
can someone help me, I have tried everything to compile https://github.com/kode54/vgmstream/archive/r1029.zip and everytime it fails when I'm using mingW.

I get a i586-mingw-32msvc-gcc: command not found
error 127.

Can someone please compile the winamp dll for me,
thanks
What to use to extract audio from PS1 games in native format? by Vittas at 11:13 PM EDT on May 4, 2014
jpsxdec will extract, but it saves it as a wav, aif, or au file, and I need the raw file so that I can toss it in foobar2000 and change it to whatever length I want.
Chat Channel Down? by JFD62780 at 8:35 PM EDT on May 5, 2014
Usually I log on to the channel about 3-4 times a week, but today (Cinco de Mayo, 2014), I find that ForeverChat is down taking the Console Streams channel with it. What's going on? o.o

EDIT: ...Nevermind, after two hours, it's up. Please delete...

edited 9:55 PM EDT May 5, 2014
I ripped USFs from Battlezone: Rise of the Black Dogs, just a few questions by Nielk1 at 3:03 AM EDT on May 7, 2014
I am a member of the Battlezone Community, specifically for the game Battlezone II for PC. A few members have already participated in recreating the missions from the first PC game in the BZ2 engine, but one set of content has always illuded us. The contents of the N64 game, "Battlezone: Rise of the Black Dogs". Recently, we discovered that sample ripping was possible on the rom (it's offsets were recently added to the ripper's predefinitions from what I can tell) and various experiments later have left us with extracted textures, terrain light maps, terrain texture maps, and we are still working on that.

Along with this work was continuing attempts to gain access to a faithful recreation of the music tracks, however awful, from the N64 game. On the tail of the recent success interpreting the binary files extracted from the ROM as a sort of hybrid data type between N64 standards and the 1st PC game I took a try combining the samples and midi rips. This did not go well. I took another tactic and started tearing through the USF creation example from 'KIG'. While it didn't match up very well, it got me far enough along to make some major progress.

And without further exposition on why I did this, the fruits of my labor thus far and the reason for my post:

First, the questions:

What do I put in the genera tag, the game genera?

Is there any way to remove a 1 second or so gap at the start of every track? It is part of the track, though not played when the track loops around a 2nd time (aside from some slight volume differences at the start the 2nd loop is exactly the same, and as tracks are all over a minute and sometimes it does not mesh well, not needed). The only way I can think is to create a save state manually for each and every track with the $a0 register already set, since I would lose my entry point to change the register value in "PJ64 USF" (which, btw, is a pain in the arse to get working). I'm just starting to think leaving the 1 second gap (that is also in the midis if you rip them) is the best course of action, but I want opinions.

How do I know if my rip's CPU use is low enough. I suspect it is fine given Winamp's CPU change is not even noticed by task manager when playing, but it is just something I want to be sure is good knowing how much of a pain it was to get the game to emulate properly in the first place (it really still doesn't).

What is the proper method to release these rips, where do I submit them, to whom.

Are my timings good enough? (They are all within 1 second of correct, I tried to use a precision of 0.01 seconds but I swear it kept changing to 0.1 and on a rare occasion the thing wouldn't play exactly the same if skipped right to the end. Basically, it was a matter of trying to prevent you from hearing the first note of a loop that is unnecessary and sometimes doesn't mesh well in the first place.)

What should I do with a few samples that are used by the game as music? These are: the Climax Group card sound, the Crave Entertainment card sound, the Title Screen sound, the Success sound, and the Failure sound. I figured I would distribute the WAVs of these tracks with the miniusf files and usflib, at least for the Battlezone community, but I wonder what the proper action is in the "USF Scene".

Some tech info:

if (PROGRAM_COUNTER==0x80036820){
if (!runyet) {
((DWORD*)((g_MMU->Rdram())))[0x2972C/4]=0; // set jump to NOP in thread 2 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x3F3D0/4]=0; // set jump to NOP in __osDevMgrMain
((DWORD*)((g_MMU->Rdram())))[0x3C6D8/4]=0; // set jump to NOP in thread 4 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x525EC/4]=0; // set jump to NOP in thread 5 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x2AB94/4]=0; // set jump to NOP in thread 6 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x2A8FC/4]=0; // set jump to NOP in thread 7 // nothin'
((DWORD*)((g_MMU->Rdram())))[0x29AF4/4]=0; // set jump to NOP in thread 9 // message queue chewer
((DWORD*)((g_MMU->Rdram())))[0x2A4B0/4]=0; // set jump to NOP in thread A // message queue item shifter
((DWORD*)((g_MMU->Rdram())))[0x2AA44/4]=0; // set jal osSendMesg to NOP in thread 8
/*paste the save state as menu item code here for lack of an easy function in the current PJ64 source for this*/
}
runyet=1;
}

Entry point for ripping the USFs with PJ64 USF is 0x80036820.

Final filesize of miniusf files and usflib is 336,546 bytes, they play well in Winamp under 64th Note.

I worked with a fellow BZ community member in tagging the tracks and used his descriptions in the comment tag. The names are not final, they are based on the names given to the tracks when they were recorded directly from an N64 by another community member, probably based on their order of occurrence in one of the three campaigns. There are 3 files that we suspect are unused by the game, though we need to look into it harder. Zealous direct recordings didn't find them after all.

And last but not least, the current nearly complete package
Dark Souls (PC) audio extraction by peronmls at 8:04 PM EDT on May 8, 2014
Can't find any info on this but anyone know what tool can unpack BDTs and my reimport?

edited 8:17 PM EDT May 8, 2014
PlayStation 3 EBOOT AT3 files by GirianSeed at 3:18 PM EDT on May 9, 2014
Is there a tool I can use to extract the AT3 sound from a PS3 EBOOT file? If not, I suppose I could use a hex editor to extract the data (I found the string "at3"), but I'm not entirely sure where the data ends.
The Bouncer (PSF2 and Stream data extraction) by AceK at 1:59 AM EDT on May 14, 2014
So a while back, I did a incompleterip for this game for stream data. Sequence data I had no knowledge how WD/BGM data worked at the time so I skipped it unfortunately.

Anyways, the stream rip I did was awkward. It's sadly not a raw rip, kinda like the SFEX3 rip I had a while back. It's modified and I wouldn't felt comfortable uploading it at this state. So now, I want to start back again with The Bouncer.

There are the two test files, one that's modified, and one that's raw.

http://www.mediafire.com/download/yun0q272r1rln38/The+Bouncer.rar

So the modified one removed every line consisting STRL and STRR, while the raw maintains the line each certain amount of blocks. Unfortunately, I wouldn't know the answer to upload this set in it's rawest form. I was looking to see if .genh supports ignoring certain offsets or headers to a certain degree, but no luck.

The other issue is sequences. Thanks to one of the new versions of VGMTrans, The Bouncer sequence could be properly played and extracted, and it helped me understood a bit about it's WD/BGM. Well, not entirely...

FFX and FFX-2 uses WD and BGM, and unfortunately, I can't seem to use their FFX.irx or iopfix irx files respectively onto The Bouncer set. When I try to do that from both games, it gives same results. Sequence data itself is fine, but the audio data it outputs is incorrect and it plays odd PCM noises. Below is the result, and it includes what is in the DATA folder of the game.

http://www.mediafire.com/download/g337f1ju0ra3rs1/The_Bouncer_Sequence.rar

Help would be appreciated!

edited 4:52 AM EDT May 14, 2014
Wildstar .bnk by Zagash at 10:05 AM EDT on May 19, 2014
Hello!
I tried to export the music files from the new MMO PC game called Wildstar. Seems they use BNK extension to store the music files. I successfully(?) extracted the Music.bnk file from the archive and then extracted the files from the bnk container with bnkextr.exe but I received RIFF files in an unknown format. Tried to convert with many converters with no success. Your ww2ogg also gives me the error message: "parse error: RIFF truncated"

I uploaded one of the audio files to here:
http://www.mediafire.com/download/n4n2lcxlfcaf72s/.002.wav

From MediaInfo:
General
Complete name : D:\GAMES\UJ\2\.002.wav
Format : Wave
File size : 2.72 MiB
Duration : 1mn 24s
Overall bit rate : 271 Kbps

Audio
Format : In Development
Codec ID : FFFF
Duration : 1mn 24s
Bit rate : 271 Kbps
Channel count : 2 channels
Sampling rate : 48.0 KHz
Stream size : 2.72 MiB (100%)


Please take a look and see if you could identify the format / help with a converter. Thank you in advance!

edited 10:07 AM EDT May 19, 2014
3DS sound data by logan28469 at 2:42 AM EDT on May 20, 2014
As I've discovered from ffshrine (not sure if I can link to it), someone has discovered how to rip .bcstm files. Has this been discovered here yet? The game this was done with was The Legend of Zelda: A Link Between Worlds.

