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Need help ripping .alb files. by Waterblad64 at 10:53 AM EST on December 22, 2019
I am currently trying to rip the music from an obscure Japan-only WiiWare game called Line Attack Heroes because no one seems to have done it yet, and because it was composed by Yoko Shimomura (my favorite video game composer).

I extracted the game's files via a program called "ShowMiiWads", and I've found that much of the game's files, including sound effects and music, are all stored in .alb format (the music, in particular, being stored in a file called "BGMALL.alb").

I couldn't find much about this file format online, so if anyone familiar with extracting WiiWare games could help me out, that would be wonderful.
The Thing || "filename.PAK_#.wave by Jack Krowell at 6:30 PM EST on December 23, 2019
I'm having some trouble with a 7z file from joshw for The Thing video game.

There's these list of files that I have a hard time figuring out, and they could hold some valuable game music within them. One of those list of files has the following name:

"Intro.PAK_66.wave"

When I ran the file through Foobar2000, a playback error occurred stating the following message:

<u>Unable to open item for playback (Missing ACM codec):
"E:\Video Games\Soundtrack Files\TT\Intro.PAK_66.wave"</u>

Any advise you could provide on what is happening please?

I'm also providing a downloadable link for the list of files I'm talking about:

https://drive.google.com/open?id=1w37jm-4-powhKQg-bP2jMN8TzpuF7Lhz


edited 7:32 PM EST December 23, 2019
Sound Bank .bnk Extraction Problem by LordWaycrest at 8:13 PM EST on December 25, 2019
Hi,

I’ve been seeking to extract audio from a game that has been shutdown called Just Survive (previously known as Just Survive). They store their audio files in Sound Banks (.bnk) files, and because the game is owned by Daybreak Games which is a Sony company it is extremely difficult to extract the audio from these files, I did know somebody who managed to extract the audio from them for me but he is no longer around it seems and I’m not quite sure what to do so I asked around and I got redirected to your website, I tried some of your extractors and they’re not worked for me, I must be doing it wrong so I was wondering if anybody has a clue on why they won’t extract.

Download link: https://drive.google.com/open?id=1vHWBmsM4K7Oq333_sTnynbBndNSevdi7
VirusTotal link: https://www.virustotal.com/gui/file/7d7c23c27cd742f02cee88023880fb903a288fcebcb3f5eeac0e71084a2899ce/detection

edited 8:45 PM EST December 25, 2019

edited 8:55 PM EST December 25, 2019
Jak and Daxter: The Precursor Legacy Sound Files? by UTNerd24 at 2:52 AM EST on December 27, 2019
So I noticed that despite Jak 3 and Daxter having links to their ripped sounds, I can't seem to find anything on The Precursor Legacy. As one of my first PS2 games, I fell in love with the atmosphere and trippy energy sounds from the Eco. So I was wondering if anyone here could rip the sounds from the game? Voices are optional. Wether it be from the remaster or the original. I would be forever grateful.

And yes, I did see that there was a rip back in 2012, but that was before I knew about this site, So my apologies if it seems a hassle to ask for the same thing again.


EDIT: Unfortunatley, I have no knowledge of how I would convert said files if or when they are posted, so if they are RAW, I might need a few pointers as to how I can convert them.
The only few instances I found are comparison sounds on TCRF, so I guess thats a start.

EDIT 2: I discovered something called PSound. I think I'm on the right track, but now I'll need an ISO. Thres 3 problems though. Firstly, asking for a link is Piracy and that's obviously against the rules, second, even if I were to look for one myself, theres lots of shady looking sites and I don't think I should take the risk. Lastly, and probably the biggest problem is that I used to have a physical copy of the game but sold it years ago. Assuming that having a copy would work means im probably SoL.

Some further clarity would be appreciated.

edited 4:28 AM EST December 27, 2019

edited 1:17 AM EST December 28, 2019

edited 1:34 AM EST December 28, 2019
.MIB file || Advise on ripping game audio. by Jack Krowell at 2:35 PM EST on December 27, 2019
Yeah so I have a very important question on ripping audio files, most notably ones in .MIB format.

Is there any proper way in ripping audio files in .MIB format, where they won't sound all garbage like when playing them in Foobar2000?

The reason for this topic is because I'm wanting to learn how to rip game audio files myself, without having to depend on others to do it for me (I hope you can understand that).

Is there any way at all to carefully, and perfectly extract .MIB files stored within the .iso/.img of a console game, to where it can properly separated/split/de-interleaved into different channels in audio software such as Foobar2000?

Please, I really need your full support, and your best advise here.
NDS Tracker Format by Fleety at 1:46 AM EST on December 29, 2019
Is it possible to rip a DS game that uses a tracker format? The game I'm interested in is Club Penguin: Elite Penguin Force, which uses FastTracker, and can't be ripped with music translators like VGMTrans since it doesn't use midis. Every other game composed by Bart Roijmans for the DS uses it as well.
Using a DS emulator you can isolate each instrument channel, which has been useful in recreations but isn't efficient.
The music.bin file in the files isn't easy to work with, putting the .bin file in Audacity gave nothing but noise, however encoding it gave some (but not all) of the samples [very distorted and loud at some parts]. It would be nice to know if there was a way to accurately rip these games.
Red Dead Revolver (PS2) .bd and .hd by Puterboy1 at 11:57 AM EST on January 1, 2020
They contain the sound effects. Anyone know of a way of extracting them or perhaps making them playable in VGMstream?: https://zenhax.com/download/file.php?id=7775
Elder Scrolls Online by BRAGme at 11:16 AM EST on January 2, 2020
Hi, i was wondering if its possible for anyone to rip The Elder Scrolls Online for pc or ps4 (prefer pc) and if its possible could you upload it and give instructions/tools on how to rip it so when future dlc comes out i can extract the music my self!? thanks in advance. I am a die hard fan for this music and theres a lot of music not in the soundtrack that is in the game, plus some songs are by them self in the game
How to play .mab files? PS4 songs by ff7fan123 at 7:01 AM EST on January 7, 2020
I downloaded the FF7 remake ost but I don't know how to play it (.mab or .sab), I have a lot of plugins on my winamp folder but it doesn't work.
Simpsons Game PS3 .smb and .sbk files by Puterboy1 at 10:58 PM EST on January 9, 2020
Anyone want to look into these? I think they contain the sound effects: https://zenhax.com/download/file.php?id=7803

According to adsfguy86: “.smb file seems to contain file paths so it's probably a file pointer, the files that the .smb lists are .exa files so i want to say the .sbk has some sort of compression.
.sbk has a header of "knbs" (ascii) or "6B 6E 62 73" (hex)”
SquareTex's Further Adventures in Stream Rename BAT Files. :D by SquareTex at 5:48 PM EST on January 12, 2020
Over a year ago, I had released a batch file renaming the files from the Infinite Undiscovery rip to match the OST listing. At the time, I was musing over doing further projects, but...had been too lazy to do so. <;P

But recently, as I picked up a bigger memcard for my phone and wanted to move more looped goodness onto it, the productivity sputtered back into action.

While I wish I could rename my IU thread and append further projects over there, I cannot find to do so. So I'm gonna stick whatever rename projects I finish from now under this thread.

Starting with...

Stella Deus (PS2 ADX streams)

It's further Sakimoto and Iwata goodness in the vein of Final fantasy Tactics. (Or maybe I should just call it Basiscape goodness?) And in my mind, their music and the colder months just...seem to fit. So wanting to add more to my wintery playlist, I decided to take this one on.

Gotta admit, though, there's one flaw with this music that bugs the tar outta me. It's almost as if Sakimoto and Iwata made the music with two loops and an ending, so that the game's sound editor(s) could have enough room to play around with and find optimal loop points. Instead, it feels like said editor(s) just set the loops at the start and finish of the workfiles and called it a day!

So, instead of smooth looping goodness, the music plays, comes to a stop, there's an awkward pause...and it starts over. Imagine if you made a Tactics playlist, but entered every song twice...that's what it feels like!

Ah well...shambolic "editing" or no, it's still tasty Basiscape goodness, and I'll take it. Here's the batchfile. :)

And as always, make sure you backup the original streams...just in case something goes awry. :D

http://www.mediafire.com/file/gal1hqmfuzsb8y3/StellaDeus_Rename.bat/file
TS:FP||Proper BMSscript for .pak files. by Jack Krowell at 3:16 AM EST on January 14, 2020
Greetings, it's me Krowell, I ask if someone please post a link for a proper"BMSscript, for the ".pak files" of the GameCube game, TimeSplitters: Future Perfect?

For the record, I've already post a topic just like this on ZenHax:

https://zenhax.com/viewtopic.php?f=9&t=12938

it's just nobody at all, not even the BMSscript coding master Aluigi himself, has responded back at all, not a single reply, ever since my topic was posted back on Dec 22nd, 2019.

So I just just thought I could instead seek help on this forum site instead.

