Project2612 ripping tutorial
This tutorial will show you how to create a VGM package like the ones available at Project2612. We have devised our own formatting and quality standards in order to assure the finest collection of Mega Drive/Genesis music on the Internet, and in order to get your set included in our website you will have to follow our guidelines.
If there's anything you feel it was left unexplained, or if you feel you need more help on any aspect of the ripping process, please contact us at the VGMRips chatroom. It is also strongly advised that you drop by the channel and tell us what game you're working on, so we can avoid other people working on the same project as you simultaneously. The project2612.org front page will list which sets are currently in progress.
- 1 Getting Started
- 2 Logging
- 3 Trimming
- 4 Tagging & Naming
- 5 Optimising
- 6 Packing & Uploading
- 7 Further Notes
- 8 Exernal Links
You will need to download the programs you will use. They are:
- First of all, you need a Mega Drive\Genesis emulator that supports VGM logging. So far, only Kega Fusion for PC can log VGM files correctly (Gens has timing issues, so it should not be used). Sadly, there isn't any accurate emus for *nix/Mac that can do this yet. Download Kega Fusion.
- You will need Winamp full version, which includes the disk writer plugin, in order to create the wave files from the VGMs. Download Winamp Full.
- You will also need the Winamp plugin to play VGMs. Download the VGM Plugin.
- You will need the latest VGM Tool in order to trim and tag files. Download VGM Tool.
- You will need a sound editor in order to find trim and loop points. Two popular ones are GoldWave (shareware) and Audacity (freeware). This tutorial will use GoldWave on its examples, but things should work about the same with any other program.
- In order to properly optimise files, you will need to have OptVGM. This is the last thing you'll ever do with the VGM files, so you might want to think about it later.
Once you know you have these ready, proceed to the next step, the logging.
Once you have everything at hand, it's time to log a few VGMs. To do this, open Kega Fusion and load the ROM image of the game you'd like to rip.
Proceed to the place where the song you're going to rip is going to play (sound test, game level, etc) and then start logging. You can do this through the sound menu by clicking on "VGM log", or by using the shortcut key CTRL+V. Kega will ask for a filename to log to. Type in a good and obvious name and proceed with the logging. Important hint: if you're ripping during gameplay, use names that will give you all the information you'll need later on tagging, like level name, number, part, boss names, etc. That way you won't have to play the game again. (Of course, if you really like the game that won't be much of an issue ;P)
A message will appear in the lower right corner confirming the log has started. Once you're logging, make the song play, either by entering an area, starting the level, pressing pause, playing it through the sound test, etc. Once you've recorded enough (a bit over two loops is the best), hit CTRL+V again to stop logging. A message will confirm this as well.
Do this with all the songs in the game you can find, and don't forget to include game over and death tunes as well. Once you think you have all the songs logged, proceeed to the next part, the trimming.
Important notes, tips and tricks
- Make sure your log gets the start of the song until a couple of loops, plus a bit more. This way you'll have plenty of data to work with on trimming. Some games restart the song after pausing, and this is a good way to get the log started before the song runs.
- You might want to speed up the logging process by enabling the fast-foward mode in Kega. Just hit the BACKSPACE to turn it on\off. It's safe and quick. You can also activate the FPS display (CTRL+F) and see how many FPS you can get on Fast Foward mode. 600 FPS = 10 times faster on American\Japanese country mode, 12 times faster on European country mode.
- Make sure you're logging on the right emulation speed. European games run at 50 Hz, while Japanese and American ones run at 60 Hz. These should be ripped at the correct clock rate or you'll get songs playing too fast or too slow. You can change this option from the "country" menu.
- The overdrive and super high quality options are irrelevant, but overdrive might be useful if the song is too quiet.
- Sound effects are also logged, so make sure none play while you're logging the VGM.
- If the game has a sound test, use it. In-game rips are always discouraged. Some games have cheat codes that enable secret sound tests, so a little research is always a good idea.
- In addition, certain games give you the option to disable sound effects entirely, and this is very useful too.
- Some games, when paused, play the music normally. You can take advantage of this by pausing before any sound effect gets a chance to play. Be careful, some games actually play the song when paused, but they do so with a volume reduction. You don't want that.
- Sometimes you can get the song to play in a different part of the game, where sound effects don't happen.
- If everything fails, you can try to hack the game using Kega. See the appendix on basic hacking to learn how.
- If you couldn't get a hack yourself, just meet us on IRC and we'll see what we can do about it.
