Previous Page | Next Page

Eternal Darkness Audio Formats by Dark_Ansem at 8:04 AM EDT on August 27, 2014
I'd love some help in understanding the audio formats of Eternal Darkness, excluding BGM as VGMstream can already read them.

\audio\stream folder files present a structure similar to this, in Hex, as they have no extension:

..CE...+..}.....
.......+........
.........A......
..._.(.....1...c
................
................
c.. ...1..?....
"n...O./!.o_%.r4
q.X@..Y_b...!..%
".?.....Qc0`1.Q.
!C.@..Ua".2"S.B.
a~'.B1.M!...`...
x.....R.h,.v..4.
w. ../.|..cEd .3
v4..;.._W.." ..%
w:.\./.5w...B.L.
'.A.3.........q.
UF..B=..F.......
v.Q...K.62.A..2.

\Autopsy files are .aud files that vgm stream CANNOT play. they are possibly audio files, since each movie in-game has one .aud file attached.

the \effects folder has .poo, .pro, .sam., .sdi
those are very probably archives, but that's just my 2 cents.

profiding link to sample of each filetype...
[url]http://speedy.sh/jaayd/ED-Audio.rar[/url]

edited 1:09 PM EDT August 27, 2014
3DS - Music by crediar at 3:55 PM EDT on August 27, 2014
Overtime I will post as many as I can but for now let's start with Super Mario 3D Land!

Super Mario 3D Land: http://185.100.84.71/3ds/

edit:
Apparently it is already supported in the source code version.

Also feel free to share them archive them whatever!


edited 4:53 AM EDT August 28, 2014

edited 5:01 AM EDT August 28, 2014
Help, to recognize this file (DBZ tenkaishi 3 Wii) by Shadow at 8:33 PM EDT on August 28, 2014
Hi there
I come to ask for some help
I'm editing the game
Dragon Ball Z Budokai tenkaishi 3 Wii
and I found that these files are not as editing
https://mega.co.nz/#!zBsR0R5Q!EUEbIAxRVYT6n67g2TpEQ8a0NrOHj0zf1md6-DsYFFg
They are a variety of file containing sound


someone could help me?
I seriously need help... please...!!
64th note really needs to update by oddMLan at 2:43 PM EDT on August 30, 2014
The webpage of 64th note says:
"64th Note is a USF plugin for Winamp, based on Project64 1.6 by Zilmar and Jabo and Azimer's HLE Audio Plugin."

Now the Project64 2.1 source has been officially released, with tons of bugfixes, especially a very important one that affected all PAL USF rips using the Project64 1.6 core, which have the wrong pitch, a semitone lower than intended (!) (bug report here: http://forum.pj64-emu.com/showthread.php?t=3275).

Also Azimer released a new version of his plugin that implemented HLE support for Musyx games and added support for XAudio, making the games sound a lot better than with previous versions of his plugin. (http://www.emutalk.net/threads/55161-Audio-v0-70-WIP-4-Feedback)
Monsters Inc GBA by TheFonzie at 12:44 PM EDT on August 31, 2014
Has anybody figured out a way to extract this with unfiltered audio? It doesn't use the sappy engine so GBAMusRiper won't work...
Request fsbii Support fsb5 by plpl3000 at 2:43 PM EDT on September 2, 2014
Request fsbii Support fsb5,everything FSB5 needs to re-riped,vgmstream already supports fsb5.

fsbii 0.7 converts a multi-stream .fsb into a set of single-stream .fsbs, suitable for use with vgmstream. This is sometimes necessary for Wii games, thus the name. As of 0.5 it can also extract embedded FSBs from within (uncompressed) archives. 0.6 supports FSB4 and pads out the header.
Metroid Prime 3/DKCR CSMP Support by antidote at 4:25 PM EDT on September 7, 2014
Just yesterday I created a patch that adds support for CSMP, and I was wondering if anyone could download and test it on windows since I primarily use linux I don't know if it will compile on windows without modifications (it should).
One Piece Unlimited World R by SightNero at 12:22 PM EDT on September 8, 2014
Hi I was wondering if anyone could tell me what could be causing some files from this game to have static/distortion. I provided 4 files 2 that don't play and 2 that have time tracks but are distorted.
https://mega.co.nz/#!KEkhEQ4D!HUtSDGzcHOfKdr2YiEMQZOOrrhxmjjLv61_fR-jk4pY

Before you ask yes I have the latest version of VGMS. I tried foobar, winamp, vlc player and Windows Media Player Classic.

Thanks in advance.
in_vgmstream not loaded? by Ruthenium at 4:00 AM EDT on September 9, 2014
Hey guys, I was wondering if you all could give me a hand.
Recently, for no apparent reason, in_vgmstream for Winamp suddenly decided to stop loading, thus preventing me from listening to my favorite video game music in its native form. I had changed absolutely nothing in Winamp.
I have updated the plugin to the latest build and re-installed it several times. I have the required DLLs in the Winamp directory, and have re-installed Winamp, to no avail.
I am running Windows 7 64-bit, and Winamp v5.666 build 3516.
Are there any dependencies that possibly just vanished?

EDIT:
Well, looks like the problem fixed itself. I used the DLLs that came with the foobar installation, and it magically worked.

edited 10:50 AM EDT September 9, 2014
Guitar Hero WoR FSB Files by drfsupercenter at 7:24 AM EDT on September 9, 2014
I am curious if anybody has managed to figure out the odd format of the Guitar Hero: Warriors of Rock FSB archives yet.

For those who don't know, every Guitar Hero title prior to WoR - Guitar Hero World Tour, GH5 and the spinoffs (Metallica, Van Halen, Smash Hits, Band Hero) use an interesting container for their multitrack audio.

Essentially, the audio itself is not encrypted. The Xbox 360 uses XMA and the PS3 uses mp3. I cannot say too much about the technical makeup of the format, but I know there are three files per song - named .fsb.xen (on the 360) and .fsb.ps3 (on the PS3)

I had contacted HCS about this a while back, since he wrote some XMA extraction tools that DID work on these games, it was just a huge pain as you had to run a bunch of stuff manually.

