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	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2914</id>
		<title>Ripping Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sounds&amp;diff=2914"/>
		<updated>2023-03-02T21:23:10Z</updated>

		<summary type="html">&lt;p&gt;RedStoneMatt: /* Common Sound Formats for Consoles */ Sorted elements in a more coherent way, added Wii sound formats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Common Sound Formats for Consoles==&lt;br /&gt;
Unlike others areas of ripping (such as Textures and Sprites) where proprietary formats are game-specific, there are audio format generalizations for each console (For example, you will generally only find PlayStation ADPCM on PlayStation Games, and you would only find Xbox IMA-ADPCM on Original XBOX games). This is a list of consoles, and their console-specific audio formats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Console !! Format&lt;br /&gt;
|-&lt;br /&gt;
| Dreamcast || Yamaha ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| Hyperscan || DRM Container Format (Contains either raw PCM or IMA ADPCM stream)&lt;br /&gt;
|-&lt;br /&gt;
| iOS || Core Audio Format (CAF), Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo GameCube || DSP/ADP/DTK ADPCM &lt;br /&gt;
|-&lt;br /&gt;
| Nintendo DS/DSi || SWAV&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo 3DS || BCWAV, BCSTM, DSP, Advanced Audio Codec (AAC)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii  || BRSTM, BRWAV (Usually packed in a BRSAR)&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii U || BFSTM, BFWAV&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Switch || BFSTM, BFWAV&lt;br /&gt;
|-&lt;br /&gt;
| Panasonic 3DO || Squareroot-delta-exact 8-bit DPCM&lt;br /&gt;
|-&lt;br /&gt;
| PC || PCM Variants, Really any format possible.&lt;br /&gt;
|-&lt;br /&gt;
| PC-FX || PC-FX ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 1 || PlayStation ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 2 || PlayStation ADPCM, ATRAC3, AC3, 16-bit OKI ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation 3 || PlayStation ADPCM, ATRAC3, MPEG&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Portable || Sony ATRAC3plus&lt;br /&gt;
|-&lt;br /&gt;
| PlayStation Vita || PlayStation ADPCM, ATRAC9&lt;br /&gt;
|-&lt;br /&gt;
| XBOX (Original) || Xbox IMA ADPCM. WMA &lt;br /&gt;
|-&lt;br /&gt;
| XBOX 360 || XMA Variant 1 (Early Games), XMA Variant 2 (Late Games)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
While these formats are common, games are not limited to these formats. This is just a generalization of what you may occur when you look into games from these platforms.&lt;br /&gt;
&lt;br /&gt;
== PC games ==&lt;br /&gt;
PC games are generally a different case across all consoles. You never know what format you may encounter, until you get into the file-system of the game. Generally speaking, sound formats should be more-so primitive rather than dynamic, and you can usually convert with ease. In cases where you have an unknown audio format, you may need to create a thread in [https://www.vg-resource.com/forum-116.html The Sounds Resource Ripping Help] sub-forum to receive aid in these cases.&lt;br /&gt;
&lt;br /&gt;
== PS1, PS2 ==&lt;br /&gt;
Use [http://snailrush.online.fr/ PSound]. Requires Windows or WINE. Open your PlayStation game and drag any files containing sound into the program. Tell it to scan the file if prompted. Then, select all the resulting files (Ctrl+A) and convert them (Ctrl+V). If the files have looping issues, go to the configuration (Ctrl+C) and set the loop count and fade-out time to 0. If the files are playing at the wrong speed, go to the configuration and force the sample rate to the correct value. If the files are too slow, increase this value, and if they&amp;#039;re too fast, decrease it. Sometimes, PSound can&amp;#039;t necessarily pick-up the audio codec that&amp;#039;s found in these games, as it is limited to some forms of PS-ADPCM. In this case, you will have to utilize the [https://github.com/losnoco/vgmstream/blob/master/doc/TXTH.md TXTH] function of vgmstream in order to write a proper fake header for vgmstream to convert the audio codec.&lt;br /&gt;
&lt;br /&gt;
== Nintendo 64 ==&lt;br /&gt;
Use [https://github.com/jombo23/N64-Tools/tree/master/N64%20Sound%20Tool/N64SoundListToolUpdated/Release N64SoundListToolUpdated].&lt;br /&gt;
Requires Windows and [https://www.microsoft.com/en-gb/download/details.aspx?id=5582 Microsoft Visual C++ 2008 SP1]. You may have to correct the speed of certain sounds using an external program such as ffmpeg.&lt;br /&gt;
&lt;br /&gt;
=== Batch-converting sample rates using ffmpeg (Linux) ===&lt;br /&gt;
&amp;lt;code&amp;gt;for i in *.wav; do ffmpeg -i &amp;quot;$i&amp;quot; -af asetrate=16000 &amp;quot;16000/${i%.*}.wav&amp;quot;; done&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Flash games ==&lt;br /&gt;
Use [https://www.free-decompiler.com/flash/ JPEXS]. Load your SWF file into it, right-click the &amp;quot;sounds&amp;quot; folder and &amp;quot;Export selection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Raw/Headerless Audio ==&lt;br /&gt;
Some games store their sounds as raw/headerless audio. Options for conversion are either using Audacity to import raw audio, or using the TXTH function of vgmstream in order to write a header that vgmstream can interpret and convert the audio codec with.&lt;/div&gt;</summary>
		<author><name>RedStoneMatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sprites&amp;diff=2913</id>
		<title>Ripping Sprites</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sprites&amp;diff=2913"/>
		<updated>2023-03-02T21:19:21Z</updated>

