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Golden Sun 2 music starts with split second of distortion by Franpa at 7:35 AM EST on January 11, 2019
Why does every Golden Sun 2 music track start with a split second of distortion when played via Highly Advanced v0.11?

No other GBA games music, including Golden Sun 1, exhibits this behaviour.
Release: BMS / JAudio player by Xayrga at 4:38 AM EST on January 13, 2019
Heya,

I finally got this into a working state, so here you go.


Source code is available here

https://github.com/XAYRGA/BMSXPX

a video of a slightly older version of it in action is here

https://www.youtube.com/watch?v=to8L9zhrV8k
New Hoot Player - Arcade files don't play by Koto at 11:32 AM EST on January 14, 2019
Hoot Player has a new release past week, but the current ROMs files in Joshw.info don't seem able to play.

Anybody help?

Scare Me [Xbox Live Indie Game] - Unknown .xnb Audio Format - Won't Play in Foobar2000 With VGMSTREAM Component by zeaofsuos at 6:26 PM EST on January 19, 2019
So I was trying to get some audio files out of an xbox indie game called Scare Me and I couldn't get any of the internal .xnb files to play, even with the vgmstream component in Foobar2000. Does anyone know how to play these files? Look for the files with the xnb audio extension.

Scare Me XBLIG.rar
https://anonfiles.com/w231Y2q1b6/Scare_Me_XBLIG_rar

Scare Me XBLIG.rar virus scan results for the cautious out there
https://www.virustotal.com/#/file/be4bcb83fad4a7802c6747f7c43c397db87b55cccf5780f30c8b3191269a305b/detection

I got someone brendan19, to look at it on zenhax.com and they said that They're definitely XMA.

They stripped away the XNB header, added an XMA header and it played back just fine using vgmstream. They said hard to tell exactly what it should sound like due to the nature of this title.

Support for this might be added to vgmstream if I submit a bunch of samples over on the HCS64 forums for some people to take a look at. Thanks.

edited 6:28 PM EST January 19, 2019
Problem with certain BRSTMs. by Basillica at 10:52 PM EST on January 20, 2019
Certain BRSTMs (Trauma Team, Trauma Center: Second Opinion) stop somewhere in the middle and skip to the next track with the error "Decoding failure at x:xx.xxx (Seek offset out of range)".

I can't find any information on this, and I'm wondering whether this is an issue with these rips in particular, or if the problem lies elsewhere.
Sequenced Music → MIDI Converter List by karma.mid at 10:07 AM EST on January 24, 2019
Conversion Tools for Video Game Music (Focuses on Sequenced Music → MIDI)
http://loveemu.hatenablog.com/entry/Conversion_Tools_for_Video_Game_Music

by loveemu
.VGM Instrument/Sample Seperation by (!!!!!) at 6:08 AM EST on January 25, 2019
Is there anyway currently to playback .VGMs with individual synths and samples (not YM channels alone like GEP and kode54's multidumper) in order to render out stems for editing? In a way that I could render a song in it's entire length with only a single synth or sample to play with silence where the other instruments would normally be. I originally searched for any program that could alter the soundbank of a VGM to no avail.

It would rid me of the horrendous task to cutting synths out of a single file and be a godsend for mixing music from Genesis games at minimum.

I also wonder if there's a program that can automate the process of muting active samples in SPCs though I can already do that manually fortunately with SPCTool.

edited 6:09 AM EST January 25, 2019
SGT Format - Could This be added to VGMSTREAM? Some kind of MIDI by zeaofsuos at 5:08 PM EST on January 25, 2019
So Some older games use SGT format as their audio for example midnight club 2, prisoner of war. Is it possible to add support for this to vgmstream? I will include some samples to take a look at.

Day1_sgt - https://anonfile.com/s8ZeE7reb4/Day1_sgt

GUI_sgt - https://anonfile.com/v4Z8E6r4b4/GUI_sgt

fe_hard_01_sgt - https://anonfile.com/NbZfEerfb4/fe_hard_01_sgt

fe_hard_02_sgt - https://anonfile.com/PeZ8E3rebd/fe_hard_02_sgt

fe_hard_04_sgt -
https://anonfile.com/OcZ1Eerfbd/fe_hard_04_sgt

fe_hard_03_sgt -
https://anonfile.com/QdZ8E5r8be/fe_hard_03_sgt

waves_sgt -
https://anonfile.com/S9Z0Edrbb1/waves_sgt

VIRUS SCAN RESULTS: 1st File: https://www.virustotal.com/#/url/6acdfc5fe8a977917e788c33a16f8e31d2764419ba074243cc088597a5494f71/detection

2nd file: https://www.virustotal.com/#/url/d828be440793bd6443077c6a522af3de4f17a43a38ad7530395ca40088d5509b/detection

3rd file: https://www.virustotal.com/#/url/42fac7f77be315973b3f82c73e6436ad9644225d52befc0e7a3489b07d298a63/detection

4th file: https://www.virustotal.com/#/url/9a639f91e0f11351f2b224d9173b521239a5b13a1684293f0dddeef1887a4e89/detection

5th file: https://www.virustotal.com/#/url/e38beefcf0ac9922a0794567062e2f30400a8bb9b7c9b92f24ee0242cb6eecd0/detection

6th file: https://www.virustotal.com/#/url/d6c3eb34bd7b1fdc90f50a86bfd3b68f6f62af5a5dba1b757fd48fe00f4a5957/detection

7th file: https://www.virustotal.com/#/url/10653728080da4f41221c8c463da7aa561047d39c0f4bdc4ecafdaf89ee9fd30/detection

EDIT: These are the DLS Files soundfonts, the instruments for the midi files of the game.

fe_hard_dls - https://anonfile.com/rff3F4r5bf/fe_hard_dls
club_dls - https://anonfile.com/vefeFar6b0/club_dls
Mission2_dls - https://anonfile.com/5df6F0r7b5/Mission2_dls
Stalag1Path_aud - https://anonfile.com/6ff5F8r7b2/Stalag1Path_aud
Mission2_dls - https://anonfile.com/Edf6Fbr7b4/Mission2_dls
Mission3_dls - https://anonfile.com/H0f6Fcr7b5/Mission3_dls
Mission2_dls -https://anonfile.com/Icf5F1r7b9/Mission2_dls
Mission5_dls - https://anonfile.com/P7f0F6r9b2/Mission5_dls
Stalag1_spt - https://anonfile.com/a6g0F4rbbb/Stalag1_spt

All these new files scanned into one for ease: https://www.virustotal.com/#/url/45873e1c06bfc392ad5ef8ade74c318e5b792d3047234a63b1fdd091e8b22573/detection

edited 5:32 PM EST January 25, 2019

edited 5:33 PM EST January 25, 2019

edited 5:34 PM EST January 25, 2019
Two songs in .miniusf by Scar557 at 9:30 PM EST on January 25, 2019
Hello,

I'm having a bit of trouble on a .miniusf from Pokémon Stadium 2, i'm maybe wrong, but i'm entirely sure that there is two songs from this single .miniusf, as there is no loading screen between both, and the partitions are the same, like, if FLStudio would have been playing correctly those .midi files, i could create both songs from the same files.

And before ya'all scream to me, yes, i verified every .midis from the game files, and there is only a single one that sounds the same as the one i'm looking for, which makes me really wonder if there is two songs in the same file.

