Previous Page | Next Page

CRI ADX Tools Freeware Download by MichaSDL at 2:33 PM EDT on October 11, 2008
ADX Player


You can play

ADX    CRI Audio file
AHX    CRI Audio file
AFS    AFS Container file for ADX files or Binary's
ACX    ADX Stream file (Container format)
AIX    Multi Stream file for ADX
WAV    Windows PCM
AIF    Apple's Audio Interchange File Format (Container file)
SFA    Sofdec Audio file

=====
ADX Encoder (Create ADX(Typ4) and AHX file)

=====
AFS Linker (Create AFS file)

=====
AIX Maker (Create AIX file)

=====
The ADX file


The AFS file

==================================
+ Tutorial Video from MP3 to ADX and find Loop points
+ ADX Examples

Download: ---> HERE <---
RAR-Password: CRIwareADX2008

Have fun ^^ MfG. Micha

edited 9:25 AM EDT October 12, 2008
n64 docs by n64freak at 10:31 PM EDT on October 11, 2008
Was browsing through http://hcs64.com/files and stumbled upon these gems:
rdp_commands.pdf
rspcop0.pdf
Wow, these are awesome docs!! How did you manage to get them?
If only we had the rest. I know people who would pay xxxx $ for the rest of this info.
Missing songs in Pokémon Stadium USF by agu fungus at 12:30 PM EDT on October 17, 2008
Look what I found:

http://www.youtube.com/watch?v=xn_F0fYgv88

Those songs were not in the USF set. Think there's any chance to rip them?
New server, yay by hcs at 6:05 AM EDT on October 19, 2008
Welcome, if you're seeing this you're on the new server, and have found your way to the new (or old) forum URL. The forum has been slightly rewritten and is running on a better system so hopefully things should seem nice and snappy. I had to wrestle briefly with time zone issues but that should be out of the way now.

Let me know if things are broken. I intentionally didn't transfer absolutely everything, but if there are things missing that you would like let me know. Anyone I've given web space to, I transferred almost none of it, so contact me if you still want it.

Oh, and as I've paid up Servage for a few more months, I'm planning to grant access to all the bonus stuff I had hosted over there, as it shouldn't matter if I use up all my bandwidth.

edited 6:16 AM EDT October 19, 2008

I updated the front page with a history of former hosts, which someone might find entertaining.

edited 7:11 AM EDT October 19, 2008
Castlevania [64] and Legacy of Darkness by holyice7 at 5:57 PM EDT on October 20, 2008
I've been working on and off to double-check all the tags and times, and I noted that there was an issue as to what should be done to divide up the games' tracks, since Legacy of Darkness had all but one of the tracks from both games.

Sooo...

Castlevania [64] USF

Legacy of Darkness USF

Those two are self-explanatory. I included all the tracks that were ripped in the LoD set, but I didn't number the ones that weren't specifically in the new quest.

If doing that wasn't enough, I also put BOTH sets into one file, and organized them accordingly.

Castlevania [64]: The Special Edition Soundtrack USF

Upload whichever way you like, but everything as far as names, times, and organization should be correct now. I can't account for tracks that need to be re-ripped.

EDIT: URL failure. :P

edited 5:57 PM EDT October 20, 2008
Mario64 Sequenced Music format by messiaen at 11:35 AM EDT on October 22, 2008
Hello, first post here!

I've been researching Mario64's sequenced music format. It doesn't use MIDI or the 'compact' sequence format found in other N64 games, but rather some custom format.

This is so far what I have discovered:

My very incomplete specs

I created a simple parser tool to help me, you can download it along with ripped 'sequences' (the .m64 files) in this folder.

Depending on the track, it can output a fairly good result, but there are many details I'm still mising. Here are some practical examples of music modification in SM64:

"Flag" theme from SMB1

Super Mario Bros "water" theme

So, if anyone feels like helping, just drop a message :).

edited 11:34 AM EDT October 22, 2008
Compact midi format? by SaxxonPike at 8:42 AM EDT on October 24, 2008
Does anyone have the specs to this format? And for that matter, what about the CTL format? I have spent hours searching for this information and haven't found anything except a utility that rips CTL/TBL pairs (which does me no good, I need the format...)
ADX Looping Error by wolupgm6 at 9:28 PM EDT on October 24, 2008
I've Encountered An Error, Both In In_Cube, And In VgmStream. Certain ADX Files (I'm Not Sure About All Of Them) Don't Loop After Five Or Six Times. Just Set The Loop To Twenty, Then Skip To The Fifteenth Loop. Usually It'll Be Silence.

Unfortunately, I Do Not Have The Sample File With Me, However I Will Upload It As Soon As I Can. If Anyone Else Encounters The Error, Please Upload The File And Save Me The Pain Of Uploading 14.5mb On Dialup...
Mother 3 minigsf - Bad? by Sonicandtails at 2:05 PM EDT on October 25, 2008
I was tagging/timing the Mother 3 minigsf rip by UNKNOWNFILE, and eventually came across the fact that there are a lot of repeats which led to missing songs. For instance, Could anyone possibly rerip it? That would be amazing if possible, then I could proceed with tagging and timing. 233.minigsf is an example of one that is a repeat of an earlier song.
Bit Generations? by AENIGMA at 9:14 AM EDT on October 29, 2008
Does anyone know if the Bit Generations games have been ripped? (Coloris, Dialhex, Digidrive, Dotstream, Orbital, Soundvoyager) They have some great music (especially Dotstream). The only one I have a rip for is Boundish.
Shining The Holy Ark SSFs by Elven Spellmaker at 5:00 PM EST on November 6, 2008
Hi,

There are a few that don't sound right, because they are missing instruments. If you switch sha_t00.ssflib and sha_t01.ssflib around (Rename 00 to 01 and 01 to 00) and then listen to the battle all the sounds are there, albeit a piano, but its still there nevertheless. This works for all the ones that are wrong... Is it a case of missing instruments in the 00 file or an emulation bug? I'm just interested to know.

P.S. Desire Mine actually sounds quite nice in just a piano.
Tool to extract single files from Wii .FSB containers? by ROBOverWii at 8:17 PM EST on November 6, 2008
I'm looking for a tool that would allow for the extraction single files from Wii .FSB containers? It seems one was posted by fastelbja in this thread:

http://www.hcs64.com/mboard/forum.php?showthread=9185&showpage=1

Along with a plugin for Winamp that would allow those files to be played, but both links have since gone down. Is there any chance that those could perhaps be re-uploaded, or a different tool to extract single files from Wii .FSB files be provided? Thanks in advance any and all help provided.
BanjoKazooie usf archive by overhandknot at 3:44 PM EST on November 8, 2008
Does anyone know why there appears to be many seemingly identical tracks in BanjoKazooie usf set (http://www.hcs64.com/usf/sets/banjokusf.zip)? For example, there's multiple instances of the aquatic version of Gruntilda's Lair theme - all of them sounding the same and also tagged alike, but still the files are not bit-for-bit identical...
USF Problem by icewolf762 at 10:03 AM EST on November 9, 2008
Hey guys. I'm having a problem with some of the USF's I've downloaded. When I go to play them in Winamp, nothing is played at all.

