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Tetris 1.0 GBS by Koto at 4:12 AM EDT on August 30, 2015
The Type A from Gameboy Tetris is well know for all the gamers in the world. But in an previous version of the game, known as 1.0 and only avaliable in Japan in a limited number of units, the Type A is a different melody.

This video shows that tune: https://youtu.be/hpk-NAlU5Lw

Someone could add it from the 1.0 rom to the current GBS, or create a new one?

Thanks

See ya
Pokemon Colosseum MIDIs? by alexnaveira at 3:24 PM EDT on August 30, 2015
Anyone able to create a software to convert GameCube streamed music files to MIDI? Is this possible? I know Pokemon Colosseum's music is streamed as someone recently extracted soundfonts, whereas Pokemon XD: Gale of Darkness uses streamed audio files, so is this possible for certain games? Is anyone able to do this? Thanks.
Pokemon Colosseum MIDIs? by alexnaveira at 3:25 PM EDT on August 30, 2015
Anyone able to create a software to convert GameCube streamed music files to MIDI? Is this possible? I know Pokemon Colosseum's music is streamed as someone recently extracted soundfonts, whereas Pokemon XD: Gale of Darkness uses streamed audio files, so is this possible for certain games? Is anyone able to do this? Thanks.
Godzilla Destroy All Monsters: Melee by ThatGodzillaFan at 6:23 PM EDT on August 31, 2015
Hello! I've been attempting to extract sound effects from the Xbox version of Godzilla Destroy All Monsters Melee. I've looked all over the internet for a way to extract these files and came across a program called ekszbox-abx, which works perfectly with the Xbox version of Godzilla Save The Earth but does not work with Godzilla Destroy All Monsters Melee because there are no Uber files to go with the samp files. Ekszbox-abx requires both the uber files and samp files.

Does anybody else know of any way to extract these samp files?

Sound Files: http://www.mediafire.com/download/qoyhyds9qph4yp4/godzilla_sound.rar

GSTE Sounds, for reference: http://www.mediafire.com/download/zwo5h7uz7i5uaem/GSTESounds.rar

Any help is greatly appreciated!
The Simpsons Game by PonyoBellanote at 3:02 AM EDT on September 1, 2015
Could anybody please give me a gamerip of this game from which I could make a good quality lossless of?
Spider-Man 3 by Mygoshi at 2:35 AM EDT on September 3, 2015
Hello, I need a gamerip of the PS3 or 360 version of the game because I can't download the ISO. Thanks if anybody can search.
Request for Wii WWE 12 fsb support by 47iscool at 1:25 PM EDT on September 4, 2015
Hi hcs, would it be possible to add support for the wwise/fsb format found in games like WWE 12 for Wii?
RE4/BH4 X360 xma help needed by 47iscool at 7:00 AM EDT on September 6, 2015
https://www.dropbox.com/s/dbo1s7mllft0fad/Resident%20Evil%204%20X360%20BGM.7z?dl=1

I have extracted the xwb file from the games on demand version and need help with the xma.

The file had to be byte-swapped for unxwb to extract it. I have tried to convert it with all of the xma tools with vgmt and failed at every turn. xma_test says the files are XMA2 but has some issue with padding. Also included is a batch file I created to automate the process along with unxwb.

edited 1:47 PM EDT September 6, 2015
Tron 2.0 by rebooter23 at 7:44 AM EDT on September 6, 2015
The music files are hidden inside so called REZ Archives which can be extracted by a WinREZ but then it's just a mess of hundreds of WAV files.

It is a kinda sequenced format with streamed elements since the WAVs are played in a particular order put by command directly into the now deprecated DirectMusic feature of back then DirectX 8.

The DirectMusic players all produce bad quality, so how can we get this together?

Information:
http://www.ldso.net/oldtronfaq/pages/hacking1.html
Godzilla Unleashed (Wii) - MusyX Samp and Uber Files by ThatGodzillaFan at 9:35 AM EDT on September 7, 2015
Hello, I've been looking for a way to extract the audio from Godzilla Unleashed and, if possible, reimport new sound effects to replace the ones currently ingame. My main goal is to simply extract all the SFX, but I have a friend who would love to be able to replace each monster's SFX with movie accurate SFX as the Atari Godzilla games aren't really known for being accurate to the movies.

Here are the MusyX files: http://www.mediafire.com/download/djhd5k8cd37bpv4/GUAudio.rar

I've done a search around the internet to see if I could find anything useful and I came across a PHP script that can extract the SFX from Gamecube games using the MusyX sound engine.

Here's a link to the PHP script: https://dl.dropboxusercontent.com/u/48454461/misc/MusyXExtract.php

The author of the script also made a Python script: https://dl.dropboxusercontent.com/u/48454461/misc/MusyXExtract.py

I've tried to extract the Godzilla Unleashed SFX with the PHP script but it requires a .sdir file which is probably contained within the Uber files after looking through the file with a Hex Editor.

I was thinking either the script could be modified to extract these Uber files or the .sdir file can somehow be extracted from the Uber file.

Any help is appreciated!
Unheard Soundtrack by Harmony of Dissonance Composer! by Shnabubula at 11:52 AM EDT on September 8, 2015
Castlevania Harmony of Dissonance had one of my Favorite soundtracks of all time. The composer, Soshiro Hokkai has done very little work anywhere else, but recently he's started contributing to the Chibi-Robo series, starting with Chibi-Robo Photo-Finder! for the 3DS. Through communications with Hokkai, I was able to find out which songs he wrote for that game, he said the following:

"It's not easy to make accurate list, but roughly as below.
----------------------------------
composed
"Distance Test" (all music)
"Let's Race" (all music)
"Chibi-Tot Playdate" (most music)
story of Mr. Curator (TV-show BGM)
NostalJunk identify demo (half music)
etc...
----------------------------------
arranged
"Fridge Trouble" (all music)
(melody is from "Go Fetch, Sous-Chef")
story of Mr. Curator
(his dream theme, etc)
(melody is from his roomBGM)
etc..."

I bought the game and tried to hear the music that way, but it's riddled with intrusive sound effects and other issues, I'd very much like to be able to listen to this music and I think it's important to Mr. Hokkai's legacy. So yeah, I think this game, for that reason, deserves to be ripped in some form.
Gundam Battle Assault 2 by spectrexcwk at 2:18 AM EDT on September 9, 2015
Hello,


I'm trying to extract the 2 menu music tracks from this title. Using psound and psmplay i've managed to extract quite a bit - but I cannot find these 2 songs.

Any advice on how I should proceed would be appreciated.


The songs can be heard here

Link[/url

[url=https://www.youtube.com/watch?v=0sItMk5KZeA]Link




Thank You
aopsf by kode54 at 6:24 PM EDT on September 9, 2015
I created another fork library, this time based on the Audio Overload PSF/PSF2 player engine. I replaced PEOpS/PEOpS2 with Highly Experimental's SPU core, which supports both SPU and SPU2 emulation, and I also fixed a number of bugs along the way. I have also replaced the original PSF2 file access system, which repeatedly unpacked whole files each to their own 6MB buffers, with Neill Corlett's original psf2fs based code, which I include in libpsflib.

