What are you trying to do? If you just want to listen to rips, I recommend foobar2000 (a music player) and the foobar2000 vgmstream component linked on the downloads page.
If you want to convert files (to .wav) on the Windows command line, refer to the test.exe section of the README. test.exe is included in the command-line tools etc. .zip.
problem fixed! by digital_noob at 3:32 AM EDT on August 4, 2021
@hcs
the problem has been fixed now. i opened the files with a script made specifically for the audio files from that game engine. i reckon that the file type was simply so rare it's not in vgmstream, since i did manage to play a .wav file by running test.exe in cmd.
latest vgmstream changes (releases / builds / alt (GCC) / bugs) - Add HCA keys - Cleanup - Improved EA Harmony bank support (by Nicknine) - Fix some Relic decoder issues - Add Relic .wxd+wxh and .bnk [Homeworld (PC)] - Fix some .sts issues [Shikigami no Shiro 3 (Wii)] - Remove unused .vcproj (use CMake if needed) - misc cleanup - misc build fixes and tweaks - builds: misc fixes - Fix .sgt DMSG with streams - Added .tgv extension (by Nicknine) - CRI CPK: Added support for ADX sounds (by Nicknine) - Fix Ubi Lyn .wav MPEG last interleave - Fix EA .WVE with PCM8 [Madden NHL 97 (PC)] - Add HCA key [m HOLD'EM (Android)] - Add .xsh+xsd/xss [KS's Pro Surfer (Xbox)] - Fix CLI smpl chunk with subsongs - Fix some Ubi BAO [Just Dance (Wii)] - Add log functions to show errors to user - Allow TXTH codec strings in name_table - Add .xsh+xsd/xss variations [Minority Report (Xbox)] - build: tweaks and fixes - Ignore loop count 0 in foobar/winamp - Ubi SB: Fixed some PSP games (by Nicknine) - Add hca key (by bxaimc)
.psb, .mio by pooruser at 5:06 PM EDT on September 12, 2021
Big thanks to bnnm and all possibly others involved for adding the numerous .psb variants to vgmstream and uploading the affiliated game files. Please let me point to a previous upload also containing .psb sound, headers likewise starting with 'PSB', additionally accompanied by .m files. It's Judgment [Judge Eyes - Shinigami no Yuigon] (2018-12-13)(Ryu ga Gotoku Studios)(Sega)[PS4].7z from joshw, found it in November 2020. Stays unplayable for me, can it, despite the small number of example files, be added, too, and be it only for completeness? And another issue. Bnnm, you were so kind to cure for grj1234's .bgm + .bgmkey uploads, then told him requesting support for his .mio uploads in Entis' format: 'I think it's doable but codec is surprisingly complex, so it may take a while to add' (Apr 19, 2021). I hope not to upset you belatedly mentioning that a WinAmp plugin 'in_mio.dll' already exists, inside http://www.entis.jp/eridev/download/bin/plugins.lzh, which can also be used for XMPlay, because it's well known that 'XMPlay also supports most Winamp input plugins' (support.xmplay.com). Maybe that helps, too. Merci in advance for any reply.
.psb.m are encrypted archives that (usually) go with a .bin, but in this case are probably the same with as the other .psb. I can fix se_arc.psb, but notice sound.psb is too small to contain anything (those minigames are just emulated ROMs). If you check the log (https://github.com/vgmstream/vgmstream/blob/master/doc/USAGE.md#logged-errors-and-unplayable-supported-files) it should tell you it's empty.
.psb.m bin files are usually extracted with one of these: https://github.com/farmerbb/RED-Project/wiki/Castlevania-Anniversary-Collection https://github.com/UlyssesWu/FreeMoteDecryption Key in exe seems to be default "25G/xpvTbsb 6".
As for MIO, source code is available so main issue is that it's just complex for me to understand (MP3-class codec) or even use/compile. So sooner or later but not ETA.