As a result, he wrote xmash, the tool you can get from his software section :)
Essentially you can just run xmash on those 3 files, and you get the extracted XMAs. Pretty sweet, right?
Then all you have to do is run "towav" and you have studio multitracks from the game.

Guitar Hero 6 (also known as Warriors of Rock) changed something around though. Speculation was that they changed the encryption around, but that's the thing - with these FSB files, the keys you need to decrypt them are inside the files already! You just have to know where to look.

I'm curious if any gurus wouldn't mind taking a crack at it... the game's been out for several years now and the interest in multitracks has quieted down as well. I would just love to be able to get direct-from-game rips once and for all, the newest Guitar Hero title is the only one I am missing from my collection.

If anyone wants some sample files to look at and compare, let me know and I'll provide.
Help With N64 Sound Tool? by Kurausukun at 5:16 PM EDT on September 10, 2014
I'm trying to use N64 Sound Tool to rip some voice samples from Majora's Mask, but the pitch of the rips depends on the sample rate you input, and none of the standard ones (16000, 22050, 32000, etc) seem to give the proper pitch. At about 20000, it starts sounding correct-ish, but I'd like to know how to find the exact sample rate of the clips, or better yet, if a different program exists that does it for me.
Repack DLC.cpk Naruto Full Burst by camulyana at 8:47 AM EDT on September 12, 2014
Can anyone help me to repack the cpk file?
I'm try with uncompress, with this format
http://postimg.org/image/7ni8bfcu7/
I want like original file format,

please some one help me,

http://postimg.org/image/gp4kuol7j/

edited 1:53 PM EDT September 12, 2014
.FIB File by Mygoshi at 10:45 AM EDT on September 12, 2014
I'm trying to rip the StarWars.fib file from the Lego Star Wars II The Original Trilogy video game on the DS. How to open and convert this audio archive ? *.fib ? Thanks
Jump To File build 1216 by Hotcakes at 12:43 AM EDT on September 16, 2014
I'm probably missing something obvious but what plugins are required to be installed for the 'Skin the window in current Winamp skin style' option to not be greyed out? Is it the Media Library?
GBA HQ Music rips: Why aren't more people making these? by Franpa at 10:11 AM EDT on September 21, 2014
http://forums.sonicretro.org/index.php?showtopic=29892

Like holy shit this... process... it results in so, so, so sooooo much better quality copies of the songs it isn't even funny! And if you record them to WAV or MP3 format you don't even need to mess with soundfonts anymore when switching between games.

Why aren't there more of these rips? Was there technical issues? Or a lack of interest because it isn't emulation related?

Edit: I've come to the assumption it's because the tool only works with games that used the SappyAudio engine.

edited 4:46 PM EDT September 21, 2014
pokemon - explorers of sky (2sf) by dada78641 at 11:51 AM EDT on September 21, 2014
I was just wondering if anyone is working on this game? although I've never done 2sf ripping I do have some asm experience so I'm thinking of picking it up to try and rip this game. but maybe someone else is already doing it? (in any case, I could not find the rip in any of the databases.)
.BCSTM Encoder by Kurausukun at 12:49 PM EDT on September 21, 2014
Soneek has alluded to this in the past, so I'm going to be annoying and ask--are we anywhere close to having a .bcstm encoder yet? I'd be really interested in having one, especially if it has a wrapper for vgmstream like brstmmake does.
DSiWare SDATs by 54634564 at 9:31 AM EDT on September 24, 2014
Zelda FS: Anniversary
https://www.sendspace.com/file/6irclh

Pop Island: Paperfield
https://www.sendspace.com/file/blrpkj

Can these be converted to 2sf files?
Could anybody record an Ocarina of Time track from a real N64? by nothingtosay at 1:26 AM EDT on September 25, 2014
I've read some people on here say in the past that the USF rip of Ocarina of Time plays slow, but I wonder if they're comparing it to the OST which definitely is faster. The OST sounds different from the game so it's not unlikely that it's at a different speed too.

I'd like to settle this but I haven't seen my Nintendo 64 in many years. Anybody got one and can just make a simple recording of a track or two? It could be anything but preferably not the Hyrule Field music since it's dynamic. If you don't feel like making the comparison yourself, you can upload your recording and I'll do the rest.
Dreamcast SS format by Kalashnikov at 7:20 PM EDT on September 26, 2014
Hi
I want to extract the audio from this file
http://stashbox.org/v/760921/MENULOOP.SS

there was this thread about the same request:
http://hcs64.com/mboard/forumlong.php?showthread=17866

but the file from sendspace is lost, can someone upload it please?

thanks.
Slow usf Rips by Kurausukun at 6:21 PM EDT on September 27, 2014
Why hasn't anyone made better rips of the incorrect, slow versions we have now? I'm talking specifically about the Mario 64 and Zelda rips. I mean, those are popular games, but we've just been sitting around with these rips forever--why?
errornous wwise ogg by Alpha23 at 10:57 AM EDT on October 1, 2014
He folks! I've stumbled upon these wwise oggs which aren't decoded correctly. They are from Batman: Arkham Origins.
Here are the samples: http://2ctza20361.1fichier.com/
It's probably a small update like the last time.
unsupported wwise by Alpha23 at 11:58 AM EDT on October 1, 2014
Hello!

http://i51utlxnpa.1fichier.com/

Are these wwise ogg files? They are from Alien: Isolation (PS3). If so, ww2ogg needs an update.

