Previous Page | Next Page

Ripper and Tagger credits in NSF files by auri at 10:03 PM EST on January 20, 2015
heya,

i have been converting game-rips to flac for my own music collection. i added ripped by, titled by and timed by to the comment tag of the flac files, that worked well with usf files.

now nsf files do not seem to have tags like that. who do i give credit to, i do not know how to find out who created the nsf files. is there a way to find that out?

thank you in advance, have a nice day!
.past format by ifrit05 at 11:17 AM EST on January 22, 2015
Is there a way to have vgmstream play .past files? (i.e. Soul Calibur II HD Online)
Need some help ripping a PS1 soundtrack by TheFonzie at 6:02 PM EST on January 23, 2015
Hello everybody,

I've been trying to rip Spongebob Supersponge for PS1. I managed to get the .VB and .VH files but there seem to be no .SEP or .SEQ files, so I'm very confused. I've been using VGMToolbox and PSound for my rips. Any help would be appreciated.
Grey Goo - Soundtrack by Frank Klepacki by WowZipZipBoomBoomWow at 8:13 AM EST on January 24, 2015
For those who don't know, Grey Goo is a new RTS game with a soundtrack by Frank Klepacki. Frank Klepacki is the man behind the Command & Conquer soundtracks.

The game comes with a "Best Of" soundtrack if you buy it before the end of this weekend, but that's only got 10 out of 31 tracks.

MUSIC.MEG is the file that contains all 31 tracks.
Judging by the file names (DATA\AUDIO\MUSIC\ADVANCING_POSITION.BINKA etc.) they're all Bink Audio files.

I haven't yet been able to extract the 31 separate files. I haven't found an obvious file size / offset header chunk. I do know the lengths of the individual files (rounded to the nearest second) so I can approximate where they should start end and start looking around those locations.

Is anyone else interested / working on this soundtrack? I'll continue to poke at it, but for now I'm busy playing the game.
Highest quality DMC3 soundtrack available? by Vittas at 9:06 PM EST on January 25, 2015
The .adx version doesn't sound so hot, and I was wondering if the OST was in higher quality.

edited 2:14 AM EST January 26, 2015
Tropical Freeze - Lord Fredrik voices by TabuuAkugun at 9:07 AM EST on January 29, 2015
Hi!

I wanted to ask if it were possible to direct me to Fredrik's voices in the Tropical Freeze files. They're listed as WarusXXwhatever.

Buty sadly, a lot of his actual battle clips are missing, and I don't know where else to look for them. I have some of his important ones, but he's missing a lot.

Thanks for the help. I didn't want to dig out and bump the old TF thread.
Spongebob Movie Game & Battle for Bikini Bottom sounds by Dogon at 6:25 PM EST on January 29, 2015
I'm attempting to figure out what the heck is up with the contents of the .HIP and .HOP files that these two games use; specificly the sound files. I've managed to extract the .snd files for what I can only assume is spongbob's "ouch!" voice clips (given the fact they're named SB_Ouch), but I can't figure out how to convert them. The directory also contains a .sgrp file, which I'm assuming is just a list of the sounds, given it's small size. I've uploaded them Here, if anyone is willing to take a look, and I can upload anything else if needed.

It's not like these files haven't been converted properly before (TCRF has a whole unused audio section), it's just the fact that I can't find any documentation on these whatsoever. The game also contains some sounds in .snds format, which I'll be looking into later.

edited 11:32 PM EST January 29, 2015

These files come from the XBOX version of the game, but the file-system, formats, placement ect. is incidental in all 3 versions.

edited 11:34 PM EST January 29, 2015
Nooby ADPCM Question by Kurausukun at 12:59 AM EST on February 2, 2015
This is just something I've been wondering about for a while, and I could never arrive at an answer. Although I know ADPCM can be anywhere between 2 and 5 bits, let's just assume it's 4-bit because that's what is most commonly used. Why does Foobar report a bitrate of 1536kbps (assuming 48000Hz)? Also, if I check the properties of the file, it says the 16 bits per sample... but that doesn't make any sense, right? ADPCM is lossy specifically because it's 4-bit, right? Or am I thinking of this all wrong? Bits per sample is the same thing as bit depth, right? So I would expect the bitrate to be 384kbps.
Advice needed for fine-tuning Flipnote 3D's sound format by daeneeil at 3:48 AM EST on February 2, 2015
Hello, recently I have been trying my hand at decoding Flipnote 3D's .kwz file format, which is used for saving gif-like animations, with sound.

I made some progress with getting the sound section decoded - it seems to be similar to Flipnote Studio's PIKA ADPCM format, just sampled at 16 kilohertz - however there are a series of annoying 'pops' throughout playback, which, of course, shouldn't be there.

here is the raw sound data
and here is my attempt at decoding it

We used sox to decode this, using the command: sox -t ima -r 16k -N input output

If anyone has any advice on how to decode this properly, I would very much appreciate it!

P.S. Thanks to Sudofox for hosting the files. ( :

edited 8:56 AM EST February 2, 2015

edited 8:58 AM EST February 2, 2015
Runner2 .celt file by puggsoy at 4:42 PM EST on February 4, 2015
I'm trying to extract audio from the game "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien". This contains FSB files, which I managed to extract using FSB Extractor. The resulting file is a .celt file, and although it appears to have a valid WAVE header, the format value is 0x674F. Pretty weird. Here's a download.

Anybody know what to do with this?

edited 9:49 PM EST February 4, 2015
The Legend of Zelda: Spirit Tracks 2sf by ChucklesProduction at 2:44 AM EST on February 5, 2015
Where can I find the most complete Spirit Track 2sf (or NCSF) file(s)? The ones I find keep missing tracks such as Koji Kondo's ending music.

edited 7:52 AM EST February 5, 2015
DK Tropical Freeze Multichannel .CSMP by (!!!!!) at 1:44 AM EST on February 7, 2015
Looking for a way to play the 6ch .CSMPs from DKCTF if possible. Here are the cutscene songs not including "Cinematic_Baboom_Intro" as that song is separated into 6 single tracks. Files dumped with Parax's PakTool and renamed using the titles from crediar's dump.

DKCTFCSMP.rar
Need help using the text.exe!!!! by Onehit at 3:28 PM EST on February 7, 2015
I have been trying to get it to work but I don't know what I am doing wrong. I downloaded the .dll files needed and placed them in the same directory as the test.exe is located in. When I try to run the program it opens for like half a millisecond before it goes away. I have some SSM files that I would like to use but I can't! What am I doing wrong?
How to search by author/see my own threads? by Franpa at 12:50 AM EST on February 9, 2015
There is an option to search by author, but I can't specify an author for which it is to search for...