Winamp version: 5.541
64th Note version: 1.1 FINAL

USF archives tried:
Banjo-Kazzoie
Banjo-Tooie
Star Fox 64
Rayman 2

My other USF files work just not these. :/
Xbox 360 music extraction by VGSB at 2:54 PM EST on November 14, 2008
Has anybody here ripped Xbox 360 music or know anybody who has? I noticed there is a rip for Soulcalibur IV in the bonus.

So I dumped Banjo-Kazooie Nuts and Bolts using the Xbox Backup Creator. The majority of the filenames though have no file extension. Examples are "Bundle/4f/234cec" and "Bundle/4f/400edc". Are these archives of a special Xbox 360 Xbox format, partitions of archives, or individual files that can be given file extensions?

There is a "Debug/db_index.txt" which has a list of lines such as "aid_streambundle_banjox_showdowntown_morning 1222141512 281.410" and "aid_streambundle_banjox_showdowntown_night 1222141512 281.410".

There are many other files in the Debug folder such as "Debug\11\00\21\6a" (no file extensions)

There is a "default.xex" file at the root.


N64 Gameshark Breakpoints/Test Mode by HyperHacker at 10:44 PM EST on November 23, 2008
hcs, when you reversed the Gameshark protocol, did you by any chance look into how breakpoints are done in GSCC? I'm wondering if there's a special command or a RAM address to write to, or if it directly accesses the MPU registers or injects a routine to do so.
BRSTM encode by beta at 6:20 PM EST on November 26, 2008
Is there an exe or something for creating BRSTMs floating around that I missed? I was trying to mess with some audio files in a Wii image.
PJ64/USF -> NEmu64 by ugetab at 12:27 AM EST on December 1, 2008
A sort of proof-of-concept item I compiled for potential use.

Lets you load up the USF data for the US Kirby 64 game in NEmu64 0.8(by way of USFLib decompression, PJ64->NEmu64 conversion, and replacement over a Kirby64 title screen save-state). Also comes with some simple notes to let you test other music by using the debugger.

http://www.angelfire.com/nc/ugetab/Kirby64CrystalShards_NEmu_USF.zip

I'll very likely continue to try to make the program function effectively, if I can figure out a little Kirby64 glut coding for the effort.
VGM Tagger for mIRC by JILost at 5:01 AM EST on December 1, 2008
This will actually work on any file, but its aim is to make tags for VGM streams.

It's a simple dialog box which allows the user to add a PSF-style tag to the end of any file. It writes the tag, then the tag's offset in the file, the tag's length, and finally "[VGMTAG]" as a footer, so the tag's presence is known without interfering with the stream's own header or content.

Tag reading code is also included in such that any tag present is read when a file is loaded in order to populate the fields in the dialog.

Download it here.

As I said in another thread: If anyone wants to modify this and make it into a VGMStream patch, be my guest. I just figured this "release" (if it could even be called that) would serve to aid those who want it and might get the inspiration ball rolling for something better.
Mushroom Men: The Spore Wars by Omochao at 7:23 AM EST on December 6, 2008
Music, which is in .smp format, is compressed within a .bot file.
http://www.sendspace.com/file/7pzfi7
Pokémon Silver GBS by Elven Spellmaker at 7:40 PM EST on December 6, 2008
Hi,

Does anyone know if this soundtrack has been ripped to GBS at all, because I can't find it anywhere,

Many Thanks,

Elven Spellmaker
Zelda64 1.2 USF stuff by ugetab at 2:33 AM EST on December 8, 2008
I was going to optimize the Zelda64 1.2 music set, but I realized I really don't care enough about anyone else to recode a copy of PJ64 just to try to optimize the ROM section. It'll play for me, hence, the project can be called completed. I'll hack together some crap VB program to fix up a basic Zelda USF with some song data to go with it for other people like things.

Enjoy the resulting 20MB USF file.

(You wanna optimize it, go ahead. The PJ64 rewrite was the show stopper. Everything else was pretty easy to grasp)

I'll probably just stick with GBS files. I can actually handle a little reprogramming with those.

http://rapidshare.com/files/171354094/Z64_1_2.7z.html
Tatsunoko vs Capcom ssd by Sora3087 at 3:51 AM EST on December 14, 2008
Any one know what format the .ssd files are, or want one to examine?

edited 3:53 AM EST December 14, 2008
Coolplayer USF plugin!? by hyndan at 1:31 PM EST on December 14, 2008
Hello,

I've been searching for this plugin everywhere. There was only one link over at sourceforge and it's dead. can't find it on this site either. someone PLEASE point me in the right direction? Winamp is not an option for me.

Thanks!
Obscure GBS Request by Tiberious at 8:29 AM EST on December 17, 2008
I know this hasn't been ripped, as it fails to show up ANYWHERE, but I'd really like a rip from a game called Panel Action Bingo...

If I had the knowledge, I'd do it myself, but since I don't, well... yeah.

Anyway, thank you in advance for considering doing this for me. :3
USF Ripping Info by ugetab at 7:13 PM EST on December 17, 2008
Putting this at GSHI partly to plug the site, and partly because I can edit it all I want there.

http://www.gshi.org/vb/showthread.php?p=31146
holy crap guys it's the smse2k thread by unknownfile at 1:12 PM EST on December 18, 2008
Hi, I have here a new thread to whore my recent project out in.

The MAME core is not being used anymore, so I am instead focusing on the essential bits of the emulator instead (ie, sound / cpu) whereas timing and other crap will be handled by original code. The reason for this is because the MAME developers have this habit of releasing major changes every so often that make the source incompatible over and over again. That, and certain compilers don't take too kindly to the source code (MSVC in particular).

Here are some notes on the SDK. This is all you'll be getting of the project if your name is not anewuser and you do not have a presence on IRC.

SDK notes

Now you may leave this to die at the bottom of the heap of threads.
Let's Tap BRSTM not working correctly in in_cube by Sonicandtails at 11:08 PM EST on December 18, 2008
Here is a link to the brstm's I uploaded.
http://www.mediafire.com/?omoohyrdimo
Try the numbered songs out and I'm sure you'll notice that something is extremely wrong >_>
spam.removed by webadmin at 12:46 AM EST on December 22, 2008
(spam removed)
Merry Christmas '08 by unknownfile at 11:41 AM EST on December 25, 2008
I got nothing but lots of fattening junk food.