This is the most important and the hardest part of the whole process. You should already be familiar with your sound editor in order to do this step properly and quickly, so if you still have no experience with it, it suggested you toy with it for a while.
Writing the WAV file
In order to know where to trim, you will need to output a WAV file. You do this by using Winamp, the VGM input plugin and the Disk Writer output plugin. You should probably have them all by now anyway.
Here's what you do:
- Run Winamp
- Press CTRL+P to open the prefence screen, and then go to the "output" section
- Select the "Nullsoft Disk Writer plug-in" from the output list (if you don't have it, download the full version of Winamp, which has it bundled)
- Click on the configure button below the list and set the output directory. Also, make sure you select the proper output format: PCM, 16 Bit, Stereo, 44.100 kHz. Just make sure the option "kill null samples" is disabled, because the file won't give you correct times if any samples are removed.
- Now go to the input section and configure the VGM input plugin. Set the option "pause after non-looped tracks" to zero.
- If shuffle, repeat, the equalizer or any DSP plugin is activated, turn them off. They won't do you any good here.
- Now just drop the file(s) into Winamp and play them. You won't hear a thing because the audio is being written to your hard drive. This process will be very resource-intensive and will probably slow down your computer for a while (depending of the size of the VGMs), and the resulting WAV file(s) will be very large, but you will soon get rid of them.
- Once Winamp is done writing the files, press CTRL+P again and turn the output plugin back to what was it before you changed it to the disk writer. This way you can listen to files again.
Good! So now you have the WAV file. Now, open it with your sound editor and take a listen. This is what the VGM currently sounds like. You'll have now to look for the exact time where the song starts, finishes and where it jumps to when it loops. These are the three numbers you'll be looking for here: start, loop and finish, and there are three possible cases of these values showing up.
Type 1 - no loop
These are songs that play just once and then stop in a silence, that is, there is no loop point. Theme, game over and intro songs are usually of this type. Here's an example from Aladdin, "Ne Naw Tune":
As you can see, the song is complete on its own. There's a leading silence at the beginning of the VGM (black area), and we'll cut this off by placing the start marker (yellow line) closer to where the sound actually begins. On the other hand, the music finishes without extra silence (see note below), and hence the finish marker (red line) is at the very end. Naturally, sometimes you'll have to cut extra silence or sound after the song finishes as well.
Note: to generate silence, the games send wait comands to the sound chip when all the registers are null. Some songs don't send anything at all once they finished playing, so the VGM won't have anything else logged after the song is finished either. The ending of the file will then be the exact end of the song as well.
Type 2 - entire song loops (loop = start)
The second type of music you'll find is when the entire song loops. That means it doesn't have any intro, and then the song just starts over once it finishes playing. Here's an example, also from Aladdin, "Storyline":
As you can see (and listen), the song drops to a silence and begins all over again. The start marker (yellow) is just at the start of the song (removing a leading silence at the beginning), and the ending marker (red) is at the exact place where the song starts again. Trimming like this will remove the redundant data after the red marker and the unwanted silence at the beginning.
Type 3 - songs with intro and loops (loop ≠ start)
The third type happens when the song has an intro part which plays only once. In this case, the loop point is different than the start point. Here's an example from Ghouls 'n Ghosts, the first boss (Shielder) battle song:
This time we have three different edit points. The start marker (yellow) cuts a tiny bit of leading silence at the beginning. What follows is a small intro (colored in light yellow), which then introduces the part of the song that repeats (in lime green). This is the loop point, marked here with a cyan line. The finish marker (red) is positioned at the exact point the song loops later on, trimming the repeated part that comes afterwards (the second loop logged).
Finding the correct edit points
Now you know what you're looking for, you'll have to find the precise times for these makers. This time value should be in samples, not seconds. VGM stores data at a resolution of 44100 samples per second (hence, 44.1Hz), and this is why it was important to write the WAV file at this sample rate: you'll get the numbers you need right away. The default time values you'll get with a sound editor are in seconds, minutes and so on, and these numbers are hard to work with. So, to change to sample mode:
- In GoldWave: There is a status bar at the bottom of the screen giving you a number in the format "__ to __ (__ unit)". Right click on it and select the option that says "__ to __ (__ smp)" (it should be the second to last option)
- In Audacity: Open the menu View > Set Selection Format and choose "samples (snap to samples)"
Now the program is giving you what you need, the position of the selection markers in samples. Now go ahead, play the WAV file on your sound editor and find where the song starts. Select the part of the sound around this spot and zoom to fit the view (GoldWave: SHIFT+S, Audacity: CTRL+E). Zooming in lets you get more precise values. Keep zooming until you get a nice, close look at the sound wave.
