Mobile - Music by datschge at 2:34 PM EDT on June 17, 2017
Thought this might deserve its own thread and more exposure. On the one hand mobile games are low hanging fruits (especially the F2P ones) on the other hand mobile games are constantly disappearing, may that be due to losing compatibility or discontinuation of service. Especially the latter case most often leads to loss to digital nirvana.
The music definitely can be worth it, e.g. just check out the new SINoALICE by Yoko Taro/Keiichi Okabe of Nier fame.
I personally started by network sniffing as surprisingly many games (like discontinued Skylock, Valkyrie Anatomia, Valkyrie Connect) get data from servers that are also reachable with a browser. I moved on to Bluestacks to get file system access which is way more comfortable, though quite some games seem to detect that environment and just don't start, so I guess a real Android device which can be put in development mode only when required may be more suitable. I'd love a rip of Terra Battle (by Nobuo Uematsu), Heaven x Inferno (by Yuzo Koshiro), Star Ocean anamnesis etc.
Then there's formats and encryption. My impression so far is that most games use Ogg Vorbis or CRI (mostly HCA, but some ADX) along unidentified stuff. User furrybob posted a program to get the key for encrypted ADXs, user ssh managed to get keys for encrypted HCAs. Samples can be found in their respective APK (really zip) files, but never take an APK as complete. Nowadays they are only like installers that get most of the data at a later point.
Tool wise aside the obvious VGMToolbox I suggest UnityEX as extractor for diverse Unity files (which most mobile games appear to use).
Long story short, I hope more people look at that field. Plenty traditional VGM composers are active there so I'm sure there's good stuff to unearth. Also maybe some other sites and people already did work that can be brought together here?
Star Ocean anamnesis appears to use some tri-Ace specific container (starting with " CAA") which includes plain Ogg Vorbis starting at some later point, simply cutting it there makes it playable. Two untouched samples
Tales of Asteria is completed but unplayable. The files look headerless, I guess that is a case for genh? I think if somebody manages to make it playable it can be directly uploaded to joshw.info.
Heaven x Inferno uses SPK files with headers that start with "SLZ", maybe some compression container? Two untouched samples
Also let's hope those ogg files use some standard tool, otherwise there'll be no chance all of those nondescript ogg files can ever be decrypted.
Uploaded Sengoku Night Blood a couple days ago, it's already up, overall nice piano centered soundtrack.
Looking at mobile games with music by Hitoshi Sakimoto, what a wasteland... - SEGA did Chaos Dragon and The World End Eclipse, and both have service discontinued already. Anybody have full installs of these (not just APK, actual game data while those where still in service)? - Battle Charms/Little Noah uses Unity and the data seems to stay in the UnityCache. The _data in the directories fd79ab0a5e448742519304bca9def9fcf591b314 0cb5de5373ec18ce6e637af3ad420f91eb6f6c7a 9c0604aff2c82a2697174ddb0b5086a655d6e935 appear to contain music, but both UnityEx and AssetBundleExtractor fail to extract the content for me. - Memories of the Blue won't start in my Bluestacks...
Re: Unity - have you tried looking for FSB5, 'WAVEfmt' or 'vorbis' strings? You might luck out and the game uses standard files. You'd be missing filenames, sure, but that's not a huge issue... :)
Good call on FSB5, that's indeed found in there (though it seems to be combined with LAME/MP3 data, not Vorbis). But the issue is not whether the files are playable, but how to extract them from the container (which is the purpose of UnityEX and AssetBundleExtractor). UnityCache uses UnityFS container files that can potentially contain dozen to thousands of files, and I'd rather not have to cut all of them out manually even if that's somehow possible to do cleanly. =P
Onto mobile games with involvement by Yoko Shimomura...
Discontinued: - Demons' Score, service discontinued in 2014. Game was by Yoko Taro/iNiS with plenty known composers. Maybe Square Enix can relaunch it to more success with the current Yoko Taro craze. - Kishi to Dragon, service discontinued end of 2014. - Chronos Ring, service discontinued early last year. - V.D. Vanishment Day, service discontinued early this year. At least there's actually a soundtrack for that one.
