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Fortnite music ("UE4OPUS") by filament at 3:35 AM EDT on June 27, 2018
Hello,

Recently all music in Fortnite was converted to a strange format, "UE4OPUS".
I just wanted to ask if there's currently any way of playing that back or converting it? I'd love to extract the music, convert it to something like wav and listen to it in high quality.

Best regards,
filament
Sample Rate question by 1337haXXor at 4:39 PM EDT on June 29, 2018
So I'm looking at some of the video game soundtracks I've found and ripped to FLAC and notice that they're all in 48khz sample rate, which is obviously not correct and pointless bloat in the file. I'm aware playing from the actual chip file is MUCH more efficient, but I have a large library and need metadata/playlist management, etc. I'd like to resample them or go through and reconvert them using the proper sample rate, but was wondering, what's the easiest way to determine the proper sample rate for a song?

I know the SNES, for example, used a 32khz chip, but from what I understand, not all songs necessarily used that high of quality. If I ripped them all to 32khz, that would be fine, but would I be able to find out what their actual output sample rate is and theoretically rip it lower, to be more accurate and efficient?

Also, I have less knowledge on the output sample rate of 64, Genesis, and GameCube games.

I'm aware this is most likely a pretty large issue that's probably been discussed before. I used the search on the forums here, but was unable to find any factual discussion, mostly being people's debates between interpolation methods and other preferences.

If someone could provide me guidance or a link to an appropriate thread here, that would be fantastic! I have experience with the file formats and converting, but not with ripping the files myself. Though for the purpose of accurate representation, I'd most definitely be willing to learn.

edited 4:44 PM EDT June 29, 2018
The Legend of Zelda: Four Swords Anniversary Edition Broken 2sf? by MoldyPond at 10:27 PM EDT on July 2, 2018
I recently tried ripping Four Swords Anniversary Edition to 2sf and it works, but foobar gives a decoding failure, even though their lengths show up. The SWAVs work just fine though. I know this isn't a DSiWare problem as Shantae: Risky's Revenge works perfectly fine. Any info on this would be greatly appreciated.

edited 10:29 PM EDT July 2, 2018
Sly Cooper and the Theiveious Raccoonus by froggestspirit at 6:29 PM EDT on July 4, 2018
Hello,

I just ripped the Sly Cooper soundtrack to FLAC. This has no SFX or ambiance, and all variations.
https://www.dropbox.com/s/kwxy5277dlkyomd/Sly%20Cooper%20and%20the%20Theivious%20Raccoonus-FLAC.zip?dl=0

I'll have a Genh version up shortly that is half the size for play in VGMstream/Droidsound-e
Psx Resident Evil 3 Background Sound Extraction Tutorial by Dark Frost at 8:05 PM EDT on July 4, 2018
How Can I Rip My Orginal Resident Evil 3 Disc Sounds ?

I Try Rip Backgrıund effect but ı dont :(
I dont Need Gun Effects Or Another video sound But I need ripped Orginal background Theme
Like "Save Room Theme"
How Can I Rip this background Sounds ?
Pitfall: The Lost Expedition: Unnamed music files? by Mario123311 at 8:19 PM EDT on July 6, 2018
http://www.mediafire.com/file/470qu9vh4zcsk6w/PitfallOST.zip

I was told to use an extension with VGMStream but the latest version of the program keeps booting me back to the beggining screen every time I add -o and the file names I want/need. Please help, I literally am stumped.
Is VG Music Higher than 16-bit? by MoldyPond at 2:03 PM EDT on July 12, 2018
I'm pretty sure I already know the answer to this, but technically speaking (I would assume *all*) VG music is only going to have a 16-bit bit depth at best right?
Flipnote Studio 3D Sound Format by sudofox at 3:22 PM EDT on July 12, 2018
Hello,

I'm part of a small group working on reverse-engineering a proprietary format from a Nintendo 3DS app called Flipnote Studio 3D. The format is used to store user-generated animations, which can include a few audio tracks recorded with the console's microphone.

We're currently trying to identify the audio encoding that these recordings use. So far, the closest result we've managed to get was from decoding as adpcm sampled at 16364Hz with nibbles flipped, however the output still sounds much worse than what can be heard in the app and includes random bursts of static.

Raw audio data:

https://lightni.ng/kwz_audio/raw.bin

Our attempt at decoding (using sox -t ima -N -r 16364):

https://lightni.ng/kwz_audio/decoded.wav

What it sounds like in the app:

https://lightni.ng/kwz_audio/target.wav

Any help would be greatly appreciated by us and many more!
IT2SPC? by dj4uk6cjm at 10:41 PM EDT on July 12, 2018
Is there any way to convert IT mod files to SPC? I'm aware of SPC2IT but I need something else to do the exact opposite of that if you guys can recommend me one let me know, thanks!
CKD flie for JustDance game by nontjomyoong at 2:11 AM EDT on July 13, 2018
Can someone please how tp open CKD flie for Justdance I’m tired to open it with any viewer like Mysticthumbs or Kobotec3D and the wav.ckd too 😞
Area 51 FRONTEND.AUDIOPKG [PS2] by Anterag at 5:54 AM EDT on July 15, 2018
Hi! I need some help extracting the content of this archive which contains two stereo PS ADPCM streams interleaved (0x8000).

Download

Thanks!

edited 5:59 AM EDT July 15, 2018
CP:EPF .bin files. by raulix at 12:48 PM EDT on July 19, 2018
I found these files when trying to extract models from the game, when trying import the .bin files into Audacity and changing the codification to VOX ADCPM you get a loud clip with every single sample used in the game (same works with the sfx file)

The thing is that theres no way to change the .bin files to MIDI or SF2 files. and I'm 100% sure that all the music is sequenced.

.bin files

edited 12:48 PM EDT July 19, 2018
Extract music from THP file from DDR Xbox games by MadkaT at 6:19 PM EDT on July 19, 2018
Hello, as I've said In the title I'm trying to get some sounds from DDR Xbox versions, they are stored in THP and BKT files, Here is a sample THP file if someone could help me, for the BKT files I will have to split one file, because the smallest file is ~100MB

Here is the link for one THP file
https://ufile.io/vn38z

And here the first 20MB of a BKT file.
https://ufile.io/snr42

edited 11:18 PM EDT July 19, 2018
Where to find Peter Siedleczek's Advanced Orchestra by Stardust_Mr at 7:18 AM EDT on July 21, 2018
I noticed that Super Smash Bros. Melee and Kirby's Air Ride use this.. I have been looking for a long time now, does anyone know where I can possibly get a download?
[Gamecube] Zapper (*.wav.str/*.sth) by Anterag at 7:51 PM EDT on July 22, 2018
Hi!

Here to download

I need some help figuring out the whole block size of a file. Basically, I want to deinterleave the two streams of that file (with the Alpha23's script) in order to obtain the two streams seperated and then play with vgmstream. Unfortunately, I don't have the block size and also, I'm pretty sure the resulting files will not be playable with vgmstream. It's the Blitz Games STR+STH Gamecube format.
The *.wav.str contains two different files interleaved together (0x8000).
The frequency of the streams is 32000Hz.
The codec used is Nintendo Gamecube DSP 4-bit ADPCM. The coefficients are found in the *.wav.sth file (didn't start to find them, as I'm not at this step right now).

Thanks!
Question about Nintendo DSP ADPCM by Nicknine at 11:53 AM EDT on July 23, 2018
I was wondering, apparently there are Gamecube games that use the same set of ADPCM coefficients for all sounds in which case they're not stored in sound files. Is there are any way to figure them out in this case? They're probably stored in the executable but how would I go about finding them?

edited 1:15 PM EDT July 23, 2018
Sly 1 BNK Files by Infomaniac95 at 1:07 AM EDT on July 25, 2018
So for a little while now, I have been trying to decode the music files for Sly 1, with little to no success.

This mostly has to do with the main game have a hidden ToC, and other factors, such as needing working .wal extractors.

But, as luck would have it, the Sly 1 E3 Demo did not hide the files on Disc, so we got access to the WAL and WAC file, which the 2 files allowed for us to decrypt the WAL, and get the files from it.

We got 2 things from doing so, the sound driver the game uses, and the actual music files themselves.

As far as we know, the music format Sly 1 uses has never been cracked. So i'm hoping with this sound driver and music files iv'e provided, someone smart enough out there can reverse engineer the music driver and crack the music files as the result.

There were multiple drivers on the Disc, with 989SND.IRX being the one of interest. Iv'e included the other drivers on the disc, should they be needed.

