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- Yo-kai watch just dance rip by DarkSolidSnake at 9:19 PM EDT on October 29, 2023
- Today i ripped the BGM from Yo-kai Watch Dance - Just Dance Special Version for the Wii U.
It's officially my second rip focusing tracks from a Wii U game! Previously, i acknowledged about my incorrect pack name, but actually, never mind. Should keep the pack name as it is.
Yo-kai Watch Dance - Just Dance Special Version (2015-12-05)(Ubisoft Bucharest, Ubisoft Milan, Ubisoft Montpellier, Ubisoft Paris, Ubisoft Pune, Ubisoft Reflections, Ubisoft Barcelona, Level-5)(Level-5)[WiiU]
Big Thanks, authors of hcs and the VGM community.
edited 9:34 PM EDT October 29, 2023
- ZTT2 Taikenban Type-B gamerip by DarkSolidSnake at 5:47 PM EDT on November 3, 2023
- Last night i ripped the BGM from Zettai Zetsumei Toshi 2 Demo Type-B. Unfortuanently, i made a mistake in the pack 7z name. The name should be as is:
Zettai Zetsumei Toshi 2 - Itetsuita Kioku-tachi Taikenban Type B (2005)(Irem)[PS2]
Should correct the name when the rip is published. I'll do a complete re-rip of the BGM for Raw Danger in a later date. The re-rip of the BGM for Raw Danger! (ZTT2) should cover both JPN and US/PAL versions.
Thanks all members of hcs64 forum.
- Inti Creates file decryption questions by anonon at 7:51 PM EST on November 7, 2023
- Hello, I found this place while trying to find a way to decrypt Inti creates' files, specifically to get the music files from the "Yohane the Parhelion -Blaze in the Deepblue" demo.
My questions are related to the list-bin that's mentioned in intidec.py, as I understand it is within the game.exe itself, however it needs an offset which I guess leads to list-bin within the .exe. I tried using a hex editor to see if I could figure out where it would be but at most I found a list of directories to each file.
I want to know how would I know where is the start of list-bin.
Aside from that, I also noticed that intidec.py seems to ask for a .oss file as a key, seems game specific so I wondered how someone would figure out the contents of such file.
And probably I should have asked this first, but is the list-bin format also game specific? I noticed there's functions specifically for Gunvolt 3 and Gal Guardians (formerly Grim Guardians)
- Documenting the PS2 CSL sequenced formats (SQ/BD/HD), and comparisons to PS1 generic sequenced formats (SEQ/VH/VB) by baku-chan at 6:27 PM EST on November 10, 2023
- Hello there! I’m baku-chan, and I’ve been making the rounds across the internet to ask about the inner workings of the PS2’s Component Sound Library, or CSL. Or specifically, about the three file formats that make up a single piece of music in CSL: SQ, BD, and HD.
From what I’ve seen, there seems to almost zero information available about these PS2 sequenced music formats compared to their PS1 generic equivalents (SEQ/VH/VB). My biggest dream would be for someone to completely reverse-engineer these formats so that they can be freely used, but I’m sure that would take a significant amount of work and research to pull off! As such, I would be content for at least some of the questions I have about these formats to be answered if such an endeavor isn’t feasible.
Meanwhile, I have two main motives for wanting some information about these formats, which I hope will contextualize what kind of answers would be helpful for me. The first motive is that I’m working to make homebrew sequenced music a reality on the PS2, and by extension on the PS1 whose sound chip the former is directly backwards-compatible with on a hardware level. In order for this to be possible, I need as much information on each of the relevant file formats as possible so that arbitrary data can be written to them in such a way that something resembling music can be made. As for the second motive, I would also like to have these formats documented just for the sake of them being documented, as there, again, seems to be almost no documentation available on them compared to its predecessor formats and I want to change that.
Some questions that I’m looking to have answered in relation to the PS2 and its SQ/BD/HD file formats include:
— How close is PS2 SQ to PS1 SEQ, and in turn to SMF format 0 MIDI?
