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vgm2tfi and vgm2opm (ripping tools, YM2151)

Technical discussion about the VGM format, and all the software you need to handle VGM files.

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  • Alianger Offline
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vgm2tfi and vgm2opm (ripping tools, YM2151)

Post by Alianger »

Are either of these being updated by anyone? I've been on another YM2151 ripping spree and updating some old lists, and below are all vgm tracks I haven't been able to rip instruments from. Most recently Wizard Fire/Dark Seal II. I would like to have complete packs for the top 100 or so OSTs in terms of sound design, for sharing as well of course.

If not, can someone guide me to changing the unrippable vgm files on here to make them rippable somehow? Can't say for sure but it seems all FM only tracks are rippable so far, so if one could disable samples with a tool that would probably be a good quick fix and I can do the rest.

Cyber Sled ARC (these are also the only tracks with FM) - Everything: silent fight, night command, battle of underground, last game, twilight hero
Starblade ARC - Everything but 02/engage: prologue, theme 1-2, blue flight
Solvalou ARC - Everything
Dragon Saber - Everything but 11, 14, 26 - got spoony's (incorrect dt?) and opm via hoot
Metal Hawk - Everything but these: Round clear, map mode b, bgm 5, ending, name entry a, name entry c, name entry d
Valkyrie no Densetsu - Event item, zulu, lava cave, castle, dark, kamuzu, epilogue 1, epilogue 2, king elekiman incomplete?
Burning Force ARC - 10 Perfect Bonus, 16-17 Day 4 1-2, 18-19 Day 5 1-2, 21 Final Day/Lunar SP, 30 Grass Land/Day 4 OST Edit, no FM: 01-02 (Credit, Stage Select), Approaching & Taking Of,
Armed Police Batrider - Everything but player select..
Akumajou Dracula/Castlevania X68K - 05/S1, 08/S2 - used mdx
Final Lap 2 ARC - Everything
Hyper Duel ARC - Stage 2, Stage 4, Select,
TMNT Turtles in Time ARC - Character Bios, Boss, Scene 2/Alleycat (crashes vgm2tfi and vgm2opm), Scene 3/Sewer Surfing (crashes vgm2tfi and vgm2opm), Prehistoric (crashes vgm2tfi and vgm2opm), Night Riders, Starbase (crashes vgm2tfi+vgm2opm), 18 Final Shell Shock (A.D. 1991 - Technodrome) (crashes), Credits (crashes), Continue, Game Over, Name Entry
Bosconian X68K - 01 Little wave, 02 Red Alert, 05, 06, 09-11
E.D.F./EDF ARC - Everything but 06-07, 11-12, 14
Thunder Cross II ARC - 01, 03-07, 09, 11, 15; found OPMs of these but they're probably incomplete
Carat X68K - 02-04, 05-06, 07-08, 11-16, 18, 21-22, 25-26, 27 - used mdx
Star Trader X68K - 08 Before S6, S7
Dirt Fox ARC - Everything (02-08)
Asuka 120% X68K - 03, 05, 12, 17 - used mdx
Genocide 2 X68K - 03, 05, 08, 12, 16, 18-19, 22-23, 25, 27, 31, 33, 44, 47, 53, 54 - used mdx, still a bit incomplete?
Ys III X68K - 08 Be Careful, 14 Steeling, 19 Sealed, 20 Beat, 26 Dear, 29 Theme of Chester, 12 Shock - used mdx
Ys X68K - 05 First, 10, 12, 16 - used mdx
X-Men ARC - 02, 03, 04, 05, 06, 07, 08, 10, 11, 12, 15, 17-23
Asterix ARC - 05, 07-08, 11, 16, 28, more?
Winning Run ARC - Everything
Gradius 2/Gradius II X68K - 01, 03-04, 06, 8-10, 12-13, 16, 18, 20-21, 23,
