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by punk7890-2 at 6:33 AM EST on January 21, 2018
Thanks furrybob+bnnm. Latest adxs for that game work fine now. I'll upload the set soon.
by furrybob at 10:45 AM EST on January 21, 2018
@punk7890-2
If you're ripping the files from the game ISO, could you post the game's executable too? Should be named something similar to SLPS_xxx.xx

@bnnm
That's odd about the compiler issues. Is that the only known issue, or are there others as well?
by bnnm at 12:27 PM EST on January 21, 2018
@furrybob - Oh, compiler is fine. test.exe MSVC vs GCC have the same speed and all. Rather, MSVC builds enable maiatrac3plus for ATRAC3plus and fdk-aac/qaac for AAC, while my builds don't (compatibility is the same, they use FFmpeg instead).

I don't know much about fdk-aac/qaac, but IIRC maiat3p was a gross decompilation of Sony's decoder (Sonicstage?) passed as "open source".

When enabled, vgmstream's maiat3p decoder + .AT3 can't do encoder delay and on a quick glance fixing that required redoing much (due to corner cases and stuff), so I just disabled it in my builds (since kode54 handles DLLs I didn't want to downright delete it). Then again I don't think most people care about ~1000 samples being off (looping is fine, just the encoder delay isn't correctly skipped).

On the other hand maiat3p's decoding accuracy is higher than FFmpeg's, given it's stolen code and all.

Also, I think MSVC+Winamp can't enable unicode (for dual files) as some extra things need to be fixed, GCC/MingW is more permissive.
by Ultrafighter at 12:28 PM EST on January 21, 2018
@Bnnm: I really appreciate your work on those PCM RWS files so thanks again mate, it was also a very pleasant surprise to find both newer versions of plugin available already (with FB2K it might take some days for an update to appear on site, this time it was super fast)!

BTW are video samples allowed here? I've probably run into some totally unknown codec on a last-gen console and would be grateful to you for inspection of such movies (to help me figure out this: can they be slightly changed variants of well-known video types, do they appear to have any audio in them and if yes can demuxer script be written, etc.).
I'm talking about PS2 IPU files, I encountered them in one (or two?) SmackDown installments but don't have examples at hand ATM. Of course they can be re-obtained though if they're needed for research, you just tell me if you want to look into 'em.

Best regards!
by punk7890-2 at 1:41 AM EST on January 22, 2018
@furrybob SLPM + other (maybe) relevant files.

@Ultrafighter you could give this tool a try, but it doesn't always work on some IPU files.
by Ultrafighter at 3:34 AM EST on January 22, 2018
@Punk7890-2: I'll grab that tool ASAP and test it on my IPUs, thanks for nudging me in the right direction!
It's not very promising to discover from PSX-Scene forum that *.IPU vids aren't supposed to have any audio within movie files themselves... Just when I thought it'll be all over pretty soon it seems that I'll have to search for FMV sound somewhere else!

@Bnnm: I came across one EA video I couldn't demultiplex with all 3 configs (in your EA SCHl/1SNH video demuxer), would you like to have a look? It's apparently that 4 second EA Sports logo but still... shouldn't it be checked out if only for science?

Later!
by punk7890-2 at 3:56 AM EST on January 22, 2018
Ah right. I forgot that tool probably won't extract audio even if it does work. The IPUs in Shin Megami Tensei Digital Devil Saga have video + audio and don't work with it.
by furrybob at 10:12 AM EST on January 22, 2018
@punk7890-2
Thanks! The keystring used for encrypting the game's ADX files is "SONMYOJI"

BTW, if you rip any games using ADX type-8 encryption (Vgmstream will say so when running it from the command line or in foobar2000) upload the main executable for the game. VGAudioTools can use it to retrieve the keystring used for encryption.
by bnnm at 1:52 PM EST on January 22, 2018
@Ultrafighter - feel free to post vids, demuxing them can be pretty hard tho.
by Ultrafighter at 2:28 PM EST on January 22, 2018
An assortment of IPUs from Destruction derby: Arenas & EAS.TGQ from Superbike 2000 for PC.
Later!
by bnnm at 6:37 PM EST on January 22, 2018
@Ultrafighter - those IPUs I think are video only, too small and no PCM or PS-ADPCM I could see, and I don't think the format would accept other codecs.

EAS.TGQ demuxes fine (endian config 0) but don't play in vgmstream due to a bug I'll next time. Amazing how many corner cases those EA formats have, damn jerks.
by Ultrafighter at 7:03 PM EST on January 22, 2018
Thanks for replying so soon! Alright then, I'll simply upload my SBK set with that currently unplayable track in it and tag it as "support coming" or something.
So long!
by bxaimc at 8:33 PM EST on January 22, 2018
I think IPUs have a separate IPS file for sound if it’s external. I think Xenosaga has this setup too.

edited 8:34 PM EST January 22, 2018
by Ultrafighter at 9:41 PM EST on January 22, 2018
There's something familiar about those IPS files, maybe I've encountered them too in Smackdown! Just bring it (or maybe also Here comes the pain). My curiosity begins to grow, it's possible I'll recheck both VGs if only to know that their IPUs are similar to Destruction derby ones...
by Ultrafighter at 2:55 PM EST on January 24, 2018
Good day Bnnm, how are you? As you guessed I'm here with more example files and I hope I'm not too persistent ITT or even borderline embarrassing with all these sound and now movie samples here... As you remember there's never any rush to get those streams or vids figured out but it'd be great if it's ultimately done.
I'm probably giving too much attention to overly obscure and well-forgotten old games but it's still better to have sets for them in VGM archives, don't you agree? These rips should be done if only for completeness's sake and I believe you'll try and help me make them as complete as possible.

So I started reripping EA Sports Supercross 2000 but this time I wasn't content with just finding some BGM & leaving, I looked for movies and apparently found them judging by file sizes & names. I upped them all here, all 4 presumed videos have "VLC0" codec identifier (if bytes at file start mean this) & I suppose some audio is contained within those WVE files (may repeated "au00" actually suggest that?).
Long story short: I'll appreciate your input on the subject matter and I'm eager to hear about any discoveries you can come up with; good luck in grasping this movie format!

While checking out SFX & VO from Unreal championship I found out that supposedly there's a bug with 8-bit PCM inside single-track XWBs: they play with lots of loud static, sometimes actual sound is barely audible behind the wall of nasty noise. I uploaded all initial banks which give out such an error plus a few 1-stream XWBs & PCM WAVs outputted by UnXWB: it should save you some time searching for specific faulty tracks.
I'm almost sure this isn't too hard to fix in VGMstream, I'm just wondering if it's game-specific or not...

All the best!
by marcusss at 11:30 PM EST on January 24, 2018
@bnnm

I have agame that uses webm for video and inside the container is vorbis (A_VORBIS) but so far have been unable to rip the audio via VGMTB and other means. Is there a way to extract it properly ? When I use AVI demux it copies the vorbis audio but is gibberish and ogg doesn't play..

The audio plays fine as webm in vgmstream but of course I don't want to include the video in the file as well (as it is double the size or so), so hope to only include audio in the gamer release.