Thanks for having a look
Family Basic program to .NES file converter tool by kagekiyo at 1:18 AM EDT on October 4, 2014
DL
http://messatu.wordpress.com/2013/06/30/sttones2000%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9%E2%98%86%E3%81%A7%E3%81%99/

How to(Japanese)
http://messatu.wordpress.com/2013/02/24/sttones-%E4%B8%80%E8%88%AC%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9%E2%98%86%E3%81%A7%E3%81%99/
Create proper header for headerless AT3 files by TGE at 5:55 AM EDT on October 4, 2014
I'd like to update the Digital Devil Saga 1&2 rips with the ripped AT3 streams, but the problem is that the AT3 files are headerless and I can't seem to find the right settings for them so that they play properly in vgmstream.
This header: http://puu.sh/bYTZs.header makes them play in vgmstream but there's way too much noise.
Samples: http://puu.sh/bYTN8.7z

edited 11:04 AM EDT October 4, 2014
Unknown music format by crediar at 12:06 PM EDT on October 5, 2014
I figured it out except an updated soon!

edited 10:39 PM EDT October 5, 2014
Donkey Kong Country: Tropical Freeze - rip by crediar at 2:01 PM EDT on October 6, 2014
What's to say other than enjoy!

DKCR_TF.7z
Super Smash Bros 3DS Sound Effects? by WrappedInBlack at 3:05 AM EDT on October 7, 2014
Just wondering if they can be ripped... or if they've already been ripped.
PS3 .msf format by Segcl at 7:41 AM EDT on October 10, 2014
Most of msf files playback normally with ATRAC3 decoder, and can be decoded with vgmstream. But I can't export those files with header [MSFC long(5)]. I tried many RIFF header combinations, nothing worked.

Some examples here:
https://www.sendspace.com/file/9fp5ni
Taken from PS3 Atelier series.

Thanks.
Parasite Eve SEQ rip? by mrjaredbeta at 6:28 PM EDT on October 12, 2014
Has anyone successfully deciphered the AKAO driver for Parasite Eve? I really have no clue on how to do it, and it seems like people do not care about this game's AKAO format for some reason. I'm trying to get the SEQ data for music composition (I am a big fan of Yoko's work).

I'm fairly new to VGM stuff. If anyone could point me in the right direction for learning how to deal PSF/PSF2 file formats, I would be very thankful. I just do not know where to start off. Also, sorry if I don't make sense.

Thank you.
Strange WAV files by puggsoy at 7:33 PM EDT on October 14, 2014
I've been trying to convert some files I extracted from the XBox game Whacked! They all have either the extension .wav or .saf, but they all have valid RIFF WAVE headers. The compression value is 0x69 (Voxware Byte Aligned), although I discovered that they can be played in VLC if I change that to 0x11 (DVI/IMA ADPCM).

Anyway, I tried to convert them to PCM WAVs using the test.exe from vgmstream, but only one file is willing to work, all others give me the dreaded "failed opening" error. I have no idea what could be wrong though, they all have identical headers (other than the file and data sizes of course).

Here's a zip containing a couple of files: https://dl.dropbox.com/s/oull6x3kbar7lnw/whackedFiles.zip Airhorn.wav is the only one that works.

If anybody could clear this up for me that would be extremely awesome.
Dragon Quest X (Ver2): Nemureru Yusha to Michibiki no Meiyu Online Soundtrack Rip? by ChucklesProduction at 9:46 PM EDT on October 14, 2014
Has anyone bothered to rip the Wii Version of the soundtrack yet? I remember someone ripped the first version which was in .scd file format. I found that one here: http://www.hcs64.com/mboard/forum.php?showthread=26929

Version 2 has new tracks so I'd really appreciated it if someone has it to share :)

Thank you.


edited 2:52 AM EDT October 15, 2014
dwim - a puzzle game by hcs at 4:52 PM EDT on October 16, 2014
Hey guys, I've been working on a game called dwim for a few months, curious to get some feedback. It runs in a browser. If you have a touch device like a tablet or phone, you might try the onscreen keyboard version.

I'm looking for feedback on the difficulty progression, particularly anywhere you get stuck. Other comments welcome as well.
USF Request by piplupwater at 7:39 PM EDT on October 16, 2014
I'm looking for a USF rip of Nagano Winter Olympics 98' for N64 i cant seem to find one anywhere. Does anyone have it or willing to rip it for me?
Wii U - Music by crediar at 7:19 AM EDT on October 18, 2014
Rules of this thread:

#1 No request
#2 No useless posts
#3 No off topic
#4 Enjoy the music!

Downloads: link

edited 2:56 PM EDT October 18, 2014
Possible to use .XMA in foobar? by Vittas at 9:46 AM EDT on October 19, 2014
My problem is that I have the audio for some games, but they're in .xma format. Can this format be used in foobar2000 so that I can loop the songs as long as I want, or do I have to convert them to another format and manually extend them myself?
Winamp vgmstream by TheMygoshi at 9:00 AM EDT on October 20, 2014
Hello, Winamp won't load the vgmstream plugin. It says "Not loaded" in "Plugins". What can I do for resolve this?
can be deleted, figured out by PlacidoL at 11:47 PM EDT on October 20, 2014
can be deleted, figured out

edited 5:00 AM EDT October 21, 2014
LazyUSF Resampling? by shrimp at 10:44 AM EDT on October 21, 2014
Is this possible? I've tried all of Foobars resamplers but none work or am I doing something wrong? I make them active but I don't gain any resolution whatsoever. The reason I want to do this is to resample most low frequency N64 games.
PCM .wav to TTYD .stm by puggsoy at 11:35 PM EDT on October 21, 2014
I'm wanting to convert .wav to the .stm format used in Paper Mario: The Thousand Year Door. I can convert it from .stm using vgmstream, but to my knowledge there's no tool that does the reverse.

Does anybody know of a program that does this? Alternatively, a specification of the format would be helpful for making a program myself.

edited 4:41 AM EDT October 22, 2014
Nintendo Puzzle Collection by SuzuTitor at 8:33 PM EDT on October 22, 2014
So I tried digging around for a sound rip of Nintendo Puzzle Collection and found an old thread that posted the rip.
http://www.mediafire.com/download/iqiyimzoy3z/Nintendo+Puzzle+Collection.rar
Now, the issue is that during the time it was ripped, nobody really could answer how to play the files and it hasn't been discussed since.
Is there a way to play these directly or by taking a few steps until they are playable?
WHD Audio File WII by aumanx at 11:12 AM EDT on October 25, 2014
hey,
i'm looking for help to extract .WHD from Monster Hunter 3 on the Wii.

