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Are there any rips of 'Disney's Tarzan'? by TheUltimateKoopa at 10:27 PM EST on January 30, 2016
I've checked pc.joshw.info, usf.joshw.info, psf.joshw.info and gbs.joshw.info -- it's like the game literally doesn't exist.

edited 10:33 PM EST January 30, 2016
Just Dance 2 Audio (.wav) by planedec50 at 9:29 AM EST on January 31, 2016
Hi! I need help decoding this audio. I tried playing it in vgmstream, but it didn't work (i changed extension to sns)
If anyone can help here are some sample files.
https://mega.nz/#F!KkliXKZa!GDSZa_hjEaHt9_GVbAjVEg
Saturn SAP files by josejl at 1:40 PM EST on February 1, 2016
Hello there.

I found these .SAP files in Eiyuu Densetsu 3 for Saturn, and I have no idea about this format.
Looking at the size,it should contain contains music/voice acting (Videos are regular CPK files)

https://dl.dropboxusercontent.com/u/23091275/V51.SAP

Anyone knows about this format?

Thanks
Remastered / Uncompressed VGM by MetalKnick at 1:21 AM EST on February 3, 2016
I recently bought the Roland SOUND Canvas VA thing and I'm quite interested in remaking old video game music (pref ones that used the Roland SC-88 Pro).

I guess this could be used as a sharing thread of sorts and maybe a request thread if I feel like it.

Feel free to share your own if you would like to!
PSVita SXD format? by basin at 4:39 AM EST on February 3, 2016
It's used in Welcome Park and Gravity Rush afaik.

Apparently it can store data as one .sxd file with the SXDF magic (possibly containing multiple streams). Or as a .sxd1 file with SXDF magic (this file looks like a header,always 272 bytes) and a .sxd2 with SXDS magic (actual data).

Gravity Rush sxd folder

Strings on for example bgm01.sxd1
SXDF
cbgm01
REQD(
NAME(
bgm01
WAVEH

On e3_01c.sxd (gibberish cut)
SXDF
e3_01c
TONE8
REQD
NAMEx
e3_01c_c02
e3_01c_c03
e3_01c_c04
e3_01c_c07a
e3_01c_c09
e3_01c_c01a
e3_01c_c00
e3_01c_c10
c05_A_01
c05_A_02
c05_A_03
c05_A_04
c05_B_01
c05_B_02
c05_B_03
c05_B_04
WAVE
SEQD
DATA


Any interest in this format?

edited 4:59 AM EST February 3, 2016
PS Vita - Music by einstein95 at 3:00 AM EST on February 6, 2016
Touch My Katamari (2011-12-17)(Bandai Namco Entertainment)
Key: !SbkKRJjP7v-hfxrg3gGBefj4-9SnLvI849rXOs7-cEo

nus3bank format with atrac9. Use an atrac9 decoder and nus3bank.bms.

edited 3:02 AM EST February 6, 2016
Looking for coder ($30) by Farfetch at 7:26 PM EST on February 7, 2016
Hi,

I'm looking for a coder that can help me finish a program for a personal project(not school related). It's a program that search for data inside a Binary file and prints out offsets into a .txt file.

I'm willing to pay $30 Paypal. I can provide source code.

Please leave your email for more information.

Thanks!

edited 7:27 PM EST February 7, 2016

edited 5:31 PM EST February 8, 2016
Ratatouille GBA streams by Mygoshi at 4:33 AM EST on February 9, 2016
ripped, sorry

edited 6:10 AM EST February 9, 2016
SNES SPC - What settings do you use when listening? (Sample Rate + Interpolation techniques) by PyroPaperPlanes at 7:39 PM EST on February 10, 2016
When listening to SNES-SPC files, what settings do you prefer? If I'm not mistaken, the original SPC700 soundchip on the SNES was (usually) limited to a sample rate of 32000Hz, and utilized a gaussian interpolation technique. However, most SPC players allow you to select higher sample rates and implement different types of interpolation (None, Linear, Cubic, Gaussian). At higher sample rates, is the SPC file simply being upscaled, or is the data actually preserved? Do you prefer trying to emulate the Super Nintendo's limitations, or prefer the higher sample rates and different (if any) interpolation techniques?

In my personal experience, the tracks are brighter with Cubic Interpolation vs Gaussian Interpolation. I keep flipping back and forth between the two settings. It reminds me about the debate of whether scan lines contribute to older games; They technically provide an inferior picture, but the pixel art was often designed with the limitation in mind. While the Cubic Interpolation provides a more clarified sound, I have a feeling some of the blemishes were supposed to be hidden.

edited 7:40 PM EST February 10, 2016
Yoshis island DS by Bonboon228 at 9:26 AM EST on February 11, 2016
How do I go about ripping 2sfs from Yoshi's Island DS? All links to the tools required for ripping the game, are sadly long dead. Please help me.

It angers me.

I know a rip exists, but I want to test my music ripping abilities.
Request: Rip Midi and Soundfont from Cho Ren Sha 68k (.mdx) by CPTN at 6:42 PM EST on February 13, 2016
I've been looking into ripping .mdx files in midi format with a soundfont, particularly that of Cho Ren Sha 68k, but my inexperience slightly hinders me from doing so. So would anyone mind ripping them for me?

Here's some tools for the tasks: https://github.com/vampirefrog/mdxtools
Encoding CRI HCA Files by Skyth at 1:34 PM EST on February 14, 2016
In the CRI ADX2 LE SDK, there seems to be a DLL named "hcaenc_lite.dll". After decompiling most of the C# DLL files, I found out that "AudioStream.dll" has methods to encode WAV files to HCA, with that DLL. I used those DLLs and succesfully encoded a WAV file. But it seems like those HCA files are being encrypted. None of the CRI's tools can play those files properly.

I checked the file and saw that the cipher flag is 1 but the HCA files in the game I'm modding (Sonic Lost World) has it 0. I tried to decode that file with decoders available, they decode my HCA file correctly. I tried to test it in game, it exactly sounds like in CRI's tools.

The question is, is there any HCA encoder or any documentation about the format yet? Because I am making audio tools for that game and I had a big problem with this format. I also tried to change the EncodeType flag in ACB to ADX and used ADX files but it didn't work. I guess it is hardcoded into the EXE.

edited 1:35 PM EST February 14, 2016

edited 1:35 PM EST February 14, 2016
Soul Calibur IV bgm.afs by dork at 8:18 PM EST on February 15, 2016
I've extracted the afs archive from Soul Calibur IV (PS3), when I run it through adXtract2, it extracts a bunch of adx files that don't play right. adXtract says ".adx is probably not complete".
GRAN TURISMO PAL VERSION SEQ PROBLEM by Naitoraven951 at 3:49 AM EST on February 17, 2016
Hi to everyone! :3
I'm new in this forum, so it's a pleasure to be here.

Coming to the point :
I have the original copy of GT1 european version and i want to extract the music from him (the .SEQ files)
I've tried with VGMTOOLBOX but it found nothing. I mean, with the Advanced Cutter/Offset Finder the value of Criteria search string is "7051455300000001" but nothing happened. So, i replace this value with a random number (i.e. 800000000) and it found some .SEQ files. Unfortunately, this .SEQ is corrupted looks like (it's unplayable with awave studio), but i'm pretty sure there is .SEQ on this files "SOUND.DAT"

Here's the link :
(https://drive.google.com/file/d/0B4aJp0i1XB7MZmt6YU1BTlpBUzQ/view?usp=sharing)

I've just discovered some segment of music on this files with PSound. Thank you in advance from the bottom of my heart . If you want to contact the outside , this is my email address
damianoguarinoac3@gmail.com
Requesting MIDI Sequences from PSX/N64 Games by NeoSpearBlade at 8:45 AM EST on February 17, 2016
Hello, everyone! This is a cool place I stumbled upon in which I learned stuff about how music works in PSX/N64 games that I didn't know.

But how did I discover this place to begin with? Because I've been looking for a way to extract/convert/whatever-the-term-is the music sequences in PSX/N64 games into .MID for the last 3 months.

For N64 games, most of my searches reach the conclusion of using VGMTrans but since the game I want doesn't use the smashy driver, that program just gives me hex numbers.

And I don't even know what to use for PSX games.

Call me uninformed at this point but since there's a Winamp plugin to play PSX/N64 music exactly how they sounded in their respective systems, that must mean that there's a sequence being read and played similar to MIDI.

But I don't want to play the songs. I want the sequences so I can mess around with them and do whatever I want (and not put them in vgmusic.com).

At this point, I've giving up looking for a way to get those sequences myself and now I want someone else who knows more about this to do it for me.

Just to be clear, I want all the sequences in .MID format, with a separate channel per instrument. I don't care if all channels end up being set to Grand Piano, I can fix that myself (like how I did for Impact Racing's only sequence file used for the loading screen). I just want the sequences.

Here's the games I want the sequences from:
Battletanx Global Assault [N64]
Mega Man Legends [PSX]
Mega Man Legends 2 [PSX]

Sorry If I came across as rude but this has really frustrated me.

Also, as far as I know, this is not impossible, just really hard. If that's the case for my requests, then fine. I'll completely give up on this.
Help finding spc loop points by 47iscool at 7:35 PM EST on February 18, 2016
Is there a tool that exists that will tell you the loop start and end?

You know, sort of like vgmstream's properties dialog in foobar2k?
Help to modify a file .mca by ChelseaFantasy at 10:32 AM EST on February 19, 2016
Hi all.
I'm in charge of the translation team of Phoenix Wright AADD. I wonder if there is a possibility to change the audio files .mca game and bend into Spanish. I could convert them to .wav with Foobar2000, but I can not reintegrate again.
Siren14 decoder? by 54634564 at 7:40 PM EST on February 20, 2016
I've come across a few DSiWare that seem to use an audio codec called "siren14", but can't find a decoder anywhere.


Here's the files from Korogashi Puzzle Katamari Damacy's sound folder:
http://www.filedropper.com/korogashipuzzlekatamaridamacy

There were other games using these types of file, but I can't remember their names at the moment.
god of war by SonofKalas at 5:21 AM EST on February 22, 2016
A Thing I Made (HGSS HQ Project) by Kurausukun at 11:40 PM EST on February 23, 2016
If you listen to the DS Pokemon games' music, you'll notice some similar samples being used between them. You may also notice that the music in the Gen V games is a good deal higher than the music in the Gen IV games. And thus, I had an idea--why not take the higher-quality samples from the Gen V games and put them in the Gen IV games?

