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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Puggsoy</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
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	<updated>2026-10-10T03:30:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=How_To_Submit&amp;diff=1466</id>
		<title>How To Submit</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=How_To_Submit&amp;diff=1466"/>
		<updated>2016-06-24T08:17:24Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* Approval */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submitting==&lt;br /&gt;
{{subpage|The Spriters Resource|image=TSR-Logo.png|text=How to submit to The Spriters Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Models Resource|image=TMR-Logo.png|text=How to submit to The Models Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Textures Resource|image=TTR-Logo.png|text=How to submit to The Textures Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Sounds Resource|image=TSOR-Logo.png|text=How to submit to The Sounds Resource.|width=200px}}&lt;br /&gt;
&lt;br /&gt;
==Approval==&lt;br /&gt;
Before a submission is publicly viewable on the site, it must be approved by the staff. When you submit to any of the sites, your submission is added to the moderation queue, and the staff goes through these. When your submission is either approved or denied you will receive a PM, either telling you it was approved or explaining why it was denied. If it was approved it will be added to the site and other people can then view it.&lt;br /&gt;
&lt;br /&gt;
If you want to you can disable approval PMs (this is handy if you submit many sheets and don&amp;#039;t want to be notified about each one being approved). To do this, go to any of the resource sites (not the forum) while logged in and click &amp;quot;Edit&amp;quot; in the box in the top left of the page to go the the Edit Profile page. There is a checkbox called &amp;quot;Check to disable PM notification of accepted sheets and games&amp;quot; (this will disabled it for all of the sites). You cannot disabled denied PMs as these are to inform you why your submission was denied.&lt;br /&gt;
&lt;br /&gt;
While waiting for your submission to be approved, please be patient. There are often hundreds of submissions to go through on any given site, and every member of staff doing it voluntarily; nobody is paid. They take free time out of their day to moderate submissions and how swiftly the queue gets moderated depends on how busy they are, among other factors.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=How_To_Submit&amp;diff=1465</id>
		<title>How To Submit</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=How_To_Submit&amp;diff=1465"/>
		<updated>2016-06-24T08:13:54Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Created page with &amp;quot;==Submitting== {{subpage|The Spriters Resource|image=TSR-Logo.png|text=How to submit to The Spriters Resource.|width=200px}} {{subpage|The Models Resource|image=TMR-Logo.png|t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submitting==&lt;br /&gt;
{{subpage|The Spriters Resource|image=TSR-Logo.png|text=How to submit to The Spriters Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Models Resource|image=TMR-Logo.png|text=How to submit to The Models Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Textures Resource|image=TTR-Logo.png|text=How to submit to The Textures Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Sounds Resource|image=TSOR-Logo.png|text=How to submit to The Sounds Resource.|width=200px}}&lt;br /&gt;
&lt;br /&gt;
==Approval==&lt;br /&gt;
Before a submission is publicly viewable on the site, it must be approved by the staff. When you submit to any of the sites, your submission is added to the moderation queue, and the staff goes through these. When your submission is either approved or denied you will receive a PM, either telling you it was approved or explaining why it was denied. If it was approved it will be added to the site and other people can then view it.&lt;br /&gt;
&lt;br /&gt;
If you want to you can disable approval PMs (this is handy if you submit many sheets and don&amp;#039;t want to be notified about each one being approved). To do this, go to any of the resource sites (not the forum) while logged in and click &amp;quot;Edit&amp;quot; in the box in the top left of the page to go the the Edit Profile page. There is a checkbox called &amp;quot;Check to disable PM notification of accepted sheets and games&amp;quot; (this will disabled it for all of the sites). You cannot disabled denied PMs as these are to inform you why your submission was denied.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=How_To_Submit/The_Spriters_Resource&amp;diff=1464</id>
		<title>How To Submit/The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=How_To_Submit/The_Spriters_Resource&amp;diff=1464"/>
		<updated>2016-06-24T07:59:36Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Created page with &amp;quot;This page explains the process of submitting a sheet to The Spriters Resource.  ==Before submitting== Before you submit your sheet you should see What Makes A Good Submissio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page explains the process of submitting a sheet to The Spriters Resource.&lt;br /&gt;
&lt;br /&gt;
==Before submitting==&lt;br /&gt;
Before you submit your sheet you should see [[What Makes A Good Submission]] to make sure what you submit will be accepted, as well as the format for game icons. See [[What Makes A Good Submission/The Spriters Resource]] for information on how both your sheet and its icon should be.&lt;br /&gt;
&lt;br /&gt;
==Submission==&lt;br /&gt;
===If the game doesn&amp;#039;t exist===&lt;br /&gt;
If there is not already a page for the game you wish to submit to, you can add it yourself! To do this, go to any console page and click on &amp;quot;Add New Game&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Addnewgame.png|center]]&lt;br /&gt;
&lt;br /&gt;
You&amp;#039;ll be brought to the Add Game page. Choose the console, put in the name of a game, upload or give a link to its icon, and select the genre that fits it best. Tags are currently not implemented, you can omit them for now.&lt;br /&gt;
&lt;br /&gt;
Once you have added the game you will be brought directly to the Add Sheet page for the game.&lt;br /&gt;
&lt;br /&gt;
===If the game already exists===&lt;br /&gt;
If the game does already exist, you can simply go to its page and click on &amp;quot;Add New Sheet&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Addnewsheet.png|center]]&lt;br /&gt;
&lt;br /&gt;
This will bring you to the Add Sheet page for the game.&lt;br /&gt;
&lt;br /&gt;
===Adding a sheet===&lt;br /&gt;
&lt;br /&gt;
On the Add Sheet page enter the name of your sheet, upload or give a link to the sheet and its icon, and select a section. If more than one person is responsible for ripping the sheet you can include multiple submitter names in the Submitter(s) field, by separating them with commas. If the sheet contains NSFW content please check the box for that.&lt;br /&gt;
&lt;br /&gt;
Once you are done click &amp;quot;Submit&amp;quot;, or &amp;quot;Add Another&amp;quot; if you wish to submit another sheet.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Addnewsheet.png&amp;diff=1463</id>
		<title>File:Addnewsheet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Addnewsheet.png&amp;diff=1463"/>
		<updated>2016-06-24T07:49:35Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Game.png&amp;diff=1462</id>
		<title>File:Icon Example - Game.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Game.png&amp;diff=1462"/>
		<updated>2016-06-24T07:40:25Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Puggsoy uploaded a new version of &amp;amp;quot;File:Game-icon-example.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission&amp;diff=1461</id>
		<title>What Makes A Good Submission</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission&amp;diff=1461"/>
		<updated>2016-06-24T07:32:22Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* Game Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submitting to the Resource sites can be tricky for some, but by following some basic steps, you can easily ensure that your submission will be approved.&lt;br /&gt;
&lt;br /&gt;
==What Is Not Acceptable==&lt;br /&gt;
===Your Own Character===&lt;br /&gt;
Make sure that your submission is not a made up character. This only really applies to custom submissions, but it can also be if you&amp;#039;ve made a game and feel your content should be on the sites. It isn&amp;#039;t your place to make that judgement, and in cases you like this, you&amp;#039;d be best off asking us first. We only accept content for media ripped from commercially released, or notably reputable released games. In terms of custom submissions, we only accept content surrounding things that appear within a game, or gaming related media (Such as Sonic the Hedgehog cartoons).&lt;br /&gt;
&lt;br /&gt;
===Stolen Content===&lt;br /&gt;
We don&amp;#039;t like thieves in real life, and we do not like them here. Please make sure that you actually ripped or made the content you&amp;#039;re submitting, and didn&amp;#039;t just simply find it on some other website and felt like you could just submit it and claim credit. We have a community in the hundreds of thousands, many of whom actively seek out stolen content. You will be caught, and you will be banned.&lt;br /&gt;
&lt;br /&gt;
==Game Icons==&lt;br /&gt;
Game Icons use the same style across all sites. They are created by a 240px x 125px cropped screenshot from a game (&amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; its cover art). The website itself inserts code surrounding the image to represent it in the form of a Game Icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Game-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
Game Icons must be in either a .[[PNG]] or .[[GIF]] file format, and of high quality. Where possible, downsizing a screenshot should not occur, and should represent the game that it is being submitted for.&lt;br /&gt;
&lt;br /&gt;