I was able to extract the Music/BGM Files (.ssd) but i cant find any tool that is able to work with whd files.

anyone can help me ?
Final Fantasy 6 Dancing Mad PSF WIP by Kirishima at 1:35 PM EDT on October 25, 2014
(REMOVED LINK)

The missing dancing mad parts, missing due to them actually being part of the same sequence. I was finally able to get these playing... somewhat. These are WIP that I probably will never be able to finish because I don't know what I need to fix in order to get these playing properly. So I would like someone with better knowledge of how the ps1 works to see if they can fix it.

What's wrong with them? The intros for both parts are painfully slow(especially noticeable in part 2), the main segments of the files play fine. What I did to get these to play was fill zeroes into where the specific parts of the sequence plays for each channel.

edited 9:44 PM EDT October 25, 2014

edited 7:15 AM EDT October 26, 2014
[RELEASE] 3ds 7.x keyX by GovanifY at 8:47 AM EDT on October 28, 2014
http://govanify.x10host.com/

This key can decrypt games using the 7.x crypto, aka latests ones like Super smash, etc...
That's all for today, and enjoy the in coming drama!
Help with .XWB/.XSB/.XMA by Vittas at 3:20 AM EDT on October 31, 2014
First off, let me just express how strongly I detest .XMA, .XWB, .XSB, and anything else related to these infuriating file types. Now, to the matter at hand. How do I take these files and turn them into something playable in foobar? Can I do that? If so? What tools do I use? Could I please get a link(s)if that's allowed, since I'm unsure if I've even acquired the proper versions of some of these programs in the past? Could somebody please explain in steps the process to take to turn these files into something playable? After that, I will screencap the instructions and upload it somewhere where it can be easily referenced by anyone else who encounters the problem in the future.

edited 8:41 AM EDT October 31, 2014
The Legend of Korra Sound Files by robotortoise at 3:01 PM EDT on November 1, 2014
They're .wem files for streams, and .bnk for....soundbanks, I guess?

Anyways, here's some samples.
Does anyone know how to get these to play, in vgmstream preferably?

WW2ogg (http://www.hcs64.com/vgm_ripping.html) won't work properly, but it's the closest I've been able to get.

Any help would be appreciated!
Banjo Tooie not working with latest LazyUSF by shrimp at 9:39 AM EST on November 5, 2014
I get the following with latest build of LazyUSF: Unable to open item for playback (Emulator core is not generating any samples after 20 million instructions):
"D:\Music\Banjo-Tooie [Banjo to Kazooie no Daibouken 2] (2000-11-19)(Rare)(Nintendo)\isle o' hags - terrydactyland.miniusf"
ACB files. by Sodisna at 9:24 PM EST on November 7, 2014
Hi, wondering if anyone knows how to unpack the ACB files in PSO2. Looking at the header (@UTF), there doesn't seem to be anything that can extract from the acb file.

http://www62.zippyshare.com/v/90892844/file.html
Over The Hedge (PS2) *.ARC by TheMygoshi at 11:58 PM EST on November 7, 2014
The AUDIOSTR.ARC file from the Over the hedge video game is not easy to rip for me.

The game is already ripped but I want to make my own rip. I think this is a 4-bit IMA ADPCM. I tried VGMToolbox but don't work...

Here the file: https://mega.co.nz/#!ANgByRyJ!QvkJUTbsU86VZ_Tcqb9uuTBUfLyLlWFaX7JzOj7FQOU

Can you help me? thanks
Jungle Book: Rhythm N' Groove - STREAMED.BLK by hoodlum47 at 4:17 PM EST on November 8, 2014
Hello all, I've been looking into getting music out of this for a while now but I'm getting nowhere.

The great aluigi helped me as best he could on his forum (ZenHax). He said he could not find an index table in the whole archive, plus I've seen other people reporting it using some strange compression.

aluigi suggested using MFAudio with specific parameters he provided which does give a result but the audio generated has frequent "pops" in it. It also only outputs a brief random point in the music.

If anyone here could give me some pointers it would be greatly appreciated, here is the split archive (to be used with aluigi's filecutter_rebuilder script);Link
music.rev files from Karaoke Revolution Wii by ronnyspb at 10:05 AM EST on November 9, 2014
Hi guys!

Can anybody help me, please?:) Is it possible to extract audio from music.rev files of Karaoke Revolution 2009 (Wii).

https://mega.co.nz/#!TggRQTgL!ijmrfwIZq0RQE49jHdIV-KeZHa8e2uP1N7kyawDqVHU

Thanks for your help!
Dragon Ball Raging Blast 2 question... by RetroFanatic at 1:09 PM EST on November 14, 2014
I know there's also a PS3 version of the game but the reason for it being absent from the PS3 music archive is because there's no difference between that and the Xbox 360 version, right?
Problem about converting swd files by jiangzhengwenjz at 8:14 PM EST on November 14, 2014
When I want to get some music files with nitro explorer, I get some swd and smd files, which cannot be played by foobar 2000. Does anyone here know how to convert it into wav files? Great thanks.
Forgive my terrible English.:D
How do I load the correct banks for field.bms in Zelda:Twilight Princess? by robotortoise at 1:58 PM EST on November 17, 2014
My friend's trying to load field.bms in-game. It's not loading the correct bank for field.bms, which is the beta TP field music. Any ideas?

For reference, my friend's replacing one bms file with another. Apparently the sound bank is linked to the map, not the bms.

edited 10:57 PM EST November 17, 2014
The Legend of Zelda: Twilight Princess-fix field.bms (BETA music) by robotortoise at 5:08 AM EST on November 21, 2014
My friend's trying to load field.bms in-game. It's not loading the correct bank for field.bms, which is the beta Twilight Princess field music, according to the midi rip we have of it. It'll load the music, but with the wrong instruments.