However, if you can't provide a Proper script for the .pak files of said game, then I perfectly understand, though could you at least provide, or direct me to a simple tutorial on making your own custom BMSscript instead?

a ton of help would very much be appreciated, and if it helps a bit, I'll also provide a download link for the said .pak files that I'm wanting to de-crypt/extract.

Here's the link for the certain .pak file I'm wanting to open (I'm even providing the .c2n file that comes with it):

https://drive.google.com/open?id=1WUYFqC_5PVyLI_MVMRPagTVurYODUKEW
-----------------------------------------------
https://drive.google.com/open?id=1Wbs0uBcNb9oemLDtquwW4ZshEre_Rvu5
_______________________________________________
And if any of you are curious, I'll now provide a link for all the .pak files and .c2n files(It'll take a long while to download, that I can a sure you of, so I wish you the best of luck):

https://drive.google.com/open?id=1k3BU08iJzMuJi_5x39XmMMEdjZlZoMKu
_______________________________________________
I now bid you good evening.
[PS2] Questions about loop points in TXTH and GENH files - Ka 2: Lets Go Hawaii by JomSpoons at 4:31 PM EST on January 17, 2020
Hey there. So I'd like to ask a few questions about loop flags in TXTH / GENH files as I believe I'll have to set manual loops and I want to make sure I do it right.

So in short, I'm trying to rip the soundtrack to Ka 2: Lets Go Hawaii, which is the sequel to Ka (Mister Mosquito / Mr. Moskeeto). I re-ripped the soundtrack to Ka (which is in .INT format, a format I've not seen used in any other series) using TXTH files for playback in foobar2000 + vgmstream plugin, and also converting the soundtrack to GENH using VGMToolbox r1026. Here is the TXTH configuration that I used:


codec = PSX
sample_rate = 44100
channels = 2
interleave = 0x0400
num_samples = data_size
loop_flag = auto


Now Ka 2 uses this same .INT format for it's music just like the first game, and this same configuration I used for the first game works here too. The only issue is that Ka 2, unlike it's predecessor, has custom loop points. In the first game it'd just start the song from the beginning every time it reached the end of a track. The auto loop flag detection seemingly isn't working here, so I assume I'll have to do it on my own.

What I'm currently planning to do is record each song in-game, then find the approximate beat on which it loops, measure the samples until that point, and then set the loop point based on that number. I want to make sure that this is an ok method for creating a soundtrack rip. Another thing I'd like to know is if I'm actually going about the auto loop flags wrong and there may still be a way for me to do so automatically. Either way, I'd appreciate any insight, I'd like to make sure I do this right. Thank you guys.

edited 4:33 PM EST January 17, 2020
Ghost Recon 2001| .IMG file can't open/extract. by Jack Krowell at 2:52 PM EST on January 20, 2020
I'm having serious trouble trying to open/extract this .img file for the PS2 version of Ghost Recon 2001.

I was easily able to .7z file for said game with 7-zip, then had had managed to open the .iso file of Ghost Recon 2001.

After which, I decided to extract the files stored within the .iso file, which were the following:

Folder named modules that contained mostly .irx files, but at least one .IMG file named IOPRP242.

A disc Image File (.IMG) named GR.

Another .IMG file named MENU

A file named SLUS_206.13

And last, a file called SYSTEM.CNF

What I'm wanting is to open/extract the files GR.IMG and MENU.IMG because I believe there to be either sfx/BGM/amb/streams files stored within any of those 2 said files.

But see, here's my problem. I can't at all seem to open/extract those 2 .IMG files no matter what program I use. Be it 7-zip, WinISO or just anything really. And whenever I try to, I get the error message:

"Unsupported or corrupted file"(something like that)

I really need all your help and advise for the situation I'm having here.

To get a better understanding, here's a link for a folder containing the .IMG files:

https://drive.google.com/open?id=13MJ-hTnK9Q2hHqv5W0iGGg4NIoZquUq9

I hope it helps much.

Help! Mario & Luigi 4: Dream Team MIDI & SF2 rip? by Arcanuman1 at 1:58 PM EST on January 25, 2020
Hey guys.

I'm a content creator on YouTube who makes soundfont remixes & orchestrations of video game music.

I used to mostly use old fan-made midis for my songs, but as I've become more proficient & computer literate I've begun to rip & use midis directly from the games themselves, which I largely have you all to thank for, the PSF/PSF2/2SF rips & ripping tutorials in particular have been quite handy. :D

However, I've hitting a roadblock as far as my layman's knowledge goes. I'm in the middle of doing a soundfont tribute to Yoko Shimomura, taking songs from her old games & remaking them with the Kingdom Hearts 2 soundfonts. I've hit some snags, such as her excellent OSTs for Radiant Historia & Luminous Arc 2 being streamed ADX.

However, my current impasse baffles me. I've been trying to figure out how to rip MIDI/SF2 files from M&L 4: Dream Team, & I'm completely lost. They're in a .RSD format, & the only thing I've been able to find is a 10 year old custom file converter for Roland music files, but it says the files are too large, plus I doubt I'd get the SF2 I'd need for the drum loops, sampled vocals, etc.

If anyone could help me figure this out, or just get a definitive answer of whether it's actually possible, it'd be greatly appreciated.

This is the converter I found:

http://webcache.googleusercontent.com/search?q=cache:qCfaILfbU_sJ:asgerix.dk/web3/roland2midi/offline+&cd=1&hl=en&ct=clnk&gl=us&client=firefox-b-1-d

edited 1:59 PM EST January 25, 2020
The Punisher Arcade VGZ Midi/SF2 rip? by Arcanuman1 at 2:30 PM EST on January 25, 2020
This is another one that's been driving me up the wall.

In making my Yoko Shimomura tribute soundfont remixes, I found that she did the OST for the Punisher 90's arcade game, & upon listening found the music quite good. However I couldn't figure out any way to rip the midis from the game. The music is saved in a .vgz format & is obviously midi, but any time i try to use a converter for it (all of which are made for MegaDrive/Genesis tracks) it doesn't work & I just get an empty midi devoid of notes.

Since this is a very old game & it's doubtful there's any sampled instruments/drums in it, the SF2 side isn't quite as vital, but the MIDIs are 100% what I need. Any assistance would be GREATLY appreciated.

edited 2:31 PM EST January 25, 2020
Freedom Fighters (Xbox) streams_*.wav/FF*.WAV/FF*.WHD/FF*.SND/FF*.LOC by Ultrafighter at 1:05 AM EST on January 26, 2020
Hi guys, I hope you're able to help me unpack at least a portion of these audio archives from FF: maybe streams_*.wav files contain all I ever needed but I'd like to check out contents of FF*.WAV too, the latter might store mere level-specific SFX but possibly some cutscene tracks or even BGM too.
I'm not too sure about nature or purpose of *.SND or *.LOC files (they were found in *.ZIP archives) but I figured out those could be useful as well as *.WAV/*.WHD pairs.

Best wishes & good luck!
PS. If it helps there're 8 streams_*.wav files & the 1st 7 (from streams_0.wav to Streams_6.wav) have exactly the same size, 256 000 000 Bytes.
Convert from .MBA,SAB to .MP3 by Nastriboy3 at 11:10 AM EST on January 26, 2020
Hi guys,

Good afternoon.

I have tried to look for in many threads of this forum but I couldn't find any information related to it.

Do you guys know if is possible to convert these types to MP3?

Regards,
PS2 .bnk files|Properly using bnkextr.exe by Jack Krowell at 12:05 AM EST on January 27, 2020
Does anybody at all know a proper command to enter into the cmd prompt, when using bnkextr.exe to convert .bnk files?

I'm trying to convert the .bnk files for the PS2 version for Twisted Metal: Black.

Every time I drag a .bnk file over the exe, it automatically closes. Which is why I decided to use the cmd prompt, I just don't at all know the proper bnkextr command to type up.

Could any of you please show me what proper words to use to make the bnkextr properly extract the .bnk files?

Here's a shareable link for the ".SND folder" containing the .bnk files I'm talking about:

https://drive.google.com/open?id=183ates55doEiEsft52Nowf8rqJKD8LUk
Ecco the Dolphin (Genesis) Soundfont by jrose80149 at 8:49 AM EST on February 1, 2020
I Need the Ecco the Dolphin (Genesis) Soundfont. Not Ecco the Dolphin 2: The Tides of Time, But The 1st Ecco Game "Ecco the Dolphin 1".
Zathura sounds by Puterboy1 at 9:34 AM EST on February 1, 2020
https://zenhax.com/viewtopic.php?f=6&t=13107
Extracting SPC's from SFC/SNES ROMs by Infamous Lunchbox at 3:50 AM EST on February 2, 2020
I know this is probably a dumb question, but I've been having issues trying to find good SPC extraction tools. I have tried SPCTool, but it keeps crashing in DOSBox, maybe I'm doing it wrong? I know you can save SPC's as they play in game through emulator, but is there a better way to extract SPC's from the ROMs? If there is no option for a music test this can be very tricky.

