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Sound extraction for some Games by dacoolmike at 7:41 PM EDT on April 3, 2026
So I'm new to all of this and have no experience with Hex editor or BMS scripts but I'm looking if there was anyway to extract sounds from the following games.

1. Lifeline PS2 (Rio voice lines) I have seen someone uploaded the game sounds in the Official Distribution Thread but it was only the music files and the author mentioned removing the voice files which I needed.

2. Golden Axe Beast Rider I also have seen someone uploaded the game sounds in the Official Distribution Thread but it was only the music files. And I needed the voice files

3. And lastly the ZombiU on PC although there is a quickbms script from Luigi's website I'm not sure if it can extract all the sounds because when I tried it it didnt seem to extract the player and zombie sounds. Unless I did something wrong.

Can anyone help me.
How do I completely rip Animal Crossing City Folk's music? by witnessdrill at 8:33 AM EDT on April 4, 2026
I’ve got a Wii and an ACCF disc ready, but ripping it is still proving difficult. Is this just an impossible dream?
No matter which tool created by enthusiasts I try, nothing works, and even after looking through past threads, I’m still completely lost.
I’m really begging you—someone, please help me.
[Help] I need specific help extracting sound files from Professor Layton and the Diabolical Box NDS (EU FR version) by Altariah at 11:08 AM EDT on April 14, 2026
Hi !

Sorry if this sounds like a noobie question but I really struggle at extracting sound files and would like deeper and targeted help.

So I'm specifically trying to get french voice lines from Professor Layton and the Diabolical Box on Nintendo DS (european, french version).

I've opened the .nds file with Tinke and found inside the .nds file a sound_data.sdat.l file, and when I ran that through VGMTrans, I got a PSG file and a SWAR file both linking to a bunch of wave files only being beep noises.

Inside the .nds file in Tinke, there were also a bunch of SED, SWD, SMD files and I don't know what to do of them.

I really feel like all the pieces of the puzzle are in front of me, but I just don't know how to use them haha.

I have no knowledge of these specific extracting tools, that's why I'm at loss when it doesn't look like the tutorials.

(Also, unrelated but I wanted to ask for help in the discord but it seems like the link is invalid, is there still a way to join the discord server ?)

Thanks in advance for your help :)

edited 11:09 AM EDT April 14, 2026
Cookie Run: OvenBreak 13.701 ALL Soundfont & MIDI Decrypted by milkyway37 at 3:24 AM EDT on April 24, 2026
Hello everyone.
I'd like to present a Soundfont and all decrypted MIDIs for Cookie run: OvenBreak 13.701 version.

Kookeerawn's past posts helped me reverse engineer the app.

Link: https://mega.nz/file/6zgVmByT#-OtVJTdlyfKjfS13cfKajb-pC9Xj2voDkmr5bfz_mt0

Soundfont file is converted from dls file, and all MIDI files are directly extracted on game files and decrypted by me.
You can play with SpessaSynth or FluidSynth.

Idk where are the loops (ex.angelchiffon's trial theme) :/
Enjoy!

edited 3:39 AM EDT April 24, 2026
Mother 3 "A Certain Someone's Soundtrack" by Team Chimera at 4:28 PM EDT on April 30, 2026
This is a .flac album of the Mother 3 soundtrack in high quality with correct playback.
No inaccurate pitch bends or muddy mastering from GBAMusRiper, no fuzz.

https://archive.org/details/a-certain-someones-soundtrack

-Team Chimera
[Help, Please] WMW Files in Ghost Vibration by PKSuperStar256 at 8:57 AM EDT on May 11, 2026
I've been trying to figure out how to rip the WMW files in the game Ghost Vibration for the PlayStation 2 and can't seem to get clean audio from it at all no matter what I did.
I was hoping someone here would understand what's going on and could help me with this confusing predicament.

edited 9:00 AM EDT May 11, 2026
PS2 Audio RAM? by PsGeek243 at 11:26 AM EDT on May 12, 2026
The PS1s audio ram is 512KB and the PS2 is 2MB.  In addition, you were able to stream more than one audio file.

The PS1 had this game/program called Music 2000, and I actually used this along with Duckstation to extract the SPU RAM with the RAM reaching its full capacity.

This in sample form (taking from Audacity, a measurement option) would be around 831,684 samples.  NOT 831,684 different WAVS, I don't wanna confuse anyone.  Just the measurement of each ADPCM loaded.

