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Resident Evil Survivor Audio Format by pietastesgood at 3:13 PM EDT on August 15, 2009
Uses .str for music.

http://www.megaupload.com/?d=KCKYRPNX

However, str seems to be a ps1 video format rather than audio format. How would I go about converting this file to wav?
VGMStream - I found this funny... by jperez2009 at 3:44 PM EDT on August 15, 2009
"in_cube is no longer under development, please do not use it..."

I would stop using it if it actually worked out of the box. x_x

I can only get vgmstream to work if in_cube is installed on Winamp. Is this what was intended for the time being or is this some kind of bug affecting me only? It's happened since I found out about vgmstream and first tried it out. By itself, in older versions, it wouldn't even show up. Now, it shows up but doesn't play anything.

Any help?

Jesse~
Virtual Boy Music by CapComMDb at 6:25 PM EDT on August 15, 2009
Have there been any plans to implement Virtual Boy into vgmstream and the Manly Archive? I'm debating doing game recordings.
VGMToolBox Question by pietastesgood at 2:23 PM EDT on August 16, 2009
What parameters should I enter in VGMToolBox to extract rwav's from a brsar file? The bgm rwav's are my interest. ripping mama doesn't work, it gets errors about 1/3 through the music files, and brsar unpack doesn't work either.

This is the brsar:

http://www.megaupload.com/?d=D77DJREW

I'm using the advanced cutter/offset finder.

In search string I enter RWAV. I check Extract files. Search string is at offset 0. Output file extension .rwav. Cut size options -> Use terminator string RBNK.

It starts extracting a whole lot of messed up sized files. 100 megs for a 20 second rwav for example. I think I got the terminator string for rwav wrong.

What can I do to fix this problem? Thanks in advance. :)

Edit: I got it working. However, Ripping Mama detects 8000 sound files, while VGM Toolbox only extracts 3000 files.


edited 2:30 PM EDT August 16, 2009

edited 3:39 PM EDT August 16, 2009
Turning off background music in games... by Chocochan at 5:48 AM EDT on August 22, 2009
Hello there everyone.

It was suggested to me by the wonderfully helpful hcs that I come here asking for advice, as I have found little via googling. Is it possible to turn off the background music while playing a Nintendo DS rom? I want to capture some sound effects and voices from Rhythm Tengoku Gold (Rhythm Heaven/Paradise). A rom is the only way I can think of getting the files I need as I don't think I'd ever have the knowledge (or guts) to mess with an original DS card.

I found a dump someone made already, but all the sounds are in pieces and some I don't even know what they are. So I figured why not record them as they come up during gameplay? At least they would be at the right speed and WHOLE. You'll have to forgive me but I have only ever used a DS emulator once, and that was just to record the title screen for Mario Kart DS (for a Mario Kart video I'm making), so I know pretty much nothing about their internals.

If this is possible, the only trouble I'd have is how to play the game without music, unless I play the corresponding MP3 at the same time to keep the rhythm... Please let me know if you can advise anything, and if this IS possible for Wii games too (still thinking of Super Mario Galaxy sound effects, I want those Lumas!), please let me know of what I need to achieve this! Thanks for any help anyone can give.

P.S: For Super Mario Galaxy, I DID try dumpaw, and it was at the least maddening. So much noise! And barely anything to show for it!

edited 5:59 AM EDT August 22, 2009
Found Goldeneye Rogue Agent!!! by AllenSword at 12:07 PM EDT on August 23, 2009
I finally found the soundtrack I've been looking for, and I want to share it with all of you! I found this site, in all places, at youtube! You have to be a member if you want all the files.

http://www.esnips.com/web/GoldeneyeRogueAgentSoundtrack

Enjoy.
Also, whatever happened to that page of ripped Gamecube and Wii music?

edited 12:09 PM EDT August 23, 2009
Wii FSB4 (Brave: A Warrior's Tale) by Alpha23 at 6:42 PM EDT on August 24, 2009
Hey there!
I have problems decoding the FSB4 files from this Wii game. FSBext extracts the files as .genh and recognizes them as GC ADPCM but vgmstream only produces crackles. Trying to decode the .genh files leads to the same result.
Would appreciate it if someone could take a look at this one:

http://rapidshare.com/files/271050406/Brave_L1.mib.html

Thanks in advance

Regards, Alpha23
Fight Night Round 4 Xbox360 by mauzer at 12:45 PM EDT on August 27, 2009
Hi guys! Is it possible to rip music from Fight Night Round 4 Xbox360?
Here's the bgm pack:
http://www.sendspace.com/file/5ikn8g
PS2 Rips by Cerberus at 6:02 PM EDT on August 29, 2009
SLUS-20001 : Tekken Tag Tournament

Enjoy :)



edited 7:07 PM EDT August 29, 2009
What about... Mega Man 9? by Koto at 12:18 PM EDT on August 30, 2009
Could be possible extract his sound/music files? This question can be extended to others Wiiware titles... (I love Toki Tori music).

See ya
Cursed Mountain Wii FSB4 by pietastesgood at 10:37 PM EDT on August 31, 2009
How would I extract this FSB that uses either DSP or GENH, add a header onto the extracted audio file, and play it with vgmstream?

http://www.megaupload.com/?d=FFBXR98K

This FSB is from the Wii game Cursed Mountain. I used FSBext by Luigi and it would add on the incorrect header (riff header).

Can someone help? Thanks in advance. :)
California Speed USF set by Camo Yoshi at 1:54 AM EDT on September 5, 2009
Could someone rip this please? If need be, I can *coughsupplyyouwiththeromcough*

Thanks in advance.
Gamecube .HPS music by nifanatic at 7:55 PM EDT on September 5, 2009
Been trying to do some GCN/Smash Bros. Melee music editing, but I can't seem to nail .hps format. Would anyone happen to know how it's possible to convert, say, WAV files into working HPS files that can run in-game?
Mario Kart 64 & Super Circuit by Rew at 8:28 PM EDT on September 8, 2009
So I've scoured the 'net for rips of Mario Kart 64 and Mario Kart Super Circuit (for GBA). While I do have high quality rips of those, I can't find one that includes the sped up "final lap" versions of all the tracks. Does anyone know where I can find these tracks in USF files (for MK64) and GSF files (for MKSC)? Just as a quick reference, here are all the race course themes from those two games:

Mario Kart 64 (USF)
3 Raceways / Wario Stadium
Moo Moo Farm / Yoshi Valley
Koopa Troopa Beach
Kalimari Desert
Toad's Turnpike
Frappe Snowland / Sherbet Land
Choco Mountain
Bowser's Castle
DK's Jungle Parkway
Banshee Boardwalk
Rainbow Road

Mario Kart Super Circuit (GSF)
Peach/Mario/Luigi Circuit
Shy Guy Beach / Cheep-Cheep Island
Riverside Park
Bowser Castle
Boo Lake / Broken Pier
Cheese Land
Sky Garden
Sunset Wilds
Snow Land
Ribbon Road
Yoshi Desert
Lakeside Park
Rainbow Road
SNES Mario Circuit
SNES Donut Plains
SNES Ghost Valley
SNES Bowser Castle
SNES Choco Island
SNES Koopa Beach
SNES Vanilla Lake
SNES Rainbow Road

If someone could point me in the right direction, that'd be awesome. Thanks!
Pokemon Soul Silver & Heart Gold by Omochao at 7:09 PM EDT on September 10, 2009
Soul Silver & Heart Gold have been released!

Here is the .sdat:
http://www.sendspace.com/file/u3qsbt

Hope to have some .2SFs soon!
Brsar player Wii Channel by jurassicPieter at 1:13 PM EDT on September 11, 2009
I found something out that might make it possible to make a brsar player channel on your wii:
the final fantasy crystal chronicles: my life as a king has lots of *.nut files.
These files are plaintext script files and they also contain initializing game code, including loading graphics, menu's, and the brsar containing the music.

My attempt will be this:
1. remove all scripts which are not sound related.
2. write a new script that says to play a sequence in the brsar.
3. rebuild the wad-file.
4. install the wad file on your wii.
Guitar Hero Wii ISOs by wolupgm6 at 12:31 AM EDT on September 12, 2009
I have a small problem. I use a program (cant remember the name off-hand, sorry) to extract Wii ISOs. It works on every single disk. Except Guitar Hero (World Tour & Metallica. Maybe others too, but haven't tried any).

Is there any program that works with these ISOs?
BIT.TRIP by JLH_DLC at 2:32 AM EDT on September 14, 2009
Hello. I tried to extract the music from bit.trip beat and bit.trip core for WiiWare, but I ran into brsar files that the unpacker choked on. Is there nothing I can do at this point but wait for new developments to the utility (or try to hack the files myself)?

I used brsar_unpack.exe v0, is there anything better out now?
help to rip pokemon stadium 2 sound efects by kyogre123 at 7:24 PM EDT on September 17, 2009
well, i have searched over and over and i just can't found something to rip or extract those sounds files, you know, i'm not looking for the music, i know it is already here, but what i need is the sound effects, something that could rip them and convert into wav format, is there a way to do this?, please let me know whatever info you have, thanks a lot
RB2 Wii BIK files by benkuc at 6:36 AM EDT on September 20, 2009
Hey guys!

I recently extracted some *.bik files from the Rock Band 2 DLC. These should contain the music. I tried RAD Video Tools to listen to them, but it didn't work. Maybe someone here can help me!

BIK file which doesn't work:
http://www.mediafire.com/?vm2gj4yjnqi

BIK file I found which works (from Guitar Hero 5):
http://www.mediafire.com/?yzc0mi3dzni

Dead Space Extraction by OrangeC at 1:48 PM EDT on September 22, 2009
I got here a cut of the file that contains the music, it seems to be all headerless dsp or some wii adpcm. Not sure how to play these in vgmstream.

link
dsp by pietastesgood at 6:13 PM EDT on September 22, 2009
XMplay by Bladeforce at 6:53 AM EDT on September 25, 2009
Hi sorry if that has been asked before but does in_vgmstream work in XMplay? If so how do you set it up?
Many thanks!
The Other Music Types Thread by wolupgm6 at 9:14 AM EDT on September 25, 2009
I just had a strange urge to find out exactly what other types of music the people here like. I mean, there's the basic Video Game stuff, but what other genres do you people like?

Myself, I'm a metal fan, ranging from thrash to grindcore with everything in between.
SPSD decoding for mono files glitched by fronzel at 3:23 PM EDT on October 2, 2009
Hi there!