It is preferable that icons aren&amp;#039;t taken from [[Dictionary#JPEG|JPEG]] screenshots found on the web, and are instead from non-lossy format images.&lt;br /&gt;
&lt;br /&gt;
Before creating an icon for your game, first check the other Resource sites. It&amp;#039;s always possible that the other sites have the game already, and thus a usable icon. Simply copy the image URL or save the image, and use it with your submission. This helps make it easier to find the same game across the sites.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old game icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Site Specifics==&lt;br /&gt;
&lt;br /&gt;
{{subpage|The Spriters Resource|image=TSR-Logo.png|text=See what is required to make an acceptable submission on The Spriters Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Models Resource|image=TMR-Logo.png|text=See what is required to make an acceptable submission on The Models Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Textures Resource|image=TTR-Logo.png|text=See what is required to make an acceptable submission on The Textures Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Sounds Resource|image=TSOR-Logo.png|text=See what is required to make an acceptable submission on The Sounds Resource.|width=200px}}&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Addnewgame.png&amp;diff=1460</id>
		<title>File:Addnewgame.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Addnewgame.png&amp;diff=1460"/>
		<updated>2016-06-24T07:27:11Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=1327</id>
		<title>What Makes A Good Submission/The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=1327"/>
		<updated>2014-10-23T23:30:44Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* The Sheet Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSR-Logo.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
==The Sheet==&lt;br /&gt;
&lt;br /&gt;
===Background Color===&lt;br /&gt;
&lt;br /&gt;
A simple mistake that a lot of people make when they first start ripping a sheet is to place their ripped sprites onto a white background, the default for MS Paint, and keep going. The issue with doing this is that a large number of games include a pure white color within their sprites. Remember that sprites are viewed on a sheet to be used on another background later, and when they&amp;#039;re placed on white, it can cause certain parts of a sprite to turn transparent.&lt;br /&gt;
&lt;br /&gt;
Similarly, we advise that you don&amp;#039;t use black. This too can be used a lot within sprites. Your best bet is to go for relatively obscure colors, like magenta or lime green. This can cause a bit of eyestrain and can be generally unpleasant to look at, so an alternative color of your choice, that is not being used within the sprite itself, is perfectly fine.&lt;br /&gt;
&lt;br /&gt;
[[File:Background-color-demo.png|link=]]&lt;br /&gt;
&lt;br /&gt;
See that, when the white is set to transparent, the white present within the sprite itself is also made transparent, whereas when the magenta is set to transparent, the white within the sprite remains intact.&lt;br /&gt;
&lt;br /&gt;
Even if the sprites don&amp;#039;t include black or white, it is still preferable to use another color. White is extremely bright and black is extremely dark, and they can be uncomfortable on the eyes when looking at a sheet. A softer but contrasting color is preferred.&lt;br /&gt;
&lt;br /&gt;
===Organization / Alignment===&lt;br /&gt;
[[File:Arrangement.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
An important part of making a sprite sheet look good is to arrange the sprites in a neat manner. Sprites should try to line up properly, and not be arranged in a mess. You&amp;#039;ll find a number of sheets with messy organisation are present on the site, but we want to keep these down to a minimum.&lt;br /&gt;
&lt;br /&gt;
One method of keeping sheets organised is to make sure that all sprites within a designated animation remain on a straight line. This makes animating the sprites easier, as well as improving the visual appearance. See the example on the right:&lt;br /&gt;
&lt;br /&gt;
EX1: Sprites are arranged next to each other, though aren&amp;#039;t very neatly aligned.&lt;br /&gt;
&lt;br /&gt;
EX2: Sprites are placed on a green line to help line up the bottom of the sprites.&lt;br /&gt;
&lt;br /&gt;
EX3: The line is then removed, leaving us with a neat line of sprites.&lt;br /&gt;
&lt;br /&gt;
Remember to leave sufficient space between sprites, and not have them overlap in any way. This can often be missed, where a sprite has an obscure shape and is overlapping the area of another sprite.&lt;br /&gt;
&lt;br /&gt;
Please also keep sprites at a 1x pixel ratio. This means keeping the sprite at its original size. Reasons for the sprite coming out as blurry can be from an emulator window being resized, and not set to a console&amp;#039;s native resolution. Most emulators will have a setting to reset the window&amp;#039;s screen size to 1x the console&amp;#039;s native resolution.&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sheets to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a Mario sheet and only include his idle animation. A sheet should at the least include the basic movements. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sprites from random actions.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
Credit tags are the box you see on most sheets that tell people who ripped the sheet, and any other information they wish to give. You can include one if you want.&lt;br /&gt;
&lt;br /&gt;
Remember that people are looking at a sprite sheet to see the sprites, not be entertained or specifically read your tag.&lt;br /&gt;
&lt;br /&gt;
A few things to consider with tags are:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below a sheet.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses the sheet, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Additional Graphics: You can include a few little cosmetics to your tag if you like, though personally I think that simplicity goes down best. Don&amp;#039;t be too distracting, and take up too much space.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also a more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===File Format===&lt;br /&gt;
[[File:Png-and-gif-colors.png|right|250px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Spriters Resource accepts 2 files types: .PNG, and .GIF. While we accept .GIF, we advise that you simply use .PNG because of a color limitation to the .gif format.&lt;br /&gt;
&lt;br /&gt;
To put it basically, the GIF file format can only contain 256 colors, whereas a PNG can have any number. PNG files also support &amp;quot;Alpha Transparency&amp;quot;, which means that they can include [[Dictionary#Anti-Aliasing|anti-aliasing]] on the outside edge of a sprite, whereas GIF does not.&lt;br /&gt;
&lt;br /&gt;
For a good comparison, click the image on the right. On the left of the image is a PNG, on the right is a GIF.&lt;br /&gt;
&lt;br /&gt;
Notice the colors used in the eye. The GIF has had to give certain colors slightly alternative shades to try and compensate for its restricted [[Dictionary#Palette|palette]], whereas the PNG is able to display all of these colors.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is the outline of the sprites. On the left, you can see that the PNG easily blends into a color, and looks smooth caused from its use of [[Dictionary#anti-aliasing|anti-aliasing]]. The GIF on the other hand has a very sharp and crisp outline, compensating the lighter shades for black, or removing them all together.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Never&amp;#039;&amp;#039;&amp;#039; use .JPEG or .JPG. For more information, please see the [[Dictionary#JPEG|JPEG portion of our Dictionary]].&lt;br /&gt;
&lt;br /&gt;
==The Sheet Icon==&lt;br /&gt;
Icons for sprite sheets are 145px x 125px images. Unless the image fills up the entire icon, it should have a transparent background. The website itself creates the border and background for the icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Sheet-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
(The black border is simply to illustrate the dimensions, it should not actually be in the image).&lt;br /&gt;
&lt;br /&gt;
Sheet icons must be in .PNG or .GIF format. The icon should give a quick idea of the content of the sheet, and not contain any sprites not present in the sheet.&lt;br /&gt;
&lt;br /&gt;
Some sprites in the icon may be scaled up by 200% if they are too small for reasonable viewing. In this case, &amp;#039;&amp;#039;&amp;#039;no scaling filters should be applied&amp;#039;&amp;#039;&amp;#039;, to preserve the sharpness and prevent making it blurry.&lt;br /&gt;
&lt;br /&gt;
[[File:2x-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s generally advised to keep artwork, backgrounds, and other large solid pieces of content at their original scale, as they were not designed to be &amp;quot;Pixelated&amp;quot;. While we suggest consistency across icons when you&amp;#039;re submitting to a game, if most things are 200% scale, and your sprite is way too big for that to be reasonable, don&amp;#039;t worry about this rule.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old sheet icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Sprites.png&amp;diff=1326</id>
		<title>File:Icon Example - Sprites.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Sprites.png&amp;diff=1326"/>
		<updated>2014-10-23T23:11:32Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Puggsoy uploaded a new version of &amp;amp;quot;File:Sheet-icon-example.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=1276</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=1276"/>
		<updated>2014-09-03T07:41:22Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in the WAV format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in MP3 or OGG, these are also accepted. However, do not convert WAV files to MP3 or OGG; these formats are lossy and converting to them loses some quality. Also, do not convert MP3 or OGG files to WAV; this simply creates larger files without any improvement in quality.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a &amp;quot;Menu Sound Effects&amp;quot; pack and only include a few menu sound effects. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sound from random categories.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Zipping===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=1228</id>
