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Ripping audio from .qpck or .is14? by seerooter at 8:15 AM EST on December 10, 2016
I recently encountered two weird file types called .qpck and .is14. I've ripped from games before but I have no clue how to work with these file types and none of my current tools can do anything with these. Can someone post a guide on ripping from .qpck and .is14 and converting the audio to .wav? I tried to, using the one tool out there for qpck but it didn't work and literally no one is talking about that tool or posting guides, etc. I'm stuck at the moment so thanks for any help.
Can't extract .nub file? by DoktorBeta at 8:25 AM EST on December 11, 2016
Have tried both NUBExt and quickbms.
NUBExt shows "unknown header" in the "extension" box when trying to extract.
Used this .bms that I found, it couldn't read the .nub: http://pastebin.com/Dd08Y91D

I haven't tried doing any byte-deleting stuff, since I'm too tired and/or stupid to figure it out. Not sure how important this is, but the file is from Jojo's Bizarre Adventure: All Star Battle.

Download for the .nub in question in case anyone wants to try: http://www.mediafire.com/file/v89k6svnn7bf9dy/2wmu01_ev.nub

Sorry if I messed up this post somehow, this is my first time on this forum (and first time trying to rip files at all, wow.)
PS2 SDK (< version 3.0.0)? by Nisto at 10:45 AM EST on December 12, 2016
Does anyone know how I might be able to obtain this? I have versions 3.0.0, 3.0.2 and 3.0.3, but unfortunately, all of these appear to have library versions unsupported by the PSF2 spec (at least the sysmem and sysclib versions are too high).

If you want to contact me privately, I'm on AssemblerGames, XeNTaX and VGMdb.

edited 4:41 PM EST December 12, 2016
Sounds from the Ubisoft Naruto games by MarioSonicU at 2:48 PM EST on December 12, 2016
There seems to be sounds in the .bf files for Rise of a Ninja and The Broken Bond. I was hoping someone can help me with extracting these files.
Heres a bf file from Broken Bond.
VGMTrans Loop Problem by G-Boy at 2:37 PM EST on December 14, 2016
I don't know if this is the right place to ask this, but...

I have ripped a DLS file and a MIDI file of the "Light of Silence" music from the Nintendo DS version of Chrono Trigger with the VGMTrans program, and applied the MIDI to the DLS file in the SynthFont program. The program recorded a MP3 file of the MIDI being played with the DLS, and it ended up sounding like this:

http://www.mediafire.com/file/ckl3r5ovlzji91k/Light+of+Silence+%28Failed+Rip%29.mp3

Here's a high quality rip that the YouTube user SilentWeaponsII made:

https://www.youtube.com/watch?v=2Ao31yAMsiU

The problem with my rip is that the piano sample that plays the melody doesn't fade out like the original; it loops instead. The difference is very noticeable at 0:16. It seems like VGMTrans only recognizes the velocity, the length of the notes and the samples that they're played with, not when the samples should loop and when they shouldn't. Is there a solution to this, and a way to rip the song more accurately? I can't record it directly from my 3DS, because the sound quality is too fuzzy.
Idolm@ster 2 voice bnsf files by min at 7:49 AM EST on December 18, 2016
I've been trying to extract the voice audio files form this game but with no luck (BGM converts fine). There is a 2 at 0x14 in the header which should typically be a 0. Changing this to 0 and then converting it in vgmstream gives scrambled audio. I would appreciate any help on these files.

Sample: https://mega.nz/#!woYBTB5A!qbk7Afvv_bfKP6Y5XiHTLjumUPMKUqXusg2xrHEffrE
Got a Rhythm Tengoku GSF– Need help getting individual songs by P-Kong at 10:47 AM EST on December 18, 2016
So, I guess I somehow managed to obtain a working Rhythm Tengoku GSF, but of course I only hear the title screen on playback as if I was playing the game with no buttons to press.
Now, how to branch that GSF to have a MINIGSF for all the different songs in the game?

I have no real experience whatsoever, but I just couldn't find any Rhythm Tengoku rip so I decided to try ripping it myself, at least I hopefully got that GSF right.

(And no, the game seemingly has nothing in common with the Sappy engine)
Winback PS2 audio by punk7890-2 at 6:33 PM EST on December 22, 2016
I managed to find the audio and extract it, but I am unsure if this type of audio is already supported by VGMstream. here is some files.

If so, what file extension would I name it to? If its not, is there a way to GENH it? It plays fine in MF Audio with these settings: RAW Sound Data Compressed ADPCM - Frequency 32000 and the rest are default. I can't seem to find loop data, however.

Here is the archive (?) it came in.

edited 6:55 PM EST December 22, 2016
The Golden Compass (Xbox 360) *.WAD_be by Mygoshi at 6:12 AM EST on December 26, 2016
The game Golden Compass on Xbox 360 contains a file called "NSGLOBAL_1.WAD_be" and I really want to extract the streams. I don't have any infos about that archive though.
There are 3 files attached with it, perhaps it help because it gives directory of each files, they're index files I think.

NSGLOBAL_1.WAD_be --> part 1 https://mega.nz/#!vs9gyJgK!BzAfSI4YHZw6MpZoeW50mENJ7IzBh4Zh7CWvKfUNZ24
part 2 https://mega.nz/#!OxdjWQha!Yp0Vv7ZMdU837tU4z87glEYUhc8pZ1bvXlEcYc7Yd2Q

NPGLOBAL_1.WAD_be --> https://mega.nz/#!m8UjkIhR!JDSSZkrWXxLYaFH1BGw4XwcdXLGo-u-4LA0SMWM8Qow

NQGLOBAL_1.WAD_be --> https://mega.nz/#!D980gKob!JkxBGnQED9r0BEks3Vjxj-cmEkrEYQ7l8KU4bexJAKA

NGGLOBAL_1.WAD_be --> https://mega.nz/#!u80R2ZCY!6e359FfRXT7g3QtWrX8SDt4S-deNOALl9kO4k7q7pR8

Thanks in advance.
Does anyone here have OpenSPC? by RukarioGyiyg996 at 9:28 PM EST on December 27, 2016
I need to use this old program to abuse it's lame IT conversion feature, but I don't know of any legit working download links.

Would anyone mind putting this up for download somewhere if one has it on hand?
Wii Menu Theme? by Kurausukun at 5:15 PM EST on December 28, 2016
Did anyone ever rip the Wii Menu theme? I'd like to have it, and wii.joshw.info doesn't seem to have it. If nobody has it, how difficult would it be to rip it myself?

EDIT: It looks to be sequenced. Dolphin logging, here I come.

edited 12:57 AM EST December 29, 2016
Sonic 06 (Demo) (Need help to find the music please) by Vector Harbor at 7:42 PM EST on December 29, 2016
So i was interest to find out if the sonic 06 demo contains music in it but after i download "the file" from here :
Sonic the Hedgehog (2006) Demo

I got just a files with no extension name...sure i look up for that and it turn out that the quickbms could do something...here the script : Sonic 06 QuickBMS Script

But then...argh there 3 folders with unfamiliar files extension and don't take much space on my hard driver... 0 ko no kidding...

