Leiti 5 vastet.

ID Kanal Video Kustutatud Kuupäev Kirjeldus Subtiitrid Avalik Ülekanne HD URL PRIVATE TitleMUI_en TitleMUI_et KirjeldusMUI_en KirjeldusMUI_et Filename Category CategoryMUI_en Tags OdyseeURL KanalMUI_en KanalMUI_et Translated has_thumbnail local_stream ytdlp_meta est_subs eng_subs
651 Press any key to continue... PlayStation 2 - BIOS soundtrack [PS2 BGM Rip] 0 2025-10-21 Ambient sounds from the PS2 BIOS. Short sound effects (less than 5 seconds) are not included here.

These sounds seem to be using this sound format: https://psx-spx.consoledev.net/cdromfileformats/#sq-hd-hd-sssqsshd (used by some first-party Sony PS1/PS2 games as well)

The HD/BD/SQ files are embedded directly inside the BIOS ROM (in compressed form). I have actually managed to partially convert these into a soundfont and MIDI files, you can listen to an example here, but I couldn't convert accurate ADSR yet, so it doesn't sound exactly the same: http://paktc.markusmaal.ee/redscreen.zip

However, in this video, I have instead opted to trick the PlayStation 2 into playing these sounds, which was easier to pull off and it is 100% accurate.

Chapters:
0:00 Startup sound
0:18 Startup woosh (played immediately after startup sound when no disc is inserted)
0:27 Main menu ambiance (played on the main menu/system configuration screens)
5:27 Unknown (maybe a part of another sound?)
5:33 Short woosh (played after startup sound when a game disc is inserted)
5:39 Red screen of death (plays when you insert an invalid disc)
10:40 RSOD variant (might be an unused sound?)

P.S. If you are the first person who can figure out the exact time of day I recorded this based on the flying orbs, I'll pin your comment.
0 1 0 1 https://www.youtube.com/watch?v=hf2L-3Ef9Pg 0 PlayStation 2 - BIOS soundtrack [PS2 BGM Rip] PlayStation 2 - BIOS soundtrack [PS2 BGM Rip] Ambient sounds from the PS2 BIOS. Short sound effects (less than 5 seconds) are not included here.

These sounds seem to be using this sound format: https://psx-spx.consoledev.net/cdromfileformats/#sq-hd-hd-sssqsshd (used by some first-party Sony PS1/PS2 games as well)

The HD/BD/SQ files are embedded directly inside the BIOS ROM (in compressed form). I have actually managed to partially convert these into a soundfont and MIDI files, you can listen to an example here, but I couldn't convert accurate ADSR yet, so it doesn't sound exactly the same: http://paktc.markusmaal.ee/redscreen.zip

However, in this video, I have instead opted to trick the PlayStation 2 into playing these sounds, which was easier to pull off and it is 100% accurate.

Chapters:
0:00 Startup sound
0:18 Startup woosh (played immediately after startup sound when no disc is inserted)
0:27 Main menu ambiance (played on the main menu/system configuration screens)
5:27 Unknown (maybe a part of another sound?)
5:33 Short woosh (played after startup sound when a game disc is inserted)
5:39 Red screen of death (plays when you insert an invalid disc)
10:40 RSOD variant (might be an unused sound?)

P.S. If you are the first person who can figure out the exact time of day I recorded this based on the flying orbs, I'll pin your comment.
Ambient sounds from the PS2 BIOS. Short sound effects (less than 5 seconds) are not included here.

These sounds seem to be using this sound format: https://psx-spx.consoledev.net/cdromfileformats/#sq-hd-hd-sssqsshd (used by some first-party Sony PS1/PS2 games as well)

The HD/BD/SQ files are embedded directly inside the BIOS ROM (in compressed form). I have actually managed to partially convert these into a soundfont and MIDI files, you can listen to an example here, but I couldn't convert accurate ADSR yet, so it doesn't sound exactly the same: http://paktc.markusmaal.ee/redscreen.zip

However, in this video, I have instead opted to trick the PlayStation 2 into playing these sounds, which was easier to pull off and it is 100% accurate.

