View previous topic :: View next topic |
Author |
Message |
Phenomenon
Joined: 24 Jun 2007 Posts: 928 Location: Cookeville, TN
|
Posted: Tue Dec 11, 2007 6:04 am Post subject: |
|
|
I'm hoping this game will be a zillion times easier to crack once the PS2 files have been released. |
|
Back to top |
|
|
pksage
Joined: 20 Dec 2006 Posts: 890 Location: Midwest, USA
|
Posted: Thu Dec 13, 2007 7:10 am Post subject: |
|
|
I'm pawing through the MIDIs myself, so I'll be helping as much as possible.
Here's some event flags, which are so far the same format as GH2 - [event]. NOTE: All information on what these tags do is so far hypothetical, and is just my best guess. This thread will be updated as more information is collected.
PART GUITAR/PART BASS
[idle] variants - mutually exclusive, ended by a [play] variant
[idle] - Makes the guitarist begin idle animations during a song.
[idle_realtime] - Used before big breaks (Foreplay/Long Time) or as the final idle of a song.
[play] variants - mutually exclusive, ended by an [idle] variant
[mellow] - Guitarist plays, well, mellowly. Think Say It Ain't So.
[play] - Guitarist plays normally. Think Dani California's chorus.
[intense] - Guitarist gets into it. Think hardcore riffs in the metal songs.
[play_solo] - Guitarist begins solo animations.
Other events
[map HandMap *] - Changes the set of finger animations, and maybe camera? Arguments for * include:- Default
- Solo
- AllBend
- AllChords
- DropD2
- Chord A
- Chord C
- Chord D
PART BASS exclusive
[map StrumMap *] - Changes how the bassist strums. Arguments for * include:
PART DRUMS
[mix # *] - Changes what drums are played on the in-game kit. # is 0, 1, 2, or 3. I think those numbers are red, yellow, blue, and green respectively, and changing this event assigns a new drum on the in-game drum kit for that note. For example: if a song starts with [mix 2 drums2] and later goes to [mix 2 drums2d], the tom/cymbal is moved to a different tom/cymbal at that event. Arguments for * include:- drums1
- drums2
- drums2d
- drums3
- drums3d
- drums3easy
- drums3easynokick
[idle] variants
[idle] - Drummer's normal idle animation.
[idle_realtime] - Drummer's idle animation for long breaks and the ends of songs.
[idle_intense] - Possibly makes the drummer click sticks above head?
[play] variants
[mellow] - Drummer plays softly.
[play] - Drummer plays normally.
[intense] - Drummer goes crazy.
PART VOCALS
[play] variants
[mellow] - Not much stage movement, gentle singing.
[play] - Normal, fairly energetic singing.
[intense] - Pounding air with fists, etc.
[idle] variants
[idle] - Normal singer idle animation.
[idle_realtime] - Used before long breaks and the end of a song.
[idle_intense] - Energetic idle animations - pumping the crowd for a guitar solo, etc.
Instruments
[cowbell_start] - Self-explanatory.
[cowbell_end]
[tambourine_start]
[tambourine_end]
[clap_start]
[clap_end]
EVENTS
[section *] - Same as GH2. Marks practice sections.
[crowd_*] - Changes crowd behavior. Arguments for * include:- mellow
- normal
- intense
- realtime
- clap
- noclap
[music_start]
[music_end]
[coda] - Not sure of what this does, but does seem to mark an actual coda.
[end]
VENUE
[lighting *] - These tags work a little differently than in GH2. Instead of the tags controlling the entire lighting rig themselves, there's actual MIDI notes in the VENUES track that (probably) control specific lighting mechanisms for certain tags. That said, there are still many [lighting] tags that define how the lighting works themselves. These tags are now mutually exclusive; using any [lighting] tag will override the previous one. Arguments for * include:- () - Default lighting? Many songs use only manual and loop.
- (manual_warm) - Bright lights, controlled by VENUE notes
- (manual_cool) - Soft lights, controlled by VENUE notes
- (loop_warm) - Bright moving? lights, sometimes controlled by VENUE notes
- (loop_cool) - Soft moving? lights, sometimes controlled by VENUE notes
- (strobe_slow) - Slow-ish strobe light flashes.
- (strobe_fast) - Quick strobe light flashes.
- (flare_slow) - Intense, slow flare-ups.
- (flare_fast) - Quick flare-ups.
- (sweep) - Lights sweep the stage.
- (searchlights) - Searchlights sweep the stage? Different than spotlights, I think.
- (silhouettes) - Lighting that causes band members to be silhouetted.
- (silhouettes_spot) - Silhouettes band within spotlights. Good with [FogOn].
- (stomp) - Not sure. Used in drum sections; lights up bass pedal?
- (harmony) - Not sure. Lights up entire band?
- (dischord) - Potentially the opposite of (harmony); random lights?
- (frenzy) - Lighting goes crazy.
- (bre) - Big Rock Ending lighting.
- (blackout_slow) - Slow fade.
- (blackout_fast) - Rapid blackout.
[do_directed_cut *] - The legendary camera shot tag. These events cause a specific camera shot, and sometimes specific character actions. Duration seems to be pre-determined for each one? I can't find anything specifying their durations, anyway. Arguments for * include:- directed_guitar
- directed_guitar_cls - Close-up of the guitarist?
