Extract .SEQ from European GT1 (Jason Page)

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Extract .SEQ from European GT1 (Jason Page)

Post by ~PSXLoVeR95~ » September 20th, 2016, 9:21 am

Hi guys, i really love the music of GT1 and i want to extract the .SEQ of this game and convert on .PSF :D !
I've tried with the eternalspuplayer but the .VAG files are dumped with a low quality compression, and with VGMToolbox is a mess. So for doing this operation :
- it's necessary need to learn the MIPS language ?
- what kind of tool i need?
- Everybody have tried to extract this masterpiece music ?
and who love Jason Page? XD

Thanks in advance, guys :)

https://youtu.be/uA3fkN-P71M
(just listen....it's incredible!)
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Post by Shadow » September 20th, 2016, 7:29 pm

Wow! I didn't know Jason Page did the Gran Turismo Soundtrack. I listen to it all the time when programming!! Anyway, Jason Page did the a theme for the 'Underwater' DEMO. I recorded it using ePSXe with an SPU plugin which allows channel control. You can disable sound effect you want and some you do. I'd recommend recording that way.

Image

All you do is enable developer mode and mute the channels...
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Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by ~PSXLoVeR95~ » September 20th, 2016, 9:01 pm

Awesome Shadow!!!
You love GT1 soundtrack too? :D
Jason Page is the european hero of PSX era. I love the GT1 music (my favorite - used when i repaired something), underwater theme, net yaroze theme and Cool Boaders 2 music (european ver.) :).
I have it like a friends on facebook and said to me:
"It was fun to work on it. I didn't even know what the game was until the reviews started coming in. All I knew was that it was some Japanese race game that needed music replacing.
I wonder, if I had known how successful the game was going to be, if it would have effected what I was writing. Perhaps the pressure would have been a bad thing. I had only two week for this game, two track on day using .XA and .SEQ when necessary"
Also it give to me .VAB on high quality compression.
But anyway, i've give an try with this PEOPS DSOUND plugin, maybe works better!
Thanks Shadow :D !
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~ My PS Collection ~
4x SCPH-1000
2x SCPH-1001
7x SCPH-1002
1x SCPH-3000
1x SCPH-3500
1x SCPH-5000
1x SCPH-5501
1x SCPH-5502
2x SCPH-7000
2x SCPH-7002
1x SCPH-7500
1x SCPH-7501
2x SCPH-9000
1x SCPH-9002
3x SCPH-102
>>IT'S A SONY

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Post by Shadow » September 20th, 2016, 9:44 pm

I sure do like Gran Turismo's soundtrack :)
I now want to contact Jason and ask him to make some music for the PSIO flashcart for Cybdyn Systems :P

Underwater Theme by Jason Page:
https://www.youtube.com/watch?v=NseKAqXe3xE


DEMO Theme by Harry Holmwood (Psygnosis, 1993):
http://www.youtube.com/watch?v=4HuPUxRN-g4


(The Full) Net Yaroze Theme by Jason Page:
http://www.youtube.com/watch?v=mlumf6d7Bv0
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by ~PSXLoVeR95~ » September 21st, 2016, 7:49 am

Aww, all of music you like here are part of childhood. Sweet memories...
Cool!
A BGM interface composed by JP ;-)
Another reason to buy PSIO :D,hehe!

For the music :
This plugin is so awesome and quick to use. The .VAB have the same fedelity of PS1 SPU!
Thank you Shadow, i'm gonna rip everything, oh and...i forgot, if you need the JP Facebook profile link i can send by MP!

Curiosity :
JP had a strange method of .SEQ !
He doesn't assign one .VAB for channel but for all channel, it's a cascade .SEQ!
So, if you interrupt some important channel, the music stream go ahead but sucks XD!
With, for example, Syphon Filter (also .SEQ music), if you disable some channel, the music go ahead and you can clearly listen the miss of some insturment (like percussion, drums, trumpet, synths and etc.)
~ My PS Collection ~
4x SCPH-1000
2x SCPH-1001
7x SCPH-1002
1x SCPH-3000
1x SCPH-3500
1x SCPH-5000
1x SCPH-5501
1x SCPH-5502
2x SCPH-7000
2x SCPH-7002
1x SCPH-7500
1x SCPH-7501
2x SCPH-9000
1x SCPH-9002
3x SCPH-102
>>IT'S A SONY

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Post by Jason page » November 10th, 2019, 9:55 am

Hey
Someone just pointed me towards this old thread.
Thanks for the kind words, regarding my music. Cant believe it was such a long time ago now!