Lemme explain :

When the N64 would play the midi, it would cut like 2-3 tracks of the song, and when you get to the other screen, it would cut 2-3 others tracks of the song while restoring the 2-3 ones from before, and vice-versa.

For anyone who wants to know, it's the Elite 4 variant from the Johto Castle theme.

So i wanted ot know, how could i trick Foobar2000 to play the other song from the .miniusf ... ?

edited 2:44 PM EST January 26, 2019
Guitar Hero 1 (PS2) *.bnk+*.nse+*.seq by Ultrafighter at 6:02 AM EST on January 27, 2019
Hi, anyone able to unpack this? Big thanks in advance!
So long!
Crash Bandicoot Warped Japanese Video by jeangene91 at 6:08 PM EST on January 27, 2019
The Japanese version of Crash 3 has bonus videos, which I have extracted and converted using PSmplay. However, one of them is not being output the same as the other videos (like this). Its dimensions are wrong and there are no visuals. I don't know if it is encoded differently, for who knows what reason, or if the ISO I got the files from was corrupt somehow.

Also, I apologize if HCS isn't the right forum to ask this question.

edited 6:09 PM EST January 27, 2019
Harry Potter GBA by Bonboon228 at 8:17 PM EST on January 27, 2019
Seeing as previously unripped GBA Games are now being ripped, perhaps I could request Harry Potter gba rips.

Prisoner of Azkaban was ripped ages ago so, why not the others?
Mario and Luigi Superstar Saga Complete High Quality Soundtrack by Infomaniac95 at 8:58 PM EST on January 27, 2019
Hello all!

Today, I present to you the entire Mario and Luigi Superstar Saga soundtrack in the best quality it will ever be heard in.

I made this rip, thanks to a modified version of the tool known as GBA Music Studio. The modifications to work with Superstar Saga were done by a generous user known as Xayr, so major shout-out's to his hard work to make this possible.

I should note, some songs have issues, and said issues have been noted within a notes file in the archive. If there are anymore issues found, do let me know.

With that out of they way, here is the download: The Mario and Luigi: Superstar Saga Soundtrack in High Quality
Playstation Home - SDAT - Maybe Encrypted - Need Assistance In Extracting This Format by zeaofsuos at 12:29 PM EST on January 28, 2019
So I found some backed up Playstation Home Data with a lot of various images, audio video etc and I have noticed a lot of SDAT Container Files which I think holds audio for various spaces that were featured in Home before Sony pulled the plug on the multiplayer social game. Can anyone help extract this data? Nintendo 3DS uses SDAT but Sony on PS3 uses their own SDAT Encrypted data which I think this is. Examples for research included.

acorn_meadows_apartment_autumn_T033.sdat
https://anonfile.com/zcH4S6q8be/acorn_meadows_apartment_autumn_T033_sdat

homesquare4_edit01_christmas_T040.sdat
https://anonfile.com/25HdS3q1b1/homesquare4_edit01_christmas_T040_sdat

windmill_apartment_5e5_e0fa_T031.sdat
https://anonfile.com/65H6Sbq7b2/windmill_apartment_5e5_e0fa_T031_sdat

siren_hos_1f_e_T032.sdat
https://anonfile.com/B1H5S8q6b9/siren_hos_1f_e_T032_sdat

siren_hos_entrance_scee_T034.sdat
https://anonfile.com/CbHeSdq2b6/siren_hos_entrance_scee_T034_sdat

gothic_cathedral_apt_9221_e8b5_T032.sdat
https://anonfile.com/P6H2Sbqfbc/gothic_cathedral_apt_9221_e8b5_T032_sdat

acorn_meadows_apartment_birthday_T033.sdat
https://anonfile.com/S3HdSbqabf/acorn_meadows_apartment_birthday_T033_sdat

asia_mall_2_T037.sdat
https://anonfile.com/T9HeS3q3b8/asia_mall_2_T037_sdat
Hoot registration key by Specter at 4:09 PM EST on February 2, 2019
Yo, I would like to rip a few arcade soundtracks using Hoot, but unfortunately, the unregistered version only plays the arcade-based tracks for a minute before stopping. According to SNESMusic's old Hoot FAQ, I'm supposed to get a registration key to get around this, but it seems like that key generation service is inactive. Is there any way to get around this issue without the key?
Hoyle PC Games Music Extraction by MoldyPond at 1:46 AM EST on February 3, 2019
I was wondering if I could get some help trying to extract music files from Hoyle Classic Games and Hoyle Solitaire for PC. I believe the music sits within the RESOURCE.AUD and/or RESOURCE.SFX files but I have no idea how to extract these. I've tried changing their extensions and loading them in winrar but no luck. The files are listed below if anyone wants to take a look at them. Any help would be greatly appreciated :)

Hoyle PC Game Music Files
Extracting midi from i-mode / EZweb mobile phone games (.jar format) / how do i dump rom? by karma.mid at 1:11 PM EST on February 4, 2019
You can extract it by changing the rom extension .jar to .zip.
Then, there is a midi file and png file.
If necessary use X-Ripper.

Success example: Puyo Puyo, FINAL FANTASY, Taiko no Tatsujin, Dance Dance Revolution, Ridge Racer Drift

however, I do not know how to dump ROM from mobile phones!
I have a mobile phone with an app pre-installed, what should I do?
Dragon Ball Final Bout PSF by lohweo at 12:04 PM EST on February 7, 2019
Hello, I was wondering if someone could RIP the PSF files of the Dragon Ball Final Bout soundtrack.

It would be highly appreciated! =)

Thanks in advance!
Usf - Javascript player by perfectdams at 5:21 AM EST on February 8, 2019
Hello,

I'm looking for a javascript USF player to put music on my website. Do you know if one is existing ?

Regards,
Dams

edited 5:30 AM EST February 8, 2019
Introducing - DAX audio format by AnonRunzes at 10:12 PM EST on February 9, 2019
so i came up with this ADPCM-like format while i was bored...
dax_encode.bms

keep in mind that this can only encode 1-channel WAVE files and does not support .dax decoding

edited 5:08 PM EST February 10, 2019
Digimon World 3 Files by DreamsVibe at 7:10 AM EST on February 10, 2019
Hi there, I've been on a quest to find certain songs and sounds from the Digimon World 3 audio files. I have everything available except for four specific ones. These are Annihilation (Game Over), Trouble, Battle Encounter Sound, and Victory! I'm specifically trying to gather the audio in lossless format as the end result, the rest of my files are in FLAC for DW3.

People from this thread three years ago were talking about similar stuff and I'm wondering if anyone has gotten any more info since then?

https://hcs64.com/mboard/forumlong.php?showthread=44576
GBA Spongebob? by Bonboon228 at 8:02 AM EST on February 10, 2019
Anyone willing to rip some of the other Spongebob GBA Games? Y'know, for Science?
Grandoll PSF by Harold at 3:33 PM EST on February 12, 2019
Hello!

Honestly I found no place on other forums for asking this and I'm seeing other game rips being on topic here.

