Next Page

The Official VGMToolbox Thread by snakemeat at 9:36 AM EDT on April 8, 2011
Well, got tired of piggybacking on the XSF thread.

VGMToolbox updated, grab it at Sourceforge.

VGMToolbox r772

-= NEW =-
Nothing.

-= UPDATED =-
[VIDEO DEMULTIPLEXER]
- Added CRI USM format demultiplexing. These have been seen in Crysis 2 and Ultimate Spider Man.
- Added Microsoft XMV demultiplexing. These are found on Xbox games. This type can supposedly have raw PCM audio, but I haven't seen it yet; and consequently cannot automatically add the GENH headers for output. Video is currently unplayable.
- Currently supported demux formats: DVD Video (VOB), MPEG1, MPEG2, PAM (PS3), PMF (PSP), PSS (PS2), SFD, USM, XMV (XBOX)

-= FIXED =-

-= THANKS =-
Thanks to hcs for his usm_deinterleave source.
by Polokus at 11:50 AM EDT on April 8, 2011
Has/will xmash be intergrated into the vgmtoolbox xma decoder? Just wondering :)
by snakemeat at 3:32 PM EDT on April 8, 2011
Has/will xmash be intergrated into the vgmtoolbox xma decoder? Just wondering :)

I would like to add the XMA2 header related info for getting frequencies and loop info. I'm not sure if I'll incorporate the FSB related stuff though.
by Polokus at 7:24 PM EDT on April 8, 2011
Ah ok man. Good work. Thx for the info.
by Sir-Sabin at 4:54 AM EDT on April 11, 2011
here some plugins for the xma converter part of vgmtools. i made from pics and logs i made from mirc and forums Link

thx to bxaimc for the pics and stuff

edited 4:55 AM EDT April 11, 2011
by MarkGrass at 2:30 PM EDT on April 21, 2011
@SnakeMeat - I have updated my generic PSF1 driver to ver.3, and it includes some big changes. :)


1 - The overall file size of MAIN.EXE has shrunk from 104Kb to just 82Kb. No compression!

2 - I added ResetCallback and SetMem functions at the beginning of the Main loop for proper execution sequence. The SetMem function is set to 0x00200000, for retail PSone executables. Hopefully, future PSF players can utilize a DEV-unit's memory, which is 0x00800000 :D

3 - Some work was redone with the Reverb Engine, making it complete, meaning that every possible Reverb function is available to the end-user (via PSF-o-Cycle).

4 - The 'popping' and 'crackling' issues that some seem to experience have been fixed, finally.

5 - Proper CRC info has been added to the EXE header during compilation, fixing the "CRC error" that occurred with some PSFs when trying to playback with FooBar.

6 - The PSF Driver Stub is no longer erased when using PSF-o-Cycle's 'Optimize' option. The user must select 'Do not optimize song-specific regions'.

7 - The PSF Driver Stub is now proper initialized in the Main loop, before song playback.

8 - The parameter types have been fixed. Before they were all 'char' when they should have varied (long , short, etc).

9 - The customizable options with PSF-o-Cycle have been renamed to be more user-friendly.

10 - A lot of redundant and unused functions have been removed.

11 - Proper looping support. If a PSF fails to loop, set the 'Playback Amount' option to 0 (Infinity).

12 - Updated SEP support - can now support a SEP that includes up to 16 tracks (PSone MAX). Also included is the ability to play multiple tracks at once (SEP only!).

13 - Volume levels have been corrected, eliminating the need to adjust via PSF-o-Cycle, unless desired.

14 - Three new customizable options have been added, and they are as follows:

SEQ/SEP Address - Define where the sequence is located in executable memory. It must be at least 80030000 or above.
VH Memory Address - Define where the VAB header is located in executable memory. It must be atleast 80030000 or above.
VB Memory Address - Define where the VAB bank is located in executable memory. It must be at least 80030000 or above.


DOWNLOAD:
http://www.the-coroner.com/PSF/MAIN.EXE

TODO:
I am going to add support for 'auto shutoff', which will stop a track from playing silence (once playback is complete), allowing for automatic advance to the next track. This feature can be used for either non/looping PSFs, and overrides the "Play Forever" feature present in all PSF players.

Proper release information and details will soon follow in the form of a PDF.



I hope you can add it and it's new functions to VGMToolBox, soon. ;)
by Polokus at 12:01 PM EDT on April 26, 2011
Is it possible for a header less xma scanner/extractor to be introduced into vgmtb? It would be immensely useful

Regards, Polokus.
by snakemeat at 10:01 PM EDT on April 26, 2011
@MarkGrass: That's some good news! I'll see what I can do to add it soon. Is that compiled version set to loop forever? Also, what are the default adresses?

@Polokus: I'll add it to my todo list, but my first instinct is to say that will be beyond my abilities or something else will come first. You may want to explore how VFSs work if you have not already. Many archives can be extracted easily that way.
by Polokus at 2:31 AM EDT on April 27, 2011
Unfortunately the archive i'm trying to extract has no file table. I thought that it wouldn't be too difficult to create an extractor that extracted from 6 bytes before the fc01 flag (Stereo) or the fc03 (Mono). Maybe I'm just getting way ahead of myself. I'm sure you will do your best and for that I thank you.

Regards, Polokus
by MarkGrass at 12:30 AM EDT on April 30, 2011
@SnakeMeat:

Sorry, I should have mentioned this stuff before. >.<

The function SsSeqPlay is set to 1 (SSPLAY_PLAY). This option will playback a sequence, only once. Almost every bgm-type PSF i've ever ripped has loop points in the MIDI data, thus making the music loop, automatically.

If there is an issue with a non-sfx PSF (background music) that doesn't loop when it should, change the "Playback Amount" variable to 0 (SSPLAY_INFINITY) using PSF-0-Cycle.

The only game i've ripped that requires SSPLAY_INFINITY was Mortal Kombat II, but that set was strange, anyhow (random bass fluctuations, irregularly low volume, etc.)