I am not great at disassembling code, and picking them out individually, but I can learn if necessary.

In particular I'm looking for the SPC's from Kachou Shima Kousaku (Super Business Adventure) from the Super Famicom (not the DS game to be clear). I can't seem to find in any database. There's a few others that I can't find SPC rips from that I would like to preserve by recording from hardware (Firebrand modded SNES). Thanks.
Coeff DSP by Tom__ at 12:44 AM EST on February 7, 2020
Hi, i want to make custom wii audios for ubiart, there is a vgmstream code to decode the audios Link, the audio its the ubisoft Header and then dsp, the problem its that the coeffs are diferent and i cant understand what vgm code does with the coeff
Windows 10 Media Overlay by MoldyPond at 3:07 PM EST on February 8, 2020
I̶ ̶j̶u̶s̶t̶ ̶u̶p̶d̶a̶t̶e̶d̶ ̶F̶o̶o̶b̶a̶r̶ ̶t̶o̶ ̶t̶h̶e̶ ̶n̶e̶w̶e̶s̶t̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶(̶1̶.̶5̶.̶1̶)̶ ̶a̶n̶d̶ ̶i̶t̶'̶s̶ ̶n̶o̶w̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶s̶a̶m̶e̶ ̶m̶e̶d̶i̶a̶ ̶o̶v̶e̶r̶l̶a̶y̶ ̶t̶h̶a̶t̶ ̶G̶o̶o̶g̶l̶e̶ ̶C̶h̶r̶o̶m̶e̶ ̶a̶d̶d̶e̶d̶ ̶a̶b̶o̶u̶t̶ ̶a̶ ̶y̶e̶a̶r̶ ̶a̶g̶o̶ ̶w̶h̶e̶n̶e̶v̶e̶r̶ ̶I̶ ̶p̶l̶a̶y̶/̶p̶a̶u̶s̶e̶ ̶o̶r̶ ̶s̶k̶i̶p̶ ̶a̶ ̶t̶r̶a̶c̶k̶.̶ ̶I̶'̶v̶e̶ ̶l̶o̶o̶k̶e̶d̶ ̶t̶h̶r̶o̶u̶g̶h̶ ̶t̶h̶e̶ ̶o̶p̶t̶i̶o̶n̶s̶ ̶a̶n̶d̶ ̶a̶d̶v̶a̶n̶c̶e̶d̶ ̶o̶p̶t̶i̶o̶n̶s̶ ̶t̶o̶ ̶s̶e̶e̶ ̶i̶f̶ ̶t̶h̶e̶r̶e̶'̶s̶ ̶a̶ ̶w̶a̶y̶ ̶t̶o̶ ̶t̶u̶r̶n̶ ̶t̶h̶i̶s̶ ̶o̶f̶f̶ ̶b̶u̶t̶ ̶I̶ ̶c̶a̶n̶'̶t̶ ̶f̶i̶n̶d̶ ̶a̶n̶y̶t̶h̶i̶n̶g̶.̶ ̶T̶r̶i̶e̶d̶ ̶u̶s̶i̶n̶g̶ ̶o̶t̶h̶e̶r̶ ̶m̶e̶d̶i̶a̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶l̶i̶k̶e̶ ̶i̶T̶u̶n̶e̶s̶ ̶t̶o̶ ̶s̶e̶e̶ ̶i̶f̶ ̶i̶t̶'̶s̶ ̶a̶ ̶W̶i̶n̶d̶o̶w̶s̶ ̶1̶0̶ ̶i̶s̶s̶u̶e̶ ̶b̶u̶t̶ ̶o̶n̶l̶y̶ ̶F̶o̶o̶b̶a̶r̶ ̶i̶s̶ ̶s̶h̶o̶w̶i̶n̶g̶ ̶t̶h̶e̶ ̶m̶e̶d̶i̶a̶ ̶o̶v̶e̶r̶l̶a̶y̶.̶ ̶I̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶h̶a̶v̶e̶ ̶t̶h̶e̶ ̶o̶p̶t̶i̶o̶n̶s̶ ̶t̶u̶r̶n̶e̶d̶ ̶o̶f̶f̶ ̶f̶o̶r̶ ̶C̶h̶r̶o̶m̶e̶ ̶a̶s̶ ̶w̶e̶l̶l̶.̶ ̶J̶u̶s̶t̶ ̶w̶o̶n̶d̶e̶r̶i̶n̶g̶ ̶i̶f̶ ̶a̶n̶y̶o̶n̶e̶ ̶e̶l̶s̶e̶ ̶k̶n̶o̶w̶s̶ ̶h̶o̶w̶ ̶t̶o̶ ̶f̶i̶x̶ ̶t̶h̶i̶s̶.̶ ̶T̶h̶a̶n̶k̶s̶!̶ ̶:̶)̶

Looked again and found it under Preferences>Advanced>Display>Integrate with Windows 10 Universal Volume Control

:D

edited 4:00 PM EST February 8, 2020
How to extract MIDI files from .ssf (Saturn Sound Files)? by fedex1 at 5:36 AM EST on February 11, 2020
I would like to convert .ssf files to .midi

I don’t need the tone/soundfont, I just need the midi file that is inside the .ssf file.

I’ve downloaded the .ssf file from the Zophar’s Music Domain (https://www.zophar.net/music/sega-saturn-ssf/nobunaga-no-yabou-tenshouki-with-power-up-kit) / and click on “Download original music files (224 MB)”

I seem to understand that first you need to get the .SEQ from the .SSF, using VGMToolBox -> Misc. Tools, xSF Tools, SSF, seqext/tonext Front End, I tried using it with drag & drop, it say “completed” but nothing really happened, it says something about needing Python.

Also I’ve tried downloading SEQ2MID but I really don’t understand how that work, probably you need to install python but I am not a programmer and don’t know what to do.

----------------------

I then tried to understand how it works, I’ve installed python 2.7.13 (that is an old version) and run the .py script seqext/tonext (downloaded from http://snesmusic.org/hoot/kingshriek/ssf/) using CMD (execute from the directory of the script)

What the program ask is just:

Sega Saturn sequence extractor v0.07 by kingshriek'
Usage: python %s <filename(s)> <output directory>

I just write in the CMD: seqext.py Sikok.ssf output

and then it says:
--- Sikok.ssf: No sequence data found (and the output folder is created empty)

It is impossible that is not sequenced, I checked and it is not a stream audio, also verified with the ssfinfo.py that contains bank/tone/seq info

What can I do to get midi from .ssf?

------------------------
If someone can make a video tutorial, or explain here, or just convert the files from the Zophar site I linked for me, I appreciate it very much!

Thank you everyone

Thank you
I am new.. by TNL2020YT at 7:49 AM EST on February 12, 2020
Can sombody help me?
Xbox 360 .bin File by Valor at 10:18 PM EST on February 12, 2020
EDIT: Issue solved, thank you bxaimc.

Howdy. I'm currently working on trying to extract audio from Ace Combat 6, specifically the dialogue, and not the music. I've already extracted the .bin file from the disk itself, however I have no idea how to get the individual .xma files from said .bin files.

If I rename the .bin file to .xma, and run it through a multitude of different converters, they all output a single voice line. For reference, the .bin file is about 266 MBs in size, and when I run it through a converter I get a single 233 KB file.

I'm lost in trying to get all of the individual files and I'd really love to get some pointers to get me in the right direction. Thanks!

edited 11:42 PM EST February 12, 2020
Border error? by First at 12:59 AM EST on February 13, 2020
I'm running Street Fighter Alpha 3 on the PCXSR emulator. However, there's a black border at the top and bottom of the screen. It's still there if I fullscreen, too. Is there some way to get rid of these black borders? Does it have to do with the emulator settings or the game itself? Thanks in advance.

edited 1:00 AM EST February 13, 2020
GSF to MIDI by Altissimo at 5:36 PM EST on February 17, 2020
Hi everyone,

Several years ago I posted a thread here (https://hcs64.com/mboard/forum.php?showthread=42855&showpage=0) where I wanted to get rips of two GBA games that didn't use the Sappy engine. I got my rips in miniGSF format, converted & used them for my intended purpose (Youtube uploads), and went on with my life. (In the meantime it seems they've also shown up on Zophar's Domain as MP3, FLAC, and miniGSF downloads.)

In the modern day though I want to get specifically MIDI versions of these songs. Or if not MIDI, another file type that I can import into the music software programs Finale or Musescore. (They won't take MP3s, WAV, FLAC etc, I suspect they only take audio filetypes that have some sort of like... note encoding/sequencing, whatever the formal term is for that. Like MIDI.)

I don't care one lick about the soundfonts, for the record. As long as whatever I import into my music notation software has the right notes I can work the rest of it out from there.

I haven't had much luck looking up options for doing this. I'm not even sure if it's possible. I figured I'd at least ask here in the hopes that maybe someone has the answer for me or would be willing to work on doing this, or something.