The result is now located here:

https://gitlab.kode54.net/kode54/aopsf


I will also be replacing Highly Experimental itself in various players with this, as it also eliminates the need for a PS2 BIOS derived image in the resulting binary.

edited 12:07 AM EDT September 10, 2015

As a starter, here's nenolod's rip of Final Fantasy X, retagged a bit:

https://static.kode54.net/ffx.7z

edited 1:29 AM EDT September 10, 2015
Chou-Mahsin Eiyuuden Wataru - Another Step (PSX) by Lunar at 7:00 AM EDT on September 10, 2015
Hello,

I am trying to create a PSF set from this game, but have hit a roadblock. Is anybody able to take a look at it?

The image is available below.

https://yadi.sk/d/br2fHqNZUaHuC

I suspect that it may not be possible to rip this game with VGMToolbox (custom driver?) but I could be missing something obvious. I have extracted all SEQ and VH data, but cannot progress further ~ the software is looking for VBs, instead.

The game's soundtrack is written by Hayato Matsuo. There are at least three video sequences in the game that have music, and it is possible there are streamed music files there somewhere too.

Thanks.

edited 12:14 PM EDT September 10, 2015
spc or rsn to sdat? by dj4uk6cjm at 5:39 PM EDT on September 10, 2015
Geez its been a long time since I made a thread here >_< anyways, was just wondering if there was a program that can convert spc or rsn to sdat? It'd be neat to mess with the converted files in vgmtrans or use them for custom music imports in ds games.
Re: 3DS Tomodachi Life (NA) music rip? by VGMfreak at 3:52 AM EDT on September 11, 2015
Does anyone still have the NA version music rip for 3DS game 'Tomodachi Life'? Thanks in advance.
Mark Grass generic psf driver update? by snakemeat at 12:53 PM EDT on September 11, 2015
@MarkGrass - I tried emailing, but maybe your address has changed. In any case, someone recently posted a purported updated version of your generic psf driver on the 2ch sound file board. Apparently it was extracted from a generated PSF?

Since I don't want to include a hacked out version, if the current generic psf driver version is greater than v3.0, would it be possible to share your latest driver with looping enabled so I can update VGMToolbox?
Spartan Total Warrior voice ripping help by dj4uk6cjm at 6:22 PM EDT on September 11, 2015
Okay guys, am trying to rip the voices the game uses for the characters, enemies etc and I need help. They're all in bin files and I tried ripping them through audacity but the sounds are high pitched and fuzzy and I don't know what to do, so can anyone help me with them? I just want the english voices but the others would be fine as well. Link to the files https://www.dropbox.com/s/raqjvil9wiem06s/SCRIPTS.7z?dl=0.

This was one of the folders located in the iso next to the music, I think it contains the voices in .bin extension because it has the info in a text document about the effects applied to the sounds.
help me with VOX ADPCM(?) files demuxed from mobiclip file by ronnyspb at 11:09 PM EDT on September 11, 2015
Hello,

maybe anyone can help me with some audio files from Wii game? First, media files on game disc are in the mobiclip format. I already demux them to audio with last version of vgmtoolbox r1007 (with improved mobiclip support) and then I receive file which I can't normally play or convert to wav. I upload 2 files (with "add header" option and without, it's a checkbox in vgmtoolbox streams demux page). Maybe anyone can look to these files and explain me how to convert them to wav format?


https://mega.nz/#!YRBXkDyK!cZKHoJl33gylQPycLG6_uXldSgUwhqyiCx8FgeqgzpI

P.S. I tried to load them into Audacity as raw VOX ADPCM files and I hear something look like real sound through big distortions.

Thanks!
Hello World by NameName at 4:19 AM EDT on September 12, 2015
bold: bold
italics: italics
emphasis: emphasis
underline: underline
small: small
Link: Link
Unpack .cpk file by Artyom at 8:46 AM EDT on September 12, 2015
Please help me unpack this cpk file - https://dl.dropboxusercontent.com/u/57348187/sc.cpk
It's from Ro-Kyu-Bu! (PSP)
Metal Gear Solid psf, does it exist? by 47iscool at 12:56 PM EDT on September 12, 2015
I was just wondering if anyone ever made of psf of it, I mean this game was extremely popular and I thought maybe someone might have ripped it but not released to the public.

edited 6:07 PM EDT September 12, 2015
ripping ps2 bios sounds by Sephirothkefka at 8:25 PM EDT on September 12, 2015
This may sound hard but how could i rip the ps2 bios sounds? If its streamed, where is the sound file for it? If its sequenced, could i convert it to psf2 somehow? If they are ripped already please let me no as i havent had any luck finding them.
Mario Party DS by PonyoBellanote at 12:11 PM EDT on September 13, 2015
Can anyone give me a Mario Party DS rip that has all the steams joined in? I mean, this is one of the games in which the music is featured by steams and instruments instead of full songs, either streamed or recorded. I have the files but don't know how to make them into songs.

Could anyone just give me a rip of Mario Party DS music complete, that is in music? BDSM, anything I can convert in foobar2000 and is audible.
Pac-Man World 3 Sounds Encrpyted? by Mario123311 at 7:15 PM EDT on September 13, 2015
So I managed to rip the "generic" files from Pac-Man World 3 ((The PS2 version)) yet when I load these in PSound, All I get is the generic death fizz of the enemies. I loaded one of the .wav's into audacity and the data is there, but it won't play. Messing around with it for a bit I could make out one of Pac-Man's death sound, although VERY distorted and staticy.

Anybody think they could play around with these and make 'em hearable?

https://www.mediafire.com/?do8dv875nfzxor4
Super Bat Puncher OST (NES / homebrew) by Lunar at 10:29 AM EDT on September 15, 2015
Hi guys! Some of you may have played this game when it was released in 2011. It is possible somebody even hacked the audio out of it already. :P Nonetheless, since the soundtrack didn't get any kind of release before now, I've put it up on Bandcamp ~ it also includes an NSF and is available free or pay what you like.

Super Bat Puncher (OST)

Enjoy~
VFS Extractor Help by AceK at 1:26 AM EDT on September 17, 2015
Having some problems with VFS again, mainly because I don't fully understand what to look for in most areas, and just trying to understand it as a whole (and at least try to learn how to properly make use of the VFS Extractor)

File Example: http://www.mediafire.com/download/kwa62rbz48826oo/CA022000.bin

"File Count is at Offset" (which is how many files are presented, and can be counted from looking at header) I get 0x0C at size 4 (Most cases it's 4, if it's bigger, the size of file is likely to be really huge?) with byte order Big Endian (EX: Sequence of 10203040... Big Endian = 10203040 [normal]... Little Endian = 40302010 [backwards]... not sure if this is the right way to look at it)

For individual "File Length is at Offset", I put 0x2C at size 4 and byte order Big Endian. I don't understand the calculation space just underneath byte order option.

For individual file name location/offset, I checked that "File Name is included in the VFS" since names/directories are given in this container I'm wanting to extract. "File Name is Included in the Individual File Record at Offset" I set it to 0x34. I'm not sure if this section is the "directory/name listing starts here" flag.

File Record I'm uncertain what I'm supposed to be looking for. I keep thinking 0x08 is where offset begins and has record size of 0x130... but I'm certain it's wrong.