Example

Cheer!
by bnnm at 3:11 PM EST on January 25, 2018
@marcusss - use FFmpeg:
ffmpeg.exe -i %%x -vn -acodec copy %%x.webm

@Ultrafighter - XWB PCM8 I'll fix. Videos use EA-XA for audio, I'll see if can be added.
by Ultrafighter at 1:30 AM EST on January 26, 2018
@Bnnm - it's great to hear that WVE vids aren't so mysterious & incomprehensible as I thought! I've encountered twice more movies of this kind in another game so that I can post even more samples if needed, they don't simply have the same extension but also look similar in hex.
Goodbye!

Edit: An SS2 track played with audio glitches in VGMstream for both FB2K & XMPlay but perfectly fine in Cube Media Player 2 (!). I included original PSS movie too in case it's demuxing bug.

edited 4:43 AM EST January 26, 2018
by bxaimc at 2:46 AM EST on January 27, 2018
@bnnm, ok SitRep. Final Fantasy XV uses multiple codecs. ATRAC9 for songs from other games with a “sabf” magic coating, no RIFF. HCA for the main BGM wrapped in a “mabf” coating, HCA header retained and some songs are 6 channel which is always a plus. Additionally, some of the MAB files contain more than 1 HCA stream, so searching for sub songs might be necessary like in SCD. I’ll upload samples later.

EDIT: here they are: FFXVOrbisSAB-MAB.7z

edited 3:20 AM EST January 27, 2018
by Ultrafighter at 9:42 AM EST on January 27, 2018
Hi Bnnm, there's quite a problem to report this time. I've just found out that most DC sets with STR files became unplayable, this includes Fighting force 2 & Red dog - Superior firepower, Slave zero and Test drive - Le Mans but surprisingly not Evil dead - Hail to the king which is identified as Yamaha AICA 4-bit ADPCM and plays fine. All 4 sets I mentioned play with lots of static though, can it be fixed in the next update?
Thanks in advance and bye!
by bnnm at 10:40 AM EST on January 27, 2018
@bxaimc - sabf huh, what a coincidence I had it mostly ready. Don't remove SAB/MAB headers even if internal data looks standard though, values (sample rate, loops etc) can be different.

@Ultrafighter - I'll fix them STRs.
More WVE samples always help, but please post the name of the games, I hate working blind.
SS2/ADS can't fix as I can't test until I find bunch of games actually using the format (not transmogrified), it's so patchy and easy to break.
by Nisto at 11:57 AM EST on January 27, 2018
@Ultrafighter: Based on the SShd header, there appears to be some bytes missing (unless it's common that SShd headers mismatch with the actual size?). I demuxed it using a custom Python script and checked how many non-video bytes (non-0x000001Ex streams) were skipped (padding streams, pack headers and system headers), and it seems that even then, the size doesn't add up to the expected SS2 size.

Are you sure the PSS file is extracted properly and not corrupted to begin with?

But you're right, vgmstream kinda should still be able to play it. The problem is that it ends on a boundary that's not a multiple of the interleave block size I think. If you GENH the SS2 file with these settings, it plays just fine:

File Format: PCM RAW (Little Endian)
Header Skip: 0x28
Channels: 2
Frequency: 48000
Interleave: 0x200
by mauzer at 11:58 AM EST on January 27, 2018
Hi folks! About wve videos, there is converter https://www.wcnews.com/wcpedia/PSX_Video_Extraction_Tool
but works fine only on psx wing commander III, because other audiocodec.
About other games with wve it's:
Road Rash 3D
Road Rash Jailbreak
Nascar thunder 2003, 2002, 2004
Nascar 98, 99, 2000, 2001
Knockout Kings 2001.

Sorry, don't have samples.
by Ultrafighter at 3:20 PM EST on January 27, 2018
@Bnnm: Waiting for return of DreamCast STR support then. I rarely listen to DC sets and the last one was many years ago; I discovered the issue when I decided to try out scores from both Fighting force games and couldn't play a single stream outta JoshW set for sequel.
Here're new samples: 3/8 brand new WVEs from EA Sports Supercross (not Supercross 2000, this installment might actually be called Supercross 2001) and 4/4 XBox stereo IMA streams inside FSBs. The latter played with lots of static but I still managed to check out their contents (converting tracks with towav.exe). Still playback of 1:1 streams in their original containers would be better.

@Nisto: To tell you the truth I don't know if that initial PSS file was extracted properly or not and I cannot guarantee that it did not get corrupted in the process. There're so many possibilities here: my good old Total commander (the build I'm using is more than 4 years old but somehow I haven't thought about updating it yet) might be acting weird without me knowing a thing about it, free DAEMON Tools Lite might have bugs here & there or, most importantly, my main 8 or 9 year old HDD is slowly beginning to fall to pieces. You've completed quite a thorough research but root of the trouble might be elsewhere I'm afraid...
I guess I owe you some recheck as well: should I try extracting that specific movie to another hard drive or maybe even flash one? Do I need to copy this exact PSS with VGMToolBox's ISO Extractor or probably more specialized program like ISO Buster? Your advice regarding this should be most appreciated.

@Mauzer: NASCAR has always been EA's franchise and now I can add both Supercross installments for PSX; maybe Superbike 2000 also uses WVE although PC port utilized TGQ which is demuxable already.

So long guys!
by bnnm at 3:42 AM EST on January 28, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add Switch .nop (by furrybob)
- Add SQEX SAB/MAB (MPEG/ATRAC9/HCA/MSADPCM) [DQ Builders, FF XV]
- Add Starbreeze XWC (MPEG/XMA/OGG) [Riddick Dark Athena, Syndicate]
- Add Koei Tecmo ATL3 subfiles [One Piece Pirate Warriors (PS3)]
- Add Nippon Ichi SPS subfiles [ClaDun (PSP)]
- Add Media.Vision ATX subfiles (decrypted) [Shining Blade (PSP)]
- Add HCA key
- Adjust raw XA detection for some DC STR
- Fix SCHl EA-XA v1 mono [Supercross 2000 videos]
- Fix XWB PCM8 [Unreal Championship (Xbox)]
- Fix some FSB IMA [Dead to Rights 2 (Xbox)]
- Fix bitrate for subsongs and add to info
- (dev) more STREAMFILEs for custom IO
- (dev) tweak BGW decryption

SAB/MABs are very similar to SCD (with a dash of AKB) so chances are more codecs will be found.

Subfile stuff is basically a proof of concept/viability test, they shouldn't be different vs extracted files, but it's nice to have as-is.
by mariofan12ify at 4:00 AM EST on January 28, 2018
Is foobar down? Nothing will update on it.
EDIT: Never mind, just had to wait for it to work.

edited 4:18 AM EST January 28, 2018
by bxaimc at 2:13 PM EST on January 28, 2018
@bnnm: you mind checking out Minecraft (PS4) on joshw. Bink Audio variant maybe? Thanks.
by AnonRunzes at 4:20 PM EST on January 28, 2018
http://zenhax.com/viewtopic.php?f=6&t=7231
uhh...
by marcusss at 5:13 PM EST on January 28, 2018
Thanks for the update, bnnm and new vgm batch, bxaimc.

There are so many goodies this batch !