***
Btw, LoveEevee made a cool test web (decodes in browser, not all formats work ATM): https://loveeevee.github.io/vgmstream/
XMPlay plugin (xmp-vgmstream) isn't working for me [even the old versions work especially the july 2021 one]
Shrek the Third (Wii, 2007)/Superslam (GC, 2005) has some static. [WAV/GCUB] these games are made from various companies like SEGA/BlackBox (Soccer Slam), Activision/Shaba (Shrek Superslam/Shrek the Third) https://www111.zippyshare.com/v/ab27gTvH/file.html
SEGA Soccer Slam (PS2) temporary workaround for TXTH [22050hz sample rate, 0x4000 interleave, interleave last as auto] without txth it is unplayable
Tom & Jery (GC) [GMH/GMB] file is not playable has chunks filled with some zeroes https://www70.zippyshare.com/v/dD0wTUUA/file.html https://www70.zippyshare.com/v/rc86dmkK/file.html
Wallace & Gromit in Project Zoo (GC, 2003) [GMB single not gmh/gmb] file is not playable https://www39.zippyshare.com/v/1SEpGp9F/file.html
High Voltage games like CatCF, KND, Grim (GC, 2005/06) [*.GMD unusual format that is dual file dsp] https://www100.zippyshare.com/v/JoHOCqKE/file.html
Kung Fu Panda (Wii, 2008) [frontend.wbk] has some static, also COD3 PS2 file is not playable https://www21.zippyshare.com/v/NpHwGa6y/file.html
Shrek 2 (GC, 2004 by Luxoflux) fix and implement DSP variant [Interleave is at 0x4000, Sample rate is at @0xc:BE, starts at 0x60, coefs are 0x1c, Channels are 2] https://www6.zippyshare.com/v/rSho7gX0/file.html And btw, video format needs demuxed looks chunked [FourCC is LXMX, dsp header is at 0x18, sample rate is at @0x20:BE 4 bytes, video width assumed is 0x10:BE (512) and height assumed is 0x14:BE (384)] https://www52.zippyshare.com/v/qGz7l0b2/file.html
PDC Darts (Wii by Rebellion) fix and implement DSP variant [Interleave is at 0x10000, sample rate is at @0xc:BE coefs are 0x1c starts at 0x60] https://www14.zippyshare.com/v/vGKuGcXL/file.html
Vicious Engine games (Wii U, 2012-2015) [*.str] file is not playable, implement txth, find coefs possible sample rate is 32000hz https://www116.zippyshare.com/v/hB6tLxCv/file.html
A2M games (GC/Wii, 2004-2008) [*.sst/int/str] file is not playable, implement txth, find coefs, possible interleave is 0x3200 https://www3.zippyshare.com/v/vagJmujy/file.html
Seaworld Adventure Parks Shamu's Deep Sea Adventures/Cabelas games by Magic Wand (GC/Wii, 2000s) [*.DSP] file is playable, but interleave is supposed to be 0x10 not 0x8 https://www76.zippyshare.com/v/k0LLyzLq/file.html
Seaworld (PS2, 2005) [*.VAG] file is playable, but it is supposed to be stereo instead of mono not konami, interleave is 0x10, starts at 0x30, sample rate is at @0x10:BE] https://www7.zippyshare.com/v/JNrWeU62/file.html
Angry Birds Star Wars (Wii U/Wii, 2013) [*.ADPCM] file is not playable, header id WIIADPCM, dsp header is at 0x20, interleave possible at @0x1c:BE] Sample
kill.switch (PS2, 2003) [*.RWS] file is playable, but buggy. Sample
latest vgmstream changes (releases / builds / alt (GCC) / bugs) - Fix some .pk DSP in Ubi BAO [We Dare (Wii)] - Unify dupe STER meta [Baroque (PS2), Star Soldier (PS2)] - Fix some looping issues [Legend of Mana (PC)] - MSF: Added .str extension (by Nicknine) - Added Treyarch NSLB bank format [Call of Duty 3] (by Nicknine) - Add dual file stereo for ACNH: Happy Home Paradise (by bxaimc) - Add .TUN ACM [Descent to Undermountain (PC)] - Fix some Wwise .bnk DSP [Luigi's Mansion 2 (3DS)] - Add HCA keys - Add Ubi LyN custom MP4 [ZombieU (WiiU)] - Lower priority of simpler headers, cleanup - Remove .xag/cvs/snds from PSX headerless autodetection hack (use TXTH) - Fix some Ubi Jade .waa/wac/wam [King Kong GE (PC)] - Fix some Ubi Lyn with Ogg [Rabbids Go Home (PC)] - Remove .psw fake extension (use waa/wac/wam) - txtp-maker: rename dupes by default, cut long names - SLI: ignore comments and cleanup - Fix some Ubi CKD [Rayman Origins (3DS/Vita)] - Fix companion files in foobar 7z/zip archives - Improve STDIO for TXTP that open many small files - Add encrypted .mus from Minecraft v1.6.1< - Add .wav with MP3 [Bear's Imagine That! (PC)] - sgxd/rxws: improve companion file handling - Fix some .rws [kill.switch (PS2)] - Fix some .adp [Wave Race Blue Storm (GC), 1080 Silver Storm (GC)] - Fix some WIIADPCM [Angry Birds Star Wars (Wii)] - Merge msv.c and msvp.c
***
@JackTheRipper - it's very hard to do anything with single files. To improve the chances of your games being fixed you need to: 1) upload *several* samples per game. 2) put multiples games in the same upload, separated by directories per game. 3) upload files in a better host (not zippyshare)
MJB/MJH by Alpha23 at 3:11 AM EST on January 21, 2022
Hi! How did you retrieve the OFFSET/SIZE variables from this? I have name info and want to extract the files.