0x800104DC    /* Jump Patch Address (jal main) */

Below are the defaults for data location, same as before.

unsigned long SEQ_DATA = 0x800A0000
unsigned long VH_DATA = 0x800E0000
unsigned long VB_DATA = 0x80160000

edited 12:36 AM EDT April 30, 2011
VGMToolbox r807 by snakemeat at 10:40 PM EDT on May 11, 2011
VGMToolbox has been updated. Grab it at Sourceforge.

-= NEW =-
[ISO BROWSER/EXTRACTOR]
- Added disc image browser/extractor to view/extract the contents of game disc images. Currently, it supports .ISO and raw dump formats (.BIN, .IMG, .ISO, .MDF). .CUE, .CCD, etc... are not yet supported, so Redbook Audio Extraction is not really possible. For PSX disks, XA tracks (Mode2Form2) are highlighted in green for easy identification. When extracted, they will ready to run through the XA scanner.

- Currently supported file systems: Green Book (CD-i), ISO 9660 (PC/PSX/PS2/many more), Opera FS (3DO), XDVDFS (XBOX/XBOX360)[.iso only]

- Not yet supported/tested: XDVDFS (RAW)

-= UPDATED =-
[PSF/PSF2 TIMERS]
Updated loop point bit masking to better detect loop points.

-= THANKS =-
Thanks to Polokus for testing the ISO Extractor with XBOX 360 images.

==========================
@MarkGrass - any chance of uploading a version of your driver with the default set to SSPLAY_INFINITY? I've encountered a number of sets that do not loop without it and it doesn't hurt those with proper loop points set. It's a lot easier than changing settings in PSF-O-Cycle. Users who want to listen to non-looping SFX can always download your non-looping driver and enter the offsets manually. Thanks again for the updated driver.
by JudgeIto at 9:51 PM EDT on May 12, 2011
Wow, that sounds like a powerful/convenient new addition. So this means that CDmage isn't needed anymore for XA extraction, right?
by snakemeat at 11:05 PM EDT on May 12, 2011
Wow, that sounds like a powerful/convenient new addition. So this means that CDmage isn't needed anymore for XA extraction, right?

Yeah, CDMage shouldn't be needed. Of course, please let me know if you encounter any bugs.
by MarkGrass at 12:32 AM EDT on May 13, 2011
@snakemeat - Sorry for the delayed response...

I have set "Playback Amount" to 0 (infinite), and added some new functionality:

If the VAB master volume and/or any VAB program volume is 0, the driver will automatically set to 127 (max). I have encountered many sets that resulted in no playback/errors, because the volume level within the VAB data was set to 0. With this upgrade, there's no need for Sony's 'VABtool' nor manual hacking.

If the "Playback Amount" option != 0, the driver will detect when/if a sequence has completed playback, halt emulation, then automatically advance to the next track (if available).


http://www.megaupload.com/?d=GJ7WW6X0
by snakemeat at 8:54 AM EDT on May 13, 2011
Thanks MarkGrass, I appreciate the looping changes.

Even more, I really appreciate the VAB volume code feature. I always remembered your warning about it and wondered if I were missing BGM due to a volume level of 0.

I'll have some time soon, so I'll update VGMT and put up a new version with this driver.
VGMToolbox r808 by snakemeat at 9:27 PM EDT on May 13, 2011
VGMToolbox updated, grab it on Sourceforge.

Mark Grass v3.0.0 special!

-= UPDATED =-
[PSF Maker]
Updated Mark Grass Generic Driver to v3.0.0.

-= THANKS =-
Thanks to Mark Grass for the excellent new features!
VGMToolbox r824 by snakemeat at 11:01 PM EDT on May 26, 2011
VGMToolbox updated, grab it on Sourceforge.

-= UPDATED =-
[ISO BROWSER/EXTRACTOR]
- Added support for more filesystems: Game Cube, Wii Optical Disc (Encrypted/Decrypted)
- Added support for more disc image formats: .CUE/.BIN, .GDI/.BIN/.RAW (NullDC GDI Dreamcast Images)

- Currently supported image types: .CUE/.BIN, .GDI/ISO/BIN, .IMG, .ISO, .MDF
- Currently supported file systems: GameCube, Green Book (CD-i), ISO 9660 (PC/PSX/PS2), NullDC GDI (Dreamcast), Opera FS (3DO), Wii Optical Disc, XDVDFS (XBOX/XBOX360)

-= THANKS =-
Sir-Sabin for ISO Extractor bug reporting.
VGMToolbox r835 by snakemeat at 11:59 AM EDT on June 12, 2011
VGMToolbox updated, grab it at Sourceforge.

-= UPDATED =-
[CD-XA EXTRACTOR]
- Add option to check for EOF using the End of Track marker rather than by checking for silent blocks.

[VIDEO DEMULTIPLEXER]
- Add THP demultiplexing. This fomat is found in many GameCube and Wii games.
- Add Mobiclip for Wii demultiplexing. This format has been seen in Pandora no Tou. Additional testing may be needed as more samples are discovered.
- Currently supported demux formats: DVD Video (VOB), MO (WII), MPEG1, MPEG2, PAM (PS3), PMF (PSP), PSS (PS2), SFD, THP (GC/WII), USM, XMV (XBOX)

-= FIXED =-
[ISO BROWSER/EXTRACTOR]
- Fixed calculation overflow that would cause errors for file tables near the end of a disc for XDVDFS images.
- Fixed file name reading in GDI files for filenames with spaces in them.

-= THANKS =-
Thanks to Mario_Kinnikuman for CD-XA feedback and tools.
Thanks to thakis for the THP specs and thpplay; and FastElbJa for his THP demultiplexer source.

edited 12:01 PM EDT June 12, 2011
by neo_chip at 5:47 PM EDT on June 12, 2011
Its so ideal having an all-in-one iso browser/extractor. Thank you snakemeat and all who contribute.
VGMToolbox r837 by snakemeat at 1:39 PM EDT on June 26, 2011
VGMToolbox has been updated, just a couple of fixes, but important ones. Grab it at Sourceforge.

-= FIXED =-
[VIDEO DEMULTIPLEXER]
- Fixed "An item with the same key has already been added." error for files with multiple audio streams.
- Added support for @ALP USM block type.

