Silent Hill 3 Sequenced and midi tracks by peronmls at 8:20 PM EST on December 15, 2012
I think I'm going to have the best luck posting here.
I have been trying to get my hands on Silent Hill 3s Sequenced tracks but in midi form. I have no clue how to get it from the PS2 version. The instruments are in a file called XBG0.MFA. The PC version is actually streamed but layered.
But I have ran into the Silent Hill HD Collection version for Xbox360 and PS3. It is sequenced still for god knows why.
There are FILES called .bd, .hd, .td, and .snd in both the Xbox and PS3 version for each song. So far I found out .bd contains the samples and .hd is the sequencer... I think. I have no clue what .snd and .td are. .snd wont play.
I used VGMTrans to try and extract the wavs from .bd and tried to convert .hd to dls but that doesn't work. It simply does nothing. Nothing is converted or saved. When I try to save them as raw I get 0 bytes of nothing.
.bd should be the instrument library database while .hd should be the header of the instrument library. It's like this in most cases in sequence format. How's the file size of .td and .snd? My guess is .td is the sequence file and .snd is the sound data of anything else not related to the music sequence.
.bd is instrument data .hd is instrument header .td is sequence data .snd is combination of .bd .hd .td and more (possibly sfx for in game not related to music.)
How come .snd has .bd .hd .td data though is beyond me. It's like it has duplicates right?
I think .td data can be rearranged to make it work somehow. If anything, getting the soundfont from .bd .hd shouldn't be a problem as long as it doesn't exceed a certain file size (1,000 kb?)
I took a listen at the sound effects of .bd... it sounds nowhere like instruments used in music, unless this game uses environmental sfx as music. I think .snd data for sfx don't have proper headers in the bottom data. May take a look at this sometime this week...
Ah okay! Yes in this game you are in an industrial hell so it uses industrial environmental music. So do get it confused with it being SFX. =P
Also about the .SND. I'm almost positive that doesn't contain SFX because the SFX are in another file.
This is also the infamous HD Collection that got ported horribly by a team "Hijinks a Frogger game. So if any in the coding is weird you know why. ALSO! They used unfinished source code.
I hope you can figure this out. I have been searching for an answer for almost a year and XENTAX.com sure doesn't help.
Any idea yet? I would like to get the sounds and convert the .td to .mid if possible.
Silent Hill 3 Sequenced and midi tracks by Psycho-A at 3:25 AM EST on January 24, 2013
>> VGMTrans doesn't work because it doesn't support the setup Silent Hill 3 is using.
>> Any idea yet? I would like to get the sounds and convert the .td to .mid if possible.
- VGMTrans works just pretty with ANY game's hd/bd files. You just need to place each their pairs into .PSF2's previously (using tool like mkpsf2.exe), and then feed this to VGMTrans. Sample collections may be easily converted to .wav.
>> - VGMTrans works just pretty with ANY game's hd/bd files. You just need to place each their pairs into .PSF2's previously (using tool like mkpsf2.exe), and then feed this to VGMTrans. Sample collections may be easily converted to .wav.
Well I cant seem to get it to make a PSF2. I would I do this correctly?