Enough talk, here is the link: The Sly E3 Music Files and Drivers

Oh, and as a bonus, take this, also ripped from the E3 Demo: Sly 1 Action Trailer

It was the only PSS file on Disc, so I took it, converted the audio to FLAC, and encoded the video to H265 with QTGMC deinterlacing set to placebo.

edited 1:12 AM EDT July 25, 2018

edited 4:13 PM EDT July 25, 2018
Snake Pass Quality Difference by MoldyPond at 9:16 PM EDT on July 26, 2018
Seeing as how the PS4 version of Snake Pass was recently uploaded, I've noticed that the bitrate is higher than the PC version, however they're both in completely different formats. Is there a way to compare the two versions to see if the PS4 version is actually higher quality or not?
How to get hca file decode key in android game? by khoho at 11:00 AM EDT on July 27, 2018
I played puchiguru lovelive and got its sound data file.
And I converted acb files to hca files and hca files to wav files.
But it has only noise sound.
I think that need the decode key, but I don't know how to find decode key.
Any tips to find decode key in here?
Making SFX mods for godzilla Unleashed by GojiYautjaFan1999 at 10:18 PM EDT on July 27, 2018
Hello! How can i Make SFX mods for Godzilla Unleashed I wanna have G2K with T-Rex Sounds from Jurassic Park
Really strange bug by Anterag at 5:08 PM EDT on July 28, 2018
Hi. I'm currently trying to remove the ambience out of a music from a video game, because there is also the ambience only. The main issue is that I need to synchronize the ambience only with the ambience + music since the ambience mixed with the music doesn't start at the same time. I managed to do it, but since a part of the ambience only was deleted (everything before the start of ambience mixed), the track doesn't cover all the ambience mixed music so I need to loop the track till the end of ambience mixed music. Phase inversion works at the first segment, but then at first loop and others it is restarted and I get the ambience again... (but the weird thing is that the peaks are still PERFECTLY aligned!!)
I actually tested this on Sony Vegas Pro and Audacity. The exact same thing happens.

Anyway to fix this?...

edited 5:09 PM EDT July 28, 2018

edited 5:11 PM EDT July 28, 2018
Sega Rally Championship Audio Format by MoldyPond at 7:41 PM EDT on August 2, 2018
I just recently decided to download the music for the Saturn game Sega Rally Championship and noticed they were VBR MP3's. I get the feeling this isn't the original format so does anyone know if there's a way to get it in SSF format or not, or if I'm wrong and those really are the original files?
Rayman Raving Rabbids: TV Party (.PK) Wii version by miavalter at 11:23 AM EDT on August 4, 2018
Hello, I'm new here and I don't know anything about game ripping stuff.

I need your help because it seems this Ubi Soft game stores its music in a very uncommon format (PK). There are also a bunch of SPK files in the same directory, but I don't think these contain any music at all.
I also found a "AudioInfo.bin" file. Maybe this one can be useful to understand the game format?

Anyway, here's one of the PK files here: Download PK

Thanks.

edited 11:25 AM EDT August 4, 2018

edited 5:41 PM EDT August 4, 2018
Pokémon Mini Music by FerozElMejor at 3:44 PM EDT on August 5, 2018
I'm really curious about the music from the 10 Pokémon Mini titles.

I searched for extract the music from these games, but I wasn't capable to do it.

Maybe someone knows how to do that or can give me a nice tutorial for that.

I would really apreciate it.
Ghouls 'n Ghosts Amiga Files by MoldyPond at 10:27 AM EDT on August 6, 2018
Might be a silly question but I've recently come across the soundtrack to Ghouls 'n Ghosts for Amiga. I've checked into seeing if the music files for this game had been ripped, which they have, but unfortunately because it's Tim Follin, they are their own special format (.tf) which I can't find any support for Foobar.

My only options have been to use a program called DeliPlayer (which works but has emulation issues with proper reproduction) or emulate and record it. Any help with this would be greatly appreciated.
Making MGS1 PSFs playable in HE?! by Nisto at 3:31 PM EDT on August 6, 2018
So I've been battling this for about an entire week now, and I'm out of ideas. I'm trying to make the PSF set of MGS1 playable in Highly Experimental by replacing SPU IRQ related code, since it isn't well supported in HE and most other PSF engines. I have learned much more about the game code since the initial rip I made last year, but I still can't figure out a way to make the PSFs compatible with Highly Experimental. I have now managed to hack out all the multi-threading related calls (the Multi Task Scheduler) and also the SPU IRQ related code, so the code is actually pretty straight-forward now. However, without SPU IRQs, I have not been able to replicate correct timing. It either plays too fast or too slow, depending on various approaches and parameters.

SPU IRQs in MGS1 are triggered from a single one-time call to SpuSetKey. The magic of it is that the ADPCM address specified in the SpuVoiceAttr struct to SpuSetVoiceAttr is the same address defined to trigger an interrupt when the data there is read (and I must assume the data read operation happens through SpuSetKey, because if I remove the call, no interrupts occur). Furthermore, the data at the IRQ address contains a silent, looped ADPCM stream, so interrupts are triggered automatically and continuously. The most important piece of information here though, is that they set the pitch value in the SpuVoiceAttr struct to 4096 ("pt" units), which represents 44100 Hz according to the SDK docs. From what I can tell, at this rate (pitch), 256 bytes (448 samples) are read between each interrupt, which is half of the stream's size (512 bytes).

So now, the question is, how could I replicate this timing in a simple loop without the use of SPU IRQs? Any ideas? I'm simply calling the sequencer function (similar to calling SsSeqCalledTbyT in a loop), which is essentially the same that happens with SPU IRQs. Here's what I've tried so far:

* Calling SpuSetKey to trigger a non-looped silent ADPCM stream followed by polling SpuGetKeyStatus to check that it finished playing (SPU_ON_ENV_OFF)
- this actually works decently, but it's just a little too slow in PSFLab/foo_psf
- no good in viopsf (w/ spumednafen.dll), skips a lot
- Mednafen itself does play it without a hitch

* Polling root counters 0, 1 and 2
- I used SetRCnt followed by GetRCnt in RCntMdNOINTR mode, but the results seem totally random?

* VSync(-1), VSync(0), VSync...
- Obviously not enough precision with this, but I tried it...
So there's this thing called agbplay... by agu fungus at 3:42 PM EDT on August 7, 2018
I just learned about this application that plays GBA music directly from ROM without the use of gbamusriper, and I was wondering if this type of technology could be also be implemented in actual GBA emulators, and especially .gsf plugins like vio_gsf.

Here's a great example of what can be achieved with agbplay.

edited 3:43 PM EDT August 7, 2018
Force Stereo audio in Majora's Mask 3D? Is it possible? by ostbso at 12:43 PM EDT on August 11, 2018
While Ocarina of Time 3D has both surround (which makes the audio sound compressed/washed out) and stereo audio, Majora's Mask 3D seems to always sound like if the console's audio is always set to Surround (even when set on Stereo).
With Smash Bros 3DS something similar also happens, the audio sounds low quality (probably to save space in cartdrige), but it is possible to mod that game to import sound files with better quality, and it works perfectly (meaning that the only reason it did not sound well was because of the audio files in the game).

However, I took a look into Majora's Mask 3D SFX files and compared them to those of Ocarina of Time 3D and.. the SFX both games share sound exactly the same, no quality downgrade or anything like that. Even Link's sounds in Majora's Mask 3D sound pretty high quality, unlike, ironically, how it sounds in the game itself.

So I came with the idea that maybe the game forces the console to output Surround audio. But, is that even possible? Maybe there's a byte in the "exefs" or even in one of the ".bcsar" files that forces the console to output Surround audio, instead of what the user has set on their console (in my case, Stereo).

Thanks in advance. Surprisingly, I have never seen anybody complain about this.. I hope we can make Majora's Mask 3D sound like Ocarina of Time 3D in terms of audio quality.
The Sims 3 (Wii) - Convert audiostr.arc's Music? by Xane123 at 1:25 PM EDT on August 12, 2018
I looked at this file years ago, but last night I thought about Sims 3 (Wii)'s strange audiostr.arc file, which contains all music and jingles heard in the game and decided to download the game again.

ARC files just seem to be basic archives, with files uncompressed inside them, but what I wonder about is the music stored inside audiostr.arc; It has no "magic" word at the beginning of each sound file, but it has a header part which varies in size per song, as shown here:


I tried opening the file in Audacity, opening it as RAW ADPCM with different sample rates and it always had a distinct "screeching" sound over the distorted audio, which you can hear a sample of here.

Does anyone know what I have to do to get the music out of that ARC file as normal sound files? If a method is found out, it could help me get songs from other console Sims games as they seem to have the same "data/audiostr.arc" file based on what I've read online.

Here's the file if anyone wants to try to crack the format of it and the audio within it: Download

It has to be possible to convert this music if it is even in the same format as previous games, as console Sims game pages on TCRF imply people could find unused songs, which would be hard with how unpleasant my attempts to "rip" the music have turned out...

edited 9:06 PM EDT August 12, 2018
Rayman 3 (.h01/h02) Xbox version by miavalter at 2:35 PM EDT on August 13, 2018
Hello there!

I was searching for a program that can extract the music that seem to be stored in the Stream.h01 and Stream.h02 archives.
I read other posts and Droolie said it requires reverse engeenering because in the same directory, there are BNH and HXX files which contain references and original filenames for the music (not only, also SFX and voices) contained in Stream.h01 and Stream.h02, and maybe also in the Data.hst archive.
The codec may be IMA ADPCM. The sample rate varies, but mainly it's 22050Hz stereo.
Droolie wrote scripts for the PS3, PS2 and Gamecube versions, it certainly helps.
Here's the link to see the scripts: SCRIPTS

I uploaded the whole directory on MEGA with all the HXX, BNH files and also the Stream.h01, Stream.h02 & Data.hst but for these I used a script called "filecutter.bms" by Luigi Auriemma to reduce the file size.

