Previous Page | Next Page

by Elven Spellmaker at 8:07 PM EST on February 23, 2009
Knurek is Diddy Kong Racing DS possible to be ripped?

I don't like the music as much as the orignals, but I would like to hear how much they have ruined it all.
2 obscure DS games by Sound Reaper at 2:58 PM EST on February 28, 2009
Well, I'm just going to go ahead and ask because it's going to continue bothering me if I don't.

I have to be honest. DS ripping is a horrid weak point for me, whether it because of my computer's settings or just lack of experience. There's 2 JPN DS games that I have been trying to get music from, but as I have tried several emulators before, it just doesn't work well for me. They are the following:
1320 - Hana Saku DS Gardening Life (J)(Loli).nds
1894 - Anata Dake no Private Lesson - DS de Hajimeru - Tipness no Yoga (J).nds

If anyone with more experience has the spare time to do extractions for these 2, then it would be greatly apreciated. (I am able to send said roms as well) Of course, if requests of this sort are not allowed, then that's fine.
by snakemeat at 3:57 PM EST on February 28, 2009
Hana Saku DS Gardening Life is all streamed. You can use VGMToolbox to extract everything.

1) Open the SDAT Finder tool underneath Misc Tools > Extraction Tools > Nintendo DS. Drag and drop the rom onto the box at the top.
2) Goto the SDAT Extractor right above the SDAT Finder. Drag and drop the SDAT file extracted in step 1 onto the box at the top.
3) Install the vgmstream winamp plugin and enjoy or make wav files with the appropriate output plugin or whatever.

Anata Dake no Private Lesson - DS de Hajimeru - Tipness no Yoga contains sequences. Again, you can use VGMToolbox to rip it, if you don't want to wait for it to appear in the Manly Archive.

1) Goto Misc Tools > xSF Tools > 2SF > 2SF Ripper (Old Format)
2) Put the path to Yoshi's Island (Eu) rom in the container rom text box.
3) Put a file prefix in the Set Name Prefix text box.
4) Drag and Drop the Anata... rom onto the box up top.
5) When the emu appears for the first time, hit <Enter> after the title and wait for some message box. Click ok, and close the emu.
6) When the emu appears for the second time, wait for the message box (this will take a little while, notice the counter in the title bar of the emu) and close the emu after clicking ok. Let the program do some stuff and wait for it to finish (tool name should turn green or watch the text box below)
7) Goto the rips folder underneath VGMToolbox and look for your .2sf files.
8) Open the 2sf Timer tool and enter the path to your 2sf files, the SDAT for the set (should be in a subfolder of the folder with the 2sfs), and the file prefix you used in step 3.
9) Download the winamp 2sf plugin, link found elsewhere in this thread (probably), and enjoy or make wav files with the appropriate output plugin or whatever.

Edit: Sorry if you just wanted the tunes, but since you enjoy ripping I figured I'd do the whole "teach a man to fish" thing.

edited 4:03 PM EST February 28, 2009
by Knurek at 5:39 PM EST on February 28, 2009
Knurek is Diddy Kong Racing DS possible to be ripped?

Everything is possible, just a question of time, skill and motivation.
Unless you're asking if it's working with our one-click, no-brain method. Then no.

Anyways, Manly Update:

new:

Chibi Maruko-chan DS - Maru-chan no Machi (2009)(Banpresto, Bandai Namco)
Chou-Gekijou-Ban Keroro Gunsou - Gekishin Dragon Warriors de Arimasu! (2009)(Inti Creates, Bandai Namco)
Coraline (2009)(Art, D3Publisher)
Destiny Links (2009)(Bandai Namco)
Garaku Tale (2006)(Dyna-Method, Koei)
Harukanaru Toki no Naka de - Mai Hito Yo (2006)(Koei)
Heavy Armor Brigade [Tank Beat 2 - Gekitotsu! Deutsch-gun vs. Rengou-gun] (2009)(Milestone)
Hidamari Sketch - Doko Demo Sugoroku x365 (2009)(Idea Factory)
Hirameki Action - Chibikko Wagyan no Daiki na Bouken (2009)(Bandai Namco)
Itouke no Urawaza DS (2008)(Spike)
Lode Runner (2006)(Tozai, Hudson Soft)
Mario & Luigi RPG 3!!! (2009)(Alphadream, Nintendo)
Meitantei Conan & Kindaichi Shounen no Jikenbou - Meguri au 2-Jin no Meitantei (2009)(Bandai Namco)
Momotarou Dentetsu DS - Tokyo & Japan (2007)(Hudson Soft)
Nippon Curling Kyoukai Kounin - Minna no Curling DS (2006)(Rocket Company)
Puzzle Mate DS - Oekaki Mate (2008)(Idea Factory, Compile Heart)
Shining Force Feather (2009)(Flight-Plan, Sega)
Taiheiyou no Arashi DS - Senkan Yamato, Akatsuki ni Shutsugeki Su! (2009)(SystemSoft)
Tetsudou Seminar - Oote Shitetsuhen (2009)(Taito)

updated:

Lunar - Dragon Song [Lunar Genesis] (2005)(Japan Art Media, GameArts)(Marvelous) - proper developer info
Mario & Luigi - Partners in Time [Mario & Luigi RPG 2x2] (2005)(AlphaDream, Nintendo) - added songs that are exclusive to JPN version.
Retro Game Challenge [Game Center CX - Arino no Chousenjou] (2007)(Indies Zero)(Bandai Namco) - proper developer info, composers from staff roll
Trauma Center - Under the Knife 2 [Kyuukyuu Kyuumei Caduceus 2] (2008)(Vanguard, Atlus) - proper developer info, tags from sound test
Yoshi's Island DS (2006)(Artoon, Nintendo) - tags by VGSB


ripped earlier, available for download:

Dark Spire, The [Genmu no Tou to Tsurugi no Okite] (2008)(Success)
Metal Slug 7 (2008)(SNK Playmore)

http://2sf.hcs64.com/new.html
by Omochao at 7:48 AM EST on March 1, 2009
Partners in Time with tags:
http://www.sendspace.com/file/ba4dv5

M&L3 with tags:
http://www.sendspace.com/file/0ygxce
by Elven Spellmaker at 9:07 AM EST on March 1, 2009
Damn Rare, VGMTrans plays it though as usual... =/
by Sound Reaper at 9:08 AM EST on March 1, 2009
Thanks for your help snakemeat. If anyone gets either of these done before I do, feel free to submit it to Knurek's archive.
rerips by CaitSith2 at 2:31 AM EST on March 2, 2009
Finally tackled something that was starting to become a bit of an itch. I reripped ys1 and ys2 both, using their original drivers.

In addition to that, I also ripped RockMan EXE 5, one that was known to not work with the one click no-brain method. (I am devising a substitute one click no-brain setup that can be tried. This game just happens to be the first one tested for it.)
by CaitSith2 at 2:31 AM EST on March 2, 2009
Right, forgot the download location. http://caitsith2.net/2sf/
by Lunar at 3:04 AM EST on March 2, 2009
nice! i've been waiting for MMBN5:DS ever since i tried to rip it using the everyonewhodoesn'tknowhowtohackisobviouslyastupidfucktard method. kudos.
by SmartOne at 3:32 AM EST on March 2, 2009
Yes, 100% working Ys rips! Thank you.

What's the story with Super Princess Peach again? Last time I checked, there were a million files, few of which played.
by marioman at 9:16 AM EST on March 2, 2009
Thanks for the EXE5 DS rip CaitSith2. Sounds great.

On another note, has any progress been made on the Sonic Rush Adventure rip? It has been about 5 months since I last saw anything from bxaimc about it.
by unknownfile at 9:26 AM EST on March 2, 2009
i am currently passed out drunk in an alley somewhere

check back next weekend

also screw you cs2, i hate you and your no$gba which i do not have

mumble grumble

thanks anyways
by Knurek at 11:08 AM EST on March 2, 2009
In addition to that, I also ripped RockMan EXE 5, one that was known to not work with the one click no-brain method. (I am devising a substitute one click no-brain setup that can be tried. This game just happens to be the first one tested for it.)

Just to show all of you how one click no-brain this is gonna be, here's another YIsland nonworking game, Dramatic Dungeon: Sakura Taisen - Kimi Arugatame (2008)(Neverland)(Sega):

http://www.sendspace.com/file/5rb5a7

Took someone as braindead as me (well, after 3 hours of sleep followed by 8 hours of work) about 10 minutes.

by unknownfile at 11:28 AM EST on March 2, 2009
POKEY
POKEY
POKEYMAAAAAAAAAAAAAAAAAAWN
by VGSB at 4:46 PM EST on March 2, 2009
Knurek, the timing tool I included with the Yoshi's Island DS set depends on PSFPoint, which could be confusing for people who don't know they need it. If you include the timing script, please include PSFPoint as well. Otherwise, delete the script and delete the portion of the readme file that refers to it.
by Knurek at 4:49 PM EST on March 2, 2009
I'll just add a link to PSF Central to the readme and an explanation that the batch requires psfpoint from there. Should cover all bases I think...

edited 4:58 PM EST March 2, 2009
by CaitSith2 at 3:31 AM EST on March 3, 2009
New rip kit at http://caitsith2.net/2sf/

Basically, put the sdat file to be turned into 2sf's into the rip kit dir, and specify on command line "2sftool prefix sdatfile start_track end_track".

No save states involved.
by CaitSith2 at 6:06 AM EST on March 3, 2009
Minor bugfix to the ripkit. Also uploaded puzzle bobble DS. (another one confirmed to work with this rip kit.)
by souma at 10:36 AM EST on March 3, 2009
I tried the new ripkit

7th Dragon
http://www.megaupload.com/?d=6QSONWPL
by unknownfile at 11:43 AM EST on March 3, 2009
Still quite a bit of unused data in them thar roms... goodjob nonetheless.

I guess I can put up the newest spec revision which officially gets rid of this savestate matter once and for all.

Knurek, get your ass into gear!

Oh, also, 2sf Central has been updated to remove some unneeded crap, and also some sort of rip tool page which will be updated when I post more stuff.

edited 11:53 AM EST March 3, 2009
by Knurek at 2:11 PM EST on March 3, 2009
Unused data is easily removeable, stay tuned for more details.
And yea, gonna update every set eventually save YI since it uses original driver.

edited 2:13 PM EST March 3, 2009
fun fact by unknownfile at 3:39 PM EST on March 3, 2009
Phoenix Wright 1 & 2 use their original drivers, one of which is already patched.