Just wanted to decode some sound files from Shenmue on Dreamcast and the background/ambient sounds in SPSD format work very well, but the speech files get terribly glitched. I think it is because they are mono and vgmstream splits the mono file in 2 parts and puts them on both stereo channels which results in the first and second half of the sound being played at once.
Is there anything i can do to override stereo creation?
SPSD glitched with "old" formats? by fronzel at 11:06 AM EDT on October 3, 2009
Another problem. Not as annoying as the problem with the mono voice files, but i think i still should report it here.

I was browsing through the files of the rare japanese "What's Shenmue" Demo as it contains some interesting stuff that didnt make it into the final game.

I am having problems again with some SPSD files again. They do convert well on first glance but have some huge problems with volume control. As "What's Shenmue" is neither a rwla game (Just a very early demo of Shenmue) nor a very "common" release i have taken the freedom of uploading a sample to make it easier to get what i mean.

http://www.tankraider.com/download/spsdvolumeprob.zip

I really got no idea why thats happening, but my best guess is that as "What's Shenmue" is one of the earliest AM2 Dreamcast releases that they use some earlier version of the SPSD format. It prolly handles volume information a bit different than the "final" SPSD format. At least thats my guess. Again this is no "bother" to me, I'd rather like to get the problem with the mono voice files fixed, but i thought for the sake of completeness i just mention it.
Building Vgmstream by furrybob at 8:53 PM EDT on October 4, 2009
I downloaded r707 of vgmstream from the sourceforge repositories but I can't seem to get it to build

When I did ./configure it finished properly from what I can tell but when I do "make" it comes up with an error.
The last few lines displayed in the terminal are:

vgmstream-r707/winamp/resource.h
vgmstream-r707/winamp/in2.h
rm -rf vgmstream-`./version.sh`
make -C test -f Makefile.mingw test.exe
make[1]: Entering directory `/home/barney/Desktop/svn/vgmstream/test'
make -C ../src libvgmstream.a
make[2]: Entering directory `/home/barney/Desktop/svn/vgmstream/src'
i586-mingw32msvc-gcc -Wall -O3 -I../ext_includes -c -o vgmstream.o vgmstream.c
make[2]: i586-mingw32msvc-gcc: Command not found
make[2]: *** [vgmstream.o] Error 127
make[2]: Leaving directory `/home/barney/Desktop/svn/vgmstream/src'
make[1]: *** [libvgmstream.a] Error 2
make[1]: Leaving directory `/home/barney/Desktop/svn/vgmstream/test'
make: *** [mingw_test] Error 2

Any clue what I'd doing wrong? Did I overlook something? Any help would be appreciated.

btw I'm on Ubuntu 9.10 if that matters

edited 8:53 PM EDT October 4, 2009
"Game School" (Jaleco) by Lunar at 5:28 PM EDT on October 6, 2009
Until recently, there was an SPC soundtrack on Zophar's Domain listed as "Game School" (Jaleco), however the set was removed because no game with that name exists. Clearly this soundtrack does exist, so I've been trying to find out what game's soundtrack it is.

Here is a link to the soundtrack

I doubt anyone is able to determine the origin of the music by listening alone (though that would be awesome), so I wondered if there was a more scientific approach. kode54 mentioned on IRC that it might be possible by finding a sample in one of the SPCs, noting the first few bytes of it and "binary searching" a GoodSNES set, however I don't know how to, or otherwise have the means, to do any of these things.

Thus, I turn to you guys :D any help or advice would be great.
MUA 2 PS2 Interleave ZSS by OrangeC at 12:41 PM EDT on October 14, 2009
http://www.megaupload.com/?d=01HYMBU3

Interleave seems to be 800 but the file still plays wrong in mfaudio, cant detect the right sample rate either, file has multiple stream inside it but even if i extract those streams the interleave doesnt work.

Anyone help here?
Brutal Legend - FSB format by starerik at 2:44 PM EDT on October 15, 2009
Hi,

I just got the audio files from Brutal Legend and it's in FSB format, though it's not like Metroid Prime 3, it seems to be several tracks packed into each file. I have taken a few files and uploaded them if someone wants to try and figure them out:

http://www.sendspace.com/file/p7968x
i think this might be xma2? by IBUKImAsTa at 10:36 PM EDT on October 16, 2009
i know we still can't play xma2 but i'm not for sure if it is. its from the new smackdown game anyone can help out?

here's the file http://ibukimasta.com/music1.wav

dj hero tracks by IBUKImAsTa at 3:50 AM EDT on October 29, 2009
here is a fsb4 file i have used fsbext but dunno whut to use after since nothing worked and i also just tried using the fsb3 header which the size of the file and length is correct but the song is alil distorted. anyone can help? thx

http://ibukimasta.com/AudioTrack_Main.fsb
vgmstream in osx? by katums at 4:18 PM EST on November 3, 2009
How hard would it be to make a vgmstream plugin for something like mac os x's quick look or just any mac program?
Merging FSB files? by Becks92 at 12:27 PM EST on November 5, 2009
Hi,

I'd like to know if there's a way to merge several .fsb files into a big one. (the opposite thing that fsbii does)
Thanks for your answer.
Ty: The Tasmanian Tiger 2 by wolupgm6 at 9:09 PM EST on November 6, 2009
Hey, I have a Ty2 ISO here, and have found a 400mb file called Media.RKV. I believe this is where the music is located. Is there any such way of getting the music OUT of Media.RKV at the current time?
That ugetab Pokémom Silver GBS... by Koto at 3:01 PM EST on November 9, 2009
...Plays so fast.

In ugetab's web there's a Pokémon Golden/Silver GBS that plays accelerated. There's someway to make it play normally (Someway easy to make for someone who doesn't know about programming)? Or a modified GBS?

Thanks guys :)

See ya
Breaking XMplay by unknownfile at 10:21 AM EST on November 10, 2009
Because I know some of you are big XMplay fans, I've decided to start attacking the XMplay API.

What I've figured out so far...

XMPlay calls the interface creation function 3 times, each with different versions and providing a function. The prototype for the function is:

__declspec(dllexport) XMPlay_Interface* XMPIN_GetInterface(int version, InitInterfaceCall call);

It isn't required to call this interface to initialize the plugin.

So far, what I have for the interface is:

typedef struct {
INT32 unknown; // This is anything. Leave it 0.
const char* plugin_name; // Name of the plugin

// This one is strange. In xmp-sid.dll, this points to two strings:
// 4 bytes "SID", 0h
// string with file types, separated with slashes
const char* supported_filetypes;

void (*AboutDlg)();
void (*ConfigDlg)();

// rest to be reversed....
} XMPlay_Interface;

Also to note is that some of the official XMplay plugins and the EXE itself are packed using a weird compression format. It's not UPX, and it constantly fucks with IDA, so I am basing these off unofficial plugins.
Request testpack.nds by gzt31150 at 5:06 AM EST on November 14, 2009
I can't find this file......
please help me...many thanks!
Some music from New Super Mario BROS. Wii doesn't work with VgmStream r709 by Franpa at 4:19 AM EST on November 15, 2009
STRM_BGM_MENU.brstm

---------------------------
Nullsoft DirectSound Output v2.49 (d) Error
---------------------------
Error creating DirectSound buffer.
Error code: 80070057
---------------------------
OK
---------------------------

Same with Waveout and with/without primary buffer.



Theres another but that only fails with waveout and displays some message about frequency or something not being supported.

I use a Creative XFI Extreme Music with Windows 7 x64 and Danial_K's Driver Package 2.0

edited 4:20 AM EST November 15, 2009
GBS & NSF by Koto at 10:19 AM EST on November 17, 2009
Simply... There's someway to split these files in separate ones? Thanks

See ya
most accurate .gbs player? hardware .gbs player? by bucky at 5:24 AM EST on November 19, 2009
Hey there!

First off, I was wondering if anyone could weigh in on what are some of the most accurate .gbs players. Is there a consensus on this?

Without having the hardware to compare, I've been especially in the dark. For a while I was using in_gbs (Meridian GBS Player v0.3.1). Asides from freezing on some tracks, I've since been informed of the wave channel being practically half volume of where it should be (at least in some .gbs files), and I believe there's another issue with noise being too loud at higher pitches?

I've tried out the standalone version of nezplay (same thing as nezplug++?). Using a couple reference tracks that I've been able to come across, I can hear that it sounds like its much more accurate. Just thought I'd ask incase there's anything else out there I should be aware of.

Second question, is there a possibility of seeing a .gbs player for the game boy? Is there one already? Some sort of equivalent to playing nsfs off the NES powerpak would be ace. :)

edited 5:26 AM EST November 19, 2009

edited 6:16 AM EST November 19, 2009
Extracting audio from Wii banners by agu fungus at 12:04 AM EST on November 20, 2009
Is there a way to extract audio from Wii banners (opening.bnr, if I'm not mistaken) from any game to play it in vgmstream?
MDSF: When/If? by Richter X at 7:42 PM EST on November 22, 2009
The MDSF ripped Sega Genesis music format doesn't seem to have been touched since 2007. Does anyone have any news on it? It seems like an awfully long time to not have any progress on.
XMA Encoder is out. by OrangeC at 10:20 PM EST on November 28, 2009
http://forum.xentax.com/viewtopic.php?f=17&t=3020&start=15

However it seems to be picky which XMA files seems to want to decode, so far i cannot decode ay XMA2 multichannel files or custom xma header files, seems to only want to decode RIFF regular xma files.

it says to support XMA2, so any helpful people want to lend a hand with this?
RIFX Ogg vorbis file by OrangeC at 1:16 PM EST on November 30, 2009
I have a file here that seems to be a vorbis format but has a rifx header, is this mixed wav/ogg hybrid or something because i cannot get it to decode.

It is from assassins creed 2 360.

http://www.megaupload.com/?d=XZM6INA6
64-bit Winamp Plugins: USF, etc.? by YoshiBob SP at 3:53 PM EST on November 30, 2009
Hi. I'm new to the forum, so please pardon my status as a newb. I really don't know if my etiquette is acceptable or not. :~(

My curiosity does not know where to go, so I'm not sure if this is the place to ask or not. I am sorry in advance if I'm in the wrong place.

But anyhow, does anyone know if Winamp plug-ins such as 64th Note and other such plug-ins used for playback of video game music formats (SPC, USF, NSF, GBS, etc.) can be used on, say a 64-bit version of Windows 7, for example? I probably should have questioned elsewhere if Winamp or foobar2000 work in 64-bit environments.
I don't have Windows 7, but am considering getting a laptop with Windows 7.

