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Sonic didj music files rip? by despycl at 11:20 PM EST on February 24, 2018
Just found about this game and was wondering if it is even posible to grab the music files of it? Contains a good chunk of remixes from the genesis sonic games and would love to hear them in better quality.

Thank you for reading!
Skylanders Extract & Convert by jeangene91 at 3:39 PM EST on February 26, 2018
Skylanders: Spyro's Adventure for the PS3 uses .str files, but they will not play in the latest vgmstream. Here is one of them.

Skylanders: Giants on the Wii contains its assets in .arc and .bld files. To extract, I used a "marvel_ultimate_alliance_2.bms script on the .arc's and struck .wav.hz.wav.enc files, like this. Now, the trick is decoding them. Trap Team (PS3) also has the .arc+.bld format, but using the quickbms script does not work. Here is the .arc file.

Meanwhile, Swap Force, Superchargers, and Imaginators (Xbox360) contain their assets in .pak files. I have tried different quickbms scripts but cannot find a method to extract them. Three pak files are below:
Sky3 Sky5 Sky6

edited 3:48 PM EST February 26, 2018
Area 51 (Xbox) headerless ADPCM by Ultrafighter at 8:50 AM EST on February 28, 2018
Hello guys, is anyone able to give me a hand with Area 51 (2005) music? Xbox version of the game is structured exactly the same as its PC counterpart but extraction/playback of BGMs/sounds is much more difficult.
There're numerous audio banks (*.000/*.DFS pairs) and utility which was designed to unpack PC versions of those archives works on XBox files too but I'm still stuck on the "getting it playable" stage. Computer port utilized mainly MP3s with headers or headerless PCM so it was much easier to work with.
I attempted making a TXTH for multiple *.AUDIOPKG extracted out of MUSIC.000 with help of Area51UnDFS.exe (link to it can be found above) and tried out most ADPCM types but still no dice. If I choose MSADPCM or DVI_IMA codecs I can even hear some music! It's buried under tons of audio static though.
So is there someone willing to join me in those experiments with both MUSIC.000 & unpacked MUSIC_*.AUDIOPKG? Example files can be found right here.
Best regards!
Where do i find the .brsar file of SMG1? by trigore at 1:44 PM EST on March 3, 2018
Does anyone knows where do i find the .brsar file of SMG1 (if there's one)?

I've tried searching it with WIIScrubber, but i haven't found it.

Any help would be appreciated!
generating sab files? by Nariom at 1:43 AM EST on March 4, 2018
Hey!

I noticed VGMstream reads sab files from Square-Enix games. I'm trying to do the reverse the process and mod some music into the Secret of Mana remake. By any chance does someone have any kind of documentation on how the sab files are structured please? Right now the plan is reverse engineering the part of VGMstream which is reverse engineering sab files... Feels kinda silly!

I already got that I have to encode music into CRI HCA format. There also is some information about sizes and whatnot in the binary, but I have no idea what the header should look like, if data should be encrypted and how, and if I'm missing anything. Any insight appreciated :)
Compiling VGMStream by froggestspirit at 12:08 PM EST on March 4, 2018
Hello, I'm trying to compile VGMStream under linux mint, I'm getting a few errors when trying to use Kode54's repo: https://pastebin.com/f8ig1jFt

I seen that the error here seems to be with atrac9, so i tried setting the VGM_ENABLE_ATRAC9 to 0. doing so gives me a different error: https://pastebin.com/zgHdYyaB

I tried searching about installing dlltool, although there seemed to be very few resources for linux. I'll be looking to compile this on linux, and raspberry pi in the future, hopefully to implement a python wrapper for playback control
Wii U Help!! by Mr.Sanic at 1:32 PM EST on March 4, 2018
i've searched a lot of sites and none of them tells which wii u games are sequenced!

i really want to know (at least 3 games) that have sequenced music with samples!
(if you're asking why, i am going to make a Wii U soundfont)

please heeellp!
Split NSF File by arpita at 5:52 AM EST on March 9, 2018
Spam
Searching coeff offsets of DSP ADPCM (Wii game) by Anterag at 8:17 AM EST on March 10, 2018
Hi. I'm trying to find the coefficient offsets of a list of RAW files that use the Nintendo GC 4-bit ADPCM codec (it's a Wii game btw). The interleave varies for all the files (it can be 0x8800, 0x8000, 0x9000, 0xB000...)

Here are all the specs I know for the sample I will provide :
Header skip: 0x60
Interleave: 0x9000
Channels: 2
Frequency: ?
Coeff Offset (right channel): seems to be 0x1C
Coef Offset (left channel): ?

The PC version is exactly the same but the RAW files are just OGG. Their sample rate is 44100Hz.
The PS2 version is also the same and uses Sony ADPCM codec. Their sample rate is 8000Hz (yes).

If somebody can help me finding these coefficients, I would be very happy. In fact, the PC version quality is not the best as the OGGs use VBR ~128 kbps.

SAMPLE FILE

Thanks in advance.
My Own SIte! by Mr.Sanic at 11:01 AM EDT on March 11, 2018
omgomgomg i finished my site.

https://vgmresource-com.webnode.com

yay, can you guys support me?
send your creations to:

mremix40@gmail.com

i posted some of my creations.
Doing some research into the Super Mario Run .ogg files! by simonmkwii at 9:24 PM EDT on March 13, 2018
Results so far:

Not looking good, I was hoping the files would be decrypted before being loaded into memory, but unfortunately, they are still encrypted in RAM.

See here.

EDIT: They are decrypted in other parts of RAM!!!

I can extract them one-by-one using a hex editor.

edited 9:35 PM EDT March 13, 2018
Loop Points in Mass Effect 2 audio files by Dark_Ansem at 6:19 AM EDT on March 14, 2018
I have tried for ages to get loop point information off ME2 files. However, extracted OGG audio does not feature it. What am I doing wrong?

edited 3:36 AM EDT March 15, 2018
Help extracting music from OLD PC games by arrlson at 2:18 PM EDT on March 14, 2018
Hi everyone!

I need help with extracting music from these -old- games. I uploaded them so that anybody can examine their contents.

The games come in both installers and files. For 'Halflight', I set compatibility to windows XP for it to be run without too much flicker.

I used the video game toolbox tool to search for music in -what I think- the relevant files, but the program didn't extract anything. Namely, those files are: HL_MUSIC.DAT (from 'halflight'), opening.gwm, song1.gwm, song2.gwm (from 'adagio').

I would appreciate if someone can help in extracting the music from these games, preferably not through audio capture. Thank you.
[PSP] Dragon Ball Z TagTeam unknown audio format by Zetro at 10:12 AM EDT on March 15, 2018
Regards :)

As the tittle says, im trying to modify the audios of Tenkaichi TagTeam and these audios files are really strange.