I've tried:
>Importing the MP3s into Audacity - but Audacity doesn't export to MIDI
>Importing the miniGSF files into VGMTrans - they won't show anything
>Importing the ROM into VGMTrans - this at least shows me some tracks, but I can't play them (so I don't even know if they are actually the tracks I want), and I can't export them to MIDI (only audio file options are "WAV" or "original filetype" which didn't actually work right for me, but even if I got the original filetype, that'd be gsf/minigsf, no?)
>Importing the miniGSF files into Winamp with the Highly Advanced plugin - this works and I can play back the files (and they have the right soundfont too), but I can't export them to MIDI (options are MP3, FLAC, OGG, WAV, WMA)
>Downloading Audio Overload - I couldn't get this to work period
>Downloading GBAMusRiper - even ignoring the fact that this apparently only works with Sappy, it also didn't work either

I've got a 64-bit Windows laptop running Windows 10 Home version 1809, if this matters in the slightest.

The games are Hamtaro: Ham-Ham Games and Hamtaro: Rainbow Rescue, both developed by AlphaDream, and here are the links to their Zophar's Domain pages:

https://www.zophar.net/music/gameboy-advance-gsf/hamtaro-ham-ham-games.html
https://www.zophar.net/music/gameboy-advance-gsf/hamtaro-rainbow-rescue.html

Any help or advice would be greatly appreciated.

Thanks in advance.

EDIT: I'll also take the original sound files chopped up into 1 channel per file. That wouldn't have to be MIDI, any audio file would work so long as it separates the channels or melodic lines out in some way. (That's a lot of files, so I'd be willing to do it myself if it's easy enough - like "dump the file into x tool and click y options and save" or something like that.)

edited 6:22 PM EST February 17, 2020
Sega Saturn .XA extraction by Locke_gb7 at 9:38 AM EST on February 21, 2020
Greetings, I was wondering if anyone had any advice on extracting/covnerting xa streaming audio from Sega Saturn games. Specifically, I am trying to get the music from "Segata Sanshirou Shinkenyugi"

I was able to unzip the XA files with poweriso, after searching for ages, I found only one way to convert them to wav and it was to user VGM Stream

I have the most recent version of the plugin for winamp. I am on windows 7 64bit.

However, most of the XA files show empty 0:00 and oens who don't is sound effects you can make up but with horrible static.

I could not find any way to get the music.

Any help would be greatly appreciated.

Thanks!

m-TAGS repository by VGSB at 4:23 PM EST on February 23, 2020
For anybody who isn't yet aware, m-TAGS is the best way for tagging VGM song title/artist name/etc. without altering the original files. It is currently available as a component for foobar2000 and droidmjt is going to look into adding it to Droidsound-E:
http://www.m-tags.org/

For an example of extensive use of m-TAGS, copy column A of the m-TABS tab of my public Super Smash Bros. series music Google spreadsheet:
https://docs.google.com/spreadsheets/d/1rxouo4OxyF6TcnUwgavqyNrx6E5yiknQkVCvwWq_QJs/edit#gid=1991770518

Would joshw, hcs, or anybody else be willing to have a repository of m-TAGS files that people could download in addition to the VGM archives? I find it to be such a trial and error process to find a specific song in each videogame, and it would be nice to start opening up vgmstream formats to community tagging.

Also feel free to share your own thoughts about the m-TAGS format in this thread.

edited 4:49 PM EST February 23, 2020
TM:B SHELLMUS|MIDI-Table by Jack Krowell at 8:52 PM EST on February 24, 2020
Could anybody here please help me out with the audio tracks that I have extracted the SHELLMUS.BNK file, I need to know where to find the MIDI-Table to decipher how the audio files are played out.

Or do you have to make up a MIDI-Table of your own.

Here's a download link for the folder containing the SHELLMUS files, already extracted:

https://drive.google.com/open?id=19HGd5BP75-di1WCCVLJqbpVaybyKsZzd

(May have to copy and paste link in google search)

https://drive.google.com/open?id=19HGd5BP75-di1WCCVLJqbpVaybyKsZzd
rescue team compressed by porocopi16 at 5:37 AM EST on March 6, 2020
again with the weird questions

so i like pokemon mystery dungeon blue rescue team's music. blue's, specifically, i don't like red's as much. so i've downloaded a rip here and even ripped this game myself, but half the tracks in foobar, most of the ambient-sounding music (like env_soul and most of the friend area (habitat) ones) become anything from 10-20 minutes long and feature heavy amounts of popping/crackling and also sound -way- more compressed than even recordings of the game. all the dungeon themes rip fine, just what's going on that make them all sound super compressed and crackly and also bloat in length?

for example here's a recording of env_soul which much clearer quality on youtube (labelled as an ambient theme in the rip on joshw)

https://www.youtube.com/watch?v=BjqbSy4st6A

it probably seems like a dumb question especially since the remake came out but i've always wanted to know if it's even possible to get a looped version of the original versions of these songs from blue without nearly all the cracking and popping.
Spider Man-Battle for New York|Minigsf Files. by Jack Krowell at 4:56 PM EST on March 6, 2020
For the 7z file I downloaded from joshw, for Spider Man-Battle for New York for the GameBoy, could any of you please tell me how to extract/convert the .MINIGSF files to wav, or any other type of playable audio format?

edited 4:59 PM EST March 6, 2020
Crash of the Titans|.Mini2sf files. by Jack Krowell at 6:58 PM EST on March 7, 2020
For the 7z download from joshw, Crash of the Titans-NDS/DS, how can I extract/convert the .MINI2SF files to any playable audio, such as wav?
Braveheart .rpl video files by Puterboy1 at 2:28 PM EDT on March 8, 2020
Could you take a look at these?: https://www.zenhax.com/download/file.php?id=8164
Dead Island XBOX-360| .XMA Files. by Jack Krowell at 3:47 PM EDT on March 8, 2020
Greetings, for the 7z download of Dead Island for XBOX-360, from the joshw site, could you please tell how I can convert the .xma files into a playable audio format, such as wav?
Splatoon|.BFSTM files. by Jack Krowell at 11:11 PM EDT on March 8, 2020
Could any of you people on this forum please give me any advice on how I can convert the .bfstm files of "Splatoon 1", to a playable audio format, such as wav?
Manhunt sfx|.SDT and Headerless Raw WaveForm files by Jack Krowell at 6:26 PM EDT on March 9, 2020
Hello there, I'm looking for the voice sfx used in a hidden message, that plays out on the main menu screen for Manhunt PS2.

I have reason to believe that they could be stored in some files found within said game, under the filename(s): "SFX0.Headerless Raw WaveForm, SFX0.SDT, SFX1.Headerless Raw WaveForm, and SFX1.SDT." Is there any way at all that I can extract/convert those 2 specific file formats to a playable audio format, such as wav?

Here's a shareable link for the folder containing the SFX files I'm talking about:

https://drive.google.com/open?id=1yXs0Ij6PQVjh0QpJAmTAY2Ql6psAvYme

(May have to copy and paste into google search)
Multi-interleaved music extract by almendaz at 5:06 AM EDT on March 11, 2020
Hello.
I need help here, there is this file that has 2 interleave values, i.e. interleave size is not constant.
The file is ADPCM PC-FX from a certain vn game. For the first part, interleave 0x20000 is used, until offset 0x40000, i.e. a single CHUNK with that interleave value; aftrwards interleave size is 0x10000. It has 2 channels, one instrumental, the other is voiced/sung.
I ask because there is no way to put two interleave values in TXTH.
Thanks in advance.

edited 5:07 AM EDT March 11, 2020

edited 5:14 AM EDT March 11, 2020
Sonic heroes Instrument Sources by Stardust_Mr at 10:22 PM EDT on March 14, 2020
Does anyone know what kind of synthesizers were used in the soundtrack for Sonic Heroes. I know that some of these sound like the triton but I really cannot tell for sure.. Any guesses?
Technictix and Technic Beat (PS2) Music ripping by JacintaB19 at 3:52 AM EDT on March 15, 2020
I'm trying to rip the music from both Technictix and Technic Beat. I used PSound, and that only gave me the instument samples and sounds.

Is there anything that can help me to get the music from these two Playstation 2 games.

edited 3:54 AM EDT March 15, 2020
Weird .wav audio from the files of Just Dance Wii (Japan) by yunyl at 8:44 AM EDT on March 19, 2020
hey yall, i found a .wav file inside jdwii files.
i sent it to many audio dumping forums (including hcs64 discord) and no one could play it or get something from it
it's called "song1.wav" and no one knows whats inside.

the file: https://mega.nz/#!KFxwnQJL!kjl4SEN54XNeV9up9mgnBMQ2UHhSrw-Pu_PCsEW5au8
Test.exe| convert entire directory of files to wav. by Jack Krowell at 2:10 AM EDT on March 22, 2020
I have a bunch of (and I literally mean a mass ton of) .adpcm files I'm wanting to convert to wav.