I've noticed there is quite a lot of PS1 soundtrack rips that have no loops and considering the sites it is a well known fact for everyone. Every game I still have for PS1 however was lucky pick as every one of them had loops when I downloaded the soundtrack, except for Chou Kousuku Grandoll. Is it possible to edit the tracks for looping? Or is this require the re-ripping of the soundtrack?
Hoot Player - Metal Slug 4 problem by Koto at 11:30 AM EST on February 14, 2019
The last versions of Hoot (at least those who can log arcade games more than 1 minute) don't play properly the theme "The Scene of a Hard Battle (Boss 1)" from Metal Slug 4.

It has a gap around 1:35, when it starts the loop. Somebody know how can this issue be fixed? Thanks



edited 11:31 AM EST February 14, 2019
2 Ubisoft Gamerips by -Dexter- at 6:14 PM EST on February 17, 2019
I was wondering if anyone had cracked the music files with in two Ubisoft related games

-Batman Vengeance
-Naruto: The Broken Bond

I have the actual files that contain the music files but I don't know how to crack them. Vengeance has this file name STREM.SM0 or in the xbox version STREM.SM2. I cracked most of the files from the PS2 version with Cube Media Player but some are still missing. Naruto has the files under a PK file format but its under these file names naruto_stream.sra and naruto_sound.sra. Someone had actually tried to rip the game before but only got a small percentage and gave up on it. I was able to determine that files exist by using the PK files through Foolbar2000 and contains some of the music and sfx with voice over cues. But again it wasn't complete.

I can post them if anyone can take a look or could give me idea on how to extract them.
Help with ripping 64dd soundfonts by TheKnewGreg at 10:04 AM EST on February 20, 2019
Recently I was looking for the soundfont for Mario Artist/Talent Studio. However, I can only seem to find dead links. I found a thread on the forums that had a link to the soundfont itself, but the link was dead. Another thread had a patch for the soundbanktool that added support for 64dd disks, but that link was broken too.
I had asked in other places, and the answer I got was to use the soundbanktool from GitHub. However, not only does the version from GitHub not have 64dd support, but loading the ipl4rom crashes the program immediately.
So I was wondering if anyone had an updated link/ copy of either the Mario Artist Studio soundfont or a patch I could use to get the soundfont myself?
ADPCM Ripper v2b3 by fastelbja at 2:19 PM EST on February 21, 2019
Hi all,

i decide to release a beta version of my new adpcm ripper to see if someone is interested in and if i should continue to develop on it ...

here is so the v2b3

<b>when you open a file it make a quick search (depend of header of each file).

to make a deep search click on the glass when file is loaded</b>

it should open as native :

ISO File (PC, PSP, etc...)
XBOX ISO File
X360 Iso File
WII Iso File
NGC Iso File

and can search (at the moment) for (ADPCM Format) :

ADX (All platform)
CAF (NGC)
THP (NGC/WII)
ADS (PS2)
AUS (PS2)
NPSF (PS2/PSP/other?)
SFS (PS2)
SVAG (PS2)
VAG (PS2)
VIG (PS2)
VPK (PS2)
XVAG (PS3)
BRSTM (WII)
AT3 (PSP/PS3)
FSB4
FSB5
RIFX (PSP)
MIB (PS2)

Can extract audio from :
PMF (PSP)
SFD (PS2/DC)
PSS (PS2)

Can handle some container :

AFS
BIGF
IPK
ARC(Lumines)
XAST
PAK (Motorstorm PSP)

i begin develop this tool a long time ago ... but have no times or motivation to continue ...

i would like to work again on this tools if there is an interest for you (at least it has some for me ;) )

please test it (should be a lot of bugs !!) and help me to make it grow ;)

thx



PS: This the re-rip of motorstorm - articedge


edited 3:46 PM EST February 21, 2019
Star Wars Episode III (PS2) .ilv files by Puterboy1 at 11:54 AM EST on March 7, 2019
I was wondering if you could have vgmstream support them: https://drive.google.com/open?id=1e4uDMgCyHJ6Alrlw8hMDq7sZXLY98S4N
The Last Express .SND files by Puterboy1 at 11:59 AM EST on March 7, 2019
I was also wondering if your VGMstream plugin for foobar could also support these sound files from The Last Express: https://drive.google.com/open?id=1Q6_5sCeNZcdxur5SAmGfGKWy8zts8Q0V

This site also contains additional data of the .snd files: http://wiki.xentax.com/index.php/The_Last_Express_SND

edited 12:01 PM EST March 7, 2019
COMPLETE Soundfont/MIDI Pack for Mario & Luigi: Superstar Saga! by Excalibur624 at 8:40 PM EST on March 9, 2019
Hello all.
I'd like to present a complete (and fixed) Soundfont/DLS & MIDI pack for Mario & Luigi: Superstar Saga.
All instruments were extracted using a hacked variant of GBA Music Studio.

Props to Infomaniac95 for motivating me to finally finish this.

Link: https://www.dropbox.com/sh/v007g1byu9jxa0r/AAC54TN2CdLVHYdaiy_PTpcEa?dl=0

There's already a thread about a high quality ML:SS soundtrack, but I wanted to post a seperate thread since this is pretty much the completed product.

IMPORTANT NOTE!: The MIDIS and SOUNDFONT included in the Dropbox link are NOT the same ones that Infomaniac gave.
The PSG patch number and sound channels were modified, so that they now work in General MIDI 1 players (such as VirtualMidiSynth).
So the soundfont from Infomaniac's pack won't fully work with the midis from my pack, and vice versa.

Enjoy, everyone!
Harry Potter HBP NDS Music by Bonboon228 at 12:21 AM EDT on March 12, 2019
I was trying to extract the music from the DS version of Harry Potter and the Half Blood Prince. I found a file in the rom that might contain the sdat. It is in an archive called Data.fxp, which is a very odd file. Link to file attached. Throw me a bone?

https://drive.google.com/open?id=1ifvQb56ggQEqdazpGIRH7P38bbeo3P4u
Condemned 2: Bloodshot Audio Files by -Dexter- at 11:00 AM EDT on March 12, 2019
Hi there guys,

I've recently came across the game data files for Condemned 2: Bloodshot or otherwise known as the hardest gamerip ever. The files were extracted from the XBOX360 iso which contain I do believe the music files as well as the SFXs and voice overs. Yet the files are under a format ARCH.02 that after further research is a Monolith Archive File mostly used for games like the FEAR Series. Is there any program or BMS script that could help with extracting the music files. I can PM the files if anyone needs them.

Thanks
-Dexter-
Having Trouble with modding Atelier Totori DX by erikesoteric at 3:18 AM EDT on March 15, 2019
The game I'm referring to is the Steam/PC version.

What I just wanted to do is to have custom music applied to the game, and I was able to perform some workarounds. The game's audio files are located in its "Res\x64\sound\bgm\" and "Main.g1l" is the one I'm using since it contains all of the game's background music files.

I'm able to confirm that the game's music is possible to be modded because I tried copying another game's "Main.g1l" file (from the same series, which is Atelier Meruru DX) and Totori DX was able to play the songs from the .g1l file of Atelier Meruru DX.