In any case that doesn't seem to be able to let me see the threads I've created in the past.

Edit: I can search my own posts, but not just list the threads I've made. I can't search for specific posts I've made either as there's only one search field so I can't specify my name and a search term...

edited 6:00 AM EST February 9, 2015
Dead Space 2 .snu file by circlemaster at 3:16 AM EST on February 9, 2015
Hi all! (sorry for my english) ea_multi_xma won't work on this file with -o 0x20 (doesn't look like an EA multi XMA stream) but work on many others .snu's in Dead Space 2 Xbox360 .viv archive. Can you help me figure it out, because im not strong in programming, but want convert this file to .wav with towav.exe program.

i use instruction from this post: forum.xentax.com

file: amb_lrg_final_convergence_01.exa.snu
PaRappa the Rapper PSP .wav? by HellFire2345 at 11:16 AM EST on February 9, 2015
This game's got a bunch of .wav files, which are all the vocals tracks of the songs. I think they're encoded using ATRAC3, they can be played with ffplay however they are broken up with equal spaces in between each break up.

Could someone take a look at these and see how I could get them without being so broken up?

http://puu.sh/cIqYA.zip

edited 4:23 PM EST February 9, 2015
Quest 64 Samples/Synths/Soundfonts by cuddlytoys at 1:16 PM EST on February 12, 2015
Hi,

I'm a big fan of the Quest 64 OST. I'm wondering if someone can place any samples, synths, or has any soundfonts. Also, I'm interested in the effects, like delay and reverb. What Amano might have used effect wise during this time.

Thanks,

ct
Newest VGMTrans by dj4uk6cjm at 6:35 AM EST on February 15, 2015
I'm looking for the newest VGMTrans that exports spc to midi, I had a copy of it on my old PC before it fried but now I need it again and I can't find another copy of it online or on the authors website.

Can someone provide me a link? The program is one of the development versions above 20130823 I believe and yes it exports spc to midi like nintspc but better quality actually, it worked with donkey kong country.

edited 11:43 AM EST February 15, 2015
How to Rip .vgm from a SCD Image? by Kurausukun at 1:24 PM EST on February 16, 2015
I want to know how I can rip MegaDrive/Genesis .vgm files out of a SCD .iso so that I can rip all of Sonic Megamix's music.
ATRAC playback in Winamp by VGMfreak at 6:49 PM EST on February 16, 2015
Hi all, I was able to convert some PS3 MSF files into AT3 files and they play fine in Winamp with the Nullsoft DirectShow plugin, is it possible to configure looping/fadeout options in Winamp or would some other program/plugin be required to do this? Thanks.
Madagascar (PC) .RWS by TheMygoshi at 2:39 AM EST on February 18, 2015
I ripped the PS2, Xbox, DS version but I want to rip the PC version because the files are in mono on the other platforms.

Here sample: https://mega.co.nz/#!UQRWWB5S!3IO_DzV2LzDr_L7q1_sIgiILP3XP6F3QNIaBfN1GtqU

Thanks

PS: You can see the filenames of the files in the archive when you open the archive in a Hex Editor and you can see ".rwawaveformat" at a time.

edited 7:47 AM EST February 18, 2015
BNSF (SPSIS) from Tales of Zestiria by Alpha23 at 3:54 AM EST on February 18, 2015
Hi!
Does anybody know how I can play the spsis files from Tales of Zestiria? Seems to be some kind of MP3 modification. Here are some samples: http://www.multiup.org/download/6b1cd2a9adf069dfe5a2b00f5cdc2868/spsis22.7z
Thanks for your help! :)
Fahrenheit: Indigo Prophecy - ima adpcm (PARTITIO header) by Alpha23 at 6:28 AM EST on February 18, 2015
Hi!
http://www.multiup.org/download/e9fbf86552ce75d92dd31ac9dbc1f6a5/FIP_ima.7z
Can somebody help me to create a working IMA ADPCM header for these files? Would be great!
Thanks in advance.
Ripping CDDA by Kurausukun at 11:13 AM EST on February 18, 2015
I know I just made a thread here, but whatever.
I have a bin/cue image of a beta of Sonic CD, and I want to rip the audio tracks out of it (obviously in some uncompressed or lossless format). Is there some tool such as VGMToolBox's advanced cutter that I could do this with, or some other way? And don't suggest logging it, please.
Anyone got Soneek's XML Wii U files for VGMToolbox? by TabuuAkugun at 7:54 PM EST on February 18, 2015
The links are broken. I want to extract from BFSARs I'm downloading.
Question about Mario & Luigi Dream Team by hoodlum47 at 5:43 PM EST on February 19, 2015
When this game was ripped, was it done through a ram dump or ROM decryption? I ask because I can't find a proper extractor for the SoundData.arc from the romfs.
[N64 DD] Mario Artist: Talent Studio & Paint Studio OSTs by Lunar at 9:56 AM EST on February 20, 2015
I wasn't sure which thread to post this in :p so have a new one! I hoped these "games" would have USF rips one day, but in lieu of that have some mp3s instead.

http://forums.ffshrine.org/f72/%5Bn64-dd%5D-mario-artist-talent-studio-paint-185990/

AFAIK these titles soundtracks hadn't surfaced on the web before now.
lazyusf2 by kode54 at 8:27 PM EST on February 20, 2015
I attempted a thing. It doesn't work much yet, at all. And not due to the R4300i cores, which all seem to work. Well, at least x86_64 old recompiler works. No x86 32 bit, no NEW_DYNAREC modes.

http://bitbucket.org/kode54/lazyusf2

edited 1:35 AM EST February 21, 2015
bnkextr.exe by peronmls at 5:35 AM EST on February 21, 2015
Okay where can I find bnkextr to extrack BNK files?
All get is this one link and it takes me to some Russian site where I cant find it.
Sonic & All-Stars Racing Transformed (PC) .wav/.wem/.ogg by Gistix at 12:28 PM EST on February 21, 2015
Hello everyone, I'm trying to use ww2ogg on some of the game's sound, It seems to work on some (only tried one) music, but It's not working on smaller files as vehicle and track sound effects, It's returning "Parse error: expected 0x42 fmt if vorb missing"

Samples (They're the same just 7Zip or Windows Zip): http://www.mediafire.com/download/ep2nrffdvp3gmdc/SoundBanks.7z
http://www.mediafire.com/download/tsbd5mgtiyqv0sd/SoundBanks.zip

Tools I used:
.pck QuickBMS script by AlphaTwentyThree
bnkextr by CTPAX-X Team
ww2ogg by hcs
revorb by Yirkha

Is there something I can do to be able to play the files correctly?

ps: I'm using "packed_codebooks_aoTuV_603.bin"

edited 5:35 PM EST February 21, 2015

edited 5:38 PM EST February 21, 2015

edited 8:46 PM EST February 21, 2015
Wwise vorb chunk by spider91 at 4:05 AM EST on February 22, 2015
Hi. I'm trying to translate Enslaved - Odyssey to the West voices to my language and game uses wwise vorbis. When i try to change ingame voices (obviously encoded with wwise sdk) they are muted and even text dissapear. I've tryied to change only vorb and data chunk on files and it worked with another files from the game. But wwise sdk 2010 (needed version of codebooks) provides files with vorb chunk with 0x2A length and game seems to be set on vorb with 0x34 length. Is there any way to transform 0x2A vorb chunk to 0x34 manually?
Metal Gear Rising other music finding by peronmls at 6:06 AM EST on February 22, 2015
I'm having trouble finding MGRs Zandatsu/blade mode music. When you go into blade mode the music dynamically changes into another layer of music.