Lots of Racing game music too I can see. Will be great

Mark

edited 5:14 PM EST January 28, 2018

edited 5:15 PM EST January 28, 2018
by AnonRunzes at 8:46 AM EST on January 29, 2018
so, i decided to write a .bms script that simply "reads" Grandia(PS1/SATURN)'s .IDX/.STZ format. it's not actually useful for anything else yet(you have to use quickbms' debugging feature through the -V parameter if you're executing this one through command-line stuff), so take this with a grain of salt.
idx_stz.bms

edited 8:48 AM EST January 29, 2018
by Ultrafighter at 10:17 AM EST on January 29, 2018
Big thanks for this update Bnnm, I can't describe how happy I am because there're so many fixes and additions I had been waiting for! If only those *.bcwav streams from F1 2011 for 3DS were added I'd be even merrier... BTW is there any progress on those pesky files?

I've got a new pack of samples and would like you to look into them if it's not too much to ask. There're all BGMs from EA Sports Supercross for PSX & a bigfile from Superbike 2000 (PS version).
The former may be easy to add/update since there's similar format already implemented into VGMstream (STRs from here). Future cop's tracks have the same header as Supercross songs but the latter won't play properly even after renamed to *.STR (only the very 1st 3-second segment will play). My assumption is that Supercross's BGMs basically use the same audio format as Future cop but there're still some minor differences which prevent tracks from playing (actually there're multiple "MGAV" strings throughout Future cop - L.A.P.D. *.STR files too, it might indicate that those are segmented too but they can be played back fine, not just first segment of a composition).
All in all it'd be nice to have EA Sports Supercross variant of that sound format supported (if it's not too much of a hassle to figure out & add), I guess it can even be added with new extension introduced to VGMStream (AV instead of STR) but of course it's up to you to decide.

That huge audio-only (?) archive from Superbike 2000 should be checked for more music than mere 7 XA streams which VGMT's CD-XA extractor found inside (bigfile size is 129 MB but those *.xa tracks are less than 90 MB in total). It looks like the tool didn't even find all menu themes from the game plus (keeping tracklist on PC port in mind) there should also be at least 1 podium track.
That's why I'd like to ask you to double-check that sound bank and possibly make an unpacking script if there're indeed additional BGMs there. I think that this small yet nice videogame score deserves such thorough research and our VGM archives would only benefit from addition of more complete set.
Oh and can also video files from the title be inspected too? VGMTB found a playable XA file in each of those but can I be sure that demuxing process (if that's what really happened after I drag-and-dropped STRs into VGMToolBox) finished without any errors (or it was made correctly to begin with)? Well maybe I'm making wild guesses and behave like a total amateur in PSX VGM ripping, probably it's the right way to do things when working with this platform but I'm still unsure. Long story short any assistance with this VG would be really appreciated.

Later!
PS. The 2nd link doesn't work so just look for "Future cop" here. Sorry for inconvenience.

edited 10:20 AM EST January 29, 2018

edited 9:35 PM EST January 29, 2018
by kode54 at 8:05 PM EST on January 29, 2018
You could edit your link if you still have time. Remember that brackets and parentheses are invalid in URLs, and must be converted to percent ASCII escapes. %5b and %5d for brackets, %28 and %29 for parentheses.

E: Blame stupid browsers for unescaping them when copying the links or displaying them in the address bar, where there isn't a BBcode parser turning the first close bracket it sees ] into the end of a BBcode tag.

edited 8:06 PM EST January 29, 2018
by marcusss at 11:35 PM EST on January 29, 2018
BTW bnnm, I ripped Broken Age (iOS) and left the game's large FSB files intact like people usually do but some games I prefer to split the FSB if it contains effects etc..

The problem is is this game has a weird header..No known FSB header although still plays fine in vgmstream.. I just wish some program could split it as none of the current tools would split it for me. It uses FSB5 container with XBOX IMA codec inside according to vgmstream.

Figured it might be of interest to you..

EXAMPLE

Regards

Mark

edited 11:56 PM EST January 29, 2018
by bnnm at 2:20 PM EST on January 30, 2018
@bxaimc - "Bink Audio", derived from Bink Video's audio (urg) I believe. Also in Titanfall and some Scribblenauts PC. Not the easiest thing to support so check the PS3 set for a decoder exe meanwhile.

@Ultrafighter - Ok I'll see what I can do.

@marcusss - Decrypt with fsbext or guessfsb first, key: DFm3t4lFTW
by AnonRunzes at 7:55 PM EST on January 30, 2018
so, i made a update of my idx_stz.bms script that actually "reads" both values through the getbits "command". in my opinion, getbits is more reliable as a command than the "get" command since you can set the bits you want to cover your variable with depending on the situation.

anyway, here's the update...
idx_stz.bms

if anyone wants to add support to this "format", let me know.

edited 7:57 PM EST January 30, 2018
by marcusss at 8:57 PM EST on January 30, 2018
@bnnm : sorry, forgot.vgmstream now decrypts doesn't it? Well I might split the file and reupload it then. Sorry for the silly question. Even I have decrypted using that key before. Aha forgot about that one.

Oh yeah with some recent.games that are unity.they crash upon loading up in those extractor programs. Probably a newer version than supported..but a couple have webm mentioned in the header in some sections so I wonder are they integrating webm now in fsb5? Hmm

Will try to get some samples mthe problem is the resource files contain webm, and so the extractors crash so I guess I can point it out to the author of those programs.
edited 9:00 PM EST January 30, 2018

edited 9:02 PM EST January 30, 2018
by rebooter23 at 7:18 PM EST on February 1, 2018
Hey guys, what is it with some Bfstms in the BOTW OST, they won’t loop properly for example the Rito Village Theme. Is this a vgmstream issue?
by bxaimc at 7:33 PM EST on February 1, 2018
Which one? Switch or Wii U? What’s the filename?
by rebooter23 at 7:36 PM EST on February 1, 2018
Take BGM_Spot_NewKoroguForest_Allday.bfstm for example. It’s on both Switch an WiiU not loopable.
by marcusss at 10:33 AM EST on February 2, 2018
Could someone kindly decode this FSB for me as I had no luck so far. Cheers

FSB5 sample Mac OS X Game

Thx

edited 10:33 AM EST February 2, 2018
by bnnm at 10:06 AM EST on February 4, 2018
@Ultrafighter - smaller Superbike XAs seem correct as the file has video chunks too. Try the different options in VGMT, or maybe you could try another XA .bms extractor I think I saw somewhere in xentax. Also dont forget to check CD tracks. MGAVs I'm working on it as it's trickier than expected, same thing used in Freekstyle.

@marcusss - Unplayable FADPCM.

@rebooter23 - The file is divided into multiple regions, but currently plays all at once. I think it could be changed to play as subsongs but not sure how other games would be affected.


edited 10:18 AM EST February 4, 2018
by AnonRunzes at 5:05 PM EST on February 4, 2018
http://zenhax.com/viewtopic.php?f=6&t=7350
yet another zenhax thread about some FSB "file"... and mygoshi wants to "convert" these FSB files into GENH.
by bxaimc at 5:33 PM EST on February 4, 2018
cough GENH was created here. Why is he asking over there?
by marcusss at 5:35 PM EST on February 4, 2018
Thanks bnnm.. I was afraid to find out it was unplayable.. Doh ! Damn more and more are starting to use this FADPCM. If only there was info on it so it can be played some day.