From what I understand so far, the structure of the .g1l file is:
.g1l archive > .kvs (or more likely looped .ogg) files inside the .g1l archive

I used 2 programs which are "KVS2OGG" and "KVS Tools" (KVS tools has 2 .exe programs, one is for extracting .kvs files and the other one is for archiving .kvs files into a new archive file called ".ktsl2stbin")

For "KVS2OGG", I only did this process:
- Rename "main.g1l" into "main.kvs"
- Open KVS2OGG
- Open "main.kvs"
- Select the extract location for the .ogg files the program will extract
- Results to "<filename of kvs file>_00001.ogg" (and is arranged in some order)

The thing about this program is that it's able to extract the .ogg files from the KVS files but when I want to export multiple .ogg files into a single KVS file, it wouldn't be possible. I tried renaming it into .g1l and inserted it into the game's files but didn't work as well


For "KVS Tools" (which was for Attack on Titan 2 but since Atelier Totori DX is also ported by Koei Tecmo to PC I assumed it would work), I did this process:

- Rename "main.g1l" into "main.kvs"
- Use the "kvs_extract.exe" file from KVS Tools through dragging "main.kvs" onto the .exe file
- After the extract process is done, the files from "main.kvs" is placed into the "out" folder the "kvs_extract.exe" generates

Afterwards, I tried using the archive tool included with this and dragged the folder where all the extracted kvs files are located and it resulted to "mod.ktsl2stbin". I tried renaming it into .g1l and inserted it into the game's files but didn't work as well

Is there a program/tool that allows multiple .ogg files to be compiled into a single .kvs file or .g1l file? Thanks!
How do I find sequence data in N64 ROMs? by Tails19935 at 7:50 AM EDT on March 17, 2019
I've organized this as best I can but its still a bit of a read.

Hello all. I've browsed this site many times and have enjoyed it especially the thread that covers discovering the original samples of various games! Anyways... lets get down to business.

I've been trying so hard to figure out how to rip the MIDIs from Cruis'n USA for the N64. This is where I'm at...

What I've already tried:
N64MidiTool can only get the sample data.
The old VGMTrans that works with some N64 ROMs couldn't get them.
Converting the Miniusf/usflib OST sequence data to MIDI doesn't seem to be possible from what I've researched. (Even though the source USF rip already has both the sample data and the sequence data in it? Shouldn't there be a way?)

What I've experimented with:
I messed around a little with the N64MidiTool files that tell the program where sequence data is located in various ROMs by adding Cruis'n USA to the directory then taking stabs at trying to narrow down where its located in ROM but to no avail.

By using Bizhawk and its various debug features, I tried to see if I could find where the music was being loaded from by following various hex values that updated along with the music when I played music in the options menu of the game. I thought I found the spot but when I tried to edit or freeze the hex values in that spot then go back to the game and turn off the music or play a sound effect, no evident change was shown.

My next idea was to use the data from the miniusf/usflib OST rip and the original ROM to see if I could find the hex location by matching hex values with both of the files but of course N64 ROMs have swapped characters. (Is there a way to permanently swap the characters? Then maybe this method could work?)

So my last resort was to type in random amounts of hex locations-(Realistic amounts of course. Not something absurd like the whole ROM.) just to see if the N64MidiTool would somehow rip something, anything from the sequence data. But when I type in a location, it will display as a MIDI song and when I try to convert it to MIDI with the program, it crashes.

The only last bit of notable information I have is that there is some unused debugger messages in the game ROM and there is a section of it dedicated to audio. Maybe the name of the sound engine is SN64?
https://tcrf.net/Cruis%27n_USA_(Nintendo_64)

Summary:
How would I go about figuring out where music sequence data is stored in an N64 ROM so I could extract it and convert it to MIDI?

My reason for wanting to know how is because I would like to transcribe the music correctly so it could be remixed, remastered, covered/played or performed, or studied by other people. I've sequenced many video games songs and have put them on VGMusic with the correct tempo, instrumentation, and quantized notes so that it can be at least 99% accurate to the original songs. I could transcribe it by ear like I've had to do with a couple songs but if there is an option to rip the original MIDI then it definitely makes things easier.

Welp, if you have read all of this then thank you for bearing with me. Now I just hope I can get some sort of answer.

edited 8:06 AM EDT March 17, 2019
MIDI exporting the Rare GBA driver? by Squeals92 at 4:10 PM EDT on March 17, 2019
I was wondering if the Rare music driver used in their GBA games could be MIDI exported with GBA Music Studio.

As I remember there was an old SuperStar Saga + BK Grunty's Revenge MIDI exporter, and it made me wonder if they used similar enough sound drivers that the music could be exported.

I was wondering this because I've always wanted SNES-quality versions of the DKC3 GBA OST.

If possible, it'd be a huge thanks.

Edit: I might be able to do this using AGBPlay to get the sound table offset + GBA Music Studio, but I'm unsure on how to compile AGBPlay.



edited 7:32 PM EDT March 17, 2019
How To Convert .dsp Files? by knighTeen87 at 5:54 PM EDT on March 19, 2019
Hello. I saw that you uploaded sound files of Captain Tsubasa for Gamecube and I became very very happy. I've been searching for it for a very long time. But the files are in .dsp format and I don't know how to convert them. Can you help me out please? Thanx!
I can't extract music from Blaster Master Zero 2 by pierippah at 12:31 AM EDT on March 21, 2019
the files are .bigrp files. I can open then in 7zip but when I attempt to extract anything it can't do anything and spits out ~2-200byte files
.WV5 audio by sandmanfan98 at 1:30 AM EDT on March 21, 2019
An earlier Gorilla Systems format. These samples are from Nick Click Digital Camera & Software.

https://mega.nz/#!U0FmUAiD!ew_pZ1xAIYwoD7ObAAtshNSM79v2YGiKdksIio5xUFk
Extracting BRSAR from Wii shop channel title screen by 8bit_coder at 1:55 AM EDT on March 21, 2019
I've successfully extracted the music from the wii shop channel bgm itself(0000054.app, extract, go to sound/lplsound.brsar, extract files, done) but now I've been searching in every other .app file in the wad and the sequenced music for the title screen of the channel(before you hit the start button) is literally nowhere to be found.
I tried extracting every single one of the .app files to no avail.
One of my ideas is app 58(in version 20 of the shop channel decompressed wad) since it's 3.375 megabytes but both ArchiveExplorer and ShowMiiWads say that they can't extract it.

edited 2:34 AM EDT March 21, 2019
Ghidra - open-source decompiler by Nisto at 4:55 PM EDT on March 22, 2019
Heard of this tool from a co-worker a little while ago.

https://ghidra-sre.org/

(P.S.: This is developed by NSA - paranoids be aware)

I haven't tested it extensively, but I did try decompiling some raw PS1 (MIPS R3000) code (it doesn't support PS-X EXE files natively from what I can tell) and was surprised how well it worked. I mean, IDA Pro has been around for decades, costing a boatload of money, and to this day doesn't even have a decompiler for MIPS.

Part of what I tried decompiling in Ghidra looked like this:

lui $v0, 0x3E0F ; Load Upper Immediate
ori $v0, 0x83E1 ; OR Immediate
multu $v1, $v0 ; Multiply (Unsigned)
mfhi $v0 ; Move From HI
srl $v1, $v0, 4 ; Shift Right Logical

As complicated as it may look, the C equivalent is just a simple unsigned division, which it correctly interpreted:

v1 = (unsigned int)v1 / (unsigned int)66;

I've confirmed that this will in fact compile to the assembly above with Psy-Q's official toolchain (at least with -Os switch). So it seems rather promising.