The audio does not have any header, for example Wave RIFF fmt that is used in almost every games in psp

I think that the audios is .at3 or maybe .aa3 (i dont know the difference) because all audios on psp are "atrac3"

I know that is an audio file because i put all in zero and the main menu music disappears

Im really tired, i tried all types of tools and bms scripts but nothing works
I use vgmstream and it works with audios that have the "Wave RIFF fmt" header, but the audios without header are not readed

My question is: Is Possible add the header to these audios files? probbably they are compressed (as the 90% of game is all compressed)


Here is the audio: Link

Any help is thanked :)
CRI HCA Looping by mistersiraj11 at 9:18 AM EDT on March 16, 2018
Vgmstream, for some reason, can't loop HCA properly or loops quickly but when I use CRI Atom Player, it loops fine. Will this get fixed in the future? I truly appreciate it if you can help me. Thanks!
Just Dance Switch Audio by planedec50 at 5:25 PM EDT on March 17, 2018
I found some more audio files from Just Dance 2017 . The formats I see are Nx Nx and Nx PCM. If you could help convert these that would help greatly!

Samples
Diddy Kong Racing DS NCSF Rip (Test) by 1425720626 at 3:53 AM EDT on March 18, 2018
It seems there's no one ripped DKRDS music so far, so I managed to rip it in NCSF format for a test.
Link: Diddy Kong Racing DS (2007-02-05) (Rare) (Nintendo).7z

edited 3:54 AM EDT March 18, 2018
Rival Turf by dj4uk6cjm at 8:45 PM EDT on March 23, 2018
Why doesn't VGMTrans work with Jaleco games, specifically Rival Turf for the SNES? I recently came across and played this lovely gem this month and now I'm really interested in the soundtrack, possibly even remaking it! Anyone have some ideas for ripping the midi sequences and soundfonts from it? I tried using the spc rips from snesmusic.org but they didn't open in VGMTrans.
Sonic 2 HD Music Rip by 1425720626 at 1:04 AM EDT on March 24, 2018
I saw a thread about someone unable to extract music from sonicorca.dat in Sonic 2 HD Demo 2.0, now I managed to extract them by using MultiExtractor.
Here's the link: Sonic the Hedgehog 2 HD Demo 2.0 (2017-09-30) (Team S2HD).rar

edited 1:20 AM EDT March 24, 2018
Riding Spirits streams by YukariZX at 7:54 AM EDT on March 24, 2018
I think the music is in RSVOLM2.DAT. I'm trying to use MFAudio but it's so difficult, I don't even know if it can be done :< Can someone help me? I can supply the file if needed, it's 430MB.

The way the static sounds in MFAudio makes me think it's music, I feel like I almost even know what song it is based on the screeching :'D
SMG - Where's Rosalina saying "Thank You"? by EpicLPer at 1:31 PM EDT on March 25, 2018
So I've tried to find the voice line where Rosalina says "Thank You" without any background music etc. and I've extracted the whole sound bank SGM1 has to offer yet I can't find it...

I'm able to find a bunch of other Rosalina voice lines, if not all, but I'm simply not able to find the "Thank You" of her. Is it located somewhere else other than in the .aw files found in SMG1?
How to convert Gamecube music files in ".pac" format??? by knighTeen87 at 3:11 PM EDT on March 25, 2018
I extracted the music files of Captain Tsubasa (Gamecube) game in .pac format, with using Dolphin.

But no matter how hard I try, I couldn't convert them into standart sound formats like mp3, wave, etc.

Do you know a way to do that?

Or can someone convert them for me please?

Please help me out in this, musics of the game are really good. I don't want to listen youtube rips in poor quality.

You can find the files here: https://mega.nz/#!2U5QVKqa!aDG0XPp5bcMiAP6wYKpEQr09eyj3IJoj0Foavfe BhOI

Thanx!

edited 3:11 PM EDT March 25, 2018

edited 3:12 PM EDT March 25, 2018

edited 3:12 PM EDT March 25, 2018

edited 3:13 PM EDT March 25, 2018
Final Fantasy VII (PS1) soundbank by Nisto at 7:14 PM EDT on March 25, 2018
Been working on this for a couple of days now and thought I'd share.

https://www.dropbox.com/s/ivwmzs3xk7o0xrg/ff7smp.7z?dl=0

This is a per-track sample rip of the music from the PS1 version of FF7, in GENH format. I used the PSF rip by Neill Corlett to get the AKAO data, then parsed the sequence data with a Python script to determine which instruments are used in each track. Note that an "instrument" in FF7 is very basic, so aside from ADSR envelopes and pre-defined pitches, the only thing assigned to it is a sample (an instrument cannot contain multiple samples).

There are just two problems with this rip: the sample rates may be incorrect (a constantly re-occurring problem with PS1 sample rips), and the ADSR envelopes from INSTR.DAT/INSTR2.DAT are lost.
Jimmy Neutron Attack of the Twonkies GC ADPCM Extraction by Anterag at 1:37 AM EDT on March 26, 2018
Hello! I've been trying to rip the Jimmy Neutron: Attack of the Twonkies *.sounds archive on Gamecube, which contain sounds and music.

I'm posting here to see if I can actually extract the content of the archive (there is *.sound, attached *.rad, attached *.str) and convert the music files which use the Nintendo GC 4-bit ADPCM codec.

Here are the specs I know about the music files inside of this archive (menu.sounds) :

Channels: 1 (Mono) but there are pairs of music like mono L and mono R
Frequency: 22050Hz
Coeff Offset: Left Channel: ??? (when I tried 0x30, it seemed to play almost correctly...)
Coeff Offset: Right Channel: ???
Coeff Type: Normal (Big Endian)

Here is the Menu.rar which contain Menu.sounds, Menu.rad and Menu.str : Download

Thanks in advance!
Can someone rip SM64 Last Impact and Newer Mario DS music? by 1425720626 at 3:20 AM EDT on March 26, 2018
I really don't know much about USF ripping, and Newer Mario DS has some additional SSEQ and SBNK outside the SDAT, I have no idea about how to rip them into 2SF/NCSF format. Is someone interested in ripping the music from these 2 games?
Kingdom Hearts 0.2 BBS A Fragmentary Passage Music extraction by 13th Vessel at 12:14 PM EDT on March 29, 2018
Hi there!
I know that someone has uploaded here the KH2.8 ripped sountrack and I'm very interested in which methods were used in order to do it.

I have the .uassets and I tried by using Gildor's Umodel and some special commands, but it didn't worked to me.
I'm very interested and it's for researching purposes. Could anyone help me?

Thanks in advance!
Greetings!

13th Vessel~
How do i extract BRSARs, etc from a .WAD file? by Mr.Sanic at 2:55 AM EDT on March 30, 2018
how do i extract brsars, samples and other things from a .wad file?

help pleeease
Wii Shop/Hidden Channels .LZ7 format help by Mr.Sanic at 1:59 PM EDT on March 30, 2018
how am i supposed to open those files?!

i tried every decompresser but none worked!

need help asap
Wii JADE engine *.wam (DSP) - stereo issues by Droolie at 11:30 PM EDT on April 2, 2018
Hi guys,

Rayman Raving Rabbids 1 & 2, like all JADE engine games, use *.wam files for their audio. On the Wii, these are DSP with a different header. I found the coef table in the ELF, so to play these files I wrote a QuickBMS script that extracts header info (sample rate, channels, etc.) and the stream from the *.wam and puts all that and the coef table in a *.genh.