Individual File Name Size I'm not certain about this, but I guess since directory listing starts from 0x24 ~ 0x137... I'd assume the value is 0x104.

Would love more help on this, since I can't seem to dig around for self-input on what am I supposed to be looking for, along with the calculation portion for Individual File Offset.

Help would be appreciated!
multichannel by Mygoshi at 3:47 PM EDT on September 17, 2015
For bxaimc or Masherdude by DevilQueen at 12:20 AM EDT on September 18, 2015
Hey forum,

I'm a newbie at this stuff and I'm stuck so I thought I'd come here for help. I want to hear the battle dialogue from a game called Lost Odyssey for XBOX 360. This is the only JRPG I didn't turn off immediately and because I actually liked it I want to hear the win quotes, lose quotes, K.O'd quotes and whatever else the party says during battles. I followed several tutorials already and I'm not getting anywhere so could someone here give me the files? If I knew how to do it - and if I could even get my PC to read the game discs I just bought from eBay - I would make an .iso and Google around until I got the job done. But I can't even get my PC to read the disc so... Masherdude, did you ever figure this out? If you still have the files will you give them to me or at least write a quick tutorial? bxaimc, I'm glad you were able to extract all the files. Do you mind sharing the battle dialogue with someone who will never be able to figure this out herself? I'm stuck. Sorry so long, everyone!
Globdule (screwy Protracker modules) by Lunar at 5:07 AM EDT on September 18, 2015
Asked in other places and haven't had any luck, so I've come here :)

http://www.exotica.org.uk/wiki/Globdule

I haven't ever been able to play this game's modules properly, as the original composer acknowledges could be a problem in the write-up on that page. I've tried foo_dumb, ModplugTracker, MilkyTracker, Winamp, XMplay, and even a Protracker clone, and unfortunately they all yield the same sample loop problems. foo_dumb does at least support the VBlank timing, but none of the other players do.

So I'm looking for suggestions. Does anyone know a MOD player that could work? Or should I cut my losses and manually fix the sample loops myself?

EDIT: from investigation I will say it looks to be something to do with the samples themselves. another person seems to think sample meta-data is being misinterpreted.

edited 12:39 PM EDT September 18, 2015
raw wav ps2 files by deepsheet at 7:49 AM EDT on September 18, 2015
Hi everybody
I need your help on some raw files I extracted from some game.
I think they are headerless ima adpcm.
I can convert and play them but it's not very clear.

here are some samples.
https://www.mediafire.com/?u2itgpyafaw2x40

edited 11:05 AM EDT September 18, 2015
Taiko no Tatsujin Portable Help by Masamune at 5:15 PM EDT on September 18, 2015
Today I got to extract the game's "data.bin".
Now I'm stuck trying to figure out how to get the game audio.

The extension-less files from data.bin are some sort of container, with other files inside of them.
All I could extract was the menus BGM (riff wave header), at3.

The files that seem to contain the game audio files have no header (except for the PACK one present in all other files)

I would be glad if someone could help me with this.

Here is a sample file: http://www.mediafire.com/download/t8nqseq6w4jg4wi/mmappy

Thanks in advance!
Streams (manako, 2010-05-04) by deepsheet at 3:31 AM EDT on September 19, 2015
Hi
does anyone have back up of this.
Found it
Sorry

edited 4:31 AM EDT September 19, 2015
KOVS audios to WAV and vice-versa? by futballo at 8:06 PM EDT on September 19, 2015
I got these KOVS audios files from the game One Pice Pirate Warriors 3 and I would like to convert them to wav, do my edit and then convert them back to KOVS. My goal is to change the music of the game to the Anime OST, which it's highly better.

Here's a sample file:

https://goo.gl/WeVnA2

Ripping a GBA soundtrack by Altissimo at 11:51 AM EDT on September 20, 2015
hello, I am new here and if this is better suited to a specific thread or something feel free to point me in the right direction. Anyway I am on a quest to eventually find someone who can help me rip a certain GBA soundtrack that doesn't use the Sappy engine. The game in question is Hamtaro: Ham-Ham Games and I don't know specifically which engine it does use, only that's it not Sappy. I'm trying to upload the soundtracks of the four localized Hamtaro games to youtube (because no one else has ever bothered) and while recording all tracks off my emulator worked fine for one of the games, I'm now at a wall because this game has an ambient soundtrack with many different songs and I don't know how many there are or what they're even called, which is why I want a rip just to be sure I have everything. I understand that without the Sappy engine this is a difficult task, but if anyone could help me with it - or point me in the direction of another person or forum who can - I would be super appreciative.
Difficult request: Is anyone willing to help decode the GBA "GAX" Engine? by birdmanager6 at 8:15 PM EDT on September 20, 2015
Most people say that 90% of Game Boy Advance games all use the M4A sound engine (which is the only one we really know about), and there are only a few exceptions.

That is a lie! Here is an extensive list of games, NONE of which use the M4A sound engine. In fact, they all use the same sound engine.

http://pastebin.com/h2PSKQrf

This sound engine is Shin'En's custom sound engine, known as the GAX sound engine. All of the games that use this engine had their audio exclusively done in-house by Shin'En, and was only available to third-party developers.

The audio branch is supposedly a branch of the Amiga audio format. One of the most notable games to use it is the first Earthworm Jim (the second one isn't listed, so I don't know if it uses GAX or not). Other titles that stick out to me are the infamous Mortal Kombat Advance, Comix Zone (which has awesome music and hasn't even been ripped in the GSF format yet), and several SpongeBob SquarePants games.

Of course, this isn't the only other sound engine that GBA games use. There's also Krawall Advance, the "other" version of M4A supposedly used in Nintendo's later games, and RAREWARE's unknown driver. But it's pretty much the second-most common sound engine, so we should really learn more about it, so we can eventually make a tool that can extract all the audio out of it in its full, unfiltered quality, in MIDI/soundfont or WAV files, in the same manner of that of what GBA2MIDI or gbamusriper does with the M4A engine, or in a MOD-based format like XM. I suspect GSF would be harder to create, though.

There actually HAS been some learning about it. Someone figured out some specifications about it on a Crash Bandicoot game. However, nothing has been done since December of last year, so it's probably a dead project.

