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My personal VGMSequence concept by Katsur at 12:21 AM EDT on October 14, 2025
So I was brain-storming the equivalent of VGMStream, but sequenced, capable of playing raw, unadulterated, original sequenced game music files with soundfonts. Yeah, sounds unlikely, but I was thinking my best, so here we go...

1) TXTP-like file - basics:
-Soundfont with samples: specify the location first, then choose the suitable sample bank. It can also scan sample bank file's content of samples used within raw VGM sequence file
-MIDI-like sequence file: which file (not PSF, PSF2, USD, etc). No actual header? TXTH file may help.
-Header, when specified correctly, may work straight out of VGMSequence's internal compatibility database, such as Squaresoft AKAO Header.
-Subsongs (optional; if available and necessary)
-Tempo (in case of sequence file lacking specified BPM)
2) Module trackers are also welcome, including UMX (Unreal Music Header), MOD (Protracker MOD Header), XM (FastTracker II Header), MO3 (Unseen MO3 Header), etc. Besides, old PSF/miniPSF alternative format (and its derivatives, such as 2SF/mini2SF) is also supported, with no TXTP needed thanks to miniPSF being smart enough to find psflib
3) The obscure STY+DLS sequence format (Hitman: Codename 47, Gothic, Midnight Club II, etc) is welcome too!
4) It may have its own sequence instruction pattern visualization screen, in vein of XMPlay and OpenMPT. Supports every compatible format, either MIDI sequence with just instructions but without integrated samples, or module trackers with built-in samples and instructions.
5) Bit depth and sample rate are adjustable, up to 32-bit 96000 Hz respectively, and encoding type is synthesized, according to Foobar2000.

Yes, it sounds crazy, I admit it. It needs some research, reverse engineering, sweat&tears, etc. Feedback for improvements appreciated; this is just an estimate concept idea made-up by me.

Motivation? To properly play raw, unconverted video game sequenced music files straight from Sony PlayStation, GameCube, Nintendo DS, etc. with little-to-no hiccups.

edited 12:38 AM EDT October 14, 2025

edited 10:39 AM EDT October 14, 2025
MIDI requests for a few PS1 games by jayare5 at 1:08 AM EDT on October 17, 2025
I really was trying not to bother anyone here since there are many tools out there already :D but I love collecting MIDI rips from games, and there's just a few osts I wanted that I'm missing because they dont work in things like VGMtrans, although PSF rips exist. Does anyone happen to have these?

- Dragon Ball GT Final Bout
- Wild Arms
- Wild Arms 2

The midis don't have to be very correct, I expect just raw extracted/converted files.
(no need for song names, correct instruments, or even if there's some missing effects like note bending). I want to just have them in midi form and fix it myself as I need.

Thank you very much!
Request: USF Rip for Duke Nukem Zero Hour by AnonX15015 at 7:03 PM EDT on October 20, 2025
Hi all. I was recommended this forum when I contacted the author of a particular plugin for playing USF files. I've been building a small library of VGMs to listen to from time to time.

I'll get to the point. Duke Nukem Zero Hour, the uploaded USF's, all but one of them are playing correctly. Victorian 2 needs a replacement because the organ and chorus that usually plays halfway into the track are either corrupt or non-existent.

I already attempted to download from other sources but it seems lot of them use the exact same uploaded source dating back to 2007. So I haven't found a replacement yet. Is there anyone in this community that tinkers or compiles USFs anymore?

And if so, would they be willing to compile and upload a replacement for the Victorian 2 track for the DNZH rip list?
Wind Waker BMS->WAV not working by knuxyl at 5:14 AM EDT on October 24, 2025
I have been trying for about a year to get a clean rip of Wind Waker but nothing works correctly. I have a collection of lossless VGM from SNES, Genesis, PS1, Dreamcast, and even some other Gamecube, all looped (except PS1) for 20 minutes. But this game is giving me hell. I am on Gentoo and have tried building everything from source and/or using wine (a windows loader).

I managed to get all the sequences ripped to BMS and only found 2 programs that successfully convert the bms to anything else, but both don't do it right.

I'm a fanatic about getting lossless rips and these differences might be easily overlooked. I haven't seen anyone else talk about this problem. There's missing fade outs on notes, wrong tones, wrong pitch, etc. I don't know all the musical lingo but you should get what I'm saying.

VGMTrans fork
https://github.com/magcius/vgmtrans

SMSSynth
https://github.com/fuzziqersoftware/gctools

The main VGMTrans won't even load BMS. That fork is the only one that works. I just open the BMS and right click it and save as MIDI.

I have several different smssynths I've tried, probably from different packages but the latest I tried was from gctools. They all had the same problem. The command I use to convert is this
smssynth house.bms --audiores-directory=P-GZLE/files/Audiores/ --output-filename=house2.wav

Here are the resulting files
VGMtrans
house_vgmtrans.midi

SMSSynth
house_smssynth.wav

Original BMS
house.bms

What it should sound like
https://www.youtube.com/watch?v=Y5-4aW_VRhs
https://www.youtube.com/watch?v=aUnVEjcht6E

As you can tell there is something wrong with both bms converters. I compared a lot of other files and they are messed up as well.

Has anyone managed to convert the Wind Wakers JaiSeq BMS files without these problems?

edited 5:18 AM EDT October 24, 2025
Need help on extracting primal rage .sr game file from midway arcade treasures 2 on xbox og by hb-x3 at 6:06 PM EST on November 7, 2025
Hi, I've played the mame version of primal rage, and it plays well, but there's a problem with the animation. When a character falls from being hit, the animation of them is off, where the character lands on mid ground, instead of the foreground. It seems that this happens because a security chip on the mame version has not been emulated. I've noticed that the primal rage version on the midway arcade treasures 2 for the xbox og does not have this problem. The mame rom is also, a newer version of the game. The mame version has extra options like red blood, and gameplay settings through dip switches. I want to import the mame version primal rage into midway arcade treasures 2 verison of this game. So far I've managed to extract the prage.sr archive of the game with xsr.py script. When extracted, I'm left with 195 .wav files & one rom_sprites.dat file. I want to extract this rom_sprites.dat file & overwrite the mame rom files of this game into it, and then repack it as prage.sr I'm uncertain how to extract this rom_sprites.dat file. Any help, would be appreciated, thanks.



edited 6:08 PM EST November 7, 2025
SOLVED Battletoads/Double Dragon SNES Unused SPC by MoldyPond at 9:59 AM EST on November 13, 2025
EDIT: Never mind it turns out the SNES version got re-ripped a few years ago and now includes the unused SPC, my download of the OST was much older! Kindly requesting this thread to be deleted if possible, thank you!





I just discovered that according to the TCRF page for the SNES version of Battletoads/Double Dragon there exists an unused character select screen music akin to the other console versions. It requires changing the rom offset from 0xB8161-0xB8162 to 0x0A 0x00, however I have no coding/hacking knowledge and was wondering what program/methods I’d need to do this to be able to get a proper SPC rip of the music, or if anyone happens to already have the SPC for it (the full OST rip here doesn’t include it). Any help with this would be greatly appreciated, and thanks!

Link to the audio file as well

edited 10:00 AM EST November 13, 2025

edited 10:07 AM EST November 13, 2025

edited 10:07 AM EST November 13, 2025

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