Also, 2sf specification revision 7, now with 100% less savestates and 100% more future DSiWare support.
did you know that... by unknownfile at 7:32 PM EST on March 3, 2009
Highly Whatever is a piece of shit?
vio2sf is based off parts of HW also making it a piece of shit too?
HW is being rewritten to support new rips because neither of those programs work?
by holyice7 at 6:58 AM EST on March 4, 2009
did you know that... by unknownfile at 7:32 PM EST on March 3, 2009

Highly Whatever is a piece of shit?
vio2sf is based off parts of HW also making it a piece of shit too?
HW is being rewritten to support new rips because neither of those programs work?


This is relevant to my interests.
by unknownfile at 8:41 AM EST on March 4, 2009
fyi, it's because a recent set that's been ripped without savestates isn't working at all in those programs

it's called Super Princess Peach
by Knurek at 12:04 PM EST on March 4, 2009
2sf rerip progress illustrated:

http://2sf.hcs64.com/rerip_status.html

Updated daily, at least for a while.
SDAT Optimizer by snakemeat at 6:35 PM EST on March 4, 2009
I've made a new tool to "optimize" SDATs for zlib compression, sdatopt.exe. It will zero out all STRMs, unused SBNKs, and unused SWARs to increase the compression when put into a 2sf or 2sflib. You can grab the source via the SourceForge SVN repository.

See the commandline for usage. You can either select a range of SSEQs to keep or keep ALL SSEQs. It will have very obvious results on SDATs with STRMs, and decent results on SDATs where you've filtered out SFX via the SSEQ selection.

I've got some more features planned/requested, so I'll post when they're completed.

edited 6:36 PM EST March 4, 2009
Hana Saku by Sound Reaper at 6:50 PM EST on March 4, 2009
Well, I have extracted Hana Saku, and will upload it tommorrow at the latest. It will take some time to get the other one done, but I'm up for it.

EDIT: Well, here's my first submission. I'm very fond of trying more:
http://www.megaupload.com/?d=90GWUF3U

Hana Saku DS Gardening Life

edited 7:16 PM EST March 4, 2009
by snakemeat at 7:15 PM EST on March 4, 2009
Well, I have extracted Hana Saku, and will upload it tommorrow at the latest. It will take some time to get the other one done, but I'm up for it.

Great to hear. I'm glad you didn't give up man.

EDIT: BTW, the other process I described is now outdated. Don't waste your time with it yet. Maybe the new process will be documented soon...

edited 7:21 PM EST March 4, 2009
by Knurek at 7:15 PM EST on March 4, 2009
Mysterious plugin guy, if you're reading this somehow, this 2SF file crashes the latest version of vio2sf:

http://www.sendspace.com/file/mxs9fr

Works fine in No$GBA and other emulators.

Also, use this batch for massively fast ripping (requires CaitSith2 ripkit, snakemeat tools (sdatopt, 2sftimer), psfpoint and SDAT from the game in c:\ndsrip. Just edit the parameters at the beginning and run.

set prefix=
set start_song=
set end_song=
set artist=
set copyright=
set year=
set game=
set xsfby=

sdatopt %prefix%.sdat %start_song% %end_song%
2sftool %prefix% %prefix%_OPTIMIZED.sdat %start_song% %end_song%

psfpoint -artist="%artist%" *.mini2sf
psfpoint -copyright="%copyright%" *.mini2sf
psfpoint -year="%year%" *.mini2sf
psfpoint -game="%game%" *.mini2sf
psfpoint -2sfby="%xsfby%" *.mini2sf

psfpoint -comment="uses Legacy of Ys: Book II driver hacked by Caitsith2" *.mini2sf
2sftimer c:\ndsrip\ c:\ndsrip\%prefix%.sdat %prefix%
del %prefix%_OPTIMIZED.sdat



edited 7:22 PM EST March 4, 2009
by unknownfile at 7:35 PM EST on March 4, 2009
if you have tried the ROM out in Desmume and it crashes, then it is a fault in Desmume and should be reported there

but I have seen no problems with the SPP rip in Desmume, so it's likely a plugin issue
by Knurek at 7:40 PM EST on March 4, 2009
Works fine there too (0.8 so the one used by vio2sf).
2sf Tools by snakemeat at 7:40 PM EST on March 4, 2009
Here's my latest set of commandline tools, useful for the above batch, please share any bugs so they can be fixed :)


edited 7:46 PM EST March 4, 2009
by CaitSith2 at 9:42 PM EST on March 4, 2009
snakemeat: I have a bug report for 2sftimer. What I was trying to do, is have the batch file create some dir, and use that. If the directory specified as location for mini2sfs is the same as the prefix, then all of the mini2sfs that are supposed to be timed, get deleted right after, with the directory being removed. Might want to check into that.
by CaitSith2 at 9:45 PM EST on March 4, 2009
(This was the batch I was doing, which allows one to place the sdat within a dir with all of the tools. The intent was to have a directory named gdir be where all of the mini2sfs and everything end up.)

