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What VST is used for the Devil May Cry 1 Organ by lohweo at 1:49 PM EDT on October 18, 2022
Hello,

does anyone know what sample or VST was used for the organ in the Devil May Cry PS2 games soundtrack for the organ?

That one used in the track "Mundus' Cathedral" to be precise.

It sounds so strong, but ripping the samples from the game makes them sound so low quality.

If someone knows something about that instruments source, it would be highly appreciated.

I already looked in those Instrument Source lists, but the organ sample I'm looking for is not described yet.

Again, thank you for your help!
Mario Party 10 - Selecting Game Mode Track by f4iry.venus at 8:16 PM EDT on October 29, 2022
hey does anyone have the track that plays when you're selecting a game mode mario party 10


edited 8:33 PM EDT October 29, 2022
I need help to extract additional music from a PS1 game by SoundGLSI at 9:54 AM EST on November 7, 2022
Hi,

I'm currently in the process of ripping the music from Farland Story: Yottsu no Fuuin, the PS1 version. I know there's the PC-FX one, but that's harder to extract (there's no PC-FX filesystem viewer or something), so I chose the PS1 version.
This one, in addition to the 3 CDDA tracks it includes some music in CD-XA format. All is fine here, the XA and cutscenes were ripped (they countain background music too), however, here comes the problem:
There are additional music in .EVE archives, which I couldn't extract using VGMToolbox's CD-XA Extractor or the Sony ADPCM Extractor (I don't know if they even countain those ADPCM types). They not only include music, they include voices as well.

Here's one EVE archive, if anyone can examine it.

Thanks!
Need beginner help with the Ape Escape soundtrack by kostrich at 10:50 AM EST on November 13, 2022
I got the MIDI files from here:
https://www.hcs64.com/mboard/forum.php?showthread=59439

And the instrument files from here:
https://glitchkill.proboards.com/thread/6130/popular-video-game-soundfonts?page=8

But how do I actually put these to use? Does anyone have any guides on how to actually run the .wav instruments through a sampler correctly? I'm just trying to dissect the songs to learn how to make electronic music better.

Every guide I come across just teaches you how to make your own drum kit to make MIDI tracks yourself, not how to arrange premade .mid files with already extracted sampler instrument soundfiles.

I used Reaper 6 and Kontakt 5. Any help would be appreciated, thank you.

Edit: Alternatively, is there any possible way to open .sshd files and .sssq files in Reaper? Or is it best that they're converted into .mid and .wav?

edited 11:03 AM EST November 13, 2022
VGMTrans refuses create collection by kostrich at 3:56 PM EST on November 13, 2022
Sorry for the second thread today but it's a separate issue:

VGMTrans outright refuses to add the files I'm opening in VGMTrans to the collection pane so I can convert them to .mid, or even manually create a collection.

Every time I try to create collection it says "a music sequence must be selected" but importing the .psf file doesn't bring up a music sequence of any kind in the software.

ZST Rip Req - Mario Kart Tour (V3.1.0) by KirbTails69 at 6:07 PM EST on November 16, 2022
Hello. I'm trying to rip the latest version of Mario Kart Tour so I can try and help update the music files that was posted a long time ago with all the new ones. Here are the zst's as well as 1.6.0 and 3.1.0 apk https://mega.nz/folder/PwR3CQaQ#pz0Fjv-GnDNzpOjSRbZcoA
Space channel 5 Rip Sega Dreamcast minidsf problem by One_PlayerXD at 9:13 AM EST on November 23, 2022
Hello, I would be having a problem, it turns out that the game that I want to extract the sounds from are in a .mlt file

I found kingshriek's script (dsf make) to extract the dsf. As a result it gives me a .dsflib and the rest are .minidsf

Now the problem I have is that in one .minidsf it sounds like it should, but the rest sound...how to say...broken. They sound buggy. Here I attach the converted sounds to which I refer:

.mlt file:https://drive.google.com/file/d/1DEpRBMpv3QmvLy8Ng-tzQVLmkf00wUoG/view?usp=share_link

.dsflib file:https://drive.google.com/file/d/1-xEhAbEClIzCJ95NwAi6JBvjf8Y6hN1U/view?usp=share_link

.minidsf file (the one that sounds good) : https://drive.google.com/file/d/1VSBxv6CgvyqFtiGSbUTHhe9TewcuNU3w/view?usp=share_link

-minidsf file (the one that sounds good in format .wav): https://drive.google.com/file/d/1Iph-fS7CTCYuF7ooiM8g0f2Emfho5Tyb/view?usp=share_link

.minidsf file (the one that sounds bad):https://drive.google.com/file/d/1Hch-_s3SwG6NSfmXTF3G9NiAK6_V4grC/view?usp=share_link

.minidsf file (the one that sounds bad in format .wav) : https://drive.google.com/file/d/1vnSdaMN_xCQ5V1A0WPSmVZ7KQUfnqmun/view?usp=share_link

MANATEE.DRV : https://drive.google.com/file/d/1vqK1fR0Hj23H8VCuz4vqUIPvseE39W6q/view?usp=share_link

All the .py script that i used(i only used dsfmake, dsftime has a error that i don't know how fix it)

https://drive.google.com/drive/folders/1HgcaywuHmXHqhDAEcjMb8BdPbZTN7Sb6?usp=share_link

I used foobar2000 with this extra components:
DSD Processor
DSF Encoder -Audio Overload SDK1.4.8u3
Highly Theoretical
Super Audio CD Decoder
vgmstream plugin





If anyone knows how to fix the .minidsf that sounds wrong, please reply to me.
Condemned 2: Bloodshot - Need Help with SND by SanfordSallah at 3:53 PM EST on November 26, 2022
Hello everyone.

1. I've managed to extract the game's resources enough to track down these SND files, which are supposed to be some sort of archives with lots of smaller SND's inside.
2. Every method that worked for FEAR 2 (including SND extractor and BMS script + VGMStream with custom TXTH) didn't worked for Condemned 2.
3. This is Xbox 360 version, i'll test PS3 version soon, but i doubt it'll make any difference.

SND Files

I would really appreciate any help from the experts. Also, i'd like to add that i've managed to extract FEAR 2 snd's with this, so i imagine there should be some similar solution for Condemned 2.

UPD: Yes, no solution has worked with PS3 files either.

edited 3:54 PM EST November 26, 2022

edited 3:55 PM EST November 26, 2022

edited 3:56 PM EST November 26, 2022

edited 4:17 AM EST November 27, 2022

edited 4:17 AM EST November 27, 2022
Trying to extract Just Dance 2023 Edition (Switch) by J2023 at 2:49 AM EST on November 29, 2022
I have the Switch .NSP of Just Dance 2023 Edition (which i'm trying to rip), but how can i extract the game's files with a proper switch .nsp extracting tool such as NSP eXtractor using python 3.7? Please help!

edited 4:51 AM EST November 29, 2022
minigsf to midi? (Sword of Mana) by fedex1 at 6:20 AM EST on November 30, 2022
Hello,

I would like to get the .midi of the ost of Sword of Mana from the Gameboy Advance. I think that this game use a "non-sappy" version of the sound driver, is there any software that let you get the midi from minigsf?

I've tried using the latest build of vgmtrans (1.1) with the .minigsf and the rom itself but I can only get a bunch of VGMSampColl.

I don't care about the soundfont, I only want the sequences (midi).

Thank you
Search doesn't show results by Nowf at 8:56 AM EST on December 8, 2022
Everything I searche for throws no results
!!! How To Search The VGM Archive !!! by hcs at 5:42 PM EST on December 8, 2022
The new frontend to search the archive is at https://bnnm.github.io/frontend/

(The venerable frontend at vgm.hcs64.com is currently unmaintained and search has broken, but it is being kept at that address for now as it still works for accepting uploads.)
Downloadable Pokémon Musicals as 2SF? by agu fungus at 11:17 PM EST on December 13, 2022
I know that this has been touched before, but I noticed that the NCSF set of Pokémon Black and White includes the downloadable Musical tracks, all five of them. Since it's shown now that having these tracks is possible as NCSF, does it mean it will also be possible to have them as 2SF?

Edit: I just learned that a 2SF set for B2W2, not included in 2sf.joshw.info, also includes the downloadable musicals, so it must mean that yes, it must be possible for the original BW, too. I wonder if B2W2 will also receive the NCSF treatment.

edited 11:13 PM EST December 14, 2022
How to loop a DS VGMTrans midi by Advan99 at 1:13 AM EST on December 15, 2022
I've been trying to figure out how to get the loop information from VGMTrans and putting that in foobar2k, synthfont, etc. so I can loop it once in an exported FLAC, but I can't figure it out at all.