		<summary type="html">&lt;p&gt;RedStoneMatt: /* Via ROM Extraction */ BFRES is a Wii U / Switch format, not a Wii format (therefore incoherent with Dolphin being mentionned prior to it). Note that BFRES/BRRES do not typically hold sprites, but models with their textures &amp;amp; animations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}} &lt;br /&gt;
&lt;br /&gt;
Depending on what console, what game, and how the game stores its files, ripping sprites may be different between each console. There are many different formats that store images, and many different ways to extract those images from the format.&lt;br /&gt;
&lt;br /&gt;
===Via ROM Extraction===&lt;br /&gt;
&lt;br /&gt;
Every system has a different way of storing graphics data, and often times there exist many, many alternative graphics encoding formats even on the same console.&lt;br /&gt;
&lt;br /&gt;
For systems like Atari 5200, NES/Famicom, and Game Boy/Game Boy Color, most or all graphics can be viewed alongside the ROM data in a Tile-Viewer.&lt;br /&gt;
&lt;br /&gt;
But for more advanced systems like Wii, GameCube, DS, and 3DS, the game files are stored specifically as a filesystem. These filesystems can be extracted with certain programs, notably Dolphin Emulator has this feature, to reveal files like texture.brres. Some of these file extensions / formats are heavily documented. Some file types are mostly unknown however, so some games&amp;#039; sprites are not able to be easily extracted this way without reverse-engineering the file format more. For information on a specific filetype, try searching on Google or a forum like GBATemp or The VG Resource.&lt;br /&gt;
&lt;br /&gt;
===Via Texture Dumping===&lt;br /&gt;
&lt;br /&gt;
A few emulators, notably Dolphin Emulator for GameCube and Wii, have features to dump textures in PNG format into a folder as the game uses them. For 3D games, some of this may fit better on The Textures Resource.&lt;br /&gt;
&lt;br /&gt;
===Via Screenshot===&lt;br /&gt;
&lt;br /&gt;
Reverse engineering file formats is not always necessary to rip sprites however. Some rippers use programs like ScreenGet and AnimGet (https://spritedatabase.net/download) to automatically take screenshots and crop sprites out of them.&lt;br /&gt;
&lt;br /&gt;
Some rippers swear by Microsoft Paint, but some say its colors are not always accurate and instead recommend programs like Adobe Photoshop, GIMP, and Paint.net. Further, some rippers use SpriteTracer (https://spritedatabase.net/download) or other tools specialized for sprite sheets.&lt;br /&gt;
&lt;br /&gt;
{{WikiMainTopNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Resource Basics]]&lt;/div&gt;</summary>
		<author><name>RedStoneMatt</name></author>
		
	</entry>
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