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by Ultrafighter at 8:21 AM EST on January 12, 2019
Hello Bnnm, can you please look into this? There's a BMS for such files and it even outputs playable (!) XMAs but unfortunately it transmogrifies tracks to XMA1.
A new script is needed I guess (or is it possible to add these audio archives to VGMstream directly)?

There're some samples of such format @JoshW but they come from PS3 or PC: 1, 2 & 3.
Maybe this VG also used this format but streams were extracted / cut to make that set.

So long!

edited 8:22 AM EST January 12, 2019
by shockdude at 6:07 PM EST on January 13, 2019
oh yeah, vgmstream can open FSBs. And yeah the DJ Hero FSBs open and play/convert totally fine.

Thanks bnnm.
by Ultrafighter at 3:57 AM EST on January 14, 2019
Hmm I see you've already added some rerips Bnnm, I'm wondering if original BAFs can be played with the latest update or we have to use some splitter / divider BMS to extract individual tracks?
by marcusss at 5:45 AM EST on January 14, 2019
Yeah baf support was added for PG4 xbox360 and geometry wars PC so is a good start. Check tje vgmstream updates section of discord.

bnnm reripped Geometry wars so wander if more music was found and added or did he break up the .baf file but with .baf support I assume he just found more music.

edited 5:47 AM EST January 14, 2019
by Ultrafighter at 12:23 AM EST on January 15, 2019
You mean this thread's not going to be updated anymore? I didn't realize it might be more convenient to post updates @Discord... Isn't there a 200 character limit on all messages?
See you!
by marcusss at 1:36 AM EST on January 15, 2019
I still think both have their place as not all members here, even frequent ones have a discord account

edited 1:37 AM EST January 15, 2019
by bnnm at 4:32 AM EST on January 15, 2019
Bafs I don't think have anything new, just original files (they'll loop properly now though).

I'll post about updates here too, but it may take a bit more time.
by bnnm at 4:30 PM EST on January 15, 2019
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add TXTH sub-extension (.sub.ext.txth) to simplify extra config
- Fix some .ads looping [Gofun-go no Sekai (PS2)]
- Fix some .bnk codec/rates [Fieldrunners (PSP), Wipeout HD (PS3)]
- Fix .fag sample rate
- Add .gin and EA-XAS v0 decoder [Need for Speed Most Wanted]
- Add .vas VAGp [Kingdom Hearts II (PS2)]
- Add OKI16 TXTH/GENH decoder [Sweet Legacy (PS2), Hooligan (PS2)]
- Add proper .baf [Project Gotham Racing 4 (X360), Geometry Wars (PC)]
- Fix some looping .sps [FIFA 18 (PC)]
- Fix broken .pk subsongs [Scott Pilgrim (PS3)]
- Prepare Ubi SB for other types and add more games
- SD9 meta cleanup and modify loop flag for newer BMIIDX games (by bxaimc)
- Added 4-bit PCM decoder (3rd and 4th gen games) TXTH (by Nicknine)
- Added SBR/SBS format from older 7th gen games (NFS: ProStreet, NFS: Undercover) (by Nicknine)
- Added SBR/SBS format from newest EA Sports games (Harmony Sample Bank) (by Nicknine)
by bnnm at 2:20 PM EST on January 21, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix KOEI .mic loops [Dynasty Tactics 2 (PS2)]
- Add Ubi .sb/smX layers and sequences, more games
- Fix UE4 MSADPCM .adpcm [Heroes of Ark (iOS), Angels in the Sky (iOS)]
- Add TXTH/GENH interleave_last option
- Show layers/segments in description
- Fix type 04 .xnb [Scare Me (XBLIG)]
- Add .lasf (.asf) for consistency


kode54 and KDDLB set up some nice release system here:
by hcs at 12:02 AM EST on January 22, 2019
Should I link to that (losnoco/vgmstream/releases) instead of your in-tree bin/, on the vgmstream "home page"?
by marcusss at 5:32 AM EST on January 22, 2019
@ bnnm

Thanks for adding msadpcm support for those two ios ue4 games I gave you ages ago. Well done on the success. Good to have them playable. Thanks very much. Maybe there are more rips i had like them. Will check

Cheers !

edited 5:34 AM EST January 22, 2019

edited 6:30 PM EST January 22, 2019
by bnnm at 6:19 PM EST on January 22, 2019
@hcs - I think that's a good idea, it looks all pro now.

However my bin/tree/etc is built with GCC, and I think it's good to have an alt around (read this clusterfuck and marvel). So maybe you could leave the link as "alt GCC builds in case there is a problem with github releases" or something.

@marcusss - it took a while to figure out, remember the extension must be ".adpcm"


Subsongs and TXTPs are sweet (if I do say so myself) but sometimes making them is a pain. If you:
a) have gigantic sound banks and only want music and not sfx
b) want a bunch of separate files so rip's song quantity is easier to see
c) need .txtp for your gimped player without subsong support
then you can use this thing: (v2)

Works like a command line app, you can filter subsongs and stuff (barely tested and code is meh though). Example: amb_fx.sb1 -c c:\test\test.exe -fd -fcm 2 -fsm 60.0 -l 2

This will create .txtp for subsongs with more +2 channels and +60 secs, while ignoring dupes, and if a >2ch song is found it'll create a .txtp per 2ch 'layer'.

edited 2:41 PM EST January 23, 2019
by hcs at 9:57 PM EST on January 22, 2019
Updated vgmstream.html, lemme know if there's anything needs fixing.

