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This snddata.obj file is the bane of my existence! Urgent help required! by simonmkwii at 2:42 AM EDT on October 13, 2017
Turns out this file is in all of the GameCube games developed by Nintendo Software Technology, and it contains sound effect data in the ADPCM format, but it is packed in a container that no-one has ever reverse engineered!

The games it is in are:
1080° Avalanche (Confirmed)
Wave Race: Blue Storm (Important! Contains the condescending announcer easter egg!) (Confirmed)
Nintendo Puzzle Collection (Unconfirmed)
The Legend Of Zelda: Collector's Edition (Unconfirmed)

Here is the file from Wave Race: Blue Storm!

I would upload the file from 1080° Avalanche as well, but my disc is a bit scratched and my Wii gives up halfway through copying the file.

Note: The file header begins with "SNDFILE" if that helps.

edited 2:43 AM EDT October 13, 2017

edited 6:05 AM EDT October 13, 2017
"Bioshock Infinite" Anachronism soundfont by Zetto Kuzuuya at 2:07 PM EDT on October 14, 2017
To those who are curious, I ABSOLUTELY LOVE The bioshock infinite soundtrack, well the anachronisms, the other string based songs are pretty cool, but I ABSOLUTELY LOVE AND ADMIRE the little things like these https://www.youtube.com/watch?v=Bs7gne5fcoo
(we are number one but it's electro swing Like an old cartoon)
modern songs being re-done to sound like they are from a different era, now to get straight to the topic at hand....

I am looking for a soundfont or free vst that I can use that will help me do this kind of thing, like Bioshock infinite did, for example Tainted love with it's paino and crackle https://www.youtube.com/watch?v=RBZdwfp4LtQ&index=12&list=PLsJs8eSUgOjFIgwvMK0djgL55RHhNlRzu

can anyone help me out?
Samples Thread!! by Mr.Sanic at 1:09 AM EDT on October 15, 2017
Let's start an interesting topic:


Samples.
Let's share our sample collections and help each other to rip stuff as well.

let's start with .BRSAR extraction from various games,to making an soundfont.

Let's get started!

first question...

ripping INSTRUMENTS (not SFX,the melodies itself.)
AAC Looped? by froggestspirit at 6:29 PM EDT on October 16, 2017
I'm looking for a file type that runs in VGMStream, but has looping capabilities. My end goal, is to take the Pokemon X/Y soundtrack (which is natively in .AAC with loop info elswhere), and convert it to a format that can achieve this (whithout decoding/encoding) to keep the original quality in-tact. I can make a program to batch process them to add a header, and loop info most likely.
Gamecube Samples by Dawsee_ at 5:36 PM EDT on October 18, 2017
Is there an easy way to extract samples for every gamecube game?
Sega Genesis Thread by Mr.Sanic at 1:25 PM EDT on October 20, 2017
This thread is supposed to help people with certain problems ripping Genesis sounds.

1.Sega Music is sequened,using SMPS or GEMS
2.You can't simply extract a soundfont,you need the samples.
Also Sega doesn't use soundfonts,it's everything sequenced.
3.Sega CD uses streamed audio,but some games have their samples separated from the streams.
4.And no,Sonic 2 doesn't have the same samples as Sonic.1,theres a lot more than that.

Well,let's start our discussion
Are you having trouble with something?
Wii Sports "Soundfont"!! by Mr.Sanic at 7:07 PM EDT on October 21, 2017
So,i managed to extract ALL of the samples,including instruments,SFX,ambient,noises,and much more!


Unfortunately,Only Golf,Bowling and Boxing have extractable samples :C


Anyways,get it here:

https://www.mediafire.com/file/kevm7dom8lo8juq/Wii%20Sports-WAVS%20%26%20Banks.zip
Nintendo DSI Shop sound_data.sdat by Infomaniac95 at 8:52 PM EDT on October 22, 2017
So some time ago, this video was uploaded. For some time, I have been trying to grab the file that was featured in said video, but when I try to decrypt it using DSI SRL Decrypter, it just crashes, and nothing else. So I am now at a dead end, and I cant find any other info about this subject. Any kind of help would be really nice!
Pikmin 3 Sound Effects? by Kagemori at 10:44 AM EDT on October 31, 2017
I know this comes out of nowhere, but I wonder why Wii U rips never include sound effects?

I'd love to have the gibberish lines the koppaites and hocotatians speak in Pikmin 3, does anyone know if that's possible?
SquareSoft/Square Enix - .dat(/.sz) demuxer by AnonRunzes at 6:30 PM EDT on November 4, 2017
Okay, so I'm about to show you something unbelieavable. It's an untouched demuxer of those strange movie formats used in SquareSoft/Square Enix games. Here it is:
squaresoft-square.enix_sz_dat.bms

Basically, it does exactly as I mentioned: it demuxes the .dat/.sz movie format as seen in Driving Emotion Type-S and a few other SquareSoft/Square Enix games if you see one. Although for individual movie formats such as .dat the script can handle these too! Most of the demuxing happens on these video/audio chunks, which have to be set manually(read the script for more info).

However, it does not do any kind of post-processing when it comes to these chunks, that's why it's an untouched demuxer of these movie formats.

edited 6:31 PM EDT November 4, 2017
ATRAC9 Decoding by furrybob at 9:36 PM EDT on November 4, 2017
I've been doing stuff with HCA encoding for the past month, and now that VGAudio's HCA encoder is complete, I'm working on finishing an ATRAC9 decoder. I figured I'd keep the HCA thread a bit cleaner and start an ATRAC9 one.

The decoder is complete and been pretty thoroughly tested. The source will be released after I've done some final cleanup on it. When the source code is first published, the ATRAC9 decoder will be part of VGAudio

A build of the VGAudio UWP app with ATRAC9 decoding support can be found here. You may need to install the included dependencies if they haven't been already.