Cheers
by AnonRunzes at 6:19 PM EST on February 4, 2018
@bxaimc - ask him yourself. i've ranted about his ass for a reason yet he refuses to listen
by Ultrafighter at 9:16 AM EST on February 5, 2018
@Bnnm: Hi, thanks for this SBK update! It's also good to hear some news about Freekstyle, its soundtrack totally deserves a neat streamed rip as it's never been ripped (I don't even know of any line-in ones!).

I'm ripping some previous-generation EA VG (Goldeneye Rogue agent to be exact) & playing its BGM banks as EAMs but there're some rare glitches here and there. Can this bug be fixed somehow (so that I won't have to search for some specific segments inside those MUS bigfiles, extract them & try playing 'em as SNG/ASF files)? I hope it's possible & I'll be able to include just completely & properly playable original banks in my set, not thousands of segments (would such a rip even qualify for JoshW? I don't think so).

Here you can find numerous samples of aforementioned bigfiles and text document with pretty accurate timestamps for those playback (?) errors. I suppose the latter file will be very useful.

Later!

Edit: Here's also a single movie track from Goldeneye that doesn't work for me. May you look into it & fix its playback if possible?
Thanks in advance and all the best!

edited 2:29 PM EST February 5, 2018
by bnnm at 3:18 PM EST on February 5, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add SCD v4 ATRAC9 [Kingdom Hearts 2.8 (PS4)]
- Add MAB encrypted HCA [Final Fantasy XII TZA (PS4/PC)]
- Add SAB OGG Vorbis [Final Fantasy XV Benchmark sfx (PC)]
- Add EA SNS/SPS DSP [Need for Speed Nitro sfx (Wii)]
- Fix SABs with long descriptors [Final Fantasy XV Benchmark sfx (PC)]

***

@Ultrafighter - I think it's fixable, will see layer.
by Ultrafighter at 12:16 PM EST on February 6, 2018
It's nice but can this be said about both EAMs / MUS bigfiles with glitches in the middle & that currently unplayable movie track? I hope so because it'd be very good to have that credits song readily playable as well as those playback bugs removed and BGM archives playing smoothly & flawlessly.
See you!
by bxaimc at 12:22 PM EST on February 6, 2018
Sometimes encoding glitches happen during mastering.
by bnnm at 1:48 PM EST on February 6, 2018
All those are fixable I think. Due to how EA's blocks work there is a chance a few fail to decode while the rest don't, causing those glitches.

But for example, EALayer3 "2P" in .SNS/SPS blocks has a bug where the first ~1000 samples decode wrong, and fixing it would require a complete restructure of the decoder, so it depends. But it's probably a minor offset bug in this case.
by Brandondorf9999 at 12:22 AM EST on February 9, 2018
After I ripped every music except for Atomsmasher, I was trying to rip atomsmasher from the GameCube port of TimeSplitters 2 using VGMStream, but the tool refused to read the samples and convert the .mss to .wav

Here's the sample I'm trying to convert it to wav.

edited 11:13 AM EST February 9, 2018

edited 11:13 AM EST February 9, 2018
by Ultrafighter at 4:32 PM EST on February 9, 2018
Hello Bnnm, I'm reripping Rogue trooper for PS2 ATM & wondering if you can add its Sony 4-bit ADPCM variant to VGMStream in the next update. Here are some samples & a bit of essential info on the format: frequency value is at 0xd & 0xc while interleave is at 0x11 & 0x10.
It seems to be rather easy format & simple header so that it'd be great to have it supported by plugin and playable without any conversion (right now one has to dump those BGMs to PCM using ToWAV). Also I can't really TXTH this set because that interleave value tends to change from file to file.
Goodbye!
by marcusss at 4:01 AM EST on February 11, 2018
Hi bnnm. Can you add support for this file? Or advise an alternate way to split the wma files?

It is in wma v2 audio format from what i can see and plays with vlc (around 3hrs of vgm all lumped together). I tried splitting it like with vgmtb advanced cutter but had no luck. I think it might be like a playlist so hopefully all the track numbers show in vgmstream when loaded?

Juiced PC streamed music file

-----------------------------------------------
Also the game Lineage II C4 contains vorbis which I was unable to extract properly. The header says L2SD but vorbis is briefly mentioned in the files although not like the usual vorbis files.

e.g. L2SD..........e=......˜šVõ...vorbis.....D¬..ÿÿÿÿ.ô..ÿÿÿÿ¸.OggS..........e=......b¶r..Sÿÿÿÿÿÿÿÿÿÿ

Anyway here are some samples.

OGG Samples
Cheers


edited 7:12 AM EST February 11, 2018
by bxaimc at 11:36 AM EST on February 11, 2018
@Ultrafighter, change the file extension to .MIHB and try again.
by bnnm at 11:46 AM EST on February 11, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix some SCHl EALayer3 [GoldenEye: Rogue Agent (Xbox)]
- Fix some MSS DSP [TimeSplitters 2 (GC)]
- Add XNB XMA (uncompressed) [Terraria (X360)]
- Fix SXD with internal+external data [The Last Guardian (PS4)]
- Winamp: add downmix option for debugging
- (dev) Winamp unicode tweaks, test.c renamed
- (dev) disabled MAIATRAC3 MS builds

I added debug downmixing for Winamp since it tends to whine about >2ch files.
May add to foobar later since I think would help with >8ch files that seem unsupported.

***

@Ultrafighter - Goldeneye still glitches in certain files (less common), bug in the mpeg DLL I think, will notify the author.
F1 2011 3DS needs to be reripped (cut tracks), try this txth or get F1 Vita instead.
Rogue Agent txth if renaming didn't work.

@marcusss - It's literally a single 3h WMA so it's not easy to divide manually, subsong positions would be in another file/exe I guess. Ogg will add.


edited 11:46 AM EST February 11, 2018

edited 11:47 AM EST February 11, 2018
by marcusss at 4:39 PM EST on February 11, 2018
Thanks bnnm for taking a look. I don't mind manually timing or splitting mp3 as games like implosion i did that but didn't have wma this way before. I will try to find that file you said might be present in the install or might have to try the manual way once I figure out the split points.

BTW Tom Clancy's Splinter Cell : Double Agent (PC) has a 1gb .ss0 music stream similar to other Tom Clancy games. Is it best to cut it to 10mb for you to take look at the structure ?

I will upload the sample later tonight when i get a chance but figured I might as well ask.

Cheers !

edited 4:50 PM EST February 11, 2018

edited 4:52 PM EST February 11, 2018
by bnnm at 5:18 PM EST on February 11, 2018
Splinter Cell games use the .sm0+.ss0 (.sm0=header, .ss0=data) format which is the cousin of .sb0+ss0. You may remember .sb0 as that crappy layered format in Prince of Persia, this one also includes every single sound/sfx in the same file (as subsongs). It's similar enough I could add but I'm not sure if it's worth.