So, I'm not trying to push it, or anything, but is anyone willing to continue to work on it, or even finish it, using the specifications on it that are known from that post as a start? I couldn't, as I wouldn't be able to understand any of that code at all. And I understand that this really isn't easy, as apparently the way the code is loaded sometimes is different. But I would really like to see that happen.

http://www.pokecommunity.com/archive/index.php/t-335312.html

Hopefully, there will also be work on the other sound engines that I listed sometime (Krawall Advance should be easiest to make a converter for, at least in the MOD-based format), but I don't want to ask for too much at once. It's such a shame that the only sound engine we've figured out is the worst one. :(
adjusting an AT3 header by Alpha23 at 3:37 AM EDT on September 21, 2015
Hi!
As you all may know, the PMF and PAM demultiplexers from VGM Toolbox only demux the audio to aa3. I've written a converter from aa3 to at3 but it's lacking some sort of calculation (no of samples?) for the track length. So, here are some samples of converted files: http://www.multiup.org/download/9dda2462a7644f3ce5f933328f1844f6/mgspw_at3_samples.7z
The original aa3 files only contain the 1-byte compression id at offset 0x3e so I took some random at3 riff header and overwrote the id with the one from the aa3...
The ids and according specs are:
0x24 -> 44.1 kHz mono
0x28 -> 44.1 kHz stereo
0x34 and 0x35 -> 44.1 kHz 6ch
0x44 -> 48 kHz mono
0x48 -> 48kHz stereo
0x54 and 0x55 -> 48kHz 6ch
Can somebody help me figure out what I need to calculate and where to put it?
Help with Nintendo DS Gamerips by PonyoBellanote at 8:59 AM EDT on September 21, 2015
Hello, I want to do a few rips myself of Nintendo DS gamemusic I'm interested to. I use VGMToolbox to extract the sound data folder of the music I'm interested on. Problem is, lately, I've been finding that a lot of the games of DS feature the music in intrument steams instead of full stored songs. Can anyone of you help me with this? How can I do a gamerip with these type of games?
Since soneek is 99% non-existent by TheUltimateKoopa at 1:26 PM EDT on September 22, 2015
(unless, maybe there's a more logical explanation as to why I haven't seen him on the internet anywhere for over a week).... anyway...

Can someone explain this, rather simple (to explain) problem?

Why do some of the BRSTMs I make end up being crackly, despite no clipping or distortion being present in the file that was converted?

For the record, I'm using what is basically "brstmmake.exe", of which I have two different copies.

One of these has a vgmstream.exe (aka test.exe) dated July 8, 2015.

The other has a vgmstream.exe dated May 26, 2014.

The one I used was the one with the most recent vgmstream (that I have). However, the brstmmake.exe itself may have been older... unless brstmmake.exe itself, was never actually modified since 2011? I also tried it with the other copy I had, but made no difference.

Here's a comparison image:

http://i.imgur.com/irGcsnF.png


The top one is the BRSTM, the bottom is the original LWAV used. No clipping whatsoever.



edited 1:42 PM EDT September 22, 2015
About Converting AWB/ACB Please help me.[cry] by nekonekosing at 10:02 PM EDT on September 22, 2015
Hello,
There were already some threads on this topic, but I am in trouble in another aspect.

I¡¯m trying to get voices and bgms files from an android game and I got some .acb and .awb files of the game.

Then I use CRI ACB/AWB Archive Extractor, CRI ADX Extractor, CRI HCA Extractor in the VGMtoolbox respectively.

When I used CRI ACB/AWB Archive Extractor, I got a lot of .hca and .hca files. (Most of them is .hca files.) Then I used HCA decoder convert .hac files to .wav files. They sound great. But when I playing .adx files] using footbar2000 with ADPCM decoder, these .adx files sound terrible, too much noisy in them.(When playing the game, this voices sound normal.)

When I used CRI ADX Extractor, all files that I got is .adx files, even those files which used to be .hca files now became .adx files. And all of them sound terrible.

When I used CRI ADX Extractor, I got nothing.

SO, How can I get normal .adx files?

Here is the ACB/AWB pair example.
Link
Link


Thank you for your help.

edited 10:11 PM EDT September 22, 2015
Major news on the PS Vita front! by hoodlum47 at 8:08 PM EDT on September 23, 2015
Apparently two well known hackers are releasing a whole plethora of Vita tricks "soon." The tricks include reading and writing to the memory card, dumping cartridges and installing dumped images of cartridges along with a whole bunch of other useful stuff.

The thing I'm curious about is whether or not the dumps are still encrypted like 3DS dumps.

And source for the skeptical:Lower half of this article
Delete my account by CaliBR at 1:22 AM EDT on September 24, 2015
Hi, i really dont have any intentions to post here anymore - and i dont find anywhere to do this -. So i'm asking if its possible to delete my account from the database. Thanks!
IPFS by hcs at 4:34 AM EDT on October 1, 2015
You may have noticed I've been scattering around some posts with links to IPFS mirrors of files. The point of this is to hopefully offer a link that will last longer than random file sharing sites. I am irritated when those things disappear and the links are no longer good. The hope is that with a content-addressable system that can grab the files from any mirror, links will stay good for the foreseeable future.


A brief IPFS primer:

IPFS is focused on content-addressibility, so the address of a file is just a hash. An IPFS address like

/ipfs/QmNhFJjGcMPqpuYfxL62VVB9528NXqDNMFXiqN5bgFYiZ1

is mostly the hash of the file (see multihash for the specifics). When an address is requested an IPFS client goes out onto the network to find someone who has the file with that hash.

(Technically the hash is not for the file but for the root of a Merkle DAG ultimately ending in blocks of the file.)

An IPFS object can be a directory (a list of other hashes with names), and an address can include the names of files referenced from a directory, such as

/ipfs/QmcKi2ae3uGb1kBg1yBpsuwoVqfmcByNdMiZ2pukxyLWD8/alexandria.jpg


IPFS works something like Bittorrent, Gnutella, or Freenet in that there is a peer-to-peer network distributing the files, with a distributed hash table to figure out what file is where. Unlike Freenet there is no automatic replication, though I understand there is a related project Filecoin that intends to provide monetary incentives to replicate data. Currently the official client (go-ipfs) saves everything that it downloads, and you can choose to "pin" a file within a server so that it will not be cleared out automatically (via a "repo gc" command). Any copy in the network is automatically available as a redundant source.

There is a project called Maelstrom that is directly based on Bittorrent which aims at some of the same ideas. Honestly I hadn't looked into it until just now, so I don't know what the benefits might be of using that instead. It seems like it relies a lot on a special browser. A biased comparison of the systems is here.

Freenet is much more mature, but when I last used it years ago it was very slow and I was confused. It has different goals, and I don't think it is going to be useful for distributing large files.

The reason I got onto IPFS is that it was really easy to set up, and they have a nice HTTP gateway that you can use to directly link to files from the regular web. If you have an IPFS address you can prepend https://ipfs.io and they'll retrieve the file from the network for you (and cache it briefly), for instance Neocities' announcement that they will support IPFS.

I can't be reliant on the ipfs.io gateway always being there (and unrestricted), so those links might die while someone is still hosting the files. At that point it would be possible to put up another gateway, all that would need to change is first part of the URL. However it would be somewhat involved to prevent it from being abused. Arguably my use of ipfs.io is abuse already.


I'm going to make another post in this thread explaining how you can get involved with hosting if you're interested. I also welcome discussion about whether this seems like a good idea, and maybe some better ways to go about it.

edited 4:35 AM EDT October 1, 2015

edited 4:35 AM EDT October 1, 2015
ssmex alternative? by Kurausukun at 10:59 AM EDT on October 1, 2015
I was ripping some .ssm files from SSBM yesterday using ssmex, and I noticed that a lot of the files did not play in vgmstream. I've noticed this for a while, but it was never a problem until yesterday, when the specific .dsp I wanted refused to play.