So I got to work, but my efforts were only half-successful. In DPP, I only found two or so samples that were reusable, so I'm not going to talk about that. What I did find was that HGSS uses a huge number of samples also used in Gen V games. And thus, the HGSS HQ project is born:

Download here.

The download contains both an NCSF set and the modified .sdat.

Some notes about this:

-How much higher quality are we talking? Most of the samples I replaced in HGSS were ones sampled at around 16000Hz or 22050Hz, and all of the samples that come from B/W are at least 32000Hz (most are a couple hundred Hz more than that), so we're talking rather non-marginal gains here.

-Due to the length and articulation of the new samples compared to the old ones, things won't sound exactly the same. Whether it sounds better or worse is a matter of taste, I suppose, but I personally feel that it is almost universally a change for the better

-The new samples are frequently louder than the old ones in addition to the quality boost. This means that there is some amount of clipping in the new songs. It's not audible, but it is certainly clipping. I might look into a way of lowering the overall volume, but it's not exactly a high priority.

-In the NCSF set, I have removed the "GB Sounds" version of the songs along with any sound effects. Even if GB Sounds didn't sound like absolute ass, these sample changes have no effect on them, so it's not worth keeping. Also note that I have not renamed anything, so it's up to you to find out which songs are which (knowing a bit of Japanese helps you here), and they're not in order either because SDATtoNCSF appends the hex number of the song to the beginning of the filename, and Windows doesn't order that properly.

-Lastly, remember that the effect will be greater or lesser for different songs--it all depends on what samples the songs use, so listen to a good deal of them.

Enjoy listening; thoughts and suggestions are welcome.

edited 11:43 PM EST February 23, 2016
Bleach: Soul Resurreccion (PS3) .sgb by MarioSonicU at 9:33 PM EST on February 24, 2016
https://drive.google.com/file/d/0BzTvnkY1R3OQZTNING1iSjR6Nmc/view?pref=2&pli=1

are there any tools that can split or extract the contents of this format
Streetpass Games Music? by ptto911 at 2:13 AM EST on February 27, 2016
I'm aware most of this is sequenced.

But is there any way to extract the music from Flower Town or other downloadable Streetpass games?

I would really like to hear that fading string part when you're going back into the shed after watering your plant, in its entirety.

Thanks!
Where to request BMS script? by birdmanager6 at 11:32 AM EST on February 28, 2016
Hi, I want to rip sounds from two old DOS games, which are both part of a collection. The big problem is, all the files in both games are compressed in two DAT files, one for each game. By looking through the file in a hex editor, I was able to determine that all the sound files are WAV files, and are named. By importing the file in Audacity as raw data, I can tell that these are all unsigned 8-bit and probably mono, and are mostly at a rate of 22050hz, which is twice the quality as the other versions I can rip from! Unfortunately, I've tried to rip them with VGMToolbox the exact same way I tried to rip one of the other versions, but it just doesn't work, probably due to compression or something (in fact, in Audacity, the very end of each sound seems to be contaminated by static noise, so that's likely the case. Even worse, I can't find a BMS script to decompress the particular game.
So, I want to request for a BMS script for the game, but I don't know where to ask, because the BMS forum is unfortunately shut down for some reason. I could ask here, but I'm really worried I'll get no responses or interest. So, where should I ask? If anyone's interested, I'll tell you what the game collection is and upload both the files I've been trying to rip. I absolutely need this version to be ripped to get a sound rip that truly is the highest quality it can be.
Touch My Katamari OST by Hotcakes at 5:16 AM EST on March 5, 2016
Anyone know where to get Katamari Damacy Novita Original Soundtrack: Katamori Damacy (COCX-37131) digitally? I can buy the physical CD for about $AU40 over at http://www.cdjapan.co.jp/product/COCX-37131 but holy heck that's a bit much for a CD.

Anyone know where to get Katamari Aventur Damacy - Touch My Katamari Original Sound Track 3 (digital only)? I can only find an iTunes link. I don't think I want to touch iTunes for three tracks.

I found Kamatari Damacy - Touch My Katamari Original Sound Track 2 here http://www.sonixgvn.net/2012/05/kamatari-damacy-touch-my-katamari.html though currently having trouble getting the file without it freaking disconnecting half way through.

edited 8:15 AM EST March 5, 2016
Guitar Hero 3 X360 .xma by planedec50 at 8:06 AM EST on March 6, 2016
I'm having trouble decoding these files. I got them from the fsb packs in Guitar Hero 3 dlcs. I tried using the xma bms script on them but that doesn't regonize the files. If i try running them through toWav it doesn't respond.
https://mega.nz/#F!q5M3jBIR!KphVqPRH4IMXZgS2welchA
here is a link to some of them
Request for music from tracker by D1Vader2 at 12:21 AM EST on March 7, 2016
There used to be a tracker with GoldenEye 007 (2010)(Activision)[WII][Nintendo DSP][BNS - GENH - MUSX] on it. Since it is down I cannot get to it and would like someone to upload it somewhere. I would also like to know if there is a site (joshw.info doesn't have it) that has the old tracker files.
Bad Piggies OST by D1Vader2 at 11:44 PM EST on March 7, 2016
I don't know if this is the correct place to post this, but I recently ripped the soundtrack of Bad Piggies. Here it is.
If anyone wants the sound effects I have those too.
Turok Evolution PS2 Music by LadiesMan217 at 11:48 AM EST on March 8, 2016
Could someone please help me with extracting the music. I'm pretty sure it's sequenced which is good bc I'm trying to RIP the MIDI and instrument samples. Any help would greatly be appreciated.
Wii Just Dance 2016 .rak File by larsenv at 11:33 AM EDT on March 13, 2016
Here.

Apparently someone already posted a topic about this format but it didn't help, is anyone able to decode this?
Digimon World 3 PSF help by MusashiAA at 10:04 AM EDT on March 15, 2016
Hi.

First of all, I tried to wrap my head around ripping the PSF set for Digimon World 3, since it's not present on this or any archive. Digging inside the game didn't lead me into any relevant music data, which I suspect is the reason why the set doesn't exist in the first place...until I conveniently stumbled upon a guy on a different forum who had very recently managed to rip and upload the music data from the game.

According to him, each track has its own folder, with each folder containing two .bin files: one holds the sequence data, and the other holds the sample data the sequence refers to. I tried to use VGMToolbox to extract the SEQ/VH/VB files from them, but it can't seem to find the .vb files in neither of the two .bin files. I tried to manually extract the .vb files, but the process proves too foreign and difficult for me.

Since I didn't notice a PSF request thread here, I resolved to just straight up create a new one in the hopes of finding some assistance, or someone interested and more knowledgable in PSF ripping, since I clearly lack the skills needed. The music data files from Digimon World 3 are here: http://www.mediafire.com/download/e3dh6w8xylxvt88/SOUND.rar

Hopefully the people who have been interested in finding a PSF set for Digimon World 3 read this, and collectively put it together.

As a side note, I suspect (and I told this to the original ripper) that the same method used to extract the music data from Digimon World 3 can also be used for Digimon World 2, which is a similar case of missing its PSF set plus people having problems digging through the game files. If anything shows up for that other game too, I'll post it in here as well.
Will you create a ROMC Type 2 Compressor? by TeconMoon at 1:08 AM EDT on March 17, 2016
Hi there,

Been tinkering around with rom injection on the Wii (Yes I know so old xD), Mario Party 3 specifically. I can get Mario Party 3 to run by injecting it into a Mario Party 2 WAD using Type 0 or Type 1 (LZH8 crashes), but it crashes either at the title screen, or if you let the intro play long enough when you see Mario on his lawn chair.

I'm wondering if this is because the resulting ROMC from Type 0 & 1 is too big, or maybe it's just because I'm running it on Dolphin, or because Mario Party 3 on the Wii was never meant to be.

To that end, do you think that having a Type 2 Compressor available would solve this problem (probably not) and do you think that would be something you'd even want to work on? (Also probably not)

Thanks for reading!

EDIT: Well my theory on Type 2 improving performance for Mario Party 3 is busted, I just injected MP3 into Bomberman Hero which is even smaller and it hasn't crashed at all yet, although it does flicker a ton.

edited 1:28 AM EDT March 17, 2016
A way to separate instruments in more formats? by Soulis at 7:44 PM EDT on March 19, 2016
Some plugins let you play with the different channels, like the VGM plugin for the MegaDrive music, NotSoFatso for NES, etc. Which is great because you can mute or play with the volume of each channel and mix them as you like.

But i haven't found a way to do the same thing with other formats like GSF for the GBA music files or USF for N64. Is something like this possible in these formats, or others as well?
foobar2000 2sf channel splitting. by mariofan12ify at 2:46 AM EDT on March 20, 2016
I saw this YouTube video of someone actually doing this, but he gave no explanation of how to do it. Does anyone here know how to do it?
XMA Quality with Towav by Mygoshi at 1:12 PM EDT on March 21, 2016
why the quality of XMA is always bad with Towav?? I mean, the XMA converted sounds like 128 kbps MP3 tracks...
Pokkén Tournament .nus3bank by Moonboy65 at 11:13 PM EDT on March 21, 2016
Does anyone have the game files for Pokkén Tournament in their original .nus3bank sound files?
Pinned/sticky thread discussion by hcs at 5:07 PM EDT on March 22, 2016
Hey folks, so I've now implemented thread pinning as often requested, should be live within a few minutes of me posting this.

Now the job is to dig through the archives for anything you think is important enough to pin. Talk about them here and I'll add them to the list if I agree.

I think the first obvious contender is
the joshw.info thread.


Discussion of other stuff that I should add to the forum, unless it directly relates to pinning, goes elsewhere.

edited 12:55 AM EDT March 23, 2016
forum fixes by hcs at 6:47 PM EDT on March 22, 2016
Cleared up a few more longstanding issues with the forum today:

* Search can be ordered chronologically or reverse chronologically!

* Creating a new thread is now a new page, hopefully there will be fewer accidental thread creations.

