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Better PSF2 decoder for KH2? by dachschaden at 3:34 PM EDT on March 23, 2021
I'm using foo_psf to decode some PSF2 files, in particular KH2; doesn't matter if regular or FM, I noticed that sometimes certain instruments are being muted if other instruments reach certain volumes (a channel thing)? The version the plugin plays doesn't match either with the official soundtrack or the version that PCSX2 plays. Most recognisable in "Working Together", "Unknown", and "Rage Awakened".

vgmstream doesn't have PSF2 support, so does anyone know of a better PSF2 plugin or a way to properly convert PSF2 files to WAV/FLAC?

edited 3:35 PM EDT March 23, 2021

edited 4:17 PM EDT March 23, 2021

edited 4:19 PM EDT March 23, 2021
by Nisto at 5:17 PM EDT on March 23, 2021
It could be a timing-related issue. If the game uses SPU IRQs or other less common techniques, some plugins will struggle. Give viopsf2 a try. https://ux.getuploader.com/foobar2000/search?q=viopsf2
by dachschaden at 5:50 PM EDT on March 23, 2021
I've downloaded and dropped the plugin into xmplayer (which I've been using for converting jobs as well). Same difference.

At this point I'm not even sure if the dumps are good. I've had issues with Mega Man VI in the past as well; any and all players I dumped the NFS file through wouldn't emulate the noise channel in the intro track correctly. Whenever playback was restarted the noise channel would sound different and glitchy. I first chalked it up to all NFS players out there being inaccurate, but then I dumped the file into mednafen. At this point I had already recorded the intro track from the original game ROM correctly (via hidden soundtest), so I *knew* that mednafen was accurate enough - and yet, with the NFS file, mednafen would produce the same broken noise emulation. The only constant at this point was the NFS file.

Maybe it's the same here as well?

edited 5:58 PM EDT March 23, 2021
by dachschaden at 6:32 AM EDT on March 25, 2021
Is *everyone* out there using the same PSF2 files without even having checked what the heck they're actually playing? This site for instance claims to host the most accurate and recent PSF packs (to their knowledge), but guess what - their package has the same problem. And over at zophar's they're even providing MP3 files that have the instrument-masking live and in colour (starting at 0:35, 0:51 and 0:54).

So I guess I'm left with re-ripping the tracks myself, because I really want those tracks. Yes, I've had a look at the remastered ones from the PS3/PS4 versions. No, I didn't like them. Luckily I've got a KH2 disk lying around here. Unluckily my foray into asset extraction met an untimely end when the tool I was using (openkh) would throw exceptions upon executing the command "OpenKh.Command.IdxImg kh2 list Iso\KH2.Idx":

FATAL ERROR: Object of type 'OpenKh.Command.IdxImg.Program+KingdomHearts2' cannot be converted to type 'OpenKh.Command.IdxImg.Program'.
at System.RuntimeType.TryChangeType(Object value, Binder binder, CultureInfo culture, Boolean needsSpecialCast)
at System.RuntimeType.CheckValue(Object value, Binder binder, CultureInfo culture, BindingFlags invokeAttr)
at System.Reflection.MethodBase.CheckArguments(Object[] parameters, Binder binder, BindingFlags invokeAttr, CultureInfo culture, Signature sig)
at System.Reflection.RuntimeMethodInfo.InvokeArgumentsCheck(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at McMaster.Extensions.CommandLineUtils.ReflectionHelper.<>c__DisplayClass1_0.<GetPropertySetter>b__0(Object obj, Object value)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.HandleParseResult(ParseResult parseResult)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.Parse(String[] args)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.ExecuteAsync(String[] args, CancellationToken cancellationToken)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.ExecuteAsync[TApp](CommandLineContext context, CancellationToken cancellationToken)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.Execute[TApp](CommandLineContext context)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.Execute[TApp](IConsole console, String[] args)
at McMaster.Extensions.CommandLineUtils.CommandLineApplication.Execute[TApp](String[] args)
at OpenKh.Command.IdxImg.Program.Main(String[] args)

My take from this is that it's either them or me who're clearly not intellgent enough to remedy the situation.

edited 6:34 AM EDT March 25, 2021
by Kirishima at 11:43 PM EDT on March 26, 2021
Speaking of nsf, I remember there were some issues with a certain function being cut out. I don't remember what it was, the discussion was on the vgmrips site by user NewRisingSun. Linked to a site with a bunch of "corrected" nsf's but I don't know if that's related to what @dachschaden was having issues with. I have to track down the thread to provide better details.

EDIT: Found the thread, but it appears to be a different issue.

https://vgmrips.net//forum/viewtopic.php?f=3&t=2655

edited 11:53 PM EDT March 26, 2021
by dachschaden at 2:37 PM EDT on March 27, 2021
I appreciate the sentiment, but the linked program apparently only works on VGM/VGZ files, which frankly I've never even heard about. The linked archive does contain Rockman 6, not Mega Man VI, a.k.a. the Japanese version that had a different intro song (due to the prologue being longer - and guess what, their sample is glitched out as well). It's the international version (Mega Man VI) that had the intro song which glitches out with the commonly available NFS dumps.

The only "fixed" ROM from the archive I would've truly been interested in was Rockman No Constancy, but that's only because the version I'm having access to is missing one track from the beta version (8-bit remix of "Murder by a Psycho" from Live-A-Live) - and this "fixed" version doesn't provide it. Other than that I've already managed to get clean, lossless recordings from the games (Rockman 1-6 + NC) itself by manipulating the sound engine memory of the games via cheats, so I'm already good in that department even with missing register writes. Can't do the same for KH though because the game (and console) is infinitely more complicated than just a simple 256-byte stack.

edited 3:12 PM EDT March 27, 2021
by NoWool at 3:59 PM EDT on October 29, 2021
It's a driver issue.
You can try swapping the driver out w/ FFX's.
I think you'll need to make some edits to the bgm/sequence header to properly implement reverb (it'll likely be absent from some/most songs otherwise).

I think this should fix one of them.
There is ordered priority on the bgm tracks (eof has least priority). It was in fact the last track cutting out.

edited 4:31 PM EDT October 29, 2021
by dachschaden at 5:50 PM EST on November 26, 2021
>You can try swapping the driver out w/ FFX's.
How?

>fix one of them
Exactly. One of them. I'd rather have the driver fixed.
by NoWool at 8:13 PM EST on December 23, 2021
Here's a link to KH2 updated with FFX's driver. There's also and updated one for KH1 as well. I also threw in nenolod's FFX set (uses ffx2 driver; I added all of the missing stuff from older sets).

Hopefully most issues regarding KH2 are resolved.

edited 1:26 PM EST December 24, 2021
by dachschaden at 8:27 PM EST on December 25, 2021
I've downloaded your KH2FM archive and loaded it up into foobar. "Working together" seems to be fixed, or at least the instruments are a lot less subdued - however, "Unknown" remains broken. I don't know enough about music to know which instrument it's supposed to be, but starting at 0:56 it suddenly disappears, only to re-appear at 1:01 again. Going off of the original soundtrack that's not supposed to happen.

Merry Christmas.

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