Over Drive ARC - tried vgm2tfi and vgm2opm (very glitched out instruments in defle arc or gen mode)
Rolling Thunder 2 ARC - 01-02, 04-23 (everything but credit) - find opm
Star Mobile X68K - 03 bgm 1, 04 bgm 2, 06 reach norm, 07-10 (level clear, game over, name entry 1, name entry 2)
The Simpsons ARC (tried vgm2opm too) - 05-06, 10, 12, 18, 20, 22, 24, 27, 30, 37, 39-40; no FM: coin and game start, stage 7 clear, coin 2-3,
Sion IV X68K - 03, 08, 10-11, - try hoot vr/mdx
Genocide X68K - 02, 05, 07-10, 12-21, 23, 25, 27-29, 31-34 - try hoot/mdx
Cosmo Gang: The Video ARC - Everything
Chase HQ X68K - 02-04, 07-09, 12-14, 16, more? - check mdx
Bucky O'Hare ARC - Everything but 12 and 18
Kingdom Grandprix ARC - 01-03, 05-06, 11, 16,
Parodius Da! ARC ver. - 04-06, 09, 12, 18, 30, more?; X68K ver. - 04, 09, 12, 18, 28, 30, more?
Blue Wings 2: Blue Knights - 03, 06-07, 09-16, 18-19, 23 - mdx
Mad Stalker X68K - 01, 05-06, more? - hoot/mdx
Vendetta/Crime Fighters 2 ARC - Player Select/03, 04/Demo, 07/s clear, 10/boss 2 - in the opm pack by luke
Sunset Riders ARC - S3, S1 Boss, S5 Boss, S8 Boss, Cancan Dance, S7 Demo, Continue,
Soldam ARC - 01, 03-23
Wild West COW-Boys of Moo Mesa ARC - Everything but 03/Coin and 18/S6
Xexex ARC - Everything but 20, 22 and 24; No FM: 01,
Detana!! Twinbee ARC - Everything but 15
Detana!! Twinbee X68K - 01/Title, 06-18, 20, 24, 26-29; no FM: 02/credit,
Valis II X68K - 04, 27, 30; more? ripped the good ones
Zugya X68K - 01-02, 04 - mdx/hoot
Lightning Fighters ARC - 05, 09, 15, 18, 21, 24+everything else
Four Trax - Everything but 06/Finish B, and unknown 1-4
Street Fighter II ARC - 01, 03-04, 7-15, 18-33, 35-38, 40-45
Street Fighter II: Champion Edition ARC - 01, 03-04, 07-15, 18-33, 35-47
Can Can Bunny Extra - kyarun, waiking town, night, i meet you
Final Lap 3 ARC - Everything but 04
Sol-Feace X68K - 02-04, 07-08, 11, 13, 15
Ordyne ARC - 01-08, 11-17, 19-22, 25-28
SilSteel X68K - 01-03
Desert Assault ARC - 02-08, 10-15 & xx
Sion X68K - 01, 03, 05, 07 - try hoot vr/mdx
Assault ARC - BGM 4, Ending, more?
Lagoon X68K - 06-08, 10, 12, 15, 19-21, 27, 30, 32, 40 - used mdx
Cyber Block Metal Orange X68K - 01-02, 04-15, 17-18, 20; use old hoot
Akazukin Cha Cha Cha X68K - 01-02, 04-06, 08-10; use mdx/hoot
Captain America and the Avengers ARC - 03-04, 13-17, 19, 21-22
Celia X68K - 01-02, 04, 06-08
Super Real Mahjong PIV - 04, 09-10 - find mdx/hoot
Mortal Kombat ARC (vgm2tfi) - 06, 25-26
Can Can Bunny Premiere (vgm2tfi) - 02-03, 05, 07, 09-10; find mdx/hoot
Wizard Fire/Dark Seal II ARC - 01-02 (no FM in 02), 04-15, 16, 18
Night Slashers ARC - 01-02 (no FM in 01), 04-08, 10-19
Code-Zero/Code 0 X68K - Everything but 04 and 17, ripped from mdx
Winning Run '91 ARC - 04-06; No FM: 01/Coin
Crude Buster/Two Crude Dudes ARC - Everything but 5 and 14 (vgm2opm spits out super glitchy opm instruments for a few others in arc or gen mode deflemask)
Super Monaco GP ARC - Everything. I was able to get tfi instruments from this pack back in 2016 so I do have them, but now I don't know how. It's not using vgm2tfi 1.0, and vgm2opm->vopmxtfi doesn't work either as the opm files are glitched.
Last edited by Alianger on 2018-11-13, 21:33:54, edited 1 time in total.

