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Decrypted Gamecube IPL -- Reverse engineering by Xayrga at 4:19 PM EDT on July 13, 2016
Was wondering if anybody knew anything about the gamecube IPL. I've managed to decrypt it and have been pulling it apart.


Here's what I know.

From 0x00-0x100 it has a DOL header which is corrupted (likely ignored, gekko boots at 0x100)

(Below is DOL header contents)
<small>
0x3 - Text 256
0x7 - Text 0
. . .
--------
0x1F - Data 0
. . .
--------
--------
0x4B - Text-A 2167406592 !!!
0x4F - Text-A 0

. . .
--------
0x67 - Data-A 0
. . .
--------
--------
0x93 - Text-S 2095072
0x97 - Text-S 0
...
--------
0xAF - Data-S 0
.... ... ..
0xDF - BSS Memory at 0 size of 0
0xE3 - Entry point at 2167406592 !!!
!! Cannot dump blocks, DOL header is corrupted.
</small>

That's the contents of what the DOL header gave me, points past EOF , so it's corrupted.


I was exploring the file a bit when I found entries that look like gamecube FST, and sure enough it was, however I don't know where this FST starts. The IPL appears to setup the OS, with the main menu just being a rom that directly boots the game in the drive.

Within this filesystem are several files listed, there are gamecube stream format sounds

/stream00.adp.../stream01.adp.../stream02.adp.../stream03.adp.../stream04.adp.../stream05.adp.../stream06.adp.../stream07.adp...

as well as an implementation of BMS (JAudio or whatever the sequenced audio engine is called)


ipl_0.aw

/Banks/.

......Banks/ipl.bnk (Just by manually checking the data surrounding these, it is indeed sequence data)

......Banks/ipl.ws


Other files include a stream file for the opening sequence

/boot_demo_base_cube.1.SH
/boot_demo_cover_cube.base32
/cube_mat1


There are various unused strings within the rom as well, one referencing at a completely unreleased pokemon game!

"Pokemon Stadiummmmmm"
"Gameplay.Pokemon Stadiummmmmm"
"pokemon kingin.2000"
"The new PokeMon Stadium!"

These were likely strings to test the memory card screen , or the "GAME PLAY" screen. Following this looks like texture data.


Right, so I don't know where the filesystem in this rom is, or where to find the start of it. But here's a copy of the decrypted bios.


First, here's the XOR pad for decrypting the bios


http://xayr.ga/rom/ipl_xor.pox ( Does not include the first 0x100 bytes, if you're going to use this, remember to seek past! )


aaaand here's the bios.

http://xayr.ga/rom/ipl_decrypted.bin


If you'd like; take a crack at it, and see if you can locate the start of the filesystem.





edited 4:21 PM EDT July 13, 2016

edited 4:24 PM EDT July 13, 2016
Weird frequencies for instruments? by birdmanager6 at 8:12 PM EDT on July 13, 2016
Hi, there. I've noticed how many games with sequenced music, such as those for SNES and Nintendo DS, often have their instrument samples at a base note of a weird frequency. I mean, looking at the samples after converting them to WAV with the right frequency, sometimes it's a more normal frequency like 16000hz, 22050hz, 32000hz, etc., but sometimes it's something odd like, for example, 28941hz! And sometimes it's really close to one of the more normal frequencies, like 32043hz! Why didn't they make it exactly 32000hz? I would really like to know why this is...
Lightning Returns : Final Fantasy XIII XMA File by Vector Harbor at 10:46 PM EDT on July 13, 2016
I know this is stupid and annoying to ask but i try to convert those file from the xxx.joshw.info Music Archive
I try to convert those XMA files with the XMA Converter

But it seems to be not the case... I mean a windows appears then close instantly...nothing happened...so i decided to do some search about quick bms stuff and found this...but...Link

Where's the script ? I mean this is not this thing right ? http://forum.xentax.com/download/file.php?id=10380&sid=31cfa5528f253ca4b505e724c44ec193

It a audio file which by the way don't work

Should I try a other tool or this one is a special case ?

Or I'm a idiot ?

Thank for your help

edited 10:47 PM EDT July 13, 2016
vgmstream crashes on invalid files? (Android) by jimbo1qaz at 8:27 PM EDT on July 17, 2016
I've observed that the vgmstream library tends to crash when loading invalid files. Is that normal?

Android crash: https://github.com/droidmjt/Droidsound/issues/305
Scroll to the bottom. Apparently the crash occurs at `reset_vgmstream+16` . I've seen similar issues before when renaming file extensions under foobar2000, but I can't reproduce them right now.

- If I rename the file to .ast or .pcm, it *doesn't* crash in foobar2000 (on Wine).

Either Droidsound-E is calling a different vgmstream function that causes it to crash, or it's bundled with an outdated library version. I suspect it tries opening the file under every possible file extension, and uses the first one that succeeds.

edited 8:30 PM EDT July 17, 2016

edited 11:56 PM EDT July 17, 2016
Megami Tensei Gaiden GBS fails at foo_gep by Koto at 12:25 PM EDT on July 18, 2016
Self explicatory subject.

Foo_gep doesn't read neither Last Bible nor Last Bible 2 GBS files, which works perfectly with other players. I hope that it can be fixed easy.

Thanks

See ya
audio/video problems (xma/xwb, etc.) by AnonRunzes at 10:32 AM EDT on July 22, 2016
So I've been posting these threads at the zenhax forums about these problems I'm having:
Table Tennis - .xwb/.xma(.wav) problem
Oblivion Beta (PSP) - .RWS sample file
Shadowrun - Wwise XMA2
Rogue Galaxy (PS2) .MVI
Fahrenheit - XBOX ADPCM

Can anyone solve these for me?
custom sounds help by djneo at 12:54 PM EDT on July 22, 2016
Hi guys,

Im looking for right people that would be so kind and help me/ teach me, how to make the custom sounds work in NHL 2k11.

I work on huge textures overhaul for this game and improve the sounds is very import for me.

So I would really appreciate any help.

Im not extra rich, but I would even donate anybody who would make that happend.

To be clear, I want make the new sounds myself, I just dont know how to unpack Wii files or work in Hex editor.

Thanks in advance guys!

my mail is djneoofficial@gmail.com

[PS Vita]Digimon Story Cyber Sleuth *.sndl by Romsstar at 3:52 PM EDT on July 23, 2016
Hello everyone.

This is my first post but I've been following this for a while and I really appreciate what you guys do. I need some help.

This is a audio format from the PS Vita game Digimon World Story Cyber Sleuth which contains the sound effects of the game.
The problem is: There is no header or anything else that indicates a structure.

There are *.snd files for the music and voice acting, which are Attrac9 encoded files and can be converted fine with at9tool for example.

But the Sound Effects are in a *.sndl container and I have no idea how to decode those.
From the look of it it feels either compressed or simply headerless but I'm a bit at a loss what to do with that.
I've tried to run it through comtype_scan2, just on a hunch that maybe it uses compression, but it didn't seem to find anything.

I attach some sample files of *.snd and *.sndl as well.They are all in the archive. Maybe there is some connection after all.

The link to the files is here
https://www.sendspace.com/file/5hdhgs

Help is much appreciated. Thank you in advance.
ACB Files with out a AWB Couple by Arymond at 10:33 PM EDT on July 26, 2016
Sample File
Encrypted HCA files in side

I have this a a few other of the same files that are only ACB's but dont have the AWB coupled with it i was able to extract them but i don't know what the File type in side them are.

From Kamen Rider Battle Rush (Unity - Android)

edited 1:30 PM EDT July 27, 2016
Problem understanding the differences between streamed music and non-streamed midi music? by dj4uk6cjm at 7:06 PM EDT on July 28, 2016
I've been pondering for a long time about how exactly do composers utilize sequencers like the Roland SC-88 for streamed music in their soundtracks for video games and the same sequencers used to make midi style music for same said video games.