Chapters:
0:00 Startup sound
0:18 Startup woosh (played immediately after startup sound when no disc is inserted)
0:27 Main menu ambiance (played on the main menu/system configuration screens)
5:27 Unknown (maybe a part of another sound?)
5:33 Short woosh (played after startup sound when a game disc is inserted)
5:39 Red screen of death (plays when you insert an invalid disc)
10:40 RSOD variant (might be an unused sound?)

P.S. If you are the first person who can figure out the exact time of day I recorded this based on the flying orbs, I'll pin your comment.
ps2bios.mp4 Varia Miscellaneous PlayStation 2,BIOS,Sony,startup sound,red screen of death,RSOD,red screen,Please insert PlayStation or PlayStation 2 format disc,Please insert PlayStation CD-ROM N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/651.jpg N/A N/A N/A N/A
643 Press any key to continue... MENU_1.MID [JAM to SF2 conversion (attempt)] 0 2025-09-09 This is my attempt to convert Flipnic's audiobank files (.HD/.BD) to SF2 format, which is a standard file format for MIDI soundfonts. The menu music sounds ALMOST correct, except there is absolutely no reverb, some samples cut off randomly and a few instruments have incorrect fine-tune pitch (basically all of this except for the lack of reverb can probably be fixed).

This voice bank file format is actually used in other games too, such as Ape Escape, Gran Turismo 4 (.INS files), Omega Boost, Wild Arms 2 etc. You can read about the file format here: https://psx-spx.consoledev.net/cdromfileformats/#cdrom-file-audio-other-formats (basically identical in Flipnic, except embedded SSsq is Data 5, not Data 4 and it uses standard .MID files instead of .SQ files). I also created a ImHex pattern for this file format: https://raw.githubusercontent.com/MarkusMaal/FlipnicPatterns/refs/heads/main/patterns/hd.hexpat

The tool to do this (FlipnicFileTools 2.1) is still in development, there's some technical non-sense I still have yet to figure out, but you can get the open source code in the current state here: https://github.com/MarkusMaal/FlipnicFileTools (release version does not contain the SF2 conversion option)

MIDI editor used for the video: https://signalmidi.app
0 0 0 1 https://www.youtube.com/watch?v=DFfbDm0tMNE 0 MENU_1.MID [JAM to SF2 conversion (attempt)] MENU_1.MID [JAM to SF2 conversion (attempt)] This is my attempt to convert Flipnic's audiobank files (.HD/.BD) to SF2 format, which is a standard file format for MIDI soundfonts. The menu music sounds ALMOST correct, except there is absolutely no reverb, some samples cut off randomly and a few instruments have incorrect fine-tune pitch (basically all of this except for the lack of reverb can probably be fixed).

This voice bank file format is actually used in other games too, such as Ape Escape, Gran Turismo 4 (.INS files), Omega Boost, Wild Arms 2 etc. You can read about the file format here: https://psx-spx.consoledev.net/cdromfileformats/#cdrom-file-audio-other-formats (basically identical in Flipnic, except embedded SSsq is Data 5, not Data 4 and it uses standard .MID files instead of .SQ files). I also created a ImHex pattern for this file format: https://raw.githubusercontent.com/MarkusMaal/FlipnicPatterns/refs/heads/main/patterns/hd.hexpat

The tool to do this (FlipnicFileTools 2.1) is still in development, there's some technical non-sense I still have yet to figure out, but you can get the open source code in the current state here: https://github.com/MarkusMaal/FlipnicFileTools (release version does not contain the SF2 conversion option)

MIDI editor used for the video: https://signalmidi.app
This is my attempt to convert Flipnic's audiobank files (.HD/.BD) to SF2 format, which is a standard file format for MIDI soundfonts. The menu music sounds ALMOST correct, except there is absolutely no reverb, some samples cut off randomly and a few instruments have incorrect fine-tune pitch (basically all of this except for the lack of reverb can probably be fixed).

