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File Uploading by DaveMan1000 at 2:37 PM EDT on May 1, 2018
Just for future reference.

Whenever I download a file from here, they are all "WinRAR" formats (with the three books icon).

However, whenever I compress a file, it simply archives it to a RAR file (on my PC it shows a VLC Media Player icon (the traffic cone)).

Will that still be acceptable for uploading to here?

Also for reference, does the format of the file's contents matter, or must they be in their original formats?
by bxaimc at 2:50 PM EDT on May 1, 2018
.7z is the correct archive type, not RAR. Also, please no conversions. Original formats please. It’s ok if you unpacked them from larger archives like CPK or AWB for example but the data needs to stay intact. Stuff like FSB and XWB can be left as is in banks, but’s up to you depending on what tool you’re using cuz some tend to mess up the extraction.

edited 2:52 PM EDT May 1, 2018
by simonmkwii at 9:44 PM EDT on May 1, 2018
Added FAST RMX + 1.3 update (Switch)
Uses some new type of opus, by the looks.
by bxaimc at 10:09 PM EDT on May 1, 2018
Mmkay, thnx. Will take a look to see if it’s something that needs to be added to vgmstream.

edited 10:10 PM EDT May 1, 2018
by ChillyBilly at 11:19 PM EDT on May 1, 2018
@Ultrafighter: Here are the whole, unsplit archives for the PS1 Spider-Man games. Kudos to you or anyone else who manages to get some sound out of those "empty" tracks!


And while I'm at it, here's a few more uploads:

PC

Bullet Witch

PS1

Makeruna! Makendou 2

Twin Goddesses

Wacky Races


More later!
by simonmkwii at 11:46 PM EDT on May 1, 2018
Uploading all Switch-exclusive eShop games!
I'll upload the non-exclusive Switch eShop games a bit later on.
by simonmkwii at 11:49 PM EDT on May 1, 2018
Oh wow, Vroom In The Night Sky was made with the Nintendo Bezel Engine in early-2017, looks like that engine ain't so new after all, stupid mainstream media dickbags!

EDIT: Original build was December 2016, so even earlier!

In a file called boot.lua:

print "-----------------------------------------------------"
print "- boot.lua ------------------------------------------"
print "-----------------------------------------------------"

local engine = require 'BezelEngineInitializer'
local ScreenId = require 'BezelEnum.ScreenId'

-- engine:SetScreen(ScreenId.First, "First Screen", 1280, 720)
-- engine:SetGfxWorkMemorySize(256 * 1024 * 1024)
-- engine:SetPhysicsWorkMemorySize(512 * 1024)
-- engine:SetParticleFxWorkMemorySize(256 * 1024)
-- engine:SetListCapacity(16)
-- engine:SetAudioAssetQuantity(4)
-- engine:SetDebugConsoleEnabled(false)
-- engine:SetCulture("jaJP")


engine:SetDefaultCulture("jaJP")
engine:SetApplicationId("01BE2E10BD1D4436")

-- engine:SetParticleFxEmitterCount(1024)
-- engine:SetParticleFxEmitterSetCount(512)
-- engine:SetParticleFxStripeCount(400)
-- engine:SetParticleFxSuperStripeCount(400)
-- engine:SetParticleFxParticleSortBufferCount(400)
engine:SetParticleFxGpuBufferSize(4*1024*1024)
-- engine:SetParticleFxTemporaryBufferSize(512*1024)

engine:SetTickOrderCount(16);
-- engine:SetVsyncCount(2);
engine:Initialize()

print "<<<< Engine Initialized! >>>>"


edited 11:58 PM EDT May 1, 2018
by simonmkwii at 12:00 AM EDT on May 2, 2018
And next to every bfstm is an associated bfstm.2.fc, which is just XML data.

Here's an example:

<?xml version="1.0" encoding="utf-8"?><ArrayOfinfo xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/Nintendo.BezelEngine.Build.Cache"><info><hash>26F3JDyYDKFoOwRlSFYBlw==</hash><path>Common\Audio\stream\chara_select.dspadpcm.bfstm</path><size>7665184</size><time>636221859710873967</time><type>Cache</type></info></ArrayOfinfo>
by Ultrafighter at 10:17 AM EDT on May 4, 2018
Hey ChillyBilly, can you please tell us what makes you think that COMPILED.XA whoppers contain BGM in both Spider-Man & Enter: Electro for PS1? Looking at both bigfiles I'd say that music should be somewhere else (if it's even streamed, not sequenced in this title).
These 2 huge XA files you uploaded can be compressed with such a good ratio because there're lots of zero fillers inside. I deinterleaved those original banks into 16 mono layers with one Alpha23's BMS, extracted their contents with another one but still couldn't find anything musical except a few occasional cutscenes (audio data in those COMPILED.XA giants is mostly the very same VOs & CS which can be found in your original rip).
And back to sequenced VGM hypothesis: it's not so wild as it may seem, for example 3Xtreme primarily used synthesized BGM and it was released just a year before Spider-man 1 (PSX version) came out. This fact makes my theory much more solid, don't you agree?
Or devs could utilize some invisible archives on disc a-la Ratchet & Clank 1 (or was it R&C2?) for PS2... This is quite a wild guess though.

@Simonmkwii - is there any update in regards to Doom for Nintendo Switch? Did you use Alpha's script I posted ITT or it was unneeded in the 1st place?
Anyway I wish you luck and hope that ripping project will be completed. Your effort's gonna appreciated for sure!

@BX - may I know if you've downloaded numerous sets (well 5 or 6 actually) I upped to MEGA and released here? I believe I can DL 'em myself and upload via that special vgm.hcs64 form but possibly there's no need in that?

See you guys!

edited 10:19 AM EDT May 4, 2018
by simonmkwii at 10:22 AM EDT on May 4, 2018
@Ultrafighter - Oh my god, DOOM on Switch is a nightmare, no pun intended.
I'd rather play with my own shit than sort out DOOM.

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