Btw, later Ubi games use the bao/spk format which is a lot saner and doesn't layer (as much?) but on the other hand is much harder to figure out.
About the BOTW bfstms having multiple regions by rebooter23 at 5:38 PM EST on February 11, 2018
@bnnm
Thanks for your reply. Any idea what I would have to change in the source in order to compile a test.exe that would use the -s interface in bfstms?

I'm not sure but does line 43 in vgmstream/meta/bfstm.c assess the amount of regions?

edited 5:54 PM EST February 11, 2018
by Brandondorf9999 at 3:36 AM EST on February 12, 2018
For Spyro: A Hero's Tail sound effects, I ripped the soundbanks from the .sfx files (in the GameCube port of the game) using the updated musx quickbms script that aLuigi provided in Zenhax, but the last step I need to get past is the decompression/conversion of .dat files to .wav so they can be played on any media player. Here's the samples of the files that are Spyro's voice effects:

http://www.mediafire.com/file/v4u17u9mc57yurr/Spyro%20Sound%20Effects.zip

edited 3:39 AM EST February 12, 2018
by marcusss at 7:47 AM EST on February 12, 2018
Hi bnnm! Thanks for the reply.

I will leave it for now as it is 1gb in size so it can wait. I have some music supposedly? from Novastorm, an old PC game. The music I have been told is good but uses a strange compression or something from what people say.

I took a look at the disc and noticed a few filetypes .fa .fza and .mza (meaningless I know) but they are large in size and in each level folder on the disc so migt contain the music. So I have uploaded a small sample for you to check if you don't mind...whenever you are free. no rush.

Novastorm Examples

Thanks

Mark
by Ultrafighter at 11:01 AM EST on February 12, 2018
@Bnnm - Your Rogue trooper *.MIHB tip worked as a charm so thanks for that! I didn't even have to actually use that TXTH file on any MICs.
About F1: I'll try out your *.txth ASAP but will have to redownload the set, he-he. To tell you the truth that Vita rip was the first I listened to, it seems I was very lucky with my earlier choice! Anyway I don't think I'll rerip this title for 3DS (or ask anyone to do it) even if there're still some bugs/glitches in those BCWAVs...
In regards to Goldeneye: I suppose we'll just have to wait for libmpg123-0.dll author (did I guess right?) to look into this issue. I hope it gets solved at some point.

And returning to Juiced 1: "It's literally a single 3h WMA" - now that's truly weird, I'd never think it's even possible to have working 2.1 WMAs! BTW Marcusss, I presume you should give WinRipper program a try, there's still possibility (IMHO) that tiny tool's able to find individual tracks inside the bank (maybe even amount of found streams will be twice bigger than song count, could devs use a pair of stereo & mono file for each composition? Makes sense to me).
I rarely used WinRipper because it's sole exclusive feature was scanning for WMA headers and I got rid of it years ago (I see now that VGMT can do it too so it's not much of a loss) but probably I can find it for you. That is if you're interested of course.

When it comes to Ubi Sound Package Madness, Episode 123 I'd surely welcome implementation of Rainbow six: Vegas 1-2 and/or Surf's up variants of their proprietary format. Or are their *.sb0+ss0 supported already? Some help is needed here for I've not ripped a UbiSoft title in a fair while.
In any case I'd like to have those added to VGMStream since it might really be worth the effort: both VGs have good scores / soundtracks without that insane segmentation of PoP series / Open season / TMNT '07. I can even rip R6:V & Surf's up myself if I'm sure that VGMstream can help me a lot with that task and my set won't consist of (mainly) headerless audio chunks extracted with DecUbiSnd.

Till next time!

PS. @Mark - I gotta say about your last request that filesizes might mean nothing because chances are high that some sequenced BGM system is used in that Novastorm game; for example I attempted to rip Hot wheels: Stunt track driver dilogy many times but never succeeded, I merely became sure all sounds are either without any headers or synthesized.
And back to Novastorm: maybe it proves useful to check other platforms for CDA tracks? I'm not too sure its presence on PSX/SCD/3DO will prove anything though... Should all 4 use RedBook audio or can select ones utilize synths while others use prerecorded streams?

edited 11:03 AM EST February 12, 2018
by bnnm at 1:27 PM EST on February 13, 2018
@rebooter23 - You'd need to parse the "region" section (0x4003) to get header values, and handle stream_index N > region N-1 (index 0/1 = region 0, index 2 = region 1) plus set vgmstream->num_streams (check other files setting that).

@marcuss - Novastorm could be added later (blocked PCM8).

@ultrafighter - 3h as in hours, there is only one header. You can split WMAs but you'd need to recreate the header, maybe there is some tool. Those Ubis no idea, best if you try.
by Brandondorf9999 at 2:36 PM EST on February 13, 2018
@bnnm Could you figure out a way to convert the said dat files I posted on the previous page?
by marcusss at 6:57 PM EST on February 13, 2018
@bnnm : Juiced 1 also uses the same file type but there was a 15kb file in the main folder which looks like the header for the separate songs as it mentions
.wmax and there is info split up matching each song I'm guessing, so I will upload it later on. Juiced2 should have something similar so will have to download the game again just to get that similar file. I only kept the music file. Oops

Thanks for taking a look. Same for Novastorm.

@ Ultrafighter : Yeah Novastorm is on a few platforms and I downloaded the psx version which is not in the psx vgm archive so will be a good addition as well as the pc version.

edited 7:01 PM EST February 13, 2018

edited 7:03 PM EST February 13, 2018
by Ultrafighter at 8:37 AM EST on February 14, 2018
Hi Bnnm, I've just reinstalled Surf's up and found out there's no stream.ls0 to accompany stream.ss0 from sound folder (well there's some stream.ls0 file but it's in subdirectory, the one probably dedicated to language-specific streams).
BTW there're lots of *.sb0 in both root sound folder & aforementioned localization subdirectories but none is playable, would you like to take a look? stream.ss0 is huge but even the biggest SB0s are a few MBs.
Later!
by rebooter23 at 10:39 AM EST on February 14, 2018
@bnnm
Thanks for your support! So, how do you know the region info is located at 0x4003? The sources I researched aren't clear about this:
BFSTM at Custom Mario Kart Wiki

I'm also not sure about the structure of the region: If the offset to the region info is stored at 0x4003, will i going to this address get to a regular header or how does that look like? Will each region then have it's own header? Unfortunately, the specification I linked to never talks about this so I'd be glad if you could link me to some sources where I could research more!
by bnnm at 3:09 PM EST on February 14, 2018
@Ultrafighter - Sure.

@rebooter23 - Well, the (optional) 0x4003 section offset points to a "REGN" chunk. Inside, after 0x20 are N entries (number/size described in INFO, as your link mentions), each:
0x00: global sample start
0x04: global sample end
0x08: ADPCM setup (per channel)

There are more regions than "actual" subsongs so I think the game may switch them dynamically (didn't play) rather than set actual subsongs, BOTW town files seem to have 16 regions and ~6 subsongs.

More research is needed about mapping N regions to a subsong (ex. first 4 regions seem to be first subsong with loop points) but I suspect this is file by file case.

