.mus Files In The Ultimate Red Ball Challenge (Wii)

Codecs, formats, encoding/decoding of game audio, video and music
Fogrady1
Posts: 5
Joined: Tue Aug 16, 2022 7:30 pm

.mus Files In The Ultimate Red Ball Challenge (Wii)

Post by Fogrady1 »

Hello everyone!

So recently, I have been interested in obtaining the music from a wii game called 'The Ultimate Red Ball Challenge', but the file extension for the sound files (.mus) has got me a little stumped. I have tried many ways to try and play these files including using foobar with the vgmstream plugin and putting them into audacity as raw data but to no avail. I was wondering if there was anyone who knows a little bit more about this sort of thing than me who would be able to help. (Attached is a link to a file if anyone is willing to give it a go)

https://www.filefactory.com/file/3gjbf2 ... 16EF9B.mus

Thank you very much :)
BloodRaynare
Posts: 367
Joined: Fri Mar 10, 2017 7:23 am

Re: .mus Files In The Ultimate Red Ball Challenge (Wii)

Post by BloodRaynare »

Is there a small files that accompanying the mus files? Because, the mus files is basically a headerless Nintendo DSP ADPCM, and that small files must be containing the decoding coefficients (and maybe, the sample rate and the other stuff) so the mus files can be played correctly without the white noises (by creating a TXTH file).
Fogrady1
Posts: 5
Joined: Tue Aug 16, 2022 7:30 pm

Re: .mus Files In The Ultimate Red Ball Challenge (Wii)

Post by Fogrady1 »

Hi there!

Thank you for your speedy response, I’ll have a look when I’m next by my computer tomorrow :)
BloodRaynare
Posts: 367
Joined: Fri Mar 10, 2017 7:23 am

Re: .mus Files In The Ultimate Red Ball Challenge (Wii)

Post by BloodRaynare »

Fogrady1 wrote:Hi there!

Thank you for your speedy response, I’ll have a look when I’m next by my computer tomorrow :)


BloodRaynare wrote:Is there a small files that accompanying the mus files? Because, the mus files is basically a headerless Nintendo DSP ADPCM, and that small files must be containing the decoding coefficients (and maybe, the sample rate and the other stuff) so the mus files can be played correctly without the white noises (by creating a TXTH file).


You know what, nevermind what I said, turns out the coef values is in your samples already (I didn't pay attention to it at first). Now, the problem was the interleave values (you know, the values that separate the left and right channels audio data). The header didn't make it clear what the interleave value was, so the audio sounded weird and incorrect (but at least with the coef value exists, the audio didn't sound like a white noise anymore).

EDIT: Okay, found the interleave values, and also done with the TXTH files. Download the "mus_txth.zip" file in the attachment below, then extract all the txth files inside on the same directory as the .mus files were, then just play the mus files with vgmstream (Also you might want to check "Enable unknown exts" and "Enable common exts" first in the foobar's vgmstream preferences).
Fogrady1
Posts: 5
Joined: Tue Aug 16, 2022 7:30 pm

Re: .mus Files In The Ultimate Red Ball Challenge (Wii)

Post by Fogrady1 »

Hello again,

Thank you so much for this! I've been trying for so long :lol:
JackTheRipper
Posts: 51
Joined: Mon Jan 10, 2022 12:12 am

Re: .mus Files In The Ultimate Red Ball Challenge (Wii)

Post by JackTheRipper »

Similarly, it also happens with Minute to Win It, another game running on the same engine (Vicious Engine)