Anyone else had any experience with it? Plugins? Other resources?
What are .bisar files and what are .bigrp files by pierippah2 at 11:38 PM EDT on March 26, 2019
Sorry if I already asked about this before but in blaster master zero 2 these files exist in the audio folder and I want to grab the music from them. I already checked them with lasagna examiner or whatever it's called and with a hex editor and I can't find much of a header
Dust: A Tail of the Wired West .snd files by Puterboy1 at 7:47 PM EDT on March 28, 2019
Would any of you like to take a look at this: https://zenhax.com/download/file.php?id=6549
Disney's Villains Revenge (PC) .cast and .trak files by Puterboy1 at 7:48 PM EDT on March 28, 2019
These were made from the so far difficult to rip DreamFactory 5.0 engine by Bill Appleton. See if you can take a crack at these.

.cast files: https://zenhax.com/download/file.php?id=6548

.trak files: https://zenhax.com/download/file.php?id=6547

edited 7:57 PM EDT March 28, 2019
Support for Star Wars Lightsaber Duels Sounds and voices by Puterboy1 at 2:05 AM EDT on March 29, 2019
Samples are here: https://zenhax.com/download/file.php?id=6333
Interesting utility that might help with reversing Gamecube BMS files. by Basillica at 5:58 PM EDT on March 30, 2019
While looking around for attempts at reverse-engineering Pikmin's music, I found this utility that was made for Super Mario Sunshine that compiles MIDI into BMS files, among other things.

https://github.com/arookas/flaaffy

There's also some documentation on the custom assembly language used:

https://github.com/arookas/flaaffy/blob/master/cotton.md

There's also an older utility by the same person that might contain some more information:

https://github.com/arookas/MIDItoBMS

edited 5:59 PM EDT March 30, 2019

edited 5:59 PM EDT March 30, 2019

edited 6:06 PM EDT March 30, 2019
vgm.hcs64.com and "%" in filenames by radornkeldam at 8:45 PM EDT on March 30, 2019
I was trying to download some files from the indexer, and with some of them the server kept giving me "Bad Request" errors.
They had one thing in comon: Percent % symbols in the filename, for example "Asuka 120%".
I guess it trips the percent encoding converter or something.
They can be downloaded browsing to the corresponding JoshW.info server, but it won't work from the indexer site.

That also made me curious about how many other filenames contained a % symbol, but neither the internal search or any of the usual webcrawlers services will take +"%" as a meaningful search string xDD, which, I suppose, is to be expected.

edited 11:20 AM EDT March 31, 2019
Lunicus files by Puterboy1 at 5:15 PM EDT on March 31, 2019
This contains the sound files, be sure to look at it: https://zenhax.com/download/file.php?id=6566
Kingdom Hearts Union Cross Soundtrack by 13th Vessel at 10:38 PM EDT on April 4, 2019
Hi! I don't know if anyone here is interested in files from a mobile game but Kingdom Hearts Union Cross does have +100 songs from the series and some of them new and never released. I'm very interested in this title but I can't find anyone who can help me to decrypt its files.

I'd like to know if any of you here may be interested in giving a look to it.

Someone did created a tool to decrypt its format but when Square updated the game to its 2.0 version it got outdated and now the tool doesn't work:

https://github.com/GovanifY/khuxdecrypt

If any of you would like to take a look to them please tell me and I'll upload al the game files to MEGA.

Thanks in advance!

edited 10:40 PM EDT April 4, 2019
Scan for ADPCM inside UPK file? by Dark_Ansem at 7:16 AM EDT on April 7, 2019
So, I got myself the fever for Mass effect, again, and I am trying to get the sound files off the UPK files. The experimental UPK extractor works, but not completely - some cannot be extracted no matter what.

AFAIK, the audio files inside the UPK are WAV ADPCM (Bioware...).

Any ideas, please? Here is the file.

I'm trying to use VGM toolbox advanced cutter to scan for ADPCM files, but I don't think there is any working preset.
Kingdom Hearts 3 audio format different from 2.8? by Dark_Ansem at 7:05 PM EDT on April 11, 2019
Am I correct in understanding that Kingdom Hearts 3 audio is packed differently than 2.8?
How to extract Kingdom Hearts 1.5 & 2.5 & 2.8 voices? by Dark_Ansem at 6:24 PM EDT on April 12, 2019
I understand that this is not strictly a music-related request, but I was wondering if anyone here knows how to get the voices off the Kingdom Hearts 1.5, 2.5 and 2.8 games.

I'm also happy to pay a fair commission, if someone can and is willing to do it.

EDIT: so, I managed to get the PSarc files out. But, but, now it's time to get both cutscene (the ones with the in-game engine, not the movies) and battle audio out. It's certainly hidden in the PSarc, but how to get it out?

EDIT2: So I got the Psarc files out with Noesis, but nothing works.

EDIT3: I got SOMETHING to work, yay!
But, unfortunately, there's still things that don't work.

edited 7:55 AM EDT April 13, 2019

edited 8:16 AM EDT April 13, 2019

edited 1:29 PM EDT April 13, 2019
Creating/repacking multichannel FSBs? (DJ Hero custom music) by shockdude at 3:03 AM EDT on April 13, 2019
I'm looking to add custom music to DJ Hero Wii so I can create custom charts for the game, but to do so I need to create FSB files that the game can recognize.
DJ Hero Wii uses FSB4 files containing 6-channel 160kbps 32khz MP3. Does anyone have experience with creating multichannel FSB files like these?
My current plan is to look at the vgmstream code in order to figure out how DJH FSBs are constructed; is there a better way to do this?
Problem with playing Snatcher KSS files with foo_gep. by Basillica at 9:13 PM EDT on April 16, 2019
When I try to play the Snatcher (MSX)(1988)(Konami) rip with foobar2000, most of the music is garbled.
I have the latest version of foo_gep (1.213).

It works fine with MSXplug under XMplay.

Example here:
https://vocaroo.com/i/s0ekbvZ3GMVA
Compared to the original:
https://vocaroo.com/i/s0SwRz6TXgMk


edited 9:33 PM EDT April 16, 2019
A way to mute individual PSF channels by rcsb at 7:48 AM EDT on April 19, 2019
Someone could introduce me a way to listen to isolated PSF channels of PS1 sequenced music, aside from AudioOverload? Don't know why, but I can't listen to Crash Team Racing music on this software, it doesn't produce any sound. Foobar and Winamp plugins doesn't offer that option to mute channels like it does, unfortunately. ANY help is very appreciated.

P.S.: this is the first PSF file that I can't play on AO. Mega Man 8, Alundra, even Crash Bash plays totally fine and I can isolate them all. Don't really understand the problem.
USF channel muting? by mariofan12ify at 10:14 AM EDT on April 19, 2019
Does anyone know if there's any plugin or anything that can mute channels for usf/miniusf files?
Area 51 (Xbox) Music files by Anterag at 5:31 PM EDT on April 21, 2019
Hello everyone. I need some help to convert the music files of Area 51 (Xbox version).
First, I extracted the content of the MUSIC.000 archive which contains the music package files with a BMS script (http://aluigi.org/bms/area51.bms)
The music files are inside the *.AUDIOPKG archives. The sample below comes from this archive: https://mega.nz/#!L5Ei1aoa!8EUkE-l6y_-VC1vSxTRGQP1OJzZPh3A6fQOeSfAT6d0
To extract them, I used AlphaTwentyThree's script https://mega.nz/#!vxdgmCZK!9YG3xc7HQ_OYehgDD72jE6ggk0UKJO87jSr8Gj63Nr8
There's no issue until this point because the problem is to rebuild a correct header in order to play the music files with vgmstream.
Apparently, the music uses the Xbox 4-bit IMA ADPCM codec, at 32000Hz, stereo, with a blocksize of 0x8000.

