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PSF rip requests? by 47iscool at 9:03 AM EDT on May 3, 2015
Was just wondering if anyone does them. Been wanting a Syphon Filter set but the game must use a custom driver because vgmt can't find anything.

I'm no programmer so its to complicated for me. Sorry if this is the wrong place.
Mario Kart 8 lap 2 sound effect by supersonicmario0770 at 1:54 PM EDT on May 3, 2015
Can someone show me where to get the sound effect when MK8 switches to lap 2?
Sonic Runners Sound Files. by Sodisna at 5:12 PM EDT on May 7, 2015
https://www.dropbox.com/s/q7k7m8f4a89n1rz/se_runners1.7z?dl=0

I managed to get the sound files, which I think are adx2. When I convert them to wav, they come out fuzzy. Is there a current way to get to come out clean? I read something about an XOR key? I ran guessadx and it said it doesn't appear to be encrypted.

edited 10:27 PM EDT May 7, 2015
GC/Wii sequenced music? by 47iscool at 6:05 AM EDT on May 8, 2015
Has anyone ever thought of a psf-like format for these two systems which have very similar hardware?

I know most GC and Wii games use streamed audio but Mario Sunshine & the two Zelda games use sequenced music.

I know about wwdumpsnd but I can't get any music with it, only sound effects.

edited 11:52 AM EDT May 8, 2015
Lego Star Wars II (.rom) by Mygoshi at 1:02 PM EDT on May 8, 2015
I'm trying to rip a .rom file from the DS version of lego star wars II. Can you help me? I tried to open it as 8 bit unsigned in a software and I can hear music so this is the true file that contains the files

Link: https://mega.co.nz/#!NBZQjYoI!N-G8aFAWP9_5cLDxoeLAF3uE6GJrAF9eUGVoqhJbrZc
Strange NDS format ".raw" by Mygoshi at 12:46 PM EDT on May 9, 2015
I'm trying to rip the DS version of The Croods: Prehistoric Party but unfortunalety, there's also .raw files like the Wii version... That nobody ripped apparently. Is there a way to look at these .raw files from the NDS version?

Link: Download

edited 5:58 PM EDT May 9, 2015

edited 6:01 PM EDT May 9, 2015
N64 Midi Tool by dkbk64 at 1:18 PM EDT on May 10, 2015
Lately, I've been creating soundfonts to go with midis extracted using the N64 Midi Tool. However, I find that after converting the sequences from Nintendo's "compact midi" format some notes are either shortened or missing entirely. It is not due to sample release times either as I have made sure they match the values in the N64 Sound Tool.

Anybody know why this is? If so, how can it be corrected?
b by smartass2 at 11:43 AM EDT on May 11, 2015
b
a by smartass4 at 11:53 AM EDT on May 11, 2015
a
c by smartass5 at 11:58 AM EDT on May 11, 2015
c
.sa format? by Zeether at 2:28 PM EDT on May 11, 2015
I'm trying to figure out how to read certain music files with the .sa file format (they come with a PC game called Yukikaze, based off the anime). Is there some kind of tool to extract these?
Super Smash Bros. 64 Soundfont by dj4uk6cjm at 6:30 PM EDT on May 14, 2015
Super Smash Bros. 64 Soundfont made by punk with the help of SubDrags new tool, just had to share this here. Awesome stuff!!


The soundfont is automatic once again and pairs up with these midis here. It's best suited to play them using the soundfont in Synthfont as opposed to foobar2000.

For more updates regard to this thread.
.mo files from wii game by ronnyspb at 2:15 AM EDT on May 15, 2015
Hi! Please, help me with some unknown format of file - .mo, it is from wii game 'Now That's What I Call Music'. I think it contain audio and/or video itself. Is it possible to extract from this .mo file ? Thanks! Link to example: https://mega.co.nz/#!dJRzxaBC!Qy1srviYSE__Q0yVSDXyKZygLo94zKLsOW72YgWALZg
Compile for Linux by Bladeforce at 12:11 PM EDT on May 17, 2015
Can someone compile this for linux please? Ive tried downloading the source but it will only compile for windows
That Bastard File (thp) by RebeccaSugar at 2:26 AM EDT on May 18, 2015
I'm trying to find the intro/credits files from Gale of Darkness for a complete and final sound version, as such, I have found them...in thp format, that would be great and all except that it suffers from the same problem that the audio files do, it's split up into two different files, that isn't the main problem though, I wish it was, no, the thing is, one has the header and the other has the actual video, I've tried playing them in MPCH and sure, it goes in the 640x480 resolution, nothing shows, the video and audio info is still there.


I honestly don't care about the video, I only want the music from it.


I posted a folder here, hex data didn't work for me so I'm unsure what you could do to help, any will be appreciated.

MEGA

The only files I really care about are "movie_staffroll" "movie_auto_demo_" and "movie_ending" the first two are the highest priority, if you want to do the rest then knock yourself out.

A Bunch of Updated Tags! by 3dmarth at 7:11 PM EDT on May 18, 2015
I had already tagged some .*sf sets for my own use, so I figured I might as well share the tags for others' convenience!

Now, pardon my ignorance, as I'm new here, but can/will someone grab any updated sets I post here and incorporate them into the archives? (Otherwise, what's the best way to do updates?)

Here's one set to start, but I have a bunch more on the way.

GSF:

Bomberman Tournament:
https://www.dropbox.com/s/3b2vfjg1aj8jfb6/Bomberman%20Tournament%20%5BBomberman%20Story%5D%20%282001-04-27%29%28A.I%2C%20Amble%29%28Hudson%29.7z?dl=0
(Titles added for all but a few tracks.)

edited 12:25 AM EDT May 19, 2015
N64 Soundbank Tool Release by SubDrag at 3:11 PM EDT on May 21, 2015
http://goldeneyevault.com/viewfile.php?id=302

N64SoundbankTool quite simply, rips and previews N64 Soundbanks into Soundfonts. It is the merging of the N64 Midi Tool and N64 Sound Tool, and is powered by VGMTran's DLSFile support and Seq64 for the EAD games sequence extraction. It has been requested since the beginning, to rip straight from an N64 soundbank to a soundfont, and this accomplishes the job. The N64 Midi Tool and N64 Sound Tool also received a good amount of updates and restructuring, in order to better support addition of this new N64 Soundbank Tool. The tool can generate DLS soundbanks for games where midis/sequences are not identified yet, but a preview will not be available.

The tool will be a work in progress, like the other tools, so expect more soundfonts and more accurate banks over time. It is open source if you are interested in helping! Collaboration would be very helpful, considering the difficulty in converting N64 data into regular soundfonts, as well as due to the huge multitude of games. It is ini driven, so if another game is supported, if it is not a new format, it can simply be a config change. It uses all three inis, from the midi tool, sound tool, and its own.

Some formats do not have sound envelope parameters available (N64WavePtrTable), so will only have the sound and loop information available. The N64 S1 format does support all of the parameters, except for Tremolo and Vibrato. It may be possible later to add Vibrato, but Tremolo is not in DLS format. The EAD format (Zelda, Mario, Star Fox, etc), is somewhat supported, though some parameters are still unknown or imperfect. The time multiplier parameter, is only applicable to the normal sound format, and is used in some games, where due to likely reverb or game specific pitch changes, it sounds better if the values for attack, release, and decay time are multiplied by a larger value (1 microsecond per unit is default, 0.000001). The expectation is that this is a starting point, and authors can tweak parameters if need be, and name the instruments, etc, but this yields the critical splits, ADSR, pan, and attenutation.

The soundfonts are written in DLS format, though most soundbank tools can convert to SF2 if necessary. The preview uses DirectMusic, and is a totally different way of loading the data; as such, it is less accurate and does not contain as many parameters as the DLS, so should only be used for quick testing. Instead use Synthfont, for example, to play and record the music.

Some games have multiple banks, and midis only work on certain banks. Not all games are fully identified in this respect (such as Mario Party). Jet Force Gemini is unique, and has actually over 127 sounds, forming two LSB banks. Unfortunately, most soundbank + midi players do not support this command, but the soundfont does reflect this accurately.

A big thanks to Punk 7890, who assisted in a significant amount of testing, over and over again, ingame determining of parameters and identification of most of the banks. Thanks to Zoinkity for all his help over the years (specifically here in compression and locations for sound tool and midi tool).