For now, I've posted a small amount of documentation for the ATRAC9 format. It can be found in the atrac9-docs branch of VGAudio. Once ATRAC9 support is merged, the documentation will be found in the master branch

edited 9:37 PM EDT November 4, 2017
LEGO Racer's Music Files by Infomaniac95 at 1:22 AM EDT on November 5, 2017
I have always liked the music for LEGO Racer's for the N64, but always wanted to have a clean rip of it, and the other rips I have seen online are from that of the pc version, of which it's tracks are only 22khz. Since this game has a modding community, it's possible to hex edit the rom, and get something called the LEGO.JAM file, and then on can use a tool to extract the raw files lurking inside. Inside the .jam archive, I noticed files saying genmid, meaning music files. I searched the whole archive to see if there was more files like it, and sure enough, there was. The first kind of file I saw was a ptr file, which appears to be a midi type file, and has the hex identifier of N64 PtrTablesV2. The second kind of file I found was a .wbk, which seems to be a soundfont file of sorts, and has a hex identifier of N64 WaveTables. So why am I telling you all this? Well, I was wondering if it would be at all possible to have the files in a format that would be usable, assuming it even is possible to work with the files. You can find the files in question here.

Thank you again in advanced!

EDIT:I found out that N64 SoundTool support's this game, but, needless to say, it doesn't quite sound right. The following 2 links have what the track should sound like, and how n64 sound tool ripped it.

First off is the main theme.

Last link is Imperial Grand Prix.
edited 1:23 AM EDT November 5, 2017

edited 1:47 AM EDT November 5, 2017
Super Mario Galaxy 1 / 2 Soundfont by mariofan12ify at 4:01 AM EST on November 5, 2017
I was wondering if anyone had made a soundfont for the SMG 1 or 2. I've got all the midi files for the sequenced songs, but I don't have the instrument samples or a soundfont.
Zone4 .Sod BGM Unknown Format by TheGoldenChild at 3:04 PM EST on November 6, 2017
Hello, was wondering if anyone knew how to decode these .SoD files? I tried opening them in foobar however they cannot be read. I have never seen this type of file before and have no idea how to go about extracting them.

https://www.mediafire.com/file/zamk1uqvnw5f4s9/BGM01.sod
Resolved! by PedroSilvaPES14 at 6:55 PM EST on November 6, 2017
Resolved!

edited 8:51 PM EST November 6, 2017
Vita Decryption tools by Knurek at 4:22 PM EST on November 9, 2017
Seems someone just released a tool to decrypt Vita content on PC.

Doesn't look like there's a Windows build available, anyone with boost and curl setup could share one? I have about few dozen 3.61+ games that have been waiting for just that to happen.
What format is this? by Chibisteven at 5:04 AM EST on November 12, 2017
Cannot get this to play outside of the game itself.

The Grinch PC
SND to WAV by Mr.Sanic at 9:33 AM EST on November 15, 2017
Hi!
Recently my friend decided to make a game.
I heard the music and loved it,i asked if it was streamed and it said that was sequenced.
Then he gave me acess to his game data folder to get the samples.
But the samples (and other sfx) were in .SND and .ADX.
I tried to search some snd to wav programs but it wasn't sucessful.
Can someone help me?
Heres the folder:

ADX Sound Effects:
http://www.mediafire.com/file/l6u89tdudewwj11/0000-SFXSND.rar

SND Samples:
http://www.mediafire.com/file/at05wgio8ckhpry/000FX_AWP1SND.rar

Oh and i also need ADX to WAV.

edited 9:37 AM EST November 15, 2017
Animal Crossing City Folk midi/sf2/dls rip?? by Stardust_Mr at 2:33 AM EST on November 17, 2017
I am pretttty sure that Animal Crossing is sequenced considering it has a very eventful soundtrack. (weather changes, neighbor themes, the town tune frogs.) Is there a bsrar file out there or something?
Atlus's .TPX files for Trauma Center/Team? by Kazutoes at 6:02 PM EST on November 17, 2017
Hello! I've been looking through Trauma Center's iso files for the last few days, and I was wondering how I can get open Atlus's tpx files. I've searched everywhere but I can't find a way to get them open. ;/

Please help?
I would ilke to know the proper way to rip 3rd strike samples by icantthinkofagoodusername at 11:49 AM EST on November 19, 2017
Hi, i am trying to rip some nice sfIII 3rd strike samples, but i am struggling to get decent results.

I looked up a guide on google, and i found that here it says that you need to import the simm3 files into your daw/audio editor at 8000kh 16bit signed(even thoght it works even with cps2 games, also 3rd strikes has 4 files containing voices, sfx, the musical samples and the streamed music).
So i got the arcade rom of 3rd strike, extracted the files from said rom, imported them, and those files had weirdly pitched sounds, some at the point of begin unrecognizable, even when i adjust them.
The audio quality of these sounds where so low,
lower that these are supposed to be, and with my limited audio knowledge, i cant solve this pitching problem.
So i wanted to know if there is an alternative way of doing this, using the ps2 or dreamcast versions of the game, or using a program that is specialized in extracting cps3 samples, or using a modified version of m1 that is cps3 compatable and lets you extract samples, im open to suggestions, because i really want to use them.
Here are the files containing the samples, these act like stereo sound splitted into mono, so in simm3.0 and 3.1 there are the left/right separation(i dont know what are the left and right), same thing is simm3.2 and 3.3, sorry if my request is complicated, and if this cant be done, i will accept, and move on.
Thanks.

edited 1:24 PM EST November 19, 2017
Castlevania Chronicles loop trouble by Sephirothkefka at 8:31 AM EST on November 25, 2017
Currently playing back the Castlevania Chronicles .MIB rip and have noticed they end abruptly/don't loop. Running the latest build of VGMStream via Winamp. Is there something I'm missing or?
CPS3 by Zetto Kuzuuya at 9:54 AM EST on November 25, 2017
I've been trying to see if there is a way to get the cps3 jojo's bizarre adventure arcade and convert the samples to a soundfont.

the link is here: https://drive.google.com/open?id=0B88KTh5Y_FMVRGZjNHhuQTZBakk

but I've been told the samples are like...corrupted or something...What do I do?
Hatsune Miku: Project DIVA Future Tone VAGs by Stewie1.0 at 11:59 AM EST on November 25, 2017
I believe the vag encoding was changed from Project DIVA F and Future Tone, so can someone help with extracting them correctly? Here is a sample.

Segaaaa

It's the Sega call Miku says at the Sega logo, though in this game it's actually unused because at the Sega logo, no sound plays

edited 12:00 PM EST November 25, 2017
CPK files won't extract? by Wishy The Star at 11:00 PM EST on November 26, 2017
So, I'm trying to extract a .cpk file with music from a 3DS game but it can't be recognized. Here it is. If anyone can help out, I'd appreciate it!


