Monsters, Inc. (PS2) - BNK sound file, and SAD file

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
frogz2007
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Joined: Sun Dec 14, 2014 3:56 pm

Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by frogz2007 »

These files contain the sound files to the game.

link to SAD (and BNK) file:

https://www.dropbox.com/s/njj9m4u221s2o ... lr.7z?dl=1
aluigi
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by aluigi »

http://aluigi.org/papers/bms/others/mon ... nc_sad.bms

I'm not sure if the BNK files should be extracted or parsed with external programs, anyway they are just vag data and the script extract everything.
frogz2007
Posts: 118
Joined: Sun Dec 14, 2014 3:56 pm

Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by frogz2007 »

So, the BNK files are actually just VAG sound files?
aluigi
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by aluigi »

Basically they are quite complex with many information about each "sample" and then the list of raw vag samples.
What is done by the script is just locating the samples and dumping them one by one.
frogz2007
Posts: 118
Joined: Sun Dec 14, 2014 3:56 pm

Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by frogz2007 »

Oh. So I am assuming I couldn't just replace the VAG files with what I wanted and then reimport?
aluigi
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by aluigi »

If the number of channels (interleave) and frequency match then it's enough to remove the vag header and you can reimport it.
frogz2007
Posts: 118
Joined: Sun Dec 14, 2014 3:56 pm

Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file

Post by frogz2007 »

The game must not like that idea, because it didn't play the sound (and yes, I made sure it was mono and 22050 hz). However, I am assuming this could be a file size issue, or the length being a bit longer than the original could do it. I'll keep trying.