Also of course many thanks to VGMTrans, for open sourcing their code, which allowed ease of use of DLS format, as well as Seq64, for open sourcing, so I could make a minor modification to make it command line ripping of midis (source included), and compiled to a new exe.
Please email any bugfixes, improvements, comment to me at SubDragger@hotmail.com
http://www.goldeneyevault.com/


Games Currently Supported (more to come):
64DDIPLROM
64 Oozumou 2 (J)
64 Trump Collection - Alice no Wakuwaku Trump World (J)
All-Star Baseball '99 (E)
All-Star Baseball '99 (U)
All-Star Baseball 2000 (E)
All-Star Baseball 2000 (U)
All-Star Baseball 2001 (U)
AeroFighters Assault (E) (M3)
AeroFighters Assault (U)
AeroGauge (E) (M3)
AeroGauge (J) (V1.0) (Kiosk Demo)
AeroGauge (J) (V1.1)
AeroGauge (U)
AI Shougi 3 (J)
Armorines - Project S.W.A.R.M. (U)
Automobili Lamborghini (E)
Automobili Lamborghini (U)
Banjo-Kazooie (U) (V1.0)
Banjo-Tooie (U)
BattleTanx (U)
Battlezone - Rise of the Black Dogs (U)
Beetle Adventure Racing! (J)
Beetle Adventure Racing! (U) (M3)
Blast Corps (E) (M2)
Blast Corps (U) (V1.0)
Blast Corps (U) (V1.1)
Blast Dozer (J)
Body Harvest (E) (M3)
Body Harvest (U)
Bomberman 64 (E)
Bomberman 64 (U)
Bomberman Hero (E)
Bomberman Hero (U)
Bust-A-Move '99 (U)
Bust-A-Move 2 - Arcade Edition (U)
Bust-A-Move 3 DX (E)
Chameleon Twist (E)
Chameleon Twist (J)
Chameleon Twist (U)
Chameleon Twist 2 (E)
Chameleon Twist 2 (J)
Chameleon Twist 2 (U)
Chopper Attack (E)
Chopper Attack (U)
Choro Q 64 (J)
Choro Q 64 II - Hacha Mecha Grand Prix Race (J)
Chou Kuukan Night Pro Yakyuu King (J)
Chou Kuukan Night Pro Yakyuu King 2 (J)
Clay Fighter - Sculptor's Cut (U)
Clay Fighter 63 1-3 (Beta)
Conker's Bad Fur Day (E)
Conker's Bad Fur Day (U)
Conker's Bad Fur Day Debug (U)
Conker's Bad Fur Day ECTS (U)
Cruis'n USA (E)
Cruis'n USA (U) (V1.0)
Cruis'n USA (U) (V1.1)
Cruis'n USA (U) (V1.2) (VC)
Cruis'n USA (U) (V1.2)
Densha de Go! 64 (J)
Disney's Donald Duck - Goin' Quackers (U)
Donald Duck - Quack Attack (E) (M5)
Diddy Kong Racing (E) (M3) (V1.0)
Diddy Kong Racing (E) (M3) (V1.1)
Diddy Kong Racing (J)
Diddy Kong Racing (U) (M2) (V1.0)
Diddy Kong Racing (U) (M2) (V1.1)
Donkey Kong 64 (U)
Donkey Kong 64 (U) (Kiosk Demo)
Duke Nukem 64 (E)
Duke Nukem 64 (F)
Duke Nukem 64 (U)
Eikou no Saint Andrews (J)
Eltale Monsters (J)
Extreme-G (E) (M5)
Extreme-G (J)
Extreme-G (U)
Extreme-G XG2 (E) (M5)
Extreme-G XG2 (J)
Extreme-G XG2 (U)
F-1 Pole Position 64 (E) (M3)
F-1 Pole Position 64 (U) (M3)
F1 Racing Championship (E) (M5)
F-1 World Grand Prix (E)
F-1 World Grand Prix (E) (Prototype)
F-1 World Grand Prix (F)
F-1 World Grand Prix (G)
F-1 World Grand Prix (J)
F-1 World Grand Prix (U)
F-1 World Grand Prix II (E) (M4)
Flying Dragon (U)
GoldenEye 007 (E)
GoldenEye 007 (J)
GoldenEye 007 (U)
Hamster Monogatari 64 (J)
Heiwa Pachinko World 64 (J)
Hey You, Pikachu! (U)
Hiryuu no Ken Twin (J)
Holy Magic Century (E)
Holy Magic Century (F)
Holy Magic Century (G)
Hoshi no Kirby 64 (J) (V1.0)
Hoshi no Kirby 64 (J) (V1.1)
Hoshi no Kirby 64 (J) (V1.2)
Hoshi no Kirby 64 (J) (V1.3)
HSV Adventure Racing (A)
Human Grand Prix - New Generation (J)
J.League Dynamite Soccer 64 (J)
J.League Eleven Beat 1997 (J)
J.League Tactics Soccer (J) (V1.0)
J.League Tactics Soccer (J) (V1.1)
Jangou Simulation Mahjong Do 64 (J)
Jet Force Gemini (E) (M4)
Jet Force Gemini (U)
Jet Force Gemini (U) (Kiosk Demo)
Ken Griffey Jr.'s Slugfest (U)
Killer Instinct Gold (U) (V1.0)
Killer Instinct Gold (U) (V1.1)
Killer Instinct Gold (U) (V1.2)
Kira to Kaiketsu! 64 Tanteidan (J)
Kirby 64 - The Crystal Shards (E)
Kirby 64 - The Crystal Shards (U)
Last Legion UX (J)
Legend of Zelda, The - Ocarina of Time (U) (V1.0) Decompressed
Legend of Zelda, The - Ocarina of Time - Master Quest (U) (Debug Version)
Legend of Zelda, The - Majora's Mask (U) Decompressed
Mace - The Dark Age (E)
Mace - The Dark Age (U)
Mario Kart 64 (U)
Mario Party (U)
Mario Party 2 (U)
Mario Party 3 (U)
Mahjong Master (J)
Mickey no Racing Challenge USA (J)
Major League Baseball Featuring Ken Griffey Jr. (E)
Major League Baseball Featuring Ken Griffey Jr. (U)
Mickey's Speedway USA (E) (M5)
Mickey's Speedway USA (U)
Mike Piazza's Strike Zone (U)
Mischief Makers (E)
Mischief Makers (U)
Mischief Makers (U) (1.1)
Morita Shougi 64 (J)
MRC - Multi Racing Championship (E) (M3)
MRC - Multi Racing Championship (J)
Nintama Rantarou 64 Game Gallery (J)
Olympic Hockey Nagano '98 (U)
Onegai Monsters (J)
Pachinko 365 Nichi (J)
Penny Racers (E)
Penny Racers (U)
Perfect Dark (E) (M5)
Perfect Dark (J)
Perfect Dark (U) (V1.0)
Perfect Dark (U) (V1.1)
Pilotwings 64 (E) (M3)
Pilotwings 64 (J)
Pilotwings 64 (U)
Pokemon Snap (A)
Pokemon Snap (E)
Pokemon Snap (F)
Pokemon Snap (G)
Pokemon Snap (I) (VC)
Pokemon Snap (I)
Pokemon Snap (J) (VC)
Pokemon Snap (S)
Pokemon Snap (U)
Pokemon Snap Station (U)
Pokemon Stadium 2 (U)
Power League Baseball 64 (J)
Premier Manager 64 (E)
Pro Mahjong Kiwame 64 (J)
Pro Mahjong Kiwame 64 (J) (V1.1)
Puyo Puyo Sun 64 (J)
Quest 64 (U)
Rayman 2 - The Great Escape (U) (M5)
Razor Freestyle Scooter (U)
Roadsters Trophy (U) (M3)
Saikyou Habu Shougi (J)
Shin Nihon Pro Wrestling - Toukon Road - Brave Spirits (J)
Sim City 2000 (J)
Sonic Wings Assault (J)
Space Station Silicon Valley (E) (M7)
Space Station Silicon Valley (J)
Space Station Silicon Valley (U)
Star Fox 64 (U) (V1.0)
Star Fox 64 (U) (V1.1)
Star Fox 64 (J)
Star Fox 64 (J) (V1.1) (VC)
S.C.A.R.S. (E) (M3)
S.C.A.R.S. (U)
SD Hiryuu no Ken Densetsu (J)
Superman (E) (M6)
Superman (U) (M3)
Superman Nintendo 64 (Early Prototype)
Super Robot Spirits (J)
Super Smash Bros. (A)
Super Smash Bros. (E) (M3)
Super Smash Bros. (U)
Super Mario 64 (U)
Super Mario 64 (J)
Tetris 64 (J)
Tonic Trouble (E) (M5)
Tonic Trouble (U) (V1.1)
Transformers - Beast Wars Metals 64 (J)
Transformers - Beast Wars Transmetal (U)
Turok - Dinosaur Hunter (E) (V1.0)
Turok - Dinosaur Hunter (E) (V1.1)
Turok - Dinosaur Hunter (E) (V1.2)
Turok - Dinosaur Hunter (G)
Turok - Dinosaur Hunter (U) (V1.0)
Turok - Dinosaur Hunter (U) (V1.1)
Turok - Dinosaur Hunter (U) (V1.2)
Turok - Legenden des Verlorenen Landes (G)
Turok - Rage Wars (E) (M3) (Eng-Fre-Ita)
Turok - Rage Wars (E)
Turok - Rage Wars (U)
Turok 2 - Seeds of Evil (E) (Kiosk Demo)
Turok 2 - Seeds of Evil (U) (Kiosk Demo)
Turok 2 - Seeds of Evil (E) (M4)
Turok 2 - Seeds of Evil (E)
Turok 2 - Seeds of Evil (G)
Turok 2 - Seeds of Evil (U)
Turok 2 - Seeds of Evil (U) (V1.1)
Turok 3 - Shadow of Oblivion (U)
Turok 3 - Shadow of Oblivion (U) (Beta)
Turok 3 - Shadow of Oblivion (U) (Beta-WIP)
Turok 3 - Shadow of Oblivion Prototype
Uchhannanchan no Hono no Challenger - Denryu IraIra Bou (J)
Virtual Chess 64 (E) (M6)
Virtual Chess 64 (U) (M3)
Virtual Pro Wrestling 64 (J)
War Gods (U)
Wayne Gretzky's 3D Hockey '98 (U)
Wayne Gretzky's 3D Hockey (U) (V1.0)
Wayne Gretzky's 3D Hockey (U) (V1.1)
Wonder Project J2 - Koruro no Mori no Jozet (J)
Yoshi's Story (U) (M2)
Zool - Majou Tsukai Densetsu (J)