As always, thanks for all your work on this!
by Anterag at 5:19 PM EST on January 23, 2019
Hi! Amazing that the SM3 format is finally supported! Thanks Bnnm and Nicknine. It seems vgmstream reads Ubisoft IMA stereo sounds from SM3 starting directly from the data offset (instead of taking initial header values for each channel). This causes volume irregularities. Also, I noticed there were clicks on the "intro-loop" tracks since it joins all the segments. Any way to fix that please? Thanks in advance.
by Nicknine at 7:41 PM EST on January 23, 2019
@Anterag - I assume you're working with a really old game like Tarzan Untamed, in which case that's not the issue, it's the codec itself which appears to be slightly different from newer Ubi IMA introduced in 2003.
by Ultrafighter at 8:42 AM EST on January 24, 2019
".SB4 files from Rainbow Six Vegas 1 & 2"
What platform are they from - X360, PS3, anything else? There was a theory that number in this kind of extensions - *.SB#, *.SM#, *.SP# - might mean platform (0 for PC, 4 for Xbox 360 and so on). It might explain this:
"the files names don't match with the ones I found".

And what did you mean when you said "to sort everything out"? Are you going to make a playlist when you finished checking thousands of tracks or you're intending to re-encode all found music to more common formats (MP3, OGG, whatever)?
You see there's no way to split given audio archives from Ubi games if one doesn't want to use DecUbiSnd (supposedly this tool doesn't even find every single track contained in those *.SM#/*.SS# archives) and transcoding them is the only option. Of course it's possible to keep entire sound bank along with a playlist but it's still not very convenient.

I think you should thank Nicknine for adding more & more UbiSoft format variants, it was Bnnm who started it all but it's Nicknine who continued it.

So long!
by Nicknine at 12:12 PM EST on January 24, 2019
The number is indeed the platform index, 4 means either X360 or PSP (early PSP games hijack X360 index).

0 - PC
1 - PS2
2 - Xbox
3 - GC
4 - X360 (also early PSP)
5 - PSP (also 3DS)
6 - PS3
7 - Wii

edited 12:16 PM EST January 24, 2019
by Ultrafighter at 9:06 AM EST on January 25, 2019
Damn, that was supposed to go there! Could someone move the post in its appropriate topic or I may simply post a replica in that thread?
by Broula at 11:41 AM EST on January 27, 2019
I think you should thank Nicknine for adding more & more UbiSoft format variants, it was Bnnm who started it all but it's Nicknine who continued it.
>Thanks Nicknine and Bnnm then ;)
by bnnm at 7:26 PM EST on January 27, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add extensionless RIFF [Myst III (Xbox)]
- Fix Ubi IMA v2 [Donald Duck: Goin' Quackers (GC)]
- Fix most Ubi SB stuff and yet more games
- Add .sbv RIFF [Spongebob Squarepants - The Movie (PC)]
- Fix some SDF [Mr. Bean's Wacky World (Wii)]
- Add .wxv RIFF [Godzilla - Destroy All Monsters Melee (Xbox)]


There has been a lot of improvements recently in the Ubi SB (.sb0-7, .sm0-7) format. Nicknine added the "map" variation and I fixed layers and sequences (full songs for Prince of Persia and similar games with segmented audio). Since sbX/smX typically mix sfx and music you can use my TXTP maker I linked a few posts back to get music more easily.

The format is still retarded in that support needs to be added per game+platform, but we got most of them covered now.
by Broula at 9:36 AM EST on January 30, 2019

Hello, I uploaded the "Sounds" directory of Rainbow Six Vegas 2 on Xbox 360 Here

Thanks for the work, it's really appreciated.
by Ultrafighter at 4:49 AM EST on February 3, 2019
Hi Bnnm, I've just encountered some unplayable *.sps and would like to see them implemented. They all come from Army of two - The Devil's cartel for PS3.
They were extracted with Python3 scripts by Nicknine & are even convertible with ealayer3 but it'd be way more convenient if they're playable right away: in that case TXTPs can be made + it's tidier to have a single 11-channel file instead of 6 MP3s.

Best wishes!
by shockdude at 12:07 AM EST on February 6, 2019
I have some sfl and ogg files from Touhou 15.5, but when I open the sfl the music doesn't get looped. Am I doing something wrong?
I've uploaded a sample here:
by marcusss at 12:23 AM EST on February 6, 2019
I guess the sfl are the loop points. Bnnm maybe can add them or you can get the info from the sfl and make looping oggs .logg in vgmstream
by Ultrafighter at 12:36 PM EST on February 7, 2019
@Bnnm: hello, is it possible to improve playback of these tracks? It's expected that some hissing / static will always be present because it's XBOX 4-bit IMA ADPCM but the MULs I posted sound even worse than usual...
Can it be that these files aren't simple audio streams but some proprietary movies & require demuxing to make them sound better?

Best wishes!
by bnnm at 1:17 PM EST on February 11, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some Ubi SB [Rainbow Six Vegas 2 (X360)]
- Add atomic BAO [Assassin's Creed (PS3/PC)]
- Fix EALayer3 11ch, V1b PCM, V2S loops [Army of Two 3 (PS3), NFS:W (PS3)]
- Fix .sfl loops in some cases
- Fix BAO layer/sequences and add .cpk and more games
- Add Ocean .DSF, .208 and DSA decoder [Last Rites (PC)]
- Add .vgm TXTH extension [Maximo (PS2)]
- Adjust Yamaha ADPCM description
- Adjust subsong title description and show for TXTP subsongs
- Fix Winamp slow seeking after max length with infinite loop on
- Fix foobar infinite loop when seeking after max length in some cases
- Add TXTP global "commands = #(...)" and allow per-segment masking/mixing
- Add Dragalia subkeys up to Skyborne Spectacle raid event (by Slashiee)


@Ultrafighter - demuxing won't help as the data looks correct, not sure why it glitches.
Maybe it's a custom XBOX IMA variation, post .exe from PC games using MUL and I'll try to figure out later.
by Ultrafighter at 2:02 AM EST on February 12, 2019
Here's Tomb Raider - Anniversary exe if it helps. If anything turns up & you need an executable file from TR Legend tell me and I'll get it too.

