This can properly extract the files, but it does not import. You'll need Python 3 to use it. Just drop sd.bin onto the script (should work if you install Python with associations).
You'll get .HD, .BD and .TD files. The former two are Sony bank files (header, body), and the latter is a proprietary format by Konami. I have not written a tool to handle .TD files (which typically contains further containers, like KDT1 (.KDT), Konami's sequence format), as I'm still thinking of what the best way to handle it is, since it has some data which does not have any standard/known extensions (tvag, tmid).
@AnonRunzes: The SH1 files have been researched numerous times already. Check the Silent Hill 2 sound research thread. There have probably been other threads too...
But basically:
HILL contains XA streams only SILENT contains everything else (BGM, models, additional executables, etc)
horror_x at XeNTaX wrote an extractor, which operates on disk images. It flawlessly extracts SILENT, but it does not get the correct file sizes for the data in HILL. If I remember correctly, the internal filenames for the XA streams ends with the file size in decimal notation, so you kind of have to make use of the names to properly extract HILL.
@Sonderhen: Sadly, the tools that exists for standard Sony PS2 banks are scarce, at least to my knowledge. VGMTrans and Awave Studio are probably about the only tools I know of which supports them. You may be able to export a modified bank with Awave Studio, but I think exporting banks requires a license, and support for PS2 banks is quite new (v11.1). EDIT: nope, Awave Studio can't export PS2 banks whatsoever.
Also, if Silent Hill 2 was of any indication, modding probably isn't going to be a straight-forward process. There may be tables within the game executable or other files, which stores sectors/offsets/sizes of stuff. If that's the case, you would need to locate and update those values as well. You also need to make sure that your modification didn't expand the size to the point that the file overlaps other data (unless you can remove/append it instead of overwriting directly).
@Nisto - "If I remember correctly, the internal filenames for the XA streams ends with the file size in decimal notation, so you kind of have to make use of the names to properly extract HILL." I see... but anyway, what do you think these names could be?
Are you actually asking for the filenames, or what they "mean"? The extractor that horror_x wrote extracts stuff with respective filenames of course. And you can check the extractor's output log for the starting sectors of all files (to be clear, it does get the proper sector offsets for XA streams, but not their size).
If you're asking about the significance of the XA filenames (what they "mean"), then, aside from the numbers at the end being the sector count, I really don't have any idea. The ones that start with numbers are only music streams, without any video data, though.
@Nisto - I'm asking about what these filenames actually mean... But then again I can just extract the XA archive file(HILL) with some other tool(vgmtoolbox).
I am dubbing the version of SH3 for PS2 in Portuguese-Brazil, I've edited all .Afs files within them has the .adx files. I've edited all the cutscenes of the game,. Now it's just missing some sound effects (Example: The sounds that Heather is the attack, breathing, suffering damage).
The Sound Effects are these files .bd .hd .td that are also present within the Xb0.Mfa. Can you help me create the .bd files?
I can probably write a basic tool to allow you to replace sounds in banks. To clarify: you would not be able to add any new sounds. So tell me if that's okay first. Otherwise, I can't help you.
I'm also curious, what do you use to modify the disk image?