Based on what I’ve read from loveemu’s research on the matter in particular, the PS1 SEQ format is apparently very close to SMF format 0 MIDI, except with a few modifications. Given this, would it be accurate to say that the score data — that is, the actual key ons and key offs and such — is identical between PS1 SQ and SMF format 0 MIDI? This question is especially important to me because if it is identical, then this would greatly expedite our ability to reverse-engineer that part of the format and use that knowledge to write arbitrary score data and, in turn, create custom songs that can play on a PS2. Another thing that’s important in that context is how close PS1 SEQ is, in turn, to PS2 SQ, especially in regards to score data. Would it be accurate to say that they are very close to one another, if not possibly identical? And if they are indeed close or even identical, then how close would PS2 SQ be to SMF format 0 MIDI?
— How close is PS2 HD to PS1 VH?
They seem to be somewhat different from each other based on a cursory comparison, but that could be about things being shuffled around from PS1 VH just as much as any actual meaningful changes being made from there. Given that SPU2 is essentially two PS1 SPUs attached together with little to no modification besides extra sound RAM, would it be accurate to say that settings for things like ADSR, portamento, pitch bend, and such work basically the same way with PS2 HD as they do with PS1 VH? And if they do, then how is the representation of such settings different on a hexadecimal level between the two?
— How close is PS2 BD to PS1 VB?
From my understanding, PS1 VB is simply a collection of VAG files, and that the PS2 uses the exact same form of SPU-ADPCM that’s used on the PS1. Given that, would it be accurate to say that PS2 BD is also simply a collection of VAG files? And if so, is how they’re represented and organized exactly the same as it’s done with PS1 VB, or is it done differently? And is there any reliable way to tell exactly when a sample begins and ends?
— How do tracks work, exactly?
On both PS1 SEQ and PS2 SQ, it appears that all of the tracks — in the MIDI sense of the word — are interleaved with one another, rather than being represented separately one after another like I’ve seen with other sequenced formats like Square’s AKAO and Konami’s KDT1. Given this, is there some sort of marker on, say, each key on and key off that determines which track is actually supposed to be keyed on or keyed off? Furthermore, is there some marker that determines which core (CORE0 or CORE1) a certain track is playing on? Also, is there a marker that determines the timing of a key on or key off of a track relative to the key on or key off of another track, given that tracks aren’t separated like they are in other sequenced formats?
— How do you set reverb?
On the PS1, I know that there’s a flag for each instrument in the VH file that determines whether reverb is applied to said instrument, while whether or not reverb is enabled on SPU itself is set by sending certain NRPN values as defined in the SEQ file. However, on PS2, there are two reverb units split between the two individual cores that make up SPU2, which complicates things somewhat compared to PS1. So with that said, how does one set the reverb on either one or both of the cores on PS2? Do you send certain NRPN values like with PS1, or is it done another way? Furthermore, in a scenario where, say, CORE0’s reverb is set to STUDIO_C and CORE1’s reverb is set to HALL, how do I determine which of the two reverb settings a certain instrument uses, or alternatively which core an instrument should play on?
— How do attribute changes, loops, and markers work?
I understand that on PS1 SEQ, it’s possible to change attributes of an instrument on runtime by sending certain NRPN values, just like with reverb. I also understand that other NRPN values can be sent to determine loop points, as well as to set markers within the song. Do things work similarly with PS2 SQ, or is everything done another way instead?
— What do program changes do, exactly?
Perhaps my relative ignorance of how MIDI works is showing here, haha, but this has confused me especially looking at how they appear to exist in PS2 SQ. There are dozens of numbers attached to these, but I have no idea what these numbers mean or what they actually do, if anything. My initial guess was that perhaps they had something to do with reverb, but I highly suspect not, in retrospect. Simply put, how do program changes work, and what do they do? Furthermore, do program changes work differently between PS1 SEQ and PS2 SQ, or for that matter between both of those and SMF format 0 MIDI?
— What’s the numerical representation of silence in SPU-ADPCM?
My guess is that it would just be zero; is this correct? Otherwise, what is it? Could you reliably replace every value in an individual sample file with said silence value and have the result be, well, a completely silent sample file?
Whoever responds to these questions, thank you in advance! I truly appreciate it.
edited 4:43 AM EST November 11, 2023
- Documenting the PS2 CSL sequenced formats (SQ/BD/HD), and comparisons to PS1 generic sequenced formats (SEQ/VH/VB) by baku-chan at 6:27 PM EST on November 10, 2023
- Hello there! I’m baku-chan, and I’ve been making the rounds across the internet to ask about the inner workings of the PS2’s Component Sound Library, or CSL. Or specifically, about the three file formats that make up a single piece of music in CSL: SQ, BD, and HD.
