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DJ Hero Research (CUSTOM AUDIO!)
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Tue Dec 01, 2009 11:13 am    Post subject: DJ Hero Research (CUSTOM AUDIO!) Reply with quote

Ohai guys.

Well, with the release of DJ Hero, we have a brand new format to tool around with. Of course, being the customs system of choice, this thread is mainly dedicated to hosting the Wii.

The audio appears to be in .FSB formats (In this directory):

Partition 1/Wii/Audio/Audiotracks/DJHXXX/SinglePlayer/Medium/AudioTrack_Main.fsb.

An interesting note is that I think that .fsb files were used in Guitar Hero III, so there may be tools out there that can help.

There's also some tools in the GHWT PC thread that will decrypt FSB files.

As of late, I can't track any note charts in the game. I'd appreciate help on finding those.

TOOLS (Updated when needed):
FSBii 0.6
GHWT PC tools (xmaextract?)
WiiScrubber
USB Loader

We'll start on-disc and move to DLC later, as DLC is only able to be stored on the NAND, no SD Card support.

Intersting notes: There are several plain .txt and .xml files in the game. I wonder if a simple mod/repack would be able to change the game that easily. (Surely they would have been smarter after the whole Conduit fiasco, but, you know...)

LET'S GO!
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Last edited by ComicBookGuru on Sun Dec 06, 2009 9:05 am; edited 3 times in total
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AerialX  





Joined: 26 Oct 2008
Posts: 178

PostPosted: Tue Dec 01, 2009 11:40 am    Post subject: Reply with quote

You people and your Wiiscrubber and USB loaders, Riivolution is the future! It also happens to be awesome.

Now, I don't have the game myself, maybe I'll get it if someone can prove to me that it's a good game :P
But I suggest that you look into DLC, it's usually a lot easier and faster to modify because, unlike the disc, it's actually meant to be added to.

Oh, and hint: GBAfail is not at all a good place to start a research thread.
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GameZelda  





Joined: 30 Mar 2007
Posts: 1705

PostPosted: Tue Dec 01, 2009 3:44 pm    Post subject: Reply with quote

AFAIK the FSBs are not encrypted or anything.
There are also a lot of FAR files, I made a QuickBMS script to extract them:

Code:

Endian big

# Header
IDString "FSAR"
Get VERSION long
If VERSION != 2
   Print "Unsupported version %VERSION%"
   CleanExit
EndIf
Get DATA_START_OFFSET long
Get NUM_FILES long
IDString "xxxxxxxxxxxxxxxx"

For I = 0 < NUM_FILES
   # File entry
   GetDString FILE_PATH 0x100
   Get UNCOMPRESSED_SIZE longlong
   Get COMPRESSED_SIZE longlong
   Get OFFSET longlong
   Math OFFSET += DATA_START_OFFSET
   Get COMPRESSION long
   Get UNKNOWN long
   If UNKNOWN != 0
      Print "Error, unknown field is %UNKNOWN%"
      CleanExit
   EndIf

   # Decompress and extract the file
   If COMPRESSION == 1
      Log FILE_PATH OFFSET UNCOMPRESSED_SIZE
   Elif COMPRESSION == 2
      ComType Zlib
      CLog FILE_PATH OFFSET COMPRESSED_SIZE UNCOMPRESSED_SIZE
   Else
      Print "Unsupported compression %COMPRESSION%"
      CleanExit
   EndIf
Next I


I'm not sure about where the charts are anyway
BTW, I also looked a bit at the image files, most are encoded with CMPR.
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(Ok, I failed to do it in 24 hours... ).

GH:WT-PS2 Customization Progress
[100%] Make it work (w/songs loading) in a DVD5 (thanks psychospacefish!)
[100%] Modify audio (Finally done 25/11/2008)
[100%] Modify charts (Done 26/11/2008! Customs finally )
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Wed Dec 02, 2009 6:24 am    Post subject: Reply with quote

AerialX wrote:
You people and your Wiiscrubber and USB loaders, Riivolution is the future! It also happens to be awesome.

Now, I don't have the game myself, maybe I'll get it if someone can prove to me that it's a good game :P
But I suggest that you look into DLC, it's usually a lot easier and faster to modify because, unlike the disc, it's actually meant to be added to.

Oh, and hint: GBAfail is not at all a good place to start a research thread.


I have no clue what Riivolution is, I'll Google it later when I'm bored.

The DLC is stored on the NAND, with four (count 'em) APP files. What's in these app files, I'm not sure. This is where tueidj's original tools and U8 will come in handy. I'll look at the PAL DLC later (no access to NTSC atm). Right now figuring out the file formats will help a lot later on.