Sure there something wrong to that... But i think it the "No files extension" that goes wrong with the rest...maybe a tool can turn this files into something that can look able to be datamined ? I don't much about this

So i was wondering if someone could help me to find a solution and i'll be grateful if someone could do something for that :D

Oh and BTW here those 3 folders : Sonic 06, common, win 32, xenon


edited 7:43 PM EST December 29, 2016
Problem with adx files by Trunksuu at 2:11 AM EST on December 30, 2016
Hi guys, i try to get all the soundtrack from the game "DBZ Dokkan Battle" but when i convert the ADX files to mp3, there's a lot of noisy sound. I think it's encrypted but i don't know how i can get the sound clear.

I know someone did that before here : https://m.reddit.com/r/DBZDokkanBattle/comments/4nxiue/fluff_dokkan_battle_ost_downloa

He's talking about degod 0.8 but i can't find it.

Need your help guys, thanks.
Need help extracting sound from .str files by terminator@ at 5:52 PM EST on December 30, 2016
Hi,
I am trying to modify the .str files of the Dragon Ball GT Final Bout game to change the the character voices of the game to another language. The problem is that these .str are not the same type of format as other games: They're like a pack of sounds. I have tried using Xtractor .NET, quickbms and other programs, but I don't even know if the program is extracting correctly the .str files. And in the case I succeed on extracting them, I don't know how to repack the files because, as I said, it doesn't has the same structure as the majority of STR files. Does anyone know how to edit these .str files?
Here you have the .iso of the game:


Here is the iso
http://goo.gl/0ZMPqB

thanks
How to convert data into audio formats? by Wishy The Star at 4:52 PM EST on January 2, 2017
In an attempt to get Style Savvy: Fashion Forward's soundtrack, I came up with a lot of .cpk files. I extracted some of them with Repacker CPK, and I got a lot of 'data' files. I'm not sure what to do with them, since they have no extension. Any suggestions?

Thank you for reading.

Koichi Sugiyama's setup revealed by Control at 8:13 PM EST on January 3, 2017
https://www.youtube.com/watch?v=iPNyqXo3Izw&lc=z13jczejty2py3tiq04cddpxgvrger3wmhs

At the end you can see Sugiyama at his desk with his very simple music software shown on screen.

I'm curious what computer that is and what software he is using there.

You can see at 1:48
New FSB5 Tool by snakemeat at 10:35 AM EST on January 6, 2017
Still trying to test it, but others may have more luck (or time). Looks like it may extract OGG without converting to WAV. See here: https://github.com/HearthSim/python-fsb5/.
Final Fantasy XI (X360) scd encryption by bnnm at 1:01 PM EST on January 7, 2017
Maybe some experts out there can help out (not really needed, just for fun).

The game is using some early/simple .SCD header and the data seems encrypted.

I think it's XMA with a RIFF header and some kind of XOR'ing, and at 0x14 I suspect is the "key".
Several files use the same key and the first bytes would match a "RIFFxxxxWAVEfmt ....".
Also XMA typically end in series of 0xfffffff, which files with the same key encrypt consistently.

Some samples: https://www.sendspace.com/file/lt38ch
(full set at joshw)
Wii Menu/Mii Maker/Wii Shop Theme? by Stardust_Mr at 7:00 PM EST on January 10, 2017
Is there a way to rip the themes from the Wii Menu and the pre-installed channels such as Mii Maker, Wii Shop and etc? Is there midi/dls that I can rip from them as well?
YouTube Lossless by Mygoshi at 2:40 PM EST on January 13, 2017
I'm wondering how to upload lossless audio to youtube. In 2014/2015, HQ music that I was uploading to youtube didn't have a very "degraded quality", but since July 2016, HQ music seems to be 128 kbps but I upload the videos at 720p. How to keep high quality? (like in ffmpeg or other things)

because I don't know how SilvaGunner keep such high quality : https://www.youtube.com/watch?v=4Y_D6koUbWI
GTA San Andreas Audio Ouput on Xbox/360? by DCX at 7:28 PM EST on January 17, 2017
Wonder if GTA San anderas has a better audio output on Xbox or 360 port?
The audio is lossless on PS2 but with a cut off at 22kHz.
PC is lossy ogg.

Thanks!

edited 7:29 PM EST January 17, 2017
Remove Ambient by Mygoshi at 4:23 PM EST on January 19, 2017
So, Bee Movie Game have some tracks from the Wii version that aren't on the other versions, but they have ambience mixed with music in one file. I'm wondering how to remove that ambience from the music perfectly. I found out that the Wii versio n have multiple tracks that have the same ambience in it, and these tracks are also availbe on the other versions but without the ambience. I wanted to know how to use the "non-ambienced-mixed" theme from the other version to only keep the ambience of the Wii version, to use it to remove from the specific track I want. It has something to do with Invert in Audacity and Mono tracks, but I don't seem to obtain a good result.
compiling help URGENT by Sephirothkefka at 10:05 PM EST on January 23, 2017
I downloaded the vgmstream git from github and am having trouble compiling in_vgmstream. It throws a bunch of errors regarding mp4v2 and fdkaac. The .md mentions something about removing it but im not sure how to do that. Any help?
Mario and Luigi Superstar Saga GSFs Not Working by Kurausukun at 2:21 AM EST on January 27, 2017
I'm trying to play the MLSS GSF set that's on joshw using the gsf player in foobar, but if I try to play them, I just get silence, and if I enable "suppress opening silence," it just gives me a decoding error. I seem to remember being able to play these at some point earlier, so am I just doing something wrong? Just for fun, I checked another GSF set and it worked fine.
Spirit Tracks File Names by Krypto at 5:02 PM EST on January 28, 2017
I've been listening to the audio files from The Legend of Zelda: Spirit Tracks, and was currently naming the files while keeping the codename for reference. However, because I haven't played the game in a long while, there are some tracks I don't know the name of, and it seems some songs are merged together (Dark Realm), or some don't seem to be apparent (Lokomo and Zelda Song Cutscenes). Can anyone clarify where NTR-BKIE-USA-0133 plays in the game?
Converting multiple sound files with vgmstream? by SecretAgent2001 at 12:23 AM EST on January 31, 2017
I know this might sound like a stupid question, but how do you convert multiple files (specifically .sns files) to .wav's at once using vgmstream, without having to do them one at a time by dragging each one on the 'test' application?
Freedom Planet 2: Sample Version (Help Required Please ?) (RESS & .Resource files) by Vector Harbor at 9:21 PM EST on January 31, 2017
Nevermind

edited 11:08 AM EST February 1, 2017
Fire Emblem Heroes .ckb by Ehm at 9:00 PM EST on February 2, 2017
These seem to be used for voices and sound effects only (music is in standard OGG). File magic is "ckmk", and it's followed by a list of the sounds inside each ckb. I'd appreciate any help converting these to a common audio format.

Samples here.
Compressed CRI Sofdec Video (.sfc) by MarioSonicU at 10:41 AM EST on February 3, 2017
Found this when extracting the cvm for the japanese version of Sakura Wars: So Long my Love. are there any files that can decompress this to .sfd
Link
Super Robot Wars Original Generation: Dark Prison by RetroFanatic at 11:23 PM EST on February 4, 2017
Is there a rippable soundtrack for this or is it already included in the PS3 soundtrack that's downloadable here?
Has anyone ripped the cseq files from pokemon sun and moon yet? by dj4uk6cjm at 4:00 PM EST on February 5, 2017
What is taking so long for a proper midi rip of this game? I know it's only been 3 months since the NA version of the games release but geez c'mon guys.....
Social Stigma and Loneliness by drexl at 10:26 AM EST on February 11, 2017
Hey, I'd like to have a talk about how our hobby doesn't fit into society and how we're coping with being "different". I'll start by telling you my story. I'd be glad to hear your experiences, too.