At worst you could manually get the regions samples and split with Audacious or something.
by AnonRunzes at 9:00 PM EST on February 14, 2018
i also have these "Ubi Sound Package" files around my HDD, except they're all sort of primitive. as in, something like this:
(Batman Vengeance, Tarzan Freeride, etc.(unconfirmed))
MAPS.SM#/LM#
STRM.SM#/LM#
(Batman Rise of Sin Tzu)
MAPS.SM#/LM#
STREAM.SS#/LS#

the PS2 version of Donald Duck Quack Attack/Goin' Quackers uses an even weirder format. there's only two files used for any "non-language" kind of audio in the game: MAP.BLK and STREAMED.BLK. these files are not comprehensible by any means, at least not in my eyes anyway.
for the "language" kind of audio files though it uses about 5 of them for each language: EVT.BLK, HEADER.BLK, MAPLANG.BLK, RES.BLK and STRLANG.BLK. they seem to be more "detailed" than these two files, but that's about it.

if you need any samples for this let me know.
by marcusss at 10:33 PM EST on February 14, 2018
@bnnm : Here is Juiced 1 which has a similar file of wma all grouped together but I included what looks like the header file also.

Sample

Thanks

edited 12:14 AM EST February 15, 2018
Surf's up example files by Ultrafighter at 7:29 AM EST on February 15, 2018
Here you go.
Bye and thanks in advance!
PS. There might be just multi-layered ambiences in the beginning of root~stream.ss0 but many BGMs close to the end.
PPS. I also included a few tiny files like numerous stream.ls0 from localization folders which might come in handy too.

edited 7:37 AM EST February 15, 2018
Spyro: A Hero's Tail sample files by Brandondorf9999 at 10:19 AM EST on February 15, 2018
From the last thread I posted the sample files that need to be converted from earlier, I've asked for help getting these ripped from .dat to .wav after extracting the dats from the .sfx files in Spyro: A Hero's Tail.

edited 10:20 AM EST February 15, 2018
by Knurek at 3:50 PM EST on February 17, 2018
@bnnm: I've uploaded Metal Gear Solid 2/3 Vita rips.
MGS2 uses(?) 9TAV files, for which I've seen converters to AT9 on Xentax forums. Might just be raw AT9 stream. Might be nothing, I've had to extract them from SDT files using some Python script. If you need the original files, let me know.
MGS 3 seems to use MTAF files (with some header data, not sure if you'd prefer for me to strip them?), but don't play in VGMStream. I'm guessing ATRAC9 streams instead of PS-ADPCM.
Could you take a look into supporting them?
by bnnm at 6:03 PM EST on February 17, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Adjust Switch Opus skip/num_samples (by furrybob)
- Add Ubi RAKI PCM/Opus [Just Dance 2017, Rayman Legends (Switch)]
- Add some Ubi SB0 [Surf's Up (PC)]
- Add L2SD Ogg [Lineage II Chronicle 4 (PC)]
- Fix MS-IMA ADPCM decoding/num_samples [Layton Brothers (iOS)]
- Fix REF-IMA ADPCM decoding/num_samples
- Fix some MSADPCM num_samples
- (dev) IMA/etc cleanup

vgmstream was decoding MS-IMA (RIFF codec 0x11) like XBOX-IMA (RIFF codec 0x69), but actually MS-IMA outputs 1 extra header sample per block, while XBOX doesn't as it's aligned (as seen in the wSamplesPerBlock RIFF value). Meaning output was slightly incorrect for some formats (mainly a few LWAVs) and at least one game was failing to loop, but shouldn't be super noticeable otherwise.
I tracked down MS's spec/code and double checked various formats, now agrees with other players.

It's possible other IMA codecs need this (I think FSB, WWISE and maybe AWC follow XBOX's model, not sure about others).

NOTE: This affects GENH incorrectly using MS-IMA / XBOX-IMA. All GENH Xbox sets on joshw seem fine but not sure about PC.

***

@Ultrafighter - For .sb0 you can't rename any .ss0/ls0, they are referenced.

@marcusss - Juiced 1 extra files do seem to have subsong offsets but I'll need to research.

@Knurek - Shouldn't be too hard to add, both are a mini-header + ATRAC9, but MGS3 has a mix of 9TAV and MTAF with a dose of Metal Gear Blocks of olde.
If you can post a bunch of the MGS2 .sdt and the python script, I think would help to understand MGS3 better, I suspect the script simply removes the MG blocks.
(MTA/MTA2 work both with and without blocks; they are more part of the engine but some dumpers don't remove them).
by Knurek at 7:29 PM EST on February 17, 2018
@bnnm: Okay, I'll try to upload something for you.
In the mean time, I've also ripped the 4 PSVita Fifa games, so if you want samples of SPS AT9, just look in the unplayable folder on JoshW.
by Ultrafighter at 6:55 AM EST on February 18, 2018
@Bnnm: Thanks for this SB0 update, I'll try to find all Surf's up files with that extension and check out if they can be played back now.

And I'm wondering if there's any progress in regards to that older EA WVE movie format... Would some more samples help you try and devise a BMS that demuxes such vids?
BTW they seem to be referenced to as "VAGmovies" in an executable file of a PSX game (SLUS_009.64 to be exact), I might be wrong but there're even bits of code (?) needed to play 'em... BTW the title I'm talking about is Hot wheels - Turbo racing.
Would you like to look into those (2 new *.wve files & that EXE)?

So long!

edited 6:58 AM EST February 18, 2018
by bnnm at 6:09 PM EST on February 21, 2018
"blocked" EA formats like WVE/MGAV/etc are simple enough, no need for more examples, but demuxing/implementing/testing them take more time due to their quirky nature. So it'll be done eventually, but I have no ETA.
by bnnm at 7:12 PM EST on February 25, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add FSB FADPCM decoding [Dead Rising 4 (PC), Sine Mora Ex (Switch)]
- Improve XBOX/FSB/WWISE-IMA decoding
- Fix some 4ch XBOX-IMA [Dynasty Warriors 4]
- Add .e4x [Driver 3 (PC)]
- Fix .adm + looping (needs exe) [Dragon Quest V (PS2)]
- (dev) .xwav now parsed in RIFF (can be named .lwav)
by marcusss at 7:56 AM EST on February 26, 2018
Thanks for the update bnnm as
Subdivision Infinity iOS works which uses FADPCM !

All we need now is those pesky RIFFJ ones to work too ;)

edited 7:57 AM EST February 26, 2018
by MoldyPond at 9:00 PM EST on February 26, 2018
TL;DR BRSTM support has been broken for about a month or so.

Dunno if it's been mentioned here but is anyone else having issues with BRSTM files? I've always had my vgmstream settings set to loop 3 times but play indefinitely. A few updates ago it made it so that BRSTM files show their length as being looped 3 times but repeat from the start of the file before the first loop every time. Scrolling to the further point ends it immediately and trying to convert a song will give me an error and output to just before the first loop. Reinstalling the plugin does absolutely nothing, and it only affects BRSTMs; No other format. Any help with this would be greatly appreciated.
by marcusss at 11:10 PM EST on February 26, 2018
Hi bnnm.

Here are some examples from the old XBOX game Night Caster. Its original files were wwise_p so I guess adpcm ima wem or something.. they play wifh loud static like many similar supposedly wwise audio files

Examples


If you don't mind taking a look I would really appreiate it.
Thanks

Marcusss

edited 4:29 AM EST February 27, 2018
by Ultrafighter at 7:52 AM EST on February 28, 2018
Hi Bnnm, great work on those FSB FADPCM & especially Reflections ADPCM files! I waited for Driv3r *.e4x tracks to become playable literally for years now and finally my dream has come true. It's much appreciated, really and I mean it!

