Endonesia (PS2)
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Endonesia (PS2)
Filecutter (and two files with a size of less than 4 MB): https://www.mediafire.com/file/arv3n3og ... es.7z/file
It's possible that some of the smaller files aren't actually archives. Also, I apologize if any of these formats are already known. I don't know much about common PS2 formats.
I'm mainly interested in the contents of the sound-related archives SD_CDS.BIN, SD_MMS.BIN, SD_MMS1.BIN, SD_MMS2.BIN and SOUND.BIN. There has never been a proper rip of the game's music. The only one that exists has some missing and corrupted tracks. But VGMToolbox doesn't seem to be capable of extracting the files correctly.
It's possible that some of the smaller files aren't actually archives. Also, I apologize if any of these formats are already known. I don't know much about common PS2 formats.
I'm mainly interested in the contents of the sound-related archives SD_CDS.BIN, SD_MMS.BIN, SD_MMS1.BIN, SD_MMS2.BIN and SOUND.BIN. There has never been a proper rip of the game's music. The only one that exists has some missing and corrupted tracks. But VGMToolbox doesn't seem to be capable of extracting the files correctly.
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Re: Endonesia (PS2)
This TXTH script will make the SD_*.BIN files directly playable (SOUND.BIN requires different treatment. Basically it contains sound effects + sequenced music, so PSF2 files have to be created out of it). You must install vgmstream plugin + a media player that supports it like foobar2000 (Don't forget to enable "Unknown exts" option in the vgmstream preference if you do use foobar).
Save the text above as ".bin.txth" then put it on the same directory as the SD_*.BIN files.
Code: Select all
codec = PSX
subsong_count = @0x24
base_offset = 0x80
subsong_spacing = 0x20
channels = @0x00 + 1
data_size = @0x08
start_offset = @0x0c
interleave = 0x800
sample_rate = @0x1c$2
num_samples = data_size
Save the text above as ".bin.txth" then put it on the same directory as the SD_*.BIN files.
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Re: Endonesia (PS2)
Thanks for the help. At first glance, the tracks seem fine, though I need someone who actually played the game to check them.
Regarding the sequenced music, I know that I need to convert that to PSF2 in order to play it. I tried using some of VGMToolbox's features to do that, but the resulting tracks were broken. It was a two-step process that first involved using one tool to extract the files from SOUND.BIN before using another to convert them. I was wondering if perhaps the reason things went wrong is because the files weren't extracted correctly. That's why I was hoping someone here could find another way to do that.
Regarding the sequenced music, I know that I need to convert that to PSF2 in order to play it. I tried using some of VGMToolbox's features to do that, but the resulting tracks were broken. It was a two-step process that first involved using one tool to extract the files from SOUND.BIN before using another to convert them. I was wondering if perhaps the reason things went wrong is because the files weren't extracted correctly. That's why I was hoping someone here could find another way to do that.
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Re: Endonesia (PS2)
somerandomhefan wrote:Thanks for the help. At first glance, the tracks seem fine, though I need someone who actually played the game to check them.
Regarding the sequenced music, I know that I need to convert that to PSF2 in order to play it. I tried using some of VGMToolbox's features to do that, but the resulting tracks were broken. It was a two-step process that first involved using one tool to extract the files from SOUND.BIN before using another to convert them. I was wondering if perhaps the reason things went wrong is because the files weren't extracted correctly. That's why I was hoping someone here could find another way to do that.
I just want to ask this. How exactly broken are the music tracks? Too much reverb? glitchy instruments? Tempo sounds weird (too slow or too fast)?
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Re: Endonesia (PS2)
BloodRaynare wrote:somerandomhefan wrote:Thanks for the help. At first glance, the tracks seem fine, though I need someone who actually played the game to check them.
Regarding the sequenced music, I know that I need to convert that to PSF2 in order to play it. I tried using some of VGMToolbox's features to do that, but the resulting tracks were broken. It was a two-step process that first involved using one tool to extract the files from SOUND.BIN before using another to convert them. I was wondering if perhaps the reason things went wrong is because the files weren't extracted correctly. That's why I was hoping someone here could find another way to do that.
I just want to ask this. How exactly broken are the music tracks? Too much reverb? glitchy instruments? Tempo sounds weird (too slow or too fast)?
Pretty much completely broken. The first track is just a nonsensical arrangement of samples (though the samples themselves sound okay), while the rest just end immediately.
It's possible I just messed up the conversion of the extracted files, but it's also possible the files themselves were improperly extracted. VGMToolBox wasn't up to the task of extracting the audio streams properly, so it wouldn't surprise me if it messed up the sequences as well.
