Silent Hill 3 PS2 sd.bin Sound File by Sonderhen at 7:51 PM EDT on September 1, 2016
Hello, i need help to extract and replace this file : http://www.mediafire.com/download/v8cen3876d2hp32/sd.bin

Inside sd.bin has many sound effects, the Psound can open the file but i need know how i reimport my custom sounds to this file.

Sorry for bad english,
by Nisto at 8:53 PM EDT on September 1, 2016
https://github.com/Nisto/sh3-sdex

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).

edited 9:03 PM EDT September 1, 2016
by AnonRunzes at 9:12 PM EDT on September 1, 2016
Oh, and I have these files:
SILENT
HILL

These came from the PS1 game called Silent Hill. Any idea how to handle them? Only one of them contain XA files.
by Sonderhen at 9:44 PM EDT on September 1, 2016
Thanks Nisto

You know a tool to I rebuild a .HD and .BD files?

Maybe VGM Trans works?
by Nisto at 10:23 PM EDT on September 1, 2016
@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).

edited 12:18 AM EDT September 2, 2016
by AnonRunzes at 6:23 AM EDT on September 2, 2016
@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?

edited 6:24 AM EDT September 2, 2016
by Nisto at 12:50 PM EDT on September 2, 2016
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.
by AnonRunzes at 4:10 PM EDT on September 2, 2016
@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).
by Sonderhen at 8:15 PM EDT on September 2, 2016
Nisto

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?
by Nisto at 4:30 PM EDT on September 3, 2016
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?
by Sonderhen at 5:27 PM EDT on September 3, 2016
I appreciate the help but unfortunately I need is to import my Portuguese sounds within the game.

I edited all cutscenes with the following programs:

Afs Explorer (Edit .Afs Files)
DKZ Studio (Edit Afs and Adx files)
ShTexture Explorer (Edit textures of game)
ShsndExplorer (Edit .adx sounds)
QuickBms Script (For the .Mfa Extract Files)
Sony Vegas (I redid all the game cutscenes)


The only part that is missing are the sound effects inside .bd files
by Sonderhen at 5:30 PM EDT on September 3, 2016
https://www.youtube.com/watch?v=cy6nYItnIwY
by Nisto at 5:30 PM EDT on September 3, 2016
Yes, you would be able to import (overwrite), but not add (append) anything. If you just want to replace existing data, that's possible.
by Sonderhen at 5:45 PM EDT on September 3, 2016
Sorry again for bad English
So I can replace a sound I created (Portuguese) for a sound within the game?

If possible, I would be very grateful to you

Are only 5 sounds I want to replace

1 - Heather attack
2 - Heather damage
3 - Heather damage 2
3 - Heather breathing
4 - Heather dying

by Nisto at 5:54 PM EDT on September 3, 2016
Correct. In that case, I can probably help.

How do you mod your ISO?
by Sonderhen at 5:58 PM EDT on September 3, 2016
I use Ultra Iso

Inside the xbg0.mfa several other .td .bd and .hd sounds

To extract the xbg0 I use a script in QuickBms

The script found here:

http://forum.xentax.com/viewtopic.php?f=18&t=7808

edited 5:59 PM EDT September 3, 2016
by Sonderhen at 5:50 PM EDT on September 4, 2016
If you need any other information, just ask me
by Nisto at 6:37 PM EDT on September 5, 2016
Sonderhen: Can you explain HOW you use UltraISO? PCSX2 fails booting even an untouched ISO saved by UltraISO (v9.6.5). I'm not seeing any settings to make the ISO "PS2 compatible" or anything. Do you use IML files?

I need to make sure the replacement is done correctly and that you know how to do it in a way that will work. The only method that has given bootable results so far is to use various IML/ISO converters.

edited 6:38 PM EDT September 5, 2016
by Sonderhen at 11:46 PM EDT on September 5, 2016
I use the version 9.3.5 (Portable).
I just saved as a normal Iso and the game runs normally in the console and in the PCSX2 emulator. No need to save on PS2 compatilidade mode or anything like that.
Example: I created my own mr1ftrst.afs. In ultraiso I clicked right in this file and deleted the original mr1ftrst.afs. Then I went on Actions >> Add Files and added my own mr1ftrst.afs I created. Then I went on File and then Save.
I do not know what happened to your UltraIso, but all Ps2 games what i modding, I use the Ultra Iso and never had any problems.

by Nisto at 1:49 AM EDT on September 6, 2016
I really don't know why your method isn't working for me... I've tried everything. What version of PCSX2 are you using? And what BIOS?