Any help?
Tomodachi Collection soundrip help by Advan99 at 9:45 PM EST on December 24, 2022
Using NCSF, I've managed to find and export every track in the game (ndsext for the streamed ones) except the save theme. Then I used VGMTrans. No luck. What is up with this singular track being completely missing from every rip I do? Is this a known issue with the game? Any help would be appreciated!
Hitman Blood Money PC Music Extraction by KarmaKrow at 10:30 PM EST on December 26, 2022
Does anybody know of any Audio Extraction Software that can aid me in extracting the soundtrack music files for the PC version of Hitman Blood Money?
One Piece Fighting Path (航海王热血航线) Can't Open In Assetstudio by Smimisa at 11:48 PM EST on January 1, 2023
Hello guys i still searching for the someone who can help me to get the file decrypted thank you in advance

Link: Link
Star Trek: The Next Generation - "A Final Unity" (MS-DOS 1995) Music by Newbie2000 at 9:03 AM EST on January 4, 2023
Thanks to the documentation at https://github.com/discully/afinalunity I was able to listen to the music from STTNG-AFU using vgmstream.

On the game CD is a zip file STTNG.ZIP. Extract all .rac files from that archive. Then create .rac.txth with:

codec = IMA
channels = 2
interleave = 0x1
sample_rate = 22050
start_offset = 0x00
num_samples = data_size
Petz Sports (Wii) - Music and SFX ripping help needed! by J2023 at 2:39 PM EST on January 11, 2023
I've extracted Petz Sports (Wii), but the streamed music and sfx are all stored in .SB (soundbank) files. Not sure about the XML files though...

Here is the Link to the extracted files in case if anyone wants to take a look at it and help out.

edited 3:01 PM EST January 11, 2023
Ripping PlayStation 5 games by Puterboy1 at 2:35 PM EST on January 21, 2023
Thanks to bxaimc, we have access to the music files of Astro's Playroom and the PS5 system, but the question remains, is there a tool to extract them and if so, what did bxamic use? I wish to find these answers so I can do my own ripping. If anyone has a solution, please let me know.
Name of the E-Piano Instrument from Tail Tale, please? by ChiptuneBrony at 10:29 PM EST on January 22, 2023
Link to video:
https://www.youtube.com/watch?v=AA_cuQxLs_8

edited 10:31 PM EST January 22, 2023
Cats & Dogs: The Revenge of Kitty Galore (DS) - Music and SFX ripping help needed! by J2023 at 12:03 AM EST on January 24, 2023
I extracted the SFX and Music files of the DS version of Cats & Dogs: The Revenge of Kitty Galore, but how can I get the music and sounds out of the .BIN files? I saw a gamerip online that only has the music, but I want to extract the SFX and the Music from the files, and I don't know which tool would be useful to extract them.

Here is the Link to the extracted files if anyone wants to take a look into them and help out.
One (1997-11-30)(Visual Concepts)(ASC)[PS1] Is Incomplete by slickm at 6:28 PM EST on January 31, 2023
The rip currently on the site is not the full soundtrack, it's only the Redbook audio files. It's missing the in-level themes, which I suspect are psf format but not 100% sure. Anyone able to rip these remaining files?
Equinox SPCs in foobar2000 not looping correctly by TheBigL1 at 9:50 AM EST on February 4, 2023
Wasn't able to find anything on this, but when playing the SPC files from Equinox in foobar2000 via Game Emu Player, the songs that have long pauses don't seem to play all the way through before restarting, even when "force to play all songs indefinitely" is checked in Game Emu Player's settings. It seems like some type of automatic silence detection, but I haven't figured out what's causing it.

This is with foobar2000 v1.6.6 and Game Emu Player version 1.218, on Windows 10, in case any of that helps. I also tried it with both an older dump of the soundtrack and the most current one, and the same thing happens.
Mario Kart Double Dash ripped MIDI by lohweo at 2:22 PM EST on February 4, 2023
Hello, did someone successfully extract the Midi / Sequence files of Mario Kart Double Dash?

Is the music for the race tracks even sequenced or are they prerecorded?

I really appreciate any help! Thank you in advance!
Tiny Toon Adventures - Wacky Sports Challenge [Tiny Toon Adventures - Dotabata Daiundoukai] Missing Track by slickm at 11:17 AM EST on February 20, 2023
There's a track missing from the aforementioned SPC set. It's the music that plays during the Birdman Contest event when you're falling. I have an spc of it that I can provide.
Pokemon FireRed/LeafGreen XQ Sounds by Samtastic at 4:22 AM EST on February 21, 2023
Hi THere

Does anyone have any modified ROMs of Pokemon Gen3 that use the XQ samples? I managed to get AGBPlay to work on my own computer and I notice that certain melodies that do pitch bends in cerrtain songs have a little 'blip' at the end of the pitch bend. One notable blip is in Melody 1 of the Trainer Battle theme from FR/LG it overlaps most of the bends. It does not do this in normal MIDI samples or even the OST.

Many thanks

Sam
bin2seq usage by loxrox at 9:02 AM EST on February 23, 2023
Hi
I was trying to extract the music for the ps1 game called Goujin Senki.
The VB and VH were easily extractable, however seq was stored as SEQDATA.KSP. I tried with vgmtrans and vgmtoolbox to extract the seq, but with no real success.
I feel like I might have some luck with bin2seq, however it feels like I am doing something wrong with the command syntax.
I used: bin2seq -a (path to file) 0
The issue is, that it doesnt give you any sort of feedback, if something is incorrect.
I tried to use other game files mentioned in the forums, that worked with the program, but I could never make it work.

Any help would be appreciated.
Yet Another BMS to MIDI converter by Yuuto2 at 12:24 PM EST on March 3, 2023
I'm currently having fun working on my long-term project of reverse-engineering Twilight Princess' audio system again and made quite some progress. As the title says, it's about converting BMS sequences to MIDI files. This time I chose a dynamic approach: The BMS sequences are actually played back (virtually) just like the game engine does. Instead of synthesizing the audio events, they are converted to MIDI messages and recorded.

The tool currently supports all commands related to sequence control, i. e. register manipulation, port reading/writing, (conditional) branching etc. This effectively means that dynamic sequences containing different segments and logic for transitioning between them (used for some Twilight Princess boss fights) are supported as well.

In this folder you can find a few samples of what the converted files look like. The basic ones containing just a simple loop (twilight, deathmountain01, field_link_night) are played until they first loop back. The dynamic ones (e_dekutoad, e_fireman) were cut off at a specific time. During playback, I wrote to their track ports (just like the game does) to trigger the segment jumping.

The folder also contains an SF2 including all three BGM banks of the game. The program and bank numbers of both the generated MIDIs and the SF2 have been altered to be MIDI-compatible, so you can grab a MIDI player that supports SF2s (e. g. audacious) and use it to play back the converted sequences.

Keep in mind that this is all work in progress and currently more a proof of concept. The envelope data of the SF2 is rather estimated than accurate, so do not expect it to sound as it would in-game. Articulation commands are not complete, too. The tool currently contains hard-coded logic in some places, so it is not very usable yet, but I'm planning on uploading an executable that can handle the basic sequences soon.

edited 12:26 PM EST March 3, 2023
Wild Riders (Naomi 2) music extraction by Ross_R at 10:45 PM EST on March 3, 2023
Good time of the day to everyone.

I'm trying to extract music from Wild Riders here, and I'm pretty much stuck. I've checked the rom in hex a bit, and I've stumbled upon DTPK in it, so I've thought it is a DTPK file. The data didn't seem to correspond to the DTPK I know (the Shenmue one), but I've still gave it a try... and it didn't work. Either I'm doing something wrong, or the music is in a different kind of file.

Whatever it is, I do not see the way. Nothing else looks like a music file to my relatively unprofessional eye. I've tried to find some information about Naomi's ic file type in general, and it is the only place where I've found something related to my issue. However, most links are deleted and instructions seem specific to a particular game, so... here I am creating a separate thread for the game at hand.

Here's hoping for some help. Uploaded my rom here: https://dropmefiles.com/CKz0p

Thank you!
Is there a way to extrack the menu music from SEGA Vintage Collection entries? by SoundGLSI at 2:41 PM EST on March 9, 2023
Hi,

I've been wanting to extract the music from the SEGA Vintage Collection entries (XBLA), but I can't figure out how to do it.

Let's take "Golden Axe" (XBLA) as an example. I used a program that let me extract the files, and I found files named "GAXE16.SR" and "GAXE16_FW.SR". I noticed it has various XMAs streams, but I don't know how to extract them. I've no idea about SR archives.
Can anyone help me? These are the archives if someone can examine them: GAXE16_FW.SR, GAXE16.SR.
Octopath traveler 2 (steam) music by Dark_Ansem at 3:52 PM EDT on March 12, 2023
So, I managed to get the files and luckily the audio is in the same shape as Bravely DEfault 2.

So, I managed to get the main resources out, but I have no idea how to get the database files out of the Unreal engine format.

https://www.mediafire.com/file/lvduvk7pewqb7yt/Database.zip/file
Kingdom Hearts II - FM new psf2 rip on real hardware/audio overload? by iopco772 at 9:29 AM EDT on March 17, 2023
Hello,
Ive been messing around playing psf2's on my ps2 lately just because. And few weeks ago I noticed a new version of the rip that drastically fixed the issues the old rips had, unfortunately it didn't work on real hardware or audio overload (on windows).