Here's the problem though: they're all stereo, but only a mono *.genh sounds good, though the blocks for each channel are still interleaved post-conversion. Did I just not find the right interleave, or is there more to it? Any help?

Here are some examples, and my script so far (exports as stereo atm): Examples and script

Thanks in advance!
Droolie.
The Devil's Third Encrypted .Wem by TheGoldenChild at 7:04 PM EDT on April 6, 2018
Devil's third has some encrypted .Wem files and I was wondering if anyone could help me decrypt them and turn them into playable sound files. I have also uploaded some other files in case they could help. The .PCK contains a lot of other .wem files and the .bnk is unknown since its encrypted.

http://www.mediafire.com/file/be5hebxj27aarlb/18297497.wem
http://www.mediafire.com/file/ofwmh6o46gn552w/680691681.bnk
http://www.mediafire.com/file/mowqsxrgfa8bybh/SD_Multiplay.pck

Another link gave me something called a WUD key but I am unsure if it is for the game files "92BEDF1789CC99D9D94FF7C8C99358C3"
VGM Soundfonts Discord by Mr.Sanic at 11:55 AM EDT on April 8, 2018
https://discord.gg/mgPFX9p

this is my discord server, feel free to enter!

edited 11:55 AM EDT April 8, 2018
Tony Hawk Project 8 and Wildfire Online by TheGoldenChild at 6:49 PM EDT on April 15, 2018
Hello I recently Tried opening these .pak for the Xbox 360 version of THP8 via Ravioli Tools. But they are either encrypted or contain files that aren't visible, or simply empty with no sound data. I tried it with the .xen extension and with removing the .xen extension still the same results via pasting in ravioli's tools but no results.

http://www.mediafire.com/file/102682l2fsm0mo3/cas_sounds.pak.xen
http://www.mediafire.com/file/82nkij22oz4y58z/cas_fem.pak.xen
http://www.mediafire.com/file/fdv6dpl6a6un5mr/cas_kid.pak.xen

I have tried using an old Guitar Hero BMS .xen extractor however it doesn't work for this game.

----------

Second Game is Wildstar Online

I am currently trying to extract the sound files from Wildfire online. Good news is that a BMS script 1gab_2gab_bag.bms was able to extract the files without issue. However I am left with just .dat files that I cannot get into. I was wondering if there was a script that could be written to extract these .dat files or if they are just full of hot air.

There are a bunch of different files to upload so I will upload the .bag via mediafire.
The file when running the BMS script uploads a bunch of .dat's however I am unsure on where to proceed. There are also some miscellaneous files such as

.qd
.0lo
.d4d

500mb
http://www.mediafire.com/file/suo33qqm137zf1r/sound.bag

I should also note that when I place the file in Ravioli's tools I get a bunch of Mp2's and a bunch of .Fev's. Though while the Mp2's work in foobar the .Fev's won't work in FMOD Designer. ( But I assume the MP2's are the audio files the .Fev's are referencing ).

Also to update I believe I found the FSB hidden in the Hero.bag however its broken on Ravioli's tools ( Cannot open them ) and when extracting it with the script mentioned above I only got .dat's that I couldn't view.

Hero.bag
http://www.mediafire.com/file/241i7irv3o5ddi1/hero.rar
Super Nes non SPC music by Koto at 7:23 PM EDT on April 15, 2018
Hi,

I want to record Lost Vikings and Lost Vikings 2 music, but I cannot find any emulator which can log WAV directly. Could I extract music from the ROM or emulator in some lossless way? Thanks...

See ya
cseq to midi converters? by forumguy at 9:43 PM EDT on April 15, 2018
I'm trying to extract the Animal Crossing New Leaf midis but cseq2midi always gives me an error for the big boy files. Is there any other converter?
Cookie Run: Ovenbreak encrypted fsb by winterbreezesrule at 11:31 PM EDT on April 17, 2018
So I'm just an average joe, really, and I've been trying (using the tools I found on this website) to decrypt the .fsb files one can find if they extract the contents of a Cookie Run: Ovenbreak apk. I understand what an .fsb is and everything, no worries; rather, I'm here because I don't know anything about encryption/decryption, and I figured I'd ask for help.

The apk can be found here: https://mega.nz/#!qw9QXJpD!6moUJlIMR7MH-Et-xVDZeH5E62jUn7yYRMjxffjGk7o

The files are easy to find, go to the assets folder and then to the sound-data folder.

(Also, if anyone is interested, I have the soundfonts from the game, in both .dls and . sf2 formats. .crb is just a different name for .dls.)
Gamecube Sequence Format? by Volkov73 at 1:42 PM EDT on April 18, 2018
I am very interested in Gamecube sequence data.

Basically I would like to achieve one of these two thing:

1) Generate Channel/Instrument separated WAVs for songs, as in 1x WAV file per instrument/channel
(possibly by editing channel headers in the ISO, but I have no idea of the sequence formats yet)

2) Edit the ISO file so certain notes are omitted
(possibly by setting the note velocity to 0)

Currently, I have been doing both of these methods (and sometimes in combination) for N64 sequences.
The results have been fantastic and you can get a preview here

As for working with gamecube ROMs and the sequence data. working out which notes are which would be the hardest part (but may be possible with musyx2midi + log file of how it made the midi).

Perhaps generating a WAV file for each audio channel would be easier - and may not even require editing the ROM? I know for SNES you can do this, but not for N64 as the mixing is down in software.

For the N64 sequences I have done (and you can listen in the link I shared), the best part is that with the edited ROMs I have the ability to use a Flash Cart and then get recordings of these coming from the original console as opposed to sub-par emulation.

Looking for any thought on how I might achieve doing this with gamecube sequences.

TL;DR I'm looking make Gamecube Backing tracks like I have done so with N64

edited 1:51 PM EDT April 18, 2018
Help with reripping Matrix: Path of Neo by Ultrafighter at 3:26 PM EDT on April 18, 2018
Hi guys, I'd like to get some assistance with this title and I believe that everyone will benefit from addition of better rip to VGM archives. My 1st complaint about this set is absence of quite a few segments for interactive BGMs, simple removal of duplicates from this release resulted in numerous unexpected gaps in tracks.
Also original ripper, Alpha23, reinterleaved given headerless audio with interleave that equaled 0x6000 to files with custom SS2 headers & 0x10 interleave; now after both TXTH & TXTP have been introduced I guess there's all more reason for a proper and final rerip.

Just as Alpha usually did with his rips he left many scripts + utilities that he used for ripping in the final package and they can actually be found here (copied from !admin.7z contained in aforementioned mirror of his gamerip). A few BMS seem to be dedicated to PC/Xbox ports of the game, matrixext.exe is possibly unused too & there's no reinterleave.bms but this is what we've got so we have to work with those helpers / leftovers if we want to devise some fresh method of ripping VGM.