This voice bank file format is actually used in other games too, such as Ape Escape, Gran Turismo 4 (.INS files), Omega Boost, Wild Arms 2 etc. You can read about the file format here: https://psx-spx.consoledev.net/cdromfileformats/#cdrom-file-audio-other-formats (basically identical in Flipnic, except embedded SSsq is Data 5, not Data 4 and it uses standard .MID files instead of .SQ files). I also created a ImHex pattern for this file format: https://raw.githubusercontent.com/MarkusMaal/FlipnicPatterns/refs/heads/main/patterns/hd.hexpat

The tool to do this (FlipnicFileTools 2.1) is still in development, there's some technical non-sense I still have yet to figure out, but you can get the open source code in the current state here: https://github.com/MarkusMaal/FlipnicFileTools (release version does not contain the SF2 conversion option)

MIDI editor used for the video: https://signalmidi.app
2025-09-09 00-47-08.mp4 Videomängude analüüs Video game analysis N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/643.jpg N/A N/A N/A N/A
639 Press any key to continue... Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] 0 2025-08-14 In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game.

77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages.

The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound.

At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version).

If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise.

xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4

xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/
0 1 0 1 https://www.youtube.com/watch?v=Be8u3YzST0w 0 Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game.

77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages.

The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound.

At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version).

If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise.

xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4

xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/
In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game.

77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages.

The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound.

At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version).

If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise.

xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4

xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/
flipnic_lanesfx.mp4 Videomängude analüüs Video game analysis N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/639.jpg N/A N/A N/A N/A
550 Press any key to continue... Flipnic - all in-game videos [PS2 FMV Rip/Full quality 60 FPS] 0 2023-10-01 This video contains every single video clip from the Flipnic video game across various regions (including NTSC-U, NTSC-J and PAL regions). Compared to my previous video, this time I've used a different ripping process, through which I've converted the PSS files directly to a standard video format and not just recorded the emulator screen. There are now even more FMVs, which weren't originally included in my previous video.

The low-res FMVs have been composited with a checkerboard pattern, so that you can see that they do in fact have a transparent background.

Technical information:

Video container: Interleaved audio/video streams, PSS file extension
Low-res video format: IPU, 256x512 (full frame) or 256x256 (visible display)
High-res video format: IPU, 512x448 (NTSC) or 512x512 (PAL)
Audio format: Compressed Sony ADPCM, 44100kHz, interleave 0x400

Extraction commands:
STR.BIN extraction: FlipnicBinExtractor /e STR.BIN STR
TUTO.BIN extraction: FlipnicBinExtractor /e TUTO.BIN TUTO
Video container: FlipnicBinExtractor /est [filename].PSS
IPU conversion (high-res format, PAL): ffmpeg -r 25 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (high-res format, NTSC): ffmpeg -r 29.97-i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (low-res format, PAL): ffmpeg -r 50 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (low-res format, NTSC): ffmpeg -r 59.94 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
Audio conversion: MFAudio /IF44100 /IC2 /II400 /IH0 /OTWAVU "[input filename].PSS.INT[stream ID, usually 1]" "[output filename].WAV"

Extraction tools:
FlipnicBinExtractor: https://github.com/MarkusMaal/FlipnicBinExtractor
FFmpeg: https://ffmpeg.org/
MFAudio: https://www.zophar.net/utilities/ps2util/mfaudio-1-1.html