edited 12:11 AM EDT May 22, 2015
Extracting music from NFS Undercover .BIN files (X360) by carjasssso at 3:45 PM EDT on May 23, 2015
Hello.

I'm trying to rip the pursuit music from the Xbox 360 versión of Need for Speed: Undercover.

I've tried by using ea_multi_xma tool but all I get is this message:

ea_multi_xma 05SOUND.BIN -o 0
"Unknown flags at 0x0"

Maybe the offset I'm typing isn't correct. But how do I know which is the correct one?

This is the file I'm working with:

05SOUND.BIG

(I hope the file isn't corrupted. It took me 6 hours to download the game ISO)

Could you please help me getting these music files? I've tried to get the raw pursuit music files for about four years with no success. There are some parts that can't be listened to in game, and the official OST reléase doesn't feature the full pursuit score.
Prototype 2 by leop2p at 8:41 PM EDT on May 23, 2015
Hi!!!

Could you please help me to extract all audio data including the music files from Prototype 2?

Thanks!!!
F-Zero GX (GameCube) NTSC-J by FerozElMejor at 11:46 PM EDT on May 24, 2015
I really need the rom file of that game, it's for debug menu, but the rom isn't on any site of internet right now.

If someone can upload it I really appreciate.
Desperately seeking Dirge of Cerberus <;) by SquareTex at 8:08 AM EDT on May 25, 2015
Greetings folks. :)

It's been ages since I've posted here, so it wouldn't surprise me if nobody remembers who I am. But about 8 years ago, I had created a set of ADX files for the loopable tracks from Masashi Hamauzu's sountrack for Dirge of Cerberus: Final Fantasy VII. At the time, the game had yet to ripped, and even then there was a matter of handling its Atrac encoding.

Well, due to clumsiness on my part, I lost my personal collection of 'em. The file restore DID pull back what it thought was ADX files, but in the process they had become too corrupted to play.

So that's why I'm here. Does anyone please still have that unofficial ADX collection? Or better yet, does vgmstream support the official AC3 rip, and where can I get that?

Thanks. Glad to see the ol' community is still alive and kicking. :D
Super Monkey Ball 1's ADP Files by Cornholio309 at 1:51 PM EDT on May 25, 2015
Hi everyone. Have a small question here that I can't really seem to find much information about.

Super Monkey Ball 1 stores it's music in .ADP files, and these are playable in VGMStream just fine.

However, they don't seem to loop and fade out right when it reaches the loop point. I assume this is because of how the game handles the ADP files, but I could be wrong.

Does the game store the looping information anywhere on the disc? Would I have to recreate the loop point by hand, or is there an easier way?

I want to be able to make each one of the game's tracks loop twice before fading out if this is by any chance possible.I am aware the Xbox version of Deluxe has the normal main game stage themes in ADX files, but it's missing the minigame themes from 1 if I'm not mistaken.

If I can get any help on looping these files without having to do too much manual labor (hooray for laziness!), I'd appreciate some information.

Thanks!
Possible rip & fix requests? by BlackGuyRX at 5:13 PM EDT on May 26, 2015
Hi, there are a bunch of rips I'd like to request across several formats, (NSF, GBS, & HES) as well as some fixes to existing rips, mostly to restore missing music tracks. Would it be worth listing them off, or should I do it myself, even though I have no idea of what I'm doing.
Call for tags by henke37 at 12:22 AM EDT on May 28, 2015
I am trying to code a shell extension to let Windows work with PSF files.

Part of this task is compiling a list of the tags used and their meaning.

My primary source is defunct and needs to be fetched from the Internet archive, so I trust it even less than normal.

So I am asking you guys, the actual people who use the format, if there are any de-facto standardized tags that the official specs are missing.

edited 5:34 AM EDT May 28, 2015
Monkey Island 1+2 adlib vgm request by 47iscool at 9:21 AM EDT on May 28, 2015
Can someone rip a vgm of the first and second MI games? The JoshW thread does not contain rips of either.

Also I can't figure out how to log vgm with ValleyBells dosbox mod. Could someone tell how to log with it?
WoTS genh settings help by 47iscool at 5:39 AM EDT on May 29, 2015
Hello everyone, I would like to request a little help with the audio stream file from the PS2 game, Way of The Samurai. I have most of the settings correct but the problem is, I can't figure out the correct interleave value/offset.

The voices are first and the music begins somewhere around 7/8 /minutes.

The voices I'm not worried about, if I can get the correct values I can convert it to flac then use audacity to extract individual tracks.

Here is a Dropbox link
https://www.dropbox.com/s/2ygsqupmnldt2dz/GZMVS.7z?dl=0

edited 10:49 AM EDT May 29, 2015
BMS to MIDI PHP source by Yoshimaster96 at 10:32 AM EDT on May 29, 2015
I need help regarding the BMS to MIDI PHP source. I keep getting this error:

Warning: Division by zero in /home/smbhdx10/public_html/stuff/source/classes/midi.class.php on line 76

Any ideas?
So how exactly does Hyrule Field from Ocarina of Time work? by Can of Nothing at 4:29 PM EDT on May 29, 2015
By now it's no surprise that Hyrule Field has interactive music. It's even been mentioned by Koji Kondo and Mahito Yokota , where he mentions that he did it to prevent the music from getting too repetitive while exploring the vast overworld. He added that there were about 20 (as I'm certain the recent rips could confirm) different sections for the song, too. This is all good, but... how does it all work?

So I know some really basic triggers, like standing around doing nothing is guaranteed to get you into a certain section, and encountering an enemy triggers a section, as well, but I don't know about it much beyond that - and surprisingly enough, I've found little to no information about it whatsoever. Does anyone here happen to know more about this than I do?

EDIT: Not exactly related, but:
"Iwata: So in your head, you're wearing that green outfit. (laughs)
Kondo: Yeah. And that green hat! (laughs) I make the music in that state of mind."
Uhhhh...

edited 9:45 PM EDT May 29, 2015
Pokemon Colosseum Soundfont by alimu at 3:40 AM EDT on May 31, 2015
Hi there!

I'm creating a new thread on this so that more people could check it out.

Here's the Colosseum soundfont v1.0. I will update it frequently with your feedback, and repost the whole soundfont again here.

There are a few issues, mainly the crescendo strings, because I think the hold and decay values are supposed to change with the tempo, and I do not know how to do that. Help on this would be appreciated.

If there are any issues please inform me so that I may check what's wrong. I used PolyPhontics, and have all the project files saved, so small changes will be easy. The instruments have their program numbers in front of their names for your convenience. Some program numbers are assigned to two instruments, which I believe depend on the channel number. I listened to the instruments and gave them names based on the sound produced.

