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Playstation 3 Store PKG file ripping by JacintaB19 at 1:50 PM EDT on June 14, 2020
I have the PKG files for Super Puzzle Fighter II Turbo: HD Remix, so how can I extract the PKG files to get the sounds, music, sprites, etc...

Here is the game's folder. It's compressed, so you'll need to extract it before you can check the files.

edited 2:02 PM EDT June 14, 2020
Pac in Time Adlib/KMD files? by Mario123311 at 1:29 AM EDT on June 15, 2020
Is there any way to turn these back into raw midis? I wanted to remix them with some soundfonts.

https://www.mediafire.com/file/e7wpiwnj6456pad/pacintime.zip/file
Drummania sound ripping by rcsb at 12:13 PM EDT on June 15, 2020
Hey, guys. This is actually a genuine question from a person that didn't know this series until yesterday.

Could someone clarify to me if is possible to rip sounds from the games from this series, or if not, what are the general reasons? I wasn't able to emulate it on MAME, even though I found videos of people being able to emulate it. I've searched everywhere I could, even on this forums, which game me 0 results, so I'm trying to ask directly from people that probably already investigated the subject before.

Why rip this if you can found the soundtrack in much better quality from the official CD releases? Well, I'm curious to know that the games function as the Guitar Hero series, given the similarities, having isolated drum tracks and without-drums tracks.

Thanks in advance!
Need a little help with Hob FSB files by JackyF at 2:05 PM EDT on June 16, 2020
Hello, I am fairly new to extracting FSB files, and I think after attempting a few tools I'm either not smart enough, or these are encrypted.

I'm trying to extract the FSB files here:

http://pc.joshw.info/h/Hob%20(2017-09-26)(Runic)%5bPC%5d.7z

I've tried Aezay's tool, Luigi Auriemma's tool, and the guessfsb tool from this site. I haven't been able to get anything to work.

Can someone please let me know if extracting these FSB files is possible?

Thank you
Smash bros. Ultimate: Fighter Pass Music by SmashRequester at 12:59 AM EDT on June 17, 2020
Over on the Josh W site there's an archive of all of Smash Bros. Ultimate songs. Since then, all of the characters from the first fighter pass have been released and each has come with additional music for the game. Is it possible to extract this music in the same way or is it more difficult given it is digital content?
Extracting ROMs from Namco Museum Archives by Vague Rant at 1:12 PM EDT on June 20, 2020
Recently, a two-volume compilation of Namco's NES/Famicom games was released on Switch and Steam. Volume 1 includes a brand new port of Pac-Man: Championship Edition to the NES, and Volume 2 includes a new port of uh, Gaplus or something, I don't remember because I don't care.

I wanted to play Pac-Man: Championship Edition NES outside of the compilation, so I figured out how to extract the ROMs from the alldata.bin package that contains the game's files.

For the most part, you can follow this guide which covers extracting M2's Castlevania Anniversary Collection:
https://github.com/farmerbb/RED-Project/wiki/Castlevania-Anniversary-Collection

But you need a different value for the "codec" used by M2ArchiveBatchTool. That value is "+6ZU4rBUftNHH" (without quotes). So the command you need is:

Windows
MArchiveBatchTool.exe fullunpack --keep alldata.psb.m zlib +6ZU4rBUftNHH 64

Linux
./MArchiveBatchTool fullunpack --keep alldata.psb.m zlib +6ZU4rBUftNHH 64

After extraction, you can navigate to the /system/roms/ directory to find all the extracted games, including "pacman_ce.nes". This is a normal, headered NES ROM, so it should work on any half decent NES emulator.
Getting instument samples from Street Fighter III: Third Strike by JacintaB19 at 6:34 PM EDT on June 21, 2020
How can I get instument sound samples from CPS-3 games? Street Fighter III: Third Strike is one of them, so does anyone know how to get the samples.
requesting 3 kingdom hearts 2 english lines by threeblacknoises at 3:39 PM EDT on June 26, 2020
Hay all. I bought all the kingdom hearts soundtracks to date, even the English releases of kh1 and yutata's album that had the three English kh songs.
I even have the English atlantica songs from hd remix.
The one thing I'm missing; and that the internet doesn't seem to have; is the English version of "any time, any place"
This is the short diddy that Sora and crew sing just before sealing atlantica.
If anyone can extract those lines from hd remix, I'd be vary happy, as my full hd remix english soundtrack would be truly complete.
I'll take the lines from ps2 kh2 if need be, but I'm looking for isolated lines, not the ingame versions with water and such.
I'm not sure how hd remix has these lines encoded, but the soundtrack only have the singing lines, not the interjecting lines in between.
I know the ps2 kh2 has them separate, as Sora and crew sound different when singing as opposed to talking, so I know that the singing lines must be in ram or something.
Can anyone here help me out?
If not, can anyone point me to somewhere that has these few lines?
Thanks for reading; at the vary least.
Need help remuxing usm file! by pertrush1 at 6:19 PM EDT on June 29, 2020
Hello hcs. For the past weeks me and my friends are struggling to find a way to remux an usm file (with specific key) once CRID (by bnnm) was used. We tried to rewrite the whole program but with no success. So I come here to ask if someone knows how to either make Scaleform able to encrypt the m2v with specific key than put in in the usm container or just explain how the encryption and the usm format works.

-pert :)

edited 6:22 PM EDT June 29, 2020
Need Help Encoding to HWAS File Format by generalguy26 at 8:39 PM EDT on July 1, 2020
Here's what I know about the header:



Currently, I've been able to take raw IMA ADPCM audio data, attach the header as seen in the picture, rename with a hwas file extension, and get it to play with vgmstream. Vgmstream is the only program that has been able to correctly play the native hwas files I've sent at it, and so these hwas files having strange volume issues make me think that 4 byte header is missing. However, I have no idea what is supposed to be in this header, and attaching a static header every 0x8000 bytes has only had marginal results. Since vgmstream decodes it correctly, I was wondering if someone could explain what is contained in this 4 byte header, and hopefully, how to write the header given the raw IMA ADPCM data?

Thanks for your help.

edited 8:41 PM EDT July 1, 2020

edited 8:41 PM EDT July 1, 2020
How to understand vgmtrans loop points? by Dark_Ansem at 4:53 AM EDT on July 2, 2020
So, I'm looking at some PS1/2 audio files, and I can see that there are some loop points highlighted by VGM but, for the life of me, I have no idea how to understand them. Any help, please?
N64SoundTool issue "failed to start" by Rhymelie at 3:52 AM EDT on July 5, 2020
So after learning vgmtrans, gbamusriper, and even GBfan, I've been trying to figure out how to use N64SoundTool, but I can't even seem to get it running, as every time I try, Windows 10 gives me the message:
"The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail."
Not going to lie, I have no idea what it's referring to or how to fix/work around this issue. If anyone could give me a hint or a hand for what to do (or not do), I'd greatly appreciate it!!! Thanks in advance for any and all information.
Harry Potter and the Sorcerer's Stone .BWAV support by Puterboy1 at 9:16 PM EDT on July 5, 2020
I think these sound file types need vgmstream's support. The TXTH file made by Warthog1336 seems to have fine audio at the beginning but static and crackles at the end: https://zenhax.com/download/file.php?id=6477

And in case you are wondering, these samples are from the PS2 port.

edited 12:52 AM EDT July 6, 2020
Converting Dreamcast .dsf to midi? by Rhymelie at 10:39 PM EDT on July 9, 2020
Yeah, I was wondering if there are tools out there to take the DSF files from the Sega Dreamcast and convert them to midi files, similarly to the way gbamusriper or vgmtrans does this for gba and ds games.