Anyway, if you have any familiarity with trying to use these programs in new environments, I would be very grateful! I enjoy Video Game Music very much.

I am curious whether or not these programs and plug-ins work very well in a 64-bit environment.

Thanks for reading. :)

P.S. Fill me in on how to be more formal in this forum, please. I haven't posted in a forum in several years. Sorry this is so darn long.
The Beatles: Rock Band Multitrack .bik files by blitzbob at 5:54 PM EST on November 30, 2009
I've been trying for the past couple of days to crack the encryption on this file:

Hey Bulldog (Encrypted .bik) http://www.mediafire.com/?mqmznzznzim

What this is, is a .bik file normally used for videos but on Rock Band and Guitar Hero games, multitrack audio. Guitar, Bass, Drums, Vocals, and everything else completely separated.

You would normally use Rad Video Tools (google it) to convert them to wav but it seems they've encrypted them. There is an extra 56-byte header, that when I remove I'm able to view the channels, but as I go to convert it to wav it crashes.

If anyone cracks em you'll have the studio master tapes to 45 Beatles songs, plus various RB2 DLC and whatever else comes along.
Harvest Moon 64 USF set tagged/timed by 108 at 3:13 AM EST on December 1, 2009
I've tagged and timed the Harvest Moon 64 USF set, if anyone's interested. There was one song that I couldn't identify (nor could anyone else I asked), even after I had played through the game again, so I just left it as "Unknown". Hopefully, that's all right.

Mediafire

edited 3:31 AM EST December 1, 2009
Audacious plugin building broken with Audacious 2.2 by Blue Ion at 5:34 PM EST on December 1, 2009
Well, I'm using OpenSuse 11.2 and trying to build the plugin fails with a couple errors, though I've managed to get it to compile by viciously hacking the vgmstrean sources.

The first ones, a missing "audacious/string.h" in main.c and vfs.c are no longer needed (apparently) since removing it seemed harmless.

The second is this error:

data.c:194: warning: initialization from incompatible pointer type
data.c:200: error: unknown field ‘get_song_info’ specified in initializer
data.c:200: warning: initialization from incompatible pointer type
data.c:203: warning: initialization from incompatible pointer type

It seems later audacious have changed the api of the song data using get_song_tuple instead of get_song_info.
I'm not sure anyway, to get around this error (and prevent audacious from segfaulting)I've just return a clean "tuple" from get_song_info.

Obviously I get no actual titles, and I've lost the ability to seek (probably related to
** (audacious2:20364): WARNING **: Plugin /usr/lib/audacious/Input/libvgmstream.so (#0) failed to use InputPlayback::set_tuple for a length/title adjustment.
in the console)

But songs plays which is what matters :D

To avoid embarrasing myself (even more at least), I've checked out the latest svn revision 717 in case it was already fixed, but it's not.


edited 5:47 PM EST December 1, 2009
NSF in stereo? by EinJar at 9:31 AM EST on December 3, 2009
is it possible? if so, tell me step-by-step how to do so. thanks in advance.
Having some GenH issues by pepper at 10:33 PM EST on December 4, 2009
I'm having some troubles with GenH 4 and dsp. whenever i enter the filter coeff's (FC68 FEAE 01F5 FC99 0010 FFF2 0545 FD8B) and (FF0C FD6E 048F FC1D 0242 00BC 06F0 FE1D) for a deadspace extraction dsp ngca file, it gives me an error "input string was not in a correct format" I'm just wondering, what format should it be in, and how do i get my hexadecimal into that. (I've tried converting hex to dec in calculator, but that gives me a different error about string being "too long or too short"
Return to Zork SLF audio by lordskylark at 11:19 AM EST on December 5, 2009
I have this file from Return to Zork:

http://www.filefront.com/15064459/SWIZ63XX-SWIZ63XX.SFL

It seems to be close to 11025 raw PCM unsigned 8-bit mono, but the negative amplitude has lots of noise.

Any help on adding this format would be much appreciated.

Thanks
Andy
Best tool(s) for PSP extraction? by bcass at 11:38 AM EST on December 6, 2009
What are the best PC tools for viewing/extracting data/files from PSP ISOs/CSOs?
Battlefield 1943 [XBLA] Strange Audio Format by pietastesgood at 10:03 PM EST on December 8, 2009
Hello guys,

http://www.megaupload.com/?d=LVF3BXRJ

Here is the credits theme of Battlefield 1943 for Xbox Live Arcade.

At first glance I thought it would be XMA, since the logo music was XMA. However, I could find FF blocks in the logo music file while I could not find FF blocks in this one.

After doing some research, the credits theme is just over 2 minutes (2:02) - way too short for its file size if it were XMA stereo. I plopped on a surround header, but it did not work either.

It does look slightly reminiscent of a headerless RIFF WAV file, but I'm just basing that off file sizes and the lack of FF blocks in the main audio data.

Could anyone help?

Thanks in advance!
Linux rpm request by jarrod at 7:51 PM EST on December 9, 2009
Hello, is there any chance that you can compile an rpm for Fedora12 Audacious 2?

I've had a try with the mandriva one that's floating around the web, but have had no success so far.
which winamp input plugins you prefer by TabalugaFX at 10:29 AM EST on December 10, 2009
Dear HCS forum,

I'm a great fan of your huge soundfiles collection and the vgmstream plugin.

But today I want to ask you, which winamp input plugins you prefer to use for the various soundfiles which are avaiable on the hcs websites.

For more support I want to share my list of input plugins, which I currently use with my winamp media player:

* Adpug/Winamp v1.8 [in_adblib.dll]
* Abyss WinAHX v1.0 (x86) [in_ahx.dl]
* DSF Decoder 0.04/Audio Overload SDK 1.4.7 (X86) [in_aodsfu.dll]
* SSF Decoder 1.18+/Audio Overload SDK v1.4.8 (x86) [in_aossfu.dll]
* BASS Module Player Plugin v2.2.0 [in_bass.dll]
* GEZamp v0.2+(beta) (x86) [in_gez.dll]
* Highly Advanced v0.11 [in_gsf.dll]
* GYM file Player v0.1.6.4 (x86) [in_gym.dll]
* Paragon5 .MGB Player v1.0(x86) [in_mgb.dll]
* Thomson mp3HD Decoder(x86) [in_mp3hd.dll]
* MadTracker 2 Player (x86) [in_mt2.dll]
* NEZplug v0.9.4.8 + 2 + 17.02 (X86) [in_nez.dll]
* ORG Player v0.9 (in_org.dll) [in_org.dll
* Highly Experimental PSF1/PSF2 Player v2.09 [in_psf.dll]
* Highly Quixotic QSF Player v1.01 [in_qsf.dll]
* S98amp v1.3. 1+ (x86) [in_s98.dll]
* ASMA plug-in 2.20(x86) [in_sap.dll]
* Winamp Sid Fie Player (based on libsidplay 2.1.1) [in_sid2.dll]
* SurfSmurf's oldskool MOD player v0.88 (x86) [in_sk00l.dll]
* Alpha-II SPC Player v3.3.4 (x86) [in_snes.dll]
* Winamp2 TFMX player v1.25 [in_tfmx.dll]
* 64th Note V1.2 beta 3 Mar 31 2007 [in_usf.dll]
* Farbrausch V2 Module Player v0.1 [in_v2m.dll]
* VGM input plugin v2.0.1 beta Feb 3 2009 19:50:38 [in_vgm.dll]
* vgmstream plugin r659 June 17 2009 [in_vgmstream.dll]
* 2SF Decorder 0.19/DeSmuME v0.8.0 (X86) [in_vio2sfu.dll]
* Winamp Ay Emulator v.01 [in_way.dll]
* WSR Sound Player (x86) [in_wsr.dll]
* WavPack Decoder 2.6b [in_wv.dll]
* Leonard StSound Engine v1.0(x86) [in_ym.dll]
* in_Zip v0.6.8. 5 [in_zip.dll]

If you want to comment my list, perhaps have some great advises which plugins are good, bad, have another one or a newer version, than please share.

best regards

dragon
PS@ Flags by OrangeC at 11:05 AM EST on December 10, 2009
Sorry i didn't really mean to add this, was searching and i accidentally entered in the wrong field.

Plz delete

edited 11:07 AM EST December 10, 2009
Turok Evolution (GameCube ADPCM?) by Alpha23 at 4:45 PM EST on December 13, 2009
Hi everybody! I've stumbled across the files from the GameCube version of Turok: Evolution. They have a custom header which isn't supported by normal SDP players. Here are three of these files: http://www.sendspace.com/file/v979dh
I'm not sure if the whole file is big endian or only the header.

Needed information for a custom header:
interleave short at 0x04
channels short at 0x06
frequency short at 0x12
Fragile: Farewell Ruins of the Moon - Ripping? by Mouser X at 1:53 PM EST on December 14, 2009
So I recently... imported... "Fragile: Farewell Ruins of the Moon" and attempted to rip it. However, most of the files have no file extension. :( I looked at them in a HEX editor, and found numerous files that started with "CAF", "CSF", or "CSL" (there was also "PI?&" and "U.8 -", but there weren't very many of those, and they were small). Any suggestions on this?

Oh, there's also a THP file in the game that VGMstream doesn't play/recognize.

I've uploaded some samples on Meidafire for anyone that wants to take a look.

ManakoAT has already looked at some of these, and says that CSF and CSL appear to be a file system. However, he said that CAF looks promising, as there appears to be coefficients at the start of the file. I've also included 2 "index.bin" files, in case they're useful.

So, if anyone wants to give them a look (the THP particularly? Maybe it's silent?), please feel free to do so. Mouser X over and out.
Problems with SPC Amp by Dubble at 12:12 AM EST on December 17, 2009
I hope I'm not being a bother but I have no idea who to ask about this.

So, for whatever reason, I can't edit extended or ID666 tags in SPCAmp anymore. I used to be able to but I don't know what's changed. I wanted to edit some fadeouts on some files I've had sitting around and now I can't do anything.

I've tried uninstalling SPCAmp, uninstalling Winamp, tried a multitude of SPC files to see if it was just the ones I was messing with and nothing. It's driving me crazy.