And some little things: the search form is a little easier to use now (better defaults, you can now click on the labels instead of trying to hit the radio button), you can search easily for a user's posts from the user info page.
Game Music Emu multi channel dumper by kode54 at 3:10 AM EDT on March 23, 2016
I wrote a thing:

https://static.kode54.net/multidumper.zip

https://gitlab.kode54.net/kode54/multidumper

It currently has no progress indicators, but it's fast enough that it should complete without much trouble, depending on your machine speed.

multidumper <file> <subsong>

And it will mute all but one channel per output file, named after the input file and the channel name.
MusyX Sample Repacking? by ShrineFox at 4:49 PM EDT on March 23, 2016
Hi, thought I'd make a separate thread for this since it's a whole different undertaking.

I used Nisto's MusyXExtract.py to extract the sound effects from PM:TTYD. I'm in the process of modding that game, so far text and graphics have been edited and all that's left is sound!

I was able to make new .dsp samples that I wish to replace the originals with, and I'm wondering if it would be easy/plausible to write a repacker.
Currently, I can use a hex editor to replace the existing sounds in the ISO by pasting a smaller file over the samples. However, the compression to get the files that small requires a significant sacrifice in quality-- so the obvious next step would be to possibly rebuild the samp/sdir files to account for the bigger filesizes.

If it's too much to ask for I apologize, in which case (with permission and credit given ofcourse) I could attempt to reverse the script myself, but Nisto is clearly more experienced with Python and the understanding of the format. Any help/advice would be greatly appreciated!

For reference, I'm not using the official gamecube SDK tool to convert the new samples. I'm using this that I found on gbatemp:

https://gbatemp.net/threads/dspadpcm-dsp-audio-encoding-made-easy.390305/
Perhaps I should try to use the official tool next.

edited 5:44 PM EDT March 23, 2016
Digital recordings: conclusions on ripping in general and on poor Wii U sound hardware by Promiznivas at 5:47 PM EDT on March 23, 2016
Lately I've been looking into the possibility of ripping GameCube and Wii game soundtracks on the Wii U.

In theory, I created a setup that makes lossless, digital rips possible using the Wii U's HDMI output. No noise interference, no volume troubles, no conversion, no resampling.

But during testing, I encountered severe problems that are caused by Nintendo's seemingly poor hardware implementation on Wii U.
Following up on this thread, I would like to present my findings here.


First of all, a description of my setup...

Audio sources / video game consoles:
– Wii U (WUP-001(03), EUA)
– Xbox 360 (would have to check the model, has an S/PDIF and HDMI out)
– PlayStation 2 (SCPH-50004 AQ, fat model)

Cables / switches / adapters:
- HDMI cable
- TOSLINK / digital optical cable
– Ligawo HDMI Audio Switch - 2CH/ stereo (HDMI input to S/PDIF output)
- TOSLINK to mini-TOSLINK adapter (JIS F05 jack to 3.5mm connector)
- USB cable

Recording:
– iRiver Model H120 Ver 1.33B (line input / optical input)




Judging from my tests, the setup itself is impeccable. I will get to this in a minute.
Without further ado, I am presenting you my sample recordings. The complete package can be downloaded here.


Spectral frequency display and comparison of sample recordings:

Click the names of the files for a graphic analysis of the sampling rate.

1. Eternal Darkness — Gateway to Destiny
ED_ADP.wav = conversion of the streamed file from the game disc
ED_LIGAWO_TOSLINK.wav = digital recording using the HDMI out with the Ligawo switch and the Nintendont GameCube loader/interpreter
Note: large volume difference and audio was downsampled by the Wii U

2. Need for Speed: ProStreet — title screen
NFS_ProStreet_TOSLINK.WAV = digital recording using the S/PDIF out
NFS_ProStreet_LIGAWO_TOSLINK.WAV = digital recording using the HDMI out with the Ligawo switch
NFS_ProStreet_LIGAWO_LINE-IN.WAV = analog recording using the HDMI out with the Ligawo switch
Note: difference in data between the digital recordings is really marginal and volume is the same for all recordings (so it's not the Ligawo switch causing the volume difference or the resampling)

3. Silent Hill 2 — Maria in jail scene
SH2_PSS.wav = conversion of the streamed file from the game disc
SH2_TOSLINK.wav = digital recording using the S/PDIF out
Note: parts of the file are absolutely identical while others are not (nevertheless, the recording comes as close to the streamed file as it gets)

4. Wii U — loading Miiverse
Wii_U_BFSTM.wav = conversion of the streamed file from the BIOS
Wii_U_LIGAWO_TOSLINK.wav = digital recording using the HDMI out with the Ligawo switch
Wii_U_LINE-IN.wav = analog recording using the A/V out
Note: large volume difference in the digital recording and audio was upsampled by the Wii U


Conclusions:

– there is no such thing as a consistently byte-perfect recording, even with a purely-digital setup
– however, digital recordings get very close to the source audio and there is no audible difference anymore
– the Wii U resamples all audio to an unknown sampling rate (sample recordings ranged between 36KHz and 42KHz, maybe the sampling rate is variable?)
– the Wii U's digital audio via the HDMI output looks to be much more quiet than its analog audio
– digital recordings from the Wii U should not be attempted until Nintendo resolves the volume issue (which is never lol)


I have spoken.

edited 5:51 PM EDT March 23, 2016
PS Vita ADPCM (he-vag) by id-daemon at 11:36 AM EDT on March 29, 2016
I'm currently reversing PS Vita ADPCM codec. Most Vita games seems to have sounds in this format (like SXD files for example). Anyone interested in that?

It seems no one extracted these files yet. Or am I wrong?
Mini Mario & Friends: amiibo Challenge by mariofan12ify at 7:20 AM EDT on March 30, 2016
I am pretty sure that some of you have got the early access North American version or the Japanese version of this game. So if possible, can someone rip the music from the game?
DOOM Beta Announcer by ThePyrotechnic at 11:19 AM EDT on April 2, 2016
In my opinion, the DOOM announcer in the new multiplayer beta is slightly underwhelming. I'd like to fix that, but I cannot get to the sound files. Using bnkextr.exe on the "doom_vo.bnk" file successfully reveals 61 .wem files, but any attempts of mine to convert these fails. Is it possible to create my own sounds?
Tokyo Mirage Sessions .adx? by winnerloser at 7:28 PM EDT on April 2, 2016
I've recently begun extracting files from Tokyo Mirage Sessions ♯FE, and I was under the impression that they were ordinary hex files. However, opening them up in a hex editor, the header for the adx file doesn't start until much later offset (example - TITLE_CALL_1008_pc1010's adx header starts offset 0000A800).

I tried removing all the bytes before the header but after extracting the adx the sound came out as static.

For anyone that's interested in helping me, here's some sample files.
Tales of Link (Sound Folder) (ACB & AWB files) by Vector Harbor at 3:25 PM EDT on April 4, 2016
I recently try to find out the sound folder of Tales of Link and I got a problem, I watch a video about how to extract APK file but there are ACB & AWB files and i can't find out how to play those files


Here the APK File :


Here the WinRar Archive :

Here the sound folder :

If anybody can help me that would be great ^_^
Senran Kagura: Estival Versus gamerip by Moonboy65 at 11:30 PM EDT on April 4, 2016
Can anyone rip the music from Senran Kagura: Estival Versus on PS Vita/PS4?
Conversion between ADX and AAX? by Kurausukun at 5:01 PM EDT on April 6, 2016
Is there any way to convert between AAX and ADX losslessly, i.e. without going back to wav and re-encoding? It seems like such a waste since they're pretty much the same format.
Which PC-FX games have sequenced or streamed audio? by VGMfreak at 9:49 AM EDT on April 9, 2016
Hi all,
Since the library of PC-FX games is small, I was wondering if it was known which games have sequenced music and which have streamed music. Currently I am looking at "Farland Story" and "Lunatic Dawn FX" which both are on the JoshW music archive. How was the music extracted from those two games?

Thanks in advance.

EDIT: Found the music in "Farland Story" and "Lunatic Dawn FX" as Red Book audio.

edited 11:21 PM EDT April 9, 2016
Gamecube BMS sequence ripper/editor - Design? Language? Existing DAW/sequencer plugin? by jimbo1qaz at 5:41 AM EDT on April 10, 2016
I'm starting a project to rip Gamecybe BMS sequences (Zelda Wind Waker, Twilight Princess, Mario Sunshine) into data structures (high-level object trees, maybe JSON/YAML as a save format).


Ideally, I'd write a high-level spec which is used to parse the file directly. I managed to write up a "declarative spec" in the form of a switch-case statement. However, I essentially stole Go syntax, so I'm not sure if my "spec" is any more readable or language-agnostic than normal code.

* However, it's *definitely* much better than bit-bashing a MIDI file from a BMS file.

* The current BMS decoder is located at http://kuribo64.net/board/thread.php?id=2363.
** It barely works. Resulting MIDI tracks lack volume, looping, etc., and note timing is completely off.
** This program literally reads bytes from the source data and constructs a MIDI file byte-by-byte.
** The code is practically unreadable as documentation.

Existing BMS programs:
https://github.com/arookas/MIDItoBMS (BMS encoder, I didn't read, could be a spec?)
http://www.hcs64.com/mboard/forum.php?showthread=37639&showpage=0 @Yuuto
* Outdated CodePlex reader (http://jplay.codeplex.com ), incompatible with Wind Waker?, unreleased new version on MediaFire
** Yuuto disappeared, we're probably not getting the new version

**** What language do I use? ****

Also, I hate "Be-Music Source". Will you stop cluttering my search results?

--------

Long non-BMS-related rambling removed for now. Will be reposted somewhere else.

edited 4:46 AM EDT April 11, 2016
Plain URL format? [url]asdf.com[/url] by jimbo1qaz at 5:47 AM EDT on April 10, 2016
Unfortunately, this forum does not support entering URLs as [url]asdf.com[/url].

I actually prefer full-URL links, because they tell you where they're headed, and are easily recognizable (unlike single blue words). I can also tell the difference between URLs at a glance.

Can you add support?
(Yu-Gi-Oh! Forbidden Memories) Soundfont error ? by procurado at 6:14 AM EDT on April 10, 2016
I just tried to use VGMTrans to get the soundfont files.

The file is generated (.SF2 or .DLS) but when opened with Awave Studio the message "missing cue" it is shown.

The .DSL file when loaded in FL studio still with no sound. Seems to be empty.


