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  • in reply to: Dune’s Customs *Looking for help/feedback* #428250

    Thanks for the tips, everyone. I removed the old versions for now. I’ll try to rework these sometime should I get the drive to do them from the ground up again.

     

    Keep up the good work!

    in reply to: Dune’s Customs *Looking for help/feedback* #428243
    If you know how to do all that other massaging, you’ve got enough experience with REAPER to just do it right. My first tempo map took hours, and every other one has taken 30 minutes tops. Make a real tempo map, hopefully one marker per measure, and you won’t have to fuss.

    Thanks for the advice. Tempo mapping isn’t too difficult for the most part (thanks to the trusty tutorial!), but my primary concern beyond that would be importing/incorporating the MIDI. While I concede it’s definitely not the “right” way, it really does save a tremendous amount of time and errors for this portion of the work (under these circumstances). Me doing it by hand with the tempo map of the song itself versus using the method described above, I’ve not seen a difference in the gameplay experience that would warrant investing the many extra hours in adjusting and nudging the chart around just to meet that exact tempo when a mostly-accurate/suitable one can be generated with that method…

     

    Hrmmm… I think I’ll finish these three songs inprogress first. Then I’ll see if I can consolidate the traditional and right way into an efficient import of the MIDI. Thanks again, I’ll let you know what comes up. If you have any advice for importing a MIDI of that kind, please let me know too <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

    in reply to: Dune’s Customs *Looking for help/feedback* #428232

    EDIT: I’m removing my explanation here because I don’t want to suggest a shortcut that may lead people astray or result in inferior charts down the road.

    in reply to: Dune’s Customs *Looking for help/feedback* #428214

    Hey Exxucus. That could be cool! I will PM you as soon as I work out these 3 songs I’m about to finish together. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

    in reply to: Dune’s Customs *Looking for help/feedback* #428192

    If anyone has a chance to playtest the two already uploaded, let me know which aspects I need to refine in future customs (as well as fix for those of course). I’ve tried studying the C3 releases closely to ensure everything is up to code but I’m sure I’ve missed some things.

    in reply to: Compiling Error on my first Custom #428191

    In addition to what Lyra said, you can check for the “only two instruments” glitch by using C3 Con Tools to extract your con and load the mogg file from the extraction into Audacity. This will reduce time dragging everything to your console to test and will help you ensure it’s not your TV at fault. If the two instrument glitch is to blame, one of the channels (the bottom one of the mogg) will be disproportionately sized with the other and will sound terrible on its own. I think it’s important to look at the mogg from the con itself too as the Magmacompiler will take a perfectly rendered WAV from Reaper and mangle it without any warning. Hope this can help some. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

    in reply to: TrojanNemo’s Older Customs #428138

    Thanks, Nemo! I was just looking to redownload Stacy’s Mom a few days ago. That custom has always been a hit at RB gatherings.

    in reply to: Dune’s Customs *Looking for help/feedback* #427969

    [Reserved]

    in reply to: The complete C3 tutorial for new authors #427863

    I just wanted to post to thank you for putting this together, Farottone! You have done the community a great service; so much so it actually makes me feel guilty for not having contributed sooner, but I’ll try to remedy that now <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />

    in reply to: MIDI files from Japanese Karaoke Revolution #427610

    I took a shortcut with the above and was able to perfectly rip out the vocal MIDI on a song-by-song basis. The MIDIs are extraordinarily accurate, surprisingly. With some of the usual cleanup, they can very easily be used in Rock Band customs.

     

    If anyone is interested in how to shortcut this without breaking into the game: Use any of the games with an emulator, go to options, turn off the BGM, and just record the vocal MIDI in real time from your sound card (in Audacity or whatever is best for you). From there, just use something like Melodyne to very quickly and precisely convert the recording back to MIDI. I experimented with this a few times and got 100% accurate results on all counts.