Chapters:
0:00 SHUKYAKUDEMO.PSS (Audio 1)
1:23 SHUKYAKUDEMO.PSS (Audio 2)
2:48 SHUKYAKUDEMO.PSS (Audio 3)
4:13 SHUKYAKUDEMO.PSS (Audio 4)
5:38 SHUKYAKUDEMO.PSS (Audio 5)
7:03 TITLE_.PSS (NTSC-U)
7:19 TITLE_.PSS (PAL)
7:35 TITLE_.PSS (NTSC-J)
7:51 SILVER_DROP.PSS
8:07 CIRCLE_OF_LIFE.PSS
8:29 FREEZE_OVER.PSS
8:45 TAKIWARI.PSS
8:58 SILVER_DROP2.PSS
9:14 CIRCLE_OF_LIFE2.PSS
9:35 FREEZE_OVER2.PSS
9:51 TAKIWARI2.PSS
10:04 UFO_QUIZ_SHOW.PSS
10:14 LUCKEY_FLAMINGOS.PSS
10:20 POINT_OF_NO_RETURN.PSS
10:29 COLOR_PUZZLE2.PSS
10:36 HUNGLY_MONKEY.PSS
10:45 MULTIBALL.PSS
10:53 MULTIBALL03.PSS
10:59 MULTIBALL04.PSS
11:04 MULTIBALL05.PSS
11:14 SHOWTIME.PSS
11:18 MOVE_ON01.PSS
11:24 WATCH_OUT.PSS
11:29 MISSING.PSS
11:38 TILT2.PSS
11:44 EXTRABALL.PSS
11:49 EXTRABALL2.PSS
11:57 EXTRA_CREDIT.PSS
12:05 EXTRA_CREDIT02.PSS
12:13 NEXT_STAGE.PSS
12:33 CONGRATULATIONS01.PSS
12:40 CONGRATULATIONS02.PSS
12:46 CONGRATULATIONS03.PSS
12:55 CONGRATULATIONS04.PSS
13:04 CONGRATULATIONS05.PSS
13:13 CONGRATULATIONS06.PSS
13:22 CONGRATULATIONS07.PSS
13:31 CONGRATULATIONS08.PSS
13:39 CONGRATULATIONS09.PSS
13:46 CONGRATULATIONS10.PSS
13:58 GAME_OVER2.PSS
14:13 GAME_OVER3.PSS
14:21 GAME_OVER4.PSS
14:32 GAME_OVER5.PSS
14:46 GAME_OVER6.PSS (NTSC-J only)
14:58 STAFF_ROLL1.PSS (NTSC-U)
17:02 STAFF_ROLL1.PSS (NTSC-J)
19:06 STAFF_ROLL1.PSS (PAL)
21:10 STAFF_ROLL2.PSS (NTSC-U)
23:14 STAFF_ROLL2.PSS (NTSC-J)
25:18 STAFF_ROLL2.PSS (PAL)
27:22 UBI.PSS (PAL only)
27:30 BAD_LUCK.PSS (NTSC-U/PAL)
28:03 SMALL_LUCK.PSS (NTSC-U/PAL)
28:46 GOOD_LUCK.PSS (NTSC-U/PAL)
29:24 GREAT_LUCK.PSS (NTSC-U/PAL)
30:02 MIRACULOUS.PSS (NTSC-U/PAL)
30:40 CHAP01.PSS (NTSC-U/PAL)
33:59 CHAP02.PSS (NTSC-U/PAL)
37:52 CHAP03.PSS (NTSC-U/PAL)
41:57 CHAP04.PSS (NTSC-U/PAL)
44:39 CHAP05.PSS (NTSC-U/PAL)
49:50 CHAP06.PSS (NTSC-U/PAL)
53:21 CHAP07.PSS (NTSC-U/PAL)
55:28 CHAP01.PSS (NTSC-J)
58:49 CHAP02.PSS (NTSC-J)
1:02:42 CHAP03.PSS (NTSC-J)
1:06:48 CHAP04.PSS (NTSC-J)
1:09:31 CHAP05.PSS (NTSC-J)
1:14:44 CHAP06.PSS (NTSC-J)
1:18:16 CHAP07.PSS (NTSC-J)
1:20:24 BAD_LUCK.PSS (NTSC-J)
1:21:04 SMALL_LUCK.PSS (NTSC-J)
1:21:44 GOOD_LUCK.PSS (NTSC-J)
1:22:24 GREAT_LUCK.PSS (NTSC-J)
1:23:04 MIRACULOUS
1 1 0 1 https://www.youtube.com/watch?v=ZaA8-H71-3U 0 Flipnic - all in-game videos [PS2 FMV Rip/Full quality 60 FPS] Flipnic - all in-game videos [PS2 FMV Rip/Full quality 60 FPS] This video contains every single video clip from the Flipnic video game across various regions (including NTSC-U, NTSC-J and PAL regions). Compared to my previous video, this time I've used a different ripping process, through which I've converted the PSS files directly to a standard video format and not just recorded the emulator screen. There are now even more FMVs, which weren't originally included in my previous video.

The low-res FMVs have been composited with a checkerboard pattern, so that you can see that they do in fact have a transparent background.