I only really plan to do this for the Dreamcast port of Gauntlet Legends, though, and when I downloaded the files for it from http://dsf.joshw.info, I got the files as .stg, .str or .stn-- something like that. I'll go back and edit this once I find out for sure what the files were called, but I've never encountered them before, and I was wondering if these were a streamed audio format that the Dreamcast uses, or if these are still sequenced files.

Any and all help is appreciated as always!
How did you get to reverse the files? by protoman3000 at 7:17 AM EDT on July 11, 2020
Hello everybody,

vgmstream is awesome, but I'm also intrigued by whats happening to make this work.

I would like to know how the contributors to vgmstream got to understand the various file formats that vgmstream is able to decode.

I'm not talking about reading a table of the file memory-map in some wiki and then writing the vgmstream plugin for that. I'm asking about how to understand the file by yourself, effectively reversing the file format without any given specification.

E.g. if a new game comes out and uses a completely unknown file format for their music, how do you approach this and reverse it?
Street Fighter: Duel (China, Mobile) Music and sprite ripping by JacintaB19 at 3:16 PM EDT on July 13, 2020
I have a .apk of Street Fighter: Duel a china-only JRPG for mobile phones. It has some great music inspired by SFIV and SFV. I'd also want to rip the game's sprites, music, etc., since it doesn't use the Unity Engine. I used AssetStudio, and UABE, and it's no use. I can't rip the music and sprites.

Maybe the game uses cache for it's data, or the data is in the ARSC file? Any help would be needed if you know the right tools/programs for ripping stuff from this game.

Here's it's APK link.

edited 4:01 PM EDT July 13, 2020
Ripped a Yu-Gi-Oh! GBC game, no music whatsoever by MagastemBR at 10:59 PM EDT on July 15, 2020
Yu-Gi-Oh! Duel Monsters III - Tri Holy God Advant (JPN)
or
Yu-Gi-Oh! - Dark Duel Stories (USA)
(not to be confused with "Duel Monsters II: Dark Duel Stories from 1999")

Tried them both through GBgbs V1.0 (japanese software), turned them both into a .gbs format that foobar2k plays and skips to the next track everytime.
Haven't ripped other games but the one on joshw is doing the same thing! And other Duel Monster rips work just fine.
Any help?


JAPAN .gbs: GDrive

USA .gbs: GDrive


Not sure if I'm allowed to share my ROM dumps.
The Vampire Diaries (1996) (PC, Her Interactive) .DWD audio files by Puterboy1 at 3:48 PM EDT on July 16, 2020
I would like to have VGMstream support these: https://zenhax.com/download/file.php?id=8942
Is there any Nintendo 64 romc Type 2 Compressor? by saulfabreg at 12:13 PM EDT on July 19, 2020
Hi!
Can anybody develop and/or provide to me a Nintendo 64 romc type 2 compressor for compress the N64 ROMs to romc but in type 2 in order for be able to use in new Nintendo 64 Wii Virtual Console WADs like Zelda: Majora's Mask, Paper Mario 64, Mario Party 2, Bomberman Hero and others? If anybody is able to make a compressor for this type of romc I will be very happy. Thanks in advance :D
NON-SAPPY GBA minigsf TO MIDI? by Rhymelie at 2:25 PM EDT on July 20, 2020
Has there become a way to do this yet? It's been ages since I last searched and it doesn't look like there IS anything new, but I'm wondering if I maybe missed a new programme somewhere, or even an update to vgmtrans/gbamusriper?

The game I've been tirelessly trying to get this from is Crash of the Titans on gba.

I have absolutely no need for the soundfont, just the sequences- the notes themselves.
Roland L-CD7 Archive Series Sound Libraries Request! {2020} by Surya at 5:28 AM EDT on July 23, 2020
Seeking these libraries need download S-7xx CD ROM Samples library collection have Please Found?

L-CD701 Rhythm Section Volume 1
L-CD702 Orchestral Families Volumes 1 & 2
L-CD703 Modern Sonics
L-CD704 World Music
L-CD705 Rhythm Section Volume 2
L-CD706 Orchestral Families Volume 3
Unknown .zwv file format by dkx at 11:18 AM EDT on July 27, 2020
Hi everyone,

I'm new around here and hope I can contribute something to the community sooner or later, for now excuse me that I have to kick things off with a question from my side.

So as a fan of the Idolm@ster franchise I was digging through all it's console games the past few days with the main goal to extract all of the BGM soundtracks. While the vocal tracks are pretty much all released on CDs these days the BGM of the newer and spin-off games are not. So that's why they have been my main focus.

Just as a quick rundown for those interested, I give a overview of the games and formats used for it's BGM (format for vocal songs might differ):
- THE IDOLM@STER, THE IDOLM@STER Live For You (XBOX 360): CRI ADX 4-bit ADPCM format
- THE IDOLM@STER 2, THE IDOLM@STER GRAVURE FOR YOU (PS3): ATRAC3+ format in nub2-container
- THE IDOLM@STER ONE FOR ALL (PS3): ATRAC3+ format in nus3bank-container
- THE IDOLM@STER PLATINUM STARS, THE IDOLM@STER STELLA STAGE (PS4): ATRAC9 format in nus3bank-container
- THE IDOLM@STER SP, Shiny Festa (PSP): ATRAC3+ format (very low bitrates)
- THE IDOLM@STER Must Songs (PSV): ATRAC9 format (dump available on the forums)

And now the one I'm stuck with:
- THE IDOLM@STER Channel/Shiny TV: Unknown .zwv format?

Tried to search for any info regarding this format but sadly haven't found a thing aside from some references to the wavpack format. Also the header might look similar but something seems off since all tools I've tried didn't want to load the files properly.

Files for reference

If anyone has a clue what this format could be any help would be much appreciated!

edited 11:44 AM EDT July 27, 2020
Flower, Sun and Rain (ps2-bin) by Corak at 4:43 PM EDT on July 28, 2020
Hi!
Could you help me to detect audioformat/parameters from the game Flower, Sun and Rain (ps2). There is PCM0.BIN, i used FlowerSunRainLFExt utility to split the datafiles, bit they are some unknown/mixed PCM.
examples:
0-30.bin
0-32.bin
unpack-util:
FlowerSunRainLFExt

PS2 iso could be downloaded from:
Flower Sun, and Rain PS2 ISO Jap:
ISO


edited 4:57 PM EDT July 28, 2020
(PS4) Insomniac Game's Marvel's Spider-Man Archive Files Extract?.US, .FR, .BR, .LA, Dag, Toc, 001,002 by zeaofsuos at 4:43 PM EDT on July 28, 2020
Hi.

Recently I was able to look into Insomniac Game's Marvel's Spider-Man, Game Archives and came across some split around 2GB files containing the assets for the game. The problem is, nothing has an extension.

Upon closer look with HXD, it seems some of the archives have readable code such as Textures, face rigs, sound bank paths etc.

Is it possible for someone with more experience to assist in a script or something to aid in the extraction process?

Will include full archive split below;

a00s019-022 +dag&toc.7z : http://s000.tinyupload.com/index.php?file_id=08451099146345567855
g00s000-006.7z: http://s000.tinyupload.com/index.php?file_id=00130822635829624271
g00s007-013.7z: http://s000.tinyupload.com/index.php?file_id=09512526722906740456
g00s014-018.7z: http://s000.tinyupload.com/index.php?file_id=99643822497830275629

Use QuickBMS script, Filecutter_Rebuilder to get the full, original copy for copy files back.