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Re: Endonesia (PS2)
somerandomhefan wrote:Pretty much completely broken. The first track is just a nonsensical arrangement of samples (though the samples themselves sound okay), while the rest just end immediately.
It's possible I just messed up the conversion of the extracted files, but it's possible the files themselves were improperly extracted. VGMToolBox wasn't up to the task of extracting the audio streams properly, so it wouldn't surprise me if it messed up the sequences as well.
Okay, so apparently an extraction problem. I would write a bms script for it but the way the table of contents are stored is weird, so use the "Advanced Cutter/Offset Finder" feature of VGMToolbox. Set the "Search String" to "EXOSD", enable the "Extract Files" option, choose "Use Terminator Strings" for cut size options then fill with "EXOSD" again. You can set the extension of the extracted files as you wish. The samples and the sequenced musics are stored separately, so look for the files that weighs around 200kb (for sequenced tracks) and 400kb something or more for the samples (I̶ ̶r̶e̶c̶o̶m̶m̶e̶n̶d̶ ̶u̶s̶i̶n̶g̶ ̶v̶g̶m̶t̶r̶a̶n̶s̶ ̶f̶o̶r̶ ̶e̶x̶t̶r̶a̶c̶t̶i̶n̶g̶ ̶t̶h̶e̶m̶,̶ ̶a̶s̶ ̶a̶p̶p̶a̶r̶e̶n̶t̶l̶y̶ ̶t̶h̶e̶ ̶s̶e̶q̶u̶e̶n̶c̶e̶d̶ ̶m̶u̶s̶i̶c̶ ̶f̶i̶l̶e̶s̶ ̶c̶o̶n̶t̶a̶i̶n̶s̶ ̶m̶o̶r̶e̶ ̶t̶h̶a̶n̶ ̶o̶n̶e̶ ̶t̶r̶a̶c̶k̶ ̶p̶e̶r̶ ̶f̶i̶l̶e̶. Scratch that, you can still use VGMToolbox to extract them, you just need to put the separate sequenced tracks and the samples+header file into one directory. Still, you'll need to make them into a minipsf2+psf2lib files though).
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Re: Endonesia (PS2)
BloodRaynare wrote:somerandomhefan wrote:Pretty much completely broken. The first track is just a nonsensical arrangement of samples (though the samples themselves sound okay), while the rest just end immediately.
It's possible I just messed up the conversion of the extracted files, but it's possible the files themselves were improperly extracted. VGMToolBox wasn't up to the task of extracting the audio streams properly, so it wouldn't surprise me if it messed up the sequences as well.
Okay, so apparently an extraction problem. I would write a bms script for it but the way the table of contents are stored is weird, so use the "Advanced Cutter/Offset Finder" feature of VGMToolbox. Set the "Search String" to "EXOSD", enable the "Extract Files" option, choose "Use Terminator Strings" for cut size options then fill with "EXOSD" again. You can set the extension of the extracted files as you wish. The samples and the sequenced musics are stored separately, so look for the files that weighs around 200kb (for sequenced tracks) and 400kb something or more for the samples (I̶ ̶r̶e̶c̶o̶m̶m̶e̶n̶d̶ ̶u̶s̶i̶n̶g̶ ̶v̶g̶m̶t̶r̶a̶n̶s̶ ̶f̶o̶r̶ ̶e̶x̶t̶r̶a̶c̶t̶i̶n̶g̶ ̶t̶h̶e̶m̶,̶ ̶a̶s̶ ̶a̶p̶p̶a̶r̶e̶n̶t̶l̶y̶ ̶t̶h̶e̶ ̶s̶e̶q̶u̶e̶n̶c̶e̶d̶ ̶m̶u̶s̶i̶c̶ ̶f̶i̶l̶e̶s̶ ̶c̶o̶n̶t̶a̶i̶n̶s̶ ̶m̶o̶r̶e̶ ̶t̶h̶a̶n̶ ̶o̶n̶e̶ ̶t̶r̶a̶c̶k̶ ̶p̶e̶r̶ ̶f̶i̶l̶e̶. Scratch that, you can still use VGMToolbox to extract them, you just need to put the separate sequenced tracks and the samples+header file into one directory. Still, you'll need to make them into a minipsf2+psf2lib files though).
Okay, so the "Advanced Cutter/Offset Finder" gave me lots of files whose size ranges from 6 KB to 544 KB. But I'm not really sure what the next step is. How am I supposed to tell which of these files have samples and which have sequences? I did some testing with VGMTrans before you edited your post and found that even the smallest of the extracted files still have samples in them. There still seems to be no clear distinction between sample files and sequence files.
I should also mention that the "Advanced Cutter/Offset Finder" gave me a warning at the end. Is this normal or did it skip the last file?