So if anyone knows a fix for this that I don't know about that would be great.

Thanks.
and sorry if I sound incoherent as English is not my first language.
crossbeats REV. SUNRISE (AC) .arc files by ChillyBilly at 7:18 AM EDT on March 19, 2023
As the title indicates, I'm trying to get something playable out of this game's files. Actually, I noticed that most of this game's data is contained in .arc files, but obviously I'm just interested in the music. Now, I'd love to post the whole set for perusal, but that would take me a while (we're talking over 3GB of data here), so for now, here's a little sample folder. I also included the executable, just in case that helps. Thanks in advance to anyone who can assist! :)
Beyond Good & Evil by Locke_gb7 at 8:50 AM EDT on March 22, 2023
Hi everyone, I was just hoping to get the music from Beyond Good & Evil, and of all the sets of all systems, not one of the songs from the game I played so far is in any of the sets, almost like I have the wrong game/music files.

Anyone know why that is?

I see many repeats of songs I have not yet heard in the game (as I am playing it right now).

Is there another set that I am unaware of?

Thanks!
Finding music in War of the Visions - Final Fantasy by animee1 at 4:07 PM EDT on March 27, 2023
I have seen that there is only one extraction of the music from War of the Visions - Final Fantasy from 2020 and since then a lot of music has been added. My problem is that I'm a bit of a novice in these matters and can't seem to find where the music files are. Could someone point me in the right direction, please?

Thank you
404 Game RE:SET (Prologue Demo & Full Game) - Music (and SFX) ripping help! by J2023 at 3:11 PM EDT on April 17, 2023
I've looked into 404 Game RE:SET in hopes of extracting the music and sounds from the Prologue demo (the full game releases on April 25th) and the only things that I found in the demo's base APK were a few sound effects and the Title Screen's bgm, but when I play them in foobar2000, their issue is that the audio is somehow corroupted and all I can hear are a few short beeps.

I was also thinking about extracting all of the other tracks in the game, as when I checked the base APK's data from the demo, they are not in the "ResourcesSound" folder. Their data seems to be encrypted (as you need to download the missing data from the game's APK on your phone), and the game uses the Unity engine.

After getting the demo's cache I've checked into it and found two folders, but I'm unsure if the extra music and sounds are inside in one of them. In "cache", I found a file called "BGMBase.d", but does it contain the extra music? I need your help please.

edited 11:11 PM EDT April 17, 2023
Project. Milo .wav files by Puterboy1 at 11:23 AM EDT on April 28, 2023
I need to make these playable. Could take a look at them? You can download some samples here: https://zenhax.com/viewtopic.php?f=6&t=18312
Game Boy GBS+M3U+7z Distribution Tools by Zumi at 11:31 AM EDT on April 29, 2023
Here's a few Python scripts I wrote to make GBS distribution thingies simpler for me, hope it helps you too:
https://gitgud.io/zumi-gbs/hcs/gbstools

= gbsdist.py =

Takes a gbs file and a json file for the "standard" tags, spits out a 7z file ready for distribution, containing the original GBS as well as NEZPlug-styled M3U playlists with tags. You can optionally have it preserve the folder that's being compressed so you can check it out immediately. The JSON file is arranged according to this schema, and an example can be found here.

While the script and schema are primarily built for GBS (the "cartridge" section in particular is used for file naming), I think it may be extensible should there be a need to support other formats that also use NEZPlug-styled M3Us.

This script has a tricky compromise, however. The "main" M3U with the same name as the GBS has 1-indexing for the track numbers, whereas the individual M3Us are 0-indexed. My rationale is that Game_Music_Emu (GME) at present --- especially as foo_gep for foobar2000 --- seems more widely used than NEZPlug + Winamp (in_nez).
* GME has 1-indexing for every system, whereas 1-indexing in NEZPlug only applies to NSF.
* GME cannot open the individual M3U files whereas in_nez can.
So if you're using in_nez, you should drag them instead of the main M3U file. Weird situation, I know.

Game_Music_Emu doesn't seem to read the looping indicators? (At least, not when it's a "-" or a "00:00-") My previous rips just didn't bother and used a predetermined length --- as did a lot of other rips. Feedback would be appreciated.

= truncate.py =

For people who use an assembler to create GBS rips that requires some bootstrapping. It assumes the raw assembler output has addresses in the correct places and there is to be no content between the GBS header and the start of the code/data. The script truncates the large free space in between the header and the data so that the GBS can be loaded normally.

= gbs2gbsx.py =

I admit, this is a desparate attempt at using any kind of standard when it comes to GBS tagging. NES music enjoys NSF2 and NSFE, systems that can be logged as a VGM has Gd3, while GBS to my knowledge is somehow still using NEZPlug M3U... An extended header specification was created for GBS, however it was dropped because absolutely no one was aware that this is even a thing. So here I am, bringing a dead format back from the grave. I'm using it with gbsdist.py to create "hybrid" rips. I don't even know.

edited 11:42 AM EDT April 29, 2023
Isolation of psf2 by sitar at 8:35 AM EDT on May 5, 2023
I am a Japanese who uploads videos that separate VGM for each channel.I use vgmtrans to extract the midi and soundfonts to separate the psf2 by channel, but there are some psf2s that I can't extract accurately.(For example, the Japanese version of Dragon Quest VIII.)Anyone know of other ways to mute channels?
Highest quality way to extract/render NDS music? by marcoxD95 at 10:53 AM EDT on May 14, 2023
Was wondering, which is the best and highest quality way to extract or render NDS music?

From what I know there is the default rom 2SF format which is basically just unchanged raw NDS music. Then there is NCSF which seems to be better or make the music render in higher quality similar to something like AGBPlay? Not entirely sure here though. Then there is VGMTrans which seems to dump everything into a midi with soundfont. However there is also something like Nitro Studio which seems to also do the midi thing but I dont know what is the difference to VGMTrans or if it sounds better.

Whats the best way to go?
How to extract uexp with uasset cues? by marcoxD95 at 9:55 AM EDT on May 15, 2023
I ripped the Dragon Ball FighterZ Nintendo Switch game and its an Unreal Engine game. I ended up with audio files wrapped into uexp files and I also got a bunch of uasset cue files to all. The text inside dictates its Switch DSP audio but how do I make these uexp files playback via VGMStream or something? I already tried to rename the file ending to .dsp but that didnt work.

A user named bxaimc ripped this game and put it on the archive but its only the launch version with a lot of DLC and Update music missing.

Here is a sample file if anyone needs it: https://www.mediafire.com/file/d7od47nsrhui6jd/FighterZ_Sample.7z/file

edited 9:59 AM EDT May 15, 2023

edited 1:41 PM EDT May 15, 2023
Broken tracks in Wario Land 4's GSF rip? by JomSpoons at 11:06 AM EDT on May 16, 2023
I've been looking for a GSF version of the Wario Land 4 soundtrack as I prefer how the compressed samples sound to the "remastered" versions often found on YouTube. There is a GSF rip on vgm.hcs64 as well as Zophar's Domain, however, a few of the tracks in these don't seem to play properly, specifically the tracks Hurry Up!!! and Medamayaki (Voice). Are there any uploads floating around out there that fix these tracks?

edited 11:07 AM EDT May 16, 2023
EnableAtomDecryption & EnableManaDecryption by y2kjudas at 6:20 PM EDT on June 6, 2023
Hello, when looking for the decryption key for Obey Me! Nightbringer's audio I saw the following code in CriWareInitializer:

"useDecrypter": 0,
"decrypterConfig": {
"key": "",
"authenticationFile": "",
"enableAtomDecryption": 1,
"enableManaDecryption": 1

Alongside the audio files are files ending in .h that contain a 32 byte string. Am I correct in guessing that these are the decryption keys for each file? And are there any tools for dealing with Atom & Mana decryption? Sorry if I formatted anything incorrectly, this is my first post.
Need help on extracting music and audio for Disney Star Smash (defunct game) by sooji gooji at 5:52 PM EDT on June 7, 2023
fyi, i still have all the necessary data, like the apk and the extra data downloaded in Android/data

i've been trying to follow multiple guides on extracting the assets of "Disney Star Smash". the audio files are giving me a hard time though. i am able to extract the hca files, yet decrypting it using the hca decoder seems to output .wav files of distorted mess. upon further looking up, it seems to require a key, but i'm not sure how to look it up in the files though

there's literally no one on the internet who have exported clear rips of the soundtracks (someone on YouTube did uploaded them, but those are recorded from game, which also include the sound effects and the audience encore), while the dialogues are non existing. i've been holding on to these files for so long to avoid it being lost media

any help would be appreciated on how to find its hca keys
May to June 2023 Updates: by DarkSolidSnake at 6:36 PM EDT on June 10, 2023
May 2023:
Ripped music from following games:
Scooby-Doo! First Frights (2009-09-22)(Torus)(Warner Bros.)[Wii] - [PCMBE - Bink Audio - DSPADPCM][BNS - BIK - TXTH - HDR+RAW]
Scooby-Doo! First Frights (2009-09-22)(Torus)(Warner Bros.)[NDS] - [PCM8][GENH][!extra.7z includes Mobiclip video files from game]
Kid Adventures - Sky Captain [Stunt Flyer - Hero of the Sky] (2010-05-15)(Torus)(D3 Publisher)[Wii] - [DSPADPCM] [BNS - TXTH - HDR+RAW]
Mega Man X - Command Mission [E3 Version] (2004-05-09)(Value Wave)(Capcom)[PS2] - [PCMLE - CRI ADX] [SS2 - ADX]

Now:
Lego Batman 2 Update
Street Fighter 6 (PS4 version) - WWise Sound BNKs and BGM ripping help! by J2023 at 10:17 PM EDT on June 14, 2023
I've got the PS4 .pkg for Street Fighter 6 on one of my USB drives, but as no one's extracted a full gamerip of this yet, I'm attempting to extract the game's .BNKs for sounds, BGM and voices using UE WWise Extractor and Unpacker (which both run using Python scripts) and wwiser. But i'm in a problem, how am I going to find and extract them with the right tools for game file exploration?

