Previous Page | Next Page

Second Sight OST by wolupgm6 at 7:49 AM EST on February 5, 2010
The original soundtrack for Second Sight. Does anyone have this? Its really hard to find and I would be greatly appreciative if someone could link me to it/upload it. Thanks

edited 7:56 AM EST February 5, 2010
64th note - bug by Franpa at 9:51 AM EST on February 7, 2010
Can someone please fix the seeking issue with newer versions of Winamp? can't seek in N64 music files anymore.

edited 12:04 PM EST February 7, 2010
DSiWare rips? by TheUltimateKoopa at 10:10 PM EST on February 8, 2010
Is it possible to rip audio from, for example games like Pyoro (Bird and Beans), or Paper Plane (Paper Airplane Chase)? As in the DSi versions, not the Wario Ware GBA versions?
Bioshock2 Fsb's by pepper at 10:22 PM EST on February 9, 2010
while using fsb_mpeg for bioshock 2 fsb files, it tends to be hit and miss. it might be the SP fsbs are different from the MP fsbs, but what i'm seeing is that with the single player fsb's a value of 2 for padding works partially.. it'll go through a number of files, then come to one and have a sample count mismatch. either the fsb is messed up and has different amounts of padding at different times, or i'm not doing it right. i'll upload one.

oh and the pkg files in the MP sound folders are basically just raw data according to goldwave, not sure if anyone else knew that yet, but the audio is one sound right after another.

.. the upload's still going...
http://www.sendspace.com/file/alr8hr
Updating SexyPSF by gama at 11:24 PM EST on February 16, 2010
Hi i wanted to update the port of SexyPSF for the Sony PSP, because there are several soundtracks that have problems. Some make the app crash, others start playing after several seconds, and in others there is no sound at all.

Currently i have fixed some bugs using PSFLab by Neill Corlett like some tracks having an incorrect text section size. But i can´t make some soundtracks work fine like Popolocrois and Final Fantasy VI and Chrono Trigger posted here in the forums. The problem is that the songs start playing after several seconds, I have tested them with the Highly Experimental plugin and they work fine.

Does any one have an idea of what may be happening and/or a clue to fix it?

Thanks in advance.

[EDIT]

Is there any way to convert minipsf to psf?


edited 5:34 PM EST February 17, 2010
A little issue with M1 by Koto at 9:07 AM EST on February 17, 2010
I don't know why, the songs in M1 usually plays well at the beginning but later does it less strong. Hate that thing. Which is the configuration for playin' always with the same sound level?

Is the same problem I had playin' .spc files with SNESamp sometime ago...

By the way, any recomendation about a good configuration for best quality?

See ya
We Love Katamari playback problem by Hotcakes at 9:39 PM EST on February 18, 2010
Woah, there's a horrible problem (sounds buffer related) with r741 and "Katamari wa Damacy - 17 - A Song for the King of Kings - Kitomu Miyazaki.MIB" (that's the tagged file name, I don't know the original file name) file size 14,295,040 bytes.

It used to be fine with whatever version I used to be using :) That's not helpful, sorry :) It was in the six hundreds I think. The other .mib tunes still seem to be fine.
Goldeneye USF tagging error. by TheUltimateKoopa at 6:31 PM EST on February 19, 2010
Basically, there's no such tune as The Basement. It should be "Jungle (Beta)". I have 2 pieces of evidence. One is that "Jungle X" is clearly based on what is tagged "The Basement". The other is that the composer himself, calls it "Jungle (Beta)". If that's not enough to prove it, then this post is not proof that I posted this.
XA audio by punk7890 at 1:03 AM EST on February 22, 2010
Hi,

I can't seem to extract any of the XA files from this archive:
http://www.4shared.com/file/227180439/d3456aba/XA00.html
I've tried almost every tool there is out there for XA ripping( CDmage, isoBuster, PSXMC etc) but can't get it to work. This is from the game Army Men Sarges Heros for the PlayStation.

Is this even audio?

EDIT: Never mind the music was in a hidden folder that I had to view with CDmage to extract

edited 3:05 AM EST February 22, 2010
Gamecube startup Subliminal? by nensondubois at 10:05 AM EST on February 23, 2010
I felt that this was interesting enough to make it's own topic:

Someone else just recently discovered this :(

The Gamecube menu ambiance music, if sped up 25x unveils the Famicom Disk System jingle.

Gamecube ambiance
http://www.youtube.com/watch?v=OUHJUJkbv-k

Famicom Disk System startup
http://www.youtube.com/watch?v=7F_vTOZQLxY

Gamecube ambiance song sped up x25
http://www.youtube.com/watch?v=yERFiXhqX9A

Gamecube ambiance song sped up x16
http://www.youtube.com/watch?v=u1m6j38CDOc

edited 11:01 AM EST February 23, 2010
Manhunt 2, IMA ADPCM by braun at 12:59 PM EST on February 24, 2010
I'mma trying to rip the PC version of Manhunt 2, and using fsbext I got 14-channel 30 kHz IMA ADPCM files, but I don't know where to go from there to make them listenable.

http://rapidshare.com/files/355276513/pc_track07_external.wav.html

I used fsbext to add the WAV header to the file. Any help on this would be nicely appreciated.
Sonic and Sega All-Stars Racing .str and .was by Sora3087 at 5:21 PM EST on February 24, 2010
so the .str files from the 360 version look like they have a WAV header but it doesn't play and the .was from the wii version have 'SWS' in the header.

this is the same audio file from both games
http://www.mediafire.com/?zmntdzzqijm

edited 5:22 PM EST February 24, 2010
SSF to MP3 by KusanagiShiro at 1:29 PM EST on February 25, 2010
Is there a way to convert ssf, minissf, and ssflib files to MP3?
Small DTPK mass converter gui by fronzel at 7:35 PM EST on February 25, 2010
Here's a small GUI i made for myself as a help to convert 1000s of DTPK files from Shenmue.

You have to specify a folder and it will convert all files (that is if they are DTPK) to DSF/minidsf.

What's handy here is the minidsf cleaner that cleans the absolute path from the minidsf so they can be played/converted with foobar2000.

I hope this is usefull for someone, for Shenmue it saved me much time to convert the ".snd" (DTPK) files.


http://www.tankraider.com/userup/1267159118.zip
NO MORE HEROES 2: DESPERATE STRUGGLE by Shin Star at 7:56 PM EST on February 25, 2010
Hi. Shin Star here..it's been awhile since I've set foot here but I'm back with another question. I noticed this game has a file named "pj_sound.brsar" which contains the other/rest of the sounds in the game besides the music. I tried using brsar_unpack but I get the following error:

header format error
dump of ssysket failed


and it apparently doesn't dump any files.

Then I heard you can use ripping_mama to rip the files, so I tried doing that. It ends up only ripping part of the file and I get this message:

subfile number 3 out of RWSD DATA range [0..3)
dump of sSYSTEM_SE_TP_STOP failed


The size of the brsar file is 85.8 but what was partially ripped with ripping_mama was only 1.67/1.87 MB which contains 107 files in 15 folders total. Since I still don't have much knowledge with this stuff, I was wondering if anybody could figure out what the problem was? It isn't really a big deal that I can get all the files ripped, but it would be really cool if I could! Thanks in advance for anybody who can help!
.BKS and .SSH audio by punk7890 at 12:38 AM EST on February 26, 2010
Hi,

I've managed to play the audio in MFaudio but the pitch seems to be a bit off still. Some audio have the interleave of 4000.