Edit: I'm blind, delete this.

edited 2:55 AM EDT May 20, 2014
Dreamcast Redbook Audio by vajuvaju at 9:13 PM EDT on May 21, 2014
I'm trying to rip the audio from the DC game Re-Volt (which has Redbook audio) using foobar2000 and it cannot decode the sound (it shows the tracks, but only plays clicks and pops). I know the game audio has been ripped in the joshw archive, but that's in MP3. I want to make lossless rips of the game audio with foobar2000 and EAC. Any ideas?
BRSTM Encoding Comparison? by Kurausukun at 12:01 AM EDT on May 22, 2014
Just as a test, I created two .brstms from the same source file with the same loop points, one using brstmmake.exe, and the other with BrawlBox v0.71, and compared them in Audacity by inverting one of them, and then mixing the tracks. What I found was a lot of quantization noise, but I'm not sure which encoder it's coming from. I also found what I can only assume is a small part (~14000 samples) of the loop being cut off of one, but again, I'm not sure which one it comes from. Can someone with a little more knowledge than me tell me which encoder is more likely to be which?
Paper Mario Sticker Star Unplayable BCSTMs by (!!!!!) at 2:52 PM EDT on May 23, 2014
I've found 7 bcstms in Paper Mario Sticker Star that are unplayable in the current version of vgmstream. I've noticed playable ones have "SEEK" in the header while in the unplayable ones "DATA" takes its place. Here's the unplayable files only with a working track thrown in for comparison's sake.

diffbcstms.rar
Need some assistance by ChillyBilly at 11:40 PM EDT on May 24, 2014
Hello. A while back on this site, I found a gamerip for a game called Zero no Tsukaima: Fantasy Force, a minigame which was bundled with the special edition of one of the PS2 Zero no Tsukaima games. Well, I recently discovered that there's actually a sequel to Fantasy Force (appropriately titled 2nd Impact), which was bundled with the limited edition of the last PS2 ZnT game, which is titled "Maigo no Period to Ikusen no Symphony". Unfortunately, I haven't been able to find a rip of 2nd Impact anywhere on the web, so I was wondering if you guys here can help me. If you want, I can even email someone the disc image for the game to see if it's possible to rip the appropriate data. Thanks in advance to anyone who can lend a hand!
Ikaruga PC .arc audio extraction by vagrant18 at 8:43 AM EDT on May 25, 2014
The Steam version of Ikaruga has a major .arc data file that supposedly holds all audio data. It's the biggest files (~200mb) so that means that even the music is stored in there. I can't seem to find a way to decrypt or extract the data. Anybody knows how to?
Super Mario Galaxy Soundfonts by Kurausukun at 11:06 PM EDT on May 25, 2014
I have here all the instruments (I think) ripped from Galaxy in .wav format and a bunch of .bnk files as well. My request is that someone take these and create soundfonts for the accompanying sequences for the two Megaleg boss themes and the Bowser boss theme so I can mix it with the streams and get the correct-sounding musics for them.

http://www.mediafire.com/download/424bo33mofi0lle/converted.zip
BCSTMs stopped working?!? by Rew at 5:57 PM EDT on May 26, 2014
So, all of a sudden, my BCSTMs (and all other files I used in_vgmstream for) no longer work. I have NO idea why. They worked perfectly fine yesterday. But when I turned on my computer today, they didn't. And I changed nothing--literally NOTHING--on my computer. I checked, and all the files and plugins are still there just like they're supposed to be. But the tracks just don't work. For no goddamn reason at all.

Help????
Extraction Help With GameCube Music Files by godzfire at 12:28 AM EDT on May 27, 2014
Hello everyone. I'm here in hopes that MarkGrass and HCS still frequent this forum.

I'm trying to get the music files from 4 GameCube wrestling games:

WWE WrestleMania X8
WWE WrestleMania XIX
WWE Day of Reckoning
WWE Day of Reckoning 2

My search led me to this forum post: http://hcs64.com/mboard/forumlong.php?showthread=9185, about mpq archives and ydsp formats. It looks like you guys were able to successfully extract the files to be played, although I'm not sure how. I tried following a lot of the links but they are all dead now.

I'm wondering if anyone would be kind enough to help me out. I can re-upload what I believe are the archives that contain the music files if needed.

Thank you all in advance!
Issue with some PSF files by Zeether at 6:12 PM EDT on May 27, 2014
I've been trying to play the .psfs for Star Ixiom and Linda^3 Again in foobar2000 and for some reason neither of them work. I can play them in Winamp fine but in foobar the former gives me an error and the latter just won't play. Is foobar's PSF plugin just really wonky or something?

Edit: Okay, Linda^3 Again works but it just takes a while to actually play for some reason.

edited 6:15 PM EDT May 27, 2014
MIDI CONVERTERS REQUESTING by koopatroop at 10:41 PM EDT on May 27, 2014
Converters in need:

bms to midi converter.

miniusf to midi converter.

minigsf to midi converter.

mini2sf to midi converter.


And a wav extractor for (usf,gsf,2sf)lib.
Proper Rareware Soundtracks Upcoming by wolupgm6 at 1:26 AM EDT on May 28, 2014
Complete soundtracks for Banjo Kazooie, Banjo Tooie and Donkey Kong 64 will be available for download / listen in the very near future via Grant Kirkhope's bandcamp. The track lists will almost be as complete as the USF sets (minus a lot of the sfx-related tracks, but still including many of the fanfares from the game) along with all of the dynamic variations and cutscene music. None of the tracks have the first note cut off as apparent in the Banjo Tooie / Donkey Kong 64 USF sets. All tracks are full length. It took a bit of work, but just having the final product makes it *very* worthwhile.

I sent Grant copies of the soundtracks last night and he said it was okay for me to tell some people about the impending release, but also to note that it could take some time as there are 461 tracks to sort through in total! :D

I hope you guys enjoy this news as much as I did!

Banjo Kazooie Preview
Banjo Tooie Preview
Donkey Kong 64 Preview

edited 1:35 AM EDT May 28, 2014
Pokémon GSC Fanfares (GBS) by Koto at 10:42 AM EDT on May 29, 2014
I noticed both Gold/Silver and Crystal GBS lacks most of the fanfares used in the game (And these titles have lots of them). I would like to know why have not been included to the GBS, if it's even possible to do or simply an extremely timeconsuming task.

Thanks in advance.

PD: BTW, I also miss the Poké Flute in any RBYG release...
Rips of PS1 Natsume games from early 2000's? by ChillyBilly at 12:27 AM EDT on June 1, 2014
Pretty much like the title says. I'm looking for rips of the music from Natsume-developed titles for the PS1. In particular, I'm really interested in Gear Senshi Dendoh, Hyakujuu Sentai Gaoranger, and Ninpu Sentai Hurricanger. Has anyone been able to rip these titles? Thanks in advance to anyone who can help. :)
How can I rip music myself? by Uikri at 11:44 PM EDT on June 1, 2014
There are some games which do not have their music on the joshw.info archive, and I figured I might as well rip it myself, except that I don't know how. What tools do I need and what do I have to do to rip native format music from:

Dino Crisis (PS1)
DBZ: Legacy of Goku II (GBA)
Medabots AX: Metabee/Rokusho Version (GBA)
Pokémon Mystery Dungeon: Explorers of Sky (DS)
Zone of the Enders (PS2)
Zone of the Enders: The 2nd Runner (PS2)
Pokémon Colosseum (GameCube)

Also, I don't need native format music, but playable music from Fable II (XBOX360). How can I achieve such? All I really want is the pause menu music.

Also, my original account, Vittas, won't log in. How can I get help with this?

edited 11:46 PM EDT June 1, 2014

edited 2:55 AM EDT June 2, 2014

edited 2:56 AM EDT June 2, 2014

edited 5:29 AM EDT June 2, 2014
Looking for BCSTMs? by Rew at 2:35 PM EDT on June 4, 2014
A very helpful soul from this forum recently hooked me up with BCSTMs from 3D Land, NSMB2, Sticker Star, and Mario Kart 7.

There are a few more I'd like, though, if anyone can help? I'm looking for BCSTM sets (or even sequence files) from these games, if possible:
- Mario & Luigi: Dream Team
- Ocarina of Time 3D
- A Link Between Worlds
- Kid Icarus: Uprising

Thanks!
Paper Mario: Sticker Star Data Tree (for text)? by Rew at 11:34 PM EDT on June 5, 2014
I know this forum focuses mainly on audio, but I wanted to make a different kind of request. Does anyone have access to the data tree for Sticker Star? Specifically, I want to access the text from this game (I'd like to do a text dump). I know the text from the previous two games, TTYD and SPM, are easily accessible and already in ASCII format with text tags. Hopefully that will be true of this game too?

Anyway, since the BCSTMs of this game are out now, I figured someone out there might know how to access the text as well?
.MSX (Gamecube) by deadmam04 at 2:58 AM EDT on June 8, 2014
Just wondering if anyone has figured out the .MSX files? Contains the sounds/themes from the WWE games on the Gamecube.
Download the BMS to MIDI converter here by koopatroop at 4:25 AM EDT on June 9, 2014
Here's a BMS to MIDI converter provided by Furrybob
BMS source
And the user instruction written by gamplegusts:
"What I did was I installed xampp, then I went to the C:\xampp\htdocs folder. There is where I extracted the contents from BMS source into. In there you will have a folder called midi_class_v175, which is located in C:\xampp\htdocs\source, place all the contents in the newly extracted source folder which has midi_class_v175, place everything out of it into C:\xampp\htdocs\source once done doing this. Go to your xampp control panel; click start for apache module. Now you should be able to write localhost/source/ into your address bar of your web browser and see it working. Clicking on any bms there should convert it and once it does click download midi. "

Unfortunately, I couldn't work it out.
All the bms I want to convert are these.
From Luigi's Mansion, Super Mario Sunshine, Super Mario Galaxy 1&2.