Can you help me please, as I have never even extracted Wwise-supported games before!

edited 10:36 PM EDT June 14, 2023
VAB required!! by NodaToyama at 5:38 AM EDT on June 29, 2023
Hello! I've been trying to rip the audio files from Persona 2: Eternal Punishment on PS1, but the track I'm trying to work on (Map II) seemingly just doesn't have a VAB.

Is there anything that can be done about this? I need the VAB to create an SF2 for a project being worked on right now.
Quake Champions PAK extraction by marcoxD95 at 6:55 AM EDT on July 12, 2023
I wanted to ask if anyone knows how to extract the latest version PAK files of Quake Champions.

Supposedly there is still a BMS script that should work but it asks for a seed value.

"insert the constant number for NrRandom initialization, it depends by the version of the game like 0x412e2206 and 0x631A2028
- please insert the content for the variable SEED2:"

How would someone find this value out and what seed does the latest game version have?

Or perhaps there are other tools that can extract it without such a value?
Anyone know where to get pikiseq.hed? by LandonAndEmma at 11:04 PM EDT on July 19, 2023
I just need pikiseq.hed
Best way to convert Pikmin 1 BMS to midi? by LandonAndEmma at 12:34 PM EDT on July 20, 2023
What's the best tool to accurately convert Pikmin 1's BMS files to MIDI?
blokus ps2 rip by DarkSolidSnake at 7:07 PM EDT on July 21, 2023
Today i ripped the music from Blokus Club with Bumpy Trot. Yet another PS2 game published by Irem prior to the 2011 earthquake and tsunami in the land of Tohoku . This rip will be available tomorrow.

Also, when i uploaded this rip, i forgot to log in. I will be active in case of issues.
SNES SPC audit: bad xid6 tags by bikerspade at 12:10 PM EDT on August 18, 2023
The following from spc.joshw.info appear to contain bogus xid6 tag IDs:

Esparks - Ijikuu kara no Raihousha (1995-03-31)(-)(Tomy)[SNES].7z
Hatayama Hacchi no Pro Yakyuu News Jitsumeiban (1993-10-29)(Agenda)(Epoch)[SNES].7z
Ippatsu Gyakuten - Keiba Keirin Kyoutei (1996-04-26)(Eleca)(Planning Office WADA)[SNES].7z
Jikkyou Oshaberi Parodius - Forever with Me (1995-12-15)(Stone Heads)(Konami)[SNES].7z
Keiba Eight Special - Maru hi Baken Kounyuu Jutsu (1993-12-10)(C-Lab.)(Misawa)[SNES].7z
Metal Slader Glory - Director's Cut (2000-11-29)(HAL Laboratory)(Nintendo)[SNES].7z
Okamoto Ayako to Match Play Golf - Ko Olina Golf Club in Hawaii (1994-12-21)(-)(Tsukuda Original)[SNES].7z
Othello World (1992-04-05)(Dice)(Tsukuda Original)[SNES].7z
Pachi Slot Kanzen Kouryaku - Shindai Nyuka Vol. 1 (1997-03-07)(Syscom)[SNES].7z
Road Riot 4WD (1992-11)(Atari Games)(Equilibrium)(THQ)[SNES].7z
Shin Megami Tensei if... (1994-10-28)(-)(Atlus)[SNES].7z
Sougou Kakutougi Astral Bout (1992-06-26)(A-Wave)(King Records)[SNES].7z
Super Bomberman - Panic Bomber W (1995-03-01)(Raizing)(Hudson)[SNES].7z
Super Real Mahjong PIV (1994-03-25)(Affect)(Seta)[SNES].7z
Super Real Mahjong PV - Paradise All Star 4-nin Uchi (1995-04-21)(Seta)[SNES].7z
Tenchi Muyou! - Game-hen (1995-10-27)(TamTam)(Banpresto)[SNES].7z
Wicked 18 [Devil's Course] (1993-03-05)(T&E)[SNES].7z
Young Merlin (1994-03-31)(Westwood)(Virgin)[SNES].7z
Special Tee Shot (Prototype) (1996)(HAL Laboratory)(Nintendo)[SNES].7z
3DO Music Question by Locke_gb7 at 7:29 PM EDT on August 19, 2023
Hi there, hope everyone is well!

I have a question, my girlfriend introduced me to 3DO and her favorite game is Immercenary.

I check Josh 3DO archive and saw most track are in streaming .STR format.

I recall coming across this in 209 with PS1 Mega Man X4-5-6 .str and .xa streaming audio. I can't recall how i got them playing even converted.

Is there a way to play 3DO .STR and maybe convert it to wav?

Thanks for the assist!

Cheers.
Request lossless "PHANTASY STAR COLLECTION: Sound Collection II" by SmartOne at 2:25 AM EDT on August 28, 2023
PHANTASY STAR COLLECTION: Sound Collection II

https://vgmdb.net/album/2360

https://www.youtube.com/watch?v=FhtB7LRyHsQ&list=PLREYF4RnDeQCBXYNkiVpA7Pt8GB7_d-bi&index=1

I'm looking for a lossless download of this album. Would be greatly appreciated!
Super Mario Galaxy 1 & 2 MIDI SF2 DLS Collection by TZ Gaming at 5:12 AM EDT on September 1, 2023
It's finally here, Super Mario Galaxy 1 & 2: MIDI SF2 DLS Collection!

A lot of work was put into this, I learned a lot of new things on the way, and a new BMS to MIDI converter was created. It fixed a lot of issues that vgmtrans had, and they are now completely fixed. I'm glad that all the work on this is finally done and I'm glad that I'm the first person who did this! Here's what has changed compared to version 1.0 that was never sent here yet for reasons;

- Added unused Ice Mario theme from Galaxy 2
- Fixed pitch bends in the Fire Mario theme from both Galaxy games
- Fixed various issues in the soundfonts such as wrong instruments/wrong patches and bank values
- Fixed various issues in the DLS files which caused issues with FL Studio where nothing was assigned immediately
- Various improvements to release time on certain instruments

And the biggest of all:

- Added all possible jingles from both Galaxy games

Enjoy!

https://drive.google.com/file/d/1NnwPLhQIeAfKJrafw5-5uqoLcUz4Vp_J/view?usp=sharing
Submarine Titans - ADPCM music audio format by Corak at 4:30 AM EDT on September 10, 2023
Hi there!
Please help to guess best GENH(.txth) parameter for music from game "Морские титаны / Submarine Titans"
It seems IMA-ADPCM or variation.

examples:
GM_PEACE100.ADP
GM_WAR100.ADP
GM_WAR101.ADP


edited 4:31 AM EDT September 10, 2023
echochrome PS3 rip by DarkSolidSnake at 9:23 AM EDT on September 12, 2023
Last night i ripped the music from echochrome for PS3. unfortuanently, the rip name should be spelled correctly, as shown below.

echochrome [Mugen Kairou] [PSN](2008-03-19)(SCE Japan Studio, Game Yarouze)(SCE)[PS3]
Request: DKC3 GBA Soundfont Attempt by Flanagonia at 3:52 AM EDT on September 13, 2023
About 4 years ago, there was this thread about a soundfont that a user had made for the GBA port of Donkey Kong Country 3. I really like the samples used in that game and would like to have a copy for my own projects.

Unfortunately, the download link in the thread seems to no longer work. The link seems to no longer work, it only sends a “Hmmm… can't reach this page” message. I have tried it on several browsers and computers but with no success.

I have tried responding to the thread to see if the OP is willing and able to upload a new copy, however they have not been active since 2020 and I doubt I will get a reply.

If anyone has a copy of the soundfont, or has attempted a similar rip, I would be extremely grateful if you would respond to this thread.