This is the start of the Ghouls 'n Ghosts song in a close zoom. You can have a good look at the sound wave at this scale, but it's not abusively close either. As you probably noticed, the start marker (yellow) is set a few samples away from the first noticeable changes in the wave. This is important because we don't want to trim out the starting commands at the beginning of the music, so we always give a bit of a space. Here's a hint: any space or gap below 500 samples is not noticed by the human ear at all. The above space is only 50 samples, which is less than 2 miliseconds in length!
Also worth noticing, some sounds actually start long before you can actually see them at this amplitude scale. You can extrapolate the sound wave on the amplitude axis with the sound editor and see where the sound actually starts. The command for this is CTRL+UP and CTRL+DOWN on GoldWave and Right Click and Left Click on the amplitude scale on Audacity.
This is the last sound wave with expanded amplitude. The tiny bump you noticed before is now a big obvious hump pointing down. Doing this is a good way to find silence gaps in songs, which make good and safer edit points. You can also make your sound editor "snap" to these zero-crossings. Just hit Z under Audacity or go to Edit > Marker, under GoldWave, and select "snap to zero crossing".
Anyway, once you placed the selection marker at the appropriated position, check the status bar on you sound editor. In GoldWave, the status bar will give you numbers like "selection-start to selection-end (selection-size smp)". Audacity will give you "start - end (size samples)". Get the number that is where you want (depending on how you selected) and write it down as the start position. Discard the commas. Do the same thing with the end and loop points, listen carefully to the sound at these points and see if they're correct. If they are, it's time to do the actual trimming.
Trimming with VGM Tool
[NOTE: Please use vgm_trim to trim VGMs instead of VGM Tool, as it is more precise]
Open VGM Tool and drop the VGM file you want to trim over it (just drag it from within the folder and drop it over the program). VGM Tool will then load the file.
Select the "Trim/optmise" tab and feed the numbers you've found on the appropriate editboxes. If the song has a loop, check the "Include looping" option, and if not, leave it unchecked (the loop point value will be ignored then). You might want to keep a log of the edit points too, just in case something goes wrong. In case you're wondering, the optimise option and the "round times" over there are useless for Mega Drive\Genesis songs. Ignore them.
Once you have your values in place, hit the trim button and let VGM Tool do his thing. This can be a heavy process and might take a while, maybe even hang your computer for a few seconds, so don't panic. Once the file is trimmed, VGM Tool will ask you if you want to open the file in Winamp. Say yes and check if everything is sounding good. Take special attention at the start, loop and ending points.
Here's an excellent hint to help you on checking your trim and loops: configure the VGM input plugin to loop 1 time and fade for 60000 milliseconds (that is, 60 seconds). Since the fade is not added to the song length, you can find it easier by just moving the trackbar to just before the end and let the song finish. Whenever the song reaches the end in Winamp, it will loop with a fade of one minute, so you'll have plenty of time to check if everything sounds right, and the trackbar position jumping to the start will let you know the exact moment where the song looped.
If after all this everything sounds good, then congratulations!
If not, something went wrong and you'll have to change your edit points to try agan. Sometimes songs sound a bit off or weird, or a note gets cut or hangs. Moving the edit points around a few samples will usually avoid this. Keep trying, there's always a valid place! If you're having trouble finding an edit point at the exact place the song loops, you may try it in a different place, in a position later in the song where the sound wave drops to a quick silence, or perhaps just before a drum hit, etc. Anything easier to deal with is fine.
Keep in mind that, as long as it sounds right and it doesn't have excessive information, the trimming is good.
Once you think you've got the trimming correctly, you'll proceed onto tagging. You'll probably want all songs trimmed and good before you start this, though.
Tagging & Naming
With files trimmed correctly, it's time to tag them. Tagging files means filling up the VGM metadata information (called GD3), such as game name, original composer, release date, track title etc. It is also vital to get this as right and accurate as possible.
A common way to start tagging the songs is simply playing the game. Chances are you don't know who composed the soundtrack, so beating the game will not only make you aware of which song plays where, but will ultimately give you the game credits. So go ahead, load the game and have fun!
On the other hand, if you logged the songs during gameplay and followed the excellent hint I gave earlier, you're pretty much ready by now.
