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Ripping Mario Golf: Toadstool Tour and Mario Power Tennis by BallOpener at 6:19 PM EDT on October 20, 2021
Hi! How do I find the music files for Mario Golf: Toadstool Tour on the GameCube and convert them for use in Foobar2000? It's in a weird layout/filesystem where all the main folders are named A-D and the files and subfolders named A-Z (it's the same for Mario Power Tennis, but the Wii port is better in terms of folder structure). Any direction would be great, thanks!

I know it had been asked before, but many of the posts are dead.
Banjo-Tooie USF issues by MusicMantis at 7:42 AM EDT on October 21, 2021
Hi,

I was listening to the Banjo-Tooie USF set and noticed that many of the tracks cut off the beginning. The best example is "hag 1" as the intro begins with triplets and the entire first note of the first triplet is missing.

If you convert this to WAV and examine it in an editor you'll see that the very last tiny portion of this note is present, but for whatever reason the first 750ms are muted. After this, the song plays like normal with no other issues.

This seems to be present in every track as far as I can tell. It's most noticable in the boss themes as they usually start much louder and more forceful than other tracks, but it's present in others too.

Is there a way to alter the plugin or the miniusf to unmute this small section of the USF files? I really love the Banjo-Tooie soundtrack and with no (complete) soundtrack commercially available this is the only way to listen to it outside of game recordings.
Dragon Ball Z Ultimate Battle 22 MIDI Music by KRom932 at 4:04 PM EDT on October 21, 2021
Hello there,
I'm trying to get the UB22 Tenkaichi Budokai music but since the game doesn't have a turn off sound effects option, i can't get it in the game. I tried to rip the sound file, but he is on PS1 sequenced format. I don't have any skills in doing this so any help would be helpful. Thanks in advance.

EDIT: I made it, but thanks.

edited 2:29 PM EDT October 22, 2021
Getting SFX, sprites etc. from Ultra Street Fighter II (Switch) by jb2021 at 1:36 AM EDT on October 25, 2021
I'm trying to extract the sprites, models, sound effects and voices from Ultra Street Fighter II: The Final Challengers (although the game's music has already been ripped). Tried using Switch Toolbox, but no use... Any tools that can work for extracting the stuff out of the files?

Here's the link to the folder for your checking.
Xenosaga Episode I PSF2 ripped by uyjulian at 3:58 PM EDT on November 6, 2021
I decided to rip Xenosaga Episode I to PSF2.
Enjoy your air conditioning sounds!

https://archive.org/download/xenosaga_1_psf2/xenosaga_1_psf2.7z

Ripping this one was more effort than I thought it would be because of RSSD deciding to hog all the CPU, so I devised a different method to bypass RSSD and RPC calls by calling SSD directly.
If you are interested, source code for kickstarting SSD (Suzuki Sound Driver, not to be confused with Solid State Drive) is included.
Gran Turismo ps1 by wren44 at 1:18 AM EST on November 9, 2021
hello everyone, i have a small request, the Gran Turismo for ps1, there is XA tracks per region, which i have been able to extract and convert my self with basic tools, but there is sequence music in the game for car company's like Nissan, Subaru, Toyota ect ect, which have other music and also are per region, i believe the one for download by Steve Leung is from the the Japanese version, i was wondering if anyone could do the Europe version and America version too, to make this game complete, thanks in advance.
Animal Crossing: Wild World and 2SF by Chubby_Bub at 4:01 AM EST on November 17, 2021
Hello,
I am trying to make a soundtrack for Animal Crossing: Wild World. I was exporting audio with Gota7's Nitro Studio 2 until I realized it was missing panning and reverb effects. There exists a 2SF rip of it at the joshw collection that has these and is otherwise very good except for one problem: the hourly themes' channels are not accurate. The way they work is that different channels (corresponding to MIDI channels) play depending on whether it is sunny, rainy, or snowy. This means there should be three versions of each hourly track. However, there are only two. From what I can tell, these are the rainy and snowy versions, but even so I don't think they're accurate in terms of which channels they use.

Thankfully, between the data in this thread for ACCF (still also in progress) and some careful listening and experimentation, I was able to determine which channels each version of each track uses. So my question is, is it possible to modify this 2sf rip to have proper versions of these tracks that use the correct channels? Would this require a new rip? I don't really understand how 2SF works but based on what I'm seeing it would have something to do with 2sflib files...

Edit: I suppose NCSF would work as well, but I'm not sure if there's a way to mute channels.

edited 4:24 AM EST November 17, 2021
Replacing Shadowverse's soundtrack by Madgenta at 5:01 PM EST on November 20, 2021
Hi everyone, first post on this website
I've been struggling for the past few days trying to mod Shadowverse's music.
The songs are stored in .acb/.awb files (by pair) and I can play the .awb file in foobar2000 using vgmstream, I can also extract the .acb file using SonicAudioTools and get a .hca file however when trying to play said .hca file in foobar, all I get is just garbage noise

I can replace the song stored in the .hca file with a custom one and re-pack it into the .acb and .awb files and playing them again in foobar sounds fine but in game the modified music sounds like garbage noise.

Replacing voice files for cards is possible by using Eternity Audio Tool but for if I try opening the .acb song files it just gives tells me "failed to get file 0x0 from awb"

Any tips/idea would be greatly appreciated
Should rips fix obvious bugs? by hcs at 12:13 AM EST on December 4, 2021
I'm ripping Rocket Jockey (PC), it's Redbook audio, but there are RIFF WAVE headers in the PCM data, which manifest as clicks near the start of tracks. I bought a copy just to make sure it wasn't an issue with an image I found online, sure enough these clicks are on the disc. I assume that when the game plays the tracks they seek past the header, but maybe it really just is that bad.

I'm thinking of extracting these as .wav directly so they sound clean, since there's just silence outside the RIFF. Then I'd just compress with FLAC since there's nothing unusual in these headers. Does this sound acceptable?

I've seen bugs like this before: there's a PSX game (Crime Crackers 2 iirc) with a file header mangled by ADPCM encoding, but it wasn't as easy to make a clean cut, so I tend to leave them as-is.
can anyone help me to get midi and sf2 files from 3DS? by ShadowBlue9109 at 9:09 AM EST on December 4, 2021
I'll explain..
I need that great music that is part of the 3ds room. In particular I would need the midi and soundfont of funk music. Who comes to help me thank you so much!
Help ripping audio from Tobaku Mokushiroku Kaiji by ami-chan at 10:27 PM EST on December 5, 2021
Hello. I think this is the right place to ask this (I hope) but I'm attempting to rip audio from The Kaiji PlayStation one game (Tobaku Mokushiroku Kaiji / 賭博黙示録カイジ) with minor success. I was able to open the rip of the game I found in jPSXdec and locate the sounds folder but the files are stored in bgm.
Pic of files

Extracting a few and opening it in HxD showed that it contained a .seq, a .vh, and a .vb.
A pic of the top of the first BGM file

The first I was able to find some info about along with isolating what I think is the entire .seq file but the .vh/.vb/vab?? isn't as clear. I do know that it contains the header for a .vab file but that's about it.

I was just wondering if someone can possibly help me. This game seems like such an outlier from the small research I did on playstation roms (along with just audio ripping in general) and a bit of help from someone that knows more about this would be greatly appreciated.

A link to the bgm files
Upload issues by LucianoTheWindowsFan at 7:44 AM EST on December 6, 2021
I uploaded updates to the Othello World and Super Mario World sets and even though the uploads succeeded, it didn't appear on the list.php page.
Here's the sets, in case you're wondering:
Super Mario World
Othello World
Family Tennis 3D by jritchings02@gmail2.com at 8:13 PM EST on December 8, 2021
Tracks Are Sequenced, So Is Someone Going to Use A Tool From The 3DS SDK Called SoundPlayer?

edited 8:09 AM EST December 9, 2021
NCAA FOOTBALL 14 STREAM FILES (AST) by SmokinJam231 at 1:07 AM EST on December 10, 2021
Hello, hope everyone is alright.
I'm trying to get the music from NCAA Football 14, but I can't extract the .AST file properly. The nbajamonfireedition bms script give me some .dat files, but I don't know what to do next. Sorry, I'm not a expert on this. I thought someone here maybe could help me doing this. I would be grateful.

The files: https://drive.google.com/file/d/1-gOXJLLD91Zh9ZK2Ujy_fsYgJpWDucl_/view?usp=sharing.

Thanks!!
Dark Cloud .psf2 to MIDI/DLS by fedex1 at 5:46 AM EST on December 21, 2021
So I downloaded the .psf2 of every tracks on zophar (https://www.zophar.net/music/playstation2-psf2/dark-cloud), tried open one track on vgmtrans and obviously doesn't show anything (like 99% of the times).
Is there any tool that works?
How to convert .wth Files? by qdgfrtzthg at 8:02 PM EST on December 21, 2021
How to convert .wth Files to Wave audio Files from Stronghold 1 and Crusader Soundtrack?

edited 8:05 PM EST December 21, 2021
VGM to MIDI, then back to VGM - possible? by kooz at 6:19 AM EST on December 22, 2021
I'm somewhat familiar with the challenges that would be involved with this, but here are my thoughts:

I'm looking for a way to quantize the music from Sonic 1 and 2. There is obviously some sort of weird timing issue with the music in these games (and possibly/probably others). It's most noticeable (in my opinion) on the staff roll for both games, but seems to be present in some form throughout both soundtracks. It seems almost like a timing judder, like a framerate mismatch between a display and the content (i.e. 50 FPS video @ 60 Hz). Perhaps this is due to system load or some internal clock that does not play nicely with the songs' BPM; I'm not sure.

Anyway, what I'd love to be able to do is convert the VGMs into some sort of editable format. It doesn't have to be MIDI, but I am most familiar with it. From there, I would re-time the events to match with the song's intended BPM, quantize them, do any necessary manual adjustments, and finally convert that sequence data back to the original VGM format, for playback on hardware or other VGM players.

I know VGM to MIDI converters exist in some form, but going back the other way would be the hard part. My idea for a theoretical MIDI to VGM converter would involve using a "donor" VGM for instrument information, and it would expect the sequence data from the MIDI file to have the same number of tracks/channels as it's VGM counterpart.

Is this a hairbrained pipe dream?
Mortal Kombat 1 IBM PC/AT Hoot pack by Newbie2000 at 4:08 PM EST on December 23, 2021
The MT32 music from Mortal Kombat 1 plays properly in Hoot with the Lemmings II Hoot driver, but only with MT32 emulation.

Create a new archive mortalkombat_at.zip with code.com from the Lemmings II hoot archive and roland.drv from MK1.