How do we know some soundtracks are streamed and some not when they use the same tools to produce both types of music? Shouldn't they all stay one type which is typically streamed? At least in todays modern video game music composing industry even though there are still rumors that midi music is used in these days as well.

What bothers me is why composers, whether they be the same composer (or a completely different composer) for the same game working on music for another game on the same console or handheld sometimes choose to make streamed based music for one game (lets say for example New Super Mario Bros. Wii) while some make midi music for another like Super Mario Galaxy 2 which are basically a year apart from release dates of each other.

It's okay if you guys don't want to comprehend what I'm talking about lol I don't even understand where I'm going with this at this point too but it seems to me that composers keep juggling between streamed and non-streamed music and if you look by the years some games have been released and history of video game music composer using streamed and non-stremed music in their tools it'll give you an idea.

Why are they doing this? It just seems odd when you put the pieces together.

Anyways I hope this generates a lot of discussion, nothing flammable or whatnot. Just curious why they're juggling between streamed and non-streamed music, maybe it's because they like trying new instruments in their songs and testing them out on streamed and midi? Who knows, we'll never know I guess.
Voxware Headerless Interleave by Mygoshi at 9:26 AM EDT on August 1, 2016
I just need the interleave of this Interleaved 4-bit ADPCM/Voxware headerless to decode it with GENH, because it will work.

Here's the file: LINK


edited 9:28 AM EDT August 1, 2016
What Kind of Archive Is This? by Kurausukun at 12:54 AM EDT on August 4, 2016
In the Pokemon ORAS ROMfs, there's a file just named "0" at romfs/a/1/0/0(file). It has no extension, but it contains some CSEQ sequences (I'm not sure what they are), and some BCWAV streams (these are the Pokemon cries). I'm not sure what kind of archive it is, though--my first guess would be a bcsar, but the first few bytes are 435241471C000000FFFE, which I don't think is expected for a bcsar (but I could be totally wrong).

Questions include:

1. Does anyone know what format this is/is it a bcsar?

2. If it is a bcsar, do we have any tools for rebuilding them?
PDTExt tool? by Speed_Nukem at 4:28 AM EDT on August 7, 2016
can anyone reupload the PDTExt tool?
I cant find it anywhere :(
Are PSF rip parameters inaccurate? by jimbo1qaz at 9:42 PM EDT on August 7, 2016
I read on http://www.neogaf.com/forum/showthread.php?t=116857 that PSF/PSF2 rips sometimes have reverb/channel-volume parameters set by ear (instead of being extracted directly from the game). Specifically, they mentioned some Chrono Cross track as having incorrect bass.

This seriously worries me. All along I've assumed that xSF files are exact representations of the data stored in-game, not a set of arbitrarily picked and inaccurate fudge factors, chosen to sound "somewhat" like the actual song. And now to think that the music I've been listening to all these months/years... is WRONG?!

Is that correct, that ripped PSF tracks actually contain fudge factors determined by ear, and not accurate to the game?

edited 9:42 PM EDT August 7, 2016
The Silver Case Demo (PC Version; .FSB .mid?) by AceK at 6:14 PM EDT on August 9, 2016
The game appears to run under Unity. There are some .mid files intact in the game along with .FSB files (including SEQPlayer related information). Outside of that, .OGM videos are used for video playback.

.FSB convert/view options seem to be the stopping point for me, as I can't figure out how to proceed. Only clue I received is that it might involve the use of Vorbis codec. FMOD Studio can open it, but playback is not possible (nor is FSB creation... since only FMOD Designer seems to support this, and I have no luck in finding a mirror for it). I also don't have the tools/knowledge necessary to "compile" the FSB Vorbis Extractor (Github Link of fsb-vorbis-extractor)

I think the general bgm is really only played in the .FSB files themselves, and the .mid tracks and seq player bits were there to test the possibility for any use in-game.

Sample of the Investigation theme from the demo:

Si_Ca_Samp.zip
Inaccurate soundfonts from VGMTrans and (Squaresoft) PSF files by jimbo1qaz at 12:00 AM EDT on August 13, 2016
So apparently vgmtrans produces inaccurate soundfonts from PSF files. So far I've primarily tested Chrono Cross. What I observed is detuned or missing instruments (only 0..7 and 127 present). The actual song playback is perfectly fine, except for missing ADSR / release / reverb.

I also extracted a DLS file, used Sforzando to convert to sfz files, then copied the samples into the same folder (as Polyphone ignores default_path for samples), then used Polyphone to import as soundfonts. This revealed that the DLS files (or my convoluted procedure) are also detuned and corrupted.

Right now I'm debugging vgmtrans in Visual Studio (resharper is love, resharper is life, resharper makes VS act like IDEA) to track down why the audio playback works, but saving doesn't.

Wasn't there a post somewhere on hcs, about vgmtrans PS1, missing instruments, and some other tool to extract them? I can't find it right now.

edited 9:03 AM EDT August 13, 2016
Sin & Punishment USF by wmd at 5:49 AM EDT on August 13, 2016
Lunar apparently ripped this soundtrack (https://www.hcs64.com/mboard/forum.php?showthread=16&showpage=40), but I can't find it in any of the USF sets, and the link in that old post is dead. Is there a reason it was removed or has someone forgotten to upload it?
mario maker sound effects by bobbyK at 1:21 AM EDT on August 14, 2016
maybe i am just dumb... but for the life of me, i can't find the location of the sound effects in super mario maker? anyone knows where they are?

thanks a lot!

PSF ripping/making help by MusashiAA at 8:55 PM EDT on August 15, 2016
I've tried to work using VGMToolbox multiple times to make PSF files, but it just doesn't seem to work for me.

-Is there an updated guide on how to construct PSF files? The one in this topic (https://hcs64.com/mboard/forum.php?showthread=19333) is 6 years old, and most likely outdated. I try to follow these steps, and I get no results.


-Is there a guide on how to rip the necessary files out of an image file? It may alsso seem as if the programs I use to rip things off image files (CDMage, jpsxdec) don't quite get me what I need. I've observed that bin files are usually the one thing in common with successful PSF data extraction.

I've already tried ripping PSF files from numerous games missing from the xxx.joshw archive (Spongebob Squarepants: Supersponge, Power Rangers: Lightspeed Rescue, Hyakujuu Sentai Gaoranger), for which I've extracted the data inside their image files with jpsxdec/CDMage, and none of the files I rip out of them have given any hints on actual data for PSF files. Instead of asking for someone to do it for me, I assume it would be easier to ask what's normally needed to do (no, I am not willing to learn a programming language, 2003 Open PSF Ripping guide, I'll give up quietly if I absolutely must).
Final Fantasy: Crystal Chronicles (GC) BGM/WD/WI reverse-engineered by BlackFurniture at 12:24 AM EDT on August 16, 2016
Hi everyone

I've been spending some time reverse-engineering the wavetable (WD), instrument info (WI) and sequence (BGM) files for Final Fantasy: Crystal Chronicles.

The file formats are a similar to the PS2 Squaresoft BGM/WD files, but specifically tailored for the GameCube. For example, the endian is different, looping ADPCMs are used, ADSR is done in software, etc. FFCC also has instrument and sample names stored in .wi files, even though they are not actually used in the game.

I discovered that VGMTrans is slightly off, and misses or misinterprets some variables in the data, so my discoveries may be useful for that project (if it's still being maintained?). Reverse-engineering was helped by the fact that a debug symbol map was left in the game data, so I was able to restore some function names.

I have written a BGM/WD/WI to Renoise song converter, which I believe is quite accurate. It maps everything, i.e. song loops, notes, ADSR, and track effects/commands.

