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by Arbee at 1:36 PM EST on December 31, 2008
Is there some sort of "regression test" archive for vgmstream containing one of each supported file type? I don't want to blindly enable formats in AO that I haven't made sure work :-)
by hcs at 3:39 PM EST on December 31, 2008
No, there isn't, and that's one of my big concerns...
by hcs at 7:31 PM EST on January 4, 2009
A couple of new features since last I posted here, among them CRI .aax support and Level-5 .mwv support.
Currently r551.
Quick update, r552 to work with mono .mwv.

edited 8:27 PM EST January 4, 2009
by wolupgm6 at 7:42 PM EST on January 4, 2009
Good job, HCS! Works like a charm!
by VGSB at 10:38 PM EST on January 4, 2009
Hey HCS,

VGMstream plays .str songs, but the audio quality is extremely poor on Donkey Kong: Jet Race (maybe others as well). Sounds as if the bitrate is much lower than it actually is, particularly noticeable in the high end. Here's a sample:

Here's the same song from Brawl in brstm format:

I'm using the latest vgmstream (version r552). I also tried using the command line conversion but got the same output. Tell me if the audio quality isn't obviously crap when you play it so I know there's some weird issue on my end.
by hcs at 11:53 PM EST on January 4, 2009
You're right, I think the interleave for PCM is supposed to be 0x10, not 2 like is in there currently.
Try vgmstream r553.
by VGSB at 1:17 AM EST on January 5, 2009
Thank you for such a quick response!
by hcs at 9:35 AM EST on January 8, 2009
Dear random guy who sent me the Final Fantasy: Crystal Chronicles files:
vgmstream r558 works with the streams. Unfortunately this is only 7 actual songs, the rest are voices.

edited 9:38 AM EST January 8, 2009
by BtEO at 2:58 PM EST on January 8, 2009
Awesome thanks. I'd been meaning to post those myself sometime.

I think the OST for that game was pretty complete anyway except for the English language versions of the opening and ending which are in those seven.
ffcc by -FDM64- at 9:57 PM EST on January 8, 2009
all sound files
by hcs at 9:39 AM EST on January 11, 2009
Hey, an update for anyone who was wondering about the _HUFF.bin files from Space Invaders Get Even, it turns out it is the same 8 bit Huffman coding used on the GBA (called Huf8, to go along with LZ77). Though there are utilities around for it, I went ahead and wrote my own (puff8 on the ol' in_cube page). The files happen to be ADX.
For anyone interested all the files I was able to find are here, including that from the DLC. In the executable there are references to two other files, selectbgm_24k_HUFF.bin and staffroll_24k_HUFF.bin. As those are sort of extras, I can only assume they cut them due to space issues. Then again maybe they're in the Japanese release that I haven't been able to get a hold of.

edited 10:03 AM EST January 11, 2009
by hcs at 1:40 AM EST on January 17, 2009
bxaimc spotted a bug, aix support was broken. vgmstream r562 should fix that.
by Elven Spellmaker at 2:19 PM EST on January 20, 2009
Does VGMStream support *.aw files in Mario Kart DD? They don't work for me. I'm assuming that as they are not in the readme, they are not supported...
by hcs at 6:18 PM EST on January 20, 2009
No, they are sample banks.
by Elven Spellmaker at 8:00 PM EST on January 20, 2009
May I inquire as to what the banks are for?

For the sequences located in JaiSeqs.arc?

Its a small file 21kb, to contain some sequences (Unless they are all small length.)
by hcs at 9:53 PM EST on January 20, 2009
There's an awful lot of sound effects and instrument samples in them. Take a look over at the ripping tools page for wwdumpsnd if you want to check them out, I think it should work for MK:DD.
I assume that sequences are in JaiSeqs.arc but I've never looked into it. Since Double Dash doesn't have much sequenced music does the small size surprise you?

edited 9:59 PM EST January 20, 2009
by Elven Spellmaker at 1:54 PM EST on January 21, 2009
I tried using it but nothing happened. I had all the files in the same folder and dragged the *.aw files onto the exe... Am I doing it wrong, or is DD not supported by this convertor?