		<title>What Makes A Good Submission/The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=1228"/>
		<updated>2014-08-21T11:28:40Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* Background Color */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSR-Logo.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
==The Sheet==&lt;br /&gt;
&lt;br /&gt;
===Background Color===&lt;br /&gt;
&lt;br /&gt;
A simple mistake that a lot of people make when they first start ripping a sheet is to place their ripped sprites onto a white background, the default for MS Paint, and keep going. The issue with doing this is that a large number of games include a pure white color within their sprites. Remember that sprites are viewed on a sheet to be used on another background later, and when they&amp;#039;re placed on white, it can cause certain parts of a sprite to turn transparent.&lt;br /&gt;
&lt;br /&gt;
Similarly, we advise that you don&amp;#039;t use black. This too can be used a lot within sprites. Your best bet is to go for relatively obscure colors, like magenta or lime green. This can cause a bit of eyestrain and can be generally unpleasant to look at, so an alternative color of your choice, that is not being used within the sprite itself, is perfectly fine.&lt;br /&gt;
&lt;br /&gt;
[[File:Background-color-demo.png|link=]]&lt;br /&gt;
&lt;br /&gt;
See that, when the white is set to transparent, the white present within the sprite itself is also made transparent, whereas when the magenta is set to transparent, the white within the sprite remains intact.&lt;br /&gt;
&lt;br /&gt;
Even if the sprites don&amp;#039;t include black or white, it is still preferable to use another color. White is extremely bright and black is extremely dark, and they can be uncomfortable on the eyes when looking at a sheet. A softer but contrasting is preferred.&lt;br /&gt;
&lt;br /&gt;
===Organization / Alignment===&lt;br /&gt;
[[File:Arrangement.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
An important part of making a sprite sheet look good is to arrange the sprites in a neat manner. Sprites should try to line up properly, and not be arranged in a mess. You&amp;#039;ll find a number of sheets with messy organisation are present on the site, but we want to keep these down to a minimum.&lt;br /&gt;
&lt;br /&gt;
One method of keeping sheets organised is to make sure that all sprites within a designated animation remain on a straight line. This makes animating the sprites easier, as well as improving the visual appearance. See the example on the right:&lt;br /&gt;
&lt;br /&gt;
EX1: Sprites are arranged next to each other, though aren&amp;#039;t very neatly aligned.&lt;br /&gt;
&lt;br /&gt;
EX2: Sprites are placed on a green line to help line up the bottom of the sprites.&lt;br /&gt;
&lt;br /&gt;
EX3: The line is then removed, leaving us with a neat line of sprites.&lt;br /&gt;
&lt;br /&gt;
Remember to leave sufficient space between sprites, and not have them overlap in any way. This can often be missed, where a sprite has an obscure shape and is overlapping the area of another sprite.&lt;br /&gt;
&lt;br /&gt;
Please also keep sprites at a 1x pixel ratio. This means keeping the sprite at its original size. Reasons for the sprite coming out as blurry can be from an emulator window being resized, and not set to a console&amp;#039;s native resolution. Most emulators will have a setting to reset the window&amp;#039;s screen size to 1x the console&amp;#039;s native resolution.&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sheets to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a Mario sheet and only include his idle animation. A sheet should at the least include the basic movements. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sprites from random actions.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
Credit tags are the box you see on most sheets that tell people who ripped the sheet, and any other information they wish to give. You can include one if you want.&lt;br /&gt;
&lt;br /&gt;
Remember that people are looking at a sprite sheet to see the sprites, not be entertained or specifically read your tag.&lt;br /&gt;
&lt;br /&gt;
A few things to consider with tags are:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below a sheet.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses the sheet, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Additional Graphics: You can include a few little cosmetics to your tag if you like, though personally I think that simplicity goes down best. Don&amp;#039;t be too distracting, and take up too much space.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also a more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===File Format===&lt;br /&gt;
[[File:Png-and-gif-colors.png|right|250px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Spriters Resource accepts 2 files types: .PNG, and .GIF. While we accept .GIF, we advise that you simply use .PNG because of a color limitation to the .gif format.&lt;br /&gt;
&lt;br /&gt;
To put it basically, the GIF file format can only contain 256 colors, whereas a PNG can have any number. PNG files also support &amp;quot;Alpha Transparency&amp;quot;, which means that they can include [[Dictionary#Anti-Aliasing|anti-aliasing]] on the outside edge of a sprite, whereas GIF does not.&lt;br /&gt;
&lt;br /&gt;
For a good comparison, click the image on the right. On the left of the image is a PNG, on the right is a GIF.&lt;br /&gt;
&lt;br /&gt;
Notice the colors used in the eye. The GIF has had to give certain colors slightly alternative shades to try and compensate for its restricted [[Dictionary#Palette|palette]], whereas the PNG is able to display all of these colors.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is the outline of the sprites. On the left, you can see that the PNG easily blends into a color, and looks smooth caused from its use of [[Dictionary#anti-aliasing|anti-aliasing]]. The GIF on the other hand has a very sharp and crisp outline, compensating the lighter shades for black, or removing them all together.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Never&amp;#039;&amp;#039;&amp;#039; use .JPEG or .JPG. For more information, please see the [[Dictionary#JPEG|JPEG portion of our Dictionary]].&lt;br /&gt;
&lt;br /&gt;
==The Sheet Icon==&lt;br /&gt;
Icons for sprite sheets are 145px x 125px images. Unless the image fills up the entire icon, it should have a transparent background. The website itself creates the border and background for the icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Sheet-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
Sheet icons must be in .PNG or .GIF format. The icon should give a quick idea of the content of the sheet, and not contain any sprites not present in the sheet.&lt;br /&gt;
&lt;br /&gt;
Some sprites in the icon may be scaled up by 200% if they are too small for reasonable viewing. In this case, &amp;#039;&amp;#039;&amp;#039;no scaling filters should be applied&amp;#039;&amp;#039;&amp;#039;, to preserve the sharpness and prevent making it blurry.&lt;br /&gt;
&lt;br /&gt;
[[File:2x-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s generally advised to keep artwork, backgrounds, and other large solid pieces of content at their original scale, as they were not designed to be &amp;quot;Pixelated&amp;quot;. While we suggest consistency across icons when you&amp;#039;re submitting to a game, if most things are 200% scale, and your sprite is way too big for that to be reasonable, don&amp;#039;t worry about this rule.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old sheet icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=VGSC&amp;diff=1059</id>
		<title>VGSC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=VGSC&amp;diff=1059"/>
		<updated>2014-08-10T02:48:11Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Redirected page to Video Game Sound Converter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Video Game Sound Converter]]&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Puggsoy&amp;diff=1058</id>
		<title>User:Puggsoy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Puggsoy&amp;diff=1058"/>
		<updated>2014-08-10T02:46:58Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! I&amp;#039;m a sprite, texture and sound ripper, and I help out with moderating submissions. I&amp;#039;ve also created [[Video Game Sound Converter]], as well as other programs that you can check out on [http://puggsoy.wordpress.com/ my blog].&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Puggsoy&amp;diff=1057</id>
		<title>User:Puggsoy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Puggsoy&amp;diff=1057"/>
		<updated>2014-08-10T02:46:37Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Created page with &amp;quot;Hi! I&amp;#039;m a sprite, texture and sound ripper, and I help out with moderating submissions. I&amp;#039;ve also created Video Game Sound Converter, among other programs that you can che...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! I&amp;#039;m a sprite, texture and sound ripper, and I help out with moderating submissions. I&amp;#039;ve also created [[Video Game Sound Converter]], among other programs that you can check out on [http://puggsoy.wordpress.com/ my blog].&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1056</id>
		<title>Video Game Sound Converter</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1056"/>
		<updated>2014-08-10T02:43:37Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* Compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Video Game Sound Converter&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;VGSC&amp;#039;&amp;#039;&amp;#039;, is a program that can convert a range of video game audio formats to WAV. The conversion is actually handled by [http://hcs64.com/vgmstream.html vgmstream], however VGSC wraps it with a simple UI and allows you to convert multiple files quickly and easily. It is occasionally updated with the latest version of vgmstream, although only if the rest of the program is changed or the vgmstream release is significant enough.&lt;br /&gt;