To me, almost all of my acquaintances not only don't share my passion for Video Game Music, but also most of them ridicule me for being into this. Even people who live by the "yolo follow your interest and don't give a shit"-mantra refuse to acknowledge and respect but more often plainly reject. It's like having VGM as a hobby is unacceptable, is a stigma and if I "come out" this somehow casts doubts above my persona, as if something would not be right with me. People call me "crazy" or tell me "Dude! WTF! This is Super Mario music, how can you listen to this? Grow up!". It's hurting and I feel devalued for being and doing what I like. I feel ashamed.

Usually I'm able to find other common grounds with people so I'm not alone at all and very sociable, click very easily with new people and if finding the bond click very deep with people, but regarding VGM I really have nobody to talk to in person. Given the rejecting experiences in the past I don't tell others I'm into VGM anymore so there's no possible way to relate to somebody.

At least my GF is somewhat tolerable towards it and enjoys listening to me when I play the melodies of Super Mario Kart on my piano, but also says "You're sick" to me for listening 3 hours long to the looped theme of the Woodfall Temple from Majoras Mask while studying on my headphones.

I even imagined doing VGM for a living as a musician with writing, producing, creating etc. since I know my talents in music are way above average, but given my lack of connection to anybody who is somehow affiliated with VGM as a source of income (e.g. VGM enthusiasts, game designers, developers, studios etc.) it's hardly realistic. So I take my way to another voyage but live in everyday doubt that I am wasting my life away in some other, although interesting, job which will never truly be fulfilling to me. Once I read an interview with Virt/Jake Kaufman about Shovel Knight and why he released it as a NSF for everybody to fiddle with and I remember so hard how I was touched by his description of how he truly enjoys creating VGM more than anything else and of all the gigs he had this was his true passion, but this seems so distant and impossible to me.
I made some custom driver rips (PSF2) by Nisto at 12:51 AM EST on February 12, 2017
I decided to create a thread for these as I've spent quite some time with them now and thought some discussion may eventually arise.


Graffiti Kingdom [Rakugaki Oukoku 2 Maojo no Tatakai] (2004-09-22)(Taito).7z

Silent Hill 2 - Saigo no Uta (2002-07-04)(KCE Tokyo)(Konami).7z

Silent Hill 3 (2003-07-03)(KCE Tokyo)(Konami).7z

World Soccer Winning Eleven 5 [Pro Evolution Soccer] (2001-03-15)(KCE Tokyo)(Konami).7z


First off, none of the PSF2s will play in AOPSF (2.1.9 anyway; I didn't bother testing much in the latest version). But believe me, I tried to make them work, even though AOPSF itself is reportedly buggy. I guess it just isn't very compatible with custom drivers. So use a player based on Neill Corlett's core (Highly Experimental), which plays them all flawlessly in both of its modes.

Secondly, all of these sets are untagged, and except for Winning Eleven 5, untimed. So taggers/timers/organizers/whatevers would be appreciated!

Also, the KCET drivers (Silent Hill 2 and Winning Eleven 5) may work with other games that use the same format, so I want to encourage people to test using them. Make sure you read the usage instructions for my custom modules in the notes included in the sets though. I already did test the Silent Hill 2 driver with Genso Suikoden IV and Shadow of Memories (aka Shadow of Destiny), but unfortunately the former just comes out silent and the latter plays slightly too slow, if I remember correctly.

The latter is also further proof that the KCET drivers were probably not very forward/backward compatible, and kind of prevents making a universally accurate KDT1->MIDI converter. The driver of Winning Eleven 5 had a similar problem with the data from Silent Hill 2. Originally, I only ripped the WE5 driver because it contains debug symbols (which made things much easier), but the music played too fast. I tried fiddling with the driver's tick mode, but it didn't help much, and it seems they actually do use the same modes after all.

The Silent Hill 3 rip uses the Silent Hill 2 driver as it is thankfully compatible with the data from Silent Hill 3.

As for Winning Eleven 5: the game contains only one sequenced track - the menu theme. It switches sub-tracks manually as you navigate the menu, so there's kind of no "absolute" way to play it. What I've done is to hardcode a 20-second loop for each sub-track. It's probably not "perfect", but I hope it sounds okay at least.

Some other PS2 KCET games that use the KDT1 format for BGM:
- Age of Empires II - The Age of Kings
- Genso Suikoden III
- Genso Suikoden IV
- Shadow of Destiny / Shadow of Memories
- Tokimeki Memorial 3

There may be more. If the game doesn't use a Trigger Data container (.TD extension, "SdDt" header), it's pretty easy to add it with e.g. a hex editor.

Also, I've been contemplating writing a PSF2 ripping tutorial as I've learned quite a lot making these sets and it's been quite frustrating without any help. If it would encourage more people to rip PSF2s, I think maybe I would. So if you're ambitious about PSF2 rippping, post a comment to show your interest, I guess?

edited 12:51 AM EST February 12, 2017
Bowser's Laugh In N64SoundTool by G-Boy at 11:41 AM EST on February 12, 2017
When I ripped the "Koopa's Message" music from Super Mario 64 with the N64SoundbankTool, I noticed that the Bowser laugh sample was missing from the soundfont. I tried to rip that sound with the N64SoundTool instead, but I couldn't find the sample in the sound list of that program either.

Could anyone please tell me how you rip the sample?
Paper Mario - Dry Dry Desert Trek Variation by AgeStar at 9:41 AM EST on February 13, 2017
Hello. Could someone please rip the Oasis variation of Dry Dry Desert Trek from Paper Mario? It's missing in USF rip.
How to convert .PS2 audio files by Zeether at 6:43 PM EST on February 13, 2017
So I was ripping music from SLAI on PS2, and I decided to use ADPCM Player to rip the raw audio because converting to .wav in there causes the quality to suffer (the stereo is bad). However, it spits out a bunch of .PS2 files and I don't know how best to convert them outside of loading each one into MFAudio and converting to .ss2 or some other suitable format. Is there a better way?
Unofficial HCS Forum distribution - Long time no see since 2011 by CaptainRon at 9:57 PM EST on February 15, 2017
It's amazing what 6 years can do to a person.

Anyways, I'm back; I was here 6 years ago because I was interested in the forum software & making a proper distribution package for it. And so I did.

http://techemporium.vashid.us/hcsfs/

NOTE: This code is based on HCS Forum's 2011 update. It has yet to be brought up to current code updates, but that will happen soon enough.

And since this place is also a video game music forum, might as well share some of my FamiTracker-made music.

http://techemporium.bananabo.xyz/warlord/

Hope you guys enjoy either of these two treats &, if you're also interested in a little user administration script I made for HCS forum, just let me know & I'll post it here.