DOWNLOAD

Thanks if somebody can help me on this!

edited 2:44 PM EDT August 13, 2018
Viopsf Plugin Reverb Comparison by Kirishima at 10:19 PM EDT on August 14, 2018
I'm just creating this thread so as to not derail nisto's any further.

I converted a couple psf's to wav using both the Mednafen plugin and peop's with reverb 2 set so people can get an idea how the 2 sound against one another. They are trimmed and label so as to keep the files short and easily identifiable. Also included are snippets of the same tracks from ost's(I understand OST's are NOT good for real hardware comparisons, but you try finding audio capture of these games, or getting the proper hardware to do so), and in the case of the track from The Crow a youtube snippet that might be from real hardware.

https://www.dropbox.com/s/5643chybuauv4xy/ps1%20reverb%20comparison.7z?dl=0

TBH, it's kinda hard to find reliable real hardware recordings of these games. I think I found a better one from The Crow, but I haven't asked the user what platform it was captured from. In the case of Brave Fencer Musashi, this is the best I could find for it:

https://www.youtube.com/watch?v=gHJ3gOv9Uwo&t=7m15s

Of course that video was captured from a ps2, model unknown, and with the voices in the way, it's hard to do a proper comparison.

As I said before, while I believe mednafen to be the more accurate emulator, it just doesn't sound it yet, to me anyway, when compared to many hardware videos I've come across. I didn't use those, however, because reverb is a bit harder to hear in them against all the other sfx. I'm certain others have their own opinions.

Also, one more thing, this is a simple comparison, not an expansive comparison with various sfx being set to various reverb settings and checking differences.

edited 11:14 PM EDT August 14, 2018
Just Dance Timeline files by yunyl at 10:07 AM EDT on August 15, 2018
I'm modding a game (its just dance, no forum or anything about it, its private modding) and im taking files from old game and putting them into new game. There is some timelines where the game configures when should moves (the .msm files when you do dancer's move and it gives you point) appear. Both games has same file, same .msm and same file. In old game, the game is using milliseconds but in new game it's a thing i dont know. Example from old game's same file and same .msm

StartTime: 4800 (it's milliseconds)
Object "example_handsup.msm"

but in new game,

StartTime: 24 (A time stamp I don't know)
Object "example_handsup.msm"

I'm searching for a help. I really wonder how can I convert old game's timelines into new game's timeline system (talking about new game's time)

I really need help, I can't find a way to do it for 2 months and one person said that it's Cross Multiplication.

Also, don't care about the "png" in new game file.

Please answer if you have any ideas.

Here are the files: https://drive.google.com/drive/folders/1LSWvkbv2aHTJyn1myatMyIxnOfKabKAd
Resident evil Font? by Zetto Kuzuuya at 10:35 AM EDT on August 17, 2018
I think I have posted this before, but there is a so called, "Resident Evil 2 Kit" but it's not well put together, and they are more or less samples which I have no clue how to work work and have NOT been looped. But from what I gather, most n64/playstation games used sequenced music and audio,so given that bit, I can assume the instruments can be ripped from resident evil 2-3 and code veronica and any RE game from the two consoles, but mostly RE 2-3 being that they are both on the n64 and the n64 games and ports used more sequenced and Rippable audio than the playsation, anyone got any advice on this? or any Soundfonds that they, themselves have or had ripped and put together?

I will leave a link to the 2 "fonts" I already have, one of them being the samples, and the other being a bunch of sounds and strings and junk from the game that sounds like 8 bit stuff

https://drive.google.com/open?id=1JUWf9x5BgA3V_5Xc0cj0qFwfD-tJusSC

edited 10:47 AM EDT August 17, 2018
How to play as Prince Fluff alone in Kirby's Epic Yarn? by Devan Wolf at 12:30 AM EDT on August 27, 2018
I know the trick for using Player 2 to play as Prince Fluff while leaving player 1 untouched. However when doing this trick I always see Kirby being followed behind and some transformations (e.g. Train) require player 1 to perform an action to continue. However I probably know if there is a Gecko cheat code or Riivolution patch that exists that lets player 1 play as Prince Fluff alone without Kirby being there (except the cutscenes where Kirby can show up, not 2 Prince Fluffs). If anyone tells me/knows then I'll be impressed and I'll enjoy it!

P.S. Support Prince Fluff (not yarn) to become Dream Friend in Kirby Star Allies!
Ubisoft APM Strange IMA ADPCM (Donald Duck: Goin' Quackers) [PC] by Anterag at 3:49 PM EDT on August 28, 2018
Hi! I tried to convert the APM music files into a playable format (Donald Duck: Goin' Quackers PC), but I found something really weird.

FILE: APM Sample

Here are all the details I seem to be sure they correspond to the following APM music file:
Codec Interleaved DVI 4-bit ADPCM (maybe not exactly?)
Frequency 44100Hz
Interleave 0x1
Header skip ??? PS: That must be the problem.

In fact, the offset seems to change from file to file, and I have some trouble finding it.
For this sample, I think it might be 0x64 or 0x6A.

THE PROBLEM: When creating a GENH header to the file, I have to specify the header skip. You can hear the music "sounding" changes when varying from 0x60 to 0x6F as offset. It can starts from example at the left channel, then move to the center, returning to left... Or the volume can be really low, or there is a fade in at the beginning...

My question is: is it a problem of format or a problem of header skip??

Thank you!
PS4 PKG Extractor? by miavalter at 10:36 AM EDT on August 31, 2018
Hello everyone,

Quick question: is there a program available that would be able to unpack PKG files? I think it's a fake PKG.

Thanks.
NEZ m3us in foobar2000 (yea, that old chestnut) by Lunar at 8:01 AM EDT on September 1, 2018
Despite the information present on vgmpf.com, some of these M3Us do in fact work in foobar2000, for example this older set for Balloon Kid, or any set where a single M3U is paired with the GBS/NSF/HES/etc. Others, generally newer sets like this set (also for Balloon Kid) where separate M3Us exist for each playlist item, do not work, at least not for me with everything I have tried so far.

Can anyone point me in the right direction as to what I should be doing with these multi-M3U sets to get them working under foobar2000? Alternatively, is there somewhere I can find sets that use a single M3U, to save me on quite a bit of manual editing? Thank you.

edited 8:09 AM EDT September 1, 2018
Encrypted SFDs (CRIWARE) by punk7890-2 at 8:06 AM EDT on September 2, 2018
I found these encrypted SFD files in Sakura Wars: So Long, My Love (these are from the Japanese version, although they should be the same in the USA version) and I don't know of any tools to decrypt them. Here's some info that I know about them:

*A password is needed for decryption. Said password is "hantosikurai" without the quotes.

*The correct decrypted header for the movie file "MV0000.SFC" can be found by clicking here. (I am not sure if the latter part of it is 100% correct)

I think these might be similar to ADX / CVM encryption / decryption processes. Any tips would be appreciated.



edited 2:06 AM EDT September 3, 2018
Donald Duck Quack Attack/Goin Quackers [Gamecube] SM3 by Anterag at 1:44 PM EDT on September 2, 2018
Hi! I need a script for unpacking the streams inside that big SM3 archive which seems to contain all the sounds from the game.

Actually, there are three files in the "sound" directory: GAMESND.SP3, MAPS.SM3 & STRM.SM3

While STRM.SM3 contains all the data, I think MAPS.SM3 has the references for the files (I think, because the format seems a bit complex)

Streams may use the DSP codec.

Samples: GC

Thanks!
Change PSF Length? (Yu-Gi-Oh! Forbidden Memories) by Despair at 3:35 PM EDT on September 4, 2018
I grabbed the PSF rip of Yu-Gi-Oh! Forbidden Memories from joshw, but a majority of the tracks have 22 seconds worth of length. I had been planning to convert these so I could play them on my default music player but with such a short length I wanted to increase the loop count. I just assumed they had really short loops and it was a simple case of "2 loops + fadeout." Unfortunately, it ignores the "Default Length" field in the PSF Decoder settings. However the real problem is the fade out actually happens over the loop, so I can't even copy/paste in Audacity. Bizarrely, using the "force all songs to play indefinitely" option reveals that the tracks are in reality much longer and vary, so it's not a case of really short loops. I'm not sure how they got assigned a default length of :22 when the tracks are actually significantly longer (1.5-2 minutes!), but my question is: How would I go about modifying the default length so it will play the full track? Hopefully then I can actually convert it with that length intact...

example file: https://mega.nz/#!ulpV0aJI!oVP_5GrcM_Dogh9hNN-YpgnFjzlt8BEckAhAnbksX7s
.ADX Encrypted files (type 9) help! by Guilhermex12 at 4:21 PM EDT on September 7, 2018
Hello everyone, i've been trying to change Audio files on a mobile game called Dragon Ball Dokkan Battle.
It use .awb and .acb files, i sucefully extracted then using various tools like Sonic Audio Tools, AWB Unpacker/Repacker and VGToolsBox, got ADX files, they sound distorted and static, then i checked the ADX file on VGMstream (cuz it can play encrypted files on the fly) and have seen the file is a CRI ADX 4-bit ADPCM codec and is encrypted with Type 9 encryption.