- directed_guitar_cam
- directed_bass
- directed_bass_np
- directed_duo_guitar - Shows the guitarist and bassist playing close together.
- directed_duo_bass - " "
- directed_drums_kd
- directed_drums_lt
- directed_drums_np
- directed_vocals_cls
- directed_vocals_cam
- directed_stagedive - Just what you'd expect.
- directed_all
- directed_all_lt
- directed_brej - Big rock ending.
[FogOn] - Generates fog.
[FogOff] - Turns fog off.
[bonusfx] - No clue.
[chorus] - Not used consistently. Camera stuff?
[verse] - " "
More info coming as I find time. VENUE is just weird, and I hope to decipher what all of the non-text note events are. They have durations and everything...it's weird.
Last edited by pksage on Mon Dec 17, 2007 9:07 am; edited 1 time in total |
|
Back to top |
|
|
DesktopMan
Joined: 22 Apr 2006 Posts: 64
|
|
Back to top |
|
|
keyblademstr09
Joined: 02 Jan 2008 Posts: 1
|
Posted: Fri Jan 04, 2008 12:48 am Post subject: |
|
|
how the crap do I do any of this? I mean usually I could do computer stuff like that but this is making no sense at all! Help! |
|
Back to top |
|
|
JanDeis
Joined: 30 Dec 2007 Posts: 32
|
Posted: Fri Jan 04, 2008 1:00 am Post subject: |
|
|
keyblademstr09 wrote: | how the crap do I do any of this? I mean usually I could do computer stuff like that but this is making no sense at all! Help! |
I'm guessing this is the noobish question that keeps annoying the programmers?
They are working on it. They already said that this will take some time. I've seen all the things these guys are doing, and I don't get half of it either. Normally I can do game hacks fairly easily too, but not this. Just let these guys do their thing. It seems like you either know it now, or you don't. And I think the programmers are a little busy hacking RB to have time to write up a tutorial... |
|
Back to top |
|
|
aeffertz91
Joined: 20 Aug 2007 Posts: 178
|
Posted: Fri Jan 11, 2008 12:57 am Post subject: |
|
|
ok. so i read that people are all ready making drum charts for rb. are they just dB or is there a new program?
sorry if this is a "noobish" question.. |
|
Back to top |
|
|
Leff
Joined: 04 Dec 2006 Posts: 1315
|
Posted: Fri Jan 11, 2008 1:23 am Post subject: |
|
|
aeffertz91 wrote: | ok. so i read that people are all ready making drum charts for rb. are they just dB or is there a new program?
sorry if this is a "noobish" question.. |
I (and I believe others) use dB. You just have to keep track of what colors are what drums, as they're not in the same order as a guitar fretboard. Chart2Mid allows the option to write the drum track to the mid. _________________
|
|
Back to top |
|
|
natedog62
Joined: 28 Jun 2007 Posts: 27 Location: Jerseyville Illinois
|
Posted: Fri Jan 11, 2008 3:05 am Post subject: |
|
|
PS2 Version Ripped to pc is a whopping 3.72 Gs..
im gonna be retarded and try to open it with guitar herop exploreand see what happens :P...ill let u know how that works out |
|
Back to top |
|
|
natedog62
Joined: 28 Jun 2007 Posts: 27 Location: Jerseyville Illinois
|
Posted: Fri Jan 11, 2008 3:09 am Post subject: |
|
|
lol..it didnt work..but o well i didnt expect it to ..dont call me a idiot cause i already know i am..good job on finding all this stuff out btw guys |
|
Back to top |
|
|
Zilcho
Joined: 07 Apr 2007 Posts: 332 Location: UConn
|
Posted: Fri Jan 11, 2008 3:57 am Post subject: |
|
|
Actually it's closer to 8 gigs, it's a dual layer disc and you only ripped the first layer. _________________
When I'm sick of takin' abuse
I just make up some lame excuse
Freedom's just seven digits away
I'm callin' in sick today |
|
Back to top |
|
|
natedog62
Joined: 28 Jun 2007 Posts: 27 Location: Jerseyville Illinois
|
Posted: Fri Jan 11, 2008 10:04 pm Post subject: |
|
|
hmmmm indeed |
|
Back to top |
|
|
LMxRustInPeacexX
Joined: 07 Sep 2007 Posts: 159
|
Posted: Sun Jan 13, 2008 2:02 am Post subject: |
|
|
If you extract the mids, do they work in guitar hero? _________________
The Best Guitar Hero Guide Ever wrote: |
About Guitar Hero: Hit the notes. |
You Don't Say. |
|
Back to top |
|
|
ffej18
Joined: 04 Jan 2008 Posts: 4
|
Posted: Tue Jan 15, 2008 9:31 am Post subject: |
|
|
whats the usual methods to rip the midis and charts out of the game |
|
Back to top |
|
|
truK
Joined: 25 Jul 2007 Posts: 219 Location: In (your mom's) Utero.
|
|
Back to top |
|
|
ffej18
Joined: 04 Jan 2008 Posts: 4
|
Posted: Tue Jan 15, 2008 5:31 pm Post subject: |
|
|
THank You I will try This |
|
Back to top |
|
|
|