Viewtiful Joe (PS2) - trying to find and rip SFX - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Sounds Resource (https://www.vg-resource.com/forum-112.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-116.html) +---- Thread: Viewtiful Joe (PS2) - trying to find and rip SFX (/thread-28126.html) |
Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 I'm a complete neophyte when it comes to rips. I'm looking to extract the sound effects from the PS2 version of the original Viewtiful Joe for use in a video I'm working on, but I have NO idea where to start. Aside from the SLUS_209.51 and system.cnf files, the main directory has two sub directories underneath it: "modules" which has a lot of .irx files and one .img file, and "dvddata". The latter is further broken up into:
I figure "plsnd" is probably the safest guest for the directory with all the sound files, but I wouldn't have the slightest clue how to go about converting any of those files to something I can actually use, assuming it's even correct. Can anyone please lend me a hand with this? RE: Viewtiful Joe (PS2) - trying to find and rip SFX - pragmatic - 11-07-2015 It'd help if I had a sample to examine. EDIT: Noticed the PS2 part. You can probably use PSound to listen to all the files, and convert them to WAV. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 PSound got about 40% of the way through the scan before it stopped making any progress, but it still left me about 4400 sound samples to work with. Unfortunately, a lot of the sound files seem to be encoded at different sample rates, so forcing some of the clips to play at a certain Hz causes others to sound off. I'm going to try a second scan and see if I can't figure out what's causing it to do this. I am happy to provide samples as needed if anyone else wants to take a look at it. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - pragmatic - 11-07-2015 Hmmm, In that case I would go to "Configuration" and uncheck "Force Rate:" If that doesn't work, IDK upload the files. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 PSound still stops at the same spot during the scan progress, and not forcing a certain rate just causes all the files to not sound how they should. I've uploaded the "plsnd" folder (since again, I *think* that's where they're being stored) so you can give it a look. Let me know if it doesn't work, and I'll try another folder. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - pragmatic - 11-07-2015 I can't access the folder unless you give me the "Decryption Key", so until then I can't look at it. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 Sorry 'bout that. Decryption key: !LDpLEEp9tlcW2T5LHrJgCQ RE: Viewtiful Joe (PS2) - trying to find and rip SFX - pragmatic - 11-07-2015 I keep getting an "Invalid Folder" error. I tried that decryption key without the "!" even but that still doesn't work. Could you perhaps upload them zipped, and then upload? RE: Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 Uploading it now, but it's a different folder. I'm a lot less convinced it's PLSND now that I notice it's about 2 megabytes total. I'm grabbing with the folders with all the PCM files; those seem like safe bets. Edit: Here's one of the PCM files; there's 1.1 gigabytes worth of them altogether, so it's probably safer to try with just one before comitting. Also, PLSND just to be safe. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - pragmatic - 11-07-2015 PL certainly looks like sound. So does PCM. Only thing I can tell you is to use PSound, and just use that method. As for the pitch being screwed up, dunno. :/ RE: Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 So I messed with PSound a little further. Looks like PLSND is the voice clips for all the character attacks, and all the PCMs are for BGM; the latter is meant to play at 32000 Hz, but I still can't figure out what's up with the former. I'll keep trying different files and report any findings. Edit: Okay, it seems all the SFX are kept in the "data" folder. There's WAY too many to tag, though, and many of them are either identical duplicates or the same clips at a different sample rate for...whatever arcane reason. I'll see if I can find the cutscene music/VO as well, but this alone should serve my needs nicely. Thanks for your help! Edit 2: Looks like the cutscenes are stored as part of the same files that contain each stage's BGM. Unfortunately, the voices are recorded ON TOP of the cutscene BGM, so there's no way to isolate those. Oh well. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - OS-PRIME - 11-07-2015 Godspeed for you doing this. Any idea if VJ2 uses the same format for sound as VJ1? RE: Viewtiful Joe (PS2) - trying to find and rip SFX - Skyla Doragono - 11-07-2015 From doing a little google searching, it looks like some of the files may be a type of MIDI-like file, which is probably why PSSound is hitting it and bugging out -- it doesn't like those kind of files and often crashes when you get to them. As far as the doubles of the sound effects, they may not be actually doubled. I've found that PSSound will get "stuck" on a certain file and keep playing that same file over and over until you hit something else. There may not actually be that many duplicates. I had this same issue with the PS2 Persona games. (11-07-2015, 09:54 AM)OS-PRIME Wrote: Godspeed for you doing this. If the same team worked on it, it's possible. Most won't change compression format between games unless they absolutely need to. RE: Viewtiful Joe (PS2) - trying to find and rip SFX - cyberlink420 - 11-07-2015 Nah, PSound isn't getting stuck. There's five different playable characters, each with their own sound packs, but since they all use the same set of sounds, you're left with with a bunch of identical effects. As for VJ2, considering it's the same team, engine, consoles, etc., I'd be shocked if it wasn't the same format. Though admittedly, I don't have the game itself to verify. |