Yeah, thats 20 1kb sequences... I suppose there isn't many in DD though.
by hcs at 2:01 PM EST on January 21, 2009
If you're dragging stuff onto any of my programs you're doing it wrong.
"To use, all the .aw files from /Audiores/Banks and JaiInit.aaf from /Audiores must be in the current directory when wwdumpsnd is run."
You'll probably want to run it from the command line.

edited 2:05 PM EST January 21, 2009
by Elven Spellmaker at 8:03 PM EST on January 21, 2009
Ahh there might be the problem, I don't have a file called Jailnit.aaf, or any *.aaf file. And there is no Banks folder either.

The structure is as follows:

AudioRes --> GCKart.baa, GCKart.bsft, GCKart.bstn, GCKart.daa and GCKartPAL.bsft

AudioRes/Streams --> Etc...

AudioRes/Waves --> *.aw files

AudioRes/Seqs --> JaiSeqs.arc


Its not crucial that I extract these, I'm just interested to see whats there. =)
by hcs at 8:09 PM EST on January 21, 2009
In that case it sounds more like Twilight Princess. I did some extraction tools for that, too, take a look here.
by Elven Spellmaker at 3:15 PM EST on January 22, 2009
I thought I posted this, but maybe I imagined clicking "Submit".

Thanks hcs, the first three conversions worked.

But the bst.exe did not work on the bsts and the bstns.

bst.exe always produces "arg!, no matter what parameters are inputted through the command line.

Whether its a valid file, an invalid file, no file or even a file that doesn't exist.

Any help on that one would be great! ;-)
by hcs at 4:19 PM EST on January 22, 2009
From the readme:
"bst can then list the filesystem from these two (they must be given on the command line)"
You need to give it both the bst and the bstn. It only prints the directory structure, anyway.

edited 4:24 PM EST January 22, 2009
hcs by -FDM64- at 12:53 AM EST on January 23, 2009
readme's are for hcs's
by Elven Spellmaker at 7:23 AM EST on January 23, 2009
I read the readmes... But I must have passed out (or somthing bizarre) while it happened because I missed it lol. -.-

Its not even a long readme... =/

Yeah it throws up an error, but if it only shows directory structure then I guess it doesn't matter.

But, some of the *.aw files were not used by the convertors. I am assuming that they also contain sounds, probably more of Mario's voice, which I would like for the lolz. Because there are no *.wsys to extract them, does this mean they are unobtainable?
by :-) at 11:00 PM EST on January 23, 2009
How can I get the ISH/ISD files from Pokémon XD to play properly in vgmstream? Currently they basically play as mono with distortion in the right speaker.

edited 11:05 PM EST January 23, 2009
by manakoAT at 5:51 AM EST on January 24, 2009
If we can't take a look at a file, we can't help!

so, go go go and upload examples!! :o)

cU mana

edited 5:54 AM EST January 24, 2009
by fridgey at 6:35 AM EST on January 24, 2009
You just rename all the .### files to .isd, I believe... sound fine on my system.
by hcs at 7:19 AM EST on January 24, 2009
fridgey, do you by any chance still have in_cube installed? The current vgmstream won't work with this set, as it doesn't handle the extensions correctly. in_cube just looks for the header and then actually searches (using the OS findfile) for the other file.
If you rename the .001 to .isd and .dsp to .ish it should work.

edited 7:23 AM EST January 24, 2009
by fridgey at 7:36 AM EST on January 24, 2009
Nope, just vgmstream... I'd done that second part too apparently. Don't have the un-modified files anymore, was just saying that from memory.
by :-) at 7:18 PM EST on January 27, 2009
As I already said, I have them in ISH/ISD format. They wouldn't play at all otherwise.
by hcs at 10:58 PM EST on January 27, 2009
It turns out that there are a few bugs in ish+isd. manakoAT will be fixing them soon, right mana?
by manakoAT at 4:15 AM EST on January 28, 2009
by hcs at 10:11 AM EST on January 28, 2009
Heh, thanks mana.
vgmstream r573 ought to work properly now.
by :-) at 6:49 AM EST on January 31, 2009
Works perfectly now. Many thanks! :)
by VGSB at 5:53 PM EST on February 3, 2009
There are a few .SAD songs from Disaster: Day of Crisis that aren't supported by vgmstream.