Looping Problems by Mr.Sanic at 4:05 PM EST on November 29, 2017
How do you loop those samples extracted from VGMToolBox advanced cutter/offset finder?

here:
http://www.mediafire.com/file/dy6cw0t5jau6z93/STRM_SYM.zip
Has anyone ever made a USF plugin for Audacious on Linux? by RukarioGyiyg996 at 8:48 PM EST on December 2, 2017
I've gotten the vgmstream plugin compiled and working (thanks kode54 for providing the github repo!) but I've not found anything on the web that offers a fully functional and featured plugin for Audacious for handling USF.

Has anyone here ever produced a working plugin? I wouldn't have the slightest idea how to write one myself...

Come to think of it, the PSF plugin that comes with Audacious already is pretty retarded (I can't even configure anything to it, let alone tell it to ignore the playback tags and loop infinitely) nor is there a GSF plugin (there is a 2SF plugin but just for 2SF only despite calling itself "XSF" and "GBA/NintendoDS plugin") nor is there a SSF plugin, or a DSF plugin...

There also does not seem to be a plugin for the new NintendoDS PSF format I've noticed some archives containing now.


Does anyone even care about this media player at all? Seems like either nobody really does or they don't really feel like providing the source code to their plugins...
SMG 1&2 .aw Files Help! by Mr.Sanic at 8:00 PM EST on December 4, 2017
How do you extract wavs or something else from .aw files?
i really need help on that!
Is there an easy method?
Mario Kart Wii "Soundfont" by Jesse_ at 5:26 PM EST on December 5, 2017
Yes,you didn't read wrong.
I wrote up a MKWii soundfont from the files from the .BRSAR.
It's everything i could find,and if you want to compile then into a .Sf2,the root key is listed at the end of every file (example: Piano (083).
----------------------------------------------
The looping points aren't perfect but they loop correctly.
The instruments are from sequenced songs,if i find more, i will update this thread.
Please note that some sounds may not have accurate names, so before you redistribute it,check if that sound matches it's name.
-----------------------------------------------
Btw, here it is:

https://www.mediafire.com/file/c6cnaeea4d3u5f5/MKWii%20Legit%20Soundfont.zip


Help finding DSP Coeffs by Mygoshi at 7:47 AM EST on December 9, 2017
This file has those settings :

Frequency: 32000 Hz
Interleave: 0x10
Header Skip: 0x370
Codec: Nintendo Gamecube DSP 4-bit ADPCM
Coeff Right Channel : 0x34 ?
Coeff Left Channel : 0x94 ?

Those coeffs seems to work but not completely, sound is distorted. Can somebody help me to find the correct coefficients ? Thanks in advance.

Link of the file: Here
Roland SD-90 [Touhou MIDI synth] sample ripping "illegal"? by jimbo1qaz at 7:23 AM EST on December 10, 2017
Some people in the Touhou music community state that ripping samples from the SD-90 (MIDI synth heavily used in Touhou music) to create a soundfont is "illegal".

I suspect they're just gatekeeping to create entry barriers, to stop people who haven't paid $200 for expensive hardware, from producing high-quality music. (They bash the available Touhou soundfonts, it's shit quality (probably true), and illegal (no clue))

Is it actually illegal to rip samples and build instruments from the SD-90? They're highly configurable; you could disable reverb/chorus, disable frequency filtering, rip the samples, and analyze the filter by comparing the unfiltered/filtered spectrums, maybe do the same with the ADSR, etc?

edited 7:24 AM EST December 10, 2017
How to rip the music from a Nintendo 64 Game by Mygoshi at 8:21 AM EST on December 10, 2017
I need to rip the music from a N64 game called Toy Story 2 since the USF rip has missing songs. I don't know how to do it, as it's the first time I'm trying to rip a Nintendo 64 Game. My question is how can I rip the music from that game ? Thanks.
highest quality soundfont? by bobbyK at 10:11 PM EST on December 10, 2017
What video game(s) have the highest quality samples (soundfont)? If I had to guess, probably ps2 games, but any soundfonts from those? or where else? thanks!

Need help decoding BRR sample! by birdmanager6 at 12:13 AM EST on December 11, 2017
So, I've been recently trying to extract samples from SNES ROMS. But there's one that I can't get with any extractor, strangely. So I sought out to extract it with a hex editor.
When I try to convert it, it says it's an invalid size, which isn't a multiple of 9. But I checked with a calculator and the size is a multiple of 9! And it seems to be the correct offset! Help!


Here is the file: https://drive.google.com/file/d/123MsNTDO18P9hbEdyo-OmikfaBVXWgRo/view?usp=sharing
popping in kirby64 by nakai at 2:18 AM EST on December 14, 2017
I tried to play for each note or track (by edit existing usf, or import midi) but it contains popping noise.(It's a bit so I can hardly hear it when I play a complete song.)
It sounds like it is occurring at a specific instrument and frequency.
Is this a problem with playback plugin or does it contain noise from the original?

https://mega.nz/#!8cIXkJAL!cTJIzt1wPHsor1kL_TaSfyFo-t04qaE8c6FKdvylpXs
This is edited usf output to wav with LazyUSF 2.2.41.
Super Mario 3D World Music Files by Stardust_Mr at 4:47 PM EST on December 15, 2017
Is the music in Super Mario 3D World sequenced? And has there been any way to rip it midi and sf2 together? Kinda like the VGMTrans would?
Wii U Sample Ripping by iNeedAName at 7:18 PM EST on December 16, 2017
How do you rip samples from games that uses sequenced music?
Is there any easy method...?
Earthworm Jim 3D Music Rip (PC) by NintenComet at 6:40 PM EST on December 17, 2017
Remember this monstrosity? Now you can listen to its awesome soundtrack!

Download Earthworm Jim 3D (2000-06-29)(VIS Entertainment)(Rockstar Games).7z

I only ripped the OGG files from the music folder. I couldn't find the sound effects. I tagged the files.