&lt;br /&gt;
VGSC is available for download [https://dl.dropbox.com/s/1wuxr31hazx3fp4/VideoGameSoundConverter_2.0.zip here] (Windows only). It is made by [[User:Puggsoy|Puggsoy]], a member of the VG Resource.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
VGSC supports a large number of file types. This is the compatibility list copied from the vgmstream readme. Keep in mind that just because a file has an extension does not necessarily mean that it is in that format. However if a file extracted from a console has an extension listed under that console, it is likely that VGSC can convert it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Compatibility List&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
PS2/PSX ADPCM:&lt;br /&gt;
* .ads/.ss2&lt;br /&gt;
* .ass&lt;br /&gt;
* .ast&lt;br /&gt;
* .bg00&lt;br /&gt;
* .bmdx&lt;br /&gt;
* .ccc&lt;br /&gt;
* .cnk&lt;br /&gt;
* .dxh&lt;br /&gt;
* .enth&lt;br /&gt;
* .fag&lt;br /&gt;
* .filp&lt;br /&gt;
* .gcm&lt;br /&gt;
* .gms&lt;br /&gt;
* .hgc1&lt;br /&gt;
* .ikm&lt;br /&gt;
* .ild&lt;br /&gt;
* .ivb&lt;br /&gt;
* .joe&lt;br /&gt;
* .kces&lt;br /&gt;
* .khv&lt;br /&gt;
* .leg&lt;br /&gt;
* .mcg&lt;br /&gt;
* .mib, .mi4 (w/ or w/o .mih)&lt;br /&gt;
* .mic&lt;br /&gt;
* .mihb (merged mih+mib)&lt;br /&gt;
* .msa&lt;br /&gt;
* .msvp&lt;br /&gt;
* .musc&lt;br /&gt;
* .npsf&lt;br /&gt;
* .pnb&lt;br /&gt;
* .psh&lt;br /&gt;
* .rkv&lt;br /&gt;
* .rnd&lt;br /&gt;
* .rstm&lt;br /&gt;
* .rws&lt;br /&gt;
* .rxw&lt;br /&gt;
* .snd&lt;br /&gt;
* .sfs&lt;br /&gt;
* .sl3&lt;br /&gt;
* .smpl (w/ bad flags)&lt;br /&gt;
* .ster&lt;br /&gt;
* .str+.sth&lt;br /&gt;
* .str (MGAV blocked)&lt;br /&gt;
* .sts&lt;br /&gt;
* .svag&lt;br /&gt;
* .svs&lt;br /&gt;
* .tec (w/ bad flags)&lt;br /&gt;
* .tk5 (w/ bad flags)&lt;br /&gt;
* .vas&lt;br /&gt;
* .vag&lt;br /&gt;
* .vgs (w/ bad flags)&lt;br /&gt;
* .vig&lt;br /&gt;
* .vpk&lt;br /&gt;
* .vs&lt;br /&gt;
* .vsf&lt;br /&gt;
* .wp2&lt;br /&gt;
* .xa2&lt;br /&gt;
* .xa30&lt;br /&gt;
&lt;br /&gt;
GC/Wii DSP ADPCM:&lt;br /&gt;
* .aaap&lt;br /&gt;
* .agsc&lt;br /&gt;
* .amts&lt;br /&gt;
* .asr&lt;br /&gt;
* .bns&lt;br /&gt;
* .bo2&lt;br /&gt;
* .capdsp&lt;br /&gt;
* .cfn&lt;br /&gt;
* .ddsp&lt;br /&gt;
* .dsp&lt;br /&gt;
** standard, optional dual file stereo&lt;br /&gt;
** RS03&lt;br /&gt;
** Cstr&lt;br /&gt;
** _lr.dsp&lt;br /&gt;
** MPDS&lt;br /&gt;
* .gca&lt;br /&gt;
* .gcm&lt;br /&gt;
* .gsp+.gsp&lt;br /&gt;
* .hps&lt;br /&gt;
* .idsp&lt;br /&gt;
* .ish+.isd&lt;br /&gt;
* .lps&lt;br /&gt;
* .mpdsp&lt;br /&gt;
* .mss&lt;br /&gt;
* .mus (not quite right)&lt;br /&gt;
* .ndp&lt;br /&gt;
* .pdt&lt;br /&gt;
* .sdt&lt;br /&gt;
* .smp&lt;br /&gt;
* .sns&lt;br /&gt;
* .spt+.spd&lt;br /&gt;
* .ssm&lt;br /&gt;
* .stm/.dsp&lt;br /&gt;
* .str&lt;br /&gt;
* .str+.sth&lt;br /&gt;
* .sts&lt;br /&gt;
* .swd&lt;br /&gt;
* .thp, .dsp&lt;br /&gt;
* .tydsp&lt;br /&gt;
* .vjdsp&lt;br /&gt;
* .waa, .wac, .wad, .wam&lt;br /&gt;
* .was&lt;br /&gt;
* .wsd&lt;br /&gt;
* .wsi&lt;br /&gt;
* .ydsp&lt;br /&gt;
* .ymf&lt;br /&gt;
* .zwdsp&lt;br /&gt;
&lt;br /&gt;
PCM:&lt;br /&gt;
* .aiff (8 bit, 16 bit)&lt;br /&gt;
* .asd (16 bit)&lt;br /&gt;
* .baka (16 bit)&lt;br /&gt;
* .bh2pcm (16 bit)&lt;br /&gt;
* .dmsg (16 bit)&lt;br /&gt;
* .gcsw (16 bit)&lt;br /&gt;
* .gcw (16 bit)&lt;br /&gt;
* .his (8 bit)&lt;br /&gt;
* .int (16 bit)&lt;br /&gt;
* .pcm (8 bit, 16 bit)&lt;br /&gt;
* .kraw (16 bit)&lt;br /&gt;
* .raw (16 bit)&lt;br /&gt;
* .rwx (16 bit)&lt;br /&gt;
* .sap (16 bit)&lt;br /&gt;
* .snd (16 bit)&lt;br /&gt;
* .sps (16 bit)&lt;br /&gt;
* .str (16 bit)&lt;br /&gt;
* .xss (16 bit)&lt;br /&gt;
* .voi (16 bit)&lt;br /&gt;
* .wb (16 bit)&lt;br /&gt;
* .zsd (8 bit)&lt;br /&gt;
&lt;br /&gt;
Xbox IMA ADPCM:&lt;br /&gt;
* .matx&lt;br /&gt;
* .wavm&lt;br /&gt;
* .wvs&lt;br /&gt;
* .xmu&lt;br /&gt;
* .xvas&lt;br /&gt;
* .xwav&lt;br /&gt;
&lt;br /&gt;
Yamaha ADPCM:&lt;br /&gt;
* .adpcm&lt;br /&gt;
* .dcs+.dcsw&lt;br /&gt;
* .str&lt;br /&gt;
* .spsd&lt;br /&gt;
&lt;br /&gt;
IMA ADPCM:&lt;br /&gt;
* .bar (IMA ADPCM)&lt;br /&gt;
* .dvi (DVI IMA ADPCM)&lt;br /&gt;
* .hwas (IMA ADPCM)&lt;br /&gt;
* .idvi (DVI IMA ADPCM)&lt;br /&gt;
* .ivaud (IMA ADPCM)&lt;br /&gt;
* .myspd (IMA ADPCM)&lt;br /&gt;
* .stma (DVI IMA ADPCM)&lt;br /&gt;
* .strm (IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
multi:&lt;br /&gt;
* .aifc (SDX2 DPCM, DVI IMA ADPCM)&lt;br /&gt;
* .asf, .as4 (8/16 bit PCM, EACS IMA ADPCM)&lt;br /&gt;
* .ast (GC AFC ADPCM, 16 bit PCM)&lt;br /&gt;
* .aud (IMA ADPCM, WS DPCM)&lt;br /&gt;
* .aus (PSX ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
* .brstm (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .emff (PSX APDCM, GC DSP ADPCM)&lt;br /&gt;
* .fsb, .wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
* .genh (lots)&lt;br /&gt;
* .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)&lt;br /&gt;
* .nwa (16 bit PCM, NWA DPCM)&lt;br /&gt;
* .psw (PSX ADPCM, GC DSP ADPCM)&lt;br /&gt;
* .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .rwsd (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)&lt;br /&gt;
* .rrds (NDS IMA ADPCM)&lt;br /&gt;
* .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)&lt;br /&gt;
* .seg (Xbox IMA ADPCM, PS2 ADPCM)&lt;br /&gt;
* .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM)&lt;br /&gt;
* .strm (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .ss7 (EACS IMA ADPCM, IMA ADPCM)&lt;br /&gt;
* .swav (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .xwb (16 bit PCM, Xbox IMA ADPCM)&lt;br /&gt;
* .wav, .lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
etc:&lt;br /&gt;
* .2dx9 (MS ADPCM)&lt;br /&gt;
* .aax (CRI ADX ADPCM)&lt;br /&gt;
* .acm (InterPlay ACM)&lt;br /&gt;
* .adp (GC DTK ADPCM)&lt;br /&gt;
* .adx (CRI ADX ADPCM)&lt;br /&gt;
* .afc (GC AFC ADPCM)&lt;br /&gt;
* .ahx (MPEG-2 Layer II)&lt;br /&gt;
* .aix (CRI ADX ADPCM)&lt;br /&gt;
* .baf (Blur ADPCM)&lt;br /&gt;
* .bgw (FFXI PS-like ADPCM)&lt;br /&gt;
* .bnsf (G.722.1)&lt;br /&gt;
* .caf (Apple IMA4 ADPCM)&lt;br /&gt;
* .de2 (MS ADPCM)&lt;br /&gt;
* .kcey (EACS IMA ADPCM)&lt;br /&gt;
* .lsf (LSF ADPCM)&lt;br /&gt;
* .mwv (Level-5 0x555 ADPCM)&lt;br /&gt;
* .ogg, .logg (Ogg Vorbis)&lt;br /&gt;
* .p3d (Radical ADPCM)&lt;br /&gt;
* .rsf (CCITT G.721 ADPCM)&lt;br /&gt;
* .sab (Worms 4 soundpacks)&lt;br /&gt;
* .s14/.sss (G.722.1)&lt;br /&gt;
* .sc (Activision EXAKT SASSC DPCM)&lt;br /&gt;
* .scd (MS ADPCM, MPEG Audio, 16 bit PCM)&lt;br /&gt;
* .sd9 (MS ADPCM)&lt;br /&gt;
* .smp (MS ADPCM)&lt;br /&gt;
* .spw (FFXI PS-like ADPCM)&lt;br /&gt;
* .stm renamed .ps2stm (DVI IMA ADPCM)&lt;br /&gt;
* .str (SDX2 DPCM)&lt;br /&gt;
* .stx (GC AFC ADPCM)&lt;br /&gt;
* .um3 (Ogg Vorbis)&lt;br /&gt;
* .xa (CD-ROM XA audio)&lt;br /&gt;
&lt;br /&gt;
loop assists:&lt;br /&gt;
* .mus (playlist for .acm)&lt;br /&gt;
* .pos (loop info for .wav)&lt;br /&gt;
* .sli (loop info for .ogg)&lt;br /&gt;
* .sfl (loop info for .ogg)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
===With the UI===&lt;br /&gt;
If you start VGSC by double-clicking on the executable (or through the command-line with no arguments) a file dialog will appear. In here, select the files you wish to convert. A folder dialog will appear, where you choose which folder the converted files will be saved in (this folder must exist beforehand).&lt;br /&gt;
&lt;br /&gt;
===With the command-line===&lt;br /&gt;
VGSC can also be run using the command-line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 VGSC inDir outDir&lt;br /&gt;
     inDir: Path to directory containing files to convert&lt;br /&gt;
     outDir: Path to directory where converted files will be saved&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, outDir must already exist.&lt;br /&gt;
&lt;br /&gt;
===Results===&lt;br /&gt;
If the files convert successfully, you should see a stream of information about the files as they are converted:&lt;br /&gt;
&lt;br /&gt;
[[File:VGSC-results.png|center]]&lt;br /&gt;
&lt;br /&gt;
If the files cannot be converted, you will see &amp;quot;failed opening&amp;quot; errors. In this case, the files are most likely incompatible.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1046</id>
		<title>Video Game Sound Converter</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1046"/>
		<updated>2014-08-09T10:22:01Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Video Game Sound Converter&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;VGSC&amp;#039;&amp;#039;&amp;#039;, is a program that can convert a range of video game audio formats to WAV. The conversion is actually handled by [http://hcs64.com/vgmstream.html vgmstream], however VGSC wraps it with a simple UI and allows you to convert multiple files quickly and easily. It is occasionally updated with the latest version of vgmstream, although only if the rest of the program is changed or the vgmstream release is significant enough.&lt;br /&gt;
&lt;br /&gt;
VGSC is available for download [https://dl.dropbox.com/s/1wuxr31hazx3fp4/VideoGameSoundConverter_2.0.zip here] (Windows only). It is made by [[User:Puggsoy|Puggsoy]], a member of the VG Resource.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
VGSC supports a large number of file types. This is the compatibility list copied from the vgmstream readme. Keep in mind that just because a file has an extension does not necessarily mean that it is in that format. However if a file extracted from a console has an extension listed under that console, it is likely that VGSC can convert it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Compatibility List&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
As manakoAT likes to say, the extension doesn&amp;#039;t really mean anything, but it&amp;#039;s&lt;br /&gt;
the most obvious way to identify files.&lt;br /&gt;
&lt;br /&gt;
PS2/PSX ADPCM:&lt;br /&gt;
* .ads/.ss2&lt;br /&gt;
* .ass&lt;br /&gt;
* .ast&lt;br /&gt;
* .bg00&lt;br /&gt;
* .bmdx&lt;br /&gt;
* .ccc&lt;br /&gt;
* .cnk&lt;br /&gt;
* .dxh&lt;br /&gt;
* .enth&lt;br /&gt;
* .fag&lt;br /&gt;
* .filp&lt;br /&gt;
* .gcm&lt;br /&gt;
* .gms&lt;br /&gt;
* .hgc1&lt;br /&gt;
* .ikm&lt;br /&gt;