Now, go spend time with your family or at least give them a call. That way, I can continue getting away with being a lazy assface.
NDS strm decoding component for foobar2000 ? by ghf_50 at 7:30 AM EST on December 26, 2008
Is there any available NDS strm format Decoding component for foobar2000 0.9.x ?

by the way,can someone write a gsf decoder with the AudioOverload SDK for foobar2000 just like aoqsf,aodsf and aossf.
Miniusf to Midi? by SH&E at 3:00 PM EST on December 28, 2008
No way of doing this is there? I've searched and searched but haven't found anything, I know miniusf is similar to midi.. :/

edited 3:03 PM EST December 28, 2008
foobar plugin link broken? by MrDoomMaster at 3:38 PM EST on December 30, 2008
Hi,

I'm unable to download the FooBar2000 plugin for 64th Note. The link is available at the bottom of the main page. Is there another way I can gain access to this plugin? Thanks.
Trauma Centre Second Opinion - Certain BRSTMs not playing :/. by SH&E at 8:22 AM EST on December 31, 2008
Okay, I thought I had it working, but there was just a selection of files that do work, and some that don't. And I'm not sure why :/. They're all BRSTMs.. I shall upload one in a second.

They just, don't seem to wanna play :(.

By the way I'm using VGMStream :).
I've tried in_cube too.

edited 3:01 PM EST December 31, 2008

edited 5:18 PM EST December 31, 2008
Compiling Help by Elven Spellmaker at 8:58 AM EST on December 31, 2008
I have tried to compile this several times and it fails every time. Its only a minimal function application, but I would like to see what they have done. Any help would be much appreciated.
Its a MIDI sequencer, and I have the working version 4.0.0.

I have tried to compile the non stock version of wxwidgets, and that apparently worked, both the debug and the release. Then it asks me to conpile tex2rtf, because the application relies on it. I try to do what it says and the compiler throws errors. I have installed the Platform SDK and copied the bin, include and the lib files over the top of VC++'s default files. This allowed the first builds I mentioned to work. So I am stuck now.

I added the environment variable as they said. (Thats for later, but I tried compiling the application wihtout the tex2rtf and suprise suprise, it didn't work.)

http://jazzplusplus.sourceforge.net/buildingwx/
and
http://jazzplusplus.sourceforge.net/buildingjazz/

If you manage to build the debug and release wxWidgets and the release tex2rtf, you will need the application which is here

Jazz++ Source code

You will also as mentioned, need to add an environment variable in order to build the program.




This isn't a high priority thing and its quite off topic for the forum (Sorry =/), but I know you all are quite experienced with C++ and may have a solution to this, the program is only minimal functionality, but as I said it would be nice to see if there is anything different to the MIDI editor version I currently have, and this build process seems to me, to be impossible.

edited 9:35 AM EST December 31, 2008
Happy New Year! by SH&E at 7:21 PM EST on December 31, 2008
I had to do it ;).
My new year's resolution shall be not to - ...well I better not tell you actually xD.
What's everyone else's gonna be? :)

EDIT: Just so you know I'm not crazy, it is past 12 midnight here in the UK xD.

edited 7:27 PM EST December 31, 2008
(Generic Wii Sequenced Music) RSEQ Format by SH&E at 6:12 AM EST on January 1, 2009
Some example .RSEQ files here.

Okay, to begin with I thought .RSEQ was a whole new format. It's not. To put it simply, RSEQ is basically SSEQ with a few modifications. Information on SSEQ can be found here, and I shall just report the differences :).

The first difference is obviously, the header. It's 'RSEQ' instead of 'SSEQ'. There is also now a mysterious gap of 16 bytes in between the main header and the 'DATA' header which has to be looked into =P. But after that gap, it's pretty similar to a SSEQ. Other differences:

Track Pointers - Where as SSEQs track pointers start with 0x93 with 4 extra bytes, RSEQs are now 0x88 with the same extra 4 bytes.

There is also a new header called 'LABL', not sure what this is for... But what I'm trying to say is... Eventually.. I'm sure someone with some knowledge of code could modify, maybe sseq2mid and utilities like that (as they include source), to work with Wii RSEQs.

I've tried changing the main header to SSEQ, and getting rid of the extra bit before the DATA header, changing all the track pointer's '88's to '93's like in SSEQ.. Then deleted the LABL data at the bottom to make it pretty much identical to a SSEQ.. But SSEQ2MID still doesn't like it :/.

I think I know why now... The track pointers aren't pointing to the right tracks, because I deleted that extra bit before the 'DATA' heading. I just need to know how to point them to the right places, and we should be able to do something with them :).

edited 5:32 AM EST January 2, 2009

edited 6:12 AM EST January 2, 2009
About NUB audio format by HHTT at 10:32 AM EST on January 1, 2009
NUB do not work on vgmstream and other extractors or convertors.
I guess this format is not implemented yet.
NUB is include in The Sky Crawlers Innocent Aces (for Wii) and
Family Ski (for Wii), Ridge Racer 7 (for PS3).
These games are all the games of Bandainamco.

Does anyone know the method of listening NUB format?
These are NUB files in The Sky Crawlers Innocent Aces.
http://www.megaupload.com/jp/?d=5L2U54Q5
Megaman 7 nsf? by Tanookirby at 4:50 PM EST on January 1, 2009
After creating the Megaman 9 nsf file, would it be possible to create an accurate nsf version of the 8-bit Megaman 7 based off the PC version (and possibly one for a fan made Megaman 8)?
The Battery Thread by wolupgm6 at 7:55 PM EST on January 1, 2009
As mentioned in the "How I spend my time..." thread, this is a completely random thread. I just wanted to see, if everyone states the name of a brand of batteries, how many we can get.

To start, i'd like to say Duracell.
Quick Request by wolupgm6 at 10:57 PM EST on January 1, 2009
Could someone please tell me the format of the music files in Sonic and The Secret Rings? And could they please upload them?
2sf Question by Elven Spellmaker at 10:11 AM EST on January 2, 2009
Hi,

Firstly I would like to ask, is 2sf a sequenced format or is it streamed? Because the files come from the SDAT, which is sequenced (VGMTrans opens the ROM fine).

Secondly (I know I keep going on about this), but, why if Mario Kart DS is read by VGMTrans and Pokémon Diamond is read by VGMTrans, is it not possible to do a 2sf rip of Pokémon Diamond? Surely the person who wrote VGMTrans had to somehow decode the custom header and driver it has?

Or is it that no-one knows who actually wrote VGMTrans?

Or is it something completely different alltogether?

I'm just interested to know as if one program can open them both, I don't see why a 2sf rip can't be made, but I might have something completely wrong.

Thanks
The Official Thread by -FDM64- at 4:03 PM EST on January 2, 2009
It's Official
Here It Is
Anyone For Animal Crossing Wifi? by SH&E at 9:23 AM EST on January 4, 2009
Does anyone have City Folk here and feel like going on Wifi? I would go on one of those proper AC forums, but... Everyone there seems to have the intelligence of a 5 year old.. Or they might all be 5 year olds.. Who knows.. But yeah :).

Sorry, I know it's kinda random.

I need an axe :). And I have pears, if you need pears :L.
I just started a new game so I don't have all the much :L.
ATTN: People that visited any snesmusic.org/hoot sites in the last few days by Knurek at 3:44 PM EST on January 4, 2009
So, Hoot Archive, GBS Penultimate Archive and kingshriek's ripsites.