The music is in the BKS and the header (I believe) information is in the SSH. There also seems to be multiple tracks in some BKS's (I'm not sure if its a music type or archive).

I've included 2 tracks. 2 songs and 1 SSH. One song does not have a SSH for the track(I think because its a single track). This all comes from the PS2 game Black.

http://www.4shared.com/file/230049410/e206ffa2/MUSIC.html
Using in_vgmstream in RMXP's RGSS? by STT at 11:53 AM EST on February 26, 2010
i'm cuurently the apprentice to the official Pokemon Acanthite composer, and am wondering if it is at all possible to code in support for in_vgmstream using RMXP's RGSS language. Thanks.
Tales of Symphonia and Tales of the Abyss voice samples unplayable. by Pikachu025 at 12:30 PM EST on February 26, 2010
I already posted this on the Bug Tracker, but figured I could also post this here to see if anyone got an idea how to play those files.

The gist of this is: Winamp crash / test.exe "failed opening" when trying to play/convert those files. Check the tracker for a few more details if you need them.

From what I can tell, those files seem to have a slightly different header compared to most other *.adx files. Not sure what I can do about that though. Has anyone else tried this already and, if yes, did you find a way to play those files?
Kingdom Hearts 2 playback... by Hotcakes at 7:35 PM EST on February 26, 2010
OK, so what do I need to do to get these vags to play back correctly? I can hear the tune, but there's also a lot of distortion and they're only playing as 1 channel tunes, which I'm guessing is not so right.
Can PSX XAs be made to loop? by Tallgeese at 1:50 PM EST on February 28, 2010
I have a very strange question...

Someone is asking me if it's possible to extract PSX games' XA music in such a way that it'll loop as in the actual games. For example, Symphony of the Night's background music.

Not knowing the answer, I ripped the XA using CDMage and VGMToolBox, but it doesn't loop with in_vgmstream.

Am I doing it wrong, or is it simply impossible to make it loop to begin with?
BF:BC2 PC Res/dbx (mp3?) by pepper at 12:10 PM EST on March 1, 2010
the pc version of bf:bc2 appears to do the same method as the xbox360's xma, but with the mp3 codec. is there any way/chance of decoding this into a solid playable mp3 stream?

http://filebox.me/view/fjey8brcp
Complete BRSAR Unpacking by Tanks at 9:41 PM EST on March 1, 2010
Hey, kinda' new here, but I've been following this site and its tools for years now. I was just wondering if there was any way we could get an update to the BRSAR unpacking tool. It seems most brsars work with ripping mama, but unfortunately, the program only rips the .rwav files. (SFX in most cases...) I've been hopping to get to the sequences of several games for over a year now and was wondering if it was at all possible to get this update. :P
NEZplug 0.9.4.8 + 2 + 19.02 by Akai Duran at 5:32 AM EST on March 2, 2010
Could anybody possibly share this newest version of NEZplug++? The original site seems to have gone down or something (unfortunately, the message is a picture file so it can't be translated online). I read up on accurate NSF rippers, and this one seems to win popular vote (let me know if I'm wrong though).
Skullmonkeys by Koto at 10:31 AM EST on March 4, 2010
By using PsxMC323, I'm tryin' to extract audio files from Skullmonkeys, but always get "No Stream data file found", and I know, there's stream data there..I try several Iso's and everyones get the same problem.

Help? :(

"This it a little bonus room..."

See ya
Virtual Boy Sound Rips by nensondubois at 10:58 AM EST on March 5, 2010
These are not VSFs, they are hardware rips of or very complete soundtracks for Virtual Boy Games:
These were made by Blue_Kirby2.

Red Alarm

VB Wario Land

More to come

edited 10:58 AM EST March 5, 2010
Mario 64 Level Importer by messiaen at 6:56 PM EST on March 7, 2010
This is a cool tool I have been working for a while and is now getting very usable:

Download:
http://sites.google.com/site/messiaen64/level-importer

Demonstration:
http://www.youtube.com/watch?v=COcIiQq1DcY

It imports Wavefront .obj files as the main mesh of any level in Mario 64, includes object bank selectors plus a few other goodies

It's still limited (read documentation for more details), but one could do a superb hack with it.
Seq2midi by nensondubois at 4:15 PM EST on March 10, 2010
http://www.romhacking.net/utils/668/

This converts Sega Saturn .seq files to Midi.
Tatsunoko vs Capcom USA zwsrt list by neothe0ne at 10:54 PM EST on March 11, 2010
Not sure where to put this, and not sure if this is right, but:

zwsrt bgm.srt 01 s_bgm_19.ssd s_bgm_19.zwdsp
zwsrt bgm.srt 02 s_bgm_20.ssd s_bgm_20.zwdsp
zwsrt bgm.srt 03 s_bgm_21.ssd s_bgm_21.zwdsp
zwsrt bgm.srt 04 s_bgm_22.ssd s_bgm_22.zwdsp
zwsrt bgm.srt 05 s_bgm_23.ssd s_bgm_23.zwdsp
zwsrt bgm.srt 06 s_bgm_24.ssd s_bgm_24.zwdsp
zwsrt bgm.srt 07 s_bgm_25.ssd s_bgm_25.zwdsp
zwsrt bgm.srt 08 s_bgm_26.ssd s_bgm_26.zwdsp
zwsrt bgm.srt 09 s_bgm_27.ssd s_bgm_27.zwdsp
zwsrt bgm.srt 10 s_bgm_28.ssd s_bgm_28.zwdsp
zwsrt bgm.srt 11 s_bgm_29.ssd s_bgm_29.zwdsp
zwsrt bgm.srt 12 s_bgm_30.ssd s_bgm_30.zwdsp
zwsrt bgm.srt 13 s_bgm_31.ssd s_bgm_31.zwdsp
zwsrt bgm.srt 14 s_bgm_32.ssd s_bgm_32.zwdsp
zwsrt bgm.srt 15 s_bgm_33.ssd s_bgm_33.zwdsp
zwsrt bgm.srt 16 s_bgm_34.ssd s_bgm_34.zwdsp
zwsrt bgm.srt 17 s_bgm_35.ssd s_bgm_35.zwdsp
zwsrt bgm.srt 18 s_bgm_36.ssd s_bgm_36.zwdsp
zwsrt bgm.srt 19 s_bgm_37.ssd s_bgm_37.zwdsp
zwsrt bgm.srt 20 s_bgm_38.ssd s_bgm_38.zwdsp
zwsrt bgm.srt 21 s_bgm_39.ssd s_bgm_39.zwdsp
zwsrt bgm.srt 22 s_bgm_40.ssd s_bgm_40.zwdsp
zwsrt bgm.srt 23 s_bgm_41.ssd s_bgm_41.zwdsp
zwsrt bgm.srt 24 s_bgm_42.ssd s_bgm_42.zwdsp
zwsrt bgm.srt 25 s_bgm_43.ssd s_bgm_43.zwdsp
zwsrt bgm.srt 26 s_bgm_44.ssd s_bgm_44.zwdsp
zwsrt bgm.srt 27 s_bgm_45.ssd s_bgm_45.zwdsp
zwsrt bgm.srt 28 s_bgm_46.ssd s_bgm_46.zwdsp
zwsrt bgm.srt 29 s_bgm_47.ssd s_bgm_47.zwdsp
zwsrt bgm.srt 30 stage_01.ssd stage_01.zwdsp
zwsrt bgm.srt 31 stage_02.ssd stage_02.zwdsp
zwsrt bgm.srt 32 stage_03.ssd stage_03.zwdsp
zwsrt bgm.srt 33 stage_04.ssd stage_04.zwdsp
zwsrt bgm.srt 34 stage_05.ssd stage_05.zwdsp
zwsrt bgm.srt 35 stage_06.ssd stage_06.zwdsp
zwsrt bgm.srt 36 stage_07.ssd stage_07.zwdsp
zwsrt bgm.srt 37 stage_08.ssd stage_08.zwdsp
zwsrt bgm.srt 38 stage_09.ssd stage_09.zwdsp
zwsrt bgm.srt 39 stage_10.ssd stage_10.zwdsp
zwsrt bgm.srt 40 stage_11.ssd stage_11.zwdsp
zwsrt bgm.srt 41 stage_12.ssd stage_12.zwdsp
zwsrt bgm.srt 42 stage_13.ssd stage_13.zwdsp
zwsrt bgm.srt 43 stage_14.ssd stage_14.zwdsp
zwsrt bgm.srt 44 stage_17.ssd stage_17.zwdsp
pause