Thanks
Joseph (Flanagonia)
Wwise/Crankcase REV bank with unknown codec by TheAdmiester at 7:11 PM EDT on September 18, 2023
Hi, I have a Wwise audio bank that was extracted from a car in The Crew Motorfest which has the usual BKHD header and appears to contain Crankcase REV (ADM3 header) WEM files.

I can extract the WEMs just fine with bnkextr.exe, and VGMStream thinks it can read them as Apple IMA audio, but what comes out is garbled. If I import as raw in Audacity as VOX ADPCM @ 48000Hz, it's still very noisy but I can just about hear car sounds underneath.

From what I can see from VGMStream's code ADM3 should be a Crankcase version similar to that used in Cyberpunk, and the format of the file I have seems to be the same (chunks of various RPMs, then a acceleration sweep, then more RPM chunks, then a deceleration sweep, then the idle sound), and I can see similar headers to the Cyberpunk files - I'm just stumped getting those sweeps to actually play back.

Sample file here

Side note: in case it's useful for these WEMs - 24 bytes after the end of the GRN1 header you have two floats, these are a granular synth "clock" that you multiply by 120 to get engine RPM, so in the first WEM of this file we have 7.49 (898.8rpm) and 56.47 (6776.4rpm)

Taz: Wanted PC music decrypting by RetroTaz at 12:47 PM EDT on September 21, 2023
Hi, I've been working with the music from Taz: Wanted for quite some time now, I've already been able to decrypt the music from the PS2 and GCN versions, but I still can't do anything with the PC version (yes, they're different on each platform for some reason).
I'll leave you a link with examples, I'd really appreciate it if you can help me out: Link
ninja normal loop.wav.str - 3 tracks, all stereo
taz options screen.wav.str - 1 track, stereo

edited 12:49 PM EDT September 21, 2023
Super Smash Bros. for Wii U gamerip missing tracks by Man at 4:11 PM EDT on September 22, 2023
Hello, I've realized that the gamerip for Smash Wii U is missing multiple tracks and as such is incomplete, I wanted to see if I could upload it myself but I haven't been able to find any resources on how to rip the files from the game, if anyone could help, it would be very much appreciated, thank you.
".AD" Music Files - Xenosaga Freaks [PS2] by LXGK at 5:44 PM EDT on September 22, 2023
Hello!
I'm not very familiar with ripping music from games so forgive me if there's a simple solution.

Basically, I would like to extract the music from Xenosaga Freaks on PS2. I have the .iso file and have found what looks like sound files (with names like BGM07) in various folders. However they are all in the file format ".AD". I haven't been able to find a piece of software so far that can read/convert these into files like .wav or .mp3.

Can anyone give me advice on how to convert these files?

Thank you!

edited 6:17 PM EDT September 22, 2023
Ripping sound effects from Zelda: Collector's Edition (GCN) by OddOttAllen at 9:19 PM EDT on September 25, 2023
hey there! been at this for a couple weeks now, but for the life of me i'm unable to dump the menu sound effects from the Zelda: Collector's Edition game. i suspect they're in the ZeldaPac.baa file, but i'm unsure how to get into that. any help is appreciated!
Peach's Castle GCN Tech demo by Kalhi at 1:36 AM EDT on October 6, 2023
Curious if anyone has ripped the music from that demo, there's an MP3 rip but i'm looking for Wav or Flac. possibly source files too if they can be played through Foobar.

Attempted to load it in Dolphin and extract files but, dolphin dosen't recognise it as a valid ISO
Destruction Derby: Arenas Soundtrack Download on Joshw by KarmaKrow at 10:19 PM EDT on October 9, 2023
I was searching on the website www.joshw.info for a download of the PS2 video game soundtrack for Destruction Derby: Arenas, but there were no results at all for that.

Could any of you good people please provide me with a download link to the soundtrack for Destruction Derby: Arenas, or provide a download link for that game's soundtrack files on www.joshw.info?
PSF/PSF2 by ArcaneDimensions at 9:53 AM EDT on October 12, 2023
Hi, I read a few forum posts about people playing PSF's on actual hardware. Those posts mentioned it offhandedly but caught my interest nonetheless. If anyone knows how to do this please let me know.

Thanks!

edited 9:54 AM EDT October 12, 2023
Request: Precure All Stars - Zenin Shuugou Let's Dance! (Wii) by Pixel_Crusher at 8:36 AM EDT on October 15, 2023
As the thread title suggests, I'd like to request a streamed music rip of "Precure All Stars - Zenin Shuugou Let's Dance!" for the Wii.
Theatrhythm Final Bar Line gamerip by Man at 8:12 PM EDT on October 15, 2023
Hello, I was wondering if anyone was able to rip the audio for Theatrhythm Final Bar Line due to it including higher quality rips of multiple Final Fantasy VII remixes that were made for Super Smash Bros. Ultimate, thank you.
How can I extract Brave Firefighters Sega sound effects? by Cartoondude135 at 8:22 PM EDT on October 18, 2023
I need you to see if there's a possible way to extract sound effect files either the way I mentioned above or some faster way like Dolphin Emu's dump feature for this game: Brave Firefighters for the arcade via DEMUL Emu https://www.youtube.com/watch?v=vHzdJ79dK8c Because right now, I have a MASSIVE list of sound effects I need to DL from Sound Ideas. And don't ask me why, but it took me a whopping 6 years just to determine the sound effects I need used in cartoons, movies, TV, and video games are provided via Sound Ideas (formerly Hollywood Edge). Right now, I'm recovering from a migraine I've sustained while extracting sound effects from JAckie Chan Stuntmaster and Crisis Beat.


And here's another bit of interesting detail: some sound effects could be made entirely from scratch and is exclusive only to this game. Such as the enemy plane machine gun sound heard in Crash 3 when I exported it via Crashedit.
Yo-kai watch just dance rip by DarkSolidSnake at 9:19 PM EDT on October 29, 2023
Today i ripped the BGM from Yo-kai Watch Dance - Just Dance Special Version for the Wii U.

It's officially my second rip focusing tracks from a Wii U game! Previously, i acknowledged about my incorrect pack name, but actually, never mind. Should keep the pack name as it is.

Yo-kai Watch Dance - Just Dance Special Version (2015-12-05)(Ubisoft Bucharest, Ubisoft Milan, Ubisoft Montpellier, Ubisoft Paris, Ubisoft Pune, Ubisoft Reflections, Ubisoft Barcelona, Level-5)(Level-5)[WiiU]

Big Thanks, authors of hcs and the VGM community.



edited 9:34 PM EDT October 29, 2023
ZTT2 Taikenban Type-B gamerip by DarkSolidSnake at 5:47 PM EDT on November 3, 2023
Last night i ripped the BGM from Zettai Zetsumei Toshi 2 Demo Type-B. Unfortuanently, i made a mistake in the pack 7z name. The name should be as is:

Zettai Zetsumei Toshi 2 - Itetsuita Kioku-tachi Taikenban Type B (2005)(Irem)[PS2]


Should correct the name when the rip is published. I'll do a complete re-rip of the BGM for Raw Danger in a later date. The re-rip of the BGM for Raw Danger! (ZTT2) should cover both JPN and US/PAL versions.

Thanks all members of hcs64 forum.
Inti Creates file decryption questions by anonon at 7:51 PM EST on November 7, 2023
Hello, I found this place while trying to find a way to decrypt Inti creates' files, specifically to get the music files from the "Yohane the Parhelion -Blaze in the Deepblue" demo.

My questions are related to the list-bin that's mentioned in intidec.py, as I understand it is within the game.exe itself, however it needs an offset which I guess leads to list-bin within the .exe. I tried using a hex editor to see if I could figure out where it would be but at most I found a list of directories to each file.

I want to know how would I know where is the start of list-bin.

Aside from that, I also noticed that intidec.py seems to ask for a .oss file as a key, seems game specific so I wondered how someone would figure out the contents of such file.

And probably I should have asked this first, but is the list-bin format also game specific? I noticed there's functions specifically for Gunvolt 3 and Gal Guardians (formerly Grim Guardians)
Documenting the PS2 CSL sequenced formats (SQ/BD/HD), and comparisons to PS1 generic sequenced formats (SEQ/VH/VB) by baku-chan at 6:27 PM EST on November 10, 2023
Hello there! I’m baku-chan, and I’ve been making the rounds across the internet to ask about the inner workings of the PS2’s Component Sound Library, or CSL. Or specifically, about the three file formats that make up a single piece of music in CSL: SQ, BD, and HD.

From what I’ve seen, there seems to almost zero information available about these PS2 sequenced music formats compared to their PS1 generic equivalents (SEQ/VH/VB). My biggest dream would be for someone to completely reverse-engineer these formats so that they can be freely used, but I’m sure that would take a significant amount of work and research to pull off! As such, I would be content for at least some of the questions I have about these formats to be answered if such an endeavor isn’t feasible.