Seems someone hacked their way into the account (don't really have a clue how, why and when) and put some malware droppers into each html file.

If you're sensible and have an antivirus with up to date bases you should be okay (though I'd do a thorough check just to be on a safe site).

If not, or god forbid you still use IE, I'm sorry to say but most probably your system is infected. Do a web antivirus scan (there's some free ones available, Kaspersky for instance) ASAP.
The Greatest Idea's Ever! by wolupgm6 at 6:51 PM EST on January 4, 2009
http://www.randomthingstodo.com/
Gradius Rebirth BRSTMs by unknownfile at 8:55 PM EST on January 5, 2009
Ripped from the WAD and tagged to match the OST titles. Enyoj?

Moo

Also, the BRSAR contents!

Woof

edited 9:26 PM EST January 5, 2009
Resident Evil 4 [GameCube-Wii] by MarkGrass at 12:22 PM EST on January 6, 2009
I finally got bored enough to write a DSP extractor for the Nintendo versions of BioHazard 4. Currently, only SND archives are supported, however, I am working to extract the DSPs from bio4bgm.sbb.

I know an ADX\OGG archive can be found on the PS2\PC version(s), but there are several GameCube discs I would like to rip the audio from...

EXTRACT DRS:
Bio4FAT pl00.drs -f

EXTRACT DSP:
Bio4FAT pl00.snd -s1

Data is ripped 'in order' from the input file like so:

<INPUT> <OUTPUT>
[SAMPLE RATE] 0x00 2 Bytes
[COEFF_DATA] 0x02 46 Bytes
[UNKNOWN] 0x30 24 Bytes
[PADDING] 0x48 8 Bytes
[ADPCM] 0x50

BioHazard 4 File Archive Tool (preliminary)

pl00.snd DSP output
tool that finds loop points? by VGSB at 3:22 PM EST on January 7, 2009
Does anybody know of a tool that can analyze a wave file and find a point where audio starts repeating? This would really speed up ripping non-streamed formats.

Also, are all USF, SPC, and GSF length tags found manually? If there isn't a wave stream program, is there at least a tool that can find the loop point for any of these formats?
VRC7 info wanted by nensondubois at 10:52 PM EST on January 8, 2009
Whatever you got for it post it here. And no this is not a joke spam random topic.
XMPlay + Winamp plugin = occasional crackle... by SmartOne at 2:01 AM EST on January 9, 2009
I've used XMPlay with many different sets of sound output settings, drivers, and buffer lengths, but when using Winamp plugins there's sometimes a little stutter or crackle. I'm pretty sure it's just Winamp plugins... Any suggestions? XMPlay 3.4.2.72

Other than that, with the right settings, XMPlay rocks.

Oh, and I can never get ASIO4ALL v2 to work for "bit perfect" playback without a ton of crackles. But that's another issue entirely.
The 2sf Overhaul Project by unknownfile at 11:23 AM EST on January 9, 2009
Time to get started on some major revisions to the format. As I can't upload the changes at the moment, you get to read this here.

__ begin 2sf_spec_revision.txt __

2SF specification revision as of 01/09/2009
written by unknownfile, 2009
part of the 2sf overhaul project

This file was written to address some long-overdue changes to the 2SF specification.
Sorry this came so late, but it's kind of hard to do when people go off and make a billion
rips while you're still trying to sort some issues out with the format.

Changes in brief:
a. Removed Desmume savestates from the specification altogether due to possible incompatibility
issues.
b. Defined "NEW2SF!" header in reserved section.
c. Created a custom savestate format for legacy rips.
d. Removed _frames tag as it is no longer needed.

Part A. Desmume savestates are no longer valid.

Savestates in the Desmume format are no longer valid due to possible revisions in Desmume
rendering certain savestates invalid. This is also to leave room for possible support across
multiple emulators.

Part B. NEW2SF!

All 2sf files ripped after this format revision must contain the following 8-byte string
to differentiate them from old-format 2sfs.

'N', 'E', 'W', '2', 'S', 'F', '!', 0

Part C. The 2sf savestate format.

This is a custom savestate format used on rips that require them.
The header goes something like:
4 bytes '2', 'S', 'A', 'V'
4 bytes unsigned int size

The savestate is stored sparsely using the following command:

4 bytes 'C', H', 'N', 'K'
1 byte address map to write this data to (0 = ARM9, 1 = ARM7)
4 bytes size
xx bytes data

At the end of every savestate is a 3 byte string, "EOF". This should be checked when the save
is initially loaded. If EOF is not at the end of a savestate it can be considered invalid.

Part D. Removed _frames tag.

This is a needless hack that was used in early rips so that they would work in Highly Whatever.
Now that vio2sf can handle these rips without using the _frames tag, it is no longer supported.

__ end 2sf_spec_revision.txt __
64th Note - differences b/w Winamp and foobar by VGSB at 7:44 PM EST on January 9, 2009
We started discussing this in the Zelda thread, but I think this issue deserves its own thread.

Here are issues we discovered with Ocarina of Time and Majora's Mask. Not sure how the issues vary from game to game.

Winamp - 64th Note v1.2 beta 3
-tempo is slower; length of song is approximately 105% for OoT compared to OST
-dynamic tracks are different from foobar (such as Hyrule Field Main Theme)


foobar - 64th Note v1.2 (April 10 2008)
-tempo is slower; length of song is approximately 101% for OoT compared to OST
-stereo channels are swapped
-dynamic tracks are different from Winamp (such as Hyrule Field Main Theme)
-volume difference from Winamp - as one example, Termina Field peaks at a slightly higher volume


Questions:
1. What other differences have people noticed between plugins?
2. What other differences are there compared to actual N64 hardware?
3. Have some of the sound issues been fixed in Project64?
4. Josh W., is the latest version a port of Beta 3, or some other version? Do you have any idea why there are differences?
5. hcs, any idea on how to make the tempo more accurate?


edited 5:37 AM EST January 10, 2009
[GCN] Wind Waker - Ghost Ship by Lost Darkness at 7:57 AM EST on January 12, 2009
Just been researching through the forums, looking for Wind Waker files and there's been some amazing work extracting files, AFC and AW files, unfortunately none of them contain the eerie chanting of the ghost ship, for those that have played, it's not the tune inside the ship but the one when you drift next to it.

So i'll just go ahead and request. Is there any way to extract the music specifically? I understand there's a way to record it with hardware straight from a tv without sounds overlaying and such like some Twilight Princess rips, but it's difficult when in-game a player has to float at a specific distance without the ship disappearing and the music halting abruptly.
Goldeneye MINIUSF by morpheus at 10:46 AM EST on January 12, 2009
Hey all. I have the Goldeneye music in miniusf, and I have a question about something else. I used to use a gameshark code called "Waterfall Music" (there was also another called "Psycho Music" which was cool too) that would change the music in the game somehow through sound manipulation or something of the sort. I'm wondering if there's any possible set of music files out there with this gameshark code applied or if anyone knows how to rip it out of the game this way. In particular I'm especially looking for one of the multiplayer level's music with Waterfall applied. I don't know its regular counterpart because it sounds nothing like any of the other songs.