My reconstruction of Alpha's actions has usage of WAD_split_PS2.bms on all the *.wad bigfiles in the game (I've only tested it on the ones containing dynamic BGM though) set as the 1st phase. Resulting *.ss2 are already playable but unfortunately there's a pretty noticeable gap (tiny section of silence) in the end of most segments.
Then gen_split.bms was probably used to divide those SS2 tracks by stop marker but this is where his procedure stops being very clear. There're always 2 such markers closer to stream's end but we only have to get rid of everything behind the 2nd one, could he set that BMS differently or simply stitch 2 output files without extensions together (the 1st file should have "SShd" signature in the beginning & that stop marker in the end, the 2nd one should have zeroes at file start & the same marker at end, the 3rd one has to hold zeroes only and should be quite small)?
Well let's assume he's got those slightly diminished SS2s (maybe he created some way of automatic joining of parts #1 & #2 into a single file, maybe he utilized something instead of gen_split.bms). And finally for such trimmed versions of interactive music segments (this is what the term "IMS" supposedly means in both Enter the Matrix & Path of Neo) he had to tweak header a bit because file size is now incorrect. There's some bin_conv.bms in his !admin.7z which might have been designed for this task but I didn't get good results with it; however, Alpha23's append_header_SS2.bms + func_header_SS2.bms from XeNTaX seem to do the job fine.

So can you please help me out? Some brand new BMS for extraction of headerless sounds from those WADs would be the best solution I presume, maybe it'll even avoid writing unwanted sections of audio archives to disc thus nullifying all the aforementioned trouble on steps #2 & #3...
But there's additionally NSGLOB.WAD with multiple non-interactive BGMs, all the tracks are stereo too but frequency varies a lot (5 unique values, from 44100 Hz to 20 KHz, in 83 rather long SS2 files) so these *.wad archives might really have some sort of headers for contained streams. What do you think?

Bye and good luck!

PS. Samples (2 full WADs).

edited 3:34 PM EDT April 18, 2018
How to rip GB/GBC Sequences? by dj4uk6cjm at 10:33 PM EDT on April 18, 2018
Is there a way? I noticed this section of the video game music hacking community doesn't get as much attention and has been dead for many years but I'm genuinely interested in getting my hands on some midis from my favorite Gameboy/Gameboy Color games like Link's Awakening, so is ripping even possible?

edited 1:16 AM EDT April 19, 2018
Discord server? by mariofan12ify at 3:03 AM EDT on April 19, 2018
Is there an active Discord server available to join right now? Mainly to discuss vgm and stuff.
Aladdin Nasira's revenge PSx midi request by PokeSpirit at 5:26 PM EDT on April 19, 2018
I had tried to rip the PSF audio files from VGMtoolbox psf data finder what I get are various VH files, I tried looking at tutorials but doesn't seem like I would success.
Would anyone kindly make midi files for me? I really want the midi music from this game..
or tell me how should I rip psf or whatever to get sequence music files...

edited 5:48 PM EDT April 19, 2018
Ratatouille PC *.AIF files by Nicknine at 1:55 PM EDT on April 21, 2018
The music in this game is stored in AIF files which aren't recognized by vgmstream. They do have appear to have a header but I cannot figure out which encoding they use. Seems to be a variation of ADPCM.

Sample (32000 Hz stereo according to the header)

edited 2:04 PM EDT April 21, 2018
Ultimate Spider-Man PC - Unknown encoding by Nicknine at 5:51 PM EDT on April 21, 2018
This game stores audio in WBK files the format of which is same as in Spider-Man 2 except there are no filenames. The tracks themselves appear to be headerless and are described in the header of WBK file. All the music is stored in STREAMS_MUSIC.WBK.
However, I can't figure out which encoding they use. What I got is that it's a variation of IMA ADPCM and all the music in this game is 36000 Hz stereo. Also, the same encoding is most likely used in other Activision games of that era.

Sample (36000 Hz stereo)

edited 5:54 PM EDT April 21, 2018
Nicktoons Racing PS1 Music by Infomaniac95 at 10:10 PM EDT on April 21, 2018
So for some time, I have been trying to obtain the PS1 music files for the game, Nicktoons Racing, but have not had any luck getting them, since they seemed to be lumped in one file. The PC DOES have the music in wav format, but its in 22khz, and has alot of background noise. Any pointers/help would be very nice. If this post is lacking some info you need, let me know, and ill see if i can get said info you need.
Would it make sense for F-Zero X to be ripped to "lwav" than usf? by RukarioGyiyg996 at 10:13 PM EDT on April 21, 2018
All of the music is more or less streamed, so shouldn't it make more logical sense to play the music in vgmstream than a USF player?

Infact has anyone ever bothered to rip lwav's of everything? I only ripped Japon and Rainbow Road from the Expansion Kit disk version. I know the rest of the music in the disk version is stereo where as the cartridge had mono only.

I can't use N64SoundListTool properly under Linux as everytime I try to do anything in the dropdown menus it just acts like I moved away from the menu and closed it. Wine's debug channels don't tell me anything useful. So I can't currently make a "rip" myself.
Ripping music from Digimon World Data Squad (PS2) by testie1 at 7:54 AM EDT on April 22, 2018
I have this game on PS2 and I've been meaning to rip its music, but the disc contains only two large files and a few small ones. The two large files are:
- FS.BIN
- DM1YG.001
The latter file is not a numbered archive, as there are no 002/003 files with it, and it doesn't extract with winrar/7-zip/hjsplit... When I scanned the disc using PSound it found only SFX so that must mean all the music is sequenced. Any idea how to get to it though?

P.S.: There are rips of the game here but they are missing several tracks, I'd love to try re-ripping the game myself.
PS4 OS Music dump by Sephirothkefka at 2:26 PM EDT on April 23, 2018
Does anyone have the PS4 menu themes or have they not been accessed yet?
Songs play too fast (Taiko no tatsujin: Atsumete Tomodachi Daisakusen) by satorio at 12:02 AM EDT on April 27, 2018
Hello everyone, so I got the music files from the game on title subject and when I try to play the songs on foobar the music plays too fast, can somebody help me?, the first two games the songs plays ok, the third one is the problem, any help would be appreciated.