Edit: These banks from 007 Blood Stone X360 don't play, can they be added/fixed?
Later & thanks in advance!

edited 3:22 AM EST February 12, 2019
by shockdude at 10:39 PM EST on February 13, 2019
Thanks for the vgmstream update. The Touhou 15.5 sfls are looping now.

However, in foobar2000, the song's length is still reported as the length of the original ogg, rather than the length of two loops. The loops play, but the current time goes past the reported length, e.g. 2:03 / 1:33.

edited 10:39 PM EST February 13, 2019
by Broula at 6:46 PM EST on February 17, 2019
Thanks for the update bnnm !
by bnnm at 1:29 PM EST on February 18, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some .baf [James Bond 007: Blood Stone (X360)]
- Add TXTP "loop_mode=keep" for intro+main songs that also loop normally
- Fix some more BAOs
- Fix memory corruption when forcing loops and clean internals
- Show loop info even when disabling loops in plugin's config
- Fix mpeg state not properly resetting in some cases
- Add TXTP "#h(rate)" to force sample rate
- Fix some .bnk [Manhunt 2 (PSP)]
- Add companion CLI tool
- Add .ds2 [Star Wars Bounty Hunter (GC)]


Note that stuff like Scott Pilgrim vs the World should now play all songs.

@shockdude - That's a foobar2000 quirk, you must manually refresh tags when length changes: shift + right click > tagging > reload info from files

@Ultrafighter - I think it's an IMA variation but it's hard to understand what is doing, will try again later.
by Ultrafighter at 2:30 AM EST on February 20, 2019
Hi Bnnm, can you please check these *.XWB/*.XSB and tell me if they can be extracted with original filenames? xwb_split.exe suggested using -c key but I didn't get any results with it either (got "a flag isn't implemented" error on every bank I tried to split)...
The VG in question is Headhunter - Redemption for Xbox.

Also there're samples from 007 - Blood Stone for X360, quite a few tracks sound pretty bad ATM, with overwhelming static & hiss, can you look into those (check out TXTPs I included) and see if playback can be improved?

@Shockdude - "shift + right click > tagging > reload info from files" (by Bnnm)
It was there not so long ago but devs either moved this option somewhere else or removed it entirely from the latest versions of FB2K. Just wanted to point it out.


edited 2:35 AM EST February 20, 2019
by shockdude at 11:21 PM EST on February 20, 2019
The "shift + right click" trick in foobar2000 1.4.2 worked for me, thanks bnnm!
Also fyi vgmstream is also working with Touhou 14.5's sfls, in addition to Touhou 15.5's.

edited 11:21 PM EST February 20, 2019
by AnonRunzes at 7:50 PM EST on February 21, 2019
alright guys tell me what's needed to contribute to the vgmstream codebase
by Knurek at 8:27 AM EST on February 24, 2019
@bnnm: what's this about Manhunt 2 PSP bnks? The game seems to use unplayable VAS (looks like PS2 ADPCM), some of it in AFS containers...
by marcusss at 8:58 AM EST on February 25, 2019
Im ripping a game where songs loop but require txth to force looping samples before EOF. That is fine

...but some songs have an intro + Looping body...The problem is the intro contains a bit of the body as well (5s duplicated which needs to be skipped) so yeah vgmstream needs to skip the last part of the intro and then join with the body like a normal txtp.

I'm assuming txth cannot be combined with txtp or can it?? Would txth work so that vgmstream will play intro and skip # of samples end as per TXTH and then by playing the body as per what txtp does (intro + body) e.g.

Im sure im making it sound complicated but just wanted to know how to do this. Pity it is not a simple intro + body

e.g EX1

edited 9:09 AM EST February 25, 2019

edited 5:50 PM EST February 25, 2019
by bnnm at 1:29 PM EST on February 26, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix multitrack .baf [James Bond 007 - Blood Stone (X360)]
- Fix EA-XMA segfault
- Add some BAOs and v6 IMA [Ghost Recon Future Soldier (PC/PS3)]
- Fix rare .vag [Jak 3 (PS2)]
- Add Blitz IMA .str+wav [Zapper (PC)]
- Add TXTH interleave defaults for PSX/DSP/PCM16/PCM8 to simplify usage
- Update TXTH doc with info about how to use codecs
- Change AIX to use custom io and layered+segmented layout
- Remove unused AIX layout
- Fix some AIX [Danball Senki (PSP), Tetris Collection (PS2)]
- Fix extensionless files inside folders with dots in winamp/CLI
- Add FFDL Ogg [Final Fantasy Dimensions (Android)]
- Improve average bitrate with layers+segments
- Add Vicious Cycle .mus [Dinotopia (Xbox/GC)]
- Improve TXTP parsing, ignore spaces and add mask ranges
- Fix BAO sample rate in some cases [Assassin's Creed]


@Ultrafighter - .xsb is tremendously complex, I'll try to improve parsing later.

