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by marcusss at 9:16 AM EDT on September 7, 2019
The problem Puterboy is everyone has their own problems and music they are ripping so if YOU want someone to "KINDLY" take a look at your files /music then you need to explain more and why someone who is busy ripping their own stuff or busy in life to take a look at what you post here.

Everyone here no doubt studies more than enough audio files and its more about what is good or interesting. People are not going to click on random links or bother downloading stuff whether its great or not unless you explain it a little more. And aslo sticking the question on 1 thread is more than enoigh so no need to post on multiple threads on here as well.

It is no doubt good to have more stuff to rip but since you are the one asking for assistance it helps with some descriptons

* Does it have good music ?
* is it an old game that brings back nostalgia.. why do you want it ripped??
* did you check it with a hex editor., What is the header at the beginning of the file,

* Does it have great music or awell known composer or whatever. I don't know. just why its interesting to you and why it would be interesting to me or someone else here to take time to rip.

Not that we won't do it, but it helps explaining a little more.

Remember people are doing you a favour to take a look at it. People are busy studying, busy working, are married with a family or many other things going on in their life so time is precious to everyone here. You need to be patient while people take a look.

*** Also be thankful if they took a look at it and didn't get far or if they succeeded in getting the music ripped/working. Either way it uses precious time so be happy someone took a look at all.

Ahh I wrote a little too much..

Anyway you get the idea. Just be a little patient and people might eventually take a look at stuff you post.

edited 9:22 AM EDT September 7, 2019
by Knurek at 12:06 PM EDT on September 7, 2019
@bnnm: Could you take a look at these files
Knowing the developer, and judging from filesize, it should be MS ADPCM, but doesn't look like standard - silence (beginning or EOF) isn't 0x0000 for instance.
Doesn't look to be encrypted, as it compresses a bit and also importing the file as RAW PCM to Audacity produces some extremely noisy music.
by Puterboy1 at 1:10 PM EDT on September 7, 2019
Thank you for that advice. Now, I understand that Batman Forever: the Arcade Game has some .SMP and .SFX audio files that I am interested in making playable on VGMstream. Would it be possible for you to take a look at these please and see if they can be made playable in the next update?:
by CopperCanister at 6:39 PM EDT on September 7, 2019
@punk7890-2 Thank you so much, this works perfectly
by AnonRunzes at 2:09 PM EDT on September 9, 2019
okay, so here's what i've been working on with vgmstream code.

i've tried to implement this .wav format as seen on the Xbox version of R: RACING EVOLUTION. i say this 'cuz i've found a really special variant of it. as per RIFF specifications(chunk id plus chunk size), it contains a special chunk that acts as a header for the entire .wav file. no it's not "fmt\x20" and i don't know if my code actually even works when it comes to implementing a new format until i compile everything from there.

the thing is, i want to compile the whole code through MSYS2. but for whatever reason, i don't really know too well about how to actually use it. any ideas aside from reading

edited 2:36 PM EDT September 9, 2019
by AnonRunzes at 8:40 PM EDT on September 10, 2019
okay, so i did some vgmstream C code again and... i've implemented another sound format from a Xbox-exclusive game called Breakdown.

yes it's just .sth+.stw, but i've implemented it in the roughest way possible. again, i don't know if my code actually works with what i'm doing right now until i compile a bunch of stuff with MSYS2 or some other C compiler...
by bnnm at 1:36 PM EDT on September 13, 2019
I think you need to download gcc and make from MSYS2, using their "pacman" package manager thing. Then you should be able to compile the Makefiles, but resulting are tied to MSYS2. You'd probably have a much easier time with mingw tho.
by AnonRunzes at 3:25 PM EDT on September 13, 2019
okay, so i need to download gcc through MSYS2 in order to get started?


i mean, i already have 'msys/gcc-libs 9.1.0-2' installed on my msys64 base installation.

edited 6:09 PM EDT September 13, 2019
by bnnm at 4:22 PM EDT on September 16, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some .acb+awb names
- Fix version generation error without git in Linux/Mac
- Add Ubi ADPCM in .SMx/SBx [Spliner Cell (PC), Batman Vengeance (PC/Xb)]
- Cleanup
- Ubi SB tweaks (by Nicknine)
- Fixed FFmpeg codec not being displayed in case of recursive segments/layers (by Nicknine)
- Added Valve XMV format [The Orange Box (X360)] (by Nicknine)
- Fix some .nub [Tales of Vesperia (PS4)]
- Add Ubi .HXx [Rayman Arena, Rayman 3, XIII]
- Fix some prefetch .wem
- Add Konami BMP .bin (as .lbin) + decoder [Jubeat Clan (AC)]
- Add TXTH hist_offset for DSP
- Fix some .nub [Mojipittan (Wii), Ridge Racer 6 (X360)]
- Fix some Ubi HX [Rayman 3 (Xbox)]
- Clean RIFF/XNB PCM8 usage
- Fix some TXTP mixing bugs and add loop option in fades
- Add .oto extension [Vampire Savior (SAT)]
- Fix some Ogg not showing correct meta description
- Add SEAD .mab/sab names and cleanup
- Added MP3 codec to XMV parser (by Nicknine)
- Allow virtual .txtp in playlists (foobar/winamp/cli) for config/tagging
by bnnm at 6:21 PM EDT on September 21, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix foobar leak
- Fix some Ubi HX [Rayman M (PS2)]
- Fix Audacious plugin not releasing files
- Fix .rws with segments+layers and cleanup [Neighbours From Hell (Xbox)]
- Add TXTP -t trim command to adjust stream's samples
- Fix Yamaha AICA decoding being slightly off and cleanup
- Tweak Yamaha/AICA codec naming
- Allow normal files to get !tags.m3u tags from virtual .txtp
by ChillyBilly at 12:40 AM EDT on September 22, 2019
So.... the .opus files for the Switch version of Astebreed don't play for me, even after changing the extension to .lopus. If anyone could look into this, I'd be mighty grateful!
Disney's Villains Revenge .SOUN files by Puterboy1 at 10:09 PM EDT on October 1, 2019
Can anyone make these playable in VGMstream please?