Also, Lee Banyard did not compose for this game. This is a common misconception online. He did the sound effects. See the readme file for a complete list of the music team. I created the list from videos of the credits.

edited 6:47 PM EST December 17, 2017
Wii Soundfont suggestions by Mr.Sanic at 5:05 AM EST on December 19, 2017
Suggest me some games to add in.
And yes i am working on a completely GM Wii Soundfont from sequenced games.
Y'all can help by suggesting me games to rip audio from.
I Made Some Game Soundfonts by Xouman at 11:53 AM EST on December 19, 2017
Hi,i want to share these soundfonts that i made :

Chrono Cross

Chrono Trigger (There is already one by TSSF but some instruments are missing)

Final Fantasy 9

Secret of Mana (Credits to Blitz Lunar for the original one,i just cleaned the Distorted Guitar,Flute and Fingered Bass,now they sound correctly)

Seiken Densetsu 3

Koudelka

http://www113.zippyshare.com/v/CRQattma/file.html

Enjoy !


edited 11:57 AM EST December 19, 2017
Battletoads Pause Music NES by MoldyPond at 4:01 PM EST on December 19, 2017
The glorious pause music from Battletoads for NES isn't in the NSF. Any info on this?
Cadillacs and Dinosaurs by dj4uk6cjm at 4:15 AM EST on December 21, 2017
Did the game ever used sequenced music? I heard there was a PC version of the 1993 Mame arcade game and of course I've seen people on YouTube play it just fine on the SNES Classic Mini (which isn't really relevant to what I'm asking I suppose) but I've tried all the available VGM and VGZ soundtrack rips online and none of them seem to convert to midi.
is there a way to get a Wii U soundfont? by burger at 4:38 AM EST on December 21, 2017
i always liked the clear sound of the Wii U,i wanted to know if someone already made some soundfonts/sample rips yet.

edited 4:39 AM EST December 21, 2017
N64 MORT Decoded by SubDrag at 8:42 AM EST on December 22, 2017
I finally was able to reverse engineer MORT sound compression used in a bunch of N64 games. You can now rip the announcer in Pokemon Stadium, Rogue Squadron, etc.

N64 Sound Tool V1.4
http://goldeneyevault.com/viewfile.php?id=212

I basically just have the assembly code in C++ though. If anyone wants to figure out what MORT is actually doing and write an encoder, that'd be great! Rather complicated decoding though.

These games have MORT:
007 - The World is Not Enough (E) (M3)
007 - The World is Not Enough (U)
007 - The World is Not Enough (U) TWINE Proto
Biohazard 2 (J)
Command & Conquer (E) (M2)
Command & Conquer (G)
Command & Conquer (U)
Elmo's Letter Adventure (U)
Elmo's Number Journey (U)
Gauntlet Legends (E)
Gauntlet Legends (J)
Gauntlet Legends (U)
Indiana Jones and the Infernal Machine (U)
Indiana Jones and the Infernal Machine - Unreleased PAL Version
Ken Griffey Jr.'s Slugfest (U)
Les Razmoket - La Chasse Aux Tresors (F)
Major League Baseball Featuring Ken Griffey Jr. (E)
Major League Baseball Featuring Ken Griffey Jr. (U)
Pocket Monsters Stadium 2 (J)
Pocket Monsters Stadium Kin Gin (J)
Pokemon Stadium (E) (V1.0)
Pokemon Stadium (E) (V1.1)
Pokemon Stadium (F)
Pokemon Stadium (G)
Pokemon Stadium (I)
Pokemon Stadium (S)
Pokemon Stadium (U) (V1.0)
Pokemon Stadium (U) (V1.1)
Pokemon Stadium (U) (V1.2)
Pokemon Stadium 2 (E)
Pokemon Stadium 2 (F)
Pokemon Stadium 2 (G)
Pokemon Stadium 2 (I)
Pokemon Stadium 2 (S)
Pokemon Stadium 2 (U)
Resident Evil 2 (U)
Resident Evil 2 (U) (V1.1)
Resident Evil 2 (E) (M2)
Rugrats in Paris - The Movie (E)
Rugrats in Paris - The Movie (U)
Rugrats - Die grosse Schatzsuche (G)
Rugrats - Scavenger Hunt (U)
Rugrats - Treasure Hunt (E)
Star Wars Episode I - Battle for Naboo (E)
Star Wars Episode I - Battle for Naboo (U)
Star Wars - Rogue Squadron (E) (M3) (V1.0)
Star Wars - Rogue Squadron (E) (M3) (V1.1)
Star Wars - Rogue Squadron (U) (M3)
Star Wars - Rogue Squadron (USA) (Rev A)
Star Wars - Shutsugeki! Rogue Chuutai (J)
Sydney 2000 Olympics (E) (Unreleased)
Sydney 2000 Olympics (U) (Unreleased)

edited 8:42 AM EST December 22, 2017

edited 8:45 AM EST December 22, 2017
Which Wii U games have their instruments rippable? by Mr.Sanic at 5:36 PM EST on December 23, 2017
so i got very interested in Wii - Wii u hacking,so i want to make a full Wii U soundfont just from the games samples.
the wii and Gamecube soundfont are done,just need the Wii U so my collection will be complete \o/
Merry Christmas! by Mr.Sanic at 5:06 AM EST on December 24, 2017
what do you want from santa claus?

_psst,i want to know how to decrypt games audio files,hehe_
Question about Super Mario Sunshine by KDDLB at 11:18 PM EST on December 24, 2017
First of all, Happy Holidays!

I was just wondering if there’s a way to rip music from Super Mario Sunshine. I know it is sequenced music; also I would like to know if there’s a way to convert the sequences to MIDI.

Thanks in advance.
Gamecube audio help by sans. at 11:43 AM EST on December 27, 2017
how do you extract banks/samples/sequences from gamecube games?
Fairly Oddparents File Converting by jeangene91 at 2:44 PM EST on December 29, 2017
I am new to ripping game audio and my first gamerip attempt is Fairly Oddparents: Breakin' Da Rules. So far, I used VGMToolbox to extract the music.xbp file from the Xbox ISO and quickBMS to get the audio files (.wav and .wav.str files).

However, I do not know how to proceed. Wimamp (with the most recent vgmstream) won't play them. And I've tried using VGMToolbox to convert the files to .genh so I can use ToWav on them, but I do not know what values I need to do it right. So far, I can only produce crackling sounds.