I'm hosting all of the streams from the game for whoever is interested. The four files mentioned above are in the Bonus section:

Disaster: Day of Crisis Downloads

edited 5:58 PM EST February 3, 2009
by hcs at 8:10 PM EST on February 3, 2009
A simple modification for mono. Do check that I didn't screw up stereo and that mono sounds right, I haven't actually listened to vgmstream r574 yet.
by Pyrii at 7:15 PM EST on February 4, 2009
Did you ever get around to detecting the looping information in Let's Tap RWSD/RWAV files extracted from the BRSARs? ripping_mama pulls out an rwav and letsdump pulls out a rwsd.
by hcs at 7:29 PM EST on February 4, 2009
Hm? Most of them have looping information, there was just the one that seemed to have messed up looping.
by Dais! at 12:19 AM EST on February 8, 2009
I did a search but the results didn't quite clear things there any current way to use vgmstream with foobar2000? I'm aware that some of the functionality is in the source code, but otherwise all I found was a reference that some guy in the IRC channel(who apparently didn't show up again) said he had made a successful build of such a plugin.
by Dais! at 1:49 AM EST on February 8, 2009
and something more interesting: the guy who I was looking for the foobar plugin for is trying to rip the music from Armored Core: Nine Breaker. There was a folder with nine 20-30mb ADX files and corresponding ADS files that were about 2kb less. He said that he was under the impression there were more than sixteen songs in the game, so I asked him to upload a few to see if maybe there was some kind of multiple song-per-file thing going on (not that I'd know what to do if there was).

Instead, I got this really weird situation:

An ADX and it's corresponding ADS file. The ADX gives me nothing, acts like when I didn't have the dll files where they should be.

The ADS file, on the other hand, is pretty screwy - it comes in at 40 seconds, but it's obviously not playing the whole song. It restarts at '15 and then at '30, then's handling the loop/fade, but the music playing itself is messed up.

Any ideas what could be going on?
by hcs at 5:17 AM EST on February 8, 2009
The ADS loop calculation isn't correct for these files, disable looping and they play through. I don't know enough about how this calculation is supposed to be done to fix it now.

Both of them are the same type; rename the .adx to .ads and see.
by Dais! at 2:33 PM EST on February 8, 2009
Hmm, that's interesting. I certainly wouldn't have thought to disable looping....seems they only have one song per file, then. Which would make nine songs total in that directory if they're all doubled, and the guy I was talking to said that he was under the impression there were more than twenty, counting stuff that plays during movies...

One thing, though - you say the ADS and ADX files are the same type, but there has to be something different about them. They act identical if I tell vgmstream to ignore looping, but even renamed, the ADX file won't play if it's told to loop normally or forever. It plugs in ten seconds (for fade?) but seems to never find the music itself.
by hcs at 7:51 PM EST on February 8, 2009
Obviously the files are not identical. The broken looping loops almost nothing for the .adx and a short piece for the .ads. I don't know if there is any real difference, but the layout is different enough to cause different looping.
by Maple at 3:20 PM EST on February 18, 2009

edited 6:09 PM EST February 18, 2009
by manakoAT at 5:44 PM EST on February 18, 2009
Only the GSB+GSP files from Super Swing Golf 1 & 2 (WII) are implemented, mybe you could upload some sample files and tell us the game name? but these both should play fine!

cU mana

edited 5:45 PM EST February 18, 2009
(by the way, this is Supakitsune) by Maple at 6:06 PM EST on February 18, 2009
Forget it!
It seems that the looping bug mentioned above also affects this file type.
I disregarded it before since it only mentioned ADS/ADX...

edited 6:09 PM EST February 18, 2009
by fastelbja at 6:50 AM EST on February 19, 2009
Beware of extension files ... i see files with extention ".ADX" on PS2 iso that are in fact .ADS files (sony adpcm).
by bxaimc at 5:33 PM EST on February 19, 2009
!!! O.O fastelbja wrote a reply?!?! :P

edited 5:33 PM EST February 19, 2009
by Arbee at 10:43 AM EST on February 20, 2009
Is there updated source for the cool new stuff too? :)
by Gedankenschild at 11:45 AM EDT on March 8, 2009
Out of curiosity I converted my Silent Hill 4 ADXs (PS2) with both the test decoder and Winamp's disk write.
Turns out some of the files' checksums are identical and some aren't although the converted files SEEM identical (listening test, number of frames).
Any idea what the difference could be? I couldn't see any pattern to this (like only looped files being affected or something).
by hcs at 6:58 PM EDT on March 8, 2009
Out of curiosity I converted my Silent Hill 4 ADXs (PS2) with both the test decoder and Winamp's disk write.
Turns out some of the files' checksums are identical and some aren't although the converted files SEEM identical (listening test, number of frames).
Any idea what the difference could be? I couldn't see any pattern to this (like only looped files being affected or something)

