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Zone of the Enders - .sdx files by AnonRunzes at 6:45 AM EDT on October 14, 2016
Seems like apparently these files might be harder to figure out than the Gamecube .bms format...

sdx.7z

They seem to be headerless .bd/.hd/.kdt or .sq files, but I don't know how to distinguish between them...
by Missingno_force at 5:48 PM EDT on October 14, 2016
Ive already had a go at these files some time ago.
From what ive seen, theyre made up of 4 sections, two of which contain sound and two which i assume to contain instrument/sample info and the sequence.
I have my notes somewhere, ill try to dig them up when i get the chance.
by AnonRunzes at 8:18 PM EDT on October 14, 2016
@Missingno_force - I'll look forward to your research then.

edited 2:50 AM EDT October 15, 2016
by Missingno_force at 3:18 PM EST on November 11, 2016
So, turns out i didnt get as far in as i thought i did, but what i have found out so far is this:
The file begins with a 32byte header (8 uint32_t) which go like this:
offsetMusicSampleTable?
unknown
offsetEffectSampleTable?
unknown
offsetSequence/Instruments1
unknown
offsetSequence/Instruments2
unknown
(offsets are given as number of DVD sectors, so multiply by 0x800)
The tables i havent figured out. They are immediately followed by VAG/playstation ADPCM data. Music samples have a sampling rate of 44100Hz, effect samples are 32000Hz, both are mono.
The first instrument/sequence block seems to have three sections, starting at 0, 0x800 and 0x1800.
The second instrument/sequence block is made up like this:
64byte header (first uint32_t is the size in DVD sectors(?)(i found some notes that referred to this as the number of tables, with the following uint32_t being each tables offset, im not 100% sure about this since i havent touched the files in maybe a year or so!), the second is the offset of a table, the rest is not used).
The table contains offsets to (i think) sequences of some kind (relative to the beginning of the file in bytes). A sequence seems to be made up of uint32_t with 0xFFFE0000 (or 0x0000FEFF in the file) as terminator.
Thats about it. If someone can help me continue working on this id be really glad (cause the music is what made me start reversing the games file formats in the first place)

edited 3:25 PM EST November 11, 2016
by punk7890-2 at 6:53 PM EST on November 11, 2016
Ah neat! Someone was doing some digging on this sequence format! I'd really like ZOE2 in psf someday. Sadly I cannot help. Perhaps give Nisto a shout? He worked on another Konami sequence format.
by AnonRunzes at 7:13 PM EST on November 11, 2016
@punk7890-2 - Well, Nisto might be interested in the .sdx formats so...
by Missingno_force at 3:05 PM EST on November 12, 2016
@punk7890-2: It looks like ZOE2 runs on something between MGS2 and MGS3 code wise, both of which use completely streamed audio, so youre out of luck for psfs, but someone may write a tool for getting the streams out of the datafiles (from what i remember, mgs3 is rippable but mgs2 is not...)
by punk7890-2 at 5:20 PM EST on November 12, 2016
Are you sure? I am almost fully certain I remember hearing instrument samples when I was searching for music. It was in some .DAT archive if I recall.
by punk7890-2 at 6:57 AM EST on February 6, 2017
Any progress on this and / or ZOE2 music extraction? I've been fiddling around in RAM on ZOE2 and sadly I can't even found myself a music modifier. I can however mess up the audio which makes me think it is sequenced because a bunch of weird instruments start playing.

I'd love ZOE2 game music someday. This site has done it (somehow) http://www.zoneoftheenders.org/music/zoe2/
by AnonRunzes at 10:16 AM EST on February 6, 2017
@punk7890-2 - "This site has done it (somehow)"
These are in-game fan recordings, though.

edited 10:37 AM EST February 6, 2017

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