Thanx!
GC Stream DB gone by nensondubois at 11:59 PM EST on January 13, 2009
You probably already know this but the GC stream DB is down and I'd like to know what game's format are supported with the new VGMStream and that I am able to dump gamecube and Wii ISOs and explore them; extracting the audio folders so if you have the link or any relevant info on the games please post it. Also I need to know of some good file hosting sites for the game music I will dumping. Universal Studious will be up tomorrow if I can find the proper uploading site. Thanks.
rcf fies by nensondubois at 11:03 AM EST on January 14, 2009
How do I extract the music from such files? I installed the plugins into the gamextracter.zip (jar) file but no success. I still get the same error as if those files were not installed.

Now I need to extract audio.rez.


edited 12:18 PM EST January 14, 2009
About Metroid Prime's music by ghf_50 at 1:03 PM EST on January 14, 2009
Please tell me,which music format that Metroid Prime 1,2,3 use? Is vgmstream support it?

If anyone knows these music files' download address,please post a link for me. thanks!!!
ITT: I subtly request support for a new (?) format by valiant at 1:31 AM EST on January 15, 2009
Eurocom's MUSX, that is.

It seems there are three slightly different versions of the format, one for each last-gen console. I uploaded an archive with the NGC, PS2 and Xbox versions of the same track.

The PS2 MUSX is already supported, but the other two won't play. I'm only interested in the Xbox version as it seems to have a better quality than the other two files (higher sampling rate maybe?). Would be nice to see it supported in a future revision if it doesn't differ too much from the PS2 MUSX.

edited 2:14 PM EST January 15, 2009
Muting USF channels by TheUltimateKoopa at 2:25 PM EST on January 15, 2009
I read an old thread here from 2005 where someone said they managed to use the sm64.usflib to mute channels. How is this done? And can you mute channels on any song so that, for example, just the drums play, or just, say the slap bass in "Super Mario 64 Main Theme"? I know with Banjo-Kazooie, you can use a hex editor for each song and edit certain values to mute certain channels.
Mega Man Legends 1/2 Sound Formats? by admiralpete at 2:50 AM EST on January 16, 2009
Hi all. Just wondering if anybody knows what sound format the games Mega Man Legends 1 and 2 are in, and if there's a way to play them with VGMStream or another plugin. I would be willing to provide an ISO of the full disc if anyone would play around with it to find out. Let me know, and thanks in advance!
Trauma Centre by Elven Spellmaker at 10:00 PM EST on January 16, 2009
Does anyone know if either of the Wii versions have/can been ripped. If so where could I get them from? (Fingers crossed Atlus havn't used a gay format.)

Thanks.
64th Note Programming by ugetab at 2:31 AM EST on January 17, 2009
I'm looking for ideas about what part of 64th note could be responsible for the current music speeds.

I can rule out the following:
void StartAiInterrupt(void) {
    // delay calculation from PJ64 v1.7
    const float VSyncTiming = 789000.0f;
    double BytesPerSecond = 48681812.0 / (AI_DACRATE_REG + 1) * 4;
    double CountsPerSecond = (double)(((double)VSyncTiming) * (double)60.0);
(Still the same in 1.7.55, it seems)

04500010 - The pitch would be different
VGMStream Question by Elven Spellmaker at 10:38 AM EST on January 18, 2009
I understand that this is a streaming format (dur), but I was wondering, I thought Nintendo still sequenced their music, even on the Wii..?

I have been wondering this for a long while, and any answers or explaining would be great!

Is it the way its ripped? Example Diagram Below:

MIDI Format --> Sound Card (Wii) --> Streamed...

If its like the diagram above, you are ripping directly after the Sound Card has processed it. If thats the case, it is possible to get at the MIDI format files, like VGMTrans does with D.S. Music?

Or are they pre-rendered (as such), and then stored on the Wii discs as streams from the start? (Shown below)

At Nintendo:

MIDI Format --> Sound Card (External) --> Streamed Format

then,

Streamed Format --> Sound Card (Wii) --> Streamed...

Obviously this doesn't apply to orchestrated files. (Example, Gust Garden Galaxy [Super Mario Galaxy])
Ys1&2 DS Index List.. by Y.W. Ahn at 6:14 AM EST on January 19, 2009
Sorry for posting this, but I'm not sure for sending e-mail about this.

Here's Title index:
0000 - Missing, but supposed to be 'Feena'.
0001 - Fountain of Love
0002 - The Syonin
0003 - Tears of Sylph
0004 - First Step towards Wars
0005 - Palace
0006 - Holders of Power
0007 - Missing, but supposed to be 'Palace of Destruction'.
0008 - Beat of the Terror
0009 - Tower of the Shadow of Death
000a - Missing, but supposed to be 'The Last Moment of the Dark'
000b - Final Battle (Short ver.)
000c - Rest in Peace
000d - Morning Grow
000e - Missing, but supposed to be 'See you again'
000f - Devil's Wind
0010 - So much for today (from Ys2)
0011 - Event: Roda
0012 - Departure
0013 - Open your heart
0014 - Dreaming
0015 - Tension
0016 - Chase of Shadow
0017 - Item Get!
0018 - Feena (Harmonica)
0019 - Battle Ground
001a - Feena (without intro)
001b - Feena, so same as 0000
001c - Same as 0001
001d - Same as 0002
001e - Same as 0003
001f - Same as 0004
0020 - Same as 0005
0021 - Same as 0006
0022 - Palace of Destruction
0023 - Same as 0008
0024 - Same as 0009
0025 - The Last Moment of the Dark
0026 - Same as 000b
0027 - Same as 000c
0028 - Same as 000d
0029 - See you again
002a - Same as 000f
and so on...

**Continued to Ys2DS index.

edited 6:17 AM EST January 19, 2009
Let's Tap .brsar files by Pyrii at 9:36 AM EST on January 19, 2009
After reading of your help with the more obvious brsars in lets tap, I delved deeper to find the real meat and bones, I'm still having trouble with some of the lz7 files ( http://gbatemp.net/index.php?showtopic=129822&st=0&p=1710150 ) but some of the files work and I got brsars with multiple streams in them. The current ripping_mama won't touch the stereo streams, but your letsdump tool will. Letsdump won't work on these brsars or the resulting files just don't work because it's actually multiple files.