Here I leave some samples from each game to compare:
Taiko WiiU Version - https://drive.google.com/open?id=1higcQhQrZ-O2mxUl7_PGAHPbCPFchnqM
Taiko Tokumori! - https://drive.google.com/open?id=14FhR8Gur6ysvQZ2DztV6Ap2ffG0N_BVV
Taiko Atsumete Tomodachi - https://drive.google.com/open?id=1mKUrVtjXnJnfipdn8f69RkeHAARiP8Di
ADX2 LE as .adx Format? by vus7294 at 5:35 AM EDT on April 28, 2018
ADX2 LE codec is basically use .hca Format. but I Found Something Weird from Some Mobile Game's VGM.
AKA to BLUE is using ADX2 LE. but I extracted AWB and ACB, It Gives Me a .adx Files. Not .hca Files.
What is This? I Tried to Decode This With VGAudio, Music Decodes with Many Noise. I Renamed it to .hca, Music Can't Even Decode.
Can I Decode This Weird .adx Files? I Think It is Possible to Forcing ADX2 Codec.
Ways to improve 24 khz or lower sound files using audacity/audition by Sephirothkefka at 2:08 AM EDT on April 29, 2018
Is there an easy way to improve music that is noticeably lower quality than normal (like Super paper mario, kid Icarus uprising, etc.) im fine with 32khz files most of the time especially if they're synth in origin (as most synths sample at that rate anyway). I haven't found sn easy way to do so.
Bullet Witch Sound Effects by TheGoldenChild at 6:09 PM EDT on April 29, 2018
So, I used a tool called UNXWB which helps extract the .WAV sounds located inside of XWB's.

So, the files extracted correctly however I cannot seem to be able to play them for some reason. When I play it in foobar it says the audio file cannot be played. I was wondering if anyone could play them.

http://www.mediafire.com/file/s6syeuy4e77udof/000000a2.wav
http://www.mediafire.com/file/jcla45hko4h4ox4/00000000.wav

I updated my Foobar with the latest VGMstream but no luck.
Decryption of Switch eShop titles: mark 2! by simonmkwii at 7:46 AM EDT on April 30, 2018
As I'm sure you're aware, there was a massive exploit that was discovered for Switch that allows you do basically anything.

You can now dump your NAND, and it is possible to extract tickets, which contain title keys, from saves in your NAND.

Game update tickets have the title key stored in plaintext, so I can retrieve those easily.

Unfortunately, game data and DLC tickets are encrypted with a console-unique RSA-2048 key.

Luckily, this key is easy to retrieve, but unfortunately, it's stored encrypted, and it requires an RSA_KEK (key encryption key, which is common, not console-unique) to decrypt the RSA key.

The KEK source is stored in the es system applet binary, but requires a GenerateAesKek() function to derive the actual KEK.

I have no idea how to do this, so if anyone knows about the Switch's cryptosystem, please help!

I have an insane number of games to rip, I bought over 200 Switch games from the eShop, so the sooner, the better!
[Resident Evil 5] - Convert .FWSE sound effects to .WAV by Amy at 4:53 PM EDT on April 30, 2018
Hello everyone!

I have a question, is there any tool capable of converting .FWSE format files to .WAV from Resident Evil 5?

I have looked everywhere into it but I can't seem to find any. I am also 0% skilled with coding so writing a tool myself would be nearly impossible (trust me, I tried coding a calculator in C++ once and I got a headache after 4 hours of trying).

File sample: http://www.mediafire.com/file/z6yw34qbspe3e56/25.FWSE

Thank you very much for your answer,

Amy.
GM (MIDI) File Support by MoldyPond at 8:53 PM EDT on April 30, 2018
Something I forgot to ask about a long time ago. I have the music files for Transport Tycoon Deluxe. They're regular MIDI files, but with a GM extension. I have the MIDI plugin for foobar but it doesn't support GM files unless I change their extension. Is this a known issue at all? (Also should I upload the files to joshw?).

All other MIDI programs I have can read the GM files just fine (Even Windows Media Player).
LIFE IS STRANGE [PS4] by PrinceSnake at 1:04 PM EDT on May 1, 2018
Because a lot of game appeared in the PS4 library, could someone please rip The "Life is Strange" games on PlayStation 4 (if it is possible) ?
(Life is Strange & Before the Storm)
Maybe the files we'll be better as the PC and XBOX version?
.WV6 audio by sandmanfan98 at 5:26 AM EDT on May 4, 2018
I'm trying to convert .WV6 audio files. It's IMA ADPCM COMPRESSED 16 BIT AUDIO when I put it in a hex editor. I made threads about this on zenHAX and XeNTaX but haven't gotten replies. No idea if it's completely foreign or a really simple format and I'm just plain stupid. Would really appreciate if someone would please help me with this.

Samples here are from Fairly OddParents Breakin' Da Rules.
https://mega.nz/#!dxBBmT4R!1QjyJwSI74MCOWJphR-88_WTFAsPqM9ciTSs0QRcJAQ
Wav files with RAKI by jos1014 at 2:08 AM EDT on May 7, 2018
I'm looking to convert audio files (wav) to DPS, but the heading must contains RAKI.
The files are in Just Dance 2017 for Wii U
How can include RAKI in those files?

An example:
Example

Thank you so much for the help.

edited 2:19 AM EDT May 7, 2018

edited 2:20 AM EDT May 7, 2018
ripping Fuzion Frenzy music by permulta at 6:13 PM EDT on May 7, 2018
hello! i'm relatively new to ripping, and i have been ripping some sounds from Fuzion Frenzy. i ripped some stuff from one of the XBP files that contains some music, consulting another thread on here that i came across. what's stumped me in this particular case is that instead of .wav and .wav.str files, as said in that thread, i'm working with .wma and .wma.str files. none of the settings i tested out seemed to work, with the results either being crackling or really harsh noise. has anybody here worked with WMAs, and if so, can figure out a way to at least get actual playing GENHs out of them?
Bloodlines Champions .XWB by TheGoldenChild at 12:26 AM EDT on May 8, 2018
Cannot seem to get these to work in foobar, nor can I get them to work via unxwb. When using Ravioli tools they come in .dat, and when dropping the .xwb in foobar the files are there but completely silent when playing sounds.

http://www.mediafire.com/file/kvaaflw8mslis2e/Character%20Voices.xsb

http://www.mediafire.com/file/xqtu9fr06aa3a59/Character%20Voices.xwb

http://www.mediafire.com/file/z7cb7txh0j2wzun/Emotes.xwb

http://www.mediafire.com/file/b5b9w4v34lgl36p/Spells.xwb
Pokémon GO update by Moonboy65 at 3:46 PM EDT on May 9, 2018
Can anyone rip the music from the recent Pokémon GO update? Soneek told me he'd do that but I haven't heard anything from him yet.
Disney's Atlantis - The Lost Empire [PS1] by PrinceSnake at 5:57 PM EDT on May 10, 2018
Hello,

I want to request a rip for an old PlayStation game titled : Disney's Atlantis - The Lost Empire, so far no one has been able to rip it for whatever reason, it does not exist on the web.

And when I found the only guy who made a rip of that game, the links on his website were dead.
This is the game I am talking about : https://www.youtube.com/watch?v=Z2YJiXjvbs4

That would so cool, if one of you could manage to rip it I have tried to ask few years but I did not get a reply. I think this will be the last time I try.

PrinceSnake



edited 6:03 PM EDT May 10, 2018
Konami All-Stars 1993, Dream's Music Station Box Set? by godzfire at 7:38 PM EDT on May 11, 2018
I was doing a Google search trying to find a lossless copy of 'Konami All-Stars 1993, Dream's Music Station Box Set' which apparently no longer exists on the internet, when I stumbled upon hcs's list here: http://hcs64.com/files/mainlist_sort.txt which did have a record of it (main/burned/Konami All-Stars 1993, Dream's Music Station Box Set).