Finally, add the following XML code to acclaim.xml. Track names and ordering from Retrocidad's MK1 Sound Blaster video on Youtube.

    <game>
        <name>[PC/AT] Mortal Kombat (MT-32 Emulation)</name>
        <driver type="beep">pcatdos</driver>
        <driveralias type="IBM PC/AT">Acclaim</driveralias>
        <options>
            <option name="clockmul" value="0x04"/>
            <option name="midiout" value="1"/>
            <option name="midiout_type" value="1"/>
        </options>
        <romlist archive="mortalkombat_at">
            <rom type="file" offset="-1">CODE.COM</rom>
            <rom type="file" offset="9">ROLAND.DRV</rom>
            <rom type="shell" offset="0">CODE.COM</rom>
        </romlist>
        <titlelist>
            <title code="4">MK Logo, Vs. Screen</title>
            <title code="1">Opening</title>
            <title code="0">Bio, Choose Your Fighter, Battleplan</title>
            <title code="9">The Courtyard</title>
            <title code="8">Palace Gates</title>
            <title code="2">Warrior Shrine, Goro's Lair</title>
            <title code="3">The Pit, Throne Room</title>
            <title code="6">Finish Him/Her, Next Opponent</title>
            <title code="7">Round End</title>
            <title code="5">Continue</title>
        </titlelist>
    </game>


edited 4:09 PM EST December 23, 2021
Mortal Kombat 2 IBM PC/AT Hoot pack by Newbie2000 at 4:11 PM EST on December 23, 2021
The Hoot driver from Pyrotechnica works perfectly with Mortal Kombat 2.

Extract the Pyrotechnica Hoot archive, while preserving the folder structure. Do not delete code.com, but delete all other files in the extracted folder's subfolders.

Copy the following list of files from MK2 into the sub-folders, and create a new archive mortalkombat2_at.zip
*.AWE files into the AWE32 folder
*.BIN files into the DRIVERS folder
*.GVS into the GRAV folder
*.LAP into the LAPC folder
*.SBL into the SBL folder
*.SCC1 into the SCC1 folder

Add the following XML code to acclaim.xml. I didn't name the tracks because I couldn't determine the names of several files.