Cheers
Jason

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Post by Shadow » November 13th, 2019, 2:02 pm

Jason page wrote: November 10th, 2019, 9:55 am Hey
Someone just pointed me towards this old thread.
Thanks for the kind words, regarding my music. Cant believe it was such a long time ago now!


Cheers
Jason
You don't have any of the samples/sources to the music tracks anymore, do you?
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by SlavaVlasov » December 8th, 2021, 3:00 pm

Jason page wrote: November 10th, 2019, 9:55 am Hey
Someone just pointed me towards this old thread.
Thanks for the kind words, regarding my music. Cant believe it was such a long time ago now!


Cheers
Jason
Eh ... maybe you logged in once, but I would like to know what musical equipment (synthesizers, sample packs) were used to write music in GT1.
For example, in the sample pack "Sounds Good - Methods of Mayhem" I found a sound (W1.wav) that is present in the "Home" theme, but I don't know where all the other sounds are from.

I hope you read this.

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Post by Squaresoft74 » December 20th, 2021, 11:57 am

~PSXLoVeR95~ wrote: September 20th, 2016, 9:21 am Hi guys, i really love the music of GT1 and i want to extract the .SEQ of this game and convert on .PSF :D !
Hi,

I know this request is quite old now but better late than never.
I've been working on that game among other ones last month and have a WIP Minipsf set for both the Japanese and international versions.

Only contains Gran Turismo/Simulation Mode sequenced tracks for now.
I'll get back to it later to rip the remaining arcade mode ones.

Isamu Ohira composed the Japanese sequenced tracks and Jason Page composed the international ones.

You can use Foobar2000 with Kode54's PSF Decoder to play those files.
Or any PS1 emulator supporting PSF/Minipsf files (DuckStation, PCSX Redux, Avocado, etc..).

Enjoy
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Post by Shadow » February 8th, 2022, 5:06 am

Very nice work. What's interesting is the format of the original music is all XM format. The PlayStation plays them on its SPU like an Amiga MOD file ;)

I too would like to know what tools and synths Jason used to make all the PlayStation music he did. The only source I have managed to re-create is his Underwater Theme.

Use FastTracker 2 under MS-DOS (IE: DOSBox) to play and edit it. The Gran Turismo soundtrack was created in this exact same way. All you need to do is extract the XM file and then the sample data and you'll have the source to all the instruments ;)
:null:
UNWATER.ZIP
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Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by ~PSXLoVeR95~ » February 21st, 2022, 1:37 am

Squaresoft74 wrote: December 20th, 2021, 11:57 am
~PSXLoVeR95~ wrote: September 20th, 2016, 9:21 am Hi guys, i really love the music of GT1 and i want to extract the .SEQ of this game and convert on .PSF :D !
Hi,

I know this request is quite old now but better late than never.
I've been working on that game among other ones last month and have a WIP Minipsf set for both the Japanese and international versions.

Only contains Gran Turismo/Simulation Mode sequenced tracks for now.
I'll get back to it later to rip the remaining arcade mode ones.

Isamu Ohira composed the Japanese sequenced tracks and Jason Page composed the international ones.

You can use Foobar2000 with Kode54's PSF Decoder to play those files.
Or any PS1 emulator supporting PSF/Minipsf files (DuckStation, PCSX Redux, Avocado, etc..).

Enjoy

Can I offer you a beer?