Technical information:

Video container: Interleaved audio/video streams, PSS file extension
Low-res video format: IPU, 256x512 (full frame) or 256x256 (visible display)
High-res video format: IPU, 512x448 (NTSC) or 512x512 (PAL)
Audio format: Compressed Sony ADPCM, 44100kHz, interleave 0x400

Extraction commands:
STR.BIN extraction: FlipnicBinExtractor /e STR.BIN STR
TUTO.BIN extraction: FlipnicBinExtractor /e TUTO.BIN TUTO
Video container: FlipnicBinExtractor /est [filename].PSS
IPU conversion (high-res format, PAL): ffmpeg -r 25 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (high-res format, NTSC): ffmpeg -r 29.97-i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (low-res format, PAL): ffmpeg -r 50 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (low-res format, NTSC): ffmpeg -r 59.94 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
Audio conversion: MFAudio /IF44100 /IC2 /II400 /IH0 /OTWAVU "[input filename].PSS.INT[stream ID, usually 1]" "[output filename].WAV"

Extraction tools:
FlipnicBinExtractor: https://github.com/MarkusMaal/FlipnicBinExtractor
FFmpeg: https://ffmpeg.org/
MFAudio: https://www.zophar.net/utilities/ps2util/mfaudio-1-1.html

Chapters:
0:00 SHUKYAKUDEMO.PSS (Audio 1)
1:23 SHUKYAKUDEMO.PSS (Audio 2)
2:48 SHUKYAKUDEMO.PSS (Audio 3)
4:13 SHUKYAKUDEMO.PSS (Audio 4)
5:38 SHUKYAKUDEMO.PSS (Audio 5)
7:03 TITLE_.PSS (NTSC-U)
7:19 TITLE_.PSS (PAL)
7:35 TITLE_.PSS (NTSC-J)
7:51 SILVER_DROP.PSS
8:07 CIRCLE_OF_LIFE.PSS
8:29 FREEZE_OVER.PSS
8:45 TAKIWARI.PSS
8:58 SILVER_DROP2.PSS
9:14 CIRCLE_OF_LIFE2.PSS
9:35 FREEZE_OVER2.PSS
9:51 TAKIWARI2.PSS
10:04 UFO_QUIZ_SHOW.PSS
10:14 LUCKEY_FLAMINGOS.PSS
10:20 POINT_OF_NO_RETURN.PSS
10:29 COLOR_PUZZLE2.PSS
10:36 HUNGLY_MONKEY.PSS
10:45 MULTIBALL.PSS
10:53 MULTIBALL03.PSS
10:59 MULTIBALL04.PSS
11:04 MULTIBALL05.PSS
11:14 SHOWTIME.PSS
11:18 MOVE_ON01.PSS
11:24 WATCH_OUT.PSS
11:29 MISSING.PSS
11:38 TILT2.PSS
11:44 EXTRABALL.PSS
11:49 EXTRABALL2.PSS
11:57 EXTRA_CREDIT.PSS
12:05 EXTRA_CREDIT02.PSS
12:13 NEXT_STAGE.PSS
12:33 CONGRATULATIONS01.PSS
12:40 CONGRATULATIONS02.PSS
12:46 CONGRATULATIONS03.PSS
12:55 CONGRATULATIONS04.PSS
13:04 CONGRATULATIONS05.PSS
13:13 CONGRATULATIONS06.PSS
13:22 CONGRATULATIONS07.PSS
13:31 CONGRATULATIONS08.PSS
13:39 CONGRATULATIONS09.PSS
13:46 CONGRATULATIONS10.PSS
13:58 GAME_OVER2.PSS
14:13 GAME_OVER3.PSS
14:21 GAME_OVER4.PSS
14:32 GAME_OVER5.PSS
14:46 GAME_OVER6.PSS (NTSC-J only)
14:58 STAFF_ROLL1.PSS (NTSC-U)
17:02 STAFF_ROLL1.PSS (NTSC-J)
19:06 STAFF_ROLL1.PSS (PAL)
21:10 STAFF_ROLL2.PSS (NTSC-U)
23:14 STAFF_ROLL2.PSS (NTSC-J)
25:18 STAFF_ROLL2.PSS (PAL)
27:22 UBI.PSS (PAL only)
27:30 BAD_LUCK.PSS (NTSC-U/PAL)
28:03 SMALL_LUCK.PSS (NTSC-U/PAL)
28:46 GOOD_LUCK.PSS (NTSC-U/PAL)
29:24 GREAT_LUCK.PSS (NTSC-U/PAL)
30:02 MIRACULOUS.PSS (NTSC-U/PAL)
30:40 CHAP01.PSS (NTSC-U/PAL)
33:59 CHAP02.PSS (NTSC-U/PAL)
37:52 CHAP03.PSS (NTSC-U/PAL)
41:57 CHAP04.PSS (NTSC-U/PAL)
44:39 CHAP05.PSS (NTSC-U/PAL)
49:50 CHAP06.PSS (NTSC-U/PAL)
53:21 CHAP07.PSS (NTSC-U/PAL)
55:28 CHAP01.PSS (NTSC-J)
58:49 CHAP02.PSS (NTSC-J)
1:02:42 CHAP03.PSS (NTSC-J)
1:06:48 CHAP04.PSS (NTSC-J)
1:09:31 CHAP05.PSS (NTSC-J)
1:14:44 CHAP06.PSS (NTSC-J)
1:18:16 CHAP07.PSS (NTSC-J)
1:20:24 BAD_LUCK.PSS (NTSC-J)
1:21:04 SMALL_LUCK.PSS (NTSC-J)
1:21:44 GOOD_LUCK.PSS (NTSC-J)
1:22:24 GREAT_LUCK.PSS (NTSC-J)
1:23:04 MIRACULOUS.PSS (NTSC-J)
This video contains every single video clip from the Flipnic video game across various regions (including NTSC-U, NTSC-J and PAL regions). Compared to my previous video, this time I've used a different ripping process, through which I've converted the PSS files directly to a standard video format and not just recorded the emulator screen. There are now even more FMVs, which weren't originally included in my previous video.