Renoise .xrns for every BGM: Download
Converter source: GitHub

The only thing that was difficult to map was the reverb effect parameters, but I think my solution is pretty faithful to the original.

Please let me know if you hear anything odd in the songs. You can listen to them using the free version of Renoise (even though you can't render to files using the demo).

The next step would be to get rid of Renoise and write a custom player in C++/Python/both. I'm not sure if that would be worth my time, but I'd like to know what you think.

edited 12:25 AM EDT August 16, 2016
MMX4 Saturn dump in better quality by Sephirothkefka at 5:05 AM EDT on August 16, 2016
I was a bit bummed when i saw that the saturn dump of mmx4's ost sounds like garbage compared to the ps1 version. After doing some fiddling in yabause i found that they are being played at a 8 bit sampling rate according to the debug log. So, i went and put the bins in vgmtoolbox and made it so its 8bit raw 44100 hz and the same 0x1000 interleave and was shocked at the results. granted it was still in reverse stereo but it was a lot better than the original dump that has been widespread for at least a little while on the forum. here is the new version https://drive.google.com/open?id=0BxZjXaYVhErfQ212WThGU0IzcWc and here is the old more common version https://drive.google.com/open?id=0BxZjXaYVhErfNEx4TmxSczQ0YXc in this song, the cymbals are noticably lower quality on the old version than the new among other details. I will be posting the new version completely soon in loopable adx format and in proper stereo similar to the ps1 and pc version.
Bleach Shattered Blade .dat sound files by MarioSonicU at 4:12 PM EDT on August 19, 2016
Link

How would i be able to open or extract them?

edited 4:13 PM EDT August 19, 2016
N64 soundfont / midi help by Volkov73 at 11:46 PM EDT on August 21, 2016
Hey everyone! I am trying to work out how to use soundfonts and midi files extracted from N64 roms. I'll discuss three attempts with three different songs.

I've seen a handful of people on these forums that seem to have achieved what I am trying to do, but I have not found solutions

CASE #1

SONG: OoT - Lost Woods
SOFTWARE: SynthFont, n64soundbanktool
METHOD: Extract DLS file and MIDI file from a decompressed ROM. Load MIDI into SynthSoft then apply DLS to each track.
TROUBLESHOOT: All percussion was on one midi track, while each percussion sound had it's own instrument in the DLS file.
SOLUTION: Edit the percussion track. Split the percussion track into multiple tracks, then assign each of the tracks with it's respective sound in the DLS file.
THOUGHTS: This method produced a 1:1 accurate version of this song, as far as I can tell. There may be some reverb settings or ADSR settings to tweak with. Relative success here.

CASE #2

SONG: OoT - Inside the Deku Tree
SOFTWARE: Viena
METHOD: Same as Case #1
TROUBLESHOOT: Notes will not play their full duration.
SOLUTION: Edit the DLS file using Viena. Raise value of "Vol Env Release (s)".
THOUGHTS: Even with this value set to something absurdly high, it still doesn't reach the desired effect. The notes now ring on much longer than before, but still doesn't sound the same as OST version. Probably not the correct method to fix problem...

edited 10:51 AM EDT August 22, 2016
Some ripped songs sound garbled/distorted in iTunes? by starly396 at 5:01 AM EDT on August 23, 2016
Ever since a year or so ago, when I import certain video game soundtracks into iTunes they sound quite distorted and muffled, but there's no issues when I play them in other audio programs like foobar.

Original file (sounds fine!): http://picosong.com/zyJj/
Distorted in iTunes: http://picosong.com/zyJF/

Interestingly, when I convert the song to another format within iTunes, and play the converted file in foobar, it sounds distorted exactly the way iTunes does.

I contacted iTunes support about this back in July, and after over a month of follow-ups the iTunes engineering team actually investigated the issue. Unfortunately, the latest response I have from them is that it's not iTunes' fault, but rather that the .mp3 is improperly formatted/encoded. I have a hard time believing that considering the predictability and wide range of soundtracks to which it applies, but I've yet to respond.

Has anyone encountered this issue? The troublemaking .mp3 is here for your perusal. I've about had it with iTunes, unfortunately my vast library is on it.

edited 5:02 AM EDT August 23, 2016

edited 5:15 AM EDT August 23, 2016
The SpongeBob SquarePants Movie GBA soundtrack request! by DarkYoshi64 at 10:55 AM EDT on August 23, 2016
I was wondering if anybody could provide me with a .GSF rip of The SpongeBob SquarePants Movie game for the GBA since GBAMusicRiper does not support the rom due to it having a different sound engine.

Thank you!
Modding Wii game by djneo at 8:27 PM EDT on August 24, 2016

Hi guys,

can anybody smarter teach me/ help me with this?

I would love to mod sounds of a Wii game using Dolphin.
Now my question is what tools do I need to get to the actual audio files in ISO?

Any help is much appreciated.

Thanks a lot!

dj
Need Help Creating .hps by ArcticJaguar725 at 11:29 PM EDT on August 25, 2016
I've done some extensive research, but I have not found a satisfactory way to create a .hps file with a sufficient way to accurately set a proper custom loop. Is there any possible way somebody could potentially find/write a program that is capable of creating a .hps file that loops to the nearest sample? Or better yet; is there any existent method in which one could change the header of, say, .brstm to match that of .hps as to prevent a lossy conversion between the two formats? (They're both ADPCM, no?)

Thank you in advance!
Bless Online .wem & .bnk files by Bless55 at 9:24 AM EDT on August 26, 2016
Tried it with ima_rejigger2 and ww2ogg but nothing seems to work.

Samples

edited 9:25 AM EDT August 26, 2016
vimg2 files by Bonboon228 at 5:30 PM EDT on August 26, 2016
So, I was using an nds rom viewer on my copy of Harry potter and the Order of the Phoenix and decided, hey, I want to rip the background art.

So, I looked for it, and saw a bunch of VIMG2 files.

Searching for programs to decipher this proved fruitless.

Anyone have an idea of what a VIMG2 file is?
AT3 Problem by Mygoshi at 9:43 AM EDT on August 27, 2016
I used MSF_converter.bms to convert this file into AT3, it's actually a 48kHz with a 105 kbps for bitrate, but I can't open it with Goldwave, I did atrac3.acm and inf don't worry. I tried to open an SND0 to see if Goldwave can open, and it oepend the file, so it's a problem with the AT3 I try to open :

AT3 : HERE

MSF : HERE
Twinsanity BMS Script by MrBandicoot at 9:28 PM EDT on August 27, 2016
Hi just wondering if anyone has or knows how to create a script for Crash Twinsanity in quckbms? I
am working on a fan remake of that game and I am in search for the world models.


Thanks
Silent Hill 3 PS2 .map Files by Sonderhen at 7:20 AM EDT on August 29, 2016
Hello guys, i need help to open the .map files in Silent Hill 3.

The .map files probaly has some textures inside.

Someone can extract the textures? and replace too.

Example .map file:

Download: http://www.mediafire.com/download/3yw2q158jw58908/am1e.map

The program Sh Texture Explorer which opens the textures of the .map file of SH2, do not work with the .map Silent Hill 3.

I need your help
¿Has anyone got Animal Crossing City Folk streamed? by Lutarisco at 2:08 PM EDT on August 29, 2016
As the ol' song says:
Years have passed...
Lives were wasted...
And there's not a single pirate in this sea,
that could have extracted all the bcstm,
in Animal Crossing: City Folk's rv_forest.brsar.


I am talking seriously. Does anyone know if someone has "extracted" them or knows how to do it?
I found some, here, but they're not too much... Nearly all the hourly music in weather different than sunny is missing, and some of them sound quite different than in the game (e.g. 11 PM, at 01:16), so I'm not sure about that place...

Sorry for repeating the question, but, does anyone know where can I find that streamed music, possibly all packed up? If not, how could I extract them, using updated software?