The only file I was really interested in was Orbital Ring (stage_13.ssd)
Untimed USF rips? by TheUltimateKoopa at 11:38 PM EST on March 11, 2010
If I timed a set of USF rips (to 2 loops with a 5-10 second fadeout) would I be allowed to send them in?
F-Zero GX(ADX) by kokujin at 1:44 AM EST on March 12, 2010
I am looking for a complete ADX rip of this game, if anybody has it, I would really appreciate it, if they uploaded it.Thanks in advanced.
Conkers Bad Fur Day - What tracks have vocals? by Franpa at 11:39 AM EST on March 12, 2010
The track names are all generic sparsexx.miniusf and since I never played the game and each track has some sort of introduction, it is a rather time consuming process to work out which tracks have lyrics in them.

I have already found the Mighty Poo song.
Red Steel 2 Sound file by OrangeC at 3:09 AM EST on March 13, 2010
hello guys i seem to cannot play this in vgmstream, it seems to be based off the new LYN engine by ubisoft.

it is a wii codec and im not to exprirenced with wii codecs.

http://www.megaupload.com/?d=YR9E1F2A
Full Auto Multichannel XMA by OrangeC at 5:08 AM EDT on March 14, 2010
http://www.megaupload.com/?d=MZNQUECU

Strange XMA i encountered, sems not like a normal multichannel xma to me, has no FF boundaries or a header with a blocksize.

NVM:

Just needed to use xma_test to rebuild it as normal XMA.

edited 5:12 AM EDT March 14, 2010
Shatter FSB, new version? by Sora3087 at 1:54 AM EDT on March 17, 2010
I'll upload one file from the newly released Shatter. Yea I know the OST is already available but the files also have SFX and separated loops.

Anyway the header says FSB4 and vgmstream says failed opening [file].

http://www.mediafire.com/?morqzmy2zjj

thanks
NUBExt by bxaimc at 6:32 PM EDT on March 20, 2010
Finally, here it is: NUBExt by manakoAT
Extracts files from Namco's NUB archives found in WiiWare, Wii, PSP, and possibly others. Sadly, it doesn't work on BGM.NUB from Ridge Racer 7 because of the PS3's encryption :(
-enjoy

edited 6:33 PM EDT March 20, 2010
Wii DSP on SH: Shattered Memories by Alpha23 at 7:45 PM EDT on March 21, 2010
Hi!
I'm currently ripping the music of Silent Hill: Shattered Memories for the Wii (to compare it to the PS2 version) and I've encountered these FSB archives, containing one file each: http://www.filefront.com/15896319/AFX_EndCredits_Wii_PSP_PS2_bank00.fsb
The file can be extracted, but I don't know how to play/convert it. I guess that the stream ID is located at 0x80 inside the fsb.
Can anyone help me?
Regards, Timo
question about ea xma and decoding process. by pepper at 4:05 PM EDT on March 22, 2010
I've given up on the pc version res files, and i found that some people have already converted files from the xbox 360 version, i just was wondering if there is a step by step guide somewhere, i have all the tools, and got a dumped iso from my friend's xbox, but the hex editing of the header never works out. I know i'm doing something wrong with either the sizes i put in, the hex format i use, how i put them in (inserting or overwriting whats already there?) etc. I just need a bit of clarification on the process.
Cave Story Wii by Splashman at 6:34 PM EDT on March 22, 2010
I just dug into the Cave Story sound files. They contain a bit of a messy collection of MID, OGG and XM.
Sadly, none of them will play. It looks like there's a bit of garbage in the first five bytes of each file, but removing them doesn't help either.

I'm out of ideas. Anybody wanna give it a try?
CaveStory-sound_unedited.rar
Metal Gear Solid & XA by Koto at 11:04 AM EDT on March 24, 2010
2 questions here:

- There's any known rip of Metal Gear Solid in any VGM format? I can't believe that one of my favourite soundtracks ever doesn't have one.

- How I can extract separate XA files from a PSX ISO?

Thanks like always :)

See ya
How do you play Screamtracker 2 Module files? by TheUltimateKoopa at 11:33 PM EDT on March 28, 2010
I basically ripped a few streams from a Paper Mario: The Thousand-Year Door ISO, and they're in *.stm format (Screamtracker 2 Module). They are associated with winamp, in that they have a winamp icon, however, when I play them in Winamp, it just doesn't play anything. The timer says 0:00 and it just skips all of them.
Headerless IMA/MS ADPCM by pepper at 2:00 PM EDT on March 30, 2010
I've gotten some sound files out of quantum of solace, but treyarch seems to have removed the headers and made it adpcm. I'm trying to use vgmstream on it, but it never comes out right, is there any way to manually specify the interleave channels and offsets etc for adpcm data with vgmstream?

oops, ill give a sample
http://filebox.me/view/bw5m4pfyr

edited 2:01 PM EDT March 30, 2010

edited 2:01 PM EDT March 30, 2010
USF Channel Flags by Doctor Phileas Fragg at 3:38 AM EDT on March 31, 2010
Way back in the Long, Long Ago, there was the old Conker's Bad Fur Day preliminary rip, with preliminary isolated dynamic tracks. The info file described the process and addresses:

--

Track 2 on the CBFD OST is called "Windy & Co" and is made up of several segments. The
sequence acatually uses all 16 channels simultaneously for the 4 distinct versions of the track.
While I can't fade them together like on the OST I *can* isolate each version.
To do this I modify the set of flags used to indicate to the sequence player whether a track is
valid; actually I replace the instruction to load the flags with a load immediate. I then
just patch this into the main sparse02.miniusf with another miniusf that refers to it.
The patched instruction is

li t1,flags

at 0x01889c in the save state (0x80018140 in RAM)

The flags are as follows:

0001 drums
0002 horn (melody)
0004 bass
0008 clarinet (melody)
0010 rythm guitar
0020 wah
0040 low clarinet (some bassline)
0080 horn (highlights)
0100 another horn (rare highlights)
0200 strings
0400 bee buzz (melody)
0800 strummed guitar (rhytm)
1000 banjo (melody)
2000 strings (western)
4000 harmonica
8000 whistle

--


With this extremely helpful information, even a technically uninitiated dunce could isolate and record the the whistling channel (8000) to use to create a brand new Windy & Co. from XBox version music...so I did! Now I want to do it again, but I've forgotten exactly how. Maybe I used IDA? More importantly, this old info may be incompatible with the newest preliminary rip. I might even be going about this the hard way.