MJB/MJH by Alpha23 at 3:11 AM EST on January 21, 2022
Hi! How did you retrieve the OFFSET/SIZE variables from this? I have name info and want to extract the files.
You'd need to sum all sizes, best check: https://github.com/vgmstream/vgmstream/blob/master/src/meta/mjb_mjh.c#L45
Though if you are distributing that, plese consider just leaving data as-is: https://github.com/vgmstream/vgmstream/blob/master/doc/USAGE.md#containers
It's easy enough now with TXTH/TXTP.
unplayable format by Alpha23 at 4:10 AM EST on January 28, 2022
thanks for your last answer, got it to work :)
I have some unsupported binka files here from Minecraft: Playstation 4 edition if you want to take a look: https://www.mediafire.com/file/xhh41p43pr0bpgg/music.7z/file Maybe the format can be added? I've heard of other games using those containers.
It appears that the .AWC files present in GTAV (both personally extracted from the latest version and acquired from JoshW) no longer play with VGMStream.
Music .awc from the PC version of GTAV never played before (data is encrypted), so you may be thinking of the console versions that do work. PC voice/SFX .awc should work though.
Incidentally, if you (or anybody with PC GTAV) want to lend a hand to decrypt those files: - run GTAV exe until some BGM plays - make a memdump (on Windows open task manager, right click on GTAV process, select "create a dump file") - get this tool: https://github.com/bnnm/vgm-tools/raw/master/misc/aes-finder/aes-finder.zip - use it on the generated .DMP file: aes-finder -f (name).DMP > aes.txt - send me those keys somehow (maybe pastebin with a short expiration or discord DM just in case)
If have OpenIV (https://openiv.com/) I think it also works if you make a memdump of that tool while playing some .awc (probably better than using a whole PC exe DMP).
I've been messing around with txtp files, and apparently one of the trimming functions (#R) does not work correctly on files with the .lopus extension.
Not seeing anything off with #R. Make sure you understand what it really does and that you don't actually want #t
There is a long explanation in the TXTP doc, but the short version is, #R works after all loops, #t works before looping. https://github.com/bnnm/vgmstream/blob/master/doc/TXTP.md
A friend and I have been mulling over a bunch of files we pulled from the music directory in the Geon Cube Wii ISO. We've had the files and have been trying to play them for a little over a year now, and either we're not doing something right, or the format is currently unsupported... in hindsight, we probably should've checked for that first before trying anything.
I asked around and got directed to share what we had here.
Not getting that click in that song either. Make sure vgmstream is actually playing it and not other plugin (right click > properties > details tab has "<VGMSTREAM_VERSION>" at the bottom), and that you have a proper rip (I tried the one in joshw).
Perhaps try setting a resampler too, since those songs are 18khz maybe it's some issue with your OS output when upsampling?