How do I convert them all at once using test.exe, you know all as separate .wav files for every corresponding .adpcm file?
WiiU, fatal frame 5 by z22901206 at 2:20 AM EDT on March 22, 2020
https://mega.nz/#!2Ch1RB4K!uayogzuF9zGnkdeJiGpxhWRgvI70B8_oHLkYxfXE1MU
This vcpk is in sound folder.
klonoa 2 files loop? by porocopi16 at 1:32 PM EDT on March 26, 2020
so i downloaded the joshw site's rip for the klonoa 2 files, which were all the wrong sample rate (set to 48k when they should be 44k, simply hex editing does it) and they don't loop.

i haven't played the game either so i have no idea how to loop them.

only loops of some of this music i'm aware of otherwise were some bfstms from the smash music archive but those sound really compressed and i'd prefer it be the ones from the site as they're in much clearer quality (again, once you fix the sample rate)
Star Wars Episode III audio files .hwx and .hvg by Puterboy1 at 2:07 PM EDT on March 26, 2020
HWX: https://www.mediafire.com/file/gxct2wyzwt3gtyr/drd_r2d2_headturn_02.hwx/file

HVG: https://www.mediafire.com/file/aahwzgnjbwafpkg/drd_r2d2_headturn_02.hvg/file

HVG comes from the PS2, while HWX comes from the Xbox port. I would like to make these playable as a favor for a friend.

edited 2:08 PM EDT March 26, 2020
Ripping music from Fever 4: Sankyo Pachinko Simulation (PS1) by JacintaB19 at 7:22 AM EDT on March 28, 2020
Has anyone ripped the music from Fever 4: Sankyo Pachinko Simulation on Playstation yet? I used PSound, and it only gave me sound effects. Any help on getting the music?

Here is the rom link:
[url=http://https://drive.google.com/open?id=1EfyJ4Nd49B1cpMshAsOX6g9ygRaphJBb]

edited 7:26 AM EDT March 28, 2020
Oh Deer! PSVita .wav files by ohdeer at 4:02 PM EDT on March 30, 2020
Hi, I'm trying to rip the .wav files from the PSVita game, Oh Deer!

The .wav files in the game are encrypted with the PSSE header. This is similar to what ChillyBilly experienced with a few other Vita games:

https://www.hcs64.com/mboard/forum.php?showthread=8687&showpage=212#post_58387
https://www.hcs64.com/mboard/forum.php?showthread=26929&showpage=364#post_58454

Can someone help in decrypting these .wav files? Maybe Knurek can help?

edited 4:04 PM EDT March 30, 2020
CookieRun OvenBreak MIDI Files Discovery by kookeerawn at 10:51 PM EDT on April 3, 2020
I just discovered something...
The MIDI files inside CookieRun OvenBreak are actually FSB files in disguise!

Here's proof:
I used FSBExt with the Land 1 map MIDI file, and each file starts with the number 7.
Maybe it's a password?

Here is a link containing all the FSB files

edited 10:53 PM EDT April 3, 2020
M&M's Adventure| BRSAR and BRSTM by Jack Krowell at 5:50 PM EDT on April 8, 2020
I'm using a software called BrawlBox to extract/convert (or in corresponding terms, export) these supposed .brstm files to .wav, which are stored in the BRSAR file for the M&M's Adventure game for Wii.

I'm just having a real big struggle trying to reach this goal of mine. Could any of you be assistance please?

I'll be uploading screenshots of the details I have. (somehow perhaps)
Trolls (Flair) Music Rip by ArtemisZakhary at 10:22 AM EDT on April 10, 2020
Hello everyone.

Has anyone tried ripping music from PC version of Trolls (1992 by Flair & Capstone)?

I searched for some time and found only Amiga and Commodore64 rips. C64 is close to PC version, but has only 3 tracks, so it is not what I am looking for.
Bonk PS2 by Newbie2000 at 2:22 PM EDT on April 13, 2020
I had a question about some tracks not looping properly in a txth I made, but I fixed it after some web searching, by inverting the value in the loop_flag section.

# Hudson Selection Vol. 3 - PC Genjin (PS2)

codec = PCM16LE
interleave = 0x200

# this .txth is meant to be loaded directly
header_file = BANK_SYS.CFG
body_file = BANK_SYS.PFP

channels = 2

# subsong headers at 0x9F0, entry size 0x18, total 19 * 0x18 = 0x1C8
subsong_count = 19
subsong_offset = 0x18
base_offset = 0x9F0

sample_rate = 48000
start_offset = @0x00

data_size = @0x04
num_samples = data_size
loop_flag = 1 - @0x0B$1 # invert the value
loop_start_sample = @0x10 * 48
loop_end_sample = data_size


edited 6:02 PM EDT April 13, 2020
Issue with Racing Gears Advance rip by Basillica at 7:32 PM EDT on April 14, 2020
For some reason, the current GSF set for Racing Gears advance is sped-up from how it is in-game.

GSF: https://drive.google.com/open?id=1X_gSYIvss1t-y6PJ7NUzAVm4acUtDy8N

Recorded with mGBA: https://drive.google.com/open?id=1Z-hcHP_7ZjWoa_ZNkHrRsG_gbIiPCA32

Also, here's a link to someone else's YouTube upload recorded with a Gameboy Player: https://www.youtube.com/watch?v=uCKEuqRmLKo
Help with Dissecting Tape It Up! Data by kookeerawn at 9:18 PM EDT on April 14, 2020
I'm trying to dissect Tape It Up's data.
Can you help me on extracting this file?

Here's the file

edited 9:19 PM EDT April 14, 2020
reimporting into .NUB files? by Mario123311 at 5:17 PM EDT on April 19, 2020
I thought modding Mr. Driller W would be easier than Drill Land, But while I can find files to extract from .NUB archives, I have no idea how you are supposed to convert them back and whatnot. I'm really hoping somebody can figure out what's up with Bandai Namco's format because I'm just about on the verge of giving up. For those wondering why I am trying to replace and reimport my own modified sounds, It has to do with a character hack I'm making.
DOS Music? by MoldyPond at 1:22 PM EDT on April 21, 2020
Might be a silly question but is there a repository for DOS music files and/or a music player/plugin for Foobar that can play them? I've tried looking around and can't find anything other than line-in/stereo mix recording. AFAIK it's all MIDI files at best anyways but I'd like to be proven wrong. :)

Any help with this would be greatly appreciated, thanks! :D
How to rip .BIN sound files? by Mikurotoro92 at 12:52 AM EDT on April 22, 2020
I finally figured out how to rip .BRSAR files but now I need to know if there is a program that lets you rip from .BIN files

Can this be done?

Thanks in advance!

edited 1:01 AM EDT April 22, 2020
Left 4 Dead "2"| Xbox 360 music rip. by Jack Krowell at 3:38 PM EDT on April 23, 2020
Could any of you kind folk please provide me with a rip/7z file download for the music files of "Left 4 Dead 2" for the Xbox 360.

I'm mostly interested in the "rabies" sound cue music files. And if you're able to, could you also please provide me with a rip of the music files from Left 4 dead 2's respectable DLCs:

-Cold Stream

-The Passing

-The Sacrifice

-The Last Stand
How to extract file names with USM files? by ExiMaster at 9:15 PM EDT on April 23, 2020
Hello, I have VGMToolbox r1040. The Stream Tools > Video Demux > USM option works great for these USM files I have. However, I was wondering if there's a newer build of VGMTools or some other option to automatically rename the Demuxed files with their meaningful names.

If you want to see what I am talking about, here is a sample file I will reference in this post: USM File Sample

If you open that file with Notepad, you see the usual file header as CRID, if you keep scrolling to the right, you will see the embedded file names / metadata. In this file, they are called story_210200501.usm story_210200501.avi bgm_210200501.wav se_210200501.wav vo_210200501.wav.

Now what the Demux USM does in VGMToolbox, is it extracts the avi as an mpeg2 and the three audio files as extensionless adx files with the same file name as the original USM / CRID file. If there's a way for VGMToolbox to automatically identify and rename those files to what they should be, that would be great!
Muppet RaceMania SFX by kookeerawn at 2:18 PM EDT on April 24, 2020
I need help on dissecting Muppet RaceMania's sound effects.
I tried using PSound but it only gave me two sounds.
I also tried using VGMTrans but the sounds were cut-off.

Here is the link.
It contains one VB file and one VH file.
FIFA Street (4/2012) MPF/MUS EA Sound Editing by FifaYoun at 6:10 PM EDT on April 25, 2020
Hi there, I've been looking in this forum for a long time to understand EA's .mus/.mpf sound files and I can play the music inside this file using VGMstream. However, I want to understand how the files are structured to know where and when I can edit the music (or even add). Since VGMstream is able to play the music and cut them into multiple pieces (as they should be as that is how EA made the "interactive" music in FIFA Street), it means that it knows what the .mpf file refers to in the .mus and where it can find it. But I am no expert in this area, so I would hope if someone will be able to tell me where the parts are that can be edited (replaced with another song) or whether it is possible to even add songs.