I know that if you play them in Audacity, (raw audio, VOX ADPCM settings), you can hear the audio very well, except it's a little crackly. If you downloaded these samples and experimented yourself you can understand why. Maybe with a little work, you could perfect the audio once you find a way in making VGMstream support them that is.
by marcusss at 9:51 AM EDT on October 2, 2019
header has nuos , (soun backwards so audio is BE not LE

22050 Hz VOX ADPCM BIG ENDIAN?? Although it is a little scratchy.. Old game so perhaps thats how it was

I don't think txth supports VOX if it is that codec

edited 10:15 AM EDT October 2, 2019

edited 10:18 AM EDT October 2, 2019
by hcs at 12:30 PM EDT on October 2, 2019
Vox is Oki (aka Dialogic) ADPCM, which is (roughly) supported as OKI16. Though I expect another ADPCM is probably a better fit.

edited 12:35 PM EDT October 2, 2019
by Puterboy1 at 3:08 PM EDT on October 2, 2019
Is it possible to make a txtp file for it once you have figured it out?
by ChillyBilly at 6:04 AM EDT on October 6, 2019
I have yet another request for help... I ripped the Switch versions of the
first, second, and third Dragon Quest games, but the files aren't playable. They're .wav files, but I think they might be encrypted? Thanks in advance for any assistance on the matter!
by bxaimc at 8:44 AM EDT on October 6, 2019
Not encrypted, rename to .lopus, already added support for them recently if you build vgmstream manually. Need to add the dsp variant though.
by bnnm at 1:54 PM EDT on October 7, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix companion files in relative folders for foobar [Rayman M (PS2)]
- Add .vam extension [Rocket Power: Beach Bandits (PS2)]
- Fix FSB4 loop end +1 samples and tweak loop detection [Hard Reset (PC)]
- Fix FSB5 loop end +1 samples and tweaks
- Add Edelweiss OPUSNX .opus/lopus [Astebreed (Switch)]
- Fix TXTP 'ignore fade' not working properly in winamp/foobar
- Fix various leaks and issues found with drmemory
- Add options in foobar/winamp to allow any extension
- Add Square Enix Opus for Dragon Quest I-III (Switch) (by bxaimc)
- Add mp+ extension [Moonshine Runners (PC)]
- Read .bnh names in Ubi HX if no internal name is found
- Add CLI -O flag for performance testing
- Improve performance of ADX/XA/PSX/HEVAG/DSP decoders
- Improve EA-XAS decoding/performance
- Improve .acb performance for bigger files
- Add mixing/priority/fixes to Audacious
- Add HCA keys
- Fix TXTH default subfile size
- Add TXTH logical AND (&) operator for bitmasks
by Puterboy1 at 4:46 PM EDT on October 7, 2019
What about the sound files of Villains' Revenge? Have you looked further into those? Into making them playable in VGMstream, I mean?

edited 4:47 PM EDT October 7, 2019
by AnonRunzes at 5:02 PM EDT on October 7, 2019
there is always time for that.
by bnnm at 1:04 PM EDT on October 14, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Simplify FFmpeg decoder to remove temp buffer for performance
- Fix ATRAC3 clips caused by incorrectly inverted PCM16
- Fix some files not being played correctly in Audacious
- Fix MPC missing start samples
- Add .wbh names for .xwb
by Puterboy1 at 7:50 PM EDT on October 18, 2019
Have you looked at these .gsb and .vpb files from Star Wars The Clone Wars Lightsaber Duels yet?:
by ChillyBilly at 12:21 AM EDT on October 20, 2019
Okay, new issue: I looked into the Switch version of Digimon Cyber Sleuth. The BGM comes in a ".mgvl" archive that has an AFS2 header. So, I used this BMS script to extract the archive, but it just gave me a bunch of .dat files. Considering the AFS header, I figured that they might be ADX/HCAs, but that's when things got more strange.... changing the extension to ADX did nothing, but foobar DID recognize them as HCA. However, when I try playing the files, there's no sound at all. Plus, the extracted files all share the same odd header, but I don't think they're encrypted since foobar detected them, so.... I'm stumped. That being said, I uploaded the original sound archive, a few samples of the extracted files (not altered in any way, I assure you), and the demuxed movie audio, which, despite being contained in USM files, shares the same issue as the BGM. Here ya go:

Digimon Story Cyber Sleuth: Complete Edition

As always, thanks in advance for your assistance, guys!
by bnnm at 1:02 PM EDT on October 21, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix FFmpeg for non-planar formats (by kode54)
- Allow Ogg decoder to be used like other codecs
- Add SGXD with Ogg [Ni no Kuni Remastered (PC)]
- Add .spt+.spd subsongs
- Add streamfile helpers
- Clean RIFF Ogg code
- Add UE4OPUS v2 [Travis Strikes Again: No More Heroes (PC)]
- Add UE4 ADPCM v2 interleaved mono MSADPCM [Fortnite (PC)]
- Clean MSADPCM frame size and add extra check
- Add partial support for interleaved .XA/STR
- Add .bwav with PCM16 [Ring Fit Adventure (Switch)]
- Optimize float-to-int in ffmpeg


@ChillyBilly - that's awb with encrypted hca.
Lego Alpha Team .DDS by Puterboy1 at 6:44 PM EDT on November 2, 2019
I would like to make these playable please:
by Puterboy1 at 1:12 PM EST on November 6, 2019
I found some info for the .gsb files of Star Wars: Lightsaber Duels:

codec = DSP
sample_rate = @0x4c:BE$2
channels = @0x06:BE$2
start_offset = 0x80
num_samples = data_size
coef_offset = 0x52
coef_endianness = BE

I hope you can put this knowledge into your next update.
by AnonRunzes at 10:11 AM EST on November 7, 2019
"I hope you can put this knowledge into your next update."
are you implying something in there?
by Puterboy1 at 11:14 AM EST on November 11, 2019
To see if it can be used to play the sound files for Lightsaber Duels.