Re: vgm2tfi and vgm2opm (ripping tools, YM2151)

Post by DeltaRazero »

I have been working on a Python library and a tool that uses it to dump from- and convert opn/opm patches to a variety of formats, including dumping opn, opna, opn2, opnb and opm patches from vgm.

The vgm dumpers from Shiru or Aly James (which literally took shiru's code and barely did anything to fix it) do not properly read the vgm offsets if I recall correctly. I took the time to write one from scratch, though I will admit I took some small inspiration from Shiru's code.

I do not know whenever I feel confident enough to release them though: besides that I currently have the project on hold due to me favoring working on a mdx compiler, the code is very messy for my current standards and I wouldn't like people complaining about it constantly when I obviously have gotten better at writing (cleaner and faster) code (yes this has happened to me multiple times on occasion).

If it's really urgent I wouldn't mind ripping the patches in whatever format you like (tfi, vgi, opm, etc.), as long as vgm logs or mdx files exist of it. :)
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Post by Alianger »

That's good to hear! There's no rush, please take your time.
Edit: But if you do want to, any of the top 10 or so soundtracks from that list would be nice to have in .tfi format as I listed them roughly in order of how good I thought their sound design was.

A tool which is better than vgm2tfi will also be helpful as from some tests I've made with deflemask it seems some kinds of rips produce the wrong DT values for instruments (important for chorus effects and some tremolo and phaser effects), including some vgm2tfi rips, so I might end up re-ripping a bunch of instruments I've done based on vgms from this site. It's possible that some of these problems are caused by deflemask though as it also has problems with DT2 values when loading instruments in Arcade mode, so I'll have to look at some instruments in VGM MM too.

My notes from when I tested this:
"Different DT values when ripping instruments from MDX files:
mdx2opm->vopmxtfi ("mdx instrument @##") sometimes gives wrong DT values for ripped instruments (assuming hoot vr always gives correct values based on the track mentioned below)
Checked dt levels with hoot vr instrument levels, used Continue (X68K) - Track 06's "bg voice" instrument from the intro for reference, where -3 dt on op1 (hootvr rip)=3 dt (mdx2opm->vopmxtfi or "mdx instrument @##"), 3 dt op2=0 dt

mdx2dmp and mdx2opm instruments also give different DT values, with mdx2opm seemingly being the correct ones as they align with Hoot voice ripper opm values (which are SOMETIMES the same as hoot vr .opm file->vopmxtfi conversion instrument values) - Tested "after the battle" from Asuka 120%.
vgm2tfi instruments also seem to give the wrong DT values based on the track: Asuka 120% - After the battle

Different DT2 values in DM (0.12.0):
Loading instruments in Arcade mode, it seems only .opm files reliably keep the DT2 values while vopmxtfi converted instruments do not.
Resaved mdx2dmp instruments will also not retain their DT2 values if loaded in Arcade mode. "
Last edited by Alianger on 2018-11-13, 22:22:53, edited 1 time in total.
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Post by ValleyBell »

The OPN series (YM2203/2608/2610/2612) doesn't have a DT2 value, which is the reason TFI files don't have them. And thus they can't be kept by vopmxtfi.