0x00071800
Warning: For string found at: 0x013E2000, cut size is less than 1 (FFFFFFFFFEC1DFFF)...Skipping
In case it helps, here's the complete file: https://www.mediafire.com/file/lvhtueq6 ... D.BIN/file
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Re: Endonesia (PS2)
somerandomhefan wrote:Okay, so the "Advanced Cutter/Offset Finder" gave me lots of files whose size ranges from 6 KB to 544 KB. But I'm not really sure what the next step is. How am I supposed to tell which of these files have samples and which have sequences? I did some testing with VGMTrans before you edited your post and found that even the smallest of the extracted files still have samples in them. There still seems to be no clear distinction between sample files and sequence files.
I should also mention that the "Advanced Cutter/Offset Finder" gave me a warning at the end. Is this normal or did it skip the last file?0x00071800
Warning: For string found at: 0x013E2000, cut size is less than 1 (FFFFFFFFFEC1DFFF)...Skipping
No, that's normal. It means that VGMT is unable to find the terminator strings since it already reached the end of the file. About to determine where the samples pack and the sequenced file ones, You can try using the hex editor, sequenced music files should have a string "IECSidiM" stored in it, and usually packs in about 200KB. And the samples should in the files before it (You can try it by looking at it with hex editor too, You should see the string "IECSigaV" immediately without need to scrolling down). So the order goes like this: Sample packs first, then Sequenced music.
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Re: Endonesia (PS2)
BloodRaynare wrote:somerandomhefan wrote:Okay, so the "Advanced Cutter/Offset Finder" gave me lots of files whose size ranges from 6 KB to 544 KB. But I'm not really sure what the next step is. How am I supposed to tell which of these files have samples and which have sequences? I did some testing with VGMTrans before you edited your post and found that even the smallest of the extracted files still have samples in them. There still seems to be no clear distinction between sample files and sequence files.
I should also mention that the "Advanced Cutter/Offset Finder" gave me a warning at the end. Is this normal or did it skip the last file?0x00071800
Warning: For string found at: 0x013E2000, cut size is less than 1 (FFFFFFFFFEC1DFFF)...Skipping
No, that's normal. It means that VGMT is unable to find the terminator strings since it already reached the end of the file. About to determine where the samples pack and the sequenced file ones, You can try using the hex editor, sequenced music files should have a string "IECSidiM" stored in it, and usually packs in about 200KB. And the samples should in the files before it (You can try it by looking at it with hex editor too, You should see the string "IECSigaV" immediately without need to scrolling down). So the order goes like this: Sample packs first, then Sequenced music.
Okay, I think I'm starting to get how this works. After extracting them using VGMTrans, I managed to convert the tracks from one pair of files into something playable. After having another one of VGMToolbox's features retime them, they now sound almost identical to tracks from the game's currently available rip, aside from a minimal volume difference.
I'll take care of the rest when I have more time. Hopefully, I'll manage to locate the tracks said rip is missing as well.
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Re: Endonesia (PS2)
Turns out that warning I got wasn't inconsequential after all. The extraction process missed the last of the files, which contains a sequence. I had to manually extract it with a hex editor.
Nevertheless, the PSF2 conversion process was a success. VGMTrans found a handful of false positives in the sequence packs, but that didn't prevent it from correctly extracting all the BD, HD and SQ files, which I then used to rip the sequences.
However, the result seems to be virtually identical to the existing rip. According to someone who played the game, that rip is missing some variations of existing tracks. I'll have to ask them for more details. There clearly aren't any more SQ files. SOUND.BIN has exactly 128 instances of IECSidiM, which matches up with the 128 tracks I got. Perhaps the game can modify some tracks on the fly or something like that.
Anyway, thanks for all the help. At the very least, I was able to get proper rips of a few streamed tracks that are broken in the existing rip.
BTW, I take it there is no better PSF2 autotimer than what VGMToolbox offers? It works fine for most of the tracks, but there are some it couldn't handle. It seems the person responsible for the original rip ran into the same issue. If worst comes to worst, I suppose I could try timing them myself.
Nevertheless, the PSF2 conversion process was a success. VGMTrans found a handful of false positives in the sequence packs, but that didn't prevent it from correctly extracting all the BD, HD and SQ files, which I then used to rip the sequences.
However, the result seems to be virtually identical to the existing rip. According to someone who played the game, that rip is missing some variations of existing tracks. I'll have to ask them for more details. There clearly aren't any more SQ files. SOUND.BIN has exactly 128 instances of IECSidiM, which matches up with the 128 tracks I got. Perhaps the game can modify some tracks on the fly or something like that.
