Alright, Gemini. I'm still hacking away at this. I've (kinda) succeeded in extracting those addresses and have some playable samples. A few things I've noticed, though:
1. The VAG samples appear to have some heavy pitch-shifting going on, as well as some processing from the SPU
2. In order to get playable samples in MFAudio, the format should be changed from "Uncompressed PCM @ 48000Hz/Stereo" to "Compressed ADPCM @ 22050Hz/Mono" (odd, because I could have sworn the audio was stereo when played via console/emulator. Must be the SPU again, ¯\_(ツ)_/¯......)
3. The extracted VAG samples (0x521E0 to 0x55670, 0x55680 to 0x57310, and 0x57320 to 0x5CA40) are unrecognized by PSound unless "scanned" (perhaps due to the lack of version headers)
Here's what I've got so far:
Tools/items needed:
1. SCPH1001.bin
2. Hex Workshop or any hex editor (the following steps pertain to Hex Workshop, so adapt accordingly)
3. MFAudio
VAG addresses:
#1 - 000521E0 --> 00055670
#2 - 00055680 --> 00057310
#3 - 00057320 --> 0005CA40
1. Acquire SPCH1001.bin
2. Open in a hex editor of your choice (again, these steps pertain to Hex Workshop)
3. Adjust the address pane on the left to a width of 4 bytes (01234567)
4. Adjust the hex data pane in the middle to a width of 8 bytes (0123456789ABCDEF)
5. For VAG #1, navigate to address 000521E0
6. Copy *FROM* 000521E0 address *TO* 00055670
7. Create new file
8. Paste and save as xyz.vag
9. Repeat steps 5-8 for VAG #2 and #3
10. Open your VAG samples in MFAudio
11. Click the dropdown menu and change from "RAW - Raw Sound Data - Uncompressed PCM" to "RAW - Raw Sound Data - Compressed ADPCM"
12. Change "Frequency" from 48000 to 22050
13. Change "Channels" from 2 to 1
14. Play audio
15. SUCCESS! (sort of)
16. Dunno where to go from here
This is as far as I've gotten. I still need to figure out a few things:
1. How the SPU is processing the samples (reverb, delay, pitch-shifting, time-stretching, etc.)
2. Why MFAudio finds it necessary to loop the ending bits of the file making a never-ending, ungodly buzzing sound (probably has something to do with point #4 below)
3. How to get these files in their original, high(ish) quality, stereo format
4. LOOP POINTS! (holy jeebus)
I most certainly do not mind working without the SPU-processed audio.