    <game>
        <name>[PC/AT] Mortal Kombat 2 (SC-55)</name>
        <driver type="beep">pcatdos</driver>
        <driveralias type="IBM PC/AT">Acclaim</driveralias>
        <options>
            <option name="clockmul" value="0x04"/>
            <option name="midiout" value="1"/>
            <option name="midiout_type" value="4"/>
        </options>
        <romlist archive="mortalkombat2_at">
            <rom type="file" offset="-1">CODE.COM</rom>
            <rom type="file" offset="9">DRIVERS/SCC.BIN</rom>
            <rom type="file" offset="0x10">SCC1/ANIMB.MID</rom>
            <rom type="file" offset="0x11">SCC1/ARMOUE.MID</rom>
            <rom type="file" offset="0x12">SCC1/ARMOUR.MID</rom>
            <rom type="file" offset="0x13">SCC1/BABAL1.MID</rom>
            <rom type="file" offset="0x14">SCC1/BABAL2.MID</rom>
            <rom type="file" offset="0x15">SCC1/BUYDOL.MID</rom>
            <rom type="file" offset="0x16">SCC1/CONT.MID</rom>
            <rom type="file" offset="0x17">SCC1/DEADE.MID</rom>
            <rom type="file" offset="0x18">SCC1/DEADP.MID</rom>
            <rom type="file" offset="0x19">SCC1/END01.MID</rom>
            <rom type="file" offset="0x1A">SCC1/ENDGAM.MID</rom>
            <rom type="file" offset="0x1B">SCC1/FATAL.MID</rom>
            <rom type="file" offset="0x1C">SCC1/FLAWVI.MID</rom>
            <rom type="file" offset="0x1D">SCC1/FLOWER.MID</rom>
            <rom type="file" offset="0x1E">SCC1/FRIEND.MID</rom>
            <rom type="file" offset="0x1F">SCC1/INTRO1.MID</rom>
            <rom type="file" offset="0x20">SCC1/INTRO2.MID</rom>
            <rom type="file" offset="0x21">SCC1/KOMTOE.MID</rom>
            <rom type="file" offset="0x22">SCC1/KOMTOM.MID</rom>
            <rom type="file" offset="0x23">SCC1/LIUKAN.MID</rom>
            <rom type="file" offset="0x24">SCC1/LIVFOE.MID</rom>
            <rom type="file" offset="0x25">SCC1/LIVFOR.MID</rom>
            <rom type="file" offset="0x26">SCC1/PIT2.MID</rom>
            <rom type="file" offset="0x27">SCC1/PIT2EA.MID</rom>
            <rom type="file" offset="0x28">SCC1/PIT2EB.MID</rom>
            <rom type="file" offset="0x29">SCC1/PORTAE.MID</rom>
            <rom type="file" offset="0x2A">SCC1/PORTAL.MID</rom>
            <rom type="file" offset="0x2B">SCC1/RAINBO.MID</rom>
            <rom type="file" offset="0x2C">SCC1/SELSCR.MID</rom>
            <rom type="file" offset="0x2D">SCC1/TITLE.MID</rom>
            <rom type="file" offset="0x2E">SCC1/TUNE9.MID</rom>
            <rom type="file" offset="0x2F">SCC1/WASTE.MID</rom>
            <rom type="file" offset="0x30">SCC1/WASTEE.MID</rom>
            <rom type="shell" offset="0">CODE.COM</rom>
        </romlist>
        <titlelist>
            <title code="0x1000">ANIMB</title>
            <title code="0x1100">ARMOUE</title>
            <title code="0x1200">ARMOUR</title>
            <title code="0x1300">BABAL1</title>
            <title code="0x1400">BABAL2</title>
            <title code="0x1500">BUYDOL</title>
            <title code="0x1600">CONT</title>
            <title code="0x1700">DEADE</title>
            <title code="0x1800">DEADP</title>
            <title code="0x1900">END01</title>
            <title code="0x1A00">ENDGAM</title>
            <title code="0x1B00">FATAL</title>
            <title code="0x1C00">FLAWVI</title>
            <title code="0x1D00">FLOWER</title>
            <title code="0x1E00">FRIEND</title>
            <title code="0x1F00">INTRO1</title>
            <title code="0x2000">INTRO2</title>
            <title code="0x2100">KOMTOE</title>
            <title code="0x2200">KOMTOM</title>
            <title code="0x2300">LIUKAN</title>
            <title code="0x2400">LIVFOE</title>
            <title code="0x2500">LIVFOR</title>
            <title code="0x2600">PIT2</title>
            <title code="0x2700">PIT2EA</title>
            <title code="0x2800">PIT2EB</title>
            <title code="0x2900">PORTAE</title>
            <title code="0x2A00">PORTAL</title>
            <title code="0x2B00">RAINBO</title>
            <title code="0x2C00">SELSCR</title>
            <title code="0x2D00">TITLE</title>
            <title code="0x2E00">TUNE9</title>
            <title code="0x2F00">WASTE</title>
            <title code="0x3000">WASTEE</title>
        </titlelist>
    </game>
    <game>
        <name>[PC/AT] Mortal Kombat 2 (MT-32)</name>
        <driver type="beep">pcatdos</driver>
        <driveralias type="IBM PC/AT">Acclaim</driveralias>
        <options>
            <option name="clockmul" value="0x04"/>
            <option name="midiout" value="1"/>
            <option name="midiout_type" value="2"/>
        </options>
        <romlist archive="mortalkombat2_at">
            <rom type="file" offset="-1">CODE.COM</rom>
            <rom type="file" offset="9">DRIVERS/LAP.BIN</rom>
            <rom type="file" offset="0x10">LAPC/ANIMB.LAP</rom>
            <rom type="file" offset="0x11">LAPC/ARMOUE.LAP</rom>
            <rom type="file" offset="0x12">LAPC/ARMOUR.LAP</rom>
            <rom type="file" offset="0x13">LAPC/BABAL1.LAP</rom>
            <rom type="file" offset="0x14">LAPC/BABAL2.LAP</rom>
            <rom type="file" offset="0x15">LAPC/BUYDOL.LAP</rom>
            <rom type="file" offset="0x16">LAPC/CONT.LAP</rom>
            <rom type="file" offset="0x17">LAPC/DEADE.LAP</rom>
            <rom type="file" offset="0x18">LAPC/DEADP.LAP</rom>
            <rom type="file" offset="0x19">LAPC/END01.LAP</rom>
            <rom type="file" offset="0x1A">LAPC/ENDGAM.LAP</rom>
            <rom type="file" offset="0x1B">LAPC/FATAL.LAP</rom>
            <rom type="file" offset="0x1C">LAPC/FLAWVI.LAP</rom>
            <rom type="file" offset="0x1D">LAPC/FLOWER.LAP</rom>
            <rom type="file" offset="0x1E">LAPC/FRIEND.LAP</rom>
            <rom type="file" offset="0x1F">LAPC/INTRO1.LAP</rom>
            <rom type="file" offset="0x20">LAPC/INTRO2.LAP</rom>
            <rom type="file" offset="0x21">LAPC/KOMTOE.LAP</rom>
            <rom type="file" offset="0x22">LAPC/KOMTOM.LAP</rom>
            <rom type="file" offset="0x23">LAPC/LIUKAN.LAP</rom>
            <rom type="file" offset="0x24">LAPC/LIVFOE.LAP</rom>
            <rom type="file" offset="0x25">LAPC/LIVFOR.LAP</rom>
            <rom type="file" offset="0x26">LAPC/PIT2.LAP</rom>
            <rom type="file" offset="0x27">LAPC/PIT2EA.LAP</rom>
            <rom type="file" offset="0x28">LAPC/PIT2EB.LAP</rom>
            <rom type="file" offset="0x29">LAPC/PORTAE.LAP</rom>
            <rom type="file" offset="0x2A">LAPC/PORTAL.LAP</rom>
            <rom type="file" offset="0x2B">LAPC/RAINBO.LAP</rom>
            <rom type="file" offset="0x2C">LAPC/SELSCR.LAP</rom>
            <rom type="file" offset="0x2D">LAPC/TITLE.LAP</rom>
            <rom type="file" offset="0x2E">LAPC/TUNE9.LAP</rom>
            <rom type="file" offset="0x2F">LAPC/WASTE.LAP</rom>
            <rom type="file" offset="0x30">LAPC/WASTEE.LAP</rom>
            <rom type="shell" offset="0">CODE.COM</rom>
        </romlist>
        <titlelist>
            <title code="0x1000">ANIMB</title>
            <title code="0x1100">ARMOUE</title>
            <title code="0x1200">ARMOUR</title>
            <title code="0x1300">BABAL1</title>
            <title code="0x1400">BABAL2</title>
            <title code="0x1500">BUYDOL</title>
            <title code="0x1600">CONT</title>
            <title code="0x1700">DEADE</title>
            <title code="0x1800">DEADP</title>
            <title code="0x1900">END01</title>
            <title code="0x1A00">ENDGAM</title>
            <title code="0x1B00">FATAL</title>
            <title code="0x1C00">FLAWVI</title>
            <title code="0x1D00">FLOWER</title>
            <title code="0x1E00">FRIEND</title>
            <title code="0x1F00">INTRO1</title>
            <title code="0x2000">INTRO2</title>
            <title code="0x2100">KOMTOE</title>
            <title code="0x2200">KOMTOM</title>
            <title code="0x2300">LIUKAN</title>
            <title code="0x2400">LIVFOE</title>
            <title code="0x2500">LIVFOR</title>
            <title code="0x2600">PIT2</title>
            <title code="0x2700">PIT2EA</title>
            <title code="0x2800">PIT2EB</title>
            <title code="0x2900">PORTAE</title>
            <title code="0x2A00">PORTAL</title>
            <title code="0x2B00">RAINBO</title>
            <title code="0x2C00">SELSCR</title>
            <title code="0x2D00">TITLE</title>
            <title code="0x2E00">TUNE9</title>
            <title code="0x2F00">WASTE</title>
            <title code="0x3000">WASTEE</title>
        </titlelist>
    </game>
<game>
        <name>[PC/AT] Mortal Kombat 2 (SoundBlaster)</name>
        <driver type="soundblaster16">pcatdos</driver>
        <driveralias type="IBM PC/AT">Acclaim</driveralias>
        <options>
            <option name="clockmul" value="0x04"/>
            <option name="opl3_mix" value="0x200"/>
        </options>
        <romlist archive="mortalkombat2_at">
            <rom type="file" offset="-1">CODE.COM</rom>
            <rom type="file" offset="9">DRIVERS/SBL.BIN</rom>
            <rom type="file" offset="0x10">SBL/ANIMB.SBL</rom>
            <rom type="file" offset="0x11">SBL/ARMOUE.SBL</rom>
            <rom type="file" offset="0x12">SBL/ARMOUR.SBL</rom>
            <rom type="file" offset="0x13">SBL/BABAL1.SBL</rom>
            <rom type="file" offset="0x14">SBL/BABAL2.SBL</rom>
            <rom type="file" offset="0x15">SBL/BUYDOL.SBL</rom>
            <rom type="file" offset="0x16">SBL/CONT.SBL</rom>
            <rom type="file" offset="0x17">SBL/DEADE.SBL</rom>
            <rom type="file" offset="0x18">SBL/DEADP.SBL</rom>
            <rom type="file" offset="0x19">SBL/END01.SBL</rom>
            <rom type="file" offset="0x1A">SBL/ENDGAM.SBL</rom>
            <rom type="file" offset="0x1B">SBL/FATAL.SBL</rom>
            <rom type="file" offset="0x1C">SBL/FLAWVI.SBL</rom>
            <rom type="file" offset="0x1D">SBL/FLOWER.SBL</rom>
            <rom type="file" offset="0x1E">SBL/FRIEND.SBL</rom>
            <rom type="file" offset="0x1F">SBL/INTRO1.SBL</rom>
            <rom type="file" offset="0x20">SBL/INTRO2.SBL</rom>
            <rom type="file" offset="0x21">SBL/KOMTOE.SBL</rom>
            <rom type="file" offset="0x22">SBL/KOMTOM.SBL</rom>
            <rom type="file" offset="0x23">SBL/LIUKAN.SBL</rom>
            <rom type="file" offset="0x24">SBL/LIVFOE.SBL</rom>
            <rom type="file" offset="0x25">SBL/LIVFOR.SBL</rom>
            <rom type="file" offset="0x26">SBL/PIT2.SBL</rom>
            <rom type="file" offset="0x27">SBL/PIT2EA.SBL</rom>
            <rom type="file" offset="0x28">SBL/PIT2EB.SBL</rom>
            <rom type="file" offset="0x29">SBL/PORTAE.SBL</rom>
            <rom type="file" offset="0x2A">SBL/PORTAL.SBL</rom>
            <rom type="file" offset="0x2B">SBL/RAINBO.SBL</rom>
            <rom type="file" offset="0x2C">SBL/SELSCR.SBL</rom>
            <rom type="file" offset="0x2D">SBL/TITLE.SBL</rom>
            <rom type="file" offset="0x2E">SBL/TUNE9.SBL</rom>
            <rom type="file" offset="0x2F">SBL/WASTE.SBL</rom>
            <rom type="file" offset="0x30">SBL/WASTEE.SBL</rom>
            <rom type="shell" offset="0">CODE.COM</rom>
        </romlist>
        <titlelist>
            <title code="0x1000">ANIMB</title>
            <title code="0x1100">ARMOUE</title>
            <title code="0x1200">ARMOUR</title>
            <title code="0x1300">BABAL1</title>
            <title code="0x1400">BABAL2</title>
            <title code="0x1500">BUYDOL</title>
            <title code="0x1600">CONT</title>
            <title code="0x1700">DEADE</title>
            <title code="0x1800">DEADP</title>
            <title code="0x1900">END01</title>
            <title code="0x1A00">ENDGAM</title>
            <title code="0x1B00">FATAL</title>
            <title code="0x1C00">FLAWVI</title>
            <title code="0x1D00">FLOWER</title>
            <title code="0x1E00">FRIEND</title>
            <title code="0x1F00">INTRO1</title>
            <title code="0x2000">INTRO2</title>
            <title code="0x2100">KOMTOE</title>
            <title code="0x2200">KOMTOM</title>
            <title code="0x2300">LIUKAN</title>
            <title code="0x2400">LIVFOE</title>
            <title code="0x2500">LIVFOR</title>
            <title code="0x2600">PIT2</title>
            <title code="0x2700">PIT2EA</title>
            <title code="0x2800">PIT2EB</title>
            <title code="0x2900">PORTAE</title>
            <title code="0x2A00">PORTAL</title>
            <title code="0x2B00">RAINBO</title>
            <title code="0x2C00">SELSCR</title>
            <title code="0x2D00">TITLE</title>
            <title code="0x2E00">TUNE9</title>
            <title code="0x2F00">WASTE</title>
            <title code="0x3000">WASTEE</title>
        </titlelist>
    </game>    
    <game>
        <name>[PC/AT] Mortal Kombat 2 (MT-32 Emulation)</name>
        <driver type="beep">pcatdos</driver>
        <driveralias type="IBM PC/AT">Acclaim</driveralias>
        <options>
            <option name="clockmul" value="0x04"/>
            <option name="midiout" value="1"/>
            <option name="midiout_type" value="1"/>
        </options>
        <romlist archive="mortalkombat2_at">
            <rom type="file" offset="-1">CODE.COM</rom>
            <rom type="file" offset="9">DRIVERS/LAP.BIN</rom>
            <rom type="file" offset="0x10">LAPC/ANIMB.LAP</rom>
            <rom type="file" offset="0x11">LAPC/ARMOUE.LAP</rom>
            <rom type="file" offset="0x12">LAPC/ARMOUR.LAP</rom>
            <rom type="file" offset="0x13">LAPC/BABAL1.LAP</rom>
            <rom type="file" offset="0x14">LAPC/BABAL2.LAP</rom>
            <rom type="file" offset="0x15">LAPC/BUYDOL.LAP</rom>
            <rom type="file" offset="0x16">LAPC/CONT.LAP</rom>
            <rom type="file" offset="0x17">LAPC/DEADE.LAP</rom>
            <rom type="file" offset="0x18">LAPC/DEADP.LAP</rom>
            <rom type="file" offset="0x19">LAPC/END01.LAP</rom>
            <rom type="file" offset="0x1A">LAPC/ENDGAM.LAP</rom>
            <rom type="file" offset="0x1B">LAPC/FATAL.LAP</rom>
            <rom type="file" offset="0x1C">LAPC/FLAWVI.LAP</rom>
            <rom type="file" offset="0x1D">LAPC/FLOWER.LAP</rom>
            <rom type="file" offset="0x1E">LAPC/FRIEND.LAP</rom>
            <rom type="file" offset="0x1F">LAPC/INTRO1.LAP</rom>
            <rom type="file" offset="0x20">LAPC/INTRO2.LAP</rom>
            <rom type="file" offset="0x21">LAPC/KOMTOE.LAP</rom>
            <rom type="file" offset="0x22">LAPC/KOMTOM.LAP</rom>
            <rom type="file" offset="0x23">LAPC/LIUKAN.LAP</rom>
            <rom type="file" offset="0x24">LAPC/LIVFOE.LAP</rom>
            <rom type="file" offset="0x25">LAPC/LIVFOR.LAP</rom>
            <rom type="file" offset="0x26">LAPC/PIT2.LAP</rom>
            <rom type="file" offset="0x27">LAPC/PIT2EA.LAP</rom>
            <rom type="file" offset="0x28">LAPC/PIT2EB.LAP</rom>
            <rom type="file" offset="0x29">LAPC/PORTAE.LAP</rom>
            <rom type="file" offset="0x2A">LAPC/PORTAL.LAP</rom>
            <rom type="file" offset="0x2B">LAPC/RAINBO.LAP</rom>
            <rom type="file" offset="0x2C">LAPC/SELSCR.LAP</rom>
            <rom type="file" offset="0x2D">LAPC/TITLE.LAP</rom>
            <rom type="file" offset="0x2E">LAPC/TUNE9.LAP</rom>
            <rom type="file" offset="0x2F">LAPC/WASTE.LAP</rom>
            <rom type="file" offset="0x30">LAPC/WASTEE.LAP</rom>
            <rom type="shell" offset="0">CODE.COM</rom>
        </romlist>
        <titlelist>
            <title code="0x1000">ANIMB</title>
            <title code="0x1100">ARMOUE</title>
            <title code="0x1200">ARMOUR</title>
            <title code="0x1300">BABAL1</title>
            <title code="0x1400">BABAL2</title>
            <title code="0x1500">BUYDOL</title>
            <title code="0x1600">CONT</title>
            <title code="0x1700">DEADE</title>
            <title code="0x1800">DEADP</title>
            <title code="0x1900">END01</title>
            <title code="0x1A00">ENDGAM</title>
            <title code="0x1B00">FATAL</title>
            <title code="0x1C00">FLAWVI</title>
            <title code="0x1D00">FLOWER</title>
            <title code="0x1E00">FRIEND</title>
            <title code="0x1F00">INTRO1</title>
            <title code="0x2000">INTRO2</title>
            <title code="0x2100">KOMTOE</title>
            <title code="0x2200">KOMTOM</title>
            <title code="0x2300">LIUKAN</title>
            <title code="0x2400">LIVFOE</title>
            <title code="0x2500">LIVFOR</title>
            <title code="0x2600">PIT2</title>
            <title code="0x2700">PIT2EA</title>
            <title code="0x2800">PIT2EB</title>
            <title code="0x2900">PORTAE</title>
            <title code="0x2A00">PORTAL</title>
            <title code="0x2B00">RAINBO</title>
            <title code="0x2C00">SELSCR</title>
            <title code="0x2D00">TITLE</title>
            <title code="0x2E00">TUNE9</title>
            <title code="0x2F00">WASTE</title>
            <title code="0x3000">WASTEE</title>
        </titlelist>
    </game>
Gex 64 missing USF tracks by MusicMantis at 8:12 PM EST on December 28, 2021
The Gex 64 USF set appears to be missing a couple of tracks. The two I've noticed are both from Toon TV, the first being the main theme for the stage (heard upon entering) and the second being the tune that plays when you go through the rabbit hole (heard about half way into the first stage). From what I can tell, everything else is present, though it's been a while since I've properly played the game.