Here's my TXTH script which doesn't work (the music can clearly be heard without any static at the beginning, then garbled noise, then music, etc.)

codec = XBOX
codec_mode = 1
interleave = 0x8000
channels = 2
sample_rate = 32000
num_samples = data_size

Could anyone please help to write a correct TXTH script? Thanks in advance.

Sample: https://mega.nz/#!X1EGwSJB!hKgNK6QVIPpjWRyaPQ2D155dbaPX-lI6DEm9e_MVzoU

edited 5:42 PM EDT April 21, 2019
Turok GB stereo separation - emulation vs hardware by radornkeldam at 8:44 PM EDT on April 21, 2019
This is a little convoluted, but I'll try to go to the point.

I like the GameBoy Turok soundtracks. Reading an interview with the composer some years ago (which I can't seem to find again), something was said about Turok 2's music lacking stereo effects even though it was composed with them, because someone didn't configure the sound engine properly, so everything sounds in both channels.
This got me thinking that, if the music data still contains the stereo information, assuming the compilation didn't hardwire it to mono, perhaps the ROM, or even the GBS could be hacked to get the stereo effects back.

Regardless of that, reading on this story this made me curious about stereo effects in other games of the series, listening to the GBSs, and that's where I started having unpleasant surprises.

This is supposed to be an unadultered hardware recording of GB Turok 1. There are mp3 and flac links in the description. Not mine.
https://www.youtube.com/playlist?list=PLF369B4981FD2E272

In this recording, there are many clear stereo effects and panning, and they are richer and more complex than merely remixing the chip's channels to go to different side, so I don't think it's one of these pseudo-stereo "remasters".

When playing the GBS rip or even the full game in an emulator (BGB, mGBA), as I don't have the cartridge, most of that is completely lost and only some things here and there remain, usually hardly noticeable.

It would seem gb sound emulation is not accurate enough yet?
Is this known to happen in other GB games?

In case someone wants to try listening from the game, there's a level select, but gamefaqs has the cheat wrong, even though I sent them a correction ages ago.
The correct way is, in the title screen, highlight the "OPTIONS" item and then press and hold UP, which will highlight the "START" item. Without letting go of UP press START.

edited 8:49 PM EDT April 21, 2019

edited 1:50 PM EDT April 22, 2019
Editing Sonic Riders Zero Gravity (Wii) sound effects? by Dragokai180 at 2:19 AM EDT on April 22, 2019
Anyone knows how to edit the sound effects of the game?
I need -not related with VGM- help by Koto at 9:18 AM EDT on April 24, 2019
Hello,

Sega Ages 25: Treasure Box has a real cool gallery and I would like to extract images from it.

I open the bin/cue file with AnyBurn, these are the files showed



I supose the image files are encripted in any of these files (Probably Data.CCF), but I don't how to decrypt it

Could you please help me with that? Thanks

See ya
uploads via Dat by hcs at 8:05 PM EDT on April 24, 2019
Been thinking about distributed web stuff again, particularly Dat, for hosting uploads. Sort of like what I've tried to do with occasional IPFS links, but more self-service, using something like a hashbase installation. Dat doesn't have quite the same content-addressable property as IPFS, but it has the same (or better) anyone-can-mirror quality. There are a few hurdles:
- I'd probably be providing a HTTP gateway, so mirroring would be mostly theoretical
- I probably want an approval queue, so links wouldn't be immediately useful without being edited (or without some dynamic redirection or db editing), though I guess I could have a separate Dat for each upload and just stop hosting the ones I reject (and then have a Dat that is just an index of active links, for mirroring?)

Anywho, just something I've been thinking about.
Resource sharing thread by manpaint at 9:19 PM EDT on April 24, 2019
Hi members of the HCS community! I randomly found this forum while attempting to find more about Twilight Princess' soundfont. As the main representative of the Hellios, it is obvious that a lot of you guys are well-versed into game hacking stuff. Even though you seem to mostly focus on music ripping, I think it is safe to assume that you hold other relative knowledge. I suggest that we share in this thread various external resources related to game ripping.
I'll start, my main focus is on RuneScape (mostly 2, HD and 3). So here all the resource I have:
-RuneScape on Decrypted Roms Wiki
-rs-hacking
-3D-ALOG Script
-NXT Launcher on Linux (3rd party)
-Some list related to sounds
-Some list related to instrument
-Bunch of online cache-read tools (RS3)

Problematic GBS files (foobar2000) by Lunar at 7:50 AM EDT on April 25, 2019
I've been trying to manage any errors I notice in foobar2000's console, in an effort to increase stability. As a consequence I've discovered today that three soundtracks are throwing errors. They aren't actually causing me any problems as far as I can tell, other than the error reporting. I thought it was worth mentioning - perhaps other GBS sets have this problem too, and perhaps these errors are not as benign as they seem.

The rips in question are:

Mickey's Racing Adventure
Mickey's Speedway USA

These two rips throw the following error:
Emulation warning: Invalid load/init/play address

Shantae

This gives the error:
Emulation warning: Invalid timer mode

Also while I'm here talking about Mickey's Speedway USA, I thought I'd share my tags for it, as joshw doesn't currently have any.
Banjo-Tooie USF by SmithNLessons at 9:49 AM EDT on April 25, 2019
Hi hcs.

I noticed that there are two Donkey Kong 64 USF sets and one has a cut off at the start of each miniusf but the other does not. The one that works says [rr] but is fine. I can only find Banjo-Tooie with the same problem.

Could you tell me where to find Banjo-Tooie [rr] or show me where the rr tool. I can fix the set for you if I get it to work. It is my favourite soundtrack and I want to hear it again without the cut off
SOA SPK audio by z22901206 at 7:55 AM EDT on April 26, 2019
Star Ocean anamnesis SPK files:
Latest version.


SOA_spk_example

For more information, click
here
Persona games by Zetto Kuzuuya at 7:21 PM EDT on April 26, 2019
I'm a huge fan of the persona series, and I know some PlayStation games can have soundfonts ripped, even some ps2 games like kingdom hearts 1 & 2, but so far I'm curious if any of the persona games can have it done so I'm able to remix stuff with their instruments, specifically I'm looking for the first persona game, persona 3 and persona 4
The Misadventrues of Tron Bonne by tifaff at 8:31 AM EDT on May 2, 2019
Someone have The Misadventrues of Tron Bonne rip in 320/loseless?
Evil Zone - A track only available in the JAP version by tifaff at 4:10 AM EDT on May 6, 2019
Original Version. (this is what i want)



Us Version


Version with another singler


See here a gameplay with the original game min 13:10


Someone can rip only the original version? Its only 1 track that i need.



edited 4:13 AM EDT May 6, 2019
[SOLVED] Ripping "Petit Computer" (DSiWare) to 2sf or ncsf by grj1234 at 11:46 PM EDT on May 8, 2019
I tried ripping "Petit Computer" (DSiWare, by SmileBoom) to 2sf or ncsf. I used VGMToolbox r1040 for ripping to 2sf, SDATtoNCSF v1.3 for ripping to ncsf. However, both ripping tools exported broken files. How can I rip correctly?

edited 12:34 AM EDT May 9, 2019

edited 4:55 AM EDT May 9, 2019
Crash Bash - Missing .VB File? by jeangene91 at 5:38 PM EDT on May 10, 2019
Trying to get at two Japanese exclusive tracks (the Main Theme and Dot Dash level), I have taught myself the ins and outs of GenPSF, VGMTrans, and VGMToolbox's PSF Data Finder. Yet, somehow, I can not find a .VB file.