binka by durandal at 3:08 AM EST on March 10, 2022
latest vgmstream changes (releases / builds / alt (GCC) / bugs) - bcwav/bfwav/misc cleanup - Remove .bfwavnsmbu fake extension (use TXTP) - Fix some dual stereo [Animal Crossing: Happy Home Paradise (Switch)] - Allow XA with emphasis flag, add .an2 [Croc (PS1)] - Fix some Sony .bnk pitch [Sly Collection (PS3)] - Fix some AIFF - .mjh+mjh cleanup - Improve .bnsf key detection in some cases - Allow BIK .xmv extension [Emergency Heroes (Wii)] - Fix some Reflections .xa [Emergency Heroes (Wii)] - Remove .04sw fake extension (use .xa) - Fix Wwise XWMA prefetch - Add .pk/spk variation [Michael Jackson TE (X360)] - Redo .rwav/rwar and add .brwav - NSLB: Fixed PS2 banks (by Nicknine) - Fix some .sps [Madden 13 (Vita), Madden 22 (PC)] - Fix .wav with broken interleave [Rayman 2 (DC)] - Add .mp3 parser using mpg123 for consistency - Fix xmplay plugin - Add HCA keys - Add .sfx FSB extension - Fix Koei .mic with 4 channels - Fix some MUSX .sfx [Sphinx and the Cursed Mummy (PC)] - Fixed some EA SBR banks (by Nicknine) - Fix +2GB Wwise .bnk [Björk Vulnicura VR (PC)] - Fix some broken .wav [Cross Gate (PC)] - Add RIFF .xvag [Uncharted Golden Abyss (Vita)] - compilation/github actions/system fixes
binka by durandal at 10:06 AM EDT on March 18, 2022
Got >2 channels binka fixed in FFmpeg.
Errors in Stranger of Paradise by SquareTex at 1:33 PM EDT on March 18, 2022
It's no surprise when a brand new rip could be hosting a slew of issues. And in the case of Stranger of Paradise - Final Fantasy Origin, almost all of the tracks are throwing a DirectSound buffer error (80070057).
Both files are divided into 0x2000-byte chunks, except for the last two chunks, of size 0x1030 + 0xFD0. I assumed this was channel interleave at first, but I couldn't get the files to sound okay at all with a 2-channel config in GENH at least. Also note that the "loop start" flag (0b100) repeats at the start of every chunk, and the "loop exists" flag (0b010) in the last ADPCM end-blocks are not consistent with prior blocks. Maybe this confuses vgmstream?
@Nisto - plays fine here, if you are using foobar/winamp you need to set "Enable unknown exts" (may cause issues, you should lower vgmstream's priority) or report the game + exts so it can be added to the allowed extension list (or rename to another known extension...). No need to set interleave for mono files plus default is 0x10 btw.
Ah, I see. I hadn't enabled "Enable unknown exts". I had tried a couple of .SEM files just before the .VM4 files, and those played fine, so I assumed vgmstream was already properly configured to play TXTH sets. The game is Elder Gate (PS1).
Stranger in Paradise - simple fix by SquareTex at 9:47 PM EDT on March 24, 2022
I was able to finally get them to play by setting my in_vgmstream Downmix from 0 to 2.
the official page is down by elburg at 12:47 PM EDT on April 13, 2022
it seems the official page is down. cloudfront is saying that the server is returning a 502 error.
Vgmstream Have raw audio quality loss compared to other extractor ? by Dark Frost at 11:30 AM EDT on April 21, 2022
Hi I have Question for today Vgmstream Have raw audio quality loss compared to other extractor ? Because sample rate doesnt change Vgmstream and ı didnt extract like another xa extractor This is Compare image https://ibb.co/K6gtKcT based on this image vgstream loss qualty then another extractor. Becase avarage bitrate lower then another extractor and sample rate cuttof dropped then another. how can ı change default sample rate vgstream ? and how can ı fix this ?
Goodness, it's been some time since my last post here! Well, I come with a new query: I ripped the game Ikinari Maou recently, but I can't play any of the audio. The file names seem to indicate they're m4a files, but they still don't work for me after changing the extension. Are these files encrypted by any chance? Thanks in advance for any feedback! :)
@bnnm: Thanks for looking into the set! However, for some reason I still can't play the files despite updating both foobar and vgmstream to their latest versions. I've got no clue whether it's a problem on my end, or what... :|
Anyway, I also mirrored Cotton Fantasy, this time in its original source archive. I had split it into WAV files before, but I know preservation is preferred now, so I guess there's a way to make the source playable, I guess? Again, my thanks in advance for checking these out!
@ChillyBilly - what I added is the .switch extension (since foobar/winamp/etc need a list of extensions), but the format itself is a bit too simple to be playable as-is so you need to use TXTH to tell vgmstream how to play it.
I already uploaded the set with this TXTH, but if you make a file named .switch.txth with the following text in the folder, it should be playable: codec = PCM_FLOAT_LE sample_rate = @0x00 channels = @0x07$1 start_offset = 0x0c num_samples = data_size
As for Cotton, you can extract those .membody/memfs into wavs and upload them as it's just a generic format.
