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by bypasser at 11:15 PM EST on November 19, 2014
I'm not well versed in ripping games but trying to make use of this thread. Did you extract the MIDIs from the game's file or memory, or did you rebuild them? Also, what program is that at page 4 with the black interface?

Did you extract those VGA samples from the game? How and wherefrom?

And since you know Japanese (or are you Japanese?) Can you translate this CD's cover please? The CD purportedly contains Saigo no Uta trailer which plays a full version of Theme of Laura featuring a guitar adlib, very similar to another guitar outro adlib of one of the trailers. Here's the cover:

http://www.crimson-ceremony.net/lostreleases/item.php?id=shdemo_dvd-jpn-tgs2001autumn

And about the unused .pss video, spoilers:
Could it be the one that plays when James meets Maria at Rosewater Park? I didn't watch the file itself but that's the only bell it rings.
by Nisto at 7:02 AM EST on November 20, 2014
bypasser: I made the MIDIs by guessing what the various instructions are (see the dissection documents I've posted on previous pages). As I mentioned, it's not perfect, but the note values definitely appears to be. The program in the screenshot I posted is Renoise.

I extracted the VAG samples from IOP\SOUND\SOUND.DAT by using a couple of scripts I wrote, since most programs aren't capable of detecting sample rates when ripping, or won't rip to the native format...

I am not Japanese but I can try translating the text on that cover (I assume you meant the front cover).

特別制作 = Special production
電撃王 = DENGEKI Ō (a game magazine which is today called DENGEKI HIME (電撃姫) as I understand it)
2002年2月22日 = February 22, 2002
発売日は = Release date [is]
大安 = Auspicious day
士口日 = (sorry, no idea on this one, the last kanji might not even be correct, although it matches with the furigana on the black background on the cover (たいあんうちじつ) if I'm seeing it correctly)
そんなメデタイ前祝!! = Such an auspicious early celebration!!
XboxゲームタイトルコレクションDVD = Xbox Game Title Collection DVD

edited 4:15 PM EST November 20, 2014
by bypasser at 11:19 AM EST on November 20, 2014
The MIDI was accurate, should be feasible enough to rebuild the atmospheric pieces.
Why would they keep the VAG samples in the game?
Aren't the sounds already saved in ADX or does the game produce some sounds using MIDI & VAG?
Did you find out how to prevent voices from playing? Most of the music FirebandX ripped had voices so he had to work around those by editing, muting voices altogether would produce a purer soundtrack.

Thanks for the translation mate!
by Nisto at 12:31 PM EST on November 20, 2014
Most of the music in this game is sequenced (which means it plays back the samples in real-time using the instructions/notes from the KDT1 chunk, just like a DAW would with MIDI data or other sequenced formats). That's why the VAG samples are needed of course (without samples how do you create sound from your notes?) And the reason they sequence music is to save space on the disc.

Only the PC and Xbox versions have ADX files as far as I know. The dialogues and all music played during the pre-rendered movies in the PS2 original is streamed (SVAG/SS2 respectively).

On at least SLUS-20228, everything in SOUND.DAT from 0x19F5000 onward are dialogues. So if you want to mute voices, editing the dialogue tracks is as good as it gets. Keep in mind that some of the dialogue tracks does contain music though (an example of this is the guitar track in the "I got a letter" cutscene), so it isn't really possible to mute only the voices for all tracks.

edited 6:04 PM EST November 20, 2014
by bypasser at 2:25 PM EST on November 20, 2014
Does that mean sounds play differently on the PS2 than either of the PC or XBox? I know of the superior quality of the PS2's but is it also more dynamic?
Unfortunate that dialogue contain music, FirebandX said that I got a Letter took a good share of the soundtrack's production time.
by Nisto at 3:45 PM EST on November 20, 2014
I'm honestly not sure about the "dynamicness" between them as I haven't played the PC nor Xbox versions. But judging by the fact that AIX is just streamed, they were probably at least limited to what they could do compared to on the PS2 game. I mean, at this point I'm pretty sure that on PS2 they do basically the same as on PC and Xbox (increase/decrease the volume for each section (channel) of the song as the player progresses), but I personally wouldn't settle for a rip of the PC/Xbox versions. To me, it seems the PC and Xbox versions were poorly transferred (not just in terms of sonic quality) anyway.
by bypasser at 11:01 PM EST on November 20, 2014
I finished the PC version and emulated the PS2 but didn't finish it because of stuttering, the PS2 version was superior in other ways than audio quality for sure. Camera panning is faster, fog is denser and the visuals overall are more obfuscated.
by mrjaredbeta at 6:33 PM EST on November 22, 2014
Wow, just saw the samples that you posted. Thanks a ton for those, Nisto! You are really doing a ton of great work here.

Also, what's the situation on the MIDI files? Are you able to make them? I ask this because I've really into composition recently and I love looking at how composers, especially from video games, "do" theirs. I already love that I have Kingdom Heart's SEQs/MIDIs cause Yoko is really one of the best, if not the best, VGM composers out there. Too bad not all the tracks are included in the psf2 sets (especially the Final Mix tracks)...
by peronmls at 7:13 AM EST on November 23, 2014
@mrjaredbeta you could just rip the BMGs and .WDs from the game and make them into a PSF2.

http://www.mediafire.com/download/goa2q0yx8257vvd/KH2FM+midi%28final%29.rar
by mrjaredbeta at 8:33 AM EST on November 23, 2014
Thanks peronmls, that's really nice of you to provide! I'm kind of clueless on the whole process of extracting the files though. Does it involve a lot of MIPS assembly knowledge? Or is it just super easy? I don't really care about building a PSF2, I much more just want the MIDIs/instruments.

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