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Rock Band Midi file format
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Phenomenon  





Joined: 24 Jun 2007
Posts: 928
Location: Cookeville, TN

PostPosted: Tue Dec 11, 2007 6:04 am    Post subject: Reply with quote

I'm hoping this game will be a zillion times easier to crack once the PS2 files have been released.
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pksage  





Joined: 20 Dec 2006
Posts: 890
Location: Midwest, USA

PostPosted: Thu Dec 13, 2007 7:10 am    Post subject: Reply with quote

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:
  • Normal
  • Pick
  • SlapBass


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
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DesktopMan  





Joined: 22 Apr 2006
Posts: 64

PostPosted: Fri Dec 14, 2007 4:47 pm    Post subject: Reply with quote

Here's some progress:



Creep original file from Rock Band, hard difficulty. Yes, it supports the PS3 Rock Band Drums and is fully playable. (without music for the time being, music is next)

See the following post for some more details.

http://www.scorehero.com/forum/viewtopic.php?t=39923&postdays=0&postorder=asc&start=165#589161
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keyblademstr09  





Joined: 02 Jan 2008
Posts: 1

PostPosted: Fri Jan 04, 2008 12:48 am    Post subject: Reply with quote

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!
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JanDeis  





Joined: 30 Dec 2007
Posts: 32

PostPosted: Fri Jan 04, 2008 1:00 am    Post subject: Reply with quote

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...
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aeffertz91  





Joined: 20 Aug 2007
Posts: 178

PostPosted: Fri Jan 11, 2008 12:57 am    Post subject: Reply with quote

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..
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Leff  





Joined: 04 Dec 2006
Posts: 1315

PostPosted: Fri Jan 11, 2008 1:23 am    Post subject: Reply with quote

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.
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natedog62  





Joined: 28 Jun 2007
Posts: 27
Location: Jerseyville Illinois

PostPosted: Fri Jan 11, 2008 3:05 am    Post subject: Reply with quote

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
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natedog62  





Joined: 28 Jun 2007
Posts: 27
Location: Jerseyville Illinois

PostPosted: Fri Jan 11, 2008 3:09 am    Post subject: Reply with quote

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
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Zilcho  





Joined: 07 Apr 2007
Posts: 332
Location: UConn

PostPosted: Fri Jan 11, 2008 3:57 am    Post subject: Reply with quote

Actually it's closer to 8 gigs, it's a dual layer disc and you only ripped the first layer.
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natedog62  





Joined: 28 Jun 2007
Posts: 27
Location: Jerseyville Illinois

PostPosted: Fri Jan 11, 2008 10:04 pm    Post subject: Reply with quote

hmmmm indeed
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LMxRustInPeacexX  





Joined: 07 Sep 2007
Posts: 159

PostPosted: Sun Jan 13, 2008 2:02 am    Post subject: Reply with quote

If you extract the mids, do they work in guitar hero?
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ffej18  





Joined: 04 Jan 2008
Posts: 4

PostPosted: Tue Jan 15, 2008 9:31 am    Post subject: Reply with quote

whats the usual methods to rip the midis and charts out of the game
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truK  





Joined: 25 Jul 2007
Posts: 219
Location: In (your mom's) Utero.

PostPosted: Tue Jan 15, 2008 12:24 pm    Post subject: Reply with quote

ffej18 wrote:
whats the usual methods to rip the midis and charts out of the game



try this:
http://rockband.scorehero.com/forum/viewtopic.php?t=3507


there is a short how-to in the same topic
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ffej18  





Joined: 04 Jan 2008
Posts: 4

PostPosted: Tue Jan 15, 2008 5:31 pm    Post subject: Reply with quote

THank You I will try This
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