May I ask you one more favor? I'm ripping Manhunt (Xbox version) and wouldn't mind any help with its BGMs. I guess they're not just headerless 4-bit ADPCM but probably multi-layered too (I believe some deinterleaving BMS is needed here). I've got a few samples right here.
Extension of those tracks is the same as in PC port of the title (towav.exe should support it as said here) but ToWAV doesn't decode those files (well it tries to convert ZOO_M.RIB but result is seriously flawed, the tool outputs 6 PCM WAVs with the same filesize but there's only some static in them). If you also like to get example RIBs from computer ver. just tell me and I'll provide those, I was originally intending to rip PC version anyway but decided to check XBox first; I was hoping for HQ WMA & lossless audio from vids but my 1st assumption proved to be wrong.
All in all it'd be great to have music from one of those platforms playable or convertible, I'd be fine with either PC or XB variants of BGMs since PS2 is supposed to have the lowest quality (I presume?..).

Bye & the best of luck with these troublesome *.rib tracks!
by Ultrafighter at 4:13 AM EST on March 2, 2018
Hello guys, I'm currently reripping Gears of war - Judgment and would like to avoid any unnecessary transformation of BGMs but am unsure ATM what the best method should be. Here are a few samples of *.SoundNodeWave files that I'm working with.
These UE3 containers don't have any RIFF or RIFX headers but there's definitely XMA data inside. SoundNodeWaves have frequency value (normally at 0x56 but for example EP5_MexicanFlashback has it @0xBE) and actual stream typically starts at 0xEC (I got this info comparing unplayable XMA2 (?) tracks extracted using this BMS
to original *.SoundNodeWave).

Maybe such UE3 containers can be implemented? I hope frequency value is mostly situated at the same place, otherwise it'd be impossible to add such format to VGMstream.
And about aforementioned XMAs: I'm wondering if they can be implemented instead... In case there're some junk bytes (and it's the reason that prevents plugin from playing back such tracks) in the end of XMA files which SoundNodeWave2XMA.bms outputs then I believe Alpha's script can be tweaked a bit to serve our needs (for him it didn't matter I presume because he casually transmogrified XMAs anyway to make 'em decodable with ToWAV; it's well known that XMA_Parse. EXE makes files rebuilt to XMA1 much smaller, it probably gets rid of unneeded data in the end of input sound files too).

To sum it up: I'd like to leave selection of required procedure to you so that my rip can be called 100% streamed one, I just want to have music from GoW: Judgment readily playable with the least transmogrification required.
Later!
by isbndcaw at 5:49 AM EST on March 2, 2018
Hi bnnm

Here are three scd examples from the ff13-2.Vgmstream test.exe report illegal Audio-Mpeg-Header.


examples

If you don't mind taking a look I would really appreiate it.
Thanks
by bnnm at 5:25 AM EST on March 4, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add XBOX mono/int to GENH/TXTH (as codec_mode 1) [Manhunt (Xbox)]
- Add .ATSL for PS4/Vita/PC [Nobunaga's Ambition (PS4), Warriors All-Stars (PC)]
- Add KID .WAF [Ever 17 (PC)]
- Add RIFF/OGG .ADX extension [Remember 11 (PC)]
- Add Rebellion .MIC extension [Rogue Trooper (PS2)]
- (dev) Clean some DSP metas
- (dev) VS project file tweaks

***

@marcusss - rename to .lwav

@MoldyPond - BRSTM work fine in winamp or foobar for me.

@Ultrafighter - Manhunt TXTH, you must change channels (some were 1ch, others 12ch). SoundNodeWave can't be added, use UModel to rip UE3 .xxx as it should add an XMA header.

@alba - looks incorrect/modified? Value at 0x1f0 (channels) must be 4, not 2. Rip in joshw has 4.
by marcusss at 5:54 PM EST on March 5, 2018
Thanks for the update bnnm. The renaming worked though they did use pretty crappy compressed music for Night Caster 1. Glad at least part 2 sounds much better !
by MoldyPond at 7:15 PM EST on March 5, 2018
@bnnm What do you have your vgmstream settings set to? Just updated and BRSTMs are still broken, changing the settings does nothing, nor does deleting and reinstalling vgmstream. Doesn't matter if they're files from games or my own created BRSTMs, they still don't loop at all.
by marcusss at 12:03 AM EST on March 6, 2018
n/a

edited 12:15 AM EST March 6, 2018
by Ultrafighter at 1:51 AM EST on March 6, 2018
@Bnnm: Hi, big thanks for this Manhunt TXTH which worked perfectly as well as that neat Rebellion *.MIC extension update!
For Manhunt I had to change channel count to 2 though for all the tracks without "_M" in the end of filename. That way playback was finally flawless, possibly if I found credits BGM earlier and included it in my sample pack it'd be way more apparent that those smaller streams are indeed stereo ones.

And about Gears of war - obviously I used Gildor's utilities on Judgment as well as any other UE3 VG I ripped in the last 5-6 years but should output from Umodel be any different from command-line extract.exe that I normally use? Isn't umodel.exe just a GUI shell for all the tiny tools collected on this page?

Later!

Edit: I've just found a pair of freaky XWBs in an XSN title for original Xbox, would you like to take a look & ultimately add them to vgmstream? Only ToWAV managed to deal with them somehow but it surely converted bank contents to PCM, not extracted them.
Samples are here as usual, I hope they'll be figured out in the end.
Till next time!

edited 5:42 AM EST March 6, 2018
by bnnm at 4:10 PM EST on March 6, 2018
@MoldyPond - I think you have plugin conflicts. If you have some FFmpeg plugin disable it as it may steal some of vgmstream's files, like BxSTM or ADX (foobar's problem).

@Ultrafighter - I think extract.exe only gives original sound nodes, while UModel 'fixes' them.
XWB will fix, it's using "compact mode", very rare.
by MoldyPond at 10:50 PM EST on March 6, 2018
@bnnm Hadn't thought of that. I'll give it a look.

Edit: Yep. Had ffmpeg and a separate AC3 plugin installed. Deleted the AC3 one and now it works again. Have absolutely no idea why AC3 would that to BRSTMs but anyways, thanks a lot!

edited 12:01 AM EST March 7, 2018
GeOW: Judgment & FADPCM by Ultrafighter at 7:20 AM EST on March 8, 2018
@Bnnm - Hmm I was initially unsure whether using Umodel instead of extract.exe in that specific case could help but apparently it works. Thanks for suggesting such a solution!

And I've just noticed a typo in codec type (from file properties in FB2K): it's written "FMOD FADPCM 4-bit ADCPM". I guess you'd like to fix this in the next update and it's never late to point out such a thing.
Later!