Greetz, hcs.

edited 10:00 PM EST February 15, 2017

edited 12:19 AM EST February 16, 2017
Converting PS2 AFS to ADX files by Joestacos2 at 1:22 PM EST on February 16, 2017
Is there anyway Ito get the program that can convert PS2 (or any system) AFS movie files to ADX filetypes?

there was this link: http://www.megagames.com/console/cgi-bin-/dl.cgi?id=dc&file=afs2adx02!zip but it's dead


can you help a bro out?
Recreating The FFVIBRATO by G-Boy at 10:43 AM EST on February 18, 2017
There's a problem that I haven't found a solution to on the entire internet, so I decided to ask here:

I'm trying to rip MIDI files from SNES games with the VGMTrans tool, but the vibrato is missing. Is it possible to recreate that vibrato in the MIDI file? Here's two files I ripped:

Ripped MIDI file and soundfont from VGMTrans

Channel 1 of the original SPC

The instrument in the VGMTrans version doesn't have a vibrato and sounds flat and uninteresting because of that. Is there a way to fix this and rip a MIDI file with the vibrato?

edited 10:43 AM EST February 18, 2017
Ace Attorney Wii Question by G-Boy at 8:15 AM EST on February 19, 2017
I have a question; is the music in the WiiWare versions of the Phoenix Wright: Ace Attorney trilogy sequenced? And is it possible to rip samples from it?
Gensou Suikoden (Sega Saturn) - CDBGM/CDSE .BIN files by AnonRunzes at 2:39 PM EST on February 19, 2017
So, I found these files in the Sega Saturn version of Gensou Suikoden. The thing is, I have no idea how to extract these streamed files.

GENSOU_SUIKODEN_CDBGM_CDSE.rar

I can upload the other files if asked.
XSB/XWB in a WBA container (Codename Kids Next Door Operation VGM) XBOX by Mygoshi at 7:37 AM EST on February 20, 2017
a WBA file contains XSB and XWB (with plain-text filenames). The problem is that I tried to decrypt the files using unxwb. It gaves me a lot of WAV files, with 32000 in frequency and "ADP" in filetype. I just can't play the extracted WAV files. Note that when I scan that WBA file with EkszBox, it gives me a XWB file, and when I use unxwb with this extracted XWB, I obtain 32000 files but with XMA filetype instead.

Link to the original WBA archive : https://mega.nz/#!rwsRkYYZ!K504y_XUZz5p-dfm-xFy3fUUDq6lOzyPfLtEvNrY46k

Attached AOS file : https://mega.nz/#!q0FUVI4S!nuOjG37peUZfyB89wSLZtTWLYXHDl5KmP1qNQIl0lVU

Attached AOB file : https://mega.nz/#!791HxSAK!41Lyh0pBofRcUPBM6uQf0jKGEIQ0l527k41lG9yw5-o

I tried a lot of sotwares, I tried to rename, tried to add header, remove header, play them as raw, but I can't obtain a good result.

edited 7:38 AM EST February 20, 2017
Whiplash XBOX RKV by Mygoshi at 1:52 PM EST on February 20, 2017
I'm trying to decode the Xbox.rkv archive from Whiplash, a game developed by Crystal Dynamics. I tried to use the script from this thread : https://zenhax.com/viewtopic.php?f=9&t=3438
But it doesn't work for the Xbox version. It extracts the files wrong, and stops with an error. I think it works with the PS2 version but I really want to decode Xbox files.

Here are samples : https://mega.nz/#!DkkU2AoK!7UIXUlXCo3CGcKD1Hw9Fk7nXuqbuAj_wGBgEfoX8bZQ
https://mega.nz/#!7s0iWL5J!7xm_xCErJNFM4dWViVEhNJuz2fAIlPxTEwwOgz6-YvQ

Thanks in advance.
Dandy Dungeon, or the joy of ripping from Unity APKs by TerminaZeal at 11:17 AM EST on February 21, 2017
So we have a treasure of civilization here: the soundtrack to mobile game Dandy Dungeon, the latest project by Yoshiro Kimura (Little King's Story, Chulip, even No More Heroes) directing an eclectic musical team who, as far as I know, hadn't made a name for themselves in VGM, but damn if they don't fit right in.

Have a listen to the modern semi-enka JP title screen: https://www.youtube.com/watch?v=BRoFORNoTwc

Or to the one other sample available on the official website: https://www.yamadakun.jp/player/sound/bgm02.mp3

I tried to extract the music myself and only later learned about the actual PITA that is Unity music ripping.

Want to teach a man to fish, in case there's updates that add to the soundtrack later?

If you don't feel like holding a seminar for neophytes, you can benefit all of humankind and have a go at it yourself. I uploaded the APK in a neutral space: https://www.sendspace.com/file/cbg050

Let me know if a better upload method is required.

I haven't made much mention of my own gratitude on the matter because I felt it's such a matter of course, but either way: my serious thanks for any help you can provide.

Arabesque!
Help with Double Cast (PSX) ?PSF? audio by horse at 4:40 PM EST on February 21, 2017
I've not seen this game's music ripped anywhere so I thought I would try but... denied.

Would anyone have an idea what to do with this? There are several SQL and VHL files which seem like they contain SEQ/pQES) and VH/pBAV data. I tried cutting them into single SEQs and VHs and using with .VBs that are in their own directory on the disc (59 of them with names like in those SQL and VHL listings) but nothing seems to work. The VBs clearly are audio data but the VHL data doesn't really look like proper PSF VH to my inexperienced self. I tried looking for a pBAV string in other files but still nothing. vgmtoolbox search doesn't seem to help either. Would appreciate some assistance. Thanks in advance.

Here's the VHLs and SQLs with one of the VBs.

edited 4:42 PM EST February 21, 2017
final bout psx str by terminator@ at 8:34 PM EST on February 23, 2017
Hi,
I am trying to modify the .str files of the Dragon Ball GT Final Bout game to change the the character voices of the game to another language. The problem is that these .str are not the same type of format as other games: They're like a pack of sounds. I have tried using Xtractor .NET, quickbms and other programs, but I don't even know if the program is extracting correctly the .str files. And in the case I succeed on extracting them, I don't know how to repack the files because, as I said, it doesn't has the same structure as the majority of STR files. Does anyone know how to edit these .str files?
Here you have the .iso of the game:


Here is the iso
http://goo.gl/0ZMPqB

thanks
How do you disable 2SF fading from VGMToolbox???? by Peachalina at 2:04 PM EST on February 26, 2017
I want to create 2sf files from DS games using VGMToolBox, but it only spits out the ones with fade endings, which I find absolutely abhorrent.

I want the cooler-sounding endings that you'd hear in something like VGMTrans that never fades out the song, but instead has proper endings.

Is there any way to force VGMToolBox "NDSTo2SF" menu to export without fading? I can't find any option for that, which saddens me.

Sorry for whining/anal post I just really want the endings! :(
Trying to mute SSF channels... by Moose at 9:38 AM EST on March 2, 2017
So here's what's going on. I'm currently trying to study Radiant Silvergun's compositions by adjusting the CC bytes so the volumes are set to 0. Initially, I wanted to create new SSFs with VGMToolbox with these edited seq files, but I couldn't get it to work, so I found a feature that lets me 'recompress' SSFs so all the data is uncompressed.

Now the problem here is whenever I change even one byte by any amount, the file becomes unplayable. Could this be because it's not truly 'uncompressed' and it still relies on everything to be exactly the way it's expected to work? Or is there something deeper (i.e. sound driver shit) going on? I'm using the SS rip hosted on the site by myk65535 (at least the name appears in the "SSFBY" tag).

edited 9:39 AM EST March 2, 2017
Swap CSEQs in a 3DS rom? by HelpTheWretched at 6:53 PM EST on March 2, 2017
I'm working on Tri Force Heroes for 3DS, and have successfully edited and/or swapped files in the romfs and rebuilt the ROM.