The extended tag check box is muted out so I can't mess with it and I can't type anything in the fields either - numbers or letters. I've flipped and flopped all kinds of switches to see if I can get it turned back on with no luck. Does anyone here have any idea what may be the problem?
Donkey Kong Barrel Blast jingles by agu fungus at 1:05 AM EST on December 18, 2009
I have a question, how do I rip the track intros from DK Barrel Blast? You know, the fanfares that play before every track. The 'bgm' folder does not contain them, so I assume they're in the 'se' folder. What I found are these files:

se_grp_sejingle_j000.WVD
se_grp_sejingle_j001.WVD
se_grp_sejingle_j002.WVD
se_grp_sejingle_j003.WVD
se_grp_sejingle_j004.WVD
se_grp_sejingle_j005.WVD
se_grp_sejingle_j006.WVD
se_grp_sejingle_j007.WVD

If these files contain the jingles I'm talking about, how do I extract them from these files?
Winamp 5.57 by Hotcakes at 3:49 AM EST on December 20, 2009
Am I the only one having trouble with vgmstream and Winamp 5.57? It is no longer showing up in the plugins list. I reinstalled a fresh copy of Winamp instead of installing over the old directory, to no avail. the libvorbis.dll and libmpeg12whatever.dll is in the Winamp directory. Also having trouble with another plugin that is very old (in_med.dll), but not with another (in_sk00l.dll).

Has anyone else upgraded to 5.57?

EDIT: Should mention I have also tried the most recent vgmstream I could find, 721.

edited 3:50 AM EST December 20, 2009
Newer version of VGMTrans by muhgru at 1:56 AM EST on December 24, 2009
Anybody notice this? Apparently this has support for some new formats, including FFT and the generic PS2 driver. Looks like it also accepts some cps2 roms too. And there's source code.
http://www.mediafire.com/?nzniwmyngg1
Rabbids Go Home by Connie at 11:00 AM EST on December 24, 2009
I'm determined to find the music for this game, but I need some help understanding some sound format.

Attached is a sample from a 750MB+ .sns file which contains over 13,000 RIFF header files. It seems that Ubisoft have used something to do with 'LyN' (can be seen in the chunk header' and i've found a couple of related files in the disc.

Can anyone make sense of this file and therefore how to play it? I've made sense of what I can of the header as shown below.

RIFF Header (Big Endian):

Offset Hex Dec Description
------ --- --- -----------
0x00 52494646 RIFF chunk id 'RIFF'
0x04 4E2A0000 10830 chunk size (32-bits)
0x08 57415645 WAVE chunk id 'WAVE'
0x0C 666D7420 fmt chunk id 'fmt '
0x10 12000000 18 format chunk size (32-bits)
0x14 5050 MPEG? format tag
0x16 0100 Mono number of channels 1=mono, 2=stereo
0x18 204E0000 20000 sample rate in hz
0x1C 409C0000 40000 average bytes per second
0x20 0200 16b mono number of bytes per sample
0x22 0400 4 number of bits in a sample
0x24 0000 ? ?
0x26 66616374 fact chunk id 'fact'
0x2A 10000000 16 ?
0x2E 9B490000 18843 ?
0x32 4C794E20 LyN chunk id 'LyN '
0x36 03000000 3 ?
0x3A 05000000 5 ?
0x3E 64617461 data data chunk id 'data'
0x42 102A0000 10768 length of data chunk (32-bits)
0x46 Audio data
0x2A55 EO Audio data

Rabbids Go Home.zip - 3.27MB

EDIT: My space formatting didn't work right, so excuse the layout.

edited 11:02 AM EST December 24, 2009
Merry Christmas 2009! by Mouser X at 2:53 PM EST on December 25, 2009
Merry Christmas to all! I don't know if anyone is checking the forums today, but I figured I'd give out some holiday cheer, in case anyone does happen to stop by.

So, how was everyone's holiday (for those that celebrate such things)? I wasn't expecting much this year (I don't have a job for one thing), but I did get a nifty t-shirt, and a CD I've been wanting for two years. Anyone else get anything cool?

Oh, and JoshW gave all of us those wonderful Chrono Trigger and Final Fantasy 6 PSX rips. Awesome job JoshW! Mouser X over.
The Bigs .big by Sir-Sabin at 8:23 AM EST on December 30, 2009
im haveing problems extracting the .big file. cubemedia failed me it messes up the file's interleave. here's a link to a piece of the music.big file

Link

Edit: the music files uses .mib file format

edited 8:27 AM EST December 30, 2009
Happy New Year by wolupgm6 at 9:37 AM EST on December 31, 2009
Tis New Years here in Australia and wanted to wish everyone else a safe and happy new year :D

Enjoy the new decade, all. Happy 2010
Guitar Hero III - Wii by wolupgm6 at 2:01 AM EST on January 1, 2010
Been looking for a quick and easy way to extract the fsb's from the wad's and play them though most methods seem to be for the XBox. Its getting on my nerves. Is there any way to do this for Wii?
VAG Files by nensondubois at 5:37 PM EST on January 4, 2010
http://www.mediafire.com/download.php?0zmy1gqewwz

This is for the game Po-ed for the Playstion. All fines are included minus "Silence.Wav" due to a scratch on the CD. I'm assuming these are sequenced.
myspd Files u-sing by Lif3styl3 at 4:47 PM EST on January 5, 2010
I've trying to exract the audio information out of the audio.myspd file.

I'am trying since a few days, but i've found no way.

Any Ideas ?
Mario Golf (64) Introduction? by TheUltimateKoopa at 8:33 PM EST on January 5, 2010
I've watched loads of videos on YouTube of the intro to MArio Golf, as well as listened to the USF rip, and it is totally different to the one I remember from the actual game. Is it possible to get the PAL/European (or whatever it is) version?

http://www.youtube.com/watch?v=MXLkxCtvYIE
That's the version that's in the USF, however, here's a MIDI (Dentelle's) of the other version.
http://www.vgmusic.com/music/console/nintendo/n64/mg64Intro.mid

NFL 2K1 - Dreamcast SS File? by TheUnderdog at 4:26 PM EST on January 6, 2010
Greetings, HCS Forum.

You guys have quite the reputation of decoding many gaming audio formats, so I've come to you with a strange music file that cannot be played properly.

http://stashbox.org/v/760921/MENULOOP.SS

This is a looping menu theme from NFL 2K1 for the Sega Dreamcast.

If you attempt to listen to it as a Dialogic ADPCM (Vox) file in an audio editor such as Goldwave or Audacity, you can hear the music but it skips and stutters. The volume fluctuates, too.

If it helps any, the game also has IFF format audio files for player and commentator voices.

Is this an obscure audio format? Or is it possible that it's actually a more common format but SEGA/2K Sports renamed the filetype for whatever reason?

Thank you very much for reading. Hopefully this audio file can be figured out.
Oddities between auCDtect and most vgmstreams by jonai at 6:31 AM EST on January 7, 2010
Hello,

do you know the tool auCDtect??
It is a command line tool to detect if a audio source was encoded lossy (ie. mp3 compression) or lossless.

Until now it was quite handy for me to verify my own CD-Audio rips and to find out if some official game-soundtrack cd's are encoded from lesser quality source material.


So I wanted to test it just for fun with my vgmstream ADX rips of 'The King of Fighters XI'.
I expected that the ADX files would have a high percentage of probability that they are lossy encoded, because from what I understand ADX is a lossy format.
So imagine my amazement when I found out that AuCDtect says in its logs that almost all of the tested tracks should be 100% or 99% probably correct lossless CDA tracks.
So now I wanted to know more and I tested some crappy (in terms of sound quality not in terms of quality of the content...) tracks from the 'Sin and Punishment 2' tracks, with the same result.
Just to verify this: auCDtect can verify lossy tracks, If I encode anything to mp3 and test the tracs.


What I wanted to know is something about the quality of the inner workings of ADX and ADPCM, because this would mean that they work in another way then mp3 and/or are of higher quality than other lossy formats (or that the detection is broken for formats like ADX...).
Also I would want to know If you could produce similar results with your vgm-stream rips.

Maybe you can bring me some enlightenment of the inner workings of ADX and ADPCM, because Wikipedia was not very helpful in this topic.

fare well until then.
not working spd/spt combination by Lif3styl3 at 3:53 PM EST on January 7, 2010
Hi,

i've tried to extract to playback these files, but i failed.

Trying to convert these fileses using the provided tool sptex. Result: noise ;-(

i've attached these files.
http://rapidshare.com/files/331869679/songs.rar.html

By the way, ist there a converter to create such files ??

N64 debuggering by Parasyte at 8:34 PM EST on January 7, 2010
Greetings, on this fine new year of 20XX!

First, allow me to introduce myself, since this is going to be a bit of a mysterious thread, anyway. I go by "Parasyte" online, particularly in certain video game hacking communities. I've authored some important tools that make video game hacking more accessible, or just plain better. Some examples of these tools are listed below:

* GCNrd; GameCube Remote Debugger, a set of programs that allow low-level debugging of commercial GCN games using the broadband adapter.

* FCEUd; A fork of the FCEU emulator which adds a low-level debugger and simplified cheat console. It has been superseded by many following forks of the FCEU code base; most recently, FCEUX.

* GCNcrypt/MAXcrypt; two separate programs which can encrypt and decrypt Action Replay codes for GameCube and PS2, respectively.

I have also done a handful of [decidedly pretty bad] USF rips. I believe Mario Kart 64 is my most famous rip. Now, back when I was doing these USF rips, I was stuck with the same basic tools that everyone else was using. And for some reason, I get the feeling that the situation hasn't changed much even now, a little over 5 years after initially ripping that USF.

One project I started working on around the same time (and not listed above, for reasons which will be made obvious shortly) was adding a debugger to Mupen64. Mupen64 already had a debugger at that time, available in the GTK+ UI build. But it didn't have any of the features that I needed; things like breakpoints/watchpoints, a memory editor... The features that I associate with low-level debuggers.

The "Mupen64d" project never really got beyond the state that breakpoints were working; there was no usable UI for it. I halted work on the project to focus on a related project which would help alleviate some of the problems I was running into. My biggest concern was being forced to write Yet Another debugger UI. I already did that once with FCEUd. Wouldn't it be nice to write a UI once, and then use it everywhere? Sure, you might have to change a few things between different video game consoles, but the basics of the UI would always remain the same.

This all eventually led to an idea I'm calling the "Scalable Remote Debugger Protocol" SRDP. Its focus is on making debugger interfaces which are disconnected from the emulator or game console that you would be hacking. In effect, you will always be debugging remotely; outside of the emulated/real console.

