Work In Progress

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The following are for games that don't yet have a page, but some progress has been made towards getting the music. If you can add any information towards ripping or recording the music, please do.

Advanced Dungeons & Dragons Games

All of the Dungeons and Dragons games have their music data stored in the MUSIC.DAX file and the sound effects in the SOUND.DAX file. A way must be found to open DAX files to extract the XMI files. The XMIs can also be extracted from the disks themselves.

Adventures of Robinhood (DOS)

Several MIDI file are packed into the .\robin.mus file. The header probably contains the file offsets.

Animal Quest (DOS)

  • Formats: DWM (music), DWD (sound)
  • Music/Sound Support: PC Speaker, AdLib, Sound Blaster

AQ.GSL stores all DiamonWare's Music files uncompressed to play them on OPL-chipped cards or beeper. They can be extracted easly using Camoto's gamearch utility. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Dare to Dream (W16)

All songs should be considered to be recorded on AdLib, as most of the instruments and volume differences seem to make much more sense there (whereas on a wavetable, many notes are inaudible).

The Dark Queen of Krynn (DOS)

The RODQ2 contains three or more songs and must be separated.

Ecstatica (DOS)

  • Format: ???
  • Music/Sound Support: General MIDI, UltraSound (including Max), Roland LAPC-I/SCC1, Sound Blaster, AWE32

Stores music in several files in MUSIC directory. The extention (AWE, GUS, LAP) depends on the selected music output. The format of all files remains a mystery to me. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Eye of the Beholder III: Assult On Myth Drannor (DOS) [Ripped]

The XMI files are packed into the .\eye3.res file. The file header contains the file names and offsets. eXtendable Wad Editor has a plug in for extracting data from the RES file, but you have to manually pull out the files and give them an XMI extension.

The XMI files were ripped by using EXTRACTOR. The files were contained in the INTRO.GFF, FINALE.GFF, and LICH.GFF.

Fade to Black (DOS)

  • Format: XMI (music), WAV (sound)
  • Music/Sound Support: Gravis UltraSound, General MIDI, Roland MT-32, Sound Blaster, AWE32

Tons of XMI's reside uncompressed in their respective files in DATA/SOUND folder. The music can be recorded in the game's built-in juke box (Game Options > Change Sound Configuration). --Cancer (talk) 14:15, 28 October 2019 (EDT)

Falcon 3.0 (DOS)

  • Formats: MIDI, RAW
  • Music Support: PC Speaker, AdLib, Sound Blaster, and Roland MT-32
  • Sound Support: PC Speaker, AdLib, and Sound Blaster

The music files are located in the .\music folder. The RAW AdLib files have a *.adl extension.

Flashback: The Quest for Identity (DOS)

  • Format: MIDI, PRF, INS
  • Music/Sound Support: Roland MT-32, Sound Blaster

The music files are stored in DATA folder. *.PRF files seem to be an array of external pointers to *.INS files storing instruments for MT and SB playbacks. I can't simply record audio using those external midis, even though they aren't compressed. Instead, everything should be done within the game. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Fortress of Dr. Radiaki (DOS)

  • Format: HMP
  • Music/Sound Support: General MIDI, Sound Blaster

The music format is most likely HMP, not HMI, as the signature of each file says "HMIMIDIP". Some of those files were extracted directly from memory dump while playing the game. MUSIC.IFF is the source where the game holds HMP's, but the compression method used to extract/repack files is unknown. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Hugo Series (DOS)

Includes 3 games, Hugo's House of Horrors, Hugo: Whodunit, Hugo: Jungle of Doom.

  • Formats: Microsoft MML
  • Music/Sound Support: PC Speaker

The EXE contains the MML music in the strings section near the bottom. The games were compiled in Microsoft Quick C version 2.0. I'm not sure if Quick C had a special function that mimicked the QBASIC Play command, but the MML format seems identical. However, when I play the music, it doesn't sound like how it does in the game. I'm assuming there is some preset that I'm missing. --TheAlmightyGuru (talk) 19:08, 11 September 2016 (MDT)

Island Peril (DOS)

  • Format: HMI
  • Music/Sound Support: UltraSound, General MIDI, Roland-MT-32 Sound Blaster, Ad Lib

The music is probably HMI. RESOURCE.IPW must be the main resource file holding all the data including HMI's. Compression method of that archive is a puzzle. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Isle of the Dead (DOS)

  • Formats: MIDI (floppy ver. only), SBI (floppy ver. only), XMI (CD ver. only)
  • Music/Sound Support: Sound Blaster, Ad Lib, Tandy (CD ver. only)

Ripping is very simple, as the all neccessary files are just external in the MUSIC/ directory. CD version comes with remixed Floppy songs which should be reincluded in the rip. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Jones in the Fast Lane (DOS)

  • Format: SCI
  • Music/Sound Support: Roland MT-32, Sound Blaster, Ad Lib, Tandy (EGA only), PC Speaker

