RE2 instrument sample rates by Nisto at 1:19 AM EST on November 27, 2013
Probably a dumb question, but is there a way to get the original sample rate for each instrument in the .BGM files? By looking at them through VGMTrans, it seems like there are only BPM and time signature values at best.. ? It would be nice to export them in the "sample rate" they're played in, is this possible?
From there, simply use the "VAB to Wave" function. GenPSF will produce multiple WAV files, generated from each sample, all using accurate sample rates. Furthermore, it works with all VAB data and isn't specific to just Bio/RE games.
Tried your update of Generic PSF Utility - it seems like it is still unable to convert them to WAV though. It just crashes for me (this happens right after I'm trying to select (open) a .vb file). I'm trying it on MAIN05 from RE2 disc 1 to be specific. EDIT: actually, it crashes even if I don't select anything and just hit cancel.. and I tried this on a clean installation via VirtualBox too, so fairly certain my system isn't hosed. Does it support XP? Or does it have any particular dependencies?
The "VAB to Wave" function only works with VAB data.
Sorry, I forgot to mention this small step. :P
Use the "VAB Combine" function to conjoin the VH and VB files - it will produce a VAB file.
I noticed a bug, where the app won't properly stop encoding some data. To manually fix this, simply add the following hex string at the end of the VAB file:
0007 7777 7777 7777 7777 7777 7777 7777
This error applies only to data without that specific hex string and will be fixed in GenPSF ASAP.
EDIT: GenPSF works with XP, Win732-bit and Win764-bit, and requires absolutely no dependencies.
Well, it doesn't crash anymore, but now the problem is that it just keeps writing to the WAV file in a seemingly endless loop. It got up to over 100MB so I closed it.. I tried appending 0x0007 7777 7777 7777 7777 7777 7777 7777 to the VAB too, that didn't help.
I'm currently looking into it, and it isn't fault of the app (even to my surprise).
By default (according to the PSone SDK - PSYQ), every sample is supposed to end with the hex string mentioned above, but oddly enough, it seems that CAPCOM doesn't always follow that standard.
I've fixed it, by having GenPSF automatically append the hex string to each sample during conversion, thus eliminating the endless loop bug.
I have a few tests I'd like to run before I release. Please, be patient with me.
Oddly enough, many samples from CAPCOM games (Bio/RE specifically) won't properly convert - specifically, SsPitchFromNote doesn't return a proper frequency.