I failed, somebody please take over: - Egglia, paid game. - Rise of Mana, won't start... - Bravely Gate, won't start... - Summons Board, won't start... - Himetame, starts but no way to proceed from title screen? - QLTON/Happy Ranch, starts but no way to proceed from title screen?
Some progress: - Clash of Panzers, ripped and uploaded. - Kurokishi to Shiro no Maou, ripped and uploaded. - Tagatame/Dare ga tame no Alchemist/For Whom the Alchemist Exists, obfuscated cri stuff, needs matching awb/acb pairs. I think it's all ripped, but I'd prefer non-random file names. Anybody knows if the ACB files contain some info (like MD5 hash or something) that helps finding the matching AWB? If not I'll upload the set as is.
Btw. @Knurek - Feel free to delete the old sets of Valkyrie Crusade and Samurai Empire. The new ones supersede them.
That's quite the brute force approach. Since the containers include other file types as well there's bound to be quite some dead wood at the tail ends of the output. Is there are format parser/player capable of cutting unnecessary data at the end of streams? Will check playtimes and file sizes, crosscheck that with the file table in the containers, and upload the result... Edit: Looks like vgmstream/foobar refuses to detect/play an fsb with mixed data anyway. Wish I could get the info at what address the data starts mixing/gets invalid...
From my experience with Unity + FMOD games, they always have music in a separate resource file(s) that only contain the music, so the dead data has not been an issue yet.
You haven't experienced UnityCache yet then. It's used in all Unity mobile games nowadays.
Edit: I suppose having to manually touch up 10 files out of 108 is alright, if those can be easily resolved. Though some of the broken files actually seem fine by the look of them. Does the FSB5 header set file length and/or checksum?
Edit2: deleting unwanted sfx to the rescue, only one file left to fix. =P
Edit3: Uploading set. The broken file in question is now a short jingle. If somebody wants to take a look and try to make it into a longer piece that it may or may not be, give it a try.
The Star Ocean files from Android use some form of IMA it seems, but it hasn't been completely figured out yet. I'm guessing the samples uploaded here are from the base IPA. If we can get the rest of the AAC files from a jailbroken system after downloading the game data, we should be okay to go.
See here regarding SLZ files from Heaven x Inferno.
Should mobile game rips have any special tagging? You know, to know which version the rip is from since some games get music added constantly through updates. Or will they just be rips of whatever is in the base game?
@McStoat - Yes, we absolutely should keep info about game versions as well as outline what's covered how (since most mobile games load additional data at different points, some even completely on demand). But right now there is no good place for storing said info. I plan to extend vgm.hcs64.com with tagging/notes capability which I'll use for this purpose.
It looks like the service has ended for Heaven x Inferno, so we won't be able to download any game data for it unfortunately. We're stuck with the base APK/IPA songs as source material.
Pretty much all APK files of modern games are little more than glorified installers that load the vast remaining data on first run (some few like Valkyrie Connect even do it completely on demand during playing). Just looking at the content of APK archives usually yields little more than maybe the title music etc. This is why it's important to install and run them while they are still in service.
Unfortunately Sonic Forces crashes my BlueStacks on Mac during loading so I can't help out with this.
Btw. for me apkpure was vastly faster than mediafire so you could link to that instead rehosting. Even better would be posting the unique game id (in this case com.sega.sprint).
edited 11:24 AM EDT September 14, 2017
by abuse of circ at 1:18 PM EDT on September 14, 2017
Is it common for games to contain lists of the music/files to be downloaded, like the csv mentioned to exist in Dandy Dungeon, or is it more of a case-by-case thing?
Case by case. Lately games don't even make single HTTP requests for files anymore but transfer everything through one single TLS connection, so such lists won't help anymore (not to speak of e.g. Unity heavy obfuscation through its file cache etc.).
Sonic Mania OST is out for anyone interested ;-) rutracker has it
by RebeccaSugar at 11:36 PM EDT on September 14, 2017
So is it the official one, or another rip? ' Oh, apparently it's the official rip. Which is Vinyl, without the custom endings for some reason...? It's warmer sounding compared to the official soundtrack as well, which is expected of a vinyl, but it came out nearly a month earlier than the official date, it's been online since the 5th while the official comes out in the 22nd? Something is fishy here.
edited 12:56 AM EDT September 15, 2017
by MurraySkull at 7:29 AM EDT on September 18, 2017
About Sonic Forces Speed Battle: I have determined that the music tracks are in scenes_preboot: http://www.mediafire.com/file/yygm776n4ne90wr/Preboot.unity3d You can see in this uncompressed file two FSB5 headers.
