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by Nisto at 9:03 PM EST on December 6, 2014
"How does the recording process go"
I used my BGM replacement script that I posted on one of the previous pages to change the results screen theme (which is the only reason the tracks has a small fade-in by the way). When replacing a BGM, I have to close the game, re-run the script and reload the game, since the image file cannot be changed if it's opened. Nor can I use save states since it loads SOUNDCD.IRX pretty much directly on bootup (so I used a MC save from GameFAQs). They were recorded via Stereo Mix from PCSX2 (using Audacity). If I knew of a decent alternative to burning discs (like streaming the images or something) for each BGM, I would've recorded them from my PS2 instead (which I did with the unused version of Promise (Reprise) by the way), no doubt. But I don't even have enough empty DVD discs to burn for each of these, so that's crazy talk either way.

"and did you find the original tracks too?"
By "original tracks" do you mean the tracks that were actually used? If so, yes; have a look at the sound archive I uploaded on page 5. The folders are organized by BGM IDs and track titles (from the OST and/or Firebrandx's digital-in rip).

"What's your reference as to which track was unused by the way?"
Luckily all the BGM files on the PC release are named according to the original BGM IDs, except that they are not in the 50xxx range, and the first ID is 1 instead of 0. But for the 501xx tracks, they pretty much followed it exactly, so 50100 is actually bgm_100 and not bgm_101. So it was actually pretty easy to figure out which each track was. Of course I also had the sounds used to compose each track ripped, which I could use to confirm that the PC counterparts indeed had the "same" IDs. But I DID also manually check each BGM by replacing/reloading until I had iterated each existing ID and listened to each of them (dynamic tracks will play a bit oddly if they are not intended for the current area, and this is why I decided to look up the PC release in the end to see if it could help, since it was hard to identify some of the dynamic tracks playing in the wrong places). Essentially all the tracks that were unused were just not transferred to the PC release, so there will be a missing number between some tracks (22 to 100 is a special case though - that gap is there in the PS2 release as well). Although, apparently they did put one or two unused tracks on the PC release (or so I'm told). Here's an old-ish list (the folder names in the sound archive on page 5 are more up-to-date). Those that ONLY have a question mark (i.e. without "(unused) " in front of it) assigned as the title are the tracks that were apparently unused, but still transferred to the PC release.

"Did you finally play the game?"
I have played it, but I haven't beat it. :P

edited 3:53 AM EST December 7, 2014
by bypasser at 3:58 AM EST on December 7, 2014
I see it's quite time consuming. I hope in the unraveling of things you could somehow convert them into psf2.

The list at page 5 has 50019 as '???' whereas 50018 is the one reserved for 'ominous hallway + butterflies & secrets', maybe you inadvertently misnamed 50018 & 50019 in the recording or in the list? Also, what about 50100 and 50103?

I think I heard 50018 somewhere in the trial version when I was fiddling with James' coordinates but I'm not sure. I'm trying to change his position but my Joystick is broken and P2's controls are confusing on keyboard, especially with two joysticks.
by Nisto at 4:18 AM EST on December 7, 2014
I think you are confusing 50018 with 50118. Also keep in mind that the list on page 5 is even more incomplete than the text document on my Dropbox and the folder names in the sound archive I uploaded. The "???" was just a way of titling tracks that I had no idea where they were playing (if at all), or what their titles were on Firebrandx's digital-in rip. As for 50100 and 50103, see the text document I linked right above, which is more up to date than whatever I put on page 5.

According to peronmls, 50018 is Pyramid Head's music from one of the E3 trailers (I haven't looked it up). But let me know if you find out more about it!

edited 12:25 PM EST December 7, 2014
by bypasser at 6:08 AM EST on December 7, 2014
Yes I think I confused 50018 with 50118.

I tried navigating it but some places prompt a crash. Fortunately, coordinate adjustment is by fixed steps so there's a possibility of mapping the Hospital level at least; however, there's doesn't seem to be any bound to the coordinates, for instance I jumped from -80400,-17200 to -700400, -17200 by coincidence with no intermediary stages.
by peronmls at 1:12 AM EST on December 16, 2014
https://www.youtube.com/watch?v=O74CyjmX7g4&feature=youtu.be&t=8m09s
PS2 SMS Streaming by snakemeat at 4:18 AM EST on December 16, 2014
Nisto, this may help if you have the PS2 network adapter: http://www.youtube.com/watch?v=YnC0wN3Sl4U

Streaming images from a network.
by bypasser at 6:10 AM EST on December 16, 2014
You're right. I think it was a memory bias on my side. 50009 is more resembling to SH1's soundtrack than SH2's; ambiguous but less mystical, and the dither effect.

I took a look at the documents you provided at the SH1 rip thread(PS2 IOP Reference & SPU2 Overview) and found the first replete with technical terms so I only read the first two chapters as an introduction, the second had a clearer view and much less abstruse. The first document states that SPU2's "work area" is 168 byte and coincidentally the BGM sectors in sound.dat never exceeded 168 bytes, is there any correlation?

Is there a way to read SPU2's Waveform Data Area from PCSX2's memory? I don't know much about how the SPU2 is emulated but extracting the raw PCM data on the run could be harder than from sound.dat. I enabled SPU2-X' Dump Memory Contents but nothing other than emuLog.txt was dumped, even though the dump files' names & location were in SPU2-X.ini.
by peronmls at 10:33 AM EST on January 13, 2015
bump for interest.
by Nisto at 11:15 AM EST on February 9, 2015
Okay, since Silent Hill 2 is hopeless in terms of documentation for PSF2 and my knowledge of C and everything else, I've pretty much abandoned that idea and decided that maybe if the SCEI sound banks can be converted (VGMTrans update anyone?), maybe the tracks from SH2 can be played back using the SH1 driver. I have actually been working on figuring out the SH1 driver the last few days, and today I finally made some progress. I have located the VAB and KDT loading functions and have successfully managed to change the BGM it loads (by code, not data replacement). It might not sound like much, but it's definitely progress.

edited 4:25 PM EST February 9, 2015
by peronmls at 8:44 PM EST on February 9, 2015
@nisto
That's really awesome! Are you gonna give SH3 some love ever?

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