Meanwhile, I have two main motives for wanting some information about these formats, which I hope will contextualize what kind of answers would be helpful for me. The first motive is that I’m working to make homebrew sequenced music a reality on the PS2, and by extension on the PS1 whose sound chip the former is directly backwards-compatible with on a hardware level. In order for this to be possible, I need as much information on each of the relevant file formats as possible so that arbitrary data can be written to them in such a way that something resembling music can be made. As for the second motive, I would also like to have these formats documented just for the sake of them being documented, as there, again, seems to be almost no documentation available on them compared to its predecessor formats and I want to change that.

Some questions that I’m looking to have answered in relation to the PS2 and its SQ/BD/HD file formats include:

— How close is PS2 SQ to PS1 SEQ, and in turn to SMF format 0 MIDI?
Based on what I’ve read from loveemu’s research on the matter in particular, the PS1 SEQ format is apparently very close to SMF format 0 MIDI, except with a few modifications. Given this, would it be accurate to say that the score data — that is, the actual key ons and key offs and such — is identical between PS1 SQ and SMF format 0 MIDI? This question is especially important to me because if it is identical, then this would greatly expedite our ability to reverse-engineer that part of the format and use that knowledge to write arbitrary score data and, in turn, create custom songs that can play on a PS2. Another thing that’s important in that context is how close PS1 SEQ is, in turn, to PS2 SQ, especially in regards to score data. Would it be accurate to say that they are very close to one another, if not possibly identical? And if they are indeed close or even identical, then how close would PS2 SQ be to SMF format 0 MIDI?

— How close is PS2 HD to PS1 VH?
They seem to be somewhat different from each other based on a cursory comparison, but that could be about things being shuffled around from PS1 VH just as much as any actual meaningful changes being made from there. Given that SPU2 is essentially two PS1 SPUs attached together with little to no modification besides extra sound RAM, would it be accurate to say that settings for things like ADSR, portamento, pitch bend, and such work basically the same way with PS2 HD as they do with PS1 VH? And if they do, then how is the representation of such settings different on a hexadecimal level between the two?

— How close is PS2 BD to PS1 VB?
From my understanding, PS1 VB is simply a collection of VAG files, and that the PS2 uses the exact same form of SPU-ADPCM that’s used on the PS1. Given that, would it be accurate to say that PS2 BD is also simply a collection of VAG files? And if so, is how they’re represented and organized exactly the same as it’s done with PS1 VB, or is it done differently? And is there any reliable way to tell exactly when a sample begins and ends?

— How do tracks work, exactly?
On both PS1 SEQ and PS2 SQ, it appears that all of the tracks — in the MIDI sense of the word — are interleaved with one another, rather than being represented separately one after another like I’ve seen with other sequenced formats like Square’s AKAO and Konami’s KDT1. Given this, is there some sort of marker on, say, each key on and key off that determines which track is actually supposed to be keyed on or keyed off? Furthermore, is there some marker that determines which core (CORE0 or CORE1) a certain track is playing on? Also, is there a marker that determines the timing of a key on or key off of a track relative to the key on or key off of another track, given that tracks aren’t separated like they are in other sequenced formats?

— How do you set reverb?
On the PS1, I know that there’s a flag for each instrument in the VH file that determines whether reverb is applied to said instrument, while whether or not reverb is enabled on SPU itself is set by sending certain NRPN values as defined in the SEQ file. However, on PS2, there are two reverb units split between the two individual cores that make up SPU2, which complicates things somewhat compared to PS1. So with that said, how does one set the reverb on either one or both of the cores on PS2? Do you send certain NRPN values like with PS1, or is it done another way? Furthermore, in a scenario where, say, CORE0’s reverb is set to STUDIO_C and CORE1’s reverb is set to HALL, how do I determine which of the two reverb settings a certain instrument uses, or alternatively which core an instrument should play on?

— How do attribute changes, loops, and markers work?
I understand that on PS1 SEQ, it’s possible to change attributes of an instrument on runtime by sending certain NRPN values, just like with reverb. I also understand that other NRPN values can be sent to determine loop points, as well as to set markers within the song. Do things work similarly with PS2 SQ, or is everything done another way instead?

— What do program changes do, exactly?
Perhaps my relative ignorance of how MIDI works is showing here, haha, but this has confused me especially looking at how they appear to exist in PS2 SQ. There are dozens of numbers attached to these, but I have no idea what these numbers mean or what they actually do, if anything. My initial guess was that perhaps they had something to do with reverb, but I highly suspect not, in retrospect. Simply put, how do program changes work, and what do they do? Furthermore, do program changes work differently between PS1 SEQ and PS2 SQ, or for that matter between both of those and SMF format 0 MIDI?

— What’s the numerical representation of silence in SPU-ADPCM?
My guess is that it would just be zero; is this correct? Otherwise, what is it? Could you reliably replace every value in an individual sample file with said silence value and have the result be, well, a completely silent sample file?

Whoever responds to these questions, thank you in advance! I truly appreciate it.

edited 4:43 AM EST November 11, 2023
Documenting the PS2 CSL sequenced formats (SQ/BD/HD), and comparisons to PS1 generic sequenced formats (SEQ/VH/VB) by baku-chan at 6:27 PM EST on November 10, 2023
Hello there! I’m baku-chan, and I’ve been making the rounds across the internet to ask about the inner workings of the PS2’s Component Sound Library, or CSL. Or specifically, about the three file formats that make up a single piece of music in CSL: SQ, BD, and HD.

From what I’ve seen, there seems to almost zero information available about these PS2 sequenced music formats compared to their PS1 generic equivalents (SEQ/VH/VB). My biggest dream would be for someone to completely reverse-engineer these formats so that they can be freely used, but I’m sure that would take a significant amount of work and research to pull off! As such, I would be content for at least some of the questions I have about these formats to be answered if such an endeavor isn’t feasible.

Meanwhile, I have two main motives for wanting some information about these formats, which I hope will contextualize what kind of answers would be helpful for me. The first motive is that I’m working to make homebrew sequenced music a reality on the PS2, and by extension on the PS1 whose sound chip the former is directly backwards-compatible with on a hardware level. In order for this to be possible, I need as much information on each of the relevant file formats as possible so that arbitrary data can be written to them in such a way that something resembling music can be made. As for the second motive, I would also like to have these formats documented just for the sake of them being documented, as there, again, seems to be almost no documentation available on them compared to its predecessor formats and I want to change that.

Some questions that I’m looking to have answered in relation to the PS2 and its SQ/BD/HD file formats include:

— How close is PS2 SQ to PS1 SEQ, and in turn to SMF format 0 MIDI?
Based on what I’ve read from loveemu’s research on the matter in particular, the PS1 SEQ format is apparently very close to SMF format 0 MIDI, except with a few modifications. Given this, would it be accurate to say that the score data — that is, the actual key ons and key offs and such — is identical between PS1 SQ and SMF format 0 MIDI? This question is especially important to me because if it is identical, then this would greatly expedite our ability to reverse-engineer that part of the format and use that knowledge to write arbitrary score data and, in turn, create custom songs that can play on a PS2. Another thing that’s important in that context is how close PS1 SEQ is, in turn, to PS2 SQ, especially in regards to score data. Would it be accurate to say that they are very close to one another, if not possibly identical? And if they are indeed close or even identical, then how close would PS2 SQ be to SMF format 0 MIDI?

— How close is PS2 HD to PS1 VH?
They seem to be somewhat different from each other based on a cursory comparison, but that could be about things being shuffled around from PS1 VH just as much as any actual meaningful changes being made from there. Given that SPU2 is essentially two PS1 SPUs attached together with little to no modification besides extra sound RAM, would it be accurate to say that settings for things like ADSR, portamento, pitch bend, and such work basically the same way with PS2 HD as they do with PS1 VH? And if they do, then how is the representation of such settings different on a hexadecimal level between the two?

— How close is PS2 BD to PS1 VB?
From my understanding, PS1 VB is simply a collection of VAG files, and that the PS2 uses the exact same form of SPU-ADPCM that’s used on the PS1. Given that, would it be accurate to say that PS2 BD is also simply a collection of VAG files? And if so, is how they’re represented and organized exactly the same as it’s done with PS1 VB, or is it done differently? And is there any reliable way to tell exactly when a sample begins and ends?

— How do tracks work, exactly?
On both PS1 SEQ and PS2 SQ, it appears that all of the tracks — in the MIDI sense of the word — are interleaved with one another, rather than being represented separately one after another like I’ve seen with other sequenced formats like Square’s AKAO and Konami’s KDT1. Given this, is there some sort of marker on, say, each key on and key off that determines which track is actually supposed to be keyed on or keyed off? Furthermore, is there some marker that determines which core (CORE0 or CORE1) a certain track is playing on? Also, is there a marker that determines the timing of a key on or key off of a track relative to the key on or key off of another track, given that tracks aren’t separated like they are in other sequenced formats?