Unfortunetly, Kega 3.4 has the terrible habit to fill some of the GD3 info when logging VGMs. It's a pain, I know... It doesn't even fill the system name as it should (it writes "Sega Genesis" or "Sega Mega Drive" according to emulation settings, instead of the standard "Sega Mega Drive / Genesis"), and it adds an utterly useless emulator signature on the notes field, which you'll be sure to get rid of.
VGM Tool is what you'll use to tag your files, and when you drop a file without GD3 tags on it, it will keep whatever information the last file you dropped had in there. This is very handy because most tags in a soundtrack are constant (game name, composer, release date, system, author, etc). But since Kega wrote some GD3 in all those files, you won't be able to make any use of this until you've removed all GD3 tags from your files.
So, open VGM Tool and go to the GD3 tab.
Now methodically open each of the trimmed files you're going to tag and hit the Remove GD3 button on each of them. Remember: it's the "Remove GD3" button, not the "Clear GD3" - we want no GD3 at all. Since removing tags is a repetitive and mechanical process, you might get a hype and load files before VGM Tool is done with the last one. Watch out! Make sure to just load new files once VGM Tool is ready, or you'll corrupt both files. You'll know when it's ok to continue when the status bar says "File loaded".
Once you got rid of all those stinkin' tags, it's time to fill in the good ones.
Step 2 - really tagging
Now load the first file and fill in all the basic information. Always try to fill in as much information as possible, so if you know the game had a Japanese release, don't be lazy and try Googling up to find the Japanese name!
To tag with Japanese characters, copy and paste the Japanese text to the "Paste Unicode as HTML NCRs" editbox and hit this button. It will convert the Unicode data to numeric character reference codes (&#x____;), which you can use on the edit fields without big problems.
Anyway, here's the standard formatting for each field:
This should be the complete game title with correct spelling, capitalization and everything else. Be sure you get this correctly. Examples:
"Ghouls 'n Ghosts", not "Ghouls & Ghosts" or "Ghouls 'n' Ghosts" "Sonic the Hedgehog Spinball", not only "Sonic Spinball" "Quack Shot", not "Quackshot" "Aero the Acro-Bat", not "Aero the Acrobat" or "Aero The Acro-Bat" "Ren & Stimpy: Stimpy's Invention"
So, don't be shy and be bold. Always use the correct characters and make justice to title and capitalization rules from the English language.
About Japanese titles, you can try looking at the Game Music Composer List and even Wikipedia. Google is also an obvious option, as mentioned before.
This should be found at the game credits. You might discover that more than one person is mentioned - usually composer and sequencer - and if so you should include them too. Also, there are certain games with official soundtrack releases, and you might even get a per-track credit on these. If that's the case, make sure to credit properly in each individual track. But to make it simple: just be sure to give credit where its due. Some games don't have credits at all, but a little bit of research can reveal who composed the score. There are no credits on either Populous or Ghouls 'n Ghosts, but the information on those titles was easily available on the Internet. So again, don't be lazy, look it up.
Once again, Game Music Composer List is a good source of Japanese authors. Note that some Japanese folks have romanized nicknames, sometimes with some special characters like μ or ². Be sure to include these properly as well.
This should be "Sega Mega Drive / Genesis". Don't type that out, just select it from the drop down menu and VGM Tool will do you the favour of tagging the Japanese name for it as well. You're done with this one.
This is the year the game came out. Usually this information can be retrieved from the game itself, just look around for copyright tags. Precise release dates are welcome and preferred. In any case, only year is good enough if that's all you got.
There's a little discrepancy here in date format, with the US Team (Dimitri and Dark_Pulse) using the US standard MM/DD/YYYY format, and with non-US people using DD/MM/YYYY or even YYYY-MM-DD. A Method to standardize these sets will be underway as soon as VGMTool can recognize the VGM 1.50 Format.
Always use the track title if supplied in the game or official soundtrack. If not, use the level name if supplied. If the game doesn't give you that either, you might get lucky looking for information from the official game manual. But if you really don't find anything at all, just don't make anything up! "Level 1" is good enough as a last resort. It is not recommended to use long titles either, so keep it simple. Adding both level number and level name on the track title might be a good idea if the title isn't in the game (ie. Ghouls 'n Ghosts), but it just looks silly if it does (ie. the Sonic games).