I understand that this is how Blitz Games does their audio. For those here that have figured out how to convert the files to either .flac, .wav, or .mp3, what would be the next step after acquiring the .wav and .wav.str?
Mario Kart Arcade GP DX Music Files by Sephirothkefka at 4:26 PM EST on December 29, 2017
I'll just uh... put these here. I hope noone will notice.

https://drive.google.com/open?id=1ww7Z-oMG9XyoV4MXZE6VwmGfSBK955Em
Why hasn't anyone done these? by Zetto Kuzuuya at 7:49 AM EST on December 30, 2017
So, apart from me forgetting Jojo's Venture (The port of Jojo's Bizarre Adventure Heritage for the future for the playstation) Resident Evil 2 was also on the n64....Why hasn't anyone ripped or made a soundfont from these?
Wii .wbfs Extraction by jeangene91 at 2:01 PM EST on December 31, 2017
Essentially a Wii's ISO - can VGMToolbox extract the contents of this file? I am given an error message saying "Index was outside the bounds of the array". I've tried using Wii Backup Manager to convert it to an ISO, but the same message comes up.

Can MIDIS/samples/soundfonts be ripped from SSF and DSF files? by Excalibur624 at 4:55 PM EST on December 31, 2017
I'm really curious if this has, or can be done. I know some Saturn and Dreamcast games have sequenced music. It would be really nice if the sequence data and soundfont in some of these games could be ripped

In other words, are there any programs or methods available for ripping soundfonts, sequence data, or MIDIS out of SSFs and DSFs?

edited 6:28 PM EST December 31, 2017
NSF change request by JILost at 3:25 PM EST on January 1, 2018
Years ago, ugetab made timing adjustments to the Castlevania 1-3 NSF's, by way of modifying $4007 or some such. Since I know nothing about assembly, I was wondering how easy or difficult it would be to either make the same changes to this one or simply add the last track (with timing adjustment) to the corrected NSF on joshw. I'm honestly not sure why the track wasn't there in the first place.
GEP VGM Loop Count Greyed Out by MoldyPond at 7:15 PM EST on January 1, 2018
(Not sure if this is the right place to ask) I used to use an older version of foobar and GEP and always had the option to change the loop count of VGM files. I've noticed recently that the option has become greyed out and I believe it's been like that for several months. Does anyone know anything about this?
Is there a way to rip music from PC game roms? by 3DModelTesting at 8:55 PM EST on January 5, 2018
I have a rom of the PC/Microsoft Windows version of the video game F.E.A.R. Perseus Mandate. I was wondering if there was a way to rip/extract music from it.

Is it possible to obtain music from a PC rom? I know it's difficult to rip music from other system's roms, like PlayStation 2 for example, but is it any easier to extract music from a rom of a PC game?

Thanks in advance.
Nintendo Switch Samples? by Mr.Sanic at 2:35 PM EST on January 6, 2018
is there a way to rip instruments/samples from switch games?
N64 Sound Tool Not Working by Kurausukun at 10:12 PM EST on January 6, 2018
I'm trying to run N64SoundListTool, but every time I try to start it, I get the error "The ordinal 7118 could not be located in the dynamic link library [path]/N64SoundListTool.exe." I also tried N64SoundBankTool, but I get the exact same error, except the ordinal is 12384 instead, whatever that means. Are these tools not compatible with Windows 10? I feel like I've used them since switching over, but I don't remember for sure...
USF Decoder Help by mariofan12ify at 6:07 AM EST on January 9, 2018
I need a bit of help with the usf decoder in foobar. I want to be able to change how many times each songs loop but there doesn't seem to be an option to do that. Also, when I export tracks to wav files, It doesn't let me. Any help would be appreciated.
Request: Mario Party 1 MIDIs and soundfonts by mariofan12ify at 8:03 AM EST on January 11, 2018
Now, I've tried ripping them myself with the N64MidiTool, but my results were that some instruments are loud but most others are super quiet and each song has its own soundbank, which I find really annoying. If someone could rip them without these issues, I would really appreciate it.
mdx file collection by vampirefrog at 5:45 AM EST on January 13, 2018
Hey guys, I'm building a MDX file collection, and I'm looking for the old mdx.hcs64.com MDX file collection, any idea where I could find an archive of it? Thanks!
need help with .baf-soundbank files from xbox 360 game by ronnyspb at 7:14 AM EST on January 14, 2018
Hello,

is it possible to extract audio from .baf files from xbox 360 game ?

www.sendspace.com/file/ncj1u1

Thanks!
Spore Creatures doesn't work with VGMTrans? by JumboDS64 at 3:08 PM EST on January 14, 2018
I'm not sure if this is the right place to ask, but basically, when I try to load Spore Creatures into VGMTrans, VGMTrans just locks up. It acts like it's loading the file, but it never actually finishes loading it. The weird thing is, I used Tinke to peek inside the Spore Creatures rom to check if something was weird about it, but it has a normal .sdat and everything, so I don't understand what's wrong. Is anyone able to help me?

edited 3:09 PM EST January 14, 2018
furrybob's VGAudio by mariofan12ify at 3:43 AM EST on January 16, 2018
How the hell do I use this?
MANY gehn to add to PCM by permic at 7:09 AM EST on January 17, 2018
Hello.
I got this problem.
I have ~ 3000 PCM chunks.
To test/evaluate order (they are scrambled -chunk #233 goes to #241, then to #234, then to #240, ...,so on), I need to listen to each one of those chunks. In order to do that, I need to add GEHN headers for them to be playable.
(Originally, chunks were part of the same file, BUT audio is NOT sequential, SO my idea was to split big file according to interleave x2 size & sort them & arrange them by listening)
24000 Hz, 16-bit, stereo, interleave=0x18000.
The chunks are 180 KB size. Nearly 700 MB of all files, that represent sound/music.
I need a batch process for this, but VGMt does not seem to cooperate.
Any ideas?
How on earth was Super Mario Odyssey decrypted and dumped? by simonmkwii at 10:49 AM EST on January 19, 2018
This has been baffling me for the past week!

I managed to get the xci cartridge dump for Super Mario Odyssey, and I have been asking around on ways to decrypt and extract the files and have come out empty handed!

All I know is that I need a way to extract the RomFS from the XCI, and then I need a body key to decrypt the contents.

How would I decrypt it and where would I get this key?
Rise of The Tomb Raider (Multichannel MULs) by leop2p at 3:13 PM EST on January 19, 2018
Hi there!!!

Could you please help me to extract the *.MUL files from the 'cinstream' folder? I used the program 'Gibbed.DeusEx3.Demux.exe', but it doesn't extracts the data. It says "unexpected sample rate". I think it's just because that MULs has the multichannel FSBs. I just need to extract the music from the all FMVs. I already extracted music from the gameplay by this app.