Cheers and any help is appreciated.

edited 4:44 PM EDT July 28, 2020
BIG NEWS! A decryption tool for CookieRun OvenBreak's sequenced music is finally made! by kookeerawn at 4:31 PM EDT on July 30, 2020
I just found out that the MIDI files in CookieRun OvenBreak use the SALSA20 decryption.
The developers used it to play the music on the game's sound engine.

I had no idea MIDI files were playable in Cocos2d-x!

Someone wrote a tool to decrypt the music.
https://github.com/simontime/gbsalsa

And of course, I encrypted all the MIDI files! Click here.

You can also download the CROB soundfont by clicking here.
Yu-Gi-Oh! Forbidden Memories needs a new RIP, it is broken. by MagastemBR at 8:13 PM EDT on July 30, 2020
There are some things wrong with this rip, particularly with automation in volume and panning iirc. I've tried multiple decoders on foobar2k as well and sent it to kode54 to take a look at it, he suspects the problem is with the RIP. I suspect there's a problem with reverb too but I cannot confirm, that could be on the decoder.

For example:
On 10.PSF there is no start-up synth as there is in the game
On 13.PSF an instrument is very low in volume compared to how it sounds in the game.
On 30.PSF the synth lead is also very low in volume compared to the game, everything else sounds okay.
Many other similar problems as well.

The RIP is also not tagged, no song titles, no durations, no composers who are the following: Naoko Ishii, Hiroshi Tanabe and Waichiro Ozaki.

Song titles are available here
Requesting a tool or process to create PSG/HES from binary by almendaz at 2:01 AM EDT on August 1, 2020
Hi, I would like to know if anyone knows some program/algorythm/process to convert these binary files to some module music format? These are sectors for the PC-FX games "Battle Heat" and "Tengai Makyou". There's no streamed sound data in both games, except their (RTF) videos, so their music must be sequenced. As of today there is not a PC-FX sequenced sound format yet, I wonder if these files could be converted to "HES" format at least.
At first I thought they were MIDI, but they are not (fake/remnant header maybe?)

Battle Heat music data (?)
Tengai Makyou music data (?)
Thanks in advance.

edited 2:02 AM EDT August 1, 2020
SpongeBob SquarePants: Ticket Boom [.ic1, .ic2, .ic5]] by Cartoonish Weeb at 10:20 PM EDT on August 8, 2020
Hi

So Brizzo, who is part of the MAME community, got a random Memory Board for an arcade machine off of eBay. and that board turned out to be SpongeBob SquarePants: Ticket Boom, a Ticket Redemption Game published by SEGA in 2007. I was able to talk to Brizzo through Discord, and he was kind enough to send me the audio which was extracted from the data. and from what i can tell, the Sound Effects & SpongeBob's voice lines play at the same Frequency for the most part, while the Music on the other hand is different. Brizzo also provided a link to a .zip file which contains the game itself. however, the game is in a format that I myself have never seen before (.ic1, .ic2, .ic5). He also mentioned to me that he and whoever was helping him extract the audio from the board, discovered that the audio samples were for a "Yamaha YMZ770C SPU". He also added that converting the audio to a .wav was just to "check the data format, and to get a clue about Hardware & Emulation". He also recalls "one of the guys who wrote the driver outline was able to pull the sound files out of the rom dumps and convert them to wav files, hence verifying the audio system used". Below is the games ic files and the audio rips that he provided to me. If anyone could be of assistance, that would be great!

SpongeBob SquarePants - Ticket Boom:
https://drive.google.com/file/d/1-P0wuJMbiikCUDmcSV5k0IcSbK-BJnZG/view?usp=sharing]

Ticket Boom - Audio Rip [Provided By Brizzo]:
https://mega.nz/#!9Z9CEQKJ!UzdMC6TCUyvXwv5psMafoiLOHfDByUMqSBZJL5u4lAE

edited 10:21 PM EDT August 8, 2020

edited 10:22 PM EDT August 8, 2020

edited 10:22 PM EDT August 8, 2020
.MRG, can't find a way to RIP sounds from it. (By Konami) by MagastemBR at 2:22 AM EDT on August 9, 2020
It's from Yu-Gi-Oh! Duelists of The Roses by Konami.

SEGRP.MRG (351MB)

Can anyone figure how to rip this out?
Or if it has been ripped out? (Not afaik)

The header is the following:
0F 00 00 00 00 B1 01 00 46 C0 50 10 00 24 00 00 46 90 50 10 00 24 09 05 46 88 50 10 00 24 C2 08 3C 8C 50 10 46 26 5A 0C 64 1C 00 00 46 26 7A 10 50 40 28 10 00 21 64 11 78 48 32 20 00 24 D4 12 78 68 32 20 00 1E D4 12 78 5C 32 20 00 26 C5 14 78 DC 32 20 00 17 C5 14 64 B4 32 20 00 2B 75 17 64 B4 32 20 00 28 75 17 64 B4 32 20 00 24 75 17 64 B4 32 20 00 21 75 17 64 B4 32 20 00 1E 75 17


Random HEX code, might be a small SFX:
0F 00 00 00 60 73 01 00 50 40 28 20 00 21 00 00 5A 60 50 10 46 26 7D 01 5A 44 50 10 46 26 6C 04 64 18 32 10 00 24 73 06 5A 34 50 10 46 26 30 07 6E 74 50 10 46 26 C3 08 5A 5C 50 10 46 26 4C 0C 64 28 32 10 00 1C 73 06 3C 18 00 20 00 29 09 0F 32 1C 00 20 00 26 09 0F 64 28 64 20 46 20 F8 0F 3C 0C 28 30 00 1C E0 10 50 10 50 20 00 24 27 11 78 24 28 30 00 0D E0 10 64 0C 50 30 00 24 62 13
Evergrace (PS2) rip is broken by mrjaredbeta at 9:39 PM EDT on August 9, 2020
Songs are played with some wrong instruments/pitches. Any re-rip possible?
A single missing track from the NieR rips? by MikuHatsune at 10:09 PM EDT on August 10, 2020
I've been digging through the different instrument layers of each track from the NieR rips available on the vgm page, and I've discovered that one of the track sets, "030_cliff_boss", is missing the drum layer.
Based on the pattern from all the other tracks, it should be called "030_cliff_boss_rythm_cmp_wav.aax" but that's nowhere to be seen in both the Gestalt and Replicant rips, and none of the other drum tracks matches it either.

I've been trying to dig around in the ps3 iso to find it myself, but with no luck in regards to decrypting the data. Anybody know if such a file even exists somewhere there, or how to decrypt/extract the audio in the first place?
Psflib editing by FlyingGrayson at 5:12 AM EDT on August 14, 2020
Possibly a stupid question but would it be at all possible to replace the soundfont/samples in a psflib file so that the mini psf files can play custom soundfonts? Thanks for your time!
Getting instuments and sfx samples from Rhythm Tengoku (GBA)'s Soundfont by JacintaB19 at 4:30 PM EDT on August 16, 2020
I've got the MIDIs for the GBA version of Rhythm Tengoku. All i need now is the game's soundfont.

