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by house at 11:03 AM EDT on July 11, 2017
PS2

Jikkyou Powerful Pro Yakyuu 13 Ketteiban

Jikkyou Powerful Pro Yakyuu 14 Ketteiban

Jikkyou Powerful Pro Yakyuu 2009

This is all PS2 series, except 7.
7 has .vas file but there is a set of SE.
I think BGM.SML is the VGM.
by Knurek at 12:33 PM EDT on July 11, 2017
@bx: Speaking of Idolm@ster DS, do you have that game ripped?
by bxaimc at 1:09 PM EDT on July 11, 2017
I did years ago. I thought I uploaded it on the tracker....In fact that's what the original S14/SSS support was for. I'll look for it anyway and post it again. :)
by ChillyBilly at 9:17 PM EDT on July 11, 2017
Here's a little PC rip I just got done:

Wild Guns Reloaded


@house: I'm curious, is it possible for you to rip the Wii Power Pro games, as well? The music for those games also come in .vas files, but the only one I was able to successfully extract was Major League 2009 (which I posted here a while back). I still have the .vas archives for the other games though, so just say the word, and I can upload them for you if you're able to work your magic on them. ;)
by mariofan12ify at 6:15 AM EDT on July 12, 2017
Can we get a rip of Mario Party 9 here?
by Ultrafighter at 11:21 AM EDT on July 12, 2017
@Marcusss: Thanks for ripping DW7, another platform is even more welcome and I'm really eager to check it out! BTW Fist of the North star: Ken's rage 2 might have way easier accessible streams and more convenient structure overall IE all 5.1 XMAs are initially unpacked and available from sound/bgm folder or something.
Oh and remember me mentioning Ken's rage I? It wouldn't hurt to have a rerip of it backed up here because obviously I had to demux given 6 channel tracks to 3 stereo ones to make them decodable by ToWAV and this is not the way now.

As for Fable the 3rd... I was originally stuck with JoshW set too but Alpha's XMA_transform.BMS worked as a charm on all but two files. I had to manually delete initial headers for the latter tracks and add them (headers) again with another script by him.
By the way Fable 3 (PC) also interests me a bit, it should be pretty easy to rip thanks to XWMA + IMA (?) ADPCM codecs. If you rip it one day I'll be truly grateful!

And pardon my asking but did you stop ripping Binary domain along with Divinity II (both for X360) or there's some progress with their audio files? I just thought it'd not hurt to ask since I apparently lost track on those titles.
Of course I'm not blaming you for anything because it's not your fault and implementation of sound formats (preferably in untouched form) is a hard task which requires time & insight. Anyway we can always wait until these tracks become playable or at least convertible...

And the last thing: I finally figured out how to rip Rainbow six: Lockdown for PS2 and it turned out extraction of banks and videos plus playback of individual streams and demuxed audio is relatively easy, it's pretty hard to actually sit through many and I mean many hours worth of voiceovers and SFX to ultimately obtain an hour and a few minutes of VGM!
The score itself is quite neat though, there're not dozens of compositions but they differ from each other and tracks aren't too short (I guess you'd not like it at all). In case you're curious to check this soundtrack out I can upload it somewhere... Mega maybe? So what do you say?

Bye!
by house at 11:26 AM EDT on July 12, 2017
@ChillyBilly
On Wii Games, I can't rip to .iso.

Once you ripped Major League 2009 and posted strbgm.bin.
I analyzed it, then I found the data struct is almost same to GC's series.
Though strbgm.bin is binary data of big endian, fundamentally the same as .vas and extention is .dsp (Strictly speaking ngc_dsp_konami).
(note : ".vas" is little endian.)

But, .dsp is not easy as .vas.
The next data part does not start right away, I don't know why.
At an interval of 0x800 byte, it exist a break.
If a data was not a multiple of 0x800 byte, zero data (say NUL on ascii code) are filled to next a multiple of 0x800 byte.
(e.g. if a BGM data size is 0x1001, then add header data, 0x800, then, whole data is 0x1801. 0x1801 byte is not a multiple of 0x800. So from 0x1802 to 0x1FFF are set to NUL)
Of cource, if NUL exist, you can't playback. You have to remove NUL, but the work is a troublesome.

Anyway, I post .py used to split to .vas and sample .vas, 9 ketteiban (same 9) and 12 ketteiban.
for-vas-split.py

9 ketteiban strbgm.vas

12 ketteiban original strbgm.vas

12 ketteiban edit strbgm.vas


About .vas struct are mentioned on ps2_vas.c, one of vgmstream's src.
About .dsp (Strictly speaking ngc_dsp_konami) struct are mentioned on ngc_dsp_konami.c, one of vgmstream's src.
I think it will be helpful.
by datschge at 7:04 PM EDT on July 12, 2017
Whoever was trying to upload "Tom Clancy's Rainbow Six - Lockdown (PS2)" through vgm.hcs64.com, please try again. The single quote in the game's title broke the upload before, should work now. Sorry for the hassle.
by marcusss at 7:35 PM EDT on July 12, 2017
@ datshcge - Sounds like Ultrafighter's
by Ultrafighter at 3:13 AM EDT on July 13, 2017
@Datschge: hi, I totally appreciate the fix! The most funny thing is that I wasn't initially intending to add that TC's prefix to VG title since it's absent in SC or (most recent) GR set names. Whatever... I guess this time I actually uploaded my rip!

@Marcusss: I'm wondering if your set for GI Joe (X360) originally had 2.0 versions of all ingame BG tracks, win stingers and such... I'm definitely not complaining about anything, merely wondering.
I mean I was expecting to find most compositions present both in 2.0 & 5.1 form but most files in your set are only available in 6 channel mix (not counting a few additional tracks and ambiences). Could it be that you decided to leave out all stereo counterparts for level dedicated music, jingles and so on if surround mix was available for them? Personally I'd save both if I upped a rip here or added it to JoshW but of course it's up to you to decide.
Goodbye!

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