edited 12:45 AM EST December 29, 2021
Holy Knight Ricca .acb file by blackdarkness at 11:31 PM EST on December 29, 2021
Sample files:https://mega.nz/file/eK5zwCRR#rtvAYSkWZOmlF9TxGctohCXuQgBr_YPgf_pPbfdjvos
From a great 3d game, you can find it here.
https://www.dlsite.com/maniax/work/=/product_id/RJ297937.html
Baldur's gate dark alliance PC audio help by Dark_Ansem at 9:10 AM EST on January 3, 2022
So, the excellent Alpha23 has been doing some digging in the files of the PC release of Baldur's Gate Dark Alliance.

Apparently, the audio files are headerless IMA ADPCM streams inside the *.v* files.

Does anyone know how to construct a working IMA header?

Sample file here: https://www.mediafire.com/file/zo312hud7s0zan6/smlcave3.7z/file
How do I extract and convert the raw music files from the PS2 version of Need for Speed Underground? by UndergroundMusix at 3:33 PM EST on January 3, 2022
Hello everyone.

First of all, I wish everyone a very happy new year!

As I side-hobby, I like to extract and convert music from game that I like. Just like you guys, I guess.

For a few days now, I've been trying to extract the raw music flies from the PS2 version of Need for Speed Underground.

I'm well aware they're available in the archive, but I'd like to try it myself. The archive is also missing one song; T.I. - 24's. I'd like to rectify this once I manage to extract the files.

I've tried a few dedicated music extractors and converters, which work fine, but I really want to have a crack at it myself, just for the fun of it. It's so satisfying.

I'm assuming the audio is in either BIGFILE.VIV or ZZDATA0/1/2/3.BIN. All five files are located in ROOT > NFSUNDER.

I've tried VIV Wizard to inspect BIGFILE.VIV, but that doesn't seem to want to work on Windows 10, or any other Windows OS in compatibility mode. Very weird.

I've tried to inspect the BIN files using NFS-Disculator, however, I doesn't seem to recognize the audio files as they come up as unknown.

I've tried to search online for some VIV and Need for Speed BIN extractors, without much luck.

Now what? Am I perhaps using the wrong keywords? What do I search for? How do I extract files from VIV and Need for Speed BIN files and convert these to WAV?

Any help, pointers or suggestions are much appreciated!
Help with Shogun: Rise Of The Renegade unplayable MP3 file by vagrant18 at 6:59 PM EST on January 5, 2022
Trying to extract the music from an Android game called Shogun: Rise Of The Renegade. Extracted apk files lead to a folder with one single MP3 file that can not be opened in any way.

Is there any good soul out there who can please help decrypt the file and perhaps make it playable?

My guess is that all the tracks are all contained within the file and encrypted in some way and there does not seem to be a way to play it with vgmstream either.

I have uploaded the 21 MB file here:

https://www.mediafire.com/file/mana49c8u4cmr30/data.mp3/file

Please if anyone can help it would be appreciated.
Can't download any .7z files at all from Joshw by Jack Krowell at 11:43 AM EST on January 6, 2022
Yeah so, I was going about trying to download a .7z file for game audio by, you know, clicking the 7z link for the game, yet nothing at all happened, no download what so ever.

Hell, this is the case for practically any, or perhaps all of the 7z download links on the Joshw website. At least for me in particular.

Can anybody at all help me out here, please?
Help Reading/Understanding Wwise WiiH Header in Punch-Out!! Wii by HiddenRulz at 3:38 PM EST on January 6, 2022
I've been trying to look into Punch-Out!! Wii's audio files in order to mod them. However, there is a section in the header that affects the whole audio file in ways that I can't understand (but clearly vgmstream can). This is the WiiH header, which determines the speaker configuration and something else which I'm unsure of.

The length of this header varies depending on whether the speaker is configured only to the Front-Center speaker or Front-Left and Front-Right. From what I understand this is determined by the fourth byte after "WiiH" and I can see this represented in the code of vgmstream. Whether that fourth byte is equal to "5C" or "2E" determines FC or both FL and FR respectively.

However, the rest of the header eludes me. I can see that in two-speaker configurations there are two sections of the same length that would likely correspond to each speaker. If there is anyone out there who can explain to me what the content of the header does and how to read it, I would be very grateful.

The area of interest I look at for determining how vgmstream would read this header is within the wwise.c file and lines 319 to 363 are likely what read this header.

Linked here are a few Punch-Out!! Wii audio files of both speaker configurations. And one file that is simply a second of silence, which is indeed originally from the game.

And an extra snippet that might help, vgmstream through Foobar200 requires that the audio files have the .wem extension, but they were originally .wav files when extracted. Don't know why this is required, but it is what it is.

Thanks!
Extracting .PAK file from Ghost Recon 2001 by Jack Krowell at 10:07 PM EST on January 6, 2022
Does anybody know of any software programs I can use to extract a particular .PAK file from the PS2 game Ghost Recon 2001?

I have reason to believe that it contains certain audio I've been searching for.

Here's a Link for the particular file:

https://drive.google.com/file/d/1Avxy-NVoEHd7tUXOWLMtZ3_u9IijkcGH/view?usp=sharing



edited 10:08 PM EST January 6, 2022
Audio files for Manhunt Main Menu Hidden Message by Jack Krowell at 2:26 AM EST on January 8, 2022
Does anybody here at all know if there are particular audio files for a hidden message that plays out within the Main Menu User-Interface of Manhunt for PS2?

Heres a YouTube link for what it is I'm talking about in particular:

Manhunt - Menu Hidden Message/Easter Egg

Software that can extract .PSS files by Jack Krowell at 3:00 PM EST on January 9, 2022
Does anybody here know of any proper software that can extract .PSS files of a PS2 game?

I'm mostly trying to extract the audio sequence that play along side the video sequence within said .PSS file.
Ripping Frogger: The Great Quest & Frogger Beyond audio tracks by icup321 at 9:43 PM EST on January 14, 2022
I've been trying to rip the audio tracks from the PC versions of Frogger: The Great Quest and Frogger Beyond (and also from the Xbox version of Beyond since that version actually has higher quality 44.1 khz tracks).

I've been able to create preliminary txth scripts showing what audio formats they use, what I need help with now is finding out how to get the track lengths, or extract the individual tracks from the audio archives if necessary.

You can take a look at the audio archives themselves here:
Frogger: The Great Quest (PC): https://www.mediafire.com/file/m0fkwt6c3ug2waj/Frogger_-_The_Great_Quest_%2528wip%2529_%255BPC%255D.7z/file

Frogger Beyond (PC): https://www.mediafire.com/file/9uytss2cwv0awqu/Frogger_Beyond_%2528wip%2529_%255BPC%255D.7z/file

Frogger Beyond (Xbox): https://www.mediafire.com/file/bs2x1276df8eohk/Frogger_Beyond_%2528wip%2529_%255BXbox%255D.7z/file

edited 9:44 PM EST January 14, 2022
Single tracks for Nintendo systems ? by andiandi at 12:22 PM EST on January 15, 2022
Hi,

I wonder if it's possible to make tracks independent from their library file for Nintendo systems (2SF/NCSF/USF/GSF), meaning that each file would be in .2SF/.NCSF/.USF/.GSF (instead of .mini2SF/.miniNCSF/.miniUSF/.miniGSF that rely on the library).

For other PSF-based formats (PSF/PSF2/SSF/DSF...) tracks don't depend on the library (most of the time) so I wonder it's feasible for Nintendo systems.

It's bothering to keep a full-sized file when you want to keep one or two tracks only.

Thanks
vgmstream update broke Croc .xa? by MusicMantis at 1:06 PM EST on January 16, 2022
I'm usually a little slack with updates on non-critical software; I'll grab them every couple of months, or when there's a case of necessity.

I was listening to the Croc XA set (linked below) when I decided to update vgmstream today and afterwards the files no longer decode.

Edit: Here's set set link. I've moved it down here because it didn't want to play nice with the URL tag: http://psf.joshw.info/c/Croc%20-%20Legend%20of%20the%20Gobbos%20[Croc!%20Pau%20Pau%20Island]%20(1997-09-29)(Argonaut)(Fox)[PS1].7z

I'm not sure if this is a bug or if I need to do something on my end, but if it's the former I thought I'd let you guys know and if it's the latter I thought I'd ask for help :)



edited 1:10 PM EST January 16, 2022
Question about MDT files from Sega Saturn T&E Soft games by SoundGLSI at 1:39 AM EST on January 22, 2022
Hi everyone,

I saw there are various SSF rips of Saturn T&E Soft games, but there's one missing so I tried to rip it myself.

As soon as I examined the CD's files, I found that the sequenced BGMs are in MDT files. They countain SSEQs, tone data and the EXB file, however, I couldn't find the TSK driver...
Does anyone here know what's the driver file, or if it's embedded, and how can I extract the EXB file? I know kingshriek's Python tools to make SSF rips.
I've used seqext and tonext to extract the sequence and tone data successfully from the MDT files, but that's the only thing i could do. The driver and the EXB file are the missing steps to make SSFs of them.

