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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!
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 ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
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.
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. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
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 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. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
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.
[Reserved]
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 ” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />
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. ” 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.
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).
August 15, 2014 at 12:55 am in reply to: What would you like to see in a Rock Band: Japan pack? #427081Anything by X JAPAN would be awesome. I’ve gotten really into them lately
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