I'll create a .dls file containing all the instruments and their respective program numbers for easier MIDI playback after the problems are fixed.

I would like to thank Nisto for the .wav samples and soneek for the ripped soundfont. I couldn't have done this without you.

Hope this helps!

Colosseum Soundfont v1.0
Monster Hunter 4 Ultimate *.mca by Xane at 4:20 AM EDT on May 31, 2015
With the most recent version of vgmstream, MonHun4G/U's *.mca files can be played back but the sound's crackling and bitcrushed.

Here's a few sample files:
https://mega.co.nz/#!Rw0GTIYR!R3Fz1eMEsQbgTOC3MLRAAMysZcPlVKY1sQE3R-_zugo
Is there a USF player I can compile for linux? by RukarioGyiyg996 at 4:58 AM EDT on June 4, 2015
And can it just run in a terminal and play forever until I ^C the program?
ADX looping help needed by 47iscool at 2:48 PM EDT on June 4, 2015
I cannot seem to figure out how to make them loop with hcs's tool.

Could someone please show me an example of how to do it? Thanks.
Any hope for Mac users? by KoopaStarRoad at 4:27 AM EDT on June 7, 2015
vgmtoolbox and vgmstream apparently aren't available for Mac OS X users...
Any hope for us?
Or do we have to sit there, bawling at all the Windows users?
Chain Dive .FLD by spectrexcwk at 8:53 PM EDT on June 8, 2015
Hello,


i'm trying to extract the music from the ps2 title Chain Dive (SCPS-15054). All the game's data appears inside files ending in .FLD.

I haven't found any tools that can do anything with them. Psound was able to find audio, but it was only dialogue and sound effects. Any help would be greatly appreciated.

I've uploaded a sample below

HFOLDER1.FLD
Nevermind. Got it. by TabuuAkugun at 12:44 PM EDT on June 9, 2015
Sorry for the inconvenience. I figured it out.

edited 10:03 PM EDT June 9, 2015
Ocarina of Time 3D/Majora's Mask 3D cue points are driving me insane! by robotortoise at 1:00 PM EDT on June 9, 2015
So, for MONTHS I've been looking for OOT3D and MM3D tracks that are .wavs with loop points.

I've tried to export vgmstream2000 files with cue chunks.
Not cue samples, cue points.

This is not an easy task, apparently.

All I want is a version of the Majora's Mask and Ocarina of Time OSTs that has .wav files with cue points.

I can't use the MM3D streams. I can get them to export as .lwav files, but they have cue SAMPLES, not cue points.

I've tried the MiniUSFs, but none of the rips have an accurate tempo.

I've tried the OOT3D soundtrack and just looping it manually, but it sounds awful and I can't find the proper loop points for some songs. (Like the Great Fairy's fountain themes)

I've tried to look for auto cue finding software, but i can't find anything within my price range.

This is driving me crazy! Does anyone have any ideas?!

I want the OSTs for two Zelda-related TF2 maps that my friends are working on.
Helpful PSP Tool by guest at 7:22 PM EDT on June 9, 2015
Found this tool written by tpu. It decrypts PSP PGD files. These are the ones that are often in the INSDIR folder. Compiled in cygwin for Windows. Maybe it can help you too: pgdecrypt

source: https://github.com/tpunix/kirk_engine/tree/master/npdrm

edited 12:34 AM EDT June 10, 2015
caf variant by Alpha23 at 4:24 AM EDT on June 10, 2015
Hi there! Natively, vgmstream supports *.caf files. Now, I've stumbled over some caf files that contain an IMA ADPCM stream and thus aren'r supported yet:
http://www.multiup.org/download/60f45303a4980289ff3125bba9a01309/ima_caf_samples.7z
Could this be included in the next vgmstream update?
Manually extract files from a dat using a hex editor MGSTTS by Speed Nukem at 3:23 AM EDT on June 11, 2015
I saw really old post from 2007 for Metal gear solid twin snakes
valiant mentioned the files have to be extracted manually something with looking for the dsp headers
how exactly do i extract files from a dat using a hex editor a little more insight please
BFSAR files by LaniKai at 10:07 PM EDT on June 14, 2015
So I downloaded the folder for New Super Mario Bros U, and it comes with a single .bfsar file.

I know inside the file, it contains all the music and such. The only problem is, I don't know how to extract them all. I apologize for creating a new thread and asking if the answer was already posted somewhere, but I'd appreciate any help.
Odd PS1 Streams by Kirishima at 10:12 AM EDT on June 15, 2015
Very odd. This file contains some music for Ghouls and Ghosts on the Capcom Generations 2 disc. While the other games use generic xa's with non-generic sequences for menu stuff(cannot extrat them), this one appears to use lower quality adpcm streams that seems to loop ingame. The problem is I can't seem to get any proper loop points from them so I'm uploading this here to see if someone else has better luck.

https://www.sendspace.com/file/98csq4
[Meta] Does hcs need/have moderators? by robotortoise at 1:39 PM EDT on June 15, 2015
I've seen quite a few posts that are blatantly breaking the rules in the Wii U Music/Wii U 3DS posts. People are requesting and doing other rule-breaking things.

Are there moderators to remove those comments?
Wii U Music - Miscellanous Edition by RebeccaSugar at 3:42 PM EDT on June 15, 2015
I don't want to piss of crediar, since I still depend on him for uploads, so I'm making this separate thread with looser rules.

1. You can request, just don't do it to the point that the thread becomes saturated with them, once per every two pages should be enough.

2. You can add fluff to your hearts content

3. Anything goes, as long as it's related to Nintendo audio.

4. You don't /have/ to enjoy the music, sometimes that is an impossibility, you have your preferences.
Extracting BIN format and converting contents by jackskellinghog at 7:18 AM EDT on June 18, 2015
Hi I'm an absolute noob and was wondering what software to use to blow open this .gcm file, its' contents are bin files and inside of those hopefully should be the sfx, voice clips and music from this game. What I need to know is which softwares to use to extract Gamcube file formats such as bin, bnr etc.

Here is a screenshot: http://puu.sh/itGeI/f5d833952e.png

edited 12:27 PM EDT June 18, 2015
unknown audio file scan? by bobbyK at 1:53 PM EDT on June 18, 2015
I received some audio files (anyway long story...) and some of them are without an extenstion, however they are audio files for sure according to my sender (again long story...). anyway, my point is, is there a scanner software that can detect what type it is: wav, mp3, aiff, etc and even mono or stereo detection and even endieness, etc?

cause if i know that info, i could import into audacity using raw import maybe and go from there.

thx
Super Monkey Ball Jr. Music Ripped! by Yoshimaster96 at 3:10 PM EDT on June 21, 2015
The day has come that SMBJR music can be ripped! You can download the NSQ player and SMBJR's NSQ files here.
Xenoblade Midi Rip by CPTN at 11:20 AM EDT on June 22, 2015
Is Xenoblade's music all streamed? I imagine it is, but if it isn't, is it possible to rip it into midi format?
Question about Wii U Dumping by Kurausukun at 12:26 PM EDT on June 23, 2015
What does one currently need in order to dump Wii U games? I have a JP Wii U, and at the moment, I want to dump Smash (for the JP voice files, etc.), and more importantly, Xenoblade X. Is it possible for just anyone to dump stuff yet?
Pokemon Mystery Dungeon MIDI Rip by alimu at 9:46 PM EDT on June 23, 2015
Has anyone seen this? Apparently someone created a tool that rips PMD2 midis. Since these games have a very different format, I'm wondering how it works.

Here's the link to the forum:

http://pokemusicverse.freeforums.net/thread/169/midi-help

Here are the midis:

https://www.dropbox.com/s/vok5wb7e105khdz/PMD2%20MIDIs.zip?dl=0

Here's the tool: Tool
Tales of Zestiria BNSF / etc by Rotag at 8:46 AM EDT on June 24, 2015
I'm wondering if it's possible to play the following BNSF files.

I've tried VGMStream, and they work for the BNSFs found in Zestiria's BGM folder, SPSIS22.
The sounds, presumably voices and sounds, are in SPSIS14, which is uploaded in the following link.

https://www.mediafire.com/?14795pburexktox

If anyone's interested, I can upload the SPIS22/BGM folder.

Will try to do the same for Xillia and Xillia 2 eventually. If they have the same BNSF issue, then..well..darn. Still fun to attempt and find info for these games.

I'm also assuming there isn't an easy way to deal with Akiba's Trip 2's .phyre dds files. All sounds are completely ripped, and most/simple 2D assets can be ripped using TextureFinder. Also willing to upload that game's BGM files.

comments -
Voice files are split audio. I learned a lot when I asked about TMNT stuff a long while back, fun stuff.