Thus I ask--do we have a better way of ripping .dsp from .ssm files? I'd really like something that works consistently.
JAudio Functions? by Yoshimaster96 at 6:44 PM EDT on October 4, 2015
Does anyone have a list of the functions used in JAudio? This link doesn't work anymore:
Link
VGMtrans can't convert exported midi files back into it's original file format by Delon at 6:57 AM EDT on October 6, 2015
Even the latest version of VGMtrans can't convert midi files back into it's original file format.

I have sent a email to loveemu yesterday.
He never answered to my email in that day.

So now when i convert video game sequences to midi file format.

There is no way for me to be able to convert those VGMtrans exported midi files back into it's original file format.

No matter if they are edited by a midi editor or not.

It simply does not scan midi files for music sequence data.

So say good bye to custom made video game music.
PSF2 files does not support the microsoft windows xp general midi standard midi file music sequence format.

So don't expect to convert midi files to:
nsf, spc, gbs, gsf, 2sf, usf, psf + psf2 and vgm +
mod, xm, s3m, it. And then the sony playstation SEQ file format and squaresofts psx Akao Seq file format. And after that square-enix ps2 .BGM file format and sony playstation 2 .sq file format.

And there is some sequence music file formats from games that does not have any .PSF1 rips nor have .PSF2 rips.

There is one ps2 game i suspect has sequenced music and that game have i talked about before and that game apparently lacks a PSF2 rip.
So hearing that music in the (Highly Experimental winamp plugin is impossible?

And the name of that game is:
Legacy of Kaim: Soul Reaver 2.

edited 6:59 AM EDT October 6, 2015
LEGO Indiana Jones: The Original Adventures (DS) .FIB archive??? by birdmanager6 at 11:25 PM EDT on October 6, 2015
Hi, there. I have been trying to rip all the music and sound effects from LEGO Indiana Jones: The Original Adventures for the Nintendo DS.
Now, it's obvious that the audio doesn't use the SDAT format at all, instead it's 100% streamed. This also seems to be the engine used in all the other LEGO games I know, including Star Wars: The Complete Saga, Batman, Indiana Jones II, Harry Potter years 1-4, and more.
Using dsbuff, I managed to extract the contents of a US ROM image of the game.
After unpacking the image, I have now got a folder called "data", which contains one file called "LEGOIndy.fib", and a folder called "cutscenes", which contains all the game's cutscene files in BIK format. Extracting those BIK files are another story, I'll do that later.
So, I've confirmed that this ".FIB" archive file does indeed contain all the game's audio files. By importing it into Audacity as ADPCM, I can hear a heavily distorted version of the entirety of the game's audio, which appears to be done at varying frequencies, including 10000, 11000, and 16000hz. But I really want to have these all in separate files. (I think it uses IMA ADPCM, which is why it doesn't sound right as VOX ADPCM.)
So, I've heard of this .FIB archive file before. I've seen some posts on this same forum about extracting the same kind of file from LEGO Star Wars II: The Original Trilogy, and they managed to do it, using a GENH Header and a custom BMS script. Unfortunately, I can't figure out how I'm supposed to have the GENH header be created (I always end up with an exact duplicate of the original file), and I've tried to use the BMS tools on it and they don't work at all.
Can anyone tell me how I'm supposed to get .bin files for all the streamed audio? Hopefully, if I figure it out, I can extract the audio from other LEGO games as well.
File:
https://drive.google.com/file/d/0B_zYoz3nVdW_NFVyUEgyQ3p5VWM/view?usp=sharing

Edit:
Upon looking more closely at those forums, the person somehow managed to extract a file called SoundData.rom from that .FIB archive, which the BMS script was used on, and the GENH was used for each of the BIN files extracted from the SoundData.rom file, in order to play the files through a foobar2000 plugin, but I know of a different way to convert the streams. The question is, how do I get the SoundData.rom file out of the FIB file for Indiana Jones?

edited 3:22 PM EDT October 7, 2015
Request: Rip offsets of GEMS sound driver from Genesis games by birdmanager6 at 11:25 PM EDT on October 7, 2015
Recently, I've discovered three tools that have completely solved some of my problems I've had when ripping some sounds from Genesis games, which are GEMS2MID, GEMSScan, and GEMSPlay, the first two of which are on the same page: http://vgmrips.net/forum/viewtopic.php?t=816
So, I've had some very decent results with all three programs, but the problem with GEMSScan is that it has only worked with about half my ROMS which I know to use the GEMS sound engine. Others would completely fail. And I know this is for sure the program's fault, not the games not using GEMS, because GEMSScan failed with Super Mario World 64, yet its extracted data is included with GEMSPlay.
So, can anyone extract and upload those data files via offset? I'm a complete failure at knowing hexadecimal offsets, so I would request some extract files for some games that use the GEMS sound engine, but fail with GEMSScan. Particularly many Disney games. Also, the page saying which games use which sound driver is wrong about games such as The Lion King and Mickey Mania: The Timeless Adventures of Mickey Mouse using that sound engine - they use a driver by Matt Furniss.
P.S. Also, why is the Super Mario World 64 rip missing the title screen and level 1/ level 5 exit songs? Those are the two songs I wanted the most from that game...
Game & Wario Rip? by ptto911 at 2:19 PM EDT on October 10, 2015
I can't find a link to download the rip of Game & Wario's soundtrack. Does anyone have it?

Thank you!
Shining the Holy Ark sequence? by MetalKnick at 4:04 AM EDT on October 11, 2015
The music in Shining the Holy Ark sounds sequenced, but I'm not completely sure if it is. Has anybody successfully ripped SEGA Saturn MIDI and samples?

If Soneek is listening, it's Motoi Sakuraba so that might motivate you.
PSF Upgrade Utility by MarkGrass at 10:41 PM EDT on October 11, 2015
It recently came to my attention that one (or more) of my old drivers is bugged.

This utility will fix that by upgrading the PSF to use the newest driver.

It's super easy to use and actually works with any PSF, even if it wasn't created with any of my previous drivers (note: must use standard SDK data types -- SEQ, VH and VB)

Download


--------------------------------
PSF Driver Upgrade Utility
v1.0

(c) 2015 MarkGrass
--------------------------------


This utility updates old PSF files to use my current generic sequence driver (v4.2.1)

This utility is compatible with any PSF file, even if it wasn't originally created with any of my previous drivers, but only if standard Sony SDK format data is used:
pQES (SEQ)
pBAV (VH+VB)


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


Commandline usage is not necessary!

You may simply select any amount of PSF files in a folder with your mouse and "Drag & Drop" them onto the "PSFUpgrade.exe" executable file. However, this application presumes the following:

SEQ data is located at 0x800A0000
VH data is located at 0x800E0000
VB data is located at 0x80160000

If any data is not located in these addresses, you must use commandline parameters.


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


The following commandline parameters are not case sensitive and may be called in any order:

SEQ <ADDRESS>        ADDRESS must be in hexdecimal format
VH <ADDRESS>        ADDRESS must be in hexdecimal format
VB <ADDRESS>        ADDRESS must be in hexdecimal format

A few examples:

psfupgrade seq 0x80040000 "C:\My Folder\song.psf"
psfupgrade vh 0x80090000 seq 0x80040000 "C:\My Folder\song.psf"


edited 11:03 PM EDT October 11, 2015
How to rebuild the archive in "TMNT 2003" PC game? by leop2p at 3:21 AM EDT on October 12, 2015
Hi!!!