I've looked into the audio files for a bit to try understand what the files refer to. I will tell my findings here.

First, let's look at what's known about FIFA Street. FIFA Street was released in 2012 and shares a lot of similarities in file structures to FIFA 12, but also a lot of similar structures to FIFA 10 (which was different to FIFA 12), most probably because the game was already in development at that time.

In FIFA 12 the songs (EATrax) and almost all audio are in a .sbr/.sbs audiobank, in FIFA Street many files are in those banks aswell, but it also uses EA's .abk and the music is in EA's .mus/.mpf format. Knowing the history about this format is that it is mostly used for "interactive" music. The audio inside the .mus is in ealayer3 format.

This is why in FIFA Street there is no usual "EA Trax" section in the menus where you can turn on/off music or there is no way to skip a song, unlike the other FIFA games.

Now, how does the music work in FIFA Street? Inside the menus you have the full song, for example Unorthodox by Wretch 32 ft. Example. So as long as you are browsing the menus, the songs are being played. However, once you go into a match, the songs are now in "instrumental" version. During the intro cinematics of a match, you'll hear the beginning of the instrumental of the song (about 10 seconds of it) and it keeps being looped until the intro ends and the gameplay starts. From the moment the gameplay starts, the whole instrumental is being played for the duration of the half of the match (so in the 2nd half of the game you'll hear the instrumental of another song). However, once you score a goal, the instrumental transitions into a certain part of the full song with vocals (usually the chorus/refrain) until the gameplay starts again, in which case it transitions into the instrumental again. Once the half ends, you again have a cinematic in which the players walk off the pitch. During this cinematic and the half time screen, you'll hear the instrumentals of the ending of the song (let's say last 10 seconds) and this keeps being looped until the 2nd half starts (in which case the instrumental of another song starts) or until returning to the main menus (in which case another full version of a song starts).

Using VGMstream we can see how this works. The 1st audio file is the complete song (3 minutes long). The following audio files afterwards are cut into small parts (3/4/5/6 seconds) and these all form the complete instrumental of the song. The first few parts are the ones used like described above in the "intro" of the match, the majority of the parts are the "gameplay" instrumental and the final few parts are the "end cinematic" instrumental. Following the complete instrumental, you find another few small parts which are used as the "goalsong" in which the vocals are added. After this, the process above is repeated for other songs in the game (there are 23 songs in the game), leading to a total of 1073 parts being played in VGMstream.

Now, the .mpf and .mus file were found in audiodata/pathfinder folder. Inside this folder there are other files, which probably help the game identify the songs and what they are used for. These are the files:

-loadfile.xml
-path_adapter.csi
-pathcontext_events.csi
-csis_path_adapter.xml
-pathcontext_eventsystem.bin
-path_adapter_events.bin
-path_contextdata.bin
-textscripts.dat

I decided to look into the csis_path_adapter.xml and found this:

<AudioFramework>
<Module type="PathModule" name="FS4PathModule">
<EventMapping eventName="PATH_EVENT_Global_Song_ID_01" eventType="event" eventValue="0x19AD43A" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_02" eventType="event" eventValue="0x1938227" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_03" eventType="event" eventValue="0x194B268" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_04" eventType="event" eventValue="0x1F0279B" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_05" eventType="event" eventValue="0x1F71842" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_06" eventType="event" eventValue="0x1FE4621" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_07" eventType="event" eventValue="0x1F9767C" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_08" eventType="event" eventValue="0x1466B7D" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_09" eventType="event" eventValue="0x1415C22" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_10" eventType="event" eventValue="0x186D25D" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_11" eventType="event" eventValue="0x181E300" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_12" eventType="event" eventValue="0x188B2DF" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_13" eventType="event" eventValue="0x18F833E" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_14" eventType="event" eventValue="0x1EB1643" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_15" eventType="event" eventValue="0x1EC270C" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_16" eventType="event" eventValue="0x1E576D9" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_17" eventType="event" eventValue="0x1E24756" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_18" eventType="event" eventValue="0x15D5A35" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_19" eventType="event" eventValue="0x15A6AF8" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_20" eventType="event" eventValue="0x1AB8209" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_21" eventType="event" eventValue="0x1ACB1E6" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_22" eventType="event" eventValue="0x1A5E0B7" />
<EventMapping eventName="PATH_EVENT_Global_Song_ID_23" eventType="event" eventValue="0x1A2CFD8" />
<EventMapping eventName="PATH_EVENT_Global_Song_FE_Playback" eventType="event" eventValue="0x1849965" />
<EventMapping eventName="PATH_EVENT_Global_Pause_On" eventType="event" eventValue="0x108741B" />
<EventMapping eventName="PATH_EVENT_Global_Pause_Off" eventType="event" eventValue="0x1CE40E0" />
<EventMapping eventName="PATH_EVENT_Global_Intro" eventType="event" eventValue="0x1F04B26" />
<EventMapping eventName="PATH_EVENT_Global_Start" eventType="event" eventValue="0x18CDB32" />
<EventMapping eventName="PATH_EVENT_Global_End" eventType="event" eventValue="0x1AD1CBB" />
<EventMapping eventName="PATH_EVENT_Global_Fade_Out" eventType="event" eventValue="0x18D62E3" />
<EventMapping eventName="PATH_EVENT_Global_Fade_In" eventType="event" eventValue="0x1E4FD2C" />
<EventMapping eventName="PATH_EVENT_Global_Goal1_Home" eventType="event" eventValue="0x108556D" />
<EventMapping eventName="PATH_EVENT_Global_Goal1_Away" eventType="event" eventValue="0x181FAB7" />
<EventMapping eventName="PATH_EVENT_Global_Goal_Finished" eventType="event" eventValue="0x1756340" />
<EventMapping eventName="PATH_EVENT_Global_Song_Stop" eventType="event" eventValue="0x138FD5D" />
<EventMapping eventName="PATH_StopAll" eventType="stop" />
<EventMapping eventName="PATH_ClearAllEvents" eventType="clear" />
<EventMapping eventName="PATH_Control" eventType="control" />
</Module>
</AudioFramework>

After finding this I looked into the .csi and .bin files using a hex-editor and I found the same "eventnames" included in most of them, but I don't know what the values mean. I understood some things, but again, I am not an expert in this stuff, so I hope someone who might understand more can find out what these files do together.

I have included all the necessary files and hope someone can find out what the files mean and how they are linked and hopefully find a way to replace or add files.

FIFA Street Audio

Thank you,
FifaYoun

edited 6:18 PM EDT April 25, 2020

edited 4:02 PM EDT April 26, 2020
.PAC Sound Archive Format - Bike Banditz (Japanese 2D SHMUP game from 2003) by Habanero at 4:16 AM EDT on April 27, 2020
Greetings! My first post here, and I come seeking help with an old game.

I wuold like to extract the SoundData.PAC file here. I've included the QuickBMS filecutter results as well.

https://mega.nz/folder/I9QBkKrQ#W3rQGAyJ05_5cL7rVq4yDg

I originally asked for help on Zenhax. Here's what aluigi replied with (don't know if the hex will format properly...).

"There is some obfuscation in place.

32bit equal to one, followed by 0x40 bytes xored with 0x40 (example of GameData.pac):
ba b1 8a 56 42 45 53 45 30 30 2e 49 4d 47 00 00 ...VBESE00.IMG..
7e e9 d1 77 00 00 40 00 60 90 39 01 f6 0c 10 00 ~..w..@.`.9.....
90 e9 d1 77 60 90 39 01 00 00 40 00 10 1f 54 00 ...w`.9...@...T.
00 00 40 00 00 00 00 00 c0 ff 12 00 43 b2 82 56 ..@.........C..V

Followed by a 32bit offset field but not sure what's the content from 0x48 to that offset, it's for sure xored with the same 0xac since there are some readable strings there.
I suppose it's compressed with some lzss algorithm and this reminds me of some game that used that algorithm with the data of the copy opcode xored with some constant that (if I remember correctly) was just 0xac.

Unfortunately I don't remember what was the game or maybe I'm confusing it with the lzss used in Allegro which uses xor on the flag and repeated characters."

If anyone has any idea of how to go about this, it'd be appreciated. The soundtrack is great! I'm probably going to buy it and just rip the FLAC later, but I wanted to also post this format here for posterity and investigation in case some other game also uses it down the line.