To be clear : one set of BNSF are playable, another isn't. Is there any way to play the unplayable ones?
WiiWare Rips? by MetalKnick at 1:04 PM EDT on June 25, 2015
I haven't seen any rips for the channels that came out on Wii like Check Mii Out or Everybody Votes, for instance.

Am I not looking hard enough or are there just not any?
Pokemon XD Sound Library? by alimu at 8:31 AM EDT on June 26, 2015
Does anyone know which sound library/libraries were used in XD? I know the game has streamed music, but the strings and the brass section sound really nice, and I'd love to try them.

edited 8:20 AM EDT June 27, 2015
Wallace and Gromit in Project Zoo - PS2 music ripping (.mib) by jsboy at 5:03 AM EDT on June 27, 2015
Hi there,

for ages I tried to rip the soundtrack of "Wallace and Gromit: In Project Zoo" since it features awesome music imho.
Unfortunately, using the most common tools (MFAudio I wasn't able to extract anything.
All I have are the ".MIB"-files that I copied from the original PS2 disc.
Could you guys help me?

Please reply to me which information you need from the files.

Thx,
jsboy

edited 10:13 AM EDT June 27, 2015
The Wonderful 101 WEM sound effect format by Chaofanatic at 12:32 PM EDT on June 27, 2015
I've been looking all over for a way to get a hold of these. They're .WEM files stored inside .BNK archives. Extracting the .BNK's wasn't too hard, but the actual .WEM files are apparently different from how they'd normally be and are unable to be converted with ww2ogg.

I've found a XeNTaX thread about it, and I'm able to get the sounds themselves out of the .WEM files, some of them are playable but they have a grinding static noise over them even though you're still able to hear the actual sound effects underneath.

I was told to come here and ask about all of this. I've got a number of .WEM files I extracted right here for those who are interested. I've searched around for a method to do this, but the one I've found isn't working for me and it seems like the .WEM format is constantly changing for each game it's in. I hope someone would be willing to help me with this. Thank you.
Batman: Arkham City by leop2p at 11:44 PM EDT on June 27, 2015
Hi!!!

Please help me to extract all the music from that game.

Thanks!!!
GT3 seq data, psf2 possibility? by 47iscool at 5:19 AM EDT on June 28, 2015
I have extracted Gran Turismo 3's sequence and sample data and the TOC file with a tool named GT3VOL.exe and was wondering if someone would like to check it out for it might could be made into a psf2 rip.

https://www.dropbox.com/s/ypvfeze0kqk4vyk/gt3%20seq%20data.7z?dl=0
The Video Game Sound Source Thread by Benjamin at 6:02 AM EDT on June 29, 2015
It's like The VGM/Others Instrument Source Thread, only here we're looking for sound effects.

Here's some I found:

Yoshi's Island
-Rarefiction's A Poke in the Ear With a Sharp Stick (2_P-SHCLACK, 12_WWWISHAU)

Luigi's Mansion
-Best Service Gigapack (Probably a few sounds in there, they do use a few sounds for the soundtrack such as JX P Sound3)
-Spectrasonics Distorted Reality (MENTAL)
-Big Fish Prosonus ProFX (I know they used DRIP SINGLE)

Paper Mario: The Thousand-Year Door
-Northstar Hollywood Edge Vol.1 (Hammer sounds, birds chirping sound, some others)
-E-MU Emulator II (Fuzzy bounce sound, some cartoony SFX)
-Zero-G Ambient (Uses MONOLITH for some Shadow Queen-related sounds, and the pre-Final Battle ambience is part of COSMIC#1)

New Super Mario Bros. DS
-Big Fish Prosonus ProFX (Blockhopper-related sounds)

Super Paper Mario
-E-MU Emulator II (Fuzzy sounds, some shakuhachi sound I found that I don't know where it's used)

Super Mario Galaxy
-Best Service Gigapack (SYN:4rtt, SYN:Cpd2tt, SYN:Fantasia3, and probably a few others)
-Spectrasonics Distorted Reality (ARCTICWIND, BRIMSTONE, THRUSTERS, INCOMING)
-Big Fish Prosonus ProFX (DRIP SINGLE, BOING MED CR, BOING PLUCK, BOING SHOR.1)

Super Mario 3D World
-Big Fish Prosonus ProFX (Sounds reused from Galaxy, ZIP PWANNG C)
-Roland Fantom (either X or G, IDK, they use AirPluck for some sounds)

What would be some you found?
MGS-PW .pdt files by Chrysalis at 12:21 PM EDT on June 29, 2015
I'm looking for a complete audio rip of metal gear solid peace walker (not just the music, but also the briefing tapes and sound effects) from the .pdt files, or a method or program to rip the audio from the .pdt files themselves. I have looked to the best of my ability and I have not found a way to rip all the audio from the .pdt files. This is of course if someone has done so or knows a way of doing so, as I do not have the expertise to create a method of ripping the audio from the .pdt files.
How to Play and Dump BGM in a BRSAR File! by larsenv at 11:54 AM EDT on July 1, 2015
Hi,

I'm sorry if putting this in the forum wasn't OK, but I was messing around with some tools I found. I found out using Dolphin you could rip music from a BRSAR!!!

This is good for games which doesn't have any BRSTMs but have all of the BGM in the BRSAR itself.

Games like WarioWare: Smooth Moves, Animal Crossing: City Folk, or most WiiWare Games use this technique.

You will need:

A tool like Audacity to trim the music (optional)
BrawlBox (optional)
Dolphin Emulator
These tools

Note: Starting on Step 4, when I tell you to press buttons, I'm talking about the key corresponding to the button that's configured in "Controller Settings" on your keyboard.

1. Optional - Open your BRSAR with the BGM in BrawlBox, and find the track with the music and make note of the filename. You don't have to do this step, but if you don't you will have to look for the BGM you want to dump using this tool.

2. Unpack the dvdroot.zip file you just downloaded. Put the BRSAR(s) with the music in it in the same folder.

3. Open Dolphin Emulator. Go to Config > Paths > DVD Root and hit Browse to find the directory mentioned in Step 2. Make sure there is nothing in the Apploader path below this option.

4. Run viewer.elf. Now hit the HOME Button and on the window that pops up, on Mode, hit the Right key thrice to enter Sound Mode.

5. Hit Down, and then hit A. Hit A to select your BRSAR or before that, hit Up or Down to select the BRSAR you want to use.

6. On the top left corner of your screen, you should see a ">" symbol next to a green square. Use the Left and Right keys to find the BGM track you want to dump. If you followed Step 1, you should select the one you found in the BRSAR.

7. Before you play the track, go into the Movie sidebar on Dolphin and select "Dump Audio". Then hit A to play the track you want to dump.

8. When you want to stop the recording, go back into the Movie sidebar and deselect "Dump Audio".

9. Now find your Dolphin directory and go into the Dump folder, then go into the Audio folder. "dspdump.wav" has your newly recorded track.

10. Optional - Use your audio editing software to edit the audio track to adjust it to how you want it.

11. Enjoy your new music rip!
How to play Relic Codec AIFC files? by RukarioGyiyg996 at 5:00 AM EDT on July 2, 2015
I noticed in the PC archive on joshw's site there's Dawn of War archived but... nothing can play these aifc's back.

So what do I do with these files?
Mega Man ROM hack NSFs? by ChillyBilly at 6:15 AM EDT on July 2, 2015
Hey guys, I was wondering if anyone could help me out here. For a while now I've been searching for nsf files for a few Mega Man/Rockman ROM hacks, but sadly I've had no luck. In particular, I'm looking for the latest version of Rockman 4 Minus Infinity, Rockman 4 Burst Chaser X Air Sliding, and Rockman 5 Install Metal. If anyone knows where I can find them (outside of youtube rips, which are NOT what I'm looking for), I'd really appreciate it. Thanks in advance!
Named sfx instead of hex values in extracted bcsar by robotortoise at 7:29 AM EDT on July 2, 2015
Hi, I extracted the sfx in Majora's Mask 3D's JokerSound.bcsar, but all of the sfx are unnamed and not grouped with similar sounds.