Also, could you please look into these voice files from the Xbox 360 port of Superman Returns?:
by AnonRunzes at 4:42 PM EST on November 11, 2019

anyhow this format you posted here seems to be one of the earliest variations of EAAudioCore format. although these things are extension-less, no doubt, if i had the C coding props for it i could implement this one in "no time".

i can't really document it here for now however as i have something of my own to worry about.
by AnonRunzes at 5:15 PM EST on November 11, 2019
fine i meant "right now". still, no guarantees that this request of yours will go anywhere.
by bnnm at 1:42 PM EST on November 12, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add raw interleaved XA subsong handling
- Improve EALayer3 reads in SPS to avoid rebuffering
- Improve MPEG FSB/EA-MP3/AHX reads
- Added VAG variant [Need for Speed: Hot Pursuit 2 (PS2)] (by Nicknine)
- Added Acclaim Austin AAAp VAG header [The Red Star (PS2)] (by Nicknine)
- Improve raw MP3 total samples reading
- Add sfx/str/zic CWAV extensions
- Move some extensions to normal list
- Clean some winamp code
- Improve AFC/DTK/FADPCM/PROCYON/LSF/ASF/DSF/XMD/MTAF/MTA2 performance and cleanup
- Remove stx parser since it's a repeat of afc
- Improve streamfile float reading
- Add extra MPF+MUS pair and missing EA .hdr check
- Fix uncommon handle leak when opening too many files
- Tweak _0/1 dual extension detection
- Add ISACT .isb [Psychonauts (PC)]
- Allow coef_offset to work with subsongs in TXTH
- Add HCA key [Blackstar (Mobile)]
- Fix FFmpeg slowness in MSVC
- Improve SCHl MP2/EALayer3 V1a gapless
- Improved EA videos support (by Nicknine)
- Improve old .xsb name reading [Psychonauts (Xbox)]
- Add XSSB .bin/lbin [Blinx 2 (Xbox)]
- Increase segment limit for mpf/mus TXTPs [Boogie (PS2)]
- Add EAAC .sps multistream Opus [FIFA 19 (Switch)]
- Fix FSB5 bank loops in some subsongs
by ChillyBilly at 12:08 AM EST on November 17, 2019
New issue! I looked into 8-Bit Yu-No for the Switch, but I can't get anything from the .dat file. Part of me suspects that, since this game was made by 5pb, it might be an encrypted archive like the Phantom Breaker games (and a check through hex definitely seems to indicate as such). I had even tried using the python script for the PB games, but they didn't work. I'd be most grateful if anyone can lend me a hand with this!
by bnnm at 1:27 PM EST on November 17, 2019
Up'd to joshw
by ChillyBilly at 7:15 PM EST on November 17, 2019
^Wow, that was quick. Thanks! Well, while I'm at it, can I ask you or anyone else to also look into Stay Cool, Kobayashi-san and Mononoke Slashdown (both Switch)? I think these might be encrypted too, but I'm not 100% sure. Thanks in advance again!
by bnnm at 2:35 PM EST on November 18, 2019
Mononoke looks encrypted, the other looks normal-ish but I don't recognize the format.
by punk7890-2 at 4:53 AM EST on November 25, 2019
Got a adx key to add:

Key: 53 47 4F B7 64 15 / LUCKYSRARPS2
Game: Lucky Star - RAvish Romance (PS2)

edited 4:53 AM EST November 25, 2019
by bnnm at 5:30 AM EST on December 6, 2019
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix AFC in AST
- Ubi SB: Added a new version [Rainbow Six 3 (PC)] (by Nicknine)
- Added multi-track EA MPF support (by Nicknine)
- MUSX: Added PC support [Ice Age 2 (PC)] (by Nicknine)
- Add ADX/HCA key [NogiFes (Android)]
- Fix some .sab names
- Fix some .nub sample/loop/LE/IDSP bugs [Wangan Midnight 5 (PC)]
- Fix some NUS3BANK .nub2 [THE iDOLM@STER 2 (PS3)]
- Add .abc extension
- Add ADX key [Lucky Star: RAvish Romance (PS2)]
- Add encrypted NUS3BANK xma [THE iDOLM@STER 2 (X360)]
- Allow tags with spaces in !tags.m3u using double delimiters
- Accept ALBUMARTIST in !tags.m3u for foobar
- MUSX: Added support for a v10 variation [Spider-Man 4 (Wii)] (by Nicknine)
- EAAC: Implemented gigasample type (by Nicknine)
- Fix TXTP times with leading 0s
- Add TXTP "loop_mode = auto" to simplify looping last segment
- Add HCA key [IDOLiSH7 (Android), Phantom of the Kill (Android), Dankira!!! (Android)]
Tank Troopers 3ds by threeblacknoises at 8:32 AM EST on December 8, 2019
I'm trying to get the game Tank troopers for 3ds to play, but most of the files have a usgdps extention that won't play in vgmstream.
Their's one song I need from this game for my high-quality smash ultimate soundtrack, and I'd like to get this song added before; or around; the time of the next DLC fighter's inclusion.
I realize that vgmstream was just updated, and that it might take some time before it gets updated again, but could someone please look into this soonish?
Thanks in advance.

by bnnm at 12:57 PM EST on December 9, 2019
Unzip this in the files folder:
Then set "enable unknown exts" in vgmstream options, or rename to .dsp, and should play.
Proglem with file by threeblacknoises at 5:29 PM EST on December 9, 2019
Thanks for the fix.
Unfortunately, windows won't let me download the file because of some virus it contains.
I can't even get details on what the virus is because it's so bad.
Could you please try reuploading the file?
by hcs at 8:38 PM EST on December 9, 2019
Yeah unfortunately SendSpace has some really evil ads, here's the file.
Thanks! by threeblacknoises at 2:26 AM EST on December 10, 2019
Yeah it was something really bad.
I got rid of both instances of the threat, seeing as I downloaded the file twice before windows was kind enough to let me know a threat was detected.

edited 6:25 AM EST December 10, 2019
FEC - File Extension Confusion by XaikuTheMaverickHunter at 8:24 PM EST on January 3, 2020
I don't if you tried to address this before or if anyone brought it up, but apparently the latest version of the VGMStream plugin is doing something that's causing Winamp to think that .vgm (Game Gear/Master System) files are associated with it when they're not. Can you please explain why, or what I can do to circumvent that?
by kode54 at 9:06 PM EST on January 3, 2020
Well, what do you know, they are associated with it by default:

Too bad we can't just, like, tell the player to put our plugin at a lower priority like we can with most of the others we support.
by bnnm at 6:27 AM EST on January 4, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add HCA keys
- Add Wwise OPUS [Girl Cafe Gun (Mobile)]
- Adjusted VAG full loops
- Fix some MP3 num_samples [Marc Ecko's Getting Up (PC)]
- Fix some .vsf sample rate (by AnonBaiter)
- Add .wav RIFF variation [Chrono Magia (Android)]
- Fix some .vsf issues
- Add XMA from UE3 [The Last Remnant (X360), Shadows of the Damned (X360)]
- Add non-stream CRI .csb [PES 2013 (PC), NiGHTS: Journey of Dreams (Wii)]
- Fix EA SWVR raw movies missing some samples
- Fix some Ubi HX [Rayman Arena (Xbox)]
- Add .fda Relic Codec AIFC [Homeworld 2 (PC)]
- Add .fda Relic Codec FDA [Warhammer 40000 (PC)]
- Fix some FSB5 looping jingles
- Fix HEVAG clip glitches


@XaikuTheMaverickHunter - vgmstream can't play Game Gear/Master System .vgm so those files would be ignored and shouldn't cause any issues.

If you want .vgm to be associated to another program you can change it in Windows's "default program" options, or remove .vgm in Winamp's "file types" options.
by Puterboy1 at 2:40 AM EST on January 5, 2020
What about these sound files from Red Dead Revolver (PS2):
by Kein at 6:05 AM EST on January 6, 2020

edited 8:26 AM EST January 6, 2020
by DrO at 2:57 PM EST on January 6, 2020
@bnnm: alas that won't help unchecking OS associations as it's a plug-in level conflict & it all depends on the order in which the winamp input plug-ins are loaded as to which one will be used if there's a conflict of extension (with in_vgm's usage of the extension pre-dating vgmstream's by quite a way).

however like kode54 points out (since we hit this issue with wacup a few months back), this is also a deficiency of winamp & how it doesn't deal with duplicate file extensions. winamp won't get fixed for that (there's no point trusting anything it's current owners say) but wacup will (for which it's current build of vgmstream which is a few months behind due to my release delays removes the .vgm conflict until the correct solution for this is implemented).

FF7R by Kein at 1:08 PM EST on January 8, 2020
Okay, I tested VGMstream on a bunch of FF7 Remake SABs and MABf containers and it seems like there are multiple issues. I dont know how format works but the output does not sound correct, like some instruments/soundfonts replaced and such and it produces different bgm with a similar motif.

Lmk how can I share a sample directly if you want to investigate.
by punk7890-2 at 9:04 PM EST on January 11, 2020
Got two adx keys to add:

Key: 61 C7 45 49 43 37 / ORN2HITMAN
Game: Katekyoo Hitman Reborn! Nerae! Ring x Bongole Trainers (PS2)

Key: 53 81 52 E5 53 E9 / REBHITMAN
Game: Katekyoo Hitman Reborn! Let's Ansatsu! Nerawareta 10-daime! (PS2)

edited 9:20 PM EST January 11, 2020
by almendaz at 2:01 AM EST on January 13, 2020
Can I post a suggestion/feature request?
For TXTP, in Time Modification, it would be nice if there was a modificator that let's you set a stream's starting time or sample number, instead of configuring a separate TXTH for the involved streams. The time length modificator works wonders, and in the future if more features are added to TXTP it might supercede TXTH -wishful thinking at least. Thanks in advance.
by bnnm at 4:27 PM EST on January 13, 2020
That feature is planned along with similar stuff (resampling, adding padding to the beginning/end, etc). However they require various internal tech changes that must be carefully considered, plus I need to think how to handle subtle things like how they affect loops and stuff. So, it may take a while.

Also, TXTH is meant to play unsupported formats, while TXTP is meant to modify formats that are playable. Both have a bunch of features that mimic how devs/games play files, and some do overlap, but that's a natural result of having various ways to achieve the same effect.
by almendaz at 6:13 PM EST on January 13, 2020
Thank you for consideration.
Also, what I meant with 'TXTP it might supercede TXTH', is that I think some TXTH commands could be implemented to TXTP configuration, so that the .TXTP file could become something like a 'script file' for playing streams. More than just a playlist. I hope this does not make vgmstream more & more heavy, lest not have many player crashes.
Thank you again.
by ChillyBilly at 11:40 PM EST on January 14, 2020
Time for my latest conundrum: I recently looked into Esp Ra.De. Psi for the Switch, and the audio seems to be containers for WAV files. However, I'm unsure how exactly to play or unpack them. If anyone can help, it would be greatly appreciated! ^_^
by bnnm at 6:56 AM EST on January 18, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
(by Nicknine)
- MSF: Added MSA extension [Sonic & Sega All-Stars Racing (PS3)]
- XA: Added PXA extension [Mortal Kombat 4 (PS1)]
- XMV: Minor tweaks
- MPF: Added more filename combos [SSX On Tour (multi)]
- RIFF: Tweaked cue chunk parsing
- VAG: Added a variation [Garfield: Saving Arlene (PS2)]
(by PredatorCZ)
- Added FWSE format
(by SimonTime)
- Implement Tiger ADPCM
(by bnnm)
- Add reverse engineered Namco Siren14 codec
- Add PASX .sgb extension [Death By Cube (X360)]
- Fix some Sony .bnk [Ratchet & Clank (PS3)]
- Add ADX keys
- Add HCA key [Inazuma Eleven SD (Android)]
- Fix NXAP ADPCM [Time Crisis 4 (PS3)]
- Fix stereo .fwse [Ace Attourney 5 (Android)]


@ChillyBilly - Looks compressed or encrypted.

edited 7:12 AM EST January 18, 2020
by ChillyBilly at 8:59 AM EST on January 19, 2020
@bnnm: Well, thanks for letting me know about those files, nonetheless. Anyway, while I'm at it, can I ask you or anyone else about looking into the DLC tracks for the Switch version of Warriors Orochi 4 Ultimate? Although the files extracted just fine for me, they simply don't play. Maybe they're encoded differently from the "main" tracks or something? Thanks in advance again for any feedback!
by Ultrafighter at 3:39 PM EST on January 19, 2020
Hi Bnnm, could you please look into these samples and tell me if they can be added to VGMstream? They seem to be similar to *.zsm/*.zss audio banks found in other games developed by Z-Axis, Ltd. or Raven Software (for example X-men Legends 1 & 2, Marvel Ultimate Alliance 1 or X-Men: The Official Game) as they all have ZSND headers, or ZSNDXBOX ones because I've only checked Xbox versions of those titles as of now.

