Leiti 3 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 |