Need Help With Ripping Headerless Files From PS2 Game by Numbers at 12:47 AM EST on January 22, 2018
So, this has been bugging me for so long, and i've tried a lot of different ways on going on about it. I have the Japanese version of Dead or Alive 2 Hardcore for the PS2, and i've been trying to rip the audio off the disc.At first, i've tried all of the oudated PS2 audio tools, MFAudio,Cube Media, Psound and such, with none doing anything. I then tried to use isoBuster to see if the files were hidden, and got around 6 audio files, with 5 being mp3s, and one WAV. The mp3 ones had all the audio, and a bunch of static jumbled up, but playing it on Cube Media Player with the interlave set at 512 works. My problem relies on the one WAV file, because it always plays on mono, it sounds garbled up and crackly, and even when I got it to play with the right settings, it still sounds like a garbled mess. At most, i've managed to get the sound to sound just okay, by getting the ROM_00.BIN file into MFAudio, put in a random offset number, and set the interlave to 200, but every time I try to save the audio, MFAudio crashes, and the left over file never plays. Basically, I'm stumped here.
Hello If PCM sound as too-much water waves at the beach, then it is probably ADPCM B.E. (big endian). For all we know, that .WAV file could be mono, and more important than channels is type of PCM. IF it's cranky, then interleave probably wrong, in MFaudio try "mono" in channels first, to get an idea of the length (duration) for the interleave. If there is a explicit filesystem (i.e. files & folders are ALL readable in computer), then more often than not, ONE of each file would contain ALL of a certain media type (i.e, one file ALL music, one file ALL videos, and so on). In your case, ROM_00.BIN, if it is NOT alone, probably would contain ALL (remaining) music. I don't recommend MFaudio for saving data, just for playing & getting the values for vgm.t; MFaudio crashed probably due to bad PCM signal / bad parameters. Cheers.
That's the regular version of DOA 2, not the Japanese Hardcore version, and yes, I was aware that the version you've shown was ripped, I ripped the game as well. Although, the same method can't be used for the Japanese Hardcore version, as I tried to do the same way, and got the .int files, but some tracks are mixed up between files, and some don't bother to work at all. Got any other suggestions? Hex editing is out of the question for me, though.