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DJ Hero Research (CUSTOM AUDIO!)
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ComicBookGuru  
 




Joined: 16 Dec 2007
Posts: 1678

PostPosted: Sun Jul 01, 2012 3:40 pm    Post subject: Reply with quote

codemann8 wrote:
I hate to revive a dying thread, but I was wondering if anyone would be able to provide me with a sample of some of the DLC songs...I'm hoping to finally get to the bottom of extracting notecharts from it...much easier to determine what's important and what's not when looking at DLC files vs. disc files

If anyone can provide, please upload to:

http://pathhero.codemann8/ftp


Wow, crazy bump.
I'd provide, but I don't have a Wii anymore. Hope someone provides!
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codemann8  
 




Joined: 10 Apr 2007
Posts: 1045
Location: Oshkosh, WI

PostPosted: Mon Jul 16, 2012 7:24 pm    Post subject: Reply with quote

Ah man, I was counting on you! Eh, well, I did find some on Usenet. Forgive me it's been forever, how do you open DLC files, the ones with a 32 character filename. Is that a PIRS file or LIVE file? I'm trying to recall from my working's of about a year ago. This is an XBOX DLC, I'm not sure if you only have dealt with Wii files.

Edit: Yeah, wxPirs did it for me. DJ Hero 2 no fsgmub files?...xmk file? :/
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codemann8  
 




Joined: 10 Apr 2007
Posts: 1045
Location: Oshkosh, WI

PostPosted: Tue Jul 17, 2012 12:00 am    Post subject: Reply with quote

@ComicBookGuru Where were you getting this information from AerialX and GameZelda, were they discussing on another forum? I'm looking to extract chart information from the games, not interested in the audio aspect as this thread is intended. This should still be possible even though there's a hash, that just means it is seemingly impossible to inject custom data into it.

Any help would be great...I know it's an old topic but, would love to finally nail this one.
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ComicBookGuru  
 




Joined: 16 Dec 2007
Posts: 1678

PostPosted: Tue Jul 17, 2012 2:29 am    Post subject: Reply with quote

codemann8 wrote:
@ComicBookGuru Where were you getting this information from AerialX and GameZelda, were they discussing on another forum? I'm looking to extract chart information from the games, not interested in the audio aspect as this thread is intended. This should still be possible even though there's a hash, that just means it is seemingly impossible to inject custom data into it.

Any help would be great...I know it's an old topic but, would love to finally nail this one.


I talked to GZ here and kept up with Aerial in #RawkSD on Efnet. I don't know if he's still there, it's been quite a while since I've been in the room.
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Nerd42  
 




Joined: 16 Apr 2009
Posts: 5

PostPosted: Wed Dec 07, 2016 6:19 pm    Post subject: Reply with quote

How did you extract the MIDI data from the FSGMUBs?

I'd appreciate any help getting the MIDI data out of DJ Hero: particularly for the 10 Guitar Mode songs. Thanks.
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Nerd42  
 




Joined: 16 Apr 2009
Posts: 5

PostPosted: Wed Jan 24, 2018 3:42 am    Post subject: Reply with quote

I am sad no one has helped with this. I'd really like to get the data extracted from this game.
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Cabanon  
 




Joined: 29 Oct 2007
Posts: 5930
Location: Quebec, Canada

PostPosted: Wed Jan 24, 2018 1:21 pm    Post subject: Reply with quote

the only person who could help you is LocalH and I believe he already has the data but not seen this thread yet.
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Nerd42  
 




Joined: 16 Apr 2009
Posts: 5

PostPosted: Thu Jan 25, 2018 10:41 pm    Post subject: Reply with quote

OK thanks. I will try to contact LocalH.
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pikminguts92  
 




Joined: 15 Nov 2007
Posts: 153
Location: Virginia

PostPosted: Tue Feb 20, 2018 4:19 am    Post subject: Reply with quote

I know I'm a bit late to the party but I saw this last week and quickly wrote a converter to MIDI. You can view the source on GitHub and download the latest build on AppVeyor. I also added support for converting xmk files from Guitar Hero Live but I have not tested it on the same files from DJ Hero 2. Note that the BPM is not encoded in the fsgmub but is instead set in the song's XML file.

For those interested in the format, here is what I have gathered...

Code:
Header
Entries[]
StringBlob

HEADER (16 bytes)
=================
INT32 - Version (1 or 2)
INT32 - Hash
INT32 - Count of entries
INT32 - Size of string blob

ENTRY (16 bytes)
================
FLOAT - Start (0-index)
INT32 - Pitch / Identifier
FLOAT - Length
INT32 - Text Pointer (Usually 0)
    Pointer to text value in blob, starting from first entry

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Nerd42  
 




Joined: 16 Apr 2009
Posts: 5

PostPosted: Sun Mar 04, 2018 11:20 pm    Post subject: Reply with quote

Thanks for helping with this! Applying Sharktooth to a DJ Hero 1 song produces some MIDI files with some data in them, but I don't know how to interpret this data. Nothing jumps out as clearly being the Guitar Mode notes, although I see some parts which might possibly be the DJ scratching parts. Any suggestions?

Also what program would someone use to manipulate MIDI files anyway?
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expertwin  
 




Joined: 18 Mar 2010
Posts: 2241
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PostPosted: Wed Mar 07, 2018 8:42 am    Post subject: Reply with quote

Hint: The guitar mode file is in a separate folder, in the TwoPlayer folder.
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Nerd42  
 




Joined: 16 Apr 2009
Posts: 5

PostPosted: Thu Mar 08, 2018 12:50 pm    Post subject: Reply with quote

Found it based on that. Thanks! Still trying to figure out how to format the MIDIs properly for Phase Shift though. I'd assume this is a step that would involve a DAW like FL Studio or some other MIDI program but I'm not sure what to do
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