Kingdom Hearts 2 Final Mix Ripped PSF2 files by lohweo at 2:46 PM EST on January 2, 2019
Hello there,
I really need the PSF2 files from Kingdom Hearts 2 Final Mix. Especially "The 13th Reflection", "The Other Promise", "Rage Awakened" and the two Christmas Town songs "Happy Holidays" and "What a surprise".
Only the MIDI files would do it too...
If someone could rip those for me (as I can't do it on my own due to missing knowledge...) it would be HIGHLY appreciated!
I have the MIDIs and the samples, but I have no idea how to assemble it into a PSF2. If anyone here has any idea in that regard, that would be appreciated.
@icecream, that would work too! I had some MIDIs from the game, but it was missing "What a surprise" and "The other Promise". Could you provide a download link for those files?
It took me slightly longer than I had anticipated, but here we are. There are a few streamed songs that are missing from the Kingdom Hearts II rip, you can nab them here
edited 7:40 AM EST January 5, 2019
Also, here's 2 songs missing from the KH2 upload, it's just alternate versions of "He's a Pirate" and "Nights of the Cursed"
AFAIK Another Side is streamed, so there should be no PSF2 file for this one. But you could use the one from 358/2 Days.
And "Disappeared" is also used in KH2 so you could just use that one...
If there are some Final Mix PSF2 files I would also be interested in it would be One Winged Angel from the first game, since it is slightly different to the one from KH2 and "A Night on bald Mountain"
@Koto if you need the two songs I could give you the MID, SF2 and DLS files for those
To quote him directly...... "All you have to do is unpack a psf2 from kh2 to get the correct modules, rename a bgm to "music200.bgm" and corresponding wd to "wave0200.wd" and replace the old ones in the unpacked kh2 psf2, change the id tags in the header of the bgm/wd to "C8" and run it through mkpsf2" I wish I knew the proper procedure back then so we could have gotten these earlier but it's w/e now lol.
I can take a look at the first game if anyone believes anything is missing from the PSF set. Is it just the Final Mix version of Kingdom Hearts that I should look into or both the original release and Final Mix?
I think looking through both would be amazing. Just to be sure :)
Please look through both and kh2 if you can... by threeblacknoises at 11:04 AM EST on January 27, 2019
I just checked out the set on joshw and it's missing a lot of tracks. I'm not sure if having both sets would be redundant, as I have no idea what; if anything; might be missing from final mix that's in the original kh1 set. Some songs have instrerments that lower in volume when the song loops. KH2 has multiple issues. Not only are tracks missing, but some like laizy afternoons are missing primary instrumentation. Some songs like part of your world have hanging instrerments at the end when they should end, while most songs have popping instrerments, or just pops generally throughout the songs.
I looked over the KH1 PSF2 file there are some files missing like in the very beginning of the game. dive into the heart battle is missing, along with Shrouding Dark Cloud, but I'll keep looking on my MP3 files that what is missing. I'll keep posted asap
Apparently some songs (like "It Began with a Letter") don't convert properly so that might be why they're missing; hell, they aren't even on kh-vids.net's MIDI pack. I guess you can just transcribe and find the instrument sources yourself, but it's just so awkward having an incomplete MIDI set like this.
@Lohweo glad to hear! I am just a rookie with both PSF files yet I am not familiar where to start, however. I am trying my best to fit in with help as I can, but as Icecream said it may be awkward
KH2 is virtually complete at this point. The missing instrumentation for "Lazy Afternoons" is streamed. I'm not exactly sure whether this FFXI driver supports streaming or not, but I believe it may? "Part of your World" can be fixed by changing the length and fade out tags of the PSF2, but it does indeed "hang" like that at the end naturally (if it weren't for fading the song out/stopping playback I believe the notes would hold for a very long time, if not endlessly iirc). KH2 has 10 BGM with no associated WD. Half of these are just variations of "Dive into the Heart - Destati -" (slight variations on tracks from the first game) and there's also a remix of a song from FFIX (I believe it's Crossing Those Hills? Something like that). Here's some of the leftovers. I paired 4/5 Destati songs w/ a bank from KH1. bgm19 does not have a appropriate wd pairing. I'm spread a bit thin atm, but I'll try to look at KH1 soon.
EDIT: Updated the link above to include a "Part of Your World" with a different length and fade out tag, should be fairly similar-esque to the ingame version now
There's a few broken songs in KH1 (which sound fine in vgmtrans). I probably can't fix them, so here's everything gathered at this point. This includes all of the BGM, WD, and modules separately and all of the missing music as psf2 (or at least I hope it's all of it).