@Knurek - .bnk are for sfx. .vas is almost headerless (sample_rate varies in voice vs music), try TXTH:
id_value = 0x32414773 #"2AGs"
id_offset = @0x00:BE
#0x04: data size
#0x08: fixed value?
codec = PSX
channels = 1
sample_rate = 24000
start_offset = 0x2C
num_samples = data_size

.AFS may be CRI's, try .bms around.

@marcusss - I'm not sure if I get it but you can substract values from num_samples in the TXTH using value_sub (see doc)
by marcusss at 3:46 PM EST on February 26, 2019
Ok thanks bnnm. I thought something like that. Will give it a crack. Cheers
by marcusss at 8:36 AM EST on February 27, 2019
I tried ripping SNK Heroines fighting game but looks similar to KOF XIV Blowfish encryption as is again assets.wad and header starts with AGAR.

I included the exe and 10MB or so of the assets file if someone can take a look at it?? The actual full size of assets.wad is almost 4 GB



edited 8:36 AM EST February 27, 2019

edited 8:37 AM EST February 27, 2019
by bnnm at 12:56 PM EST on March 5, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix .ogg multichannel order and cleanup
- Add multichannel layout for some OGG/MP4/WEM/FFmpeg and use in foobar
- Fix RIFF even-sized chunks, PCM GUID and add channel layout
- Fix tri-Ace Aska ADPCM .aac [Star Ocean anamnesis (Mobile)]
- Rename internal coding AICA to YAMAHA
- Add TXTP loop install: "#I(loop start) (loop end)"
- Add Czech_BAOs
- Show mm:ss in samples info and adjustments
- Accept replaygain_* in !tags.m3u for foobar
- Fix 3/5ch .SPS [Battlefield 4 (X360)]
- Clean .dcs+wav [Evil Twin (DC)]
- Add $AUTOALBUM !tags.m3u command
by Ultrafighter at 3:57 AM EST on March 6, 2019
Thnx for SPS fix! However there's still a bunch of unplayables, a small group now.
BTW are Splinter cell Conviction and/or Blacklist rips coming up? Just curious.

edited 4:22 AM EST March 6, 2019
Star Wars Episode III sound files by Puterboy1 at 12:30 PM EST on March 8, 2019
Would it be possible for your plugin to support the .ilv files from the PS2 release of Star Wars Episode III?:
AUDICA by marcusss at 12:13 AM EDT on March 12, 2019
I have some vgm in format of .audica from the game AUDICA.

They have the magic bytes PK so are zipped but upon extracting there are .MOGGs and CUES and none play in vgmstream.. I heard of MOGG before but this one doesn't work..different obviously.

Anyway the game uses hmxaudio plugin.



edited 12:15 AM EDT March 12, 2019
by bnnm at 3:57 PM EDT on March 12, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some MIB+MIH missing samples [Galaxy Angel II (PS2)]
- Add ADX key [Bakumatsu Renka: Shinsengumi (PS2)]
- Add .ilv extension [Star Wars Episode III (PS2)]
- Fix some 7ch .SPS [BAttlefield 4 (X360)
- Fix newest .wem channel mask and validate wrong values
- Add AAC codec for TXTH and bytes-to-samples
- Calculate num_samples automatically for FFmpeg AAC (.aac/laac)
- Parse hex in TXTP loop install
- Add AAC .strm [Cursed Castilla (3DS)]
- Fix EA SCHl BR and handle multilang better [Battlefield: Hardline (PS3)]
- Add SFH .at3 wrapper [Devil May Cry 4 Demo (PS3), Jojo BA HD (PS3)]
- Add inline TXTH math: (key) = (number) (op) (number) ... [op: +-*/]
- Add non-demuxed EA SCHl .vp6 videos with multilang subsongs
- Add TXTH subfile_offset for wrapper files
- Add TXTH mpeg bytes-to-samples and tweaks
- Add TXTH inline coef_table = NNMM.... for DSP
- Add Konami MSF/XWMA [Metal Gear Solid 3 HD (PS3/X360)]


TXTH MATH: works like this data_size = @0x10 * 0x800 * channels

Priority is left-to-right. Do add brackets though, they are accounted for and if they are implemented in the future your .txth *will* break with impunity.
# normal priority
data_size = @0x10 * 0x800 + 0x800
# also works
data_size = (@0x10 + 1) * 0x800
# same as above but don't do this
# (may become @0x10 + (1 * 0x800) in the future
data_size = @0x10 + 1 * 0x800
# doesn't work at the moment, so reorder as (1 * 0x800) + @0x10
data_size = @0x10 + (1 * 0x800)
# fails, wrong bracket count
data_size = (@0x10 + 1 * 0x800
# fails, wrong bracket count
data_size = )@0x10 + 1 * 0x800


TXTH SUBFILES: for wrappers:

# parse ogg subfile but apply external loops
subfile_offset = 0x20
subfile_size = @0x08
subfile_extension = ogg

num_samples = @0x10
loop_start_sample = @0x14
loop_end_sample = @0x18


@Ultrafighter - Conviction was uploaded, Blacklist uses hashed filenames and a new BAO version so not likely.

@puterboy - .ivl can't play directly, must use .txth, same with The Last Express.

@marcusss - those are encrypted.
Condemned 2: Bloodshot Audio Files by -Dexter- at 10:13 PM EDT on March 12, 2019
Hi there Bnnm

I was told from Ultrafighter that you might help me with extracting the music files from the Condemned 2 global.snd file. I inspected the file as a raw file on Audacity to confirm if the music was in the file but it does seem like it does but its not properly interleaved. I don't know what program or script I can use to look deeper into the file. If its possible you or someone else could look at the file that would be great

Condemned 2: Bloodshot Audio Files by -Dexter- at 10:13 PM EDT on March 12, 2019
Deleted copy

edited 10:14 PM EDT March 12, 2019
by RetroFanatic at 6:11 AM EDT on March 13, 2019
vgmstream can't play music from, say, Ultimate Marvel vs Capcom 3?