Does anyone know how to extract a .bcsar so the sounds are named, instead of going off of memory addresses? (Like 0x1A0CA0.BCWAV)
N64 PSYQ Help! by Yoshimaster96 at 12:33 PM EDT on July 3, 2015
Looking on the internet for clues, I found that almost all references to N64 development using PSYQ are pretty much nonexistent today, dead and broken links, archived forums, old posts, mostly ranging from 2005-2009. So, if anyone has any good references that work as of 2015, that would be great. But I have a specific question. I have PSYQ.INI with the following:

[ccmips]
compiler_path = C:\psyq\bin
library_path = C:\psyq\lib
c_include_path = C:\psyq\include
cplus_include_path = C:\psyq\include

However, compiling with cc1n64 main.c results in an error that it can't find the include file (#include <ultra64.h>). Any ideas on how to make this work?
VGMToolbox AdvancedCutter XMLs by Hiccup at 7:18 AM EDT on July 8, 2015
Here is a google drive folder where I will put the latest versions that I can find of the VGMToolbox AdvancedCutter XMLs which are not included with VGMToolbox.

All the 3DS and Wii U ones are made by soneek, I think.

https://drive.google.com/folderview?id=0B_yBl-184usmfkIyX2d0NFRabWJ6X0dyUHZOS1owZUVlNG40UzVfYWRIQnZPMEdYOEhadHM&usp=sharing

Please contribute.

Thanks to Kurausukun for reuploading some before I made this thread.

edited 12:31 PM EDT July 8, 2015

edited 12:31 PM EDT July 8, 2015
Trickstyle OST info? by Yoshinkeru at 5:09 PM EDT on July 8, 2015
Years back, when the internet itself might have been in its infancy, I remember searching for music from my favorite video games, which at one particular point consisted in part of my SEGA Dreamcast collection. One game, Trickstyle, I happily found musics for on a certain webpage. I seem to recall 7 separate track links, yet I must have done something wrong, for upon playback, one seemed to be a duplicate of another, so I removed one and ended up with only 6.

My recent research has, unfortunately, turned up nothing on the page that I recall seeing in the past. Does anyone know if it might still exist? And in any case, does anyone else also share this collection, especially a separate 7th track? Is there any tag information I'm missing? (I had to re-rip these from a CD that I had burned them onto for listening in the car, when there was no other way to hook up external players)

You can find my Trickstyle music collection here on SendSpace
Wii format *.str by Mygoshi at 11:19 AM EDT on July 10, 2015
What is this please? From the game "Despicable Me" on Wii, a strange file name with .str extension

Link: https://mega.nz/#!X0kSBQ4K!ZWBMZgfhJb8neFHYxXFTEnTKpx5w7XDljvUAx9iAI1A
Unused Sound and Music Thread by Hiccup at 11:54 PM EDT on July 10, 2015
This is for posting any unused sounds/music or oddities.

Please say if you mind if it goes on TCRF. And if you want credit.

edited 7:05 AM EDT July 11, 2015

edited 7:05 AM EDT July 11, 2015
ff14 ver.3.0 SCD File vgmstream decoder r1040-25-gf6367fb does not support by plpl3000 at 5:53 PM EDT on July 11, 2015
vgmstream decoder r1040-25-gf6367fb does not support

samples:
http://www49.zippyshare.com/v/Kpe4IzQA/file.html
BMS Help! by Yoshimaster96 at 3:49 PM EDT on July 12, 2015
It seems as if the info that used to exist here about BMS is all dead links now, so if anyone can help me convert BMS files to MIDI, that would be nice.
Iwata by RebeccaSugar at 5:10 PM EDT on July 12, 2015
http://nintendoeverything.com/nintendo-president-satoru-iwata-has-passed-away/

I can't say I didn't see it coming, I feel...shocked, to say the least.
Sound effect Archive? by Master_E at 12:32 PM EDT on July 15, 2015
We already have joshw's music archive. (Which has prevented much hair tearing out in the past for me) But, how about a game-specific sound effect archive?

Recently, I've begun work on a large project that requires a bunch of sound effects (primarily voice samples) and I hate having to be stuck with stupid YouTube videos of sounds. I want straight-out-of-the-game quality!

I want a library from pretty much all platforms. GameCube, Wii, and Wii U games are a must however.

If there already exists an archive full o' sound effects straight from the game, then kindly direct me towards it. Because lurking through this forum has given me nothing sadly.
.CWAV names inside a .BSCAR? by robotortoise at 9:39 PM EDT on July 15, 2015
I'm helping with a TF2 map that has Clocktown from Majora's Mask in it, and am replacing the sounds with higher-quality ones from the 3DS version (Majora's Mask 3D).

However, it's really hard to find sounds without names. Is there a way to extract the .CWAV files with their proper names?
Support for FSB5 for fsbii? by ifrit05 at 11:56 AM EDT on July 18, 2015
Hey. I was hoping hcs would see this. Just wondering if we could get the fsbii tool to support FSB5.

I ripped the music for FFX|X-2 HD (in the Official Streamed VGM thread) but since they are mp3's I was wondering if we keep them in a fsb container if they would loop? AFAIK vgmstream supports single stream fsb's with looping but the fsbii tool only works with fsb's up to v4.

edited 5:07 PM EDT July 18, 2015
PlayStation Vita music rip status by ChunkyLover130 at 4:43 PM EDT on July 18, 2015
Hi all,

What is the current status of ripping music from Vita games? I'm especially interested in ripping the muramasa: genroku legends (dlc) music if at all possible yet

Please fill me in.
Help Playing FSB Files by Therius Shulk at 4:14 AM EDT on July 19, 2015
I've downloaded the latest vgmstream from foobar's component directory, but it keeps giving me the following message:

"Failed to load DLL: foo_input_vgmstream.dll
Reason: A dynamic link library (DLL) initialization routine failed."

I'm looking to play these .fsb audio files from "Burn Zombie Burn", but can't without installing vgmstream first.

Any help would be appreciated.
PSP PHD by Sodisna at 2:54 PM EDT on July 19, 2015
What exactly is a PHD file. I noticed VGMToolbox extract them along with some midis. Could they be soundbanks? If not, is there any program that can extract soundbanks file PSP games with Midi sequences?
festival of servants SOTN PS1 by Sephirothkefka at 6:22 PM EDT on July 22, 2015
It appears that festival of servants as well as some other files in symphony of the night have two songs in each of the xa files but festival of servants is the one i'm interested in ripping. whenever i put it in the xa ripper of vgmtoolbox, it keeps giving me the same file without any changes. Does anyone know how to somehow "split" the files without using the cd xa ripper in vgmtoolbox or at least know a way to split it in vgmtoolbox?
Fairly Odd Parents Breakin Da Rules (PS2) .str by Mygoshi at 12:04 AM EDT on July 23, 2015
I can convert the other files but some "episode" files doesn't have the same interleave (0x8000 or 32768) freq 44100 and channel 2 but I think that the file you will see is a sort of multichannel

links:
https://mega.nz/#!2hkw0KLC!HqQMJZvzBxuwanUjgiSHiYvPIvIzrymmwsPRcbYjTGg

There's a .wav attached file also:
https://mega.nz/#!XoUhnDCZ!9EEBK_8DkrG6a53J8L-oOIlIBT3j-xDsjVoVX_Tpkws
Wanna listen to some Super Mario Maker music? by Control at 3:03 AM EDT on July 25, 2015
Here's some samples to ease the wait of Koji Kondo's first solo score since Ocarina of Time.

I'll be adding more shortly.

As of right now:

SMB ~ Ghost House [Editing]
SMB ~ Ghost House [Mixed]
NSMBU ~ Airship [Editing]
NSMBU ~ Airship [Mixed]
Start Creating
+ Mario Maker trailer music mixed with originals

And no, I do not have any proper rips as these are line-ins.

https://mega.co.nz/#F!GJpkyJia!s5z6rmcJxbyo_i7k9ip5wQ

edited 8:18 AM EDT July 25, 2015

edited 8:26 AM EDT July 25, 2015
Pokepark 2 acb awb by D1Vader2 at 6:44 AM EDT on July 26, 2015
I tried figuring out how to rip the sound files from the containers using VGMtoolbox but have no idea how to do so. If someone here could tell me how I would greatly appreciate it.
Calling [Wii] unk compress by TTEMMA at 8:48 AM EDT on July 26, 2015
Hello. I need help with the definition of the type of compression in the game Calling.
Attached files contain a structure
4 bytes - the size of decompressed file
4 bytes - the type of compression (0x00000001 - UNK, 0x00000007 - zlib)
Then, presumably - the compressed data.

