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Rock Band Midi file format
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BadAstronaut  





Joined: 30 Jan 2008
Posts: 19

PostPosted: Thu Jan 31, 2008 6:43 am    Post subject: Reply with quote

I've managed to rip the midi files for the three bonus tracks from Original XBOX Magazine. I don't have any DLC, but chances are you can rip it from that as well.
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ajanata  





Joined: 07 Jul 2007
Posts: 1167
Location: South Bay Area, CA

PostPosted: Sun Feb 10, 2008 3:19 am    Post subject: Reply with quote

I've been giving Highway Star a close scrutiny... First and foremost, the velocity for overdrive on events can be greater than 100.
guitar track, measure 7 wrote:
11520 On ch=1 n=62 v=100
11520 On ch=1 n=74 v=100
11520 On ch=1 n=75 v=100
11520 On ch=1 n=86 v=100
11520 On ch=1 n=87 v=100
11520 On ch=1 n=99 v=100
11520 On ch=1 n=100 v=100
11520 On ch=1 n=116 v=127

My first guess would be that it means phrases that can be in a unison bonus. However, investigating that lead...
drums track, measure 7 wrote:
11520 On ch=1 n=61 v=100
11520 On ch=1 n=73 v=100
11520 On ch=1 n=85 v=100
11520 On ch=1 n=97 v=100
11520 On ch=1 n=105 v=127

105 is documented in the OP as being a player 1 indicator. However that 127 velocity makes me think it's a unisonable OD phrase indicator... But...
bass track, measure 7 wrote:
11520 On ch=1 n=54 v=100
11520 On ch=1 n=62 v=100
11520 On ch=1 n=75 v=100
11520 On ch=1 n=88 v=100
11520 On ch=1 n=100 v=100

Nothing standing out as an OD marker at all.

Looking at the charts already posted here, only guitar has a phrase in that measure (7). The first measure with all instruments in a phrase is 15. So that throws that initial analysis out the window... But...
bass track, measure 15 wrote:
26880 On ch=1 n=62 v=100
26880 On ch=1 n=74 v=100
26880 On ch=1 n=87 v=100
26880 On ch=1 n=99 v=100
26880 On ch=1 n=105 v=100
26880 On ch=1 n=116 v=127

guitar track, measure 15 wrote:
26880 On ch=1 n=61 v=100
26880 On ch=1 n=73 v=100
26880 On ch=1 n=85 v=100
26880 On ch=1 n=97 v=100
26880 On ch=1 n=105 v=100
26880 On ch=1 n=116 v=127
26880 On ch=1 n=99 v=100

drums track, measure 15 wrote:
26880 On ch=1 n=85 v=100
26880 On ch=1 n=97 v=100
26880 On ch=1 n=116 v=127
26880 On ch=1 n=106 v=127


From all of this, I think we can conclude that an OD on note (116) with a velocity of 127 can be in a unison bonus, but only if there are actually other instruments with phrases. I guess we need to find an instance where multiple instruments have a phrase at the same time but there isn't a unison bonus (if such a thing exists) and see what the velocities are.

Secondly, I have no idea what player 1/2 notes (105/106) with velocity 127 can possibly mean, unless it's just treated as 100.

I'm also seeing a LOT of really low notes (especially on the drums track), which I'm just going to guess are animation related.



I don't know if any of this made any sense.


tl;dr version: OD notes can have a velocity of 127 and still turn on a phrase and might have something to do with unison bonuses. Some player 1/2 notes have a velocity of 127 but I have no idea what they could be related to.
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pksage  





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

PostPosted: Sun Feb 10, 2008 6:18 pm    Post subject: Reply with quote

ajanata wrote:
I'm also seeing a LOT of really low notes (especially on the drums track), which I'm just going to guess are animation related.


Position of guitarist's hand on the fretboard, for guitar? Compare it to a GH MIDI and see if it's the same. For drums, you often notice that the in-game drummer is playing notes that you're not on Expert (meaning he's playing the actual drum part). These are almost certainly those hand movements, then, which are mapped by those "map" text events in the drum track.
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ajanata  





Joined: 07 Jul 2007
Posts: 1167
Location: South Bay Area, CA

PostPosted: Tue Feb 12, 2008 3:04 am    Post subject: Reply with quote

<strike>Regarding drum fills and the big rock ending, it seems that any fills marked in the drum track are activation fills, and a fill in the guitar (and/or bass) track signifies big rock ending.</strike>

Edit: Nevermind, drums has them too. It must consult guitar/bass to see if they have a fill there too and if they do then it's a big rock ending.

I'm also finding some regular notes have a velocity of 127 (almost every drum note on (Don't Fear) The Reaper, for example).
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killawiz  





Joined: 10 Jan 2008
Posts: 327

PostPosted: Sun Mar 16, 2008 12:34 pm    Post subject: Reply with quote

I know im gonna get slapped for this, but what platform are we talking about? PS2/Xbox 360/PS3 ?
And truK, the tool you found; does it work with the 360 version?

All im trying to do is get the RB charts, if that helps a little..just need something that will extract the mids
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ajanata  





Joined: 07 Jul 2007
Posts: 1167
Location: South Bay Area, CA

PostPosted: Sun Mar 16, 2008 2:38 pm    Post subject: Reply with quote

The .mid format is the same across all systems, it's just a matter of getting it off the appropriate disc/hard drive (for DLC).