     

    I thought of this earlier but… I wanted to see if it’d be easy to just extract all of the charts for the sake of creating a large database for fellow customs authors to use. Currently, they all have to be recorded manually. If there are any Japanese songs from the discs I have that someone would want ripped, let me know here or in a PM and I’ll get it to you ASAP. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

     

    Here’s an idea of the types of artists on there: BoA, L’Arc-en-Ciel, Do As Infinity, GLAY, Bump of Chicken, B’z, SMAP, T.M. Revolution, KinKi Kids, Ayumi Hamasaki, ZARD, Morning Musume, Southern All Stars, Utada Hikaru, Mai Kuraki, Namie Amuro, Hyde, Porno Graffitti, and hundreds of others. Basically any group or artist that would come to mind for “Japanese music” in the era the games were released is probably available.

    in reply to: MIDI files from Japanese Karaoke Revolution #427597

    Here’s a video of it in action, which is very basic:

     

    What I essentially meant was that I think the game uses MIDI charts to create the MIDI sounds in real-time, instead of using pre-recorded versions. There are numerous references to MIDI scripts within the disc files, so it seems pretty likely. Hopefully that makes a little more sense?

     

    The title of this edition is “カラオケレボリューション J-POPベスト vol.8” / “Karaoke Revolution J-POP Best vol.8” (Disc code SLPM-62456). You can get an idea of what kinds of songs are on the various discs on Konami’s website.

     

    Using IsoBuster, you can extract all of the disc data pretty easily but, of course, the contained files are all almost all not in their actual formats. Using TrIDNET to identify the actual file types for extraction provides some clues but I’m not sure I have the ability to extract the necessary files without the proper tools.

     

    Karaoke Revolution J-POP Best Vol.8

     

    The base file structure begins with the following folders and four files:

     

    [CNF]

    [DATA]

    [FMOD]

    [FMOD2]

    [FRES]

    [LICENSE]

    [MODULES]

    [NTCNFBIN]

    [OTHER]

    [PKF_DATA]

    [PKT]

    FEEGAGUI.ELF (7,845 K:cool:

    NETCONF.ELF (3,454 K:cool:

    SLPM_624.56 (4,832 K:cool:

    SYSTEM.CNF (1 K:cool:

     

    CNF: PS2 system files

    ICON.SYS (1 K:cool:

    SYS_NET.ICO (32.8 K:cool:

     

    DATA: Assorted game files

    CAMERA.PKF (166 K:cool:

    CHARA.PKF (75,596 K:cool:

    KREVO.ICN (7 K:cool:

    SONG.LST (7 K:cool:

    STAGE.PKF (43,168 K:cool:

    TITLE.DAT (1 K:cool:

     

    FMOD: Standard PS2 libraries

    IOPRP270.IMG

    ATAD.IRX

    DEV9.IRX

    HDD.IRX

    INET.IRX

    INETCTL.IRX

    LIBNET.IRX

    LIBSD.IRX

    MCMAN.IRX

    MCSERV.IRX

    MODHSYN.IRX

    MODMIDI.IRX

    MSIFRPC.IRX

    NETCNF.IRX

    NETCNFIF.IRX

    PADMAN.IRX

    PFS.IRX

    PPP.IRX

    PPPOE.IRX

    SDRDRV.IRX

    SIO2MAN.IRX

    SMAP.IRX

    USBD.IRX

    USBKB.IRX

    USBMLOAD.IRX

     

    FMOD2: Additional ELF for MIDI reading?

    EZMIDI.IRX (60 K:cool:

     

    FONT:

    ASCIIX_8.FNT (2 K:cool:

    ASCIIX16.FNT (4 K:cool:

    KANJIX16.FON (244 K:cool:

     

    FRES:

    BGM.BD (536 K:cool:

    EFF.BD (143 K:cool:

    JIS2UCS.BIN (128 K:cool:

    UCS2JIS.BIN (128 K:cool:

    BGM.HD (5 K:cool:

    EFF.HD (2 K:cool:

    CONNECT.M2V (1,748 K:cool: Viewable, just a background animation that plays on the menus

    ROOT_ED.PEM (2 K:cool:

    SAMPLE.PF (2,562 K:cool:

    BG.RGB (840 K:cool:

    BG_SV.RGB (840 K:cool:

    BGM.SQ (128 K:cool:

     

    LICENSE: “PlayStation 2” Programmer Tool Runtime Library Release 2.8

    LIBEENET.TXT (13 K:cool:

     

    MODULES: PS2 modules

    DNAS280.IMG

    IOPRP280.IMG

    DEV9.IRX

    MAIN_MOD.SPF

    NET_MOD.SPF

    NTGU_MO2.SPF

    NTGU_MOD.SPF

     