THIS:
https://soundcloud.com/peronmls/a-soul-cant-be-cut-zadatsu
https://www.youtube.com/watch?v=vrtcjXKiwTs&feature=youtu.be&t=10m47s

I extracted all the music streams from the SOUND folder and it was not there. So I though maybe I missed it so i was just going to remove the files one at a time to see when the blade mode music wouldn't play. Well everything went silent besides some SFX, the main title music AND the blade mode music! So now I'm confused on where the other music is coming from. I took almost all file out of the SOUND folder and some how when I went in to battle the blade mode music would be the battle theme instead of blade mode music.

edited 11:14 AM EST February 22, 2015
Over The Hedge (PS2,PC) *.DAT by TheMygoshi at 7:54 AM EST on February 23, 2015
So I managed to rip this game from all platforms, aluigi helped me a lot.

We extracted the AUDIOSTR.ARC file from the PC version, we got .wav files with RIFF Wave header, unplayable...

Link --> https://mega.co.nz/#!1Vg3lZTb!s6bjIH7UvS1pYFAoe_ROIiHL2uzBq61KVXdjKQBtlIw

We extracted from the PS2 version, we got .dat files, I tried to rename into all of the extensions to play them with vgmstream but no results, I tried to scan them with PSOund or other softwares but no results, and I opened it in Hex Editor and seems to be Raw Data without header

Link --> https://mega.co.nz/#!5NpBFS5I!BECv2M6_yClQAz1IhO2IgcrZIuTQ6XOOXEsxKJaCa_4

We extracted the Original Xbox version, we got .wav files directly playables with Windows media audio, so works fine in high quality.

We extracted the Gamecube version, we got .dat files, I renamed them into .dsp and I can play them in Mono 48 khz with vgmstream, works fine.

So can I have help to convert the PS2/PC files please ? The frequency is normally 48 khz and channels: 2

Thanks

edited 1:02 PM EST February 23, 2015
Converting AWB/ACB by 89924 at 2:01 AM EST on February 24, 2015
Hello there,
There was already a thread on this topic conversion, but I seem to be missing the steps.

Im trying rip voices/bgm files from a PSP game,

(and get it to acf/wav/ or mp3 or whatever format I decided at the end)

The file comes in already .awb /.acb
And I don't think reprocessing the step backwards to .cpk would do the trick, let me show some screen shots.

these are the original files itself.



supposedly they're sounds. I assume they could be converted to HCs? but I can't seem to do that.

I've tried the listed programs;
Cripackmaker
QuickBMS
CPK unpack
HCA decoder etc etc.

and it ends in a fail, with nothing extracting, and or just with a error of " 0 " file extracted, or just empty files such as this


I've even tried adding extensions to the above files; it still comes up empty.

Its mind boggling, so anyone wants to test this out??

I've uploaded the files below, maybe someone can tell me what I am doing wrong. Thanks in advance.


BGMs
Voices

EDIT:

Finished.


edited 11:39 AM EST February 24, 2015
Proper Battletoads arcade rip? by dogman91x at 11:10 AM EST on February 24, 2015
Is there a good rip of this soundtrack out there? All I can find are some pretty low quality MP3 files. The music is by Dave Wise and sounds *just* as good as his work on the Donkey Kong Country series IMO; released the same year.

This arcade version is also known by some as "Super Battletoads"

edited 4:19 PM EST February 24, 2015
DS Pokemon Soundfont Help by Kurausukun at 5:50 PM EST on February 24, 2015
In the DS Pokemon games there's a certain drum sample that is used quite frequently. It can be heard by downloading this.

The problem is no matter what I do, it never sounds right when recombining files using MIDI + dls (or sf2). It's hard to describe exactly how it sounds wrong, so I'll just provide an example here.

One of them is a FLAC rip of the official OST, and the other is one I made using FL studio (though it sounds mostly the same even if I use a different program, and the sample will still sound incorrect). I'm hoping someone can diagnose what the problem is and offer a solution. I've tried many things, but I don't know very much about MIDI in general, so I can only do very basic event editing.

edited 11:00 PM EST February 24, 2015
.DSPW Wii-U Files by aumanx at 12:41 AM EST on February 26, 2015
Hi, i'm looking for some help to extract/play .dspw files extracted from Monster Hunter 3 U (Wii-u).

I already tried it with vgmstream but it say "failed opening"

also tried raw import on audacity, no luck.

anyone got some ideas?

Voice File?

Movie Audio
Twisted Metal 2: Audio from str files by godzfire at 2:54 PM EST on February 26, 2015
Guys, I'm at my wit's end here and desperately hoping you can help.

I'm trying to get the audio from the PS1 game Twisted Metal 2. On the disc are some str movies. I have thrown every single program I can find on Google and Zophar's Domain at those damn things to try and get the audio from them, but nothing works.

I'm hoping and praying someone can extract the audio from them for me. I would be eternally grateful.

Small example file for testing on
All Movie Files
Dragon Quest Heroes PS3? by ChucklesProduction at 9:54 PM EST on February 27, 2015
Have anyone ripped Dragon Quest Heroes' soundtrack yet? Whether it's unorganised music files or already tagged MP3 files, I'm fine with either. Thanks!
Sonic Runners .hca by MurraySkull at 1:31 PM EST on February 28, 2015
https://www.mediafire.com/?zev4vpsf3b9l6os
Asterix & Obelix XXL2 .rws header issue [Fixed!] by RebeccaSugar at 9:33 PM EST on February 28, 2015
So basically these files are headerless and I thought "Hey! maybe I could find the header or make one up easy now!" since these kinds of request posts don't get very much traction, or any, I thought I'd solve it myself without relying on an external source and waiting billions of years for a tumbleweed to pass by.