set gdir=%1
set prefix=%2
set start_song=%3
set end_song=%4
set artist=%5
set copyright=%6
set year=%7
set game=%8
set xsfby=%9

mkdir %gdir%

sdatopt %prefix%.sdat %start_song% %end_song%
2sftool %gdir%\%prefix% %prefix%_OPTIMIZED.sdat %start_song% %end_song%

psfpoint -artist="%artist%" %gdir%\*.mini2sf
psfpoint -copyright="%copyright%" %gdir%\*.mini2sf
psfpoint -year="%year%" %gdir%\*.mini2sf
psfpoint -game="%game%" %gdir%\*.mini2sf
psfpoint -2sfby="%xsfby%" %gdir%\*.mini2sf

psfpoint -comment="uses Legacy of Ys: Book II driver hacked by Caitsith2" %gdir%\*.mini2sf
2sftimer %gdir% %prefix%.sdat %prefix%
del %prefix%_OPTIMIZED.sdat

If gdir == prefix, then 100% of the work is completely undone by 2sftimer.
sdatopt bug report by CaitSith2 at 10:44 PM EST on March 4, 2009
Found another bug, that crashes when you specify an sdat file that does not exist, rather than be told that it couldn't open the sdat.
by snakemeat at 10:47 PM EST on March 4, 2009
If gdir == prefix, then 100% of the work is completely undone by 2sftimer.

This is due to the folders 2sftimer chooses to unpack the SDAT into. I'll make a modification and upload a change. It'll likely begin exporting to a folder named after SDAT_Working or something...

Found another bug, that crashes when you specify an sdat file that does not exist, rather than be told that it couldn't open the sdat.

Chalk that up to laziness...

EDIT:
Uploaded a new pack here that should hopefully fix the issues. Thanks for the input.

edited 11:17 PM EST March 4, 2009
by snakemeat at 11:49 PM EST on March 4, 2009
Mysterious plugin guy, if you're reading this somehow, this 2SF file crashes the latest version of vio2sf

vio2sf v0.15 released. Appears to have fixed the broken track 0. Thanks to the author.
by unknownfile at 9:43 AM EST on March 5, 2009
Did some work on HW last night, I still have to work out the most convoluted code I've ever done.

There was originally an API in place for possible switching between emulation cores, but seeing as how reliable Desmume has become, this API is being removed because it sucks.

I would also ask Elven to not be annoying me while doing code, otherwise he will be assigned the task of doing everything himself.
by Elven Spellmaker at 1:41 PM EST on March 5, 2009
Leave #usf if you get the easily distracted, or just ignore the comments. Its not as if I am poking you with a hard stick (opposed to a soft stick), I just sent one message to ask how the rewriting was going. ;-)
by Knurek at 8:09 PM EST on March 5, 2009
2sftimer crashes on Nintendogs (rom #0089, NTR-AD2E-USA, CRC C9549D69)

Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
at VGMToolbox.format.sdat.Smap.initializeSseq(Sdat pSdat)
at VGMToolbox.format.sdat.Smap..ctor(Sdat pSdat)
at _2sftimer.Program.Main(String[] args)

Probably due to not existing names of sseqs extracted.
by unknownfile at 8:29 PM EST on March 5, 2009
It is broken.

And oh is it beautiful.
by snakemeat at 8:45 PM EST on March 5, 2009
2sftimer crashes on Nintendogs (rom #0089, NTR-AD2E-USA, CRC C9549D69)

Fixed, forgot to move the code that checks whether the symbol section is present or not to the Smap class. Here's a fixed pack.

Thanks for the input.
vio2sf v0.16 by snakemeat at 10:29 AM EST on March 6, 2009
vio2sf v0.16 released

0.16 (2009/03/06)
    Fixed:Skipped silent songs although these had length information.

- I believe this fixes NTR-ANOP-EUR-0000.mini2sf from Trace Memory and any song that had silence at beginning.

Thanks to the author.

edited 11:55 AM EST March 6, 2009
by Knurek at 5:27 PM EST on March 6, 2009
CaitSith2, 0088 Advance Wars - Dual Strike doesn't work with the ripkit properly. Only some songs play (0003 being the first one).

Checked in No$GBA, and it doesn't look like vio2sf bug this time around - songs that play in the plugin play fine, rest does not play.

Any other game I've till now tried worked 100% fine or didn't work at all (Nanostray).


edited 6:21 PM EST March 6, 2009
by Sound Reaper at 6:43 PM EST on March 6, 2009
Alright, if the process you showed me (snakemeat) is outdated, let me know when the new process is completely documented.
by snakemeat at 6:52 PM EST on March 6, 2009
Alright, if the process you showed me (snakemeat) is outdated, let me know when the new process is completely documented.

Check Knurek's post on the previous page for a nice batch for fast and easy ripping. CaitSith2's batch is very similar too. Both of those batches require CaitSith2's ripkit (linked in the past page or two) and my commandline tools (linked 4 posts up from this). You can extract SDATs using VGMToolbox (as described in my instructional post) or using NDSTool to extract a rom and search for the .sdat file.
by Knurek at 7:10 PM EST on March 6, 2009
Also, if you want your rips to show up on Manly Archive, do keep the original filetype (seing as you've converted the extracted STRM to MP3s).

//Edit

http://2sf.hcs64.com/rip_list.html is up to date

edited 8:59 PM EST March 6, 2009
by Sound Reaper at 2:27 PM EST on March 7, 2009
Right, I forgot about that and uploaded the converted versions instead of the originals. I will upload the original set tommorrow hopefully.
by Knurek at 12:43 PM EDT on March 9, 2009
Can someone check my logic? Either I'm making a very stupid mistake somewhere or vio2sf doesn't support _lib tags properly.