So i used Degod (it contains Key codes for some games and Dokkan Battle was on the list), then i decrypted the .adx file using it and played it on Foobar without any distortions or statics.

The problem is, after trying to encrypt the file back and putting it on the game, it sound static and weird... why? Does the tool don't encrypt it correctly? How can i encrypt it again so the game can play the file normally??

Degod can decrypt ADXs file and has a option to encrypt too, but after doing this, when i try to play the new encrypted file on VGMstream, it doesn't play, doesn't show the Codec of the file and nothing, just an error, but on Foobar the new encrypted file sounds static etc (meaning it's encrypted, right?) but after putting the new file on the game it sounds static as the file is wrong encrypted, why??

I also tried using VGAudio, a tool that can encode/decode ADX and it has a option to encrypt the file with Type 9, problem is a don't know the key code for encrypting it :/
If anyone want, i can upload the ADX file.

Sorry for the long post but i tried giving every detail possible lol
And sorry for the bad english too, hope you guys can give me some tips.
SpongeBob's Surf & Skate Roadtrip (X360) .data files by sandmanfan98 at 4:14 AM EDT on September 8, 2018
Trying to convert the music. Using aluigi's script to extract .xen files, each music tracks has a blank file and a .data file. Worth noting that .STR is what Blitz Games uses for many of their titles and is mentioned in the filenames.

https://mega.nz/#!60dkAKQT!DKD4Xm0UwR-9ks3cdW2swLF7T93Dd3r6cbYKUibAT_Y
Last Rites (.DSF, ADPCM) by Corak at 12:29 AM EDT on September 9, 2018
Hi. Trying to decode ADPCM audio format from game Last Rites with GENH. Guessed - it's 22050hz, stereo (0x8 or 0x10 interleaved), starting from 0x800. But still cannot get true decoding method.
Can you help with them?

example:
http://coraksoft1.narod.ru/temp/games/CLEARIT.DSF

Mus pack:
https://cloud.mail.ru/public/7HqA/hr9vcFzRa/2Last_Rites_Music.7z
Castlevania Fonts by Zetto Kuzuuya at 2:08 PM EDT on September 9, 2018
So far for castlevania fonts, we really have some stuff for dracula X and castlevania 4...and that's really it, what I am currently doing today is attempting to rip stuff from symphony of the night, as I have no clue if it uses streamed audio or not, but I wonder if there are other games that can be ripped, like bloodlines, and the PC engine version of dracula X known as Rondo of blood?
Boruto Shinobi Strikers Wwise Problem by MagastemBR at 9:00 PM EDT on September 9, 2018
Extracting Shinobi Striker files and inside its wwiseaudio I get .wem files and two .bnk files: Init.bnk, SD_Default.bnk

I have already tried xmash, wwxmabnk and ww2ogg. None of them worked. Renaming .wem to .raw makes it playable on foobar but it only plays static. Renaming to .wav gives the unsupported format error, and taking out the bytes before RIFF displays the error: Missing ACM codec.
What should I do in order to convert these .wem files?


.wem example


Btw for anyone else wanting to extract the .pak files of this game, use this key: L%#)TuTw=n@fYRZa=~l>~ENkUE%i/>S(

edited 9:01 PM EDT September 9, 2018
Steel Saviour (2004,shump) (.aaf (Packed), .wav (IMA-ADPCM)) by Corak at 7:37 AM EDT on September 10, 2018
Tried to rip music from game Steel Saviour (2004, scroll-shooter), but there is 2 difficultes:
1. .wav game sounds packed/crypted with some method in resource packs .AAF format. The header or respack "ATQ_AAF"
2. When started game and dumped memory - there is some raw IMA-ADPCM streams, without RIFF/WAVEfmt headers, so it's harder to detect them and add normal headers.
At least need help to detect true header method to add/play with genh

Game: https://cloud.mail.ru/public/NAD3/jLbhveodM
Dump-Examples: https://cloud.mail.ru/public/6sJ2/ncscAuCaQ


"extra.aaf" file as example from game.
http://coraksoft1.narod.ru/temp/games/Steel_Saviour/extra.aaf
and
"intro.wav" (ripped music from memory)
http://coraksoft1.narod.ru/temp/games/Steel_Saviour/intro.wav


edited 7:38 AM EDT September 10, 2018
The Grand Infinite Undiscovery Renaming Project by SquareTex at 4:16 PM EDT on September 12, 2018
When I realized that the encoding for tri-Ace's Xbox360 projects had been cracked, I was overjoyed. Having Infinite Undiscovery and Star Ocean: The Last Hope in a looping format was a delight.

There were only two "disappointments", and both were minor. First, the audio files were in their dry, data-type names from the game files and not matching the OST names and sequencing. But you know what? That's okay! The important thing is to get the music out quickly, and not hold it up because the tracks have to be in order.

...and besides, it gives me a fun project to do. ;)

The other was a bit more unfortunate. For some reason, the file related to the OST's "Another Challenge" was missing. I'm not sure if the extraction process had overlooked it, but it's one of my favorites...the one time in the soundtrack that Motoi Sakuraba broke the "no band instruments"constraint he used here and on Trusty Bell: Eternal Sonata. Kinda reminds me of Valkyrie Profile 2: Silmeria, which is quite delicious. :D

So yeah, I've fixed those things. After doing a side-by-side, I made a batch file that renames all the files into the OST order. I also took "Another Challenge" and LOGG-ified it, so that it finally had a place of honor among its kin.

One curious thing revealed was that the audio file "BGM_78_RAIN_OF_MOON_B.genh" seems to have no equivalent on the OST. A shame, as it's a rather haunting piano piece. So it's become a "999 Unknown".

Alright, I've linked the 7z with the BAT file and looped tune in the link below. I know the BAT works in Windows 10, but not if the syntax is similar if you run it in a Linux command shell.

Enjoy! :D

http://www.mediafire.com/file/uivtych0qkosnwx/Infinite%20Undiscovery%20-%20Rename.7z

p.s. I think I might give SO4 the same treatment at some point.

p.p.s ...oh yeah, Dirge of Cerberus will REALLY need the renaming love. ;)

edited 4:21 PM EDT September 12, 2018
PSF builder python script ? by Squaresoft74 at 10:54 PM EDT on September 12, 2018
Hello,
This one is mainly for Nisto if ever willing to help.

Could you make/share a python script that would automatically build PSF files by simply dropping a folder that would contain a "Driver.exe" , Bgmxxx.seq, Bgmxxx.vh and Bgmxxx.vb files.

Something similar to your mkpsf.py from your mgs_psfkit.

That would be very appreciated and a huge time saver since i'm currently assembling everything via PSFLab and that is a long, repetitive and boring process.

Many thanks.
RE4 GC Wav to .CAPDSP by Sonderhen at 8:40 AM EDT on September 14, 2018
Hello everyone, I'm trying to create .capdsp files to insert (replace) into Resident Evil 4 (Game Cube Version)

  With the NISTO tool I was able to extract all .capdsp from the bio4evt.sbb file. And then I was able to convert to .wav using the "VideoGameSoundConverter 2.0" tool.

  But I'm not able to convert to .capdsp for replace original files.

.capdsp have:

Interval: 0x4000 bytes
Encoding: "DSP" 4-Bit ADCPM

Example of .capdsp file:
http://www.mediafire.com/file/emckcowupo491sw/bio4evt_016.capdsp/file

Nisto Tools:
https://github.com/Nisto/bio-tools

VideoGameSoundConverter 2.0
https://dl.dropbox.com/s/1wuxr31hazx3fp4/VideoGameSoundConverter_2.0.zip

The .capdsp header is in the "bio4str.hed" file:
http://www.mediafire.com/file/e1ofroqc47dw447/bio4str.hed/file

It is cliche to say this, but: Sorry for bad english, xD
Yu-Gi-Oh! Forbidden Memories with VGMTrans not converting correctly by MagastemBR at 2:29 PM EDT on September 17, 2018
Sequence converts fine to midi but the vab is missing samples. The only instrument in the soundfont is a high pitch noise.

I've read another thread here about this and Nisto suggested a solution, which didn't work for me.
I have extracted the VAB with VGMTrans and split it with VGMToolbox. Then I tried to import VAB.vh back into VGMTrans, but it crashes. Any help?

20.psf
FFIV After Years Wiiware music by Bonboon228 at 8:31 PM EDT on September 20, 2018
If it is possible, could someone help me rip the Audio files for Final Fantasy IV the After Years? I have the games BRSAR at the ready for this purpose located at the link below.

https://drive.google.com/open?id=12HkNnqb29qIvjD5DZhf4YaTKyLGC15wa
Naruto to Boruto (PC) .bnk by MarioSonicU at 10:52 PM EDT on September 20, 2018
I took a look at one of the .bnks and i've noticed that the after extracting the .wems from the SD_Default_Voice.bnk file, some wem files don't play properly.