The key here is (more or less): - if the bigfile is like a zip (a generic "virtual filesystem"/fs), that just contains any other files inside and little else (sometimes with paths+names even), extract them. - if the format is an like a .fsb/awb that itself is an audio format that contains multiple subsongs (an "audio bank"), don't "extract" them. I put "extract" in scary quotes b/c when programs "extract" they tipically throw useful audio metadata and/or modify the "extracted" data in the process.
Anyone could rerip Dynasty Warriors 7? by blood_falcon at 2:18 AM EDT on May 20, 2022
As per title, could I request a re-rip of Dynasty Warriors 7 and 7 Empires?
For Harry Potter .Bwav by Puterboy1 at 2:26 PM EDT on June 10, 2022
You’ll need to make this for the PS2/GC/Xbox port of Harry Potter and the Sorcerer’s Stone: codec = PSX start_offset = 0x44 channels = 1 sample_rate = 22050 num_samples = @0x30
sensible format addition by Alpha23 at 12:39 PM EDT on June 19, 2022
I have a format here that should easily be implementable for the next release: https://www.mediafire.com/file/y9zxbq1ge5k53cm/bcv_samples.7z/file
ident BCVA, each includes two vag files (Playstation ADPCM mono), one for each channel. So just like the [name]L.vag/[name]R.vag pairs, only in a pseudo-archive.
There are about 10,000 of these files in "The Bigs" and "The Bigs 2", so I guess it makes sense to add support. ;)
As for BCVA, basically there is only so much time in the world to fix vgmstream stuff, so simpler formats that can be supported with .txth kind of get sidelined.
So if you make a text file named ".bcv.txth" (dot in front) and write this, they'll be playable without updating vgmstream: id_value = 0x42435641 #BCVA id_check = @0x00:BE
Thanks, that's a really good example to learn from. Is there some kind of txtp creation GUI that streamlines the process for multiple files?
About updating vgmstream - absolutely agreed! I'd like to chat about this subject with you somewhere if you don't mind.
help with txth by Alpha23 at 5:31 AM EDT on June 22, 2022
Can somebody help me with creating a working txth file for this format: https://www.mediafire.com/file/i6vgkjjshyh2qvj/baku-no_str.7z/file ? These are from Baku-No (PSP). I'm working hard on meeting the archive's standards now! Until now I would have extracted those AT3 files, now I know better.
For Baku-No you can use: .str.txth subfile_offset = @0x40:BE + 0x30 subfile_size = @0x4c:BE subfile_extension = at3
Which tells vgmstream there is a regular .at3 at said offset. It's also possible to make a .txth for raw AT3, but here is simpler. Some files are empty though.
***
Thanks for taking the time to check standards. Rules aren't inflexible, so odd stuff can be handled differently case by case. The general mantra is, the closer to the original data the better (one can always modify archive files later, but can't un-modify modified data, so to speak), and that we want audio metadata (no point to preserve a generic .zip-like container, but interesting if it's some kind of audio container and may have non-obvious metadata).
A memorable example for me is one format internally using RIFF .at3 and 44100hz, but setting the sample rate to 48000 in the format's metadata.
Most rips floating around were using 44100 from extracted .at3 instead of 48000 (slower than the game). That was a big motivation to start fixing vgmstream stuff and encouraging this (seemingly) kind of picky preservation.
***
There is no GUI for txth/txtp but since it's just text should be easy enough to pick up and cook simple scripts. Here is some general description of TXTH/TXTP.
For TXTH you can check examples here, of increasing complexity.
It has plenty of functions to handle corner cases but one for most games is rather simple.
For TXTP a few examples here for common cases and through the doc.
More advanced are these python scripts: txtp-dumper (makes real .txtp from a text file with 'inlined' .txtp), txtp-maker (mainly for audio containers with N subsongs), txtp-segmenter (mainly for combos of song_intro.ext+song_loop.ext).
As for chatting sure, feel free to ask here/new thread/discord/mail/etc.
@Puterboy1 - they were already added before you came in, in fact it was a few weeks back. if you have a vgmstream component in foobar2000 and you can't play them, your component version is outdated.
hope you enjoy being told that vgmstream is for audio streams only though. so no, they don't and you can either: 1) accept that support for bcseq files won't ever be added into vgmstream, so please keep your bcseq files. 2) post them into another thread. who knows, maybe someone will pretend to look into them and come away not understading why did they even bother with that to begin with.
I downloaded the Goldeneye: Rogue Agent GC set from JoshW, but it doesn't seem to play using the latest vgmstream (in foobar2000).