The download provided here just gives me a folder with files named things like "bgm_cr_012.at3.pos".

What to do with that?
by Ultrafighter at 8:14 AM EDT on March 13, 2019
Hi Bnnm, thanks for fixing both 7ch .SPS & EA SCHl BR streams!
Does the latter mean that you won't have to add each new multilang "tag" manually? It's pretty cool if I got it right. You see 1 title uses SHSP while another one uses SHES but they're really one & the same, then there're SHDE & SHGE, SHJA & SHJP, the list goes on & on; this update should save you lots of time I guess.

>Conviction was uploaded
Big thnx for this one, I'll grab it ASAP!
BTW are you also looking into Surf's up or Rainbow six 3 (both for PC)? These are games I'd like to check out but I think I can wait for your rip too. It's just that the timing seems perfect for making full proper rips of both VGs.

Best regards, Ultrafighter!

@-Dexter-: If Condemned 2 is quite similar to FEAR 2 you should have standalone SNDs for each level / map, be sure to try & find them all.
Then you shouldn't expect any descriptive track names too, it's gonna be like this: m01_sr_03a__0000.snd, dlc_03_04descent__0245.snd, etc. I believe. FEAR sequel had a few GAMEDB assets which definitely held some "true" proper titles for some BGMs but it wasn't possible to divide given SNDs into separate sounds while using names from GAMEDBs.

@RetroFanatic: *.at3.pos contain only looping info for bigger *.at3 files, only the latter contain actual audio data so you're not supposed to play *.at3.pos files.

edited 8:26 AM EDT March 13, 2019
by -Dexter- at 9:56 AM EDT on March 13, 2019
@Ultrafighter - Gotcha, I haven't been able to extract the gamedb files yet, is there a tool or script to extract them?
Harry Potter and the Sorcerer's Stone SFX by Puterboy1 at 2:24 PM EDT on March 13, 2019
Would also be possible to add support for the .bwav files of Harry Potter and the Sorcerer's Stone for the PS2? You can download the samples here:
The Last Express sound files by Puterboy1 at 2:28 PM EDT on March 13, 2019
At the same time, maybe you can study these .SND from The Last Express:

For more on the .snd files, click here:
Never mind by Puterboy1 at 2:31 PM EDT on March 13, 2019
I'm sure the converter for the Last Express' .snd files helps, even though doing things manually take a long while.
by Ultrafighter at 6:52 AM EDT on March 14, 2019
@-Dexter-: No idea actually, you can always try looking for anything about FEAR 2 GAMEDB files at XeNTaX or ZenHAX forums though... or making a new topic dedicated to them obviously.

@Bnnm: I can throw some other PS2 *.bwav in the mix if samples from Harry Potter can be added to plugin. Mine come from Battlestar Galactica.

So long!
.par file but with .lzf2 headers by marcusss at 8:25 AM EDT on March 14, 2019
@ bnnm or anyone else..Can you take a look at this archive. This is a snippet of a BGM.par file. The table is at the beginning and each fileor chunk has the header lzf2 whic I assume is a copression type after searching online. Does anyone have a tool to decompress this? Had no luck so far.



edited 8:27 AM EDT March 14, 2019
by Ultrafighter at 12:08 PM EDT on March 18, 2019
Hey Bnnm, do you mind answering a question? I see you added 2 Far Cry Instincts rips, does it mean that titles which use DAT+FAT bigfiles (like Watch dogs / FC2-4) are (properly) rippable now? It'd be so cool if we're able to make perfect streamed rips of those games!
Did you use Gibbed.Dunia2 tool or something else (like a brand new script to sort all extensionless files, divide them into SM2/SS2/SP2, etc.)? I'm really eager to find out!

Another thing but also related to Ubi VGs: I've just noticed presence of quite a few unplayable SB5 files in Tom Clancy's Rainbow Six Vegas for PSP but (strangely enough) all TXTPs in root folder reference only unplayable (!) SB5s. Could it mean they were playable one day but the latest updates somehow affected their playback? I'd be grateful if you looked into this set once again.
I guess there's no sense in posting samples here since it'd require upping entire KS_STREAM.SS5, a 300 MB giant, so here's a link.

Finally there's a pair of unplayable BIKs in Prince of Persia - The Two Thrones [GC], RADTools (or binkconv.exe to be exact) reports that "no sound was found in Bink file". Could you look into these please?

Best regards!
by bnnm at 4:33 PM EDT on March 18, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add 9TAV [Metal Gear Solid 2/3 HD (Vita)]
- Fix some .mtaf looping when shouldn't
- Fix TXTH auto data_size with subsongs to calc up to next start_offset
- Add TXTH padding_size = (value|auto|auto-empty) to skip PS-ADPCM padding
- Add some Ubi SB [G.R.A.W (X360), Splinter Cell D.A. Online (PC)]
- Add Ubi .bnm [Rayman 2 (PC), Tonic Trouble (PC), Donald Duck Goin' Quackers (PC)]


@Ultrafighter - EA multilang tags still must be added, but it's easier now.
I've uploaded all .sbX I have, except Splinter Cell and Batman Vengeance PC that use an unplayable codec.
FAT+DAT, basically no. You need to know the .SSx names, and I simply manually named most in Far Cry Instincts.
.BIK you should trust RADTools, they are too small to have audio.
Rainbow Six Vegas I'll take a look.
.bwav I'll think about.
by Ultrafighter at 8:15 AM EDT on March 20, 2019
Hi, thanks for GRAW! I have to say that some tracks seem to end with a piece of SFX (!) & a long period of silence, I'm not sure it has to be like this. Could you look into this sample?