Thank you all, people that helped into this through the last decade.
Spyro: A Hero's Tail voice ripping by Brandondorf9999 at 11:12 PM EDT on August 29, 2016
Hi, I'm looking for a tool designed to rip Spyro: A Hero's Tail voices that are in .sfx format. I've been digging in google for them and there aren't any websites that have reliable tools that can handle the Eurocom .sfx archive files that contain sound effects. Here's the archive I'm trying to extract and need the tools to rip them unscrambled:

http://www.mediafire.com/download/ywjqby5djcg6c39/eng_sb_player_spyro.sfx

I've asked NavyFoxKid on VG resource what tool he used to rip the sounds and put them on the PS2 section, but he didn't tell me the one's he used to rip them.
Video Game Soundfont Thread by G-Boy at 12:25 PM EDT on August 30, 2016
In this thread, you can share video game soundfonts that you've found on the internet! You can also share soundfonts made by yourself. This thread is supposed to make it easier for people who are looking for video game soundfonts.

Please give credit to the person who made the soundfont.

Example:

"The Legend of Zelda: Ocarina of Time
http://tinyurl.com/jmmwhvs

Made by punk7890"

Video Game Soundfont Table: https://docs.google.com/document/d/10kVm0DzpskmngxkQQYozvb8oRJz6s2AXRrwFkiW--Mw/edit?usp=sharing

edited 12:26 PM EDT August 30, 2016

edited 6:24 AM EDT August 31, 2016

edited 6:24 AM EDT August 31, 2016

edited 6:26 AM EDT August 31, 2016

edited 7:29 AM EDT August 31, 2016

edited 9:41 AM EDT August 31, 2016
Pokémon X/Y loop info by Koto at 12:55 PM EDT on August 30, 2016
These games don't have streamed audio, as is usual in Nintendo titles. I supose all loop info is stored in the bcsar file, but I don't know how to reach it. Could someone share it or tell me how to seek it, in order to make custom looped files? Thanks!

See ya

edited 12:55 PM EDT August 30, 2016
Adventures in BMS (Reboot) by Yoshimaster96_2 at 5:31 PM EDT on August 30, 2016
Looking to crack, yet again, the monster that is the BMS file format.

In case you are new, the BMS format is a sequenced format found in several first-party Nintendo games for the GameCube and Wii, such as Sunshine, Pikmin 1/2, Luigi's Mansion, some Double Dash tracks, Zelda, Galaxy, and a few more.

I'm specifically looking for sound effects, as well as looking for some things that were previously missed. So far I found some interesting things:

* A note can have a PPID of 8, in which case it is a 5-byte event rather than a 3-byte event. I think I found 4-byte events too (maybe, verify?)
* Some jump and loop events were inadequately described.
* Other minor oddities I cannot recall ATM.
deus ex mankind divided pc_binkvid KNIB files? by bobbyK at 5:37 AM EDT on August 31, 2016
I am doing research on cutscenes but never saw this before. I attached sample. It has a KNIB header which is just the word BINK reversed. I have tried many things, but don't understand how to make this play as a video. Can anyone help? Thanks a lot!

link:
http://www9.zippyshare.com/v/buXOS8HM/file.html
Useless topic now; Nisto helped. by Xane123 at 4:11 PM EDT on August 31, 2016
EDIT: Nisto helped me get a program working that can extract the samples from the sample CD BIN files.

edited 9:27 PM EDT August 31, 2016
Toy Story 2 USF by Bonboon228 at 10:19 PM EDT on August 31, 2016
Would anyone be interested in making a usf set of the N64 version of Toy Story 2? I would be most greatful if this is accomplished, as I have neither the time, nor ability to make such a thing.
Silent Hill 3 PS2 sd.bin Sound File by Sonderhen at 7:51 PM EDT on September 1, 2016
Hello, i need help to extract and replace this file : http://www.mediafire.com/download/v8cen3876d2hp32/sd.bin

Inside sd.bin has many sound effects, the Psound can open the file but i need know how i reimport my custom sounds to this file.

Sorry for bad english,
Google Redirect Virus? by G-Boy at 8:04 AM EDT on September 2, 2016
Why does every link on this forum redirect me to Google.com? Is this a virus? I've scanned my computer with Windows Defender, and it didn't find anything. It only happens on this website.
God Eater 2 : Rage Burst [PC] IS14 Files by Vector Harbor at 11:31 PM EDT on September 3, 2016
Alright.... I was about posting the music of God Eater 2 : Rage Burst but i look up in the gamedata folder for listening the music of the game but foobar doesn't play these file and i don't recall that there is a tool who can converted a is14 file or if there is...please share it otherwise as usual here the samples to make it easier :

http://www.sendbox.fr/6078b81bc4af0ab6/ge2rb_bgm_btl_2Mix_Battle_rasen02.is14
Warriors Orochi 3 Ultimate BGMLink.g1l (PS3) by ChillyBilly at 12:01 AM EDT on September 4, 2016
Well, the thread title is pretty self-explanatory. I had no trouble extracting music from the G1L archives from a few other Warriors-type games since they had a RIFF header, but in this game's case.... it uses something different (which I can't identify since it seems to be a jumbled mess of characters to me). Can anyone help me with this? I've got the archive right here:


Warriors Orochi 3 Ultimate G1L


Thanks in advance!
Sappy GBA Game List by G-Boy at 2:12 PM EDT on September 4, 2016
Recently, I installed the GBAMusRiper tool, which allows you to rip music, sound effects and soundfonts from Game Boy Advance games. But it has a limitation: only games with the Sappy engine can be ripped. Some people have requested a list of the GBA games that use the Sappy engine, so here it is! Feel free to submit games that you know uses the engine!

https://docs.google.com/document/d/1XNAhAw1KKjKvbOvR1mdmuen3P5IMVZp063-lo03HUoI/edit?usp=sharing
AT3 6-channel variant by AnonRunzes at 7:09 PM EDT on September 6, 2016
First of all, here are the samples:
https://www.sendspace.com/filegroup/zKTy7nGQXwdYxVCHvP6Fnw

Anyway, the .at3 file has six channels(besides, the .msa file isn't very different from an .at3 file anyway since they use the same codec) yet they can't be either played or decoded anywhere else.

edited 7:14 PM EDT September 6, 2016
SSPR audio? by ChillyBilly at 12:47 AM EDT on September 11, 2016
Yep, got another little issue on my hands. So I wanted to rip the game Sengoku Basara: Sanada Yukimura-den, and upon gaining access to the BGM folder.... I found that all of the files there have this ".sspr" extension. Now, I have no idea if this is some form of encrypted archive or a new audio format entirely, and the only info I could find is that SSPR is the file extension for ArcSoft DVD SlideShow files.... which I doubt is related to this game's audio at all. So once again.... may I ask for assistance? I've got a few sample files here for you guys to check out:


https://drive.google.com/open?id=0B2lMV7NovfEOUFBIdTYwdEp1RDA
Riff Wavefmt 4 by Softtm17 at 10:30 AM EDT on September 15, 2016
Hi to everyone guys!
I need a little help because i'm stuck in this header...And i can't get the audio/bgm file T_T
These files are from the game Super Heroine Chronicles for PSVITA.
Story was:
Game.VPK -> Game.ZIP ->Sound.CPK ->Various files and these AWB/ACB -> Then Bin with these header.
Screen (HEX):
http://i68.tinypic.com/zx36sl.png

Anyway...Are there anyone that can give me a little help with some tool or script? I'm getting crazy >_>
Naruto Shippuden: Ultimate Ninja Storm 4 .xfbin audio files by MarioSonicU at 9:53 PM EDT on September 15, 2016
Link

I tried everything i could know of but i just won;t work for me. I also noticed that there ar .bnsf files in the nus3bank that these xfbins have. Can anyone help me getting the nus3bank files from the xfbins?


edited 7:26 AM EDT September 16, 2016
Resistance 2 XVAG by Cameron007 at 5:53 PM EDT on September 18, 2016
Hey guys. I've been trying to cleanly convert the Resistance 2 XVAG files into WAV with VGMStream. I've succeeded for the most part, but the quality is muddy. Can anyone help?

https://mega.nz/#fm/Z50wUIgY
Metal Gear Solid HD Collection - .sdt files(PS3, XBOX360, PSVITA) by AnonRunzes at 10:50 PM EDT on September 18, 2016
So, has nobody cracked this thing yet?
MGS_HDC_SDT

I only have three files; one for each platform the game was released on. I'll probably bring up some more later on.

edited 11:23 AM EDT September 19, 2016
Graffiti Kingdom's CDVDMAP.BIN file by Xane123 at 12:07 AM EDT on September 19, 2016
I opened Graffiti Kingdom's ISO and saw very few files in folders and a movies folder, but one file got me curious, the CDVDMAP.bin file in the root directory.