I am about 50% done with the tools. I just need to write a Sony ADPCM encoder/decoder since I can't find anything that I'm legally allowed to use. Since you've never had any problems with UltraISO, can you try replacing sd.bin with this and see if the game boots?

https://www.sendspace.com/file/phnaxu

The expected effect should be that "Heather beam" plays when you navigate in menus.
by Sonderhen at 7:37 AM EDT on September 6, 2016
awesome man!!!!!! :D :D :D
Worked perfectly
It was very funny that sound every time I moved the cursor, hahaha
Very good
Every time you need to test the game, just send me the sd.bin that I test here.

I am testing using the console

I upload my version of UltraIso Portable:

http://www.mediafire.com/download/ap8qkicgc9j8hie/UltraISO_9.3.5_Portable.zip

edited 8:38 AM EDT September 6, 2016
by Nisto at 2:50 PM EDT on September 6, 2016
The portable version didn't help, but I think I know what the problem is... The Japanese version (which I have) seems to have some form of copy protection, as opposed to the American release. I tested replacing with UltraISO on the American release instead, and sure enough that works. To replace and move a file in the Japanese version, I have to fully rebuild the game using Sony's CDVDGen, or it won't boot. The Japanese release is also v2.0, while the American release is only v1.02, so I guess it makes sense if the supposedly major update is copy protection.

I'm guessing you have the American release of the game (SLUS-20622)?
by Sonderhen at 8:35 PM EDT on September 6, 2016
Yes, that's the version I have.

If you want, I send you some sounds and then you do a test to replace the files.
by Nisto at 5:18 AM EDT on September 8, 2016
Okay, I've finished the tools. But I decided not to add .WAV support as originally planned, since it would require static executables or libraries (unless you like waiting +/-10 seconds to encode/decode single files with pure, sluggish Python), which I've never been a fan of. It was taking longer than I had hoped to write the encoder/decoder anyway. And there are already a fair amount of tools available to easily convert between WAV <-> VAG.


1. Download and install Python 3.x.x first if you don't have it.

2. Download scripts:
- sh3-sdex.py (creates and extracts sd.bin)
- ps2-bankmod.py (imports and extracts .HD/.BD data)

Skip step 3 if you have installed Python with associations. Just double-click the .py files instead.

3. Press Windows-key + R on your keyboard -> enter a command from below (CHANGE BOLD TEXT, KEEP QUOTES) and press OK

3a. To extract or build sd.bin (sd.bin <-> .TD/.HD/.BD):
EXAMPLE: "C:\Program Files\Python35\python.exe" "C:\sh3-sdex.py"

3b. To extract or replace sounds in .HD/.BD banks:
EXAMPLE: "C:\Program Files\Python35\python.exe" "C:\ps2-bankmod.py"

4. Follow the instructions given by the program.


* To convert between .WAV <-> .VAG, here are some tools that can do it for free, very easily (they can also play the files):
- Awave Studio
- MFAudio
- VAGEDIT (included in the PS1 SDK "PsyQ")

* I recommend that you extract with ps2-bankmod before you import to .HD/.BD, so you know the correct number to use when you import (it's in the filenames).

* Winamp and foobar2000 can also play .VAG files directly with vgmstream (Winamp plugin, foobar2000 component).

* When extracting/building sd.bin, any existing copies of sd.bin/sd.TD/sd.HD/sd.BD in the base folder will be overwritten, so make backups if necessary!
by Sonderhen at 9:55 PM EDT on September 8, 2016
It is perfect!!!!!!

Worked properly, your tool was easy to understand and work

Thank you very much, helped me a lot

I'm almost finishing the dubbing, in the end credits will put your name.

You prefer that I put "Nisto" or another name (or nickname)?
by Nisto at 10:13 PM EDT on September 8, 2016
That's cool, glad it worked for you. Yeah "Nisto" is fine. Thanks.

Feel free to share a link when you're done. Even though I don't know any Portuguese, I'm interested to see the result.

edited 10:22 PM EDT September 8, 2016
by Sonderhen at 10:37 PM EDT on September 8, 2016
right, I will provide the link to download the dubbing this month or in October.
Another video of Fandub:

https://www.youtube.com/watch?v=cy6nYItnIwY

Facebook page:

https://www.facebook.com/silentfandub/

thanks again!


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