BTW I've seen numerous buggy streams in Tom Clancy's Rainbow Six Vegas [PS3] too, those ended with static (sometimes more than a minute). Strangely enough I had the same issue while ripping that game for that specific platform with DecUbiSndGui, it happened eons ago though.
I made *.TXTP for some of those faulty tracks; those can be found in my [sorted] archive I submitted to JoshW. You can either get that edited set from an FTP server or ask me to up the file somewhere else.
Also Tom Clancy's Splinter Cell - HD [PS3] had quite an issue: some BGM segments ended with 1 or 2 pieces of SFX, I mentioned those in a text doc (!sorted by Ultrafighter - Notes.txt) included in my [sorted] variant of initial rip.

by Koto at 1:12 PM EDT on March 21, 2019
Hi, I'm trying to make custom loop points in MMXC1+2 using TXTP, but I'm doing something wrong, cause vgmstream doesn't play the TXTP.

Take this file as example:

How to should I fill the fields to make it work?

codec =
channels =
sample_rate =
loop_end_sample =
num_samples =


See ya
by bnnm at 4:39 AM EDT on March 23, 2019
TXTP modifies files that already play. What you posted is a TXTH, that allows unplayable files.

You need (name).txtp and inside:
(filename.sngw)#I(loop start) (loop end)

Also see:
Madeline and the Magnificent Puppet Show .MAV files by Puterboy1 at 8:48 PM EDT on March 24, 2019
Can these files be supported?:
by bnnm at 3:02 PM EDT on March 26, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Added Team Ninja/Koei Tecmo Opus Variant for Dead or Alive Xtreme 3: Scarlet (Switch) (by bxaimc)
- Added support for EA SBR format containing SPS files. (by Nicknine)
- Fixed EA BNK parser (again) (by Nicknine)
- Fixed EA ABK parser (by Nicknine)
- Fix Ubi SB sample/layer bugs [SC HD (PS3), RS:Vegas (PSP), GRAW (X360)]
- Add .fsb.xen and key [Guitar Hero 5 (X360)]
- Add .fsb key [Sekiro (PC)]
- Add accurate sample count for VBR .mp3/lmp3
- Add TXTH chunk_* config for chunked data and fix leaks [SF EX 3 (PS3)]
- Add CLI -k (seek) config for debugging
- Fix TXTP boolean reading near EOL/EOF
- Add .ikm PC/PSP and fix PS2 samples/loops [Chaos Legion (PC), TLOH IV (PSP)]
- Improve .xsb internal name reading and .xsb filename detection
- Add txtp_maker -O option to rename repeated files
- Fix looping EA-XAS and leaks
- Fix .sngw 5.1 channel order
- Fix inconsistent PSX channel padding [Gitaroo Man (PS2)]
- Allow TXTH chunks + subfiles + subsongs [Gitaroo Man (PSP)]
- Tweak RIFF .at3 for extensionless/multi-riff [Gitaroo Man (PSP)]
- Enable TXTP mixing


TXTP MIXING: mainly to make multichannel/multilayered/crossfading files into stereo. Docs here but you want this:

# plays 2ch layer1 (base melody)
okami-ryoshima_coast.aix#@track 1,2

# plays 2ch layer1+2 (base melody+percussion)
okami-ryoshima_coast.aix#@layer-b 2 1~4 # 1~4 is optional

# uses 2ch layer1 (base melody) in the first loop, adds 2ch layer2 (percussion) to layer1 in the second
okami-ryoshima_coast.aix#@crosslayer-e 2

# uses 2ch track1 (exploration) in the first loop, changes to 2ch track2 (combat) in the second
ffxiii2-eclipse.scd#@crosstrack 2

# downmix bgm + vocals to stereo
mode = layers
commands = #@overlap 2

This feature is really cool (if I do say so myself) and flexible but it's complex and needs some knowledge to mix properly (>>), for most uses stick to the above.


@Puterboy1 - needs to split non-audio data first
Star Wars Lightsaber Duels (.gsb + .vpb files) by Puterboy1 at 4:57 PM EDT on March 27, 2019
I want to make these playable:
by bnnm at 6:13 AM EDT on March 30, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add PCM .akb [Mobius Final Fantasy (Mobile)]
- Fix 5.1/7.1 .at3 LFE channel order [Devil May Cry 4 (PS3)]
- Fix TXTP "c" command and add "C" (@track alt)
- Improve txtp_maker -n option
- Fix layered current/loop sample (needed by TXTP)
- Add VAGp variant 'STEREOVAG2K' for The Simpsons Skateboarding (PS2) (by bxaimc)
by Ultrafighter at 1:35 PM EDT on April 6, 2019
Hello Bnnm, would you mind looking into this? Could it be some kind of custom container type which might be implemented in plugin?
When I tried listening to the set in question it turned out to be quite a disaster: most files played after I renamed them to *.OGG but a few dozens didn't, then bigger part of the remainder could be played fine as raw PCM; finally half a dozen remaining tracks happened to be headerless (?) ADPCM & I made a simple barebone TXTH for those. I don't want anyone to ever repeat these steps, that's why I'm asking you if *.aif/*.aif-Loop files can be added to VGMstream & played back as-they-are.