What I'm trying to do now is swap some of the CSEQ sequence files to be able to make line-in recordings from areas with no background noise.

Problem is, the CSEQs are all archived in the Alice.bcsar (SARC) file. I can identify each one by their internal filenames and offsets in the .bcsar, but I can't find anything else in the romfs or code.bin that refers to either these names or offsets. I'm not sure if switching their order in the .bcsar with a hex editor would make any difference or just corrupt it.

Does anybody have suggestions, or knowledge of how the game (or any particular game) "calls" the files from a SARC?
Earthbound SPC by Stardust_Mr at 6:13 PM EST on March 4, 2017
Is there a way to accurately rip the midi from the spc including the pitch and modulation? I've scoured the internet and VGMTrans only rips the midi without the various pitch shifts or modulations.
Just Dance 2017 RAK Files by Stardust_Mr at 9:38 PM EST on March 10, 2017
I just recently extracted one of the ipk files for Just Dance 2017 and boy there's a lot of folders. I was particularly interested in extracting (or converting) .rak files to a readable sound format. Is there any tools or programs for such a task?
Extracting content from .dat files from Mario Sports Superstars by Swiftie24 at 10:23 AM EDT on March 13, 2017
I am making this thread so the other one doesn't get derailed with it since it was about music.

Recently i got into the files of Mario Sports Supestars.

The game is enterily compressed and 99% of the files are compresed in various .dat files.

My question is , does anybody know how to open these files to extract the contents?

I was looking forward to possibly mod this game , specifically the voices and music.

I know that the sounds should be in the na folder , fs1.dat is the music and i guess fs2.dat are the voices. I basically am trying to extract the contents from the fs2.dat and repack them again.
Extracting .bars file? by siegfrost at 10:56 AM EDT on March 13, 2017
Hi Guys,

Does anyone know how to extract the .bars sound files?

Wiki says its a SARC file format and there are a lot of articles saying that we can use Uwizard to extract it or using SARC Extractor(dev tool).

However I am having no luck with everything that I've tried. (Uwizard, SARCExtractor, Wii U Zip, EFE)
Can anyone possibly shed some light for me?

edited 10:57 AM EDT March 13, 2017

edited 10:57 AM EDT March 13, 2017
Multitrack/Multichannel Audio Players by rebooter23 at 4:54 PM EDT on March 14, 2017
What Audio Players for VGM with multitracks are you using?

I used to be very content with Cog while being on older OS X Versions. I could route Cog's Output through JACK and then mute individual channels by not connecting them to the output. Now on macOS Sierra JACK does not work anymore and there's no alternative so no way to listen nicely to the 14 Channel Tracks of Super Mario Maker or Hyrule Warriors while maintaining a loop.

Trying foobar2000 (either on Windows or via Wine) did not help because the only way to manage channels/multitracks is with the plugin "Channel Mixer" and this allows for a max of 6 Channels who are also mapped wrong (e.g. a set of stereo channels being mapped to center and then played mono).

Winamp doesn't have the latest vgmstream and it's multichannel support is bad just like foobar's.

Converting the streams into wav doesn't transfer looping information too so I need to play the original streams.

What to do? Has anybody a recommendation of a good multichannel-able player?
Tiger Woods PGA Tour 06 (Xbox 360) - .ast files by AnonRunzes at 12:19 PM EDT on March 16, 2017
So, I just extracted audiostm.ast from the game by using the tiger_woods_ast.bms script by aluigi(I just had to modify it for the filenames). However, their structure is quite different, and there is no clue as to what format did this game use other than "DECEAXMA.CPP" and "ambientStreamer" on the decrypted executable of the Xbox 360 version of the game(the notes are here). Oh, and there`s no "SCHl" headers either.

So if anyone feels like handling this format better than me, feel free:
twpt06_xbox360_audiostm.7z

Or should I leave it to the experts at ffmpeg?

edited 12:24 PM EDT March 16, 2017
Wii *.mus DSP ADPCM Help by Mygoshi at 9:26 AM EDT on March 18, 2017
Hello, I need some help decoding a certain MUS file from a Wii game, and I suspect it is DSP. I don't have any infos about it, there's an header in the file itself but I can't find the proper Header Skip value, etc.

It is from Koh Lanta Wii

Link : HERE

Thanks in advance.
Tales of Destiny 2 (JP) OST question by MetalKnick at 8:32 PM EDT on March 20, 2017
I've been looking into other Sakuraba OSTs lately and the Tales of Destiny 2 OST has grabbed my attention for using the same drum samples as Golden Sun 2 seen here.

I was wondering if the music is sequenced or streamed. And if they're sequenced, do we have a midi rip?
Bomberman Jetters (GCN) - Help extracting this? by Mario123311 at 12:34 AM EDT on March 21, 2017
https://www.mediafire.com/?augi28bjugst7gs

Looked everywhere for info on .SAMP files and tools to extracting it to no avail. Help would be appreciated as I think Wario World uses the same format.

I can't even find Nisto's tools for it anymore, Except for on his github which I can't get to run. Help please, Thank you.
Metal Gear Solid 2 PC: Need help trying to extract the contents of BGM.dat by E3245 at 8:38 PM EDT on March 24, 2017
Hello all. I'm trying to extract the contents of BGM.dat of the PC copy of Metal Gear Solid 2 so I can get the loop points of the music, but demux_dat and demux_dat_be does not work with this archive. It keeps saying: unknown block type 700 at 0.

Here's the header of the BGM.dat, the first 288 bytes (The actual file is about 300MBs): BGM.dat header

Thanks in advance
WarioWare Smooth Moves sequenced brsar *shoutout to ArcticJaguar725* by Kagemori at 11:56 AM EDT on March 27, 2017
Ok so it's really nagging me that I can't find a proper rip of WarioWare Smooth Moves anywhere, and decided to try to do it myself. I found very useful infomation around here but no real solution sadly.

I tried this tutorial, but as Mikurotoro said, the tool gives error no matter what. And it's even mentioned that "WarioWare: Smooth Moves is sequenced and it works" :(

I also tried unpacking the brsar, but as expected, it only exported the SFX, not the music itself.

Then I came today with these two threads (https://www.hcs64.com/mboard/forum.php?showthread=45279 and https://hcs64.com/mboard/forum.php?showthread=46639) and ArcticJaguar725 managed to export and convert the sequences succesfully from Animal Crossing City Folk, which uses the same brsar estructure as Smooth Moves.

Unfortunately, there's no explanation on how it was done other than "through Dolphin and some other sketchy methods. I also had control over the MIDI channels, which allowed me to dump the music"

As a last resort I thought about playing the game and dumping the audio directly from Dolphin, but the amount of SFX is crazy in this game to make a decent rip...

So yeah TL;DR, is there some place I can find a lossless rip or if ArcticJaguar725 is around, could you please give some insight on how you did it? Thank everyone very much in advance.

edited 11:59 AM EDT March 27, 2017

Oh I can upload the brsar if needed by the way.

edited 12:13 PM EDT March 27, 2017
Gba music rip by Altari at 8:49 AM EDT on March 29, 2017
Hi I am extracting the fire red music with gbamusicrip but there are some changes respect the original songs. Why? how can I get itlike the original? I leave here some examples
https://mega.nz/#!YdV13BxA!HGTmxYds6lZq_ghrca8hefMc9bXp75jmPegQOnXpCL4

https://mega.nz/#!8JkjAJwJ!sGUkw1zxHJ7bqb0SWpO0p-6dOhZcY7uBwZ130tgNtQg
Question about Mario Golf World Tour .bcstm files. by Swiftie24 at 12:07 AM EDT on March 31, 2017
So , i found some .bcstm files in Mario Sports Super Stars that contain Golf music , and just like World Tour the files play with horrible noises.