From what I’ve seen, there seems to almost zero information available about these PS2 sequenced music formats compared to their PS1 generic equivalents (SEQ/VH/VB). My biggest dream would be for someone to completely reverse-engineer these formats so that they can be freely used, but I’m sure that would take a significant amount of work and research to pull off! As such, I would be content for at least some of the questions I have about these formats to be answered if such an endeavor isn’t feasible.
Meanwhile, I have two main motives for wanting some information about these formats, which I hope will contextualize what kind of answers would be helpful for me. The first motive is that I’m working to make homebrew sequenced music a reality on the PS2, and by extension on the PS1 whose sound chip the former is directly backwards-compatible with on a hardware level. In order for this to be possible, I need as much information on each of the relevant file formats as possible so that arbitrary data can be written to them in such a way that something resembling music can be made. As for the second motive, I would also like to have these formats documented just for the sake of them being documented, as there, again, seems to be almost no documentation available on them compared to its predecessor formats and I want to change that.
Some questions that I’m looking to have answered in relation to the PS2 and its SQ/BD/HD file formats include:
— How close is PS2 SQ to PS1 SEQ, and in turn to SMF format 0 MIDI?
Based on what I’ve read from loveemu’s research on the matter in particular, the PS1 SEQ format is apparently very close to SMF format 0 MIDI, except with a few modifications. Given this, would it be accurate to say that the score data — that is, the actual key ons and key offs and such — is identical between PS1 SQ and SMF format 0 MIDI? This question is especially important to me because if it is identical, then this would greatly expedite our ability to reverse-engineer that part of the format and use that knowledge to write arbitrary score data and, in turn, create custom songs that can play on a PS2. Another thing that’s important in that context is how close PS1 SEQ is, in turn, to PS2 SQ, especially in regards to score data. Would it be accurate to say that they are very close to one another, if not possibly identical? And if they are indeed close or even identical, then how close would PS2 SQ be to SMF format 0 MIDI?
— How close is PS2 HD to PS1 VH?
They seem to be somewhat different from each other based on a cursory comparison, but that could be about things being shuffled around from PS1 VH just as much as any actual meaningful changes being made from there. Given that SPU2 is essentially two PS1 SPUs attached together with little to no modification besides extra sound RAM, would it be accurate to say that settings for things like ADSR, portamento, pitch bend, and such work basically the same way with PS2 HD as they do with PS1 VH? And if they do, then how is the representation of such settings different on a hexadecimal level between the two?
— How close is PS2 BD to PS1 VB?
From my understanding, PS1 VB is simply a collection of VAG files, and that the PS2 uses the exact same form of SPU-ADPCM that’s used on the PS1. Given that, would it be accurate to say that PS2 BD is also simply a collection of VAG files? And if so, is how they’re represented and organized exactly the same as it’s done with PS1 VB, or is it done differently? And is there any reliable way to tell exactly when a sample begins and ends?
— How do tracks work, exactly?
On both PS1 SEQ and PS2 SQ, it appears that all of the tracks — in the MIDI sense of the word — are interleaved with one another, rather than being represented separately one after another like I’ve seen with other sequenced formats like Square’s AKAO and Konami’s KDT1. Given this, is there some sort of marker on, say, each key on and key off that determines which track is actually supposed to be keyed on or keyed off? Furthermore, is there some marker that determines which core (CORE0 or CORE1) a certain track is playing on? Also, is there a marker that determines the timing of a key on or key off of a track relative to the key on or key off of another track, given that tracks aren’t separated like they are in other sequenced formats?
— How do you set reverb?
On the PS1, I know that there’s a flag for each instrument in the VH file that determines whether reverb is applied to said instrument, while whether or not reverb is enabled on SPU itself is set by sending certain NRPN values as defined in the SEQ file. However, on PS2, there are two reverb units split between the two individual cores that make up SPU2, which complicates things somewhat compared to PS1. So with that said, how does one set the reverb on either one or both of the cores on PS2? Do you send certain NRPN values like with PS1, or is it done another way? Furthermore, in a scenario where, say, CORE0’s reverb is set to STUDIO_C and CORE1’s reverb is set to HALL, how do I determine which of the two reverb settings a certain instrument uses, or alternatively which core an instrument should play on?