    NTCNFBIN:

    EFF.BD (125 K:cool:

    EFF.HD (1 K:cool:

    SYS_NET.ICO (33 K:cool:

    JAPANESE.PF (2,547 K:cool:

    BG.RGB (840 K:cool:

    BG_PAL.RGB (960 K:cool:

    BG2.RGB (1,120 K:cool:

    ICON.SYS (1 K:cool:

     

    OTHER->FONT:

    24X24X1H.FNT

    24X24X1X.FNT

    24X24X4D.FNT

    24X24X4H.FNT

    24X24X4K.FNT

    24X24X4X.FNT

    28X28X4D.FNT

    28X28X4H.FNT

    28X28X4K.FNT

    28X28X4X.FNT

    40X40X4D.FNT

    40X40X4H.FNT

    40X40X4K.FNT

    40X40X4X.FNT

    48X48X4D.FNT

    48X48X4H.FNT

    48X48X4K.FNT

    48X48X4X.FNT

     

    OTHER->GRAPHICS:

    AIDOL.BZ2

    AUDITION.BZ2

    BG.BZ2

    BOOT.BZ2

    CHARISMA.BZ2

    DEMO.BZ2

    FACE.BZ2

    HOWTO.BZ2

    K_SCORE.BZ2

    KARAOKE.BZ2

    NATURAL.BZ2

    NETOP.BZ2

    OPTION.BZ2

    RANKING.BZ2

    RAP.BZ2

    REVO.BZ2

    SCORE.BZ2

    SEARCH.BZ2

    SELECT3.BZ2

    STAFF.BZ2

    STAND.BZ2

    TALENT.BZ2

    TEAM.BZ2

    TEAMCONT.BZ2

    TITLE.BZ2

    USER.BZ2

    VISUAL.BZ2

    WALL.BZ2

    WINDOW.BZ2

     

    OTHER->PALETTE:

    001DAM.PAL (1 K:cool:

    002DAM.PAL (1 K:cool:

    003DAM.PAL (1 K:cool:

    004DAM.PAL (1 K:cool:

    005DAM.PAL (1 K:cool:

    006DAM.PAL (1 K:cool:

    007DAM.PAL (1 K:cool:

    008DAM.PAL (1 K:cool:

    009DAM.PAL (1 K:cool:

    010DAM.PAL (1 K:cool:

    011DAM.PAL (1 K:cool:

    012DAM.PAL (1 K:cool:

    013DAM.PAL (1 K:cool:

    014DAM.PAL (1 K:cool:

    015DAM.PAL (1 K:cool:

    016DAM.PAL (1 K:cool:

    017DAM.PAL (1 K:cool:

    018DAM.PAL (1 K:cool:

    019DAM.PAL (1 K:cool:

    020DAM.PAL (1 K:cool:

    021DAM.PAL (1 K:cool:

    022DAM.PAL (1 K:cool:

    023DAM.PAL (1 K:cool:

    024DAM.PAL (1 K:cool:

     

    OTHER->STORY:

    STORY.PKF (1,274 K:cool:

     

    PKF_DATA:

    KBGM.PKF (19,762 K:cool:

    SYS_SE.PKF (524 K:cool:

     

    PKT:

    STEST.PKF (66,728 K:cool:

     

     

    The most important parts of data appear to be stored in these PKF files:

     

    KBGM.PKF (19,762 K:cool: from PKF_DATA

    SYS_SE.PKF (524 K:cool: from PKF_DATA

    STEST.PKF (66,728 K:cool: from PKT

    CHARA.PKF (75,596 K:cool: from DATA

    STAGE.PKF (43,168 K:cool: from DATA

     

    EDIT: I should add that TrIDNET gives a “100%” match on the above PKF files really being “Autodesk FLIC Image File (extensions: flc, fli, cel)”. I’m not sure if that’s even remotely accurate, but it seems to think so.

     

    If anyone has some PS2 tools that could prove helpful or recognize the file concealment methods here, let me know. Most other music games have been fully extracted, so I imagine it would be pretty easy for this one too (when involving actual experts, that is).

    in reply to: What would you like to see in a Rock Band: Japan pack? #427081

    Anything by X JAPAN would be awesome. I’ve gotten really into them lately

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