In short HALP.
OpenSPC replacement by mudlord at 8:59 PM EDT on April 1, 2010
In that hall of files thread there was a discussion of a OpenSPC rewrite.

So, the ideas so far...

* Use blargg's core (snes_spc) seems fine
* Use a Win32 GUI (.net?)
* Do proper SPC to module dumping

Any more...?
Mushroom Gorge .brstm question... by Dude at 4:06 PM EDT on April 5, 2010
So I've been editing the Mushroom Gorge .szs and I want to add different music, but the .brstm I selected only plays for 35 seconds or so when I put the files through Riivolution...

Is there a special setting or something I need to change?
Beyond Good & Evil PC Audio by BtEO at 6:50 PM EDT on April 5, 2010
vgmstream already has support for the audio files from the Gamecube version of the game, and they're reported as GC 4-bit DSP with a WAA,WAC,WAD,WAM header.

The files extracted from the PC version also follow that pattern, but they don't play with the latest vgmstream. One of the extractors I have for the sally_clean.bf archive will helpfully offer to output WAVs instead of the actual files, but this loses looping information.

I'm guessing the header is mainly to add looping support, and that each of the various ports wrapped that header around a different file type. Vgmstream currently just appears to assume it will always be Gamecube DSP. It would be nice if that could be expanded.

I've uploaded a few samples.
gbs2midi? by TRIFORCE89 at 9:25 AM EDT on April 6, 2010
Is there a way to convert gbs tracks to midi? Anything like VGMTrans (which I can only get to open nds files)?

Specially, I 'm looking at the Title tag and Title BGM from Super Mario Bros. Deluxe. I'm hoping to then run the midis through GXSCC's Famicom instrument set and make them sound more NES-like.

I've ripped the two songs to MP3 and have them sitting with a NES SMB rip, but...their Game Boy-ness is apparent in comparison when listening to it all at once.

(I've been reading here for ages. Finally signed up)

edited 1:36 AM EDT April 7, 2010
So the Console Version of KoF_XIII will have streamed music, right?? by jonai at 3:55 PM EDT on April 6, 2010
So the official Website of "The King of Fighters XIII" of SNK Playmore is there for a while.
So knowing that the arcade machine is nothing than a modded Windows XP embedded machine of course the internal music format could be "anything"
So I wondered for some moments if the developers for this arcade system even dared to think to use some native Windows audio format for their music...
http://en.wikipedia.org/wiki/Taito_Type_X2
But then again if SNK would want to port this to a PC or a Console version than a vgmstream format that can be easily ported and has no or few license fees (Ogg Vorbis anyone ??) would be desirable.

I took a short look at the official flash-page, wiki, blog etc. I was disappointed from KOF_XII.
It seems that it was just like a teasergame for the XIII and SNK knows that.
So i was surprised that they even had already music for each fighting team on the flash page.
Some of this (Iori, Ash and Kim) are really good, so I wanted them on my mp3 player device at least until a game rip or a soundtrack got released (XII has not one you know...).
So Fire up the page in "Live http headers" or in "Firebug" and a few minutes later you got this on my mp3player device.:


wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_ash.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_aof.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_elisabeth.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_garou.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_ikari.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_japan.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_kim.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_psycho.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_woman.mp3"
wget -c -m -np --referer="http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html" -U "Mozilla/5.0 (Windows; U; Windows NT 5.1; de; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10" "http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_yagami.mp3"


Just fire this up into your favorite command line or use the links when your browser is on the referrer page.

Some guy (not me) even uploaded that files on youtube with the title "KOF XIII OST" which is an overestimation...

Enjoy the music.
fare well.

edited 4:00 PM EDT April 6, 2010
RIFF Wave loop metadata? by RukarioGyiyg996 at 10:24 PM EDT on April 6, 2010
Anyone know of loop point data for RIFF Wave files? I only really know of the metadata that Sound Forge creates... which most game vendors seem to use, but is there anything else other than this?
Super Smash Bros Brawl missing tracks? by TheUltimateKoopa at 4:41 PM EDT on April 9, 2010
No, I'm not talking about the ones that everyone here's probably aware of. I (too) am aware of the missing tracks such as the Mario & Luigi: Partners in Time Boss Battle theme, Beware the Forest's Mushrooms etc. But there are still numbers missing, as you know. Has anyone found what A18, A19, Y06, Y12, Z09, Z12-Z15, Z19, Z20, Z24, Z26-Z34, Z36-Z45, Z48, or Z49 are?
About Alpha-II SPC Player (SnesAMP) by TheUltimateKoopa at 11:24 PM EDT on April 9, 2010
I'm sure this as probably been asked before, but is there a way of permanently making it so that it doesn't start quiet, then gradually increase in volume over about 10-20 seconds, then occasionally jump down, and maybe a bit further down 30 seconds later, and possibly increase again? What I want to know is, who's freaking stupid idea was it to make it do this? You don't sit/stand next to a CD player, and turn it down at the end of each track then, slowly turn it up when the next track plays, and then when it reaches the max volume, occasionally decrease the volume every 20-30 seconds?

I've messed around with stuff in the properties of the plug-in, but is there away of making it permanent? If not, then, is there a good SPC player that supports channel-muting? If that's not the case, then, tell the developer(s) of SnesAMP, that they're jerks.
Nezplug++ Issue... (GBS+Winamp) by Sonicandtails at 5:00 AM EDT on April 10, 2010
Not sure where else to look for help but here these days. I'm using the latest modified nezplug++ with Winamp and I see "Mega Man 2(1/19)" and so on for my GBS files, but hitting Next will not proceed to the next track and I cannot find a way to shadow them in to the playlist. What am I missing here?
GBS M3U by TheUltimateKoopa at 12:43 AM EDT on April 11, 2010
So, I created some M3Us with that GBS-M3U convertor in VGMTool or whatever, and then used Notepad to edit the tags and timers... however, for some reason, some M3U playlists simply don't work when edited, that is, when you open it in Winamp, NOTHING happens. It works for certain games (such as Game & Watch Gallery), but not for others (such as Super Mario Land 2 or Wario Land). Is there a reason for this?
how to use ww2ogg08 by Masherdude at 10:47 AM EDT on April 12, 2010
Hey guys,
I want to extract the saboteur sounds that are on my pc. But i can't seem to do it, the files are pck and all the software that i've tried doesn't seem to work.

The 'ww2ogg08' doesn't do anything when i click on it, it just flashes up a black box and disappears.

I have looked into some of the things such as vgm stream and software called Wwise for the saboteur game sounds. But none of it makes any sense and the tutorials don't make any sense to me. If any one can explain to me how to do this, it would be greatly appreciated.

Thanks
Ryan
.EAF files ? [ Found in Super Street Fighter IV ] by AceK at 4:52 AM EDT on April 18, 2010
Hey everyone. I was trying to look over the files of Super Street Fighter IV, only to notice that the the files been reduced (Compared to SFIV) into .EAF files. My guess is that it's a compressed file format.