I was wrong, god was I wrong, I've spent nearly every possible combination trying out different headers and input file formats with surprisingly, some sort of actual progress.

I need that last stretch though, I could very well hear music being played during the fight sequences in this game, I'm not making this up either, listen to the scratchy ass sample and you'll see what I mean.

Modified GEHN File
https://mega.co.nz/#!aJFHnaTA!YobZzKoASe_FV1_osc2LnYe1nClJKzfSrZJodCfRUBU
<TURN DOWN YOUR VOLUME>

(If it helps I used Microsoft 4-bit IMA ADPCM, Header skip 0x80, Interleave 0x10000, frequency 48000 [the one that foobar told me, I've tried lower, made it worse] and 2 channels)

Modified GEHN File V2.0
https://mega.co.nz/#!GZtFkLIC!EwUFxre-OfUEj136pR0VyERdGS11ivWF0cghDuOJ2nA
(I used XBOX 4-bit IMA ADPCM, Header skip 0, Interleave 0x4400 frequency 48000 and 2 channels)

I tried following this

but it was of no use with the PlayStation input.

I'm getting some sound now, which is good- this is getting closer to my goal.

What it should sound like
https://www.youtube.com/watch?v=G9MkGxVdCHw

This is probably something so obvious but I'm dumbfounded as usual.

Now before you point out the obvious, foobar and vgmstream don't like this file very much either and only play static which is a shame.

Here is the untouched file.

Vanilla Renderware Sound File
https://mega.co.nz/#!WENE0R5C!DC2WNFplXh-ZXUBEXCy_cqd0lhkFz3LUbHF1j-F68WQ


If somebody could at least guide me with what I need for this to play correctly then that would make me a very happy camper!


tl;dr make this play right and I'll suck your dick
https://mega.co.nz/#!WENE0R5C!DC2WNFplXh-ZXUBEXCy_cqd0lhkFz3LUbHF1j-F68WQ



edited 4:25 PM EST March 1, 2015
Luigi's Mansion Dark Moon Audio by koopatroop at 3:06 AM EST on March 1, 2015
I had downloaded the LMDM audio files from here: https://www.mediafire.com/?7g0bhhmk883n0bg
And extracted the wav files by using Dragon UnPACKer(v5.6.2).
There are 1063 wav files in total.

Then I created the GENH files with VGMToolbox, following the instruction posted by soneek:
---
That odd WAV format is pretty much a Wwise little endian form of Nintendo DSP.

You'll need VGMToolBox to create GENH files. The settings I used for the 2 channel songs were:

Input File Format - Nintendo Gamecube DSP 4-bit ADPCM

General
Header Skip - 0x100
Interleave - 0x8
Channels - 2
Frquency: Use Offset - 0x18, and has size - 2, and byte order - Little Endian

Looping
For looping I did a loop start of 0 samples, and used the file end, though I had to manually see which songs actually looped.

Coefficients
Coef Offset: Right Channel - 0x5e
Coef Offset: Left Channel - 0x30

This isn't implemented in VGMToolbox yet, but hcs updated VGMStream to read the ADPCM coefficients in little endian. After the GENH file is created, you'll need to change the byte at offset 0x30 to 2.
---
Only I don't know what does the last line means.

The genh files do not play correctly yet.
Download the 1063 genh files here.

To make the genh file play correctly, we need to modify the codes' position:
Before modifying:


After(The playable file from 3sf.joshw.info):


If the images don't display correctly, try the links below:
http://s5.postimg.org/or7l2lbxh/image.png
http://s5.postimg.org/bbkkd53fp/image.png

Example: "AA BB CC DD"--->"BB AA DD CC"
(Sorry I don't know how to discribe this...)


Hopefully there will be a tool that could be used to modify the codes easily.
And I will try to add tags (and fix the loop points) for most of the tracks myself.

Anyway, Very Much Appreciate!!

edited 8:23 PM EST March 1, 2015
Creating looping audio files by godzfire at 12:50 PM EST on March 1, 2015
So, if what I read is correct, XA audio unfortunately isn't loopable, even though I swear in the past I was able to play MegaMan X5's music on loop in WinAmp somehow.

Does anyone know how to create loops in MP3s where it bypasses the intro of the song the second time around?
Anyone got the Hyrule Warriors sound effects archive? by robotortoise at 7:44 PM EST on March 1, 2015
I have the music, but the sfx aren't in the main Wii U thread.

I want to see if there's any more unused sounds like this.

https://www.youtube.com/watch?v=J48m06iRZ-U
Music technology statistics by henke37 at 12:47 AM EST on March 4, 2015
Has anyone compiled a database on how various games use technology for their music? Things like different engines, prerendered vs note based, fancy effects and so on.
MusyX Documentation by antidote at 8:17 PM EST on March 4, 2015
During our efforts to document the AGSC format for Metroid Prime 1 we discovered something extremely important: It's an archive for the MusyX formats pool, proj, samp, and sdir. As a result we've been able to come up with a fairly comprehensive documentation on it. If you wish to see it it's here:
http://www.metroid2002.com/retromodding/wiki/AGSC_(File_Format)
Resident Evil Revelations 2 PC - Unknown audio format in SNGW container by News Bot at 2:25 PM EST on March 5, 2015
Been trying to rip cutscene audio for a few days now but have come up empty thanks to the .sngw container used in the game's audio. This container was used in almost all previous titles but was easily circumvented by simply renaming the files to .ogg, but that method doesn't work for these so I have no idea what format the audio is.

Anyone able to assist? Here's a sample.
http://projectumbrella.net/files/otherhoststuff/d1010_se_eng.sngw

edited 7:33 PM EST March 5, 2015
Band Hero - Obscure [IMF/ISF] files by RebeccaSugar at 2:23 PM EDT on March 8, 2015
I didn't want to bog up HCS with another new thread but I couldn't edit my first post so here we are.

Everything I ask here is basically so I can make collections like !!!!! does and not just to hoard them all to myself, pretty much anything I post about will be published and tagged...eventually.

Anyway, basically I'm trying to make this play since It's in 48k and that's pretty neat knowing how a small trickle of quality makes me go loco, especially with mainstream titles that are usually slightly downgraded to 44k, so what I'm asking here is if someone out there knew anything regarding this format, I got this from the PS2 version since I don't have the 360 one, I'll probably take a gamble and buy that one instead and rip it, hoping that the 360's audio extensions are different if the IMF/ISF's are TOO obscure for anyone to care.

Anyway, a bit of badly trained google fu left me defeated and I was only able to find this regarding it

Click Here ~2chan~

It seems someone else other than I has had interest in this format as well, which is all and well and grand except that I can't understand Japanese, I've already translated a bit by machine and they are on the same predicament, the way it translates is confusing, they've probably solved it for all I know, so if anyone here knows a bit of moonrunes, that would really help.