* .ild&lt;br /&gt;
* .ivb&lt;br /&gt;
* .joe&lt;br /&gt;
* .kces&lt;br /&gt;
* .khv&lt;br /&gt;
* .leg&lt;br /&gt;
* .mcg&lt;br /&gt;
* .mib, .mi4 (w/ or w/o .mih)&lt;br /&gt;
* .mic&lt;br /&gt;
* .mihb (merged mih+mib)&lt;br /&gt;
* .msa&lt;br /&gt;
* .msvp&lt;br /&gt;
* .musc&lt;br /&gt;
* .npsf&lt;br /&gt;
* .pnb&lt;br /&gt;
* .psh&lt;br /&gt;
* .rkv&lt;br /&gt;
* .rnd&lt;br /&gt;
* .rstm&lt;br /&gt;
* .rws&lt;br /&gt;
* .rxw&lt;br /&gt;
* .snd&lt;br /&gt;
* .sfs&lt;br /&gt;
* .sl3&lt;br /&gt;
* .smpl (w/ bad flags)&lt;br /&gt;
* .ster&lt;br /&gt;
* .str+.sth&lt;br /&gt;
* .str (MGAV blocked)&lt;br /&gt;
* .sts&lt;br /&gt;
* .svag&lt;br /&gt;
* .svs&lt;br /&gt;
* .tec (w/ bad flags)&lt;br /&gt;
* .tk5 (w/ bad flags)&lt;br /&gt;
* .vas&lt;br /&gt;
* .vag&lt;br /&gt;
* .vgs (w/ bad flags)&lt;br /&gt;
* .vig&lt;br /&gt;
* .vpk&lt;br /&gt;
* .vs&lt;br /&gt;
* .vsf&lt;br /&gt;
* .wp2&lt;br /&gt;
* .xa2&lt;br /&gt;
* .xa30&lt;br /&gt;
&lt;br /&gt;
GC/Wii DSP ADPCM:&lt;br /&gt;
* .aaap&lt;br /&gt;
* .agsc&lt;br /&gt;
* .amts&lt;br /&gt;
* .asr&lt;br /&gt;
* .bns&lt;br /&gt;
* .bo2&lt;br /&gt;
* .capdsp&lt;br /&gt;
* .cfn&lt;br /&gt;
* .ddsp&lt;br /&gt;
* .dsp&lt;br /&gt;
** standard, optional dual file stereo&lt;br /&gt;
** RS03&lt;br /&gt;
** Cstr&lt;br /&gt;
** _lr.dsp&lt;br /&gt;
** MPDS&lt;br /&gt;
* .gca&lt;br /&gt;
* .gcm&lt;br /&gt;
* .gsp+.gsp&lt;br /&gt;
* .hps&lt;br /&gt;
* .idsp&lt;br /&gt;
* .ish+.isd&lt;br /&gt;
* .lps&lt;br /&gt;
* .mpdsp&lt;br /&gt;
* .mss&lt;br /&gt;
* .mus (not quite right)&lt;br /&gt;
* .ndp&lt;br /&gt;
* .pdt&lt;br /&gt;
* .sdt&lt;br /&gt;
* .smp&lt;br /&gt;
* .sns&lt;br /&gt;
* .spt+.spd&lt;br /&gt;
* .ssm&lt;br /&gt;
* .stm/.dsp&lt;br /&gt;
* .str&lt;br /&gt;
* .str+.sth&lt;br /&gt;
* .sts&lt;br /&gt;
* .swd&lt;br /&gt;
* .thp, .dsp&lt;br /&gt;
* .tydsp&lt;br /&gt;
* .vjdsp&lt;br /&gt;
* .waa, .wac, .wad, .wam&lt;br /&gt;
* .was&lt;br /&gt;
* .wsd&lt;br /&gt;
* .wsi&lt;br /&gt;
* .ydsp&lt;br /&gt;
* .ymf&lt;br /&gt;
* .zwdsp&lt;br /&gt;
&lt;br /&gt;
PCM:&lt;br /&gt;
* .aiff (8 bit, 16 bit)&lt;br /&gt;
* .asd (16 bit)&lt;br /&gt;
* .baka (16 bit)&lt;br /&gt;
* .bh2pcm (16 bit)&lt;br /&gt;
* .dmsg (16 bit)&lt;br /&gt;
* .gcsw (16 bit)&lt;br /&gt;
* .gcw (16 bit)&lt;br /&gt;
* .his (8 bit)&lt;br /&gt;
* .int (16 bit)&lt;br /&gt;
* .pcm (8 bit, 16 bit)&lt;br /&gt;
* .kraw (16 bit)&lt;br /&gt;
* .raw (16 bit)&lt;br /&gt;
* .rwx (16 bit)&lt;br /&gt;
* .sap (16 bit)&lt;br /&gt;
* .snd (16 bit)&lt;br /&gt;
* .sps (16 bit)&lt;br /&gt;
* .str (16 bit)&lt;br /&gt;
* .xss (16 bit)&lt;br /&gt;
* .voi (16 bit)&lt;br /&gt;
* .wb (16 bit)&lt;br /&gt;
* .zsd (8 bit)&lt;br /&gt;
&lt;br /&gt;
Xbox IMA ADPCM:&lt;br /&gt;
* .matx&lt;br /&gt;
* .wavm&lt;br /&gt;
* .wvs&lt;br /&gt;
* .xmu&lt;br /&gt;
* .xvas&lt;br /&gt;
* .xwav&lt;br /&gt;
&lt;br /&gt;
Yamaha ADPCM:&lt;br /&gt;
* .adpcm&lt;br /&gt;
* .dcs+.dcsw&lt;br /&gt;
* .str&lt;br /&gt;
* .spsd&lt;br /&gt;
&lt;br /&gt;
IMA ADPCM:&lt;br /&gt;
* .bar (IMA ADPCM)&lt;br /&gt;
* .dvi (DVI IMA ADPCM)&lt;br /&gt;
* .hwas (IMA ADPCM)&lt;br /&gt;
* .idvi (DVI IMA ADPCM)&lt;br /&gt;
* .ivaud (IMA ADPCM)&lt;br /&gt;
* .myspd (IMA ADPCM)&lt;br /&gt;
* .stma (DVI IMA ADPCM)&lt;br /&gt;
* .strm (IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
multi:&lt;br /&gt;
* .aifc (SDX2 DPCM, DVI IMA ADPCM)&lt;br /&gt;
* .asf, .as4 (8/16 bit PCM, EACS IMA ADPCM)&lt;br /&gt;
* .ast (GC AFC ADPCM, 16 bit PCM)&lt;br /&gt;
* .aud (IMA ADPCM, WS DPCM)&lt;br /&gt;
* .aus (PSX ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
* .brstm (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .emff (PSX APDCM, GC DSP ADPCM)&lt;br /&gt;
* .fsb, .wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
* .genh (lots)&lt;br /&gt;
* .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)&lt;br /&gt;
* .nwa (16 bit PCM, NWA DPCM)&lt;br /&gt;
* .psw (PSX ADPCM, GC DSP ADPCM)&lt;br /&gt;
* .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .rwsd (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)&lt;br /&gt;
* .rrds (NDS IMA ADPCM)&lt;br /&gt;
* .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)&lt;br /&gt;
* .seg (Xbox IMA ADPCM, PS2 ADPCM)&lt;br /&gt;
* .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM)&lt;br /&gt;
* .strm (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .ss7 (EACS IMA ADPCM, IMA ADPCM)&lt;br /&gt;
* .swav (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .xwb (16 bit PCM, Xbox IMA ADPCM)&lt;br /&gt;
* .wav, .lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
etc:&lt;br /&gt;
* .2dx9 (MS ADPCM)&lt;br /&gt;
* .aax (CRI ADX ADPCM)&lt;br /&gt;
* .acm (InterPlay ACM)&lt;br /&gt;
* .adp (GC DTK ADPCM)&lt;br /&gt;
* .adx (CRI ADX ADPCM)&lt;br /&gt;
* .afc (GC AFC ADPCM)&lt;br /&gt;
* .ahx (MPEG-2 Layer II)&lt;br /&gt;
* .aix (CRI ADX ADPCM)&lt;br /&gt;
* .baf (Blur ADPCM)&lt;br /&gt;
* .bgw (FFXI PS-like ADPCM)&lt;br /&gt;
* .bnsf (G.722.1)&lt;br /&gt;
* .caf (Apple IMA4 ADPCM)&lt;br /&gt;
* .de2 (MS ADPCM)&lt;br /&gt;
* .kcey (EACS IMA ADPCM)&lt;br /&gt;
* .lsf (LSF ADPCM)&lt;br /&gt;
* .mwv (Level-5 0x555 ADPCM)&lt;br /&gt;
* .ogg, .logg (Ogg Vorbis)&lt;br /&gt;
* .p3d (Radical ADPCM)&lt;br /&gt;
* .rsf (CCITT G.721 ADPCM)&lt;br /&gt;
* .sab (Worms 4 soundpacks)&lt;br /&gt;
* .s14/.sss (G.722.1)&lt;br /&gt;
* .sc (Activision EXAKT SASSC DPCM)&lt;br /&gt;
* .scd (MS ADPCM, MPEG Audio, 16 bit PCM)&lt;br /&gt;
* .sd9 (MS ADPCM)&lt;br /&gt;
* .smp (MS ADPCM)&lt;br /&gt;
* .spw (FFXI PS-like ADPCM)&lt;br /&gt;
* .stm renamed .ps2stm (DVI IMA ADPCM)&lt;br /&gt;
* .str (SDX2 DPCM)&lt;br /&gt;
* .stx (GC AFC ADPCM)&lt;br /&gt;
* .um3 (Ogg Vorbis)&lt;br /&gt;
* .xa (CD-ROM XA audio)&lt;br /&gt;
&lt;br /&gt;
loop assists:&lt;br /&gt;
* .mus (playlist for .acm)&lt;br /&gt;
* .pos (loop info for .wav)&lt;br /&gt;
* .sli (loop info for .ogg)&lt;br /&gt;
* .sfl (loop info for .ogg)&lt;br /&gt;
|}&lt;br /&gt;
==How to use==&lt;br /&gt;
===With the UI===&lt;br /&gt;
If you start VGSC by double-clicking on the executable (or through the command-line with no arguments) a file dialog will appear. In here, select the files you wish to convert. A folder dialog will appear, where you choose which folder the converted files will be saved in (this folder must exist beforehand).&lt;br /&gt;
&lt;br /&gt;
===With the command-line===&lt;br /&gt;
VGSC can also be run using the command-line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 VGSC inDir outDir&lt;br /&gt;
     inDir: Path to directory containing files to convert&lt;br /&gt;
     outDir: Path to directory where converted files will be saved&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, outDir must already exist.&lt;br /&gt;
&lt;br /&gt;
===Results===&lt;br /&gt;
If the files convert successfully, you should see a stream of information about the files as they are converted:&lt;br /&gt;
&lt;br /&gt;
[[File:VGSC-results.png|center]]&lt;br /&gt;
&lt;br /&gt;
If the files cannot be converted, you will see &amp;quot;failed opening&amp;quot; errors. In this case, the files are most likely incompatible.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PC&amp;diff=1045</id>
		<title>PC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PC&amp;diff=1045"/>
		<updated>2014-08-09T10:16:50Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PC.jpg|right|link=]]&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;personal computer&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;PC&amp;#039;&amp;#039;&amp;#039;) is a general-purpose machine which serves a purpose of operating software designed to make day-to-day living easier to manage, by way of producing spreadsheets, artwork, word processing, and much more. PCs are generally considered the strongest gaming machine available if created as such, as their design allows for them to be upgraded piece by piece, with technology fresh out in the market.&lt;br /&gt;
&lt;br /&gt;
Most PCs are generally considered to run Windows operating systems, though in recent years, Linux and Mac operating systems have gained popularity.&lt;br /&gt;
&lt;br /&gt;
Due to the extensive nature of a PC, being the machine used to develop games in the first place, and its open software, it is considered to be both the hardest and easiest system to rip content from.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
As you can imagine, ripping from a PC game is very much on a case-by-case basis. The best options you have for ripping content is by using any of our [[Template:Ripping Applications|list of universal ripping applications]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1043</id>
		<title>Video Game Sound Converter</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1043"/>
		<updated>2014-08-09T02:50:41Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Video Game Sound Converter&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;VGSC&amp;#039;&amp;#039;&amp;#039;, is a program that can convert a range of video game audio formats to WAV. The conversion is actually handled by [http://hcs64.com/vgmstream.html vgmstream], however VGSC wraps it with a simple UI and allows you to convert multiple files quickly and easily. It is occasionally updated with the latest version of vgmstream, although only if the rest of the program is changed or the vgmstream release is significant enough.&lt;br /&gt;
&lt;br /&gt;
VGSC is available for download [https://dl.dropbox.com/s/1wuxr31hazx3fp4/VideoGameSoundConverter_2.0.zip here] (Windows only). It is made by [[Puggsoy]], a member of the VG Resource.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
VGSC supports a large number of file types. This is the compatibility list copied from the vgmstream readme. Keep in mind that just because a file has an extension does not necessarily mean that it is in that format. However if a file extracted from a console has an extension listed under that console, it is likely that VGSC can convert it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Compatibility List&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
As manakoAT likes to say, the extension doesn&amp;#039;t really mean anything, but it&amp;#039;s&lt;br /&gt;
the most obvious way to identify files.&lt;br /&gt;
&lt;br /&gt;
PS2/PSX ADPCM:&lt;br /&gt;
* .ads/.ss2&lt;br /&gt;
* .ass&lt;br /&gt;
* .ast&lt;br /&gt;