I'm trying to translate the PC game "Teenage Mutant Ninja Turtles 2003", so I need help with 'TMNT.dat' file, I have been able to open it and edit the files in there, but I couldn't to rebuild/save the archive. So could you help me to find the right .DAT packer/unpacker for that game.


Thank you!!!
Super Paper Mario Brstm Question by WrappedInBlack at 5:16 AM EDT on October 12, 2015
So whenever I convert the brstm files from this game, they play at around two times their normal speed. I was wondering if this was an error on my part or if they are actually two times speed in the actual files. I'm asking cause I want to give SPM a custom soundtrack for my next playthrough and I don't want super slow mo songs.

Thanks in Advance
WiiU Dragon Quest X *.scd ? by a574045075 at 11:20 PM EDT on October 12, 2015
I extract the *.scd from Dragon Quest X Wii U,but vgmstream can't play.
Can someone help me?

Samples:https://www.sendspace.com/file/qek44o
sample of each format supported by vgmstream by richardpl at 7:58 AM EDT on October 15, 2015
Hi,

I'm searching for (several) samples of each formats known and supported by vgmstream.
Luigi's Mansion and Pikmin 1 MIDI Files! by Yoshimaster96 at 6:55 PM EDT on October 15, 2015
I ripped them, finally:

https://www.dropbox.com/s/d9vv2vyg6pc5anr/luigiseq.zip?dl=0

https://www.dropbox.com/s/f09sjm8n09ggiu0/pikiseq.zip?dl=0

edited 6:56 PM EDT October 15, 2015
Revb Makes Me Cry by Kurausukun at 10:27 PM EDT on October 18, 2015
Step 1: Find loop points of a file
Step 2: Export left and right mono channels individually
Step 3: Use dspadpcm.exe to build looped .dsp files
Step 4: Use revb to build a .brstm with the .dsp files
Step 5: Listen to the .brstm and notice it has gratuitous crackling artifacts and clipping
Step 6: Bleed from ears
Step 7: Make a useless post on hcs forums asking why the fuck this happens
Step 8: Ponder life choices

edited 1:11 AM EDT October 19, 2015
Dead Rising 3 xWMA audio files? by WrappedInBlack at 5:52 AM EDT on October 20, 2015
was wondering if anyone knew how to convert these...
Terraria's Wave Bank.xwb by RukarioGyiyg996 at 7:40 PM EDT on October 20, 2015
Are there any CLI tools I can run in linux to extract the music off of this file?

I have the Linux version of the game.
The Great Escape (PC) .PSF by Mygoshi at 9:56 AM EDT on October 23, 2015
Any help with this audio file?
https://mega.nz/#!W1EEXTyI!Kxx8Rl7qC5etVs_0ySWp6YGAJu7KwjpFOcRtZIITzq0
Street Fighter V (Beta) by Tiberious at 11:37 PM EDT on October 23, 2015
So, now that this is on Steam, I'm wondering what format it uses for music.

The lone .pak file, StreetFighterVBeta-WindowsNoEditor.pak, is an archive containing pretty much everything.

There's already been a file list made of its contents, and I'm now seeing if the person that made the list will be willing to share the BGM directory's contents.

Would anyone be interested in looking into this format?
KDT1 (Suikoden 2, Silent Hill, etc.) to MIDI converter (Python script) by Nisto at 5:36 PM EDT on October 24, 2015
Just finished writing a basic converter for Konami's sequenced format "KDT1", used in many of their PS1 and PS2 games.

https://dl.dropboxusercontent.com/u/48454461/misc/kdt-tool-v2.py
EDIT: now on Github: https://github.com/Nisto/kdt-tool

Usage should be simple. Provided you're on Windows with a typical Python 3 installation done with the MSI installer, you should be able to just drop a .KDT file onto the script to convert the file. For command-line users, it should be self-explanatory; supply the path to a .KDT file as the first argument.

A quick warning: for some reason, a lot of the files I've tried converting (e.g. C.KDT from SH1) unfortunately doesn't play correctly in foobar2000 and Renoise, and there's probably other programs with similar issues. However, Reason and (according to mrjaredbeta) Fruity Loops should both play them as expected. It's my first time working with MIDI data, so it may well be that it's me doing something wrong here. Therefore, I'd really appreciate it if someone more experienced could have a look at the code and tell me if anything needs fixing.

I haven't actually tested it with Suikoden 2 yet. But I wanted to mention that if anyone does try it with that or any game other than SH1, and the tempo seems off, see if changing line 135 to bpm = self.cmdarg & 0x7F fixes it.

As for soundfonts -- VGMTrans can convert VABs to SF2, which is supported by foobar2000, Reason and lots of other programs. That's all I know personally. If anyone knows if there's anything that converts SCEIVers banks to soundfonts, I'd love to know.

Please post feedback, fixes, questions, whatever. Would also appreciate more reports on the compatibility with players that support MIDI.

Thanks!

edited 4:35 PM EDT October 25, 2015
Converting SNES BRRPCM to RAW Linear PCM? by RukarioGyiyg996 at 8:53 PM EDT on October 25, 2015
With .SPC files being the way they are, and with what docs I can find on BRRPCM itself. Anybody have any guides or pointers to ripping this stuff manually and converting it back into PCM? I don't need any headers since I'm going to use these raw waveforms in a tracker program.
ww2ogg/revorb issues by Infernus Animositas at 11:33 AM EDT on October 28, 2015
Hey

So I'm working on the audio from Sword Coast Legends. It uses the Unity engine coupled with Audiokinetic Wwise.

Some of the .wem audio files convert just fine and I can revorb them without issue.

However there is a large portion of the audio files that ww2ogg says it decodes but then revorb can't fix the granule positioning of those files.

edited 11:11 AM EDT October 29, 2015
SCEI HD/BD banks to SF2? by Nisto at 5:00 PM EDT on October 29, 2015
Is there any program that can actually convert these to SF2? VGMTrans should be able to convert these banks according to loveemu (the author), and sure enough a conversion alternative shows up when you right-click on the bank item after loading it, but when you finish the save dialogue, nothing comes out. I have tried the very latest build available on Github on Windows 7, as well as the latest build I have that runs on Windows XP. No luck with either. Not only that, I tried the other builds available on Github too, and with a variety of banks from a variety of games (Silent Hill 2, Evergrace, Demento, even banks from the official PS2 SDK...), and well, still nothing. I've also reported my issue, and loveemu responded at first, but now he's not getting back to me.

So is there any other program I can try my luck with out there? Or would I have to go write something myself for this too? *sigh*

...Or is anyone actually able to convert them with VGMTrans somehow?
Looped FLAC? by Kurausukun at 2:32 AM EDT on October 30, 2015
Just wondering--is there any looped version of FLAC (or any other lossless format) that is recognized by vgmstream or some other foobar plugin?
Just Dance2015 *.rak (wiiu) by plpl3000 at 2:41 AM EDT on October 31, 2015
sample files:
https://mega.nz/#!t4EwUYLI!hgui4p31w1h-Hy9e99y1DgEFn9Lr4fAOIZn0H10IUJM
FSB without header ? by Mygoshi at 1:13 PM EDT on October 31, 2015
XBOX 360 & PC version of Spider-Man 3 Game have fsb files. (xma/fsb for 360 and fsb for PC). But the PS3 version doesn't have an header for the files, so I don't know.