Once more, here's a sample song, I couldn't make it work with gehn very much this time, so take it from me that it didn't do much, basically stayed the same, so that being said, It probably has a header, who knows, I don't.


Make this play right and I'll suck your dick

IMF: https://mega.co.nz/#!WM1mBZKD!pD6SVkFyhtHYI8NBbYgJTFfWwUcMnpWGRehUzdZpd2o

ISF: https://mega.co.nz/#!vNkQwA4A!q60VO19CNxKobcaGmvnqxvqHisbg-Xr1lus9YK-qsTw

BMS: Linking Instruments to Sequences (Wind Waker) by BasedKingPotato at 10:50 PM EDT on March 9, 2015
Pun intended!

I understand why there isn't as much of a push nowadays for accurate OST rips from games like Wind Waker, since most of the work has already been done.
However, when you have OST rips in MIDI form, it allows you to accurately separate the individual instruments to make things like backing tracks and whatnot.

Point is, I was able to find furrybob's MIDI conversions from BMS files in Wind Waker, but I couldn't find exactly how the game would link the samples inside AW files to the instruments used in a BMS sequence.
If anyone here has information on how this is done, please leave a detailed comment about it. Be as technical as you like, I am a hobbyist programmer with an interest in music!

edited 6:24 AM EDT March 10, 2015

edited 6:26 AM EDT March 10, 2015
The Adventures of Tintin - ogg variant by Alpha23 at 10:07 AM EDT on March 10, 2015
Hi! The above game uses a RIFF-headered type of ogg (codec 5731). Can this somehow be converted to playable ogg? Here are some samples: http://www.multiup.org/download/e949b1c6f3d38b0c78b5fbed09361b8a/tintin_samples.7z
Any help is highly appreciated!
Dragon Quest VII PSF set by loveemu at 5:10 AM EDT on March 16, 2015
I started working on the ripping, at least a year ago. Now I finally can show it off!

Dragon Quest VII PSF set

- I will never do ordering, timing, tagging, etc.
- Sequences are ordered by uncompressed size of sequence file.
- I tried to optimize psflib without breaking playback result, but it might break music playback if I missed something.
- Dragon Quest IV uses the same sound format. I do not know if it is exactly identical, but we probably can use the DQVII driver for DQIV too. (hopefully...)


edited 10:19 AM EDT March 16, 2015
demuxing 3DS moflex videos by Alpha23 at 5:36 AM EDT on March 17, 2015
Hi!
Does anyone have the capacity to write a demuxer for 3DS moflex videos or possibly implement it in VGMToolbox? For my case, an audio dumper is fine, I only want to get my hands on the music.
Here are some samples (audio is probably IMA ADPCM): http://www.multiup.org/download/853c379f19d79d796e8dfab8def3aeba/moflex_samples.7z
Thanks for your help!
I want the truth. by TheUltimateKoopa at 9:54 AM EDT on March 19, 2015
Is the "leak" about Baby Park and Neo Bowser City actually true for Mario Kart 8's second DLC pack? Or did some piece of shit decide to make up some "convincing file names that look official"?
Diddy Kong Racing Soundtrack CD by dkbk64 at 9:17 PM EDT on March 19, 2015
Does anybody know if the Diddy Kong Racing soundtrack CD (the Diddy-head-shaped one) was/is sampled at 44kHz?

The in-game sample rate is 22kHz (to be exact, 22047Hz), which is less than ideal.

The Conker's Bad Fur Day CD was sampled at 44kHz, so I was wondering if this was the case.
Pac-Man World 3 .wav.str (Gamecube) by puggsoy at 5:42 PM EDT on March 20, 2015
The GCP in Pac-Man World 3 contains a number of .wav.str files, each with a corresponding .wav file. The latter aren't actually valid, they're very small and simply have that extension. The former seem to have most of the data.

vgmstream seems to open them OK (as Playstation 4-bit ADPCM), but for a 128kb file it says it's 2932.8760 seconds long, which seems unrealistic The result is also just half a second of static at the start, the rest being empty.

Could someone check them out? I've uploaded a couple of samples here. There's also the GCP here if you want it (I extracted it using this QuickBMS script).

edited 10:53 PM EDT March 20, 2015
Super Mario 64 Midi's by dj4uk6cjm at 6:31 AM EDT on March 24, 2015
I bring to you the original Super Mario 64 Midi's (ripped) and if you're thinking they're the crappy SM64DS midis then think again, compare the Bob-omb Battlefield (Main Theme) from Super Mario 64 (N64) with the one from Super Mario 64 DS: CHIJOU courtesy of VGMTrans. Sound different don't they? It's because the midi notes are shorter and cut off faster than the Super Mario 64 midis. They're even different in size and if that is not enough evidence to convince you than open them in a DAW or something and visually look at the notes and listen to them yourself but either way the original Super Mario 64 midis will always be the best. :D

And if you need a soundfont you can use the great Super Mario 64 Soundfont provided by Tamkis or Damihacks version http://www.mediafire.com/download/fxakm8ka5ln75p9/Super+Mario+64.sf2 enjoy.

edited 11:50 AM EDT March 24, 2015
GTA V Rip by TheUltimateKoopa at 4:39 PM EDT on March 24, 2015
Are the files in GTA V native MP3s? If so, how do the loopable ones actually loop? Like "WDY_NINE_BLURT", otherwise known as "GTA V Score", "GTA V Blitz Play", or "GTA V A Haze of Patriotic Fervor"?

Also, how do the parts actually fit together? For example, within the groups of 8 MP3s, some of them are used for multiple tracks with each track using a different section, as mentioned above with "WDY_NINE_BLURT". IN this case, Blitz Play starts with the 8th MP3 (WDY_NINE_BLURT_8.mp3), and adds I think, #6, or #5 at the second part.

edited 10:01 PM EDT March 24, 2015
Gran Turismo 2 oddities by Zeether at 7:50 PM EDT on March 25, 2015
I have been looking at the music streams in both discs for GT2 and I am puzzled as to where certain tracks are, specifically the different city themes (anyone who has played will know how catchy East City's theme is). Where are these tracks stored? I know they have to be streaming from somewhere.
Pokemon Colosseum by froggestspirit at 5:27 PM EDT on March 26, 2015
Hey, I recently read that Soneek was able to extract the instruments and convert the sequence data of Pokemon Colosseum to Midi. I was hoping this would be able to be re-uploaded, as the original links are down, thanks.
Android/iOS *.vxn audio format by Alpha23 at 1:05 PM EDT on March 27, 2015
Hello everybody!