Oh, and another question, since this is from a Saturn game. In the game I'm trying to rip, there's CPK files that have music in them. They're stereo, so unlike the rip I did of Astal, I couldn't found a way to play them correctly (I used ffmpeg to copy the big endian planar PCM audio stream to a file). If I, somehow, succeed at making this rip, can I include them in WAV format?

BTW: The game is "Waialae no Kiseki: Extra 36 Holes".

Thanks for your help!
.txth With Foobar2000 for Punch-Out!! Wii Audio by HiddenRulz at 4:31 PM EST on January 26, 2022
Apologies to post again so soon, but I have another set of new questions!

I've been trying to modify the audio of Punch-Out!! Wii but I've run into a snag. The default interleave for the wwise header is 0x08 according to vgmstream's code, but the converter I use for audio files sets the interleave to 0x10. To be sure if the interleave is the problem, I want a way for vgmstream to use the interleave as 0x10 rather than 0x08.

I've tried to use a .txth file with vgmstream's Foobar2000 component to force vgmstream to read the interleave as 0x10, but it doesn't seem to work. If at all possible, can someone tell me what I'm missing or doing wrong?

Here is a folder with my current work.

The 9739285.wem and associated .txth file is meant to be my first attempt at making a functioning .txth using the original audio from Punch Out!! The Bad Apple version is my attempt at importing custom audio, which is what I plan to use to test whether the 0x10 interleave is the problem for static.

Thank you!
Remaining N64 Midi Tool games by SubDrag at 8:59 PM EST on January 27, 2022
The N64 Sound Tool (https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release) should be able to rip sound from 100% of the games. If you notice anything missing that are not instruments/from the music, please let me know.

However, music is not as simple, and though most are known, there are still a bunch of games without music rippable by the N64 Midi Tool (https://github.com/jombo23/N64-Tools/tree/master/N64%20Midi%20Tool/Release). Just throwing this out there, especially as some of these titles are cross-platform, to see if anyone knows if this any of this music is known on N64 due to the other platforms?

It is possible some don't have music or they are fully contained in sound bank.

Giving this a shot, even identifying one remaining would be nice.

Current list left of music:
Dezaemon 3D (J) [!] - Note this format is known, and game has a music editor, it's just...not easily translatable to midi
Fighting Force 64 (E) [!]
Fighting Force 64 (U) [!] - Sequences are 8C7CC4, filename, size, #samples, sample offset/flags, 8 is looping
Kobe Bryant in NBA Courtside (E) [!] - SQ3
Kobe Bryant's NBA Courtside (U) [!] - SQ3
NBA Courtside 2 - Featuring Kobe Bryant (U) [!] - MUS
Nightmare Creatures (U) [!] - Unknown .xm format (not fast tracker)
Space Invaders (U) [!]
Stunt Racer 64 (U) [!] - Challenging Pattern format
World Driver Championship (E) (M5) [!] - Challenging Pattern format
World Driver Championship (U) [!] - Challenging Pattern format

edited 11:16 AM EST February 13, 2022
Multiple Questions by Uikri at 5:43 AM EST on February 1, 2022
Hi. I'm wondering about several games.

Pikmin 2 GCN
Pikmin 1 GCN
Luigi's Mansion GCN
Pokemon Colosseum/XD GCN
Zelda Twilight Princess GCN
Metroid Prime Hunters NDS
Legacy of Goku 2 GBA

I've been hoping these games would get uploaded for over a decade now, but to no avail. I know the Pikmin/Pokemon games and Luigi's Mansion are streamed, but has any progress been made in reverse engineering the file formats a la Crystal Chronicles on the GameCube?

Admittedly, I've already asked about Twilight Princess in the past, but I'm having great difficulty remembering to try things and making myself try them when I remember (I have mental disabilities I'm not just being an ass. I just don't completely understand what to do and I know that if I hit a roadblock I won't be able to get help very quickly). If anyone would be willing to help that would be greatly appreciated.

As for Prime Hunters, there is an upload, but all the channels are tangled together. It's been over 10 years since [https://www.hcs64.com/mboard/forum.php?showthread=20996&showpage=0#post_21002]this comment[/url] was posted. Has anyone figured out how to deal with it now?

I have no idea what the deal is with Legacy of Goku II, but surely someone knows something by now?

P.S. There is a song missing from the Demon's Souls upload. Armor Spider's fight music.


edited 5:58 AM EST February 1, 2022
Need help decrypting Il2CPP'd HCA files by Drawrgon at 8:20 AM EST on February 24, 2022
Hello,

I spent the last 13 hours to get the game of Digimon ReArise on Android decrypted.
The game will close its servers in a few weeks, I was eager for the OST for years by now with no luck.

I had around 8 hours of fun getting the HCA key out of the game, spent another few hours on trying to get the HCA/ACB files decrypted, with no success. Whatever tool I found and tried, can't decrypt the files because they're either expecting two separate 8 Byte keys or simply don't return a result.

I packed the files I gathered into an archive, including the unpacked APK, the dump.cs from Il2CPPDumper with the DummyDLLs, a screenshot from AssetStudio's CriWareInitializer contents, two plain text files with the plain key and the key converted to Hex, along with a bunch of encrypted HCA files from the Cache, which the game only seems to load on several triggers during the main story and two ACB/AWB packs with HCA content that are present in the main APK.

VGMToolbox r1040 recognizes the ACB/AWB files and the files I tested from the Cache and extracts valid HCA files out of them, but they're garbled. I didn't find a way to specify a decryption key there, so I now ended up asking the experts gathering in this place.

Are there any programs available to decrypt newer versioned HCA files? I know vgmstream can play encrypted files, but I wouldn't mind decrypting them for myself.
If you need anything else, let me know.

Thanks for your time and best regards
Just Cause Music Rip by Jack Krowell at 6:34 PM EST on March 2, 2022
Does anyone here at all know of any extraction program that can convert the .fpl music files of Just Cause 1 to .wav?
can you use VGM to convert WAV files to game formats? by bluenewt1995 at 5:38 PM EST on March 6, 2022
i'm trying to edit prototype's audio files, but they're in .p3d format. i can convert them to WAV or OGG, but i can't find a way to convert them back into .p3d to be read by the game. can vgmstream do this? or can it only convert FROM game files to audio files?
Layering tracks with different loop points/lengths by LouieG at 11:41 PM EST on March 7, 2022
I'm playing around with the Paper Mario: The Origami King rip on switch.joshw (mostly tagging it for my personal use). Something I've noticed is several tracks in game are several tracks layered together, which would be fine, except almost none of these layered tracks have matching lengths or loop points. For example, the track Sea Tower - 1st Floor is made up of:

opus\BGM_FLD_OrbTower1F_W4_opus.lopus#I146136 4519186
opus\BGM_FLD_OrbTowerWTR_W4_opus.lopus#I74166 4446904
opus\BGM_FLD_OrbTowerETH_W4_opus.lopus#I141161 4513899

A more egregious example is Crossing the Cliff:

opus\BGM_EVT_QuizWind_A_W5_opus.lopus#I153795 1997164
opus\BGM_EVT_QuizWind_B_W5_opus.lopus#I116691 934239

QuizWind_A is almost double the length of QuizWind_B.

So far my attempts at solving this issue are a): setting the loop points of the other tracks to match one of them. This works for some layered tracks but not for others and I probably shouldn't be doing this anyway. Solution b is just making the other tracks loop more to make up length issues (QuizWind_A twice, QuizWind_B five times). However, this means the txtp overall won't loop for obvious reasons. Is there another option I'm missing here?
Can't understand how this file still plays by tester22341 at 1:43 AM EST on March 10, 2022
I have a Unity game with this piece of translated code:

this.WwiseSwitch = new WwiseSwitch(39444145, 576274767);

The first parameter I'm not sure of but the second matches

sid dwSoundBankID 576274767

Given from wwiser.

So what I did was open the .BNK in a hex editor and changed the header piece to 542719590 before repackaging my Unity bundle and put it into the game.

Now I didn't change the second parameter so the switch no longer matches the soundBankID. To my surprise the sound still plays.

If I change the second parameter then the sound stops playing so it's clearly using this somehow to play my BNK. This is a brand new install so there's no way it's caching anything.

How can wwise still know to play this if it doesn't have the correct ID? Does anyone know how playing files in wwise works?

edited 5:51 PM EST March 10, 2022
Cyberpunk 2077 and wwiser by Dark_Ansem at 9:29 AM EDT on March 16, 2022
Trying to use wwiser to compile txtp files in order to make the soundtrack usable, but despite relying on Bnk files the output files are all unusable. Could you help?
Sample used on Zelda for the N64 by jeexx at 11:43 PM EDT on March 17, 2022
Hello, this forum has provided me with valuable resources for the music used on classic games and right now I am doing
an in-depth exploration into the soundtrack for Ocarina of Time.

i am wondering if any of you knows what specific sample was used to create the synthesized vocals of Malon, the ranch girl that sings Epona's song.

is there a sample library that contains those vocals used on the nintendo 64 zelda game, or maybe was it recorded?

I would appreciate if anyone has anything to share about it
What's the fix for the messed up tags for .gbs files? by Uikri at 6:43 PM EDT on March 23, 2022
I'm trying to convert them to WAV, but since the tags and metadata are all screwy, some songs that are 30+ seconds get mixed up for one that is 7 or so seconds and get cut off. How do I fix this, since it seems like it's not possible to fix the plugin that handles these files? Thank you for any help.
soundfount by kain at 11:11 AM EDT on March 29, 2022
Thank you for your great website. A suggestion I have is to have a section or link for just the soundfont music of consoles like psf psf2 ssf dsf spc etc... This way those that are just interested in soundfont files can save bandwidth.
_(upload original format)ROCKMAN X DiVE (2022-03-20)(Capcom)[iOS+Android].7z by brianpow1 at 8:00 PM EDT on March 30, 2022
The original format is in acb/awb archive format. Crapcom always update the archive by adding new music and removing music for expired event. In every update, even with no new music added, the checksum of archive may changed because of some music are removed. You can expect that if collecting all version of archive, the resultant files contain lots of dupes. You can also expect that some music can only be found in old archive but not in the latest archive, therefore collecting only the latest version of archive does not work too. May I confirm if you really prefer to have the original packed format?


edited 8:18 PM EDT March 30, 2022
Wii Mario All-Stars Home Menu Jingle by MoldyPond at 7:38 PM EDT on April 3, 2022
I was wondering if anyone knows how to locate and/or extract the music that plays on the Wii Menu when you have the Mario All-Stars disc inserted. I've extracted both partitions of the disc in Dolphin but haven't been able to locate anything resembling what I'm familiar with (Anything that I am familiar with, I already tried throwing into VGMToolbox or BrawlBox with no luck).