The low-res FMVs have been composited with a checkerboard pattern, so that you can see that they do in fact have a transparent background.

Technical information:

Video container: Interleaved audio/video streams, PSS file extension
Low-res video format: IPU, 256x512 (full frame) or 256x256 (visible display)
High-res video format: IPU, 512x448 (NTSC) or 512x512 (PAL)
Audio format: Compressed Sony ADPCM, 44100kHz, interleave 0x400

Extraction commands:
STR.BIN extraction: FlipnicBinExtractor /e STR.BIN STR
TUTO.BIN extraction: FlipnicBinExtractor /e TUTO.BIN TUTO
Video container: FlipnicBinExtractor /est [filename].PSS
IPU conversion (high-res format, PAL): ffmpeg -r 25 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (high-res format, NTSC): ffmpeg -r 29.97-i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (low-res format, PAL): ffmpeg -r 50 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
IPU conversion (low-res format, NTSC): ffmpeg -r 59.94 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov
Audio conversion: MFAudio /IF44100 /IC2 /II400 /IH0 /OTWAVU "[input filename].PSS.INT[stream ID, usually 1]" "[output filename].WAV"

Extraction tools:
FlipnicBinExtractor: https://github.com/MarkusMaal/FlipnicBinExtractor
FFmpeg: https://ffmpeg.org/
MFAudio: https://www.zophar.net/utilities/ps2util/mfaudio-1-1.html