Help, please!

Thanks!!!
What type of keyboard sample is this? by iNeedAName at 6:13 PM EST on January 19, 2018
I found this sample in the SuperMario 3D World .BFSAR and i couldn't find it anywhere
link:
http://www.mediafire.com/file/8svp5zgxxrvzacy/aaaaaa.wav

edited 6:13 PM EST January 19, 2018
Multi-track NSF/GBS into single-track NSF/GBS? by MoldyPond at 7:36 PM EST on January 21, 2018
Knowing that foobar mobile isn't friendly with multi-track NSF/GBS files (literally every single one), I'm wondering if it's possible to create a new NSF/GBS file with only one specific song from the multi-track file, or if not then some information on how to create my own NSF/GBS files. Any help would be greatly appreciated.

edited 7:37 PM EST January 21, 2018

edited 7:37 PM EST January 21, 2018
How would i go about ripping music from a download play game? (DS) by Chocolate2890 at 10:01 PM EST on January 21, 2018
I have a few DS download play roms, specifically the ones from the DS programming seminar in japan that were distributed at download stations. what i'd usually do to rip music is drop the rom in VGMtrans and the sequences would be there. They were not, so i tried tinke to see what was up with the filesystem. No filesystem. At that point i gave up, but now i found this forum and was wondering if anybody could help me with this. Also, is it allowed to distribute roms here? I suppose it wouldn't really matter in this case since the games were free in the first place, but just wondering since i couldn't find the rules.
Need Help With Ripping Headerless Files From PS2 Game by Numbers at 12:47 AM EST on January 22, 2018
So, this has been bugging me for so long, and i've tried a lot of different ways on going on about it. I have the Japanese version of Dead or Alive 2 Hardcore for the PS2, and i've been trying to rip the audio off the disc.At first, i've tried all of the oudated PS2 audio tools, MFAudio,Cube Media, Psound and such, with none doing anything. I then tried to use isoBuster to see if the files were hidden, and got around 6 audio files, with 5 being mp3s, and one WAV. The mp3 ones had all the audio, and a bunch of static jumbled up, but playing it on Cube Media Player with the interlave set at 512 works. My problem relies on the one WAV file, because it always plays on mono, it sounds garbled up and crackly, and even when I got it to play with the right settings, it still sounds like a garbled mess. At most, i've managed to get the sound to sound just okay, by getting the ROM_00.BIN file into MFAudio, put in a random offset number, and set the interlave to 200, but every time I try to save the audio, MFAudio crashes, and the left over file never plays. Basically, I'm stumped here.

edited 12:52 AM EST January 22, 2018
newer HCA format? by pantypan at 10:16 PM EST on January 22, 2018
I'm ripping a game call Dx2 Shin Megami Tensei Liberation (what a name), which came out yesterday. And when I extract the acb/awb files, the audio is just noise. It's probably a newer version of the .hca format?

What to do?

here's some acb/awb samples.
Getting video and audio from a usm file by Ran at 1:35 PM EST on January 23, 2018
I am currently trying to get the video and audio from usm files, but I can't get what I want from the adx and m2v files.

The extension of the files is .usme but I think they are usm files.
Atleast the VGMToolbox gives me an adx and a m2v file so I think it's extracting things correctly.
However when I try to convert the adx to wav using vgmstream I only get static noise. I can't play the m2v file either or convert it into anything useful using ffmpeg (I am not really an expert on this).

Here is one of the files:
op.usme

Here is the spanish version of the previous file, maybe it's possible to find something since they are similar?
op_es.usme

Here is the result I am expecting:
https://www.youtube.com/watch?v=RPJTQZYYZRE

Am I doing something wrong? Any tips on how I should proceed?

Thanks,
Ran
RAKI WIN ADPC BY UBISOFT by justdancelife at 3:39 PM EST on January 23, 2018
HI I WANT SOME HELP WITH FILES FROM JUST DANCE 2017 PC, THESE AUDIOS ARE FOR SOUND EFFECS AND MENU AUDIOS. I CAN CONVERT IT WITH VMSTREAM TO WAV, BUT I WANT TO MOD THE GAME, SO HOW CAN I COVERT THE WAV TO THAT FORMAT?
FILE: https://www.dropbox.com/s/iikuoj0tle8lh8b/0000073a.wav.ckd?dl=0
Making correctly looping WAV by rebooter23 at 6:49 PM EST on January 23, 2018
How can I create a perfectly looping WAV with test.exe?

I don't want to manually cut out the intro and the tail and often the info about loop points that comes from test.exe doesn't translate to Audacity's time signature for some reason and then you just cant find the best cut points easily. The ends of the files test.exe outputs don't loop with the beginnings.

My goal is to create WAV files so that I can convert them to mp3 or something else and listen to higher fidelity VGM on my mobile devices. I'm using iOS and modizer is the only app that uses vgmstream but it's not getting updates and thus I can't listen to the tracks of A Link Between Worlds indefinitely.
Help with unxwb by Zeether at 11:42 PM EST on January 27, 2018
I used unxwb to extract wav files from an xwb file for Robot Wars Extreme Destruction but all of them won't play in foobar2000, it just tells me there's an encoding error and it can't play them. What am I doing wrong?

edited 11:43 PM EST January 27, 2018
Having some trouble playing a few GSF rips. by AnOldGuyNamedFinch at 3:14 AM EST on January 29, 2018
I'm not sure if the issue is with Foobar2000, the GSF decoder plugin, or the rips I'm using, but there are two soundtracks that I can't play any files from - F-Zero Maximum Velocity and WarioWare Inc., Mega Microgames.

Both of these used to work just fine, but then it started throwing up error messages saying that they were in an unsupported format (despite other GSF rips working just fine), and after recent updates, they just play a second of silence before stopping without ever showing a single error popup.

What's happening here? Is anyone else having this problem?
NSMBWii Midis? by Mr.Sanic at 11:00 AM EST on January 29, 2018
does someone have all the midis of NSMBWii?
to be more specific, i want the world 9 and the underwater theme midi.

;-;
Need For Speed: Nitro audio format by RolandMunsil at 10:02 PM EST on January 29, 2018
Hello all, idk if anyone cares but I've reverse-engineered the audio format used by Need For Speed: Nitro and posted some info + a decoder here. I describe the whole format in detail here; I don't have a ton of knowledge about formats but it seems to be vaguely like ADX? Anyway, enjoy.