— How do attribute changes, loops, and markers work?
I understand that on PS1 SEQ, it’s possible to change attributes of an instrument on runtime by sending certain NRPN values, just like with reverb. I also understand that other NRPN values can be sent to determine loop points, as well as to set markers within the song. Do things work similarly with PS2 SQ, or is everything done another way instead?
— What do program changes do, exactly?
Perhaps my relative ignorance of how MIDI works is showing here, haha, but this has confused me especially looking at how they appear to exist in PS2 SQ. There are dozens of numbers attached to these, but I have no idea what these numbers mean or what they actually do, if anything. My initial guess was that perhaps they had something to do with reverb, but I highly suspect not, in retrospect. Simply put, how do program changes work, and what do they do? Furthermore, do program changes work differently between PS1 SEQ and PS2 SQ, or for that matter between both of those and SMF format 0 MIDI?
— What’s the numerical representation of silence in SPU-ADPCM?
My guess is that it would just be zero; is this correct? Otherwise, what is it? Could you reliably replace every value in an individual sample file with said silence value and have the result be, well, a completely silent sample file?
Whoever responds to these questions, thank you in advance! I truly appreciate it.
edited 4:42 AM EST November 11, 2023
- Tales of Berseria PC - SPSIS14 Encryption by lapistier at 2:12 AM EST on November 11, 2023
- Hello!
This is probably a long-shot, but I was wondering if anyone could give me some advice with the PC version of Tales of Berseria's sound files. My focus is specifically on SPSIS14, which contains voice files.
I've been able to play files from the PS3 version of the same game using existing tools, I can also play files from the PC version of the preceding game, Tales of Zestiria, so it seems they just did something to obfuscate Berseria's PC files specifically. I can't make out any headers either.
Samples: here
(The PC version is my only option since the PS3 version never got an English release, and I don't have the tools to unpack the PS4 game. Not to mention that, in comparing Zestiria's files, the PS3 version omits unused assets, which I'd really like to take a look at.)
I don't have the highest of hopes, since Berseria on PC is also notably missing from JoshW's archive, despite both PS3 and PC versions of Zestiria existing, so maybe it's just a lost cause. Nevertheless, I figured it'd be worth trying and asking.
Thank you!
- Unchained Blades [UnchainBlades ReXX] (2011-07-14)(-)(FuRyu)[PSP][tagged] by DarkSolidSnake at 5:23 PM EST on November 12, 2023
- Last month i made a tagged version of the Unchained Blades (psp) rip. The tagged version contains tracks that are used in the game, plus one JP-exclusive track. But idk why it's not being published, maybe a new re-rip with !tags.m3u inclusion or any delay?
I can't have a !tags.m3u inclusion in my tagged gamerip. Sorry! Thanks bnnm and others.
- Conflict Vietnam & Shellshock Nam 67 by marineveteranm4 at 2:30 PM EST on November 15, 2023
- please i need help to game rip the spanish & english voice lines from these games and also the whole soundtrack including RADIO, tried everything, every game extractors, tried pc version, xbox version, ps2 version. Shellshock has .data encrypted files and CV has .psf rare format files in pc version and .data files encrypted in ps2 xbox version i think, my computer skills arent enough good maybe
i do machinimas with vietnam videogames and sime random films, that's why i need these files but also for recover parts of the lost soundtracks of these games made by Vietnam Veterans
it would e perfect a bms script to pass these psf to wav and unencrypt these .dat files and find the psf in shellshock nam 67 too. I came here from Zophars domains, they ripped shellshock nam 67 ost and someone here could have the key to that psychedelic hidden trasure
- A Little Bit of... Dr Kawashima's Brain Training .zsd (Compressed SDAT) by Ritchan64 at 10:08 PM EST on November 18, 2023
- Any idea what kind of compression this SDAT file uses? It's probably a basic format, but I'm not familiar with all compression algorithms.
https://cdn.discordapp.com/attachments/280422905769361408/1175560869397147729/nou1_2_math.zsd
- Alternative to foobar2000 for VGM formats on steam deck? by PikpikPretzel at 4:53 AM EST on November 22, 2023
- I was wondering if there was a good option for listening to the music files from the archives on steam deck. I know it's kinda silly but I figured I'd check anyway. Thanks for any help you can provide!
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