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Metal Gear Solid HD Collection - .sdt files(PS3, XBOX360, PSVITA) by AnonRunzes at 10:50 PM EDT on September 18, 2016
So, has nobody cracked this thing yet?
MGS_HDC_SDT

I only have three files; one for each platform the game was released on. I'll probably bring up some more later on.

edited 11:23 AM EDT September 19, 2016
Graffiti Kingdom's CDVDMAP.BIN file by Xane123 at 12:07 AM EDT on September 19, 2016
I opened Graffiti Kingdom's ISO and saw very few files in folders and a movies folder, but one file got me curious, the CDVDMAP.bin file in the root directory.

I opened it with HxD and saw what looked like filenames (and it contains PNG images uncompressed!), but what I saw at the beginning made me think maybe HCS64'd know what to do with it:

[img]http://i.imgur.com/MQtldNTl.png[/img]

Right at the beginning of the file is the filename of a .SWD file and instrument names, which tells me Graffiti Kingdom uses sequenced music. Later in the file are the corresponding .SMD files that people in this thread bring up. They also have tools there for converting this format to MIDI, which I would love to do.

The problems are that it's in this .BIN archive format (it has filenames and they're usually followed by the corresponding file's data or PNG files are referenced then stored somewhere completely unrelated) and I'm not good with coming up with ways to open unknown file formats like this and secondly, even if the SMD/SWD files were extracted, would those tools designed for Pokemon Mystery Dungeon games work with these PS2 game songs?

Here's the CDVDMAP.BIN file from the ISO if anyone wants to mess with it.

EDIT: A Japanese website says this when translated by Google:

[Graffiti kingdom]
The main data is stored in CDVDMAP.BIN.
Store information is stored in the program data (SLPM_650.97) within.

All ※ The following address is an address on the memory,
Position in the file will be minus the $ fee80 from each of value

And stored information ($ 3972e0 ~)
$ 20 units × number of data (1240)
+ $ 00 address of the file name
+ $ 08 data starting block number (1 block = $ 800)
+ $ 10 end-of-data block number
+ $ 18 use the number of blocks

Are further store more data in the archive file (* .ARC)
For information on this refer to the ~ $ 3c0540
+ $ 00 address of the file name
+ $ 04 address of the archive store information
+ $ 08 00?
+ $ 0C file size (* .ARC file the size of the entire?)
+ $ 10 the number of data stored
+ $ 14 FF FF FF FF?
+ $ 18 header ( "-RA-" begin with) of $ 04 of value
+ $ 1C (starting with "-RA-") header of $ 08 of value
Archive store information
+ $ 00 data start position (position from the archive file beginning)
+ $ 04 data size 1 (the size of the pre-deployment in the case of compressed data (CMP3))
+ $ 08 data size 2 (in the case of the compressed data expansion? And non-compression are the same as above)
+ $ 0C 00?
+ $ 10 FFFFFFFF
(If multiple data is stored repeatedly only the following data few minutes)
Data starting in CMP3 is like a compressed data, but it is unexplored with respect to how to deploy.

It should be noted that the data that begins with "afph" multiple data is stored.
$ 00 61 66 70 68 ( 'afph')
$ 04 this header size?
$ 08 the number of data
$ 0C data 1-start position (× $ 800 to) the beginning of this header is standard
$ 10 data 1 size (byte)
$ 14 data 2-start position
$ 18 data 2 size
..
(Less than a few minutes data only start position → repeat of size)


edited 1:07 AM EDT September 19, 2016
💓🍆Danganronpa PSP to Vita Translation🍆💓 by RebeccaSugar at 2:14 PM EDT on September 19, 2016
First off, I know this is an audio specialized site, I wanted to ask somewhere else, but people here are pretty damn competent compared to the others.

Anyway, I'm trying to frontport the Fan Translation of Danganronpa to the Offical Vita one, (basically this, but vice versa: https://gbatemp.net/threads/danganronpa-2-backporting-vita-english-translation-to-psp-discussion.440239/) to replace that ghastly, inaccurate translation they have on the official release, and wanted to obtain of a tool that would allow me to extract and compress .pak's for this game. I tried the Retro one and a bundle of others, they wouldn't really do anything but stay put on the console or quickly disappear, even when launched via command.

I'd really appreciate it if someone would test the file from the PSP translated version, in this mega link and share a tool with me, that would be beautiful! It would get me one step closer to porting the translation from the PSP, to the vita, since I already have everything from the vita extracted,

Cheers!!

https://mega.nz/#!vRE2haIC!LYsPZbppS1VvppfOMQmSE1mTWGGInm3-tGGRHmIHyCw

edited 2:19 PM EDT September 19, 2016
Pokemon Snap USF by wolupgm6 at 12:50 PM EDT on September 21, 2016
Had Winamp on shuffle earlier this morning and had the Tunnel BGM from Pokemon Snap come on. It kicks off with drums at the beginning (as it also does on the "Gotta Catch That Sound" album), but I distinctly remember it starting with only an eerie synth and building up.

I know this is one of those things that is probably too irrelevant to ever get fixed, but figured it's still worth mentioning!
Extracting Bayonetta 2 Voice files .bnk by Incarne at 9:46 PM EDT on September 24, 2016
Hello! I am fairly new to extracting files, and I can't seem to figure out how to extract these files at all. If someone can give me a hand that would be really awesome. I've been wanting to create a voice mod using the sound effects from this game and I've used tools like bnkextract but no luck. Thanks in advance to anyone willing to help!
REQUEST: Pokémon Rumble MIDI Rip by MidnightFlash44 at 4:54 PM EDT on September 26, 2016
Hello, everyone! I'm fairly new here, but that's not the point... I've been looking around for MIDI files from Pokémon Rumble, but all I've found is the "Cave Fight" MIDI from Pokémon Rumble World. Eventually, I came across a thread here in which soneek had uploaded the files, but the link is down now...

I would appreciate a (re)upload, as the files could help me out with a personal project of mine. The files can be from any version of the game.

Thanks in advance!
VGM Central by braun at 9:03 PM EDT on September 27, 2016
is there a hangout somewhere like VGM Central? that DC hub has some users but none i'd seen before, with very little to share and very.. dead.
Tomb Raider Legend - .mul files by AnonRunzes at 9:39 AM EDT on September 28, 2016
These .mul files seem to be multiplexed streams, long before Deus Ex Human Revolution was seen with this format. Is anyone eager on figuring this out?

Here are the .mul files from their respective versions.

edited 10:18 AM EDT September 28, 2016
Titling tracks by LouieG at 12:13 AM EDT on September 29, 2016
I've been wondering lately for games that don't have ingame jukeboxes/music players or official OST releases, how are track names obtained? I assume it varies by game, but are they in game files/the track's data? Or for games with no track titles at all are they made up and become commonly accepted?
Kuon [PS2 Game] by theREALmgo at 1:57 AM EDT on September 29, 2016
I recently got into game ripping and so I'm still pretty new to this stuff, but I am having trouble with file extraction to the game "Kuon" for the PS2. There are 2 archives with most of the information in them, "ALL.BND" and "DUMMY2.OUT". There doesn't appear to be any information on these archives, so they aren't used very much. Any ideas?

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