Please... Some nerdy vgm lover like me could help to generated these soundfont files? or maybe there is another way to get this?



edited 6:17 AM EDT April 10, 2016
.NUB files... Again... by greyhaze at 12:21 AM EDT on April 11, 2016
So I've been moving around the wired, clueless (as this isn't my area of expertise) and I am lead here. I've asked about this in quite a few places, but I think my solution may be here.

There was aparentally an exe that opens .nub files uploaded here a while ago. All these links seem to be dead. Can someone direct me to where I can find a copy of NUBExt? I'm trying to extract from We Ski (Wii)
XMA Quality? by Kurausukun at 12:29 AM EDT on April 16, 2016
I've never been clear on this since I have no idea how to view the metadata, etc. of an XMA file--what kind of quality does XMA achieve (if it varies by game, I'm wondering specifically about Sonic 06's xma in this case)? Since it's based on WMA, I'd guess it has 16-bit depth, but what kind of bitrate?
Fire Emblem Fates CWAVs don't play in vgmstream by robotortoise at 11:18 PM EDT on April 16, 2016
Here's a sample.

Can't tell you why it doesn't work.


Anyone have any ideas?

edited 11:18 PM EDT April 16, 2016
Tales of Legendia by banshiryuu at 2:24 AM EDT on April 17, 2016
So the other day I planned to make myself a game rip for Tales of Legendia, and since I like to have everything there and I knew the rip currently around didn't have everything, I decided to rip everything from both versions of the game and mash it together to make one, big, complete tagged rip. (also to potentially make a vgmpf page once i finally put up the five or so that are sitting on my hard drive lol)

More like complete mess.

There's so much crazy going on with the rip for this game, and there's missing songs and random unknown music present everywhere... and sequenced songs in a crazy format (together with the streams mind you!) and even... my tales with a different male vocalist???? For some reason??????

I need a little help making sense of what's all here; I got everything as best I could, but if people maybe more familiar with the game could do the following I'd appreciate it a lot:
- Identify the songs present that are unknown; they may be from the list of songs on the OST that are missing because they're different from the OST, or just new stuff never put on an OST or in the sound test
- Find out whether missing songs are actually missing, or figuring out if they're sequenced somehow
- Do something about the sequences! The proper files for regular psf2 making aren't on the game disc, so maybe figure out what those midi files are for?

Anyone that takes a look and gives some feedback/insight/being sad about no full japanese hotarubi actually existing/whatever, it'd be much appreciated!

Rip as of now be here

edited 2:25 AM EDT April 17, 2016
Is there an updated Biohazard 2 PSF set? by Nisto at 2:45 AM EDT on April 17, 2016
I'm just wondering if anyone made an update to Manako's set? According to the readme it's missing a bunch of stuff. Quoting:

01 - The Beginning Of Story (Streamed in Intro Movie)
02 - Annette's Recollection (Not sure why, i didn't found it, or is it streamed???)
03 - Normal End Title (Streamed in Ending Movie)
04 - Special End Title (Streamed in Ending Movie 2)
05 - Credit Line Of Whole Staff (Streamed in Ending Movie 3)
07 - Racoon City (I didn't found it, streamed???)
26 - Mother (I didn't found it, streamed???)
28 - T-B (I didn't found it, streamed???)


And the main reason I'm asking is because I couldn't find SUB_00 and potentially others on that rip. I tried ripping SUB_00 myself but neither the driver used in Manako's set nor Mark Grass' (v4.2.2) driver seems to play it properly. Heck, the only way I was able get any output at all is if I converted it to MIDI+SF2.
Mario Golf: World Tour's bcstms? by Ruiji at 9:19 PM EDT on April 18, 2016
So recently I've been ripping the music from various 3ds games I own and I've hit a bit of a roadblock with Mario Golf: World Tour's .bcstms. They seemed like regular bcstms but vgmstream, brawlbox, and everyfileexplorer don't want to play them. Anything I can do to fix the lot/make them work or am I screwed?
Xenoblade Chronicles .brsar? by winnerloser at 1:19 PM EDT on April 22, 2016
I've been trying to extract sounds from Xenoblade's kyp files. These sound files are stored in brsar files (se{modelnumber}). I've extracted the brsars from the kyp files and I've been trying to rip the contained sounds through BrawlBox and several other methods, including playing them through VGMstream, but for whatever reason they won't play or extract.

Sample which is more of an example of how the kyps are stored. The se090801 is the brsar file.
Tekken 6 XMA by dork at 2:24 PM EDT on April 22, 2016
I'm trying to convert these Tekken 6 XMA files to WAV.

xma_parse keeps giving me this error: skip bits (3500) did not match previous packet overflow (0)
Big N64 Midi Tool Update V2 by SubDrag at 8:14 PM EDT on April 22, 2016
A whole new, common N64 format has been found (in a couple variants). This adds many often requested games, such as Pokemon Stadium, so check to see if your game is there!

Note that not all instruments are playing at the right octave, some games are a little off - can be fixed easily in midi studio, but unclear at this time why. Composition is sound though. There are also some features of song format that are just not supported, so am unable to export things like ADSR. And some are more than 16 controllers, so exports to multiple midis (use a tool that allows multiple ports to play simultaneous midis).

http://goldeneyevault.com/viewfile.php?id=211

N64 Soundfont Tool also updated with new games that are both in Sound and Midi tool and can contain both (thanks to Punk9870 for adding the new games!)
http://goldeneyevault.com/viewfile.php?id=302

edited 8:16 PM EDT April 22, 2016
The old USF ripping guides by wolupgm6 at 7:36 AM EDT on April 23, 2016
I remember years ago reading two different USF ripping guides / examples here. One was by ugetab and it's long since been removed, and I think the other one was hosted here and was based off Killer Instinct Gold. I may be mistaken with the where and who.

It's been several years since my last crack at trying to rip a USF set and since then I've gotten significantly better at similar tasks and so I'm thinking of reading up on it and seeing if I can give it another go. If it doesn't work out, no harm done. Does anyone have a link or copy of the old guides or anything else relevant?
Anyone has the SDK for CRIware for Unity? by saintjejemon at 6:42 AM EDT on April 27, 2016
I guess this SDK would solve the extaction problems for CPKs added as Unity assets, which they included a encryption key. Examples of a game that has CPKs packed in Unity is Fate/Grand Order.

Anyone could help me in this?
Split Genh to multiple audio files ? by DCX at 2:39 PM EDT on April 28, 2016
Hello,

How can I split automatically a .genh to multiple audio files?

I only convert the whole mix to flac on foobar2000 yet.

Thanks!
Xbox Genh DB Explosion by DCX at 4:33 PM EDT on April 29, 2016
Hello,

When i rip Tony Hawk's Underground 2 Xbox Version, I get the first track playing perfectly then the DB explode except for 5 or 6 tracks.

Here's the waveform : http://i.imgur.com/PzpNyu5.png

Does it means that the file I used is corrupted or vgmtoolbox didn't handle this very well?

Thanks for the help!
Metal Gear Solid IV Audio/MTAF by Callicojacks at 11:15 AM EDT on May 2, 2016
I've been doing research, and I've gotten as far at demuxing DAT files and getting MTAF files from them.

But how do I turn those into Audio files that I can listen to?

I found this: https://github.com/GHzGangster?tab=activity

and

this https://app.box.com/s/9en2aqajomma0rthxzv79ge506u3gb31

but I have no clue how to use those. I would greatly appreciate some help.

edited 9:39 PM EDT May 2, 2016
Looking for hcaenc.dll by hyspace at 6:14 AM EDT on May 4, 2016
Hi, all

I am trying to encode HCA audio file for a japanese game. I used hcaenc_lite.dll and successfully converted WAV file to HCA file. However, no matter how I change the key parameter, the outputted file is not encrypted. It seem that the dll in the LE version can not encrypt the file. Does any one have the evaluation version of ADX2? There should be a dll named hcaenc.dll in that version, which has encrypt function enabled.

Thank you.
BRSAR MIDI and Soundbank Extraction? by ArcticJaguar725 at 2:28 AM EDT on May 6, 2016
Has still nobody been able to figure this out? I'm very eager to mess around with sequenced Wii games, particularly Animal Crossing: City Folk. It would be quite an advancement to the community if somebody were capable of pulling this off.
URF NDS files by Mattrio at 6:28 PM EDT on May 6, 2016
Hello there,

I'd like to rip music from the NDS game MySims Racing, but VGMToolbox does not manage to extract files "No extractable data found"

The game uses unusual format .urf to store audio files, do any of you knows how to get something from it? http://www.mediafire.com/download/i3c24sae09p8uzw/Rom_Audio.urf

Thanks (sorry for bad spelling)
Hey, I did a thing... by Bonboon228 at 6:30 PM EDT on May 8, 2016
So, I was messing with the sound data of Kirby's Return to dreamland, and thought to myself, "what if i replaced the music in this game?"

So, i did, and...it semi-worked...
The only conundrum, is that the imported songs do not loop in game.

I obtained the replacement songs from Smash Custom Music, and the songs all loop when played on foobar2000, so, I'm stumped. Anyone want to help me in my quest?

Edit: I looked into the issue further, turns out, longer playing brstms stop after about 30 seconds of playing. Still stumped.

edited 6:52 PM EDT May 8, 2016
Ripping GBS by Kurausukun at 11:02 PM EDT on May 9, 2016
What's the standard way of ripping (logging?) a .gbs file from a GB ROM? I know we have the joshw repository, but I'd really like to know how to do it myself.
MegaMan Legends 1 & 2 PSF by MusashiAA at 11:11 PM EDT on May 18, 2016
So far, I've tagged the current MML1 .psf set available on psf.joshw, but haven't timed it yet. As it has been mentioned before, plenty of the "missing tracks" are either played in the background over prerecorded .xa cutscenes with dialogue, or are straight up .xa files such as the CD Shop songs. Despite this hard evidence that they are not actually sequenced music like any other song in the game using the PS1's internal MIDI playback, I can't help but believe that they were or are in some way still in the game, in their sequenced forms, just hiding and/or unripped. The fact that the .xa prerecordings have the songs, that the original soundtrack release has the cutscene songs with no dialogue or SFX playing over them, and the songs themselves are so similar in sound to the rest of the sequenced tracks makes me think that they were (and hopefully are) sequenced at some point, and might lie in said form inside the game.