Chapters:
0:00 SHUKYAKUDEMO.PSS (Audio 1)
1:23 SHUKYAKUDEMO.PSS (Audio 2)
2:48 SHUKYAKUDEMO.PSS (Audio 3)
4:13 SHUKYAKUDEMO.PSS (Audio 4)
5:38 SHUKYAKUDEMO.PSS (Audio 5)
7:03 TITLE_.PSS (NTSC-U)
7:19 TITLE_.PSS (PAL)
7:35 TITLE_.PSS (NTSC-J)
7:51 SILVER_DROP.PSS
8:07 CIRCLE_OF_LIFE.PSS
8:29 FREEZE_OVER.PSS
8:45 TAKIWARI.PSS
8:58 SILVER_DROP2.PSS
9:14 CIRCLE_OF_LIFE2.PSS
9:35 FREEZE_OVER2.PSS
9:51 TAKIWARI2.PSS
10:04 UFO_QUIZ_SHOW.PSS
10:14 LUCKEY_FLAMINGOS.PSS
10:20 POINT_OF_NO_RETURN.PSS
10:29 COLOR_PUZZLE2.PSS
10:36 HUNGLY_MONKEY.PSS
10:45 MULTIBALL.PSS
10:53 MULTIBALL03.PSS
10:59 MULTIBALL04.PSS
11:04 MULTIBALL05.PSS
11:14 SHOWTIME.PSS
11:18 MOVE_ON01.PSS
11:24 WATCH_OUT.PSS
11:29 MISSING.PSS
11:38 TILT2.PSS
11:44 EXTRABALL.PSS
11:49 EXTRABALL2.PSS
11:57 EXTRA_CREDIT.PSS
12:05 EXTRA_CREDIT02.PSS
12:13 NEXT_STAGE.PSS
12:33 CONGRATULATIONS01.PSS
12:40 CONGRATULATIONS02.PSS
12:46 CONGRATULATIONS03.PSS
12:55 CONGRATULATIONS04.PSS
13:04 CONGRATULATIONS05.PSS
13:13 CONGRATULATIONS06.PSS
13:22 CONGRATULATIONS07.PSS
13:31 CONGRATULATIONS08.PSS
13:39 CONGRATULATIONS09.PSS
13:46 CONGRATULATIONS10.PSS
13:58 GAME_OVER2.PSS
14:13 GAME_OVER3.PSS
14:21 GAME_OVER4.PSS
14:32 GAME_OVER5.PSS
14:46 GAME_OVER6.PSS (NTSC-J only)
14:58 STAFF_ROLL1.PSS (NTSC-U)
17:02 STAFF_ROLL1.PSS (NTSC-J)
19:06 STAFF_ROLL1.PSS (PAL)
21:10 STAFF_ROLL2.PSS (NTSC-U)
23:14 STAFF_ROLL2.PSS (NTSC-J)
25:18 STAFF_ROLL2.PSS (PAL)
27:22 UBI.PSS (PAL only)
27:30 BAD_LUCK.PSS (NTSC-U/PAL)
28:03 SMALL_LUCK.PSS (NTSC-U/PAL)
28:46 GOOD_LUCK.PSS (NTSC-U/PAL)
29:24 GREAT_LUCK.PSS (NTSC-U/PAL)
30:02 MIRACULOUS.PSS (NTSC-U/PAL)
30:40 CHAP01.PSS (NTSC-U/PAL)
33:59 CHAP02.PSS (NTSC-U/PAL)
37:52 CHAP03.PSS (NTSC-U/PAL)
41:57 CHAP04.PSS (NTSC-U/PAL)
44:39 CHAP05.PSS (NTSC-U/PAL)
49:50 CHAP06.PSS (NTSC-U/PAL)
53:21 CHAP07.PSS (NTSC-U/PAL)
55:28 CHAP01.PSS (NTSC-J)
58:49 CHAP02.PSS (NTSC-J)
1:02:42 CHAP03.PSS (NTSC-J)
1:06:48 CHAP04.PSS (NTSC-J)
1:09:31 CHAP05.PSS (NTSC-J)
1:14:44 CHAP06.PSS (NTSC-J)
1:18:16 CHAP07.PSS (NTSC-J)
1:20:24 BAD_LUCK.PSS (NTSC-J)
1:21:04 SMALL_LUCK.PSS (NTSC-J)
1:21:44 GOOD_LUCK.PSS (NTSC-J)
1:22:24 GREAT_LUCK.PSS (NTSC-J)
1:23:04 MIRACULOUS.PSS (NTSC-J)
FlipnicFMVfullquality.mp4 FMV klipid FMV clips Flipnic,pinball,PlayStation,PlayStation 2,game over,cutscene,FMV,full motion video,PSS,playstation stream,PAL,congratulations,Lisle Wilkerson,Randy Goins,Lemmy Constantine,no camera,electromechanical game simulator,poisonous,pinball is not dead,new game machine,van gogh,UFO,aliens,flying saucer,flamingo,monkey,freeze over,steel ball,weird,surreal,biology,optics,metallurgy,geometry,theology,evolution,puzzle,multiball,see you again,skeleton,skull,invasion,omg,tilt N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/550.jpg N/A /channel_db_lite/web/json/550.json N/A N/A
543 Press any key to continue... Obtaining the Buzz lure in Fishing Fantasy: Buzzrod [Save file modification tutorial] 0 2023-07-01 In this video, I'm going to walk you through the process of fixing a bug in this game, which normally makes it impossible to finish the game. And the best part - you can do it with your own save!