-= THANKS =-
Thanks to Infernus Animositas and neo_chip for reporting the Video Demultiplexer bugs.
by punk7890 at 5:01 PM EDT on June 26, 2011
Thanks Snake for this great tool. As I might add, it seems that there is a certain PS2 sequence format that isn't support? I'll upload a sample. Not really important just thought I'd add this. This is from Atelier Iris: Eternal Mana.
by snakemeat at 5:37 PM EDT on June 26, 2011
As I might add, it seems that there is a certain PS2 sequence format that isn't support?

I don't understand what you mean by "isn't supported."

I was able to create a PSF2 and time it. If you are having trouble making a PSF2 out of it, remember that VGMT requires the files to be named using the .SQ/.HD/.BD file extensions. This is because you may have a full directory of files and it cannot automatically match them all.

In this case, you'll need to rename them as follows to get them working:
Sony PS2 InstrSet => 1.HD
Sony PS2 Seq => 1.SQ
VGMSampColl => 1.BD
by punk7890 at 7:28 PM EDT on June 26, 2011
Ah. Thats the problem. Thanks.
by Polokus at 5:08 PM EDT on June 28, 2011
Hey snake, when I am extracting files using the advanced file splitter the files I extract don;t show up in the correct order in explorer which makes things almost impossible for combining segments, pasting trackneames etc. Is it possible to have an ouput option that just is (Archive name)_001.xma, (Arhchive name)_002.xma

Is that possible? Just wondering. Would make my life a whole bunch easier.

Thanks in advance!
by OrangeC at 5:09 PM EDT on June 28, 2011
Hello snakemeat may i request a feature for the advance vfs cutter?

What I would like is when the program extracts the files out of an archive that it will extract in the same order as they appear in the archive and number it like 001,002 ect instead of the offset suffix scheme? because window explorer just completely messes up the order.

Thanks. :)
by snakemeat at 7:46 PM EDT on June 28, 2011
I'll add it to my todo list. I use explorer^2 which sorts by string order. You can force Windows to use the string order by following the instructions described here: http://support.microsoft.com/kb/319827
by OrangeC at 8:13 PM EDT on June 28, 2011
Thanks snakemeat. :)
by Polokus at 1:57 PM EDT on June 29, 2011
Thanks mate.
VGMToolbox r842 by snakemeat at 10:08 PM EDT on August 30, 2011
VGMToolbox has been updated. Grab it at Sourceforge.

VGMToolbox r842

-= NEW =-
[OGG EXTRACTOR] OGG Extractor added. Still a little WIP, but seems to be working well.

-= UPDATED =-
[ADVANCED CUTTER] Add option to output log or not.

[GENH] Add Apple QuickTime 4-Bit IMA ADPCM

[VIDEO DEMUXER] Update PSS to handle private streams (0xBD) with user data (0x90).

-= FIXED =-
[INTERNAL FILE RENAMER] Fixed form validation for hex terminator.
by OrangeC at 5:41 PM EDT on September 10, 2011
Hello snakemeat about your internal renamer. It seems a bit buggy because when i try to rename a file from afilename in hex, it always gives an illegal character error, but then i got it to work on another file and i set the filename limit to 0x10 bytes, it doesn't work above 0x10. OR am i completely missing something, Can you walk me through on how to rename the files?

thanks.

EDIT: Strange seems to be all working fine now. nvm then :)

edited 6:19 PM EDT September 10, 2011
by bxaimc at 1:52 PM EDT on September 11, 2011
It's really a hit or miss type of thing. It really depends on VGMT's mood. :P
VGMToolbox r846 by snakemeat at 11:33 AM EST on November 19, 2011
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r846

-= NEW =-


-= UPDATED =-
[VIDEO DEMULTIPLEXER] Update USM to handle @CUE tag.

[SONY ADPCM EXTRACTOR]
- Re-Enabled.
- Added start offset and option to output batch files or not.

-= FIXED =-


-= THANKS =-
Thanks to mauzerX for providing suggestions and testing of the Sony ADPCM extractor.
Thanks to Timo for reporting issues with the USM demultiplexer.
by James at 1:25 AM EST on November 23, 2011
First off, just wanted to say thanks for vgmtoolbox, it's absolutely fantastic and makes ripping from PS1/PS2 discs worlds easier.

I'm not certain if this goes here or if I should've just created a topic for it but I have a slight issue with vgmtoolbox.

I wanted to make use of NSFE to NSF + M3U but when I select it, the right panel is completely empty. Nothing can be dropped in. The NSF M3U Creator appears fine however, along with all else.

Is this just a bug on my end? Other recent versions of vgmtoolbox have the same issue. Thanks in advance and thank you again for putting this app together!
by snakemeat at 4:16 PM EST on November 24, 2011
I wanted to make use of NSFE to NSF + M3U but when I select it, the right panel is completely empty.

Thanks for the bug report. I'm not sure exactly what happened, but regenerating the GUI for that tool seemed to fix things. I've put an updated version in the SVN repository on Sourceforge. So you can recompile it using Visual C# Express 2008 if you'd like. Otherwise, I'll upload the new executable soon, but today is pretty busy.
by Knurek at 5:38 PM EST on December 3, 2011
Snakemeat, I've been using VGMToolbox to tag my new VGM rips and it seems that it's a bit buggy. Here's ValleyBell's take on it, he asked to pass it on to you:

I found the main problem for broken VGMs:
snakemeat's VGMToolbox writes a wrong EOF Offset (12 bytes too low, not just 8). So vgm_cmp (and all my other tools would do the same) reads not enough bytes and writes garbage at the end of the files, which breaks them.

I hope this is an easy fix for you. :)
VGMToolbox r848 by snakemeat at 10:09 PM EST on December 3, 2011
VGMToolbox r848 released. Grab it at Sourceforge. Thanks to all who reported issues.

-= NEW =-


-= UPDATED =-


-= FIXED =-
[NSFE TO NSF+M3U] Refreshed GUI code. This tool should appear in the GUI again.

