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- by valiant at 2:05 PM EDT on August 5, 2009
- I was bored yesterday. In fact, so bored that I decided to rip Double Dash!! – which, as it turns out, uses quite a few sequences.
I've seen Mike's release from 2003 on Galbadia Hotel, but it contained sound effects for most of the tracks. Also, Nintendo apparently doesn't know how to set loop points properly in their streamed files, so all of them either contain clipping or single channel volume changes. Thus, I manually looped every streamed file, don't bother with the glitchy ASTs anymore (again, not the fault of vgmstream but Nintendo's sound staff).
Download (MP3):
MEGAUPLOAD
Download (FLAC):
MEGAUPLOAD
Password is primeblue.
edited 2:07 PM EDT August 5, 2009
- by bxaimc at 2:39 PM EDT on August 5, 2009
- Nice work Prime Blue :)
- by holyice7 at 8:06 AM EDT on August 8, 2009
- That is completely awesome in every possible way. What are the odds of this happening with Luigi's Mansion or Super Mario Sunshine?
- by valiant at 9:31 AM EDT on August 8, 2009
- I don't know...bad? Bad odds?
- by holyice7 at 2:01 PM EDT on August 8, 2009
- Damn. T_T
- by marcusss at 2:11 PM EDT on August 8, 2009
- Thanks alot for this :) You always do great rips Prime Blue
- Reverse Engineered by itsacatfish at 9:36 AM EDT on April 6, 2010
- Nobody probably cares about bms anymore, but i reverse engineered the format with only a few unknowns.
I'm not a programmer so i can't do anything useful with this stuff but maybe someone here could.
MAIN HEADER
c1 xx xx xx xx track list offset \\where does the track list start?
d8 62 00 78 unknown (always the same)
e0 xx xx tempo \\in beats per minute
f0 (xx) xx length of tempo
c7 xx xx xx loop to offset \\where does it loop to
ff
TRACK LIST
c1 xx track number
xx xx xx track offset
f0 xx xx complete length
c7 xx xx xx loop to offset \\where does it loop to
ff
TRACK HEADER
f9 00 00 always the same
e2 xx unknown
e3 xx (e3 xx) instrument
b8 00 xx volume \\up to 7F
b8 02 xx unknown \\up to 7F
b8 03 xx pan \\from 00 (fully left) to 7F (fully right pan)
b9 01 xx xx pitch \\for pitch bending
d8 6e xx xx vibrato
d8 64 xx xx unknown
d8 6f xx xx unknown
etc...
MAIN DATA
xx 01 xx note - note 1 on - volume \\note - centred at 3C (middle C) volume up to 7F
f0 (xx) xx delay \\(length of note)
xx 02 xx note - note 2 on - volume
f0 (xx) xx delay \\(length of note)
81 82 note 1 off - note 2 off
repeat....
AND...
c3 xx xx xx reference (offset) - some parts of track stored in other part of score
when you get to dynamic tracks, things get a bit more complex, but that's pretty much it for normal tracks
edited 9:52 AM EDT April 6, 2010
- by arbingordon at 2:22 PM EDT on April 6, 2010
- imma bug UF about this ASAP
- by unknownfile at 3:54 PM EDT on April 6, 2010
- oh u
- by arbingordon at 3:56 PM EDT on April 6, 2010
- dammit i didnt get to D:
UF shit a magic-taculous plugin that'll play this stuff please
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