Here's a sample:
https://mega.nz/#!Sh9DQbhD!gLEttnFG-zcf0FWlStbzW5cpLlUCvisq7a2o0ofECkc

This one isn't an archive, but the others are.
PSF2 to ELF? by 47iscool at 2:49 PM EDT on October 31, 2015
Something that I was wondering was, is it possible to take the data contained in a psf2 to an ELF to load with uLaunchElf.

Has anyone else ever thought of this?
ps3.joshw.info rips problem,msf2at3 error by crimson1117 at 5:35 AM EST on November 2, 2015
used MSF2AT3 to convert,but converted at3 cannot be played...if I have to trim some bytes from file head?
game is
http://psf3.joshw.info/m/Mamoru-kun%20wa%20Norowarete%20Shimatta!%20Meikai%20Katsugeki%20Wide-Han%20(2011-03-31)(Gulti)(CyberFront).7z

http://psf3.joshw.info/w/Wizardry%20Perfect%20Pack%20(2011-12-08)(-)(Acquire).7z

http://psf3.joshw.info/w/Wizardry%20Twin%20Pack%20(2011-01-27)(-)(Acquire).7z

edited 5:38 AM EST November 2, 2015
THIS JUST IN by Kurausukun at 8:26 PM EST on November 2, 2015
Lost World PC files have been upped to 48000Hz. Anyone want the sound folder?
Super Smash Bros 3DS IDSP files by Koto at 9:25 PM EST on November 7, 2015
Some idsp file (StreetSmash theme along with others) doesn't work with vgmstream. Someone could update Foobar version to make them all playable? Maybe Kode54? Want the StreetSmash song so badly :(

Thanks

See ya
Marvel: Ultimate Alliance 2 (Wii) - corrupt .gcm files by Alpha23 at 2:25 PM EST on November 9, 2015
Can somebody take a look at why these files aren't playable? The structure is LEGO Star Wars gcm but they don't play. Does the header need correction?
Here are two samples: http://www77.zippyshare.com/v/B6JfIRld/file.html
Thanks in advance!
Anyone willing to rip a few Game Soundtracks for me? by Jason B at 12:01 AM EST on November 16, 2015
Hello, fellow HCS Members!! Could use your help ripping all of the following:

Luminous Arc Infinity (PS Vita)
Zodiac: Orcanon Odyssey ( IOS and Android)
The World End Eclipse (IOS and Android)

Any help would be greatly appreciated, guys! :)
Super Paper Mario Help by WrappedInBlack at 6:57 AM EST on November 16, 2015
I know this isn't music related but I don't know where else to go to ask this...

I wish to change the in-game dialogue for SPM and was hoping any of you knew which files they are and how to modify them.
Some questions about transcoding quality. by 1337haXXor at 11:03 PM EST on November 19, 2015
Long time lurker, first time poster. Long story short (as I can make it), I decided in the last year to upgrade my huge music library to lossless. Read up a LOT on sequenced music and decided to make FLAC rips converted from native chip format. I realize the difference for most video game music between FLAC and mp3 is nominal at best, but I want it for a number of reasons: archival purposes (convert later, whatever), consistency (using ALL FLAC), and most importantly, library management and metadata. As I understand, I can get a sequence player, but it won't have standard "library" aspects and you can't append metadata to it (information, playcounts, etc.).

ANYWAY, the question: I've been ripping the chips to FLAC at 16/48k, but I just read on a few posts here that the source isn't 48k, so that could cause problems? So question is, IF I'm making FLAC, how do I figure out the highest, streamed lossless quality of the source file for conversion? After reading these posts, I did some spectographing myself and noticed some VERY peculiar things (little information after a certain point, then bands of information at 16k and 22.05k, or a mirroring effect past 22.05k). What's happening?

By the way, I'm using foobar to convert from chip to FLAC.

Side note, is there any program out now, or being worked on, that can: play standard AND sequenced music, append metadata to sequenced music (if only within the program), and is available on desktop and Android? If so, that would be my DREAM and I could just use the native format, but as it stands, my library management is slightly more important.

Thanks so much for the help!
God of War pak & Psarc extraction by SonofKalas at 5:53 AM EST on November 20, 2015
Hi, im looking to extract the psarc files in the ps3
God of war games and the pak files in the ps2 files
I want to get all the audio files, dialogue music etc (including movie audio) from god of war 1, 2, 3, and ascension. But nothing i try works. Not psarc.exe, not total comander, not pakscape. Nothing seems to work, any help would be much appreciated.
Im on win 8.1
Deathtrap Dungeon - PSF request by D/Generation at 8:26 PM EST on November 20, 2015
Has anyone tried to rip the music from the PlayStation version of Deathtrap Dungeon? I'd like to make a request for a psf, since I haven't seen one for this game anywhere. Thanks!
Sin & Punishment / Tsumi to Batsu by 1983parrothead at 8:49 AM EST on November 25, 2015
I am seeking MIDI rips of Sin & Punishment / Tsumi to Batsu from Nintendo and Treasure, especially the Ally Risker's song. I worked very hard to find the best way to create an MIDI version, but no luck.

Any ideas?
USF Tempo by Soulis at 10:19 AM EST on November 25, 2015
I remember a few years ago when i tried the Zelda (N64) USF files and the tempo was wrong, so i tried again today thinking that they may be updated but they are still in "slow motion".

I was wondering if you guys have noticed this. They play slower than normal and this affects other games as well, Starfox being one but haven't tested all games.

Is there a way to fix the tempo to the correct speed? Either by updating the files themselves or the plugin? I tried a tempo Winamp addon but it crashes the USF plugin :(

edited 10:20 AM EST November 25, 2015
https by hcs at 3:38 PM EST on December 2, 2015
I finally got a https certificate for the site. I've set all the forms (besides the search system) to submit over https, so you may see your session suddenly goes over to https.

Currently, there's a big issue in switching over to https: The [img] tag. There may be warnings in old browsers if I'm serving the forum over HTTPS but the images are HTTP (as almost all in the forum currently are), and generally it makes things less secure. I may have to eventually only allow https img tags and convert those in the db still to links.

Also login tokens are currently going to be sent over http no matter what I do, unless I expire the old ones and set them as secure, which will break things unless I redirect all http to https (which I would do if not for the img issue above).

Also found a really old bug caused by my total misunderstanding of variable scoping in PHP, form actions for adding or editing a post were supposed to point to forum.php?whatever but instead just did ?whatever as I didn't import the global.

And Dreamhost is running with an old version of TLS. Thinking of moving servers. Also want to do a rewrite of the forum to address some major issues.

edited 3:27 PM EST December 2, 2015

But mostly I'm just happy about not sending passwords in the clear anymore.

edited 3:31 PM EST December 2, 2015

edited 3:32 PM EST December 2, 2015

edited 4:15 PM EST December 2, 2015
Sega Game Gear/Master System sf2? by Darkabomination at 1:38 PM EST on December 6, 2015
As limiting and primitive as soundfonts are compared with vst's and just working in a sound driver, I find they're the only reliable instrument tool I have to work with. More to the point, is there any games that can be ripped with the Game Gear or Master System soundchip? I tried ripping the Phantasy Star collection for the GBA with GBAMusicripper, but no luck. If there's any compatable GBA games or ports that retain that 8 bit sound, I'd really appreciate it.