How can i get it? Any help?

edited 4:32 PM EDT August 16, 2020
Need help ripping XBOX version of Riddick Escape From Butcher Bay (XWC WAV, probably wrong WAV header) by marcoxD95 at 6:20 AM EDT on August 18, 2020
I wanted to try ripping the XBOX version of Riddick Escape From Butcher Bay. The reason is that I want to make a full HQ rip of the music since the ones being available online are only 128kbits. From my experience XBOX games usually have the highest quality for music files. That was also the case with Riddick Assault On Dark Athena, which I ripped as well. The PC version had OGG files, the PS3 MP3 files and the XBOX some sort of XBOX Media files and comparing the spectrums I could see that the XBOX ones are almost lossless and even have audio information above 20khz.

Dark Athena sadly doesnt include the music from Escape From Butcher Bay. There is also no extracted music for the game available here, only for Dark Athena. I also played around with quickbms and that Dark Athena XWC script but obviously didnt do anything. I was able to extract the big XWC packages which are named DVD0.xwc (~300mb) with Dragon Unpacker but I cant playback them and they have no file ending. I got files like "mus_pa2_ev11" or "trks_pa2_hangar_amb" but cant play or convert them, even with VGMStream foobar plugin.

Does anybody here know something? Would really like to check out the music quality of the music and compare it to the PC ogg versions. I wanna provide the best soundtrack rip ever so far for these games. The music from Gustaf Grefberg is just amazing.

I know I could just use the PC and ogg files, which I already extracted and work fine. The way how you extract music from the PC and XBOX version is very similar, files are even named the same but the PC version has directly playable ogg files while the XBOX version has the same files but without file ending or codec name to them. Maybe they would playback fine but I dont have a working plugin for it. VGMStream should be able to handle it but it doesnt for some reason. If not VGMStream what else...

Maybe its a waste of time to some people but I just want to check out the spectrums and see if the XBOX has higher quality audio files. Its just curiosity.

edited 6:33 AM EDT August 18, 2020

edited 9:05 AM EDT August 18, 2020
Sakura wars 3 by Zettokage1337 at 6:11 PM EDT on August 18, 2020
so I've come across the DSF for sakura wars 3 on the dreamcast (my favorite sakura wars game btw) finally, and wanted to try to convert the dsf into midis, I know it's possible I looked into an old thread on here mentioning it, but I can't really do it myself because I don't know the first thing XD so I'd appreciate the help if someone can, and if POSSIBLE I'd like to know if a soundfont could be made, if not that's okay, I'm mainly looking to turn these into midis https://www.dropbox.com/s/moz3pmycl2ez72l/Sakura%20Taisen%203%20-%20Paris%20wa%20Moeteiru%20ka%20%282001-03-22%29%28Overworks%29%28Sega%29%5BDC%5D.7z?dl=0
PHP 7 by hcs at 11:25 PM EDT on August 18, 2020
I've switched the server over to PHP 7.4 (from 5.6), made what changes seemed to be necessary to silence deprecation warnings, seems to have been pretty painless, but let me know if there are any issues.

Testing edit.

edited 11:48 PM EDT August 18, 2020
PrimeBlue FLAC Metroid Prime 2 Rip by eyevandy at 4:17 PM EDT on August 19, 2020
In this thread many many years ago, a person named PrimeBlue/valiant linked to some rips of Metroid Prime 1 & 2.

They're not straight rips; PrimeBlue apparently fixed several issues with the source files from the disc.

The rips are still pretty easy to find, with the exception of the FLAC variant of MP2. It's completely disappeared from the Internet as far as I can tell.

It seems like at least one person (jurassicPieter) that responded in that thread is still active here, but it doesn't seem like this forum has DM's. I can't find any recent activity from PrimeBlue anywhere. I'd love any help in tracking down this soundtrack before it's gone forever.
Why do XBOX music rips often sound so bad? by marcoxD95 at 10:15 AM EDT on August 22, 2020
It is really weird. I recently made many Soundtrack rips from various games and XBOX rips and they often (but not always) had very weird bad quality, despite being LOSSLESS XBOX WAVs most of the time. The audio is sometimes very loud and even "screams" at you with heights being absolutely destroying and killing the experience.

I am not sure if that is just how these files were encoded or if I did something wrong ripping them. Both Fallout 3 and Riddick Escape From Butcher Bay are glorious examples. The audio files have higher quality than their PC counterparts but they just sound awful. It would probably even hurt my experience when playing on the XBOX, that is how bad they are. Kinda weird when a MP3 128kbit from the PC version sounds better than the lossless wav from XBOX.

I just wanted to ask here if this is normal and known. Or if some of the rips floating around on this website are just bad and broken (or the tools used for ripping are). But I even tried to rip some stuff myself from xbox iso images but same result. Some games such as Riddick Assault On Dark Athena weirdly enough sound just as good or better than the PC files but it really seems to be a hit or miss.

Its also both with the XBOX and XBOX 360. I am really not sure why this happens. Either the rips are faulty or the developers failed at encoding their music into this xbox wav format.

edited 10:19 AM EDT August 22, 2020
Kirby 64 Soundfont help by mariofan12ify at 6:17 PM EDT on August 24, 2020
https://drive.google.com/file/d/1ukI19tQN-0T2Xx9GGXxhlF6s7nFvTDFH/view?usp=sharing

I ripped the soundfont using N64 Sound Tool along with the midis (which work fine) but a lot of the instruments are way too quiet and I don't know how to fix it. Can anyone help me or provide a better copy of it?
Mega Man Network Transmission by Locke_gb7 at 10:26 AM EDT on August 25, 2020
Good day, I was wondering if anyone knew why tracks are listen as L and R on Mega Man Network Transmission. Love the soundtrack but wondering if its the 2 stereo tracks and if I need to combine them to get the full song or if they are alternate versions. They sound very similar.

Thanks a bunch!
Ratchet & Clank PS4 Archives by jeangene91 at 7:11 PM EDT on August 25, 2020
Trying to get at audio and I got pretty far, I think.

However, I hit a brick wall (go fig). These odd archives were extracted from the .pkg file with names like g10s000 or g00s001, and the like. I'm convinced that these hold all of the files. My research indicated that using edge_of_nowhere.bms should extract the files, but I can't work with the files that come out (.dat files and .kb2 files). A hex editor doesn't clear anything up, so I'm stuck.
Need help on ripping Super Puzzle Fighter II Turbo (GBA) by JacintaB19 at 4:49 AM EDT on August 26, 2020
The GBA version of Super Puzzle Fighter II Turbo uses the GBAModPlay sound driver by Logik State.

How can I rip the music and SFX. Any tools for this?
Help extracting contents of Capcom Arcade Cabinet by JayAdama at 5:33 AM EDT on August 26, 2020
I've tried extracting the contents of Capcom Arcade Cabinet using the MArchive Batch Tool on the alldata.bin and alldata.psb.m files, but when it finishes running, every file it extracts is also a psb.m file, and I'm not sure what to do next.

Any help would be much appreciated.

edited 5:45 AM EDT August 26, 2020
Streaming VGM over Plex or similar? by PokeParadox at 6:26 AM EDT on August 26, 2020
Hi folks - firstly long time no see! (around 12 years apparently O_O)

I wasn't sure where else to ask and google/duckduckgo wasn't giving me any joy but have any of you guys found a solution to stream your VGM collections over Plex or similar?
Problem with the Squaresoft sz/dat QuickBMS script by JonteP at 1:11 PM EDT on August 30, 2020
Hello!

In trying to extract audio streams from FFXI I was happy to find that AnonRunzes already did the research and released a QuickBMS script (announced in this thread: https://hcs64.com/mboard/forum.php?showthread=52887 and found here: https://github.com/RetingencyPlan/le_quickbms_script_compendium).

