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Disney's Jungle Book - Rhythm & Groove - STREAMED.BLK (PS2)

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hoodlum47, posted Wed Oct 22, 2014 2:29 am (1125)


Hello, I would be very grateful if someone could provide a qbms script for this format. I'm led to believe there are Ubisoft-specific PS2 streams inside this archive (since this game was developed by Ubisoft after all). I also already tried using the "scan file" option in the "ubisoft sound decoder" program, but got no results.

Here is a snip of said archive:http://www.mediafire.com/download/y4kkapknd7ag77m/STREAMED.BLK.CUT1
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aluigi, posted Wed Oct 22, 2014 2:13 pm (1133)


It's just data, no index table. Really strange.
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hoodlum47, posted Wed Oct 22, 2014 7:56 pm (1137)


Hmmmm.. let me try the ps1 version.

Revisit the folder please.
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aluigi, posted Wed Oct 22, 2014 8:36 pm (1139)


Same story.
If you open them with a hex editor you can clearly note the format of 16bit value followed by 14 bytes of data (I guess it's raw VAG, right?) at beginning and end
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hoodlum47, posted Wed Oct 22, 2014 8:43 pm (1140)


Hmm, interesting, that would explain why no rips of this game exist yet, the archive format seems very obscure.
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aluigi, posted Wed Oct 22, 2014 9:19 pm (1143)


A simple solution is using MFAudio and decoding the whole file:
http://www.zophar.net/utilities/ps2util ... o-1-1.html

Use the default "Raw compressed audio" but you need to change some settings depending by the offset where are located the audio data.
For example JBMUSIC.THM starts with a mono audio (1 channel) but then the music is stereo and you must set the correct interleave value.
The interleave value is necessary for non-mono audio data.

Some years ago I was in your same situation with another game (The Warriors) and I made an experimental tool, so experimental that then I de-indexed from my website:
http://aluigi.altervista.org/papers/vagguess.zip
Code:
vagguess -c 1 -s 44100 -d output_folder JBMUSIC.THM
The results on the first voices are not so bad :)
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aluigi, posted Wed Oct 22, 2014 9:27 pm (1144)


Another example referred to JBMUSIC.THM.
In MFaudio set the offset 48000, channels 2 and interleave 800, they are the settings for the music data after the voices.
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aluigi, posted Wed Oct 22, 2014 9:29 pm (1145)


You can use the same parameters also in vagguess and the tool will dump the data with a SS2 or VAG header so that you can play it in vgmstream:
Code:
vagguess -D -i 0x800 -c 2 -s 44100 -o 0x48000 -d output_folder JBMUSIC.THM
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hoodlum47, posted Thu Oct 23, 2014 5:53 pm (1152)


Quick question, in MFAudio did you just play the file with the parameters for the music data? Because I tried to save it as a ss2 with it and it wouldn't stop building the output filesize, I stopped it at the 6GB mark...

Also I tried the suggested parameters for vaggeuss and ended up with just click noises.
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aluigi, posted Fri Oct 24, 2014 8:39 am (1160)


Regarding MFAudio, I don't know why it created that endless output, I tried only the play feature.

Remember that there are multiple audio data inside these files with different settings (mono, stereo, interleave and maybe even frequency), so with that sample command I gave you for vagguess you can play correctly that specific song at that offset, I don't have the settings of all the audio data in the files.
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hoodlum47, posted Tue Oct 28, 2014 7:31 pm (1327)


OK, now I see what happened, you must have gotten the filenames mixed up because all this works for STREAMED.BLK but not JBMUSIC.THM like you mentioned. I'm digging deeper now.
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hoodlum47, posted Sun Nov 09, 2014 8:50 pm (1682)


So, progress made today but with a different archive from the same game.

This archive is STRLANG.BLK which I can successfully get music out of by importing the whole archive into CMP2 with the parameters mentioned previously by aluigi. The problem now though is that throughout the music there are annoying high-pitched beeps. the beeps surprisingly seem to happen in a pattern and switch between left and right channel (maybe interleave related?)

The new archive is in the same folder as post #3 along with two other files that seem to relate to it which are called "HEADER.BLK" and "MAPLANG.BLK"
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hoodlum47, posted Sun Nov 09, 2014 10:03 pm (1683)


Welp, problem solved. Apparently all I had to do was add an ss2 header manually and use vgmstream to decode it instead of CMP, which does make sense since vgmstream is still actively developed and CMP is a decade old now. Anyways those "beeps" I mentioned? All gone.
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hoodlum47, posted Tue Dec 09, 2014 4:14 pm (2137)


Hi all, sorry to revive a dead thread but I need some more help. I've got most of the music in a playable format, but what's missing is the karaoke renditions of each song, so I went back to the game disc and found a 000/FAT pair for every level.

I've uploaded a single pair here: https://www.mediafire.com/folder/tkx0ftaf20ew3/Game_Research

Can somebody look into it?
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