Could someone have a look at it to see what's wrong?

https://drive.google.com/open?id=1W4HDdrdgQpk31Ba7SjldTCbW1kSDYQz5

edited 10:53 PM EDT September 20, 2018
Mario Party files and a converter by Platinum-Deluxe at 11:44 PM EDT on September 22, 2018
Hey, I've been following this forum for a year and a half and I've wanted to see if there's a way to convert music to the pdt files from mario party. I saw that the pdt files are dsp with a pdt header and there is an audacity file that I downloaded that imported and exported dsp files. I wonder if this audacity can read pdt files too
Request for Kingdom Hearts union cross Rip by threeblacknoises at 9:17 PM EDT on September 24, 2018
I've been looking on the web for the soundtrack to this game, and all I can find are vary badly done rips on youtube off people's selphones.
So might it be possible for someone to at the vary least look into that game and it's music?
Their isn't an ost for this game and no promises of us ever getting one unless we; somehow; get it on the kh3 ost.
Their are some really good songs in that game that aren't on any ost, though a vary few of them are in kh 2.8.
So that's my request...

vgm.wiki by hcs at 2:45 AM EDT on September 27, 2018
I just bought vgm.wiki, anyone interested in standing something up there?

edited 2:48 AM EDT September 27, 2018
Help: Project Justice in game Voice/SFX rips by TheGoldenChild at 2:30 PM EDT on September 29, 2018
I am trying to extract the sound files from PJ I have only the voices for intros but I wanted the sound effects for in game voices and SFX. The voices for the intros and music are in the Zadx files. But the sound / voice effects for the in game I don't have a clue where they are located. Using AFSexplorer only gives me .bin files that I cannot use when opening the other files.

http://www.mediafire.com/file/n40o5n1layqxx6t/New_WinRAR_ZIP_archive.zip/file
Extracting FFX's Sound Effects by Rufio at 9:17 AM EDT on October 2, 2018
Hello everyone,

I'm looking for the sounds the pyreflies make in FFX as to attach them to the Particle Effects I'm making for a home made project in VR. I've spent days trying to download and search through the sound libraries others have put online one by one, but to no avail. Since I felt these libraries were lacking most of the time, missing basics like the background music or menu actions, I concluded that the best course of action is to extract them myself. Hopefully the result might come with decent file structures instead of huge folders containing thousands of non indicative numbers. After hours of research, I've read that the ff games are difficult to access to say the least. My efforts to extract the audio myself has been fruitless so far. Conventional methods do not seem to apply to this particular game. Having seen this forum's capacity to do just that, I'd like to ask for help. One of your users named Nisto has experience with this particular game. Whether he was successful I do not know. I've read all his posts and can't deduce any answers for this issue. If possible I would like his advice on how to approach this technical difficulty.

My apologies if this first post of mine has broken forum rules by asking such things, but I am at a loss here. I've dedicated many hours recreating The Cavern Of The Stolen Fayth with modern graphics for my own entertainment, but without the original sound effects from the game, it just doesn't feel right.

Hopefully you can set me on the right path, thank you for your time in advance.

Kind regards,
Rufio
Streepass Music/ Activity Log by Krisss at 2:10 PM EDT on October 3, 2018
I've been listening in my 3ds to some music like the main theme of streetpass, swapdoodle, swapnote, puzzle swap and activity log. All I have seemed very catchy but at the same time I have questioned that if those apps are only midis like those used by the ds.
Can someone share those files? I would be very grateful


edited 2:12 PM EDT October 3, 2018
ue4opus by barmagic803to at 12:12 PM EDT on October 8, 2018
Hey Guys I Convert to ue4opus file to wav and now i try to cooke that in unreal and when i open this in hxd i see ogg i want to make its ue4opus becuase i want to replace this with ue4opus file pleaes help me.
Far cry 4 (PS3) *.DAT/*.FAT by Ultrafighter at 4:18 AM EDT on October 9, 2018
Hi guys, I'd like to get some assistance with properly unpacking bigfiles from the game (mainly audio ones) so that consistency of data is preserved & resulting streams / banks / index files remain playable / readable / usable. I believe in your abilities and hope that FC4 (and some other installments like FC3 or Blood dragon) won't remain unrippable way too long!

Here's entire SOUND.FAT & 2 big chunks from SOUND.DAT (cuts from file start as well as its end), if you need more (be it bigger cuts or samples from SOUND_ENGLISH.DAT / SOUND_ENGLISH.FAT) just tell me.

Goodbye, I wish you the best of luck with this!
foo_input_usf problems by DaggerMouth at 10:32 PM EDT on October 9, 2018
The last update to foo_input_usf seems to have a few problems for me. Many sets take long periods to load (some 10 seconds, some over a minute). If the track has a long loading time it will only play for a few moments before stuttering. This is on HLE or LLE. Other sets outright refuse to play when before they played fine.

Is this a bug in the plugin? Can I downgrade to the previous version because it works for me? If so, how?
Extract PS2 Archive (Area 51 PS2 AUDIOPKG) by Anterag at 11:49 AM EDT on October 14, 2018
Hi! I need some help figuring out how to properly extract the audio contained in this AUDIOPKG archive from Area 51 (PS2 version).

This one doesn't seem to store PS2 ADPCM (stereo 32000Hz 0x8000 interleave) streams but another codec.

There's a script written by Alpha23 which extracts IDs for each file of that archive (script here: click)

Thanks!

edited 11:50 AM EDT October 14, 2018
Looping WAV and Flac by Endymion at 4:43 PM EDT on October 17, 2018
I'm trying to loop lossless audio formats by using metadata but somehow I can't manage it. I've already did this with Ogg by renaming it to .logg file and worked perfectly. However .lflac or lwav don't loop the file and not even display the added metadata after the rename. If someone could provide a small example lflac and lwav file, it would be handy. :)

I'm using Foobar2000 with the latest vgmstream plugin.

===EDIT===

I managed to loop WAV with Wavosaur, and now I'm completelly understand how it works. However the program does not support Flac and I'm not a coder for being able to edit the Flac's header to add loop points. Is there a software for that?

edited 6:15 PM EDT October 17, 2018
Cubic Upsampling for Streamed Music? by MoldyPond at 4:52 PM EDT on October 17, 2018
Purely for experimental purposes, but does anyone happen to know if there are any ways to "upsample" streamed songs (WAV/FLAC) like the cubic upsampling options for NES, GB, Genesis, etc.?

Just curious to hear how it would sound.
Resident Evil 4 Xbox 360 - RIFFP Wave by Jaster_Rogue at 2:14 PM EDT on October 21, 2018
Hi, I recently extract the ".xwb" files in the Resident Evil 4 Xbox 360 and inside them have many wav files, but I cant listen. I open through Hex Edit, the compress is: RIFFP seek.
Anyone can convert the audio to normal Wav?

In UHD Version of Steam, the format is the same, but the compress is very different.

.Wav of XBOX360 Version (5MB): https://www.mediafire.com/file/7989xnna75h9f3d/000000af.wav/file
The same .Wav of UHD Version (800KB): https://www.mediafire.com/file/sm6t1q727ddo2qb/000000af.wav/file



edited 2:17 PM EDT October 21, 2018
Extract sound effects from Switch NUS3BANK? by Red at 7:53 AM EDT on October 22, 2018
I spent a long time yesterday trying to figure this out, but I couldn't find any information on how to do so.
But is it possible to extract the sounds from the Switch version of NUS3BANKs? I'm trying to get Decidueye's voicebank/sound effects from Pokken Tournament DX but there doesn't seem to be anything about it.
Remuxing DSP and BFSTM by thecoreyburton at 12:32 AM EDT on October 24, 2018
I'd like to know if it's possible to remux DSP and BFSTM files without re-encoding the audio streams.

Wario World uses mono .dsp files with suffixes of _0 and _1 to output stereo audio. Whilst vgmstream handles this properly, I'd like to be able to merge both streams into a single .dsp file without degrading the quality.

Super Mario Odyssey uses multi-track BFSTM files. I'd like to be able to take particular stereo tracks from these multi-track files (channels 1 and 2, channels 3 and 4, etc) and remux them into separate files so that each resulting file represents a single track.
SSF playback issue by Squaresoft74 at 1:16 AM EDT on October 24, 2018
Hi,

It's been a while since i gave a look at SSF ripping and noticed an issue with current players (Foobar2k with SSF/DSF Decoder 2.0.50 to name one).

Some crackling noise occures with a few tracks from Samurai Spirit RPG.

I don't get such issue when playing them using Mednafen (1.21.3).

Here's a sample one:
http://rgho.st/private/7d7ZqlGRy/04044a421a71d7a6e525b223ee1ef8b3

Are all current player based on Highly Theoretical ?

Any existing one based on Mednafen's core available somewhere ?
Automatic DSP header adder? [The Croods: Prehistoric Party (Wii U)] by Anterag at 8:36 AM EDT on October 28, 2018
Hi! I need help automatically adding the corresponding DSP ADPCM header and the original filename to each headerless (*.raw) audio files.

In the game files, there's a "sound" folder containing all the *.RAW audio files (headerless) with dialogs, sound effects and music.

Each audio file finds his header and his proper filename inside the *.HNK files which can be found in the "hunkfiles" folder.

For instance, headers list start at offset 0xB7FA20 in the "global.hnk" files.

I must say "global.hnk" isn't the only one that stores the header. There are a lot of other HNK files. This one seems to contain what I need: music headers.