Does anyone have any ideas?

For reference, my friend's replacing one bms file with another. Apparently the sound bank is linked to the map, not the bms.

(Oh, and sorry for re-posting this. I realized the previous title was awful.)
Strange NDS Archive .FIB by TheMygoshi at 11:22 AM EST on November 21, 2014
StarWars.fib is an archive for the LEGO Star Wars II The Original trilogy DS game. This archive contains the musics.

I tried all to open/or convert the file.

Here's the file: https://mega.co.nz/#!1Rg13RCB!c3FpNzjFRDpOM3W0-RRJYzTMsGl3LSWFNVI_IvYqY2s
Gran Turismo 4 by TheMygoshi at 7:32 AM EST on November 22, 2014
Why the menu songs of the game (gt mode) aren't in the GT4.VOL file? And where are they?
kss m3u question (what am I not formatting right?) by Level99 at 12:13 PM EST on November 22, 2014
I'm having a particular issue where I'm unable to load a lot of kss m3u files into foobar. They just don't add anything. I was hoping someone could point out exactly what I'm doing wrong. I've compared them to good kss m3u files, like for MSX games from joshw, and they look good to my eyes at least. Here's an example m3u:

Addams Family, The.kss::KSS,0,BGM #01 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,1:11,,10
Addams Family, The.kss::KSS,1,BGM #02 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,0:13,,1
Addams Family, The.kss::KSS,2,BGM #03 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,2:24,,10
Addams Family, The.kss::KSS,3,BGM #04 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,1:43,,10
Addams Family, The.kss::KSS,4,BGM #05 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,3:18,,10
Addams Family, The.kss::KSS,5,BGM #06 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,2:37,,10
Addams Family, The.kss::KSS,7,BGM #07 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,1:39,,10
Addams Family, The.kss::KSS,8,BGM #08 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,0:19,,1
Addams Family, The.kss::KSS,9,BGM #09 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,0:21,,10
Addams Family, The.kss::KSS,10,BGM #10 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,1:17,,10
Addams Family, The.kss::KSS,6,Jingle #01 - ? - The Addams Family - ©1993 Arc Developments\, Flying Edge,0:05,,1

Thanks in advance.
Ratatouille (GC) *.VAI by TheMygoshi at 10:09 AM EST on November 23, 2014
Hello I already ripped the PSP/PS2 version of this game but i have some problems with the wii/gamecube version. They have the .VAI extension and I can't extract them or open them correctly. It seems to bbe compressed ADPCM (gamecube adpcm for the gamecube I think).

Here's the file: https://mega.co.nz/#!4YwBlC4A!J97yQKklJsKS-cWfnsIWL9gSRkwJAbZrnDXhxyI_2Qg

Thanks if you can help me.
BCSTM header to BRSTM header? by Kurausukun at 7:38 PM EST on November 24, 2014
So I have some bcstm files that I want to convert to brstm, but I don't want to decode to wav and then re-encode to brstm because that's hideous (inb4whocares). Is rebuilding the header without re-encoding possible/simple enough that an idiot like me could do it?
Madagascar PS2 RWS by TheMygoshi at 9:16 PM EST on November 24, 2014
I finally extracted the musics in the .RWS archives. I had just to rename withthe .rws into .arc and then open with ADPCM Player but I have a problem. The files have a problem at the end. The music will stop 2 seconds before the end, and I don't know why. Perhaps a problem of offset/loops?? I don't have any softwares that can extract these archives. I just found a "raw solution" with ADPCM Player because ADPCM Player believed that archive is not an archive and just an RWS ADPCM. I want to extract ALL of the files in a good result. I found some ambiances track, this is strange.

Here one of the files extracted with ADPCM Player and cutted at the end: https://mega.co.nz/#!8U4iGIhA!mmVNpJLSD ... Wft-YABNKA

The normal music without the tiny cut at the end: https://www.youtube.com/watch?v=WaNIFLaIyDI

Source archive (I just renamed the .rws into .dat for that the software can open the archive): https://mega.co.nz/#!9YIHiCRB!dYyBWdkd_ ... gea4Z4wTsM

Note: Not all of the files have this problem. The most are extracted with a good result.

Note 2: The files use the 22.05 khz frequency and are in 1 channel (Mono).
The Official Streamed File Research Thread by bxaimc at 9:59 AM EST on November 25, 2014
In order to avoid opening multiple threads for help on just one type of file, let's just move all of that into here. That way it'd be easier to take a look at things without switching back and forth through threads and not being able to help everyone.
Wii MIDI + Soundfont Thread by soneek at 9:07 PM EST on November 25, 2014
I've gone back and looked at RBNKs, and I've mostly figured it out. Here's the music from Pokemon Rumble with a soundfont. It's imperfect at the moment, but a huge breakthrough.

Pokemon Rumble MIDI + SF2
Dragon Ball Z: Buu's Fury, MOD tracker files? by hoodlum47 at 8:17 AM EST on November 26, 2014
Hello all, I forget where exactly I heard this, but apparently this game (and its predecessors from Webfoot Technologies) doesn't use the Sappy sound engine like most other GBA titles but plain MOD files (as in the tracker format).

If someone can help me get these out (since GBA roms do not have an internal filesystem) or provide them for me I would be stoked.
Wii game not supported by vgmstream by TheMygoshi at 12:42 PM EST on November 26, 2014
I'm trying to rip The Croods Prehistoric Party for the wii. I have some .raw files, and I can't convert them with vgmstream. The same thing for Scooby Doo First Frights, a packfile.dat with a lot of .raw sounds in a "sound" folder.

here the file: https://mega.co.nz/#!Rd4U1JxL!aL52g-xtFtQIto_fLPqGlpWvEsD_wAFPAEbJRH42L_s
Extract and convert .bfsar and .bfstm files by ireece1 at 6:09 PM EST on November 26, 2014
its been a really long time since i've been here. bit of a noobish question here, but what tools can i use to extract the sound and stream files from their archives. Can't seem to find anything that would do just that. Also, once extracted what tools should i use to convert said files to a playable format?
Fable 2 Gargoyle insults by Ravendove at 11:47 AM EST on November 27, 2014
I used to have the Fable 2 Gargoyle insults on my pc, and I used them for Opensim. I had a gargoyle statue, that I put the sound clips in to play at intervals, it was awesome. But my pc bit the dust, and now I cant find ANY of the sound clips that I had gotten before. Does anyone know where I can get some? I have checked every sound clip/wave source on the web. :/

Thanks so much, Ravendove
Detecting VAG data (programming) by Nisto at 8:41 PM EST on November 30, 2014
Is there a good algorithm for it?

