Fixing the music in the PS2 version

After last week’s progress, the sound in the PC version of EMI when run in ResidualVM was close to perfect. However, the PlayStation 2 version of the game still wasn’t playing any music. Although I haven’t focused much on support for the PS2 version so far I decided to look into the PS2 music issues, because I was ahead of schedule and this was one of my stretch goals.

PS2 version of EMI running in ResidualVM.

Much of the groundwork for PS2 support has already been done by previous contributors. For example, the SCX sound format used for the sounds in the PS2 version is supported (although the implementation currently doesn’t stream from the disk). However, the music wasn’t playing because a mapping from music state numbers to filenames was missing.

EMI (like other iMUSE games before, I presume) assigns an integer state number for each music track. The game scripts tell the engine which state should be playing at any given time by calling the engine function ImSetState, which takes a state number as parameter. In the engine, we then need to be able to map the state number to the correct music file.

In the PC version this mapping is stored in the file FullMonkeyMap.imt, but unfortunately in the PS2 version the mapping is hardcoded into the PS2 executable.

To locate the data inside the PS2 executable, I used the excellent PS2 disassembler tool ps2dis. Firstly, after starting up ps2dis and opening the executable, I invoked the static analyzer from the Analyzer menu. This will add function labels and track data references, making the disassembly more understandable.

Next, I opened the “Jump to Labeled” dialog with Ctrl+G. This dialog lists the strings stored in the binary. Scrolling the list down a bit revealed this:

The “Jump to Label” view in ps2dis.

The strings that end with “.scx” are the music filenames. If we jump to the location where one of the strings is stored, We can then use “Jump to Next Referer” with F3, which will take us to a location in code that references this data. For the music filenames there is only one location referencing them.

A section of code that references the music filenames.

This looks promising! The code here grabs the filename plus some unknown data and passes this information to a function. There are exactly 125 references to the filenames here, which is the same as the number of music states in EMI. My assumption is that the code here builds the state to filename mapping entry by entry counting up from state number 0.

With the state number to filename mapping figured out and implemented into ResidualVM, the PS2 version now plays music as well. These changes are now included in PR #972. With some additional fixes introduced in PR #975, the PS2 version is now fully playable, although some (mostly graphical) issues still remain.