As you can see a few banks from BMX XXX are already playable but majority of them is still unsupported (like 80% or 85% of *.zsd files). Or and of course all such banks in BMX XXX originally had *.zsd extension, not *.zss one: I enabled unknown exts in plugin settings just for this occasion but somehow it didn't work with initial extension, I still had to rename to *.zss to force format recognition & playback of contained subsongs.

Goodbye & thnx in advance for your time & effort!

EDIT: Hi again, could you please inspect these samples whenever you have time? They don't seem to be properly playable in VGMstream ATM but I remember fsb_mpeg being compatible with such files.


edited 4:50 PM EST January 19, 2020
by bnnm at 2:24 PM EST on January 20, 2020
@ChillyBilly - I think those use opus, can be added.

@Ultrafighter - .zsd format is slightly different, I'll try to add. Do you mean all files in BMX had .zsd and you renamed some to .zss?

.fsb play fine for me, they are 8ch layers so try txtp (like inter_cpa1.fsb#C7,8.txtp) or adjust downmix settings, and make sure vgmstream is higher priority than other plugins and stuff.
by Ultrafighter at 3:10 AM EST on January 21, 2020
@Bnnm - "Do you mean all files in BMX had .zsd and you renamed some to .zss?"
Precisely that.

Thnx for all your advice & good luck with adding that ZSNDXBOX format to plugin!

BTW I feel silly now that I haven't checked if those Marvel Ultimate Alliance 2 banks were simply multi-channel, for some reason I thought there were supposed to be 8 or 5 subsongs per bank when I added those *.fsb to playlist.

All the best!

edited 3:11 AM EST January 21, 2020
by bnnm at 7:30 AM EST on January 25, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add Koei wbh+wbd/sed [Dissidia NT (PC/PS4), Fire Emblem Warriors (Switch)]
- Fix some ZSND .zsd [Aggresive Inline (Xbox), BMX XXX (Xbox)]
- Add .s3v WMA extension [Sound Voltex 5 (AC)]
- Fix .ktss with VBR Opus [Warriors Orochi 4 Ultimate DLC (Switch)]
- Fix CRI UTF signed/unsigned types

edited 7:30 AM EST January 25, 2020
by Ultrafighter at 1:35 AM EST on January 26, 2020
Hello Bnnm, thanks for fixing those ZSND! However a few still don't play, well the one from Aggressive Inline doesn't play at all while a single *.zsd from BMX XXX has a few unplayable subsongs.
Here's a pack containing them both.

Later and thanks again for all your work!

EDIT: Now that I started actually listening to Aggressive Inline stuff I couldn't miss the fact that no track from music.zsd seems to be playing right, I only hear static & crackle in all tracks named like Can_harpoon.wav, Mus_Hallway_mix.wav, FerrisWheelAudio_1.wav, Mus_TankMix.wav, etc.

When it comes to any 0 second-long ones (for example Sellout.wma, Dontsweat.wma, Song13edit.wma and so on) everything should be exactly this way IMHO: all *.wma mentioned in music.zsd are loose files located in the same folder as music.zsd & the rest of *.zsd banks, this is the reason for classifying some subsongs in music.zsd as placeholders I presume.

EDIT #2: music.zsd from Aggressive Inline for Xbox is still available here.

edited 10:55 AM EST January 26, 2020
by ChillyBilly at 6:42 PM EST on January 26, 2020
@bnnm: Thanks for solving the Orochi issue! Now a new one has sprung up: I recently checked out void tRrLM for the Switch, but I couldn't extract anything from the archive. Curiously, I noticed this title has something in common with another NIS Switch game I ripped a while back, The Princess Guide: This game's BGM comes in AT9 files despite being on a Nintendo system (at least, that's what the hex editor is telling me). So, any chance these files can be extracted? Once again, thanks in advance for any feedback!
by Ultrafighter at 12:52 PM EST on January 27, 2020
Hello Bnnm, I'd be quite grateful if you checked this bunch of *.zsd files from BMX XXX.
All subsongs there play incorrectly: not only they're noticeably sped up they're also played back with lots of static. I can hardly hear anything behind that wall of intrusive noise but I still identified most of them as VO tracks.

So long and good luck with those pesky audio banks!

<i>EDIT: And here's music.zsd from Aggressive Inline just in case.
Best wishes!</i>

<i>EDIT #2: it seems that most *.zss from X-Men - The Official Game [Xbox] ((developed by the same studio which created Aggressive Inline and BMX XXX) also don't play fine - there's a load of static & stuff, can you please look into them too?
Cheers & thanks in advance!</i>

edited 3:37 PM EST January 27, 2020

edited 3:39 PM EST January 27, 2020
by Ultrafighter at 9:28 AM EST on January 31, 2020
Good day Bnnm, I hope it's not too much to ask you to look into this: I tried ripping Syndicate (2012) for Xbox 360 with your BMS but it didn't extract all the tracks from the *.xwc archives & stopped with an error rather fast.
Actually the procedure is this: first I had to unpack both Waves_Streamed.xwc & Waves_NonStreamed.xwc (files found on game disc) with another BMS & QuickBMS reported no errors on that stage; then I attempted using your script but it didn't succeed in extracting individual tracks out of WAVEDATA & STRINGS files... I sure hope it can be fixed at some point!

Goodbye and thanks in advance!

EDIT: And these are screenshots of errors if they help: #1, #2.

edited 9:38 AM EST January 31, 2020
Zathura sounds by Puterboy1 at 9:33 AM EST on February 1, 2020
Take a look at the examples found here and see if you can make these playable:
by Ultrafighter at 2:36 PM EST on February 2, 2020
Hi Bnnm, I'm glad to inform you that I've just achieved quite a breakthrough in regards to Syndicate (2012) audio files & maybe I've already gotten properly extracted individual tracks out of Waves_Streamed.xwc & Waves_NonStreamed.xwc archives, the only thing remaining is to add this variant of xwc format to plugin.
I remembered there's another BMS (I used it to rip PC version of Syndicate years ago) & it seems to be perfectly compatible with Xbox 360 port too, I managed to unpack both *.xwc archives with the script & there weren't any errors during the process (there's no need to use Luigi's BMS to get some intermediate files).