However, when I try to extract with fsbext, this is the result: http://www.mediafire.com/file/0456qabn7026ol7/Sonic_Forces_Speed_Battle_FSB5.zip
Good work. Actually 2 FSB5 music tracks are in there :-)..Oh and 1 nice background picture. At least it is 48Khz audio but 60-70 ish kbps vorbis...aaargh 2 x FSBs
I figured how to treat these files especially ones with Unity FS header (UnityFS.....5.x.x.5.6) , was to treat the unity3d files as a "bundle" Using Unity Studio I extracted using the "extract bundle" option on your unity3d file and it exports 11 Files. Then run again the extracted files with Unity Studio and you can see the 2 audio FSB tracks amongst other stuf..
I had to use this method for quite a few Android games recently.
Hope you can do the rest . Cheers
edited 10:14 AM EDT September 18, 2017
edited 10:36 PM EDT September 18, 2017
by Vector Harbor at 3:35 PM EDT on September 18, 2017
For some reason, i can't access to marcusss links. Can someone make a mirror of it please ?
I suggest to back up the music here : https://vgm.hcs64.com/
No problem. Good to see some FSB5 songs actually contain loop info.
edited 9:48 PM EDT September 18, 2017
by MurraySkull at 12:28 AM EDT on September 29, 2017
Here's the update for Super Mario Run: https://www.mediafire.com/file/44tzoa330qayuz5/Super%20Mario%20Run%20updated.zip Still can't play them, seem to be headerless vorbis.
by Vector Harbor at 12:03 PM EDT on September 29, 2017
I think you should try the method that marcuss did for sonic forces.
Regarding Super Mario Run: "It can be anything from a fixed key xor starting with the bytes 0x8a 0xec 0xb3 0xa2 to a xor with incremental pseudo number generator. You can verify the first idea by searching those 4 bytes in the executable of the game. I don't know why there is a 32bit size value at the beginning at the file and what are all those bytes after at the end of the file"
Something else: "They seem to be encrypted with AES keys. There's functions like DeALSetting$$get_OggEncryptionAesKey and AssetBundleSetting$$get_SimpleEncryptionKey, as for where to find these keys, I still don't know."
Here are a few games that haven't been ripped (I'm wondering if ripping them is possible):
Terra Battle (mentioned in OP) - main composer Nobuo Uematsu, guest composers like Mitsuda, Shimomura and Sakimoto Terra Battle 2 (released just a while ago) - main composer Uematsu Granblue Fantasy - Nobuo Uematsu, Tsutomu Narita (http://gbf-wiki.com/index.php?BGM - lots of tracks, mostly unreleased) Justice Monsters Five - many composers, discontinued, based on FFXV minigame
Star Ocean anamnesis by soneek at 12:29 AM EST on December 27, 2017
Good news. For some reason, the Android version of the game switched from using that IMA-like stuff to using Vorbis. I added support to vgmstream, and the latest music from the game will be on JoshW's site soon.
by mariofan12ify at 1:34 AM EST on December 27, 2017
Been a while since I asked this, so any updates on decrypting Super Mario Run?
by mariofan12ify at 7:29 AM EST on February 18, 2018
I know this tread is kind of old, but is there any news on Super Mario Run being decrypted yet?
by MurraySkull at 6:10 AM EST on February 19, 2018
I also want to know this.
I am continuing to ask over at ZenHax: http://zenhax.com/viewtopic.php?f=6&t=5038
I have also made a topic over at XeNTaX as well: http://forum.xentax.com/viewtopic.php?f=17&t=17721
If only I knew how to use IDA properly and read assembly. Strangely enough, there are 3 or 4 sets of the music but none of them have matching data although the sizes are the same. This is probably not some simple-xor but maybe AES crypto.
AES encryption is not easily crackable, especially if there aren’t any exploits to vulnerabilities found in other components that connect to the crypto.
May be worth noting unripped mobile games that are announced to stop service soon so that data can be preserved before that point.