The first one is for "4acda574.raw". We can see its original filename "MUS_slower_loop_01.mus" and just before, the header with coefficients. Without these coefficients, I can't create a GENH header in order to play those because it is unsupported DSP. Plus, each file has a different header.

Looking at the headers, music seems to be 32kHz stereo. I don't know about the interleave.

So my question is: is it possible to add the proper header for each RAW files and to rename them into their original name?

GLOBAL.HNK/GLOBAL.FILES: DOWNLOAD
4ACDA574.RAW: DOWNLOAD

Thanks!

edited 8:41 AM EDT October 28, 2018
SpongeBob HeroPants (X360) .WAV by sandmanfan98 at 5:49 AM EDT on October 30, 2018
https://mega.nz/#!71khiShR!fdmWAxDzStTItZYq5N8FJBn-YYi7fzxN8L_tIgoFHmM

These were extracted using aluigi's Unity script and won't play. In Unity Studio it's compression format is Xbox360 WAV and get an FMOD error. I'd really appreciate the help.
Ice Age (GBA) by jeangene91 at 11:01 AM EDT on November 3, 2018
I would like to rip the music from this game. Using "gba_mus_riper" on the .gba file doesn't produce anything. Given the small size of the file, I am not even sure there is anything there to extract.
Twisted Metal 2 Menu Song by Newbie2000 at 11:27 AM EDT on November 3, 2018
Here is how I created a genh of the PSX TM2 Menu song.

In the screen folder in the PSX CD, there is a file called uacore.vab (the MD5 hash on my copy is 117e70076ee5563406829867d6a6465d).

With a hex editor, extract offset 7FA70 - 835A0, (not sure if you're supposed to include the zeros), to a bin file.

Then, in VGMToolbox, these are the settings I used to create the genh.

4-bit Playstation
1 channel
5512 Hz frequency
file start 0 loop start
file end as loop end
102 Dalmatians (PS1) by jeangene91 at 11:58 AM EDT on November 3, 2018
Trying to get audio from this game is a mixed bag. Scanning the .PKG file using PSound gives one-note samples, indicating that the music is sequenced (highly likely). However, using aluigi's quickBMS script (written for the PC version) creates horribly garbled .dat files that sound like the music tracks, which would imply that the music still could be streamed.

edited 11:59 AM EDT November 3, 2018
Nickelodeon Kart Racers (Switch) .raw by sandmanfan98 at 6:42 PM EDT on November 3, 2018
Extracted the assets.apf using the Riptide GP2 bms script and it extracted almost everything in .dat. The game uses FMOD judging from the game's title sequences, so I used Aezay's FSB extractor on one of the .dat's in the audio folder. Scanned for offset and found unknown(16).raw files. Any way these can be converted?

.DAT and .RAW samples:
https://mega.nz/#!2psmUQDR!tjJoo3Dw5FBT20K4HlGjZsgSwNIsnWjk6nc90mq5VIo
How is modern VGM created? by Kagemori at 9:49 AM EST on November 9, 2018
Hey so while looking at soundfonts from old games I had a thought, if it's not with soundfonts, how are modern game soundtracks composed?

I know some use actual recordings like Mario Kart 8 or Splatoon, but how about others like the M&L Superstar Saga remake, Pokemon X/Y or Paper Mario Sticker Star?

I guess my question really is, what VSTs do they use for such great-sonuding pieces? Any ideas?

edited 11:08 AM EST November 9, 2018
SSX (PS2) Voice Audio Files by jeangene91 at 10:04 PM EST on November 9, 2018
Similar to the game's music files, the .dat files can play in Winamp if I change the filename to .mus or .sng. However, for these, the start of each different spoken line sounds corrupt. I think its .hdr file might be part of the answer.

Here is a sample .dat file and its .hdr file.
Final Fantasy XII PSFs by TheNintenguy at 3:22 AM EST on November 13, 2018
The PSF2 rip of Final Fantasy XII contains several songs that are seemingly missing instrument/track data when listened to ("Final Fantasy (FFXII Version)" and "The Dalmasca Eastersand" are two tracks I hear a lot of complaints about).

Well, I took a quick look into track 102 and contrary to what I've heard the past few years the instrument data is intact. I figured at this point it was the .bgm that was causing trouble, lo and behold when I opened it in a hex editor the end of the file was filled with junk(I think this is from a different file, but still) I tried viewing the hex data in VGMTrans but it straight up crashes on files with corrupted .bgm's, which in turn was actually quite useful. The headers were still intact so I used them to find the original data.

tl;dr Here just take 'em. Old files bad, new files good.

edited 3:42 AM EST November 13, 2018
Cleaned up "216 - Coexistence (Liberation Army Version)", accidentally bound 2 bgm's to the file.

edited 1:49 PM EST November 13, 2018
The Official hcs64 Discord Server by bxaimc at 11:10 PM EST on November 15, 2018
The “official” hcs64 forum discord server is now live!
It’s still very much a WIP but check it out here:

This link

I’m hoping that with the new server we can offer better availability to help, whether it’s questions or answers from everyone in the forum and from those that haven’t registered here, not willing to, and/or don’t even know this place exists but already have a discord account.

Also, I’d like to keep it chill in there like it is here too :)

See y’all there~
Car quiz by Gaarg at 7:14 PM EST on November 20, 2018
A small survey, what car do you drive? I want to buy, but I do not know which one yet
7z archives optimization by Vitamin at 5:23 AM EST on November 21, 2018
Hello!

As everbody knows, almost all the joshw collection is stored in solid 7z archives. Unfortunately, it's extremely heavy to perform file random access, especially for mobile devices.

I've made a tool to optimize collection of 7z files - GitHub

It processes all the input 7z files (or found 7z files in specified folders, processed recursively) in the next way:
1) if archive is solid and size of the biggest solid block with more than 1 file is more than --max-solid-block-size (3M by default) then archive is recompressed in the next way:
1a) if archive compression ratio is worse than --min-unpacked-ratio (0.9 by default) and compression delta is less than --max-nonpacked-space-loss (2M by default), then archive will be uncompressed
1b) else it's recompressed with --compression-level (7 by default), maximum filters and maximum solid block size equal to --max-solid-block-size
2) else file is untouched

This transformation dramatically improves archives' random access time without significant space loss. I've managed to process all the archives in my local copy (2sf dsf fmtowns gbs gsf hes kss ncd nsf pc psf smd spc ssf usf) and got about 3Gb used space decreasing, so it's worth doing:)

If you don't want to waste your CPU, you can download files from my copy (I can give a link if interested).

P.S. To clarify: I'm the author of ZXTune chiptunes player and joshw collections are the significant part of online catalogues for Android version. Sometimes users complaint about slow operations with 7z archives, so I decided to improve the situation:)
The Guardian of Darkness (PC,SNP,ADPCM) (need genh header) by Corak at 3:37 PM EST on November 22, 2018
Please help to make GENH header for SNP format from the rip of game "The Guardian of Darkness"
http://coraksoft1.narod.ru/mus/gam/The_Guardian_of_Darkness/whiskey2.snp

edited 3:38 PM EST November 22, 2018
How was PS1 music made? by MagastemBR at 3:54 PM EST on November 23, 2018
I've contacted one of the composers of Yu-Gi-Oh! Forbidden Memories and he said that he made the soundbank in a dev kit (I assume), then composed and arranged inside the PS1.

Could be a translation error, but it's interesting that he mentioned composing on the console. Was there some type of DAW? Is it available somewhere?

If you're curious, this is part of the message: https://cdn.discordapp.com/attachments/299398989072302080/492617687760109569/Screenshot_44.png
Crash Bandicoot 1 PSF is Missing 3 Tracks by mistersiraj11 at 8:57 AM EST on November 24, 2018
Hi. I've been listening to Crash 1's soundtrack for awhile and I noticed there were three tracks missing:

1. N. Sanity Beach (Title Screen)
2. N. Sanity Beach (Part 2 where you enter the jungle)
3. The Aku Aku Invincibility.

Anyone know how to rip them? Thanks in advance!
Super Smash Bros Ultimate soundtrack tags by VGSB at 6:07 PM EST on November 25, 2018
I started a Google spreadsheet that anybody can edit to fill in any missing information:
Super Smash Bros. Ultimate soundtrack tags

I'm not sure how much I'll be able to contribute yet. If anybody knows of any other spreadsheets that are already out there (or rips that have some tags that could be extracted with MP3tag), fill free to merge the information so people don't have to do duplicate work.

My main contribution so far is doing a file name comparison of the previous streams from previous Smash Bros. games to find which songs are new streams.

My hope is for people to eventually create a combined "ultimate" soundtrack compilation of all Smash Bros. soundtracks, giving preference to streams that have higher bitrates and versions of songs that appear in lossless form on official soundtracks. The preferred order would be based on the official sound test order.

My preferred length would just be playing the song all the way through and having a 16 second S-curve fadeout if the song doesn't have a natural ending (which would match the official soundtracks better), but somebody could also create a two loop version as well for those who prefer that.

edited 6:08 PM EST November 25, 2018

edited 6:09 PM EST November 25, 2018

edited 6:23 PM EST November 25, 2018
Yu-Gi-Oh! Monster Capsule (PS1) doesn't extract .VB by MagastemBR at 9:14 PM EST on November 25, 2018
I've looked into the game with jPSXdec, extracted one .xa music, but the rest is all in a .DAT file.