[VGM TAGGER] Fixed EOF calculation.


-= THANKS =-
Thanks to James for reporting issues with the NSFE to NSF + M3U.
Thanks to Knurek and ValleyBell for reporting issues with the VGM Tagger.
by Knurek at 4:59 AM EST on December 4, 2011
I have one more bug to report, sorry for not doing so earlier:

NSF and GBS M3U creators should change the standard unknown composer symbol (<?>) to something else - having the < and > chars in the playlists makes them unplayable.
by Mouser X at 6:56 PM EST on January 28, 2012
So, I have a game I'm trying to extract data from. I'm 90% (or more) certain that it contains streams (the game is nearly 4 GB), but I'm having difficulty getting to the data. There's *.ARC and *.BLD files. Looking at the ARC files in a HEX editor, I'm finding lots of references to "FSB4", which is followed shortly by a file name (which usually ends in ".wav" or something. There's a lot of junk text, so that might not actually be the end of the file name).

What I was wondering is, could I use VGMTb to extract the FSB files (which, if I recall, is a VFS itself)? Then, I could run tools on the FSB files to see what I get. I've already tried this, but I keep getting an error - "Index and length must refer to a location within the string. Parameter name: Length"

I used "FSB4" (in HEX.... I don't remember the numbers) as the start, and "00000000000" (well, a number of 0s) as the terminator, since I didn't know of a better way to distinguish EOD. Suggestions on how I can extract the FSBs? I've already asked about this on the IRC channel (and uploaded files for people to look at - http://www.mediafire.com/?ilnobx2icmwy3lb <-- contains lots of small ARC files. I figure the larger the sample base, the better the support for the ARC VFS. Also uploaded http://www.mediafire.com/?t5xraz3ufmylu2s which definitely contains lots of FSB4 references), but I thought I might as well ask here as well, just in case someone (who isn't on the channel) knows how to use VGMTb better than I do, and can give me some pointers.

As for the game? Well, as unlikely as it may be, I'd like to extract these myself, so I can put it up on the tracker.... Though, if you *really* want to know, read the IRC chat logs. I went into much more detail there. Hopefully someone can help me out here. Mouser X over and out.
VGMToolbox r855 by snakemeat at 11:21 AM EST on March 10, 2012
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r855

-= NEW =-
[POS FILE MAKER] Added tool to create .POS files. .POS files are used by vgmstream to indicate loop points of .WAV files. This was inspired by arbingordon's at3plusloop.exe. It can be used to look at files that must be converted to .WAV (ATRAC3, ATRAC3+, XMA, etc...) and create .POS loop point files.

I have not implemented any validation on inputs, so see if you can figure it out. Presets have not been implemented either. I plan to add features for a generic "Loop Entire File" and "Search for Bytes" style input similar to the RIFF input.


Lastly, you shouldn't use "Predict Shift for Batch" if you're only doing one file.

-= UPDATED =-
[ISO EXTRACTOR] Update to support XGD3 format XBOX 360 images.

[GBS2M3U/NSF2M3U] Add Knurek custom format.

[XMA CONVERTER] Update POS maker to get Loop Length, but preset XML has not been changed yet.

-= FIXED =-


-= THANKS =-
Thanks to arbingordon for at3plusloop.exe for inspiration and its awesome features.

FYI: To give an example of the .POS creator, here's a screen shot for AT3+ settings:




edited 11:43 AM EST March 10, 2012
VGMToolbox r859 by snakemeat at 9:46 PM EDT on June 6, 2012
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r859

-= NEW =-

-= UPDATED =-
[VGM TAGGER] Update to support all current VGM formats (v1.00 - v1.61).

-= FIXED =-
[XMV DEMUXER] Update to treat audio stream count at 0x20 as a 16-bit value instead of 32-bit.

-= THANKS =-
Thanks to Timo for the XMV bug report.
Thanks to tails_/ValleyBell for the VGM information.
by dissident93 at 2:29 PM EDT on June 7, 2012
AW YEAH! VGM TAGGER UPDATE! ;D
by soneek at 4:12 PM EDT on June 7, 2012
Will presets be added for the POS maker in the near future? I just have no idea how to get the loop points out of XMA. :P
by TheUltimateKoopa at 6:03 PM EDT on June 7, 2012
XMA has loop points?

I thought XMA was basically WMA (Windows Media Format) just with an 'X' instead of a 'W', and was basically some kind of red-book audio type thing like MP3s with no looping info whatsoever.
by bxaimc at 10:05 PM EDT on June 7, 2012
nah. the riff header can contain loop info, freq, block size, file size, etc. its not always a roff header but the standard is.
VGMToolbox r870 by snakemeat at 10:29 AM EDT on June 18, 2012
VGMToolbox r870 has been released. Grab it at Sourceforge.

-= NEW =-
[MPEG DEMULTIPLEXER] Add support for Racjin/Racdym .DSI PS2 movies (found in Full Metal Alchemist series and Busin series). Output is .m2v and Sony ADPCM.

-= UPDATED =-
[VGM TAGGER]
- Add drag-and-drop functionality for loading files into the tagger.
- Add checkboxes to tag fields, so any combination of tags may be edited, whether tagging 1 or many files.
- Update to allow for dynamic header sizes for v1.51 or greater, per spec.

[XSF TAGGER] Add drag-and-drop functionality for loading files into the tagger.

[GENH CREATOR] Add drag-and-drop functionality for loading files.

[POS FILE MAKER] Add method to search for text/hex bytes and use as a base offset for loops.

-= FIXED =-
[POS FILE MAKER] Calculation was not being performed on the second radio button type in the loop generation sections.

-= THANKS =-
Thanks to dissident93 for testing the VGM Tagger updates.
VGMToolbox r879 by snakemeat at 2:03 PM EDT on June 29, 2012
VGMToolbox r879 has been released. Grab it at Sourceforge.

-= NEW =-
[VIDEO DEMULTIPLEXER] Add support for Bink Video (BIK) files. At this time, RAD Video Tools (binkplay.exe) does not seem to support files containing only one audio stream (and no video stream). Also, when no video stream is present, the last audio stream does not seem to play (try experimenting with "Advanced play" to observe this behavior).