1. For games using multiple SDATs, create a rip on the *largest* SDAT, unpack 2sflib, zero out everything after SDAT starts, repack as driver.2sflib.

2. Take any SDAT, append 2sf header (0x9c910e00 + size of sdat), bin2psf to sdat_name.2sflib

Everything works so far, if I rename sdat_name.2sflib to .2sf, add _lib=driver.2sflib tag and try to play it works fine (provided there's a 0x00 song of course).

3. Take CaitSith2 generated mini2sf, add _lib=driver.2sflib, _lib2=sdat_name.2sflib tags.

The problem is, files made like that don't play. At all. Changing lib order only crashes vio2sf...
Anyone seeing anything here?
Reply to agu fungus by Camo Yoshi at 4:49 PM EDT on March 9, 2009
The reason (I presume, at least) to call the 2sf player Highly Nitric, I because the Nintendo DS was codenamed "Nitro" before release.

Nintendo History class is over! Remember, Your NES homework is due tomorrow!
by CaitSith2 at 5:13 PM EDT on March 9, 2009
I tried similar _lib / _lib2, and it does not seem to be implemented properly, according to the standards.

Proper procedure of _lib loading.

_lib = Main rom with everything required.
mini2sf = patch rom that changes the song. Usually one or two bytes patched.
_lib2, _lib3, etc.. = patch rom that changes other bytes, or loads in other data in place of existing data.

So basically, _lib is loaded first right into ram.
_lib2 is then patched into the memory that _lib takes up. If this would exceed boundaries that _lib took, reallocate the size of _lib.

Then mini2sf is applied on top of _lib, same procedures.

This really should have been implementted into the player even if it wasn't used at the moment. If you need some help, look at the source code of highly advanced. It is implemented there.
by marioman at 5:19 PM EDT on March 9, 2009
@Camo Yoshi: No, the 2SF player is called Highly Whatever because Whatever is a codename for Nitric which is the name the UF never gave it. Any questions?

edited 5:19 PM EDT March 9, 2009
by Knurek at 5:56 PM EDT on March 9, 2009
@CaitSith2: It's weird, since aossf and aodsf plugins by the same person (I think) handle _lib tags according to standards...

Well, having this would shave a few megs off of Sonic Rush and Sonic Rush Adventure sets, so hoping for new vio2sf version. :)
by unknownfile at 2:47 PM EDT on March 10, 2009
i am thinking of renaming it back to highlynitric

because highlywhatever sounds better for something else
by Knurek at 12:42 PM EDT on March 11, 2009
There's a new version of vio2sf, but I'd advise against switching to it for now (stick with 0.17).

There's a bug in the xsflib loading code, and the default behaviour loads mini2sf first and then overlays the 2sflib on to that.

Since mini2sf have the song select code, what you will get is song 0x00 playing for all files.

Obviously an oversight, if you still intend to update (no other changes listed, so really no use I guess) adding _vio2sf_loader_type=1 tag to all mini2sf files will fix the situation.

edited 12:47 PM EDT March 11, 2009
by Arbee at 12:53 PM EDT on March 11, 2009
Knurek: aossf/aodsf work properly because the underlying AO engines do the right thing. For 2sf he uses his own xSF loader (swiping mine would've worked better, but oh well).
a problem has arised by unknownfile at 1:45 PM EDT on March 11, 2009
by Elven Spellmaker at 8:14 PM EDT on March 11, 2009
Ahh, its a big problem indeed...

I congratulate your drawing, it made me laugh, like the nenson one.

Its only about 2 tracks not working properly (from what I can tell), ( i.e. dropping instruments), but apparently is "I't doesn't work" outright...

And it didn't even rip before the updates, so its some improvement.

edited 8:15 PM EDT March 11, 2009
2sfTools update by snakemeat at 10:37 PM EDT on March 11, 2009
New pack here. Fixed a bug in the SDAT optimizer. Should now not delete needed files :P Also, now takes a new approach, delete everything except those marked as needed. For now, this includes SEQARCs, to get an additional 1K of savings ;D As always, beta software, backup originals, report bugs...

edited 10:38 PM EDT March 11, 2009
by agu fungus at 8:34 PM EDT on March 12, 2009


edited 3:19 AM EDT March 13, 2009
by unknownfile at 8:49 PM EDT on March 12, 2009
i'm currently laughing at you

please try again later
2sfTools Updated by snakemeat at 12:48 PM EDT on March 14, 2009
I've updated my 2sfTools pack.

I've converted the SDAT Finder to a commandline tool to hopefully allow for batch file use. sdatfind.exe will search a file for SDATs and extract them to a folder called "filename_sdatfind", where filename is the original file's name without the extension.

I've also updated the SDAT Optimizer. It can accept input in 2sflib format so you do not need to rerip sets to optimize them. It also has two new features, the PREP and MAP functions. PREP will output an SSEQ SMAP with indexes in the first column. Delete the SSEQ rows you don't want in your rip and call the MAP function to optimize. BE sure to leave the first two rows as the tool blindly skips the first two rows in its parsing. The PREP/MAP is good for games where SFX are mixed in the middle of BGM and using a range will not be effective.