The readme (titled "kh.nfo") in the current rip claims there is streamed music, but I have not found any. The readme also claims that "Oopsy Daisy" is an 11MB psf2... It's roughly 23 seconds long, it wouldn't reach 11MB if it were 32 bit PCM.
EDIT: I have no idea if this would be eligible to go up on joshw, as far as I can tell some (if not most) of the songs sound fine. I don't think I'll be doing much of anything KH related for quite some time, so anybody can feel free to take over the reins at this point. Peace.
edited 2:47 AM EST January 31, 2019
Oh, I forgot to add one thing: I'm 95% sure that the problem with One Winged Angel is that some of the samples are only have their reverb played (not an issue via vgmtrans). My guess goes towards this being an issue with the sound bank (WD)?
I guess people read the doc included with the rip and just took it at face value? It claims that "Bank conflicted" tracks are not included but "they're actually playable through certain hacks i've created but it's really not stable so i won't put the mentioned tracks on the set". I have no idea what a "bank conflict" means, I assume it's BGMs that use the same WD (bank)? But then why would tracks like that exist on the current rip (destati part 1 and 2 for example)? I think the "hacks" are just simply changing the ID's in the header of the BGM/WD and renaming them appropriately. I can't see how this would be unstable, as this is done for every song in the KH1/2 rip. That's strange, I wonder why that is? Well, the first thing that is loaded by HE is the psf2.ini file. This just lists off modules and sometimes there are parameters for them. One of the modules listed in Square sets is "ffxi.irx". For every Square PSF2 rip I've seen so far it will be followed by "200". This is basically telling the driver to load music200.bgm (I believe it also checks 0x04 for "0xC8" (200)). The kicker here is that it does not attempt to load a WD with the name "wave0200" or header ID of 0xC8. In fact, the psf2.ini is ignored at this point as it uses the ID tag in the BGM's header to find the associated bank data (WD), in fact it doesn't even check the WD's header at all, it just checks for the correct file name ("wave0###"). So basically, you don't need to lay a finger on the BGM/WD data. In fact, touching the WD's data was unnecessary from the start!
In all seriousness, I mean no ill will towards the original rippers. I just thought it'd be a bit of fun to overanalyze their closing statements on their rip.
so, the PSF2 is complete right?. I always wanted what kind of profile do you use to make music turn into PSF and PSF2 too :( oh well I'll find out, good luck with the new music
I had a few hours of spare time and decided to fix and tag what I could in KH1. "Just an Itty Bitty Too Much" and the "Unknown Jingle" that were previously broken in HE and partially broken in VGMTrans now work. All I had to do was edit in a program change for each track and adjust their track length offset accordingly. I fixed the instrumentation issues with One Winged Angel as well. The problem was that any track linked to instrument #2 would only play it's reverb. In the song's bank data the last 2 regions of instrument #2 had 0x01 after what I assumed is normally the last byte of each region (for pan I believe?). I just replaced them with 0x00 and that fixed the issue. I also missed 5 sound banks in my first rip (I had all of the bgm's though) so what was missing is now also included (I remember it being Kairi I/II, Friends in My Heart, Treasured Memories and an Unknown song titled "Unknown 3"). I also came across what I assume is unused/unfinished music that sounds like "To Our Surprise", it's only 1 track/instrument (it's supposed to be instrument 0 but instrument 1 sounds better, so I changed it). I also made a PSF using it's bank for "To Our Surprise".
Looks like the only thing broken between KH1/2 is Lazy Afternoons' use of IOPVoice (streaming functionality). I have no certainty at all, but I believe you'd have to modify the ffxi.irx module?
Hi @NoWool! I just saw that you've been messing with KH1, I have a trouble with the KH1FM rip upoloaded here because the song "Always on my mind" was literally copypasted from the KH1 rip and actually it's longer in KH1FM, could you please help me and update the KH1FM soundtrack?
I've been trying to do it myself but I can't figure out how to make .psf2 files D:
Alright, so the KH1FM rip will now have the extended version of "Always on My Mind" (you can nab it a few posts above this one). I was listening to a few random songs from KH a while ago and noticed that track 116 Traverse Town played it's main instrument at a much lower volume after looping. Turns out that @threeblacknoises was correct and there may be volume issues after looping. I think it has to do with where the beginning loop offset is set and if a track fades out before looping. If a track fades out and it's volume is not reset after looping I guess it just remains relatively silent. It's actually a super easy fix for Traverse Town, all I had to do was move the loop beginning pointer back several bytes so it reads the volume tag at the beginning of the track and resets it's volume. Here's the psf2 for Traverse Town. If anyone knows of any other song(s) that do this please list them in a post.
