As for a rip of the new music, with an audio program and some tweaking of FFXIV’s config it’s not too hard to rip the music yourself.
I’m not quite sure of that. I know he arranged some of the music, but keep in mind, in the SQENX music blog sample, I heard "Primal Judgement" and the FFXIV "Western" Chocobo Theme, both were definitely composed by Nobuo Uematsu (FF Distant Worlds Returning Home credits the arrangements as composed by Nobuo Uematsu.)
It makes me wonder if Masayoshi-san is arranging new tracks by Uematsu-san. 🙂
Not bad. Not bad. Not Nobou, but not bad.
I guess the word ‘rip’ wasn’t exactly an accurate term to describe how I’ve managed to gain some of the new FFXIV music tracks from the game, as FFXIV uses a special in-house developed sound format (and so far, uncracked as far as I know). This is different from FFXI which used a version of WAV with a different file extension.
Instead, I employed what is commonly known as ‘format shifting’, where a music track is virtually recorded straight from the game and then edited and converted. For FFXIV, this involved setting the game to Windowed Mode in it’s config, then muting all background sounds in the game.
All that was needed then was tabbing back to the desktop and booting up a wave editor – I use Goldwave myself but there plenty of other programs that do the same job (Audacity is a popular one I’ve heard good things about). Then, all that is needed is to play to the part where the music is to be ripped, and hit record in the music editor, making sure beforehand the wave editor is set to acquire sound data through the sound card itself.
Once the track is recorded, all that needs doing is editing out undesired samples of other tracks that may have been recorded at the start, and maybe fading out the end, and then saving it as whatever format you wish (I know a lot of people use lossless compression like FLAC, but I prefer mp3 myself as I can’t tell the difference between them personally and don’t have an enormous amount of hard drive space to store thousands of FLAC files.). So far, I’ve ripped the ‘western’ Chocobo theme and the special ‘Foundation Day’ town theme that is currently replacing the Gridanian theme. I haven’t gotten around to ripping the rest (more out of laziness personally).
Incidentally, this method is technically legal under Australian copyright law – as long as you do not copy the ripped file and distribute it/make it available for download. It’s the same law that allows people to record TV programs for personal use. So yeah, I won’t be putting these up for download I’m sorry.
However, contrary to what Enkidoh says, somebody must have cracked them. After all, where did we get the alpha/beta music rip from? And I recently saw a guy posting FFXIV music from patches 1.19 and 1.20 on Youtube, including the Moogle boss battle theme.
All that remains is to find out how they did this…
"The newly added music are .ogg files like the original music that came with the game, but they have encrypted header files in them to make it not possible to play them in regular programs that can open .ogg files.
Request: New FFXIV Music Tracks – Neko-Sentai (http://forum.neko-sentai.com/showthread.php?t=12120)
This poster here figured out that the newer tracks swap around hex values so regular .ogg players can’t read the file but the game still understands what all the information is. If I knew how to program I could try to swap the values that way, but I can’t program, so I took a look at the decoded 06 file he/she uploaded and compared it to the 06.DAT I have with a hex editor. There were a few lines that were different so I copied the values from the decoded file (because I thought that might have been the header itself and from what I can tell most of it is) and then pasted that into other .DAT files to see if they would play. For a lot of them they do play and play perfectly at that, but some of them play with ridiculous amounts of static so that’s no good. If I knew more about hex editing and programming I could create a program to automatically make the .DATs playable but for right now I’m using this silly method that only works around 50% of the time. For the ones that result in static I’m looking into simply swapping the .DATs in game and recording from there, it’s not ideal and I don’t like doing it but for now I can’t think of another solution. If you want me to explain in greater detail the method I’m using to get some (but not all) of the files playable let me know."
Anyone here with programming/hex editing background who knows how to create a program to automatically make the .DAT files playable? Here’s your chance to earn lots and lots of gratitude from us!