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FSDS SOU.DAT by RukarioGyiyg996 at 10:27 PM EDT on March 16, 2014
I'm trying to figure out this format to get the music out of it, but obviously I know nothing about reverse engineering.

Going by the sound of it in-game I'm tempted to think it uses some form of ADPCM encoding... could anyone take a whack at these files and somehow extract the sample streams out of it?

Here's the music files:
https://dl.dropboxusercontent.com/u/45822870/GunmetalMUSIC.7z


The demo of the game for debugging purposes can be found here, the format is identical as it's the same engine:
https://dl.dropboxusercontent.com/u/45822870/GUNDEMO.ISO

It's in ISO format so one may load it into a VM for a quick xcopy deployment but this game runs just fine under any flavour of windows as it uses pure DirectX. (GunDX.exe obviously)

When running GunDX I'd advise enabling the ACT fixes "SingleProcAffinty" and "GlobalMemoryStatusLie" or the music wont play at all.
Some Shenmue dsf files playing with pretty big issues by cooljacker at 9:36 AM EDT on March 17, 2014
Some problematic files (maybe there are many more):
https://www.dropbox.com/s/mcj1oyhq4x8trxs/dsf_tr.rar

Playing these gets shit crazy (especially 07BG30C.dsf)

Using:
http://www.foobar2000.org/components/view/foo_input_ht

Set from:
http://dsf.joshw.info/s/Shenmue%20%5bShenmue%20-%20Ichishou%20Yokosuka%5d%20(1999-12-29)(Sega%20AM2)(Sega).7z

Any solution for this?
Question about the FFXI Opening Theme by TheUltimateKoopa at 10:44 AM EDT on March 24, 2014
So, as you know, the full title of the Opening Theme for Final Fantasy XI is: FFXI Opening Theme ~ Legend-The Crystal Theme, Memory of the People, Memoro de la Stono, Memory of the Wind.

According to FFXIclopedia, it's a medley of four parts, namely:
1. Legend-The Crystal Theme
2. Memory of the People
3. Memoro de la Stono
4. Memory of the Wind

However, I can only see it split up in to three sections. As far as I can tell:

Memoro de la Stono is from 1:35 - 4:45
Memory of the Wind is from 4:48 - end

Legend-The Crystal Theme starts at 0:00, and Memory of the People ends at 1:33.

But when does "Legend-The Crystal Theme" end, and when does "Memory of the People" start?
Extracting .nub2 files by spaceinvading at 11:37 PM EDT on March 28, 2014
Hey everyone, has there been any development on this? I'd like to extract the audio from a .nub2 file but doing a search on that filetype has thrown up practically nothing.
Silent Hill 2 sound files research by Nisto at 2:02 AM EDT on April 12, 2014
I know some people have been looking to extract (convert?) the audio in the SOUND.MGF file (MiLO, peronmls ;) of Silent Hill 2, and I would have posted this on XeNTaX in the/an appropriate thread if I had an account there, but.. I don't, so I hope you'll find your way to this thread (or I guess I'll just link, lol).

Anyway, I've been doing some research on the game these past few days. Thanks to PCSX2, MHS (Memory Hacking Software) and a hex editor, I'm starting to get fairly confident that SOUND.MGF may just be sound effects and some... other data, which at the most controls how/where the sequenced music plays. So it looks like there's really nothing of much interest in it (unless you do want the sound effects).

The top chunk consists of S-FORCE (.sfc) files, which is a 3D sound format. I noticed that when I nulled the "forest.sfc" file (0x49F800 in SOUND.MGF), the growls that usually appear when you pass through the forest are no longer there. Everything else seems intact.

The bottom chunk (0xFC6000) contains .sdb files. These, as kind of previously mentioned, seem to just control where/how music plays, but I have no idea how they really work. I guess they could be sound banks of some kind...

So even if someone did extract the data of SOUND.MGF, you'd still have to figure out a way to play/convert the stuff... And I don't think anyone knows anything about it. In fact, this is the first time I've heard of S-FORCE. I only found two games that apparently utilize it: Silent Hill 2 and Kingdom Hearts II. I also found a press release regarding S-FORCE for whoever cares.

If someone thinks differently (or even knows) about the SOUND.MGF file though, by all means prove me wrong. I'm not saying I have to be right, but it is an educated guess.

Also, the reason I'm calling chunks "files" is because the game actually does have a virtual file system kinda thing. You can see all the paths in the main executable (SLUS_202.28). Here's a structure and an example...


Table 1:
ulong address of sub-file attributes (pointer to main file or larger chunk of it, offset, size) (->table 2)
ulong address of sub-file path (->table 3)

Table 2:
Each entry has one of three initial values before it's loaded into memory. So, depending on that value...

ulong 0x03 00 00 00 -- physical file
ulong address of filepath (->table 3)
ulong offset (sector) of physical main file
ulong size (bytes)

ulong 0x23 00 00 00 -- virtual file
ulong same as for physical files
ulong same as for physical files
ulong same as for physical files

ulong 0x50 00 00 00 -- virtual sub-file/chunk
ulong address of entry of main file or a larger chunk of it (->table 2)
ulong offset (bytes) in the file/chunk
ulong size (bytes) of sub-file/chunk

Table 3 contains null-delimited filepaths only.