Also, sorry about all of the dead links in the previous pages, I'll make sure to keep everything up from this page onward.
Huh.........so there are more systems that do that. I don't want to derail the topic too much, but I suppose I could mention that the DS and GBA also seem to have similar problems in which it doesn't automatically sync the MIDI data back to what it was originally at the loop start. Like, the Modulation CC could be at 0 at the loop start, but if the last value before it loops back is like 32 or hell anything that's not 0, then it won't change and stay 32 at the loop start. The simple workaround is to place those events at the exact moment the loop start flag is, or change the values right before the song loops (if it's done too early it might be noticeable), but that's annoying to do, especially in Fruity Loops in which you can't superimpose MIDI events or place an event for a current value if there already is a event there that gives the controller that current value (so if you had an event change to have the Volume CC be 96 five bars before the loop start, then you can't set another Volume CC to 96 event on the loop start unless you change it in the space between the first event and the loop start).
@NoWool just like ddaniels had asked a couple months ago, the original drive links to the KH2 Final Mix tracks are down and come up with a 404 error. Would you mind reuploading them and sending out a new link?
I might re-upload Kingdom Hearts II Final Mix as as I've modded the BGM/WD for Lazy Afternoons. (Here's a link so you don't have to re-download the set) That pretty much concludes this thread, unless someone finds some weird track independent bug (like the one with Traverse Town where the volume parameter was not reset when looping).
Edit: Forgot to mention that I replaced the driver for One Winged Angel w/ the FFX driver, it tones down on the reverb and sounds fairly accurate to console (at least from what I can tell via YT videos). Was going to just edit the BGM header, but looks like that isn't necessary. Anyways, here's a link to that stuff
Im trying to repack a song because I muted the drums in one of them. I cannot get them repacked.
mkpsf2.bat C:\Users\Miles\Desktop\New folder (2)\external\psf2\fm - Deep Anxiety The filename, directory name, or volume label syntax is incorrect.
What am I doing wrong? I literally unpacked a PSf2 with the psf2 unpacker and it gave me the files so i went head and followed directions reposted by icecream. VGMToolbox doesn't like my directory and neither does the exe itself. HALP!
Ive also made separate directories named "Modules" and "Source" for the Front End version.
Via command prompt move to the directory in which mkpsf2 is in and enter mkpsf2.exe whatever_filename_u_want.psf2 "C:\Users\Miles\Desktop\New folder (2)\external\psf2\fm - Deep Anxiety". Maybe I'm a little uninformed, but I have no idea what "mkpsf2.bat" is all about (is it somehow related to the vgmtoolbox frontend? I thought that was exclusively for CSL). If mkpsf2.exe is in any of the sub-directories listed above, you could always shorten it. For example, if mkpsf2 is on your desktop, then type in "mkpsf2.exe file.psf2 "New folder (2)\external\psf2\fm - Deep Anxiety"" (quotes are needed due to spaces in some directories).
All of those songs from KH1 have loop flags in the bgm, I even went ahead and listened to them in winamp and foobar using highly experimental (making sure to enable the setting "force all songs to play indefinitely"). Almost all of the PSFs for KH1/2 set the song length + fade time to be similar to the track lengths of the OST, but even then I'm fairly certain that all songs at least hit the loop end before fading. If there were no tags set for length + fade it would be set to the default length + fade of your psf player (which is usually set to 2:50 + 10 seconds of fade, so a track length of 3:00) Now, if you want these songs to play infinitely make sure you check the option "force all songs to play indefinitely" in your psf player.
vgmtrans can decompress and read the .bgm and .wd in the psf2's. Loop begin and loop end are typically in the first music track (I believe it's colored yellow? If you click on the yellow portion and look in the bottom left/right it should say something like "loop start" or "loop end"). vgmtrans documents the .wd/.bgm formats fairly well. A few things it does not document is reverb type @0x09 of the bgm header and master volume/reverb depth(?) @0x0A - 0x13, individual track lengths (they're 4 bytes directly before each bgm, iirc it reads this properly). I believe vag/vas is played via "0x14 0x##" (0x## being the current note's stream id), I've only seen it w/ Lazy Afternoons. Also, instrument offsets start @0x20 in the WD.