Posted: Tue Jun 09, 2009 3:30 pm Post subject: Rock Band Unplugged PSP - Customs Research
This data was collected over 3 weeks ago and with the official launch of the game I now have permission to post it.
So far these are my results:
Now under MUSIC there is a folder for each song. There are 3 types of files contained in each folder. The 3 are as follows.
.AT3
This is a standard PSP game audio file used as a preview in this game; easily replaceable. I have replaced them myself using this tutorial.
.ATM
Now I replaced the .ATM file for Come Out and Play with the .ATM for Buddy Holly. When I played Come Out and Play the notes remained the same while the music playing was Buddy Holly. While the notes remained the same and the music changed, I also noticed the animations changed as well. Come Out and Play is a fast song on drums while Buddy Holly is a slow song. The drummer drummed the same slow beats as the drummer in Buddy Holly. There were sections of Come Out and Play when there were no notes on drums for a few seconds, the drummer continued to play. As of now, I believe the .ATM contains the in game music as well as the animations for the band. Further tests may be needed to confirm.
Side note: The .ATM file is WITHOUT A DOUBT the in game music. I replaced the .ATM for Float On with an .ATM file I found in the T01 folder named SP_T01.ATM. I figured it must be some sort of Spanish language file, I was right. When I went to play Float On instead of music playing all I heard was some guy talking Spanish.
Unsteadycarrot wrote:
The .ATM files are most likey a variation of an .AT3
wher as AT3 is a single audio file to hold the preview music
ATM is a multi-audio file using the same codec i believe, so its like lots of .AT3 encoded music files within a ATM container?
am i getting warmer? or does that not make sense.
According to Unsteadycarrot, there is a high likelihood of the .ATM file containing multiple .AT3 files. This is what I first suspected.
.STR
The .STR file is undoubtedly the notes. I replaced the .STR from Alive with the .STR from ABC. I played Alive and low and behold the notes from ABC appeared (I even got to play the drum solo while listening to a slightly more favorable song)!
These are just some extra customizable files found in the game I thought I’d throw in.
.PMF (Playstation Media Files)
Standard PSP video files; easily replaceable. I have replaced them myself using this tutorial.
To sum it all up, bascially, what we are looking at for customs are the following two files, neither customizable at this point.
.ATM: The music that plays during a song
.STR: The notes for each song (i.e. frets)
I’m curious as to if anyone else besides me has actually tried replacing song files with other song files found in different locations in the game (i.e. replacing the .ATM for Come Out and Play with Buddy Holly).
As of now I am using UMDGen v4.00 to open up the .ISO, replace files and then save (rebuild). Here is the guide if anyone’s interested. I’m pretty sure Rock Band Unplugged is LBA protected so I usually export the file list before I begin, make the 3 files inside the SYSDIR>UPDATE into dummy files, replace the files I want, import the file list, and then save as a .CSO using compression value 1. If anyone knows a better way to go about doing this please tell me!!!
sgclub.com wrote:
You can replace files, but they MUST be equal or smaller then the size of the original file.
Is this true? If so is there anyway around this?
I look forward to seeing where we get with this. I can't do it alone guys, we need testers and programmers! _________________
This is the section of the thread where I will be posting updates of any information that I or other people find pertaining to the development of Rock Band Unplugged customs.
I have found a thread discussing .ATM files over at QJ.net. If anyone is interested here is the link.
QJ.net wrote:
An .ATM file is an atrac3 encoded multitrack song file (or container) used in PSP games, specifically Rock Band: Unplugged. The files seem to be encrypted somehow.
In order to connect to the PSN to download DLC etc. you need to spoof your firmware version! _________________
I can encode and decode atrac3 using the ACM codec, but that's all useless without decrypting the ATM file first. That is something xorloser does best (when it comes to RB).
As for the chart, STR is a video format for the PSX, but that is obviously not it. Since the stages and UI files are also STR, it is most likely a new database STRacture.
GZ is amazing with this kind of stuff, but he is still busy with school so he is not available until the end of the month.
Best way to get customs would be through the DLC system. The folder where the files would reside is something like "PSP\GAME\ULUS10418\MUSIC".
I am not going to bother figuring out more since I am unfamiliar with Harmonix made structures and I did not play the game yet.
