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Sky Odyssey (PS2) Music - SOUND.DAT (27MB)

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Habanero, posted Mon Aug 31, 2020 9:51 am (58456)


I'd like to rip the music from this game, and they seem to be in this container.

https://mega.nz/folder/88pjBRRL#eRN-AxFFDKJDYJysDKkuQg

Previous thread on this game:
viewtopic.php?f=9&t=2849&p=15917&hilit=sky odyssey#p15917
However that thread is about the other game file (don't know what that contains, haven't looked).

Quote from HCS64 (only post I could find mentioning this game):
Quote:
Remember that SOUND.DAT file from Sky Odyssey I uploaded a few months back?

Well, I just found out that it uses a later SShd/SSsq/SSbd(yeah I know, it's non-existent) format that existed around SCEI's later games, around 1999 to be exact. All I had to do was a little digging around SCEI's later games to reach to this conclusion.


Any help is appreciated. Thank you.
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BloodRaynare, posted Mon Aug 31, 2020 12:34 pm (58459)


Does this file have it's index file, like SOUND.IDX or something? If it's not, then maybe it's hardcoded in the game's executable. You can try upload the index file or the game's executable here (Should be something named like SLUS_xxx.xx/SLES_xxx.xx or SCUS_9xx.xx/SCES_5xx.xx)

Or you can post the game's filelist, so you can be sure which right file to send.
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Habanero, posted Tue Sep 01, 2020 9:06 am (58472)


BloodRaynare wrote:
Does this file have it's index file, like SOUND.IDX or something? If it's not, then maybe it's hardcoded in the game's executable. You can try upload the index file or the game's executable here (Should be something named like SLUS_xxx.xx/SLES_xxx.xx or SCUS_9xx.xx/SCES_5xx.xx)

Or you can post the game's filelist, so you can be sure which right file to send.

I see a couple files that might be it. I uploaded SCPS_150.03 and System.CNF to the MEGA (System points to SCPS_150.03 upon booting). Here's the filelist.
Quote:
\Sky Odyssey, The (Japan)\DATA
\Sky Odyssey, The (Japan)\DATA\BRIEFING.DAT
\Sky Odyssey, The (Japan)\DATA\EFCIMAGE.CXG
\Sky Odyssey, The (Japan)\DATA\GAGE.AIM
\Sky Odyssey, The (Japan)\DATA\ICON.DAT
\Sky Odyssey, The (Japan)\DATA\IMAGE.AIM
\Sky Odyssey, The (Japan)\DATA\IMAGEFC.AIM
\Sky Odyssey, The (Japan)\DATA\IMAGEJ.AIM
\Sky Odyssey, The (Japan)\DATA\IMAGEJ2.AIM
\Sky Odyssey, The (Japan)\DATA\JPN_TXT.RES
\Sky Odyssey, The (Japan)\DATA\KANJI.FNT
\Sky Odyssey, The (Japan)\DATA\LOGO.AIM
\Sky Odyssey, The (Japan)\DATA\MENU0.AIM
\Sky Odyssey, The (Japan)\DATA\MENU1.AIM
\Sky Odyssey, The (Japan)\DATA\MOTION.AMD
\Sky Odyssey, The (Japan)\DATA\OBJ.AMD
\Sky Odyssey, The (Japan)\DATA\OBJJ.AMD
\Sky Odyssey, The (Japan)\DATA\OBJV.AMD
\Sky Odyssey, The (Japan)\DATA\PIC16.DAT
\Sky Odyssey, The (Japan)\DATA\PIC256.DAT
\Sky Odyssey, The (Japan)\DATA\PICITEM.DAT
\Sky Odyssey, The (Japan)\DATA\PICSUM.DAT
\Sky Odyssey, The (Japan)\DATA\PT_ED.AIM
\Sky Odyssey, The (Japan)\DATA\SOUND.DAT
\Sky Odyssey, The (Japan)\DATA\SYSIME.AIM
\Sky Odyssey, The (Japan)\DATA\TEXT.DAT
\Sky Odyssey, The (Japan)\DATA\TR_LABEL.BIN
\Sky Odyssey, The (Japan)\DATA\VOICE.DAT
\Sky Odyssey, The (Japan)\IOPRP205.IMG
\Sky Odyssey, The (Japan)\LIBSD.IRX
\Sky Odyssey, The (Japan)\MCMAN.IRX
\Sky Odyssey, The (Japan)\MCSERV.IRX
\Sky Odyssey, The (Japan)\MOVIE
\Sky Odyssey, The (Japan)\MOVIE\AD_OP.PSS
\Sky Odyssey, The (Japan)\MOVIE\END.PSS
\Sky Odyssey, The (Japan)\MOVIE\OP.PSS
\Sky Odyssey, The (Japan)\MOVIE\PC_OP.PSS
\Sky Odyssey, The (Japan)\PADMAN.IRX
\Sky Odyssey, The (Japan)\REPLAY
\Sky Odyssey, The (Japan)\REPLAY\REPLAY0.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY1.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY2.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY3.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY4.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY5.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY6.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY7.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY8.DAT
\Sky Odyssey, The (Japan)\REPLAY\REPLAY9.DAT
\Sky Odyssey, The (Japan)\SCPS_150.03
\Sky Odyssey, The (Japan)\SIO2MAN.IRX
\Sky Odyssey, The (Japan)\SNDN2DRV.IRX
\Sky Odyssey, The (Japan)\SO.MPD
\Sky Odyssey, The (Japan)\SPACE.DAT
\Sky Odyssey, The (Japan)\SYSTEM.CNF