There's been numerous times these games have been brought up to the spotlight for ripping, especially MML2 for its non-standard inner workings. May I also ask if there has been any advancements in terms of ripping Resident Evil 3, and by extension MML2? Maybe MML1 contains the previously mentioned tracks hidden inside using the same non-standard formats.
Looking for Tekken Rips by dork at 12:24 PM EDT on May 19, 2016
I'm looking for these rips that used to be on the old tracker:

Tekken 6 (2009)(Namco Bandai)[PS3][ATRAC3plus][AT3]
Tekken 5 - Dark Resurrection (2006)(Namco)[PSN][ATRAC3plus][AT3]
Tekken Tag Tournament 2 (2012)(Namco Bandai)[PS3][ATRAC3plus][AT3]
Tekken Tag Tournament 2 (2012)(Namco Bandai)[XBOX360][Xbox Media Audio][XMA]

edited 12:24 PM EDT May 19, 2016

edited 12:31 PM EDT May 19, 2016
brsar extraction error by Alpha23 at 4:52 PM EDT on May 23, 2016
Hello everyone!

I just found a brsar that is unsupported by ripping_mama and brsar_extract: http://www16.zippyshare.com/v/1WiITgBh/file.html
Does the tool need an update?

Regards, Timo
MUSIC.ZSD: MFAudio to VGMToolBox? by DCX at 10:06 PM EDT on May 24, 2016
Hello,

When I try to rip MUSIC.ZSD from BMX XXX (PS2) in MFAUDIO, I use theses settings :
- 44100kHz
- Interleave : 800 bytes
- Offset : 800 bytes
- Channels : 2
- No loops (for after)

The wav output file is okay.

But when i want to convert it with VGMToolbox, i'm lost when I have to use the offset details, it gives me a corrupt .genh on foobar.

I need help for the correct values :
- Use offset : 0x800 or 800 ?
- Offset size : ?
- Byte order : ?

Thanks a lot!
Super Dragon Ball Z (PS2) .DAT extractor? by DCX at 10:20 PM EDT on May 24, 2016
Hello,
I'm looking for an extractor of Game.DAT for Super Dragon Ball Z (PS2) in order to get the music.

Thank you.
Final Fantasy XIV: A Realm Reborn by mariofan12ify at 12:40 AM EDT on May 27, 2016
I was checking pc.joshw.info a while back and I noticed that Final Fantasy XIV was listed as version 1.X. Does anyone have access to the Realm Reborn version?
What soundfont/MIDI sets does Motoi Sakuraba use? by Control at 1:46 AM EDT on May 30, 2016
While he does like to record piano, harp and recently the drums himself, I'm curious what MIDI instrument sets he uses for everything else.

Each Star Ocean and the Tales entry sort of represents each updated sound quality since 1996.

For example, Tales of Xillia, Mario Tennis Open, Tales of Hearts R (3 tracks only), Beyond the Labyrinth and Dark Souls (DLC tracks) all use the same soundfont before changing once more.

Since Tales of Xillia 2 he's been using the same set I think. He also needs to understand musical dynamics in area themes...

edited 1:47 AM EDT May 30, 2016
How to find coefficients of DSP ADPCM by Mygoshi at 3:35 PM EDT on June 1, 2016
All is in the title. I have a lot of problems to decode audio files from Wii/GC versions of games, because they use Nintendo GameCube DSP 4-bit ADPCM codec. I have all the infos about the file (Header skip, interleave, channel, frequency, etc) but I don't know how to find coefficients. How to find them?? Thanks
Is there a better PSF player for Linux? by RukarioGyiyg996 at 11:05 PM EDT on June 2, 2016
I'm looking for a PSF1 PSF2 player with accurate audio emulation and plays files forever until I tell it to stop.

Prefer to run from a console but will accept it as a plugin for Audacious or whatever else.
"Last page" - Possible to jump to last post? by jimbo1qaz at 3:32 AM EDT on June 10, 2016
Right now, when I click "last page" or click on the RSS feed, the browser opens the very top of the page, not the last post in the thread.

Is it possible to add an anchor to the last post in the thread?

----

Another thing: Is it possible for the RSS feed to change its URL whenever a thread gains replies? That will help Firefox Live Bookmarks track whether or not there's unread posts.
[ACNL/General Music] How to create a .sf2 sound font for .cseq files? by P-Kong at 1:26 PM EDT on June 13, 2016
New Leaf has a huge amount of .bcwav files consisting of just sounds between TV channel BGM and item sounds it's not even funny.

But yeah, before I continue, is there already one?

Well, I have my own ACNL "Sound" archive, and inside it are two (accurately) named folders and one .bcsar:

–stream (.bcstm files, of course)
–GardenSound.bcsar
–asr

I cut the .bcsar with 3DS Audio Ripper and got these folders:
–bcwav
–cseq
–csar
Their names all are hexadecimal-esque, but in a hex editor you can see some human language titles.

Stream, bcwav and cseq all open in foobar2000, asr and csar don't.
I have no idea to handle those, so a hint would definitely be appreciated.

But that's not the main question:
I have converted all .cseq files to .mid MIDI files.
But the built-in soundfonts all can't substitute the ACNL sounds.

Which are all in the bcwav folder… But not all tracks there are sounds. Yay..!

I imagine I'd have to pick the fitting sounds manually to create a sound font, but first, how, and second, what's the best way?

And yes, I put up a similar thread on gbatemp.
But I assume I'm better off here, since there seem to be much more VGM enthusiasts in here.

edited 1:28 PM EDT June 13, 2016
Can I have a Kirby and the Rainbow Curse soundfont please? by Devan Wolf at 10:02 PM EDT on June 14, 2016
I know I can rip sounds and make a Kirby 64 soundfont, but I want a Kirby and the Rainbow Curse soundfont. Can anyone rip instrument sounds from Kirby and the Rainbow Curse and make a soundfont like this? I know the instruments and drums from Green Greens sound like the ones from Airfont 380, Chaos_V20, and ChoriumRevA.
Bee Movie Game (XBOX 360) - Streams.dat by Mygoshi at 9:34 AM EDT on June 15, 2016
So, Hello guys I'm trying to rip the Streams.dat file from that game, and it seems difficult to extract from that archive. The game on PC is supported by ToWav, I can extract the files from the Streams.dat of the PC version by towav, but I want to extract from the X360 version because there are other music and better quality (no fuzzy sound of PC).

Here's the Streams.dat file (filecutted with filecutter.bms by Aluigi) : https://mega.nz/#!Tw0zVDRJ!PiAgz_I1b514WQHA5w3lmXxV5QQCAde315AVXeYmV44
And part 2: https://mega.nz/#!Os0z3IjS!co2YfckhPmNc04OWELbTwlHfPcWQ04UYOYb7CPTVPtw

It doesn't matter if this archive is filecutted? because the archive is 667mb.. so...

Hope you can help me. Thanks in advance.

In the same directory, there are a bunch of PKZ files. Do you need one PKZ file?
LFLAC support by Promiznivas at 4:56 PM EDT on June 15, 2016
Are LFLACs supported in vgmstream yet? I did find some older source code that makes mention of it.

However, vgmstream r1024 does seem to open neither regular FLACs renamed to LFLAC nor Ogg FLAC files renamed to LOGG.

I should note that Ogg Vorbis files renamed to LOGG work like a charm and can be easily looped by setting a LOOPSTART flag with the sample values in the Ogg file's tags.

For those asking what this could be used for: LFLACs would be unique in that they would allow for lossless compression and seamless, looping playback at the same time.

I put up a very small LOGG file just to show what it's like. This is Hans Zimmer's "First Step" from his Interstellar score. It was recompressed to Ogg Vorbis from some extracted YouTube audio, but it gets the idea across. Didn't Konami even use looping OGGs with Castlevania Rebirth?
Mario Kart 8: Countdown and lap files by Saucekalor at 8:45 AM EDT on June 17, 2016
Where can I find those and HOW do I access them? I have a physical copy and I modify the sounds using Cafiine, and I want to replace the lap and countdown sounds with some of my own me and my friend made.

I've searched in two hours with no results, either leading up to the same website or a completely different thing.

If you send me the files, please send them as their original filetype, if it is a .bars file, then send it as a .bars file.

Final question: can I convert .mp3 files into .bars files or whatever Mario Kart 8 uses for sound file?
Spyro Games by PonyoBellanote at 2:18 PM EDT on June 17, 2016
Could anyone link me to, or where to find rips of the music from all the Spyro games possible that have been ripped? Most importantly for me, THE LEGEND OF SPYRO trilogy.
sf2 soundfont for ACNL by P-Kong at 3:10 AM EDT on June 18, 2016
–First of all, is there already one available?

Second, if not, how can I create one myself to let the converted cseqs know which sounds they should play?


Is it just manually converting all bcwavs to wav files and creating a soundfont consisting of those, and there is some magic data that the cseqs understand and follow accordingly?
I assume this isn't the case, so any help would be appreciated.
MGS 3 / Rebuild using modified files? by dondada at 9:19 PM EDT on June 18, 2016
hello everyone.
i am new to this, thus i'm sorry if i'm asking obvious things.

> using konami dat utility and demux_dat, i extracted *.vag and *.mtaf files from the *.dat files, found in the MGS3 (PS2) image.
> using vgmstream and STUpid UNcompressor, i converted those files into *.wav files and they work.

now let's say i modify those wav files and keep the same format and duration.

- how can i convert *.wav files to *.mtaf/*.vag files?
- and how can i repack the *.dat file using the new sounds? (in the konami dat utility, there is an unclickable rebuild button).

thanks :)

edited 9:21 PM EDT June 18, 2016
Sonic the Hedgehog 4 - Episode 1 (Wii) (Cpk file) by Vector Harbor at 12:31 PM EDT on June 21, 2016
So i was interesting to rip the music of this game of course I follow this tutorial : Ripping files from WiiWare [WAD files]

But I got this CPK file : CPK file

I try quick bms but it failed...

Of course searching through the internet is my thing so i found that but....Where is the tool?