I've looked at the source code of vgmstream and I've tried to figure out how PSound does it but I haven't really been able to get a good understanding of the format. I've noticed that audio ends when the second byte within a 16-byte boundary is increased by 1 and the pointer is either at the end of the file and/or the next 16 bytes is either 0x00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 or 0x00 07 77 77 77 77 77 77 77 77 77 77 77 77 77 77, but perhaps this is not ALWAYS true? And even then, I don't think this would be a good algorithm in general as there could be just about any type of data where the second byte within a 16-byte boundary is increased and, say, 16 bytes of null bytes follows and/or EOF has been reached.

Can anyone help me out? I am trying to write a Python script to detect VAG data and then do some manipulations with it.
Majora's Mask Midi's by dj4uk6cjm at 10:04 AM EST on December 1, 2014
Technically this is a request so I'm just throwing that out there but here are the midis from Majora's Mask (N64) in MML/ZSEQ/M64 format https://drive.google.com/file/d/0B8rHgE_H8aJsY25BWS01YlBPaGM/view?usp=sharing. If someone could just extract the midi data (files) and upload it here and possibly make a quick and dirty soundfont with n64soundtool...it doesn't even have to be good, just good enough to play the midis in case no one wants to wait until 2015 for the MM3D rip. I cannot emphasize how much I would be appreciative for this. Thank you.
Gamecube MusyX Audio Thread by soneek at 8:48 PM EST on December 1, 2014
Since this is gonna become a thing now, we may as well centralize stuff.

I've almost figured out how to completely convert the sequence format to MIDI over the weekend, and Nisto has done work extracting sound samples for this engine.

Next thing will be figuring out the instrument tables, so that we can make soundfonts to go with the converted MIDIs.

Tested games with this sequence format
Tales of Symphonia
Star Fox Adventures
Pokemon Colosseum
Mario Golf: Toadstool Tour <- OMG FINALLY!!!
Resident Evil 0

Still some more testing to do, but things will be pretty amazing once we can fully enjoy this music.

edited 5:36 AM EST December 2, 2014
Bayonetta? by Vittas at 9:05 AM EST on December 2, 2014
Has anyone ripped the music off of either the PS3 or XBox360 versions of Bayonetta? I was referred to this thread ( http://forum.xentax.com/viewtopic.php?f=13&t=4450 ) for my attempts to rip music from PS3 games, but I am unsure which, if any of them I am supposed to use for this task.

Alpha23, if you're reading this, could you help me get started?

edited 2:12 PM EST December 2, 2014

edited 2:12 PM EST December 2, 2014
Madagascar *.RWS Archives by TheMygoshi at 10:55 AM EST on December 2, 2014
Hey I'm trying to rip .rws archives from Madagascar. I tried and it works with MFAudio but I have all of the songs in the archive in one file (cutscenes, intro..) and I would like to seperate them. I tried to scan these files with PSound, Adpcm Player.. but found just 1 file.

Here's the samples of the Gamecube file:
https://www.sendspace.com/file/xp4sgq

Sample of the PC version:
https://www.sendspace.com/file/1rqbyn

Sample of the PS2 version:
https://www.sendspace.com/file/o0rky7

Thanks if you can help me. Look in a Hex Editor, there is the name of the files in the archive.

edited 4:38 PM EST December 2, 2014

edited 4:39 PM EST December 2, 2014
How to extract sound files from taiko no tatsujin Wii by jiangzhengwenjz at 1:21 AM EST on December 8, 2014
As you can see, the sound directory only contains some .nub files and I do not know how to handle it for I do not have enough knowledge. (all taiko Wii games use this kind of files) Thank you. Hope someone can help.


edited 6:28 AM EST December 8, 2014
How do I rip the MIDI files from Super Mario Galaxy 1 and 2? by pwwnd123 at 12:44 PM EST on December 10, 2014
I don't know how to do it. What do I do to extract the MIDI files from the bms files. Is there a Windows tool for ripping the MIDI files from the bms files.
Shin'en's GAX Format (GBA) by Team Fail at 1:26 PM EST on December 11, 2014
So, I've been working on a project for a particular game I've been playing for a long time. I've been wanting to reverse-engineer the game, as well as the audio format so that custom audio could be made for this particular game. I've gotten a bit of research done, however, it's been basically all me and my own research, and with College happening, it's been slow. I did see some posts here (Linked in my post that's linked below) from UNKNOWNFILE (Who seems to have gone inactive) that have helped a little bit, but I haven't gotten that much farther.

I thought I'd come here since more people here are musically-inclined, and see if I can further this project.

As mentioned, here's my findings: http://www.pokecommunity.com/showthread.php?t=335312, I don't feel bothered to copy/paste all that's in there because it'd be almost impossible to format here :x

Edit: Here's a couple of links to show you what games use this engine, or variants of:
http://shinen.com/games/
http://www.shinen.com/music/music.php3?ref

edited 6:40 PM EST December 11, 2014
Pointless Question about Smash 4 .idsp by Kurausukun at 12:06 PM EST on December 14, 2014
This doesn't really mean anything, but I just was kind of curious if anyone knew how it worked--why are most of the streams in Smash 4 1Hz off from what you'd expect? 3DS at 19999 and Wii U at 47999 (except that some of them are randomly 20000/48000 for some reason). It just seems odd, and I was wondering if anyone knew why that is.
Sounds from Okami by okami at 12:53 AM EST on December 16, 2014
Hey! Just found this forum and it's blowing my mind right now

I was just wondering if anyone knew what was used for the percussion in the Okami OST.