Use the RAD Video Tools "Convert a file" tool (binkconv.exe) to output the audio to a WAV file. It seems to function properly for all streams.

-= THANKS =-
Thanks to Timo for all the help with BIK testing, etc...


edited 2:04 PM EDT June 29, 2012
by Benjamin at 5:51 AM EDT on July 12, 2012
I'm sorry for posting this post, but anyways, how do you rip RWAV's in VGMToolbox? I'm using Wine and got VGMToolbox to run, i just need to know how to extract RWAVs... Most specifically, NSMBWII? (I'd post it on the NSMBWII topic I made, but the last post wasn't in probably 2 months and I don't want to bump)
by soneek at 2:45 PM EDT on July 12, 2012
In the menu of options in VGMToolBox, Misc. Tools -> Extraction Tools -> Generic ->Advanced Cutter/Offset Finder.

In the Presets box, you can get the RWAV values from there, and then load it. After you drag your brsar archive into the Files to Search box, it'll spit out any RWAVs it finds.
VGMToolbox r895 by snakemeat at 12:23 AM EDT on August 11, 2012
VGMToolbox r895 has been released. Grab it at Sourceforge.

As always, the latest source can be found here.

-= NEW =-
[XMASH-MASH]
- Add tool to automate XMAsh > ToWav > SoX (for creating multi-channel WAVs). Allows for drag and drop XMA to WAV for formats supported by XMAsh.
- At this time vgmstream does not appear to support .POS files with multi-channel WAVs, so I'll look into that as time allows.
- SoX does not like input files with different sample rates, so the multi-channel WAV builder may need to be built from scratch in a future revision.

-= UPDATED =-
[VIDEO DEMULTIPLEXER]
- Add Electronic Arts VP6 movie demultiplexing.
- Add ASF/WMV demultiplexing. For now, only raw stream extraction is supported. Rebuilding data into ASF containers is not yet supported.
- Updated THP demultiplexer to parse multi-channel audio files (multi-language). Some THP files have multiple audio blocks per frame. This splits each one into its own track.

-= FIXED =-
[GENH EDITOR] Updated to load Nintendo DSP coef offsets for files to be edited.

-= THANKS =-
Thanks to the MultiMedia Wiki for all of the valuable info about so many formats!
Thanks to Timo for EX VP6 demultiplexing testing and samples.
Thanks to hcs for XMAsh (and the -o output option he added long ago)
by agu fungus at 10:46 AM EDT on August 11, 2012
^ Does it fix the problem with Sonic colors (ending track is unplayable as 2SF)?
by snakemeat at 1:31 PM EDT on August 11, 2012
^ Does it fix the problem with Sonic colors (ending track is unplayable as 2SF)?

No. If you can identify the cause of the issue, maybe I can fix it.
by agu fungus at 9:52 AM EDT on August 12, 2012
Well, it's still properly timed, so that must mean the sequence data is fine. The problem must be with the soundbank. Also, those unplayable tracks are still playable in VGMtrans.
by snakemeat at 11:30 AM EDT on August 12, 2012
Please see this thread for analysis of the Sonic Colors file.
by Espilonarge at 1:39 AM EDT on August 28, 2012
Could someone explain how the extract midi function works? I've dropped a VGZ/PSF/SSF file in, it states "Extracting MIDI data...Complete" and the bar is 100% finished, but nothing else happens (no midi file is even placed in VGMToolbox's folder or where the original music file is located).
by dissident93 at 3:06 AM EDT on August 28, 2012
I'm not sure on what that function is used for, however VGZ and PSF both use their own MIDI extractors (vgm2mid and VGMtrans, respectively)
by snakemeat at 8:56 AM EDT on August 28, 2012
Could someone explain how the extract midi function works?

This function extracts embedded MIDI files from archives (for example, the MIDI sequences in Devil Summoner PSP's BGM archive).

It does not convert other formats to MIDI.
VGMToolbox r917 by snakemeat at 6:26 PM EDT on September 23, 2012
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r917

-= NEW =-
[WII WAD UNPACKER] Add unpacker for Nintendo Wii WAD files. Uses file streaming, so can handle the big WAD files found in recent games of interest.
[WII U8 UNPACKER] Add unpacker for Nintendo Wii U8 files. Uses file streaming, so can handle the big U8 files found in recent games of interest.

-= UPDATED =-
[ISO EXTRACTOR]
- Added Microsoft STFS format used for XBLA packages.
- Added Nintendo U8 format used in Wii Games.

-= FIXED =-
[POS CREATOR] Update POS creator to reject loop points less than 0.

-= THANKS =-
Thanks to the Free60 and WiiBrew wikis for format specs.
by plpl3000 at 1:46 PM EDT on November 1, 2012
find iso extractor no work xbox game Burnout
by snakemeat at 9:09 AM EDT on November 2, 2012
find iso extractor no work xbox game Burnout

Sorry I cannot find test data for this, perhaps you can notify me over IRC?

EDIT: Found some sample data. Works fine here, using image with checksims:

CRC32: 160B7985
MD5: DBE6FD8A45175A8D3EBBA3008011B5F5
SHA1: 1D4351E6470D61D36402548DD4EE4003B287CF64

edited 10:27 PM EDT November 2, 2012
by Knurek at 2:40 AM EST on November 13, 2012
Snakemeat, would it be possible to add XA dupe checking?

The format is kind of weird, since even files with the same stream content won't show up as dupes when searching - they have different frame markers (I know next to nothing about actual XA structure, so I may be talking out of my ass).

Here are two samples, cut from Ridge Racer 4, both should decode to the same thing - all zeroes, so no sound, and yet both have different checksums so won't be detected as dupes.

Now those two I prepared especially to show the case - the actual stream content in the two files is actually different, but I found many games with identical streams spread between many files.

It's kind of hard to pick all those up by ear, and there's always a possibility of removing something unnecessary. Maybe you'd be able to help here.