Just wondering if hcs is still around and might have a copy, or ANYONE for the record?
PangYa full music rip by cucamorais at 2:25 PM EDT on May 15, 2018
I've been looking for the full rip of the original Korean game PangYa for PC for years, but couldn't find one with good quality. Do you guys have any idea where i could find them? Or even rip them myself?

edited 2:29 PM EDT May 15, 2018
Killzone - Shadowfall Unknown WWise format PS4 by OrangeC at 9:40 PM EDT on May 15, 2018
According to a friend, this could be WWise ADPCM, but vgmstream doesn't work on it.

https://drive.google.com/open?id=1uYyydxhiZFb0oRPxvV2vZJDkDjP73K2Z

Appreciatrte if someone can look into it.
Need Help with HCA encryption by Rookiez at 9:51 PM EDT on May 15, 2018
Hi Guys, so i was messing around with this .awb and .acb

been doing anything i could and hope that i get the actual sounds but no luck (i don't understand how it works, lol)

can anyone help me to find the key to these files?

Thanks

it's from the Newest Dragon Ball Game on Android titled Dragon Ball Legends
edited 9:53 PM EDT May 15, 2018

edited 10:03 PM EDT May 15, 2018
Why isn't there a way to automate .brsar ripping? by Mikurotoro92 at 1:26 AM EDT on May 16, 2018
Programs like VGM Toolbox let you automate DS sound file ripping but not .brsar files

Would something like that even be possible?

Thanks in advance!
Animetic Story Game 1 Card Captor Sakura [PS1] by Eliskuya at 9:13 PM EDT on May 16, 2018
Hello,

I want to request a rip for an old PlayStation game titled: Animetic Story Game 1 Card Captor Sakura, so far no one has been able to rip it for whatever reason, it does not exist on the web.
Help with obtaining decryption key from game by Zephyrse at 4:37 PM EDT on May 17, 2018
Hi, I need some help with obtaining the decryption key for obtaining audio files correctly. I tried looking around but I couldn't find anything; level0 files etc. I could have overlooked something but I don't think I did.

This is a Japanese game called Jojo's Diamond Records and has been out for a year or so

Here is the link to the APK
Gauntlet Dark Legacy Soundbank (.VBK) by RedWarrior at 2:33 AM EDT on May 21, 2018
Hi all,

I've spent the better part of a day trying to get the soundbank from Gauntlet Dark Legacy into a playable format so I could use the announcer in other games.

The game's soundbank has a different format than the game's score, VBK, which vgmstream doesn't seem to support. I saw a thread where snakemeat added support for PS2 VBK in an unofficial build, the link for which has since gone offline. Though, I'm not sure it would have helped, since for all I know they could be totally different formats with a similar extension. Thinking about it now, I suppose I could try playing a VBK from Disney's Stitch to find out.

Anyway, I've been messing around with GENH; mostly trial and error, since I don't know much of anything about audio codecs. I was able to get some intelligible audio with the following settings:



...but the audio remains heavily distorted and scratchy, and the pitch becomes progressively lower as the playback goes on seemingly no matter what settings I try. I'm in over my head, so I thought I'd ask the experts. What am I dealing with here?

Here's the file in question:

VOICE1.VBK

Any help is appreciated! Thanks for reading.

edit: I should probably note that this is the Xbox version. The NGC soundbank is also VBK, though it comes with some sort of command line conversion utility that requires a dsp file I don't have, plus others.



edited 3:06 AM EDT May 21, 2018
Doom (2016) - Wwise SoundBank (BNK) file format by Nicknine at 10:29 AM EDT on May 21, 2018
So I've been trying to figure out how exactly this game's music is structured and ran into difficulties with Wwise BNK format. The format has been documented here but only partially and the page was last updated in 2012 and I'm pretty sure the format has been updated since then.

Now I don't need help with extracting the actual audio files, there are already working tools for that, what I'm trying to figure out are the Wwise objects in HIRC section, music related ones in particular - 0xA (Music Segment), 0xB (Music Track), 0xC (Music Switch Container), 0xD (Music Playlist Container).

What I got so far is that Music Switch Container manages playlists, Music Playlist Container contains a list of music segments and how they're managed, Music Segment contains one or more music tracks and Music Track references the actual audio file the ID of which can also be found in soundbanksinfo.xml.

If someone could document the format of these objects in Doom (2016) version of BNK I would greatly appreciate that because combat music in this game pretty complicated and cracking the format would allow us to actually mix the segments in the order they're supposed to play in-game.

Here's doom_music.bnk bank

Here's soundbanksinfo manifest which should help with understanding what audio file's what.

edited 10:34 AM EDT May 21, 2018
Twisted Metal 4- menu music extract by arrlson at 3:17 PM EDT on May 21, 2018
I assume it is inside /DATA/MENU/MENUVAB.MR, but cannnot extract or decode (??).
I used ADPCM extract to the file /DATA/GAME.VAB & made GENH for each sample (VAG?) with 11025 Hz mono to see if menu track was there, but there was not, only sfx.
MENUVAB.MR is the largest (417,688 bytes) of the .MR files present, so it could contain sound data (the name also hints to this).
Here
Thanks in advance.
Wii help me pls newbi here!!! by Cef1127 at 3:44 AM EDT on May 22, 2018
I download the wii file but the format is .7z when i extract the file is .rws..how can i install or copy that file? I only knew is .iso and wbfs..sorry for bad english pls help me..thanks in advance
Michael Jackson: The Experience Audio by planedec50 at 12:07 PM EDT on May 26, 2018
I'm wondering how to extract the wavs from this game. They aren't the same format as the wii game.

Samples:
https://drive.google.com/open?id=1fro4QoMiXNF61-P9QPyicdGobHDH-agR
Majora's Mask soundfont with Termina Field's drums sound? by pret at 1:47 PM EDT on May 27, 2018
Hello.

I have been searching for Oot/MM soundfonts all over the place, and while I got some good ones, they missed a few sounds on them. For instance, the Majora's Mask soundfont I found here (https://musical-artifacts.com/artifacts/415) does not have those marching drums that plays during the whole song.
I also ripped the soundbank from the game myself using N64 SoundBank Tool, and similarly to the former case, it had all of the samples that play in the Termina Field song, but the percussion sample was wrong, it did not sound as it should (sounded more like 8 bit chiptune percussion...)

What I want to do is create an "enhanced" version of the Termina Field theme to see how it could've sounded if Majora's Mask 3D used sequenced audio, similarly to what Ocarina of Time 3D did to its music in comparison to the original N64 songs. Majora's Mask 3D songs sound really low quality in my opinion, I was expecting them to sound more "stereo" and HQ like in OoT3D.

If you happen to have a correct soundfont for Termina Field, please let me know.
Thanks in advance.
Extract music data from Wario Ware Mega Party Games (Gamecube) by mich-al at 7:55 PM EDT on May 27, 2018
Hello, I came to this forum to see if anyone can help me with this, I'm a bit of a noob on the subject of the files, but even so I had already extracted music before.