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BloodRaynare, posted Tue Sep 01, 2020 12:40 pm (58475)


Code:
## Sky Odyssey (PS2) - SOUND.DAT
## QuickBMS script by BloodRaynare

## Quite hacky, but at least it works.

math TOC_SNDDATA = 0x0014A0F8
math TOC_SEQDATA = 0x0014A9D8

open FDSE SCPS_150.03
open FDSE SOUND.DAT 1

get FNAME basename 1

math SND_CURRPOS = TOC_SNDDATA
math SEQ_CURRPOS = TOC_SEQDATA

goto TOC_SNDDATA

math FILENUM = 0

for i = 0
   savepos SND_CURRPOS
   get SND_OFF long
   if SND_OFF == 0xffffffff
      continue
   elif SND_CURRPOS == 0x14a9d4
      break
   endif
   get SND_HDR_SZ long
   get SND_BDY_SZ long
   xmath SND_HDR_OFF "SND_OFF 0x2000"
   xmath SND_BDY_OFF "SND_HDR_OFF SND_HDR_SZ"
   math SND_BDY_OFF x 2048
   math FILENUM 1
   string SND_HDR_NAME p "%s_i.hd" FNAME FILENUM
   math FILENUM 1
   string SND_BDY_NAME p "%s_i.bd" FNAME FILENUM
   log SND_HDR_NAME SND_HDR_OFF SND_HDR_SZ 1
   log SND_BDY_NAME SND_BDY_OFF SND_BDY_SZ 1
next i

goto TOC_SEQDATA

for i = 0
   savepos SEQ_CURRPOS
   if SEQ_CURRPOS == 0x14aad8
      break
   endif
   get SEQ_OFF long
   get SEQ_SZ  long
   math FILENUM 1
   string SEQ_NAME p "%s_i.sq" FNAME FILENUM
   log SEQ_NAME SEQ_OFF SEQ_SZ 1
next i


To make this script work, you have to put the game's executable file (in this case, SCPS_150.03) in the same directory as the SOUND.DAT file

Anyway, can't help you for the music ripping, but this is good first step I guess. And just so you know, the sequenced music format on this one is different than usual. I tried using Matrixz's Wild Arms 2 driver since it was using same format (SShd/SSsq/VB) to make it into playable PSF file using PSFLab, but it doesn't work with this game.
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Habanero, posted Tue Sep 01, 2020 4:42 pm (58484)


Hey, it's a first step. Thanks for the help. Sounds like it'll be a complicated process.
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