XA examples

by Knurek at 12:23 PM EST on November 20, 2012
How much difficult would a change in the current ssfmake frontend be that would allow for... I don't know how to put it... visual building of ssf files?

Something that would allow you to specify driver, DSP program, sequence data and... say, up to 4 tone banks. The frontend would show you the location of each segment in the 68000 memory space, the available memory and other details.

Maybe it could also print out warnings when misaligning the tone banks - since ssfinfo.py can give you the information regarding number of samples a sequence file expects from a specific tone bank, if for example you would combine a 5 instrument tone on bank #0 file with a seq file that uses 11 instruments on bank #0 and 5 on bank #1 the program could catch that and notify you that you're doing something wrong. Same for picking a mixer that doesn't do any DSP effects and some other, automatically substituting known not working drivers and other common errors.

After pressing make_ssf button the tool would then create a custom map file, run ssfmake.py the required amount of times, adding all the sequence and tone data, run ssf_time and add tags to the file (I don't remember if the current implementation does that).

Now, all of this can be done manually, I've been doing custom map files for quite a number of my rips (kingshriek ones ten to unnecessarily allocate a lot of memory to the SEQ files, resulting in overflows in the tone data), but this is something that should really be doable by a tool.

Having to do this process manually for the hundred+ GB of Saturn games I have in my processing queue is really not something I'm looking forward to.

Snakemeat, please let me know if you require additional details or an example file. :)
by snakemeat at 10:23 PM EST on November 20, 2012
Snakemeat, please let me know if you require additional details or an example file. :)

A sample would be helpful. I'm sure I'll have some questions, but I need to look at the scripts again to remember how all this works. This sounds really challenging and interesting though.
by Knurek at 3:13 PM EST on November 21, 2012
Okay, here you go

This is from a game I'm currently ripping.

OPENING_000.SEQ - size 0x2953
OPENING_000.BIN - size 0x4C242
OPENING_001.BIN - size 0xAF95

Neither of the tone banks uses DSP, so that's one less worry to have (if I manage to find a DSP using game I'll whip up another example).

Byte 0x01 of the SEQ file tells us that is has 20 subsongs, so the final ssfmake.py run should generate a ssflib (but as this example will show, it's always better to give the user an option to stick to single song.

So we have two tone banks. ssfinfo.py will tell you that subsongs 1-19 use samples from bank 1 while the last one uses samples from bank 0 - hence we need to create an ssf with both of the banks.

First of all, let's create a custom map for the rip - all of kingshriek's examples are only for single tone bank rips, so it's not like we have any choice on the matter.

The 68000 address space that interests us starts at 0xB000 - everything before that is taken up by the sound driver. We have 0x75000 of memory to ourselves - larger amount than the 0x59B2A bytes the three files have combined, so we're safe there.

So starting from 0xB000, let's allocate 0x2A00 bytes for the sequence data, then from offset 0xDA00 (starting offset+previous bank size) 0x4C242 bytes for tone bank #0 data, then from offset 0x59C42 (previous offset+previous bank size) 0xAF95 bytes for tone bank #1.

Cust_seq.map has this data in three 8 byte entries, terminated by 0xFF.

fb aa aa aa t0 ss ss ss

f - Data format (4-bits - 0: TONE, 1: SEQUENCE, 2: DSP_PROGRAM, 3: DSP_RAM)
b - Bank number (4-bits - any value between 0-15)
a - Start address (24-bits, big-endian, if DSP_RAM, must be a multiple of 0x2000)
t - Transfer bit (bit 7 - must be set to 1 for the driver to read the data)
s - Data size (24-bits, big-endian)

So our map looks like this:

1 0 00B000 80 002A00
0 0 00DA00 80 04C242
0 1 059C42 80 00AF95
FF

Now let's build our ssf file. Kingshriek's script can only process one bank at a time, so we will need to do two passes. First pass settings will look like this (I'm skipping data that isn't important, since I've included both script passes in the archive):

bank = 0x01
use_dsp = 0
ndrv = 'driver_2.2.tsk'
nmap = 'CUST_SEQ.MAP'
nbin = 'OPENING_001.BIN'
nout = 'opening.ssf'

And then there's second pass, where we work on bank #00

bank = 0x00
ndrv = '68000ram.bin'
nbin = 'OPENING_000.BIN'
nseq = 'OPENING_000.SEQ'
nout = 'opening.ssflib'

Of course, once you actually listen to the files, you realize everything save last subsong is just SFX, so the whole process is kind of pointless (since the only proper song uses just bank #00). Makes for a good example though, hope everything's clear here. :)

edited 3:13 PM EST November 21, 2012
by Knurek at 2:13 PM EST on November 23, 2012
Ah, I totally forgot to write that you should delete the output of the first pass other than 68000ram.bin file.

Two more feature request for pmh - neither of these is really time critical given that I won't tackle NDS for at least a year, but would be appreciated nevertheless.

1. Could you combine the current NDSTo2SF and Make 2SFs tabs into one procedure? Drag'n drop the NDS file, have VGMToolbox extract all the SDAT files from it and then run Make 2SFs instance for each of them. This would let me size optimize the output (zero out SFX/etc), something not currently possible with NDSTo2SF

2. Another thing that would make my life easier would be a SDAT/2SFlib compare function, where you could load two SDAT (or 2SFlib) files (say, one from JPN region, the other for USA) and have VGMToolbox parse through them and do a binary comparison for songs and sample banks the song uses.

Would greatly simplify finding games that had music changes between regions (Mario & Luigi 2 had, if memory serves me correctly, a JPN/EUR region exclusive song).
by Koto at 7:36 AM EST on January 8, 2013
Hi Snakemeat,

I'm trying to add looping to Soul Calibur GENH editing the files, but and I'm not very sure about how I can do it.

All "Loop Start" cases are empty, I just have to fill it with the proper sample to make it work? If not, tell what I have to do with each file, because I'm quite noob with these things. Thanks.

See ya
by snakemeat at 10:06 PM EST on January 8, 2013
You need to add the loop start samples and loop end samples. For loop end, you can try the "Use File End" if the files end at the end loop point.
VGMToolbox r924 by snakemeat at 5:55 PM EST on February 1, 2013
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r924

-= NEW =-
Nothing visible.