I hope for your help :)

https://drive.google.com/file/d/0BycQ9Som_CmIYjNnUS1uLXFTZ2c/view?usp=sharing
https://drive.google.com/file/d/0BycQ9Som_CmIaEZjdzFKS0xOcms/view?usp=sharing
SudokuHax in 3DS EUR by MatiasBG at 3:04 AM EDT on August 2, 2015
I need the backup Sudoku WITHOUT patch; in other words, I will install sudokuhax in my 3DS sysNAND and I need Sudoku EUR DSiWare + public.sav for this. In this forum is Sudoku US DsiWare... Any help?
Taz: Wanted - .wav and .wav.str Files by Cornholio309 at 4:19 PM EDT on August 4, 2015
Hello everyone. Posting here again in hopes somebody could shed some light on these audio files.

The Nintendo GameCube version of Taz:Wanted has all of the music stored in a file called "streams.gcp". Using a quickbms script, I was able to extract what was in there, but the file contents have me a bit confused.

Each track is seemingly split up into two files. One with a .wav extension at the end of it, and the other with a .wav.str extension. The wav is ridiculously tiny (usually being only about 1kb or less), so I figure it's nothing of interest, but the .wav.str files are a lot bigger and seemingly have the music data.

The issue with that is that I for the life of me cannot figure out how to play these .wav.str files. Using Foobar2000's vgmstream component either results in an error, around 50 minutes of bizarre clicking and static noises being played, or Foobar2000 crashes altogether. Using Audacity's "Import Raw" option hasn't worked well for me either, though I can seem to hear some music past the awful static. Any ideas?

Here's an example pulled from the streams.gcp file: "aqua outro cs".

The .wav file:
https://mega.co.nz/#!Ld0kibxS!osPLbeq0J2i-iDIfFjPK6tWmHfmk_y1YpKl1hKb8NFw

The .wav.str file:
https://mega.co.nz/#!fA9lkYyI!EqZHYF3w0Yh624U7sm1lmmRwNgHRJtswtn4ChVLTz7g

All I could gather from some Google searching is that this is how audio is handled in every game developed by the company Blitz around this time period. Other ports of Taz: Wanted seemingly have the audio stored in an archive with the same file name, but with a different extension.

Any help figuring out how to play these would be appreciated! The soundtrack here is rather catchy, and I'd love to convert these to FLAC and MP3 to play on a wider range of media devices!

Thank you for your time!

edited 9:37 PM EDT August 4, 2015
Earthworm Jim: Special Edition (Windows) by birdmanager6 at 7:03 PM EDT on August 5, 2015
Hi, there. I'm working on making collections that include all the sound effects from Earthworm Jim 1 and 2. These will include every sound from most versions. Progress has been going along for the EWJ2 sound collection, but with EWJ, I've hit a roadblock.
I have successfully ripped the sound effects from the SNES version, using SNESSOR95 and SNES9x, and the "Snot a problem" voice clip from the GBA version using Audacity. However, as many people know, not only is the SNES version missing some sound effects from the Genesis version to begin with, but the "Special Edition" adds many more, as well as replacing a few, so I'll need to rip that version to complete the collection.
I have the Windows 95 version, and I managed to find which file the samples are located in, INIT.EW, but they are in a format that I can't rip properly.
What happens is in Audacity, when I import it as an unsigned 8-bit PCM at about 9000hz, I can hear them, but they sound double speed and an octave higher. By importing it at 4500 or by slowing it down -50, I can hear it at the right speed and pitch, but in extremely bad quality.
This means that they're unsigned 4-bit, because the quality is clearly much better in-game (even though the quality is still degraded in-game). Unfortunately, the farthest down Audacity can import raw data at is 8-bit. I even tried importing it as VOX ADPCM, which is a 4-bit format. There, I get the right speed and pitch at the right frequency, but it sounds extremely clipped, so it's not ADPCM.
I've tried looking online for help with no avail. I found this forum (http://forum.audacityteam.org/viewtopic.php?f=28&t=38671), which has the exact same problem as me, but there's no real answer, and it hasn't been active since 2010.
Apparently, SOX can convert raw audio, but like Audacity, not 4-bit. I even looked at VGSC of The Sounds Resource, but it doesn't say 4-bit PCM.
I have also had this same problem with most Genesis games (strangely, EWJ2 is an exception, but I only needed it for the "C" voice clip).
What I need is for one of you dedicated video game sound rippers to create a Windows application with source code that reads an entire file in a 4-bit raw audio format, and saves it as an 8-bit WAV file. The program must also have an editable frequency. It's recommended to be a command-line tool, but it doesn't have to be.
That would definitely be appreciated.
Thunder Force IV and Sega Genesis music players by Franpa at 11:34 PM EDT on August 6, 2015
1) What Sega Genesis *.vgm & *.vgz audio players are still currently in development?

2) Which music players, regardless of their development status, are able to produce sound like what is heard in this video? https://www.youtube.com/watch?v=psSamm93uCE

VGMStream produces poor audio compared to that video.

Edit: I wouldn't be surprised if the audio in that video is inaccurate but damn does it sound nice. Apparently various models of the Sega Genesis have wildly different audio systems too.

edited 4:52 AM EDT August 7, 2015
Metal Gear Twin Snakes voice clips from cutscenes by LAST_WINDOW at 5:12 AM EDT on August 8, 2015
I'm trying to rip sound files from the GameCube remake of MGS. I used Dolphin to extract the files, SPTex to get the .dsp files from the .spd files, and then a fork of Audacity that has support for .dsp files to convert them to .wav.

I have every sound file from the soundbanks and the stream folder (although the voice clips from the soundbanks seem to already be in the stream folder and with higher quality), but they don't seem to include audio from the cutscenes, and I was wondering if there's a way to get them.

Thanks.
Donkey Kong Country: Tropical Freeze WiiU audio formats by Alpha23 at 11:38 AM EDT on August 11, 2015
Hi guys!
I've just written a little script to extract the pak files of the game:

idstring "RFRM"
endian big
goto 0x54
for
    get ZERO long
    if ZERO != 0
        cleanexit
    endif
    get SIZE long
    getDstring TYPE 4
    get CRC long
    get UNK1 long
    get UNK2 long
    get UNK3 long
    get ZERO long
    get OFFSET long
    math OFFSET += 0x14
    math SIZE -= 0x14
    get NAME basename
    string NAME p= "%s/%s_0x%08x.%s" TYPE NAME CRC TYPE
    log NAME OFFSET SIZE
next

Now, the audio files are in a format that isn't yet supported by vgmstream but apparently it's just a Wii ADPCM header variant: http://www.multiup.org/download/b22246884973dd0af6fb99d4179aa7dd/csmp.7z
Is anybody interedted in this?

edited 4:50 PM EDT August 11, 2015
multichannel fsb IMA by Alpha23 at 12:30 AM EDT on August 12, 2015
Hi!
I've been searching for a way to correctly extract multichannel IMA ADPCM streams out of fsb containers for a long time now. I was unlucky in finding a solution online as well as trying to deinterleave the extracted files and adding a proper header to them.
My last hope is this forum. Mono and Stereo files are properly extracted by fsbext.exe. All others don't work.
Here are some samples: http://www.multiup.org/download/8b01673363fa4306a8c199087e3351a9/IMA_multi_samples.7z
Any help is highly appreciated!
Happy Birtday, Mr. Koji Kondo by Can of Nothing at 7:46 PM EDT on August 13, 2015
August 13 marks the birthday of celebrated Nintendo composer, Koji Kondo. Since joining the company in 1983, he has written countless songs for many beloved games, becoming somewhat of a legend amongst video game music enthusiasts worldwide.