Please, if there is anyone could convert them and send the midi here. Great thanks a lot!
Trying to convert .aix to mp3 in foobar by Zeether at 3:20 PM EDT on June 9, 2014
I've been trying to convert some .aix files to mp3 in foobar2000 from Sega GT 2002 and it keeps giving me the error "Conversion failed: The encoder has terminated prematurely with code 1 (0x00000001); please re-check parameters". I googled this but all that comes up is stuff about channels and that doesn't seem to help fix it.

edited 3:22 PM EDT June 9, 2014
Okay seriously, UNI file reverter must exist. by RukarioGyiyg996 at 9:05 PM EDT on June 9, 2014
If MilkyTracker can open MikMod .UNI files and save the result as a .XM file (which obviously ruins stereo panning if the .UNI was of a ScreamTracker 3 or ImpulseTracker module) why the hell are there no tools to be found on the internet to properly convert a UNI file into it's original tracker module it once was?

I'm desperate for answer's here.
is DSPADPCM.exe compatible with Windows 8.1? by GabrielSilva at 2:34 PM EDT on June 11, 2014
I can't get DSPADPCM to work with my Windows 8.1. In 2012, I used it a lot on a Windows 7 PC, but now I simply can't. I BELIEVE I'm not doing anything wrong. CMD nor PowerShell runs it correctly, everytime I enter the command line like "C:\DSPADPCM.exe -e C:\0021.wav" and press Enter, a "DSPADPCM has stopped working" window suddendly appears and nothing happens.
Tried running as Administrator and still nothing.
Am I doing something wrong or it's my OS fault?
Description column on Apache HTTP server indexes by Dais! at 4:05 PM EDT on June 13, 2014
Hi. Once again, I am trying to understand a topic that is generally beyond my grasp.

If I'm reading this documentation correctly (and that's generally unlikely), the file directories at joshw.info (like hoot.joshw.info) are automatically generated and have "fancyindexing" enabled.

What I'd appreciate someone clearing up for me is where, exactly, the information for use with AddDescription might be entered in such a situation. Any attempt I make to clarify the question just reminds me how little I grasp of the concept, so I guess I should just go directly to: would it be possible for someone with uploading access (like Knurek) to add a file which could be edited to fill out descriptions like, say:

AddDescription "Hydlide 3: Forgotten Subtitle - 198x - T&E Soft - BEEP/PSG" hydlide3_msx.zip

...and that would be that? Or would some deeper level admin actions be required?

Alternately, can using index.html and automatic index generation be combined for similar effect?
nintendo wii and gamecube instruments? by bobbyK at 6:30 PM EDT on June 15, 2014
Hi, I was wondering if the nintendo wii and gamecube isos have a section where you can extract the instruments/soundbanks/midi sequences just like you can do with vgmtrans for DS, etc? I would love to get some instruments/sounds from couple of games, or even then create a soundfont maybe. Thanks
WWF Attitude Beta PS1 .xa extractor/converter by godzfire at 2:58 AM EDT on June 16, 2014
While there is a rip of the PS1 version of WWF Attitude, the BETA version of the game has themes that are 2 minutes in length instead of the 1 minute length in the release version.

I've pulled the .xa's from the disc, they are located HERE, however it appears from the retail rips already on Josh's archive site, that each .xa file is compressed and contains 8 singular .xa files (if that makes sense).

I'm hoping someone can help with the ones I uploaded or could point me to the tools I need to extract them and then convert them into .wav files. Thanks!
Super Mario Sunshine by dj4uk6cjm at 9:58 PM EDT on June 16, 2014
I have the super mario sunshine samples ripped here but they don't play in vgmstream and the super mario galaxy 1/2 trick to null them out doesn't work as they use this mSound.asn file and not a szs or Z2Sound.

Apparently mSound holds everything so any ideas on how to extract the samples from the Aw files?

edited 10:00 PM EDT June 16, 2014
!! PS3 .pam audio stream doesn't work! by truston at 7:06 AM EDT on June 17, 2014
Hi,everyone.Thanx to all staffs!

Here PS3 pam video streams all work for now,but some audios don't.
They demux-ed to .lpcm audios, or .genh files.(i know they're same audio with different header.)
Both .lpcm and .genh can't play or decode, while i already have k-lite codec mega on PC.
I'm so curious, isn't .lpcm a common format??

Need help, thanx to everyone!!!

edited 12:21 PM EDT June 17, 2014
Where is GMid2Mod the windows version? by Delon at 7:02 AM EDT on June 18, 2014
I can't download it from here:
http://slick.cokeandcode.com/tools/gm2m040.zip
http://slick.cokeandcode.com/tools/dgguspat.zip
Nemesis '90 Kai for the X68000? by ChillyBilly at 11:44 PM EDT on June 18, 2014
Does a rip for this game exist, by any chance? I've been searching, but I can't find one anywhere.
lovelive ogg? to wav or mp3... by moon at 2:23 AM EDT on June 21, 2014
the lovelive data from Android or IOS
How to convert ogg to wav mp3 ?

http://rghost.net/56498633

edited 7:29 AM EDT June 21, 2014
It's always the last type you check. by pepper at 2:23 PM EDT on June 25, 2014
Farcry Vengence for Wii.
I'm honestly dumbfounded by the fact that they used standard ogg files in the sound dat archive. It just blows my mind since I've never seen a wii game use something other than a sequenced format or adpcm variants. I'm even more dumbfounded I didn't spot the fully intact headers in the dat.

Anyone else have any stories of overlooking the smallest of details and coming back to the format years later and feeling like an idiot?
Can someone upload the Final Fantasy Crystal Chronicles: The Crystal Bearers SCD files? by Frozyn at 7:53 PM EDT on June 26, 2014
Long story short, my hard drive managed to corrupt its filesystem, and I lost the .scd files from Final Fantasy Crystal Chronicles - as I don't have access to the tracker, would it possible that someone could upload them for me?
Triggering the "hidden music" in the Mario Kart 64 results theme by ZeaLitY at 10:20 AM EDT on June 28, 2014
As seen at https://www.youtube.com/watch?v=Iqqsewbj5Qw (starts at 0:50)

I set the track to a long enough amount and did seek to 50:00 on the results theme in Winamp, but this alternate sequence never triggered. Is there a way to edit the underlying miniUSF to fix the original Nintendo coders' error or trigger this unused pattern?
Spider-Man: The Movie (Gamecube/PS2) by vajuvaju at 3:39 PM EDT on June 28, 2014
I had posted this on the vgmstream thread but got no response. I'll try one more time, if that's okay.

The game uses a sound format where every song has an SND file and a GSW (in Gamecube) or VBC (in PlayStation 2) which contains the actual audio data.

Can these be decrypted somehow?

Spider-Man (Gamecube):
https://www.sendspace.com/file/cwc7bi

Spider-Man (PlayStation 2):
https://www.sendspace.com/file/rguqde
All-Stars Racing Transformed Missing Tracks? by Kurausukun at 9:09 PM EDT on June 28, 2014
I ripped all of the .wavs from StreamsMulti and converted them using ww2ogg, but it seems like some tracks are missing, for example Metal Sonic and Yogscast's All-Star themes (Although the intro file for Metal Sonic's theme is there). They both play fine in-game, and it's not a matter of some weird DLC problem because General Winter's All-Star theme is right there and plays fine. Does anyone know if these streams are somewhere else for some reason or have any other ideas?
WWE .pck music file extraction by godzfire at 1:42 AM EDT on June 29, 2014
This time I'm trying to figure out the proper procedure to unpack the contents of some of the newer WWE video games which are stored in a .pck file. From searching previous threads on HCS, it seems some people found luck using QuickBMS, however I'm not sure which script they might have used to do so.

Some example pcks to look at are uploaded here: https://mega.co.nz/#F!vckzCCSb!LfRnJDj233NGMb57HmnyOA
Atlus PS2 Atrac3 files by TGE at 12:18 AM EDT on June 30, 2014
http://puu.sh/9PWmX/0dce4c8df9.7z
Some samples
I'd appreciate any help converting these
PS2 Tekken Tag Tournament Audio Ripping by EducatedFoetus at 4:11 PM EDT on June 30, 2014
Hi there guys!

If anyone could possibly help me, i've been trawling the net trying to find someone who knows how to properly rip audio from a PS2 game, Tekken Tag Tournament on the PS2 to be exact. I have had zero luck. Try MagicIso, Isobuster etc... None worked.

I then came across this forum: http://forum.xentax.com/viewtopic.php?f=21&t=5999&sid=78eef3fb0bad073382931007b84643d7

Several posts make reference to a piece of software called FJFU, which is downloaded from this site here, hcs64. Link: http://www.hcs64.com/files/fjfu.zip

Could anyone possibly tell me please how on earth I use this software to open a PS2 bin file? :( I haven't a clue i'm afraid!

Any help anyone could give would be greatly appreciated :D Thanks for all your time!
Bianco Hills Soundfont by dj4uk6cjm at 9:57 AM EDT on July 1, 2014
I did not make this, just sharing what my friend made (I got permission from him to share it) and that GC/WII soundfonts are possible :) https://www.dropbox.com/s/lhwetnfwbjr905m/k_bianco.com.SF2. Use this midi https://www.dropbox.com/s/wm9wz2dm4fusjuu/k_bianco.com.mid on the soundfont for testing purposes or whatever, here is the final result https://www.dropbox.com/s/t2lgdjtrzmgyjer/k_bianco.com.mp3?dl=1 and the yoshi version https://www.dropbox.com/s/4ehr3o6cbkmhzli/k_bianco.com_y.mp3?dl=1.