I know the music is sequenced and it in a brsar file

Any help please ?

edited 12:32 PM EDT June 21, 2016
The Simpsons Game (PS3) - *.MUS by Mygoshi at 1:55 PM EDT on June 21, 2016
The Xbox 360 version of this game was ripped by Alpha23, but I want to extract PS3 files because I don't like XMA artifact (noises, etc).
On x360.joshw.info, you can download the files and there are a bunch of tools (bms scripts, tools) that were used to decode XMA layers/segments (because the game use segments and layers). Inspired by the tools of X360, I want to :
- extract .mus archives
- separate by layers (1, 2 & 3 normally)
- separate by segments for each layers
(the codec used on PS3 is IMA ADPCM)

Here is a filecutted archive .mus with filecutter.bms by Aluigi : https://mega.nz/#!K5F3VIQA!c_dpP5Zn3nqeFAOF1gyVBGu-bNTbGU4K5kL2yuJq22Q

https://mega.nz/#!KwtSQb7R!qKfYjvyUbxyzT_WgP0s-3VBupg-8bUI38ccj72QXDdg

Thanks in advance.

edited 1:59 PM EDT June 21, 2016
ww2ogg 0.24 to Original size by Herd3ll at 9:00 AM EDT on June 22, 2016
Could anyone tell me how do I convert non-executable wav file to executable, I used the program "ww2ogg 0.24" but the files are in Ogg, could someone tell me if there is any other that converts to the original format. I'm ripping the game music Saints Row The Third. Tnks
Mario Kart 8 revo_kart by Saucekalor at 8:41 AM EDT on June 28, 2016
Does Mario Kart 8 use revo_kart.bsar? If so, would you provide me a link for it to download? I wanna change special sound effects in Cafiine.
Foobar2000 Mobile has arrived! by 47iscool at 6:33 PM EDT on July 1, 2016
http://mobile.foobar2000.com

And it has xSF support plus the others such as NSF,VGM,SPC and more!

Still a little buggy at the moment as it crashes randomly.
Awesome soundtrack I just came across by dj4uk6cjm at 4:45 AM EDT on July 3, 2016
Hey, why not? Most of us have nothing better to do than to rip soundtracks for the pleasure of listening to them so look what I stumbled onto! I know I'm going off the deep end when I say Bean Dreams is probably the best 8-bit/16-bit soundtrack I have ever graced my ears of hearing :) has that kirby music nostalgia that I love! And it's sequel doesn't sound too bad either. What do some of you people think?

Might as well make this a share your favorite soundtracks or song type of thread, can be anything you like really.
I'm having problems with Yugioh Forbidden Memories and VGMTrans by HumblePasserby at 4:47 PM EDT on July 3, 2016
I'm not sure why, but when I open the .PSF files of yugioh forbidden memories, the ps1 seq files are fine, but the .VAB files do not work

It looks like this
http://imgur.com/Wjbz8Ha
Any advice would be helpful

edited 7:06 PM EDT July 3, 2016
Game Emu Player VGM Crash by Bonboon228 at 4:51 PM EDT on July 4, 2016
I downloaded the latest GEP for Foobar2000 and whenever I attempt to play a vgm, it crashes the entire player!

This is the entire error report it threw up.

Illegal operation:
Code: C0000005h, flags: 00000000h, address: 02F70C38h
Access violation, operation: write, address: 02F70C38h
Last win32 error: 38

Call path:
threaded_process thread=>playlist_loader::g_process_path=>index_tracks_helper=>hintable=>input_entry::g_open_for_info_read

Code bytes (02F70C38h):
02F70BF8h: 69 6E 67 5C 66 6F 6F 62 61 72 32 30 30 30 5C 75
02F70C08h: 73 65 72 2D 63 6F 6D 70 6F 6E 65 6E 74 73 5C 66
02F70C18h: 6F 6F 5F 67 65 70 5C 66 6F 6F 5F 67 65 70 2E 64
02F70C28h: 6C 6C 00 65 6D 44 72 69 B6 E2 19 7E 01 0D 00 0A
02F70C38h: 18 2C F7 02 F0 83 F7 02 F3 32 BA D4 5F 93 8C 4F
02F70C48h: 8A D9 2C 23 FA B9 AF 31 90 59 A6 54 00 00 00 00
02F70C58h: 00 00 00 00 00 00 00 00 00 00 00 00 70 70 44 61
02F70C68h: 07 00 01 06 0A 0D 00 0C 3C 74 94 54 00 00 00 00

Stack (0AC0F078h):
0AC0F058h: 003FF8EF 0AC0F1D4 FFFFFD34 000002E4
0AC0F068h: FFFFFD34 000002CC 00000018 00000000
0AC0F078h: 0AC0F06C 0AC0F1FC 0AC0F0B8 548BB8BD
0AC0F088h: 0AC0F0C0 003FF98D 0AC0F1D4 02F783AC
0AC0F098h: 00000004 0AC0F1D4 02F783A8 00000004
0AC0F0A8h: 0AC0F1D4 00000004 003FF98D 008BBC27
0AC0F0B8h: 0AC0F144 548BBC82 003FF8EF 02F78228
0AC0F0C8h: 0AC0F1E4 206D6756 003FF98D 00000161
0AC0F0D8h: 00000000 00000000 003FF8E3 00281F7B
0AC0F0E8h: 000959CC 0022AECA 00000000 00000000
0AC0F0F8h: 00000000 00000000 000000C0 00000000
0AC0F108h: 00000000 00000000 00000000 00000000
0AC0F118h: 00000000 00000000 00000000 00000000
0AC0F128h: 00000000 00000000 00000000 00000000
0AC0F138h: 00000000 00000000 00000000 00000000
0AC0F148h: 10000000 00000000 00000000 00000000
0AC0F158h: 00000000 00000000 00000000 00000000
0AC0F168h: 00000000 00000000 00369E99 00000000
0AC0F178h: 00000000 00000000 00000000 00000000
0AC0F188h: 00000000 00000000 00000000 00000000

Registers:
EAX: 02F70C38, EBX: 0AC0F1D4, ECX: 0000009E, EDX: 00000000
ESI: 0AC0F1D4, EDI: 548BBB83, EBP: 02F783A4, ESP: 0AC0F078

Unable to identify crash location!