I've been studying PS1/PS2 audio in my spare time curious to see what the exact limit would be.  It's easy to do with PS1 since there are people who made that SPU extractor, a full on SPU channel extractor, and the Music 2000 I mentioned.

What I'm curious to know is if anyone's done research like this for the exact limit on the PS2?  Music 3000, MTV Music Generator 2 exist, but I personally don't think they get even close to the PS2 RAM limit or utilize it in a general sense.

There IS an option to dump the SPU2 via logs, but its tedious since there is no way to dump the ACTUAL SPU2 RAM at any moment the game is running.  You have to load a scene, quit PCSX2, then use PSound to see what's on the file.  And I can't tell half the time if its accurate since there are samples that don't even show up on PSound (which also don't show up normally unless via VGMTrans).

What I've been using are games like Silent Hill 2 and Resident Evil 4 in attempts to find the limit.  The closest I've gotten is with the statue of Zalazar scene, where the PS2 audio ram is around 3,300,000 of sample data, and two audio streams can play with this loaded.  Thats as far as accurate as I can get.  In estimate 831,684 x 4 would be 3,326,736, so that might be the exact limit, but I can't confirm.  Thats 2:30 in 22050Hz sample rate.

If anyone wants to follow along on this thread, feel free.  Again, to clarify, im trying to figure out what the limit for the PS2 audio RAM is in sample form measurement (can be found in Audacity) for personal knowledge and inspiration in making games.
Sound differences in GSF -> ROM conversions? by SoundGLSI at 2:14 PM EDT on May 14, 2026
This is something I'm interested in knowing if anyone noticed it. I was listening to the Castlevania Circle of the Moon rip, and something that caught my attention is how different the "Requiem" theme sounds in emulators and GSF playback. At first I thought that was something related to emulation, but that wasn't the case. I grabbed gsfopt to convert the minigsf track to a ROM file. And guess what? Requiem sounded like it was being played at a lower sample rate. I don't know how the game does it, but in emulators, it sounds clearer. Even in ancient versions of mGBA. I re-ripped the game with saptapper to see if it was the rip, but no dice. same result.

edited 8:27 PM EDT May 14, 2026
FIFA 99 PC - Need help with commentary extract? by adams06 at 3:43 PM EDT on May 18, 2026
​Hello everyone,
​I need some help converting .str audio files from the PC version of FIFA 99 into .wav format.
​I managed to extract the files from PLAYERS.str, but I cannot get them to play. I tried using Foobar2000 with the latest vgmstream component; Foobar loads the files, but they are completely silent (muted).
​The accompanying .off file stores the player IDs and their corresponding offsets for the .str file. Each player ID is linked to two audio files within the .str container, making a total of 5,700 files for 2,850 IDs. In the .off file, the IDs start at offset 0x8, while the audio file offsets begin at 0x2C90.
​Could anyone help me convert these .str files to .wav, or explain how I can do it myself?
​Here is the link to the files:
https://www.mediafire.com/file/hj74io6z657q3o1/FIFA+99+PC+-+Players+(str,off).rar/file
​Thanks in advance

edited 3:44 PM EDT May 18, 2026

edited 4:06 PM EDT May 18, 2026

edited 5:20 AM EDT May 19, 2026
Troubles With MIDI/SEQ/VAG/etc by vivimage at 9:24 AM EDT on June 1, 2026
When I open VGMTrans and drop my seq/vh/vb etc files in there, it will only show one of them. Ex: it will show the SEQ file and nothing else.
However, if I right-click and remove that SEQ file, suddenly it shows any other file I dropped in.
If I drop in a VAG or VAB (I'm really confused on which is for what still) or any combination, it does the same.
It will also not allow me to finish creating a collection. I select all three required objects, and click "create," but nothing shows up in the collections tab.

I get an error trying to export VAB to SFL that says there's an explicit number that exceeds sample count, as well.

So, I have also used PSound to go through and convert any sound files that it detected. But they sound less like complete SFX and more like a sound library that you might find on an electric keyboard...Generic doots and beeps and such.

I'm doing this for fun and not to much of an end goal. I *have* successfully ripped several soundtracks from games before, but they've all sorta had them all out in the open as readily playable .VB or XA etc formats. This one has a couple of .bin files, a disk image file, and the MODULES folder.



Edit again: After another hour of messing around, VGMTrans is not only *not* omitting files in the list, but auto-creating the collections. I have done nothing different as far as I know.

Was typing another problem but solved it as I typed it out.



edited 10:59 AM EDT June 1, 2026

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