So here's a fresh bunch of samples, these should be audio streams, not snippets from sound bigfiles this time around. Please inspect those and tell me if VGMstream can play 'em one day.

Best wishes & thanks for everything!

edited 2:39 PM EST February 2, 2020
by bnnm at 1:25 PM EST on February 3, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix looping .bgm Ogg Opus [Utawarerumono: Mask of Truth (PC)]
- Add N1 .at9 NXOpus [void tRrLM(); //Void Terrarium (Switch)]
- Fix some ZSND .zsd [X-Men: The Official Game (Xbox), BMX XXX (Xbox)]
- Clean IO streamfile code
- Fix .xwc v4 XMA2 [Syndicate (X360)]
- Add lrmh+lrmb [LocoRoco 2 (PSP), LocoRoco: Midnight Carnival (PSP)]
by bnnm at 2:08 PM EST on February 4, 2020
@ChillyBilly - for void tRrLM
Escape from Monkey Island .WVC files by Puterboy1 at 1:19 PM EST on February 5, 2020
Can you have VGMstream support these please?:
by Ultrafighter at 4:34 PM EST on February 5, 2020
Thanks a lot for yet another great update Bnnm!
I have to report that a number of Syndicate tracks still refuses to play, here's half of those.

by AnonRunzes at 3:10 PM EST on February 16, 2020

so i need help with some headerless PS-ADPCM/VAG file i'm having. all i'm going to explain is i'm having problems with defining loop values through a txth file when it comes to that one headerless file i'm having. here's a zipped file containing two files: a .vag file (i came up with the vag extension) and a .txth file.

edited 3:10 PM EST February 16, 2020
by AceK at 4:21 PM EST on February 16, 2020

Where is the loop information coming from?
by AnonRunzes at 5:08 PM EST on February 16, 2020
from the less obvious places you could ever find...
i just want someone to give me some right points when it comes to the txth i'm making...

edited 5:42 PM EST February 16, 2020
by AceK at 6:15 PM EST on February 16, 2020
I'll likely be limited to the response then.

1. Most rips I see usually have num_samples at the end of the document. In this case, it does not affect playback. Keep in mind that the order of placement for some txth arguments may have to be arranged a specific way. This is up to the user if they want to maintain that consistency.

2. num_samples and sometimes loop_end_sample can generally be typed as:

num_samples = data_size

(typo corrected on num_samples)

3. Verify that the frequency is truly 44100 (is this verified in a table?)

Final (unknown about sample rate or other data table comparisons without a source):

codec = PSX
sample_rate = 44100
channels = 2
interleave = 1024
loop_start_sample = 430080
loop_end_sample = 2972928
num_samples = data_size

edited 7:30 PM EST February 16, 2020
by AnonRunzes at 6:29 PM EST on February 16, 2020
>is this verified in a table?
no. instead the game in which i'm trying to make a BGM rip on has its executable define the sample rate for any headerless (as in truly headerless, no accompanying header file of any hind) sound files it might have.

as in, the sample rate value resides in a function stored within the executable. the loop values are also handled through an entirely separate function that resides within the executable. the interleave number is defined (again) through an entirely separate function.

at the very least, that final txth result works. i didn't really realize that num_samples wasn't really supposed to come before loop_start_samples and loop_end_samples, but AFTER these two or else the resulting txth file would just have the whole headerless file being played in its entirety without any additional info about it what-so-ever.

edited 6:48 PM EST February 16, 2020
by Ultrafighter at 5:39 AM EST on February 17, 2020
Hi Bnnm, any news about 3 buggy tracks from BMX XXX [Xbox]? I posted them @Discord but still, it wouldn't hurt to ask here I guess.

I just wanted to say that apart from that triad of streams my gamerip/streamed set is ready to be zipped & upped, I simply want to be sure that three tracks which remain unchecked aren't BGM or CS audio thus they might be excluded from my final package.

All the best!
by bnnm at 1:29 PM EST on February 18, 2020
Havent't checked yet, Syndicate are all bad extracts.
by Ultrafighter at 4:16 PM EST on February 18, 2020
Thanks for letting me know about that Syndicate bug, another attempt at extraction seems to fix entire problem.
by marcusss at 6:12 AM EST on February 19, 2020
Ahh yeah same goes for the XNB issues I was having with Little Savior, a custom ogg format. My foobar wont update anymore as I get authentication errors so have to update manually.. My foobar is FUBAR, haha "Could not check for updates: Network authentication error (80090326)" even though I have win 7 x64 up to date including TSL 1.0 1.1 1.2 enabled by default.. Foobar updated server to 1.2 or something.. Still doesn't work though

Anyway, was just curious about the fix for that might be up? thx

edited 6:14 AM EST February 19, 2020

edited 6:15 AM EST February 19, 2020
by Anterag at 11:14 AM EST on February 19, 2020
Hello Bnnm,

I'm trying to extract the archive (AUDIOSTM.AST) which holds the audio content for Tiger Woods PGA Tour 06 (Xbox 360 version).
There is a BMS script made by aluigi (here) which does the job on the other versions but not this one.
The reason why I want to extract the audio is that the music wil potentially have better quality than the one from the other versions.
Indeed, it's using the Electronic Arts 4-bit ADPCM v2 (44100Hz/Stereo) on PS2 and Xbox, while on PC it's MP3 128kbps. On Gamecube, it's the same codec as PS2 and Xbox but it's 22050Hz only.

Here is the whole archive plus the executable:

Thanks in advance.

edited 11:15 AM EST February 19, 2020

edited 11:19 AM EST February 19, 2020

edited 11:20 AM EST February 19, 2020
by bnnm at 5:20 PM EST on February 23, 2020
@marcusss - XNB soon-ish I think.