SRDP is actually a fairly large topic of discussion, and I cannot squeeze all of the information into a single post. But I do have some resources available, if you are interested in some further reading:

* The post that started it all
* About the debugger UI I intend to create using SRDP
* About the protocol


TL;DR: I want to make the best N64 debugger ever. Would you like to have one too? I am looking for help, and I can explain exactly how you can be of assistance if interested. Please read the references above (yes, they are incredibly long) and respond here to voice your interest!

Thanks, and I hope we can all collaborate to accomplish something great. :)

edited 8:35 PM EST January 7, 2010
audacious 2.2 by gw666 at 5:23 AM EST on January 8, 2010
Hi everyone,

the audacious plugin of vgmstream r722 does not build with audacious 2.2. It includes the removed header file audacious/strings.h. If you remove this include from unix/main.c, you'll still see this error mesage:

data.c:234: warning: initialization from incompatible pointer type
data.c:240: error: unknown field 'get_song_info' specified in initializer
data.c:240: warning: initialization from incompatible pointer type
data.c:243: warning: initialization from incompatible pointer type

It must be ported to the new audacious 2.2 API.

Regards, gw666
brawlren.bat renaming of the smash bros brawl music by jonai at 7:20 AM EST on January 8, 2010
I stumbled upon your 'Smash Bros. Brawl Music.rar' and downloaded it. This is very nice music.
Since the tracks were not named
(just the letters A-Z with numbers)
I made a batch file to rename the files according to the track listing which is posted on
'http://www.smashboards.com/showthread.php?t=141013&page=1'
Off course *nix users can replace the 'ren' with a 'mv'

can you explain why these two tracks that I commented out are missing as files or as description??