I opened it with HxD and saw what looked like filenames (and it contains PNG images uncompressed!), but what I saw at the beginning made me think maybe HCS64'd know what to do with it:

[img]http://i.imgur.com/MQtldNTl.png[/img]

Right at the beginning of the file is the filename of a .SWD file and instrument names, which tells me Graffiti Kingdom uses sequenced music. Later in the file are the corresponding .SMD files that people in this thread bring up. They also have tools there for converting this format to MIDI, which I would love to do.

The problems are that it's in this .BIN archive format (it has filenames and they're usually followed by the corresponding file's data or PNG files are referenced then stored somewhere completely unrelated) and I'm not good with coming up with ways to open unknown file formats like this and secondly, even if the SMD/SWD files were extracted, would those tools designed for Pokemon Mystery Dungeon games work with these PS2 game songs?

Here's the CDVDMAP.BIN file from the ISO if anyone wants to mess with it.

EDIT: A Japanese website says this when translated by Google:

[Graffiti kingdom]
The main data is stored in CDVDMAP.BIN.
Store information is stored in the program data (SLPM_650.97) within.

All ※ The following address is an address on the memory,
Position in the file will be minus the $ fee80 from each of value

And stored information ($ 3972e0 ~)
$ 20 units × number of data (1240)
+ $ 00 address of the file name
+ $ 08 data starting block number (1 block = $ 800)
+ $ 10 end-of-data block number
+ $ 18 use the number of blocks

Are further store more data in the archive file (* .ARC)
For information on this refer to the ~ $ 3c0540
+ $ 00 address of the file name
+ $ 04 address of the archive store information
+ $ 08 00?
+ $ 0C file size (* .ARC file the size of the entire?)
+ $ 10 the number of data stored
+ $ 14 FF FF FF FF?
+ $ 18 header ( "-RA-" begin with) of $ 04 of value
+ $ 1C (starting with "-RA-") header of $ 08 of value
Archive store information
+ $ 00 data start position (position from the archive file beginning)
+ $ 04 data size 1 (the size of the pre-deployment in the case of compressed data (CMP3))
+ $ 08 data size 2 (in the case of the compressed data expansion? And non-compression are the same as above)
+ $ 0C 00?
+ $ 10 FFFFFFFF
(If multiple data is stored repeatedly only the following data few minutes)
Data starting in CMP3 is like a compressed data, but it is unexplored with respect to how to deploy.

It should be noted that the data that begins with "afph" multiple data is stored.
$ 00 61 66 70 68 ( 'afph')
$ 04 this header size?
$ 08 the number of data
$ 0C data 1-start position (× $ 800 to) the beginning of this header is standard
$ 10 data 1 size (byte)
$ 14 data 2-start position
$ 18 data 2 size
..
(Less than a few minutes data only start position → repeat of size)


edited 1:07 AM EDT September 19, 2016
💓🍆Danganronpa PSP to Vita Translation🍆💓 by RebeccaSugar at 2:14 PM EDT on September 19, 2016
First off, I know this is an audio specialized site, I wanted to ask somewhere else, but people here are pretty damn competent compared to the others.

Anyway, I'm trying to frontport the Fan Translation of Danganronpa to the Offical Vita one, (basically this, but vice versa: https://gbatemp.net/threads/danganronpa-2-backporting-vita-english-translation-to-psp-discussion.440239/) to replace that ghastly, inaccurate translation they have on the official release, and wanted to obtain of a tool that would allow me to extract and compress .pak's for this game. I tried the Retro one and a bundle of others, they wouldn't really do anything but stay put on the console or quickly disappear, even when launched via command.

I'd really appreciate it if someone would test the file from the PSP translated version, in this mega link and share a tool with me, that would be beautiful! It would get me one step closer to porting the translation from the PSP, to the vita, since I already have everything from the vita extracted,

Cheers!!

https://mega.nz/#!vRE2haIC!LYsPZbppS1VvppfOMQmSE1mTWGGInm3-tGGRHmIHyCw

edited 2:19 PM EDT September 19, 2016
Pokemon Snap USF by wolupgm6 at 12:50 PM EDT on September 21, 2016
Had Winamp on shuffle earlier this morning and had the Tunnel BGM from Pokemon Snap come on. It kicks off with drums at the beginning (as it also does on the "Gotta Catch That Sound" album), but I distinctly remember it starting with only an eerie synth and building up.

I know this is one of those things that is probably too irrelevant to ever get fixed, but figured it's still worth mentioning!
Extracting Bayonetta 2 Voice files .bnk by Incarne at 9:46 PM EDT on September 24, 2016
Hello! I am fairly new to extracting files, and I can't seem to figure out how to extract these files at all. If someone can give me a hand that would be really awesome. I've been wanting to create a voice mod using the sound effects from this game and I've used tools like bnkextract but no luck. Thanks in advance to anyone willing to help!
REQUEST: Pokémon Rumble MIDI Rip by MidnightFlash44 at 4:54 PM EDT on September 26, 2016
Hello, everyone! I'm fairly new here, but that's not the point... I've been looking around for MIDI files from Pokémon Rumble, but all I've found is the "Cave Fight" MIDI from Pokémon Rumble World. Eventually, I came across a thread here in which soneek had uploaded the files, but the link is down now...

I would appreciate a (re)upload, as the files could help me out with a personal project of mine. The files can be from any version of the game.

Thanks in advance!
VGM Central by braun at 9:03 PM EDT on September 27, 2016
is there a hangout somewhere like VGM Central? that DC hub has some users but none i'd seen before, with very little to share and very.. dead.
Tomb Raider Legend - .mul files by AnonRunzes at 9:39 AM EDT on September 28, 2016
These .mul files seem to be multiplexed streams, long before Deus Ex Human Revolution was seen with this format. Is anyone eager on figuring this out?

Here are the .mul files from their respective versions.

edited 10:18 AM EDT September 28, 2016
Titling tracks by LouieG at 12:13 AM EDT on September 29, 2016
I've been wondering lately for games that don't have ingame jukeboxes/music players or official OST releases, how are track names obtained? I assume it varies by game, but are they in game files/the track's data? Or for games with no track titles at all are they made up and become commonly accepted?
Kuon [PS2 Game] by theREALmgo at 1:57 AM EDT on September 29, 2016
I recently got into game ripping and so I'm still pretty new to this stuff, but I am having trouble with file extraction to the game "Kuon" for the PS2. There are 2 archives with most of the information in them, "ALL.BND" and "DUMMY2.OUT". There doesn't appear to be any information on these archives, so they aren't used very much. Any ideas?
Extracting Shadowverse sounds by Rewrite at 3:14 AM EDT on October 1, 2016
I have a whole bunch of english and japanese acb files which I extracted from the game, but when I use the HCA extractor, it just says extracting... complete and there are no rips.