The point is that I want to extract the music (or also sfx if possible) from Gamecube's Wario Ware game.

I had examined the files, and I came across one that directly says "sound_data.bin" and I really do not know how to handle the bin file. (Below is the link to download the file if someone needs it)

https://drive.google.com/open?id=1DtSllV8vWknuGsQOrIAXgt_Za6UQrXLQ

so, I would appreciate if you can help me in this or if you know about it.

PS: I'm also not sure if the music is sequenced or via streaming

edited 7:56 PM EDT May 27, 2018
Nintendo 64 Player by microintervalo at 5:35 PM EDT on May 29, 2018
Hello!

Is there a USF player similar to SNES SPC700 Player? I need to mute channels, lower the speed and then export to WAV.

Can I do this with foobar2000 and USF Decoder? Do you recommend something else?

Thanks!

edited 6:15 PM EDT May 29, 2018
cseq2mid by kr3nshaw at 10:00 PM EDT on May 30, 2018
My search for the sequences used in the StreetPass minigames led me to this post. The person who uploaded the archive also included cseq2midi by soneek, but the version provided doesn't convert the sequences properly.

Using the source code of soneek's program (also provided in the archive), I rewrote cseq2mid from scratch. My version is capable of converting all of the musical sequences without fail.

The program struggles to convert ambient sequences, due to the usage of arithmetic operations and multiple subroutines. If there's anybody who understands more about this than I do, please look at the source code on GitHub and tell me which commands I haven't implemented properly.

The next step is to work out how to create SF2 or DLS files from the data in the StreetPass BCSAR, as some of the sequences sound a bit odd when played back using GM. I haven't been able to find a tool that does this yet. Does anyone know of such a program?

0x1B840.CSEQ
0x1B840.mid
cseq2mid (MacOS)
Source

edited August 18, 2022
Ripping audio from Banjo-Kazooie: Grunty's Revenge? by mariofan12ify at 2:20 AM EDT on May 31, 2018
Does anyone know of any ways to get high quality sound effects and midis from this game? I've gotten SFX from the game but the quality was horrendous. (I've also tried using GBA Mus Riper to rip from the game but I can't figure out how to use it)
[Bugfix] Please stop using loveemu's gsfopt (and snsfopt) released before May 2018 by loveemu at 10:26 AM EDT on May 31, 2018
gsfopt, snsfopt

I am afraid I have to say that there was a the bug of gsflib optimization, which would wipe necessary ROM data unexpectedly. The condition to cause the glitch might not be very common, but it might wipe the ROM data (especially a sample) quite slightly without being noticed.

See more detail of the issue

The glitch occurs when the song A refers to a certain address once, and another song B refers to the same address at least 255 times.

I will verify my own GSF sets and report if there is the one which needs to be fixed.

I apologize for the inconvenience.
Thank you for reading.


edited 10:28 AM EDT May 31, 2018
Aladdin in Nasira's Revenge (PC) - .ASF by Nicknine at 8:56 PM EDT on June 2, 2018
The game stores music in ASF files which appear to have unknown encoding although they do have a header. I assume the audio is 22050 Hz mono like in PS1 version. There's also a codec module called asfcodec.adl in the executable directory if it's any help.

Sample:
agra_1.asf

Codec file:
asfcodec.adl

edited 9:05 PM EDT June 2, 2018
VID1 videos by Alpha23 at 3:39 PM EDT on June 3, 2018
Hi everybody!
I have tried to write an audio extractor for those GameCube VID1 files that contain VID1 ogg streams as seen in GUN, Tony Hawk's American Wasteland and also 007: Everything or Nothing. I've come pretty far and the resulting files look very similar to the audio VID1 files. BUT: They don't convert with vid1_2ogg.exe from . I believe it has something to do with the values at offsets 0x4c, 0x50 and 0x54 - in all the VID1 audio files that ARE convertible/parsable these offsets have values. Is there a way to either
- obtain these values or
- slightly adjust vid1_2ogg.exe to support these files?
Here's a sample together with my script:
Every help is appreciated as I believe there are other games that use this format.
sm4shexplorer by TheUltimateKoopa at 4:32 PM EDT on June 5, 2018
is .... a good program, if you use it properly unlike me.

edited 8:33 PM EDT June 5, 2018
3DS Bios Music Help. by raulix at 6:50 PM EDT on June 5, 2018
Okay so, I've been trying to rip and extract music files from 3ds to convert them to wavs. But, It didn't work. So, is there a way to extract music files from the bios? Example: The Eshop Music, Mii Maker Music, Settings Music

"Densha de GO! 64" can not rip! by Grin at 9:53 AM EDT on June 8, 2018
Even if I build and analyze the emulator, I do not understand it. So I want you to lend the power to the intellectuals here!
Sonic CD PAR by SmartOne at 4:12 AM EDT on June 9, 2018

https://ibb.co/f6Pra8

From Shadow Hearts to the Sonic CD remake to Call of Duty: Infinite Warfare, developers cannot align a texel to the pixel grid to save their lives. So I get to go and waste my time trying to reverse engineer Sonic CD remake, chopping it down the the bare-bones in an attempt the unearth some hopeful innate goodness therein. Words. The plain-text shader programs contained within the executable were promising, until I realized that Christian Pimpleface (come on, as if you didn't think it) (that hair is probably not doing him any favors) is just mish-mashing some points which are floating. Mis-configuring DirectX. In any case, omitting a 1:1 PAR option with integer scaling at any resolution and zero filtering is a sin.

Everyone cares about anti-aliasing (does "aliasing" technically exist if the source isn't actually sampled? [The answer is "no."]), but no one cares about the more subtle thing: motion fidelity/resolution/clarity/image stability/whatever you want to call it.

In 3D games, it's the 2D menus that tend to suffer this non-identity scaling distortion. Problems that didn't exist in the good old days because developers didn't generally have the power to screw it up. "Spiderman."

Watch, next time they'll include the practically-zero-effort-for-huge-gain feature "black frame insertion." Nope, management won't understand.

Let me guess: Sonic Mania has the exact same problem, as do all Retro Engine games. I can't wait to be annoyed by this if I decide to discard money on the physical release.

By the way, I care about this remake for the steady 60 FPS, increased field of view (those damn stages), and looping and elongated music. Since no PAR, I won't play it.