It looks like it's .mpf and .mus, so I tried disabling all my other decoders (.mus felt like it could be a format clash, perhaps) but couldn't get it to work.
This could still be a problem on my end, but I also wanted to check and see if it's working for anyone else - or if it might be a vgmstream bug.
Edit: Swapping ] with %5d in the URL tag, thanks past-hcs!
latest vgmstream changes (releases / builds / alt (GCC) / bugs) - Ubi SB: Fixed dummy entries in Donald Duck: Goin' Quackers (DC) - EA MPF: Implemented RAM tracks for EAAC varaint - Fix TXTP/TXTH with BOM - Add TXTH "BE_split" coefs and "debug" flag - Add EA Opus uncoupled .sps [FIFA 22 (PC)] - Add .bkr extension [P.N.03 (GC)] - Add XMA .kmx extension, cleanup [Warriors: Legends of Troy (X360)] - Remove fake format .capdsp (use TXTH) - Add .chd extension [Donkey Konga (GC)] - Add VAG .xa2/snd extension - Fix AWB with HE-VAG - VAB: Fixes (by Nicknine) - ESF: Added more versions - EA MPF: Improved format detection - Add extra extensions - Update and move miniz for future use - Fix some Sony .bnk [Ikaruga (PS4)] - Fix some .GCub [Shrek the Third (GC)] - Allow prefetch .bwav [Splatoon 3 (Switch)] - Fix some .awb [Voice of Cards: TBOB (Switch)] - Add ATRAC9 .p1d extension [Farming Simulator 14 (Vita)] - Fix some .ccc - Show multiple cue names in SQEX .sab - Reduce internal path limit for more common cases - Add .bigrp [Blaster Master Zero 2 (SW), Gunvolt 3 (SW)] - EA MPF: Fixed some v5 files - MUSX: Added Xbox variant [Ice Age 2 (Xbox)] - Fix some .bnk [Tamarin (PC)] - Add TXTH codec "YMZ" [VJ: Visual & Music Slap (AC)] - Fix some Ogg Opus loops [Kuro no Kiseki (PC)] - Add .cads extension [Drakengard (PS2)] - Fix some .szd codecs - Add HCA keys - Fix some CPK .awb [Puyo Puyo 20th Anniversary (3DS)] - cleanup
by ChillyBilly at 8:54 PM EST on November 11, 2022
Hello once more! So, imagine my great surprise and delight that Zero no Tsukaima: Fantasy Force 2nd Impact was recently uploaded here! Unfortunately however, the brunt of the set simply will not play for me. I can play the jingles just fine, but everything else.... no dice. And I have foobar running on the latest vgmstream update, so could the problem lie with the set itself? My heartfelt gratitude to anyone who can look into this!
The issue is probably that things are not configured to pass the unknown extension .DAT to the vgmstream component. This is additionally complicated because the files have unusual RIFF headers. I'll post a set with the .DAT renamed to .vgmstream in the Fantasy Force thread, that should clear up any issues. I'd wanted to leave them as .DAT since that's how they are on the disc (except the ones embedded in the exe), but it does make it a pain to play them.
Hello! Long time no write! Now I cannot play "extensionless" files (i.e. "01", "02", "03" etc, NO extension no dot nor words after that dot) with this plugin, txth is named "..txth" (NO quotes), the music files are PCM16LE, normally chunk of bytes, therefore I give them no extension. Something must have changed, but what?
@almendaz - If you want to play headerless files use ".txth".
"..txth" may have unintendedly worked before but after some optimizations may have stopped working. I don't think most people instinctively would try to use 2 dots to play extensionless files, to me "..txth" looks like the original file is named "file." (Windows won't allow that but it's possible on Linux, though odd).
***
As for "will look at my files", "I have a .BLAH file and doesn't work, what do I do" type posts: just upload your file and then ask if somebody could help you with them. Don't make people post "yes, post the files so we can take a look" then upload, just do it.
If you think "but it takes a long time to upload!", I guarantee it takes way more to look and figure out your files.
Also don't post a single, tiny file, the more files you upload the more likely the thing can be figured out, bonus points if you post files that DO work. Basically, make easy for other people to help you.
Thank you for your answer. .7z]This is the set I'm refering to (I am this set's OP). Something in the "..txth" or the filenames must change in order to conform to vgmS's update, am I right?
OK. Now I just figured Windows7's GUI won't let me change filename, it says "must write a filename" or sorts, so I used cmd to manually rename file and voilà it did the trick. Thank you.