(Also, I realize I probably shouldn't have written it in C# because float math is not consistent across platforms but I'm kind of tired of working on this so a C/C++ rewrite will have to wait)
RLH: Run like hell (PS2/Xbox) sound banks by Ultrafighter at 8:22 AM EST on January 30, 2018
Hi everyone, I'm offering you a chance to take a look at an assortment of *.SFX & *.xau bigfiles from PS2 & Xbox versions of RLH and I hope that they can be split into individual tracks (probably using different codecs or even headerless).
There seems to be some kind of filetable in the beginning but mostly without stream extensions; it's interesting to note that BGMs have the same extensions on both platforms.

If anyone has any suggestions regarding the ways to unpack those audio archives with proper filenames or even major breakthrough like a dedicated extractor tool or a BMS which might do this job please post them all here.
Oh and I almost forgot to point out that music tracks have MIC extensions, may they be valid and supported *.MIC files found in some Koei VGs for PS2?

Regards and good luck with these troublesome banks!
Spongebob .SNDS/SNDI Files by jeangene91 at 2:28 PM EST on January 30, 2018
I have been ripping audio from [i]The SpongeBob SquarePants Movie[i] for Xbox, PlayStation and Gamecube. So far, I have playable audio from the Xbox version already and would like to compare audio from the PlayStation and Gamecube versions.

For PlayStation, I have tried using VGMToolbox to create .genh files, but I cannot get the proper Interleave/Block Size (The closest I have gotten is 0x5000). I can manage to get them to play when the Channels is set to 1, but I am sure it is stereo.
https://drive.google.com/open?id=1yXbnVQf18YZsM9_NF-MW_-NDio3rgIdY

The Gamecube version; I'm totally lost. The .SNDS files have 0 KB. I imagine the included .SDNI file has the audio for them, but I don't know what to do with it.
https://drive.google.com/open?id=17S_7y6XrbejZO_lI0BM2j8yIR0dNF_2K
ToWav Problem by jeangene91 at 6:27 PM EST on February 1, 2018
For some reason, Towav is not working for me. Dragging the files to convert onto the towav.exe only brings up the command prompt window for less than a second and no files are made. Even using the command prompt to run it does nothing. It just shows "Towav (c) Xplorer 2k6-2k9" without converting anything.
Is it even possible to do anything with an .XA PSX file? by Numbers at 2:55 AM EST on February 3, 2018
I have a PS1 disc, and from my understanding, most of the music is located in the .XA files that stream the music. Although, I can't really seem to do anything with the file/files. For some reason, all the XA player programs I used refuse to scan or play the files, as I always get something along the lines of an "Incorrect Function" error, with that being the only literal context the error has.I also can't just copy the file into my computer, as I also get an MS-DOS function error. Is it even possible to do anything with an XA file?
[OUTDATED, SOMEONE DELETE PLEASE] Could someone please help me compile Audio Overload SDK? by Excalibur624 at 2:04 PM EST on February 3, 2018
**EDIT: I've solved my problem since this thread. Can a mod please delete this thread?



https://github.com/nmlgc/aosdk Here's the link to the github

I don't know if this type of post belongs here, if it doesn't then let me know and I'll get a mod to delete it..

I need to compile AOSDK so I can use the Midi Dump function, to rip accurate midis from DSF/QSF/SSF files.

Tried to use the README, it was very vague. Used the programs it told me to use (MinGW, MSYS, etc) and they did not help at all either. Left me with confusing errors. Keep in mind I have little experience with C/C++ coding. Can't find a compiled EXE of the program anywhere either.

If anyone here has ever compiled AOSDK or has experience with it, could you please help me out? Thank you so much if you can



edited 5:43 PM EST February 3, 2018
Dual Destinies by Zetto Kuzuuya at 11:08 AM EST on February 4, 2018
Can Ace Attorney Dual destinies be ripped? I can't tell because I have no way of doing so and I don't know if it used sequenced music or not sadly.
FFXII: The Zodiag Age .mab (HCA) format by ifrit05 at 6:45 PM EST on February 4, 2018
I extracted the music from Final Fantasy XII: The Zodiac Age (Steam). Each track is in a .mab container with 3 HCA files inside (You can choose Original, Re-Orchestrated, and OST versions of the songs in the game's config menu).

Is there any way to split these or would I have to do each manually?

Here's a small song

If I play that with fb2k/vgmstream I get 3 tracks in the playlist but nothing but silence (it does detect HCA file format correctly though)

I was really hoping for the files to be in .fsb format as with the FFX|X-2 HD collection but meh I guess Square wanted to mix it up a bit.

Thanks for any help!

EDIT: Using vgmtoolbox I can rip each track out but still am getting only silence. You think these could be encrypted?



edited 6:59 PM EST February 4, 2018
Unknown audio format. [Budokai Tenakaichi Series / Spike / PSP] by condealucard at 11:36 AM EST on February 7, 2018
Regards...!

Hello friends, I have a question and I want to see if you can help me solve it.

Does anyone know how I can listen and edit this type of audio?
I do not know what format it is, but I know it's an audio because when you remove those values from the game, you do not hear anything, but when you replace them with each other you hear a different dialogue in the game.

If you need additional information, please let me know

Thank you very much for your attention and your help

Platform: PSP
Developed by:Spike
Distributed by: Namco Bandai
Sagas: Budokai Tenakaichi Series


Adjuntos:
Comentario: These files generate them with:
quickbms - filecutter.bms
http://www.mediafire.com/file/5zeydp35czhm2cd/DBZ+TTT+USA.zip
DBZ TTT USA.zip [2.77 MiB]

Comentario: These files are examples of audios
http://www.mediafire.com/file/8zgznl7a2exjxmw/Audios.zip
Audios.zip [59.54 KiB]
Descargado 4 veces
DBZ by Zetto Kuzuuya at 3:35 PM EST on February 8, 2018
I want this to be a page directly for ripping samples to make soundfonts, and ripping midis from dragon ball games all the way from the gameboy to even budokai tenkaichi.

(Note: I know the budokai tenkaichi games may not be sequenced, but some people are able to rip and make wii game .sf2s so why not look into it?)