@Anterag - you need to find the header file, that should be in a .abk, sometimes inside other files. Nicknine probably knows better though.
by marcusss at 7:31 PM EST on February 23, 2020
Thanks for the update bnnm
by bnnm at 5:31 PM EST on February 27, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add BNSF decryption [The Idolmaster 2 (X360/PS3)]
- Fix different dual stereo files with same extension
- Fix some layered/segmented metas showing wrong codec
- Add SGDX PCM [LocoRoco Cocoreccho! (PS3)]
- Fix some LRMD [LocoRoco 2 (PSP)]
- Fix .bms CWAV [Kirby's Adventure (3DS)]
- Add .al [Dominions 3: The Awakening (PC)]
- Add ADX/HCA key [Detective Conan Runner (Android)]
- Add BNSF key [Tales of Zestiria (PS3), Tales of Berseria (PS3)]
- EA fixes (by Nicknine)
- HWX and XB exts (by bxaimc)
by almendaz at 2:45 AM EST on March 7, 2020
OK, here's a petition.
Could you make vgmstream plugin include ".M4A" as a "known" extension?
The "enable unknown exts" works great if I make .TXTH for ANY extension instead of just renaming the extracts to .pcm or .adpcm (for instance, .ams does not read, i.e. .ams.txth is not used by plugin); problem is that ".m4a" extension, which is MP4-contained, also gets treated as unknown extension, so winamp's own mp4 decoder does not get used.
So, pretty much I'm asking for M4A extension to be included in vgmstream as a "known" extension, like MP3, WMA and such. After all, I would prefer vgms to be a VGM plugin instead of common formats decoder.
Or better yet, let vgmstream treat as "unknown" extension any from winamp's UNCKECKED/unasociated extensions.

edited 2:46 AM EST March 7, 2020

edited 2:48 AM EST March 7, 2020
by bnnm at 1:16 PM EDT on March 11, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Add .nub DSP [Taiko no Tatsujin Wii Chou Goukanban (Wii)]
- Fix some Ubi SB [Cranium Kabookii (Wii), My Word Coach (Wii)]
- Fix Ubi HX PCM16BE [Taxi 3 (GC), City Racer (GC)]
- Fix some tri-Ace .aac
- Fix truncated PCM .wem
- Add .wav NXBF [R-Racing Evolution (Xbox)]
- Fix some .awc [Max Payne 3 (PC)]
- Fix extended PS-ADPCM in SGDX/XVAG [LocoRoco Cocoreccho! (PS3), inFamous (PS3)]
- Fix .awc with codec 0 [Max Payne 3 (PC)]
- Fix some XMA Ubi Lyn [Just Dance 4 (X360)]
- Add .M4A/M4V to 'known extensions' list
- Add LZ4-compressed .xnb [Square Heroes (PS4), Little Savior (PC)]
- Add Wwise .bnk for internal streams
- Add .xpcm VQ + LZ/deflate codec [Eternal Fantasy (PC)]
- Fix some Ubi SB [Open Season (Wii), Surf's Up (Wii), SC:DA (Wii)]
- Fix some Cstr .dsp samples/looping issues and cleanup
- Add .vid VID1 and XBOX-IMA/DSP/PCM [Enter the Matrix (GC/Xbox)]
- Disable FDK-AAC/QAAC default compile flag
- Clean streamfile code


@almendaz - In theory winamp would use its M4A plugin before vgmstream, but I guess priorities are off. vgmstream can't check winamp's extensions (guess nobody thought a plugin could support +500 exts so it's pretty limited).

You can report unknown extensions *and* the game that needs it and I'll add them too (as long as the extension is real and not made up by uninformed .bms).
by almendaz at 8:13 PM EDT on March 11, 2020
Thanks for the update. However I found that enabling unknown extensions makes PSFs & tracker formats (MOD XM etc) stop playing when "enabled unknown extension" enabled. Regression maybe because that was not the case in last revision.
If it's a winamp thing, its inability to set priorities, then it can't be helped. So for me I'll live with those checkboxes disabled.
Taking your suggestion, I think it's best to simply submit unknown extension to be added to vgms. In some recent rip/extract for the PS2 game "Super Dragon Ball Z" and it's JP counterpart "Chou ...", the files have .ams extension. Could you add this extension to the supported list? I try to do extracts based on VFS if possible; for other cases extract won't have extension, thus to make them playable I simply append .adpcm or .pcm to their filenames. Could you suggest a more "generic" extension than those two, for "truly made-up" extensions, ofr future use?
Thanks again.
by bnnm at 8:19 PM EDT on March 20, 2020
@almendaz - I suspect (strange as it sounds) Winamp plugin priority is random depending on the DLL loading order, like in older foobar versions, so the checkbox may work/not work after restarting and isn't related to any regression.

As for generic extensions some use .vgmstream, though I think it's kind of goofy and people keep renaming normal extensions to that, so I tend not to trust those rips. .adpcm could work, or maybe the bigfile's extension if possible, or you can actually go extensionless too. Best to me would be adding a comment inside a txt file (or TXTH if you use it) explaining if it comes from some bigfile or you gave it a generic extension, that way one can decide to rename later.
by DrO at 8:58 PM EDT on March 20, 2020
re: Winamp plug-in load order - the 'native' plug-ins are typically loaded before any 3rd party ones (unless using an ancient winamp release). the 3rd party plug-ins are entirely subject to how the OS provides the results of a in_*.dll match.

so as in_mp4 usually deals with M4A (unless it's been changed to another plug-in) & as that's a native plug-in then it should be seeing the files before vgmstream.

by almendaz at 11:44 PM EDT on March 20, 2020
Hello, thank you both for your answers.

Winamp version is 5.666. Very ancient, by now. And their last too. My guess is as Dr.O (are you THE Dr.O from winamp???) hinted, there is some O.S. interference. M4A is exclusive for this only in_mp4 plugin, I tend to not change default for "common" formats (only exception I replaced in_mod with in_openmpt, which sounds better & is more configurable).

@bnnm I have been taking a look at [/src/formats.c]. Thank you for adding/reserving ams as requested. And from now on I will look upon this list as a reference for any future rips so I can choose the extension best fit for the codec used.
by DrO at 4:27 PM EDT on March 22, 2020
almendaz: yes that's me & swapping in_mod for in_openmpt was a good thing to do :)

I know fb2k (which itself is ancient in the grand scheme of software perception irrespective of having recent releases) has a means to change priorities on duplicate extension handling & it's something I need to sort out for WACUP as the vgm formats tend to trip up some of the expected norms.