Sounds natural and perfect with little to no reverb! :) :) you can check out his youtube channel here. Were working together on a soundfont per song project for super mario sunshine and I'm helping him loop the samples.

Don't expect a bunch of soundfonts to come out soon as this may take a long time (I'm not going to give an estimate) to complete depending on how his program works, the Super Mario Sunshine Editor. Which reminds me, if any programmer here is interested in helping him with his program get in contact with him.

For now here are my own remakes with the samples:

https://docs.google.com/file/d/0B8rHgE_H8aJsMUZMWWxPOGszSkk/edit

https://docs.google.com/file/d/0B8rHgE_H8aJscjJCV2t5WjFnMVU/edit

https://docs.google.com/file/d/0B8rHgE_H8aJsY2pHa2RuSU1KRzQ/edit

And if anyone wants to help out in any way leave a comment and enjoy. :D
Donkey Kong Jungle Beat by dj4uk6cjm at 10:13 AM EDT on July 1, 2014
How to rip the samples and midis from donkey kong jungle beat? https://drive.google.com/folderview?id=0B8rHgE_H8aJsZDAtUC1XUDQxczg&usp=sharing the bms https://drive.google.com/file/d/0B8rHgE_H8aJsV3ctRjVoTDBQQ0E/edit?usp=sharing

Once again they don't play in vgmstream. Want to use them for a donkey kong country remake project :D the only infomation online is from this thread, not very much I know :( any help would be nice. Thanks in advance.
GRID 2 ".nfs" audio format by Argonitious at 2:27 PM EDT on July 2, 2014
I decided to post this information here, since there is no documentation about it. Anyway, I was trying to extract the audio from the "music.nfs" file that is in the audio folder for the PC version of GRID 2. Using the hex editor known as HxD, I discovered that nfs files are actually containers for Audiokinetic Wwise RIFF/RIFX Vorbis files that have been combined together. I used a modified version of a Linux Perl script from Stack Overflow in order to extract the files. I replaced "3d3d" in the script with "RIFF" to make it work with the ".nfs" file. The first file that the script generated was junk data, while the other files that it generated were in Audiokinetic Wwise RIFFF/RIFX Vorbis format. I then converted the files with the ww2ogg converter. The "--pcb packed_codeboooks_aoTuV_603.bin" command was needed in order to covert the files. I tried playing the resulting 6 channel ogg files in VLC media player, but they were unplayable. However, foobar2000 was able to play the few that I tested. This probably means that ww2ogg did not generate proper ogg files. I tried following step 4 of this guide on Saints Row Mods and ended up with valid ogg files. I'll test another ".nfs" file and post the results when I can.

edited 8:20 PM EDT July 2, 2014
Luigi's Mansion Soundtrack & some other resources by koopatroop at 9:00 PM EDT on July 3, 2014
Well......Y'know...
I have been focused on achieving the lossless soundtrack of Luigi's Mansion(GC) for months.
However, I just keep posting question everywhere and doing nothing right.
Achievements? Just the informations from FurryBob. And I know nothing about codes.
Right, I have totally done nothing for this. And I just keep worry about this everyday (Since I have searched the soundtrack for years, and I always wanna achieve a goal which is too hard for me as soon as "possible"). I had thus far suffered from psychical illness......

Few days ago, I decided to give it up and let it go.
I have collected the resources from Luigi's Mansion (SFX Free), Luigi's Mansion Rip (Mostly Complete) and some from the original files.
And created this: Luigi's Mansion Original Sound Version
The soundtrack maybe a little bit lossy, but the tracks are all good.

Here's the Luigi's Mansion SFX Collection (Ripped from JP ver. Since there's more wav. files could be extracted)
And the massive AR codes colletion of Luigi's Mansion.
Also, download all the midis from SMG1&2 (A quarter of them are from here and the rest of them are coverted by myself).

I'm so sorry for unable to do anything for this and every stupid thing I have done.
You could try to figure it out (How to convert the LM bms to midi) if you like to.
BMS convertor & Luigi's Mansion BMS downloading.
There's some information about that in those txt. files.
You could find more information from here and here.

Please Enjoy!

edited 2:06 AM EDT July 4, 2014
Battleblock Theater music by Fred at 11:33 AM EDT on July 4, 2014
Anyone know how to make these files playable (from the steam version)?
All sounds and music have .wma as extension and are laying around in the gamedata/sounds/ folder. Sound effects are RIFF files with things like "fmt " and "data", like you'd expect. They also have XWMA as fourcc and a "dpds" chunk. These play just fine in mpc-hc for example.
The music, however, seems to be headerless. I tried inserting a sound effect header and modifying some values, but no luck.
It was first released on xbox live arcade, so could it be some "xbox format"? I'm not very familiar with what that looks like.

Edit: I uploaded a music file if anyone wants to check it out.

edited 4:51 PM EDT July 4, 2014
PS3 NHL 14 .ast extract, conversion to wav? Edit: .sbs file is what I want to know about. by Christopher at 11:43 AM EDT on July 4, 2014
Any tools or instructions for the .ast files. I've been able to extract the .ast files from cacheaudio.big. Hex editor says S10S at start of .ast file.


Edit: I found a file, in a different folder, that is more to what I'm interested in. pbp_eng_samples.sbs Any info on extracting these sounds.



edited 8:10 PM EDT July 4, 2014
!! .sfd and .usm videos can't decode correctly!! by truston at 9:00 PM EDT on July 6, 2014
Hello!

I have some .usm and .sfd videos(.sfd from XB360).
as i know, both .sfd and .usm have the same ODD version of mpeg codec. the only thing i found to play them perfectly is K-lite mega codec pack.
but it can't convert them. TMPG 5 can't decode the right picture, it's messy wrong picture.
what i want is to decodoe the ODD usm and sfd, the ODD mpeg, and convert to normal format.but how?
.usm samples: http://www.speedyshare.com/r3NNx/usm-and-m2v-samples.rar
usm info: Matrix custom, GOP M=3, N=13

plz help! thank U!!

edited 10:59 AM EDT July 7, 2014
Max Anarchy AAX/ADX question: separate audio channels by TomataVerda at 10:58 AM EDT on July 7, 2014
First of all, hello. Just registered here, nice to meet you all.
Second, this topic's been eating away at me.

Ever since the gamerip of the game's demo, the songs in the game have had instrumentals done by whoever made said rips for each song featured. But then in "Disc 2" of said rip, every track had its different sequences ripped separately. (Leads, Vocals, Bass, Rhythm, etc. all split)

That's how it is in the game, everything just kinda' merges or assembles itself.

Considering the music files are in .aax, the files are easy to listen to but some parts sound quieter than others, which got me thinking: just how does one isolate each and every part of the music from those files? I am kinda new to this whole thing and I was thinking of snagging some bits to experiment with sampling, but it's been over a year that I've been trying to find something that works with no dice.

Would be great to know how the rippers did it, and I haven't had much luck understanding through VGMToolbox. Still very new to this whole thing.

Many thanks in advance.
Final Fantasy XIV scd by Genmai at 8:39 AM EDT on July 8, 2014
I have a friend who gladly rip every sound effects from the game for me. I have search around and found that vgmstream can do the work with these dats.

And I have tried with some dats, I have put the .scd at the end of some files, follow the instruction in the command prompt but it turned out the sound only have the peep sound.

I don't know how get into the right path. Hope someone can help me with it?

Here are some example of the original dats, maybe you guys can figure out how to do it. Thank you so much.

https://www.dropbox.com/sh/5sbxzm1ppoxs903/AACLIxqua9bAyCN3ofywva-za
Sample Quality by froggestspirit at 9:37 AM EDT on July 8, 2014
Is there any way to take an instrument sample and increase the quality of it? I'd like to render a DS soundtrack with high quality instruments using the sdat/2sf's
Pokemon Colosseum by froggestspirit at 7:34 PM EDT on July 8, 2014
Pokemon Colosseum uses sequenced music. I'm really interested in getting a soundfont from this game, or atleast the samples, but cannot figure out the encoding of them. As for the actual sequences, It'd be nice to have them converted to midi, but that'd be a tougher one
vgmstream refuses to load in Winamp now. by RukarioGyiyg996 at 7:57 PM EDT on July 8, 2014
I don't know how this happened, but now everytime I open Winamp in_vgmstream just shows up as "NOT LOADED".

It's not giving me any explanation and I just tried all sorts of in_vgmstream versions already.

What the hell is going on?




edited 1:37 AM EDT July 9, 2014

EDIT: I just tried older versions of Winamp and vgmstream wont load. test.exe works fine though. I am seriously confused what's happened...

edited 2:33 AM EDT July 9, 2014
WWE All-Stars .asf audio files by godzfire at 1:47 AM EDT on July 9, 2014
The multi-platform game WWE All-Stars seems to use a codec that doesn't seem to be used very often, at least from searching these forums: .ASF (not to be confused with .AFS). I've trying to extract the audio from it.

I'm not sure if it's an archive or a multi track audio file, but I can't find anything to open it.

I've uploaded 3 PS2 and 1 Wii example of the file if someone can please check it out.

[https://mega.co.nz/#F!ZwAhDLQR!8NdnaJlXjZSmkUJ81Zo1Sg]ASF Examples[/url]
bms to midi (Zelda games) by brncao1 at 7:45 PM EDT on July 9, 2014
Does anyone have midi rips from Wind Waker, Twilight Princess, and Four Swords Adventure for the Gamecube?
3DO Icebreaker's ice.bigstream? by RukarioGyiyg996 at 2:20 AM EDT on July 10, 2014
Are there any tools to separate all the streams out of this file so in_vgmstream can play them back?

https://dl.dropboxusercontent.com/u/45822870/icebigstream.7z
vmgstream for Foobar and ADX and possibly other?? File format issues??? by marcusss at 7:17 AM EDT on July 12, 2014
Hi all,

Recently I noticed a few game music stop working.