Here is the complete list of games he has composed music for:

Devil World - 1984 (Partial soundtrack; with Akito Nakatsuka)
Super Mario Bros. - 1985 (Entire soundtrack)
The Legend of Zelda - 1986 (Entire soundtrack)
The Mysterious Murasame Castle - 1986 Super Mario Bros.: The Lost Levels - 1986 (1 new song)
VS. Super Mario Bros. - 1986 (1 new song)
Yume Kojo: Doki Doki Panic - 1987 (Entire soundtrack)
Shin Onigashima - 1987 (Entire soundtrack)
Super Mario Bros. 2 - 1988 (3 new songs)
Super Mario Bros. 3 - 1988 (Entire soundtrack)
Super Mario World - 1990 (Entire soundtrack)
Pilotwings - 1990 (1 song; with Soyo Oka)
The Legend of Zelda: A Link to the Past - 1991 (Entire soundtrack)
Super Mario World 2: Yoshi's Island - 1995 (Entire soundtrack)
Super Mario 64 - 1996 (Entire soundtrack)
Star Fox 64 - 1997 (Partial soundtrack; with Hajime Wakai)
The Legend of Zelda: Ocarina of Time - 1998 (Entire soundtrack)
The Legend of Zelda: Majora's Mask - 2000 (Partial soundtrack; with Toru Minegishi)
Super Mario Sunshine - 2002 (Partial soundtrack; with Shinobu Tanaka)
The Legend of Zelda: Wind Waker - 2002 (1 song; with Kenta Nagata, etc)
New Super Mario Bros. - 2006 (1 song; with Asuka Hayazaki and Hajime Wakai)
The Legend of Zelda: Twilight Princess - 2006 (1 song; with Teru Minegishi, Mahito Yokota and Asuka Hayazaki)
Super Mario Galaxy - 2007 (4 songs; with Mahito Yokota)
Super Smash Bros. Brawl - 2008 (1 remix)
Super Mario Galaxy 2 - 2010 (5 songs; with Mahito Yokota and Ryo Nagamatsu)
The Legend of Zelda: Skyward Sword - 2011 (1 song; with Hajime Wakai, Mahito Yokota and Ryo Nagamatsu)
Super Mario 3D World - 2013 (2 songs; with Mahito Yokota, Asuka Hayazaki, Ryo Nagamatsu and Takeshi Hama)
Super Smash Bros. for Wii U - 2014 (1 remix)

Are any of your favorite songs from those games? So are mine! If they are, why not wish the brilliant composer a happy birthday?

Once again, Happy Birthday, Mr. Koji Kondo. Thank you for 30 years of Mario music.

EDIT: Please trash this thread if it's not allowed.

edited 12:57 AM EDT August 14, 2015
Can we play Crystal Chronicles' music similar to how we can with Mother 3? by Uikri at 9:35 AM EDT on August 14, 2015
For Mother 3, we are able to take the MIDIs and play them with the game's soundfont. Are we able to play Final Fantasy: Crystal Chroicles' music in this same manner, and if so, is there any way to have them loop like we can with most other game music formats? Additionally, is there a download link for the MIDIs, or whatever file format the music is in, anywhere?

edited 2:57 PM EDT August 14, 2015
Did anyone ever figure out Zone of the Enders? by Uikri at 3:33 AM EDT on August 16, 2015
Zone of the Enders, and Zone of the Enders The 2nd Runner have great soundtracks, and it's a shame we don't yet have their scores in the archives. Is extracting the HD versions' soundtracks a valid option?

edited 8:59 AM EDT August 16, 2015
RIFX MSADPCM - vgmstream support request by Alpha23 at 6:54 AM EDT on August 17, 2015
Hi!

There are quite some games that use big endian MSADPCM with a RIFX header. Currently, vgmstream cannot play these files. Can somebody implement this? It should be really easy.
Here are some samples to work with: http://www.multiup.org/download/82f31db86635568497e484b2abed3da1/RIFX_MSADPCM.7z
Thanks!

Regards, Alpha23
Hot Shots Golf 3 PSF2? by mrjaredbeta at 10:47 AM EDT on August 17, 2015
Pretty unpopular game, but I believe that the music is sequenced. All of the data files are encrypted as some .XB file extension on the disc. I opened up one from the "SND" folder and sure enough I saw ".bd" and ".hd", the PS2's sequence and instrument files. I don't know anything about this but I like music, so can anyone please maybe take a look at this? Greatly appreciated.



Here is an example of one of the files: http://www.mediafire.com/download/aat8ot2q66w6gw6/CO_AR.XB
Mobiclip Demux by wolupgm6 at 7:26 PM EDT on August 18, 2015
What's the best way to go about demuxing mobiclip videos found in wii isos (*.mo)?

I know VGM Toolbox has this feature but the results are inconsistent (some games work, others like DKCR work partially and games like Mario Party 9 seem to not work at all).

Are there any alternatives / am I doing something wrong? I know this is one of those headache formats.
The Lost Vikings GBA Ripped by birdmanager6 at 7:02 AM EDT on August 19, 2015
Hi, there.
After importing the GBA version of The Lost Vikings into Audacity, I have made an interesting discovery.
All the audio in the game is at 8500hz. Unlike most games, where they use sequenced music composed of many channels of instruments of samples at different frequencies, this game uses streamed music, which is all the music tracks recorded directly from the original SNES version, which explains why many of the songs don't loop correctly and/or are missing a part at the end. The music is actually encoded in ADPCM, a 4-bit format that most games don't use, which was probably used to better compress the music, while the sound effects are standard 8-bit signed waveforms. The audio is stored near the end of the ROM, with the sound effects and then the music.
Here is a link of a full rip of two WAV files, one of the music, and one of the sound effects. Now you can enjoy the audio at its full quality (despite it still not being as good as the SNES quality). :)
https://drive.google.com/folderview?id=0B_zYoz3nVdW_flRWOWRhN29LYjZtdTZfR05sSUhYa0djVU44TnRnaXkxcUUtSWwxSDhxZ2M&usp=sharing
VGM Tracker is dead? by Franpa at 11:30 PM EDT on August 22, 2015
The tracker website died? Why?
My new mission of SFX rips by birdmanager6 at 6:27 AM EDT on August 26, 2015
Hi, there, I'm birdmanager6, and I'd like to tell you that I'm starting working on a large collection of complete, high-quality SFX rips of games no one else bothered to rip.
My main policy is that I have a zero-tolerance policy for recording single samples from in-game. With that, the quality would be worse, especially for SEGA consoles, and at the wrong sample rate. I only use in-game recordings for non-sampled sound effects, and I use ways to directly import samples, and make sure they're at the right sample rate. All of my files are in WAV format, not MP3, OGG, or FLAC, and in a ZIP archive.
My ripping techniques are well-organized, and I use Audacity to edit and save the final WAV files.
Here is a link to my sample rip folder on Google Drive. So far, I have ripped two games: Chester Cheetah: Too Cool to Fool (SNES), and Aladdin (Virgin Interactive). The archives both have a readme.txt file explaining more about them, and how I ripped them.
I have an idea of how to rip most of these games, but I will need to ask for help of a few.
This is only the very beginning, as there will be many more rips! I will also be hosting them on The Sounds Resource, and I have already submitted both my rips so far, but they won't appear until the site gets another update, which won't happen for a while.
Have fun!

edited 11:39 AM EDT August 26, 2015
Mickey Mania: The Timeless Adventures of Mickey Mouse (SEGA CD) Unknown codec by birdmanager6 at 6:43 AM EDT on August 26, 2015
I have been working on ripping Mickey Mania: The Timeless Adventures of Mickey Mouse for my big SFX rip series (http://hcs64.com/mboard/forum.php?showthread=42565). I have completed 2 of the 3 parts of it, as I have successfully ripped the sounds from the SNES and Genesis versions. But I need help with the SEGA CD version to complete the rip.
What's weird about the Genesis version's samples are that they're signed 8-bit, not unsigned, as it seems to be the case with the three Matt Furniss games I tried (this one, Boogerman: A Pick and Flick Adventure, and The Lion King), as well as Animaniacs. They're also all at the same frequency, 9000 hz, which makes it easy to rip.
So, I tried the same settings on the SEGA CD version. I found the appropriate files in the ISO, which I have uploaded in the link below, but importing them makes the samples sound...well...really distorted, and barely recognizable, even though they sound at the right frequency. I tried importing it at unsigned 8-bit, which would likely fix the problem in most cases, but strangely, it sounds exactly the same. Even ADPCM didn't work.
Link: https://drive.google.com/file/d/0B_zYoz3nVdW_VndIWnBrMnhpLVU/view?usp=sharing

How do I import it properly? What codec does this game use? I read somewhere on another forum that they had trouble with Sonic CD, is this the same issue? Please help me...

Also, there is a sound test, but I said I have a zero-tolerance policy for recording samples from in-game, which messes up the quality, so I'll only use that for what I'm going to name the files.
Way to directly rip from Xbox One? by dogman91x at 9:55 AM EDT on August 27, 2015
If the files can't be prodded into, maybe someone with a digital audio cable can record it that way? Something that isn't a line out rip would be amazing for the 'secret' songs from Rare Replay, including unreleased stuff from Dream (Grant Kirkhope), Killer Instinct 2, Conker's Twelve Tales, etc.

http://www.rarefandabase.com/top-secret-tunes-in-rare-replay-compilation/
vgmstream copycat? by 47iscool at 9:15 AM EDT on August 28, 2015
Thoughts?

http://www.logipole.com/audiokonvertor-formats_en.htm

Or did they integrate it into it?

I find it hard to believe that someone else has really reverse engineered all of those formats.

edited 2:28 PM EDT August 28, 2015

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