Am I missing a step in the process?
Resident Evil Remake BGM by TheFuryFox at 8:41 AM EDT on October 2, 2016
I have tried to rip Resident Evil Remake GC's
BGM with .snd extension to .genh I've tested
all settings and it seems that it is a variant of Nintendo DSP ADPCM but for other settings VGMtoolBox
it's useless. Is it possible to rip RER's bgms with
generic header?
I am a newby to this and I prefer rip
music myself than downloading already ripped bgm.
What the best way to convert Nintendo DSP MGSTTS by TheFuryFox at 9:42 AM EDT on October 3, 2016
Hello,
I want to convert MGS TTS gamecube BGM to a usable format and foobar says that those files are lossless
stereo 44100hz 16bit 403kbps and I want to convert them to Flac Ogg or Aac with the less amount of loss in quality and not too much filesize increase.
For a 500kb DSP converted into Flac the size is >6MB and with Ogg with quality 0 it's approx 1MB
What the best way(format, settings) to do this?
And of course I want to merge L and R files to 4 or 2 channels stereo but it can be done.
Does someone already tried to ripped MGS psx music to psf or midi? by TheFuryFox at 11:31 AM EDT on October 3, 2016
Hello,

Just as title say, I am able to get the sounds with psound in STAGE file and VGMtoolbox psf data finder
doesn't find anything. Does someone already made a progress with this game?
Unity5 Archive withe FSB5 Header audio Files by Arymond at 2:53 PM EDT on October 7, 2016
https://www.dropbox.com/s/n62tuxfrzjhr5qc/Voice_EXA.tmp?dl=0

I attempted to extract the files with Unity Studio but they all come out dummied and cutting them don't play in winamp withe VGMStream.

the game used to use wav and mp3 but they changed the audio format
iOS / Mobile - Music by mariofan12ify at 1:13 AM EDT on October 10, 2016
I haven't seen anything about mobile games music here so I thought I'd start a thread about it. I don't have anything to share, but if anyone else has anything to share they can do so here!
Is the 3D Land Title Sequenced? by Kurausukun at 7:34 AM EDT on October 10, 2016
This is way out-of-date, but I'm looking in the bgm folder and I absolutely can't find the title track. So is it sequenced, or am I an idiot?
.at9 file by Moonboy65 at 12:51 PM EDT on October 12, 2016
Is there any way to decode .at9 files? I have the rip of Senran Kagura: Bon Apétit and it's bgm sound files are all .at9
Daggerfall .HMI files by D/Generation at 4:22 AM EDT on October 14, 2016
I'm looking to record Daggerfalls .HMI music, but using the original bank files (MELODIC.BNK, DRUM.BNK) not general midi. I realize that winamp and foobar2000 can play these but I don't think they support the bank files.

I've searched all over, and there doesn't appear to be any program, DOS or otherwise, which will play these back appropriately. Any help?

EDIT: Maybe support for .HMI could be added into Hoot?

edited 4:29 AM EDT October 14, 2016
Zone of the Enders - .sdx files by AnonRunzes at 6:45 AM EDT on October 14, 2016
Seems like apparently these files might be harder to figure out than the Gamecube .bms format...

sdx.7z

They seem to be headerless .bd/.hd/.kdt or .sq files, but I don't know how to distinguish between them...
sonic advance 3 drums origins by pizzapizza at 11:17 AM EDT on October 16, 2016
example 1
example 2(here is lowpassed i think)

hi.
i am new to this forum.

and what im asking is pretty STUPID.

but i want to know where does that snare sound came from, because i love it, and i want to use the original sound in my "compositions".

i do not want to use a version ripped directly to the game (i have a soundfont, but i want to use the original sound, as i mentioned before).

the same sound is also used in megaman x(here is a little example)and i think its used in 1994 killer instinct fulgore s' stage not identical, but similar.

the composer of megaman x migth have used a sc-88 (source),but i dont really know much else.

so please help me find where it originates from.

edited 11:20 AM EDT October 16, 2016

edited 11:20 AM EDT October 16, 2016
Rabbids Go Home sound ripping help by SecretAgent2001 at 1:08 AM EDT on October 18, 2016
I started a project of ripping the sounds from the game Rabbids Go Home, and came across all these .sns files, which obviously were the sound files. However, I don't know how to play them. Could anyone please help me or give me advice on how to convert and to play these sounds?
There actually were some threads regarding this issue, but I didn't want to bump them, so I created this one. They actually discuss the very same problem I'm talking about.
Here are the threads: 1 2 3
Again, please help!
PS2 ADPCM Offset Problem (Crackling Noise) by Mygoshi at 6:30 AM EDT on October 23, 2016
Ok, so I extracted an archive called "soundstr.pkg" from Destroy All Humans 1 on PS2. After that, I obtained a lot of PS2 ADPCM files. There is a problem though, I can play the files right but with crackling noise, so I'm assuming it's a problem of offset. Here's what I know about the sample I will provide :

Format: Playstation 4-Bit Adpcm
Channels: 2 (Stereo)
Frequency: 44100 Hz
Interleave: 0x8000 (32768)
Offset: I don't know. I did some testing by eye-method on a Hex Editor, but I can't find the right offset.

Here's the link of the file: https://mega.nz/#!i4VFxaID!ohRze2N4V6mIGA7bDsjRB0D4XRpR76zCYJEjpUn0gbc

Thanks in advance...
Manhunt 2 PC FSB by DCX at 2:18 PM EDT on October 29, 2016
Hello,
Lot of trouble to decode the Manhunt 2 FSB files on PC. fsbext doesn't do all the job.

Any tips? Thanks!
how to extract halo ce sound files xbox version? by Sephirothkefka at 5:34 PM EDT on October 29, 2016
I haven't figured out how to extract the halo ce sound files for the og xbox. can anyone help?
Lumines Electronic Symphony (.SOUND Archive) by dork at 7:36 PM EDT on October 29, 2016
Dumped the audio files from Lumines (Vita).

Appears to be a container format (ARC header) that contains ATRAC9 audio.

I need help decrypting this, I don't know what I'm doing.


https://mega.nz/#!CNEUhSCL!jLyvczeEC2_kwSH6usXgTKrYf0oa9_4Sg6NeIzTwe6Q
Extracting audio from Rear Pheles ~Red of Another~ (PSVita) by mkdude at 7:47 PM EDT on October 29, 2016
I've been working on extracting and playing back the audio files from an obscure PSVita visual novel in Japan. I was able to dump the game contents and extract the files from the Unity asset files (resources.assets and resources.assets.resS).

When getting the files, they appeared as .vag, but playing them back in foobar2000 caused problems with glitchy and slowed down audio. I looked into it and applied GENH headers using the following settings:

Input file format: Playstation 4-bit ADPCM
Header Skip: 0
Interleave: 0x10
Channels: 2
Frequency: 44100
No loops

While the audio is better, it still has problems with cracking and garbled sounds, but at least the music is somewhat listenable. I've tried adjusting the Interleave, but that only made it worse. At this point, I'm not sure how to further improve the audio quality. I've read that the Vita supports HE-VAG which is what this game might use, but I'm not 100% on that. Any help on this would be greatly appreciated.

A sample of some audio files (VAG and GENH) can be downloaded by clicking here.

edited 7:52 PM EDT October 29, 2016

edited 7:53 PM EDT October 29, 2016
Sonic CD USA Midi's by dj4uk6cjm at 1:14 AM EDT on October 30, 2016
So I figured out how to rip the midi files from Sonic CD thanks to some useful information I looked up at the sonic retro boards here but somethings odd about them, I keep ripping the japanese soundtrack midi's from the american version of the games ISO. Was the american soundtrack not sequenced at all? Does anyone know? Because I really wanted midi files of the american version, I don't like the japanese music to be honest.
Good software to extract all wii music files at once ? by IssouBanador at 8:52 AM EDT on October 30, 2016
I tried Wiiscrubber but you need to manually extract every file which is annoying

Does anyone have an idea to extract them all at once (the partition data if possible) ?