So can ripping_mama and letsdump be put together to dump out all the files separately? I've uploaded the brsars to http://www.megaupload.com/?d=9S3H3A3D

Any help appreciated :)
UTF Tabled files within UTF Tabled Archives by Pyrii at 8:22 AM EST on January 20, 2009
I'm working on NiGHTS: JoD's csb files and using utf_tab I'm able to extract the files, but each one is also encased in it's own table which I can't extract
----
S:\NiGHTS\hugeData\audio>utf_view SE_B0.csb > SE_B0.csb.txt

S:\NiGHTS\hugeData\audio\unpack>csb_extract SE_B0.csb > SE_B0_extract.csb.txt

S:\NiGHTS\hugeData\audio\unpack>utf_view Synth_B0_NEW_B0_011A_FX_Dualize_ED_22ST
_aif
utf_view 0.1

{
ADPCM_WII[0] = {
00000000 54 sfreq = 22050
00000004 54 nsmpl = 59535
00000008 50 nch = 2
00000009 50 lpflg = 0
0000000a 5b data = [0x00000000] (size 0x000109cd)
{
not a @UTF table at 00000090
}
00000012 5b header = [0x000109d0] (size 0x000000c0)
{
not a @UTF table at 00010a60
}
}
}

S:\NiGHTS\hugeData\audio\unpack>cpk_unpack Synth_B0_NEW_B0_011A_FX_Dualize_ED_22
ST_aif
cpk_unpack 0.1

cpk_unpack.c:41:analyze_CPK: CPK signature not found

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

S:\NiGHTS\hugeData\audio\unpack>csb_extract Synth_B0_NEW_B0_011A_FX_Dualize_ED_2
2ST_aif
csb_extract 0.0

csb_extract.c:58:analyze_CSB: first table in file is not TBLCSB

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
-------------

Yeah, the apps crash and burn if they don't like something for some reason in vista/windows7.

So each file is encapsulated in another UTF table. Which the tools won't touch, I've included sample files. If I'm missing something obvious I will promptly kick myself afterwards.

edited 8:34 AM EST January 20, 2009
[N64] Turok Dinosaur Hunter - Underwater Theme by Lost Darkness at 9:32 AM EST on January 20, 2009
I understand this was once ripped and uploaded a long while ago, proof being this topic:

Link

But now I cannot seem to find it anywhere. Does anyone have a duplicate at all? I would be most grateful.

edited 9:36 AM EST January 20, 2009

edited 9:37 AM EST January 20, 2009
Windows Vista by XiahouMatt at 12:17 AM EST on January 21, 2009
I just got a new computer with Windows vista and now I can't play any usf files becuase 64th note doesnt work. Is there anything I can use to listen to it, or atleast convert it to a different file I can listen to?
libmpg123-0.dll by Covarr at 1:54 AM EST on January 21, 2009
I can't access the link in the vgmstream readme to download it, I keep getting a 502 error. Could somebody who has it please host it elsewhere, like on Rapidshare or something?

Truly grateful,
-Covarr
The Official Custom VGM Thread by bxaimc at 4:27 PM EST on January 23, 2009
I've decided to make this thread for people to post custom VGM, and/or custom VGM files like I make all the time.

To Start off this thread, I made a BRSTM to share.
SMG_galaxy01_strm.brstm

enjoyz :)


edited 4:32 PM EST January 23, 2009
WarioWare Touched? by TheUltimateKoopa at 11:54 AM EST on January 28, 2009
Has the full soundtrack of said game been ripped yet?
Need to VGMStream r563 or higher by ObiOne at 12:31 AM EST on January 29, 2009
Hello, (sorry for my english)

I need to read RWAV files from BRSAR archive extracted with ripping_mama.

I saw that more than r563 versions can do it but I can not find...
On SourceForge it's only r526 !

Please, can you give me a link to download a version that plays RWAV ?

(in_vgmstream.dll enough, it's for winamp)

THX
A quick request for a psf2 by SSGotenksUFO at 7:58 PM EST on January 29, 2009
Does anyone know where I can get a PSF2 set for Kingdom Hearts II: Final Mix+? I've looked around but all I can find is the original versions.
Pokémon Colosseum (once again) by Hans at 1:59 PM EST on February 1, 2009
I know this game has been discussed back in 2006. Unfortunately, this never came to a solution.

Is there any hope for getting Pokémon Colosseum (GameCube) supported in vgmstream?

There is a "snd_music.samp" (the soundfont) and a "bgm_archive.fsys" archive with 78 LZSS compressed files in it. Those have been decompressed back in 2006. But that's about where discussion stopped.

So... Any hope for this? :)
Willing to donate a few bucks, too.


PS: By the way, there are a few Pokémon Colosseum songs in Pokémon XD (which is supported by vgmstream). They actually sound the same. But I was not able to compare the files if parts of them look the same. Maybe they are, maybe not.

edited 2:17 PM EST February 1, 2009
Two requests by holyice7 at 3:36 PM EST on February 2, 2009
I have two somewhat unusual requests.

The first pertains to the Banjo-Kazooie set. I'm wondering if it's at all possible to get USF's of the sound effects, particularly the different versions of Grunty's laughter, and Banjo and Kazooie's various sounds, and if so, if anyone would mind getting it for me.

The second bit is a PSF2 request, for Lupin III: Treasure of the Sorcerer King. I've been meaning to look into the process of actually learning to do this myself, but I just can't find the time to study it, seeing as I know nothing about what base skill set I'd need to know to start.

So, if there isn't already a PSF2 for Lupin III, what data can I get off my game disc that would be needed?
Soundfont by deronfun at 7:49 AM EST on February 3, 2009
Hello Guys! :)

Can it be possible to convert a usflib/gsflib to a soundfont (.sf2/.dls) to play selfmade midis with it?
It would be very cool to create additional music...
Portable Sound Format (PSF) standardized tags by VGSB at 6:16 AM EST on February 9, 2009
PSF Tag Format

PSF Tagging Tool

So I've been working on tagging some 2sf sets with some people, and wanted to include some additional information than the current tag implementation. Instead of just throwing the information in the comment= tag, I decided it would be better to make new tags, in case a future vio2sf chooses to support them. Even if none of
them are ever supported, it's still a way to better organize the extra information I want to include in the Comments field.

For example, FLAC has ORIGALBUM and ORIGYEAR to give users insight on songs that are part of a compilation. It's always interesting to me where a song originally came from in games as well. This would be particularly important if there ever was a Smash Bros. released for the Nintendo DS.

Here are the tags I'm using, I tried to make them mimic other common tag syntax that I know of:
ORIGGAME= the game that the song first appeared in
ORIGTITLE = the title of the song in the game that it premiered in
ORIGYEAR = the year that the song first existed
TITLEJP2EN = the song title when translated to English from the original Japanese, as a way to supplement the localized titles I use (important for people like Prime Blue who prefer the Japanese character and place names)
ID= the original filename of the ripped mini2sf file before it's changed to the tagged track number and title.

Questions for whoever can answer:
1. Does anybody have any other tags they would like to see?
2. Does anybody have better ideas for a more standardized way to label the tags listed?
3. Is there a way to copy and paste Japanese characters from VGMdb into a Winamp field?
4. What exactly is the hexadecimal at the end of the mini2sf filename a reference to?
5. If somebody else ripped the same DS game, would the hexadecimal be consistent?
6. How are 2sflib filenames determined?
7. Would people consider the hexadecimal ID redundant with the code included in the mini2sf file, or would it somehow be nice to have if it's not in the filename?
8. How long can a post be edited before it's locked? HCS, could you make it to where a post doesn't have a limited time before it can no longer be edited?

edited 6:31 PM EST February 9, 2009
My inspection on AAX files by Link0x at 5:53 AM EST on February 10, 2009
Hi there,

I made some inspections on the AAX audio format. In my case in Sonic Unleashed Xbox 360 version there are many CSB/CBK audio files where the Wii version used either ADX or AIX.