here is the batch file
::REM file name 'brawlren.bat'
::REM this batchrename is intended for the file 'Smash Bros. Brawl Music.rar'
::REM it has the CRC D7A3454E
::REM the track listing was taken from 'http://www.smashboards.com/showthread.php?t=141013&page=1'
::REM
::REM ren "000.brstm" "000 - Smash Bros Brawl - Silence.brstm"
::REM FOR SOME REASON THIS FILE IS MISSING in the description
ren "A01.brstm" "A01 - Mushroomy Kingdom 1-1.brstm"
ren "A02.brstm" "A02 - Mushroomy Kingdom 1-2.brstm"
ren "A03.brstm" "A03 - Super Mario Brothers - Water Theme.brstm"
ren "A04.brstm" "A04 - Super Mario Land - Dungeon Theme.brstm"
ren "A05.brstm" "A05 - Super Mario Brothers 3 - Airship Theme.brstm"
ren "A06.brstm" "A06 - Super Mario World - Castle Theme.brstm"
ren "A07.brstm" "A07 - Super Mario World - Title & Ending.brstm"
ren "A08.brstm" "A08 - New Super Mario Brothers - Overworld.brstm"
ren "A09.brstm" "A09 - Luigi's Mansion - Theme.brstm"
ren "A10.brstm" "A10 - Mario & Luigi 2 - Gritzy Desert.brstm"
ren "A13.brstm" "A13 - Super Mario Sunshine - Delfino Plaza.brstm"
ren "A14.brstm" "A14 - Super Mario Sunshine - Ricco Harbor.brstm"
ren "A15.brstm" "A15 - Super Mario 64 - Bob-Omb Battlefield.brstm"
ren "A16.brstm" "A16 - Super Mario Brothers - Overworld Remix.brstm"
ren "A17.brstm" "A17 - Mario Brothers - Medley.brstm"
ren "A20.brstm" "A20 - Super Mario Kart - Mario Circuit.brstm"
ren "A21.brstm" "A21 - Mario Kart 64 - Luigi Raceway.brstm"
ren "A22.brstm" "A22 - Mario Kart DS - Waluigi Pinball.brstm"
ren "A23.brstm" "A23 - Mario Kart Double Dash - Rainbow Road.brstm"
ren "B01.brstm" "B01 - Donkey Kong Country - Jungle Hijinx.brstm"
ren "B02.brstm" "B02 - Donkey Kong Country - Overworld.brstm"
ren "B03.brstm" "B03 - Donkey Kong - Title Theme.brstm"
ren "B04.brstm" "B04 - Donkey Kong - DK Arcade Mix.brstm"
ren "B05.brstm" "B05 - Donkey Kong Country - King K. Rool's Ship.brstm"
ren "B06.brstm" "B06 - Donkey Kong Country - Bramble Blast.brstm"
ren "B07.brstm" "B07 - Jungle Beat - Battle for Storm Hill.brstm"
ren "B08.brstm" "B08 - Donkey Kong Country - Jungle Japes.brstm"
ren "B09.brstm" "B09 - Donkey Kong - Level Theme.brstm"
ren "B10.brstm" "B10 - Barrel Blast - Jungle Level 1.brstm"
ren "C01.brstm" "C01 - Legend of Zelda - Main Theme Remix.brstm"
ren "C02.brstm" "C02 - Legend of Zelda - Main Theme.brstm"
ren "C03.brstm" "C03 - Legend of Zelda II - Hyrule Temple.brstm"
ren "C04.brstm" "C04 - Link to the Past - Dark World.brstm"
ren "C05.brstm" "C05 - Link to the Past - Dark World Woods.brstm"
ren "C07.brstm" "C07 - Legend of Zelda - Tal Tal Heights.brstm"
ren "C08.brstm" "C08 - Ocarina of Time - Hyrule Field.brstm"
ren "C09.brstm" "C09 - Ocarina of Time - Medley.brstm"
ren "C10.brstm" "C10 - Ocarina of Time - Song of Storms.brstm"
ren "C11.brstm" "C11 - The Wind Waker - Molgera.brstm"
ren "C12.brstm" "C12 - Four Swords Adventure - Village of the Blue Maiden.brstm"
ren "C13.brstm" "C13 - Ocarina of Time - Gerudo Valley.brstm"
ren "C14.brstm" "C14 - Majora's Mask - Termina Field.brstm"
ren "C15.brstm" "C15 - The Wind Waker - Dragon Roost Island.brstm"
ren "C16.brstm" "C16 - The Wind Waker - Sailing Theme.brstm"
ren "C17.brstm" "C17 - Twilight Princess - Hyrule Field.brstm"
ren "C18.brstm" "C18 - Twilight Princess - Hidden Village.brstm"
ren "C19.brstm" "C19 - Twilight Princess - Midna's Theme.brstm"
ren "D01.brstm" "D01 - Metroid - Brinstar Remix.brstm"
ren "D02.brstm" "D02 - Metroid - Norfair Remix.brstm"
ren "D03.brstm" "D03 - Metroid - Ending Theme.brstm"
ren "D04.brstm" "D04 - Super Metroid - Ridley Boss Battle.brstm"
ren "D05.brstm" "D05 - Metroid Prime - Samus' Theme Song.brstm"
ren "D06.brstm" "D06 - Metroid Fusion - Sector 1.brstm"
ren "D07.brstm" "D07 - Metroid Prime - Menu Theme.brstm"
ren "D08.brstm" "D08 - Metroid Prime - Parasite Queen Boss Battle.brstm"
ren "D09.brstm" "D09 - Metroid Prime - Meta Ridley Boss Battle.brstm"
ren "D10.brstm" "D10 - Metroid Prime - Echoes.brstm"
ren "E01.brstm" "E01 - Yoshi's Story - Ending Theme.brstm"
ren "E02.brstm" "E02 - Yoshi's Island - Athletic.brstm"
ren "E03.brstm" "E03 - Yoshi's Island - Athletic Remix.brstm"
::REM ren "E03.brstm" "E04 - Yoshi's Island - Flower Garden.brstm"
::REM FOR SOME REASON THIS FILE IS MISSING
ren "E05.brstm" "E05 - Yoshi Touch & Go - Flower Garden.brstm"
ren "E06.brstm" "E06 - Yoshi's Island DS.brstm"
ren "F01.brstm" "F01 - Kirby's Air Ride - Legendary Machine.brstm"
ren "F02.brstm" "F02 - Kirby's Dreamland - King Dedede's Theme.brstm"
ren "F03.brstm" "F03 - Kirby Super Star - Boss Theme Medley.brstm"
ren "F04.brstm" "F04 - Kirby's Adventure - Butter Building.brstm"
ren "F05.brstm" "F05 - Kirby Super Star - Gourmet Race.brstm"
ren "F06.brstm" "F06 - Kirby Super Star - Meta Knight's Revenge.brstm"
ren "F07.brstm" "F07 - Kirby Super Star - Marx Battle Theme.brstm"
ren "F08.brstm" "F08 - Kirby 64 - Zero Two.brstm"
ren "F09.brstm" "F09 - The Amazing Mirror - Nature Area.brstm"
ren "F10.brstm" "F10 - Kirby's Air Ride - Checker Knights.brstm"
ren "F11.brstm" "F11 - Kirby's Air Ride - Frozen Hillside.brstm"
ren "F12.brstm" "F12 - Squeek Squad - Squeek Squad Arrival.brstm"
ren "G01.brstm" "G01 - Star Fox - Main Theme.brstm"
ren "G02.brstm" "G02 - Star Fox - Corneria.brstm"
ren "G03.brstm" "G03 - Star Fox 64 - Theme Mix.brstm"
ren "G04.brstm" "G04 - Star Fox 64 - Area 6.brstm"
ren "G05.brstm" "G05 - Star Fox 64 - Star Wolf Theme.brstm"
ren "G07.brstm" "G07 - Star Fox Assault - Fortuna.brstm"
ren "G08.brstm" "G08 - Star Fox Assault - Sector Z.brstm"
ren "G09.brstm" "G09 - Star Fox Assault - Star Wolf Theme.brstm"
ren "G10.brstm" "G10 - Star Fox - Space Armada.brstm"
ren "G11.brstm" "G11 - Star Fox 64 - Area 6 Remix.brstm"
ren "H01.brstm" "H01 - Pokemon Blue & Red - Main Theme.brstm"
ren "H02.brstm" "H02 - Pokemon Blue & Red - Pokemon Center.brstm"
ren "H03.brstm" "H03 - Pokemon Blue & Red - Route 1.brstm"
ren "H04.brstm" "H04 - Pokemon Stadium & Evolution Theme.brstm"
ren "H05.brstm" "H05 - Pokemon Ruby & Sapphire - Wild Pokemon Battle.brstm"
ren "H06.brstm" "H06 - Pokemon Ruby & Sapphire - Victory Road.brstm"
ren "H07.brstm" "H07 - Pokemon Diamond & Pearl - Wild Pokemon Battle.brstm"
ren "H08.brstm" "H08 - Pokemon Diamond & Pearl - Dialga & Palkia Battle.brstm"
ren "H09.brstm" "H09 - Pokemon Diamond & Pearl - Team Galaxy Battle.brstm"
ren "H10.brstm" "H10 - Pokemon Diamond & Pearl - Route 209.brstm"
ren "I01.brstm" "I01 - F-Zero - Mute City.brstm"
ren "I02.brstm" "I02 - F-Zero - White Land.brstm"
ren "I03.brstm" "I03 - F-Zero - Fire Field.brstm"
ren "I04.brstm" "I04 - F-Zero X - Main Menu.brstm"
ren "I05.brstm" "I05 - F-Zero X - Silence.brstm"
ren "I06.brstm" "I06 - F-Zero X - Devil's Forest.brstm"
ren "I07.brstm" "I07 - F-Zero X - White Land.brstm"
ren "I08.brstm" "I08 - F-Zero GX - Replay.brstm"
ren "I09.brstm" "I09 - F-Zero GX - Vegas Palace.brstm"
ren "I10.brstm" "I10 - F-Zero GX - Green Plant.brstm"
ren "J02.brstm" "J02 - Fire Emblem - Main Theme.brstm"
ren "J03.brstm" "J03 - Fire Emblem - Medley.brstm"
ren "J04.brstm" "J04 - Fire Emblem Gaiden - With Mila's Divine Protection.brstm"
ren "J06.brstm" "J06 - Fire Emblem The Sacred Stones - Combat Preparation.brstm"
ren "J07.brstm" "J07 - Fire Emblem Sword of Seals - Winning Road.brstm"
ren "J08.brstm" "J08 - Fire Emblem Blazing Sword - Strije to the Challenge.brstm"
ren "J09.brstm" "J09 - Fire Emblem Path Of Radiance - Black Knight Battle.brstm"
ren "J10.brstm" "J10 - Fire Emblem Path Of Radiance - Crimea Attacks.brstm"
ren "J11.brstm" "J11 - Fire Emblem Path Of Radiance - Power-Hungry Fool.brstm"
ren "J12.brstm" "J12 - Fire Emblem Path Of Radiance - Victory Is Near.brstm"
ren "J13.brstm" "J13 - Fire Emblem Radiant Dawn - Eternal Bond.brstm"
ren "K01.brstm" "K01 - Mother 3 - Snowman.brstm"
ren "K05.brstm" "K05 - Mother 3 - Humoresque of a Little Dog.brstm"
ren "K07.brstm" "K07 - Mother 3 - Porky's Theme.brstm"
ren "K08.brstm" "K08 - Mother 3 - Love Theme.brstm"
ren "K09.brstm" "K09 - Mother 3 - Smashing Song of Praise.brstm"
ren "K10.brstm" "K10 - Mother 3 - New Pork City.brstm"
ren "L01.brstm" "L01 - Pikmin 2 - Worldmap.brstm"
ren "L02.brstm" "L02 - Pikmin - Forest of Hope.brstm"
ren "L03.brstm" "L03 - Pikmin - Environment.brstm"
ren "L04.brstm" "L04 - Pikmin - Ai no Uta.brstm"
ren "L05.brstm" "L05 - Pikmin - Tane no Uta.brstm"
ren "L06.brstm" "L06 - Pikmin - Main Theme.brstm"
ren "L07.brstm" "L07 - Pikmin - Title Theme.brstm"
ren "L08.brstm" "L08 - Pikmin - Ai no Uta (French).brstm"
ren "M01.brstm" "M01 - Wario Ware - WarioWare Inc.brstm"
ren "M02.brstm" "M02 - Wario Ware - WarioWare Inc. Medley.brstm"
ren "M03.brstm" "M03 - WarioWare Twisted - Mona Pizza's Song (JP).brstm"
ren "M04.brstm" "M04 - WarioWare Twisted - Mona Pizza's Song (EN).brstm"
ren "M05.brstm" "M05 - WarioWare Touched - Mike's Song (JP).brstm"
ren "M06.brstm" "M06 - WarioWare Touched - Mike's Song (EN).brstm"
ren "M07.brstm" "M07 - WarioWare Touched - Ashley's Song (JP).brstm"
ren "M08.brstm" "M08 - WarioWare Touched - Ashley's Song (EN).brstm"
ren "M09.brstm" "M09 - MicroGame$ Theme 01.brstm"
ren "M10.brstm" "M10 - MicroGame$ Theme 02.brstm"
ren "M11.brstm" "M11 - MicroGame$ Theme 03.brstm"
ren "M12.brstm" "M12 - MicroGame$ Theme 04.brstm"
ren "M13.brstm" "M13 - MicroGame$ Theme 05.brstm"
ren "M15.brstm" "M15 - MicroGame$ Theme 06.brstm"
ren "M16.brstm" "M16 - MicroGame$ Theme 07.brstm"
ren "M17.brstm" "M17 - MicroGame$ Theme 08.brstm"
ren "M18.brstm" "M18 - MicroGame$ Theme 09.brstm"
ren "N01.brstm" "N01 - Animal Crossing Wild World - Title Theme.brstm"
ren "N02.brstm" "N02 - Animal Crossing - Go K.K. Rider!.brstm"
ren "N03.brstm" "N03 - Animal Crossing - K.K. Medley.brstm"
ren "N05.brstm" "N05 - Animal Crossing Wild World - The Roost.brstm"
ren "N06.brstm" "N06 - Animal Crossing Wild World - Tom Nooks Store.brstm"