By the way2, I used Cheat Engine as guide to eliminate the window stretching factor, in case you are curious. Selecting 640x480 gives you a content area height of 500 pixels. Shocking, I know. But is it really surprising at this point? So search for 500, not 480.
Monopoly for Nintendo Switch by planedec50 at 2:54 PM EDT on June 10, 2018
I need to decode the RIFF files from this game. If anyone could help that would be great!

https://drive.google.com/open?id=10PxZlaZ7S5DqgwLKSRlqcS0F4RJKKgKR
An actual BMS player?! by thecoreyburton at 8:56 PM EDT on June 12, 2018
I stumbled upon this and wasn't sure if it had been mentioned or discussed yet. I'm very excited!
how to unpack and repack the .BD files (Ps2) by emmedub at 2:34 AM EDT on June 15, 2018
I used google translator (sorry for my bad english)

I want to translate the voices of the game zatch bell mamodo battles into Spanish, I opened the file with psound, I could also play and convert .wav files, but I could not import them.
Does anyone know with what tools I could import my own files?

this is the file that contains the audios

https://mega.nz/#!7kkT0DgI!bs3rzljm3xbi7Bcaapf7397s4mFTydgYjHqpHK-qeJU

And a capture to the file contents

https://mega.nz/#!38FSBSzT!lcsOyqcXe4QbYJ9AlqHb-0z76MZAB1s9ksZ2Icnvh_Y

i hope have all possible help (thanks)
Need Help Ripping Space Invaders Extreme ost by Steelix100 at 1:15 AM EDT on June 17, 2018
Hi I'm new at ripping and stuff and I just wanted to rip the music from Space Invaders Extreme for PC which released a couple of months back. The game is made in Unity and uses that funny Criware audio format. I spent a lot of time trying out different stuff and as far as I can tell the only thing I need more to do to rip the OST is to somehow find the hcakey.

I don't know much about this kind of stuff, and I thought someone here might be able to help me with it? I've uploaded one of the bgm files here if anyone wants to take a look.
nevermind! by planedec50 at 9:23 PM EDT on June 17, 2018
-snip-

nevermind!

edited 9:28 PM EDT June 17, 2018
Gotham City Imposters .wav by TheGoldenChild at 1:21 AM EDT on June 18, 2018
Hello, I tried playing these sound files in foobar however they do not play. I was wondering if anyone knew a solution?

http://www.mediafire.com/file/e81tcare95x2wwb/jkr_f_emo_becamenemesis_02.wav

http://www.mediafire.com/file/g56gbgppcwycvsw/jkr_f_emo_becamenemesis_03.wav
Pokemon Mystery Dungeon WiiWare extraction by Hexagon12 at 7:51 AM EDT on June 18, 2018
Hey everyone,

I have been trying to get the music of this game, but since it has a specific format, I went and gave it a shot and it extracted t o a bunch of .bin files with a SIRO (not SIR0) header when opened in HxD (I will also mention that I can see the filenames and filetypes of everything in the main .bin file through HxD).

Can anyone look into this? Here's the main .bin file with the AT7 header.
Ruby Fortun by rosadaniels at 9:07 AM EDT on June 19, 2018
spam
Michael Jackson: The Experience.bin PS3/Wii .bin Audio by planedec50 at 7:25 PM EDT on June 19, 2018
There are audio files in the main BF archive. The PS3 files should be MPEG but when I try to use vgmtoolbox to extract them it is choppy. The Wii ones I have no idea about, but they should use the same sns format.

Here are samples from the two consoles:
https://drive.google.com/open?id=1frdTdl2N-ZdobZiZJxssN8YhXN73lunW
Just dance 2014 timelines decrypt by JdFan23 at 1:36 PM EDT on June 20, 2018
Anyone know how you could convert the files from timeline.tpl to dance.dtape
timeline.tpl: moves, duration, startime etc
dance.dtape: the same but decrypted
i need convert the timeline.tpl to dance.dtape

example of these files

timeline.tpl.ckd
https://drive.google.com/file/d/1uArH9dQb4MmdOO3-327VHFPcKmK_qR9l/view?usp=sharing

dance.dtape.ckd
https://drive.google.com/file/d/18E6nawOL4WvE6TJNNb-afp6OUCenQ1tZ/view?usp=sharing


edited 4:37 PM EDT June 20, 2018
3DS sounddata.arc extractor by Xayrga at 9:39 PM EDT on June 20, 2018
Hey there,

Just made a new tool to unpack the sounddata.arc in 3DS games!

you can get the source here

http://xayr.ga/share/06-2018/sArcExtract.7z

or if you want a precompiled version, check it here

http://xayr.ga/share/06-2018/sArcExtract.exe

Please note, i've only tested this with mario and luigi: dream team

Just extract your sounddata.arc and drop it on the executable :v. Or if you like commandline

sArcExtract.exe path_to_sound_data.arc

It drops them as RedSpark (.rsd) in folders associated with their banks. You can play the .rsd files with vgstream.

Hyperdimension Neptunia IOS (.KOG) by Mario123311 at 12:33 AM EDT on June 23, 2018
http://www.mediafire.com/file/5zckl4ba3kqnr7j/nepios.zip

Sent this to both XenTax and ZenHax to no avail. The CAF files I can get playing just fine in seperate programs, and they weren't packaged in the allpacks file. However, I can't seem to find any good way to get said allpacks archive to extract. Aluigi even looked into it and pretty much said he couldn't do anything as it was too confusing.

I'm hoping we can get the contents dumped considering this app in particular was taken off the App Store not too long ago.
ChoroQ2/Q3 sequenced audio by Lunar at 12:24 PM EDT on June 24, 2018
Hi! I was wondering how feasible it is to extract the sequenced songs from Choro Q2 & Q3 on Playstation? These songs are mostly used on menu screens as far as I can tell. There are various videos on Youtube where you can hear them if you search around long enough, but one example is here. I also have a few of these songs in MIDI format made by Alkione which are pretty good/accurate if those interest anybody, though of course the original audio would be ideal. The tunes are generally less flashy than the XA tunes, but the style is quite consistent with the rest of the soundtrack.

Cheers!
How to convert this Raki format? by JdFan23 at 2:44 PM EDT on June 24, 2018
Hey Anyone Know how to convert the dsp adpcm format to raki ubisoft (Wav.ckd) I tried to put the header but not works

I know how to raki to wav but i need in reverse

https://drive.google.com/file/d/1DAMPx2ekIKcJxE2rvjC5apVqdbb5otwr/view?usp=sharing example pf original file

My attempt to form the audio : https://drive.google.com/file/d/19mu3TMMAOvH2031KOQf5iWFgw4Uytw9j/view?usp=sharing
Weird .Mod files on nds rom by raulix at 7:55 PM EDT on June 24, 2018
I was unpacking a DSi game that I downloaded from a website that has .nds files of DSi Games

The files (.mod) were found on the game "Cut the Rope" and I decided to open it on OpenMPT since it was a file type that supports it. But, It seems like It's corrupted or the OpenMPT can open it. But, for some reason it works on the DSi.

How can I open these .mod files?

https://mega.nz/#!ZMNUWY5Q!OfUNUpMU9zx04i1KGPc02Em5WHsm3JjGdZKUH8aB5zU

https://mega.nz/#!NJlVzQiA!lrfbsnjSQDck4lxL2Vss5kpllKdoQoHYye5xDddbB5E
Anyone rip Destiny 2 music? by wmd at 3:00 AM EDT on June 26, 2018
I notice that you can mute voices and sound effects in the PC version of D2. Has anyone taken advantage of this and done a recording rip?

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