However, when trying to apply it to the opn.dat in the original release FFXI, no files were found. This opn.dat was specifically mentioned as a basis for the findings in this script, so I was a bit surprised. Looking in an hex editor, the file seems to have the expected formatting and some debugging of the script indicates that it find several video frames and both ac3 and pcm audio. However, nothing is extracted.

Someone had better luck or knows of a solution?

Cheers!
Other places to upload sounds and music by Puterboy1 at 12:38 PM EDT on September 10, 2020
Aside from joshw.info, there are other places where you can upload sounds, voice and even music for the sake of posterity in case you are not aware of them.

The Sounds Resource (for voices and SFX only): https://www.sounds-resource.com

The Sprite Database: https://spritedatabase.net

The Internet Archive: archive.org
VGM tags repository by VGSB at 4:34 AM EDT on September 23, 2020
Since it can be tricky to know exactly what you are listening to when playing VGM source files directly, this thread is for sharing locations of VGM tags providing useful metadata. You can share tags in any form you want, such as foobar2000's External Tags, community editable spreadsheets, m-TAGS, and m3u playlists.

As a quick repository solution, I've shared a Google Drive folder with public read/write permissions (for now anyway). Some of the tags on there may be incomplete and require community support.

Since I don't think I'll be that active with tagging, my hope is that hcs or others would come up with a more permanent formal solution at some point, as was being discussed in an older thread that died off. hcs has a placeholder vgm wiki location for example.

edited 4:36 AM EDT September 23, 2020
Ripping music, sounds and voices from Wonderswan games by JacintaB19 at 7:28 AM EDT on September 23, 2020
Are there any known tools so far for me to extract music, sequence data, and sounds from Wonderswan games?

edited 7:29 AM EDT September 23, 2020
BioShock Remastered OGG Files Unplayable? by marcoxD95 at 6:09 AM EDT on September 24, 2020
Im creating a BioShock soundtrack rip and looking into the best audio quality that the different platforms offer.

So far it seems to be the original PS3 version of the game.

However, I also tried to look into Remastered but the OGG files I extract are unplayble and nothing can open or access them including VGMStream.

Anybody knows how to make them play or even just open? I wonder if the audio quality is any different from the other platforms or if these are just converted OGGs of the original WAV files.
Harry Potter- Prisoner of Askaban| Can't be downloaded securely. by Jack Krowell at 12:19 PM EDT on October 7, 2020
On the Joshw website, the 7z download link for Harry Potter and The Prisoner of Askaban music files for GBA isn't working properly.

When I tried to download the files, it said that it couldn't securely downloaded, or something like that, so I ended up discarding the file.

Could any of you help me out with this issue please?
Extracting MIDI sequence data from game roms (and ISOs) by JacintaB19 at 3:55 AM EDT on October 9, 2020
Any help for me to get MIDI sequence/sample data from game roms (such as Pocket Fighter on arcade (CPS-2), Playstation and Sega Saturn, or it's Wonderswan port)?

Only asking for help, thanks.

edited 3:58 AM EDT October 9, 2020
Spliting looped files via VGMStream by VGMStreamer at 2:43 PM EDT on October 11, 2020
I'd like to be able to split looped VGM formats into two separate WAV files (the software I'm using doesn't support the smpl chunk unfortunately) so I can play the intro clip once and then repeat the loop clip indefinitely.

I'm aware that I can get the intro via:
test.exe -l 0 -f 0 -o out.wav in.dsp
But what I'm not sure about is how to get the loop section on it's own, without the intro. Can anyone help?
Ripping Crucible before it shuts down by RMP at 5:25 PM EDT on October 12, 2020
I just saw that the Amazon Game Studios game Crucible is going to shut down. I've never played it , but the music I've found on youtube seemed pretty good. Since it's gone back into open beta before shutting down on November 19th, is there anyone here who has access and could rip the music files before then?
SPC timers not being read accurately by foo_snesapu by Lunar at 10:32 AM EDT on October 14, 2020
I've used foo_snesapu before now, but reverted back to foo_gep on those occasions because it isn't good for tagging. Now that I'm using External Tags for all of my music library I thought it'd be worth trying it again, and so far it is working well in 99% of cases. However, making the switch threw up some problems with timers not being read on a small minority of sets and files that I didn't have problems with using foo_gep. Mainly, the problematic files yield timers at a length of 15:59, or 959 secs with 59999ms fade.

In most cases, I was able to fix the sets with broken timers by simply redownloading them from joshw or snesmusic, however some files (e.g. these sets for Leading Company and Special Tee Shot) have broken timers in foo_snesapu from the word go. Another fringe example is this set for Utopia, where despite track #2 clocking in at 18:02, the default of 15:59 is again returned.

I don't know enough about the intricacies of the SPC tag format to know what's amiss, and my usual tactic of deleting external tags and reloading tag information has not helped. In these minority of cases where redownloading files isn't an option, what should I do to get the timers read correctly by foo_snesapu?

edited 11:43 AM EDT October 14, 2020
Ripping Super Dragon Ball Z Voice Clips by Mekanemu Kojiro at 10:45 AM EDT on October 17, 2020
Im trying to extract the Voice Files from Super Dragon Ball Z, but the only thread regarding ripping Audio files from the Game only has Music and nothing else

edited 11:20 AM EDT October 17, 2020

edited 2:37 PM EDT October 17, 2020
gba to mod conversion? by almendaz at 9:12 PM EDT on October 20, 2020
I have been seeing some gba re-rips on joshw.info using module (tracker) formats instead of decyphered sequence/MIDI/vgmstream extracted files.
I would like to know, what is the process that the uploader follow to convert extracted files (sequence + samples) from their ROMs, to a module format?
I'm interested. I'm asking because I can see these module formats as a "catch-em-all" (?) solution for MID/sequence gripes. Also, because as modules that they are, they are of high interest to musician programmers - the people that professionally USE soundfonts.

edited 9:13 PM EDT October 20, 2020
How to extract and playback music and sounds from Dead Space 3? by marcoxD95 at 9:32 AM EDT on October 22, 2020
There are some basic guides on the web such as on xentax or zenhax but for some reason they dont work for me.

For example, the snu files you get when extracting the bigfile packages, are unplayable and trying to convert them with that wav.exe method just doesnt work and CMD says something about wav.exe not being recognized.

I sadly wasnt able to find any other way to make these snu files into playable audio files and VGMStream also cant work with them. Which means I hit a border and I cannot really get access to the audio. I wanted to make a soundtrack rip and also get ahold of some great audio sfx and ambient samples. For some reason there isnt even a basic soundtrack rip for Dead Space 3 on joshw.

edited 9:33 AM EDT October 22, 2020
SPC first notes by SPCMagic at 4:04 PM EDT on October 25, 2020
Hi hcs and forumgoers!

I was listening to the Super Mario World SPC set and noticed many of the tracks have the first audible note reversed on speakers. It doesn't show on tracks where the note is mono, but if an instrument is left speaker and is the first note, it'll be in right speaker. Same goes the other way. It seems to be set wide.

I also noticed that the Doom SPC set has a sort of fade in at the beginning for the first note which is noticeable on percussion.

I was wondering if these are known, intentional, or issues with the sets, plugins or SPC format in general or if anyone had insight
Wwise music ripping guide by bnnm at 6:12 PM EDT on October 25, 2020
I've made a tool called "wwiser" to semi-automate Wwise (.wem) ripping with proper looping. Here:
wwiser releases (needs python3 installed).

