Leiti 4 vastet.
| ID | Kanal | Video | Kustutatud | Kuupäev | Kirjeldus | Subtiitrid | Avalik | Ülekanne | HD | URL | PRIVATE | TitleMUI_en | TitleMUI_et | KirjeldusMUI_en | KirjeldusMUI_et | Filename | Category | CategoryMUI_en | Tags | OdyseeURL | KanalMUI_en | KanalMUI_et | Translated | has_thumbnail | local_stream | ytdlp_meta | est_subs | eng_subs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 672 | Press any key to continue... | Red screen of death.mid | 0 | 2026-03-25 | This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=UKwgctZfcPE | 0 | Red screen of death.mid | Red screen of death.mid | This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
This is the PlayStation 2 red screen of death sound converted to MIDI sequence and a soundfont. Download: https://bit.ly/4tc6rkH Original filenames: Voicebank (header): SNDIMAGE\SNDBOOTH.HD Voicebank (body): SNDIMAGE\SNDBOOTB.BD Sequence: SNDIMAGE\SNDWARNS.SQ Tools used: PS2/PSX OSDSYS and PS2LOGO decompressor: https://gist.github.com/balika011/7a2443011c3a79ea53e0b98edb905a86 Ps2BiosDecompressor: https://github.com/MarkusMaal/Ps2BiosDecompressor Sssq2Mid: https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=6&file=Sssq2mid.7z Flipnic file tools: https://github.com/MarkusMaal/FlipnicFileTools (specifically this: FlipnicLib.Formats.Jam.Converter) SpessaSynth (local version): https://spessasus.github.io/SpessaSynth/ |
Red Screen Of Death.mid.mp4 | Videomängude analüüs | Video game analysis | PlayStation 2,RSOD,red screen,scary screen,glass cubes,SpessaSynth,MIDI,Musical Instrument Digital Interface,SF2,SoundFont 2,JAM,voicebank,Sony Computer Entertainment,Please insert a PlayStation or PlayStation 2 format disc. | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/672.jpg | N/A | N/A | N/A | N/A |
| 653 | Press any key to continue... | PlayStation Startup Sound [PSX VAB/SEQ to SF2/MID conversion (attempt)] | 0 | 2025-10-28 | I made a tool to extract the PlayStation startup sound from a memory dump. It maybe possible to get it from the BIOS ROM directly, but since the sequences and VAB header are compressed, I just did it the cheap way with a memory dump. Link: https://github.com/MarkusMaal/psxbios2mid/ As you may be able to hear, the conversion is not 100% accurate. The soundfont is just a regular .VAB (used by a LOT of PSX games), which is easy enough to convert, but the sequences themselves are actually using a custom MIDI-like format proprietary to the PSX BIOS ROM, which I've reverse engineered the binary structure of myself (you can also get the ImHex patterns from the repository above). However, actually creating MIDI files from scratch is kind of difficult and this is the best I've managed so far. The startup sound consists of three parts: boot, transition and ending. There is no specific sequence for the transition part, so I assume the BIOS is hard-coded to play that sound at a specific pitch and velocity. Chapters: 0:00 Part 1 (no disc/boot) 0:27 Part 2 (reverse glass break) 0:34 Part 3 (license screen) 0:49 Bonus stuff MIDI player: Spessasynth |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=WiEVB50rMkU | 0 | PlayStation Startup Sound [PSX VAB/SEQ to SF2/MID conversion (attempt)] | PlayStation Startup Sound [PSX VAB/SEQ to SF2/MID conversion (attempt)] | I made a tool to extract the PlayStation startup sound from a memory dump. It maybe possible to get it from the BIOS ROM directly, but since the sequences and VAB header are compressed, I just did it the cheap way with a memory dump. Link: https://github.com/MarkusMaal/psxbios2mid/ As you may be able to hear, the conversion is not 100% accurate. The soundfont is just a regular .VAB (used by a LOT of PSX games), which is easy enough to convert, but the sequences themselves are actually using a custom MIDI-like format proprietary to the PSX BIOS ROM, which I've reverse engineered the binary structure of myself (you can also get the ImHex patterns from the repository above). However, actually creating MIDI files from scratch is kind of difficult and this is the best I've managed so far. The startup sound consists of three parts: boot, transition and ending. There is no specific sequence for the transition part, so I assume the BIOS is hard-coded to play that sound at a specific pitch and velocity. Chapters: 0:00 Part 1 (no disc/boot) 0:27 Part 2 (reverse glass break) 0:34 Part 3 (license screen) 0:49 Bonus stuff MIDI player: Spessasynth |
I made a tool to extract the PlayStation startup sound from a memory dump. It maybe possible to get it from the BIOS ROM directly, but since the sequences and VAB header are compressed, I just did it the cheap way with a memory dump. Link: https://github.com/MarkusMaal/psxbios2mid/ As you may be able to hear, the conversion is not 100% accurate. The soundfont is just a regular .VAB (used by a LOT of PSX games), which is easy enough to convert, but the sequences themselves are actually using a custom MIDI-like format proprietary to the PSX BIOS ROM, which I've reverse engineered the binary structure of myself (you can also get the ImHex patterns from the repository above). However, actually creating MIDI files from scratch is kind of difficult and this is the best I've managed so far. The startup sound consists of three parts: boot, transition and ending. There is no specific sequence for the transition part, so I assume the BIOS is hard-coded to play that sound at a specific pitch and velocity. Chapters: 0:00 Part 1 (no disc/boot) 0:27 Part 2 (reverse glass break) 0:34 Part 3 (license screen) 0:49 Bonus stuff MIDI player: Spessasynth |
psxbios2mid.mov | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/653.jpg | N/A | N/A | N/A | N/A | |
