Hresvlgr / Jet Ion PS2 -- rip PSF2 by punylon at 3:35 PM EST on November 23, 2016
Hello everybody. I'm asking for a proper music rip from this PS2 game. I extracted the modules from SDJ.BIN (516,114,432 bytes) from [SLPS-200.59] using VGMtoolbox (I even manually extracted them off using hex editor, just to assure me that vgmt was doing it right). This is VGMt's logfile after extraction Extracted - Offset: 0x0002E000 Length: 0x000007E0 File: SDJ_0000.HD Extracted - Offset: 0x00000000 Length: 0x00000D40 File: SDJ_0000.SQ Extracted - Offset: 0x00001000 Length: 0x00005220 File: SDJ_0001.SQ Extracted - Offset: 0x00006800 Length: 0x00003AA0 File: SDJ_0002.SQ Extracted - Offset: 0x0000A800 Length: 0x00003010 File: SDJ_0003.SQ Extracted - Offset: 0x0000E000 Length: 0x00003480 File: SDJ_0004.SQ Extracted - Offset: 0x00011800 Length: 0x00003300 File: SDJ_0005.SQ Extracted - Offset: 0x00015000 Length: 0x00003E70 File: SDJ_0006.SQ Extracted - Offset: 0x00019000 Length: 0x00002000 File: SDJ_0007.SQ Extracted - Offset: 0x0001B000 Length: 0x00001C40 File: SDJ_0008.SQ Extracted - Offset: 0x0001D000 Length: 0x00002810 File: SDJ_0009.SQ Extracted - Offset: 0x00020000 Length: 0x00002BA0 File: SDJ_000A.SQ Extracted - Offset: 0x00023000 Length: 0x000004B0 File: SDJ_000B.SQ Extracted - Offset: 0x00023800 Length: 0x00000270 File: SDJ_000C.SQ Extracted - Offset: 0x00024000 Length: 0x000013E0 File: SDJ_000D.SQ Extracted - Offset: 0x00025800 Length: 0x00002890 File: SDJ_000E.SQ Extracted - Offset: 0x001AF800 Length: 0x00039A20 File: SDJ_0000.BD I followed instructions from PSF2Kit's CLS-howto for use with mkpsf2, put all needed files (LIBSD.IRX, MODHSYN.IRX, MODMIDI.IRX from the game, etc), but all I get are unplayable files either in winamp (vgmstream) and fb2k. Music plays fine in either console or emulator, so I don't think the modules (.IRX) from the game are corrupt. Any help is much apreciated. Thanks in advance!
A common mistake is to not put a newline character at the last line of the PSF2.ini, so make sure you have one there first. Evidently, it's needed for players to properly parse the file. This is a mistake I made myself when making my first sets (I don't like any trailing whitespace).
If that didn't help, can you upload the modules and a few SQ/HD/BD files?
Thank you for replying. Here are the modules, plus a test. I already followed your suggestion before asking, as I have been comparing other psf2 rips from 'josh's site using the VGMt psf2 unpacker. I already tested with both mkpsf2 exe (included) & frontend in VGMtoolbox (r1013). None of the (slightly different) psf2s plays. I hope you can help with this.
You need to add -s, -h and -b parameters to sq.irx (SQ/HD/BD filenames respectively). For example: SQ.IRX -r=5 -d=16383 -s=SDJ_0000.SQ -h=SDJ_0000.HD -b=SDJ_0000.BD. Alternatively, you can rename all the SQ/HD/BD files to DEFAULT.EXT and omit the parameters. It's up to you.
Hello. I already did the " -s=SDJ_0000.SQ -h=SDJ_0000.HD -b=SDJ_0000.BD" appendix, but the result is the same. Maybe I'm missing sombething on VGMt, or the mkps2f is the problem, or something on my side blocks the linking of sorts. Also, the renaming to DEFAULT.*** without the params results in the same (as mkpsf2/VGMt seems to autodetect the sq/hd/bd files) In fb2k, this is the complain Decoding failure at 0:00.000 (Unsupported format or corrupted file): "P:\hresvlgr\SDJ\sdj01aa.psf" The foo_psf.fb2k-component is already installed. Could any of you upload the rip, please? Thank you both of you.
[Edit] too late maybe, "sdj01aa.psf" should be "sdj01aa.psf2". Same result -just an extension I think.
@Delon Your files plays fine, to my surprise. I used PSF2 unpacker to extract all the 15 .SQ files and comparing to what I extracted before. They're all binary identical. The main difference are these game libraries: LIBSD.IRX, MODHSYN.IRX, MODMIDI.IRX. They are just different. Well, I just used those 3 libraries from your archive and, guess what, they now play in winamp (and of course in fb2k). I edited PSF2.ini to change "-d=16383" to "-d=8192", using those 3 new libraries, and redid the process. Two different PFS2 files; just 13-or-so bytes different, I asumme them related to that depth parameter. They both play fine (winamp's highly experimental, fb2k).
@Nisto Thanks. It seems this is (was) a problem on my side. The file you sent is binary-same with the 'sdj01aa.psf2' that I created to test. I ran mkpsf2 from cmd. It's my humble guess that it works the same as the VGMt frontend.