Anyway, thanks for all the help. At the very least, I was able to get proper rips of a few streamed tracks that are broken in the existing rip.
BTW, I take it there is no better PSF2 autotimer than what VGMToolbox offers? It works fine for most of the tracks, but there are some it couldn't handle. It seems the person responsible for the original rip ran into the same issue. If worst comes to worst, I suppose I could try timing them myself.
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Re: Endonesia (PS2)
bruh idksomerandomhefan wrote:Turns out that warning I got wasn't inconsequential after all. The extraction process missed the last of the files, which contains a sequence. I had to manually extract it with a hex editor.
Nevertheless, the PSF2 conversion process was a success. VGMTrans found a handful of false positives in the sequence packs, but that didn't prevent it from correctly extracting all the BD, HD and SQ files, which I then used to rip the sequences.
However, the result seems to be virtually identical to the existing rip. According to someone who played the game, that rip is missing some variations of existing tracks. I'll have to ask them for more details. There clearly aren't any more SQ files. SOUND.BIN has exactly 128 instances of IECSidiM, which matches up with the 128 tracks I got. Perhaps the game can modify some tracks on the fly or something like that.
Anyway, thanks for all the help. At the very least, I was able to get proper rips of a few streamed tracks that are broken in the existing rip.
BTW, I take it there is no better PSF2 autotimer than what VGMToolbox offers? It works fine for most of the tracks, but there are some it couldn't handle. It seems the person responsible for the original rip ran into the same issue. If worst comes to worst, I suppose I could try timing them myself.
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Re: Endonesia (PS2)
somerandomhefan wrote:Turns out that warning I got wasn't inconsequential after all. The extraction process missed the last of the files, which contains a sequence. I had to manually extract it with a hex editor.
Nevertheless, the PSF2 conversion process was a success. VGMTrans found a handful of false positives in the sequence packs, but that didn't prevent it from correctly extracting all the BD, HD and SQ files, which I then used to rip the sequences.
However, the result seems to be virtually identical to the existing rip. According to someone who played the game, that rip is missing some variations of existing tracks. I'll have to ask them for more details. There clearly aren't any more SQ files. SOUND.BIN has exactly 128 instances of IECSidiM, which matches up with the 128 tracks I got. Perhaps the game can modify some tracks on the fly or something like that.
Anyway, thanks for all the help. At the very least, I was able to get proper rips of a few streamed tracks that are broken in the existing rip.
BTW, I take it there is no better PSF2 autotimer than what VGMToolbox offers? It works fine for most of the tracks, but there are some it couldn't handle. It seems the person responsible for the original rip ran into the same issue. If worst comes to worst, I suppose I could try timing them myself.
How's the variation sounds like? If it's about the speed of the tracks, you can try play with the "Tempo" parameter.
About the autotimer, unfortunately, it seems VGMT is the only tool that provides the autotiming feature.
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Re: Endonesia (PS2)
BloodRaynare wrote:somerandomhefan wrote:Turns out that warning I got wasn't inconsequential after all. The extraction process missed the last of the files, which contains a sequence. I had to manually extract it with a hex editor.
Nevertheless, the PSF2 conversion process was a success. VGMTrans found a handful of false positives in the sequence packs, but that didn't prevent it from correctly extracting all the BD, HD and SQ files, which I then used to rip the sequences.
However, the result seems to be virtually identical to the existing rip. According to someone who played the game, that rip is missing some variations of existing tracks. I'll have to ask them for more details. There clearly aren't any more SQ files. SOUND.BIN has exactly 128 instances of IECSidiM, which matches up with the 128 tracks I got. Perhaps the game can modify some tracks on the fly or something like that.
Anyway, thanks for all the help. At the very least, I was able to get proper rips of a few streamed tracks that are broken in the existing rip.
BTW, I take it there is no better PSF2 autotimer than what VGMToolbox offers? It works fine for most of the tracks, but there are some it couldn't handle. It seems the person responsible for the original rip ran into the same issue. If worst comes to worst, I suppose I could try timing them myself.
How's the variation sounds like? If it's about the speed of the tracks, you can try play with the "Tempo" parameter.
About the autotimer, unfortunately, it seems VGMT is the only tool that provides the autotiming feature.
It looks like the variations are probably existing tracks with modified playback attributes. The pitch is probably different, but I'm not sure about anything else. I can change a number of attributes in the PSF2 creator, so it may be possible to figure them out or at least approximate them through trial and error. I'm currently waiting on the person I'm working with to send me some footage of the missing variations. We'll have to see if that suffices.
Shame that there's no better autotimer. I'm currently in the process of manually retiming them by using Audacity to locate their exact loop point. It's a lot of work, but doable.