ren "N07.brstm" "N07 - Animal Crossing - K.K. Cruisin'.brstm"
ren "N08.brstm" "N08 - Animal Crossing - K.K. Western.brstm"
ren "N09.brstm" "N09 - Animal Crossing - K.K. Gumbo.brstm"
ren "N10.brstm" "N10 - Animal Crossing - Rockin' K.K.brstm"
ren "N11.brstm" "N11 - Animal Crossing - DJ K.K.brstm"
ren "N12.brstm" "N12 - Animal Crossing - K.K. Condor.brstm"
ren "P01.brstm" "P01 - Kid Icarus - Underworld.brstm"
ren "P02.brstm" "P02 - Kid Icarus - Title Theme.brstm"
ren "P03.brstm" "P03 - Kid Icarus - Skyworld.brstm"
ren "P04.brstm" "P04 - Kid Icarus - NES Medley.brstm"
ren "Q01.brstm" "Q01 - NES Medley.brstm"
ren "Q02.brstm" "Q02 - Stack-Up Medley.brstm"
ren "Q04.brstm" "Q04 - Dr. Mario - Chill.brstm"
ren "Q05.brstm" "Q05 - Clu Clu Land.brstm"
ren "Q06.brstm" "Q06 - Baloon Fight - Balloon Trip.brstm"
ren "Q07.brstm" "Q07 - Ice Climber.brstm"
ren "Q08.brstm" "Q08 - Shin Onigashima.brstm"
ren "Q09.brstm" "Q09 - Famicom Grand Prix 2.brstm"
ren "Q10.brstm" "Q10 - Tetris - Type A.brstm"
ren "Q11.brstm" "Q11 - Tetris - Type B.brstm"
ren "Q12.brstm" "Q12 - X - Tunnel Scene.brstm"
ren "Q13.brstm" "Q13 - Wrecking Crew.brstm"
ren "Q14.brstm" "Q14 - Nazo no Murasamejou.brstm"
ren "R02.brstm" "R02 - Nintendo DS - PictoChat.brstm"
ren "R03.brstm" "R03 - Electroplankton.brstm"
ren "R04.brstm" "R04 - Game & Watch.brstm"
ren "R05.brstm" "R05 - Mario Tennis & Mario Golf.brstm"
ren "R06.brstm" "R06 - Panel de Pon - Lip's Theme.brstm"
ren "R07.brstm" "R07 - Chousouju Mecha MG - Marionation Gear.brstm"
ren "R08.brstm" "R08 - Big Brain Academy - Title Theme.brstm"
ren "R09.brstm" "R09 - 1080 Snowboarding - Golden Forest.brstm"
ren "R10.brstm" "R10 - Nintendo Wii - Mii Channel.brstm"
ren "R11.brstm" "R11 - Nintendo Wii - Wii Shop Channel.brstm"
ren "R12.brstm" "R12 - Golden Sun - Battle Theme Medley.brstm"
ren "R13.brstm" "R13 - Shaberu! DS Cooking Navi.brstm"
ren "R14.brstm" "R14 - Excite Truck.brstm"
ren "R15.brstm" "R15 - Brain Age - Title Theme.brstm"
ren "R16.brstm" "R16 - Wii Sports - Title Theme.brstm"
ren "R17.brstm" "R17 - Wii Play - Cow Racing.brstm"
ren "S02.brstm" "S02 - Metal Gear Solid - Encounter.brstm"
ren "S03.brstm" "S03 - Metal Gear - Theme of Tara.brstm"
ren "S04.brstm" "S04 - Metal Gear Solid II - Yell (Dead Cell).brstm"
ren "S05.brstm" "S05 - Metal Gear Solid III - Snake Eater.brstm"
ren "S06.brstm" "S06 - Metal Gear Solid IV - Love Theme.brstm"
ren "S07.brstm" "S07 - Metal Gear Solid - Cavern Theme.brstm"
ren "S08.brstm" "S08 - Metal Gear Solid III - Battle in the Base.brstm"
ren "S10.brstm" "S10 - Metal Gear II - Opening Theme.brstm"
ren "S11.brstm" "S11 - Metal Gear Portable Ops - Calling to the Night.brstm"
ren "T01.brstm" "T01 - Smash Bros Brawl - Melee Battlefield 01.brstm"
ren "T02.brstm" "T02 - Smash Bros Brawl - Melee Battlefield 02.brstm"
ren "T03.brstm" "T03 - Smash Bros Brawl - Melee Final Destination 01.brstm"
ren "T05.brstm" "T05 - Smash Bros Brawl - Melee Final Destination 02.brstm"
ren "U01.brstm" "U01 - Sonic The Hedgehog - Green Hill Zone.brstm"
ren "U02.brstm" "U02 - Sonic The Hedgehog - Scrap Brain Zone.brstm"
ren "U03.brstm" "U03 - Sonic The Hedgehog II - Emerald Hill Zone.brstm"
ren "U04.brstm" "U04 - Sonic The Hedgehog III - Angel Island Zone.brstm"
ren "U06.brstm" "U06 - Sonic CD - Sonic Boom.brstm"
ren "U07.brstm" "U07 - Sonic R - Super Sonic Racing.brstm"
ren "U08.brstm" "U08 - Sonic Adventure - Open Your Heart.brstm"
ren "U09.brstm" "U09 - Sonic Adventure 2 - Live And Learn.brstm"
ren "U10.brstm" "U10 - Sonic Heroes - Sonic Heroes.brstm"
ren "U11.brstm" "U11 - Sonic Rush - Right There, Right Now.brstm"
ren "U12.brstm" "U12 - Sonic The Hedgehog - His World Remix.brstm"
ren "U13.brstm" "U13 - Sonic And The Secret Rings - Seven Rings In Hand.brstm"
ren "W01.brstm" "W01 - Smash Bros Melee - Princess Peach's Castle.brstm"
ren "W02.brstm" "W02 - Smash Bros Melee - Rainbow Cruise.brstm"
ren "W03.brstm" "W03 - Smash Bros Melee - Jungle Japes.brstm"
ren "W04.brstm" "W04 - Smash Bros Melee - Brinstar Depths.brstm"
ren "W05.brstm" "W05 - Smash Bros Melee - Yoshi's Island.brstm"
ren "W06.brstm" "W06 - Smash Bros Melee - Fountain of Dreams.brstm"
ren "W07.brstm" "W07 - Smash Bros Melee - Green Greens.brstm"
ren "W08.brstm" "W08 - Smash Bros Melee - Corneria.brstm"
ren "W09.brstm" "W09 - Smash Bros Melee - Pokemon Stadium.brstm"
ren "W10.brstm" "W10 - Smash Bros Melee - Pok?EFloats.brstm"
ren "W11.brstm" "W11 - Smash Bros Melee - Big Blue.brstm"
ren "W12.brstm" "W12 - Smash Bros Melee - Onett.brstm"
ren "W13.brstm" "W13 - Smash Bros Melee - Icicle Mountain.brstm"
ren "W14.brstm" "W14 - Smash Bros Melee - Flat Zone.brstm"
ren "W15.brstm" "W15 - Smash Bros Melee - Super Mario Bros. 3.brstm"
ren "W16.brstm" "W16 - Smash Bros Melee - Pokemon Gold Battle Theme.brstm"
ren "W17.brstm" "W17 - Smash Bros Melee - Fire Emblem.brstm"
ren "W18.brstm" "W18 - Smash Bros Melee - Mach Rider.brstm"
ren "W19.brstm" "W19 - Smash Bros Melee - Pollyanna.brstm"
ren "W20.brstm" "W20 - Smash Bros Melee - Dr. Mario.brstm"
ren "W21.brstm" "W21 - Smash Bros Melee - Battlefield.brstm"
ren "W23.brstm" "W23 - Smash Bros Melee - Multi-Man Melee.brstm"
ren "W24.brstm" "W24 - Smash Bros Melee - Temple.brstm"
ren "W25.brstm" "W25 - Smash Bros Melee - Final Destination.brstm"
ren "W26.brstm" "W26 - Smash Bros Melee - Kongo Jungle.brstm"
ren "W27.brstm" "W27 - Smash Bros Melee - Brinstar.brstm"
ren "W28.brstm" "W28 - Smash Bros Melee - Venom.brstm"
ren "W29.brstm" "W29 - Smash Bros Melee - Mute City.brstm"
ren "W30.brstm" "W30 - Smash Bros Melee - Menu 1.brstm"
ren "W31.brstm" "W31 - Smash Bros Melee - Giga Bowser Battle.brstm"
ren "X01.brstm" "X01 - Smash Bros Brawl - Main Theme.brstm"
ren "X02.brstm" "X02 - Smash Bros Brawl - Menu 01.brstm"
ren "X03.brstm" "X03 - Smash Bros Brawl - Menu 02.brstm"
ren "X04.brstm" "X04 - Smash Bros Brawl - How To Play.brstm"
ren "X05.brstm" "X05 - Smash Bros Brawl - Final Destination.brstm"
ren "X06.brstm" "X06 - Smash Bros Brawl - Clear.brstm"
ren "X07.brstm" "X07 - Smash Bros Brawl - WiFi Waiting Room.brstm"
ren "X08.brstm" "X08 - Smash Bros Brawl - Battle Results.brstm"
ren "X09.brstm" "X09 - Smash Bros Brawl - Tournament Preparation.brstm"
ren "X10.brstm" "X10 - Smash Bros Brawl - Tournament Mode.brstm"
ren "X11.brstm" "X11 - Smash Bros Brawl - Tournament End.brstm"
ren "X13.brstm" "X13 - Smash Bros Brawl - Stage Clear.brstm"
ren "X15.brstm" "X15 - Smash Bros Brawl - All-Star Mode.brstm"
ren "X16.brstm" "X16 - Smash Bros Brawl - HomeRun Contest.brstm"
ren "X17.brstm" "X17 - Smash Bros Brawl - Main Theme Remix.brstm"
ren "X18.brstm" "X18 - Smash Bros Brawl - Melee Theme Remix.brstm"
ren "X19.brstm" "X19 - Smash Bros Brawl - Trophy Mode.brstm"
ren "X20.brstm" "X20 - Smash Bros Brawl - Stickers Mode.brstm"
ren "X21.brstm" "X21 - Smash Bros Brawl - Coin Launcher.brstm"
ren "X22.brstm" "X22 - Smash Bros Brawl - Classic Mode Clear.brstm"
ren "X23.brstm" "X23 - Smash Bros Brawl - Stage Builder.brstm"
::REM ren "X24.brstm" "X24 - Smash Bros Brawl - Silence.brstm"
::REM FOR SOME REASON THIS FILE IS MISSING in the description
ren "X25.brstm" "X25 - Smash Bros Brawl - Battlefield v2.brstm"
ren "X26.brstm" "X26 - Smash Bros Brawl - Target Smash.brstm"
ren "X27.brstm" "X27 - Smash Bros Brawl - Credits List.brstm"
ren "Y01.brstm" "Y01 - The Subspace Emissary - Overworld.brstm"
ren "Y02.brstm" "Y02 - The Subspace Emissary - Desert Stage.brstm"
ren "Y03.brstm" "Y03 - The Subspace Emissary - Dungeon Stage.brstm"
ren "Y04.brstm" "Y04 - The Subspace Emissary - Danger Ahead.brstm"
ren "Y05.brstm" "Y05 - The Subspace Emissary - Battle Theme.brstm"
ren "Y07.brstm" "Y07 - The Subspace Emissary - Final Battle.brstm"
ren "Y08.brstm" "Y08 - The Subspace Emissary - Outro.brstm"
ren "Y09.brstm" "Y09 - The Subspace Emissary - DK Island Swing.brstm"
ren "Y10.brstm" "Y10 - The Subspace Emissary - Airship Fortress.brstm"
ren "Y11.brstm" "Y11 - The Subspace Emissary - Metroid Data-Selection.brstm"
ren "Y13.brstm" "Y13 - The Subspace Emissary - Brinstar Remix.brstm"
ren "Y14.brstm" "Y14 - The Subspace Emissary - Machine Stage.brstm"
ren "Y15.brstm" "Y15 - The Subspace Emissary - Subspace Area.brstm"
ren "Y16.brstm" "Y16 - The Subspace Emissary - Ambiente SFX.brstm"
ren "Y17.brstm" "Y17 - The Subspace Emissary - Stage Clear.brstm"
ren "Z01.brstm" "Z01 - Victory Theme - Mario Brothers.brstm"
ren "Z02.brstm" "Z02 - Victory Theme - Donkey Kong.brstm"
ren "Z03.brstm" "Z03 - Victory Theme - Legend of Zelda.brstm"
ren "Z04.brstm" "Z04 - Victory Theme - Metroid.brstm"
ren "Z05.brstm" "Z05 - Victory Theme - Yoshi.brstm"
ren "Z06.brstm" "Z06 - Victory Theme - Kirby.brstm"
ren "Z07.brstm" "Z07 - Victory Theme - Star Fox.brstm"
ren "Z08.brstm" "Z08 - Victory Theme - Pokemon.brstm"
ren "Z10.brstm" "Z10 - Victory Theme - F-Zero.brstm"
ren "Z11.brstm" "Z11 - Victory Theme - Mother.brstm"
ren "Z16.brstm" "Z16 - Victory Theme - Ice Climbers.brstm"
ren "Z17.brstm" "Z17 - Victory Theme - Fire Emblem.brstm"
ren "Z18.brstm" "Z18 - Victory Theme - Game & Watch.brstm"
ren "Z21.brstm" "Z21 - Victory Theme - Wario.brstm"
ren "Z22.brstm" "Z22 - Victory Theme - Meta Knight.brstm"
ren "Z23.brstm" "Z23 - Victory Theme - Kid Icarus.brstm"
ren "Z25.brstm" "Z25 - Victory Theme - Pikmin.brstm"
ren "Z35.brstm" "Z35 - Victory Theme - Robot.brstm"
ren "Z46.brstm" "Z46 - Victory Theme - Metal Gear.brstm"
ren "Z47.brstm" "Z47 - Victory Theme - Sonic The Hedgehog.brstm"
ren "Z50.brstm" "Z50 - Misc SFX - Continue.brstm"
ren "Z51.brstm" "Z51 - Misc SFX - Game Over.brstm"
ren "Z54.brstm" "Z54 - Misc SFX - New Feature! 01.brstm"
ren "Z55.brstm" "Z55 - Misc SFX - New Feature! 02.brstm"
ren "Z56.brstm" "Z56 - Misc SFX - New Feature! 03.brstm"
ren "Z57.brstm" "Z57 - Misc SFX - New Feature! 04.brstm"
ren "Z58.brstm" "Z58 - Misc SFX - New Feature! 05.brstm"
::REM EOF