Once again I've stumbled upon an audio format that I haven't seen before. The character distribution shows that it's some ADPCM but I can't figure it out. The header begins with "VoxN". I did a search but it didn't come up with something useful. Here are some samples: http://www.multiup.org/download/dd3bcd71160362295f615643154172ff/vxn_samples.7z

Does anybody recognize the format? Could this be implemented in vgmstream?

Thanks for your help!
Black Desert .wem music files by Lucia at 5:49 AM EDT on March 28, 2015
Hi,
since the developers of Black Desert updated the header of their music files, i'm unable to use an unpacker i've used a while ago anymore. Unfortunately, i can't contact the creator of this unpacker anymore so i need some help. I've uploaded the old unpacker and a wem sample. I hope someone here can help me out. https://mega.co.nz/#!oxllHRQR!knSD-Ogw6LB3cvK_3a5iZ-ymWL8yKD5Vq2eFu9ffZ88
Ratatouille .VAI (Wii) by TheMygoshi at 9:17 AM EDT on March 28, 2015
I already posted some threads to help me with these files but no luck..

.VAI is a Nintendo ADPCM 4-bit file. The frequency is 32 kHz and the channel is 2 (Stereo). Just needs the coef left and right channel. It works with 0x10 and 0x10 but not entirely (with vgmtoolbox genh creator).

Here's one of the file: https://mega.co.nz/#!AIhwFZLJ!HGQEXSVcNEXhlYne3iA8W03jOGC7_LRyNHNIxNtawKM
Four Swords Adventure bms2mid by brncao1 at 8:07 PM EDT on March 28, 2015
I have the BMS files for Four Swords Adventure. I was able to convert some of them to midi using the bms 2 midi browser application. Some of them had errors.

Notice: Undefined index: f3 in C:\xampp\htdocs\index.php on line 319

Notice: Undefined index: instrument in C:\xampp\htdocs\index.php on line 422

Notice: Undefined index: instrument in C:\xampp\htdocs\index.php on line 443

Notice: Undefined index: volume in C:\xampp\htdocs\index.php on line 446

Notice: Undefined index: instrument in C:\xampp\htdocs\index.php on line 453

Here are the bms and midi files https://www.mediafire.com/folder/u1y6z34zqpz2t/Four_Swords_Adventure_BMS

Right now some of the midi files are empty. If anyone can figure out how to fix this, I'd appreciate it!

edited 7:27 PM EDT March 29, 2015
Soundfont Help? by Kurausukun at 11:19 AM EDT on March 29, 2015
I don't even know if this is the right place to put this, but whatever.

The situation is: I have a soundfont that has some samples in it, but I have another soundfont that has higher-quality versions of some of the samples in the first soundfont (but the other samples are different, so I can't use it for its associated song). How would I go about replacing the samples in the first soundfont with the higher-quality versions from the second soundfont?
demultiplexing Electronic Arts TGV videos by Alpha23 at 1:29 AM EDT on April 1, 2015
Hi there! I've just written a script to extract the audio track from the old EA TGV videos. Now I'm lacking an extension to use in order for vgmstream to play these files. Here's the documentation: http://wiki.multimedia.cx/index.php?title=Electronic_Arts_1SNx and there are some samples including the script and demuxed audio: http://www.multiup.org/download/e9a9905e39de41f1d54daefbe25a3d2d/TGV.7z
Any help is highly appreciated!
How to Open/Extract .CWA files by omegaxis12 at 4:18 AM EDT on April 1, 2015
Hi, I extracted this .CWA files from an .AWB file a sound type of file

I need help on how to extract/open/play it

I uploaded a sample file

http://www.mediafire.com/download/wda0bxxx1oy8awh/file.rar

PS
I saw a CWAV header on it when i used a Hex editor



edited 9:27 AM EDT April 1, 2015
Unknown Files by dj4uk6cjm at 2:54 PM EDT on April 1, 2015
Being that we got the Ocarina of Time and Majora's Mask and some other awesome N64 rips last week, I thought I'd upload and share the last Unknown Files that need solving that even I can't figure out. I can only tell you that they consist of three very popular games.



https://drive.google.com/folderview?id=0B8rHgE_H8aJsfklERDBBS19zQmNVSWJrY0J4My1vcjYySDhRRVl0ZlplSGlFdWoxb2h3VXc&usp=sharing




I'm just going to leave these here and if anyone would like to rip the sequences/midis and samples out of them and post them here of course it would be very much appreciated to the community, thank you for taking the time and bandwidth to read this thread~

edited 8:03 PM EDT April 1, 2015
Did anyone ever extract the Artorias DLC or Dark Souls II music in its native format? by Uikri at 10:12 PM EDT on April 2, 2015
We have all of the music from the normal game available, but no DLC, last I checked (it's available in .mp3 but that can't be looped in foobar). Also, does anyone have the Armor Spider .at3 from Demon's Souls? It's missing from the archive.

edited 3:40 AM EDT April 3, 2015

edited 4:52 AM EDT April 3, 2015
Madagascar PC Rws by TheMygoshi at 2:46 AM EDT on April 4, 2015
Hello I need help with this file. I extracted it from an archive. It's from Madagascar PC version. I extracted with EkszBox and then I'm trying to search correct codec with vgmtoolbox but I found Xbox ADPCM 4-bit but the archive that I uploaded doesn't contains only audio files but sequenced songs (sequences of 2 seconds).

Can you help?: https://mega.co.nz/#!9AxS1YyS!KprSkzFzwBdpPGdEdFrNnuSI49KNw9o04Q1y1BLTmZI
vgmstream: buggy playback of PSS (.ADS) audio files by Nisto at 4:48 AM EDT on April 4, 2015
Was about to start uploading a set for Clock Tower 3 (PS2) when I realized a couple of PSS tracks plays back static in fb2k/vgmstream. The error is not in the files themselves -- I extracted the .ADS files from a simple VFS file with a custom Python script I wrote. I should also add that PSound converts them to WAV flawlessly.

Sample

Any chance for a bugfix?
ww2ogg update needed by Alpha23 at 12:25 PM EDT on April 5, 2015
Hello! Here are some wwise files that are converted errornously by ww2ogg: http://www.multiup.org/download/ccbf97c35b13e16396e3778eec443a6a/_corrupt_wwise.7z
They are from the PS3 version of Middle Earth: Shadows of Mordor. Can we get an update? :)
6 channels FSB by TheMygoshi at 1:51 PM EDT on April 5, 2015
I extracted Ratatouille XB 360 iso finally and I got an MMUS.fsb archive that is an FSB3 archive but it contains some .fsb 6 channels files... I tried fsbii, fsbext, musicplayerex... bug or non extracted properly files...
Can I rant about something pointless? by TheUltimateKoopa at 5:50 PM EDT on April 5, 2015
I like Let's Plays.