Download wwiser.pyz + wwnames.db3 to some folder. Open (double click) wwiser and use it to parse and convert .bnk (Wwise sound info) into .txtp that handle Wwise's dynamic songs. You need the latest vgmstream. Should be easy enough to figure out but:

***

Quick guide to get decent Wwise rips
- get latest wwiser: wwiser releases
- put all .bnk and .wem in a dir
** .bnk/wem may be in other bigfiles like .pck, use this: wwise_pck_extractor.bms
- put SoundbankInfo.xml/(bankname).txt/Wwise_IDs.h/etc together too
** you want ALL of those, SoundbankInfo.xml doesn't have every name
** if you don't have those it's still possible to get names, see: NAMES.md
- open (double click) wwiser.pyz, make sure you have "wwnames.db3" in wwiser folder
- press LOAD and choose some .bnk (bgm.bnk or just all of them), check "move .wem"
** It's recommented to load `init.bnk` too if you have companion files.
- press GENERATE to get .txtp (pay attention to log, you may need to tweak things manually)
** this creates /txtp folder with .txtp and /txtp/wem folders with .wem
- test .txtp with vgmstream (you may need to tweak some manually to improve)
** if you change .txtp also change the filename so it doesn't get overwritten if re-generated
** ex. from "blah {r}.txtp" you may need to make "blah {r1}.txtp" "blah {r2}.txtp"
- remove unwanted .txtp (like voices)
- use this python script to move .wem not in .txtp to /unwanted: wwise-cleaner.py
** check if /unwanted does have wanted music (may have removed good .txtp)
- check if there are .wem in root (before /txtp folder) not moved with have useful/unused audio
** put in "/unused" folder
- include companion files (.xml/.txt/etc) + .bnk in some /extra folder or !extra.7z
** you may need to re-generate when new features/fixes are added (!!!)
** some .bnk may need to go to /wem folder instead (see log!), might as well put files there
- 7zip files and folders (with .txtp in root) + upload rip somewhere


Note! .txtp are Good Enough but not perfect in all cases. This means you may need to generate them again later when I fix bugs. I wanted to make them future-proof and avoid re-generating but it was too time-consuming, sorry.

NOTE ABOUT WWISE
Wwise never, ever plays *(number).wem* directly. Instead, it uses .bnk to indirectly play one or many .wem, through "events", with config. wwiser creates .txtp that simulate that so results are as accurate as possible. Loops and other audio info is in the .bnk, not the .wem. Please Understand.

This tool doesn't and won't modify .bnk.

***

If you are interested also check:
- full guide
- readme
- advanced docs


edited 3:49 PM EDT October 26, 2020
"Deamplify" Exported Songs by MoldyPond at 12:39 AM EDT on October 28, 2020
Not sure exactly how to phrase this, but I was wondering if anyone knows any methods within foobar to export songs quieter than the source?

Listening to the soundtrack for the old PC game "Claw" and using the soundfont available on the DVD version, it sounds EXTREMELY loud. Exporting the files to WAV shows that they are around 6dB too loud and are clipping like crazy. Just wondering if this can be done within foobar or if I'll need to fix them in a sound editing program like Audacity. Any help would be greatly appreciated, thanks :)
Extracting the Sonic CD past sequenced music by 8bit_coder at 12:09 AM EDT on October 30, 2020
So here's an issue that has plagued me for YEARS now:

I've always noticed how the past music in the Sonic CD game was sequenced(specifically on the Ricoh RF5C164 audio chip that was included in the Sega CD addon that the game took advantage of), and I've always wondered if it's possible to extract the music from it. Thing is, I've tried EVERYTHING I know from over the years, and none of them have worked to provide some sort of midi/soundfont combo or a MOD/XM/IT file that I can actually mess around with, extract samples from, and see the notes.

I've already tried vgmtrans, but that didn't work:
It just shows some incomplete samples.

I know that the past music uses:

1. Samples(since they are extractable)
2. Sequenced music(since the music is contained in a .vgm format).

If anyone has any way of turning either the .vgm files or the game rom into midi/soundfont combo(like what vgmtrans does) or MOD/XM/IT, I would be greatly appreciative.

VGM files: Download
Game ISO: Google it since I can't give a link to that
"Love Live! All Stars" How to unpack the Assets? by CharlieFuu69 at 5:16 PM EDT on October 30, 2020
Hi everyone.
I have a problem that for days has had me on the verge of impatience.
I installed "Love Live! All Stars" and so I was in awe of the BGMs in the game menu.
The issue is that I moved the downloaded packages (Pkg0 to Pkgz) from my Android mobile to the PC.
I managed to convert several of those ".acb" files to ".hca" using VGMToolbox, but they are only the SFX sounds of the game, not the BGMs.
When converting, some files returned ".bin" files, which I tried to examine with MagicISO but had no success.
What can I do to be able to unpack all the Assets that are inside those packages? Or is this a problem that VGMToolbox cannot handle?

EDIT : the path of the files that the game downloads (1.7 GB) are in Android/data/com.klab.lovelive.allstars.global/files

edited 5:24 PM EDT October 30, 2020
Converting Baldur's Gate 3 Wwise audio files by fex96 at 6:05 AM EST on November 3, 2020
I have .wem files that I want to convert to .ogg files.

Previously I used ww2ogg with the alternate packed codebooks which worked fine. But after a recent update to the game that changed the sound banks, this no longer works.

Perhaps the codebooks were changed? Does anyone know how I would go about converting these files now?
vgm.hcs spam by Bonboon228 at 8:28 PM EST on November 4, 2020
edit: disregard.


edited 8:31 PM EST November 4, 2020
TALES OF HEARTS R .DAT Files extract help by kaimudod at 1:54 AM EST on November 5, 2020
It in the Sound folder,I think it’s a audio container,how it would be possible to get the sounds inside?
https://drive.google.com/file/d/11m0ud5mLkvLUs2U9-35Z9vdncnQwBKAM/view?usp=sharing

edited 1:57 AM EST November 5, 2020

edited 2:01 AM EST November 5, 2020
N64 - Resident Evil 2 and Spiderman USF - unrippable? by Pilot at 1:21 PM EST on November 7, 2020
I searched usual places that have N64 USF soundtracks, but I didn't locate Resident Evil 2 and Spiderman OSTs. Are these two games soundtracks not rippable into USF?
Help on Rhythm Heaven Megamix's unplayable sound files by JacintaB19 at 9:45 AM EST on November 10, 2020
In a folder I downloaded, I noticed that there are .AAC (MPEG-2 AAC), .BCGROUP, and .BCSTM files, as well as .BCSAR, .BCWAV and .CDC files. They also couldn't be played in foobar 2000.

How can I make these music files playable?

edited 9:49 AM EST November 10, 2020
A question about PS2 games that use sequenced audio by Nyarlathotep at 5:30 AM EST on November 11, 2020
I was curious to know if it was possible to replace the soundfonts of a PS2 game that uses sequenced audio with updated ones in the same way you can use updated soundfonts for rips of older systems like the NES.