E.g. https://www.youtube.com/watch?v=iVQn9EVtPJ8

The traditional japanese instruments are so cool and no amount of google searching is revealing anything interesting!

Would really appreciate any help.
Cel Damage (GCN) Audio by puggsoy at 4:21 PM EST on December 16, 2014
The Gamecube version of the game Cel Damage has a file called talkToMe.dat that contains audio. I managed to extract the files from it, but I don't know what format they are.

I suspect that they're unheadered files of some format, because the PS2 version has a similar file with unheadered VAG files (after adding the header they can be decoded with vgmstream).

Here are some of the extracted files. If someone would be able to figure out their format I would appreciate it immensely.

edited 9:27 PM EST December 16, 2014
Rabbids Go Home .sns by puggsoy at 5:56 PM EST on December 16, 2014
The game Rabbids Go Home has .sns files containing its audio. Once the first 32 bytes are removed the header looks extremely similar to the ones from Just Dance 3, which vgmstream can decode (relevant thread here).

If it would be possible to modify vgmstream to support these that would be really awesome. Here are some sample files.
Mario vs Donkey Kong (GBA): extract MIDIs from XM files by kapodamy at 7:42 AM EST on December 18, 2014
lately I've been trying to extract midis from Mario vs donkey kong but it was not as expected, apparently the game does not have the "sappy" sound engine.
instead a pseudo-tracker modules. In the ROM I found XM files.
Now I say XM because in the header of each Sequence (SEQs) is a string with the "filename" followed by "XM".
below attached some files ...

Full SEQ:
http://www40.zippyshare.com/v/79323795/file.html

SEQ without filename in the header:
http://www4.zippyshare.com/v/17924235/file.html

and also attached a (incomplete) specification about sound table (only BGMs, no SFX):
http://www41.zippyshare.com/v/7566912/file.html
Is it possible make .xa loop? by Vittas at 8:21 AM EST on December 18, 2014
Or is that something that was handled by the games? I want to take, let's say the Klonoa music, and convert it into a whatever file that I can play on other devices, or maybe I just want to convert it to a lossless format, but I don't want just one loop. I want it to loop for X amount of time. Can I do that, or do I have to convert into Y format and then manually extend in Audacity? Actually, since XA is apparently lossy, should I convert it to something else? I've read it's not good to convert from lossy to lossless.

edited 1:29 PM EST December 18, 2014
Harry Potter 2 (gamecube/xbox) by TheMygoshi at 7:08 AM EST on December 22, 2014
Hello. I can rip the gamecube/xbox/ps2 version of harry potter and the chamber of secrets but with a crappy quality. Can you help me?

Here's the file: https://mega.co.nz/#!IYQESAgD!McT-OjvEnoky4FreotXLrKv85UQ7qBWYuKEb6GKmv6o
Super Princess Peach by dj4uk6cjm at 7:28 PM EST on December 22, 2014
Rarely a game people talk about but I noticed Super Princess Peach doesn't use sdat like the other ds games for it's sound data unless it's hidden somewhere and I am very fond of the music and would like to know if it uses sequences if any so heres the file https://www.sendspace.com/file/eqpitf in case anyone wants to take a look.
The best way to get questions answered here? by Vittas at 1:43 AM EST on December 26, 2014
I figured I would figure out the culture of the forum as I spent time here, but it is still proving rather impenetrable most of the time, though there are more recent times when my question(s) are answered swiftly and easily, but others go unanswered indefinitely. This is not a complaint, but a question. What are some general guidelines to follow to avoid irritating people and get the best results when interacting with you all here?
Does anyone know what file type this is? by TGE at 5:09 AM EST on December 28, 2014
Sample:
http://puu.sh/dMy6v.bin
Super Smash Bros Wii U Sound Effects? by WrappedInBlack at 3:12 PM EST on December 30, 2014
OK so anyone know how to rip Wii U isos? I need them sounds bad! IK there probs in nus3banks which is no prob... I just need em... any help is greatly appreciated.
Rock Band Encrypted MOGGs by vajuvaju at 8:56 PM EST on January 4, 2015
Apologies if this thread breaks any rules, please delete it if this is the case.

There are songs from Rock Band 2, 3 and Network DLCs which have not been cracked yet. Has anyone tried their hand on this? I have a boatload of songs which I cannot listen to at all. :-(
idTech 5 MS ADPCM by KIayer at 6:32 PM EST on January 6, 2015
Uses in Rage, Wolfenstein: New Order, Evil Within.
Contains in .streamed files.

Only Evil Within .streamed files can be extracted currently(PC, Xbox360, PS3).
PC version uses WAV with MS ADPCM. (or similiar)
Xbox360 version uses XMA.
PS3 version uses .MSF, but its MP3, so can be just renamed.

I interesting in:
- Rage and Wolfenstein: New Order .streamed files unpacking.
- Decoding MS ADPCM.

Several samples from Evil Within(PC version):
https://mega.co.nz/#!FQFmQa6b!NUp0MPA3fdOuKTYloCehI7LscZ56f6bzHUfiSgWbzlI
How legal is it to download the music archives? by Vittas at 5:07 AM EST on January 7, 2015
I do not need the po-po knocking on my door just for digital music archives. I have enough to worry about.
Correct timing of looped music by auri at 9:02 AM EST on January 7, 2015
Hey people, nice to be here!

TLDR:
How do you correctly time vgm that only exists in loops? Is there a standard like 2 repetitions and a 10 second fade-out?


LONGER VERSION:
I got into listening to lossless vgm a few days ago and am still blown away about the fact that I can listen to highest quality vgm from 1989 nintendo games. Thanks for all the work everyone of you puts into this!