The PSF Data Finder in VGMToolbox is known to be buggy, so I didn't think too much about it and tried to find other ways to extract .SEQs, .VHs, and .VBs, ending up with VGMTrans. It was a slow process, but I cannot find the .VB file for Dot Dash. Using PSound shows that the samples are in the .DAT file I am extracting from, but I can't seem to find the .VB using the other programs. (Files extracted from PSound are here)

edited 3:56 PM EDT May 11, 2019
Ripping music from Sega Saturn XBAND by Infomaniac95 at 1:51 AM EDT on May 11, 2019
There are a few games on the SEGA Saturn that support the Netlink.

To use the Netlink, each one of the few games has XBAND bundled with it.

I was wanting to rip the music used in these XBAND menu, but am having some issues with it.

When i get my SSF made, it sounds... off.

Here is what it sounds like, for anyone wondering.

EDIT: Incase anyone wonders, when ripped correctly, it should sound something like this.
Im not quite sure what I can do to fix this, and was wondering if anyone here could find a way to fix this.

You can find the XBAND files here, if anyone wants to take a shot at it

edited 5:21 PM EDT May 11, 2019
Request: re-rip of LOTR the Third Age audio? by Dark_Ansem at 5:10 AM EDT on May 12, 2019
I've been checking out the audio of the Third Age game, but the tempo is all wrong. Since the ost of the game is largely remixes of Howard Shore, I'd wonder if someone could re-rip it. It was also out on XBOX and Gamecube, if it helps.

Pretty please?

edited 5:17 AM EDT May 12, 2019
CTR - HOWL data extraction & conversion (MIDI rips!) by xan1242 at 8:57 PM EDT on May 13, 2019
Was told by a folk over at PSXDEV to post here too!
(truth be told I totally forgot about this site, sorry guys)

Anyhow, I've reversed most of the HOWL sequence pack format, you can check it out here (tool download in link, releases tab)

HowlDataExtractor on Github

I'm still working on the tool but it should be good enough to rip midis! :D

I'll probably need help with researching different event types and sample packs too...

Have fun!

Here are some demos:
Hot Air Skyway SCVA (Soundcloud)

N.Gin Labs SCVA (Soundcloud)

Intro cutscene CT4MGM (Soundcloud)

edited 9:40 PM EDT May 13, 2019
How to View if Music File is 8-bit, 16-bit, etc. by MoldyPond at 11:34 PM EDT on May 13, 2019
I know where to view a music file's sample/bit rate, but I can't seem to find a way to view if it's 8-bit, 16-bit, etc., other than vgmstream telling me most Nintendo music is 4-bit in the control panel at the bottom of foobar. Does anyone know anything about this? Any help would be greatly appreciated. Please and thanks :)
What was the source instruments used for SMW? by Squeals92 at 6:55 PM EDT on May 16, 2019
Sorry is this sounds out of place.

I was pondering where the source samples came from, as the VGM source thread doesn't list.
Star Wars Episode I: The Phantom Menace .wv files by Puterboy1 at 7:16 PM EDT on May 19, 2019
Can you help me in making these playable?

Compressed: https://zenhax.com/download/file.php?id=6830

Decompressed: https://zenhax.com/download/file.php?id=6831
Condemned 2: Bloodshot Audio Files (UPDATED) by -Dexter- at 2:09 PM EDT on May 21, 2019
Hi there guys,

I have a follow-up with my previous attempt on my rip of Condemned 2: Bloodshot

After weeks of research, I found out through the game's sounddb.gamedb on Notepad that the music are not on the global.SND file as previous suspected based on the FEAR 1 and 2 game files. The files for the music are actually in the game's sp(Single Player)/mission0* folders under an bndl file. Through the mission0*.gamedb shows that the music file are within the m0*0000.bndl yet its a part of a single file split into multiples. I was able to deduce that the file name its under is something of a compression file mostly common in games like Need For Speed: Hot Pursuit (2010) and Shadow of Mordor.

I have tried Aluigi's QuickBMS script for Shadow of Mordor but doesn't seem to work. If someone could take a look at them I would greatly appreciate it.

Here are the files 2.Gb

-DeXter-

edited 2:31 PM EDT May 21, 2019

edited 2:32 PM EDT May 21, 2019

edited 2:32 PM EDT May 21, 2019
The Incredibles (PC Rip) by -Dexter- at 2:09 PM EDT on May 21, 2019
Hi there guys,

I'm trying to make a better release of the game's soundtrack using the PC game's data. I found the data through the game's HOP file but don't know which one contains the music itself or which format its under either as snd, sndi, or snds.

Any help with this would greatly appreciate.

-DeXter-
Enter The Matrix (PC Gamerip) by -Dexter- at 2:18 PM EDT on May 21, 2019
Hi there guys,

I found the music cues to the Enter The Matrix game on PC under adx file. Tried using it through Foobar2000 but only get noise.

Any help would be awesome:)

-DeXter-
hca encryption key by koda2019 at 5:36 AM EDT on May 23, 2019
I use hcacc.exe to encrypt pes mobile hca, but he does not work in the game, it should be the key is wrong, the key I use now is 14121473, does anyone know the right encryption key?pleas help me!

edited 5:48 AM EDT May 23, 2019
Ape Escape 1 and 3 Ripping by Fleety at 10:50 PM EDT on May 23, 2019
Are Ape Escape 1 and 3 instruments and midis rippable? I know 3's midis are rippable but currently no one can figure out the instruments (besides this guy on YouTube supposedly). I don't know anything about Ape Escape 1's status though.


edited 11:04 PM EDT May 23, 2019
Family Guy The Video Game! [PS2] 'Game.wad' by Cartoonish Weeb at 11:09 PM EDT on May 24, 2019
Hello

while trying to extract data from the Family Guy Video Game, developed by High Voltage Software, i noticed that the data was packed in a .wad file. so i tried looking around for bms scripts for the games file type and no luck.

Due to the lack of my internet's upload speed, i cannot provide a link to the .wad file specifically. However, i can provide you with Thisthat contains the .wad fie.
Need help decoding this FSB5 format by uyjulian at 4:40 AM EDT on May 29, 2019
I need some help to decode a FSB5-HEVAG file from a recent game.