Prerequesties:
Python 3: https://www.python.org/downloads/ (in Windows, make sure that "Add to PATH" is checked during installation)
BuzzrodSaveEditor: https://github.com/MarkusMaal/BuzzrodSaveEditor/archive/refs/heads/main.zip (extract to a folder)
A USB flash drive (if the PS2 freezes/errors out while opening/copying to the mass:/ folder, try a different flash drive, USB 2.0 drives are preferred if possible)

w/uLaunchElf entrypoints:
- If you have a completely unmodified PS2 slim console, you can use FreeDVDboot. Full instructions and ISO files here: https://github.com/CTurt/FreeDVDBoot
- If you have a FreeMcBoot memory card or FreeHDboot hard drive, you can navigate to uLaunchElf in the main menu
- If you have a Fortuna exploited memory card, just navigate to browser, go to exploited memory card, back out twice and you should be in uLaunchElf
- If you have a modchipped PS2 or have MechaPwn with force unlock (disable it after modifying the save to be able to load this game), you can burn this copy of wLaunchElf to a CD or DVD: https://gbatemp.net/download/wlaunchelf-v4-43x_isr-iso-elf.37723/version/39334/download?file=337077

Commands:
To list all saves: python save_editor.py -f [filename] -saves
To list items in a save: python save_editor.py -f [filename] -save[num] -li
To patch a game save: python save_editor.py -f [filename] -p [byte address] -iv 3 -o [patched save filename]

Chapters:
0:00 Describing the bug
0:58 Getting the save out of a memory card
2:38 Patching the save file
4:31 Copying the patched save file back to a memory card
5:30 Testing the modified save
0 1 0 1 https://www.youtube.com/watch?v=fSE4aCLbXPQ 0 Obtaining the Buzz lure in Fishing Fantasy: Buzzrod [Save file modification tutorial] . In this video, I'm going to walk you through the process of fixing a bug in this game, which normally makes it impossible to finish the game. And the best part - you can do it with your own save!

Prerequesties:
Python 3: https://www.python.org/downloads/ (in Windows, make sure that "Add to PATH" is checked during installation)
BuzzrodSaveEditor: https://github.com/MarkusMaal/BuzzrodSaveEditor/archive/refs/heads/main.zip (extract to a folder)
A USB flash drive (if the PS2 freezes/errors out while opening/copying to the mass:/ folder, try a different flash drive, USB 2.0 drives are preferred if possible)

w/uLaunchElf entrypoints:
- If you have a completely unmodified PS2 slim console, you can use FreeDVDboot. Full instructions and ISO files here: https://github.com/CTurt/FreeDVDBoot
- If you have a FreeMcBoot memory card or FreeHDboot hard drive, you can navigate to uLaunchElf in the main menu
- If you have a Fortuna exploited memory card, just navigate to browser, go to exploited memory card, back out twice and you should be in uLaunchElf
- If you have a modchipped PS2 or have MechaPwn with force unlock (disable it after modifying the save to be able to load this game), you can burn this copy of wLaunchElf to a CD or DVD: https://gbatemp.net/download/wlaunchelf-v4-43x_isr-iso-elf.37723/version/39334/download?file=337077

Commands:
To list all saves: python save_editor.py -f [filename] -saves
To list items in a save: python save_editor.py -f [filename] -save[num] -li
To patch a game save: python save_editor.py -f [filename] -p [byte address] -iv 3 -o [patched save filename]

Chapters:
0:00 Describing the bug
0:58 Getting the save out of a memory card
2:38 Patching the save file
4:31 Copying the patched save file back to a memory card
5:30 Testing the modified save
. BuzzrodFixFinal.mp4 Videomängude analüüs Video game analysis N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/543.jpg N/A /channel_db_lite/web/json/543.json N/A N/A