— How do you set reverb?
On the PS1, I know that there’s a flag for each instrument in the VH file that determines whether reverb is applied to said instrument, while whether or not reverb is enabled on SPU itself is set by sending certain NRPN values as defined in the SEQ file. However, on PS2, there are two reverb units split between the two individual cores that make up SPU2, which complicates things somewhat compared to PS1. So with that said, how does one set the reverb on either one or both of the cores on PS2? Do you send certain NRPN values like with PS1, or is it done another way? Furthermore, in a scenario where, say, CORE0’s reverb is set to STUDIO_C and CORE1’s reverb is set to HALL, how do I determine which of the two reverb settings a certain instrument uses, or alternatively which core an instrument should play on?

— How do attribute changes, loops, and markers work?
I understand that on PS1 SEQ, it’s possible to change attributes of an instrument on runtime by sending certain NRPN values, just like with reverb. I also understand that other NRPN values can be sent to determine loop points, as well as to set markers within the song. Do things work similarly with PS2 SQ, or is everything done another way instead?

— What do program changes do, exactly?
Perhaps my relative ignorance of how MIDI works is showing here, haha, but this has confused me especially looking at how they appear to exist in PS2 SQ. There are dozens of numbers attached to these, but I have no idea what these numbers mean or what they actually do, if anything. My initial guess was that perhaps they had something to do with reverb, but I highly suspect not, in retrospect. Simply put, how do program changes work, and what do they do? Furthermore, do program changes work differently between PS1 SEQ and PS2 SQ, or for that matter between both of those and SMF format 0 MIDI?

— What’s the numerical representation of silence in SPU-ADPCM?
My guess is that it would just be zero; is this correct? Otherwise, what is it? Could you reliably replace every value in an individual sample file with said silence value and have the result be, well, a completely silent sample file?

Whoever responds to these questions, thank you in advance! I truly appreciate it.

edited 4:42 AM EST November 11, 2023
Tales of Berseria PC - SPSIS14 Encryption by lapistier at 2:12 AM EST on November 11, 2023
Hello!

This is probably a long-shot, but I was wondering if anyone could give me some advice with the PC version of Tales of Berseria's sound files. My focus is specifically on SPSIS14, which contains voice files.

I've been able to play files from the PS3 version of the same game using existing tools, I can also play files from the PC version of the preceding game, Tales of Zestiria, so it seems they just did something to obfuscate Berseria's PC files specifically. I can't make out any headers either.

Samples: here

(The PC version is my only option since the PS3 version never got an English release, and I don't have the tools to unpack the PS4 game. Not to mention that, in comparing Zestiria's files, the PS3 version omits unused assets, which I'd really like to take a look at.)

I don't have the highest of hopes, since Berseria on PC is also notably missing from JoshW's archive, despite both PS3 and PC versions of Zestiria existing, so maybe it's just a lost cause. Nevertheless, I figured it'd be worth trying and asking.

Thank you!
Unchained Blades [UnchainBlades ReXX] (2011-07-14)(-)(FuRyu)[PSP][tagged] by DarkSolidSnake at 5:23 PM EST on November 12, 2023
Last month i made a tagged version of the Unchained Blades (psp) rip. The tagged version contains tracks that are used in the game, plus one JP-exclusive track. But idk why it's not being published, maybe a new re-rip with !tags.m3u inclusion or any delay?

I can't have a !tags.m3u inclusion in my tagged gamerip. Sorry! Thanks bnnm and others.
Conflict Vietnam & Shellshock Nam 67 by marineveteranm4 at 2:30 PM EST on November 15, 2023
please i need help to game rip the spanish & english voice lines from these games and also the whole soundtrack including RADIO, tried everything, every game extractors, tried pc version, xbox version, ps2 version. Shellshock has .data encrypted files and CV has .psf rare format files in pc version and .data files encrypted in ps2 xbox version i think, my computer skills arent enough good maybe

i do machinimas with vietnam videogames and sime random films, that's why i need these files but also for recover parts of the lost soundtracks of these games made by Vietnam Veterans

it would e perfect a bms script to pass these psf to wav and unencrypt these .dat files and find the psf in shellshock nam 67 too. I came here from Zophars domains, they ripped shellshock nam 67 ost and someone here could have the key to that psychedelic hidden trasure
A Little Bit of... Dr Kawashima's Brain Training .zsd (Compressed SDAT) by Ritchan64 at 10:08 PM EST on November 18, 2023
Any idea what kind of compression this SDAT file uses? It's probably a basic format, but I'm not familiar with all compression algorithms.

https://cdn.discordapp.com/attachments/280422905769361408/1175560869397147729/nou1_2_math.zsd
Alternative to foobar2000 for VGM formats on steam deck? by PikpikPretzel at 4:53 AM EST on November 22, 2023
I was wondering if there was a good option for listening to the music files from the archives on steam deck. I know it's kinda silly but I figured I'd check anyway. Thanks for any help you can provide!
Any methods to merge SZD1&2 into the original single .at9 file? by Fr@nk1in at 10:40 PM EST on November 28, 2023
You know, this "file couple" is the modded audio originally encoded in ATRAC9 and get splitted into two files.
I'm using SONY's walkman which just directly support ATRAC. So...is there any tool that can merge them?

edited 9:21 PM EST November 29, 2023
Pokemon SV DLC by TheUltimateKoopa at 11:01 PM EST on November 29, 2023
Is there a rip of Pokemon S/V that includes the new music from the first part of the Area Zero DLC (The Teal Mask)? Or are you waiting until The Indigo Disk is available first?
Street Fighter 6 (Full Game) gamerip + audio ripping help by J2023 at 7:25 AM EST on December 2, 2023
I was wondering about ripping the audio for the PS4 version of Street Fighter 6. I know that this game's Closed Beta Test was already ripped (as I've also done a tagged one for it), but I was thinking about getting the audio (SFX, voices and music) extracted out from the .pak files buried inside the game's .pkg.

This game runs on the RE Engine, and uses the WWise sound driver. I first tried using a PS4 PKG Extractor, but it didn't work well with the process. The only other tools that I have not tried yet are BMS and/or python scripts, though I'm unsure if any of them could work... Please help!

edited 7:48 AM EST December 2, 2023
aiff.sqh by Locke_gb7 at 9:38 AM EST on December 5, 2023
Hi there! I have found music data for a 3DO game called Soccer Kid.

The music files were easy enough to find in the music folder.

However, the files seem compressed
ie: credit.aiff.sqh

I have tried dragon unpacker but I get an error its not a valid sqh file. I could not find another way to decompress these files.

Anyone by any chance encountered this before and knows how to decompress?

Thanks so much! :)
EA .SBS/SBR format problem by rekzs at 2:02 PM EST on December 9, 2023
Greeting,
I'm trying to play the sbs/sbr format found in NBA Live 18 but for some reason VGMstream doesn't seem to play it. Maybe it's encrypted? Any help would be appreciated.

Sample: https://drive.google.com/drive/folders/1qtLGlDuNE-FX7jw7Zu8_H7_aCK-9aYpl?usp=sharing


edited 2:04 PM EST December 9, 2023
How to extract .pak files from Android (APK) based games? by marcoxD95 at 3:51 PM EST on December 13, 2023
Basically I got a couple of Nvidia Shield Android Nintendo game ports and the game assets are in a folder called com.nvidia.nintendo.dkcr. In that we got a couple of .pak and .dat files such as dkcr_assets.pak or dkcr_prd.pak and these I would like to extract.

Sadly found no proper information about the topic with google and Game Extractor cant do anything with these pak files.

The files you can get from here btw: https://archive.org/details/nintendo-nvidia-shield-games-collection

Any idea?
Are the audio files from ICO unextractable? by mewtewpews at 10:12 PM EST on December 19, 2023
I've tried a lot of things to get these sound files, I loved this game. For some reason Shadow of Colossus 2 seems to be quite an easier task to extract than ICO even though I'd assume they'd use the same audio settings??? But I guess not.

When going through PSounds and Cube Media Player I get just a few of the many sounds that are in the game.

While going through VGMSTREAM and JOSHW.INFO I get maybe a small pot of all of the ICO files in GENH form. Using some VGMSTREAM cmd plugin I can convert them to wav but they aren't all of them, there's tons more and I have no idea where to find them.

edited 9:20 AM EST December 20, 2023
SF6 Demo - WWise Sound Banks + BGM ripping and looping help needed! by J2023 at 10:17 PM EST on December 20, 2023
I've got the entire sound folder from the Street Fighter 6 Demo, but as nobody has done a complete gamerip of it's music sets, I'd thought that I would attempt to try doing it. After I extracted the .pak, all the .bnk files in the "wwise" folder were unplayable in foobar2000... until I had to re-name their extensions!

There's still a problem for the missing music, they are stuck inside the .pck files. So, I'm now going to have to deal with this music ripping and looping challenge with some WWise ripping using python commands... This will need a lot of help.