And I know. I just started there so if anyone has any ideas on the files, they can post. Apparantly they didn't.

Quote:
AFAIK the FSBs are not encrypted or anything.
There are also a lot of FAR files, I made a QuickBMS script to extract them:



Code:
Endian big

# Header
IDString "FSAR"
Get VERSION long
If VERSION != 2
   Print "Unsupported version %VERSION%"
   CleanExit
EndIf
Get DATA_START_OFFSET long
Get NUM_FILES long
IDString "xxxxxxxxxxxxxxxx"

For I = 0 < NUM_FILES
   # File entry
   GetDString FILE_PATH 0x100
   Get UNCOMPRESSED_SIZE longlong
   Get COMPRESSED_SIZE longlong
   Get OFFSET longlong
   Math OFFSET += DATA_START_OFFSET
   Get COMPRESSION long
   Get UNKNOWN long
   If UNKNOWN != 0
      Print "Error, unknown field is %UNKNOWN%"
      CleanExit
   EndIf

   # Decompress and extract the file
   If COMPRESSION == 1
      Log FILE_PATH OFFSET UNCOMPRESSED_SIZE
   Elif COMPRESSION == 2
      ComType Zlib
      CLog FILE_PATH OFFSET COMPRESSED_SIZE UNCOMPRESSED_SIZE
   Else
      Print "Unsupported compression %COMPRESSION%"
      CleanExit
   EndIf
Next I



I'm not sure about where the charts are anyway
BTW, I also looked a bit at the image files, most are encoded with CMPR.




Very nice, although I'm not too sure on what FAR files are- again, a quick google will probably help me there. As for the FSB files, when I run FSBii06, it will print information about said FSB (most notably that it is single stream and FSB4), but I'm not sure if it creates a new one or modifies the original in any way. If it DOES create a new one, I have no idea where the program saves it too.

I guess the last thing is that there is another file that can be found with the audio in the directory in the first post. Perhaps this could be the chart file?
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Wed Dec 02, 2009 7:54 am    Post subject: Reply with quote

So apparantly AerialX and GameZelda were able to get some MIDI files extracted from the game.
Code:
C2- Maybe the red button?  I'm not sure what those five-note things are but the intro beats on C2 seem to match up even just slightly with the red notes in the song.
C3- Looks like the first green note in the song.
C4- Also a red note, the one after the first green note?
Note A below C3- At 8 seconds in, it appears to be the first crossfade to the 2nd record (or track, whatever you like)
(This would, I think, make Bflat below C3 the "normal" crossfade position).
C#, above C4, appears to be the buttom-spam-free-for-all freestyle mode.

Look at 16 seconds into the MID file.  See the extend on B below C3?  If I'm right, that note should have only been on Green crossfade for 1.25 measures.  Instead, it's 1.5.  It resyncs perfectly to where blue crossfade begins, though.

So blue crossfades on A below C3 seem legit.

At 11:29- There is a note on C3 and C2, which corresponds to the Green/Red in the game.

@27:00- Note on C4, extend on D above C7.  Possibly the "effects" area on the green track?  Though this would contradict the earlier hypothesis that C4 was, in fact, a green note.

Notes on G above C9- Lunno.  Would have thought it was Euphoria, but I see no effect on the in-game track.

C# above C3- Down scratch on green, I think.  Based on 1:03 in the video.
D above C3- Up scratch on green.  Taken from the same part of the video.

D above C2- Up scratch on blue. 1:05 in the video.
C# above C2- Down scratch on blue.  1:05 in the video.

B below C3 is odd- during one of the blue crossfades in the MIDI, there are two sixteenth notes that jut out of it but have no correspondence to the song.
Interesting- C# above C2 is also just a blue button press?

This is confusing.  The developers appear to have used the same notes for different purposes, and I have no idea why/how to decipher.  Heck, even some of the scratches seem to use different notes in different spots.

Worse off, I can't tell by the slightest how Euphoria works.
It's either my whole idea of it or the chart extracted wrong.  Maybe try another one (FGI vs. IHITTG I know really well), or confirm with me?


That's what I got out of looking at it.

What I think is important to the game:
-The sections that denote where the crossfader should be
-Small button presses.

I'm not sure:
-What the sustains in the higher-up areas of the MIDI (say, C8 and above) do. For the sake of testing I'd leave them in until we can figure it out.
-Why some notes are used for dual purposes, and how the game interprets them. Of course, I could be wrong. Remember, kids:

Quote:
THE MISINFORMATION! IT BURNS!