Anyone ever heard of this file format before or know how to view/rip files from this .EAF file format?
offzip by Masherdude at 8:20 PM EDT on April 18, 2010
Hello, I am using offzip command line tool to decompress .ff files to get the sound files of a game. The problem is that im stuck with using the offzip application.

By using 'cmd' i have searched in the location of it and this comes up:

Offset file unzipper 0.3.3
by Luigi Auriemma
e-mail: aluigi@autistici.org
web: aluigi.org


Usage: offzip [options] <input> <output/dir> <offset>

Options:
-s search for possible zip/gzip data in the input file, the scan starts
from the specified offset and finishs when something is found
the output field is ignored so you can use any name you want
-S as above but continues the scan (just like -a but without extraction)
-a unzip all the possible zip data found in the file. the output
directory where are unzipped the files is identified by <output>
all the output filenames contain the offset where they have been found
-A as above but without unzipping data, the output files will contain the
same original zipped data, just like a simple data dumper
-1 related to -a/-A, generates one unique output file instead of many
-m SIZE lets you to decide the length of the zip block to check if it is a
valid zip data. default is 32. use a higher value to reduce the number
of false positive or a smaller one (eg 16) to see small zip data too
-z NUM this option is needed to specify a windowBits value. If you don't find
zip data in a file (like a classical zip file) try to set it to -15
valid values go from -8 to -15 and from 8 to 15. Default is 15
-q quiet, all the verbose error messages will be suppressed
-r don't remove the invalid uncompressed files generated with -a and -A

Note: offset is a decimal number or a hex number if you add a 0x before it
examples: 1234 or 0x4d2


So when this comes up on it, what do i do now?
What to do to use it?

Any help would be appreciated
Thanks
extracting sound files from an xbox 360 game?? by Masherdude at 5:00 PM EDT on April 20, 2010
Hey guys,
I know i've been asking alot of questions lately ( Thanks hcs and anyone who has helped).

Well you know i've been asking alot about sound files, well is it possible to extract the sound files from an xbox 360 game? If this is possible how would i go about getting the needed files from the xbox 360 to my pc. The game is 'Lost odyssey'.

I know of a command line tool called xtract360, the trouble is i have no file to draw into the tool? How can i get these needed files to my pc. I know people have got the sound from xbox 360 games before, so how can i?

Also if any of you have heard of lost odyssey and tried that would be great.

Anyway thanks guys.
Madworld Rip by kokujin at 11:06 PM EDT on April 22, 2010
Does anybody have the music from MadWorld in streaming format.I searched, but no avail.
Wario World (GCN) Full DSP set? by wolupgm6 at 3:05 AM EDT on April 23, 2010
Has anybody got the full DSP set? I recently was going through mine, and only found a few of the tracks. I am aware of a thirty track, and a fifty-seven track DSP set out there, so if anyone has these, a link would be greatly appreciated.

And yes, I am aware they are dual-file stereo DSPs.
I'd like to rip music but..0.o by mistamontiel at 3:32 PM EDT on April 25, 2010
So I'm new here..not the internet of course. Been playing Mupen64++ Beta 0.1.3.12 online with peeps, amazing.

I had found WCW NWO World Tour ripped in .usf but I'd like to try WCW NWO Revenge, Wrestlemania, No Mercy. Most definitely Revenge..

Sucks they don't have a disable sound feature..or I'd just freely record in gameplay..is someone up for it ?

Is it that time consuming ? Hm..please someone school me ;[ Thanks !
Super Mario Galaxy "missing tunes". by TheUltimateKoopa at 11:15 AM EDT on April 26, 2010
Does anyone know if there was supposed to be a "SMG_galaxy07_strm.ast"? It goes from 06 to 08, with no 07.
Also, although I probably mentioned this before, but the extra drums that appear on the file select screen when a file is selected are not in the streams. Were the drums sequenced?
Also, there's a version of the Megaleg Battle theme that plays before you actually go onto Megaleg. It's basically the same tune, but with only the background theme, and no melody (i.e. no brass instruments, twangy bass line or strings").. it just has a piano sound with other bits of background music... any one know why this isn't in the ISO? If it was sequenced then that doesn't make sense. Another "missing" piece is the short fanfare that happens just before you fight Bowser for the "final" time. You know when the camera zooms out to show a rather wide area, after Bowser says "Watch and weep!".

Also on a 5% related note, how early could we expect a leaked ISO of Super Mario Galaxy 2? I.e. how early in relation to the release date have previous ISOs been ripped? NSMBWii had been ripped at least a week before release, and SMG, AFAIK, about 2 weeks. This question is not so much a factual "when will it be available?", but more of an opinionated "when do you think/expect it will be available?".
Composer of Iggy's Reckin' Balls -- Roy Wilkins by Whatshisface at 2:24 AM EDT on April 27, 2010
I noticed that the tracks got ripped, and I liked the music. I tried searching the net for more information on the composer, but most of the links were about some dead civil rights activist. The only thing I could find so far was a small page on MobyGames that didn't even include Iggy's Reckin' Balls, and all were from 1994-1998.

http://www.mobygames.com/developer/sheet/view/developerId,101580/

Does anyone have more information about him, like if he has a website? I'm just curious.
VGMToolBox by admiralpete at 2:36 AM EDT on April 28, 2010
Regarding VGMToolBox, I have several questions:
1. What are the exact steps for ripping PSF files with this program? I don't care if they're not up to standards, I just want to encode them to mp3 anyway.

2. If I were to rip a PSF, could someone point me in the direction of a virus-free PsyQ SDK? The first download that came up on Google gave me a virus.

Notes: I will be happy to achieve a PSF rip with VGMToolBox, but if it is impossible to do with just VGMToolBox, please just say so, because I understand very little about programming, and nothing about MIPS or the internal workings of PSFs.

I will be glad to come on IRC to discuss this with you all if need be.
NPSF and Garbled Sound by Sqrfrk at 4:44 AM EDT on May 3, 2010
I've recently extracted some NPSF files from a different Namco PS2 game released around 2002, and tried doing a blind run of the files using the in_cube plugin. The result is a LOT of noise, but the melody can be heard in the background if you listen closely enough.

I'm trying to debug the issue, but I'm painfully ignorant about what might be the cause of noise. I've checked through vag.c on the .38 release and attempted to step through the header of the file, giving the following values:

Sample Rate: 44100
NCH: 2
nrsamples: (0x07be60 * 28) / 16
Interleave: 2048

Does this sound reasonable? Oddly enough, the initial .23 version of the plugin sounds clearer than the latest version with the fixes. Would anyone have any idea what might cause the garbled sound on top of the melody?

