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Requesting assistance in ripping music from Segare Ijiri (PS1) by JomSpoons at 12:46 PM EDT on May 12, 2022
Segare Ijiri is a little known and bizarre Japan exclusive for the original PlayStation, and it has a great soundtrack. I've been looking to rip the music from the game but I've not had much luck.

All of the music (outside of cutscenes) seems to be sequenced, and I've managed to find several songs and jingles from the game stored in the disc's BDGAME folder contained in SEP files. VGMTrans, VGMToolbox, and seq2mid seem to work fine here.

There are also VB and BDM files which I believe are used for the soundfont(s), but I've not had much luck getting it into a usable form. VGMTrans and PSound detect the audio contained in these but aren't able to convert them well, in my experience at least.

If someone could help out I'd greatly appreciate it. Thank you all.

edited 12:50 PM EDT May 12, 2022
by Squaresoft74 at 3:09 PM EDT on May 13, 2022
I gave a quick look:

SLPM_862.30 has SEGARE.VB's header and some .SEP files embeded.

.BDM files contain either just .VB files' headers or .VB files' headers + .SEP file
by JomSpoons at 1:00 PM EDT on May 14, 2022
Alright, I was able to cobble together the soundfont by pasting the hex of the header into the VB file. Thank you so much! I'll get to work on rendering all the songs.
by Squaresoft74 at 1:17 PM EDT on May 14, 2022
Side note, seems you'll need to pair ZACMUS00.SEP with NHKMUS samples bank.
Not sure why they didn't match names just like others for that one.
by almendaz at 12:40 PM EDT on May 15, 2022
That's not uncommon; it just makes it harder to match SEQ/SEP-VB/VAB pairs. Also it makes it harder to give proper names to resulting .psf's.
by JomSpoons at 1:54 PM EDT on May 15, 2022
I'm encountering an issue where several instruments of certain songs seem to be missing when comparing the rendered midis to how the songs sound in-game. For instance, the music that plays during the dialogue selections is missing some of it's percussion, as well as the sort of wobbly sounding effect on some of the synth. Here is a render of the midi and a recording of the audio from an emulator. I know these sorts of issues are pretty common with vgmtrans so I'm assuming there isn't much I can do to resolve this, but I figured I'd ask about it anyways.

Edit: It just now occurred to me that I should probably be looking into making PSF files rather than converting them to midi, I'd probably have better luck with that lmao. I'll start experimenting with that.

edited 5:16 PM EDT May 15, 2022
by Squaresoft74 at 9:34 PM EDT on May 15, 2022
Maybe you didn't extract or pair files properly ?
Here're the extracted files and MarkGrass's GenPSF to play with.
The track you mentionned is sequence 05 from SEGARE-09.SEP
Have fun. :)
by JomSpoons at 12:06 AM EDT on May 16, 2022
Alright this seems to resolve all the issues I was having. Thanks again, you're a life saver!

Edit: Actually it seems I have one more minor issue. Some of the jingles (specifically the ones heard in SEGARE-09.SEP) play a short voice clip at the end, but since the clip is detected as an "instrument" it doesn't pause for long enough to play it entirely before looping or cutting off. Is there any way I can add pauses to the end of a PSF?

edited 2:30 AM EDT May 16, 2022
by Squaresoft74 at 9:46 AM EDT on May 16, 2022
Did you set "Playback Amount" to 1 ?
If that doesn't solve your issue it may be down to the driver being a generic one.
by JomSpoons at 4:13 PM EDT on May 16, 2022
Setting the playback amount to 1 does seem to fix the issue. That said, I'm actually trying to make the soundtrack into .minipsf (mainly via vgmtoolbox) since over 50 sequences share the same VB. Is there any way I can set the playback amount to 1 on a .minipsf? I've been trying to use psfpoint to accomplish this but I've not had much luck.

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