You can grab it here.


edited 12:19 PM EDT March 15, 2009
by Tanookirby at 10:02 PM EDT on March 14, 2009
I've tagged two sets.

Kirby Super Star Ultra

Mario and Luigi: Partners in Time

The latter set is only partially timed. I'm not sure why there are some files from the Japanese version that sound the same from their English language counterparts.


edited 3:55 PM EDT March 15, 2009
by Knurek at 3:22 AM EDT on March 15, 2009
They had different CRC thant the US ones, so I've included them just in case, they don't seem to have different music though.

Thanks.
by Lunar at 10:29 AM EDT on March 15, 2009
kirby super star ultra tags! thanks :>

by the way, dan miyakawa isn't mentioned at all on KSSU, so it seems a bad idea to credit him (by bad i know, since i did this originally). it's just ishikawa and ando credited for it. my guess is ando did only the new tracks - it's a shame there's no more specific information available (yet? pending more scans maybe?)

http://vgmdb.net/album/10970

i would really love to know exactly WHAT miyakawa did towards the original SNES game. there's nothing in the original soundtrack that suggests anything but ishikawa.
by Tanookirby at 3:08 PM EDT on March 15, 2009
I've just viewed the names on that site. It's different from what I saw here.

I've compared the name on the website and the movie list in the game and have now updated the names.

edited 3:56 PM EDT March 15, 2009
by Omochao at 2:08 AM EDT on March 16, 2009
I already tagged PiT and M&L 3.
by Knurek at 4:05 AM EDT on March 16, 2009
Your tags were a bit on the sloppy side. Changing them to something more acceptable would take probably as long as it took for you to to do them.
by Lunar at 9:21 PM EDT on March 16, 2009
"Your tags were a bit on the sloppy side." -- QFE. Omochao, please work harder on your tags. It's worth it in the long run.
2sfTools Updated by snakemeat at 10:51 AM EDT on March 17, 2009
I've updated the 2sfTools yet again. It now uses the bass.dll library for timing which (in early tests) makes timing 10 times faster. I've also restructured the folders so the .dlls are in their own folder and not a mess like in the past. Anyhow, enjoy, and grab 'em on Sourceforge.
by unknownfile at 2:23 PM EDT on March 18, 2009
hi

super princess peach doesn't work in vio2sf

please fix this for me because i'm a lazy fuckface

sample track

also i think i have a semi-working adx player for 2sfs, but i dont know what to do with it mainly because nobody cares
by xZabuzax at 3:18 AM EDT on March 25, 2009
Hi, i have a question, i don't know if it's answered and this thread is too long to look at the question i'm looking.

I used to see "Elite Beat Agents" and "Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2" in the .2sf page: http://www.hcs64.com/2sf/ but i don't see it anymore.

Is "Elite Beat Agents" and "Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2" in a re-ripping process?

Thanks
by CaitSith2 at 3:30 AM EDT on March 25, 2009
Final Fantasy Crystal Chronicles: Echoes of Time ripped. http://caitsith2.net/2sf/ffcc-eot.zip Don't bother optimizing, square-enix did that already, by putting the sound effects in its own sdat file, and everything that may be streamed is in the movie files. (A total of 38 of them.)

edited 3:32 AM EDT March 25, 2009
by Knurek at 3:50 AM EDT on March 25, 2009
@xZabuzax:

Read the third footnote in first post in this thread: http://hcs64.com/mboard/forum.php?showthread=14125

@CaitSith2:

I have that even tagged locally, but: http://vgmdb.net/album/11473

edited 3:53 AM EDT March 25, 2009
Time Hollow 2sf Rip by CyberBotX at 1:42 AM EDT on May 30, 2009
This is my first time doing this, with a little help from snakemeat and manakoAT, so hopefully I did it good enough.

Time Hollow

Time Hollow (奪われた過去を求めて), 28 tracks (3 STRMs, 25 2SFs)
(Note, the rip is from the US version, except for the inclusion of the Japanese version of the main theme, Time Hollow)

Composers are:
Masanori Akita
Junichi Yoshida
Chuji Nagaoka

Release date was September 29, 2008. developer was Tenky, publisher was Konami.

Ripped and tagged by me, as I mentioned earlier, I had a little help from snakemeat and manakoAT (they basically showed me the tools and guided me along as I did it). Tags were based on the official OST: http://vgmdb.net/album/7240

edited 1:42 AM EDT May 30, 2009

edited 1:43 AM EDT May 30, 2009

edited 1:44 AM EDT May 30, 2009
by Lunar at 5:47 AM EDT on May 30, 2009
Knurek, do you know if Trauma Center - Under the Knife 2 was ever ripped with the yoshi's island driver? I'm guessing they're streams anyway though.
by snakemeat at 12:23 PM EDT on May 30, 2009
Thanks for the rip CyberBotX. I hadn't listened before, but I can see why you were motivated to do it. It's sounding great so far!
by spotUP at 9:24 PM EDT on May 31, 2009
gta chinatown anyone? :D
Fossil Fighters 2sf by NLOG at 11:53 AM EDT on June 27, 2009
I ripped 2sf and strm of "Fossil Fighters" - it called "‚Ú‚­‚ç‚̓JƒZƒLƒzƒŠƒ_["(Bokura-wa-kasekihoridar) in Japan. This game already released in Japan, which also announced for US.