(Note #2: I have recently tried looking into the legacy of goku midis and found only 2 exist. this is very odd to me since I have tried ripping the midis using the GBA ripper and the game DOES have the sappy engine, it said so when I tried to rip it, but it could not find any audio engine.)
Extract properly SSCF files from Kingdom Hearts Birth by Sleep & Dissidia games by Dark_Ansem at 1:35 PM EST on February 11, 2018
So, I'm trying to get the SSCF files off the Birth By Sleep & Dissidia/ nDissidia 012 PSP iso. I keep getting them wrong, however, could someone help me about that? Perhaps a dedicated command line extractor?

I'm using SkybladeCloud's dissidia modding suite.

edited 1:52 PM EST February 11, 2018
Cars 2 Alternate Convert Method by jeangene91 at 4:33 PM EST on February 11, 2018
I have an embarrassing question. I managed to extract .FSB files from the FSB4 archive and used vgmstream to convert them into .WAV files.

So what's the problem? Here's the embarrassing part: some tracks have endings rather that looping again, as I've done. One such track can be heard here and compared with this resulting .WAV file. Also, I seem to be missing a track. All platforms (Xbox360, Wii, PS3, PC) are the same way, but the Youtube videos tell another story.

I figure it is the method I used to extract from the FSB4. I used fsbii08. Either that or it is a regional difference, and the missing track is only available in PAL versions.

edited 4:35 PM EST February 11, 2018
Red Faction PS2 .VMU Files by Numbers at 7:11 PM EST on February 11, 2018
I extracted all the in-game music from Red Faction on PS2 located on the RF_PS2.VPP file. Some of the VMU files play and can be saved with MFAudio, but most of them play fine, but crash MFAudio when trying to save them to a WAV file, and leave a bogus, broken file afterwards. I was thinking of of giving the files a generic header with VGMToolbox, as Winamp cannot play the VMU files, but all attempts I've made leave the files with a bunch of loud static. If anyone knows the the right generic header settings to make the files play right, please help me out here. The settings that work for MFAudio are Offset: C, Interlave: 4000, Frequency: 44100, Sample: 16 Bit, Channels: 2.

edited 1:27 AM EST February 12, 2018
Nintendo Switch Question... by Mr.Sanic at 8:03 PM EST on February 13, 2018
is some of the switch games music is sequenced?
if yes, did somebody figured out how to extract them?
(don't ignore me please ;w;)
Thanks!
Request: Method for EFS Windows Store titles by kode54 at 9:57 PM EST on February 13, 2018
I'm looking to rip the soundtracks for both ReCore and Super Lucky's Tale, and both are stored on my Windows machine using the Encrypted File System, with a certificate apparently owned by my Windows Store account, locking access to the files to just the Trusted Installer.

Is there some hook or something which could dump the data within these apps, without resorting to files linked from YouTube videos, which may or may not be virus or trojan infected messes?
Ripping Wii Startup Sound from BRSAR by ArcticJaguar725 at 1:50 AM EST on February 16, 2018
So I've been having problems trying to rip the sounds found in the Wii System Menu's BRSAR archive. The sound I'm looking for in particular is the sound that plays as soon as the Wii Menu is loaded (surprisingly not part of the actual BGM I've discovered). So far, all of the tools I've tried to use (including VGMToolbox) have either failed completely or fail to find the sound that I'm looking for. I believe it has a name of WIPL_SE_WII_START in the archive.
Princess Connect Re:Dive USM files by ace at 2:01 AM EST on February 18, 2018
I've been trying to decrypt USM files of this game on Android. Found the code
000000000030D9E8 (or -a 0030d9e8 -b 00000000)
This works fine for ACB/AWB pairs. But fails on USM using USM decrypter.
Example USM: https://files.catbox.moe/t191wk.rar
Anyone has any idea?

EDIT: Never mind, ignore please. Video just isn't using the key at all.

edited 2:37 AM EST February 18, 2018
SpoongeBob SuperSponge .XM Music Files by Infomaniac95 at 9:22 PM EST on February 18, 2018
So some time ago, there was a massive dump of pretty much everything used in the development of the PS1 game known as SpongeBob SuperSponge. I was most hyped by this, as I expected to find the high quality uncompressed music, and I did find it: https://drive.google.com/open?id=1YSQe8gLg2zqU22aWVfLaZzpGWJpSdfK1 However, not every single music track seems to be there, and those are the only .xm music files that were in the dev archive for the game. I did some more digging, and it seems that the game actually used a custom made driver that played back .xm music on the PS1. After hearing this, I went ahead and dumped said .xm files from the game: https://drive.google.com/open?id=1kHH4GWnKhKTwKdjv2v_GbpiJVyKvz7Wn However, the files seem to not play properly, and I was wondering if someone here could help me out with getting the .xm files to work right.
How do you decrypt Switch eShop games? by simonmkwii at 9:30 PM EST on February 19, 2018
I couldn't help but notice the music rip of the "project OCTOPATH TRAVELLER" demo.

I assume PegaSwitch commands are required to dump the games and console-unique keys, but which ones, and how would you use hactool to decrypt the HFS0 partition with the dumped keys?

This would be extremely helpful info, as there are many eShop-exclusive games that I would die to get the files for!
(64DD) Mario Artist Music Ripping by Chocolate2890 at 2:30 PM EST on February 23, 2018
Hi. I was wondering if anyone could help in ripping the sounds & music from the Mario Artist games (Ideally into playable .MIDs and .SF2s, but even just the samples would be fine). I'm particularly interested in Talent Studio, as While there are music rips of that game out there, There's a lot of music in there i'd like to mess around with and can't due to limited research on 64DD music extraction. If anyone has any idea on where to start, please help. I've already tried many standard N64 music ripping tools, none of which have worked. Help
Simpsons Hit & Run RMS Files by MoldyPond at 11:21 PM EST on February 23, 2018
I just downloaded the music for Simpsons Hit & Run for Gamecube, but there are a few RMS files which I can't seem to find any support for for Foobar2000. These are the normal RSD files in the PS2 and Xbox versions for reason. Any help would be appreciated :)

edited 11:37 PM EST February 23, 2018
Wii U's System Music Samples? by Mr.Sanic at 6:50 PM EST on February 24, 2018
Ok,i've been asking this myself for a long time, and is there a way to rip the samples from the WiiU System Menu theme?

It looks like it's sequenced, like the Wii Menu theme.

Can anybody help?

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