Also there's an unplayable FSB there, the troublesome file itself can be found here. For some reason the plugin doesn't recognize stream specs & play that FSB but fsb_aud_extr.exe (an old command-line tool which dumps contained streams to PCM) seems to process it just fine.

by Koto at 2:14 PM EDT on April 6, 2019
@bnnm: There's something I'm doing wrong about inserting loops with TXTP.

I'm trying to do it with some XA files, the file plays but ignores the loop points, no matter what I do.

Here are the original file and the TXTP made:

This is what I wrote in TXTP:


What I'm doing wrong? Thanks in advance

See ya
My samples by Puterboy1 at 11:44 PM EDT on April 6, 2019
What about my samples, aren’t any of you going to look into those?
by bnnm at 3:26 PM EDT on April 9, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- (dev) Add CMake (by CyberBotX)
- Up the max sample rate to 128K [AI War: Fleet Command (PC)] (by CyberBotX)
- Add Dragalia music subkeys up to April Fools (by slashiee)
- Add ReplayGain and extended read functionality to Winamp plugin (by CyberBotX)
- Added HCA key for Puchiguru Love Live! (by CursedBlackCat)
- Fix TXTP mono mixing in some cases
- Fix txtp_maker for filenames with spaces
- Add TXTP mixed groups for layers+segments in the same file
- Up the max sample rate to 192K [Dex (PS4)]
- Add .laif/aif-Loop extension [Psychonauts (PC)]
- Fix memory leak/lock when failing to open dual file stereo
- Fix .hca key detection for newer Tales of the Rays files
- Fix some .msf/mp3 looping


@Ultrafighter - I added .aif Ogg (may need to be renamed to .laif in some players) but others are raw extracts/headerless and need .txth (ADPCM is XBOX IMA). The actual header/format seems to be .isb, maybe some day.

@Koto - loops for me, are your plugins updated? Remember to play the .txtp directly, not the .xa
by Koto at 5:43 PM EDT on April 9, 2019
I have installed both lastest vgmstream in xmplay and Foobar, and neither loops for me.

There's another related plugin needed to be updated?
by bnnm at 6:38 PM EDT on April 9, 2019
Maybe you have looping disabled? I get these loop points with the .txtp:

Sill... by Puterboy1 at 11:41 PM EDT on April 9, 2019
You still haven't looked at my samples have you?
by Koto at 6:14 AM EDT on April 10, 2019
I solved the problem by resetting all Foobar config.

I have now another issue. For that precise stream, I want to make it play with no loop, but add just 10 seconds more for fade. The problem is, that the fade always appears before the "loop zero" ends, and neither vgmstream config (Fade Delay) or txtp editing (#d option) works for me.

Is there anyway to add 10 seconds fade delay with installed loops when vgmstream supposes to play 0 loops? Thanks
by AnonRunzes at 10:06 AM EDT on April 10, 2019
is anyone here willing to give this Puterboy1 kid what he needs to hear before he throws up a tantrum over "muh samples"

edited 10:07 AM EDT April 10, 2019
by MoldyPond at 12:58 PM EDT on April 10, 2019
Wouldn't it more sense to teach him that these things take time sometimes?
by Puterboy1 at 1:20 PM EDT on April 10, 2019
I have been patient.
by AnonRunzes at 5:24 PM EDT on April 10, 2019

first you post a link containing the sample you want someone to program over at vgmstream. which wouldn't be so bad if you didn't immediately proceed to make TWO "check muh samples" posts in a row (and they were a couple of days apart).

sure you were waiting for that one file(yeah, it's two pairs of files, whatever) to get supported to vgmstream but just because nothing has been done regarding your sample yet doesn't mean you have to make every single post that contains you saying something along the lines of "what about my samples?" every week or so, that makes you look completely entitled, as if you want to play that one fine on vgmstream right now.

edited 5:53 PM EDT April 10, 2019
by bnnm at 2:48 PM EDT on April 11, 2019
@Koto - If you mean you want to play once, then fade normally after 10 seconds into the second time, try:

0A056401.xa #I11390407 #l1 #d10.0
You need to set l1 to play once, if that fails also try to add #f10.0

If you use foobar you need to refresh tags too (shift + right click > Tagging > Reload info from files), or rename the .txtp
by ChillyBilly at 5:18 PM EDT on April 12, 2019
Welp, I've hit a new roadblock on my ripping journey. I was looking into Tap Sonic for the PC, and discovered the majority of the music comes in these .fpk files. I'm pretty sure they're encrypted, as the data appears as a garbled mess in hex and I can't get anything out of them through other tools like Ravioli. So.... someone here can lend a hand? Here's the goods:

Okami HD PC by ponaromixxx at 5:47 AM EDT on April 17, 2019
Help please search key for .adx and for .usm



edited 5:51 AM EDT April 17, 2019
by bnnm at 5:18 AM EDT on April 21, 2019
latest vgmstream changes (releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add txtp_segmenter companion CLI tool
- Add .sxd3 [Fate/Estella (PS4), Gran Turismo Sport (PS4)]
- Fix some .sm2/ss2 [Batman: Rise of Sin Tzu (Xbox)]
- Fix some .spw [Final Fantasy XI (PC)]
- Fix TXTP fade time in CLI
- Fix segmented .wave kbps
- Fix .hca key detection for newer Tales of the Rays files
- Fix some .msf/mp3 looping
by Nisto at 8:50 AM EDT on April 21, 2019
Question about TXTH: is there a minimum limit or something when specifying data_size for num_samples? I tried it with some raw PSX ADPCM data and it wouldn't play unless I explicitly specified the sample count (9688).
by bnnm at 10:05 AM EDT on April 21, 2019
You may need to set channels/interleave and codec first. What is yout .txth?
by Nisto at 11:40 AM EDT on April 21, 2019

codec = PSX
sample_rate = 10000
num_samples = data_size
start_offset = 0
channels = 1
loop_flag = 0