Ran it through VGMToolbox on PSF Data Finder and it only extracted .SEQ and .VH

VGMTrans also shows the same result. There are 32 files for each of them. However, each .VH only shows 1 sample.

If you want to take a look:
RIPPED SEQ AND VH
SOUND.DAT

edited 9:17 PM EST November 25, 2018
Help with audio extract solution by adams06 at 8:16 PM EST on December 1, 2018
Hello,
I want to ask you for possible help.
these days i try to extract commentary audio file from SEGA WORLDWIDE SOCCER 2000 EURO EDITION, a dreamcast game.
I try PSound but program don't recognize file when I scan. One big audio file are contains many subaudio files, and that big file is .AI8 format.
I extract whole audio file whit gold wave but whole comentarries are in one file marge together, i want those file to export splited, if you understand me. I used many program but no effect.
Android player with JOSHW collection online access by Vitamin at 12:43 PM EST on December 4, 2018
Hi all!

For whom it may concern. I've added support of .mp3/.ogg playback and NeoGeoCD/PC/FM Towns/Mobile catalogues of JOSHW into my chiptunes player called ZXTune.

Take a try and welcome to discuss:)

Google Play
Other platforms download



edited 12:44 PM EST December 4, 2018

edited 12:44 PM EST December 4, 2018
FSB vorbis headerless by OrangeC at 9:40 AM EST on December 5, 2018
Tried fsb_aud_extr but it hangs on the second file, So i used fsb5split, but foobar with vgmstream plug in will not play some of the segments.

the original fsb file is bigger but heres a cut to try out.
https://www.sendspace.com/file/4kby25?fbclid=IwAR1PNfI4I3LXTFt3VPpV5Zb9mQPFdrTchvSTmoaFo_vQqRpZWsGuqaQ_gNo
MGS4 ReRip by Ultrafighter at 4:52 PM EST on December 12, 2018
Hello guys, I think this thread is gonna be 1 half of a ripping guide / tip collection for anyone who'd like to continue my project of reripping Metal gear solid 4 Guns of the patriots & 1 half of my own progress report in case I manage to do everything by myself.
As you may remember I pointed out here (look for the last post on this page for original message) that the rip by !!!!! which I reuploaded and mirrored might be buggy / bad because at least 3 tracks ended very abruptly and with minutes of silence where it shouldn't be. Anyway I wasn't really planning to rerip this game myself at that time.

Well recently I stumbled upon this topic and decided to test author's BMS which should support MGS4. It didn't work out too well - not only the script is very slow it unpacks everything without extensions & doesn't output readily playable tracks with expected MTA2 headers.
If extracted files are edited afterwards (a portion of data from file start is deleted so that there's an "MTA2" string at offset 0x0) and saved with *.MTA2 extension they inevitably crash a player with VGMStream installed.

I searched a bit and discovered Konami DAT Utility by Sonix from this tool pack but it couldn't open any of my sample *.DAT archives (screenshot).

Finally I learned there's a program by HCS and that was quite a breakthrough: as soon as I started using demux_dat_be.exe on DATs it became obvious that this utility was used a lot while making !!!!!'s rip because naming scheme was the same. I still wasn't satisfied with results as an executable stopped dumping files to HDD wherever it encountered any unusual / untypical info and that left me with very few MTA2 tracks unpacked from DAT bigfiles (like 300MB worth of files from a 2GB bigfile). Here's what it reports on such occasions: movie.dat & demo.dat errors.

1 more thing: it looks like original ripper didn't deal with a single demo.dat (that notorious 12.3 GB monstrosity which is well known on the Net), he seemingly found / downloaded / made tinier demo#.dat (not less than 17 such files) and used demux_dat_be to rip lots of audio streams from those custom archives. Could he use Simple File Splitter or 7-Zip splitting tool? Those progs can divide any given file into multiple parts with the same sizes for each part (only the very last one is normally smaller).
It would supposedly trick demux_dat_be.exe into believing there's nothing wrong with input data and let it skip some troublesome parts of a huge initial archive (demo.dat but maybe movie.dat as well) but it should also lead to broken files (for example the ones with lots of silence in the end, the ones I mentioned earlier and put here for anyone to inspect) and it's highly likely. Even if he did precisely that and it sorta worked I don't want to follow his example & make another faulty rip, I gotta find another, better method!

At this point I have 2 main courses of action - a) to contact author of that BMS and suggest that he improves extraction of archive contents or devises a way to process unpacked tracks to make them ultimately playable by vgmstream OR b) to turn to the man behind demux_dat_03 tools and ask him to look into DAT samples & possibly update his executables so that they're able to dump all MTA2 streams stored in DATs (my main focus is demo.dat + movie.dat but there might be 2-3 more bigfiles I'd like to unpack correctly).
That's all for now, Ultrafighter over and out!
Mario Strikers Charged (Wii) Character .nlxwb files by MarioSonicU at 11:55 PM EST on December 18, 2018
I noticed that the Music for the Mario Strikers Charged was ripped,however the character voices and sfx have not been ripped yet. Can anyone help figure these files out?

Link
Loop Point Identifier by DaggerMouth at 2:06 PM EST on December 20, 2018
I'm looking for a piece of software that I don't know exists. I'm after something that when fed a WAV file can find the loop point, or if no guaranteed point is identified, point to the most probable locations for manual identification.

As an example, I'd like to be able to feed it some looped file (ie. BRSTM) converted to WAV with at least one loop using vgmstream and for it to identify where the song starts playing repeated data. The program's actual use won't be for cases where the loop information can be easily obtained, though (perhaps USF is a better example?)

As I said though, I'm not sure something like this exists but if any group of people have an idea, it's the hcs forum!

edited 2:15 PM EST December 20, 2018
SS2 file looping? by RetroFanatic at 1:00 AM EST on December 22, 2018
It's not possible? Just downloaded the PS2 soundtrack of Culdcept and vgm stream can't seem to loop the songs.

Using the r1050 version of vgmstream.

And crap. Been away for so long that I forgot to ask in the actual vgmstream thread.

edited 1:01 AM EST December 22, 2018

edited 1:02 AM EST December 22, 2018
Bomberman Jetters (GCN) - .BIN file by Mario123311 at 11:22 PM EST on December 22, 2018
https://www.mediafire.com/file/4zk2hakumf1e4n8/file.bin/file

Is there any way to extract this? I can't exactly tell if this .bin format is similar to any others or not nor do I know of any other way to get these open. I'm really having trouble getting the English voice acting from these.
Metal Arms Compiler by an0nymoose at 11:04 AM EST on December 26, 2018
I got the compiler from one of the devs. He says the compression trip was one way, but the link to this tool is what was used to compress the .mst archive, which contains textures, models, and essentially scripting for the entire game. I don't know anything about reverse engineering compression formats so I'm just gonna plop this somewhere it'll be useful. https://mega.nz/#!L05TCYBA!S6bXM7M-1X06odJ4-yEVPI7d-NRy_LD2qkj5m1Vgpm4
Ripping tutorials by Ultrafighter by Ultrafighter at 10:01 AM EST on December 27, 2018
Ripping from the Wwise audio pipeline suite by Audiokinetic

Wwise is an insanely popular middleware which is relatively easy to deal with but there're obviously some specific quirks with it as it has its own disadvantages (for example lack of "real" IE descriptive track names in newer games). Here I'll try to describe all the possible steps required to get audio streams from original WWise assets, sort & play them without transcoding / losing quality.

1) Normally all sounds used by a game are stored in archives with *.bnk or *.pck extensions (BKHD or AKPK file headers respectively) but sometimes there's multitude of *.wem, *.wav or *.ogg files in a sound folder (you may even be required to unpack these sounds from some bigfiles - PODs, PSARCs, whatever - but it's another story where to find tools/scripts to work with POD, PSARC, etc. archive formats). The latter case means you won't have to extract individual tracks from BNK or PCK bigfiles (WWise system audio banks) and you can skip step #2.

2) To unpack BNKs and/or PCKs I recommend this or that - these scripts are going to dump every piece of audio found in Wwise banks to your HDD and write them untouched & with proper names.
Don't worry if nothing is being extracted from some BNKs: they presumably have HIRC or STMG tag while only BNKs with DIDX tag actually hold sound assets.
If you get some split-second tracks from any BNKs or PCKs it's perfectly normal too, they're likely to be cached / prefetch versions of other, much longer sounds. BTW both short & long variants should have exactly the same name so that you can always check that to be sure you don't really need the former file.

3) Check contents of resulting *.wav files (or given *.wem/*.wav/*.ogg) with a hex editor: there should be either RIFF or RIFX string at offset 0 and WAVEfmt at offset 8. If it's indeed the case then change extensions of those WAVs/OGGs to WEM (this might not be necessary if you're using XMPlay player + VGMstream plugin or Winamp + VGMstream but it's very likely to be needed by Foobar2000 with said plugin) and add them to playlist.

4) If all the tracks have play length / stream specifications (frequency, bitrate, amount of channels and so on) displayed by your player then you're ready to play them right now.
If any WEMs can't be played / don't have specs you should move them to their own folder and inspect a few samples in a hex editor: it's highly probable the troublemakers aren't actual sound files but yet another bunch of BNK/PCK archives; you'll have to process them all with one of above BMS scripts to obtain WEM audio tracks stored there.