Warm regards.
Just Dance 2016 Wii U (.rak) by planedec50 at 6:59 PM EST on December 9, 2015
Hi! I need a stream from Just Dance 2016 Wii U to be decoded. Can anyone help me? http://www.mediafire.com/download/x1ph08er9lllg5w/000002ab.rak Here is an example file.
I still can't find PSF2 files from LOKSR2 by Delon at 3:47 AM EST on December 11, 2015
(Soul Reaver 2 (2001-10-31)(Crystal Dynamics)(Eidos).7z) in:
http://psf2.joshw.info/s/


Has no psf2 files.



I can only find MIB files there.
how do i extract & convert bgm from .bin files? by Mikurotoro at 6:37 AM EST on December 11, 2015
hi i have some .bin files that say sound.bin how do i extract & convert the files? thanks in advance!
Nintendo Mobiclip (.mo) (MOC5 header) by vladik4kides at 3:14 PM EST on December 14, 2015
Hey guys. I've been extracting Just Dance 2 dlcs for Wii, and I found .mo files (they have MOC5....TL...... header). I'm pretty sure it's videos, but I don't know how to play them. I demuxed them with vgmtoolbox, but i'm not sure it will somehow help XD
So I need any help doing this.
Here is some samples if someone can help me (dancer extraction and mask for it)
Fast Racing Neo .ogl files by AnonRunzes at 1:48 PM EST on December 16, 2015
So, I stumbled across all of the game data of Fast Racing Neo that I got around some depths of the internet, and I came across this:
This is the .ogl file.

My guess is that they contain the Ogg Vorbis data(in fact, I examined the file through an hex editor), but they are impossible to extract on vgmtoolbox. Is there any solution to play back this file?

edited 7:34 PM EST December 16, 2015
what do you guys think is the most impressive GB(C) music? by Dais! at 2:00 AM EST on December 20, 2015
I was laying in bed, thinking about the various extensive Pokémon and Fire Emblem hacks available for GBA, when it occurred to me that I couldn't really think of any GBA games that make effective use of the original Game Boy sound channels. It seems like few games use them prominently instead of as background support.....off-hand, I can only think of one of Dimps Digimon ports, but I'm sure there's some other notable examples.

There's likely some deeper technical reason besides "too much effort" and "obviously consumers don't want OLD BUSTED BEEP BOOP", but it made me wonder exactly what heights the original GB sound hardware could achieve - not necessarily in terms of composition/arrangement, but the limits to which the system could be stretched, especially when it was still handling a game at the same time.

So please suggest some impressive Game Boy/Color music for me to listen to, preferably actual soundtracks but original/demo work is fine too. I know there's a lot of fun stuff in later European licensed games, but I'm hoping to get some opinions/suggestions I wouldn't have considered before.
Zombie Apocalypse (Nihilistic Software/Konami) by MarkGrass at 9:20 AM EST on December 20, 2015
I can't seem to find any rips for this game. Any help would be greatly appreciated! :)
Mobiclip vgmstream support by robotortoise at 8:16 PM EST on December 20, 2015
Hi, Gericom posted the source to his Mobiclip decoder. Is it possible to add support for the audio to vgmstream?

https://github.com/Gericom/MobiclipDecoder
Do people think Final Fantasy VI SNES & GBA sound the same... by Uikri at 10:03 AM EST on December 24, 2015
...or is it another one of those games that hasn't been figured out, yet? I sincerely hope this isn't another case of Super Mario World SNES vs GBA or Pokémon Mystery Dungeon: Blue Rescue Team vs Pokémon Mystery Dungeon: Red Rescue Team where everybody acts like one version or the other of the soundtrack doesn't exist even though the two sound different...
Need some help identifying samples used in the Omega Flowey fight from Undertale by itwi_kobk at 10:20 PM EST on December 27, 2015
I'm sorry if I'm breaking any rules of some sort, I just joined this forum in hopes of finding an answer, as I have been told to check this forum for any help.

I want to identify the samples used in the beginning of "Your Best Nightmare" in the Undertale OST, or mus_f_intro in the game's files.

Help would be appreciated. Thanks!
Trying to rip segmented .mib music from game by jsboy at 8:30 AM EST on December 28, 2015
I'm trying to rip the music from the PS2 disc of "Wallace and Gromit in Project Zoo".

I've got the original .mib-files from the disc on my HDD and tried to convert it to .wav .

However, it creates files that are segmented, which means that that it contains all 3 or 4 different versions of a song for a specific level in one file.

The problem is that it plays the first 0.5s of version 1, then the first 0.5s of version 2, then the first 0.5s of version 3, then 0.5-1.0s of version 1 and so on.

How am I able to rip such a specific kind of video game music perfectly?
Any help is really appreciated! :)

EDIT:
Here you have some links. To the original .mib-file
To the .wav-file

edited 8:40 AM EST December 28, 2015
XBOX GAME by Venouney2 at 7:31 PM EST on January 2, 2016
Hello,

My request is the following one : could you please make a music rip of the XBOX game, "Still Life"

I can't do the rip by myself because the decrypt method would be too complicated for me.

I know several rips can be found but they are never complete.

What I mean by never complete : http://www.osloskop.net/r/16578.html

However your decision, thanks for reading me.



Sincerely,
Venouney
VLC can now play xma by 47iscool at 7:39 PM EST on January 18, 2016
It won't play all of them, but it played one that converted using xWMAencode.

Try it and tell me what you think.
Mega Man 9 at3 by Koto at 8:19 AM EST on January 19, 2016
Hi. Is possible to get a gamerip from the PS3 version of Mega Man 9, like the rip already made of Mega Man 10? Thanks :)

See ya
Duludubi Star ".zhp" files by Mario123311 at 1:03 AM EST on January 21, 2016
So I am looking into this bizarre Mario Galaxy knock off and wanted to rip from it. Only problem is I can't understand the filetype. Anybody know what a ZHP file is by any chance? I'll upload the game's data file tomorrow.
Looping .swavs? by Kurausukun at 7:29 PM EST on January 26, 2016
I'd like to be able to create some looped swavs and make swars from them, but all of the tools we have (I'm only aware of wav2swav and swav2swar, and Tinke is a no-go) do not give an option for looping. Does anyone know how to do this/is there another tool that works?
strange 6ch XMA variant by Alpha23 at 9:34 AM EST on January 27, 2016
Hi there,

I've just encountered this weird XMA variant in LEGO Jurassic World that won't parse correctly. Well, it DOES parse but the outcome is gibberish and clearly interleaved. Is this an issue with xma_parse?
Here are some samples: http://www67.zippyshare.com/v/gZTPxWSW/file.html
Thanks for your help!
TMNT: Re-Shelled .bf.edat PSN file by jackskellinghog at 1:20 PM EST on January 27, 2016
Is there a premade extractor at this point for ps3/psn formats? Thanks.

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