* .bg00&lt;br /&gt;
* .bmdx&lt;br /&gt;
* .ccc&lt;br /&gt;
* .cnk&lt;br /&gt;
* .dxh&lt;br /&gt;
* .enth&lt;br /&gt;
* .fag&lt;br /&gt;
* .filp&lt;br /&gt;
* .gcm&lt;br /&gt;
* .gms&lt;br /&gt;
* .hgc1&lt;br /&gt;
* .ikm&lt;br /&gt;
* .ild&lt;br /&gt;
* .ivb&lt;br /&gt;
* .joe&lt;br /&gt;
* .kces&lt;br /&gt;
* .khv&lt;br /&gt;
* .leg&lt;br /&gt;
* .mcg&lt;br /&gt;
* .mib, .mi4 (w/ or w/o .mih)&lt;br /&gt;
* .mic&lt;br /&gt;
* .mihb (merged mih+mib)&lt;br /&gt;
* .msa&lt;br /&gt;
* .msvp&lt;br /&gt;
* .musc&lt;br /&gt;
* .npsf&lt;br /&gt;
* .pnb&lt;br /&gt;
* .psh&lt;br /&gt;
* .rkv&lt;br /&gt;
* .rnd&lt;br /&gt;
* .rstm&lt;br /&gt;
* .rws&lt;br /&gt;
* .rxw&lt;br /&gt;
* .snd&lt;br /&gt;
* .sfs&lt;br /&gt;
* .sl3&lt;br /&gt;
* .smpl (w/ bad flags)&lt;br /&gt;
* .ster&lt;br /&gt;
* .str+.sth&lt;br /&gt;
* .str (MGAV blocked)&lt;br /&gt;
* .sts&lt;br /&gt;
* .svag&lt;br /&gt;
* .svs&lt;br /&gt;
* .tec (w/ bad flags)&lt;br /&gt;
* .tk5 (w/ bad flags)&lt;br /&gt;
* .vas&lt;br /&gt;
* .vag&lt;br /&gt;
* .vgs (w/ bad flags)&lt;br /&gt;
* .vig&lt;br /&gt;
* .vpk&lt;br /&gt;
* .vs&lt;br /&gt;
* .vsf&lt;br /&gt;
* .wp2&lt;br /&gt;
* .xa2&lt;br /&gt;
* .xa30&lt;br /&gt;
&lt;br /&gt;
GC/Wii DSP ADPCM:&lt;br /&gt;
* .aaap&lt;br /&gt;
* .agsc&lt;br /&gt;
* .amts&lt;br /&gt;
* .asr&lt;br /&gt;
* .bns&lt;br /&gt;
* .bo2&lt;br /&gt;
* .capdsp&lt;br /&gt;
* .cfn&lt;br /&gt;
* .ddsp&lt;br /&gt;
* .dsp&lt;br /&gt;
** standard, optional dual file stereo&lt;br /&gt;
** RS03&lt;br /&gt;
** Cstr&lt;br /&gt;
** _lr.dsp&lt;br /&gt;
** MPDS&lt;br /&gt;
* .gca&lt;br /&gt;
* .gcm&lt;br /&gt;
* .gsp+.gsp&lt;br /&gt;
* .hps&lt;br /&gt;
* .idsp&lt;br /&gt;
* .ish+.isd&lt;br /&gt;
* .lps&lt;br /&gt;
* .mpdsp&lt;br /&gt;
* .mss&lt;br /&gt;
* .mus (not quite right)&lt;br /&gt;
* .ndp&lt;br /&gt;
* .pdt&lt;br /&gt;
* .sdt&lt;br /&gt;
* .smp&lt;br /&gt;
* .sns&lt;br /&gt;
* .spt+.spd&lt;br /&gt;
* .ssm&lt;br /&gt;
* .stm/.dsp&lt;br /&gt;
* .str&lt;br /&gt;
* .str+.sth&lt;br /&gt;
* .sts&lt;br /&gt;
* .swd&lt;br /&gt;
* .thp, .dsp&lt;br /&gt;
* .tydsp&lt;br /&gt;
* .vjdsp&lt;br /&gt;
* .waa, .wac, .wad, .wam&lt;br /&gt;
* .was&lt;br /&gt;
* .wsd&lt;br /&gt;
* .wsi&lt;br /&gt;
* .ydsp&lt;br /&gt;
* .ymf&lt;br /&gt;
* .zwdsp&lt;br /&gt;
&lt;br /&gt;
PCM:&lt;br /&gt;
* .aiff (8 bit, 16 bit)&lt;br /&gt;
* .asd (16 bit)&lt;br /&gt;
* .baka (16 bit)&lt;br /&gt;
* .bh2pcm (16 bit)&lt;br /&gt;
* .dmsg (16 bit)&lt;br /&gt;
* .gcsw (16 bit)&lt;br /&gt;
* .gcw (16 bit)&lt;br /&gt;
* .his (8 bit)&lt;br /&gt;
* .int (16 bit)&lt;br /&gt;
* .pcm (8 bit, 16 bit)&lt;br /&gt;
* .kraw (16 bit)&lt;br /&gt;
* .raw (16 bit)&lt;br /&gt;
* .rwx (16 bit)&lt;br /&gt;
* .sap (16 bit)&lt;br /&gt;
* .snd (16 bit)&lt;br /&gt;
* .sps (16 bit)&lt;br /&gt;
* .str (16 bit)&lt;br /&gt;
* .xss (16 bit)&lt;br /&gt;
* .voi (16 bit)&lt;br /&gt;
* .wb (16 bit)&lt;br /&gt;
* .zsd (8 bit)&lt;br /&gt;
&lt;br /&gt;
Xbox IMA ADPCM:&lt;br /&gt;
* .matx&lt;br /&gt;
* .wavm&lt;br /&gt;
* .wvs&lt;br /&gt;
* .xmu&lt;br /&gt;
* .xvas&lt;br /&gt;
* .xwav&lt;br /&gt;
&lt;br /&gt;
Yamaha ADPCM:&lt;br /&gt;
* .adpcm&lt;br /&gt;
* .dcs+.dcsw&lt;br /&gt;
* .str&lt;br /&gt;
* .spsd&lt;br /&gt;
&lt;br /&gt;
IMA ADPCM:&lt;br /&gt;
* .bar (IMA ADPCM)&lt;br /&gt;
* .dvi (DVI IMA ADPCM)&lt;br /&gt;
* .hwas (IMA ADPCM)&lt;br /&gt;
* .idvi (DVI IMA ADPCM)&lt;br /&gt;
* .ivaud (IMA ADPCM)&lt;br /&gt;
* .myspd (IMA ADPCM)&lt;br /&gt;
* .stma (DVI IMA ADPCM)&lt;br /&gt;
* .strm (IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
multi:&lt;br /&gt;
* .aifc (SDX2 DPCM, DVI IMA ADPCM)&lt;br /&gt;
* .asf, .as4 (8/16 bit PCM, EACS IMA ADPCM)&lt;br /&gt;
* .ast (GC AFC ADPCM, 16 bit PCM)&lt;br /&gt;
* .aud (IMA ADPCM, WS DPCM)&lt;br /&gt;
* .aus (PSX ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
* .brstm (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .emff (PSX APDCM, GC DSP ADPCM)&lt;br /&gt;
* .fsb, .wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
* .genh (lots)&lt;br /&gt;
* .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)&lt;br /&gt;
* .nwa (16 bit PCM, NWA DPCM)&lt;br /&gt;
* .psw (PSX ADPCM, GC DSP ADPCM)&lt;br /&gt;
* .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .rwsd (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)&lt;br /&gt;
* .rrds (NDS IMA ADPCM)&lt;br /&gt;
* .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)&lt;br /&gt;
* .seg (Xbox IMA ADPCM, PS2 ADPCM)&lt;br /&gt;
* .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM)&lt;br /&gt;
* .strm (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .ss7 (EACS IMA ADPCM, IMA ADPCM)&lt;br /&gt;
* .swav (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
* .xwb (16 bit PCM, Xbox IMA ADPCM)&lt;br /&gt;
* .wav, .lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
etc:&lt;br /&gt;
* .2dx9 (MS ADPCM)&lt;br /&gt;
* .aax (CRI ADX ADPCM)&lt;br /&gt;
* .acm (InterPlay ACM)&lt;br /&gt;
* .adp (GC DTK ADPCM)&lt;br /&gt;
* .adx (CRI ADX ADPCM)&lt;br /&gt;
* .afc (GC AFC ADPCM)&lt;br /&gt;
* .ahx (MPEG-2 Layer II)&lt;br /&gt;
* .aix (CRI ADX ADPCM)&lt;br /&gt;
* .baf (Blur ADPCM)&lt;br /&gt;
* .bgw (FFXI PS-like ADPCM)&lt;br /&gt;
* .bnsf (G.722.1)&lt;br /&gt;
* .caf (Apple IMA4 ADPCM)&lt;br /&gt;
* .de2 (MS ADPCM)&lt;br /&gt;
* .kcey (EACS IMA ADPCM)&lt;br /&gt;
* .lsf (LSF ADPCM)&lt;br /&gt;
* .mwv (Level-5 0x555 ADPCM)&lt;br /&gt;
* .ogg, .logg (Ogg Vorbis)&lt;br /&gt;
* .p3d (Radical ADPCM)&lt;br /&gt;
* .rsf (CCITT G.721 ADPCM)&lt;br /&gt;
* .sab (Worms 4 soundpacks)&lt;br /&gt;
* .s14/.sss (G.722.1)&lt;br /&gt;
* .sc (Activision EXAKT SASSC DPCM)&lt;br /&gt;
* .scd (MS ADPCM, MPEG Audio, 16 bit PCM)&lt;br /&gt;
* .sd9 (MS ADPCM)&lt;br /&gt;
* .smp (MS ADPCM)&lt;br /&gt;
* .spw (FFXI PS-like ADPCM)&lt;br /&gt;
* .stm renamed .ps2stm (DVI IMA ADPCM)&lt;br /&gt;
* .str (SDX2 DPCM)&lt;br /&gt;
* .stx (GC AFC ADPCM)&lt;br /&gt;
* .um3 (Ogg Vorbis)&lt;br /&gt;
* .xa (CD-ROM XA audio)&lt;br /&gt;
&lt;br /&gt;
loop assists:&lt;br /&gt;
* .mus (playlist for .acm)&lt;br /&gt;
* .pos (loop info for .wav)&lt;br /&gt;
* .sli (loop info for .ogg)&lt;br /&gt;
* .sfl (loop info for .ogg)&lt;br /&gt;
|}&lt;br /&gt;
==How to use==&lt;br /&gt;
===With the UI===&lt;br /&gt;
If you start VGSC by double-clicking on the executable (or through the command-line with no arguments) a file dialog will appear. In here, select the files you wish to convert. A folder dialog will appear, where you choose which folder the converted files will be saved in (this folder must exist beforehand).&lt;br /&gt;
&lt;br /&gt;
===With the command-line===&lt;br /&gt;
VGSC can also be run using the command-line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 VGSC inDir outDir&lt;br /&gt;
     inDir: Path to directory containing files to convert&lt;br /&gt;
     outDir: Path to directory where converted files will be saved&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, outDir must already exist.&lt;br /&gt;
&lt;br /&gt;
===Results===&lt;br /&gt;
If the files convert successfully, you should see a stream of information about the files as they are converted:&lt;br /&gt;
&lt;br /&gt;
[[File:VGSC-results.png|center]]&lt;br /&gt;
&lt;br /&gt;
If the files cannot be converted, you will see &amp;quot;failed opening&amp;quot; errors. Mostly likely the files are incompatible.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:VGSC-results.png&amp;diff=1042</id>
		<title>File:VGSC-results.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:VGSC-results.png&amp;diff=1042"/>
		<updated>2014-08-09T02:44:58Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Screenshot of VGSC converting files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of VGSC converting files.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1040</id>
		<title>Video Game Sound Converter</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Video_Game_Sound_Converter&amp;diff=1040"/>
		<updated>2014-08-09T01:46:30Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Video Game Sound Converter&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;VGSC&amp;#039;&amp;#039;&amp;#039;, is a program that can convert a range of video game audio formats to WAV. The conversion is actually handled by [http://hcs64....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Video Game Sound Converter&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;VGSC&amp;#039;&amp;#039;&amp;#039;, is a program that can convert a range of video game audio formats to WAV. The conversion is actually handled by [http://hcs64.com/vgmstream.html vgmstream], however VGSC wraps it with a simple UI and allows you to convert multiple files quickly and easily. It is occasionally updated with the latest version of vgmstream. It is available for download [https://dl.dropbox.com/s/1wuxr31hazx3fp4/VideoGameSoundConverter_2.0.zip here] (Windows only).&lt;br /&gt;
&lt;br /&gt;
It is made by [[Puggsoy]], a member of the VG Resource.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Compatibility==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Compatibility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;--- File types supported by this version of vgmstream ---&lt;br /&gt;
&lt;br /&gt;
As manakoAT likes to say, the extension doesn&amp;#039;t really mean anything, but it&amp;#039;s&lt;br /&gt;
the most obvious way to identify files.&lt;br /&gt;
&lt;br /&gt;
PS2/PSX ADPCM:&lt;br /&gt;
- .ads/.ss2&lt;br /&gt;
- .ass&lt;br /&gt;
- .ast&lt;br /&gt;
- .bg00&lt;br /&gt;
- .bmdx&lt;br /&gt;
- .ccc&lt;br /&gt;
- .cnk&lt;br /&gt;
- .dxh&lt;br /&gt;
- .enth&lt;br /&gt;
- .sir&lt;br /&gt;
- .filp&lt;br /&gt;
- .gcm&lt;br /&gt;
- .gms&lt;br /&gt;
- .hgc1&lt;br /&gt;
- .ikm&lt;br /&gt;
- .ild&lt;br /&gt;
- .ivb&lt;br /&gt;
- .joe&lt;br /&gt;
- .kces&lt;br /&gt;
- .khv&lt;br /&gt;
- .leg&lt;br /&gt;
- .mcg&lt;br /&gt;
- .mib, .mi4 (w/ or w/o .mih)&lt;br /&gt;
- .mic&lt;br /&gt;
- .mihb (merged mih+mib)&lt;br /&gt;
- .msa&lt;br /&gt;
- .msvp&lt;br /&gt;
- .musc&lt;br /&gt;
- .npsf&lt;br /&gt;
- .pnb&lt;br /&gt;
- .psh&lt;br /&gt;
- .rkv&lt;br /&gt;
- .rnd&lt;br /&gt;
- .rstm&lt;br /&gt;
- .rws&lt;br /&gt;
- .rxw&lt;br /&gt;
- .snd&lt;br /&gt;
- .sfs&lt;br /&gt;
- .sl3&lt;br /&gt;
- .smpl (w/ bad flags)&lt;br /&gt;
- .ster&lt;br /&gt;
- .str+.sth&lt;br /&gt;
- .str (MGAV blocked)&lt;br /&gt;
- .sts&lt;br /&gt;