The CSB and CBK files extracted fine using hcs' CSB and CBK tools.. the AAX files so far do not seem playable using Winamp and vgmstream:

However, I found a way: if you try to open an AAX file with UTF_View it shows data segments in them (normally two), called AAX[0], AAX[1] and on-going.

Then it fails with an error message: not a @UTF table at [insert address] here... well, I took the contents of that area and saw: ADX header?

Well I simply extracted the area mentioned by UTF_View.exe and it is a simple ADX file. I have written a mini Delphi based unpacker (CSB/CBK/AAX to ADX) however, as it internally uses CSB_unpack/CBK_unpack/UTF_View it is quite large and I guess it could also work by directly incluing the AAX->ADX converters in to CSB_unpack/CBK_unpack.

Cheers,

Link
ADX Player for Nokia N70 Mobilephone? by MichaSDL at 9:02 AM EST on February 13, 2009
See Thread ^^
Street Fighter 4 by Tiberious at 1:54 PM EST on February 13, 2009
Well, the latest in the Street Fighter series has dropped for the consoles in Japan. Naturally, the torrents were abuzz, so I grabbed a copy of the ISO.

Turns out the 360 version uses AAX, and from what I can see, it's all been ripped, but not tagged or renamed yet. If someone could host the rip, let me know.
.Pac File by Vagonto at 6:36 PM EST on February 14, 2009
Lately, I went into the Iso of Yu-Gi-Oh! The Falsebound Kingdom (Using Gamecube Explorer) and found a audio .pac file. (str.pac)

In Awave Studio, I used the Hz setting 12000 and hear alittle bit of the music and ALOT of static.....

All the songs are in that file, I just can't seem to find a way to get rid of the static!

Is there a program for these types of files?

EDIT: I could upload the file for anyone?


edited 6:48 PM EST February 14, 2009
Game Boy Advance Ripping by Vagonto at 11:08 PM EST on February 15, 2009
I know that there is a way to do this but, I'm VERY confused on how to do it correctly.....

Can anyone tell me step-by-step on how to extract, loop and fade GSF files?

you laugh, you lose by nensondubois at 4:10 PM EST on February 17, 2009
Post pictures of ridiculous things that if the next person laughs, they lose. A very good forum game in which the idea was derived from. This all started at themushroomking.net

http://www.gifbin.com/bin/1234530010_bangbang.gif

http://upload.wikimedia.org/wikipedia/commons/8/87/Ibotenic_3d.gif

http://www.tobymikle.com/1z5lt7t.gif

edited 4:15 PM EST February 17, 2009

edited 8:41 PM EST February 17, 2009
uf's philosophy by unknownfile at 11:25 AM EST on February 18, 2009
it is better to complain about shit you can't fix than it is to fix shit you can

discuss
The "Is it possible to rip this?" Thread by VGSB at 8:44 PM EST on February 19, 2009
So before I assume that something can't be ripped right now and start recording it, I should ask a few questions first.

1) Has anybody been able to rip music from the Wii channel songs that can be saved to Flash card?
2) Has anybody been able to directly rip music from firmware channels such as the Mii Channel?
3) Does anybody have a .brsar of Wii Fit, and can anything be extracted from it?
4) If I have a .wad of a WiiWare channel, what's the general method for extracting the music?
5) I've only been able to rip the pong hockey music from Wii Play. If anybody has been able to rip any more, please tell me.

On a somewhat related note, for the Wii songs that can not be ripped, I'm wondering what the best recording settings would be. Even though first-party Nintendo game streams are generally 32 kHz, I wonder if the samples are at a higher rate.

6) Is there a way to tell the sample rate of songs that are sequenced?
7) Are there any games that use an audio sample size greater than 16-bit?


edited 9:14 PM EST February 19, 2009
Guitar Hero IV - World Tour Rip by wolupgm6 at 5:46 AM EST on February 20, 2009
Hey, I've been ripping World Tour recently, however a vast majority of the songs sound distorted. The distortion is minor, but is still noticeable.

I am currently unable to upload (maxed out my connection) so I am unable to give an example, however if you load a track from the Super Mario 64 usflib, and output it as 32000hz, and then at 44100hz, you'll notice the second is distorted slightly. This is only for the keen ears though.

Would anyone be able to upload the music files from Guitar Hero: World Tour for me to download (please, a direct link - p2p doesnt seem to work).

Thanks
Arcade Wav Files by Vagonto at 7:44 PM EST on February 20, 2009
Hello again.

Has anyone attempted to get music from these two games yet?

The Crystal Of Kings
Purikura Daisakusen(http://vgmdb.net/album/3321)

I've looked into many Arcade Sound Emulators and saw that these weren't available in them.

Can anyone help?


Does anyone here understand Chinese? I need a translation by CyberSpark at 12:49 PM EST on February 22, 2009
I hope that I'm allowed to post this here, it'll only be temporary and it can be deleted after a week. :)

I'm trying to access a website but I do not understand Chinese characters. Can someone translate this for me:


I couldn't translate this myself because of the way that the window was coded to appear. Sorry again if this is out of place, delete it immediately if you (the admin) see fit. :-)
VGM Tracker opened by manakoAT at 1:53 PM EST on February 22, 2009
Today, a Private Tracker for VGM was created, feel free to join as long as you follow the "rules"!

>Click<


Registering
After you have registered your Nick, you'll want to use the Tracker for sure and you're only one step away from it... Join our IRC channel on irc.foreverchat.net - channel: #console_stream, or click here to join us via your Internet Browser, introduce yourself there to get your account validated!

Rules
Indeed, there are some, it's a private Tracker and we want to prevent "Hit & Run"!
ShareRatio (SR): A ShareRatio of 0.75 is minimum to keep your account alive, you can do this by uploading torrents or seeding existing ones which you already got from somewhere.

edited 5:23 PM EST February 22, 2009
MIDI (and MIDI Like) File Timing by snakemeat at 4:12 PM EST on February 25, 2009
I'm looking into timing a MIDI like format (PS2 SQ). I am able to get the tempo of the file from the set tempo command, which seems to be stored in (microseconds/quarter note) units. Now I'm wondering how exactly to count these "quarter notes" so I can do the appropriate math and get the time of the entire track. Am I oversimplifying this by thinking that a total count of notes will be all I need? I understand that I'll need to account for loops, I just don't know how to count notes.

Can anyone explain to me which MIDI commands get counted as quarter notes? I had pondered counting Note On events, but what about times where there is silence? Thanks in advance.

edited 4:13 PM EST February 25, 2009
Question, and I also figured out the two unknown Rush 2 songs. by Camo Yoshi at 5:07 PM EST on February 25, 2009
1. I haven't seen the Top Gear Rally USF, is it unrippable or just hasn't been done?