Fossil Fighters 2sf, total 98 tracks (16 STRMs , 78 2SFs).

[Detail]
Release:[JP] Apr. 17, 2008 / [US] Aug. 10, 2009
Publisher:Nintendo
Designer:Red Entertainment
Developer:Artdink, Studio Artdink, M2
by snakemeat at 3:17 PM EDT on July 17, 2009
Moved from xSF thread:


dynamic tracks 2sf by jurassicPieter at 4:46 AM EDT on July 17, 2009

Hey, I found a way to split tracks for dynamic tracks with 2sfs. You don't need to know assembler, only the generic rip kit and tools to edit the sdat file.


Here's the example where I split the museum track from Animal Crossing Wild World.
http://www.megaupload.com/?d=6M59UQK7

Software I used:
some kiwi.ds software i found on a forum that allows you to convert a directory into a sdat file. I have to google it again to find it.
vgmtoolbox and testpack.nds

Steps:
1. extract sdat from the nintendo ds rom
2. open the kiwi.ds editor and extract the sdat
3. open a hex editor and load the sseq you want to split. Look at offset 0x40 where you see FE followed by 2 bytes telling which channels it uses. If you change these 2 bytes you can mute channels.
4. with the kiwi.ds editor recreate the sdat file
5. and use the generic rip creator to build the 2sf again.



Nice find. It seems like an additional .mini2sf could be created using the original .mini2sf as its _lib to modify the values for track selection in multi-track SSEQs. Either that or the _lib2 tag; but as the pointed out in the 2sf thread, it doesn't seem to work with the plugin.

Hopefully someone more knowledgeable can elaborate a bit here. Would you use an additional .mini2sf to modify the SDAT (the second time) or another _lib? Does a .mini2sf that has another .mini2sf as its _lib just try to modify the .mini2sf in its _lib tag or the SDAT pointed to by the .mini2sf in its _lib tag?

edited 2:25 AM EDT July 18, 2009
Re: by jurassicPieter at 12:16 PM EDT on July 20, 2009
sorry for writing it in the wrong thread. And the offset is incorrect. I memorized the offset 0x40 for some other thing i tried. The correct one is 0x1D.

I made the entire acww soundtrack with dynamic tracks(srry for the subdirectory structure, gives me more structure and overview, but also dupes of the 2sflib files):
http://www.megaupload.com/?d=33THR83Q

It also contains missing songs in the wave library(mainly the TV channels and nintendo items, like Starman, Metroid and the Master Sword) as genh files. So it's as complete as it can be.

And Mario Kart DS(tagged and with sped up versions of the race tracks):
http://www.megaupload.com/?d=BZ5SBJD6

the sped up versions are 1.25x faster as long the tempo doesn't exceed 240(the maximum tempo possible that works without glitches), which only 2 racetracks had, so i changed it into 240.

If you use the generic ripkit on the edited sseq, only 2 bytes are changed. A tempo change(for final laps in mario kart ds) needs more bytes changed since you need to change every E1 instruction in the sseq. I don't think a DS game can change the sdat file on the fly.
A change would only be possible if you change the source code of the player and change the response to these commands. A changed player that actually plays the files 25% too fast would help a lot, not only for mario kart ds, but any game that uses this approach of hurrying.

If there are troubles with the tags or dynamic tracks, i want to hear it.



I tried different methods first for pruning for the dynamic tracks, but I get silence or it's only using gba sounds, not the changed soundbank.
I can't get them smaller easily.

edited 12:42 PM EDT July 20, 2009

edited 12:44 PM EDT July 20, 2009
by Dais! at 5:09 AM EDT on July 21, 2009
I kind of skimmed the above posts since I, uh, don't really understand technical stuff of any kind. Just a quick question - nothing in the process would allow you to figure out if a track is used dynamically if you didn't know beforehand, right?

I'm specifically thinking of Tingle's Rosy Colored Rupeeland. I probably won't ever get around to tagging it, or finishing the game, but I'm pretty confident at least one of the bosses uses a dynamic track. Let's see....umm, can't do winamp right now, so I can't confirm, but I think it's this mini2sf:

NTR-ACHP-EUR-0054

I might be missing a variant somewhere, but I'm pretty sure that's the only version of the theme that plays when you fight the main boss of the Deku Tree (or Deku Tree-alike) dungeon. I can't remember exactly how (ugh, my memory is getting worse), but as part of the battle you have to launch yourself at the bosses head, and while you're flying towards the boss, an extra channel of the song kicks in. That channel is muted when you're just dodging the bosses attacks. Once again, I'd load up Winamp if WINE didn't lock up my system last time I tried it, but I *think* that the extra channel adds in a variant of the Zelda 64 Lost Woods theme that you hear several times throughout the dungeon.

My point is, if there was a way to know in advance that certain tracks did stuff like that, it would be pretty awesome.
by snakemeat at 10:26 AM EDT on July 21, 2009
My point is, if there was a way to know in advance that certain tracks did stuff like that, it would be pretty awesome.

According to an unofficial spec, Section 2.2, the 0xFE command does indicate multi-track. I don't think it means that there would necessarily be tune variations used in the game, but tracks could be selectively turned on or off and compared to an OST or a game play through.