Two of the best LPers, in my opinion, are chuggaaconroy or PBGGameplay.

However, here's where my rant starts.

WHY HAS NO ONE UPLOADED A FUCKING VIDEO OF THE SUPER MARIO 64 HACK "SUPER MARIO STAR ROAD" THAT ISN'T A FUCKING LET'S PLAY? I WANT TO WATCH THE FUCKING GAME, WITHOUT ANY FUCKING LET'S PLAY COMMENTARY! (This also applies to any game where there are NO videos of that game that AREN'T Let's Plays).
Zone of the Enders 2 DATs by punk7890-2 at 2:05 PM EDT on April 7, 2015
In Zone of the Enders 2 I found this odd (what seems to be) sequence format. The samples all seem to be 4 bit ADPCM but I have no idea how to create a PSF2 out of them. There isn't any IRX files that point at this but when listening to the archive sounds, they are all instruments. STAGE.DAT contains some sounds of the instruments and DEMO.DAT contains some other sounds with some offsets. I've included a few MBs of both DATs. Hope someone can help out with this.

ZOE2DATs.rar
Spit out looping .wav files from vgmstream? by robotortoise at 6:59 PM EDT on April 7, 2015
kode54 said in another thread

"foobar2000 itself can't export looping WAV files. However, you can use a script with something like foo_run to pass the loop points to an external tool that can write the smpl chunk."

Could someone please write that script for me? I'm working on the music for a Team Fortress 2 map, and it would be a tremendous help if a tool could automatically spit out looping .wav files from a .bcstm file.
3DO files not playing by JCE3000GT at 10:41 AM EDT on April 8, 2015
Greetings. I've extracted the contents of my Star Control II and Super Street Fighter II Turbo 3DO discs and attempted to play the audio files (types below) but it seems the vgmstream winamp plugin isn't recognizing them as audio which I understood 3DO uses AIF audio.

Here are the extensions and further below are an exmaple audio file's header data if that helps. I can also send two files for example if needed.

Star Control II = .AIF
Super Street Fighter II Turbo = .BGM

------------

Super Street Fighter II Turbo:
FORM.h..AIFCFVER......Q@COMM...>...4}...@..D......SDX22:1 Squareroot-Delta-Exact compression..SSND

Star Control II:
FORM.2.|AIFCFVER......Q@COMM...>....H...@..D......SDX22:1 Squareroot-Delta-Exact compression..SSND


*edit*
Awesome, that worked perfectly! Thank you. :D

edited 12:57 AM EDT April 9, 2015
Madagascar (Gamecube) RWS by TheMygoshi at 10:01 AM EDT on April 9, 2015
I'm in trouble for

1-Extract the files because this is an archive
2-Convert the files

Link: https://mega.co.nz/#!8JAnVILD!LX_dMbfHkbEkueA8o7uaHDtYfJ2fuZ3hcf4bvdHnHRk

Thanks if you can help me... I really love the soundtrack but yes I ripped the other platforms but this version seems to get a good quality
Ogg (vorbis) channel separation by maxton at 4:46 PM EDT on April 11, 2015
Is there a way to split up a stereo (or multi-channel) ogg vorbis audio file into its component channels without re-encoding?

i.e., are channels stored within the Ogg container as two vorbis streams that can be demuxed?

Google has only led me to lossless time-based splitting of oggs, not channel-based.

edited 9:57 PM EDT April 11, 2015
foo_mid loops number by Koto at 1:42 PM EDT on April 12, 2015
Is possible to set a exact number of loops or to change the duration in foo_midi? The component works only with "forever or nothing", and when you convert a file to another format you can't get more than 2 loops.

I'd like converting to WAV longer songs without having to edit manually the midi files itself.

See ya
unconnected exploit by Darkstorm359706 at 5:38 PM EDT on April 12, 2015
Is there any chance of getting this working again in the Source Engine?
[usl=http://unknown.hcs64.com/metalslave/omg%20hax/]Link[/url]
Uh-oh...I think I may have sorta.... er.... done something really, really, really, bad. by TheUltimateKoopa at 5:12 PM EDT on April 13, 2015
I made people believe that I made the Mario Kart 8 DLC leak with Neo Bowser City and Baby Park, up.

:P This is going to be SO funny when the articles realise it wasn't made up....

Was it, soneek? :O
[laff factory] by at 2:09 AM EDT on April 14, 2015

Mega Man Legends by dj4uk6cjm at 1:33 PM EDT on April 14, 2015
Using the N64 version of VGMTrans it can pick up the sequences through the rom but kills it after finding them which leads me to believe the game uses sequences. Pics shown below:





I've tested every other rom, even the original one and it does the same thing. Is it an unknown format or error? Does Mega Man Legends really use sequences? I would just like a midi rip if possible...

edited 6:42 PM EDT April 14, 2015
Shuffling w/ Winamp by tymime at 1:49 PM EDT on April 15, 2015
Told Winamp to play my game music folder on shuffle, but noticed that it seems to ignore (or skip?) most of the sequenced stuff. It plays MODs and SIDs, but I've not heard a single NSF, GBS, VGM or SPC and the like.
Any ideas? I have Chipamp installed.
           by Mygoshi at 12:47 AM EDT on April 17, 2015
                
Wii U/3DS Music Hacking? by Kurausukun at 12:21 PM EDT on April 17, 2015
The BCM site says that due to "recent breakthroughs" nus3banks and bfstms will be provided. My questions are as follows:

What are these breakthroughs? Can we now run homebrew on 3DS/Wii U? Where can I follow the progress of this?

Are there tools publicly available for encoding these two file types?
Winamp says in_vgmstream is "NOT LOADED" by supersonicmario0770 at 5:06 PM EDT on April 18, 2015
I put in_vgmstream.DLL and the other three DLL files ink the plugins folder, and it says "NOT LOADED"

What's the problem?
Pimp My GEHN by RebeccaSugar at 12:11 AM EDT on April 19, 2015
So, the PS2 version of Bomberman Jetters having about 5-6 extra tracks and 48kHz over the gamecube version led me to investigate it further and tinker with the files, and for once in my life I actually made a correct GEHN file, or so I thought, anyway, it's 4 channel but two different tracks play and that's fine and all-

It plays without skipping but it still contains minor clicks not present in the DSP I've presented below, I wanted to see if any of you could help me with that.

I'm not gonna bore you with ALL of the detail so I'm just gonna highlight the most important things.

Help me.


tl;dr I always hate asking for help since I don't mean to be a drag but it's what I have to do, get rid of the clicks and/or easily convert the IVB and I'll suck your dick.