Hm, so both looped and unlooped tracks show up this issue? If it was just looped I would think it might be some slight difference in the fade calculation. Otherwise I can think what it could be. Could you name some troublesome tracks so I can take a look?
by Gedankenschild at 9:45 AM EDT on March 9, 2009
I didn't put it very well (or didn't look carefully enough...), my bad! Actually it is only looped files that are concerned, just not all of them.

Some of the troublesome tracks:

10031.adx & 10040.adx from SB.AFS

10022.adx & 10038.adx from CM.AFS
by hcs at 10:24 AM EDT on March 19, 2009
vgmstream r608 is up. Most recently added ADX key for Amagami, released a few hours ago.
by furrybob at 8:37 PM EDT on March 20, 2009
Just a quick feature request

Could you make vgmstream output the loop points as variables so you could do a script like this without any user input, if you could that would be amazing. But if you can't thats fine too

vgmstream -o "song.wav" -l 1 -f 0 "song.adx"
dspadpcm -e "song.wav" -l%%loopstart%%-%%loopend%%

And if there are no loop points the end and start loops could be the total number of samples and 0 respectively

edited 8:38 PM EDT March 20, 2009
by souma at 11:24 AM EDT on March 25, 2009
Does it support AHX for Amagami?
These AHX seems to be different from normal one.
by dag at 7:07 PM EDT on March 25, 2009
I've found a type of HPS that vgmstream can't play nor convert. Here are some if you want to check them: . These were found in a folder along many normal HPS.

It looks like they have a slightly different header. You can play them if you paste a header from another HPS but the audio will be distorted, of course.
by Franpa at 11:04 AM EDT on March 26, 2009
Woo, been away for a while, seems a lot has happened since build 386~ o_o
by -FDM64- at 10:44 PM EDT on March 26, 2009
get some more stuff working in vgmstream guys
FFCC Echoes of Time WII sound dir
by manakoAT at 8:10 AM EDT on March 27, 2009
FFCC Echoes of Time is for sure sequenced, there are tons of sequences and dsp samples in the "music.sdat" files... sorry!
by BtEO at 12:51 PM EDT on March 27, 2009
by bxaimc at 11:02 PM EDT on March 29, 2009
@FMD64: I thought I already told you it was sequenced
by -FDM64- at 3:57 PM EDT on March 30, 2009
yea, but I had already posted it
by Omochao at 8:58 PM EDT on March 30, 2009
But I had posted it previously.
by hcs at 9:10 PM EDT on March 30, 2009
Ok, everyone understands now, stop.
vgmstream related crashing by DChronos at 1:07 AM EDT on April 4, 2009
In case you don't know, I'd like to report this:

I got Winamp 5.32, and opon trying to go to Play File in the menu, it crashes winamp because of the vgmstream required libvorbis.dll. (dated July 26. 2007)

I can't run vgmstream without that dll, and with it, I can't open a lone file. I tried messing with options, configs, replacing the configs and programs with backups, etc, and nothing helped. However, the other 2 required dlls are just fine, no problems opening the Play File dialog box.

