PS2 Stella Deus, ADX headers, VGMToolbox, other questions by mikev at 3:57 PM EDT on August 23, 2014
Sorry if this is TL;DR but it is my first (real) post on any forum and I've been lurking here for a while so I've kinda built up a list of things. I really want to get involved in some way and I was thinking some of the below might be a start.

I'm considering working out the loop points for Stella Deus (PS2, mostly ADX) and resubmitting to joshw.info.

1. Is somebody else (that reads here, obv) already working on this or do they have it completed but not uploaded?

2. As for track filenames, I was going to rename them to match the OST (using the convention of track 99 for outtakes/unknowns). Is this acceptable or should I just leave them as-is?

3. As for the ADX loop points themselves, I was going to just update the headers directly. Is that fine?

4. Does there already exist a tool to calc the byte offsets from sample/other offsets and update the headers? I've already done this manually for one of the files as a test, but if there's a tool that can save a bit of time that'd be great. Although, I'm mainly asking this to lead into the next question...

5. VGMToolbox (r930) doesn't have anything for working with ADX headers, unless I'm missing it somewhere. Is that correct? Would it be alright if maybe I extended it to support them?

Thanks for your time.
by nothingtosay at 6:42 AM EDT on August 24, 2014
Don't the ADX files on psf2.joshw.info already loop properly and all when played with vgmstream? I extracted the files from the game years ago by simply copying them from the ISO and pasting them onto my hard drive and they played back without any problems that I could detect, and I even spent some time studying some of them because I looped the OST and used the ADX files for reference.

EDIT: Oh, also welcome to the forum, or welcome to posting anyway.

edited 11:51 AM EDT August 24, 2014
by mikev at 11:46 AM EDT on August 24, 2014
Thanks for the reply. I went back and looked at the joshw set.

bgm14,15,17-21.adx (battle themes) have loop points set. The rest do not. Instead, most of them have a "built-in" 2nd loop with an ending (usually a warm stop, sometimes a fade). For example, bgm05.adx.

What this means is that vgmstream with "loop normally" and loop count 2 will render 4 loops, 2 of which have the built-in ending, plus the beginning of the 5th loop as vgmstream fades out.

Maybe instead of setting loop points it would make more sense to just clear the loop-enable flag in the header.

Which way to loop -- naturally with the built-in ending, or artificially with loop points set -- is a subjective thing, so I guess I'll leave it be.

Good call about looping the OST. I might do the same for my copy.

edited 4:52 PM EDT August 24, 2014
by mikev at 2:56 PM EDT on August 24, 2014
If anyone is interested, here's the mapping of filename to OST track#/name. Track names taken from VGMdb except for 99s which are annotated in brackets.

Original,OST
4001.ss2,01 - Alchemy (The Theme of Man).ss2
4007.ss2,42 - Holy Spirit (Spirit Theme).ss2
4009.ss2,99 - Activity Time [alternate].ss2
bgm01.adx,99 - Alchemy (The Theme of Man) [extended].adx
bgm02.adx,99 - Holy Spirit (Spirit Theme) [variation].adx
bgm03.adx,03 - Situation Explanation.adx
bgm04.adx,31 - Holy Kingdom.adx
bgm05.adx,41 - Epilogue.adx
bgm07.adx,02 - Name Entry.adx
bgm08.adx,14 - Save - Load Screen.adx
bgm09.adx,11 - World Map.adx
bgm10.adx,12 - Shop.adx
bgm11.adx,13 - Guild.adx
bgm12.adx,39 - Decisive Battle.adx
bgm13.adx,17 - Main Battle Music.adx
bgm14.adx,28 - Disadvantageous Circumstance.adx
bgm15.adx,07 - Activity Time.adx
bgm16.adx,10 - Conspiracy.adx
bgm17.adx,25 - A Turning Point.adx
bgm18.adx,19 - A Formidable Foe.adx
bgm19.adx,35 - The Four Elemental Spirits.adx
bgm20.adx,36 - Ruins of the Forbidden.adx
bgm21.adx,40 - March of Heroes.adx
bgm22.adx,04 - Requiem.adx
bgm23.adx,32 - Disciple of the Dark.adx
bgm24.adx,18 - Everyday.adx
bgm25.adx,05 - Energetic Music.adx
bgm26.adx,09 - Danger.adx
bgm28.adx,06 - The Supreme Ruler's Army.adx
bgm29.adx,22 - Reminiscence of the Past Music.adx
bgm30.adx,16 - A Cheerful Mood.adx
bgm31.adx,15 - Tutorial.adx
bgm32.adx,27 - An Oppressed Mood.adx
bgm34.adx,38 - Highlands.adx
bgm35.adx,21 - Heroine's Theme.adx
bgm36.adx,23 - Prince of a Ruined Country.adx
bgm37.adx,26 - Theme of the Religious Order.adx
bgm38.adx,29 - While Feeling Doubt.adx
bgm39.adx,34 - Nature.adx
bgm40.adx,37 - Ancient God.adx
bgm41.adx,33 - Vize.adx
bgm42.adx,24 - Apostle of the Light.adx
bgm43.adx,30 - Infiltration.adx
bgm44.adx,99 - unknown.adx
bgm45.adx,08 - Mission Clear.adx
bgm46.adx,20 - Game Over.adx
bgm47.adx,99 - Requiem [with ambiance].adx
by nothingtosay at 4:08 PM EDT on August 24, 2014
Oh yeah, I forgot they have built-in endings. I can see why you'd want to do something about that.

I was planning on redoing my OST looping project since I lost it and have come up with a better method of doing it. I used crossfading before, now I just find a place where the waves are really similar at the beginning and end and copy-paste the section inbetween in again (the way I should have realized to do it in the first place). When I redo it I was planning on posting it at FFShrine anyway so I could give you the link here if you want me to spare you the work of doing it too. I promise I do my looping work very carefully!
by mikev at 6:01 PM EDT on August 24, 2014
Yes, I would appreciate that. For the few I've done it's been quite a pain. Thanks!


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