GHEN: MEGA [Settings: {Header Skip - 0x2000} {Interleave - 0x2000) @ 48kHz]

Gamecube DSP: MEGA

Vanilla PS2 IVB: MEGA

Sony ADPCM Extracted bin: MEGA



Also, why doesn't foobar's extension support this game's IVB, It supports Langrisser III's but not this one, I don't understand and it sucks, this would be easier if I click just click and convert....


edited 8:31 AM EDT April 19, 2015

edited 8:32 AM EDT April 19, 2015
Scooby Doo Night of 100 Frights Xbox (.HIP) by Mygoshi at 5:16 AM EDT on April 19, 2015
Hello i have a problem to extract .hip file from Scooby DOo Night of 100 Frights for the xbox version.

Here a link for the boot.HIP file which contains data: https://mega.co.nz/#!QYxE1Azb!WRiyVD00a_l9f3Ei1yirugSaXvTNPKrOWqusQaEEH0Q

https://mega.co.nz/#!ZRonyRoL!7Q2vq5G5LnI0Ljp5u_G3xkFNLVPOa4ed-AEcnt7JQJw

I cutted the file with filecutter.bms by Aluigi
Ffshrine drama and alternative websites by RebeccaSugar at 8:59 PM EDT on April 19, 2015
Chances are, you've heard the drama surrounding Sarah Butts and I just wanted to give you more info if you wanted to find new websites.

Go here if you don't care about the drama and just want to go to a new website

Neo_Chip's: VGMTaku
zaykho's: Gravitrek


Or, go here if you are curious about the drama for some reason.

ffshrine emergency meet-up board

Have fun!



edited 6:25 PM EDT April 20, 2015

edited 6:27 PM EDT April 20, 2015
How to play/export individual channels in FooBar? (Mario Kart 8) by PyroPaperPlanes at 8:23 AM EDT on April 20, 2015
I'm trying to convert the bfstm files into WAV. While I am successful in getting them to playback and export, it's with every channel enabled. This includes the front-running drum loops or various alternative track segments (Shy Guy singing, Underground bass variation of Metro level, etc).

While I am able to configure the playback using a Matrix Mixer plugin, it does not retain this information upon export. I'm also not confident this is producing the best quality possible. Is there a setting within FooBar itself that might help isolate channels?

I also tried using the test.exe command line, but I couldn't seem to get the program running properly. Winamp also has its own issues (particularly when it comes to exporting). Any help would be greatly appreciated. :)

edited 1:32 PM EDT April 20, 2015
Klonoa: Lunatea's Veil- Accurary in GEHN by RebeccaSugar at 9:11 AM EDT on April 20, 2015
So, some of you have played this game. That's good.

I haven't, some files or hell, maybe all of the files of this game are native 44k but the thing is, I don't know which.

If one of you could be a dear and check this out

Klonoa 2 - Lunatea's Veil [Kaze no Klonoa 2 - Sekai ga Nozonda Wasuremono] (2001-03-22)(Namco).7z]

Then tell me which gehn's are incorrent, as in sped up so I can change it to 44k like how it should have been in the first place, some are way too fast and need to be fixed like track "32", after changing it from a 48k sample rate back to it's native 44k sample rate it sounded perfect!

Magix Music Maker (Playstation 2) by vajuvaju at 9:16 AM EDT on April 20, 2015
This game uses SND files for the music samples. How can I decode them? Here are some of these:
https://www.sendspace.com/file/b955o7
MK8 alternate music versions. by supersonicmario0770 at 3:16 PM EDT on April 20, 2015
I noticed when I was playing the .bfstm files for the MK8 DLC 1+2 music that it seems to randomly change the version of the song (Frontrunning audio, shy guys, etc.)

Is there a way to control the version the songs play?

Also: Where can I get the MK8 sound effect audio files?

edited 8:38 PM EDT April 20, 2015
How to remove seperate audio channels in Winamp by supersonicmario0770 at 4:35 PM EDT on April 20, 2015
I don't know how to do it.
Converting .dsp files to wav/mp3 in OS X? by alimu at 3:13 AM EDT on April 21, 2015
Is this possible? Since I cannot use vgmstream nor the Winamp output plugins, I am unable to convert .dsp to wav or mp3 files.
How can i open .vfs file? by krloxvj at 5:01 PM EDT on April 21, 2015


Hello to everyone.



Im here because i want to know how to change a sound in a game of PSX.... Called Digimon Rumble Arena



I was looking about it ... and i know just this:

1.-The sound are in a archive called "a.vfs", the sound have the extension ".XA"

2.-VFS= Virtual File System

But i cant replace it with any program... i tried with "psound" and "jpsxdec"... but it just extracts the sounds in mp3 not in .XA ... And dont replace nothing...

Finally the programs FreeFileViewer and FileViewPro open it BUT in hexadecimal and i dont want it, i need the sounds.

So if you know a program to open archives with the extension .VFS... write in a comment :3

Ice Age 3 (PS3) .MUS by Mygoshi at 9:46 AM EDT on April 23, 2015
I extracted the .000 musx archive of Ice AGe 3 from the PS3 version and I have .mus files. I can't convert them properly. There's a MUSX header

Link: https://mega.co.nz/#!oBoi2BwT!AEWpNsWe82xnUQ3YHcYy_yyCwDkATnZP_jqDyWRggv4

Thanks
Codename: Clicks Next Door by RebeccaSugar at 1:56 AM EDT on April 28, 2015
So after being more and more successful with GENH's I was happy to think that I may have gotten the pattern down, but then...THIS happened.


Nothing horrible but a bit bothersome to me, I converted the .ps2 file to GENH and it sounds near perfect....somewhat, other than having pops and clicks that grate me and that uneven ending, the majority of the files that I convert don't have this problem and I want to know if they were there to begin with.

So, no more hassle.

Here are the files

.ps2 file: MEGA

.genh file: MEGA

Specs are PlayStation 4-bit ADPCM, Header Skip: [0x4000] , Sample Rate [44100], Interleave [0x4000]

edited 7:05 AM EDT April 28, 2015




Help me and I'll suck your dick.

edited 7:09 AM EDT April 28, 2015
N64 Sound mapping -> DLS Soundfont Instrument by SubDrag at 5:12 AM EDT on May 2, 2015
I wanted to try and see if anyone had the full mapping. It seems like some of the soundfonts I've seen, they manually have to correct some things. I'd like to do some tests of using real data straight from sound...but can't find any good dls writer.

Anyone know a DLS writer with a good license? C++

edited 7:23 PM EDT May 2, 2015

edited 7:23 PM EDT May 2, 2015

edited 7:28 PM EDT May 2, 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