- Nintendo's Miitomo will close on May 9th.
marcusss, since you do a lot of mobile game rips, would you mind outlining your setup for ripping so that others can learn from you? Personally I'm especially interested in how you get access to the data of iOS games.
Actually these days I have no time so the best way is to download the .ipa images which are the iphone and ipad game images much like .apk or mac os ones which are the usual .dmg files. Usually you can unpack and explore them with 7zip or poweriso since most use zlib or similar compression.
The games are easier to rip as the music is usually in the main directory and usually mp3,caf or aac but also fsb ogg when using unity.. they do ha e their own archive formats which can be hard to figure out or encrypted but even archives with odd extensions can regularly use zip compression or if you cannot open the file you can extract with those typical common audio format extractor programs like Raviolli Tools e.g.
Games on iOS using Unity never uses split archives like Android does like .split1 .split2 etc.. so less stressful ;)
The easiest way to rip games is just to grab the .ipa files from online..from many russian websites or.easier ones like 4pda, iphonecake etc . Some links can all be broken for certain games so you may need to hunt endlessly for them but when finally a link works it feels good. Hah.
Anyway that is what I do these days. The hardest part is finding certain games as they can be rare.
Finally the archives that are .pak .iso etc can bs anything like pc archives as a few games I haven't been able to rip. The files are online so would be good if others want to rip too
I've tried ripping UNO (for iOS) with success, but the audio files are MSD, which foobar doesn't support. Here are the files for anyone who knows anything about this: https://www.sendspace.com/file/miacam
(Long shot but) does anyone happen to have the old click-wheel iPod version of UNO? I remember the files being MP3 but for whatever reason I never saved a copy of them.
Regarding the iPod version: if you connect your click-wheel iPod to iTunes with the same account UNO was purchased on, there should be an option to redownload it under "Games".
Once you do that, you should have a ".ipg" file, which is just a renamed standard zip file.
Inside should be the music assets!
EDIT: Listening to the music, it's identical to the WiiWare, XBOX 360, PSP and DSi versions, so I wouldn't be surprised if the iPod version just used the same music.
@simonmkwii Well thanks a bunch! ̶̶̶H̶̶̶o̶̶̶w̶̶̶'̶̶̶d̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶g̶̶̶e̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶m̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶w̶̶̶o̶̶̶r̶̶̶k̶̶̶? Had tried changing the file extension to MP3 but not M4A :D
Also for the click-wheel version I lost my iPod years ago, but they got rid of click-wheel games from iTunes at least like 5 years ago and they got rid of the option to redownload them as well. I've found multiple dumps of many click-wheel games but UNO never ends up being one of them. (Though thankfully Peggle was, and for some reason is higher quality than the iOS and Android version (Willing to upload as well)).
Any info on a download of UNO would be greatly appreciated.
Regarding Peggle, I have the files from both the iOS and click-wheel version. The click-wheel ones are 192kbps while the iOS ones are 128kbps. This is why I'm wondering if UNO's the same.
Lastly, I'm trying to extract the game's launch icons, which are PNGs, but they only come up as black pictures. The ingame buttons are PNG as well but they extract just fine.
So I finally dug through the mobile archive and didn't see Bejeweled (3), Peggle Classic, Plants vs. Zombies or UNO there. I've got all of those for iOS but I've never uploaded to this site yet for the archives so I'm not sure how to do it exactly.
Regarding the click-wheel games (like Peggle, I have both the click-wheel and iOS versions), should those be uploaded (knowing it's an incredibly small amount of games that are completely out of circulation), and if so, to the mobile archive or its own section? (Assuming anyone cares enough in the first place :D )
Actually I've got another game. Super Soviet Missile Mastar. The files are IMA4 though and I've tried changing them to various extensions with no success.
@MoldyPond : As far as I have seen, qt ima4 is not supported in vgmstream yet whether it is .wav .caf etc.. but it works with vlc or a decent media player as I have ripped a few games using that codec or even some use alac too that don't work.
Anyway enjoy ripping.
You can find lots of games on iphonecake or 4pda sites (lots more but are russian mainly. Lol), so maybe check there as well but it never hurts to rip something yourself as well. You will find images to be .ipa or .dmg normally
Asphalt 9 came out but is a bit of a pain to rip. Older ones are more than welcome
Some good ios shooter music you might like.