Any help with this would be greatly appreciated, thanks! :)

edited 7:39 PM EDT April 3, 2022
need help setting up foobar by bluenewt1995 at 2:57 PM EDT on April 4, 2022
sorry to take up forum space, but i can't for the life of me figure this out, and it seems this forum is the only source available for help with vgmstream.

i've been at this for hours and i can't get this tool to work. i downloaded foobar2000 and installed the vgmstream component, but every time i try to open my audio files, it gives me this error image

but the format is supposedly supported according to vgmstreams list of supported formats. so what am i doing wrong? is there another file i need to add to foobar2000? to my knowledge foobar doesn't support .dll files, so what do i use? if anyone can help, i'd really appreciate it.

edited 2:59 PM EDT April 4, 2022
Lego Skywalker Saga .AUDIO_DATA by Puterboy1 at 11:39 AM EDT on April 7, 2022
Link: https://zenhax.com/download/file.php?id=12325
Metal Gear Solid 4 - .ssp and .spc formats by Zoft at 7:47 PM EDT on April 9, 2022
Hey there,

Apologies for bringing my own requests to here but I've tried personally to get an idea of how I could go about doing this and after learning the first couple steps I can confidently say I absolutely do not understand how I can go about reversing these two formats. I never made a request like this before and because of that I may be providing more information that what is needed.

With that being said -

Game: Metal Gear Solid 4 (+ Metal Gear Online - multiplayer aspect)
Formats: .SSP and .SPC
Codec: MTA2
Endianness: Big Endian

Most of the formats for this game's audio files have been reversed but it's been a long time since then and these two formats remain as still needing reversed. I tried to gather as much information as possible on these files (so far as to reverse an early-build of the game's PS3 executable to see how the game calls the files). I will be linking below a few different things. I posted this under the VGStream GitHub page already however I figured I'd also post it here with the possibility of someone who may have already done this, has worked with MGS4 before, or just to update when it has been successfully reversed and we're able to play these files.

Pastebin of various functions seen in the game's .self file on what these files include/require to be used:
https://pastebin.com/Li8A4fR7

IMGUR link to 4 pictures (2 from each format) displaying the top & bottom halves of each type's raw data:
https://imgur.com/a/kw5kaYH

Finally, a Google Drive link to 2 examples (each) of the files in question for any sort of examination that may be requested:
https://drive.google.com/file/d/1PSvQiijJF5evDT8eeeL9OiHIxnX_URwY/view?usp=sharing

-- The user (bnnm) on the GitHub for VGStream requested more examples of these files previously and this is the link I provided that has all of them in-game.

All of the SSP & SPC files in-game (archive is 900 MBs):
https://drive.google.com/file/d/1ZVJWtdqLOwFJE4WzN0gbhPQu2yrywG30

Edit 1:
Public information about MGS4's MTA2:
https://www.mgsdevwiki.com/wiki/index.php/MTA2_(Container)

All information relating to these file-types from the MGS4.SELF file:
https://github.com/vgmstream/vgmstream/files/8457725/More_Audio_Info.txt

edited 7:48 PM EDT April 9, 2022
Tronic by Webfoot by brianpow1 at 8:10 AM EDT on April 10, 2022
One of my favorite game with great music. However, no one has ripped the music so far.

https://archive.org/details/tronicsw13

OPL commands logging does not work

Here are some findings
The executable is packed by lzexe, it can be unpacked by unp411/412 easily
the overlay is 1640188 bytes, it should be the game data
From entroy analysis, the entropy is around 7 so data seems to be packed/encrypted
Try to make memdump under dosbox but nothing related to music can be found.

Any help is welcome
MediEvil (PS1) midi files wanted by NKR at 1:01 PM EDT on April 10, 2022
Hello. I've been researching and attempting to get hold of all the midi files used for the music in MediEvil (PS1).

As far as I can see, the files on the disc are in .xa format, meaning they are streamed. Vgmtrans therefore cannot extract any sequences or convert them to midi.

Does this mean that the midi notes are not present on the disc? Is there some other way of retrieving the midi files?

Thanks in advance
Missing platform/system name at the end by brianpow1 at 11:28 AM EDT on April 11, 2022
3sf.joshw.info/p Picross e9 (2018-08-08)(Jupiter).7z
3sf.joshw.info/m My Nintendo Picross - The Legend of Zelda - Twilight Princess (2016-03-30)(Nintendo).7z
3sf.joshw.info/g Gravity Falls - Legend of the Gnome Gemulets (2015-10-20)(Ubisoft Osaka)(Ubisoft).7z
3sf.joshw.info/b Back In 1995 64 (2018-03-14)(Throw the Warped Code Out).7z
gsf.joshw.info/f F-Zero - Maximum Velocity [F-Zero] (2001-03-21)(NdCUBE)(Nintendo).7z
pc.joshw.info/f Finding Paradise (2017-12-14)(Freebird).7z
pc.joshw.info/d Darkside Detective, The (2017-07-27)(Spooky Doorway).7z
pc.joshw.info/u Universal Combat CE (2015-02-07)(3000AD).7z
pc.joshw.info/m Mana Spark (2018-09-27)(BEHEMUTT)(Kishimoto).7z
pc.joshw.info/j jubeat extra (port of Jubeat plus) (20xx)(Unknown).7z
pc.joshw.info/t THEATRHYTHM FINAL FANTASY All Star Carnival (2016-09-27)(indieszero)(Square Enix).7z
pc.joshw.info/i Ion Fury (2019-08-15)(Voidpoint)(3D Realms).7z
pc.joshw.info/b Bad Piggies (2012-09-27)(Rovio Entertainment)[PC).7z
pc.joshw.info/b Break Arts II (2018-02-09)(MercuryStudio)(AGM Playism).7z
spc.joshw.info/l Lord of Darkness [Super Nobunaga no Yabou - Bushou Fuuunroku] (1991-12-21)(Koei).7z
psf.joshw.info/t Tom and Jerry in House Trap (2000-11-24)(Warthog PLC)(NewKidCo).7z


Music Request and a Question. by JRDN762 at 3:52 PM EDT on April 11, 2022
Does anybody have a brstm or whatever file of the first boss theme from Skies of Arcadia but with the first phase all together? Excluding The Winning and Peril phase.

Also would anybody know how to get the Star Fox Adventures Music from the Disc? I was trying to figure out how to do this for 2 months and I can't figure it out.

I'm new here so if I broke any rules I apologize.
cracking the .AUDIO_DATA file format by elburg at 2:15 PM EDT on April 13, 2022
it seems the the latest Lego game by traveller's tales contains almost all of it's music files in .AUDIO_DATA

however, after looking at a text dump of the file, it appears that it uses OGG Vorbis for audio data.

below is a screenshot of an example .AUDIO_DATA file, and an example .OGG file:
(image here was removed... look at next post)

I think decoding this format with vgmstream probably wouldn't be too hard to do.

edited 12:28 PM EDT April 14, 2022
ZXTUNE HAS VGMSTREAM by elburg at 1:11 PM EDT on April 21, 2022
almost,

i haven't tested it yet, but the r5010 changelog mentioned the support of "more than 150 formats from vgmstream library". i think i know where this app might be heading to.

i think ZXTune might become the next Droidsound-E, only without the license violation.

full zxtune 5010 changelog (from google play):

Build 5010:

* added support of more than 150 formats from vgmstream library
* enabled plugins emulation in OpenMPT
* various memory and speed optimizations in core
* reworked local storages enumeration
* Android 11 support
* added browser notifications about possible problems
Doom Eternal Switch Version PCK/SND by marcoxD95 at 11:32 AM EDT on May 10, 2022
Was wondering if anybody happens to know, how to extract the Doom Eternal SND music from the Switch version.

I know most say wwise unpacker works but this doesn't seem to be the case with the Switch version since it seems to use a different codec than OGG.

Sadly I have no idea how to extract this and I also couldn't find any Switch music ripper tools.

Any ideas?
Requesting assistance in ripping music from Segare Ijiri (PS1) by JomSpoons at 12:46 PM EDT on May 12, 2022
Segare Ijiri is a little known and bizarre Japan exclusive for the original PlayStation, and it has a great soundtrack. I've been looking to rip the music from the game but I've not had much luck.

All of the music (outside of cutscenes) seems to be sequenced, and I've managed to find several songs and jingles from the game stored in the disc's BDGAME folder contained in SEP files. VGMTrans, VGMToolbox, and seq2mid seem to work fine here.

There are also VB and BDM files which I believe are used for the soundfont(s), but I've not had much luck getting it into a usable form. VGMTrans and PSound detect the audio contained in these but aren't able to convert them well, in my experience at least.

If someone could help out I'd greatly appreciate it. Thank you all.

edited 12:50 PM EDT May 12, 2022
NBA Hangtime MS-DOS audio by ohdeer at 4:41 PM EDT on May 14, 2022
So I was curious about ripping the audio from NBA Hangtime for MS-DOS.

You can find an ISO here: https://www.myabandonware.com/game/nba-hangtime-87c

Afterwards, open the ISO with 7-Zip and there should be a GAMEDATA/MUSIC folder. In that folder are files with the .pcm extension, however vgmstream doesn't play these files.

Anyone know how I can rip the audio?

If you want me to upload one of the tracks so you can take a look at it, let me know.
RecoLove: Blue Ocean .acb/.awb file by Wrland at 3:25 PM EDT on May 24, 2022
i trying to extract SE_SYSTEM.acb from RecoLove: Blue Ocean but its a different and get this error (i have foobar2000 with a vfmstream plugin newest), VGMToolBox:

its possible to extract SE_SYSTEM.acb? file from RecoLove: Blue Ocean with other bms from QuickBMS or other program??

link:
https://mega.nz/file/6N4A3SwK#OWqVZmZRAKMlBbHgcscAJ821O1jOiZ18nNaqQe9pKfg

edited 3:27 PM EDT May 24, 2022

edited 3:28 PM EDT May 24, 2022

edited 3:29 PM EDT May 24, 2022
Traditional Japanese video game music by Mae at 2:32 PM EDT on May 31, 2022
Hi all! Hopefully this type of thread is allowed here, if not please feel free to delete.

I got into learning to rip music from game files specifically to access tracks from more obscure games. Among these are a fair amount of music using traditional Japanese music and I'm enjoying it a lot.

Would anyone be able to recommend more video game music in this style? Thank you!