What's going on with it now, because I thought I had no problems with that on an older copy of vgmstream, but have no idea, really. Would have been quite some time ago and I wouldn't have thought anything of it.
by hcs at 4:31 AM EDT on April 4, 2009
The version of the dll has changed, maybe check the readme for a link to the new version.
by DChronos at 9:42 PM EDT on April 4, 2009
What readme.... the only thing in the original zip file is the dll.
by hcs at 12:34 AM EDT on April 5, 2009
The readme for vgmstream. Every zip I build has it.
ahx of amagami voice sample by hage99 at 2:25 AM EDT on April 5, 2009
Will you schedule to support it though AHX of [AMAGAMI] is not good at the decipherment?
by hcs at 5:42 AM EDT on April 5, 2009
AHX isn't really a priority as it doesn't carry music most of the time. I see at least part of how it is different, maybe I will get to fixing it (I had forgotten about it until now).
by dag at 8:59 AM EDT on April 5, 2009
Ok I've realized the unplayable HPS I posted in the previous page are just mono HSP, and the code always expects stereo files. The header says they are mono and it seems to be the same except the info for the right channel is blank.
Any chance you could add support?
by hage99 at 11:39 AM EDT on April 5, 2009
Thank you for the reply.
I am glad to have transmitted the intention excuse me in poor English.
It survives if it is possible to release it because another doesn't have the tool that still corresponds.
Then, I'll be going now.
correction by hage99 at 12:22 PM EDT on April 5, 2009
Thank you for the reply.
I am glad to have transmitted the intention excuse me in poor English.
I'm grateful for your effort to fix the problem.@I wait patiently.
Thank you for reading.
by hcs at 5:02 PM EDT on April 5, 2009
vgmstream r621 has mono hps support.

I took a closer look at the AHX files, it seems likely to me that they are encrypted. I don't think I have the motivation to work on decrypting these.
by DChronos at 12:27 AM EDT on April 8, 2009
I finally got around to getting the newest dlls, and replaced the old ones.

Ran Winamp and went to the menu, "Play> File...", and it crashed AGAIN.

It isn't fixed!
by hcs at 12:36 AM EDT on April 8, 2009
Don't know what to tell you, it works for everyone else.
Try removing other plugins (just move the dlls into some other folder) and see if it still crashes.
by DChronos at 11:45 PM EDT on April 8, 2009
Well, since there was only one single plugin I could think of that most everyone wouldn't have that I got on, I removed in_zube (cube) and it was fine again.

I don't get how it could affect it, though, I mean that libvorbis thing for genh couldn't have been put into in cube, you made that for vgmstream, and has nothing at all to do with it. How could it possibly affect it in any way at all?

I kept in cube for some reason, I thought it played something that vgmstream didn't... vgmstream now plays everything in cube did, right?

Oh, yeah, I think I had it because of something wrong with looping in Metroid Prime... but I think I told you and you fixed it.

I have a second problem, too. Vgmstream no longer loads most of the music for Pokemon XD. I got that way back wondering how the music sounded, and only listened for a bit, but don't remember having any problem at all, but now, it only loads like 18 songs out of the 99 listed, and few don't play anyway, just says 0:00.
by hcs at 12:32 AM EDT on April 9, 2009
I think the trick is that vgmstream only supports them when named .ish and .isd, so you have to rename the .dsp files to .ish and the .001 files to .isd.
by DChronos at 7:08 PM EDT on April 9, 2009
I just tried that and they don't play that way, either... I'm glad I found out before I spent another 5 minutes changing extensions.


Wait, it does work... but why is winamp using .ish as an extension for the file? Only the ish files showed up as winamp files with the winamp icon and ability to select to play or enqueue in winamp, the isd ones didn't, they show up as files without any associating program. But when I looked in winamp, there IS no ish association, only isd.

If I try to play the ish, it does nothing, but the isd works fine. I'll selct isd, since it wasn't on, butwhy is ish being registered?

edited 7:25 PM EDT April 9, 2009
by hcs at 6:18 AM EDT on April 10, 2009
in_vgmstream exerts no control over what extensions Winamp registers. It only informs Winamp that it can play files with certain extensions, ISD being one of those (and ISH not). in_cube must have been the one that had reported ISH, and at some point Winamp noticed this and registered it with the OS.
To control the list of associated file types, check out General Preferences -> File Types in the Winamp options dialog.
by DChronos at 4:01 AM EDT on April 12, 2009
Doesn't matter, I don't know what registered it, and that's where I checked to see what ones were in the file type list before that post. I said ISD was there, but ISH wasn't, but it didn't change and make ISD as a wonamp file after I set it, just ISH stayed there.

I had to manually go into and delete ISH as a file type on my PC (not in winamp, the whole list of what file type are registered on my PC and what they open with) and change ISD to be a file that is a winamp file to fix it. Damn thing.