| 643 | Press any key to continue... | MENU_1.MID [JAM to SF2 conversion (attempt)] | 0 | 2025-09-09 | This is my attempt to convert Flipnic's audiobank files (.HD/.BD) to SF2 format, which is a standard file format for MIDI soundfonts. The menu music sounds ALMOST correct, except there is absolutely no reverb, some samples cut off randomly and a few instruments have incorrect fine-tune pitch (basically all of this except for the lack of reverb can probably be fixed). This voice bank file format is actually used in other games too, such as Ape Escape, Gran Turismo 4 (.INS files), Omega Boost, Wild Arms 2 etc. You can read about the file format here: https://psx-spx.consoledev.net/cdromfileformats/#cdrom-file-audio-other-formats (basically identical in Flipnic, except embedded SSsq is Data 5, not Data 4 and it uses standard .MID files instead of .SQ files). I also created a ImHex pattern for this file format: https://raw.githubusercontent.com/MarkusMaal/FlipnicPatterns/refs/heads/main/patterns/hd.hexpat The tool to do this (FlipnicFileTools 2.1) is still in development, there's some technical non-sense I still have yet to figure out, but you can get the open source code in the current state here: https://github.com/MarkusMaal/FlipnicFileTools (release version does not contain the SF2 conversion option) MIDI editor used for the video: https://signalmidi.app |
0 | 0 | 0 | 1 | https://www.youtube.com/watch?v=DFfbDm0tMNE | 0 | MENU_1.MID [JAM to SF2 conversion (attempt)] | MENU_1.MID [JAM to SF2 conversion (attempt)] | This is my attempt to convert Flipnic's audiobank files (.HD/.BD) to SF2 format, which is a standard file format for MIDI soundfonts. The menu music sounds ALMOST correct, except there is absolutely no reverb, some samples cut off randomly and a few instruments have incorrect fine-tune pitch (basically all of this except for the lack of reverb can probably be fixed). This voice bank file format is actually used in other games too, such as Ape Escape, Gran Turismo 4 (.INS files), Omega Boost, Wild Arms 2 etc. You can read about the file format here: https://psx-spx.consoledev.net/cdromfileformats/#cdrom-file-audio-other-formats (basically identical in Flipnic, except embedded SSsq is Data 5, not Data 4 and it uses standard .MID files instead of .SQ files). I also created a ImHex pattern for this file format: https://raw.githubusercontent.com/MarkusMaal/FlipnicPatterns/refs/heads/main/patterns/hd.hexpat The tool to do this (FlipnicFileTools 2.1) is still in development, there's some technical non-sense I still have yet to figure out, but you can get the open source code in the current state here: https://github.com/MarkusMaal/FlipnicFileTools (release version does not contain the SF2 conversion option) MIDI editor used for the video: https://signalmidi.app |
This is my attempt to convert Flipnic's audiobank files (.HD/.BD) to SF2 format, which is a standard file format for MIDI soundfonts. The menu music sounds ALMOST correct, except there is absolutely no reverb, some samples cut off randomly and a few instruments have incorrect fine-tune pitch (basically all of this except for the lack of reverb can probably be fixed). This voice bank file format is actually used in other games too, such as Ape Escape, Gran Turismo 4 (.INS files), Omega Boost, Wild Arms 2 etc. You can read about the file format here: https://psx-spx.consoledev.net/cdromfileformats/#cdrom-file-audio-other-formats (basically identical in Flipnic, except embedded SSsq is Data 5, not Data 4 and it uses standard .MID files instead of .SQ files). I also created a ImHex pattern for this file format: https://raw.githubusercontent.com/MarkusMaal/FlipnicPatterns/refs/heads/main/patterns/hd.hexpat The tool to do this (FlipnicFileTools 2.1) is still in development, there's some technical non-sense I still have yet to figure out, but you can get the open source code in the current state here: https://github.com/MarkusMaal/FlipnicFileTools (release version does not contain the SF2 conversion option) MIDI editor used for the video: https://signalmidi.app |
2025-09-09 00-47-08.mp4 | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/643.jpg | N/A | N/A | N/A | N/A | |
| 614 | Press any key to continue... | Optics B - Creepy Audio Glitch [Flipnic, PS2] | 0 | 2025-04-30 | A really weird audio glitch that I happened to stumble upon when attempting to record an Any% speedrun of Flipnic. These audio glitches can occur when Flipnic fails to load the MIDI sequence data correctly, so it just tries to play unrelated garbage data as music (at least that's what I think is happening here). I didn't finish the run due to the fact the battery on my headphones ran out, but you can see the rest of the unfinished run here: https://www.youtube.com/watch?v=0Ra7-yHxhpQ |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=LR7fw-G4zs4 | 0 | Optics B - Creepy Audio Glitch [Flipnic, PS2] | Optics B - Creepy Audio Glitch [Flipnic, PS2] | A really weird audio glitch that I happened to stumble upon when attempting to record an Any% speedrun of Flipnic. These audio glitches can occur when Flipnic fails to load the MIDI sequence data correctly, so it just tries to play unrelated garbage data as music (at least that's what I think is happening here). I didn't finish the run due to the fact the battery on my headphones ran out, but you can see the rest of the unfinished run here: https://www.youtube.com/watch?v=0Ra7-yHxhpQ |
A really weird audio glitch that I happened to stumble upon when attempting to record an Any% speedrun of Flipnic. These audio glitches can occur when Flipnic fails to load the MIDI sequence data correctly, so it just tries to play unrelated garbage data as music (at least that's what I think is happening here). I didn't finish the run due to the fact the battery on my headphones ran out, but you can see the rest of the unfinished run here: https://www.youtube.com/watch?v=0Ra7-yHxhpQ |
flipnic_ufo_invasion.mp4 | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/614.jpg | N/A | N/A | N/A | N/A |