If anyone's interested, here's a sample file:
a041.npsf

edited 3:00 PM EDT May 3, 2010
xma_parse givng "skip bits" error for unknown reason? by placedo at 1:52 PM EDT on May 3, 2010
i've done loads of files using xma_parse/xma_test to transform multichannel xma2 into xma1 files but for some reason i'm getting error's with this one & i can't work out why as it looks like i have the correct settings but i obviously don't, can anyone tell me where i'm going wrong?

this is the file
http://www.megaupload.com/?d=95HACN02

& it contains 8 tracks (4 stereo) & i'm using the following commands & only one of them (track 3 (5/6)) comes out correctly, the other's have error's with skipping bytes issues?

xma_test dataheaderless.fsb -o 0 -b 8000 -r output1
xma_test dataheaderless.fsb -o 800 -b 8000 -r output2
xma_test dataheaderless.fsb -o 1000 -b 8000 -r output3
xma_test dataheaderless.fsb -o 1800 -b 8000 -r output4

& i get the following reports on them

xma_test dataheaderless.fsb -o 0 -b 8000 -r output1
filename: dataheaderless.fsb
version: XMA2
offset: 0
block size: 8000
data size: 14a2000
rebuild output filename: output1
------------------
Parse error: skip bits (3933) did not match previous frame overflow (425)



xma_test dataheaderless.fsb -o 800 -b 8000 -r output2
filename: dataheaderless.fsb
version: XMA2
offset: 800
block size: 8000
data size: 14a1800
rebuild output filename: output2
------------------
Parse error: skip bits (26176) did not match previous frame overflow (830)



xma_test dataheaderless.fsb -o 1000 -b 8000 -r output3
filename: dataheaderless.fsb
version: XMA2
offset: 1000
block size: 8000
data size: 14a1000
rebuild output filename: output3
------------------



xma_test dataheaderless.fsb -o 1800 -b 8000 -r output4
filename: dataheaderless.fsb
version: XMA2
offset: 1800
block size: 8000
data size: 14a0800
rebuild output filename: output4
------------------
Parse error: unexpected "frame sync" 53d2



If anyone can help, it would be much appreciated :)

edited 2:21 PM EDT May 3, 2010
Thunder Force VI streams by JudgeIto at 12:44 PM EDT on May 4, 2010
Does anybody have the streams from Thunder Force VI handy? Would you mind sharing them with me and saving me some work, pretty please?
Cant extract Mario Kart DD Voice Files by mechano at 9:15 PM EDT on May 9, 2010
I cant get the sound files of the characters from the game, I tried using the baad extract tool (0.1) but It doesn't extract all the files. This is what I get.

C:\AudioRes>baad GCKart.baa
"bst "    00000154    00008254
"bstn"    00008254    00011714
"ws "    00000000    00022240    ffffffff
"ws "    00000001    000169c0    00000000
"ws "    00000005    0001e8a0    00000000
"bnk "    00000001    00011e14
"bnk "    00000000    00021d20
"bnk "    00000005    0001b800
unrecognized chunk, bsft (62736674)


I only get 3 wsys files and none of them have the voices.

Has anyone been able to get at the voice files?
Serious question - when will *THE* Genesis music format arrive? by Dais! at 1:20 AM EDT on May 11, 2010
So there was GYM, and that wasn't perfect.

And then there was VGM, but apparently that isn't perfect.

(somewhere in the middle there was GSR)

Then there's the 32x and the Sega CD, which to my limited understanding both could have their audio (the stuff that isn't redbook) reproduced in the standard Genesis format, only for some reason nobody is doing that. Am I wrong?

Just...lay it out for me, simple and stupid.

Are we all waiting on some upcoming new Genesis/32x/MCD format, some GENSF or whatever that will blow everything else away?

What exactly is going on?
GS 3.3 Shell.bin disassembly in-progress by Zoinkity at 11:06 AM EDT on May 11, 2010
Thought you might be interested to see partially-annotated disassemblies of most of the GS v3.3 code. They do some very oddball things, like executing right off ROM space. At least part of the port access has already been annotated, and it will be updated sporadically.

Pertinent links:
http://two.xthost.info/zoinkity/Datel/GS33doc/shell.txt
http://two.xthost.info/zoinkity/Datel/GS33doc/trainer.txt
http://two.xthost.info/zoinkity/Datel/GS33doc/GS33%20-%202F000.txt
http://two.xthost.info/zoinkity/Datel/GS33doc/GS33%20-%201080.txt
GBS requests (unripped soundtracks, fixes, etc) by bucky at 10:58 PM EDT on May 11, 2010
Anyone checking in here rip GBS files or know if there's a more appropriate place to ask?

It appears that Rodland has yet to be ripped, which would complete Neil Baldwin's soundtracks.

NSYNC - Get to the Show is incomplete with 2-3 missing tracks from the ending "concert" sequence.

And a friend of mine was trying to hunt down a GBS for the pirate game Soul Falchion as well...
:)

Thanks in advance if anyone takes these into consideration!
Information about Standard GBA music driver? by Dwedit at 10:56 PM EDT on May 14, 2010
Where can I get information about the data format of the standard GBA "Sappy" music driver?
Boom Blox Bash Party Stream by Peppyman at 11:35 AM EDT on May 15, 2010
I'm really wanting to get a hold of the stream music files for boom blox bash party for the wii! Does anybody have a link to the full soundtrack in any form?
Using Riivolution to reverse engineer by jurassicPieter at 9:43 AM EDT on May 22, 2010
Hey,
has been a time i visited the forum. Fulltime job makes time rare. I recently was using the Riivolution homebrew that allows you to patch files on the game disc. The latest version even has the ability to stream files from your computer(albeit slow). Accidentally i figured it out you can use it to reverse engineer the brsar file beause the Riivolution server is very verbose.

what i noticed for Big Brain Academy(uses Brsar 1.2)

Loading BRSTM:
1. get filename from INFO chunk inside BRSAR
2. read 64 bytes header
3. seek back to the start and read header again+next chunk
4. stream audio

Loading BRSAR:
1. Read first 64 bytes for header
2. Jump to INFO chunk and read it entirely with help of the offset and size mentioned in the header.
3. Jump to SYMB chunk and read it entirely(weird, since they could have avoided jumping by first reading SYMB and then INFO)

Loading RWSD:
1. jump to offset mentioned in INFO chunk somewhere
2. read header+DATA chunk + WAVE chunk(coeff section of all subsounds), don't know how he knows the size to load.
3. for every subsound read the raw audio data, don't know where he get the size to read. It could also be chunks of 128kb but i saw him load a chunk bigger than 128 kb once.

Loading RSEQ:
1. jump to offset mentioned in INFO chunk somewhere
2. read entire RSEQ data and the RBNK that follows in one read. I also saw a few times that it was also loading a RWSD.
3. read blocks of 128kb of audio data?
Building vgmstream Binary for Ubuntu by jpyper at 12:13 AM EDT on May 23, 2010
I am in the process of writing a BASH script that will convert various native game music formats to MP3 so I can boom them on my car stereo that's got a 800W amp and 2 12" subs. Right now I am using the Windows test.exe (which I've renamed to vgmstream.exe) with WINE, but at times WINE throws lots of :fixme: output to the terminal at times. I can suppress this output, but I'd also be suppressing the text information presented by vgmstream.exe as well.

My question is, is there a way to compile this tool into a Linux native i386 or amd64 binary? If so, how? I'd really like to do this on my system and automate it somehow.

Here is the comments from the top of my BASH script that explains why I'm writing this script.


#!/bin/bash
# Yeah, it's a GNU BASH script!

# [ABOUT]
# vgmc - Video Game Music Converter
# by John Pyper
# web: http://john-os.blogspot.com/
# twitter: http://twitter.com/jpyper

# [WHY?]
# I am a music fanatic. I like all sorts of music from all sorts of
# genres. Video game music happens to be one of my favorites. It brings
# back memories. Not only that, but video game music had a purpose. In
# most games, it actually helped the game not suck. In some games, the
# music is the sole purpose of the game. One of the best things is to be
# driving down the street and thumping the music from that game where the
# guy has a whip and has to kill Dracula, or the one with the blue
# hedgehog that runs really fast. You get my point. It makes people look
# at you. They think you are weird. I am weird. I enjoy what would be
# deemed as classic computer/console music.

