How to read minipsf2 code and edit it or isolate individual samples? by marcoxD95 at 3:16 PM EST on January 10, 2026
I have a bunch of minipsf2 files and would like to play individual samples with Highly Experimental plugin so basically editing the data of the minipsf2 so that only a single instrument plays instead of all but I cannot read the code. Its just some garbled stuff like ÐópA°Ø!.

I already looked if there are any players who can do this but sadly doesnt seem to be the case. There is interestingly enough a tool called psfisolate on github by Nisto that can handle psf1 files but not psf2. I already tried reaching out to him on github but no idea if he is still around. Maybe here on the forum?

Anyway, because of this I wanted to do it the bruteforce way and just edit and split the minipsf2 code.

Any starting points or guides how this is done? I did try looking up some basic information but somehow all wikis lead to a website by some Neill Corlett and its no longer on the web. It would already help if I had readable code in the editor.


edited 3:17 PM EST January 10, 2026

edited 3:18 PM EST January 10, 2026
[edit] (12 hours left)
by WDLmaster at 4:15 PM EST on January 10, 2026
Yes, PSF looks garbled because it's zlib compressed. "VGM toolbox" can unpack some of them: goto xSF tools -> PSF2 -> PSF2 unpacker. Drag your minipsf files onto the panel. It creates subfolders with uncompressed RAW data in it. Depending on the game (more precisely the driver) it can't unpack everything. But samples are no individual files! Those ADPCM samples are simply arranged in one big chunk without headers or anything.

[edit] (13 hours left)


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