I wanted to find out because the game Shin Megami Tensei III: Nocturne features rather compressed audio, here's a comparison for those who are unfamiliar with the game. Recently there was a new CD release titled "Rare Soundtrack" which featured some previously unreleased tracks, but unlike the first two soundtracks (which were uncompressed) the audio on this release appears to sound the same as the in-game audio. As a result I'm led to believe that the original files may have been lost which is extremely disappointing if that is the case, but it got me wondering if the psf2 files could be updated or not since it be nice to have a version of the unreleased audio that doesn't suffer from compression.

edited 5:32 AM EST November 11, 2020

edited 5:32 AM EST November 11, 2020
How to create an OGG file with subsongs? by Dark_Ansem at 6:24 AM EST on November 12, 2020
Title. I would like to mod some BB music, and the area tracks are all subsongs, for the explore and combat themes. Could someone please help?
Trials and Tribulation not working by MrAsus at 9:43 AM EST on November 12, 2020
Hey,uhm I'm new using forums but for some reason the minisf files for Trials and Tribulations don't work in ZXTune. Uhm thanks for reading this,if anyone is interested in this.
System 16 to ps2 by romariu at 12:17 PM EST on November 12, 2020
How to extract the scr file ?
Multiple questions about Mega Man X4 by TSP184 at 2:26 PM EST on November 13, 2020
Hello there.
I am currently attempting to play every game of the Mega Man X series. I'm just done with X3, and I am trying to find a new link of the Undub patch for Mega Man X4, which replaces the American dub from cutscenes and gameplay with the original Japanese voices, while adding subtitles (link here). If anyone has the patch file, please give me a link.
Otherwise, I also tried to edit the audio of the .h4m files in Mega Man X Collection, although I've only been able to extract the audio with h4m_audio_decode. Does someone know how to edit said audio ?
While trying to edit the audio I also tried to open the sound effects files which, I presume, contain voice clips, with VLC and it worked fine for the musics, but not for the sound effects, even though these two are in the same format : .bin
If anyone could suggest me a tool that can play these files, I'd appreciate it.
[REQUEST] Watch Dogs - Alone (Digital Trip) [Sounds] by vgbywb at 1:10 AM EST on November 15, 2020
I want you to ask if anyone may have the sounds from this part of the game and would share it.

In case the sound files not extracted and converted jet it would be a pleasure to do it.
.SIB Files ( Black Survival "Original" ) by TheGoldenChild at 5:28 PM EST on November 16, 2020
Hello, was wondering if anyone could help me with the encryption to these files here. The Game is Black Survival ( Original )

https://www.mediafire.com/file/4h0w5so3c760zhy/Zahir_attack_1_%7B919a9da3-19a2-4ed5-9806-59c832458f81%7D.wav/file

https://www.mediafire.com/file/lb22f6yh78df1vi/00000006.sib/file
.SND Psx (Bloody Roar 2) by emmedub at 1:03 AM EST on November 17, 2020
I would like to be able to extract the files, edit them, and then import them into the .SND file (I can only hear the sounds with PSOUND but I can't replace them)







edited 6:20 PM EST November 17, 2020
Sonnori ADP Audio format by Corak at 6:58 AM EST on November 17, 2020
Please help to decode Sonnori ADP Audio Format.
Seems ADPCM

Game Arcturus:
http://coraksoft1.narod.ru/mus/gam/Arcturus/0_02.adp
http://coraksoft1.narod.ru/mus/gam/Arcturus/0_13.adp
http://coraksoft1.narod.ru/mus/gam/Arcturus/0_20.adp
Help with ripping sound effects from Sonic Shuffle by Arctiq at 2:21 PM EST on November 22, 2020
Hello, I've been searching for a way to rip the sound effects from Sonic Shuffle, other than just recording them from the prototype debug menu. I know people have ripped the entire DSF soundtrack, but they don't include the sound effects. Any help with this would be appreciated.
A Real Strikers 1945 PSF Rips(Not II) by vus7294 at 11:36 AM EST on November 26, 2020
Rip
This is Real Version of Strikers 1945 PS Version VGM RIP.
Formally Strikers 1945 PSF Rip is NOT 1945. Its 1945 II. Because 1945 II Was Released in US by Strikers 1945 in PS.
So I Made my own version of Strikers 1945 PSF Came on 1996. Have a Fun.
Locating Music Tracks in NES, SNES, & N64 ROMs? by Rew at 4:51 PM EST on November 28, 2020
Hi!

So I would like to compile a list of music file locations for certain Mario, Zelda, Kirby, Mega Man, etc. games on NES, Super NES, and N64. The problem is, I have very little knowledge of how to obtain such info. To give you an idea of what I'm wanting to do, here is the N64 spreadsheet I'm putting together:
Google Spreadsheet

I only have info for Zelda: OoT & MM thanks to lists I found here and here, respectively.

My question is, how can I locate the music in the ROMs of other games, not only for N64 but also NES and Super NES? It's not that I want anyone to find these for me (though if anyone knows of any other lists like what I linked above, that would be awesome), but I'd like to learn how to find this kind of info for myself. But I have minimal hacking/datamining experience. What do I need to get started? How exactly do I begin? I know each game stores its music differently, even on the same system. I guess I'm looking for a starting point to looking for the tracks.

Here's what I already have:
- Hexadecimal editor
- ROMs of most of the games I'm interested in
- NSF, SPC, & USF plug-ins for Winamp, plus rips of most games of those file types (though I don't think the ROM locations of the tracks are embedded in these ripped music files anywhere that I can see?)

Now I don't have any great, overarching purpose to this project. I'm not interested in rips of the music itself (as I already have most of those). It's just the way game ROMs store their data and how it's all ordered--particularly text and music--has long been strangely interesting to me. So I'd like to compile track lists for all the games I like on these three systems.

Thanks in advance!

edited 4:52 PM EST November 28, 2020
Newbie here. What do I do with IFS files? by zup at 6:59 PM EST on November 29, 2020
Saw that a lot of Guitarfreaks stuff got uploaded, and I wanna convert it to MP3/FLAC/WAV in some way. Does anyone know how this works, any guide? I'm pretty lost here, and I can't seem to find anything on the net.

edited 7:09 PM EST November 29, 2020
PlayStation bios sound files by Puterboy1 at 10:07 PM EST on November 29, 2020
To be precise, I want all of the audio files for the PS3, PS4 and PSP. I've tried getting to the BIOS themselves, but it's a little difficult. Anyone have them?

edited 10:08 PM EST November 29, 2020
Legend of Dragoon MIDIs by NeoMidgar at 5:28 AM EST on December 2, 2020
Hey guys, I'm trying to figure out how to rip the MIDIs from LoD. I've made a bit of headway in finding out that the game uses Sony's Sssq format, & so have been trying to use the Sssq2mid command line program to get the MIDIs, but no dice, all I get are super long, completely empty MIDIs.

If anybody could help with this, it would be greatly appreciated.
Is vgm.hcs64 downloads down? (solved) by MagastemBR at 11:56 AM EST on December 2, 2020
I can't download anything from there. I click on a rip and nothing happens.

EDIT: My mistake. It works on Incognito mode. It must be one of my browser extensions fault.

EDIT 2: "Save as..." on a direct link works, also copying the direct link and opening it on another tab works too. Problem solved!

edited 12:08 PM EST December 2, 2020
Stardew Valley Switch Audio (Unreal) by Gaara4 at 8:33 AM EST on December 3, 2020
I want to change the music in stardew valley for the switch and i know that all the sound files are in the WaveBank.xwb. I could extract all the files with unxwb.exe and thanks vgmstream i know that these files are in the .dsp format.

Now i want to recreate the structure of the sound file but i am a total noob regarding that and everything i try like to use VGAudioCli to create .dsp dont work.

Here a sample of the sound file i really hope somebody could help me with that.

Sample Link: -> https://drive.google.com/open?id=1O5zzn ... t4QzHzX3IX

https://ibb.co/wpb0Q1J
Dankira audio files, decoding help by OtogeHelp at 6:57 AM EST on December 9, 2020
I tried to figure this out on my own but after spending about three days on it I decided to finally ask for help. Sorry for the troubles.

