Need some help ripping a PS1 soundtrack by TheFonzie at 6:02 PM EST on January 23, 2015
Hello everybody,

I've been trying to rip Spongebob Supersponge for PS1. I managed to get the .VB and .VH files but there seem to be no .SEP or .SEQ files, so I'm very confused. I've been using VGMToolbox and PSound for my rips. Any help would be appreciated.
by Kirishima at 11:31 AM EST on January 24, 2015
Did you check to see if it uses xa files. vb and vh can also be used for sound effects, so those don't usually tell you anything.
by TheFonzie at 5:43 PM EST on January 24, 2015
Yes. The .XA files are for the dialogue. I played the .VB files in PSound and they are the instruments used for the music. The game's music is done in a tracker.

edited 10:51 PM EST January 24, 2015
by Kirishima at 11:45 AM EST on January 25, 2015
I had a chance to look at the game myself yesterday. It likely uses it's own custom sequence format. A rip using a generic driver probably wont work.

edited 4:53 PM EST January 25, 2015

edited 5:43 PM EST January 25, 2015
by TheFonzie at 4:09 PM EST on January 26, 2015
What would you suggest I do? Do I need to learn hex or any programming languages?
by Kirishima at 5:02 PM EST on January 26, 2015
I wouldn't be able to help you. Someone with more experience in r3000 assemble and extracting sound drivers from psx exe's could. There was a psf ripper yahoo group, but it appears to no longer be active. Not sure if any of the members come here anymore. Another person who could help is MarkGrass, but he hasn't popped up here in some time.

edited 10:14 PM EST January 26, 2015
by Mouser X at 2:21 PM EST on January 27, 2015
Most of the people who had any kind of activity on the PSF Rippers group eventually found their way here (I'm "still" a member there, but I never check on it). That said, Neill Corlett and zoopd (both who did a lot of PSF rips) haven't been heard from in years. CaitSith2 definitely could, Mark Grass probably can, possibly JoshW, and maybe theoretically HCS (the N64 had a similar CPU to the PS1, and HCS has done N64 rips. So theoretically he might be able to, but at this point in time, I'd say it's very unlikely) could do custom PSF rips. There are others, but I don't remember their names, and as far as I can remember, it's been even longer since they were last heard from.

When it comes to custom driver rips, unfortunately there just isn't very many people able to do it right now. Good luck, but don't get your hopes up. :( Mouser X over and out.
by MarkGrass at 5:37 AM EST on January 28, 2015
I view the forum daily, just not very active in the scene.

It's probably not of use in this specific case, but just as a reminder, I have a semi-up to date (2014) generic psf creation tool located at RHDN:

romhacking.net



...the funny thing about custom sequence data is that it typically isn't very custom at all (with exception of Square games, etc). They typically just contain a non-standard header with the midi data immediately following.

Maybe one of the best things you could do would be to upload some of the custom sequence data and let other people check it out. From experience, it doesn't take much effort to convert 'custom' to standard sdk format (pQES).
by Kirishima at 12:03 PM EST on January 28, 2015
The sequence data was probably tucked into the same bin archive as the vh and vb data. I'll see if i still have the iso around to upload that file. The iso itself was really small anyway, so if you wanted to get it yourself, it shouldn't take long.

bin files: https://www.sendspace.com/file/xjcizk

the biglump.bin should contain all the sound files. the spongy.bin is there in case i'm wrong.

edited 5:27 PM EST January 28, 2015
by TheFonzie at 12:40 PM EST on January 28, 2015
Hey guys, thanks for your responses. I'll give the PSF creation tool a try soon.

Yeah, Biglump.bin has all the sound. I checked it and spongy.bin and couldn't find sequence data.
by HellFire2345 at 10:13 PM EST on February 7, 2015
Hi, I just signed up for this forum specifically to respond to this thread. I have managed to rip a bunch of .xm files from the game, however they're all scrambled up when opened in a tracker. Looking at them using a hex editor it states it's a "Fasttracker 2 module" but I don't think this is correct.

If you are wondering I used a tool called DRAGON Unpacker to get these.

Here they are in a .zip, there's no sample data:
http://puu.sh/fDaVB.zip

edited 3:25 AM EST February 8, 2015
by HellFire2345 at 10:16 PM EST on February 7, 2015
And while I'm at it, here's every file from BIGLUMP.BIN extracted; no filenames:

http://puu.sh/fDb9L.zip

To get THESE, I used a QuickBMS script that you can find here:
http://zenhax.com/viewtopic.php?f=9&t=301

edited 3:24 AM EST February 8, 2015
by TheFonzie at 3:06 PM EST on February 12, 2015
So far the .XM files haven't been producing anything :/


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