Blasto Dat Extraction.

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Mikantsumikiwi
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Blasto Dat Extraction.

Post by Mikantsumikiwi » April 4th, 2024, 7:41 am

Greetings everyone, I am very new to this stuff.

I am trying to find a way to extract the .dat file for a game called Blasto which is made by the same team who've worked on the first three Syphon Filter games.

I admit, I actually want to make some PSF files by extracting the SEQ files and etc.

I am quite new to this format and I am trying to find a way to get those files.

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Squaresoft74
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Post by Squaresoft74 » April 5th, 2024, 5:01 am

Nocash has the perfect tool for your needs as you can use no$psx Filesystem Viewer:

1. File -> Load Diskimage (open your iso selecting the cue file)
2. Window -> Filesystem (BLASTO.LFS -> OVERRUN -> LEVEL1 -> AUDIO)

Bgm files you want to extract are the .MMD, .MDI, .VH, .VHB ones
Find them all in attachment below.
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Mikantsumikiwi
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Post by Mikantsumikiwi » April 5th, 2024, 8:12 am

Thank you very much, that help a lot. :)

What should I do next btw?

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Squaresoft74
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Post by Squaresoft74 » April 5th, 2024, 3:38 pm

Mikantsumikiwi wrote: April 5th, 2024, 8:12 am What should I do next btw?
Since there's no generic driver you can use for this game you'll have to go through the PSF ripping learning process.
That if you really want to rip that one yourself.

The bgm data format is very close to what's used with the first Syphon Filter game but with minor difference that make it incompatible with its driver.

To be fair, it's not a completely obscure custom format.
Giving a quick look at Blasto bgm data via hexeditor:
.MMD/.MDI (sequence files) seem to be regular PSYQ SEP data but with an extra 10h bytes header.
.VH (VAB Header) looks very close to PSYQ VH format but with an customized header/structure.
.VHB (VAB Body) just regular VB data with a different extension name.

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