(Case in point: I'm using the PS2 on-disc songs, but the 360 DLC and my program works fine with both.)
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pksage  





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

PostPosted: Sun Mar 16, 2008 4:44 pm    Post subject: Reply with quote

ajanata wrote:
The .mid format is the same across all systems, it's just a matter of getting it off the appropriate disc/hard drive (for DLC).

(Case in point: I'm using the PS2 on-disc songs, but the 360 DLC and my program works fine with both.)


Is this true for animations? Are all of the stage/character animations from the 360 version, which are useless in the PS2 version, still intact in the file?
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killawiz  





Joined: 10 Jan 2008
Posts: 327

PostPosted: Sun Mar 16, 2008 5:26 pm    Post subject: Reply with quote

Ok. So I shouldn't have a probelm with getting the .mids. What is the tool I need to extract them off of the 360 RB disk?
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ajanata  





Joined: 07 Jul 2007
Posts: 1167
Location: South Bay Area, CA

PostPosted: Sun Mar 16, 2008 9:34 pm    Post subject: Reply with quote

pksage wrote:
ajanata wrote:
The .mid format is the same across all systems, it's just a matter of getting it off the appropriate disc/hard drive (for DLC).

(Case in point: I'm using the PS2 on-disc songs, but the 360 DLC and my program works fine with both.)


Is this true for animations? Are all of the stage/character animations from the 360 version, which are useless in the PS2 version, still intact in the file?



I haven't tried to figure out what every single note is, but it seems like they're still there. There are a lot of note events on the guitar/bass/drums tracks that are outside the normal gems range. Perhaps I should get the files from my 360 disc and do a compare on the .mids.

As for the tool to extract from a 360 disc, I haven't looked into it yet so I'm afraid I can't help you there.
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ajanata  





Joined: 07 Jul 2007
Posts: 1167
Location: South Bay Area, CA

PostPosted: Sun Mar 23, 2008 5:38 am    Post subject: Reply with quote

(It's been a week, I don't see an issue with double-posting.)

I've been working on charting vocals recently, and it seems # isn't the only talky part indicator. It seems ^ and * are used as well, and I'm not seeing a definite pattern to it.
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pksage  





Joined: 20 Dec 2006
Posts: 890
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PostPosted: Sun Mar 23, 2008 4:09 pm    Post subject: Reply with quote

ajanata wrote:
I've been working on charting vocals recently, and it seems # isn't the only talky part indicator. It seems ^ and * are used as well, and I'm not seeing a definite pattern to it.


I've always thought that certain talky parts were harder or easier than others. I'm guessing the symbol used, if it correlates to anything at all, correlates to some kind of flag for the phoneme detectors. I doubt any of them actually say "ignore phonemes for this word", but perhaps something like that?
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ajanata  





Joined: 07 Jul 2007
Posts: 1167
Location: South Bay Area, CA

PostPosted: Tue Mar 25, 2008 5:01 pm    Post subject: Reply with quote

Hey, that's a thought. Maybe I'll leave the symbols in on the lyrics when I make the first batch of charts and people can see if they can find any pattern to it...
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Kawigi  





Joined: 27 Feb 2008
Posts: 2879
Location: Redmond, WA

PostPosted: Tue Mar 25, 2008 5:30 pm    Post subject: Reply with quote

Perhaps "#" means "use a plastic bag", "^" means "rub mic on pants" and "*" means "just say the words"?
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GuestWednesday  





Joined: 01 Jan 2008
Posts: 314
Location: UK

PostPosted: Thu Mar 27, 2008 6:30 pm    Post subject: Reply with quote

Heh, I always thought that I had to say certain phrases in certain ways, even on the easy PS2 version. Now I see the repeated talkies in The Hand That Feeds are marked differently.

I'd guess the intention was something like
# Normal talkie (most of them)
^ Louder? Emphasised? (end of THTF alternates # and ^, all of Enter Sandman apart from the "Now I lay me down to sleep" part, light-^ning^ in BB I think I find these hardest on PS2)
* Scream (Yeah!* on WGFA, Let's Go! in BB, Ow in NtY)

There's also % and = that aren't shown in the game lyrics... mostly in the middle/end of singing phrases, I don't think they're shown as talkies in the game.
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ArcadicGamer  





Joined: 06 Oct 2007
Posts: 314

PostPosted: Fri Mar 28, 2008 12:44 am    Post subject: Reply with quote

GuestWednesday wrote:
Heh, I always thought that I had to say certain phrases in certain ways, even on the easy PS2 version. Now I see the repeated talkies in The Hand That Feeds are marked differently.

I'd guess the intention was something like
# Normal talkie (most of them)
^ Louder? Emphasised? (end of THTF alternates # and ^, all of Enter Sandman apart from the "Now I lay me down to sleep" part, light-^ning^ in BB I think I find these hardest on PS2)
* Scream (Yeah!* on WGFA, Let's Go! in BB, Ow in NtY)

There's also % and = that aren't shown in the game lyrics... mostly in the middle/end of singing phrases, I don't think they're shown as talkies in the game.


The carrot is most likely used as a accent dectector. THTF WILL you BITE the HAND that FEEDS YOU, is how i sing it, 100% every time. It may also indicate inflections in the voice of emphasis. (i.e. how the voice changes due to the way it is spoken.) It could also denote that the ending letter sound at the end of a word, ie giving points to the ng in lightning.
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