PS. What's up with these BGMs? They look pretty similar to *.musx from Quantum of solace (PS2), G-Force (PS3) & The mummy: Tomb of the dragon emperor (PS2) (all available from JoshW.Info) but something seemingly prevents them from playing... Is it a matter or a tiny fix or does adding such format equals to implementation of an entirely new format?
So long!

edited 11:28 AM EST March 8, 2018
by Ultrafighter at 6:07 AM EST on March 10, 2018
Good day Bnnm, I hope you're having a nice weekend there! May I still offer you yet another double-game pack of stream samples (maybe figuring out those tracks will even prove interesting)? There's no rush as always but please post here whenever you find time to look into these files and possibly devise a solution / implementation for them.
The 1st title is Transformers: Rise of the Dark spark (X360): its FSB5 XMA (?) are currently unplayable so that my rip can't be completed as of now.

The 2nd one is State of emergency 2 (a PS2 exclusive) with weird MIB+MIH batches: many MIBs don't have any associated MIHs but on the other hand numerous *.MIB have 2 or 3 *.MIH in the same folder (but there's never a single MIH with the same name as a corresponding MIB, all these MIHs even have nonstandard file sizes but should contain track specs I presume: 0x44AC values & stuff are to be found there).
The main problem however are gaps during playback: interleave is probably the same everywhere & detected correctly plus music sounds fine (more or less) but stutters are heard all the time. I believe they appear at even intervals so that de-interleaving might be in order (like demuxing given BGMs into a pair of layers where the second one might contain just silence). Am I making wild guesses again or does it actually make some sense?

Anyway I hope you'll have better luck with those pests of an ADPCM and newer FSBs! All the best and bye!
by AnonRunzes at 10:52 PM EDT on March 11, 2018
so, i've been writing a .bms script based on the .str sound archive format as found on Hitman Blood Money.

basically the script works like this - it extracts every single audio file that uses the PCM codec(regardless if it's big or endian) as a single .ioiwav file with RIFF headers around them(that idea might change sometime later though). i say this because apparently most of the audio technology IO Interactive used before Hitman Absolution seemed to be based on the whole "RIFF" model.

with that said, is anyone willing to see direct vgmstream support for such a big sound archive like this? or are some of you okay with this new ".ioiwav" format?

edited 11:01 AM EDT March 12, 2018
by bnnm at 2:27 PM EDT on March 12, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix PCM SAB/MAB [Chrono Trigger (PC)]
- Fix compact XWB [NFL Fever 2004 demo from Amped 2 (Xbox)]
- Fix some MUSX v5 [Predator: Concrete Jungle (Xbox/PS2)]
- Fix some .ADM glitches [Dragon Quest V (PS2)]
- Fix GCA num_samples [BlowOut (GC)]
- Add CAF .caf/empty extension, cleanup [Baten Kaitos (GC), Fragile (Wii)]
- Add DTK .wav/lwav extension [Alien Hominid (GC)]
- Add Ogg .rof extension [The Rhythm of Fighters (Mobile)]
- Add AAX HCA [Binary Domain (PS3)]
- Add WayForward single .wave [Mighty Switch Force! (3DS)]
- Add WayForward segmented .wave [Shantae and the Pirate's Curse (PC/3DS)]
- Add RSD6AT3+ [Crash of the Titans (PSP)]
- (dev) Change aax layout into segmented layout

Note that AAX HCA looping is a bit glitchy, decoder must be fixed later.

---

@Ultrafighter - Transformers has extra 0x08 bytes of (UE3?) garbage at the end, remove it.
State of Emergency 2 is some kind of blocked/layered format? I'll take a look later.
by Ultrafighter at 8:22 AM EDT on March 13, 2018
Thanks for both an update & that useful advice about FSB5! I'd never think that a few redundant bytes after legitimate file end can prevent a track from playing but I see now that I was wrong.
Goodbye!
by marcusss at 8:09 PM EDT on March 15, 2018
Hi bnnm : Was wondering if you knew how to extract music from the uasset files of ARK Survival Evolved as I only managed to extract a few music pieces from 100 or so. The game has lots of uasset files which has music embeded within but is not the standard formats UE4 uses.. No luck with any extractor and also latest March ver of Umodel doesn't help either..

Normally the vorbis streams can be extracted from the uassets in a game's music folder but in this case results in almost nothing being ripped.. the game is like 30gb so is a pity the music is a bit$!@#$ to rip. Lol

Mind taking a look some time?

Some Examples

Cheers

edited 8:10 PM EDT March 15, 2018

edited 11:12 PM EDT March 15, 2018
The Warriors (Xbox) XWB by Ultrafighter at 4:24 PM EDT on March 17, 2018
Hello Bnnm, I've got some strange banks and would really appreciate it if you inspect them. The trouble is that total size of 1-track XWBs produced by the latest xwb_split.exe is significantly bigger than original XWB's size, for example when it comes to splitting xbox002.xwb (its size is 877 MB) it can't even be done because apparently ~5 GBs of free space (!) aren't enough for completion of such a task. Or take xbox000.xwb, one of samples provided above: initial archive is 3.8 MBs & individual tracks take up 10.5 MBs for some reason.
Can those *.xwb files themselves be the cause (I.E. they're non-standard or use custom layout) or is it the splitter issue? Any help will be highly appreciated as I really need to have these bigfiles split so that my rerip's proper & complete. You see I don't want to use UnXWB or even EkszBox to get uncountable additional BGMs, dozens of cutscene tracks, etc. Reripping should be performed flawlessly this time, the job has to be so good that there won't be need for the 2nd rerip any time soon.
I hope this problem will not bug us for too long and probably it's all a matter of a quick tiny fix in your program!
Till next time!
by bnnm at 5:32 PM EDT on March 17, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add MUS ACM Ogg [Planescape: Torment Enhanced Edition (PC)]
- Add MP4 .msd extension [UNO (iOS)]
- Add MUSX .sfx extension [Batman Begins (GC)]
- Fix some CAFF IMA4 [Endless Fables 2 (iOS), Vectros (iOS)]
- Fix ACM/NWA bitrate
- (dev) Remove mus_acm layout for segmented layout

***

@marcusss - "UE4OPUS", another mutant Opus. Used in Fortnite too, may add later.

@Ultrafighter - I'll try to fix soon.
by marcusss at 6:35 PM EDT on March 17, 2018
Thanks bnnm for taking a look. Interesting how ue4 games have gone the opus route as well. Also the main .pak archive has changed version number too which can make extracting a pain.

Thanks for the iOS IMA4 .caf support too as a fair few games use that.

Cheers

edited 7:33 PM EDT March 17, 2018
by marcusss at 10:45 PM EDT on March 20, 2018
@bnmm Is there a tool that can extract the fmod fadpcm streams from a single 500mb + fsb5 file.

Fsb5 split wasn't able to extract the individual streams. Well actually every stream it tries to extract have blank names so essentially they overwrite each other and in the end 1 stream, the last one with a blank name is extracted.

In vgmstream, a single fsb5 file plays fine and this particular file plays and displays each stream with its correct name.. My only issue is droidsound-e (the android player) cannot play packed xwb or fsb so to listen I must extract them to play each one.

If you want to test my rip of Ruiner for PC, it has 2 x ~500 MB FSB5 files.. bxaimc will probably upload them all soon.

Thanks

Mark
edited 10:47 PM EDT March 20, 2018

edited 10:49 PM EDT March 20, 2018

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