GZ is amazing with this kind of stuff, but he is still busy with school so he is not available until the end of the month.
I've already provided GZ with the files, from the short time I talked to him about it, the ATM file holds 5 identical sized files or something along those lines. _________________
GZ is amazing with this kind of stuff, but he is still busy with school so he is not available until the end of the month.
I've already provided GZ with the files, from the short time I talked to him about it, the ATM file holds 5 identical sized files or something along those lines.
As always, I assume we are dealing with a challenge...but I guess not. By looking at the files, I see that they did not encrypt anything. The ATM files are just a header with atrac3 data.
From this info and based on the file size, the bit-rate is 352kb/s.
The ACM codec can only work with 66/105/132, so this was most likely made with their new atrac3plus.
I guess we stick to encoding to 132kb/s, since atrac3plus requires Sound Forge and extracting the data from the aa3 files it creates.
From the ATM file:
Offset 4: number of sub-files
Offset 12: always 400 (might be the number of samples per block)
Offset 20: size of each sub-file
Offset 56: audio data ([ATM size] – [sum of sub-file size] always equals 56, but maybe the data starts right after the sizes)
I am not sure what the rest is for, but I would guess song tag at least. If I am wrong about the offset 12 and no other audio info is in the header then we must stick to the same bit-rate. Based on Message In The Bottle single sub-file size and the known length of the song (4:49), the bit-rate is 73046bits/s or 71Kb/s. I timed ABC (3:07), and the bit-rate I got is 78186bits/s or 76Kb/s. It is most likely either 64 or 96, since those are the closest Sound Forge offers. The lengths of the sub-files do not have to be the same; the first sub-file in Carry on my Wayward is smaller than the rest, by 30720 bytes.
I need to get my hands on a DLC, so I can actually test stuff. Rebuilding the ISO, compressing, and then copying, is just way too much time for me to waste.
Update:
GZ is done so the team is back.
The audio data seems to be encrypted after all (something like the rest of the RB games). The 16-byte difference between the sub-file sizes and the header seems to indicate 128-bit key. Initially they used AES with a constant key, but then they used a custom encryption algorithm based on XTEA (from what I see in the arktool source). If they use the same algorithm, the cipher table is different, so that needs to be figured out.
I also got my hands on the DLC files. The audio files are the same but the chart files are encrypted (.STR.EDAT) with the Sony game code in the header, so I am assuming that it is part of the DRM.
Basically, we need xorloser to figure out at least the audio encryption. GZ and I started figuring out the STR file.
So let me get this straight:
If we get DLC customs, we have illegally cracked the PSN DRM, and that can only mean that some noob will get a hold of it and pirate all the crap/DLC he can.
If we get ISO customs, then we have to sacrifice the good, long songs, and we can't get any song that's pretty much over 5 minutes into the game.
What a hard decision...
Personally, I WOULD go with DLC. I like the way RawkSD is rolling right now. _________________
Hey ScoreHero,
Rock Band Wii customs are now available on modified Wiis- how would you like to help build customs on UNMODIFIED Wiis?
Go to Rock Band Score Hero -> Software -> Rock Band Wii Information to find out more!
So let me get this straight:
If we get DLC customs, we have illegally cracked the PSN DRM, and that can only mean that some noob will get a hold of it and pirate all the crap/DLC he can.
If we get ISO customs, then we have to sacrifice the good, long songs, and we can't get any song that's pretty much over 5 minutes into the game.
What a hard decision...
Personally, I WOULD go with DLC. I like the way RawkSD is rolling right now.
So let me get this straight:
If we get DLC customs, we have illegally cracked the PSN DRM, and that can only mean that some noob will get a hold of it and pirate all the crap/DLC he can.
If we get ISO customs, then we have to sacrifice the good, long songs, and we can't get any song that's pretty much over 5 minutes into the game.
What a hard decision...
Personally, I WOULD go with DLC. I like the way RawkSD is rolling right now.
Weel, now we can put songs and files bigger than the original ones, gnie from alucard.cc created a custom fat file that bypasses the protection from the rb iso..
Weel, now we can put songs and files bigger than the original ones, gnie from alucard.cc created a custom fat file that bypasses the protection from the rb iso..
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