Ripping Frogger: The Great Quest & Frogger Beyond audio tracks by icup321 at 9:43 PM EST on January 14, 2022
I've been trying to rip the audio tracks from the PC versions of Frogger: The Great Quest and Frogger Beyond (and also from the Xbox version of Beyond since that version actually has higher quality 44.1 khz tracks).

I've been able to create preliminary txth scripts showing what audio formats they use, what I need help with now is finding out how to get the track lengths, or extract the individual tracks from the audio archives if necessary.

You can take a look at the audio archives themselves here:
Frogger: The Great Quest (PC): https://www.mediafire.com/file/m0fkwt6c3ug2waj/Frogger_-_The_Great_Quest_%2528wip%2529_%255BPC%255D.7z/file

Frogger Beyond (PC): https://www.mediafire.com/file/9uytss2cwv0awqu/Frogger_Beyond_%2528wip%2529_%255BPC%255D.7z/file

Frogger Beyond (Xbox): https://www.mediafire.com/file/bs2x1276df8eohk/Frogger_Beyond_%2528wip%2529_%255BXbox%255D.7z/file

edited 9:44 PM EST January 14, 2022
by JackTheRipper at 2:34 AM EST on January 15, 2022
They're chunked and possibly padded by zeroes?

PS2 uses VAG ADPCM
GC uses DSP ADPCM
Xbox uses IMA ADPCM
Windows uses PCM

Sample rate is possibly at 22050hz especially for the Windows version of Beyond and Mutant Melee.

Try using Audacity or any wav editor to import the raw PCM file.

It also happens in TMNT: Mutant Melee.

The first 800 has some garbage.

edited 2:40 AM EST January 15, 2022

edited 12:34 AM EST January 16, 2022
by icup321 at 3:08 AM EST on January 26, 2022
I found out that FrogLord, a program which is mainly used for modding the 1997 version of Frogger, has a tool in the source code for extracting the Music.MCP archives specifically from the PC and Xbox versions of Frogger Beyond.

I wasn't able to compile the Java program myself though, maybe someone else could compile it, or use this as a reference for creating a quickbms script for this archive format?

https://github.com/Kneesnap/FrogLord/blob/master/src/net/highwayfrogs/editor/games/FroggerBeyondUtil.java

edited 3:09 AM EST January 26, 2022
by bnnm at 4:07 PM EST on January 26, 2022
Frogger: The Great Quest (PC)
header_file = SNDCHUNK.IDX

subsong_count = @0x00
subsong_spacing = 0x08
#0x04: id?
start_offset = @0x08

subsong_spacing = 0
header_file = null

codec = PCM16LE
base_offset = start_offset
channels = @0x02$2
sample_rate = @0x04

data_size = data_size - 0x10 #goes first
start_offset = start_offset + 0x10
num_samples = data_size


Frogger Beyond (PC):
codec = PCM16LE
channels = 2
sample_rate = 22050

subsong_count = 53
subsong_spacing = 0x08
start_offset = @0x00
data_size = @0x04

num_samples = data_size


Frogger Beyond (Xbox):
codec = XBOX
channels = 2
sample_rate = 44100

subsong_count = 53
subsong_spacing = 0x08
start_offset = @0x00
data_size = @0x04

num_samples = data_size
by icup321 at 12:50 AM EST on January 31, 2022
@bnnm Thank you, this is exactly what I was trying to do!

Okay, so I decided to try to rip the other versions of Frogger Beyond and TGQ. I managed to adapt the txth for the PS2 version by changing the codec and adding the appropriate interleave. As for the GC version, well, I couldn't because it requires me to find the coefficients which I'm not knowledgeable in at all.

The PS2 version of Frogger: The Great Quest also seems to use a very similar format to the PC version, but for some reason I can't get it to load more than 1 sound file. The txth needs minor adjustments for the PS2 version: https://www.mediafire.com/file/kqsgy0pd2tj2338/Frogger_-_The_Great_Quest_%25282002-05-24%2529%2528KCE_Papa_Yeti%2529%2528Konami%2529%255BPS2%255D_%2528wip%2529.7z/file

Also, @JackTheRipper I checked TMNT: Mutant Melee and I managed to adapt the Frogger Beyond txth to work on the PC, PS2 and Xbox versions, so those rips will be uploaded as well.
by JackTheRipper at 6:21 PM EST on January 31, 2022
You forgot the videos

PS2 = PSS
GC = H4M [Use H4M Audio Decoder 0.6]
WIN = BIK (TMNT Mutant Melee)
XBOX/WIN = WMV (Frogger Beyond) [Use FFMPEG]
XBOX = XMV (TMNT Mutant Melee)

Sample rate was 44100 for TMNT MM and Beyond (Xbox)
Sample rate was 32000 for TMNT MM (Win)
Sample Rate was 22050 for Beyond (Win)

Interleave was 0x8000, but GC is BE

header_file = MUSIC.MCP
body_file = MUSIC.MCP

codec = NGC_DSP
channels = 2
sample_rate = ?

subsong_count = 53
subsong_spacing = 0x8
start_offset = @0x00:BE
data_size = @0x4:BE

interleave = 0x8000
interleave_last = auto
num_samples = data_size
coef_offset = ?
coef_endianness = BE

coef must be 20ish

BTW, this rip is old %20(2002-12-06)(KCE%20Hawaii,%20Konami%20Shanghai)(Konami)[GC].7z] due to being extracted from a big file

PFP file of Frogger Adventures PS2 is 0x200 interleave PCM

edited 12:31 AM EST February 1, 2022
by bnnm at 4:31 PM EST on February 6, 2022
Frogger: The Great Quest (PC)

header_file = SNDCHUNK.IDX

subsong_count = @0x00
subsong_spacing = 0x08
#0x04: id?
start_offset = @0x08

subsong_spacing = 0
header_file = null

base_offset = start_offset
subfile_offset = start_offset
subfile_size = @0x04 + 0x08
subfile_extension = wav
by icup321 at 11:36 PM EST on February 12, 2022
@bnnm Thank you once again for providing a txth for the PS2 version of TGQ!

So, I looked into the PS2 version of Frogger's Adventures: The Rescue, and I was actually able to create a complex txth for it! Thankfully, Frogger's Adventures uses very near-identical formats to other games developed by Hudson Soft, so I was able to adapt the txth to work on it. The difficult part though was that I had to manually extract the header files because they were deep inside the PS2FGSD.BIN file, so I had to use a hex editor for extraction. I'm probably going to upload it to hcs64 as is anyway, but if anyone wants to review it and give me pointers on how I could improve it, I could submit a re-rip if necessary: https://www.mediafire.com/file/wrj8let98tvllhy/Frogger%2527s_Adventures_-_The_Rescue_%25282004-10-11%2529%2528KCE_Hawaii%252C_Hudson_Soft%2529%2528Konami%2529%255BPS2%255D.7z/file

Now, the only one that remains un-ripped is the GC version of Frogger Beyond, I wasn't able to find out what exactly the coefficent value was, but this was the closest I could get to playing back MUSIC.MCP:
codec = NGC_DSP
channels = 2
sample_rate = 22050

subsong_count = 53
subsong_spacing = 0x08
start_offset = @0x00:BE
data_size = @0x04:BE

interleave = 0x8000
interleave_last = auto
num_samples = data_size

coef_offset = @0x24
coef_endianness = BE
by JackTheRipper at 12:57 AM EST on February 13, 2022
Each song has its own sample rate starting with the first 4 values on the offset, then in the fourth offset, it will be followed within 20 offset coef.

@0x24 isn't right due to the some stutter on the last post.

edited 1:32 AM EST February 13, 2022


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