Also, there is a small difference between how DT values are stored in TFI files and anywhere else:
The FM chip has a range of 0..7 to DT values. It uses the values 0..3 for detune delta +0..+3 and 4..7 to delta -0..-3. Most formats store DT values in the way the FM chip expects them.
However, the TFI format internally remaps those to a range of 0..3..6 (equals detune delta -3 .. 0 .. +3). And some tools don't take that conversion into account.

I know that Shiru's vgm2opm incorrectly applies the TFI DT remapping, because it is based on vgm2tfi. Unfortunately there is a large archive of OPM files converted from Project2612 VGMs floating around, that IIRC suffers from that issue. (I did a bit of research about that when I added OPM support to 2612edit, which is used for make instrument files for midi2vgm YM2612 and mid2smps.)
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Post by Alianger »

Yeah I know that (ok that last sentence does make it sound like I didn't, I'll remove it). Well the DT2 part seems a problem with DM rather than the tools.

I didn't consider that the problem would be there with MD instruments too, I'll have to look at that. So only vgm2opm? Because I don't recall having problems with vgm2tfi, converting from gecko/savaged regime's tracks for example.

Edit:
It wasn't relevant to this thread but these bugs I noted further explain what I meant about DT2:
**ARCADE MODE INSTRUMENT LOADING BUG** (0.12.0):
mdx2dmp instruments will be glitched if loaded in Arcade mode. They need to be loaded in Genesis mode and resaved. They will also not retain their DT2 values.

**Arcade Mode DT2 Value Bug** (0.12.0):
If you change the DT2 value of an instrument, it will carry over to any other instrument loaded in the same slot
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Post by ctr »

Alianger wrote:That's good to hear! There's no rush, please take your time.
Edit: But if you do want to, any of the top 10 or so soundtracks from that list would be nice to have in .tfi format as I listed them roughly in order of how good I thought their sound design was.
8 of those are Namco games... Their instrument format is pretty simple, just the raw register values in the same order. You can use a hex editor to copy paste the values from the ROMs in to a random MDX file and it will work, though I can make a tool that creates OPM banks from the data (for some $$$, of course :mrgreen:)
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Post by Alianger »

Ha well, I was going to donate to the site anyway. I guess I can do it now. :)

Another example of DT values being different (deflemask file). First instrument loaded is vgm2tfi converted, second is opm saved as dmp in DM, third is opm ripped with hoot vr.
http://www.bwass.org/bucket/dragonsaberinstrument test_differentdtvalues.zip

Just copy the entire thing, made a mistake.
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Post by ctr »

Well, donations don't go to us. They go to vampi, only.
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Post by Alianger »

Huh, well that's a tricky situation. Just donated 20 euro.

Post by DeltaRazero »

ValleyBell wrote:Unfortunately there is a large archive of OPM files converted from Project2612 VGMs floating around, that IIRC suffers from that issue. (I did a bit of research about that when I added OPM support to 2612edit, which is used for make instrument files for midi2vgm YM2612 and mid2smps.)
I actually have planned to eventually rerip every megadrive vgm with the tool I have. One key feature, which probably will benefit ripping all this stuff, is that you can rip a whole game soundtrack and can choose to not have any direct or relative duplicates. Reduces the amount of files and such, which is my main problem with the current collection really

I've also made sure the currently supported patch/file types map to their respective parameter values such as DT, so that should hopefully be a problem of the past.
Last edited by DeltaRazero on 2018-11-13, 23:07:16, edited 2 times in total.
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Post by ValleyBell »

Alianger wrote:Huh, well that's a tricky situation. Just donated 20 euro.
On the positive side it encourages him to keep the server online. :P
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Namco arcade OPM banks

Post by ctr »

I really can't be bothered to find the instrument tables for all the games, but I ripped the top 8 on your list. Attached the .OPM banks as well as the program used to create them.

I was joking about doing it for cash anyway..
Attachments
Namco Opm Banks.7z
(51.68 KiB) Downloaded 383 times
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Post by Alianger »

Nice, thanks a lot!

Yeah I figured as much.
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