This archive: https://mega.nz/#!ZsBz3Q5C!0B2QKIYu21W6LCsNrpWpYuIhWarGBKtnQ7DpLAZ-Hjk

contains the files:
test.fsb5: the file I'm trying to decode
test.vag: my failed attempt to convert into VAG format
test.ogg: what it is supposed to sound like

Oficial Name Of Track "LOZ57" From Zelda OOT? by tifaff at 2:51 AM EDT on May 30, 2019
/delete


i found it




edited 3:16 AM EDT May 30, 2019
Spider-Man Shattered Dimensions streams.dat (PC) by Puterboy1 at 6:51 PM EDT on May 31, 2019
Can anyone take a look at this?: https://mega.nz/#!7xJzmCZC!XCkieJuVo7-Lng-CjHiPInFj4saAn2iL3BUlteg35XA

edited 6:52 PM EDT May 31, 2019
Archive.org Collection? by Basillica at 9:47 PM EDT on June 1, 2019
Has anyone considered uploading all the rips to an organized Archive.org collection? There are a lot of rips here that can't be found anywhere else, and I think there should be a backup in case anything happens.
Chicken Run (PC) .ima files by Puterboy1 at 12:21 AM EDT on June 2, 2019
Care to take a look at these?: https://zenhax.com/download/file.php?id=6872
Super Mario Sunshine Midis by Stardust_Mr at 7:14 AM EDT on June 2, 2019
Is there a proper rip of the Super Mario Sunshine midis? I know there was one released about 5 years ago but that one is pretty broken in terms of accuracy. If there's an accurate rip with the proper pitch bends, instrument channels and etc, can someone let me know please?
Name of this track? by tifaff at 9:02 AM EDT on June 3, 2019
3:54 and 7:35 from the same video



edited 9:03 AM EDT June 3, 2019
Star Wars Episode III .pak files by Puterboy1 at 2:57 PM EDT on June 4, 2019
Anyone got any ideas on how to unpack these? They contain sound effects: https://drive.google.com/open?id=1GPqB5Nt-oJ4waydOolWkbGJ8VyCCB0cf
There is not files of Dragon Ball Final Bout by tifaff at 1:30 AM EDT on June 6, 2019
I see many DB games in the list, but this one doesnt. Im just curious why nobody did it. Being that it is a game known for having good music
Need help finding some jingles/sound effects in Mario Galaxy 2 by mariofan12ify at 2:42 AM EDT on June 7, 2019
I've probably made this thread before, but I still need help with this, I'm looking for a couple of jingles in the files of SMG2.

- The Life Mushroom jingle
- The jingle that plays when switching to Luigi on the Starship Mario

I know it's not in the sequenced data, and I've tried looking in the thousands of sound effects for them, and I can't for the life of me find them. If anyone could help me, I would appreciate it.
Ubisoft RAKI GC-ADPCM by jessina at 3:55 PM EDT on June 7, 2019
Hey guys. I've been trying to play with Just Dance 2015's audio file. Ubisoft decided to use DSP with GC-ADPCM. I can make DSPs that fits to Ubisoft's style. All I'm missing is just the RAKI header. I can make DSP-GCADPCM with VGAudio. I'm just stuck with the RAKI header that Ubisoft made. I tried to copy paste 0-62 offset from the original Ubisoft audios and paste it to the DSP that I made and the result was just an ear rape. If there is any folks that can help, please let me know.

edited 3:56 PM EDT June 7, 2019
Sly Cooper PS2 Series by jeangene91 at 10:40 PM EDT on June 7, 2019
I realize the music has already been ripped. However, I would still like to know how to get at the hidden files in Sly 1 & 2 for myself. So far, I can only extract weirdly named files with no filename. I can't even tell what they are looking through a hex editor.

As for Sly 3, what would be recommended to extract the contents of the SLY3.WAD file?
Carmen Sandiego Secret of the Stolen Drums (PS2) files by Puterboy1 at 4:08 PM EDT on June 9, 2019
Who can take a look at these?: https://zenhax.com/download/file.php?id=6926
Enter the Matrix (PC) sound files by Puterboy1 at 1:09 PM EDT on June 10, 2019
Can anyone help me into making these perfectly playable in VGMstream?

Here are some samples: https://drive.google.com/open?id=1q9bNalm09-lD-9SBgUUNVJ_JZqa7Ur2Y
BattleToads Arcade by Squeals92 at 7:36 PM EDT on June 10, 2019
Has anyone ever extracted the music files from this game? As I've seen music uploads on YT, but never the actual files themselves.
Help Extracting Sounds? - Revenge of the Flying Dutchman by JomSpoons at 11:33 PM EDT on June 10, 2019
Hi there! I've trying to rip all the music from the game SpongeBob SquarePants: Revenge of the Flying Dutchman, which released on both GameCube and PS2, so I can compile a soundtrack to listen to. Ripping most of the soundtrack is easy, as all the main tracks for the game are just PCM WAV files that can be played without issue on a computer.

However, there is one track in specific I've been looking for that is not with the rest of the music and I cannot find anywhere. There is a jingle that plays in-game whenever picking up a letter tile, the main collectable of the game. Here is an example of the jingle. Since it's not with the rest of the music, I have to assume it's stored alongside the game's sounds, which I have not been able to find. I've checked both the GameCube and PS2 versions and I've not been able to figure out where the sounds are stored, let alone how to play them.

I've tried using Dragon UnPACKer's HyperRipper and PSound on the PS2 version to see if it could locate the sound effects but all it could find was the aforementioned WAVs and what I'm assuming are false positives as none of the rest played any sound. The game has a lot of files which I'm unable to figure out how to open, specifically .DPS, .NPS, .IRX, and .SPS files. The game is made up of mainly .TSC files which are viewable in text editors, so those seem to not be of any use to me.

If anyone has any ideas as to how I can rip the sounds from either version, I would greatly appreciate it. Thank you!

edited 11:36 PM EDT June 10, 2019
The Great Escape PC sound files by Puterboy1 at 4:24 AM EDT on June 12, 2019
I need some help ripping these: https://drive.google.com/drive/folders/1gzEophWDJGvjB7SYB9a8KglJw0DGuqm8
psfisolate - sample isolation tool for PSF1 files by Nisto at 6:24 PM EDT on June 12, 2019
https://github.com/Nisto/psfisolate

I started working on this tool when I spotted a demand for isolating instruments in PSFs. The idea had also been in the back of my mind for quite a few years, as I knew that a universal solution was somewhat feasible (being that all sequenced PS1 games use Sony ADPCM samples.. at least AFAIK), but I never really got around to it until now.

With that said, this tool doesn't technically isolate instruments, but rather the samples. So, for multi-layered instruments, such as drumkits, the output might be a bit awkward/unexpected, but it ultimately does give you more control.

The initial version of the program was rather 'dumb', and you would actually have to manually specify a start offset (and yeah, only one) for sample data, and it also didn't support minipsf. Now it will automatically detect samples, and minipsf support has been added (the output format can also be set). Simply drop a PSF file onto the program, and it should (hopefully) do the job.

At this point, I'm hoping to get some feedback on stability/bugs, suggestions, and any PSF sets on which it fails somehow. The default settings for the sample detection algorithm (can be changed via commandline) may not be optimal for all sets. But if they can be tweaked further without compromising on other sets, it would be helpful. I have really only tested this with around 10 PSF sets so far, so please do test it on your favorite PSF soundtracks and let me know how/if it works.

Future ideas (any help with these would be greatly appreciated):

* Custom selection of tracks to mute/isolate
* Mitigate false positive samples by excluding CPU instructions, strings, etc. from the search space
Anakin's Speedway (PC) .AFC files by Puterboy1 at 2:34 PM EDT on June 16, 2019
Can anyone make these playable in vgmstream please: https://zenhax.com/download/file.php?id=6957

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