Loaded modules:
foobar2000 loaded at 001B0000h - 0037F000h
ntdll loaded at 77B80000h - 77CFB000h
KERNEL32 loaded at 75730000h - 757C6000h
KERNELBASE loaded at 74B60000h - 74CDF000h
SHLWAPI loaded at 77B30000h - 77B75000h
msvcrt loaded at 77950000h - 77A0E000h
combase loaded at 75970000h - 75B2D000h
RPCRT4 loaded at 754A0000h - 75562000h
bcryptPrimitives loaded at 751E0000h - 75238000h
GDI32 loaded at 75CA0000h - 75DF5000h
USER32 loaded at 757D0000h - 75908000h
ADVAPI32 loaded at 76270000h - 762EB000h
sechost loaded at 756E0000h - 75724000h
SHELL32 loaded at 76300000h - 776FE000h
cfgmgr32 loaded at 75240000h - 75277000h
windows.storage loaded at 74CE0000h - 751DA000h
kernel.appcore loaded at 748F0000h - 748FC000h
shcore loaded at 77820000h - 778AD000h
powrprof loaded at 74920000h - 74964000h
profapi loaded at 74910000h - 7491F000h
ole32 loaded at 77730000h - 7781B000h
CRYPT32 loaded at 74990000h - 74B09000h
MSASN1 loaded at 74900000h - 7490E000h
WINMM loaded at 73180000h - 731A4000h
DSOUND loaded at 61920000h - 619A6000h
UxTheme loaded at 73620000h - 73699000h
zlib1 loaded at 62E80000h - 62E9F000h
shared loaded at 6AF60000h - 6AF8D000h
Secur32 loaded at 6E070000h - 6E07A000h
gdiplus loaded at 62A50000h - 62BBB000h
imagehlp loaded at 77A10000h - 77A2B000h
WINHTTP loaded at 70F90000h - 7102B000h
COMDLG32 loaded at 75BA0000h - 75C92000h
FirewallAPI loaded at 75320000h - 7537E000h
NETAPI32 loaded at 74970000h - 74983000h
WINMMBASE loaded at 73130000h - 73153000h
COMCTL32 loaded at 01510000h - 0171F000h
dbghelp loaded at 608F0000h - 60A2F000h
dbgcore loaded at 608C0000h - 608E1000h
DAVHLPR loaded at 5E990000h - 5E99B000h
SSPICLI loaded at 74670000h - 74694000h
IMM32 loaded at 77700000h - 7772F000h
fwbase loaded at 73A50000h - 73A7D000h
MSCTF loaded at 75380000h - 7549F000h
dwmapi loaded at 72D40000h - 72D5D000h
foo_qpsf loaded at 5D6B0000h - 5D77E000h
foo_rgscan loaded at 61A50000h - 61AB1000h
foo_albumlist loaded at 66BA0000h - 66BFB000h
foo_cdda loaded at 605D0000h - 60621000h
foo_converter loaded at 5E9A0000h - 5EA28000h
foo_fileops loaded at 66A90000h - 66ADE000h
foo_youtube loaded at 10000000h - 1050F000h
OLEAUT32 loaded at 778B0000h - 77942000h
WS2_32 loaded at 77AD0000h - 77B2F000h
VERSION loaded at 6D230000h - 6D238000h
QUARTZ loaded at 5B7E0000h - 5B98C000h
CRYPTBASE loaded at 744D0000h - 744DA000h
bcrypt loaded at 74590000h - 745AD000h
foo_freedb2 loaded at 60580000h - 605D0000h
foo_dsp_effect loaded at 02690000h - 026D5000h
foo_input_ncsf loaded at 5B670000h - 5B7D2000h
foo_input_mdx loaded at 02E50000h - 02EA4000h
foo_input_vio2sf loaded at 619F0000h - 61A24000h
foo_input_viogsf loaded at 614C0000h - 614F4000h
foo_dsp_std loaded at 5F470000h - 5F4B2000h
foo_input_std loaded at 54C90000h - 54DED000h
avcodec-fb2k-57 loaded at 54A80000h - 54C84000h
MSACM32 loaded at 618F0000h - 61908000h
avutil-fb2k-55 loaded at 5E540000h - 5E5DB000h
foo_gep loaded at 54880000h - 54A7E000h
MSIMG32 loaded at 6DF40000h - 6DF46000h
foo_dynamicdsp loaded at 02EB0000h - 02EDE000h
foo_unpack loaded at 5F2A0000h - 5F2EC000h
foo_input_vgmstream loaded at 54730000h - 5487D000h
libmpg123-0 loaded at 5EFB0000h - 5EFF1000h
libvorbis loaded at 5EDA0000h - 5EDDE000h
libg7221_decode loaded at 69F50000h - 69F75000h
libg719_decode loaded at 69B70000h - 69B93000h
at3plusdecoder loaded at 5A870000h - 5A8DE000h
foo_dsp_eq loaded at 5E7B0000h - 5E7E7000h
foo_input_usf loaded at 546A0000h - 5472C000h
foo_dumb loaded at 545A0000h - 54698000h
BASS loaded at 5E130000h - 5E180000h
foo_midi loaded at 54320000h - 54595000h
BASSMIDI loaded at 5DF20000h - 5DF58000h
foo_ui_std loaded at 54210000h - 5431E000h
foo_snesapu loaded at 03010000h - 0303F000h
clbcatq loaded at 77A30000h - 77AB4000h
MMDevApi loaded at 70DD0000h - 70E25000h
DEVOBJ loaded at 736C0000h - 736E2000h
PROPSYS loaded at 72F00000h - 7304B000h
AUDIOSES loaded at 620E0000h - 62148000h
wintypes loaded at 71F60000h - 72028000h
dataexchange loaded at 67F70000h - 67FB1000h
d3d11 loaded at 72B20000h - 72D3A000h
dcomp loaded at 72E40000h - 72EF4000h
dxgi loaded at 72870000h - 728F2000h
twinapi.appcore loaded at 73780000h - 7384D000h
sud loaded at 54170000h - 5420E000h
ADVPACK loaded at 61350000h - 6137C000h
SETUPAPI loaded at 75E00000h - 7620B000h
DUI70 loaded at 5F2F0000h - 5F457000h
avrt loaded at 71EF0000h - 71EF9000h
tiptsf loaded at 540F0000h - 5416D000h
edputil loaded at 67AE0000h - 67B29000h
policymanager loaded at 70BD0000h - 70C1A000h
msvcp110_win loaded at 71460000h - 714C5000h
explorerframe loaded at 67B30000h - 67F6A000h
DUser loaded at 711C0000h - 7123B000h
WindowsCodecs loaded at 725D0000h - 72743000h
thumbcache loaded at 66F00000h - 66F3E000h
Windows.Globalization loaded at 6F1B0000h - 6F2E2000h
Bcp47Langs loaded at 72D60000h - 72DB2000h
globinputhost loaded at 72420000h - 72443000h
StructuredQuery loaded at 61E90000h - 61F13000h
ActXPrxy loaded at 72900000h - 72B1C000h
atlthunk loaded at 69D80000h - 69D8D000h
Windows.Storage.Search loaded at 72370000h - 72412000h
IconCodecService loaded at 62510000h - 62518000h
twinapi loaded at 684D0000h - 68563000h
MPR loaded at 69B50000h - 69B66000h
drprov loaded at 5F040000h - 5F049000h
WINSTA loaded at 73DC0000h - 73E04000h
ntlanman loaded at 5F020000h - 5F032000h
davclnt loaded at 5F000000h - 5F01A000h
wkscli loaded at 70F80000h - 70F90000h
cscapi loaded at 6DFD0000h - 6DFDF000h
netutils loaded at 73F40000h - 73F4A000h
apphelp loaded at 734C0000h - 73552000h
mfsrcsnk loaded at 69FD0000h - 6A0AA000h
MFPlat loaded at 6DA60000h - 6DB43000h
RTWorkQ loaded at 6D950000h - 6D974000h
NetworkExplorer loaded at 5E7F0000h - 5E914000h
MrmCoreR loaded at 70A50000h - 70B20000h
iertutil loaded at 6FA90000h - 6FD5B000h
dlnashext loaded at 5E920000h - 5E990000h
PlayToDevice loaded at 6AF00000h - 6AF57000h
DevDispItemProvider loaded at 5E770000h - 5E78B000h
PortableDeviceApi loaded at 70EF0000h - 70F73000h
WINTRUST loaded at 74B10000h - 74B52000h
EhStorShell loaded at 66600000h - 66633000h
EhStorAPI loaded at 6CF20000h - 6CF40000h
WTSAPI32 loaded at 72E30000h - 72E3F000h
Windows.UI loaded at 709D0000h - 70A4B000h
FileSyncShell loaded at 668F0000h - 66A78000h
MSVCP120 loaded at 66820000h - 66891000h
MSVCR120 loaded at 66700000h - 667EE000h
WININET loaded at 6B4A0000h - 6B6C8000h
Telemetry loaded at 668A0000h - 668ED000h
PSAPI loaded at 77AC0000h - 77AC6000h
LoggingPlatform loaded at 667F0000h - 66817000h
Cabinet loaded at 71720000h - 71741000h
ClientTelemetry loaded at 66650000h - 666F8000h
WSOCK32 loaded at 6BD30000h - 6BD38000h
IPHLPAPI loaded at 6F6B0000h - 6F6DF000h
mssprxy loaded at 691E0000h - 691F2000h
ntshrui loaded at 66F40000h - 67009000h
srvcli loaded at 6D870000h - 6D88C000h

Stack dump analysis:
Address: 548BB8BDh (foo_gep+3B8BDh)
Address: 548BBC82h (foo_gep+3BC82h)
Address: 00281F7Bh (foobar2000+D1F7Bh)
Address: 0022AECAh (foobar2000+7AECAh)
Address: 10000000h (foo_youtube+0h)
Address: 00369E99h (foobar2000+1B9E99h)
Address: 5488AD4Eh (foo_gep+AD4Eh)
Address: 5488A716h (foo_gep+A716h)
Address: 5488A76Bh (foo_gep+A76Bh)
Address: 5488A7AFh (foo_gep+A7AFh)
Address: 5490E455h (foo_gep+8E455h), symbol: "foobar2000_get_interface" (+6735h)
Address: 5495910Ch (foo_gep+D910Ch), symbol: "foobar2000_get_interface" (+513ECh)
Address: 5492AF4Fh (foo_gep+AAF4Fh), symbol: "foobar2000_get_interface" (+2322Fh)
Address: 5488BF63h (foo_gep+BF63h)
Address: 5495910Ch (foo_gep+D910Ch), symbol: "foobar2000_get_interface" (+513ECh)
Address: 5492BCD7h (foo_gep+ABCD7h), symbol: "foobar2000_get_interface" (+23FB7h)
Address: 5488BD80h (foo_gep+BD80h)
Address: 5492BCE9h (foo_gep+ABCE9h), symbol: "foobar2000_get_interface" (+23FC9h)
Address: 002BC998h (foobar2000+10C998h)
Address: 003090F0h (foobar2000+1590F0h)
Address: 002BBAE2h (foobar2000+10BAE2h)
Address: 002BBB41h (foobar2000+10BB41h)
Address: 003090F0h (foobar2000+1590F0h)
Address: 001EE924h (foobar2000+3E924h)
Address: 002F8484h (foobar2000+148484h)
Address: 002D684Fh (foobar2000+12684Fh)
Address: 002BC19Ch (foobar2000+10C19Ch)
Address: 5495910Ch (foo_gep+D910Ch), symbol: "foobar2000_get_interface" (+513ECh)
Address: 6AF6285Bh (shared+285Bh), symbol: "uCallStackTracker::uCallStackTracker" (+0h)
Address: 5F2A2E2Dh (foo_unpack+2E2Dh)
Address: 0032F720h (foobar2000+17F720h)
Address: 001D575Bh (foobar2000+2575Bh)
Address: 002B5919h (foobar2000+105919h)
Address: 003090F0h (foobar2000+1590F0h)
Address: 5495910Ch (foo_gep+D910Ch), symbol: "foobar2000_get_interface" (+513ECh)
Address: 002D68A3h (foobar2000+1268A3h)
Address: 002BBBE8h (foobar2000+10BBE8h)
Address: 002D68BEh (foobar2000+1268BEh)
Address: 002BE822h (foobar2000+10E822h)
Address: 74C32DB2h (KERNELBASE+D2DB2h), symbol: "RaiseException" (+62h)
Address: 5494EF98h (foo_gep+CEF98h), symbol: "foobar2000_get_interface" (+47278h)
Address: 54913E53h (foo_gep+93E53h), symbol: "foobar2000_get_interface" (+C133h)
Address: 5494EF98h (foo_gep+CEF98h), symbol: "foobar2000_get_interface" (+47278h)
Address: 54889E3Dh (foo_gep+9E3Dh)
Address: 5494EF98h (foo_gep+CEF98h), symbol: "foobar2000_get_interface" (+47278h)
Address: 5495907Ch (foo_gep+D907Ch), symbol: "foobar2000_get_interface" (+5135Ch)
Address: 5492E7B4h (foo_gep+AE7B4h), symbol: "foobar2000_get_interface" (+26A94h)
Address: 5F2C71D0h (foo_unpack+271D0h), symbol: "foobar2000_get_interface" (+A1D0h)
Address: 605D795Fh (foo_cdda+795Fh)
Address: 605D5974h (foo_cdda+5974h)
Address: 002E2766h (foobar2000+132766h)
Address: 002BEA1Dh (foobar2000+10EA1Dh)
Address: 002F2C30h (foobar2000+142C30h)
Address: 002D601Ch (foobar2000+12601Ch)
Address: 002C07C7h (foobar2000+1107C7h)
Address: 002C0827h (foobar2000+110827h)
Address: 60615570h (foo_cdda+45570h), symbol: "foobar2000_get_interface" (+2FAB0h)
Address: 002E29DEh (foobar2000+1329DEh)
Address: 002BEFB9h (foobar2000+10EFB9h)
Address: 002F2C30h (foobar2000+142C30h)
Address: 00309378h (foobar2000+159378h)
Address: 00301278h (foobar2000+151278h)
Address: 001F5700h (foobar2000+45700h)
Address: 0030936Ch (foobar2000+15936Ch)
Address: 002E2C15h (foobar2000+132C15h)
Address: 002BF062h (foobar2000+10F062h)
Address: 002F2C30h (foobar2000+142C30h)
Address: 002FA890h (foobar2000+14A890h)
Address: 002BEFE6h (foobar2000+10EFE6h)
Address: 002E2D75h (foobar2000+132D75h)
Address: 002BF2ECh (foobar2000+10F2ECh)
Address: 002D443Ch (foobar2000+12443Ch)
Address: 0025D419h (foobar2000+AD419h)
Address: 002E2E7Dh (foobar2000+132E7Dh)
Address: 0026CAE1h (foobar2000+BCAE1h)
Address: 002C3119h (foobar2000+113119h)
Address: 6AF62846h (shared+2846h), symbol: "uPrintCrashInfo_OnEvent" (+B9h)
Address: 00304558h (foobar2000+154558h)
Address: 002C3119h (foobar2000+113119h)
Address: 002DA35Ah (foobar2000+12A35Ah)
Address: 0026CA8Eh (foobar2000+BCA8Eh)
Address: 002D3C85h (foobar2000+123C85h)
Address: 002C30F3h (foobar2000+1130F3h)
Address: 002C3119h (foobar2000+113119h)
Address: 002C6510h (foobar2000+116510h)
Address: 002C317Dh (foobar2000+11317Dh)
Address: 002C3119h (foobar2000+113119h)
Address: 757495F4h (KERNEL32+195F4h), symbol: "BaseThreadInitThunk" (+24h)
Address: 757495D0h (KERNEL32+195D0h), symbol: "BaseThreadInitThunk" (+0h)
Address: 77BA241Ah (ntdll+2241Ah), symbol: "RtlCheckPortableOperatingSystem" (+16Ah)
Address: 74C552F0h (KERNELBASE+F52F0h), symbol: "UnhandledExceptionFilter" (+0h)
Address: 77C17220h (ntdll+97220h), symbol: "wcstombs" (+90h)
Address: 77BA23E9h (ntdll+223E9h), symbol: "RtlCheckPortableOperatingSystem" (+139h)
Address: 77C239F4h (ntdll+A39F4h), symbol: "RtlCaptureContext" (+E4h)
Address: 002C3119h (foobar2000+113119h)