-= UPDATED =-
[VIDEO DEMUXER] Add Electronic Arts MPC format, pretty much exactly like EA VP6 except only one video chunk type (MPCh).
[OGG EXTRACTOR] Add offset to file name for segmented tracks.
[MPEG DEMUXER] Add commented hack for a bad .PAM file.

-= FIXED =-
[VIDEO DEMUXER] Fix VP6 files where audio header (SCHl, SHEN) comes before video header (MVHD).
[REBUILDER]
- Fix rebuilder to check for non-VGMT checksums and fix CRCs that begin with zero.
- Fix file locking for reading GENH files.

-= THANKS =-
Thanks to Timo for the EA video samples.
VGMToolbox r926 by snakemeat at 11:56 PM EST on February 15, 2013
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r926

-= NEW =-


-= UPDATED =-
[VGM TAGGER] Updated to leave all data between offset 0 and the data start offset unaltered for VGM v1.50 spec or greater files.

-= FIXED =-
[VGM TAGGER] Loop start offset was not updated if a header was trimmed, now that the header will not be changed, this doesn't matter.

-= THANKS =-
by peronmls at 10:33 AM EST on February 16, 2013
Never even knew it had a VIDEO DEMUXER
by Knurek at 4:47 AM EST on March 6, 2013
snakemeat, do you have any plans of implementing an SPC mass tagger?

Or do you know of such a tool - retagging them en masse using the playback plugin is a chore.
by snakemeat at 10:42 PM EST on March 6, 2013
snakemeat, do you have any plans of implementing an SPC mass tagger?

Probably not. Currently, I have not even written code to edit a single ID666 tag. If this function had been created I might consider it, but right now it seems like it would take a lot of time. I just don't have the time to put it together right now.

I don't know of any other tools to do it either.
by Knurek at 2:50 AM EST on March 7, 2013
I just don't have the time to put it together right now.

Understandable given the happy circumstances. Thanks for clarifying. :)
by dissident93 at 11:38 AM EDT on March 10, 2013
Knurek, I just use the built-in tagger in foobar2000. The auto track number feature is neat too.
by agu fungus at 11:32 AM EDT on March 12, 2013
How about adding the SPC timer to VGMToolbox?

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

It should have an option to automatically tag the time to the SPC file.
by Knurek at 5:49 AM EDT on March 19, 2013
Does anyone have a MP3 preset for the Advanced File Cutter? I must confess I don't know anything about the format, but there are rippers for it, so it should have some sort of signature to look for.
CRI HCA .POS File Settings by snakemeat at 10:52 PM EDT on September 6, 2013
For anyone ripping HCA files, the following VGMToolbox .POS File Maker settings will create .pos files for use with the .wav files output by hcadec.exe. Only tested with v1.3, but seems like it should work as long as the 'loop' chunk is present.


edited 10:53 PM EDT September 6, 2013
VGMToolbox r930 by snakemeat at 11:02 PM EDT on September 6, 2013
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r930 (2013-09-06)

-= NEW =-
[CRI HCA EXTRACTOR] Added extractor for CRI HCA files. Tested on HCA versions 1.3 and 2.0.

-= UPDATED =-
[XSF TAGGER] Add NCSF support for this and all other 'generic' xSF functionality.

-= FIXED =-


-= THANKS =-
Anonymous 2ch person who created hcadec.exe and documented the format for v1.3.

edited 11:05 PM EDT September 6, 2013
by peronmls at 11:43 AM EDT on September 7, 2013
is mkpsf2 front end fixed yet?
by snakemeat at 12:35 PM EDT on September 7, 2013
is mkpsf2 front end fixed yet?

Can you please remind me of your issue?

Could you provide me with a screenshot of the settings you used so I can try to recreate it here?

Also, please provide all files that lead to the error (SQ, HD, BD, and modules).

I don't recall if I could recreate the issue last time, but I'll try.

I only have a Windows XP development environment, so I cannot work with all of the Admin permissions stuff with Windows Vista through the current Windows 8.
by Knurek at 1:07 AM EDT on September 15, 2013
Snakemeat, I've been doing a lot of xSF retagging for pmh, and the current version could use some sort of progress indicator.

Currently VGMToolbox only changes the xSF Tag Editor to green at first successful job, but doing another one doesn't give you any idea whether the update was successful.

How about adding text output to the log window? Something like:
2013.09.15 07:04: Update in "08 Everybody Jump Around.minigsf" successful.
2013.09.15 07:02: Update in "02 Humming the Bassline.minigsf" failed.

One other thing - the current tagging window has a completely useless (to me ;) ) System tag, but misses the extremely useful (again, to me) Tagger tag. Not really a big issue - that's what psfpoint is, but if that's a simple change, maybe you could look into that as well.

Thankee.
by snakemeat at 9:56 AM EDT on September 15, 2013
Knurek, I'll take a look. Both seem like they'd be relatively simple tasks. Is there an "official" name for the Tagger tag? For example, the ripper tag is actually "psfby" or "2sfby," if my memory serves me well.

I don't even remember where the System tag came from. I think it's used by S98v3, which adopted the PSF tag format.
by Knurek at 10:42 AM EDT on September 15, 2013
Tagger field is always "tagger" in any of the xSF rips I upload, so it doesn't change between formats like psfby, gsfby or whatever does.
by CyberBotX at 12:52 PM EDT on September 15, 2013
As an aside on that same window, I know there isn't a lot of room to work with, but the current version has no place for inputting a track number (with the "track" tag) or disc number (with the "disc" tag), I had modified my own copy of vgmtoolbox to shrink the size of the title field, put track in place of volume and disc next to title.