I found out that someone was able to make them work around here , so i was hoping if they could tell me how since im pretty sure the thing is the same because these are files from the same developer which is Camelot.

I just need to know how to make them play without the horrible noise , so i can tell what is what.

Please and thanks.
ADX type 9 decryption? by kevin.s at 11:19 PM EDT on April 5, 2017
Hi guys, I've been ripping some Japanese mobile apps' music.
Almost all of them are Unity-made, and the most contains the usual
HCAs whose decryption keys can be found nearby, easy to rip.

However Raramagi (net.wrightflyer.honyararamagic) is hard for me.
It's sounds are in HCA and ADX format. HCAs were easy, ADXs not.
Some samples here:
7.5MB zip

I believe they are type-9 encrypted,
so I tried brute force with degod 0.6 but without success.

Could you help? Thanks for reading.
tri-Ace IMA ADPCM? by soneek at 8:16 PM EDT on April 6, 2017
It looks like the BGM format tri-Ace uses in Heaven x Inferno and Star Ocean anamnesis (.aac extension) might be IMA ADPCM. Below are my findings, which might not be 100% accurate.

The raw data start offset is at 0x200, and in blocks of size 0x40. It looks like every block starts with 4 uncompressed pcm16 samples (8 bytes), then the remaining 0x38 bytes are IMA. Rewriting the data without those first 8 bytes in each block, and parsing as IMA with GENH doesn't work perfectly, but I can identify songs.

Samples

Edit: Just noticed I didn't put the full URL.

edited 11:01 PM EDT April 6, 2017
Looping XA files (SotN) with vgmstrean? by RetroFanatic at 11:19 PM EDT on April 8, 2017
It's not capable of that? Was going to rip some tracks from Symphony of the Night and I'd rather not have to use the copy-pasta method with Audacity.

Hmm. Tried opening some Megaman X5 songs in winamp. They can be looped.

Must mean that the SotN archive I downloaded from here does not have loop-points added to the songs?

Edit: Oops, I was wrong. The Megaman X5 songs must have been looped several times by default before the XA files for that archive was crated.

edited 11:27 PM EDT April 8, 2017
Yooka Laylee .wem files by wolupgm6 at 12:09 AM EDT on April 12, 2017
With the game finally being release, I took a crack at the .bnk and .wem files, hunting for the complete score. The .bnk files are all compatible with bnkextr and the .wem files (for the most part) work well with ww2ogg (around 80% of them). The other 20% are another story. They have a wave-like header, but I've not been able to get anywhere in regards to decoding them or playing them. That being said, my skills are poor and the game has only been out 12 hours. Here's one of the files, it's 857kb in size.

Can anyone help with this?

Favorite redbook soundtrack by henke37 at 10:06 AM EDT on April 13, 2017
One thing from the 90's was the widespread use of cdrom devices for game mediums.

But at the same time, the rest of the hardware usually struggled to find use for all the storage space. As such many games choose to spend the practically free space on music.

But enough backstory, lets talk soundtracks.

My personal favorite is the obscure platforming game Lomax. The soundtrack is very well done.
Need help with audio from mobiclip .mo files by ronnyspb at 5:56 AM EDT on April 15, 2017
Hi, the media files in game disc are in the mobiclip .mo (MOC5) format. I already demux them to video/audio with last version of vgmtoolbox and then I received audio file with .raw extension and now I need to convert this file to wav.

Here is sample of .raw file

https://mega.nz/#!a8ZhlDhb!OaHt5loaEMnJC1KNmxbsNzuIVJF6YJNK9AjSYC2TKHU

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

Maybe someone can help me to convert to wav ? Thanks!
Mario Power Tennis/Mario Golf: Toadstool Tour model/sound ripping help by triple_z at 5:49 PM EDT on April 15, 2017
Nobody probably goes on here anymore, but I was wondering if there was a way to rip the models/sounds from both Mario Power Tennis and Mario Golf: Toadstool Tour.
Some info:
1. They don't have any file extensions. None. Nada.
2. The files are listed as letters of the alphabet. There is absolutely NO results on Google (or bing) on how to rip these files.

Can someone help here, please?

EDIT: I am not willing to work with 3D Ripper DX or any other program of that sort.

edited 6:09 PM EDT April 15, 2017
So, what's the verdict on this video card? by kode54 at 12:07 AM EDT on April 16, 2017
My Radeon RX 480 started doing this when I upgraded the drivers to 17.4.2. What's the verdict, software or hardware issue? It was also misbehaving somewhat less under Linux and earlier Windows driver versions, now it does this, then eventually hard locks the hypervisor.

video
forum meta viewport by hcs at 12:18 AM EDT on April 16, 2017
I've just set a viewport meta tag on the forum, this should make it less painful to read on mobile browsers. Let me know if there are any unwanted side effects.

edited 12:19 AM EDT April 16, 2017

edited 12:19 AM EDT April 16, 2017
Rules for replicating PS1 SPU in a modern environment/Looking for three PSF rips by sabored at 2:41 PM EDT on April 17, 2017
I'm intrigued by the tendency of PS1 composers to bitcrush their samples, despite (to my understanding) having to encode them at 16 bit, 22,050 Hz for the VB soundbank. I'm curious as to whether it was an aesthetic thing or a necessity to save space on the disc.

I've recently had the urge to reverse engineer some of these songs. Unfortunately, I come more from the audio side of things than the coding side, so creating PSF files is a bit beyond my current knowledge. There are three games in particular that I'd like to hear multi-tracked files of. Dragonseeds, G-Darius, and Tomba! 2. Specifically, these tracks:

Dragonseeds - Clone Lab
https://www.youtube.com/watch?v=alyhP4JZ6W4
G-Darius - Network
https://www.youtube.com/watch?v=UIL7O97bjos
Tomba! 2 - Water Temple (Cursed)
https://www.youtube.com/watch?v=V8hFpfHswBE

I'm also trying to write a set of rules to follow for replicating Playstation 1 music in a modern environment. Here's what I have so far:
-24 Tracks of monophonic sample playback, noise, or frequency modulation
-Samples are mono, 16 bit, 22,050 Hz
-Forward looping possible from end of file, sample size multiple of 28
-Pan law of -3dB

Any help with the PSF files or contributions to the list would be greatly appreciated.