Pretty strange issue if you both ask me: I reconstructed the psf2 using the 3 different game libraries mentioned from Delon's rip, and the resulting files plays all identical (albeit not binary-identical); whereas Nisto says that the files unplayable from me plays well on his/her side. So He/She play ok both PSF2 sets. (Nice!)
Delon, any possibility you upload your rip to the PSF2 database/rip collection (josh/zophar/etc)? It's not found in any PSF2 set.
Finally, thank to both of you for your time and patience. They're really appreciated.
I have another question. How do you extract SS2 data with VGMtoolbox? Is it possible? Asking because I got into realisation that PSS videos can contain SS2 audio, but also some games can have SS2 data as music only, I assume, analogous to PS1's STR video format acting as container for XA audio.
The video demultiplexer in VGMToolbox should work to extract substream SS2 audio, I believe. May just need to rename the output files if it doesn't do it already.
Thanks again! Forward to a full music rip. There are like 10 music tracks in the game, two per track, depending on teams and/or difficulty. I did a search on SDJ.BIN. This file contains all audio related data. We had found MOD/MIDI data at the start of this file. At 0x1E9800, I find [53 53 68 64]=='SShd'; after 32 bytes, [53 53 62 64]=='SSbd'. So, these are SS2 headers! I cannot extract using Video Demultiplexer, 'PSS (PlayStation Stream)' format. Got this error: Error processing <P:\hresvlgr\SDJ.BIN>. Error received: Input string was not in a correct format. Maybe [.NET]-related. I'm ignorant on that. So, manual hex extracting seemed the alternative. I found 55 files with that header. First 12 of those are THE music. Remaining 43 are voice sound.
My questions: * Is SS2 an uncompressed/lossless music format? They're almost 4x the size of an equivalent XA psx audio file; the SS2 seems like DVD-audio type format. * Is it possible to rip this as GENH format files? As in, the first file I tested, is not looped, maybe ALL tracks are. * What parameters do I use if I want to convert a SS2 file to GENH for a loopable/compliant music rip? How do I get those parameters? * If possible... can somebody just upload the GENH rip for this game? (too much asking??) Again, thanks for more enlightment.
(Corrected "after 16 bytes", should read "after 32 bytes")
Help anyone? How do I make the GENH headers at least?
Two more questions: How do I get the loop points? Because offset 0x18 are all [FF FF FF FF FF FF FF FF]s Is it really hard (as in "not for noobs") to find those loop points?
Try VGMToolbox's Advanced Cutter tool. It has some SS2 or ADS presets. These are different file extensions for the same format. I just can't remember which is used for the presets.
Thank you very much. For replying, of course, and for the hints.
I now followed through your suggestion, using Advanced Cutter > PS2- SShd type 3 (type 2 did not get me all music, type 1 playback is garbled-clikory); preset extension is .ads, no problem in changing default ext.
Files were not very different to ones obtained with manual hex-cut-paste. Wasn't too hard to manually hex-cut-paste, but only for first 12 tracks. Only 1st & 7th files has difference of 1kB of zeros less when compared with manual cut, not important in playback it seems; 11th file has 22 kB-zeros less. 12 music files, 43 voice files, for a total of 55 stream tracks, as expected.
Inspecting & researching with what little/significant info I could gather from this very website, I could make some info from the header, as follows: //LEGEND // // (wordsize is 32 bit == 4 bytes) // "[word]" //'text' //0xhex_value // value==some equivalence I could recognize ------------------------------------------------------------------------- [ 'SShd' ] [0x18] [0x1 =#of embed tracks ¿?] [0xbb80 == 48000 hz] [0x2 ==2 channels] [0x200 == (d)512 (interleave)] [FF FF FF FF] [FF FF FF FF] [ 'SSbd' ] [size == 4*#samples] [0x32F=(d)815 ¿?] [=0xAF=(d)175 ¿?] ------------------------------------------------------------------------- Those are first 40 (header I think¿?) + 8 = 48 bytes of info. I do not know what info represents offsets: 0x18, 0x1C, 0x28, 0x2C.
The 40-bytes header is followed by ~10kB of zeros more or less. [ 0x0 ] [ 0x0 ] [ 0x0 ] [ 0x0 ] ...
Somehow "Advanced Cutter/Offset Finder" was not an intuitive enough name for me, that it seemed that I did not pay enough mind for its almost-intimidating interface; that is, until I learned enough of offsets, samples, interleave, and such.
Now, if anybody would be so kind of answering me, how can I find the loop points/ offsets without recurring to WAV conversion? I'm trying to make GENH files for this set.
-------------------- punylon -------------------- any possibility you upload your rip to the PSF2 database/rip collection (josh/zophar/etc)? It's not found in any PSF2 set.
So... where can I find "unapproved" rips if they're not here? I suposse nowhere, isn't it?
At least, could you please upload the rip, or at the very least, just the GENH headers? Or the GENH loop points? AFAIK they're just 4kB of data (per file) preappended to the .ads/.ss2 files I just got.
I could not get enough info on this file format, so I cannot do the looping myself, and that's why I ask for your help.
I know, the thread seems to have derailed from the original intention, as I initially thought the music all was PSF2-able, until I found the extra data / no-music tracks for the races in the BD/SQ. So forgive me if this thread does not get enough attention.