For example, using the latest Foobar 1.3.2 Win 7 x64 and the latest vgmstream plugin r1034

Games using frequencies like 22050Hz, 28000Hz for example don't work and I just get a message
"Unrecoverable playback error: Unsupported stream format: 22050 Hz

LUNAR 2 ADX

This is when I play Lunar 2 and a couple other games with odd ADX files. Previously they all worked..

Odd thing is normal ADX work, like Sonic Mega Collection which uses 1536kbps 48000Hz..

Has something broken or changed recently to cause such issues ??

I was also unable to play music from the WWE lwav fils in the WWE .pck file extension thread..

Same error message as above......Hmmmm

Perhaps is a Foobar/vgmstream issue only as I heard winamp users don't have this issue

Thanks.

Marcus




edited 12:28 PM EDT July 12, 2014
XMA integration into vgmstream? by Kurausukun at 1:19 AM EDT on July 13, 2014
Is it possible/would someone be willing to do it? I know looping wouldn't exactly work, but if vgmstream could at least decode the streams I think it would be convenient. I know it would be for me, at least.
BMS finally figured out!!! BMS to MIDI Converter/Exporter coming soon! BMS Collection Thread~ by dj4uk6cjm at 9:24 AM EDT on July 16, 2014
So my friend has finally figured out exactly what bms do and the other files associated with it like szs, aaf, wsys and the bnks and heres what he told me:

[QUOTE]Turns out, the BMS files are played directly from RAM in real time without any modification (i.e. interpretted) and don't have "tracks" per say, but more like subroutines, as in the file is being scanned in several independent locations at once. Each subroutine is assigned an ID number (which may or may not be unique) and has their own polyphony, note history, jump history, delay timer, etc. What I've seen most people treat as a header is not a header, but rather just another part of the music file that ends up "spawning" the other subroutines.

The AAF file is loaded into memory when nintendo.szs is loaded and decompressed at the beginning splash screens (since it needs the coin sound effect and images) and kept there for the entire game. w1stLoad_0.aw is loaded immediately after nintendo.szs, while w2ndLoad_0.aw is loaded at the title screen (along with mario.szs and others) and kept in memory for the rest of the game, as well. In other words, what you were told was right:
* BMS files tell the audio engine what notes to play with what bank and program numbers.
* WSYS files tell the audio engine where each sample is in specific AW files (since those are just raw sample data pools) and specifies information such as what note a sample represents, loop information, sample rate, etc.
* IBNK files tell the engine the articulation of an instrument, along with which samples it uses and how the samples are mapped to the notes.

So the flow chart would presumably be: BMS -> IBNK -> WSYS -> sample data -> synthesis engine -> output[QUOTE]

This is the way super mario sunshine works at least so the format is probably similar in some other games as well. I had a feeling it worked like this for some time now myself, very useful information. :D

Check out his newest video of his BMS to MIDI Exporter in action here. Still have a long ways away but I will have the honor of being the first person to beta test it :D so I'll let you guys know how that goes. :)

He's coding it in C# and it should support windows 7 and 8 (maybe) he's doing some tests on XP (all 32-bit) so you will need Net 4 or 4.5 if you want to use it whenever it is ready and if you can run this then your fine and you will need the original super mario sunshine rom, I'm not going to tell you where to get it but just that it has to be either ISO or GCM with the exact file size of 1,459,978,240 bytes. Luckily I already have it. :)


So far we have the bms for Super Mario Sunshine, Super Mario Galaxy 1 & 2, Luigi's Mansion, Twilight Princess, Donkey Kong Jungle Beat, Wind Waker, Four Swords Adventures and Double Dash but we are looking for more so I've also made this a BMS Collection Thread for you guys to post all of your bms you have collected over the years or just now :P

Although Super Mario Sunshine is a priority and comes first all these would be good to test. ;)



Thanks again you guys~

edited 2:53 AM EDT July 17, 2014
Tonic Trouble MPEG-like audio format by Droolie at 2:47 PM EDT on July 19, 2014
Hi everyone!

The music in Tonic Trouble (made by the same composer as Rayman 2) is in a very obscure MPEG format. You can find some examples here.

This is all I have figured out in the past few months:
It's segmented and packed in MPX bigfiles, each segment starting with a 4-byte number and then "2RUS", the 2 standing for the amount of channels (the game tries to play the files in mono when you change it to 1). The 4-byte number always seems to be bigger than the segment size in bytes.

Does anyone here have any idea how to play these files? Thanks!

PS: I've even provided the DLLs that play these files on XeNTaX if that can help somehow.
Need help with DJ Hero 2 FSB/XMA extracting by Mini at 12:25 PM EDT on July 20, 2014
Hello all!

I'm trying to extract the seperate XMA files from the 6 channel XMA files from the DJ.fsb files from the DJ Hero 2 Pendulum DLC.

I've managed to extract the 6 channel XMA files but can't get any further (this is where I need help)

I've tried various different methods of extracting the 3 XMA files from a 6 channel XMA but always get stuck at the parts where hex is involved (I tried to learn about hex and get a better understanding of it but gave up)

Now, I like a challenge, but I feel that I've spent far too long on this.

If someone could give me some guidance on exactly how to do this (I have no idea at all) or even do some of it (or all of it :P) for me, I'd appreciate it very much!

Here are the files I'm trying to work on:

FSB's (password for these is "nos71RiT":
1st song: http://www.mediafire.com/download/uxgdx46zx8vfior/1stSong.fsb

2nd song: http://www.mediafire.com/download/fdt49j6j4v7fvuc/2ndSong.fsb

3rd song: http://www.mediafire.com/download/1347xx9udwifbxy/3rdSong.fsb


6 Channel XMA Files I extracted from those .FSB files with fsbext:
1st song: http://www.mediafire.com/listen/oaowdalq9c7033q/tmpC497.tmp.wav.xma

2nd song: http://www.mediafire.com/listen/xji2ey02l93wkzk/tmp50A7.tmp.wav.xma

3rd song: http://www.mediafire.com/listen/rjh1o8sq1sbw5cv/tmp7219.tmp.wav.xma


Thanks!
Pokemon GSC .gsfs by Kurausukun at 1:17 AM EDT on July 21, 2014
So all of the Pokemon .gsfs use stereo... But I don't really like it, sometimes the percussion is all the way on one side and it really kind of messes with the beat of the song. However, I can't simply downmix it to mono because if I do that, the channels that are playing on the sides are too quiet. Is there any way to manipulate the .gsfs to play as if the game was set to mono or something similar?
Donkey Kong Country 3 GBA GSF file by dogman91 at 1:48 PM EDT on July 21, 2014
Someone uploaded this awhile ago, and all I found so far are broken links. Does anyone have this? Thanks.
Sly Cooper Music by froggestspirit at 5:51 AM EDT on August 1, 2014
So I have a hunch that the original Sly Cooper game uses a sequenced format (music would keep playing, and change while the disc was out). Does anyone know anything about this, or how to access hidden files on the iso? (Both sly 1 and 2 hide files)
Demon's Souls? by Uikri at 9:06 AM EDT on August 1, 2014
Is anybody aware of what format Demon's Souls' music is in? I would try to check myself, but I only have it digitally.
New Streaming format: BFWAV (Wii U) by Team Fail at 8:53 PM EDT on August 1, 2014
I managed to grab these from a donated Wii U Ram dump.

Files: https://dl.dropboxusercontent.com/u/34957059/Wii%20U%20BFWAV%20files.zip
My work currently: http://gbatemp.net/threads/wii-u-audio-dumping-research-thread.369481/

It's a bit of a work in progress, but it's slowly getting there. Hopefully this can be added to VGMstream sometime soon and have this format out of the way. I'm working on adding these formats slowly, so once RAM dumping is possible, this application will be there and ready to go.

edited 1:58 AM EDT August 2, 2014

edited 2:04 AM EDT August 2, 2014
Shovel Knight OST by kooz at 3:40 PM EDT on August 2, 2014
I tagged/timed the NSF as an NSFe according to the official soundtrack's naming and fade-outs. In case anyone is interested:

https://www.sendspace.com/file/9qmgip


Edit: I just realized track 18 "Watch Me Dance!" doesn't loop as it does in the official soundtrack. /shrug

Here's the NSFe with truncated track timing on track 18:

https://www.sendspace.com/file/8tuewi

edited 8:54 PM EDT August 2, 2014
Ripping from an old game by Razp at 11:27 AM EDT on August 4, 2014
So I have probably spent the last month and a half on and off trying to figure out where the music is on an old PS1 game called Blasto. I made it far enough to extract from the XA files and used various players, but from those files I got nothing but the Dialogue from the game and the movies. If not in the XA files, where else would I have to look for the music and what would be my next step to there? I also double checked the .STR files just in case but still no go.

Thxx

edited 8:46 PM EDT August 4, 2014
PS2 Hidden Files/Formats by froggestspirit at 4:47 AM EDT on August 5, 2014
Long story short, I want to go through and rip Sly 1-3's soundtrack. I can access the music in the sly collection for ps3 (I believe they are XVAG format), but these arn't all the songs. Previously, I made a rip of Sly 2's soundtrack, and line-in recorded the missing songs from the ps2 version.