Thanks so much!


edited 4:35 PM EDT April 17, 2017
Compiling vgmstream for audacious on linux by Bladeforce at 3:24 PM EDT on April 17, 2017
Hello, I'm compiling this plugin for audacious on linux but get this error when compiling

main.c:1:28: fatal error: audacious/util.h: No such file or directory
compilation terminated.
Makefile.unix:465: recipe for target 'main.lo' failed
make[2]: *** [main.lo] Error 1
make[2]: Leaving directory '/home/ade/Downloads/vgmstream-r1040/unix'
Makefile.unix:351: recipe for target 'all' failed
make[1]: *** [all] Error 2
make[1]: Leaving directory '/home/ade/Downloads/vgmstream-r1040/unix'
Makefile.unix:398: recipe for target 'all-recursive' failed
make: *** [all-recursive] Error 1


Appreciate any help please
Need help in making a psf2 file loopable or extended by alaisha at 11:51 PM EDT on April 17, 2017
Greetings.
I just downloaded Armored Core - Formula Front (2005-03-03)(From Software).7z for the psf2 rips. A game I like, among many others. The menus/interfaces tracks are too short, less than 20 sec, so I wanted to make them longer, a.l.a. SNES spc, but the driver (H.E. in winamp) does not let me do that it seems. For example, this track "050.psf2" from the archive last only 8 secs, I change its duration to lets say 3:44, but it always stops at the same original duration of 8 secs, as if ignored. I set H.E. to "force all songs to play indefinitely", same thing, ignored. I then set duration to 0:0.0 manually, raw mode it's called, now song length changes to 3:00.00, but again the same: song finishes by 8 secs.
Is there any way, manually at least, to "extend" this song? If so, how? Thanks.
Sonic Advance 3 Soundfont by KonataIzumi at 8:35 PM EDT on April 18, 2017
Hi, I'm new to this place. Is it okay if anyone can combine all these SF2s into one SF2 in GM Order? Here's a link: http://www.mediafire.com/file/8iconidxmpl6wba/SA3+Soundfont.zip
Metal Slug X MIDI / Soundfont Rip? by vajuvaju at 10:58 AM EDT on April 24, 2017
I want to rip the midi and soundfonts from Metal Slug X. I tried ripping the PSF's from the PSX version using VGMTrans, but they sound horribly wrong. The midi's look fine, but the soundfonts don't match up. What can I do? Can other ports of the game be ripped as MIDI and soundfont, like, for example, the original arcade? (And, if not, can it be at least ripped as .vgm?)

edited 10:59 AM EDT April 24, 2017
Tagging Yooka-Laylee OST by derselbst at 3:11 PM EDT on April 24, 2017
I'm about to create a shell script for properly renaming the .wem files shipped with YookaLaylee. If anybody is interested, it's on github:

https://github.com/derselbst/tagging/blob/master/yooka-laylee.sh

Feel free to contribute via pull request or forum post.
Help with some encrypted files... by bxaimc at 10:57 PM EDT on April 26, 2017
So, I need some help if anyone is up to the challenge.

Here I have 2 files, one decrypted and one encrypted. They're the same file (I assume). So, if anyone is familiar with encryption, I'd appreciate the pointers. Note, it looks like xor to me but I don't know where to start with that....

enc-dec-file.7z

PS, this is from a ramdump of Dirge of Cerberus. It's only partial data but I've pin-pointed it back to data\zone\z128\sound\bgm_001.at3
Help with N64 music rip by Volkov73 at 2:35 AM EDT on April 28, 2017
Hey guys. I'm looking to rip some N64 songs. However, I would like each track as a seperate WAV so I can choose to mute certain instruments if I wish.

Does any software exist which allows muting of certain channels during playback, or direct WAV recording of each track? The only method I've found is using gameshark codes in the game/emulator, but this would be very tedious and would result in sub-par results (audio not lined up).

Any ideas?
Switch music files? by mariofan12ify at 8:00 AM EDT on April 28, 2017
Has anyone tried looking for the music files of Nintendo Switchs yet?
Playing audio from .z64 by Volkov73 at 1:28 PM EDT on April 28, 2017
Am I supposed to convert to USF or is there some other method to play only the music from this rom?

I currently listen to N64 songs using downloaded USF (miniusf) and have come up dry on a guide on converting (if converting needs to happen, that is).

Can anyone clue me in on playing music only from my .z64 file? It has edited game music so existing rips are of no use.

Thanks in advance :)

edited 1:45 PM EDT April 28, 2017
Converting .genh to .wav, getting static noise and no music by joeyc410 at 6:23 PM EDT on April 28, 2017
I've read this is an issue other people have had when trying to rip music from PS2 games. I'm using VGM toolbox to create .genh files of original audio files from PS2 games, then using this VGM converter program to convert the .genh files to .wav. When I do this, the music files just come out as a bunch of static noise. My game discs are fine. I think I might be doing something wrong? Please let me know if you know a workaround for this issue.

edited 6:24 PM EDT April 28, 2017

edited 6:25 PM EDT April 28, 2017
Labyrinth no Kanata and Valkyrie Profile 2 SFX? by SunClonus at 9:46 PM EDT on April 28, 2017
Can someone rip the SFX of these games?
Unknown GCN PCM files from Pokemon Box by Kagemori at 9:30 AM EDT on April 30, 2017
So I've been wanting to get the Pokemon Box Ruby and Sapphire remixes for quite some time and decided to try out looking for the sound files in Dolphin.

Found some PCM files which I suspect are the music but I tried playing them with vgmstream and in_cube to no avail.

They are just labeled as PCM, not bms or any of those weird GC formats, so one would think they shouldn't be a problem... Any ideas/suggestions?

Here are the files if someone wants to mess with them a little.

https://mega.nz/#!hQVHkAKb!N6f3dKs7S86we-uLl-kSUNa7Owm83-HtaxpMf3IdoAU

Edit: I'd like to convert them to wav or some other manageable format, not just playing them btw

edited 9:33 AM EDT April 30, 2017

edited 9:34 AM EDT April 30, 2017
Get Original Wwise Filenames With SoundbanksInfo.xml by Mygoshi at 1:50 PM EDT on April 30, 2017
Hello, I recently bought Outlast 2 on PC and I saw that, in the same folders of the BNK containers, there was a file called "SoundbanksInfo.xml", that contains the original filenames of each files in the BNKs. The problem is that when I extract the WEM/Wwise, I always get name like this : 81202919.wwise
Is it possible to replace all those boring filenames into original filenames with the XML file? Is this hard? Thanks in advance.
need help with .wav.str file from wii game by ronnyspb at 3:30 AM EDT on May 1, 2017
Hi, maybe somebody can help me - I need to found proper way to decode/convert .wav.str files from wii game.


originally files in the .rev-archive, here is extracted content:

https://mega.nz/#!f0AUlZRC!GlnhbWeQ8BcvzC1qxJilrdEvI5ssZHkfRvYoBmOcIIY

There is approximate information about these .wav.str files:

header: not present!
type: IMA-ADPCM or ADPCM ???
bit depth: 4-bit ???
Frequency: 32000Hz ???
Number of Channels: 4
NFL 2K4/2K5 music request by godzfire at 8:10 PM EDT on May 1, 2017
This is a big favor, but one hopefully someone would consider doing. I am a big fan of the old school ESPN NFL Primetime music you heard Sunday Nights in the 90s and early 00s. I found that some of them are actually included in the games NFL 2K4 and 2K5 for Playstation 2/XBox.

I'm wondering if someone would be kind enough to rip them for me? If needed I could track down iso's of the games.

edited 8:10 PM EDT May 1, 2017
Is there any way to convert wavs to BFWAV? by Swiftie24 at 4:00 PM EDT on May 2, 2017
Mario Kart 8 and several others use this format , and while there are already ways to convert sounds to bfstm , i cant find anything about bfwavs.
Need help ripping Metroid Fusion MIDI's by Meowmaritus at 8:48 PM EDT on May 2, 2017
Metroid Zero Mission and Fusion are said to have the sappy data located in a different place, causing saptapper, gba_mus_riper, etc to be unable to find the sappy data. However, bout 4 years ago a user by the name of soneek managed to rip pretty much all of the MIDIs in Metroid Zero Mission, with all of the instruments other than the drumkit. I still have no idea how he managed to extract it so any help with the Metroid games specifically or information on how to find sappy data in general would be appreciated. It would be nice if you could reply, @soneek, but I understand if you're too busy.