Thanks
MIB File Help (Multichannel) by Mygoshi at 1:12 PM EDT on October 31, 2016
removed

edited 1:49 PM EDT October 31, 2016
Style Savvy: Fashion Forward Rip Request? by Wishy The Star at 11:04 PM EDT on October 31, 2016
I found a rip of Style Savvy: Fashion Forward, but it's incomplete!

Does anyone have a full rip of the game already? If not, would it be okay to request it? Thank you so much for reading!
Battlefield Series .vp6 videos by deepsheet at 4:52 PM EDT on November 4, 2016
Hi
I can't seem to be able to convert the sounds in these vp6 videos.
Can anyone help me.

samples
I want help! i cant find a snare sound by pizzapizza at 11:42 AM EST on November 8, 2016
I already tried to ask into the vgm/other instrument resource thread (Link), but i think i screw up, now i just want to ask help.
where this snare drum come from?

i asked graeme norgate in facebook(but he doesnt use facebook that much)

i think its also used here and here(though i am not 100% sure, the instruments are in low quality, and its a little quiet)

I love that snare drum, ad i wanted to use it in my "compositions"


edited 11:45 AM EST November 8, 2016
Tool: Zone of the Enders demuxer by Nisto at 10:06 PM EST on November 8, 2016
Since it seems to be a hot topic, I whipped up a tool to demux the .pss files in PS2 Zone of the Enders. I have only tested the US release (SLUS-20148) so far. I was able to demux all files without any problems. I assume it will work fine with the European and Japanese releases as well, but if there's any problem, let me know.

There are no "official" filenames, so I name them by what I've been able to discern so far:
<name>.m2v: MPEG video
<name>.genh: PSX ADPCM with custom 2048-byte header (+GENH header)
<name>.bin: models and possibly other data?
<name>_subs_en.bin: english subtitles with custom headers
<name>_subs_fr.bin: french subtitles with custom headers
<name>_subs_de.bin: german subtitles with custom headers
<name>_subs_it.bin: italian subtitles with custom headers

All PSX ADPCM streams are extracted to GENH, thus playable in vgmstream et al. I haven't looked into the .bin data much, but if it's a fixed format with a known typical extension, do inform me.

Download (win32 binary available; no dependencies):
https://github.com/Nisto/zoe_demux/releases

edited 11:20 PM EST November 8, 2016
Pokémon Musical 2SFs? (BW and B2W2) by agu fungus at 10:15 PM EST on November 8, 2016
So, from what I remember, there are five Musical events that back then could only be downloaded and played one at a time in Pokémon Black & White and Pokémon Black 2 & White 2. The question is, is it possible to extract the sequence data from the .pms files (found here: https://projectpokemon.org/events/musical.php ) and inject them to either game ROM to finally rip them as proper .2sf?
Most accurate chiptune emulation players avaliable by BlackRX at 9:37 PM EST on November 13, 2016
Hi, I'm currently gathering up files for various chiptune formats and I'd like to know of what's the most accurate players available in windows. Here's what I'm planning on recording-

NES (Mainly using NSFPlay now)
GameBoy/Color
SNES
Genesis
Master System/Game Gear
TurboGrafx 16
Various Arcade boards (Mostly use GameMusicEmu in Foobar)
X68000
N64
PS1

I largely use Foobar as it's the most convinent for me, but I realized NSFPlay has more accurate audio for FDS & various special chips.

Also, can whoever's in charge help me recover my password? I can't find it
Kisou Ryouhei Gunhound EX ADX encryption by Knurek at 2:13 AM EST on November 18, 2016
It seems the game uses a new key, VGMStream plays the files from the set, but with an ungodly amount of static.

I've uploaded a sample here, if anyone wants to take a crack at it.
PSP Music archive - help needed by Knurek at 5:28 PM EST on November 18, 2016
Given that PSP is pretty much a dead platform (there's been, what, 2 games released this year for it), I'd very much like to have a complete (or as complete as possible) collection available.

I'll go through all the missing sets and try to re-rip them, now that we have mature decryption tools and working CPK unpackers.

There's a slight problem though - my sources are only good for games up to 2900 by Advanscene numeration. For everything newer I have to scourge the net, looking for mostly links to various download sites (which are mostly malware inflicted, severely bandwidth limited deals) or search for mostly dead torrents, because people aren't really interested in obscure Japanese visual novel ports.

Which isn't really ideal - I'm wasting a lot of time, downloading 200 MB split files through a 50 kB/s limited download site, praying that the transfer doesn't crap out midway through or that one of the parts isn't a dead link... Not something I'd like to do with my time, really.

[urlhttps://docs.google.com/spreadsheets/d/1zKeVTOEC8eBp_8OBJaZM5q5gcuoUnPrZjS0GmHEcGZE/edit#gid=0]So, I've made a list of games I'm missing.[/url]
Please help however you can - set contributions are fine. Posting links to either GDrive folders with the games, Mediafire links or... dunno, MEGA (although that also is limited to 5GB of transfer each 6 hours).
If you are wary of posting a link like this here, I can be reached at the usual mail address - use an anonymous mail server if you want.

Just please help. I know we can do this - we have currently over 1200 PSP sets available, which is roughly 80% of everything on the system. Let's try to get it as close to 100% as possible!
Help to decode MS ADPCM (Just Dance 2017) by vladik4kides at 11:45 AM EST on November 21, 2016
Hey! I need someone to find me coeffs for my file which I got from Just Dance 2017 (PC). Here are some examples most likely with different amount of channels: Download samples
Here is picture with HEX of one of the file if you interested (00000678.rak):

It would be nice if I could get any help. Thanks in advance!

edited 11:45 AM EST November 21, 2016

edited 4:36 PM EST November 21, 2016
Hresvlgr / Jet Ion PS2 -- rip PSF2 by punylon at 3:35 PM EST on November 23, 2016
Hello everybody.
I'm asking for a proper music rip from this PS2 game.
I extracted the modules from SDJ.BIN (516,114,432 bytes) from [SLPS-200.59] using VGMtoolbox (I even manually extracted them off using hex editor, just to assure me that vgmt was doing it right).
This is VGMt's logfile after extraction
Extracted - Offset: 0x0002E000 Length: 0x000007E0 File: SDJ_0000.HD
Extracted - Offset: 0x00000000 Length: 0x00000D40 File: SDJ_0000.SQ
Extracted - Offset: 0x00001000 Length: 0x00005220 File: SDJ_0001.SQ
Extracted - Offset: 0x00006800 Length: 0x00003AA0 File: SDJ_0002.SQ
Extracted - Offset: 0x0000A800 Length: 0x00003010 File: SDJ_0003.SQ
Extracted - Offset: 0x0000E000 Length: 0x00003480 File: SDJ_0004.SQ
Extracted - Offset: 0x00011800 Length: 0x00003300 File: SDJ_0005.SQ
Extracted - Offset: 0x00015000 Length: 0x00003E70 File: SDJ_0006.SQ
Extracted - Offset: 0x00019000 Length: 0x00002000 File: SDJ_0007.SQ
Extracted - Offset: 0x0001B000 Length: 0x00001C40 File: SDJ_0008.SQ
Extracted - Offset: 0x0001D000 Length: 0x00002810 File: SDJ_0009.SQ
Extracted - Offset: 0x00020000 Length: 0x00002BA0 File: SDJ_000A.SQ
Extracted - Offset: 0x00023000 Length: 0x000004B0 File: SDJ_000B.SQ
Extracted - Offset: 0x00023800 Length: 0x00000270 File: SDJ_000C.SQ
Extracted - Offset: 0x00024000 Length: 0x000013E0 File: SDJ_000D.SQ
Extracted - Offset: 0x00025800 Length: 0x00002890 File: SDJ_000E.SQ
Extracted - Offset: 0x001AF800 Length: 0x00039A20 File: SDJ_0000.BD
I followed instructions from PSF2Kit's CLS-howto for use with mkpsf2, put all needed files (LIBSD.IRX, MODHSYN.IRX, MODMIDI.IRX from the game, etc), but all I get are unplayable files either in winamp (vgmstream) and fb2k.
Music plays fine in either console or emulator, so I don't think the modules (.IRX) from the game are corrupt.
Any help is much apreciated. Thanks in advance!
.xwb Loop Information by AceK at 6:31 AM EST on November 24, 2016
(Testing with Microsoft ADPCM format, specifically Persona 4: The Ultimax Ultra Suplex Hold [NESiCAxLive])

Well, getting to the point, has anyone attempted or figured out the looping headers designed for .XWB/.XSB set files?