Sly 1 and 2 have missing files in the iso, if you open it in something like winrar. Sly 3 puts all data in a file called sly3.wad

Sly 1 uses sequenced music, sly 2 and 3 use streamed. My question is, what formats of known streamed music are there for ps2 (or the headers i can search in a hex editor) and is there a way to find sly2.wal (or so it's called in the demo from ratchet and clank)
NBA Live 14 Music by nba2k at 5:56 PM EDT on August 6, 2014
Hi,

Has anyone figured out how to rip music from PS4/XB1 games yet?

If so, has anyone tried ripping the audio from NBA Live 14?

I'm interested in the ESPN NBA cues used in the game.

Stuff like the background music in this clip:
http://youtu.be/-uZer_BttVw?t=13m28s

Kind of a long shot, but you guys are the gaming music ripping experts :)

edited 11:01 PM EDT August 6, 2014
Animal Forest jpn MIDI by froggestspirit at 7:31 PM EDT on August 7, 2014
I am trying to rip the sequence data from the japanese animal forest game, so I can convert it to MIDI. I managed to do this with Rocket Robot on wheels, and glover, by taking the USF rip, finding the track index's (in a hex editor) and then finding the spot in ram that tells you the track number of the current song playing. From there, I was able to disassemble and trace back to the raw sequence data.

The issue i'm having, is figuring out the track numbers for this game. I have the usf rip, but it seems different, because my searches brought up no results. Can anyone give me the proper track numbers? (the ones that the game uses) or a pointer to the table of song pointers?
Metroid Prime AGSC by MrSinistar at 6:08 AM EDT on August 8, 2014
Hi all! Several people and myself are currently trying to figure out the Metroid Prime AGSC sound format. Looking at the sound file, there's four chunks of data: The audio header and sound table, a second chunk that I'm assuming is loop points, the third chunk is raw ADPCM data and the fourth chunk is possibly the offsets for the sounds and other unknown data.

I tried loading the files in VGMToolbox and the rendered GENH produce static results but if the sounds are mono and at 22050 hz, you can hear some of the sound effects albeit distorted. I tried using the GameCube ADP/DTK 4-bit ADPCM codec but it produces an unplayable GENH unless if I use stereo, which I know is incorrect.

Any help would be greatly appreciated!

edited 11:14 AM EDT August 8, 2014
An (almost) entirely comprehensive USF tracklist for Paper Mario by Rew at 11:34 AM EDT on August 10, 2014
So I've been doing some tinkering with my USF set of Paper Mario. In addition to the usual track numbers, according to hcs, there are segments within those track numbers where different tracks or variations will be found within a group.

Take the regular enemy battle theme (or "Battle Fanfare" per OST track title) for example. If you open up that track in WindHex, the byte number (02) will appear at the beginning of the third row. But there are a few tracks under 02. Go a row and a half from there (it's always directly underneath a D0), and you'll see a different number. 00 is always the default, and for this example's purpose, track 02-00 is just the regular battle theme with no special beginning. If you alter 00 to 01 (so you have 02-01), it will give you the battle theme beginning with Mario's first strike fanfare. Change it to 02 (so 02-02), and you'll get the foe's first strike preceding, and finally 02-03 will give you just the foe first strike fanfare by itself. (Almost never does this byte value do anything different beyond 03.)

There are not so many variations in most track groups, however. In most cases, you'll have the default theme at 00, then a truncated version (more on that below) at 01, or in some cases 02. In general, further track numbers will just repeat whatever the 00 default is.

Toad Town (the first musical track in the game, located at 00) is an interesting case, in that there is a *third* segment for it! For Toad Town normally, the first byte on the third row in WindHex will be 00. A row and a half later will determine whether it will be the full theme with intro (00) or without intro (01). (02 and 03, etc. default back to the 00 setting.) But a row and a half after that (so the beginning of the 7th row in WindHex) is another byte value, which determines which of the Toad Town variations will play, from 00 to 09.

The purpose of this thread is to help people create as comprehensive a USF set as possible for this game--which is easily enough done since you can edit these byte values in WindHex, then use "save as" to create a new track to play in Winamp or whatever you use.

So below you'll find the tracklist that I have compiled. A note on "truncated" tracks (since there are a ton of them): These tracks play for a while--almost a full loop but not quite in most cases--before the track just abruptly stops. It will sometimes play faster than the default theme too. I imagine these are in the game's data for some programming reason I don't understand. If anyone has any theories on those, I'd be keen to hear them.

Another note: The Goomba Village theme is the default or "filler" theme for this game. Whenever there is a byte value left out of the below track list, it's Goomba Village. (The actual Goomba Village in-game uses byte 10, hence its place on the list.) There are also a few tracks that I as yet am unable to find--I'll go more into those after the list.

Without further ado, here are the tracks, sorted by track group number (OST titles are noted in "quotes" where available).


00 - Toad Town - "Toad Town Theme"
00.00.01 - Toad Town (Tayce T.)
00.00.02 - Toad Town (Merlon)
00.00.03 - Toad Town (Dojo)
00.00.04 - Toad Town (Tunnels)
00.00.05 - Toad Town (Minh T.)
00.00.06 - Toad Town (Fice T.)
00.00.07 - Toad Town (Russ T.) - "Toad Town Variations" (Part 1)
00.00.08 - Toad Town (Rowf)
00.00.09 - Toad Town (Toy Box)
00.01 - Toad Town (without Intro) - "Toad Town Variations" (Part 9)
00.01.01 - Toad Town (Tayce T., without Intro) - "Toad Town Variations" (Part 6)
00.01.02 - Toad Town (Merlon, without Intro) - "Toad Town Variations" (Part 3)
00.01.03 - Toad Town (Dojo, without Intro) - "Toad Town Variations" (Part 2)
00-01.04 - Toad Town (Tunnels, without Intro) - "Toad Town Variations" (Part 7)
00-01.05 - Toad Town (Minh T., without Intro) - "Toad Town Variations" (Part 4)
00-01.06 - Toad Town (Fice T., without Intro)
00-01.07 - Toad Town (Russ T., without Intro)
00-01.08 - Toad Town (Rowf, without Intro) - "Toad Town Variations" (Part 5)
00-01.09 - Toad Town (Toy Box, without Intro) - "Toad Town Variations" (Part 8)

02 - Enemy Battle
02.01 - Enemy Battle (First Strike) - "Battle Fanfare"
02.02 - Enemy Battle (Foe Strike)
02.03 - Enemy Battle (Foe Strike) [truncated]

03 - Event Battle - "Hey You!"
03.02 - Event Battle [truncated]

04 - Jr. Troopa Battle

05 - Final Battle - "King of the Koopas"
05.01 - Final Battle Intro
05.02 - Final Battle [truncated]

07 - Goomba King Battle - "Goomba King's Decree"
07.01 - Goomba King Battle [truncated]

08 - Koopa Bros. Battle - "Attack of the Koopa Bros."
08.01 - Koopa Bros. Battle [truncated]

09 - Bowser??? Battle - "Trojan Bowser"
09.01 - Bowser??? Battle [truncated]

0A - Tutankoopa Battle - "Chomp Attack"
0A.01 - Tutankoopa Battle [truncated]

0B - Tubba Blubba Battle - "Ghost Gulping"
0B.02 - Tubba Blubba Battle [truncated]

0C - General Guy Battle - "Keeping Pace"
0C.01 - General Guy Battle [truncated]

0D - Lava Piranha Battle 1
0D.01 - Lava Piranha Battle 2 - "Go! Mario! Go!"
0D.02 - Lava Piranha Battle 1 [truncated]

0E - Huff N. Puff Battle - "Huffin' and Puffin'"
0E.01 - Huff N. Puff Battle [truncated]

0F - Crystal King Battle - "Freeze!"
0F.01 - Crystal King Battle [truncated]

10 - Goomba Village - "Goomba Village Theme"
10.01 - Goomba Village [fast]

11 - Pleasant Path - "March Ahead"

12 - Fuzzies in Koopa Village - "Fuzzys Stole My Shell"
12.01 - Fuzzies in Koopa Village [truncated]

13 - Koopa Village - "Koopa Village Theme"
13.01 - Koopa Village [truncated]

14 - Koopa Bros. Fortress (without Intro)
14.01 - Koopa Bros. Fortress - "Koopa Bros. Fortress"
14.02 - Koopa Bros. Fortress [truncated]

15 - Dry Dry Outpost - "Mysterious Dry Dry Outpost"
15.01 - Dry Dry Outpost [truncated]

16 - Mt. Rugged - "Mt. Rugged Theme"

17 - Dry Dry Desert - "Dry Dry Desert Trek"

18 - Dry Dry Ruins - "Dry Dry Ruins Quest"
18.01 - Dry Dry Ruins [truncated]

19 - Tutankoopa's Lair
19.01 - Tutankoopa's Lair [truncated]

1A - Forever Forest - "Forever Forest Theme"
1A.01 - Forever Forest [truncated]

1B - Boo's Mansion (Exterior) - "Approach to the Mansion"
1B.01 - Arriving at Boo's Mansion
1B.02 - Boo's Mansion (Exterior) [truncated]

1C - Boo's Mansion (Interior) - "Boo's Mansion Theme"
1C.01 - Boo's Mansion (Interior) [truncated]

1D - Gusty Gulch - "Gusty Gulch Adventure"

1E - Tubba Blubba's Castle - "Tubba Blubba's Castle"
1E.02 - Tubba Blubba's Castle [truncated]

1F - Escape from Tubba Blubba - "The Castle Crumbles"
1F.01 - Escape from Tubba Blubba [truncated]

20 - Shy Guy's Toy Box - "Shy Guys Toy Box"

21 - Toy Train Railroad - "All Aboard!"