Environment:
App: foobar2000 v1.3.10
UI: Default User Interface 0.9.5

Components:
Core (2016-03-25 11:04:50 UTC)
foobar2000 core 1.3.10
foo_albumlist.dll (2016-03-09 12:44:50 UTC)
Album List 4.5
foo_cdda.dll (2016-03-25 10:58:00 UTC)
CD Audio Decoder 3.0
foo_converter.dll (2016-03-09 12:44:30 UTC)
Converter 1.5
foo_dsp_effect.dll (2016-01-08 00:56:28 UTC)
Effect DSP 0.16
foo_dsp_eq.dll (2016-03-09 12:44:52 UTC)
Equalizer 1.0
foo_dsp_std.dll (2016-03-09 12:44:40 UTC)
Standard DSP Array 1.3.1
foo_dumb.dll (2016-02-27 03:42:12 UTC)
DUMB module decoder 1.0.160
foo_dynamicdsp.dll (2016-03-25 19:07:03 UTC)
Dynamic DSP 1.0
foo_fileops.dll (2016-03-09 12:42:52 UTC)
File Operations 2.2.1
foo_freedb2.dll (2016-03-09 12:42:22 UTC)
Online Tagger 0.7
foo_gep.dll (2016-07-04 19:28:19 UTC)
Game Emu Player 1.197
foo_input_mdx.dll (2016-06-17 02:25:41 UTC)
MDC input 1.1.1
MDX input 1.3.2
foo_input_ncsf.dll (2016-01-08 14:12:34 UTC)
NCSF Decoder 1.11
foo_input_std.dll (2016-03-25 11:04:50 UTC)
Standard Input Array 1.0
foo_input_usf.dll (2016-01-26 00:44:36 UTC)
LazyUSF 2.2.39
foo_input_vgmstream.dll (2016-07-04 19:09:07 UTC)
vgmstream plugin r1050-49-gb31ee39
foo_input_vio2sf.dll (2015-09-05 03:27:14 UTC)
2SF decoder / DeSmuME v0.9.9 0.23.13
foo_input_viogsf.dll (2010-09-29 07:35:58 UTC)
GSF decoder / VBA-M r956 0.08
foo_midi.dll (2016-04-24 10:05:08 UTC)
MIDI synthesizer host 1.254
foo_qpsf.dll (2016-02-26 21:24:07 UTC)
Highly Experimental 2.1
foo_rgscan.dll (2016-03-09 12:44:08 UTC)
ReplayGain Scanner 2.2.2
foo_snesapu.dll (2016-04-07 16:55:02 UTC)
SNESAPU input 0.82
foo_ui_std.dll (2016-03-25 11:04:50 UTC)
Default User Interface 0.9.5
foo_unpack.dll (2016-03-25 10:58:24 UTC)
ZIP/GZIP/RAR Reader 1.7.2
foo_youtube.dll (2016-03-25 19:16:03 UTC)
Youtube Source 1.15

Recent events:
Loading DLL: C:\Program Files\foobar2000\components\foo_fileops.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_youtube\foo_youtube.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_freedb2.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_dsp_effect\foo_dsp_effect.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_input_ncsf\foo_input_ncsf.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_input_mdx.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_input_vio2sf.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_input_viogsf.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_dsp_std.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_input_std.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_gep\foo_gep.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_dynamicdsp\foo_dynamicdsp.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_unpack.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_input_vgmstream\foo_input_vgmstream.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_dsp_eq.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_input_usf\foo_input_usf.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_dumb\foo_dumb.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_midi\foo_midi.dll
Loading DLL: C:\Program Files\foobar2000\components\foo_ui_std.dll
Loading DLL: C:\Users\Bonboon228\AppData\Roaming\foobar2000\user-components\foo_snesapu\foo_snesapu.dll
Components loaded in: 0:00.074571
Pre config read
Configuration read in: 0:00.009441
Starting playlist loading
User Interface initialized in: 0:00.060415
Processing commandline
initquit::init entry
initquit::init exit
Startup time : 0:00.386582
Opening track for playback: "C:\Users\Bonboon228\Music\REmix Ultima\Miniboss Trio.mp3"


Machine specifications:
OS: Windows 6.3.9600 x86
CPU: Intel(R) Core(TM)2 Duo CPU T7300 @ 2.00GHz, features: MMX SSE SSE2 SSE3
CPU threads: 2
Audio: Speakers (4- High Definition Audio Device)

Can anyone make sense of this?
BMS reverse-engineering project by jimbo1qaz at 9:08 PM EDT on July 4, 2016
So I've been working on my BMS reverse-engineering project on and off. I'm building a tool to translate BMS files into a (theoretically) abstract format which can be played back easily or converted into other games.

https://github.com/jimbo1qaz/bms-format

One issue with the file format is that note-off commands do not operate on a note number, but rather on a "polyphonic ID", a number from 1 to 7 that is supplied with the note-on command. At any given time, there should only be one playing note with a given polyphonic ID. However, at different times in the song, the same "note-off" command will turn off very different notes.

Right now, my file format records note_off commands based on pitch, rather than poly_id. This makes it possible to translate function calls into other formats without "flattening" them (which takes up more space, especially on SNES). However, converting note_off commands to pitches without flattening the file (like the original BMS engine) is very difficult.

Apparently, 0xC4 address calls "preserve" the "note history" array (passed by reference). In fact, in the actual BMS engine, it's probably not "passed" at all; I think it just jumps to the new address (first pushing the old address to a stack).

(Note: I refer to functions and calls interchangably.)

Sometimes, the BMS file calls a function with one set of playing notes, then ends the function with another set. Because I'm trying to decode a file into a set of note-on and note-off commands, I can no longer assume the function is an independent unit, and must rely on global state to parse note_off commands.

- No function (in Dragon Roost theme) uses same note-off on multiple pitches.
- One function (volume fadeout) was called with different running notes, but did not touch them.

We can build a system to accommodate notes that overlap functions, and functions that don't touch notes.
The system will reject functions that uses the same note-off on multiple pitches.

# SIMULATION (bad)

Every time a note_off occurs, make sure it's the same pitch.

# ASSERTION

Record which poly_ids are "touched" (on or off).
We will encounter issues if any touched notes differ from the original call.
This is equivalent but MUCH faster than simulation.

different = (np.array(track.pre_history) != self.note_history)
if any(different & track.touched):
LOG.error(...)

# RESULT

I'm now able to parse the entire Dragon Roost theme without any detected inconsistencies. Now onto translating to SNES (SMW AMK)...
vgmstream in Rockbox by rebooter23 at 12:03 PM EDT on July 6, 2016
Hi everyone,

do you know if there's a working vgmstream plugin for Rockbox?
Can't extract samples from Harvest Moon: A Wonderful Life by Xane123 at 7:42 PM EDT on July 12, 2016
Hi. I searched the forums and found PHP and Python scripts and Harvest Moon: A Wonderful Life's MusyX ARC/SAMP files.

I downloaded the PHP/Python files and installed PHP for Windows/Python 2.7. Ran the Python script that extracts the MusyX files from the .arc file to make it compatible with the PHP script. It successfully made a .pool, .proj, .sdir, and .song file appear and this was what command prompt wrote:

"C:\Users\Myers\HMAWL>c:\python27\python c:\users\myers\hmawl\hmarcex.py c:\users\myers\HMAWL\RECORD2.arc
No more files to process."

I then ran the PHP script "SamExtract.php" with this command:"C:\Users\Myers\HMAWL>PHP\php.exe php\SamExtract.php php\the_enchapment\". (All of the files are within the HMAWL folder and the newly crated files are within the_enchapment" folder)

I checked the "the_enchapment" folder and there was now a "samples" folder but nothing was inside it. The PHP script didn't write any errors or anything. What am I doing wrong?

"C:\Users\Myers\HMAWL>PHP\php.exe php\SamExtract.php php\the_enchapment\

C:\Users\Myers\HMAWL>" (notice the lack of errors)

Also, what additional programs/scripts would I require to rip the music as a MIDI/soundfont like what happened with other MusyX-based games like Pokemon Colosseum?
Pokémon GO Music Extraction? by ArcticJaguar725 at 1:25 AM EDT on July 13, 2016
I took a look at the payload for the game, and it didn't look very friendly. I had assumed the music would consist of simple mp3 files considering the cringeworthiness of the loops in the game, but they are more complicated than that, unfortunately. Apparently, the music doesn't even loop back to the beginning, so I believe they had the capabilities of doing a better looping job, and I am, therefore, rather ashamed of the developers.

Anyway, has anybody looked into this yet?

edited 1:26 AM EDT July 13, 2016

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