It's fixed, though. Thanks for helping me get it working and pointing me towards that in_cube being the problem plugin.
Lunar 2 : Eternal Blue [ADX] (SS) by marcusss at 1:09 AM EDT on April 15, 2009
Moved to vgm distribution Thread

edited 12:39 PM EDT April 15, 2009

edited 12:39 PM EDT April 15, 2009
by manakoAT at 4:39 AM EDT on April 15, 2009
Hi marcusss,
the 2 files without extension are just movie files, you can see it if you open them up in an hexeditor... the first 4 bytes are the word "FILM"
by marcusss at 9:19 AM EDT on April 15, 2009
Figured that :P he he.. At least I know thats all the music, unless some are seqenced or something :P
by icewolf762 at 8:35 AM EDT on April 26, 2009
I don't know if this has been addressed yet, but when playing the streams from Super Paper Mario, they play extremly fast. I'm using the latest version of VGMStream.
by hcs at 11:32 AM EDT on April 26, 2009
It's been addressed frequently. I guess I should add it to the readme (not that anyone reads it anyway):
"This has long been a problem, as far as I can tell there is no indication
in the file of the proper sample rate. You will note that though this file
has 22k in the name, others mention different rates, yet all have the same
wrong speed.
The hackish solution is to rename these files to .brstmspm, there is
specific code to check for that and play 44.1 khz files at half speed."
by icewolf762 at 12:14 PM EDT on April 26, 2009
Thanks very much hcs :)
by snakemeat at 1:28 PM EDT on May 24, 2009
Edit: Sorry, nevermind.

edited 9:43 PM EDT May 24, 2009
by Hotcakes at 8:47 PM EDT on May 24, 2009
For some reason I was under the impression this community wanted to stay semi-secret. =]
by hcs at 12:23 AM EDT on May 25, 2009
Um, no?
by marcusss at 4:58 AM EDT on May 25, 2009
as they used to say in the circus back then. "come one, come all"
by Franpa at 5:04 AM EDT on May 27, 2009
can the original post be updated with a link to the VGMStream download page at the HCS site? there is only a link to the sourceforge which isn't up to date.
by Elven Spellmaker at 6:26 PM EDT on May 27, 2009
Hopefully not to be stupid, but do formats supported by VGMStream allow for tags?
(A lot of normal streamed music does, M4A [M4A even stores album art now.] and MP3 are just two examples.)

If so how would I go about tagging the files I have?

Also does someone know if Wario Land: The Shake Dimension has been/can be ripped?

edited 7:39 PM EDT May 27, 2009
by Elven Spellmaker at 6:31 PM EDT on May 27, 2009
In reply to Franpa

VGMStream Directory
by Mouser X at 9:56 PM EDT on May 27, 2009
No. Essentially no streamed fromat from any game supports tags. There are *.LOGG files though, which are looping OGGs. As such, you can name them as *.ogg and then tag them as OGGs, and then name them as LOGG. However, VGMstream does no tag reading (except to get loop data, which is stored as tags in the OGG file), so doing that is sort of pointless. As far as I know, that's the only format that is both supported by VGMstream, and supports tags (well, MP3s inside a GENH container can also support tags, I suppose, but OGGs are easier to work with, since you don't have to put them in a GENH container).

When someone refers to "tagging" a streamed set, what they generally mean is to rename the files in such a way as to either match the OST, or to be renamed in some sensical fashion. Mouser X over and out.
by hcs at 10:49 PM EDT on May 27, 2009
It's been suggested that GENH get tag support, but it hasn't been done. It's also been suggested that separate tag files be supported, but it also hasn't been done.

I'd prefer people link to this vgmstream page, as I think it's pretty clear. I should probably put a link on the sourceforge page over to this.
by mauzer at 4:38 AM EDT on May 29, 2009
Who can tell me - VGMStream supports Raw-format from PS2 Metal Gear Solid Series?
Another question - where I can find a list of supported games for VGMStream?
by Gedankenschild at 6:27 AM EDT on June 6, 2009
I extracted the "Resident Evil Zero Wii" sound files (in RWAV format) and just like Super Paper Mario some of them play too fast.
Is there any way of telling vgmstream to play these at half speed? Changing the extension to .brstmspm or .rwavspm obviously didn't work - but at least I tried... :)
by hcs at 1:55 PM EDT on June 6, 2009
well, I could add a hack like that, or you could post one of those files so I can try to figure out what's different to handle it correctly (assuming I can find anything)
by Gedankenschild at 3:46 PM EDT on June 6, 2009
OK, I picked three files and threw a working one in for comparison (just in case).


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