So far I've searched inside of a Pokemon Emerald using sappy_detector.exe's results as a guide, trying to find similar looking data in Metroid Fusion and inputting the addresses into gba_mus_riper, with no success. It says "Invalid amount of tracks 234 ! (must be 1-16)" with almost any address inputted, leading me to believe I'm not even close to finding anything and that's just the default value.



Also, I'd like to point out that I'm not interested in listening to the tracks in high quality, as a lot of people trying to rip them are wanting to do (I'm doing it for research purposes). So, I don't need any resources or help with alternative methods of listening to the soundtrack. I appreciate those who were planning on doing that though lol

edited 8:49 PM EDT May 2, 2017

edited 8:51 PM EDT May 2, 2017
Is it possible to rip music from Net Yaroze homebrew games? by LC-DDM at 6:43 PM EDT on May 3, 2017
Hi. Uh, as the title states, I'd like to know if there's any success, or even a possibility, of ripping music from a variety of Net Yaroze games.

To clarify, Net Yaroze itself was a Sony-backed dev kit to hand over to universities for people to make their own homebrew games. It came with a "Black Box" Fat PS1, a bunch of coding manuals, appropriate cables, and so on. The best Net Yaroze games were bundled with the PS1 demo discs as a display of what was possible. Nowadays, you won't find much of that unless you saved the demo discs from back then, or if you scour the internet for the Net Yaroze Compilation of 2014.

Unfortunately I don't know much about the musical aspect of the Net Yaroze games, barring that some, like Super Bub Contest, were sequenced. So, y'know, I'm asking this in case any of you might know.
Twilight Princess AW Ripping by G-Boy at 9:27 AM EDT on May 4, 2017
I've been searching after the sources of instrument samples that were used in The Legend of Zelda: Twilight Princess, and I have a soundfont of that game that someone made, so I've found many of them. The problem is that I don't know where the instruments in the soundfont were used in the actual soundtrack, so I have to listen to the songs from the game to tell. That's very tedious, so I want to rip separate AW banks that are connected to each of the songs in the game so I know which songs the samples were used in.

But I don't know how to do that since I've never ripped anything from GameCube games before, so can somebody tell me how to rip separate AW banks from Twilight Princess?
Pal speed on spc, vgm or nsf by Sir-Sabin at 3:57 AM EDT on May 5, 2017
Is is possible for spc, nsf and vgm files to run at pal speed?
Singstar PS3 PKD Files by Mygoshi at 5:06 PM EDT on May 5, 2017
In main game directory there are Pack0.pkd and Pack1.pkd. Scripts exist for PKF but not PKD which actually contains music and videos.

Help to extract?

Samples here Here
Attempts to replicate PSG/FM/wavetable synthesis using pulse-code modulation (samples) by abuse of circ at 9:04 PM EDT on May 5, 2017
this is one of the more curious video game articles on Wikipedia:
https://en.wikipedia.org/wiki/Sound_chip

I'm looking for more games like the ones listed below, whether the music is original to the platform or was carefully converted (unlike, say, Ninja Gaiden Trilogy). I find these cases interesting, as they obviously require significantly more effort than using

This should mainly pop up on the SNES, PS1 and DS, although there are likely some rare cases on GBA and Saturn. Also possibly the Amiga? I don't really understand that machine.

SNES
Caravan Shooting Collection (conversion of three NES games)
Kyuuyaku Megami Tensei (debatable, I suppose)

PLAYSTATION
The Adventure of Little Ralph (two instrument sets, one is "PSG")

DS
Etrian Odyssey I-III (less so in the third? only played the first)
Nihon Pro Mahjong Kishikai Kanshuu - Pro ni naru Mahjong DS
The Dark Spire (two versions of music, one is "original")

additionally, Yousuke Yasui did a couple FM-style tracks for some DS English training games (don't think they are streamed) and the Star Radish tracks in Doki Majo Plus.

I'm still investigating the Tokimeki Memorial minigames...
Similarly, there might be something in Love Plus?

almost certainly missing a few obvious titles. please contribute.

edited 9:05 PM EDT May 5, 2017
Super Robot Wars Z2 Saisei-hen voice rip by Mao at 12:00 AM EDT on May 8, 2017
I'm looking for the voice data for Saisei-hen. I've been trying to extract the files but after extracting the .ISO I get some DATA.bin files that I can't seem to extract.
Link
Any help would be very much appreciated.

edited 4:51 PM EDT May 8, 2017
Someone Remind Me How to Rip Sound Effects from .aw/.baa/JaiSeq.arc by Kurausukun at 5:47 PM EDT on May 8, 2017
So this is basically BMS, but I don't need instruments, I'm just trying to rip the voices from Double Dash. I remember ripping the samples from Mario Galaxy a long time ago and I'm pretty sure it used the same formats, but I cannot for the life of me remember which programs I used and why. Sorry to ask people to do busy work for me, but does anyone know what the relevant thread(s) is/are?
Swapdoodle Soundfont Extraction by tomman123 at 7:25 PM EDT on May 8, 2017
I recently managed to extract a mid from a cseq file within a bcsar file from Swapdoodle. Now, if possible, I'd like to get a DLS file as well so I can play/edit the song accurately in FL Studio. If anyone knows how I should go about getting a DLS, please let me know!
Yu-Gi-Oh! The Eternal Duelist Soul & Yu-Gi-Oh! Worldwide Edition: Stairway to the Destined Duel Request by Nyarlathotep at 1:49 AM EDT on May 10, 2017
Would anyone be willing to look into ripping the music from the two GBA games "Yu-Gi-Oh! The Eternal Duelist Soul" & "Yu-Gi-Oh! Worldwide Edition: Stairway to the Destined Duel"?

Both games feature a lot of the same music, but with a few tracks exclusives to each. However, neither uses the Sappy sound engine so I'm guessing the process must be a bit more difficult than a typical GBA rip.

If there's anyone who can accomplish the task but require some incentive then I'd be willing provide payment for their work via PayPal.

edited 1:57 AM EDT May 10, 2017
Any way around .sl3? by PZEL at 11:10 AM EDT on May 10, 2017
Hi all!

Regarding this extension (.sl3), is there any way around it? I recently wanted to convert the music of Transformers (PS2, 2004/Melbourne House/Atari), but this extension has made that impossible. I have vgmstream, but seems to be incompatible. I'm not sure. In all honesty, I have been out of the loop for quite a while, so I'm quite stumped.

I hate having to bother others like this, but I figured asking won't hurt. Your help will be appreciated.

Thanks.
Need help getting the Sword Beam sound effect from Four Swords Adventures by RailgunZx at 1:39 AM EDT on May 12, 2017
Hello,

I need the Sword Beam sound effect (the sound of the beam that gets fired from Link's sword when he has 2000 gems and full HP) from Zelda Four Swords. I have been constantly trying to rip the sound from the files for the past few days without any luck.

Can someone please get this sound effect for me? I would be eternally grateful. I've tried so hard and followed every tutorial I found, but I can't seem to rip any of the files properly.

Thanks

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