In any case... it will be .XWB files that are primarily examined for this. The files in this rip contains the loop information, which works based on trial & error with the Sound Test menu.

It seems to be an offset away (towards the end of the file) of 0x00000004 from the Sample Rate region. Loop information starts around here. At this moment, I'm examining the loop end portions... which seems weird going by how most loop headers are handled. Side note, the sample rate of the .XWB doesn't seem to be consistent with the unxwb.exe process, to which I have no idea if it's rounded in the process or there is some form of additional calculation involved.

Side note, it seems to be Little Endian byte order.

Anyways... this is assumption for now, but from trial and error, it does not seem to follow the typical loop information, which is:

    â€¢Loop Start Position + Loop End Position

Instead, I'm assuming it follows this:

    â€¢Loop Start Position + Remaining Sample Length's Cutoff Position (or Loop Length)

When adjusting the Loop Length region... these were some of the results I encountered:

    â€¢If the smallest byte position has a hex value of 0x00 (with the remaining bytes of this string being 0x00; in example, 00000000)... the song will have no "Remaining Sample Length's Cutoff Position," and the audio will loop accordingly from Loop Start Position until EOF.

    â€¢If the smallest byte position has a hex value of 0x01 ~ 0x7F (with the remaining bytes of this string being 0x00; in example, 7F000000)... then the game would freeze, and audio stops abruptly once it reaches the loop start position.

    â€¢If the smallest byte position has a hex value of 0x01 ~ 0x7F (with the remaining bytes of this string being 0x01 ~ 0xFF; in example, 7F010000)... then the game would play out just fine. However, there is absolutely no difference from having the first byte being 0x01 ~ 0x7F, since the test of hearing the looped "bzz-like" waveform did not change. In other words, in terms of hex, this implies that the smallest byte of this offset region goes up in increments of 0x80.

    â€¢If the smallest byte position has a hex value of 0x80 (with the remaining bytes of this string being any value)... then the game should play fine with the loop, regardless if the remaining bytes of this string is 0x00. In the case where the string value is 80000000, then a "bzz-like" loop should take place.

Based from this information... loop region information is as followed:



TLDR: For .pos/.logg/loop creations... a nifty script would be appreciated. The idea is to identify both the loop start position and the loop length. From there, add the two values (Little Endian, 4-Byte string, int32/uint32) to identify the loop end position. (.pos files, by default via in_vgmstream, follows Little Endian Byte Order, 4-Byte string... where the first string represents loop start position, and the second string represents loop end position)

Resources for XWB Loop Information (WIP)

EDIT: I'm guessing unxwb.exe leaves unnecessary junk data at EOF? Loop plays perfectly fine, but there is unnecessary sample data at the end. Even trial & error of increasing loop length acts up in-game, proving that there is unnecessary data at EOF. Most files seem to have junk data of 128 (decimal) samples at EOF.

edited 8:48 AM EST November 24, 2016
FFmpeg decoding differences by bnnm at 7:59 AM EST on November 26, 2016
FFmpeg supports several decoders that vgmstream also does.
As a test I compared the output of both and found there is some difference between then.

I tested ADX, MP3 and AT3p and seems some samples are +-1 byte off, but Atrac3plus can be a bit more different (not really audible).
I don't know enough about audio decoding to find in the sources which one is "better" though.


Not sure if somebody noticed before so I wanted to bring it up, since I was tweaking FFmpeg support in vgmstream.
Rockstar Games Presents Table Tennis - .xwb sample files by AnonRunzes at 10:46 PM EST on November 27, 2016
Here is a sample.
unxwb extracts the file but when I try to parse the extracted file(either with headers or not) it just doesn't work.
Wii U DSPADPCM conversion? by planedec50 at 4:04 PM EST on November 29, 2016
I'm looking to convert some audio files into a specific type of DSP. I've tried using DSPADPCM.exe, but it doesn't convert to the right format. Attached is what I want to convert to if it's possible. The heading contains RAKI. Maybe there is some type of injection possible?

https://drive.google.com/open?id=0B-YcY ... zNseWRIbjA

Thanks to anyone who is willing to help!
im new./. by TNL at 11:57 PM EST on December 1, 2016
(:) hi
Looping Audio Converter not working on certain tracks? by LouieG at 1:48 AM EST on December 3, 2016
So I like to use Looping Audio Converter to convert bcstm/brcstm streams into mp3s for convenience's sake, but I've noticed sometimes it gets stuck on certain tracks, like Sun/Moon's trainer spotted themes. Is there anything I could do to get LAC to process them, or alternatively another program I can batch convert bcstms into mp3s with?
Play/convert sequenced Wii U audio by andrew_berge at 11:30 PM EST on December 5, 2016
Hello, i'm trying to get Wind Waker HD's soundtrack playing.
I've downloaded the rar from the pinned thread and extracted with unrar. Everything in the \stream folder plays just fine in foobar but i've yet to find a way to play the rest (the most notable missing track being the Great Sea theme).

I have a bfsar file (some kind of soundfont type of thing, i think?) as well as a \JAudioRes folder with asn, aaf, bdt & aw files that i don't know what to do with.

Am i even on the right track here? I've spent over an hour searching the forum and google with nothing to show for it. I'd appreciate any help.
vgmstream latest beta by bnnm at 12:15 PM EST on December 6, 2016
Since I'm doing some changes lately I thought I'd upload an unofficial beta of sorts:
https://www.sendspace.com/file/6yxx2w
(ie.- works for others? WinXP? AT3 loop hiccups in older systems?)


Basically now enables FFmpeg in Windows for AT3/AC3/AAC/OMA/MSF/whatever support (may need some renaming, see changelog.txt), also can load ADX/HCA keys externally.
at3plusdecoder.dll isn't used and there 3 new FFmpeg DLLs (only enable common VGM formats but can be swapped with full DLLs).


foobar2000 will probably be updated after some FFmpeg issues are sorted out.

I'm thinking of adding some more stuff like XWB/XMA later and some random ideas.
Winamp can't play 5ch btw (any Winamp expert?).
Legacy of Kain Soul Reaver (PS1) - .smp/.snd files by AnonRunzes at 3:29 PM EST on December 9, 2016
So I just found something...

This PS1 game uses .smp/.snd files for sequenced music. So if that's not a problem to you, can I ask anyone to reverse-engineer these files so that they can be played back as MIDI or PSF?

Here are the samples.
ffmpeg Decodes .xma Too Fast? by Kurausukun at 4:34 AM EST on December 10, 2016
I just tried using the latest build of ffmpeg to decode an .xma file (specifically, an .xma file from Sonic 06, which uses xma1), and ffmpeg does successfully output the file, but it plays too fast. Does anyone else have this issue, or have any experience/tips in decoding .xma files with ffmpeg?

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