THANK YOU :clap :praise !!!!!!
~ My PS Collection ~
4x SCPH-1000
2x SCPH-1001
7x SCPH-1002
1x SCPH-3000
1x SCPH-3500
1x SCPH-5000
1x SCPH-5501
1x SCPH-5502
2x SCPH-7000
2x SCPH-7002
1x SCPH-7500
1x SCPH-7501
2x SCPH-9000
1x SCPH-9002
3x SCPH-102
>>IT'S A SONY

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Post by jayare5 » November 24th, 2022, 3:02 pm

Squaresoft74 wrote: December 20th, 2021, 11:57 am
~PSXLoVeR95~ wrote: September 20th, 2016, 9:21 am Hi guys, i really love the music of GT1 and i want to extract the .SEQ of this game and convert on .PSF :D !
Hi,

I know this request is quite old now but better late than never.
I've been working on that game among other ones last month and have a WIP Minipsf set for both the Japanese and international versions.

Only contains Gran Turismo/Simulation Mode sequenced tracks for now.
I'll get back to it later to rip the remaining arcade mode ones.

Isamu Ohira composed the Japanese sequenced tracks and Jason Page composed the international ones.

You can use Foobar2000 with Kode54's PSF Decoder to play those files.
Or any PS1 emulator supporting PSF/Minipsf files (DuckStation, PCSX Redux, Avocado, etc..).

Enjoy


Lovely!!!! :mrgreen:
I've been waiting a decade and a half for the complete set haha.
Thanks so much!!!!

Where should I expect to find it if finished for the Arcade tracks?

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Post by dugenou » January 23rd, 2023, 2:17 am

Squaresoft74 wrote: December 20th, 2021, 11:57 am I've been working on that game among other ones last month and have a WIP Minipsf set for both the Japanese and international versions.
Cool !

PS : as extracted, the gtj*.psf files may not play because they refer to "_lib=gtmenu.psflib" , which doesn't match on case-sensitive systems with the included "GTMENU.psflib" file. Making a lowercase copy of the file is the simplest workaround, but the proper fix would be to unify the psf files.

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Post by Squaresoft74 » January 24th, 2023, 1:24 am

Thanks for pointing this out.
I didn't know it could be an issue at all on some system as i'm a Windows only user.
Just rename GTMENU.psflib as gtmenu.psflib if needed then.

gtmenu.psflib is the sound driver.
gt.psflib and gtj.psflib contain the samples bank and sequences data.
*.minipsf files here are just patch files which tell the driver which sequence ID to play.
This setup allows to have a set size as small as possible as i'm not embeeding common data in each files.
Repacking to .psf files would increase the set size a lot, which i prefered to avoid. :)

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Post by dugenou » January 24th, 2023, 7:05 am

Squaresoft74 wrote: January 24th, 2023, 1:24 am Just rename GTMENU.psflib as gtmenu.psflib if needed then.
I'm actually just going through the .minipsf files to add a "title=" tag, and while I'm in there I'm just changing GTMENU to lowercase.

There's a few I didn't identify, what I have so far is

Code: Select all

$ grep -a "title" *
gt-04.minipsf:title=Aston Martin Dealer
gt-05.minipsf:title=Dodge Dealer
gt-06.minipsf:title=Mitsubishi Dealer
gt-07.minipsf:title=TVR Dealer
gt-08.minipsf:title=Subaru Dealer
gt-09.minipsf:title=Honda/Acura Dealer
gt-0A.minipsf:title=Mazda Dealer
gt-0B.minipsf:title=Toyota Dealer
gt-0C.minipsf:title=Chevrolet Dealer
gt-0D.minipsf:title=Nissan Dealer
Repacking to .psf files would increase the set size a lot, which i prefered to avoid. :)
Right, I meant "unifying the `_lib=gtmenu.psflib` line" ; I agree with how you packaged it with no needless duplication.

Thanks again for your work !

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Post by Squaresoft74 » January 25th, 2023, 6:39 am

dugenou wrote: January 24th, 2023, 7:05 am and while I'm in there I'm just changing GTMENU to lowercase.
I meant "unifying the `_lib=gtmenu.psflib` line"
Ah ok, can be quickly updated using psfpoint with:

Code: Select all

psfpoint "-_lib=gtmenu.psflib" *.minipsf
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