There also isn't any way to modify ReplayGain tags, but that is a really, really minor thing (especially since those are more easily modified in media players like Winamp or Foobar2000), so I doubt I'd worry about those.
by snakemeat at 2:25 PM EDT on September 22, 2013
I've updated in SVN for the "tagger" tag. Will look into the others when I can.
by peronmls at 8:52 PM EDT on September 29, 2013
Nevermind Snakemeat it works now. Don't know what I did wrong before buuuut reverb, tempo, etc options do not work for me. Any idea why?
Advanced Cutter Presets for some 3DS formats by soneek at 5:26 PM EST on February 6, 2014
With the recent availability of 3DS RAM dumps, I went and made some XMLs for the Advanced cutter for CSEQ, CWAV, and CSTM files. I'll do some more research on other formats later, but hopefully these will be useful to people. These XMLs would go in vgmtoolbox/plugins/AdvancedCuter.

3DS CSEQ
3DS CSTM
3DS CWAV
by peronmls at 11:07 PM EST on February 6, 2014
Can you make a batch converter? For the cwavs
by soneek at 5:09 AM EDT on September 7, 2014
Would it be possible to update the GENH creator? It mainly just needs a flag for little endian coefficients for Nintendo GameCube DSP 4-bit ADPCM. It would need to write the value "2" to 0x30. hcs added that support to VGMStream a little while ago when we were testing little endian DSP from 3DS streams.
by snakemeat at 9:59 AM EDT on September 9, 2014
I'll check it out when i get some time. On vacation right now. ;)
by snakemeat at 1:44 PM EDT on September 14, 2014
Would it be possible to update the GENH creator? It mainly just needs a flag for little endian coefficients for Nintendo GameCube DSP 4-bit ADPCM. It would need to write the value "2" to 0x30. hcs added that support to VGMStream a little while ago when we were testing little endian DSP from 3DS streams.

Added a drop down to the GENH creator to select Coefficient Type in accordance with the revised code. Haven't tested too much, but did a few comparisons amongst some NGC files using the old and new code and it seemed to work okay.

Please give it a try and let me know. You can find it here.
PSF Create Error by REI at 8:34 AM EDT on October 1, 2014
Hi there
An error has occurred, I was unable to create the PSF.
I will attach the file in question.
Regards.

sorry. bad English.

DropBox
PAM/PMF demux by Alpha23 at 11:11 AM EDT on October 1, 2014
Hi Snakemeat! Since the Atrac3+ plugin for foobar is finished, you should switch back from aa3 to at3 in your demuxers. aa3 can't be played with foobar - although I don't know if they are planning to add support. Does anybody have info regarding this?
unsupported BIK2 by Alpha23 at 7:20 AM EDT on October 6, 2014
Hi again! Some newer bik2 videos produce a memory error when trying to demux them. Here are some samples: http://w02zygzij9.1fichier.com/
by snakemeat at 11:26 AM EDT on October 6, 2014
Will look into AT3 when I get some time. Regarding BIK, the two files that fail have a new signature (at least new to me). Will check when I can.
by Alpha23 at 9:13 AM EDT on October 23, 2014
Thanks a lot for your work! Here are some other samples (The Evil Within): http://www.multiup.org/download/e41585cde1f6583153005c0b61bb28b2/bik2_samples.7z
by mikelus at 12:08 AM EDT on October 30, 2014
Hi Snakemeat! No any plans to upgrade VGMToolbox? Now utility retrieves only the video and audio from CRI USM video, but some files still have subtitles and cue points. Here is an example .usm from Batman Arkham City: https://yadi.sk/d/3ApXmghccP8nA
Header screen: http://i.imgur.com/j697c5Q.jpg
Submarine Tech Demo SDAT Error by Hiccup at 10:45 AM EST on December 12, 2014
The Submarine Tech Demo SDAT crashes r930 with this error:
http://pastebin.com/eq8skHsu


http://www.mediafire.com/download/u3oo3v94ayzj17w/submarine_tech_demo_sdat.sdat
by snakemeat at 7:23 PM EST on December 12, 2014
The Submarine Tech Demo SDAT crashes r930 with this error:

I've updated VGMToolbox to handle the demo. Looks like it may be missing some SDAT sections, but I should've been doing some better checking anyhow in my parsing routine.

You can grab r934 on Sourceforge.
by Hiccup at 12:36 AM EST on December 13, 2014
Thanks. Sourceforge doesn't work, but this mirror does:
http://ftp.jaist.ac.jp/pub/sourceforge/v/project/vg/vgmtoolbox/vgmtoolbox/VGMToolbox%20r934/vgmtoolbox_bin_r934.7z

----

The decompressed ARM9.bin (with the bit before the text 'SDAT' deleted) and the ROM work when using the .bin with Make 2SFs and NDSto2SF for the 'E3 2005 DS Download Station Submarine Tech Demo' (the ARM9.bin is uncompressed in this demo).

The decompressed ARM9.bin (again with the bit before the text 'SDAT' deleted) work when using the .bin with Make 2SFs and NDSto2SF for the 'DS Download Station 3 US Mario vs. Donkey Kong 2', but the NDSTo2SF does not work with the ROM, probably because the SDAT is iside the compressed ARM9.bin.

I don't know if you want to fix this, because people can just uncompress the ARM9.bin and delete the bit before 'SDAT', then rename it to SDAT or NDS depending on the vgmtoolbox tool used.

edited 8:47 AM EST December 13, 2014
by snakemeat at 6:48 PM EST on December 13, 2014
VGMToolbox has been updated, grab it at Sourceforge.

VGMToolbox r934 (2014-12-13)

-= NEW =-
Nothing to see here.

-= UPDATED =-
[XSF TAGGER] Add "tagger" tag.

[CHECKSUM GENERATOR] Streamline process and eliminate bug where files were unnecessarily being cast a VGMToolbox objects.

[HOOT AUDITOR] Update for multiple archives for a single set. For example, the recent MSX FMPAC set with two archives.

[SOURCE CODE] Updated source code solution to Visual Studio 2013 Express.
[7zip] Update 7-zip library.


-= FIXED =-
[2SF] Update SDAT parsing to perform better checks for missing sections for Submarine Tech Demo (NTR-NTRJ-JPN).


-= THANKS =-
Thanks to the veterans and newcomers, Merry Christmas.

Next Page
Go to Page 0 1 2 3

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