# [COMMENTS]
# This script was written on Ubuntu Linux 10.04. I wrote this script to
# learn more about BASH scripting and making some useful utilities work
# together to create an end product that was usable and enjoyable.

# [LICENSE]
# What license? Who needs a license? This script is under no license and
# has been donated to the public domain. Do what you want with this.
Parappa the Rapper 2 by kokujin at 10:33 PM EDT on May 23, 2010
Is there a game rip for this game?I'd really appreciate it.Thanks
Indiana Jones and the Staff of Kings (PS2) by valiant at 10:52 AM EDT on May 24, 2010
Could someone take a look at this and draw some conclusions that will make me go "uh" and "ah"?

All of the game's files are packed into the big INDY.A2M archive and from what I've gathered, A2M didn't include any file extensions or other information. I only found some PS2 ADPCM-ish music by running a scan with Cube Media Player. Here's one file, "The Raiders March" (I didn't delete the "0C00 [...] 0000" garbage).

http://www.mediafire.com/?mmdywwyx2dj

It kind of works with GENH (channels: 2, frequency: 44100, interleave: 400), though it sounds jittery. Just thought I'd ask here, maybe someone knows the format.
rom_view (Killer Instinct Arcade Utility) by KIayer at 10:45 AM EDT on May 26, 2010
In 2002 somebody Joseph C. Terranova IV has created the program rom_view for arcade versions of the first and the second instinct. In total versions three:

rom_view_1.0.zip [221K]
rom_view_1.1.zip [291K]
rom_view_1.2.zip [?]

(It is taken from the remained pages kiame.emuhq.com on www.archive.org)

However then a site kiame.emuhq.com has been down (as then and itself www.emuhq.com). If who has these versions, please lay out them at least on slow motion (rapidshare.com).
All links which I have found on archive.org and google, dead.

In advance thanks.

Information:
http://web.archive.org/web/20020603044354/http://kiame.emuhq.com/
http://forum.mgbr.net/index.php?showtopic=35476
http://caesar.logiqx.com/news.php?year=2002&month=2
http://kobe.cool.ne.jp/itsumodori/archive/0204.html
http://club.paran.com/club/home.do?clubid=sg1030-bbsView.do?menuno=5172-clubno=173-bbs_no=0GKIt
http://games-pc.ixbtc.ru/10355.html
Removing channels from New Super Mario Bros. Wii streams? by SSGotenksUFO at 10:31 PM EDT on May 27, 2010
Hi. Some of the streams in New Super Mario Bros. Wii contain the drums for when you're on Yoshi. I was wondering if it's possible to somehow remove those drums so the song can be heard as it would when you're not on Yoshi. I assume the game can add that channel on the fly for when you get on Yoshi, though I don't know too, too much about this subject.

Thanks. :)
NUB Extractor by Azu at 1:59 PM EDT on May 31, 2010
Would anyone have any information on a nub extractor? Mainly for Tales of Graces files. I can the send the NUB files if someone wants to examine them. Also, is there anything on .se3?

Okay, I managed to extract them using NUBExt r6, but the DSP files aren't playable in WINAMP, even using VGMStream. The Test.exe say it fails on extraction.

http://www.mediafire.com/?yqnmwynhlmg

edited 3:05 PM EDT May 31, 2010
About OSB (One Shot Bank) DreamCast sound files by Layer at 1:10 PM EDT on June 1, 2010
Hi, everyone !

I'm not a specialist with sound format files, I tried to extract with various tools like PSound some sound effects contained in OSB files but I never heard of this format before.

Here is a sample (called PL15.OSB) : http://www.mediafire.com/?2vzmyydwzgu

Thanx...

edited 1:15 PM EDT June 1, 2010
Problem decoding AAX (Nier DLC) by dag at 9:39 AM EDT on June 3, 2010
Hi, could you guys look into this AAX? It sounds mostly fine but inserts annoying noises every few seconds.

http://www.sendspace.com/file/bgs4ha

The quickbms .cpk script created incorrect files (split too soon or too late) but this one should be ok though I had to rip it manually... maybe CRI tweaked the headers somehow? Regular Nier AAXs sound perfect.

STR + STH white noise on converting wii audio file with 4 channels??? HCS can you help? (files provided) by placedo at 1:28 PM EDT on June 3, 2010
i figure this is one for HCS :)

i've been trying to convert a file i found from a wii game & the extension just read "rev" which wasn't very helpful but on further investigation, it appears the file is of the format:

STR+STH (48000htz, 4 Channel)

here's the original file intact

http://www.megaupload.com/?d=GP0G5I5M

& here's the file with the music ripped apart as str & the header ripped as sth (not even sure if i've done this correctly as completely unfamilar with the format), the header appears twice in the original file but both are identical byte for byte so don't know if the header is for stereo (2ch) & that's why there's two of them so it makes 4 channels but using one of them produced a 4 channel output file so i'm assuming only one copy of the header is needed?

http://www.megaupload.com/?d=YE9V86ZO

when i convert this with vgmstream using the following cmd

test music_file.str

i do get a wav file out of it with 4 channels which is great as that's what i want & it appears to be correct with the specs & length from the header but there is load's of static white noise present too, here's the log report from vgmstream

decoding music_file.str
sample rate 48000 Hz
channels: 4
stream total samples: 9259399 (192.9041 seconds)
encoding: Gamecube "DSP" 4-bit ADPCM
layout: interleave
interleave: 0x8000 bytes
metadata from: HOTD Overkill - STR+STH WII Header
samples to play: 9259399 (192.9041 seconds)

any help is much appreciated :)

edited 12:42 AM EDT June 4, 2010
Mario Galaxy Fire/Ice flower themes by Koto at 6:27 PM EDT on June 3, 2010
There's some way to play these files? I can't find them in the ISO, so I suppose they use another kind of file...

See ya
irc channel by surix at 4:00 PM EDT on June 5, 2010
Hello, new here. I am mostly into ripping 3d formats from console game.
I am wondering if there is an irc channel where console game rippers hang out.
Extracting midi from N64 roms? by madstarr at 7:01 PM EDT on June 5, 2010
Ok, I know that there are ways of doing this like the old version of VGMTrans with an ability to extract midis from N64 Roms. I want to know if anyone knows how I can get a hold on the older version of VGMTrans that works with the N64 Roms, because I can't find it anywhere. Help would really be appreciated.
SE3 Files. by Azu at 4:08 PM EDT on June 6, 2010
Okay, what an SPB file and .se3? It found in Tales of Vesperia/Tales of Graces.

http://www.mediafire.com/download.php?jminn3ymca5

I looked at the SBP in a hex Editor. "RIFF....WAVEfmt"

http://i61.photobucket.com/albums/h53/Sodisna/File-1.png
Mega Man 10 by Mirby at 11:45 PM EDT on June 12, 2010
Sorry if this isn't the way to do this, but I downloaded the Mega Man 10 archive off the tracker, and I can't seem to play the xwb files! When I try in Winamp (with VGMstream, of course) it plays at double speed. Can anyone help? I want to hear these songs on infinite loop, and it seems I won't be able to unless this problem is solved.

