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Summoner 2 (PS2) *.VPP

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DKDave
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Re: Summoner 2 (PS2) *.VPP

Post by DKDave » Tue Sep 03, 2019 4:56 pm

All of the .vse files in that Punisher VOICE.VPP archive are headerless PSX audio, so you can use GENH with the values I mentioned, or create a TXTH file to play them in Foobar. If you want a TXTH file I've probably still got a copy somewhere.
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Re: Summoner 2 (PS2) *.VPP

Post by 41hc1 » Wed Sep 04, 2019 10:38 pm

Do you still have a TXTH?

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Re: Summoner 2 (PS2) *.VPP

Post by DKDave » Fri Sep 06, 2019 11:50 pm

Yes, sorry. Here it is:

codec = PSX
sample_rate = 22050
channels = 1
start_offset = 0x0000
num_samples = data_size

If you save that as .vgmstgream.txth and rename all the .vse files to .vgmstream, they will play.
"Each person is born with their fate written into their own genetic code. It's unchangeable, immutable. But that's not all there is to life." - Dr. Naomi Hunter

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Re: Summoner 2 (PS2) *.VPP

Post by 41hc1 » Sat Sep 07, 2019 5:29 am

Thank you. This is working just fine. I also realized the .vmu format is used here in Punisher as well, but it also seems to be slightly different?
http://www.mediafire.com/file/zt92fix7u ... u.zip/file

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Re: Summoner 2 (PS2) *.VPP

Post by GenericRipper » Sat Sep 14, 2019 5:36 am

Hi, you seem to have wrong d_club_1 file: it's supposed to have *.vse extension & much smaller size, this is what I got when I ripped VGM from the game using rfguerrilla.bms. Get my version of d_club_1.vse & above *.TXTH should work for it.

As for other samples - try this TXTH out:

codec = PSX
interleave = 0x4000
sample_rate = 22050
channels = 2
start_offset = 0xc
num_samples = data_size

BTW if you wanna get BGM you can get my gamerip with mono tracks separated from stereo ones & assigned (approximate) frequency values. Send a PM if you're interested.

Later!

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Re: Summoner 2 (PS2) *.VPP

Post by 41hc1 » Sun Sep 15, 2019 4:44 pm

Thanks, this is working just fine also. That d_club_1 is from the demo, that's why it has .vmu extension.

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