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- by drfsupercenter at 7:11 PM EDT on September 6, 2014
- Ah, interesting.
So what exactly is GENH anyway? Are those files converted? Or did you just put the relevant metadata in there as well as the audio?
Do you think there's a way to convert directly from the Nintendo ADPCM to standard PCM without going to GENH first? It would just simplify the process a little. I noticed in one of your files as well, there was a goof when it looped, it created a really loud sound before starting again.
It was actually the largest of the genh files if you want to look at it. See the waveform of the converted file...
If you look at the right channel, you'll see the really big spike there.
- by Knurek at 9:38 PM EDT on September 6, 2014
- Soneek, is your server down? Can't download any of the new sets.
- by snakemeat at 1:46 AM EDT on September 7, 2014
- Been fighting the temptation to request, but really would like to see SMT IV, Etrian Odyssey games, and Persona stuff.
- by bxaimc at 2:41 AM EDT on September 7, 2014
- Here's one:
Shin Megami Tensei IV (2013-05-23)(-)(Atlus)
-Persona Q (HCA/ADX2,ADX)
-Sonic & Sega All-Stars Racing Transformed (Need to implement new format into vgmstream)
-Rayman Origins (Sorting nasty 11khz mono BCWAV)
-Guild01 (Big mess of files, BCSTM though)
-Rhythm Thief (ADX :D, but I have to do it by hand since there aren't proper extractors for the ACB+AWB stuff)
and a few others like the Etrian Odyssey stuff and other SMT games like Soul Hackers. More to come soon ;)
edited 9:01 AM EDT September 7, 2014
edited 9:02 AM EDT September 7, 2014
- by soneek at 5:05 AM EDT on September 7, 2014
- @Knurek It seems to be working now. I'm not sure what happened before.
@drfsupercenter It's literally a custom header format created here in order to easily convert files of a common type, without really having to write a specific decoder for that type. Hmm, which file is that one? I wouldn't mind if the set got re-created, since it could still use a banner.bcwav anyway.
- by Mouser X at 10:08 AM EDT on September 7, 2014
- *.GENH = GENeral Header. In ripping audio from games, it was discovered that some formats don't have a header, or the information in the header is incorrect. Or, as it is being used occasionally, it was easier to create a GENH header, than it was to implement native support in VGMstream. So, the idea of GENH is to either simplify the process of ripping/supporting formats, or to provide the necessary information to get the formats to playback properly.
FYI: On occasion there has been discussion to use GENH to include tagging information in the files (track #, title, game, etc.), but it's never been "formally" agreed on as to how to arrange the data, how to edit it, how to include it, etc. Also, and more importantly, no one has provided source code implementing this. If someone wants to step forward and write the code necessary for including tagging data in some kind of "GENH" or perhaps even "GENT" (general tag) header/format, please feel free. Since you'd be the one writing it, you'd be the deciding how to arrange/display/store/format the data. While I said no one could come to agreement on tag data, it's largely considered the job of the coder to decide how to handle it. After all, if you're not the one doing the work, what room do you have to complain about it? ;)
As for my two cents on 3DS music: Awesome work guys! It'd be nice if I had time (and an internet connection) to join in! Though, I'm beginning to consider getting internet at my house. I need a new harddrive before I do that though (if I get internet now, what little space I have left will be gone in less than 24 hours. I have a lot of stuff (largely audio from here) I've been wanting to download, but not place to put it). Obviously, this stuff (creating and sharing 3DS rips) has been going on in the background for awhile. I'm mildly disappointed I wasn't there for it (I'm sure it was exciting!). Great job all of you! Mouser X over and out.
- by drfsupercenter at 11:17 AM EDT on September 7, 2014
- In your pack, it's the one named:
OK, so GENH is just a custom *header*, you aren't converting the actual audio data at all? I just wanted to make sure there wasn't any quality loss or anything like that :)
Did you do anything with the non-streamedmusic files? There were a bunch of smaller ones in the wwise audio folder too, which I assume are short sound effects but I'm not sure.
- by Jackano at 12:11 PM EDT on September 7, 2014
- Great job guys as always!
(I'm just catching up with 3DS rips)
Just in time for Smash Bros :)
- by soneek at 12:15 PM EDT on September 7, 2014
- This method we're using only works with games pre-firmware 7.0. So, Smash Bros., Pokemon Omega Ruby & Alpha Sapphire, Pokemon Art Academy, etc. won't be rippable.
- by Mouser X at 1:38 PM EDT on September 7, 2014
That's correct. When done correctly, the original audio should be 100% "extractable" from a GENH file, by simply removing the GENH header (aka, use a HEX editor to cut off 0x00XX amount of data, or whatever). The result should be identical to the files ripped from a game's data. That said, it sounds like on occasion (and I could be misunderstanding what I've read) some "alteration" of the original data does happen, though that's rare. If I'm understanding correctly, it's usually to add features GENH doesn't support, or to convert the "endian-ness" of the files, or some such thing. I can't think of any sets where this might have happened, but an example where something like this might take place would be thus:
A new game comes out from Developer "Y B Awesome" studios. Their previous games were all "*.placeholder" files, which were quickly understood and implemented in VGMstream (I'm creating an example. "*.placeholder" format doesn't exist. At least, as far as I know). However, this new game uses a new format, "*.newformat", and isn't simply a renameing of their old format. Upon further study, it turns out the two formats are very similar, but the new format can store replay-speed and pitch data (aka, in the game, the music changes how fast it plays back, and at what pitch, depending on in-game events). Or something.... So, to test out what it would take to get the *.newformat files playing, they're put into a GENH file. But, for the GENH to work, some of the original data needs to be moved around/altered/removed for the GENH handling to work correctly.
So, in most cases that I can think of, if an alteration occurred, it's usually to simplify testing of the new files within VGMstream. I don't know if any sets were actually released that way (it could happen?), but in almost all cases, when giving a file a GENH header, no conversion/alteration takes place. It's intended to be a container format (to leave the original data unaltered), similar to how AVI (for video) can contain all kinds of different video formats.
Hopefully that answers any concerns you may have had about GENH. And hopefully no actual alteration of original data occurred to create GENH releases (I'm not aware of any, but unfortunately, I'm out of the loop when it comes to rip releases). Mouser X over and out.
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