Is there a solution? I have r804, by the way.

edited 11:50 PM EDT June 12, 2010

edited 11:52 PM EDT June 12, 2010
SNSF player by Koto at 4:30 AM EDT on June 16, 2010
Hello. I'm not very happy with some of the SNSF players around there

in_snsf: Doesn't play correctly some sounds

snsf player (SNES9X v1.51 Emulator Mod): I don't know how to use it :/

snsf9x: Good sound but "play forever" doesn't work (I use the Winamp plugin, maybe fixed in Foobar?)

There's any other alternative which plays SNSF, or maybe something I have to know for use correctly the players previously named?

Thanks

See ya
VGMTrans - Creating SVN Versions by KIayer at 4:08 AM EDT on June 17, 2010
idea: Using vgmtrans source codes to create SVN(SubVersioN) versions, which expand use possibilities.

Updates for vgmtrans:
Export to WAV.
Export instruments to sf2 format (for another idea: midi + sf2 connector program).
Complete support for Nintendo 64 ROMs(at least Donkey Kong 64, Super Mario 64, Goldeneye 007, Perfect Dark, Mace - The Dark Age, Forsaken 64, Pilotwings 64, Mario Kart 64, Legend of Zelda: Ocarina of Time).
Complete support for SNES ROMs(at least Final Fantasy 4,5,6; Donkey Kong Country 2).
CD Scan function(for PS1 games)(at least Final Fantasy 5,6,7; Castlevania: Symphony of the Night)
dont know

Not bad yes?

edited 4:09 AM EDT June 17, 2010

edited 4:10 AM EDT June 17, 2010
on exe compression by hcs at 10:59 PM EDT on June 17, 2010
mudlord and I were looking at disfilter. I built the code on Linux and tried it out with Firefox 3.6.3's xul.dll, and while it made it more compressible the decoded file didn't match the original, and wouldn't load. I may have screwed up copying and translating the PE headers.

I noticed that the largest single portion of time (37% by gprof) was spent in MoveToFront, which I thought I had a more efficient method for (from some earlier thinking on the Burrows-Wheeler Transform). But that method relied on having a small alphabet, it would require far too much memory here where the symbols are 32-bit addresses, at least not without modification. The idea was:

With an alphabet of N symbols, keep a "timer" t, initially set to N. Prepare a table T of N entries, set them to 0 through N-1 (it doesn't matter the initial order, just as long as the decoder starts with the same one). T[k] is the last "time" we saw the symbol k in the alphabet. When encoding symbol k, the output is t-T[k]-1 (cycles-1 since we last saw this char), and T[k] is then set to t and t is incremented. I thought it was clever, though I haven't tested it to see if I haven't overlooked something.

Any kind of associative lookup could be used, doesn't have to be 1-to-1 like the array I mentioned, so we could use a hash with a reasonably sized array in disfilter.

The other issue is that disfilter wants to only use this with the last 255 entries; we could simply ignore any references past that length, but we'll end up with a lot of stuff in the hash that we don't need unless we do garbage collection.

The method used in disfilter is the straightforward interpretation where everything in the array is moved down (for both encoding and decoding). It's fast enough that it really doesn't matter, oh well.

edited 11:03 PM EDT June 17, 2010

I owe an apology, the code works fine on xul.dll, I just screwed up in the conversion. The filtered file gzips about 20% better than the original dll, pretty nice!

edited 11:09 PM EDT June 17, 2010

edited 11:17 PM EDT June 17, 2010
Newer VGM Streams not working. by kokujin at 1:18 AM EDT on June 18, 2010
I tried to update VGM Stream, but none of the newer releases work.r339 does though.Any ideas why.Thanks.

edited 1:24 AM EDT June 18, 2010
Extract wii isos by cloud89 at 5:10 PM EDT on June 18, 2010
Hello there!
I dumped my wii games with rawdump 2.1 and now i want to extract the music.
Two years ago I already had done that, but I forgot the name of the programm.
does anybody know that? :o

i already used google, but the most download links are 404 or the programms arent working right
Stuntman 1 .XAVS by OrangeC at 7:20 PM EDT on June 19, 2010
HCS is looking at this but i might as well post it here incase anyone has any more information about this format.

http://www.megaupload.com/?d=1AR6W5Y0

Looks to be a 4 channel PCM variant but with an interleave, messed around in Genh but no results.

Help would be appreciative.

thanks.
vgmstream, select channels to play by angelsl at 1:10 AM EDT on June 20, 2010
Some games (NSMBWii) have multiple channels in the brstms (after the first 2 for left/right speaker) that are only enabled when certain conditions are met, in NSMBWii when you are riding a Yoshi.

My suggestion is to edit the information box that comes up when you double click the filename in Winamp to have checkboxes so that you can enable/disable which channels are played.

Discuss?
    by arbingordon at 4:18 AM EDT on June 21, 2010
test
Music of Blaster Master:Overdrive by ghf_50 at 4:59 AM EDT on June 21, 2010
Any one konws where can I get these wii stream music file?

I use wadunpack to extract *.app files from my wad file,then use u8tool extract 00000002.app,but I did not see any stream file like brstm or something else.
CD vs Streams(Quality) by kokujin at 6:46 AM EDT on June 21, 2010
Which provides the highest quality?For instance would listening to the F-Zero GX CD album have better quality as apposed to the streams from the disc?
Shadow Complex Music Decoding by KIayer at 2:25 AM EDT on June 22, 2010
Hi, all!

So, one bms script translate .SoundNodeWave xbox360 unreal engine 3 game files to ToWav decodable XMA files. But these files it is necessary still rebuilded.
All that is necessary: xma_parse settings, at which will occur rebuilding. I tried options from about it topic (-o 800 -b 10000 -d 1401800 -r and -1 -o 800 -b 10000 -d 1b81000 -x), but the error stands out. I used xma_parse 0.8.


Original: http://www.megaupload.com/?d=MJ3FRIGL

XMA created: http://www.megaupload.com/?d=R6N6YJ12

In advance thanks.
Mario Party USF set doesn't play :[ by mistamontiel at 1:41 PM EDT on June 25, 2010
So my damn Dell from 2004 toasted. I've got the current Winamp. And so the only two versions of 64th Note plugin I can find is off here, and @ the winamp plugin page..

I tested the one off here first, it stays muted..same goes with the other 64th Note version.

It's the Mario Party 1 USF set from zophar.net :[
Feature Request for the in_vgmstream Winamp Plugin by Tallgeese at 7:32 PM EDT on June 25, 2010
This is not a 'bug' per say, so I didn't think it belonged in the bug tracker.

Essentially, the issue is that the Windows file type dialog can only read the first 260 characters worth of file extensions.

The way Winamp finds out what files should be in the dialog is by asking the plugins what filetypes they currently are handling.

This becomes an issue regarding vgmstream because it has so many filetypes that it takes over the add file dialog: you can't even reach "All Files"!.

Would it be possible to add a setting that allows the user to disable the support of specific filetypes in in_vgmstream that they not going to use? Sort of like how Winamp's internal plugins, such as in_mod and in_mp3, let you specify available extensions (which in turn removes them from the Add Files dialog). This would help alleviate the problem... more or less.

Thank you for listening.
SSX 3 track playback error by Hotcakes at 11:13 AM EDT on June 27, 2010
Hey. 25 - Overseer - Screw Up.eam gets its format incorrectly detected. Am I able to resolve this using VGMToolBox/GENH? I'm completely unsure as to which format I should specify this as.

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