fare well until then.

edited 7:22 AM EST January 8, 2010
Army Of Two 40th Day Qvorbs WWise format by OrangeC at 7:37 AM EST on January 9, 2010
I thought the ww2ogg tool would support the qvorbs from ao2 but i was wrong, it might need to be updated because of different headers or somethings in the header. other files in the game use xma wwise which is easy to decode.


anyway hcs here is the first of the several qvorb files.

http://www.megaupload.com/?d=0RS1AFGW

thanks
A "problem" with .SPC files by Koto at 1:00 PM EST on January 9, 2010
Well, maybe isn't a problems instead, but it dislikes me too much. I found that the SPC files begins to play at a high sound level, but when the song loops, the sound is less strong. There's some configuration in SNESAMP plugin to avoid this? I want the all song with the same sound level (Doesn't matter if is the strong or the weak, but I hate that change).

Thanks

See ya

edited 1:01 PM EST January 9, 2010

edited 1:01 PM EST January 9, 2010
64th note issue by icewolf762 at 6:18 PM EST on January 10, 2010
Hi chaps. When playing certain tracks from games (most notibly the 2 Zelda games on the N64), they music is being played back slowly, compared to listening to the music in-game.

Is this a fault with 64th Note, or is there a setting I'm missing.

Thanks in advance.

-IceWolf762

PS. If this is known, please forgive me.
Brsar tools by jurassicPieter at 7:54 PM EST on January 10, 2010
I started working (many projects I work on I know) on a brsar tool program. Hopefully i can figure out the format. It seems the sdat format specs on kiwi.ds are very useful, since there are so many similarities being the biggest difference their endianness.

See screenshot:
http://www.mediafire.com/download.php?utnjzkkbmg3

Every tab has a list of all entries in the brsar. Now the SYMB chunk and the FILE chunk are taken care of.
ripping_mama and brsas_unpack doesn't work by Snacks at 7:52 PM EST on January 11, 2010
I'm trying to rip the soundtrack for a Wii game called Animal Crossing: City Folk.

I got the brsas file with all the sounds in it. When I drag and drop it onto the application brsas_unpack, it skips every single sound in the file. Nothing is unpacked.

Same goes for ripping_mama. Help?
my winamp cant play ps2 music files by rogelio11 at 6:56 PM EST on January 12, 2010
hi, my winamp player cant play ps2 audio files. i follow the steps on the installation but maybe i did something wrong.

please tell me what to do.

edited 7:20 PM EST January 12, 2010
About Goldeneye's USFs by TheUltimateKoopa at 6:39 PM EST on January 14, 2010
Particularly the Depot stage. You know that Marimba sounding instrument that just plays the same notes over and over, in the background? It's the VERY first thing you hear in the tune. Anyway, what I was confused about was the fact that that part seems to come on at random times. Like for example it's at the start of the first loop, but not at the start of the second loop but appears halfway through the loop. I got to about 18 minutes (<_<), and still failed to find a part where it truly loops 100%. It's odd but does anyone know why this is?
Mario Golf PAL Introduction? by TheUltimateKoopa at 1:05 AM EST on January 15, 2010
Can anyone rip the European version of the Mario Golf 64 Intro theme?

Also I thought I already made this topic but I can't seem to find it.

edited 1:06 AM EST January 15, 2010
Looking for specific Syndicate mp3s by nensondubois at 11:45 AM EST on January 16, 2010
There were about 12 or so ambient songs in .mp3 from this specific Syndicate (I don't remember the name or what system it was on) game in the streamed database and I can't seem to find it now. I think it was Syndicate Wars. Can someone point it out for me? Thanks.
in_gbs.dll in Winamp? by TheUltimateKoopa at 8:43 PM EST on January 16, 2010
Does anyone know why in_gbs.dll simply, does not work in Winamp? (Or is it just me?) When ever I use it, and play a GBS, it seems to play about a small fraction of a second of the tune, repeatedly, going down in pitch, as if, like the power is turned off on a vacuum cleaner, the motor quickly decreases in pitch, pretty much the same kind of thing. I even uninstalled NEZPlug to make sure there weren't any conflicting plugins, but I still had this problem.
version 1.11 of 64th note by Cobra² at 1:42 PM EST on January 20, 2010
please upload version 1.11 of 64th note, 1.12 don't work with my media player kobarin
Ripping from Game Cube ISOs? by TheUltimateKoopa at 11:13 PM EST on January 20, 2010
How do you rip from GameCube ISOs? I'm able to do Wii ISOs, using WiiScrubber, or whatever. Does anyone know a good program that's easy to use that I can use to rip streams from GameCube ISOs?
Columns (Genesis) by TheUltimateKoopa at 10:27 AM EST on January 23, 2010
Is it possible to get the 'missing' tunes from the game that play like when you're at a higher level, or something? For example, I was playing the game, and had Clotho as the BGM, as that's the default, and when I got to Level 7, the instruments changed to a harp-like sound, and then a different tune started playing. I'm sure you've heard that tune.

Watch this video:
http://www.youtube.com/watch?v=D7A-Bm3dSbo
Around 1:24 the instruments change
At 2:32 the tune changes completely
Around 2:58 the tune returns to normal
At 4:35 it goes back to that fastish melody

I'm assuming a similar thing happens if you select Lathesis or Atropos as the BGM.
Mario Galaxy Sound effects by nensondubois at 2:18 PM EST on January 23, 2010
Does anyone know where I can get the SFX from Mario Galaxy?
foo_input_usf crashes foobar by thiscrapsucks at 7:28 PM EST on January 23, 2010
I have the latest version of the foo_input_usf plugin. Why the heck is it that foobar2000 crashes every freaking time I try to play a miniusf or usf file?!??!?!?! And no, I am NOT downloading winamp.
How are AW files played? by TheUltimateKoopa at 11:49 PM EST on January 23, 2010
I'm assuming you know what I'm talking about. For example, the files in the WAVS folder in the SMG ISO.
Odd Problems by Elven Spellmaker at 3:29 PM EST on January 24, 2010
Hi,

I got a machine last year, which of course had Vista. Now Vista works fine for me in most cases (Except that it decides it can't hibernate without freezing on wakeup -.-), but without a Hardware Direct Sound, the 8channel file from Mario Kart Wii wouldn't play. So, I switched output plugin to Winamp OpenAL Output Plug-in.

My old SoundCard (SoundBlaster Live! Digital [And the Value Dell version too]) don't work on Vista, as Creative said, they want to FORCE people to buy new sound cards...

Basically the plugin, allows me to get the full hardware support that a chip has. (Yes, I'm still using the internal chip, so its obviously not going to be great) however it allows me to play this 8channel file.

It only supports 8 and 16bit output, which is fine, as I've never heard a difference between 16 and 24bit or 32bit.

SNESAmp works, but if I change the Sample rate to 192,000Hz, the files play slowly and transposed down. All the other options have NO effect on the sound, its odd that one does.

Also I can't seek properly in VGMStream files. Seeking takes a large amount of time, about 2 minutes to move 1 second.

I assume these are problems with the output plugin and nothing to do with VGMStream or SNESAmp, but I'd just like to check.

Thanks.
Mario Kart DS tags. by TheUltimateKoopa at 6:57 PM EST on January 24, 2010
OK, so I decided to tag the 2SF rip. I managed to do most of them, but there's some I'm not sure about. The one's I'm not sure about is 0005 (that's NTR-AMCE-USA-0005), which is a kind of variation of the Options screen (which is 0004). The others are 0035, 0036, 0037, 003b, 003c, 003f, 0040, 0041, 0044, 0047 and 0048. A majority of these are win/lose fanfares, and results for winning or losing in various modes but I'm not sure which is which.
Odd Video File (*.sfd) by pietastesgood at 11:54 PM EST on January 28, 2010
Hi,

Bayonetta x360 utilizes the sfd codec for its fmv's. Most of these convert fine with sfd2mpg, however a few of them do not. Here is one of them:

http://www.megaupload.com/?d=QI63THGZ

I can't seem to find out why, plus the GUI version, which I had downloaded before and was working, doesn't work anymore...

I have tried both the GUI and CMD versions.

Could someone take a look at this one?

Much appreciated and thanks in advance. ;)
PSP rips by icewolf762 at 12:01 PM EST on January 31, 2010
Greetings folks. I'm trying to find streams of PSP games "Final Fantasy I" and "Dissidia: Final Fantasy". I've looked around the forums but the only links to these are dead. Anyone know where else I can get these from?

Cheers.

-IceWolf762
P.N.03 (GameCube) by the_miker at 12:49 AM EST on February 1, 2010
This game has four files in it's bgm directory, two "bkr" files and two "sbb" files. I tried playing with the sbb files in vgmtoolbox (GENH Creator) and vgmstream with no luck.

I think they use a similar format to RE4 but I can't say for sure. I uploaded all four files in one zip. Can some of you take a look and maybe figure out how to get the tunes? I'm almost 100% sure it's in the Nintendo GameCube DSP 4-bit ADPCM format. The zip is only 92mb btw. Thanks :)

http://www.sendspace.com/file/7rczre

edited 12:50 AM EST February 1, 2010
Help with SSF files : sequences with multiple tone banks. by caius at 10:59 AM EST on February 1, 2010
Hi all,
I'm starting to rip .SSF file form Sega Saturn ISOS (I have more than 1400 ISOS..), sometimes I do this manually, some times I use the great VGMToolbox.
Now I'm stuck because I have found sequences file that use multiple tone banks .
How can i solve this problem? I read in ssfmake.py:

"NOTE: The script is really only set up to handle a single bank of tone data (matching the sequence bank).
# Some games contain sequences that reference multiple tone banks. To handle these, the script
# needs to be run multiple times (each time with a different tone data file and bank #). Each time
# script is run, a file named 68000ram.bin will be dumped out. This is a 512K file that corresponds
# to sound memory. For additional runs, just set the driver file name to this file ('68000ram.bin')
# as well as setting the corresponding bank numbers and tone data files, leaving the other file name
# parameters blank. Finally, the last pass of the script needs to have the bank number set to the
# desired sequence bank since the script always writes this value into the SEQUENCE_START command."

But I don't understand how to proceed, which parameters I have to put in ssfmake.py.For example I found this .SEQ that uses TWO banks of samples (I include also the driver):

http://www.megaupload.com/?d=7S5CF6LF

Could someone put me in right direction?
Knurek, where are you (remember, you helped me one year ago..)?
Thanks in advance.



edited 11:36 AM EST February 1, 2010
Running vgmstream test.exe via wine and php? by furrybob at 4:13 PM EST on February 3, 2010
I'm trying to have my webserver run the vgmstream command line in wine to convert audio files to wav format. However, when I do exec('wine text.exe "/path/file" -o "path/file.wav"');. It creates about 1000 samples of a flat wave in the right channel at the loop point like it did here: http://38.108.124.89/convert/Misty_Lake.ogg (replace the ogg with wav to get the original) This is the Misty Lake adx from Sonic and the Black Knight.
If I run the command from the command line it converts like it should. And if i run it with php on a windows web server it works just fine.

Does anybody have any clue as to why it wouldn't be working when run with php?

edited 4:21 PM EST February 3, 2010

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