2. I have figured out the Rush 2 Unknown USF files, they are used in the game like this:

Unknown sparse05 = Finished Circuit in 4th or lower.
Unknown sparse06 = Finished Circuit in 3rd or higher.

Any requests for VGM Tracker? by Hotcakes at 12:45 PM EST on February 26, 2009
Hey all. I have been lurking for some time. Love the work done here.

I have been generally leeching off the game soundtrack communities for a number of years now and figure it's time to give back a little as I've collected a few soundtracks in my time (most ripped manually). If anyone is interested, peruse this list, it contains all the collections I have that suit the tracker (ie unaltered gamerips).

I have tonnes more stuff, most of which has been converted to mp3 or XviD (all files on my harddrive remian in my playlist so need to be handled by Winamp) which can't be shared here. Oh well :)

So shout out any requests you have on the list and I'll create a torrent and get the mods to up it.
Building in_gsf by SmartOne at 3:43 PM EST on February 26, 2009
Using Visual C++ 2008, I'm having problems. The first error was about not having the afxres.h header mentioned in the resource file, so I downloaded it from somewhere and slapped it into the include directory... Then there were a couple things about converting char to const char * or something, so I changed a couple lines. Then it wanted msvcrt.lib, so I downloaded something named as such and threw it into the directory required. Now everything seems to compile, but the linker has all these errors about "unresolved external symbols."

I'm new to C/C++. The only experience I have is Java. I thought it a grand idea to try to build in_gsf with updated components from VBA-M.

Could this work? I understand it would take some work, but in_gsf as it stands now isn't very good. Suggestions?

EDIT: I'm trying to build in_gsf as it is first. :P

edited 3:54 PM EST February 26, 2009
A Question About A X68000 Set by Vagonto at 9:03 PM EST on February 28, 2009
The Violent Storm set over at hcs place(http://mdx.hcs64.com/v/), is it complete?

I'm asking because there were more songs in the Arcade version of this.

edited 9:05 PM EST February 28, 2009
Sonic and the Black Knight ADX not working in VGMStream by Sonicandtails at 5:34 PM EST on March 4, 2009
http://www.mediafire.com/?qnozmbyjjmk

Here's a link to one of the songs as an example. VGMStream doesn't even pick it up as one of it's own files, giving no time, no file info, nothing.
Volley Fire GBS by radornkeldam at 1:05 AM EST on March 6, 2009
Hi:

http://www.exotica.org.uk/mediawiki/index.php?title=Special:Modland&md=aut&id=7226

I'm trying to play back this GBS rip, which seems to be the only one available out there for Volley Fire, or at least I stumble upon the very same file everywhere.
The problem is it doesn't seem to play right in any player I have tried.
The only one that makes it sound right (the rest make it sound like garbage, literally) is Nezplug++ for winamp, and even with that, for each song, when it reaches a certain point, it stops on a note and holds it down forever.

Anyone know of a player that will play this correctly, or have an alternative rip?
Lego Island by SmartOne at 3:42 PM EST on March 6, 2009
I'm trying to extract the music from the PC game Lego Island, whatever format it may be. It seems like some sort of tracker format. My best guess is there's a song in these fairly large resource files. A hex editor reveals some strings to paths of bitmaps and such, but I don't know how to extract the files.

What tools exist to accomplish such things?
Here's one of the files: http://www.mediafire.com/?muzjjecy5tu
Unzipped, it's HOSPITAL.SI.

edited 3:44 PM EST March 6, 2009
Download Links Please by UnoMan at 11:17 PM EST on March 6, 2009
me like games and want. provide please link
Manly! Archive Gorgeous Milk +alpha official thread of extravaganza by Knurek at 4:28 PM EST on March 7, 2009
Okay, so let's just pretend the last two years didn't happen.

Thanks to the amazing work of UNKNOWNFILE (2SF format design), CaitSith2 (No Brain 2SF ripkit), snakemeat (awesome tools that make our life easier), hcs et al (VGMStream, streamed formats reverse engineering) and Mysterious Plugin Guy (vio2SF plugin suite), you can enjoy the music from Nintendo DS games(*1) at your leisure.

Enter Manly! Archive Gorgeous Milk +α, a community driven archive of everything(*2) related to Nintendo DS music.

Site can be found here: Manly! Archive Gorgeous Milk +α (*3)
Rip progress available here: Current Rip Status, updated daily

Grand opening of the site will let you experience music from about 60 games, with more to come in the near future.

So get started, grab some sets you find attractive, software for playing them and have a blast.

FAQ:

Q: How do I use these files?
A: Windows: 2SF/mini2SF files can be played by vio2SF plugin suite, current version as of this writing is 0.17, streamed files (STRM, ADX, various other extensions, generally large files) are handled by VGMStream, there are few other games using widely supported formats (Microsoft WAVE, Protracked Modules), which should be supported out of the box by most players out there.

Linux: I have no way of checking that, but Audacious is said to support both 2SF and VGMStream (and loads of other formats too).

Mac: No idea actually, I hope someone using one can provide some info.

Q: Help, there's no music playing!
A: When extracting vio2SF, make sure you extract both the actual plugin and vio2sf.bin file into the plugins subfolder. Another thing to note is that the mini2SF files require the included 2SFlib file for playback. If you have only problems with stream formats, make sure to read VGMStream readme for needed actions.

Q: Any way to play those on a real DS?
A: For 2SF files, it's possible, but there's no easy, automated way to do it currently. Streamed formats are not possible yet.

Q: Wow, this is nice, any way I can contribute?
A: If you want to dump a game's music, and simply can't wait for one of our busybody contributors to get around to it, feel free to join us at #console_stream @ irc.foreverchat.net, someone there will guide you through the dumping process. About as complicated as say, running Winamp, and if you can't do that, what are you doing here? :)
You can also provide tags for currently untagged games (ie most of them). If you do, just upload the renaming batch or tagged mini2SF files to any one-click hosting sites like SendSpace or RapidShare. Do not to upload the 2SFlib, it's completely unneeded for tagging purposes and just wastes bandwidth. Please note that songs should be ordered (according to the OST or ingame order, either is fine), unordered contributions will not be used. So, '01 Opening.mini2sf' good, 'Opening.mini2sf' bad.
Composer contributions or error/typo spotting can just go in this thread.

Q: What's the point with all these NTR-XXXX filenames, why don't you conform to my arbitrary standards, why are there so many crappy games here when my favourite game YYYY still isn't done, other LOLyousuck comments in general.
A: I couldn't really care less what you think about me, and how I spend my free time isn't really something you have any say in. All things on the site are made the way they are for a reason, mostly to ease life of dumpers.

Q: D00d, where are the ROMZ????one
A: Dude, not here.

*1 Not guaranteed to be enjoyable for all games
*2 Not everything
*3 Old version of the site, housing more music, can be found here: Older rips, not supported in any way


edited 4:32 PM EST March 7, 2009

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source