Here's the demo's extracted folder link if anyone wants to examine the files and help out with my ripping process.

edited 8:34 PM EST December 21, 2023
Super Smash Bros. Remix (N64) Gamerip using source code ? by wolfnexus at 5:23 PM EST on January 1, 2024
Smash Bros. Remix is an extensive rework of the original Super Smash Bros. (N64), adding a lot of content including music. I know ripping N64 game music is hard but there is a GitHub repo with the source code (https://github.com/JSsixtyfour/smashremix)

In rsc/music there are .bin files that seem to represent each track as well as an "instrument" folder, for the soundfont I suppose. How can I get playable files (eg .miniusf) out of that ? I haven't found any information online.

Any help is appreciated !
Street Fighter 6 (Full Game rip) WWise BNKS by J2023 at 4:38 AM EST on January 3, 2024
I've got all of the sound and BGM BNKS and PCKs from the full version of Street Fighter 6, from the base game's .paks up to the game's latest update .paks so far. I was also planning to rip the .wem files using wwiser, but I didn't have the time to do it...

So as with this game's demo, all of these .bnks can be played in foobar by re-naming their extensions. I couldn't find any .list files for the bnk filenames, as they are all unorganized which makes finding the right BGM/sounds/character voices of choice much harder for you.

edited 10:06 PM EST January 3, 2024
Prince of Persia .ss1 by Locke_gb7 at 10:24 AM EST on January 6, 2024
Hi there, I went to the josh archive to play the music of the prince of persia games sands of time and the other 2.

What I found is a .ss1 compressed audio file, which psound and mfaudio cannot decipher.

What am I doing wrong? Keep feeling so stupid trying to play media files :(
extract psf sound game files from a PC game by marine025 at 2:51 PM EST on January 6, 2024
i tried everything

https://archive.org/details/cv-jungle-01 highly interested in voice lines specally spanish voice, i dont know if in this files are all the voice of the game or only radio and ost

also interested in vietcong 2 & shellshock nam 67
Mario Kart 8 Deluxe version 3.0 rip by Man at 9:39 PM EST on January 7, 2024
Hello, I recently realized that the latest version of MK8D hasn't been uploaded here yet, and I tried ripping it myself but haven't been able to have any success with it for whatever reason, so I wanted to ask if anyone here could kindly do it instead. Thank you very much.
Pitch Bend Regarding BMS file from Super Mario Sunshine by TheOneAndOnly at 5:56 PM EST on January 8, 2024
Hello, I've managed to extract .bms files from super Mario sunshine, tried two different software BMSDEC3 and VGMTrans, VGMTrans seems to work best and is fairly accurate but has someone ever figured out how the pitch bend works with the file? As far as I know the notes and stuff are very similar with MIDI, but not the pitch bend? Thanks hopefully someone here knows about this stuff better than I do :)
How to dump Feature Phone game (e.g. i-appli of docomo) rom by karma.mid at 6:28 PM EST on January 11, 2024
The analysis of Feature Phones(Gara-phone) has progressed very well in recent months.
The State of Japanese Feature Phone Preservation in 2023
DoCoMo Debug Cable Preservation Info

And these games have music played in midi (or .mld), which can be easily extracted.
If you are interested further, join the Kahvibreak Discord server.




edited 6:35 PM EST January 11, 2024
The current state of sequenced game music ripping scene, in my honest opinion by Katsur at 1:35 AM EST on January 14, 2024
It's only now the best I can understand the depth of complexity and scale of this... crisis, this mess that we have unwillingly helped to create...

Once there was Kode54, who, in my opinion, understood sequenced video game music from consoles, like Nintendo DS (.2sf/mini2sf) and Game Boy Advance (, Sega Saturn and Dreamcast, Sony PlayStation 1 and 2, very well. He created a 32-bit-only Foobar2000 components. Just like the Neill Corlett documented the PSF audio format and made a plugin for now-dead WinAmp that plays this format back in 2003. Now both Kode54 and Mr. Corlett left the game music ripping scene for good, and the future of sequenced gamerip music looks increasingly uncertain, with some hardships in ripping sequenced game music, such as PSF/PSF2 ripping process, still persist.
If this wasn't bad enough, Kode54's game music decoders for Foobar2000 are still 32-bit-only, but unfortunately nobody updated his, for instance, PSF decoder to support 64-bit. I have 64-bit Foobar2000 and Windows 10 operating system. I still hope that someone will reverse-engineer such components and update them to modern norms and specifications.
Kode54 is currently still working on various random software, which is not as popular as his past jobs. I'm afraid that he has lost momentum, much to my sadness :(

I personally tried to rip sequenced music from NTSC-U Gran Turismo (1998, PlayStation), but I was deeply overwhelmed by difficulties. Software used: VGMToolbox. I tried to find a comprehensible instruction manual to assist me in doing so, but many instructions felt outdated and... vague. I gave up out of bad luck and frustration. I'm not even a programmer, mind you. The PSF making process involved ripping SEQ and VAB files and turning them into playable PSF/MINIPSF/PSFLIB files. Now I wonder if SEQ+VAB music player would exist, optionally with OpenMPT-style pattern display.

They said that one of the PS1 emulators had debug functions to show sequenced music's inner workings, and also disable one of its sound channels. That's the best I can say.

Back then, there were so many successful sequenced gamerip music, from Sega Genesis (.vgm), Nintendo Entertainment System (.nsf), Arcade (.vgm), to Nintendo 64 (.miniusf) and Sony PlayStation 2 (.psf2/.minipsf2). However, the extensions I was talking about were emulated; the music sequence files couldn't work without discrete specific audio chips depending on each console. Metroid (1986, Nintendo Famicom Disk System), Ridge Racer (1993, Namco System 22 arcade), Sonic the Hedgehog (1991, Sega Genesis), Super Mario World (1990, Super Nintendo Entertainment System), just to name a few.
Reading Copetti's analysis on SNES architecture and its Audio chapter, I wondered how did the writer managed to get the multi-audio channel display work. Maybe I can enjoy seeing how sequenced DSP channels behave for a specific game OST in the future... Seriously, look at it: https://www.copetti.org/writings/consoles/super-nintendo/#audio.

As a coping mechanism towards the hardships, I fantasize about the highly advanced sequenced game music player with OpenMPT-style sequence pattern display and lots of formats to boot, such as PlayStation SEQ, Nintendo DS SSEQ, and also PSF, PSF2, USF, GSF, 2SF, DSF, SSF, NSF, VGM, SPC, etc.

In conclusion, the sequenced game music ripping scene is really wonderful, interesting, beautiful, yet convolouted. The current state is, in my honest opinion, a mess. Ripping process can be painful in any video game files. Things with streamed game music ripping scene are doing well, but it's a different story. Maybe I was wrong or downright pessimistic, you can clarify. I wanted to express my actual feelings towards the overwhelming hardships of this interesting scene. I'm sorry if I was ignorant or upset towards hardships.

What do you think about the current state? Share your thoughts and feelings.

edited 1:37 AM EST January 14, 2024

edited 1:38 AM EST January 14, 2024

edited 2:26 AM EST January 14, 2024

edited 2:31 AM EST January 14, 2024
CRI USM extract subtitle by mynikal at 1:31 PM EST on January 14, 2024
Hello, it is possible to extract subtitle from usm file? If not, how to change audio order in usm file without demux it?
Problem is that in Crysis 3 Remastered in cutscene there is no polish dubbing, when I create new usm file, after demux usm file I got m1v movie and some adx audio file, I change english with polish audio, but after playing cutscene there is no subtitles. When I used other ready file to fix cutscene in Crysis 3 (not remastered) have subtitle but there is no any sound.

Someone must have done it somehow, since there is a fix for the Polish and Russian language versions for older Crysis 3. I also found a Russian version for the remastered version, but not for the Polish one.

edited 1:36 PM EST January 14, 2024
Prince of Persia: The Lost Crown by greenplant at 7:52 AM EST on January 18, 2024
Hello. I would love to request a complete game-rip music for the new Prince of Persia: The Lost Crown game. Thanks.
Any way to chop off the intro from a minigsf file? by Curiouser at 3:26 AM EST on January 20, 2024
One of the songs from DKC3 (15 Jungle Jitter) has an intro made up of jungle sounds that lasts for about 50 seconds. I've already made an MP3 without it, but I'd like very much to retime the minigsf so I can play it with the rest of the soundtrack. Any way to do this?

Thanks in advance!
Down the World - Mervil's Ambition Love Theme "Corrected" by K.Z.Mallardo2nd at 10:15 AM EST on January 22, 2024
This game was one of the very few SNES titles to feature a song accompanied by a vocal track.
And there was no good dump of it. The old dump (by Dais and Caitsith2) has has a number of issues.
Firstly, the vocal part just never progresses beyond the "come" part (which is repeated throughout the entirety of the song instead of the actual correct samples). Things only get worse when that exact sample also replaces the flute section.
At first I tried to make another dump, but realized that I pretty much ended up with the same issues.
I believe that this can be addressed via the SNSF format, however I went for an easier solution and just used spc2it and corrected the song manually.
No one asked for it, but here it is anyway:
Link

edited 10:41 AM EST January 22, 2024

edited 10:42 AM EST January 22, 2024

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