More research pending time and other MIDIs as to compare my current note values against. No, I don't know how they extracted them yet. They just... did
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GameZelda  





Joined: 30 Mar 2007
Posts: 1705

PostPosted: Wed Dec 02, 2009 12:57 pm    Post subject: Reply with quote

EDIT: Sorry
_________________
(Ok, I failed to do it in 24 hours... ).

GH:WT-PS2 Customization Progress
[100%] Make it work (w/songs loading) in a DVD5 (thanks psychospacefish!)
[100%] Modify audio (Finally done 25/11/2008)
[100%] Modify charts (Done 26/11/2008! Customs finally )


Last edited by GameZelda on Wed Dec 02, 2009 1:01 pm; edited 1 time in total
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GameZelda  





Joined: 30 Mar 2007
Posts: 1705

PostPosted: Wed Dec 02, 2009 1:01 pm    Post subject: Reply with quote

FAR files are the files with the extension FAR inside the folder FAR, AFAIK they don't contain anything that's indispensable to make customs.

The charts seem to be inside FSGMub files, that are a simplified version of the CSV files, that seem to come from MIDI files.

BTW I didn't figure out much about the FSGMubs, AerialX did.
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(Ok, I failed to do it in 24 hours... ).

GH:WT-PS2 Customization Progress
[100%] Make it work (w/songs loading) in a DVD5 (thanks psychospacefish!)
[100%] Modify audio (Finally done 25/11/2008)
[100%] Modify charts (Done 26/11/2008! Customs finally )
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Wed Dec 02, 2009 1:50 pm    Post subject: Reply with quote

GameZelda wrote:
FAR files are the files with the extension FAR inside the folder FAR, AFAIK they don't contain anything that's indispensable to make customs.

The charts seem to be inside FSGMub files, that are a simplified version of the CSV files, that seem to come from MIDI files.

BTW I didn't figure out much about the FSGMubs, AerialX did.


Ah, Aaron. Always up to something.
I'll look more at the files tomorrow.
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AerialX  





Joined: 26 Oct 2008
Posts: 178

PostPosted: Wed Dec 02, 2009 3:01 pm    Post subject: Reply with quote

I suppose the best way to do it is to try editing them yourself and see what changes. I'll whip up a converter later today.
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stickmasta  





Joined: 05 Aug 2008
Posts: 120

PostPosted: Wed Dec 02, 2009 11:44 pm    Post subject: Reply with quote

Has anyone even THOUGHT of the scratching? Just saying :P
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Sat Dec 05, 2009 12:58 am    Post subject: Reply with quote

Okay, so I've extracted every audio file into 6-Channel WAV (Thanks AerialX!), now we need a way to get them back in and bam, we're halfway there (whoa, livin' on a prayer). Would appreciate any knowledge of such a tool.
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Sun Dec 06, 2009 9:04 am    Post subject: Reply with quote

WE DID IT! CUSTOM AUDIO!

(I did Iron Man).

More details forthcoming.
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Wed Dec 09, 2009 9:56 am    Post subject: Reply with quote

Small amount more MIDI details, all in lovely NOTES now. (Aaron.)

Code:
24- Some notes are taps on red while others have absolutely no effect in-game whatsoever.  (See: Measure 7)
25- Down scratch on blue
26- Up scratch on blue
33- Crossfade on blue
34- Normal crossfade position
35- Crossfade on green
36- Tap on green
37- Scratch up on green?
38- Down scratch on green?
39- Two notes on this denotes up scratch?
48- Tap on red
    -Also a denotation for the end of a spam section?
49- Perhaps the red-spam section as I've already covered note 85
85- Effects dial on green (However, 3.5-5 should be effects, but there are different notes on 85/86?)

38+37= Down scratch?



Also, apparantly, the BPM is located in an XML file in the game.

Again.

I HATE YOUR FILING SYSTEM FSG

DLC will be bought this weekend. >.>
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c16sonic16  





Joined: 19 Dec 2009
Posts: 1

PostPosted: Sat Dec 19, 2009 5:09 pm    Post subject: Reply with quote

Hey Guys,
Ok, so I've got an ISO file of DJ Hero PAL, and how do I browse the disc to that certain directory? PowerISO says the ISO image is invalid!
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ComicBookGuru  





Joined: 16 Dec 2007
Posts: 1678

PostPosted: Sun Dec 20, 2009 9:22 am    Post subject: Reply with quote

c16sonic16 wrote:
Hey Guys,
Ok, so I've got an ISO file of DJ Hero PAL, and how do I browse the disc to that certain directory? PowerISO says the ISO image is invalid!


There's nothing more we can do- custom MIDIs won't load in the game. (Gee, I never passed that on to you, did I, Aaron?)
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