Quantum Revenge Star Horizon Walking Mars Morphite Operation Dracula No Gravity Subdivision Infinity Robot Tsunami Meltdown
Btw, Super Soviet is a mobile port of the flash port of a minigame from Alien Hominid. The results music is what eventually became the Cyanide & Happiness theme.
@marcusss You said you were checking the other versions of UNO? Were you able to check the PS3 version? I ripped the WiiWare version and it looks like it didn't have the 3 bonus backgrounds you can unlock so only the iOS version has the extra files. Just wondering if the PS3 does or doesn't have them either.
Hi MoldyPond. I don't have the game but the ps3 ver. can easily be downloaded but I have lots of things before that but can take a look at it at some stage if someone else doesn't already.
Honestly the only reason I'd like to know is because I can't find a single video that shows changing the backgrounds in it. There's a 99% chance it'll be exactly the same as the Wii version though.
@marcusss I just remembered that the Klondike card game built into the click-wheel iPods had a pretty jazzin' song https://youtu.be/g0FxieTKG1M https://soundcloud.com/rushing-ent/stuart-dubey-aces-wild
I honestly can't remember if plugging the iPod into a computer allows you to view the contents of the built in games without hacking of any sort, but would it be possible for you to check it out at some point?
I tried the iOS IPA and I can't access the actual files for some reason. Tried the Android APK but there's a million files with no extension that don't play in foobar so I'm out of ideas.
Looked into Puzzle Fighter - seems the music is in multiple files in the SD Card cache, and has the header (multiple in the case of arcade_audio) of RIFF FEV FMT
Here are a couple of samples: http://www.mediafire.com/file/843yt311cl4pa1c/Puzzle%20Fighter.zip
Files are in Unity fs format. Using script or unity studio you can decompress it and then open again in studio or your fav unity audio extractor to extract.
So I dunno if I should ask here or what, but Cookie Run is a mobile game (series), and since I've figured out the .fsbs, I figured I could dump my resources and ask for help.
https://www.dropbox.com/sh/rwic7xmxgd67mbw/AABUCGY6opKHaSJvG2UpP_fda?dl=0 contains all of the sounds from the most recent versions of Kakao/Line Cookie Run and Cookie Run: Ovenbreak. I do intend on adding not only files from Ovenbreak and Ovenbreak 2, but the .oggs found in earlier iterations of Cookie Run. (Keep in mind the Cookie Run files currently aren't super organized, I'm planning on getting to that.)
Now, for my question: Ovenbreak does use .mp3s encrypted/stored in .fsbs for sound effects, but handles background music through .midis that seem to be...encrypted? In some way? I'm not sure. I looked at one in a hex editor and didn't see anything immediately identifying it as another kind of file, though I will admit I didn't copy/paste/research/blah blah. The soundfonts I've got both in .sf2 and .dls--in the APK itself, the .dls is disguised as a unique .crb.
The soundfonts: https://mega.nz/#!CwthiD5J!6CEWavFZUkqisI2SDPTOYtUyxzk_3TaqhyU0Gsh5w9w (I can post them in .dls if wanted) The BGM: https://www.dropbox.com/sh/znwmi2qztlrce1w/AADg2qc3Vv--hOeLsN4dP1r_a?dl=0
Cookie Run's sound stuff in general is really great, so it'd be nice to recreate the Ovenbreak BGM however possible. All the rips on youtube are just poor recordings of game audio.
EDIT: Whoops, posted the wrong link for the BGM. Sorry.
Capcom's Puzzle Fighter (jp.co.capcom.smash.retail) is being discontinued on July 31. Neat (Unity based) game with some nice music. The app was already removed from the store, but installing the APK still works fine right now.
by Vector Harbor at 12:18 PM EDT on September 28, 2018
It is possible to get the music from Dragalia Lost ? It got some pretty good music there.
Well, here is the opening, if you can figure out how to play it: http://www.mediafire.com/file/aaz9wi2sblf453q/Dragalia_Lost_opening.zip/file
As for the rest, it is in the cache somewhere, but trying to find it is another matter! http://www.mediafire.com/file/egsj4pojue28ag1/Dragalia_Lost_cache.zip/file