5) If the title you're ripping is quite old (like 8-9 years old) you might get a super bonus - SoundBanks.XML and/or numerous TXT docs located in the directory where you found initial *.bnk/*.pck/*.wem/*.wav/*.ogg files. These documents are supposed to contain "real" titles for every single piece of sound used by a videogame. TXTs usually represent a table in plain text format so it might not be very convenient to work with them but it's still better than nothing.
There's seemingly a BMS for batch automatic renaming but I didn't get it to work (or it simply worked too slowly and I decided to avoid using it).

I think I covered most / all available options considering the topic and there's not much to add, this is all for now. I wish you pleasant and easy VG ripping!

edited 10:04 AM EST December 27, 2018
Dragon Ball Final Bout PSX- question about sequences by amariz at 6:33 PM EST on December 31, 2018
Hello all.
Cheers for this new year.
Asking here for help, I hope not being bothersome.

I'm trying to rip music for this game DBGT Final Bout.

What I observed:

I have found \TITLE\VABDATA.BIN to be instruments file, a big VAB (VAG?).
But I did not find .SEQ data on any files.
File \TITLE\OPENBG.BIN may contain sequences but I do not understand this format (Psdp).
Exploring the files from the cd, I have found:
.STR has VAG+video stream (exportable to XA) or just VAG samples collection;
.DAT contains voice samples;
.BIN are binary, graphics or some VAG data not in the others.

What I found:

files
______________________________________________________________________________________
\BATTLE\BTWINV.DAT        = [VAB] win phrases, 3 per character
\BATTLE\DEMOXA01.STR        .\
\BATTLE\DEMOXA02.STR        .= [XA] special move's phrases (16+16+4 tracks)
\BATTLE\DEMOXA03.STR        ./
\BATTLE\FINISH.STR        = [XA] meteor smash finisher lines, 1 per character (18 tracks)
\MENU\STEP00.BIN        .
\MENU\STEP01.BIN        .\
\MENU\STEP02.BIN        .= [???] graphic files; 1 per screen (???)
\MENU\STEP03.BIN        . |
\MENU\STEP40.BIN        .
\MENU\STEP999.BIN        ./
\TITLE\BTCHARA.DAT        = [VAB] sfx + voices fx inbattle (260 tracks)
\TITLE\CHARSEL.BIN        = [VAB] voices at character selection (110 tracks)
\TITLE\HAIKEI.DAT        psdp        41 samples
\TITLE\OPENBG.BIN        psdp        18 samples        <--- I believe music sequence is here!
\TITLE\OPENETC.BIN        psdp        16 samples        <--/
\TITLE\OPENING.STR        = [STR] opening video
\TITLE\TENKAWIN.BIN        = [VAB] win phrases at tenkai, 17 for characters + 2 crowd cheers
\TITLE\VABDATA.BIN        = [VAB] instruments + sound fx (28 samples)

_______________________________________________________________________________________
sequence number: (from the sound test [L1+L2+R1+R2 at title screen])
---------------------------------------
00= (xa) outro.1 (instr.)
01= (xa) outro.2 (instr.)    : from "OPENING.STR    "
02= (xa) outro.3 (instr.)
---------------------------------------
03= gt goku
04= pan
05= gt l.goku
06= trunks
07= ss2 vegeta
08= ss1 goku
09= m gohan
10= cell
11= buu                : I believe sequences are stored in "OPENBG.BIN"
12= freeza
13= piccolo
14= ssgt goku
15= trunks z.ss
16= ss1 vejito
17= ss4 goku
18= ssgt l.goju
19= ss1 trunks
20= baby
---------------------------------------
21= meteor.smash 1
22= meteor.smash 2
23= meteor.smash 3
24= meteor.smash 4
25= meteor.smash 5
26= meteor.smash 6
27= select character
28= tenkai winner
29= title screen
30= baby intro
---------------------------------------


I believe \TITLE\OPENBG.BIN and \TITLE\OPENETC.BIN have the sequences in that unknown format.
I tried Eternal SPU Plugin v1.44 in psx emulator to save .spu data from the sound test screen, hoping that it would lead me to something.
Here are 2 .spu files I created with that plugin, for the same music track (seq.#=03):
1 run, 2 runs or looped once.

I opened .spu file in hex editor. The arrangement of the data makes me believe that this .spu format file created by Eternal plugin is some form of SEQ, so I hope this could be converted to a .SEQ file together with its .VH header.
If that would be the case, how do I convert these .spu files to SEQ/VAB ??

Thank you for your atention.

edited 6:34 PM EST December 31, 2018

Proofreading is a little bad on my side, forgive me please

edited 6:40 PM EST December 31, 2018
Kingdom Hearts 2 Final Mix Ripped PSF2 files by lohweo at 2:46 PM EST on January 2, 2019
Hello there,

I really need the PSF2 files from Kingdom Hearts 2 Final Mix. Especially "The 13th Reflection", "The Other Promise", "Rage Awakened" and the two Christmas Town songs "Happy Holidays" and "What a surprise".

Only the MIDI files would do it too...

If someone could rip those for me (as I can't do it on my own due to missing knowledge...) it would be HIGHLY appreciated!

Thanks in advance!
Joshw's stance on UMX files and other similar container formats by Slender at 6:08 PM EST on January 5, 2019
I noticed that in games such as Unreal and Deus Ex (PC), UMX files have been extracted and the extracted files have been archived, however in games such as Unreal Tournament and Harry Potter & The Sorcerer's Stone, the UMX files are there instead. In cases like these, which one is preferred, the UMX files or the files extracted from them? In the case of Harry Potter & The Sorcerer's Stone, I've extracted the UMXs a while ago and could reupload the rip.

edited 6:22 PM EST January 5, 2019
Need some help with Soulcalibur Legends sound extract by pnngyiliang at 12:21 PM EST on January 8, 2019
Through this game voice files were made of .nub files, I tried to extract one of them and received a bunch of .dsp and .lwav files.

And here's what I 'm stuck on. I don't know how to deal with them, vgmstream reported that it failed to read frame size: could not seek to 13215.








https://mega.nz/#!iWI0xKJZ!jX3yfi-d0Alncw_-DVNRx2dVK4QG_0NJ9Dv0nqXoxBM
Gamerip Hit List (PayPal Rewards) by Nyarlathotep at 5:41 AM EST on January 11, 2019
Hello everyone, the following is a list of some games that I'd very much like to see ripped and uploaded to the archives here. As stated in the title there will be payment rewards made via PayPal for the successful ripping and uploading of any of the below titles.

I was thinking something like $15 per game if that sounds fair. Also, let me know if any of the below titles are currently unrippable for whatever reason.

Beat Down: Fists of Vengeance[Beat Down](2005-11-2)(Cavia)[PS2]

Beat Down: Fists of Vengeance[Beat Down] (2005-11-3)(Cavia)[Xbox]

Call of Cthulhu: Dark Corners of the Earth(2005-10-24)(Headfirst Productions)(Bethesda Softworks)[Xbox] (I'd like to have the cutscene audio included in this one.)

Chaos Legion(2003-3-6)(Capcom)[PS2]

Daemon Bride: Additional Gain(2011-11-24) (Examu)[Arcade] (NESiCAxLive)

Dokapon Kingdom(2007-11-22)(Sting)(Examu)[PS2] (I'd also like the opening cutscene audio included with this one, it'll probably need to be demultiplexed though.)

Dokapon Kingdom(2007-7-31)(Sting)(Examu)[Wii]

Mister Mosquito[Mosquito](2001-6-21)(Zoom)(Sony Computer Entertainment)[PS2]

Scott Pilgrim vs. the World: The Game(2010-8-10)(Ubisoft)[PSN]

Scott Pilgrim vs. the World: The Game(2010-25-10)(Ubisoft)[XBLA]

Short Peace: Ranko Tsukigime's Longest Day[Short Peace: Tsukigime Ranko no Ichiban Nagai Hi](Crispy's Inc., Grasshopper Manufacture)(Bandai Namco Games)[PS3]

Star Wars: Knights of the Old Republic(2003-7-15)(BioWare)(LucasArts)[Xbox]

Star Wars: Knights of the Old Republic II - The Sith Lords(2004-12-6)(Obsidian Entertainment) (LucasArts)[Xbox]

The Operative: No One Lives Forever(2002-4-8)(Sierra Entertainment)(Monolith Productions)[PS2]

The Transformers(2003-10-30)(Winkysoft)(Takara)[PS2]

Yu-Gi-Oh! Capsule Monster Coliseum(2004-7-29)(Konami)[PS2]


Edit
Contract J.A.C.K. & Under the Skin have been ripped by Vector Harbor.
AceK apparently already ripped Melty Blood Actress Again Current Code some time ago so I took it down from the list as well.

I'm putting Battle Moon Wars The Best(2009-4-26)(Werk)[PC] & Rose Guns Days - The Best(2016-08-31)(07th Expansion)[PC] to the side for now until I can provide the files from the discs myself.

edited 3:57 AM EST January 12, 2019

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