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- by AnonRunzes at 4:40 PM EST on February 18, 2017
- Let`s see...
The ADPCM part(it`s where all of the samples are stored) in the "pk######.sdx-BGMsampleBlock.bin" file is actually a .bd file which starts after the sound index part of that file. That`s about as far as I got, unfortunately.
edited 7:57 PM EST February 18, 2017
- by Nisto at 6:24 PM EST on February 18, 2017
- Missingno_force: KCE Japan appears to be using a different sequenced format from what KCE Tokyo uses. I think it may be similar to the format used in MGS(1), but I haven't looked much at any of it.
- by Missingno_force at 6:28 PM EST on February 18, 2017
- Nisto: This sounds about right, considering the way the game data is laid out (i assume that ZoE1 is somewhere between MGS1 and MGS2). Good luck in finding things!
- by GirianSeed at 7:45 PM EST on February 24, 2017
- Missingno_force: "both [MGS2 and 3] use completely streamed audio"
MGS2 definitely uses sequenced music like MGS1/ZOE1/2. Only the PC port used streamed BGM.
The MGS2 and 3 HD Editions also use .sdx files and they seem to be same or similar format at first glance in a hex editor. (MGS3 only uses them for sound effects like MGS2 for PC though.) They're probably carried over from the original PS2 versions, unlike ZOEHD which replaced the whole audio system with Wwise. The Vita port of MGS2 has them all combined into one file. "mgs2_misc_**.psp2arc/misc/unified_sdx_archive.sdx"
edited 7:48 PM EST February 24, 2017
- by Missingno_force at 10:23 AM EST on February 26, 2017
- GirianSeed: hrm, looks like i assumed too much from MGS3 (which is using streams for music, as seen when using demux_dat). The fact that there are no tools to handle MGS2s STAGE.DAT doesnt help (me) here as well. Thanks for letting me know!
By the way, most, if not all, of the original files from ZoE1 and 2 can be found on the ZoEHD disc with a bit of digging around (together with some logs from the texture conversion tool and more).
- by GirianSeed at 5:16 PM EST on February 26, 2017
- Here's a selection of MGS SDX archives from what I have on-hand. Hope they're at least a bit useful.
http://www.mediafire.com/file/wm1okag07sow7ts/SDX.7z
MGS2 seems to be set up like MGS1, where a set of common samples are held in resident memory throughout the game. In MGS1, they were stored inside of the init stage. Most stages just used this default set except for s16 (Rex's hangar) which needed two additional choir samples.
MGS2 obviously has a lot of different sample sets to load in for each stage though it still appears to keep some inside resident memory, namely the ones used for the alert phase BGM. Also, MGS2's init doesn't have any SDX archives, but it seems the select/sselect and r_* stages are used for this.
Edit: Oh yeah I forgot to mention two of the stages in MGS3 actually do contain BGM in their SDX files -- title and theater for basic actions and demo theater respectively -- though it's not sequenced. Just two streams (for the left and right channels).
edited 5:43 PM EST February 26, 2017
- by Missingno_force at 6:22 PM EST on February 26, 2017
- Oooh, thats awesome. I had a quick glance over them and the MGS3HD ones have some kind of header/magic number thing inside. Ill take a closer look soon and see if i can get something from this (aside from the fact, that the PS3 ones are big endian), thanks a lot!
- by GirianSeed at 10:47 PM EST on February 28, 2017
- Here's a collection of stage data from most versions of MGS1.
http://www.mediafire.com/file/tv19mkd2waygvr9/WVX.7z
You can use unStg to unpack the individual .stg files. They won't have proper file names, so I included the PC stage/stagevr files for reference. I also created an incomplete dictionary.txt file as a demo since unStg at least outputs the files with their hash IDs.
As for the sound data:
wv0000**.wvx : Contains audio samples.
sg0000**.mdx : Binary data. Possibly the sequence data. unStg gives these a .mt3 extension. "MDX" is the BGM directory in the PC ver.
se0000**.efx : Binary data. Probably cue data or something. "se" obviously stands for sound effect and efx.mgz in the SE archive in the PC version.
Although the PC port completely redid the in-game audio because Digital Dialect couldn't figure out how the original worked and KCEJ didn't deliver their tools in time, they left these files in but deleted their contents.
As for the STAGE.DAT files from the later games, Solidus can decode the header and reveal a list of stages as well as extract files from The Twin Snakes. (The Document of MGS2's STAGE.DAT is an exception though because the number of stages exceeds what it's willing to spit out.) Supposedly This tool can too but I remember it not working. I don't think the rest of the file is XORed though.
Also, MGS2, TTS, and MGS3 seem to share the same file hashing algorithm. This carried over into MGSHD where a lot of files still have hashed names (less so in the Vita port though).
MGS1: scenerio.gcx = 54ea63.gcx
MGS2: scenerio.gcx = 00180720.gcx
edited 10:13 AM EST March 1, 2017
- by Missingno_force at 9:28 AM EST on March 5, 2017
- Alright, i had a look at the files GirianSeed uploaded (not all of them though), modified my code a lot (will upload that later) and found some interesting things:
The SampleBlocks in the sdx from ZoE1 are the same as the wvx files found in MGS1 (though you have to apply different sampling rates when extracting samples).
The SequenceDataBlock2 looks the same as the mt3 in MGS1 (though i still havent got a clue as to how these work).
The sdx found in MGS2HD look the same as those in ZoE1 and can be handled exactly like those.
The sdx in MGS3HD are pretty different, with actual magic numbers/4 letter magics for different sections of the files. Also, the sequence data in those looks like plain midi (check MGS3HD_PS3_US/mg1/pk0001a1.sdx at offset 0x2B70).
Ill add more when i get back home later.
Edit:
Here is the current source for my ZoE tools. It contains more then just the tools for sound, but im too lazy to remove those from the makefile for now. Compiling should work on any msys2/linux setup with gcc and make, just unpack, cd into the folder and run make.
For those on win64 without a compilation setup, here are the same applications as precompiled binaries.
Ill have another look at MGS3HD later and possibly at MGS2s STAGE.DAT, once i get the unStg and unStage ported to C.
If you find anything that doesnt work or that might help in exploring (especially the mt3 sequences), tell me!
edited 2:48 PM EST March 5, 2017
- by AnonRunzes at 10:57 AM EST on March 5, 2017
- Well, it is a lot easier to get the files from the MGS2/MGS3 HD Remaster than it is from their original PS2 versions.
I`ll probably be working on a .sdx dumper for these games at this point. After all, they`re the only ones that are neither encrypted nor compressed in these STAGE.DAT archives.
In the meantime, here`s a .sdx file extracted manually from STAGE.DAT using a hex editor. It came from The Document of Metal Gear Solid 2.
edited 11:03 AM EST March 5, 2017
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