- .svag&lt;br /&gt;
- .svs&lt;br /&gt;
- .tec (w/ bad flags)&lt;br /&gt;
- .tk5 (w/ bad flags)&lt;br /&gt;
- .vas&lt;br /&gt;
- .vag&lt;br /&gt;
- .vgs (w/ bad flags)&lt;br /&gt;
- .vig&lt;br /&gt;
- .vpk&lt;br /&gt;
- .vs&lt;br /&gt;
- .vsf&lt;br /&gt;
- .wp2&lt;br /&gt;
- .xa2&lt;br /&gt;
- .xa30&lt;br /&gt;
&lt;br /&gt;
GC/Wii DSP ADPCM:&lt;br /&gt;
- .aaap&lt;br /&gt;
- .agsc&lt;br /&gt;
- .amts&lt;br /&gt;
- .asr&lt;br /&gt;
- .bns&lt;br /&gt;
- .bo2&lt;br /&gt;
- .capdsp&lt;br /&gt;
- .cfn&lt;br /&gt;
- .ddsp&lt;br /&gt;
- .dsp&lt;br /&gt;
- standard, optional dual file stereo&lt;br /&gt;
- RS03&lt;br /&gt;
- Cstr&lt;br /&gt;
- _lr.dsp&lt;br /&gt;
- MPDS&lt;br /&gt;
- .gca&lt;br /&gt;
- .gcm&lt;br /&gt;
- .gsp+.gsp&lt;br /&gt;
- .hps&lt;br /&gt;
- .idsp&lt;br /&gt;
- .ish+.isd&lt;br /&gt;
- .lps&lt;br /&gt;
- .mpdsp&lt;br /&gt;
- .mss&lt;br /&gt;
- .mus (not quite right)&lt;br /&gt;
- .ndp&lt;br /&gt;
- .pdt&lt;br /&gt;
- .sdt&lt;br /&gt;
- .smp&lt;br /&gt;
- .sns&lt;br /&gt;
- .spt+.spd&lt;br /&gt;
- .ssm&lt;br /&gt;
- .stm/.dsp&lt;br /&gt;
- .str&lt;br /&gt;
- .str+.sth&lt;br /&gt;
- .sts&lt;br /&gt;
- .swd&lt;br /&gt;
- .thp, .dsp&lt;br /&gt;
- .tydsp&lt;br /&gt;
- .vjdsp&lt;br /&gt;
- .waa, .wac, .wad, .wam&lt;br /&gt;
- .was&lt;br /&gt;
- .wsd&lt;br /&gt;
- .wsi&lt;br /&gt;
- .ydsp&lt;br /&gt;
- .ymf&lt;br /&gt;
- .zwdsp&lt;br /&gt;
&lt;br /&gt;
PCM:&lt;br /&gt;
- .aiff (8 bit, 16 bit)&lt;br /&gt;
- .asd (16 bit)&lt;br /&gt;
- .baka (16 bit)&lt;br /&gt;
- .bh2pcm (16 bit)&lt;br /&gt;
- .dmsg (16 bit)&lt;br /&gt;
- .gcsw (16 bit)&lt;br /&gt;
- .gcw (16 bit)&lt;br /&gt;
- .his (8 bit)&lt;br /&gt;
- .int (16 bit)&lt;br /&gt;
- .pcm (8 bit, 16 bit)&lt;br /&gt;
- .kraw (16 bit)&lt;br /&gt;
- .raw (16 bit)&lt;br /&gt;
- .rwx (16 bit)&lt;br /&gt;
- .sap (16 bit)&lt;br /&gt;
- .snd (16 bit)&lt;br /&gt;
- .sps (16 bit)&lt;br /&gt;
- .str (16 bit)&lt;br /&gt;
- .xss (16 bit)&lt;br /&gt;
- .voi (16 bit)&lt;br /&gt;
- .wb (16 bit)&lt;br /&gt;
- .zsd (8 bit)&lt;br /&gt;
&lt;br /&gt;
Xbox IMA ADPCM:&lt;br /&gt;
- .matx&lt;br /&gt;
- .wavm&lt;br /&gt;
- .wvs&lt;br /&gt;
- .xmu&lt;br /&gt;
- .xvas&lt;br /&gt;
- .xwav&lt;br /&gt;
&lt;br /&gt;
Yamaha ADPCM:&lt;br /&gt;
- .adpcm&lt;br /&gt;
- .dcs+.dcsw&lt;br /&gt;
- .str&lt;br /&gt;
- .spsd&lt;br /&gt;
&lt;br /&gt;
IMA ADPCM:&lt;br /&gt;
- .bar (IMA ADPCM)&lt;br /&gt;
- .dvi (DVI IMA ADPCM)&lt;br /&gt;
- .hwas (IMA ADPCM)&lt;br /&gt;
- .idvi (DVI IMA ADPCM)&lt;br /&gt;
- .ivaud (IMA ADPCM)&lt;br /&gt;
- .myspd (IMA ADPCM)&lt;br /&gt;
- .stma (DVI IMA ADPCM)&lt;br /&gt;
- .strm (IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
multi:&lt;br /&gt;
- .aifc (SDX2 DPCM, DVI IMA ADPCM)&lt;br /&gt;
- .asf, .as4 (8/16 bit PCM, EACS IMA ADPCM)&lt;br /&gt;
- .ast (GC AFC ADPCM, 16 bit PCM)&lt;br /&gt;
- .aud (IMA ADPCM, WS DPCM)&lt;br /&gt;
- .aus (PSX ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
- .brstm (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
- .emff (PSX APDCM, GC DSP ADPCM)&lt;br /&gt;
- .fsb, .wii (PSX ADPCM, GC DSP ADPCM, Xbox IMA ADPCM)&lt;br /&gt;
- .genh (lots)&lt;br /&gt;
- .musx (PSX ADPCM, Xbox IMA ADPCM, DAT4 IMA ADPCM)&lt;br /&gt;
- .nwa (16 bit PCM, NWA DPCM)&lt;br /&gt;
- .psw (PSX ADPCM, GC DSP ADPCM)&lt;br /&gt;
- .rwar, .rwav (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
- .rwsd (GC DSP ADPCM, 8/16 bit PCM)&lt;br /&gt;
- .rsd (PSX ADPCM, 16 bit PCM, GC DSP ADPCM, Xbox IMA ADPCM, Radical ADPCM)&lt;br /&gt;
- .rrds (NDS IMA ADPCM)&lt;br /&gt;
- .sad (GC DSP ADPCM, NDS IMA ADPCM, Procyon Studios NDS ADPCM)&lt;br /&gt;
- .seg (Xbox IMA ADPCM, PS2 ADPCM)&lt;br /&gt;
- .sng, .asf, .str, .eam (EA/XA ADPCM or PSX ADPCM)&lt;br /&gt;
- .strm (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
- .ss7 (EACS IMA ADPCM, IMA ADPCM)&lt;br /&gt;
- .swav (NDS IMA ADPCM, 8/16 bit PCM)&lt;br /&gt;
- .xwb (16 bit PCM, Xbox IMA ADPCM)&lt;br /&gt;
- .wav, .lwav (unsigned 8 bit PCM, 16 bit PCM, GC DSP ADPCM, MS IMA ADPCM)&lt;br /&gt;
&lt;br /&gt;
etc:&lt;br /&gt;
- .2dx9 (MS ADPCM)&lt;br /&gt;
- .aax (CRI ADX ADPCM)&lt;br /&gt;
- .acm (InterPlay ACM)&lt;br /&gt;
- .adp (GC DTK ADPCM)&lt;br /&gt;
- .adx (CRI ADX ADPCM)&lt;br /&gt;
- .afc (GC AFC ADPCM)&lt;br /&gt;
- .ahx (MPEG-2 Layer II)&lt;br /&gt;
- .aix (CRI ADX ADPCM)&lt;br /&gt;
- .baf (Blur ADPCM)&lt;br /&gt;
- .bgw (FFXI PS-like ADPCM)&lt;br /&gt;
- .bnsf (G.722.1)&lt;br /&gt;
- .caf (Apple IMA4 ADPCM)&lt;br /&gt;
- .de2 (MS ADPCM)&lt;br /&gt;
- .kcey (EACS IMA ADPCM)&lt;br /&gt;
- .lsf (LSF ADPCM)&lt;br /&gt;
- .mwv (Level-5 0x555 ADPCM)&lt;br /&gt;
- .ogg, .logg (Ogg Vorbis)&lt;br /&gt;
- .p3d (Radical ADPCM)&lt;br /&gt;
- .rsf (CCITT G.721 ADPCM)&lt;br /&gt;
- .sab (Worms 4 soundpacks)&lt;br /&gt;
- .s14/.sss (G.722.1)&lt;br /&gt;
- .sc (Activision EXAKT SASSC DPCM)&lt;br /&gt;
- .scd (MS ADPCM, MPEG Audio, 16 bit PCM)&lt;br /&gt;
- .sd9 (MS ADPCM)&lt;br /&gt;
- .smp (MS ADPCM)&lt;br /&gt;
- .spw (FFXI PS-like ADPCM)&lt;br /&gt;
- .stm renamed .ps2stm (DVI IMA ADPCM)&lt;br /&gt;
- .str (SDX2 DPCM)&lt;br /&gt;
- .stx (GC AFC ADPCM)&lt;br /&gt;
- .um3 (Ogg Vorbis)&lt;br /&gt;
- .xa (CD-ROM XA audio)&lt;br /&gt;
&lt;br /&gt;
loop assists:&lt;br /&gt;
- .mus (playlist for .acm)&lt;br /&gt;
- .pos (loop info for .wav)&lt;br /&gt;
- .sli (loop info for .ogg)&lt;br /&gt;
- .sfl (loop info for .ogg)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
==How to use==&lt;br /&gt;
===With the UI===&lt;br /&gt;
If you start VGSC by double-clicking on the executable (or through the command-line with no arguments) a file dialog will appear. In here, select the files you wish to convert. A folder dialog will appear, where you choose which folder the converted files will be saved in (this folder must exist beforehand).&lt;br /&gt;
&lt;br /&gt;
===With the command-line===&lt;br /&gt;
VGSC can also be run using the command-line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 VGSC inDir outDir&lt;br /&gt;
     inDir: Path to directory containing files to convert&lt;br /&gt;
     outDir: Path to directory where converted files will be saved&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again, outDir must already exist.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Sprite_Basics&amp;diff=481</id>
		<title>Sprite Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Sprite_Basics&amp;diff=481"/>
		<updated>2014-08-05T01:42:48Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Created page with &amp;quot;A sprite is a 2D image in a video game made up of pixels.  ==What is a sprite?== Although the term is most commonly used to refer to game characters or moving objects, the tec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A sprite is a 2D image in a video game made up of pixels.&lt;br /&gt;
&lt;br /&gt;
==What is a sprite?==&lt;br /&gt;
Although the term is most commonly used to refer to game characters or moving objects, the technical definition of a sprite generally means any 2-dimensional image in a game. This includes static objects, backgrounds, terrain, even UI elements such as buttons and textboxes.&lt;br /&gt;
In order to qualify as a sprite, the image must be stored as pixel data within the game. For example, programmatically generated effects ([need an example]) are not sprites; however, effects that were stored in the game&amp;#039;s data as images, like an explosion animation, are sprites. Sometimes there are mixtures, such as a particle emitter, in which case the individual particles it emits are sprites (but the emitting itself isn&amp;#039;t).&lt;br /&gt;
&lt;br /&gt;
===Animations and Frames===&lt;br /&gt;
Most sprites, such as characters, enemies, and other moving objects, have animations. Animations are made up of images being displayed in sequence in such a way to show movement (or other non-static features such as sparkling). These individual images are called frames.&lt;br /&gt;
&lt;br /&gt;
So for instance, one would say that Mario is a sprite, and one if his animations is him walking. This animation is made up of multiple frames of him, each being displayed after the other to depict him walking.&lt;br /&gt;
&lt;br /&gt;
As an example, here is Mario from Bowser&amp;#039;s Inside Story.&lt;br /&gt;
&lt;br /&gt;
Animation: [[File:BIS-mario-walk-anim.gif]]  Frames: [[File:BIS-mario-walk-frames.png]]&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:BIS-mario-walk-anim.gif&amp;diff=480</id>
		<title>File:BIS-mario-walk-anim.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:BIS-mario-walk-anim.gif&amp;diff=480"/>
		<updated>2014-08-05T01:08:17Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:BIS-mario-walk-frames.png&amp;diff=479</id>
		<title>File:BIS-mario-walk-frames.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:BIS-mario-walk-frames.png&amp;diff=479"/>
		<updated>2014-08-05T01:07:50Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=The_Legend_of_Zelda:_The_Wind_Waker&amp;diff=478</id>
		<title>The Legend of Zelda: The Wind Waker</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=The_Legend_of_Zelda:_The_Wind_Waker&amp;diff=478"/>
		<updated>2014-08-05T00:02:26Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Linking to HD port&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Legend of Zelda - Wind Waker.jpg|thumbnail]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Legend of Zelda: The Wind Waker&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is an action-adventure game that was published and developed by Nintendo, and was released in 2002 (2003 in Western territories) for the [[GameCube|Nintendo Gamecube]], with an HD port for the [[Wii U]] being released in 2013 (see [[The Legend of Zelda: The Wind Waker HD]]). Taking place hundreds of years after &amp;#039;&amp;#039;[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]&amp;#039;&amp;#039;, Link sets out on an adventure through the Great Sea to rescue his sister Aryll, and save the world from Ganondorf once more.&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.afc&amp;#039;&amp;#039;&amp;#039; (Sound)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.arc&amp;#039;&amp;#039;&amp;#039; (Model/Texture/Animation package)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.aw&amp;#039;&amp;#039;&amp;#039; (Sound)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.thp&amp;#039;&amp;#039;&amp;#039; (Movie)&lt;br /&gt;