Thank you.

edited 4:19 AM EDT April 27, 2020
Does anyone know what became of snesmusic.org? by AdamantRock at 2:05 AM EDT on April 29, 2020
I haven't visited the site in a while, but when I tried the other day, I just got a DreamHost placeholder page. That site was the best resource for complete RSN sets with properly named and tagged tracks, so it would be a shame if it went away.
Unknown CRI audio in New Gundam Breaker by 09williamsad at 12:06 PM EDT on May 1, 2020
I have been trying to convert the audio from New Gundam Breaker PC.
I got the files out using Umodel, there are ACB 1.29 archives that can be unpacked using VGMToolBox but the .bin files inside do not seem to be HCA or have header info beyond "CRI".
Here are samples https://mega.nz/folder/7OJ2CC7C#cCvY_oSeutNBHBLfOQQ0hw
Additionally the .bins do not look like HCAs going by the hex data but I cannot find any info to indicate what they could be.
Any help is appreciated.
RIFF Extraction Error by MarcoDotIO at 6:32 PM EDT on May 3, 2020
Hello,

I am currently trying to extract bnk files from the demo for Ninjala known as Ninjala Exclusive Ninja Club, that's on the Nintendo Switch running UE4 4.24. I try the traditional method of extracting the bnk files, putting all the wem extracted files into one area, and using ww2ogg.exe and revorb.exe to output into a ogg file. Unfortunately, I have this error be the output for all of the wem files:

Parse error: RIFF truncated

Here is also what the header looks like for most of the wem files extracted:



If anyone wants the bnk files to test with, here is a sample of one of the files here:

Chara_Create.bnk

If there is any further information needed, let me know.
N64 Music Ripper Not Working by JessieProductions at 4:41 PM EDT on May 4, 2020
Hey everyone, idk if this forum is dead or not, but it seems active. I'm trying to use the N64 Soundbank ToolLink and whenever I open it, It brings up an error message. "The application has failed to start because it's side by side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail". Does anyone know how to fix this? I've tried re-downloading but it doesn't work.
Gladius (2003) - sound system study thread by AnonRunzes at 1:22 PM EDT on May 5, 2020
hey.

so i wanted to do something with my notebook on the free time that i have here. i chose to datamine the Xbox version of Gladius (2003) and i came up with this.

documenting this whole thing was rather quick as .XBB, .XSB and .FLO files were always there on that version as opposed to sound files always being stored into a singular .bec archival file as has been done with PS2 and GameCube versions of said game. said game still uses .bec files for everything else though, except FMVs.

speaking of which, the game uses CRI middleware stuff for its FMV parts. in other words the game uses .sfd files, and for the Xbox version of the game, .aix files. those will not be covered here though.
CookieRun OvenBreak sequenced music files (.mid) by kookeerawn at 9:17 PM EDT on May 7, 2020
The MIDI files in CookieRun OvenBreak can be playable in-game, but not in the MIDI player.
I tried swapping a regular MIDI file (flourish.mid for example) into the game, but the game couldn't play that song.

Maybe the CROB MIDIs are encrypted and they're probably FSB files in disguise in which they contain original MIDI files.
Each MIDI file in CROB starts with the number 7. The number 7 might be the first letter of the password.

Can you please help me on decrypting all the MIDI files in CROB?

Here's a link containing all the encrypted MIDIs, including the soundfont file

MIDIs renamed into FSBs if they don't work

edited 9:18 PM EDT May 7, 2020
Gundam Side Story 0079 for Dreamcast by KanzakiShiro at 4:48 AM EDT on May 8, 2020
No music set exists for this game. Is it possible someone could rip it?
Ripping music and sounds from Tanktics (PC) by JacintaB19 at 7:12 AM EDT on May 8, 2020
I'm trying to rip sounds and music from older PC games, especially Tanktics. I have a file called tankdata.bin which is a BIN file, and i can't get the sound data from it.

Any way for me to rip sounds from BIN files?
NBA 2004 .fcd files by Puterboy1 at 1:27 PM EDT on May 8, 2020
Can anyone make these playable please?: https://zenhax.com/download/file.php?id=8657
Can Any N64 Music Buff Help Identify This Sample? by doerrtim at 2:00 AM EDT on May 10, 2020
Hi all,

First of all, please forgive the post if it's in the wrong place or inappropriate for this forum.

Are there any N64 ost aficionados that recognize the sample from this track? (the sample I'm referring to begins at 00:23)

https://www.youtube.com/watch?v=tFkzbj8WUGs&list=FL6oUixf_toQFCQCleQ2DD9Q&index=73

It sounds very much like Kirby to me, and also very N64 though I'm not ruling out the SNES. It doesn't seem to be from the Crystal Shards. I've also had a listen through the SNES options though I'm only really familiar with Super Star (the sample in question sounds quite similar to the save room from the Great Cave Offensive).

Not positive at all. I suppose it could even be from Starfox 64 acknowledging the rest of the video. I just don't know enough about the N64 library and hoped an expert here could help!

Cheers!
SR-JV80-04 Vintage Synth on a modern DAW by Squeals92 at 9:42 PM EDT on May 10, 2020
Unsure if this is the correct place, but is there any way to get the SR-JV80-4 working on a modern DAW?

Ripping music (and sounds) from Creative Wonders PC games by JacintaB19 at 9:02 PM EDT on May 15, 2020
I'm trying to get the music and sounds from PC games made by Creative Wonders. This also includes the game demos as well.

Some games (like the Sesame Street ones) have the sounds and music as WAV or AVI files, while others (Schoolhouse Rock, Madeline, ABC World Reference, etc) have the music stored in files. How can I get them? Any help needed would be nice.

edited 9:03 PM EDT May 15, 2020
Chrono Trigger Prerelease combine The Hidden Truth spc request by rockman7777777 at 9:55 PM EDT on May 16, 2020
Hello. I apologize if this isn't the place to ask this...

Anyway, I was wondering if I could request someone to make a single spc file from the two parts of The Hidden Truth from the Chrono Trigger Prerelease. I understand they can't be ripped into one file but I imagine it's possible to combine them, like how CaitSith2 combined parts 1-3 of Dancing Mad in the Final Fantasy VI rip on snesmusic. Or if someone could help explain to me in a very simple way how I might be able to do it myself but I really don't know very much about this stuff at all...

Any help would really be appreciated. I'm trying to put together a music rip from the Chrono Trigger Prerelease and I think that would be the only song that's giving me any issues...
Question about the sound settings for the Star Ocean spc rip by rockman7777777 at 9:59 PM EDT on May 16, 2020
Hello. I apologize if this isn't the place to ask this...

Anyway, I was wondering if it's possible to change the sound settings in the Star Ocean spc files from the rip on snesmusic to the other options given from the sound player in the game. The rip has the output at surround and the dsp at arena but I would like to change this to stereo and flat. I'm really more interested in changing the dsp because GME has an option to remove the surround effect anyway, but if it's something that could be easily done than how could I change the dsp to anything (flat, b.boost or arena)?

Any help with this would really be appreciated. I really enjoy the music but I don't know very much about any of this stuff at all...
Street Fighter IV (Mobile) OTO files by JacintaB19 at 11:32 PM EDT on May 16, 2020
I've checked into Street Fighter IV's Iphone IPA, and all of it's sound data is in OTO files and they can't be played in foobar 2000. Any way for me to extract the music and sounds?

edited 5:47 AM EDT May 17, 2020
Street Fighter IV Volt and SFIV: Champion Edition (Mobile) Sound ripping problems by JacintaB19 at 5:53 PM EDT on May 17, 2020
I'm having trouble ripping the sounds and voices from both Street Fighter IV Volt and Street Fighter IV: Champion Edition's Iphone IPA files. The WAV sound files (that are raw sound data) don't play in foobar2000 and Audacity.

How can I get the sounds and voices from both games? Please help!

edited 5:56 PM EDT May 17, 2020
Aliasworlds game files (.arf) by kookeerawn at 12:56 PM EDT on May 18, 2020
I was just wondering if .ARF files from Aliasworlds games could be extracted.
Can you at least help me? I brought the ARF files from Snowy the Bear's Adventures.

Here's the link.
Black Survival Encryption by TheGoldenChild at 3:30 PM EDT on May 18, 2020
Hello, I was wondering if I could get some help decrypting this file here. I have tried to play sounds from it after extracting it using fsbext -o -1 command but it ends up in static.

https://www.mediafire.com/file/lb22f6yh78df1vi/00000006.sib/file
Alliance of Valiant Arms Soundtrack by entermatrix at 10:08 AM EDT on May 20, 2020
Dear fellow videogame soundtrack lovers,

AVA is my favorite game of all time and it's about damn time they release the entire full soundtrack or at least a rip.

So far after researching I could only find these two links.

1. 8 tracks straight from a publisher but for some reason they're only 256 kbit/s. Is this the best quality they could do?
https://ava.qq.com/web201402/music.shtml

2. AVA 5th Anniversary Soundtrack
https://ebten.jp/record/p/4541993020836
I don't live in China or Japan so I can't buy it.

3. Anyways, the most complete list of the tracks is found here:
https://forum.gamer.com.tw/Co.php?bsn=16618&sn=482967

Here you can see 13 tracks and none of the good tracks are left out. I don't know what else would be missing in the game files but in my opinion, these 13 tracks are the best the game's ever got to offer and it's complete. Anything missing from here would be rather neutral ambient-like music.

I tried to contact that YouTuber on both YouTube and Twitch, but he seems to be inactive. Has anyone got an idea how he came to possess these 13 tracks from AVA? Can anyone provide a full .flac rip in perfect quality of the game Alliance of Valiant Arms? Or where can I buy the full soundtrack?

