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- XMA integration into vgmstream? by Kurausukun at 1:19 AM EDT on July 13, 2014
- Is it possible/would someone be willing to do it? I know looping wouldn't exactly work, but if vgmstream could at least decode the streams I think it would be convenient. I know it would be for me, at least.
- BMS finally figured out!!! BMS to MIDI Converter/Exporter coming soon! BMS Collection Thread~ by dj4uk6cjm at 9:24 AM EDT on July 16, 2014
- So my friend has finally figured out exactly what bms do and the other files associated with it like szs, aaf, wsys and the bnks and heres what he told me:
[QUOTE]Turns out, the BMS files are played directly from RAM in real time without any modification (i.e. interpretted) and don't have "tracks" per say, but more like subroutines, as in the file is being scanned in several independent locations at once. Each subroutine is assigned an ID number (which may or may not be unique) and has their own polyphony, note history, jump history, delay timer, etc. What I've seen most people treat as a header is not a header, but rather just another part of the music file that ends up "spawning" the other subroutines.
The AAF file is loaded into memory when nintendo.szs is loaded and decompressed at the beginning splash screens (since it needs the coin sound effect and images) and kept there for the entire game. w1stLoad_0.aw is loaded immediately after nintendo.szs, while w2ndLoad_0.aw is loaded at the title screen (along with mario.szs and others) and kept in memory for the rest of the game, as well. In other words, what you were told was right:
* BMS files tell the audio engine what notes to play with what bank and program numbers.
* WSYS files tell the audio engine where each sample is in specific AW files (since those are just raw sample data pools) and specifies information such as what note a sample represents, loop information, sample rate, etc.
* IBNK files tell the engine the articulation of an instrument, along with which samples it uses and how the samples are mapped to the notes.
So the flow chart would presumably be: BMS -> IBNK -> WSYS -> sample data -> synthesis engine -> output[QUOTE]
This is the way super mario sunshine works at least so the format is probably similar in some other games as well. I had a feeling it worked like this for some time now myself, very useful information. :D
Check out his newest video of his BMS to MIDI Exporter in action here. Still have a long ways away but I will have the honor of being the first person to beta test it :D so I'll let you guys know how that goes. :)
He's coding it in C# and it should support windows 7 and 8 (maybe) he's doing some tests on XP (all 32-bit) so you will need Net 4 or 4.5 if you want to use it whenever it is ready and if you can run this then your fine and you will need the original super mario sunshine rom, I'm not going to tell you where to get it but just that it has to be either ISO or GCM with the exact file size of 1,459,978,240 bytes. Luckily I already have it. :)
So far we have the bms for Super Mario Sunshine, Super Mario Galaxy 1 & 2, Luigi's Mansion, Twilight Princess, Donkey Kong Jungle Beat, Wind Waker, Four Swords Adventures and Double Dash but we are looking for more so I've also made this a BMS Collection Thread for you guys to post all of your bms you have collected over the years or just now :P
Although Super Mario Sunshine is a priority and comes first all these would be good to test. ;)
Thanks again you guys~
edited 2:53 AM EDT July 17, 2014
- Tonic Trouble MPEG-like audio format by Droolie at 2:47 PM EDT on July 19, 2014
- Hi everyone!
The music in Tonic Trouble (made by the same composer as Rayman 2) is in a very obscure MPEG format. You can find some examples here.
This is all I have figured out in the past few months:
It's segmented and packed in MPX bigfiles, each segment starting with a 4-byte number and then "2RUS", the 2 standing for the amount of channels (the game tries to play the files in mono when you change it to 1). The 4-byte number always seems to be bigger than the segment size in bytes.
Does anyone here have any idea how to play these files? Thanks!
PS: I've even provided the DLLs that play these files on XeNTaX if that can help somehow.
- Need help with DJ Hero 2 FSB/XMA extracting by Mini at 12:25 PM EDT on July 20, 2014
- Hello all!
I'm trying to extract the seperate XMA files from the 6 channel XMA files from the DJ.fsb files from the DJ Hero 2 Pendulum DLC.
I've managed to extract the 6 channel XMA files but can't get any further (this is where I need help)
I've tried various different methods of extracting the 3 XMA files from a 6 channel XMA but always get stuck at the parts where hex is involved (I tried to learn about hex and get a better understanding of it but gave up)
Now, I like a challenge, but I feel that I've spent far too long on this.
If someone could give me some guidance on exactly how to do this (I have no idea at all) or even do some of it (or all of it :P) for me, I'd appreciate it very much!
Here are the files I'm trying to work on:
FSB's (password for these is "nos71RiT":
1st song: http://www.mediafire.com/download/uxgdx46zx8vfior/1stSong.fsb
2nd song: http://www.mediafire.com/download/fdt49j6j4v7fvuc/2ndSong.fsb
3rd song: http://www.mediafire.com/download/1347xx9udwifbxy/3rdSong.fsb
6 Channel XMA Files I extracted from those .FSB files with fsbext:
1st song: http://www.mediafire.com/listen/oaowdalq9c7033q/tmpC497.tmp.wav.xma
2nd song: http://www.mediafire.com/listen/xji2ey02l93wkzk/tmp50A7.tmp.wav.xma
3rd song: http://www.mediafire.com/listen/rjh1o8sq1sbw5cv/tmp7219.tmp.wav.xma
Thanks!
- Pokemon GSC .gsfs by Kurausukun at 1:17 AM EDT on July 21, 2014
- So all of the Pokemon .gsfs use stereo... But I don't really like it, sometimes the percussion is all the way on one side and it really kind of messes with the beat of the song. However, I can't simply downmix it to mono because if I do that, the channels that are playing on the sides are too quiet. Is there any way to manipulate the .gsfs to play as if the game was set to mono or something similar?
- Donkey Kong Country 3 GBA GSF file by dogman91 at 1:48 PM EDT on July 21, 2014
- Someone uploaded this awhile ago, and all I found so far are broken links. Does anyone have this? Thanks.
- Sly Cooper Music by froggestspirit at 5:51 AM EDT on August 1, 2014
- So I have a hunch that the original Sly Cooper game uses a sequenced format (music would keep playing, and change while the disc was out). Does anyone know anything about this, or how to access hidden files on the iso? (Both sly 1 and 2 hide files)
- Demon's Souls? by Uikri at 9:06 AM EDT on August 1, 2014
- Is anybody aware of what format Demon's Souls' music is in? I would try to check myself, but I only have it digitally.
- New Streaming format: BFWAV (Wii U) by Team Fail at 8:53 PM EDT on August 1, 2014
- I managed to grab these from a donated Wii U Ram dump.
Files: https://dl.dropboxusercontent.com/u/34957059/Wii%20U%20BFWAV%20files.zip
My work currently: http://gbatemp.net/threads/wii-u-audio-dumping-research-thread.369481/
It's a bit of a work in progress, but it's slowly getting there. Hopefully this can be added to VGMstream sometime soon and have this format out of the way. I'm working on adding these formats slowly, so once RAM dumping is possible, this application will be there and ready to go.
edited 1:58 AM EDT August 2, 2014
edited 2:04 AM EDT August 2, 2014
- Shovel Knight OST by kooz at 3:40 PM EDT on August 2, 2014
- I tagged/timed the NSF as an NSFe according to the official soundtrack's naming and fade-outs. In case anyone is interested:
https://www.sendspace.com/file/9qmgip
Edit: I just realized track 18 "Watch Me Dance!" doesn't loop as it does in the official soundtrack. /shrug
Here's the NSFe with truncated track timing on track 18:
https://www.sendspace.com/file/8tuewi
edited 8:54 PM EDT August 2, 2014
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