22 - Toy Box in the Dark

24 - Jade Jungle - "Jade Jungle Theme"
24.01 - Jade Jungle [truncated]

25 - Inner Jungle
25.01 - Inner Jungle [truncated]

26 - Yoshi's Village (Coast) - "Welcome to Yoshi's Village" (1st Movement)
26.01 - Yoshi's Village - "Welcome to Yoshi's Village" (2nd Movement)
26.02 - Yoshi's Village (with Intro)

27 - Search for the Fearsome 5 - "Search for the Fearsome 5"
27.01 - Search for the Fearsome 5 [truncated]

28 - Raphael the Raven's Theme - "Raphael the Raven"
28.01 - Arriving at the Raven's Tree
28.02 - Raphael the Raven's Theme [truncated]

29 - Mt. Lavalava - "Hot Times in Mt. Lavalava"
29.01 - Finding Mt. Lavalava
29.02 - Mt. Lavalava [truncated]

2A - Escape from Mt. Lavalava - "Escape from Mt. Lavalava"
2A.01 - Escape from Mt. Lavalava [truncated]

2B - Star Way Opens
2B.01 - Star Way (Ascent)
2B.02 - Star Way (Descent)
2B.03 - Star Way - "Star Way"

2C - The Master Battle
2C.01 - The Master Battle [truncated]

2D - Island Sounds Station

2E - Hot Hits Music Station

2F - Golden Oldies Station

30 - Flower Fields (Cloudy) - "Clouds Over Flower Fields"
30.01 - Flower Fields (Cloudy) [truncated]

31 - Flower Fields (Sunny) - "Flower Field Rondo"
31.01 - Flower Fields (Sunny) [truncated]

32 - Cloudy Climb

33 - Puff Puff Machine
33.01 - Puff Puff Machine [truncated]

34 - Sun Tower (Before)
34.01 - Sun Tower (Before) [truncated]

35 - Sun Tower (After)
35.01 - Sun Tower (After) [truncated]

37 - Crystal Palace - "Crystal Palace Crawl"
37.01 - Crystal Palace [truncated]

38 - Shiver City - "Cold Reception in Shiver City"

39 - Detective Mario - "Detective Mario"
39.01 - Detective Mario [truncated]

3A - Shiver Snowfield - "Snow Road"

3B - Shiver Mountain - "Over Shiver Mountain"

3C - Starborn Valley - "Starborn Valley Trail"

3D - Merlar's Shrine

3E - Mail Call!

3F - Party at Peach's Castle - "A Party at Peach's Castle"
3F.02 - Party at Peach's Castle [truncated]

40 - End of Chapter - "A Kingdom in Chaos"
40.01 - End of Chapter [truncated]

41 - Chapter Start - "Mario's Theme"
41.01 - Mario's Theme
41.02 - Chapter Start Fanfare

42 - Item Get

44 - Boo's Phonograph

45 - Tutankoopa's Theme

46 - Kammy Koopa's Theme

47 - Jr. Troopa's Theme
47.02 - Jr. Troopa's Theme [this one causes Winamp to crash, for unknown reasons]

48 - Bullet Bill Attack - "Bill Blaster! Go Faster"
48.01 - Bullet Bill Attack [truncated]

49 - Monty Mole Attack
49.01 - Monty Mole Attack [truncated]

4A - Shy Guy Invasion - "Shy Guy Riot"
4A.01 - Shy Guy Invasion [truncated]

4B - Toad Town Tunnels
4B.01 - Toad Town Tunnels (Ice) [truncated]

4C - Whale's Theme
4C.01 - Whale's Theme [truncated]

4D - Forever Forest Warning

4E - Fearsome 5 Found

4F - Fanfare [unused]

50 - Goomba King Appears - "Gates of Goomba Castle"
50.01 - Goomba King Appears [truncated]

51 - Koopa Bros. Interlude

52 - Koopa Bros.' Theme
52.01 - Koopa Bros. Appear - "Koopa Bros. Keep Cool"
52.03 - Koopa Bros. Appear Fanfare

53 - Tutankoopa's Final Warning

54 - Tutankoopa Appears
54.01 - Tutankoopa Appears [truncated]

55 - Tubba Blubba Appears - "Tubba's Heart"
55.01 - Tubba Blubba Appears [truncated]

56 - General Guy Appears - "General Guy's March"
56.01 - General Guy Appears [truncated]

57 - Lava Piranha Appears - "Lava Piranha Attack"
57.01 - Lava Piranha Appears [truncated]

58 - Huff N. Puff Appears - "Huff N. Puff's Theme"
58.01 - Huff N. Puff Appears [truncated]

59 - Crystal King Appears

5A - Blooper Appears
5A.01 - Blooper Appears [truncated]

5B - Mini-Boss Appears
5B.02 - Mini-Boss Appears [truncated]

5C - Monstar Appears
5C.01 - Monstar Appears [truncated]

5D - Club 64
5D.01 - Club 64 [truncated]

5E - Opening [unused]

5F - Fall of Bowser's Castle - "Beware! Bowser's Castle!"

60 - Star Haven - "A City in the Stars"
60.01 - Star Haven [truncated]

61 - Shooting Star Summit - "Shooting Star Summit"
61.02 - Shooting Star Summit [truncated]

62 - Star Ship Takeoff
62.01 - Star Ship
62.02 - Star Ship Takeoff [truncated]

63 - Star Sanctuary - "Sanctuary!"
63.01 - Arriving at Star Sanctuary
63.02 - Star Sanctuary Fanfare

64 - Bowser's Castle (Early)
64.01 - Bowser's Castle (Late) - "Siege on Bowser's Castle"
64.02 - Bowser's Castle (Late) [truncated]

65 - Bowser's Castle (Underground)
65.01 - Bowser's Castle (Underground) [truncated]

66 - Bowser's Theme - "Angry Bowser"
66.02 - Bowser's Theme [truncated]

67 - Bowser Battle - "Bowser's Rage"
67.01 - Bowser Battle [truncated]

68 - Peach's Wish - "Wish of the Princess"
68.01 - Peach's Wish [truncated]

69 - File Select
69.01 - File Select [truncated]

6A - Title - "Main Title"
6A.01 - Title Fanfare
6A.02 - Title [truncated]

6B - Princess Peach's Castle Taken
6B.01 - Princess Peach's Castle
6B.02 - Princess Peach's Castle [truncated]

6C - Prologue Interlude

6D - Princess Peach Appears - "Princess Peach Saved!" (Part 1)
6D.01 - Peach's Address - "Princess Peach Saved! (Part 2)
6D.02 - Peach's Address [truncated]

6E - The End - "Mario and Peach's Theme"
6E.01 - The End [truncated]

6F - Star Rod Get

70 - Twink's Theme - "Twink's Theme"
70.01 - Farewell Twink - "Goodbye, Twink!"

71 - Baking a Cake

72 - Gourmet Guy's Gratitude

73 - Princess Peach's Theme - "Princess in Distress"
73.01 - Princess Peach's Theme (Balcony)
73.02 - [silence]

74 - Peach's Event - "Hang in There, Peach!"
74.01 - Peach's Event [truncated]

75 - Peach's Stealth
75.01 - Peach's Stealth [truncated]

76 - Peach Caught

77 - The 64th Trivia Quiz-Off (Intro)
77.01 - The 64th Trivia Quiz-Off (Question)
77.02 - The 64th Trivia Quiz-Off (Outro)
77.03 - [silence]

78 - Theme of the Star Spirits (Before)
78.01 - Theme of the Star Spirits (After) - "Star Spirits' Request"
78.03 - [silence]

79 - Penguin Murder Mystery
79.01 - Penguin Murder Mystery (Herringway)
79.02 - Penguin Murder Mystery (Herringway) [truncated)

7A - Mayor Penguin Recovers
7A.01 - Mayor Penguin Recovers [truncated]

7B - Magic Beanstalk (Growing)
7B.01 - Magic Beanstalk (Climbing)
7B.02 - Magic Beanstalk (Growing) [truncated]

7C - Merlee's Spell
7C.01 - Merluvlee's Fortune
7C.02 - Merlon's Fortune

7D - Lakilester's Theme - "Lakilester the Great!"
7D.01 - Lakilester's Theme [truncated]

7E - Goomba Bros.' Retreat
7E.01 - Goomba King's Fortress
7E.02 - Goomba Bros.' Retreat [truncated]

7F - The Sun Rises on Flower Fields
7F.01 - The Sun's Theme

80 - Dry Dry Railroad
80.01 - Dry Dry Railroad [truncated]

81 - Whale Ride
81.01 - Whale Ride [truncated]

82 - New Partner

83 - Dry Dry Ruins Appears
83.01 - Dry Dry Ruins Appears [after delay]

84 - Candy Canes

85 - Playroom

86 - Moustafa's Theme
86.01 - Moustafa's Theme [truncated]

87 - Game Over

88 - Toad House

89 - Petunia's Theme
89.01 - Posie's Theme
89.02 - Lily's Theme
89.03 - Rosie's Theme

8A - Flower Gate

8B - Battle Victory

8C - Pop Diva's First Song
8C.01 - Pop Diva's Song

8D - Boos' Game
8D - Boos' Game [truncated]

8E - Level Up

90 - Staff Credits (Day) - "Victory Parade"
90.01 - Staff Credits (Day) [truncated]

91 - Staff Credits (Night) - "The Celebration Continues"
91.01 - Staff Credits (Night) [truncated]

94 - Mario's House

95 - Opening: The Star Rod - "Story of the Stolen Spirits" (Part 1)
95.01 - Opening: Bowser Attacks - "Story of the Stolen Spirits" (Part 2)
95.02 - Opening: Star Kids and Wishes - "Story of the Stolen Spirits" (Part 3)
95.03 - Ending: Peach's Castle Restored

96 - New Partner [JP] - "Nice to Meet You"
96.01 - New Partner [JP] [truncated]


Whew! So there we are.

