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by ChillyBilly at 12:46 AM EDT on May 28, 2022
Just a single bigger set for now:

Soundfall (NS)
by EHT_shiniori at 2:39 PM EDT on May 29, 2022
just a heads up.

the PlayStation 4 version of Tales of Berseria uses the ATRAC9 codec (with RIFF WAVE format no less) for just about every sound in the game. including music compositions, dialogue voices, ambient effects, battle sounds and even foley effects. not BNSF like the other (PS3, Steam) versions.

they all bear the SPSAT9 extension. current way to play them would be to rename their extensions to AT9.

alas, this is all i can share right now. see you later i guess.

edited 2:44 PM EDT May 29, 2022
me doing (re-)rips by Alpha23 at 12:38 PM EDT on June 21, 2022
In case you don't check the main forum all that often, here's what I wrote:

"I've recently started to check single platforms for gaps and updating existing rips.
Since the beginning I've included:
- !info.txt: basic info about the process, what's included, notes etc.
- !Extras.7z:
* every QuickBMS script I wrote/used
* sometimes an extractor
* config files (*.xml, *.cfg or similar) that contain info about the music
* the whole "nullified" game folders (i.e. a 7z file that includes the complete game files but substituted with zeros to compress it down to a few kbs)
Here's the script I wrote to nullify (just write to the disk root):

get SIZE asize
get NAME filename
get PATH filepath
putVarChr MEMORY_FILE SIZE 0
string NAME p "%s\%s" PATH NAME
log NAME 0 SIZE MEMORY_FILE


What do you think about this? I think it gives much more insight into the ripping process and might clear up some questions.
Especially interested in your thoughts about including the complete nullified game!"

If you look inside the upload directory you can see how many tracks I've added through my re-rip. It's amazing how much is still missing, especially videos. But also because old rips don't consider checking other archives of the game - there are often many additional tracks to discover when checking these. If I have the feeling that there could be other tracks lurking within archives, I ALWAYS try to write an extraction script. If I fail, I don't upload the rip until I've succeeded or got help on Zenhax.
Seeing that I can more or less easily add missing tracks to just about every rip I look at (at least in case of PSP), I've got the feeling that 50-75% of the rips are actually incomplete.
by bnnm at 5:23 PM EDT on June 21, 2022
I don't see an issue (I also add !extra.7z) but the nullified filesystem seems kind of odd and uncompresses into (potentially) GBs of empty data that most people don't expect or understand if uncompressed by mistake. You could get similar results with a simple .txt listing the original files/dir structure I think, I've added that into past into my rips too (when the structure was actually interesting).

While re-rips are always welcome and appreciated, please take a look to my latest posts in this thread, that explain some recent community-agreed standards (this in particular). vgmstream has advanced leaps and bounds in the latest +10 years so old stuff may not be needed anymore. In particular, we now value a lot more that data is as unmodified as possible.

***

Some more extra tips:
- try to not upload huge number of rips at once as it literally takes hours to check them (~140 rips * at least +3 min each = ~7 hours). Start lower so we can exchange feedback so further rips are streamlined and don't take that much time.

- please don't transform one format into other or paste newly made headers into raw data. If vgmstream can play a file no need to modify, and if it can't play it there is a very high change it can be easily supported with .txth (or report bug).

For example vgmstream can play EA's .mpf+.mus fine. That's a real audio format they use, so no need to split .mus into small files. With mpf+mus and .txtp it's easy to setup full songs, with split files loses original metada data in mpf. Same with .awb+acb.

Videos get more of a pass since you need to alter them a bit anyway to extract audio, but try to use formats closer to the original if possible. For example .mp4 is best transformed to .m4a, since it preserves correct sample counts and metadata, while .aac destroys them (file's samples will be slightly longer that should be, and players like foobar can't get total time from .aac) and modifies all the data (pastes new .aac frame headers to original data). So preferably:
ffmpeg.exe -i file.mp4 -vn -acodec copy file.m4a
VGMToolBox demuxers are ok too, some demuxer bms for odd formats here too.

- make clear when you are using a header id/fourcc (use full id) or a real extension for lesser known files.

Imagine if somebody posted a rip with a fake ".rif" extension from RIFF. That doesn't look very real but it's hard to discern just from the files. ".wav" or ".at3" or ".wem" are more likely extensions depending on several factors, we can fix that if we know it's just a fake extension.

If a game has a, say, real ".wave" extension that is just a ".at9" and vgmstream doesn't play it by default, just report and it'll be fixed, no need to rename to .at9 (so next person that rips that game or encounters a similar .wave will be able to play those by default without having to fiddle around with extensions).

If data is raw inside a bigfile and there is no known extension it's common to use ".vgmstream" (this signals no extension is known = easy to change later), vs using ".vag" that may or may not be the original ext (= hard to know / fix). Note sometimes extensions are in the executable as debug info, those are ok too.

Similarly old fake extensions like ".bika" aren't needed anymore, vgmstream can play ".bik" (original ext) in demuxed videos just fine.

- For regular .wav don't convert to .flac, as it destroys metadata (such as loop info) by default. We have tons of server space anyway for preservation. For CD-audio it's fine to use .flac (name files so it's clear it's CDDA). There are games that do use .flac, so this kind wav>flac obscures real cases.

- For DLC that are just a few tracks it's better to update and upload the existing rip (when DLing a rip it's expected to contain most audio). Put it in some "dlc" subfolder for example if not obvious from filenames. Saves us tons of time if new set is ready as-is.

If the DLC is some kind of standalone thing or is sizeable enough to be considered its own thing then can be added as a new set.

- Note that Wwise .wem and .bnk IDs are unsigned numbers (string NAME p= "%u" ID). Not a big deal since files can be renamed later but might as well :)

- Consider moving movie files (specially if mixed with audio) into some "movie" subfolder. Not a rule or anything but some people don't like them and that way it's easier to ignore, and having them in base dir tends to clutter rips. One can include a !playlist.m3u pointing to those subdirs too.

- Also consider learning a bit about .txth and .txtp (vgmstream functions) for even better rips. For example in La-Mulana EX, loop points are in the pack.dat file. Those can be "installed" using .txtp to get looped .at9 like the game does (example)

Remember, this is for uploading into the archive, one can do whatever with local files or shared in other threads, though the archive should be original data that one can change into anything at a later date (vs pre-modified data that can't be reversed).

***

Note that the forums aren't that active so takes a some time to notice posts, don't fret if it takes a while. Check the discord thread for a more lively place too.
Fall guys by despycl at 10:12 PM EDT on July 3, 2022
Since the launch of the f2p update for fall guys, some new music pieces were introduced. Could anyone upload a new rip with all the current/new music files? Would be highly appreciated!
[edit] (1 hour left)
by SoundGLSI at 11:07 PM EDT on July 3, 2022
Oh boy, the entire ONGEKI game library is here. This will be a trip for me, as I love rhythm game music.
[edit] (2 hours left)

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