Unfortunately, I haven't been able to find a way to do this without making multiple 2sflibs which will take up too much space to exhaustively check each song. Maybe someone with knowledge can explain how this could be done with nested .mini2sfs or using _lib, _lib2 tags? I've already gone through this in my previous post, so I won't drag it on here.
by Knurek at 11:05 AM EDT on July 21, 2009
snakemeat, _lib tag handling is broken in vio2sf. Works with a single 2sflib, doesn't allow for _lib2 handling.
Nothing can be done about this until the plugin gets fixed, but I couldn't make Pluginja understand what was needed to be fixed last time I've tried, sorry.
by snakemeat at 1:44 PM EDT on July 21, 2009
Thanks for the info Knurek. Good to know that it'd be a waste of time. Also good to know that _lib2 would be the way to do this if the plugin is fixed.
by jurassicPieter at 7:33 PM EDT on July 21, 2009
well, if you could add a song instead of replacing it in the sdat it's possible to keep a single 2sflib file. But I haven't been able to do that. I haven't played Tingle's Rupee Land so I don't know the music from that game to look at it.
by agu fungus at 7:52 AM EDT on July 22, 2009
I already posted them in another thread, but I'm posting it here, too, just in case:

Kirby Super Star Ultra, updated to 155 tracks, and with the track names from the Japanese versions.

Rhythm Heaven (Rhythm Tengoku Gold), needs tags, ripped from Japanese version.

P.S.: I checked out the MKDS soundtrack, and as far as I know, there's supposed to be a second version of Logo Intro where Mario says "Yahoo" instead of "Here we go". And good luck trying to find out how to alter the pitch of the sped-up songs.

edited 8:18 AM EDT July 22, 2009
Sped up versions don't change pitch by jurassicPieter at 9:49 AM EDT on July 22, 2009
ehm, sped up versions don't change pitch, since the music is sequenced.

If you want to be a real completionist, there should be a hit by lightning version of the racetracks too. Anyone who has an idea how they did that?
by Lunar at 5:27 PM EDT on July 22, 2009
just wanna say thanks for the Mario Kart DS tags - about time someone did this! weird how they're sorted into subdirectories though. *fixes*

one problem i've noticed at the moment though - 31 of the tracks only have the title field filled out, missing the game name, composer, date, 2sfby and copyright fields. i'll fix these for my set but i thought you should know.
by Tanookirby at 9:56 PM EDT on July 22, 2009
And the ones labeled Sherbet Land should actually be called Frappe Snowland.
Re: by jurassicPieter at 10:50 AM EDT on July 23, 2009
yes i know i didn't fill them in, all sped up tracks are not filled in, the rest was already filled in, since they are unchanged. It was a test for changing tracks and the tagging was a second priority.

And yes, it's Frappe Snowland, not Sherbet Land, thx for the incorrect one.
by Tanookirby at 3:35 PM EDT on July 25, 2009
I've uploaded a new Mario Kart DS set. This one has a few corrections in capitalization and in course names. I also made sure that the file names were the same as they are in the tags. The final lap versions are still incomplete because they still need some work, especially with the Baby Park track; and I'm almost positive that there is no sped up version of the Boss Battle tune.

Re: by jurassicPieter at 5:18 AM EDT on July 27, 2009
I'll look at Baby Park. Changing tempo needs changing all E1 events. Missing one tempo change event means a part will be played on original speed.
As for a sped up version of Boss Battle Tune: i have never finished mission mode, but world 7 has a race against a Wiggler where you race laps, so I guessed there should be a sped up version too. I just checked youtube and noticed there's not even a boss theme playing when you face wiggler.

Also I'm working on New Super Mario Bros. and Tetris DS. For New Super Mario Bros. besides sped up versions only Bowser Badlands and maybe Bob-omb Squad mini-game have dynamic tracks.
Tetris DS is only annoying for DK Push with 7 different versions now separated in 3 tracks.
by marioman at 8:58 AM EDT on July 27, 2009
Nice work jurassicPieter. Dynamic 2SF support has been needed for a long time.

FYI, if you are looking for other games that have dynamic tracks, the Main Menu Theme for Mario Vs. DK 2 is dynamic. The theme changes based on which world you are in.
Re: by jurassicPieter at 11:06 AM EDT on July 27, 2009
thx to the remarks and the small changes of tanookirby, here's Mario Kart DS completely fixed and fully tagged, all 107 tracks.

Besides Baby Park, Donut Plains and Tick Tock Clock were also sped up for half(Donut Plains reverted back to normal speed after one loop)

Now it can replace the original one on the 2sf website.

http://www.megaupload.com/?d=PI0AUJ4F

by Knurek at 11:15 AM EDT on July 27, 2009
Will do, can't promise when though.
Also, more dynamic tracks are to be found in Metroid Prime: Hunters.
And now New Super Mario Bros. by jurassicPieter at 7:31 PM EDT on July 27, 2009
And now New Super Mario Bros.
http://www.megaupload.com/?d=RWP38LTO

Noticed hexediting the sdat is all you need in most cases. In fact technically it can be automated, since all you need is reading all sseqs and change all tempo events. Then make2sf and voila. Only testing is annoying since vio2sf remembers the last played 2sf.

I'm still a bit confused about the tempo above 240 thing since it plays accurate enough.

At least channel muting is easier done.

edited 7:32 PM EDT July 27, 2009
by Omochao at 5:06 AM EDT on July 28, 2009
"Loves Me..." is NOT unused.

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source