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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 672 | Press any key to continue... | Red screen of death.mid | 0 | 2026-03-25 | This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=UKwgctZfcPE | 0 | Red screen of death.mid | Red screen of death.mid | This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
Red Screen Of Death.mid.mp4 | Videomängude analüüs | Video game analysis | PlayStation 2,RSOD,red screen,scary screen,glass cubes,SpessaSynth,MIDI,Musical Instrument Digital Interface,SF2,SoundFont 2,JAM,voicebank,Sony Computer Entertainment,Please insert a PlayStation or PlayStation 2 format disc. | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/672.jpg | N/A | N/A | N/A | N/A |
| 646 | Press any key to continue... | Gran Turismo 4 - GT Mode 2 [MIDI Waveform Deconstruction] | 0 | 2025-09-19 | Did you know that the iconic Gran Turismo 4 menu music is actually a MIDI file? In this video, I play this tune with 16 waveforms displaying the output of each MIDI channel as well as a keyboard, which displays the notes being played. Original song composed by Isamu Ohira Original filename: map.sqt (Track 2) MIDI player: SpessaSynth Soundfont/MIDI extracted with GT4SoundTool (by Nenkai), which I made some modifications to get it sounding closer to the original in-game track. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=Ica36GIsiIY | 0 | Gran Turismo 4 - GT Mode 2 [MIDI Waveform Deconstruction] | Gran Turismo 4 - GT Mode 2 [MIDI Waveform Deconstruction] | Did you know that the iconic Gran Turismo 4 menu music is actually a MIDI file? In this video, I play this tune with 16 waveforms displaying the output of each MIDI channel as well as a keyboard, which displays the notes being played. Original song composed by Isamu Ohira Original filename: map.sqt (Track 2) MIDI player: SpessaSynth Soundfont/MIDI extracted with GT4SoundTool (by Nenkai), which I made some modifications to get it sounding closer to the original in-game track. |
Did you know that the iconic Gran Turismo 4 menu music is actually a MIDI file? In this video, I play this tune with 16 waveforms displaying the output of each MIDI channel as well as a keyboard, which displays the notes being played. Original song composed by Isamu Ohira Original filename: map.sqt (Track 2) MIDI player: SpessaSynth Soundfont/MIDI extracted with GT4SoundTool (by Nenkai), which I made some modifications to get it sounding closer to the original in-game track. |
GT4_Simulation2_MIDI.mp4 | Muusika | Music | Gran Turismo 4,soundtrack,bgm,menu music,rip,soundfont,sf2,jam,sqt file | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/646.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 |