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- Hokuto: a DAW for Nintendo sequences by ogumaza at 6:37 PM EDT on October 29, 2026
- Hokuto is a free, open-source DAW for the sequenced music of Nintendo's Wii, 3DS, Wii U and Switch. Support for the GameCube, the DS and the Game Boy Advance is planned
GitHub
Screenshot
- Opens a game's sound archive (BRSAR, BCSAR or BFSAR): its sequences, banks, waves and streams
- Plays each sequence on a model of the console's sound library and mixer
- Sets a song's variables, to hear each version of an adaptive song
- Piano roll, an editor for every sequence command, and a mixer with volume, pan and effect sends
- Each console's reverbs, choruses and delays
- Edits banks, waves and streams, and replaces samples with WAV files
- Exports the archive back in the console's format, ready for mods (byte for byte when unedited)
- Exports sequences as MIDI with SoundFont 2 or SFZ, banks as SoundFont 2 or SFZ, and waves and streams as WAV
- Converts a song to another of the four consoles
- Cracking Namco's ADPCM (One Piece Grand Adventure) by Romance_Dawn_Official at 10:56 PM EST on November 5, 2026
- Hello! We are a doujin circle looking to arrange music within this soundtrack! What started as an honest deconstruction / transcription of the game's OST, has led us down a particular rabbit hole that is about as interesting as it is complex (at least to us!) [TLDR at bottom]
The particular track that plays within the "Drum Kingdom" sea area seems to be missing from every rip and export of the game's files. Personally, I've loved this track since childhood as it always made me feel a certain way, and today together we are looking to arrange and celebrate it properly.
However, as we are very particular, simply transcribing the song isn't satisfactory enough. Understanding that the soundtrack was baked with as much surrealist romanticism in the mix as Oda intended for his life's work is a clear sign that 廣瀬祐一 (Hirose Yuuichi), 渡辺靖仁 (Watanabe Yasuhito), and DARK's attention to detail for GB/GA's soundtrack was exceptional.
We know very little about audio encoding, especially a nearly ancient NAMCO specific ADPCM that systems like VGMTrans and AFSexplorer can only shake a stick at. What I've been able to deduce is simply this; this map is NOT a stored audio file unlike a majority of it's soundtrack, it's procedurally synthesized live by the sound system via banked samples.
There are over 878 entries to the initial OGA_BGM.AFS, however NONE of them include this track. The rips over the years simply extracted from this main compile here, and delved no further. For a year now, we've joked about extending the track for Youtube's sake (peep the comments), however it has become hilariously apparent that doing so is no laughing matter.
It took combing through each archive using using Chroma Print / AcoustID, listening to every candidate by ear, and accepting this dead end to hit the upcoming initial realization. Instead of aiming to construct a midi using the source files, I'll do it by ear. Easy enough, except that I NEED those chopper footstep SFX. WHICH ARE ALSO MISSING.
So why?
Oh, those are generated in engine during gameplay. The same ones apparent in the map's OST. We were about to sample straight from the anime, however this one epiphany led us down a rabbit hole of sequencing and in-house audio encoding languages. After around 8 hours of mining, we believe we've found the exact file. However nothing is able to read it properly. Which, of course, has led us to Halley's humble abode.
We are asking for your educated help, wisdom, and efforts as this will absolutely help us work on a soon to be international collaborative effort! And outside of the scope of our circle, it would mean a lot to us personally to see this soundtrack and it's secrets finally be appreciated by the world.
Honestly, we have no idea why this track was created like this. Regardless if to save space using a nifty in-house engine, or for a higher metaphorical purpose.
It's just built different. Just like those cherry blossoms blanketing heights higher than the clouds above them. Something impossibly beautiful, yet completely tangible. Maybe that's just what hope is. It's why we're here right now.
R.omeo / J.uliet (Sniper King Productions)
-------------------Robot Dump-------------------
TL;DR: The Drum Kingdom map theme from One Piece Grand Adventure is not a stored BGM track — it's generated live by the system from a Namco S!/FileComb sample bank. It's absent from OGA_BGM.AFS (878-track fingerprint scan, no match), absent from the only other audio archive (EVENTENG.AFS is voice-only), and the executable's skmidi/KSS/"S!" strings confirm a MIDI-style score engine. The theme's samples (incl. Chopper's footstep) live in OGA_DRM.BD (755 KB) alongside OGA_DRM.HD. The .BD ADPCM doesn't decode cleanly with standard VAG or GC-DSP — need the exact codec/coefficients.
There is a text dump summary here of everything we've found out.
Hermes Dump
If NAMCO's vault is too ironclad, then we will continue regardless. It would be super cool to figure out the math necessary to crack this so midi and sample data can come forth, but at the end of the day I am already half-way done transcribing this in Tuxguitar. It would just mean a lot to see exactly how these composers made such a beautiful sonic arrangement of Oda's work.
edited 11:22 PM EST November 5, 2026
- Looking for someone who can share Street Fighter Puzzle Spirits’ downloaded game data (iOS/Android) by PuzzleSpiritsArchive at 5:29 AM EST on November 8, 2026
- I’m working on a fan recreation of Capcom’s Street Fighter Puzzle Spirits, and I’m looking for someone who still has its additional downloaded game data on an old iPhone, iPad, or Android device and is willing to send me a copy.
I specifically need the game assets/data downloaded after launching the app—not just the APK or app installer, and not just save data. Screenshots and recordings aren’t what I’m looking for. The game no longer needs to launch, as long as the downloaded data remains.
If you have this data and can share it, please reply with your device model, OS, and the app’s language or region if known. Please don’t uninstall the app or clear its data. Don’t include account credentials or personal information. Thanks!
edited 5:30 AM EST November 8, 2026
- Using recompilation projects to make game music players by jurassicPieter at 9:15 AM EST on November 8, 2026
- With all the current status on AI and recompilation projects of old Nintendo games I was wondering if I could make a standalone player that plays the music. I took Super Mario 64 and see how far i could get a player. To my surprise it was relatively easy to make a standalone player.
Some things I found:
- I could make it play the US, JP, Shindou and European version fine.
- I could add an option to play the music with the sound modes found in the game: mono, stereo and headset. Only mono has the music played differently.
- Some songs are reused in different levels, but the reverb is changed.
- Only the title screen and the water theme has a different variation option.
- The other songs with variations are done with channel muting.
- I can remember that there was the question whether Big Boo's Haunt has music variations and the simple answer: there are 3 variations depending whether you are inside or outside the mansion or when you are near the merry-go-round section.
- Hazy Maze Cave has an unused variation
As for sound differences between regions:
- The European music is slightly slower
- Lakitu song is missing in the japanese version (but this is known)
- I made AI help me with loop detection, but for some songs this made them loop differently between versions probably because of small changes between als versions.
I'm actually considering looking at other games.
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