Audio file ->

edited 11:43 AM EDT April 21, 2019
by bnnm at 1:35 PM EDT on April 21, 2019
try putting chanels before, it's a quirk needed for data_size:
codec = PSX
channels = 1
sample_rate = 10000
num_samples = data_size
start_offset = 0
loop_flag = 0

Last two are optional btw, and loop flag may be "auto" to use PS-ADPCM flags.
by Nisto at 3:00 PM EDT on April 21, 2019
Oh, I see. I had no idea the order mattered. But wouldn't it be better to read in all the commands before actually referencing any of the values?

I intentionally used loop_flag to disable loops, and start_offset was just to see if it helped.
by bnnm at 5:26 PM EDT on April 21, 2019
Certainly it would be better, but I'd have to redo a bunch of things, and I'm unsure about the meaning of some cases/order since TXTH supports quite a few complex features (like simple math or setting header/body files).

Order mattering was mainly to handle sensitive (but not improbable) cases like this:
codec = PSX
sample_rate = 48000
interleave = 0x1000
start_offset = 0x20

# will make next reads convert "bytes-to-samples"
sample_type = bytes

channels = 1 # temp for next value
num_samples = @0x10 #size for 1ch!

channels = @0x0c # correct value
loop_start_sample = @0x14 #size for 2ch!

You can now rewrite some things with math but without order mattering I'm not sure how to handle stuff like that.
by Ruxnor at 4:55 PM EDT on April 22, 2019
I made a nice website for vgmstream:

Changes can be suggested here.
Dust .snd files by Puterboy1 at 4:00 AM EDT on April 23, 2019
Care to see if vgmstream can support these?:
by Kirishima at 11:51 PM EDT on May 8, 2019
Was there ever any progress on getting the ps3 version of Beyond Good & Evil's music playable?

I just ripped the thing to see if the audio was currently playable, but apparently it isn't.
by bnnm at 4:31 PM EDT on May 9, 2019
I have a bunch of Beyond Good and Evil PS3 samples and all work fine for me. Try renaming to .lwav, ripping with different .bms, or post your samples.
by Kirishima at 7:35 PM EDT on May 9, 2019
Could you post one of your samples? I have a feeling that either the bms script didn't work correctly or something else went wrong along the way.
by bnnm at 8:10 PM EDT on May 10, 2019

The engine files extracted as-is contain padding and would have size prepended before "RIFF". If your .bms tries to extract the "RIFF" inside, its size must be correct and padding removed.
by Kirishima at 3:15 AM EDT on May 11, 2019
Thank you for the upload and that answered my question. I was right in thinking something went wrong on my end since the files didn't have any riff headers. In fact, they didn't even resemble one another. I used the bms script from aluigi xenhax, but I'm starting to thing that was meant more for the 360 version than the ps3 version, or something broke on the decryption/extraction phase when working with the pkg file.
by bnnm at 4:14 AM EDT on May 19, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Restore TXTP loop_start_segment=1 for single files
- Add HCA keys
- Fix some .vs [Front Mission 4 (PS2)]
- Fix .at3/at9 mono files with wrong channel layout
by Kirishima at 2:30 AM EDT on May 22, 2019
I guess before I give up trying to rip it myself, may I request (or be pointed in the direction of)a bms script that should work with the ps3 version of BG&E? I can only find the one on xenhax.
by bnnm at 2:34 PM EDT on May 22, 2019
I think this one works, but I can't confirm:

Try to look for bms of the format rather than just BG&E, since other Ubisoft games used it.
by AnonRunzes at 5:35 PM EDT on May 22, 2019
and here's the "current version" of that script just in case
hca by koda2019 at 8:00 PM EDT on May 22, 2019
Can anyone help me encrypt the pes2019 Android hca, or tell me the right direction?
by Kirishima at 9:43 PM EDT on May 22, 2019
Sorry I didn't reply sooner, real life got in the way. Thank you both for sharing your bms scripts, I haven't tested them yet because events are still ongoing atm. I'll probably edit this post in the future when I get a chance to test them, replying on whether they worked or not.

UPDATE: Both bms scripts didn't work, the one linked by bnnm (not hcs because I'm an idiot who can't read anymore) extracted the files in a much tidier fashion, but the files still didn't look correct when viewed from a hex editor, and the one from the github kept spamming a message along the lines of it doesn't know what to do with this file, so it didn't bother extracting much of anything. I'm guessing the bf file got screwed up during package decryption somehow which seems odd since the other files looked okay.

edited 11:47 PM EDT May 22, 2019

edited 6:15 AM EDT May 23, 2019
by koda2019 at 11:18 PM EDT on May 23, 2019
I extracted some hca from the game, I found that their file headers are C8 C3 C1, now how do I generate such a file, the file headers I make using hcaenc are 48 43 41

Test hca download link
by hcs at 1:37 AM EDT on May 24, 2019
koda2019, you have already started a thread, don't also post in this one. And please wait at least a day before asking again.
by ChillyBilly at 12:41 AM EDT on May 25, 2019
Hi, got another little request: I posted the set for Little Saviors for the PC, but the XNB files aren't playing for me. Is it possible to look into this? Thanks in advance for any help on the matter!

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