&lt;br /&gt;
==How to Rip the Files==&lt;br /&gt;
===Models===&lt;br /&gt;
# [http://dl.dropbox.com/u/5869687/WW%20TP%20Extract%20Pack.zip Download these extraction tools.]&lt;br /&gt;
# Drag the .arc file into yaz0dec.exe. If it produces an .arc0.rarc file, then drag that into rarcdump.exe. If the .arc did not produce an .arc0.rarc file, then instead drag the .arc into rarcdump.exe.&lt;br /&gt;
# A folder of the extracted models, textures, and animations from the package will be made. Now open bmdview2, choose &amp;quot;File &amp;gt; Open Model&amp;quot;, browse to where the models were extracted to, and choose the one you want to export.&lt;br /&gt;
# After opening the file you want, it should appear in the window. Now choose &amp;quot;File &amp;gt; Export Model&amp;quot;, and browse to where you want to export the model and its textures to. You will be given a .3ds file for the model, and a set of textures in .tga format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Gamecube Games]]&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GIMP&amp;diff=405</id>
		<title>GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GIMP&amp;diff=405"/>
		<updated>2014-08-01T06:42:16Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: Initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GIMP-screenshot.png|thumb|right|370px|GIMP 2.8 running on Windows 8.1]]GIMP (which stands for GNU Image Manipulation Program) is a free image editing program that can be used for a range of purposes, including creating icons for the resource sites and sprite sheets for [[The Spriters Resource]]. It is available for Windows, OS X and Linux at [http://www.gimp.org www.gimp.org].&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:GIMP-screenshot.png&amp;diff=404</id>
		<title>File:GIMP-screenshot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:GIMP-screenshot.png&amp;diff=404"/>
		<updated>2014-08-01T06:24:30Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=403</id>
		<title>What Makes A Good Submission/The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=403"/>
		<updated>2014-08-01T06:13:43Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* The Sheet Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSR-Logo.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
==The Sheet==&lt;br /&gt;
&lt;br /&gt;
===Background Color===&lt;br /&gt;
&lt;br /&gt;
A simple mistake that a lot of people make when they first start ripping a sheet is to place their ripped sprites onto a white background, the default for MS Paint, and keep going. The issue with doing this is that a large number of games include a pure white color within their sprites. Remember that sprites are viewed on a sheet to be used on another background later, and when they&amp;#039;re placed on white, it can cause certain parts of a sprite to turn transparent.&lt;br /&gt;
&lt;br /&gt;
Similarly, we advise that you don&amp;#039;t use black. This too can be used a lot within sprites. Your best bet is to go for relatively obscure colors, like magenta or lime green. This can cause a bit of eyestrain and can be generally unpleasant to look at, so an alternative color of your choice, that is not being used within the sprite itself, is perfectly fine.&lt;br /&gt;
&lt;br /&gt;
[[File:Background-color-demo.png|link=]]&lt;br /&gt;
&lt;br /&gt;
See that, when the white is set to transparent, the white present within the sprite itself is also made transparent, whereas when the magenta is set to transparent, the white within the sprite remains intact.&lt;br /&gt;
&lt;br /&gt;
===Organization / Alignment===&lt;br /&gt;
[[File:Arrangement.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
An important part of making a sprite sheet look good is to arrange the sprites in a neat manner. Sprites should try to line up properly, and not be arranged in a mess. You&amp;#039;ll find a number of sheets with messy organisation are present on the site, but we want to keep these down to a minimum.&lt;br /&gt;
&lt;br /&gt;
One method of keeping sheets organised is to make sure that all sprites within a designated animation remain on a straight line. This makes animating the sprites easier, as well as improving the visual appearance. See the example on the right:&lt;br /&gt;
&lt;br /&gt;
EX1: Sprites are arranged next to each other, though aren&amp;#039;t very neatly aligned.&lt;br /&gt;
&lt;br /&gt;
EX2: Sprites are placed on a green line to help line up the bottom of the sprites.&lt;br /&gt;
&lt;br /&gt;
EX3: The line is then removed, leaving us with a neat line of sprites.&lt;br /&gt;
&lt;br /&gt;
Remember to leave sufficient space between sprites, and not have them overlap in any way. This can often be missed, where a sprite has an obscure shape and is overlapping the area of another sprite.&lt;br /&gt;
&lt;br /&gt;
Please also keep sprites at a 1x pixel ratio. This means keeping the sprite at its original size. Reasons for the sprite coming out as blurry can be from an emulator window being resized, and not set to a console&amp;#039;s native resolution. Most emulators will have a setting to reset the window&amp;#039;s screen size to 1x the console&amp;#039;s native resolution.&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sheets to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a Mario sheet and only include his idle animation. A sheet should at the least include the basic movements. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sprites from random actions.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
Credit tags are the box you see on most sheets that tell people who ripped the sheet, and any other information they wish to give. You can include one if you want.&lt;br /&gt;
&lt;br /&gt;
Remember that people are looking at a sprite sheet to see the sprites, not be entertained or specifically read your tag.&lt;br /&gt;
&lt;br /&gt;
A few things to consider with tags are:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below a sheet.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses the sheet, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Additional Graphics: You can include a few little cosmetics to your tag if you like, though personally I think that simplicity goes down best. Don&amp;#039;t be too distracting, and take up too much space.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also a more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===File Format===&lt;br /&gt;
[[File:Png-and-gif-colors.png|right|250px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Spriters Resource accepts 2 files types: .PNG, and .GIF. While we accept .GIF, we advise that you simply use .PNG because of a color limitation to the .gif format.&lt;br /&gt;
&lt;br /&gt;
To put it basically, the GIF file format can only contain 256 colors, whereas a PNG can have any number. PNG files also support &amp;quot;Alpha Transparency&amp;quot;, which means that they can include [[Dictionary#Anti-Aliasing|anti-aliasing]] on the outside edge of a sprite, whereas GIF does not.&lt;br /&gt;
&lt;br /&gt;
For a good comparison, click the image on the right. On the left of the image is a PNG, on the right is a GIF.&lt;br /&gt;
&lt;br /&gt;
Notice the colors used in the eye. The GIF has had to give certain colors slightly alternative shades to try and compensate for its restricted [[Dictionary#Palette|palette]], whereas the PNG is able to display all of these colors.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is the outline of the sprites. On the left, you can see that the PNG easily blends into a color, and looks smooth caused from its use of [[Dictionary#anti-aliasing|anti-aliasing]]. The GIF on the other hand has a very sharp and crisp outline, compensating the lighter shades for black, or removing them all together.&lt;br /&gt;
&lt;br /&gt;
NEVER USE .JPEG or .JPG. For more information, please see the [[Dictionary#JPEG|JPEG portion of our Dictionary]].&lt;br /&gt;
&lt;br /&gt;
==The Sheet Icon==&lt;br /&gt;
Icons for sprite sheets are 145px x 125px images. Unless the image fills up the entire icon, it should have a transparent background. The website itself creates the border and background for the icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Sheet-icon-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
Sheet icons must be in .PNG or .GIF format. The icon should give a quick idea of the content of the sheet, and not contain any sprites not present in the sheet.&lt;br /&gt;
&lt;br /&gt;
Some sprites in the icon may be scaled up by 200% if they are too small for reasonable viewing. In this case NO SCALING FILTER should be applied, to preserve the sharpness and prevent making it blurry.&lt;br /&gt;
&lt;br /&gt;
[[File:2x-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old sheet icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:2x-example.png&amp;diff=402</id>
		<title>File:2x-example.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:2x-example.png&amp;diff=402"/>
		<updated>2014-08-01T06:07:15Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Sprites.png&amp;diff=401</id>
		<title>File:Icon Example - Sprites.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Icon_Example_-_Sprites.png&amp;diff=401"/>
		<updated>2014-08-01T06:01:39Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=400</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=400"/>
		<updated>2014-08-01T03:12:51Z</updated>

		<summary type="html">&lt;p&gt;Puggsoy: /* Credit Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in either .wav or .MP3 format.&lt;br /&gt;
&lt;br /&gt;
If you are submitting MP3 files, make sure that they&amp;#039;re variable bitrate MP3s, and not set bitrate. This provides a higher quality sound effect while still remaining small in size.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a &amp;quot;Menu Sound Effects&amp;quot; pack and only include a few menu sound effects. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sound from random categories.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Zipping===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish.&lt;/div&gt;</summary>
		<author><name>Puggsoy</name></author>
		
	</entry>
</feed>