Here are some examples: https://www.mediafire.com/file/1izkg225dn9wx7p/traditional.zip/file
I'm having trouble ripping an AFS file by Nyarlathotep at 7:22 PM EDT on June 2, 2022
Hello, I've been trying to rip the English voice files from the game, "Yggdra Union: We'll Never Fight Alone" for the PSP. For some reason almost all of the files end up being corrupted whenever I try to extract them. I've been able to extract the audio files from other PSP games before without any issues so I'm uncertain what could be causing the problem here.

Here's a link to the AFS file in question.
Torus Games' .dat files by DarkSolidSnake at 5:02 PM EDT on June 6, 2022
I just mentioned in the notes in Torus Games' 3DS games' soundtrack rips (rips by JackTheRipper) that the ripper just extracted the music from the game using quickbms and/or offzip

To clarify, i really wanted to rip the music from Barbie Dreamhouse Party (3DS) and i also want to do the same thing with Rise of the Guardians (Wii). So, i just went to looking in the files of Barbie Dreamhouse Party, and i have only packfile.dat and a bunch of .raw files in the sound folder. The only thing i can see a bunch of .hnk files are How to Train Your Dragon 2 (Wii/3DS). But at least i can extract the BCWAV file from Torus' 3DS games.

How can i extract the music from there? Are the .hnk files hidden inside the .dat file?

edited 5:03 PM EDT June 6, 2022
Bratz (PS2) .ps2 & wav file by Wrland at 12:03 PM EDT on June 8, 2022
i just extract AllPaks.ps2 with blitz_games.bms with QuickBMS, then i extracted sound_generic.ps2 with same script bms in QuickBMS and i cannot play .wav in foobar2000, its possible to play .wav files? file from Bratz Forever Diamondz (PS2) with foobar2000 or other program??



allpak link: https://mega.nz/file/aBARQTKQ#ZXIN8Ua2CX9mPmYe67UqXDwCY6srWmquXZaYEofK2IE

link: https://mega.nz/file/2dAm1KzR#_FYok4amp_e-4-8e8hTPHK-GItAuUQZWZzXY6lqsAMY

and genetic .wav link: https://mega.nz/file/qQR3RBqS#ghVFHBuKg-LgwbWgJpIXblo7D-e7U71zskL2xH3NjXU

edited 12:04 PM EDT June 8, 2022

edited 12:05 PM EDT June 8, 2022

edited 12:06 PM EDT June 8, 2022

edited 12:07 PM EDT June 8, 2022

edited 12:08 PM EDT June 8, 2022

edited 12:08 PM EDT June 8, 2022

edited 5:47 PM EDT June 8, 2022
GBA Mus Ripper 3.3 exe by Koto at 11:33 AM EDT on June 9, 2022
I realized today that a newer version of GBA Mus Ripper exists on github

https://github.com/CaptainSwag101/gba-mus-ripper

But it lacks of any executables download for Windows. I have tried to compile it using "make Makefile", but all I get is:

make: Nothing to be done for 'Makefile'.

Someone could share the executables compiled or explain in a newbie way how can I compile it?

Thanks

edited 11:35 AM EDT June 9, 2022
Cut The Rope Remastered Ripped Music by MinecrafterPictures at 8:47 AM EDT on June 10, 2022
I ripped the music from Cut The Rope Remastered version 1.2.0

https://www.dropbox.com/s/mhp0nio2dfvxuo2/Cut%20the%20Rope%20Remastered%201.2.0%20%5BiOS%5D.zip?dl=0
NBA Elite 11 (PS3) .AST file by razzledazzle at 4:15 PM EDT on June 18, 2022
Hi, came across some files in NBA Elite 11 for the PS3 with the .AST file extension.

The file header is S10S (53 31 30 53).

Here's a sample .AST file:
https://www83.zippyshare.com/v/fS5tgb7I/file.html

Tried doing some research over at xentax.com and zenhax.com, but came up short. Am hoping some collective wisdom here can help out :)

For those about to try, thanks for looking into this!
What I'm including in my (re-)rips by Alpha23 at 7:44 AM EDT on June 19, 2022
Hey folks!
I've recently started to check single platforms for gaps and updating existing rips.
Since the beginning I've included:
- !info.txt: basic info about the process, what's included, notes etc.
- !Extras.7z:
* every QuickBMS script I wrote/used
* sometimes an extractor
* config files (*.xml, *.cfg or similar) that contain info about the music
* the whole "nullified" game folders (i.e. a 7z file that includes the complete game files but substituted with zeros to compress it down to a few kbs)
Here's the script I wrote to nullify (just write to the disk root):

get SIZE asize
get NAME filename
get PATH filepath
putVarChr MEMORY_FILE SIZE 0
string NAME p "%s\%s" PATH NAME
log NAME 0 SIZE MEMORY_FILE


What do you think about this? I think it gives much more insight into the ripping process and might clear up some questions.
Especially interested in your thoughts about including the complete nullified game!
Final Fantasy VII PS1 MIDIs by lohweo at 1:27 PM EDT on June 21, 2022
Hello!

I know there are plenty of MIDI files of this games soundtrack all over the internet. But I noticed that some songs are a bit different from the ripped PC files. (Like Those who Fight having a counter melody on the flute part or Those who fight further having a counter melody on the strings).

The PS1 version's PSF files can't be extracted using VGMTrans so I was wondering if someone would be able to extract the MIDI files along with some PSF or soundfont files?

I'd highly appreciate if someone could help!



edited 2:46 PM EDT June 21, 2022
TAISHO x ALICE ALL IN ONE by Mae at 11:46 AM EDT on June 22, 2022
The file is too big to upload so I'm posting it here.

TAISHO x ALICE ALL IN ONE (2019-04-18)(Primula)(Prototype)[Switch]

https://www.mediafire.com/file/ts01u9ve9724rak/TAISHO+x+ALICE+ALL+IN+ONE+(2019-04-18)(Primula)(Prototype)[Switch].7z/file



edited 11:51 AM EDT June 22, 2022
NBA Jam On Fire (PS3) .mpf not parsing by razzledazzle at 5:55 PM EDT on June 26, 2022
I'm back with another NBA game!

This one is NBA Jam On Fire for the PS3 (2011). This game has .mus files and a main .mpf file in the /audio/music/pathfinder/ folder, but dragging the .mpf file into foobar2000 doesn't parse the file.

I did some searching on the forum and it looks like this .mus+.mpf format might be a bit different than previous ones.

Here's a link to the entire /audio/music/pathfinder/ folder: https://www27.zippyshare.com/v/feyDV54P/file.html

Thanks for those looking into it!

edited 5:59 PM EDT June 26, 2022
Madden NFL 15 Audio by Alkaholik_929 at 9:16 PM EDT on June 27, 2022
Greetings,
I want to get audio from NFL 15 but I have no idea what is this audio format is from. AFAIK this should be the same format used in NCAA Football 13 ripped here. This is from the PS3 version but since it's a EA game it should be the format for all versions.

Sample file: https://drive.google.com/file/d/1FVfJVi06uXP1fah7rUi67jBtjxgp8D-4/view?usp=sharing.
Sonic Origins .txtp files not working by jb2021 at 7:04 PM EDT on June 29, 2022
When I play the .txtp music files of Sonic Origins, the music does not sound right, as all that the player gets is a hard stuttering noise as an issue in the files.

Any help to fix this issue?
EA NBA LIVE 19 [PS4] [SBS/SBR] by Alkaholik_929 at 10:43 PM EDT on July 2, 2022
Hello,
someone knows a way to play the SBS/SBR combination in this game? For some reason vgmstream doesn't play them. I think this game use EA Layer 3 since NBA Live 18 on PS4 use it. Any help would be great.


https://drive.google.com/drive/folders/1R3ijUIzkFnqutnvnLMoCRoia77JN9JA6
How do you Rip ZAP files? by KirbTails69 at 11:37 AM EDT on July 11, 2022
In Thrillville Off The Rails I was wondering how do you decode ZAP files cause 2 files are missing in The Wii Version.
JackTheRipper did indeed rip those but idk how to...
SFA & LoZ4SA Music extraction help by JRDN762 at 3:16 PM EDT on July 15, 2022
I’m having trouble trying to get the Music files from these two games for awhile now. Can anybody tell Me how to do this? I thought I was close with Star Fox Adventures once but I wasn’t.
Spyro Reignited Trilogy curated? by SmartOne at 4:25 AM EDT on July 16, 2022
Has anyone gone through and isolated the music files from the environmental and Spryo-charging variations?

I was going to, but I never did. And if I don't have to, that would be awesome.
Help with TXTP format by RetroFanatic at 10:24 AM EDT on July 19, 2022
Downloaded the Shin Megami Tensei V soundtrack, and what do you know, another oddball sound format.

How can I make vgmstream play it right off the bat? Asking because I can't create files/code for sh*t and I'd rather not have to use the command-line version because of the above reason.
Anthem Frostbite 3 soundfiles by RichardCaq at 9:43 AM EDT on July 26, 2022
Hello ,
i been trying to actively researcher Anthem filesystem to extract sound .

managed to extract the toc / cas bundles but I'm left with Ebx and res and chunk files . so i used frostbite editor to convert all ebx files to xml to get the Chunk ID for desirable assets .

now left with how to dump the sound from chunk ID since it seems the file format for anthem is changed and it's not the same as battle field V

anyone can look this up please ?

https://mega.nz/folder/3gpSADRK#c56uaX1YUDIzp0lI4HFLNA
Is there a way to rip high quality music from GBA non Sappy engine games? by marcoxD95 at 8:35 AM EDT on July 29, 2022
I know there is AGBPlay or GBA Music Ripper for games that use the Sappy sound engine, which is roughly half the games it seems.

But what is with games that do not use Sappy? Are we really stuck with minigsf renders and that is all there is?

I have some games which I would really like to remaster or hear in better quality. Some of them are even mono mixing only and I was wondering if there is a way to extract individual sound rendering channels from non Sappy engine GBA games and then mix them down in true stereo and with generally higher quality.

Is anything like this possible or is there just no way? Why is it that all HQ rippers only support Sappy anyway?

