Converting Rock Band into FOF

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Def_Monk
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Postby Def_Monk » Mon Dec 03, 2007 3:35 pm

My bad. He technically didn't link to anything illegal tho. What he linked to is a copy of it which you could get right off their site. You still need to get a key/crack yourself for it to be illegal but I didnt link to that. :p lol.
On a sour note, the .MOGG files are a different format than the one the program supported. My guess is it is a costom file made by harmonix that stands for multi-ogg. It seems that would be the case because there is only one file, yet needs 4 OGG's (guitar, bass, drum, and vocal). We need to seperate those out somehow. >.>
Life would be so much easier if we just had the damn source code.
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Postby v4vendetta » Tue Dec 04, 2007 8:02 am

Someone is gonna have to make a program from scratch, i guess.
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Postby Def_Monk » Tue Dec 04, 2007 9:06 am

v4vendetta wrote:Someone is gonna have to make a program from scratch, i guess.

probably. My problem is i doubt i'd be able to do it. I was hoping that it would be easy enough to covert the MOGG's with something thats already out there but thats not the case. Oh well, someone will do it eventually. :p
Life would be so much easier if we just had the damn source code.
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Postby kdb424 » Tue Dec 04, 2007 9:47 am

Try audacity. It opens some weird crap sometimes, and maybe import as raw data would work.
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Postby YMS » Tue Dec 04, 2007 1:27 pm

Well, the MOGG format is built up like this:

"Blackened" and "Ride The Lightning" start with 4096 bytes of junk (?), "And Justice For All" starts directly with the header, which consists of 4 DWORDs (Little Endian, values here are converted to decimal system):

11
Offset
14
20000

afterwards, there are 12 ("Justice") or 10 (the other ones) empty DWORDs. Then follows some kind of table, which consists of pairs of DWORDS representing byte Offsets (starting with 2048, 2048, 2048, 65536, 65536, and then following a pattern I don't fully understand yet; going to about the size of the file) and (presumably) some kind of time code (starting at about 100000, and going to about 17500000 for "Blackened" and "Ride", which both are about 6:40 long, and to about 26000000, which is about 50% more, for "Justice", which is about 50% longer).
After those values there's an empty DWORD, and then we are at the Offset (+ 4096 for Justice/Ride, - 12 for all) given in the header, where the real data starts.

What does this tell us? Not much ... but perhaps someone can use this information.

EDIT: The data part does not look like Ogg Vorbis at all. It will probably be easier to really wait for the PS2 version.
Last edited by YMS on Tue Dec 04, 2007 2:21 pm, edited 1 time in total.
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Postby v4vendetta » Tue Dec 04, 2007 3:40 pm

I dont know what I did, but the notes for 'And Justice for all' came out all whacky and there are four note chords even on medium, and orange frets for easy. Boy did I screw up something.
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Postby kdb424 » Tue Dec 04, 2007 9:54 pm

At leasy you are starting to figure it out! Good luck and thanks for working on it!
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Postby kdb424 » Wed Dec 05, 2007 3:44 pm

Also. Is there a rock band soundtrack? I have all of the rock band songs, just in mp3 format. Maybe someone extracted the music already? I got them from someone else.

Edit: How do I use that tool. it won't open.
Last edited by kdb424 on Wed Dec 05, 2007 4:07 pm, edited 1 time in total.
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Postby Def_Monk » Wed Dec 05, 2007 4:28 pm

v4vendetta wrote:I dont know what I did, but the notes for 'And Justice for all' came out all whacky and there are four note chords even on medium, and orange frets for easy. Boy did I screw up something.

There is something weird with the .mid file. It plays the notes from all four parts. I knoticed that the other day when I tried it out. I'll look at that another time. It shouldn't be too hard to fix because it IS split in the different tracks.
Life would be so much easier if we just had the damn source code.
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Postby kdb424 » Wed Dec 05, 2007 4:30 pm

Upload the midi file and the songs. i can't get the tool to work.
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Postby nwru » Thu Dec 06, 2007 11:07 pm

Can't let this thread die. Any progress on this?

Also, if anyone has seen threads on other forums (scorehero, etc.) trying to accomplish the same thing, link them here.
Use the Search feature first to find answers to your questions. Chances are that they have been asked before!

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Postby nobby76 » Fri Dec 07, 2007 3:18 am

What NWRU said!! :)

At last it looks like people are finally getting SOMEWHERE with ripping these. Keep at it guys you are doing great so far!
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Postby CheesusChrist » Fri Dec 07, 2007 9:05 am

Recently I've been working a lot with the .ogg format for a separate project and based on what I can read with the .mogg file from this Metallica pack...it's not a true .ogg file like has been the case for GH3.

I can't tell what kind of file it really is, but it's definetely not .ogg. While its possible they could have modified the ogg format for their own purposes it seems like it would have been a lot of work for very little return (less space? copy protecion via obfuscation?).

I suspect that if it truly contains separate tracks in either ogg or another format, that it must be an archive of some sort. Based on what I see though, I can't figure out what it would be (I also don't have a lot of experience). Since I don't see any evidence of ogg pages, it doesn't seem as simple as files concated together.

The first part of the file seems to be comprised of 7 byte entries that begin with 65 78. For example, the first entry is:

65 78 OC 00 82 68 OD

Sound familar to anyone?
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Postby YMS » Fri Dec 07, 2007 11:25 am

When looking at the MOGG files a little more carefully I have to correct the specs I gave before. MOGG file specs are:

(Optional:)
4096 bytes of junk (I consider it as junk as long as not elsewise proven)

(Header:)
constant DWORD (11)
Data Offset
constant DWORD (14)
constant DWORD (20000)
unknown DWORD (about # of chunks)

(Table:)
Byte Offset (Chunk #1 Start)
Timecode (Chunk #1 Start)
Byte Offset (Chunk #2 Start)
...

constant DWORD (0)

(Data:)
...


Real Data-Offset is: Header-Offset (4096 with Junk, 0 else) + Data-Offset - 12

The Byte-Offsets repeat 1-6 times (5 or 6 only for the first one, 3 or 4 very seldom, 2 a few times, most times it's not repeated)

Same Byte-Offsets -> Same timecodes
Higher Byte-Offsets -> Higher timecodes

The Byte-Offsets define chunks of 32 or 64 KiB (the last one being <= 64 KiB)



This way the data is split up into 818 (Blackened) to 1260 (Justice) chunks. Those might (MIGHT!) be Vorbis packets (or pages, or whatever they are called), but without any headers, and not encapsulated into an Ogg container.
I have not tried to rebuild Ogg and Vorbis headers yet - however, while most of those would be rather easy, for some of those one would need extended information about the encoding of those files.
And anyway, other than the timecodes, I have no idea how to divide the chunks into multiple Oggs (or why some chunks are repeated in the table).

If someone is willing to do some research on this:

Here are the first 100 chunks for "Blackened", as well as the MOGG-to-Whatever-tool which produces those from the mogg files (when called "java -jar mogg2we.jar filename.mogg" and there's a sub-dir called "chunks"). Chunk filename pattern is: #ofchunk.starttime.#ofrepeatsintable.

Ogg and Vorbis specs are to be found at xiph.org

I'm out for the weekend, I think.
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Postby alvarado6411 » Sun Dec 09, 2007 3:32 pm

Weren't .mogg files also used in the Xbox360 version of GH2?
I don't if you guys have seen it but somehow they put the xbox 360 songs (The trooper, hush etc) into ps2 version of it. They somehow converted mogg to vag. Anyone know how?
Last edited by alvarado6411 on Sun Dec 09, 2007 4:08 pm, edited 1 time in total.

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