I'm trying to extract the soundtrack from the Konami mobile game Dankira: Boys Be Dancing. It's an offline game that clocks in at about 3.2GB, I'm afraid. Its id is jp.konami.dankira

The audio files are encoded and just end up playing shrill buzzing in vgmstream. I've been pouring over a hex editor trying to figure out the decode keys but I haven't been able to figure it out.

https://apkpure.com/%E3%83%80%E3%83%B3%E3%82%AD%E3%83%A9-boys-be-dancing/jp.konami.dankira

The audio files are in the file patch.20010.jp.konami.dankira.obb inside of the xapk. The OBB is extractable as a CPK.

If it's helpful, here's a sample acb/awb pair.
https://easyupload.io/dqivps

Thanks for any help that you can give. I'm very appreciative.

edited 6:58 AM EST December 9, 2020
Grandia: Digital Museum by Social E.nigma at 9:06 AM EST on December 11, 2020
Has anyone been able to access the music files from Grandia: Digital Museum?

You can extract the folder and its respective .bin with CDmage, but beyond that...

edited 9:08 AM EST December 11, 2020
Getting music, SFX and voices from Street Fighter Alpha Anthology (PS2) by JacintaB19 at 9:01 AM EST on December 12, 2020
How can i get all of the music, sound effects and voices from Street Fighter Alpha Anthology's PS2 ISO. Any help on that would be needed.
LF parameters to rip VFlash SFX using Audacity by P-Kong at 4:37 PM EST on December 19, 2020
I was thinking of ripping the SFX of VFlash games (they are BIN files on a disc that runs on a PSX-tier console) in the same vein as you'd rip GBA content in Audacity, but messing around with the parameters for half an hour didn't yield much of a result.

a sample rate of ~14000 and no endianness yielded the best results… yet not a clear one.

This is what I attempt to do:
https://little-scale.blogspot.com/2012/12/how-to-extract-pcm-samples-from-gba-rom.html

PSX games can go up to the classic 44.1 kHz but that seems too much for VFlash
Getting sounds from PSP games by JacintaB19 at 2:24 AM EST on December 21, 2020
How can I get sound effects and voices from PSP games, such as Capcom Puzzle World? Any help for that.
(GBA) tokyo xtreme racer advance by n_m at 12:16 AM EST on December 24, 2020
any solution to rip the game sounds?
I want to know if there is progress since I have used the rom2gsf tool and only the title song comes out.
Conversion from SMD/SWD to 2sf by karma.mid at 3:17 AM EST on December 26, 2020
Hello everyone.
I have succeeded in ripping the SMD/SWD of NDS Fuurai No Shiren 5(Shiren the Wanderer 5).
Could anyone please convert it to 2sf and post it on joshw.info Archive?
https://www.mediafire.com/file/05pzsfo3t56e2qx

edited 4:09 AM EST December 26, 2020
anybody still has testpack.nds? by RandomHajile at 11:32 PM EST on December 26, 2020
Hi,

I've been trying to find a way to rip vgm from obscure nds games. I understand that there are archives that collect nds vgm already like Zophar's Music Domain but vgm of the game I'm trying to rip isn't on there. I have VGMToolBox and I'm trying to use the function NDSTo2SF but I don't have testpack.nds. I've been searching for it but it's been at least 4-5 years since testpack.nds's last discussed. I asked FAST6191 and kode54 about it, to which they replied that they don't have access to the file anymore. If anyone still does, would you mind uploading the file for me?

Thanks in advance for your replies.
foo_input_usf volume tag by VGMStreamer at 10:29 PM EST on December 30, 2020
Hi! I just had a quick question. USF sets have a "volume" tag available in the Winamp 64th note plugin that can be used to raise or lower the volume of the USF set and it works as intended. In the past I've used this to lower the volume of USF sets that clip in some places before transcoding to other more compatible formats. I have noticed that the foo_input_usf plugin ignores this tag and outputs files to the same volume regardless. I much prefer using Foobar2000 for this sort of thing and so I'm curious if this is this a bug, an intentional design choice, or perhaps am I overlooking a configuration option somewhere?

Thank you for any help or insight and I apologize for bother you guys over such a trivial question!
Sonic 1 prototype vgm? by Kalhi at 1:01 AM EST on January 1, 2021
Dose anyone here plan to upload today's sonic 1 prototype's music?
Soul Calibur 1 Sequenced music extraction by fedex1 at 5:34 AM EST on January 4, 2021
I would like to know if it is possible to extract the sequenced music + soundfont (so that after that I can get the .midi to play on fl studio) from the game: Soul Calibur 1

I'm not sure that can be done since I went here: https://www.zophar.net/music/sega-dreamcast-dsf/soulcalibur (Dreamcast version) but the size of the original file music is too big that let me think about streamed music, but I am asking anyways

So I searched for another way and I found the Vgz for the arcade version of the game: https://vgmrips.net/packs/pack/soulcalibur-namco-system-12
The problem is that I don't know how to convert the vgz to sequence (midi)/sf2, trying to extract with 7zip will get you a file with no extension. Tried using Vgmtrans and vgmtoolbox with no success

Any help?

Thanks!

Is there any ways or cannot be done?

Thanks
Age of Calamity SFX? by TabuuAkugun at 11:52 AM EST on January 5, 2021
Hi, it's been a long time since I logged in here!

I've done some digging in the game's FS, and was told to look at srst and srsa folders for them. I'm assuming srst is music, which according to your rips, are kns files wit KTSS headers. I'm told the sfx and voices are adpcm files? I'm looking for the Warriors' voices as well as common fight sfx. Would anyone know how to assist me here? I use VGMToolbox as well as foobar2000 for this stuff.

Thanks,.
Has anybody ripped midi/sf2 data from Metal Gear Solid 1 for the PSX Yet? by Choro at 3:01 PM EST on January 5, 2021
Sorry, I'm very new to this forum but I have been lurking for years. Im not sure if this is the correct way to post, but i've had the curiosity if anyone has managed to rip the mid/sf2 data from Metal Gear Solid yet, I got the PSF pack from that joshw site and tried to extract them with VGMTrans, at best all what I managed to obtain are all of the samples in Wav, which is a start. No midi data though. Has anyone succeeded in such a feat like this though yet?
Kirby 2SF Issues by Tanookirby at 8:48 PM EST on January 8, 2021
I just tried to use foobar to play some tunes from various Kirby DS games, and I end up getting an error. Other 2sf soundtracks work normally, and I am using vio2sf 0.26. Is anyone else experiencing this problem?
How to playback sbao files from Far Cry 2 PS3 version? by marcoxD95 at 7:09 PM EST on January 9, 2021
There is a Far Cry 2 PS3 audio rip on joshw that comes with sbao files, like the PC version. However, all the methods I could find online to make them play dont seem to work for the PS3 version and only work on the PC version.

I assume the audio data in the sbao files isnt OGG. I tried OGG conversion, Hyperriper, DecUbiSndGui-0.81. Nothing works.

I mean surely someone must know since someone uploaded the rip to joshw. There are also no instructions how to convert or play them in the download.

I also wanted to rip the xbox360 version after it but didnt bother yet. I just try to make all versions ripable and also want to compare audio quality but so far I only managed to work with the PC version.
Pac Man World 3 .wav audio files (PC and Xbox) by Puterboy1 at 11:41 PM EST on January 11, 2021
Samples here: https://zenhax.com/viewtopic.php?f=6&t=14727

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