If anyone is willing to help me with this, it is much appreciated! I just wish to possess my favorite soundtrack of all time for my favorite videogame of all time. Please someone rip it in original or .flac quality or send me a link to where I can purchase it.

By the way, I heard from SnowShovel that they're working on AVA2, hopefully on Unreal Engine 4, but noone really knows...
Help on ripping sounds from Teppen (Mobile) by JacintaB19 at 10:49 AM EDT on May 23, 2020
I'm wanting to get the music and sounds from Teppen. Here's it's APK file for your checking.
Ripping sounds from Puzzle Fighter Mobile (2017) by JacintaB19 at 10:54 AM EDT on May 23, 2020
Here is the APK file for Puzzle Fighter. I'm not sure if the game's music, voices and sounds can be ripped...

edited 10:54 AM EDT May 23, 2020
Ripping sounds from Street Fighter: Puzzle Spirits (Mobile) by JacintaB19 at 10:58 AM EDT on May 23, 2020
Here is Street Fighter: Puzzle Spirits's APK file for your sound data checking. In fact, this game was an old one that lasted for a while...
Ripping music and sounds from Sega NAOMI arcade games by JacintaB19 at 11:06 AM EDT on May 23, 2020
I'm wanting to rip music and sounds from Sega NAOMI arcade games like the japan-only arcade version of Rhythm Tengoku. Are there any ways for me to do so?

Here's it's rom for your checking.
Getting sounds from CPS-2 arcade games by JacintaB19 at 11:09 AM EDT on May 23, 2020
I'm wanting to rip sounds from Capcom's CPS-2 arcade games, not the BGM. Are there any tools, or programs that can help?
Burnout Paradise (PC) .SNS by Puterboy1 at 3:15 PM EDT on May 27, 2020
I would like VGMstream to support these please: https://mega.nz/file/DPx0yCpQ#rKjk2lIzDYxiRPYrS8OOgZxRkKfI2rTFawChe9so9Ew
Ripping music (and other data) from Koumajou Densetsu .dat files by Atorasu at 8:17 PM EDT on May 30, 2020
I want to rip the music files from Koumajou Densetsu and its sequel for the purpose of music mods in other games. The hex of bgm.dat indicates that each song is an .ogg file, and includes what may be a pointer to that song's location. Additionally, define.dat seems to contain a bgmlist.txt, which could contain each song's loop points.
I was told that the bgm.dat file has a --keep-going argument.

Koumajou Densetsu 2's files seem to be encrypted.

Here is a link to all the .dat files found in each game's "data" folder.
Ripping music from PS3 .bin and .vas by rcsb at 9:31 PM EDT on June 2, 2020
Guys, would someone guide me on how to rip the music from a PS3 game? Unfortunately I have no clue on the tools to do the job, but I'd really like to understand how to do it. The game is "Pro Yakyuu Spirits 2013".

These are the files that I found on the sound folder

Any help would be very appreciated. Thanks!

edited 9:31 PM EDT June 2, 2020
Mario & Luigi games - Streamed SFX? (DS/3DS) by Mario123311 at 4:26 PM EDT on June 5, 2020
I've been having trouble trying to get the SSAR samples from Bowser's Inside Story to play, I'm struggling trying to install NDSpy again but I don't think it's going to work. I also checked for the sound effects from the 3DS Remake but TSR only has the really basic ones.

I'm mainly in need of things like the healing sounds for a project I am working on for GZDoom.
Crusin' Series Arcade Music and Sound Ripping by JacintaB19 at 7:15 AM EDT on June 6, 2020
I'm intending to do Arcade rips of the Crusin' series of games for Nintendo 64.

First up is Crusin' World. Exotica and USA's roms will be added soon.

Rom Link for your checking: https://drive.google.com/file/d/1ptl9u_kT_l_1sq8IH8pm71vVYeE7D3_O/view

edited 1:42 PM EDT June 6, 2020
Dragon Hunters (DS) Music ripping by JacintaB19 at 11:38 AM EDT on June 7, 2020
I'm wanting to get the music from Dragon Hunters on Nintendo DS. Any tools that can help would be nice.

Heres it's ROM link for your checking.

edited 12:22 PM EDT June 7, 2020
Oha Studio: Dance Dance Revolution (PSX) music ripping by JacintaB19 at 11:08 AM EDT on June 8, 2020
Here is the rom link for Oha Studio: Dance Dance Revolution for Playstation. It's for you to check.

edited 11:12 AM EDT June 8, 2020
USF sample muting by rcsb at 1:24 PM EDT on June 9, 2020
Ok, so I know that questions like this happen to appear from time to time (here and here, for example), but since I've searched and messed around with some tools, but couldn't find help, I came here to try one last time.

Since isolating USF channels are not "possible" due to how the system works, I'd like to try another way. I only superficially understand how USF rips work, because I was not able to find anything on USF ripping, but I guess the USFlib file on rips are where the samples are stored. And if I'm right, would it be possible in some way to mute certain samples?

My objective is to hear isolated instruments on songs, so I could transcribe them as accurate as possible for arrangement purposes. So even if the channels are not isolated as I would tradicionally do with other consoles, my objective would still be viable that way.

I tried to use N64SoundTool to rip sound banks and I noticed that maybe the info there would help me to identify which samples I would mute or not.

PS: I have zero experience with hex editors and more intricate/specific programming tools/languages, but I AM WILLING TO LEARN. Any help would be really appreciated.

edited 1:23 PM EDT June 9, 2020

edited 1:24 PM EDT June 9, 2020
VGM Archive DATs by fastelbja at 2:22 PM EDT on June 9, 2020
Hi all,

I made some sorting for all rips hosted in joshw servers and make some dats to use with rom tools (like clrmame or Romvault).

The purpose of this dat is to make a "clean" set of what is ripped and split them into proper systems.

If you want to check this dat with your sets, here is the result of this work :

VGM Archives Dats

Enjoy ! (if you do :) )

Cheers

Disney Sing It: Family Hits US and EU version music ripping by JacintaB19 at 7:08 AM EDT on June 10, 2020
I want to rip the music in both the EU and US versions of Disney Sing It: Family Hits for the PS3 and Wii. Is there any help on this.

edited 7:59 AM EDT June 10, 2020
Ripping sounds and instuments from Qsound games on Sega Saturn by JacintaB19 at 9:32 AM EDT on June 10, 2020
I'm wanting to rip sounds, and instument samples from Capcom games on Sega Saturn that use Qsound. Two of them are Super Puzzle Fighter II Turbo and Pocket Fighter. Any help for me to get the sounds (SSFs, SSFLIBS and MINISSFs) from both games.

Here is Puzzle Fighter's files extracted from the ISO.

And here is Pocket Fighter's extracted files.

edited 1:22 PM EDT June 10, 2020
Cookie run MIDIs by Hepointatsquib at 9:19 PM EDT on June 11, 2020
For those unaware, Cookie Run: OvenBreak uses a midi format along with its own soundfont for its music. I Know someone already made a thread on this (It's one of the first results when searching the encrypted midis on google) but i'm wondering if anyone's actually made any attempts to decrypt those yet? A while ago, 4 songs from the game leaked unencrypted, so we can confirm they are infact midi.

https://drive.google.com/drive/folders/1TIBnw72uimuz0Dge8uPXiH8kE37zLaJd?usp=sharing here's a google drive folder with the 4 unencrypted midis and the encrypted ones

edited 9:21 PM EDT June 11, 2020
Natsume formats by Nisto at 7:20 PM EDT on June 12, 2020
I was recently asked to help someone ripping a couple of Natsume games, namely Omega Five (XBLA) and Gundam Battle Assault 2 (PS1). Had some spare time this week, so decided to look into these.

As there was evidently nothing out there to decompress the files in Gundam Battle Assault 2, I took it upon me to reverse the algorithm. QuickBMS has a supported compression type very similar to it (LZS_UNZIP), but there are some subtle differences which required me to write a separate tool. It can be found here: https://github.com/Nisto/lzsd

Subsequently I noticed that Omega Five also uses LZS compression/containers, so it's quite possible the Omega Five format is derived off the old PS1 format, but there's clearly some differences in the headers at least. Maybe with some small tweaks on lzsd, we could get it to decompress these too?

Getting back to Gundam Battle Assault 2, ripping proved to be further complicated because it uses a custom sequence format (DMF) and driver. I tried to find a compatible driver rip and stumbled across Hokuto no Ken, but unfortunately the format is once again a little different, so the driver is most likely incompatible with the formats from Gundam Battle Assault 2.

Anyway, maybe we could get a team effort going to rip these games?


EDIT: Squaresoft74 provided me his driver rip of Hyakujuu Sentai GaoRanger, which turned out to be compatible with Gundam Battle Assault 2, so here's a rip: Gundam Battle Assault 2 (2002-07-17)(Natsume)(Bandai)[PS1].7z

edited 7:54 AM EDT June 13, 2020

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