Like I said above, though, there are some tracks I can't seem to find/trigger, no matter what I do:
- Dry Dry Desert (Oasis), which is presumably under byte 17.
- Toad Town Tunnels (Ice)--I was able to find a truncated version of this one, but frustratingly, I could not find or activate a looping version of this track. It should be somewhere under byte 4B along with its truncated counterpart.
- I am also missing at least 1 or 2 variants of the Bowser's Castle theme, which should be located somewhere within byte 64. There are one or two more variations between the subdued and quiet "Early" theme and the loud and bombastic "Late" theme.

With these missing ones, I did try the Toad Town trick of locating a third segment, but my attempts were unsuccessful. Maybe someone around here who knows more about what they're doing can aid the search and make this list fully comprehensive?


edited 4:54 PM EDT August 10, 2014

edited 4:55 PM EDT August 10, 2014
Royalty Free Soundfonts for Games by froggestspirit at 7:30 AM EDT on August 11, 2014
After seeing the VGM instrument source thread, it got me wondering... Does anyone know any good Royalty Free Soundfonts, or VST's (I mainly use FL Studio). I'm making a game similar to Banjo Kazooie/ Super Mario 64, and I'm going to be creating a sequenced format for it.
GBA music extracted to MIDI + SoundFont by SmartOne at 7:59 PM EDT on August 11, 2014
I was searching for the Mother 3 GSF set and found this instead:

http://forums.sonicretro.org/index.php?showtopic=29892

It's like a dream-come-true. We need a driver for Donkey Kong Country 3.

I assume the same concept could be applied to less-sucky-but-still-hissy-as-hell DS music.

edited 1:10 AM EDT August 12, 2014
Partial Silent Hill 1 PSF rip by Nisto at 9:02 PM EDT on August 14, 2014
Nothing fancy about the rip - it's not really any different from what you would get by following the instructions mogikihei provided in the KDT1 research thread for every track. But I figured I'd provide something for the masses.

Not all tracks will play, as it's not the original driver. But maybe someone can get them to play somehow anyway? The tracks that will play are: C, D2, E, E2, H, H2, I, K, K2, L, P, Q, R, T, T2, X, Z.

So not even half of the sequenced tracks from the game.

https://dl.dropboxusercontent.com/u/48454461/aud/sh1psf.rar

Untagged/untimed

edited 2:16 AM EDT August 15, 2014
Encode Madworld music by coffeverton at 5:26 AM EDT on August 15, 2014
Hi
I used vgmstream to extract the bgm from Mad World.
Now, i wanted to take some mp3 and encode, to replace the original music.

Anyone can give me any tip on this?
Has anyone already tried to do something like that?
Videos from games using the "DivX for XBOX" (or GC) codec by doomed at 6:26 AM EDT on August 18, 2014
Greetings people of HCS!

The GC and Xbox(1) versions of Enter the Matrix (2003) use a special version of the DivX codec to store their live action cutscenes. (The PC version uses BINK and the PS2 version uses its native MPEG2 format).

This special version was made by Factor 5.

Related articles:

http://www.nintendoworldreport.com/news/7826/factor-5-divx-networks-release-sdk-for-gamecube

http://www.neowin.net/news/divx-for-the-xbox-sdk-announced

http://www.gamasutra.com/view/news/92434/Factor_5_and_Divx_Networks_Release_Divx_for_Gamecube.php

Now what's interesting is that the Xbox version is the only one that stored the videos in higher bitrate "HD" resolution (likely 720p) compared to the other versions of the game.

So I'd like to be able to play/convert those files. But as far as I know nobody has worked on reversing this format.

Here is one such file (it's Atari's logo) provided as a sample: Logo

And here is the beginning of the file in hex: Header

Thanks!

edit: Perhaps it would help to note that at the time that Factor 5 released the DivX for GC and Xbox SDKs, the "PC" version of the codec was DivX 5. So I would expect that this special version of DivX is based on DivX 5.

edited 11:43 AM EDT August 18, 2014
Cueing Audio Files by MrDANtastic at 11:00 AM EDT on August 18, 2014
As a little side hobby, I've been hacking away at a few Gamecube Iso's to study the contents of the .aw files and audio bank. I, like many foolhardy, would be hackers (or noob if you like), thought that it would be possible to replace the audio files in Twilight Princess. I know! For shame right?! Well, after about a week of researching and creeping around on the forum, I've come to a better understanding of the file structure, and know enough to realize that simply replacing them is a nigh impossible task. But I, being a stubborn, hard headed, child of an Irishman, have yet to give up on this particular task.

Therefore, I would like to pose a question...

Would it be possible, instead of attempting to hopelessly replace the audio files of the game, to cue replacement tracks via an external program such as a soundboard? Essentially, my thought process behind this was if a cue is coded so that when the instance a vanilla track is triggered in game, it would cue an audio track from the soundboard. Is this a viable option, or just a waste of time?
Need Instructions Please by CasulGuy at 1:09 AM EDT on August 19, 2014
Need instructions how to use this at all. I already know how to get to the test.exe part. My only problem from there on is how to do a simple decode and change it into a .wav. And explain how EXACTLY I would convert a .dspw file to .wav file.
PS2 Stella Deus, ADX headers, VGMToolbox, other questions by mikev at 3:57 PM EDT on August 23, 2014
Sorry if this is TL;DR but it is my first (real) post on any forum and I've been lurking here for a while so I've kinda built up a list of things. I really want to get involved in some way and I was thinking some of the below might be a start.

I'm considering working out the loop points for Stella Deus (PS2, mostly ADX) and resubmitting to joshw.info.

1. Is somebody else (that reads here, obv) already working on this or do they have it completed but not uploaded?

2. As for track filenames, I was going to rename them to match the OST (using the convention of track 99 for outtakes/unknowns). Is this acceptable or should I just leave them as-is?

3. As for the ADX loop points themselves, I was going to just update the headers directly. Is that fine?

4. Does there already exist a tool to calc the byte offsets from sample/other offsets and update the headers? I've already done this manually for one of the files as a test, but if there's a tool that can save a bit of time that'd be great. Although, I'm mainly asking this to lead into the next question...

5. VGMToolbox (r930) doesn't have anything for working with ADX headers, unless I'm missing it somewhere. Is that correct? Would it be alright if maybe I extended it to support them?

Thanks for your time.
HP 2 Gamerip by Mygoshi at 2:09 AM EDT on August 24, 2014
Can anyone have a rip of Harry Potter 2 from the PS2, gamecube or Xbox ? I ripped from the gamecube but I have a pretty medium quality and all of the musics are stored in 1 files. Thanks !
requesting a NSF rip by hoodlum47 at 7:42 AM EDT on August 25, 2014
Hello I would love it if someone could rip this

Of course I mean after said IPS is applied to the ROM. It really improves the music of this "unofficial" port.
Army Men - Sarge's Heroes 2 (PS2) Music by ayylmao at 6:30 PM EDT on August 25, 2014
I tried to rip the music from this game, but all of the tracks seem to be in .SSN format, which according to Google is not usually used as any sort of sound file considering I didn't find anything about it used in this manner. Tried using MFAudio for it but the only thing that came out was static. Also tried directly playing the files through MPC just in case, but that didn't work either. What should I do?
Mono .gbs? by Kurausukun at 11:00 PM EDT on August 25, 2014
Is is possible to somehow edit the Pokemon .gbs files to be mono as they are heard in-game if the sound is set to mono? Simply downmixing the stream does not give proper volume levels.
*.hog PS2 ADPCM by Mygoshi at 5:13 AM EDT on August 26, 2014
Hi, I'm trying to rip the musics from the Harry Potter and the Sorcerer's stone PS2 game. I ripped the GameCube version but I would like to rip the PS2 version. The file is called "HOGDAY.HOG" and the header begin with "WART3.00" I don't know what is that xD I never saw this. I scanned the file with Cube Media Player 2 (which is the only software can open this file :), he's not bad, he's just so long for scan.)I tested all of the interleaves but none of all works. So, I extracted the files without convert, it gives me .adpcm files. I scanned the files with ADPCM Player v1.44h and i'm embarassed, he say "The interleave is not set!!" ... Please help me, download the file here : https://mega.co.nz/#!0FxCEISa!pKZdg0gVuiVSaQBdClhsoRfEUZIzxKChI_3WbHPR8SI
NDS *.rom ripping by Mygoshi at 5:16 AM EDT on August 26, 2014
Hi guys, I downloaded the rom of Lego Star Wars II: The Original Trilogy for the Nintendo DS. I opened the file with "kiwi nds editor" and it gives me a "SoundData.rom" file. How I open and extract audio from this? Thanks!

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