It probably seems a bit confusing, so here's a demonstration - let's find out in what file forest.sfc is stored, as well as its offset/size:

Prerequisites: Silent Hill 2 (the disc itself or an image file), PCSX2 and MHS.

First off, I feel I need to make it clear that when the game's main executable is loaded into memory, a lot of values are changed, stuff is loaded above it, etc. So the addresses in the static executable doesn't really make much sense unless the game is loaded. Also, you need to know that the address in memory at which the actual game data begins, is going to be 0x20 00 00 00 and not 0x0. This is because MHS reads physical memory, and not exclusive PS2 memory. So you need to account for that, where needed, by adding 0x20000000 to addresses that are stored in memory by the game and subtracting from addresses that aren't stored in memory by the game. Lastly, keep in mind that all values are big endian, so you'll also likely need to reverse the byte order when using functions such as goto (Ctrl+G).

Start by fully loading Silent Hill 2 in PCSX2. Then open the process for PCSX2 in MHS. Now make a string search for forest.sfc (make sure "aligned" and "match whole word only" are NOT checked). Open the first address in the results with the built-in hex editor. Note the address of the start offset of the path (if you're unable to see the whole path, use goto (Ctrl+G) and enter an appropriate negative decimal number to backtrack from current position, as you won't be able to simply scroll up unfortunately.) Go back to the main MHS window and make a pointer search (exact value; make sure "find only static pointers" is NOT checked).

If you get multiple results, open the first dynamic (non-green) address in the hex editor. You should be somewhere in table 1 now. The 4 bytes to the left of the found value should be the pointer for the file's entry in table 2 (where all the good stuff's at). Use goto to get to the address.

Now you should be somewhere in table 2. For this particular case - forest.sfc - we can see that it's a sub-file/chunk entry (0x50 00 00 00). Note the offset and size values of this entry for now, as those are the attributes for forest.sfc. Next, let's go to the address being pointed to. This is another sub-file/chunk entry, which simply defines a larger chunk at the top of a file. Again, note the offset/size values. Let's again proceed to the address being pointed to. We finally end up at an entry for a physical file. Let's see where the pointer value takes us. That should have landed you at the filepath of SOUND.MGF!

So, going by the info in table 2 and 3:
- forest.sfc has offset 0x49F800 and is 0x08F63A bytes in size
- the offset is relative to a chunk defined from 0x0 to 0xFB6000 (i.e. the offset is still 0x49F800, duuh)
- in file "SOUND.MGF"

In short: 0x49F800 to 0x52EE39 in SOUND.MGF is forest.sfc

Here is the full filepath table in a human readable format: https://dl.dropboxusercontent.com/u/48454461/misc/fparr.txt


Now, if only someone could be awesome enough to figure out how to make PSF2s with those module files, I'd be forever grateful.

edited 2:05 AM EDT April 12, 2014
ignore by peronmls at 2:35 AM EDT on April 15, 2014
ignore (created dub thread)


edited 4:01 AM EDT April 15, 2014
Converting AAX by peronmls at 2:39 AM EDT on April 15, 2014
Need help converting AAX from Bayonetta

https://www.mediafire.com/?c7hgpdc9p8pw8p4

Hard Corps Uprising rip problem by vagrant18 at 12:30 PM EDT on April 17, 2014
Is there a way to make the rips work properly with vgmstream? Both PS3 and X360 versions don't work as they should, most tracks are broken and playback with lots of noise. I wonder if the rips are bad, or is it related to vgmstream?
USF Channel Muting by newsplcington at 9:12 PM EDT on April 18, 2014
Hello, I am coming here to ask how I would mute USF channels through way of hex editing.

Many threads I come across here are either
"Yes it is doable" with a vague or unhelpful reply

or

"No it is not doable"

I know it is doable.


Is there anyone here who still has any recollection of how to do this? Greatly appreciated!

edited 9:19 PM EDT April 18, 2014

edited 9:19 PM EDT April 18, 2014

edited 12:22 AM EDT April 19, 2014
Sonic CD 2011 .ogg loops by Kurausukun at 1:44 AM EDT on April 19, 2014
In the 2011 re-release of Sonic CD (and in the 2013 re-releases of Sonic 1 and Sonic 2), the music is stored as .ogg files, yet it loops ingame. I'm not even sure if .ogg files CAN loop, or if the loop points are in another file somewhere; I've searched through the data and found absolutely nothing. I am going to post a rip of the game's data here in hopes that some kind soul who is much smarter than I will find where the loop data is: http://www.mediafire.com/download/hnucy9fqb2ur73k/Data.zip

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