I do not understand timing correctly. Is 2 loops the standard? Or if any number of times – wouldn't you want every track to at least play for a minute so it's not only a snippet? I found several timed USF and NSF files from games which had tracks playing for 1 minute, the next one for 8 minutes and so on. Is that because people strictly follow a scheme? Wouldn't you want the tracks to have roughly the same length like on a "normal" music album?

Thank you very much in advance for helping me with this. I am excited about having all the old soundtracks in FLAC now!

auri :)
twilight princess by alexbip15 at 12:59 AM EST on January 9, 2015
My bad! wanted to search the forum (not create a post :/ ).

Well since it's here and I can't delete it. Does anybody have a link to all the .bms from that game.?

edited 6:07 AM EST January 9, 2015
Mario Kart 8 Frontrunning Channels? by Kurausukun at 6:02 PM EST on January 10, 2015
So I was just curious about this, and I wondered if anyone else knew how it worked; in MK8, if you're well in first place, a little drum track is added to the song. In the original streams, it's its own little mono stream that the game turns on and off my question is this: if I simply downmix the streams in an audio program, the drum track is way too loud and overpowers the music, but ingame it sounds fine and more subdued. Is this just my ears playing tricks on me, or does the game itself alter the volume of the streams somehow?
Console Music History by Knurek at 3:40 AM EST on January 11, 2015
(thread starter shamelessly repurposed from pmh thread)

Well, Console Music History just went public beta.

So far there are two sets available for download, with new ones added every ~16 hours. For the next few weeks there should be only NES rips there, but once we reach end of 1983 (in about 8 games), Sega Game 1000 ones will start showing up too.

All sets will be fully timed, and when possible tagged as well - feel free to provide tagging data for those that aren't though.

Please make sure to share your thoughts or questions here - the site is still missing some functionality (like better integration with SNESMusic.org, RSS feed for updates/new sets, search function), but should be fully usable nevertheless.

(Have fun guys and a happy 2015)
problem with CriAtomCraft tool: rustling by mauridi at 10:01 AM EST on January 11, 2015
I have a problem. I have used CriAtomCraft tool to rebuild file .awb and .acb which contain .hca files.
I have successfully created .awb and .acb files but it hears only a rustling-distortion if I listen imported files in game.
Anyone know how I can solve? Maybe should I change some parameters when I rebuild .acb and . awb files?
Thanks for the help.

edited 3:10 PM EST January 11, 2015

edited 8:00 AM EST January 12, 2015

edited 8:01 AM EST January 12, 2015
Need some help with these CRIWARE Sofdec files by U10 at 10:44 AM EST on January 12, 2015
I know you guys mainly deal with audio formats and whatnot, but could any of you help extract some video streams from these odd CRIWARE Sofdec files:

https://www.dropbox.com/s/a4f01pv484qt02m/psoep1%262_sofdec.rar?dl=0

Taken from the Gamecube version of "Phantasy Star Online: Episode I & II", these specific, new (in comparison to the Sofdec files in the original Dreamcast version of PSO) videos, psogc_j.sfd and psogc_j2.sfd, don't seem to use a discernible MPEG stream for it's video part -- since they were unable to be demuxed or even played through an MPEG/Sofdec player of some sort. Believe me; I tried all there was, but to no avail.

Oddly enough, however, one of the new videos, the "animated" Normal Ending background (ending_normal.sfd), actually is a readable MPEG stream.

Basically, I would kindly please like for any of you guys to help examine these files for me, because I need their video streams for something I'm working on.
PCM in .aw Files by dkbk64 at 5:26 PM EST on January 12, 2015
While using the tools wwdumpsnd and wsyster on Pikmin, Super Mario Sunshine, and Mario Kart Double Dash, I noticed that some samples came out as noise.

When I imported the .aw files into Audacity, I found that they were uncompressed PCM (8-bit for Pikmin, and 16-bit for SMS and MKDD).

I have no idea why this is the case...
Sonic Lost World Sound Files by Kurausukun at 12:22 PM EST on January 14, 2015
In Lost World Wii U, all of the streams are in a file called "bgm_streamfiles.awb," which is ~200MB. Is this a known archive type/can I extract it? The rest of the files are .acb (or also .awb). Same question for those.
Help needed identifying/decoding Nintendo format similar to vox adpcm by sudofox at 8:01 PM EST on January 14, 2015
Hello,

I run a website called Sudomemo. You can post Flipnote animations from Flipnote Studio on there. Unfortunately, I can't decode the sound very well. The closest I can get is to convert it as VOX ADPCM. It's audible but horrifying.

www.sudomemo.net/watch/12199B_0E10629E9552B_028?audioon

Here is the raw bgm file for that: http://www.sudomemo.net/audio/12199B_0E10629E9552B_028.bgm.bin

The Flipnote format is designed for minimum filesize.

I would appreciate any help you can provide either identifying this format or finding a way to decode it. On the Nintendo DSi, it sounds amazing. As VOX ADPCM, it sounds horribly distorted and off-pitch.

Thanks! :)
*boing* VGMStream bugs thread of weirdness by Anonymous at 8:33 PM EST on January 19, 2015
This file doesn't play while this one does!

edited 4:15 AM EST January 20, 2015
Metal Gear Solid 4's MTA2 Files by GHzGangster at 9:48 AM EST on January 20, 2015
Hello, I'd like to figure out the format for these sounds files, mainly so we can modify/import our own music into MGS4/MGO2.

HCS figured out MGS3's MTAF format. It seems like he tried doing some MTA2 stuff as well, though nothing ever showed up on Xentax.

I'd appreciate any help or tips on this stuff. I haven't really done anything with sound formats, so I'd be starting from scratch, but I'm eager to learn.

The only thing I think I know about this stuff is that these are in some sort of PCM format. I'll upload a sample later today.

Edit: Here we go, https://drive.google.com/folderview?id=0B6hFM_VpwGixTTlhYW5LQURybkE&usp=drive_web .

edited 8:22 PM EST January 20, 2015

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source