To make it easier to remember, here's the preference order described above:
official track titles > official level names > generic "Level #" name
Japanese track names are even harder to find, but it is possible, especially in the case of an official soundtrack release.
Write any notes about the particular track here. This space is not for your personal review of the track or anything of the sort, leave that to the readme file later. The notes field is for information like "A remixed version of the original theme" or "An adaptation of Beethoven's Moonlight Sonata". You'll probably leave this blank.
This is where you give yourself credit for the file. Keep it simple and clear, please. Don't abuse size or act "1337". We'd hate to see stuff like that. Your name and/or nickname is enough (ie. Dark Pulse, DJSW, DukeNukem). Once you've written all down, click on Update GD3. VGM Tool will write the info down the file and let you know when it's done. After this, just drop the next file and, like mentioned before, all fields will be maintained because the file has no GD3 tag. Change only the fields necessary and update the file. Proceed with this until everything's tagged.
Easy, huh? But you're not entirely done yet!
Writing the readme file
All our packages include a .txt file with some basic information on the soundtrack. Here is the template:
*********************************************** * Megadrive VGM music package * * http://project2612.org/ * *********************************************** Game name: Complete game name System: Sega Mega Drive/Genesis (As appropriate) Complete music dump: Yes Original author: Composer name Publisher: Game publisher Package created by: Your name and\or nickname Package version: Package version Files, in approximate game order: Name Length: Total Loop Track information from VGM Tool Notes: Add personal notes and remarks here. <-------------- 48 characters ----------------> If possible, try to keep text wrapped at this 48 characters width. This way everything looks pretty and aligned :) Updates: In case of any, add the change log here, with recent versions at the bottom. Example: 1.01 - Fixed track "Track Name" 1.10 - Added Japanese game title to GD3 (if it's the first release, don't include this section at all)
Here's how you should edit this file:
- Game name: complete English title. This should be the same as the one used in the VGMs.
- System: Should be "Sega Mega Drive" or "Sega Genesis". This is mostly interchangable, again with the US team favoring Sega Genesis and the Non-US teams favoring Sega Mega Drive. If the game was ONLY released in a certain region, however, be sure to use the proper name!
- Complete music dump: Yes here if you've verified through a sound test or music hack that every track in the game is present. Some games have unused tracks that aren't normally accessable! Don't worry too much about it, though... Packages can always be updated later.
- Original Author: Original composer(s) name(s) as in the equivalent English tag.
- Publisher: Game publisher. This information usually can be found from the game itself from the several logo screens usually included.
- Package created by: the name(s) of everyone who worked on the gathering of songs for this package. Usually just you
- Package version: 1.00 for first release of a complete music dump. < 1.00 for incomplete releases. > 1.00 for updates and fixes
- Notes: write any personal remarks or notes on the soundtrack and\or individual tracks here.
- Updates: In case you update the package, add the change log here. Example:
Updates: 1.01 - Fixed hanging note in "Track name" 1.10 - Added Japanese game name to GD3
And at last, there's the track list. All tracks should be included in this list, and they must be ordered properly, that is, aproximately the game order. To retrieve this information, load files under VGM Tool and click on the "copy" button on the "Header" tab. VGM Tool will then copy the standard text to the clipboard. Just paste this text on the text file. For Ghouls 'n Ghosts, it would look something like this:
Files, in approximate game order: Name Length: Total Loop Main Theme 0:12 - Menu 0:01 - Options 1:46 - Level Start 0:03 - Level 1, The Hill of Torture 1:35 1:20 Level 1 Boss (Shielder) 0:32 0:27 Level 2, The Village of Decay and D 0:57 0:56 Level 2 Boss (Cerberus) 0:47 0:20 Level 3, Baron Rankle's Tower 1:16 1:16 Level 3 Boss (Gassuto) 0:44 0:44 ...
Note that VGM Tool will crop long titles, like in Level 2's case. This should be fixed manually by expanding the line and completing the title, like this:
Files, in approximate game order: Name Length: Total Loop Main Theme 0:12 - Menu 0:01 - Options 1:46 - Level Start 0:03 - Level 1, The Hill of Torture 1:35 1:20 Level 1 Boss (Shielder) 0:32 0:27 Level 2, The Village of Decay 0:57 0:56 and Destruction Level 2 Boss (Cerberus) 0:47 0:20 Level 3, Baron Rankle's Tower 1:16 1:16 Level 3 Boss (Gassuto) 0:44 0:44 ...
Notice that TAB characters are NOT used. Padding is done with spaces only.