I already tried some things such as using viogsf to rip some individual sound channels like PCM A, B, Noise, Wave, etc but almost all games only output everything in one single channel mixed down to mono. Holy damn... No wonder most GBA music is considered unlistenable. Maybe there are emulators that can properly record individual rendering channels of music? I know some like BGB can but BGB is obviously for Gameboy music and not GBA.

edited 8:36 AM EDT July 29, 2022
WinAmp is now 5.9etc. :) by SquareTex at 12:36 PM EDT on August 3, 2022
https://www.pcgamer.com/winamp-is-back-from-the-dead/?utm_campaign=socialflow&utm_medium=social&utm_source=facebook.com&fbclid=IwAR08bHnRHJyGGIVS-rvNcaebpBwAZN2N5XgZPt2Jd9FdMIkgwWhW-QyGVIU

I'll be listening to a variety of tracks to see if the plugins are still working correctly.
Is there a way to convert adx files to midi and dls? by Crystal at 8:14 PM EDT on August 9, 2022
Hello, I got a question about converting to adx to midi for remix purposes is there anyway how to since the song I wanna do sounds sequenced.
Mario Kart Tour? by TheUltimateKoopa at 2:37 PM EDT on August 11, 2022
I'm sure this has been asked a million times, but is there a rip of Mario Kart Tour that isn't older than the Wall of Jericho? The only one that seems to exist that's actually available, is from the day the game was released, and hardly has any music in it at all, except for one city course, and I think maybe 6 or 7 retro courses?
help with Sonic 3 angel island revisited by threeblacknoises at 8:53 AM EDT on August 20, 2022
Hay all.
I just found out about this game and wanted to extract the remastered music from it.
I can't run the game as it requires the steam version of the s3k rom that can't be bought do to sonic origins.
The data folder of angel island revisited (AIR for short) has an audioremaster.bin file that's pretty big, so I'm pretty sure this is what I'm looking for.
There should also be a jsn file in said bin with loopstart tags, so renaming the ogg files and using mp3 tag to add said tag shouldn't be to difficult.
Sonic 3 AIR can be freely downloaded from https://sonic3air.org
The preview build from May of this year has the most up-to-date version of the audioremaster.bin file I need help with.
I just need extraction help. Thanks to any who can help, as the remastered music is all I'm interested in, and I already have Origins for ps4 and have already got the platinum trophy.
If a tool exists for extracting bin files, please point me to it, and I'll see what I can do first before asking for more help.
Thanks in advance.


edited 9:25 AM EDT August 20, 2022
Psf ripping help! i looking for Squaresoft74... by sector_clear at 8:58 PM EDT on August 26, 2022
Hello everyone! I love to greet guys who share the same tastes as me!
I go straight to the point...
I love to recreate music from videogames, and the other day I was able to recover the psf of my favorite game Gex 2 Enter the gecko, made by Squaresoft74
I got to have a lot of fun until I decided to do the same with its sequel Gex 3 deep cover gecko. I'll tell the truth, I didn't want to end up asking for things, I even downloaded the Psyq sdk to learn but I think my head doesn't work anymore.
that's why I dare to ask if you could help me with the task... rip gex 3 and create the psf!
Lost Judgment DLC by murabito at 9:52 PM EDT on September 1, 2022
I was curious if anyone had access to rips of the Lost Judgment Kaito Files DLC. I would do it myself but it's likely we'll never see a PC port.
Software that can open and view files for Timesplitters Future Perfect Story Level Maps for Gamecube. by KarmaKrow at 10:24 PM EDT on September 4, 2022
Does anybody here know of any software that can open and view files for in-game level maps, and have them displayed as some kind of 3D model render to toggle around and view?

I'm trying to explore around in some of the in-game story levels of Timesplitters Future Perfect for the Gamecube.

Tamarin Game Files by MoldyPond at 2:48 PM EDT on September 11, 2022
Hello, I've been looking for the eventual upload of the music files from the indie game Tamarin on here for almost two years now but unforuntely they've never shown up. The last two people asking about this were back in 2020 and had mentioned that the filetypes were unidentifiable. I finally purchased and installed the game only to see that every single file in the install folder is just a string of numbers/letters with no filetype or extension of any sort. I myself have no idea how to go about ripping these and am hoping anyone else here could take a look at them. The whole folder size is 4.5GB but I am willingly to upload it for anyone who'd like to take a crack at it.

If it comes down to it I may end up offering a bounty as there are only two songs from the entire game posted on YouTube and almost no one knows this game exists, even though the music was done by David Wise.
Any help with this would be greatly appreciated. Thank you very much!

(Side note: The OST is available on Steam, however you cannot purchase it separately; only as the Deluxe Edition, but I only bought the game itself therefore I'd have to buy the game twice over just for the soundtrack)

edited 2:49 PM EDT September 11, 2022
USF Hacking? by Pandela at 10:07 AM EDT on September 12, 2022
Has anyone ever managed to edit the music sequence/routine inside of a usflib file?
I've read that it is very similar to a psf, and the only psf editor I have found is PSFLab but that sadly has no source available that I can find.
Crash City Mayhem loop issues in vgmstream by Vague Rant at 3:57 AM EDT on September 15, 2022
I've been trying to get the Crash City Mayhem (3DS) OST (.bcstm) to play nice with vgmstream but haven't found anything to get the loops to work correctly.

While some tracks are intended to loop and work fine, some of them have proper track endings built in. However, these tracks still loop back to the beginning right before the track ends, so there's an awkward clip of the start of each track right as each one is ending.

I've tried using both foobar2000 and Droidsound-E, so it's not particular to either player. I thought "Ignore looping" would get me normal track endings, but I still get looped back to an awkward beginning clip. Are the track beginnings actually encoded onto the end of these files or something?
Kingdom Hearts III (3) USM encryption key by Phill at 12:52 PM EDT on September 17, 2022
Hey all has anyone given the Kingdom Heart 3 USMs a shot? I know the methodology for other titles that utilise easier to analyse formats like Unity aren't too tricky, however I'm unsure how to proceed with the title in question as its an Unreal Engine 4 title, and I haven't had any luck so far.
Tokimeki Memorial Girl's Side 2nd Kiss (PS2) Music Ripping? by Xane123 at 12:07 AM EDT on September 23, 2022
Many years ago, I watched a LP of the first Tokimeki Memorial Girl's Side game's fan-made English patch. I liked its music, so I downloaded the 2SF rip of it, soon downloading the second and third games' DS music. I eventually stumbled upon a website called Tokimeki Media, where I discovered the games have soundtrack CDs (here's the second game's one), which seem to be based on the PS2 versions of the games.

The first two Girl's Side games' CDs have higher-quality instruments, which makes me prefer them over the DS versions. I wanted to buy the soundtrack, but I noticed that the second game's soundtrack has a lot of songs that fade out before they can loop! This ruins some songs, especially Masaki's happy theme variant, where the song gradually builds up, releasing the built-up happiness right before the loop! (Here, it fades out during the second half of that satisfying release.)

This led to me buying the PS2 game disc, so I could get whatever file that contains the music, hoping it was streamed audio.

UNFORTUNATELY, a lot of the music in the game is sequenced; I opened SOUND.PAK using FastElbJa's ADPCM Player and heard a lot of instrument samples. (Some songs are streamed but they are vocal tracks and short jingles, not any of the songs I'm interested in.)

I hope this post isn't too awkwardly written, as my mind has been getting foggier and worse this year, so I can't think of the best way to layout this post.

Basically, I still remember how I posted here before about Graffiti Kingdom's music, and Nisto really helped me, letting me hear that game's impressive-but-sequenced music again, ripped and saved from obscurity! Maybe this game could get the same treatment.

For this game, there's two roadblocks that would need to be cleared, the PAK archive format and the game's sequenced music format. All of the samples are located in SOUND.PAK, which I've uploaded here on Google Drive. Kaffu on YouTube can record some of the game's music from in-game, but I can only imagine some songs are impossible to record, with the game's ambient sounds and voice acting that could cover it up. A proper PSF2 rip would be way better than that.
Need help converting dreamcast Jap game into English by hb-x3 at 5:51 PM EDT on September 23, 2022
Hi, I want to convert the Japanese dreamcast version Capcom vs. Snk 2 into English.

I want to use the usa ps2 version to do this.
Is this possible ?
Any help would be apprieciated. BTW, the ps2 iso contains 4 .afs files.


edited 5:52 PM EDT September 23, 2022

edited 7:01 PM EDT September 23, 2022
Help with custom unity sound bundle by ThatOnePerson at 7:38 PM EDT on September 25, 2022
I have been trying to get sound effects out of this Unity 2019.4.14f1 bundle for a while. It's using a custom spatial audio setup.
I tried exporting containers from this bundle with variety of tools and trying to play them in winamp/foobar using vgmstream but it just doesn't seem to recognize the format despite that it seemed like support for it was added recently.

Bundle Link

Would really appreciate some help here if possible.
vgmstream AT3 loop bug by YukariZX at 10:34 PM EDT on September 30, 2022
Hi guys, after not updating vgmstream for many years, I updated it a couple nights ago, and now it does not loop AT3 files (I'm playing music from Tales of Graces at the moment). I tried updating to the latest one from Sep.29 but it didn't fix anything.

AT3 files used to loop, but unfortunately I don't know what version I used to have because I didn't do the smart thing of moving the old one, I just copied over it. I tried all the looping settings in vgmstream, but no luck. Actually those settings, like how many times it will play and fade length etc don't affect the play time at all anymore.
PlayOnline Viewer PSF2 by uyjulian at 4:52 PM EDT on October 2, 2022
I decided to rip PlayOnline Viewer to PSF2.

I posted this long ago to AssemblerGames, but that's no longer a thing, so I reuploaded it.

https://archive.org/download/pol_viewer_psf2/pol_viewer_psf2.7z

I re-used the sound driver from the Final Fantasy XI rip.
Optimal Winamp Plugin Setup? by jimbo at 7:54 PM EDT on October 5, 2022
I formatted my HDD & didn't backup my Winamp.
Currently I have trouble running SPC files & SNESamp v3.3.4 doesn't work.
I need a good compromise between loadtime & video game music support & I'm pretty lost.
Encoding .WAV back to .BNSF by LabMember12 at 7:01 PM EDT on October 15, 2022
Hello. If there way to make simple .wave file back into .bnsf? I used VGMStream to decode it, but never found way to do reversal thing. Tried 2 versions of G722.1 Annex C encoder (one was compiled from Polycom source, other from Debian library), they both gave terrible quality of output file. Any suggestion is welcome, though I already lost hope. :C
GSF Rip Request: Mario Kart XXL (Tech Demo) by KirbTails69 at 4:37 AM EDT on October 16, 2022
So recently this game serviced and was wondering if we can get a GSF rip of this (unless its some other type) https://illusion.64history.net/2022/mario-kart-xxl-tech-demo-apr-17-2004
Extract Soul Reaver 1 SFX? by Dark_Ansem at 8:23 AM EDT on October 17, 2022
From the PC version. I've used the tutorial at the Lost Worlds and the Sound of Her Wings app, but it really doesn't yield anything usable. Can anyone help?

This method doesn't lead to anything immediately useful: https://www.thelostworlds.net/HowTo/Extract_Soul_Reaver_Audio_PC.html

edited 8:25 AM EDT October 17, 2022

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