To convert SCI to MIDI, SCI Viewer utility will be used. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Little Big Adventure (DOS)

  • Format: XMI
  • Music/Sound Support: UltraSound, General MIDI, Roland MT-32, Sound Blaster

MIDI_MI.HQR and MIDI_SB.HQR are the archives storing XMIs. The most of the midis are compressed and can be extracted using O_Brasileiro's WinHQR. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Lost Files of Sherlock Holmes (DOS)

  • Format: MUS (Electronic Arts)
  • Music Support: AdLib, Sound Blaster, Roland MT-32
  • Sound Support: Sound Blaster, Tandy SL/TL/RL, Tandy TX/EX/HX/SX

Music files are packed in the .\music.lib file. The file header contains offsets for the music files and drivers. I wrote an extraction program to get the files out, but I can't play the music yet. --TheAlmightyGuru (talk) 19:08, 11 September 2016 (MDT)

Magic Carpet (DOS)

  • Format: HMI
  • Music Support: AdLib, AdLib Gold, Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Sound Blaster AWE 32, Wave Blaster, Roland MT-32, General MIDI, Pro AudioSpectrum, Sound Blaster Compatible
  • Sound Support: Sound Blaster, Sound Blaster Pro, Sound Blaster 16, AdLib Gold, Microsoft 8, Microsoft 16, Pro AudioSpectrum 8, Pro AudioSpectrum 16, Sound Master II, Sound Blaster Compatibles

Music files are stored in the .\data folder in the music*.tab and music*.dat files. The *.tab files are the headers for extracting the music out of the *.dat files.

Master of Magic (DOS)

  • Format: XMI
  • Music Support: AdLib, Unknown, Sound Blaster, Sound Blaster Pro 1.0, Sound Blaster Pro 2.0, Pro AudioSpectrum 8, Pro AudioSpectrum 16, Unknown, Roland MT-32, General MIDI
  • Sound Support: Unknown, Sound Blaster, Sound Blaster Pro 1.0, Sound Blaster Pro 2.0, Pro AudioSpectrum 8, Pro AudioSpectrum 16, Unknown

The music files are packed in the ./music.lbx file. The file header has the file name and offset of the files.

Mechwarrior (DOS)

The MUS files are in the root.

Might and Magic: World of Xeen (DOS)

  • Format: M (New World Computing)
  • Music Support: AdLib, PC Speaker, Sound Blaster, Sound Blaster Pro, Pro AudioSpectrum, Roland Canvas / GS, Roland MT-32
  • Sound Support: AdLib, PC Speaker, Sound Blaster, Sound Blaster Pro, Pro AudioSpectrum, Disney Sound Source, Covox Sound Master 2

Music is packed in the Xeen.cc file. Notes about this format can be found at the Xeen Wiki.

Monopoly Deluxe (XMI)

The XMI files are packed in the .\mpsndfp.fpf file. The header may contain the file offsets.

Nitemare 3D (W16)

The uncompresed midis can be extracted from SND.DAT file the same way the DOS ones can be. It must have a separate game page, and the recording made afresh, as the Win16 game version features GM-optimized music recommended for UltraSound and General MIDI outputs. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Platoon

If you record the highscore song, the title should be Sigh of the Eye.

Prince of Persia 2: The Shadow & The Flame (DOS)

  • Format: MIDI
  • Music Support: General MIDI, Roland MT-32, Sound Blaster, PC Speaker

The source of all midis is the MIDISND.DAT. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Quiver (DOS)

  • Format: DWM (for music), DWD (for sounds)
  • Music Support: Sound Blaster

The music format is DiamondWare's Music. G.BIN stores all the neccessary data compressed with an unknown algorithm. The most of the DiamondWare music files were extracted from the memory dump. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Snow White's Voyage (DOS)

  • Format: DWM (for music), DWD (for sounds)
  • Music Support: Sound Blaster, PC Speaker

DiamondWare Music files are held in SNOW0*.GDL (1-8) uncompressed. --Cancer (talk) 14:15, 28 October 2019 (EDT)

Summer Games (C64)

If you create a page or record the soundtrack, Randy Glover should not be credited (like many websites still do, possibly because of Jumpman), because Glover denied working on any of the Summer Games sound or music tracks.

Time Commando (DOS)

  • Format: XMI
  • Music/Sound Support: UltraSound, General MIDI, Sound Blaster

*.HQR files (located in respective stage folders) are the sources for XMI music. They're compressed and can be extracted using O_Brasileiro's WinHQR (also used to extract Little Big Adventure music). --Cancer (talk) 14:15, 28 October 2019 (EDT)

William Shatner's TekWar (DOS)

  • Format: HMP
  • Music Support: General MIDI, Roland-MT32, Sound Blaster

HMPs were extracted from SOUNDS file using JoeTools utility. --Cancer (talk) 14:15, 28 October 2019 (EDT)