Once the text file is done you won't be needing VGM Tool again.
Files are pretty much ready now, so it's about time you give them proper names. Our naming convention is:
Short Game Name - Track Title.vgz
By "short game name", we mean the complete game name is discouraged. For example:
Sonic the Hedgehog 3 & Knuckles -> Sonic 3 & Knuckles Sonic the Hedgehog Spinball -> Sonic Spinball Ren and Stimpy: Stimpy's Invention -> Stimpy's Invention Lethal Enforcers II: Gun Fighters -> Lethal Enforcers II Ristar - The Shooting Star -> Ristar Tiny Toon Adventures: Acme All Stars -> Acme All Stars
It's pretty much intuitive. Just keep it simple and straightforward and you'll be fine.
Once the VGM files are properly renamed, load them in Winamp's playlist and sort them in the same order as you did in the text file. Save the playlist (on Winamp's playlist window, click on List Opts > Save List) as a .m3u file named as the short game name you just used (ie, "Sonic Spinball.m3u"). Rename the text file accordingly (ie, "Sonic Spinball.txt").
And at last, you just have to clean up tag cache on the Winamp playlist file. Open the .m3u file under Notepad and remove all lines starting with #. This way the playlist will contain only the file names and nothing else.
And you're done! All you have to do now is optimise the files, zip them up and send it to us.
This should be the absolutely last thing you will do with the VGM files. Do not attempt to optimise files before they're fully trimmed and tagged correctly. You won't be able to revert the process and the current tools were not meant for the updated format. If you attempt to edit files after the optimisation, there's a chance of corrupting them. You've been warned.
Time for the optimisation, but first, a little background on this.
A few months ago we decided to start Project2612 because we love Mega Drive/Genesis soundtracks, and because there wasn't a good place to find quality soundtracks anywhere. (And let's face it, GYMs suck!) There were plenty of GYM files out there, but they were big, innacurate, didn't support loop or tags and just sounded terrible. There was no quality control or standard either. The only decent format for storing YM2612 data was VGM, but its good accuracy and no optimisation made files extremely large.
Regardless of that, Project2612 was started, and soon had a big collection of soundtracks, some over 20 MB in size. (Pulseman, formerly the biggest set, was 29.6 MB!) Size had always been an issue and was holding the VGM popularity down, but it was all we had. But then some nice folks, namely blargg, came around with an idea to solve this, proposing a few changes on the format that would optimise file sizes tremendously.
A couple of weeks of actual work resulted on the updated VGM format, 1.50, which now supports PCM sample banks. This new optimised version of the format was able to reduce file sizes tremendously, sometimes with over 75% of size reduction. This certainly removed the only barrier against VGM ruling as THE Mega Drive/Genesis music format, and all this is thanks to the following optimisation process you're going to use. :)
OptVGM - A Gift from the Gods
So, time to download and use this nifty little tool. Click here to download OptVGM. The program is small, very basic and runs on command line, but it does the job and does it well! To make your job easier, we included a handy batch (.BAT) file along with the program that will do all the hard job for you. Here's what you gotta do:
- Copy both optvgm.exe and optimise.bat to the same directory as the VGMs.
- Run optimise.bat
OptVGM will run through all files optimising each, and saving them inside the "optimised" folder that will show up. Once it's done, hit any key to close the command prompt, and then test the new files. Remember you will need an updated version of the VGM input plugin, v0.33 or better. Things should be OK, but in case of any errors, please report to us immediately.
With the VGM files optimised, you can delete the copies of optvgm.exe and optimise.bat, and all you have to do now is pack them up.
Packing & Uploading
With your VGM files trimmed, tagged, named and optimised, all you need now is pack files together as a soundtrack pack. Just compress all files together on a .zip file named as the short version of the game name. To make things easier for us, change spaces to underscores and remove any special characters from the filename (such as ').
To get your pack added to the site, you can make a thread for your pack on the Set Central board. It is recommended to upload the .zip to a site like Dropbox and include a link in your thread. Additionally, you can also ask Monkeymook to be invited to the Project2612 folder (if you give her your email address), where you can directly upload the pack.
- We do not guarantee your pack will be accepted and included on the website at all, and there's a chance we request you to completely redo the pack. This will depend solely on the quality of your work.
- You don't have to always rip, trim and tag everything yourself. You might find someone in the chatroom that's willing to do part of the process for you.
- And again, if you have any questions or if you need any help, just join our IRC.