Winamp is highly unlikely to ever see such support added & trying to hack around it from the plug-in side is limited since you can't control when you're loaded & in-turn how the core works through the internal plug-in list.

by ChillyBilly at 10:37 PM EDT on April 5, 2020
Well, a new issue popped up for me: I recently ripped Ghost Blade HD for the Switch, but I can't play any of the files. They don't have an extension, but upon closer look, they all have a "MUPS" header and seem to be a type of vorbis variant (Opus, maybe?), but that's all I was able to discern. Any assistance would be greatly appreciated!
by almendaz at 2:22 AM EDT on April 6, 2020
First bytes in common for ALL extracts:
[4D 55 50 53 00 00 00 00 50 73 73 48 00 02 00 00] (MUPS....PssH....)

Many (i.e. MANY!) "PssH" strings in extracts, only one "MUPS" and "psolar"
Yes, data is definitely vorbis (simply by comparing with any-other .ogg).
So, to test/guess, I replaced
[50 73 73 48] >>> [4F 67 67 53]        // "PssH" >>> "OggS"
[70 73 6F 6C 61 72] >>> [76 6F 72 62 69 73]    // "psolar" >>> "vorbis"
& deleted first 8 bytes [[4D 55 50 53 00 00 00 00] "MUPS...." obtain playable .ogg.

vgmstream should add this variant, else extracts must be edited this way.

Source: my long experience with basic XOR.
by bnnm at 11:46 AM EDT on April 6, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix some SQEX .sab/mab names and cleanup
- Add .ams extension [Super Dragon Ball Z (PS2)]
- Add .ssd extension [Zack & Wiki (Wii)]
- Fix TXTH base_offset chaining and other edge cases
- allow name_table when setting body_file
- match paths in name_table (needs wildcard: *path/file.ext)
- always apply base_offset to coefs/hist/name_offset
- LoH:ToCS3 (Switch) Ogg Opus Looping (by bxaimc)
- Add ADX key for Persona 5 Royal (PS4) (by bxaimc)
- Add Wwise .bnk FX mini-format [Borderlands 2 (X360)]
- Fix some Ubi SB [Ghost Recon Advanced Warfighter (Xbox)]
- Add .snz extension [Killzone HD (PS3)]
- Fix some .mul [Tomb Raider 7 (PS3), Tomb Raider Legend (X360)]
- Add Argonaut ASF to TXTH [Croc (SAT)]
- Change vgmstream123 default buffer to 1kb for Pi Zero
- Fix some .ckd [Rayman Origins (PS3/X360/PC)]
- Fix some .cstr [Donkey Konga (GC)]
- Add Ubi SB alt IMA [Splinter Cell: Essentials (PSP)]
- Fix some .vpk loop issues [Sly 2 (PS2)]
- Add .isb MPEG/XMA [Mass Effect (multi)]
- Fix some Sony .bnk [Yu-Gi-Oh! GX, Ratchet & Clank (PS2)]
- Add some encrypted files [The Pirate's Fate (PC)]


@Ultrafighter - .mul demuxer:

@ChillyBilly - I'll try to add later
by Kirishima at 5:10 AM EDT on April 10, 2020
Apparently, despite being capable of playing back RAW audio, vgmstream on foobar2000 doesn't seem to care if a txth file is used with it to try to force some perimeters, completely ignoring the thing. I can sorta do that with txtp files, but I can't seem to figure out how to force it to play a raw file as a mono file. Not downmix it to mono, force it to treat the raw file as a single channel piece of audio.

edited 5:13 AM EDT April 10, 2020
VGMStream123 build by ArtemisZakhary at 10:32 AM EDT on April 10, 2020
Hello everyone!

Could someone help me with building command-line vgmstream123 player?

I want to use it under Windows 7 command prompt to play my VGM collection (mainly Interplay ACMs & Nintendo RWAVs), but I don't have experience in building from sources..

By the way, should I make new thread or is it okay to ask here?
by bnnm at 8:08 AM EDT on April 11, 2020
@Kirishima - works for me, ex. .raw.txth :

(notice the starting dot)

@ArtemisZakhary - I've added vgmstream123 to my builds:

Barely tested though, some advanced features don't work since it was originally for Linux systems.
by Kirishima at 2:35 AM EDT on April 12, 2020
Just found out what my issue was. I did not realize the settings were caps sensitive.
VGMStream123 build by ArtemisZakhary at 11:46 AM EDT on April 13, 2020
@bnnm - Thank you, I appreciate your help. I am going to use basic features, so I think that is more than enough for my set.
by bnnm at 4:50 AM EDT on May 2, 2020
latest vgmstream changes (web / releases (MSVC) / test+winamp+xmplay (GCC) / bug list)
- Fix old Wwise .xma, loop end +1, truncated DSP [Too Human (X360)]
- Fix BE/old/empty Wwise .bnk [Too Human (X360)]
- Fix Winamp reading wrong replaygain info in rare cases
- Add .diva [Hatsune Miku: Project DIVA Arcade Future Tone (AC)] (by slashiee)
- Enable Wwise PTADPCM for all platforms [Genshin Impact (PC)]
- Fix XBOX-IMA GENH with bad interleave
- Fix Persona5 The Royal (PS4) adxkey (verified)
- Fix test.exe + MSVC bug in Ubi SB bigfiles
- Fix XMA encoder delay in Ubi SB bigfiles
- Fix some ZSND [X-Men Legends 2 (PS2)]
- Fix some NUS3AUDIO [Gundam Versus (PS4)]
- Add ADX key [428 (PS3)]
- Fix full loops in EAAC ATRAC9 [NFS Most Wanted (Vita)]
- Fix Wwise DSP memory interleave [Punch Out!! (Wii)]
- Fix broken FSB5 ajurika loops
- Add LucasArts VIMA + .IMX/IMS [The Curse of Monkey Island (PC), Grim Fandango (multi)]
- Add VADPCM for AIFC + .n64 SDK/src samples
- Add VADPCM for EA SCHl [FIFA 99 (N64)]
by marcusss at 11:17 AM EDT on May 8, 2020
RE: For Ghost Blade Fix

Yes as almendaz claims, Replacing OggS for every PssH and replacing "psolar" with "vorbis" does indeed work for each BGM file. Manually it takes 5 mins but I guess it wouldn't hurt to be added??

edited 11:20 AM EDT May 8, 2020

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