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Zelda Twilight Princess .bms Music Rips by TurbomanAlco at 6:11 PM EDT on June 2, 2012
After reading some threads on the forums I found that it is possible to rip music from Zelda Twilight Princess by extracting .bms files and converting them to midi files using this php source code. Then you can use the instrument banks from the extracted .aw wave data to plug into the midi file. This is where the problem comes in. I need a way to

1. Determine which .aw file or files the .bms file uses

2. Determine which extracted .wav files from the .aw files the .bms file use for each instrument or track.

I don't realy have any knowledge on hex editing and analyzing so any help would be appreciated. I also heard about Valiant's TP music rips but the links are outdated and the qaulity may not be as good as direct rips.
by TheUltimateKoopa at 7:04 PM EDT on June 2, 2012
I have MIDI files converted from Super Mario Galaxy BMS files. They were sent by furry bob.
I'd also like to know how to do the same as what the above user wants to know, but with SMG. But then, if you knew how to do it, you'd have done it anyway, right? There are 53 files I have... funnily, there are 53 tracks on the 2nd disc of the original soundtrack.
by TurbomanAlco at 7:16 PM EDT on June 2, 2012
I don't know anything about SMG files. For TP its .aw files. Im sure there's a similair way to do this with both file types.
by TheUltimateKoopa at 7:20 PM EDT on June 2, 2012
Yeah, I have some 'aw' files from SMG... I also managed to get wav files of the Grand Star and (Normal) Star jingles, as well as the short drum loop that plays when you're holding a shell underwater. If I were to follow how it's done with TP, I should be able to do a similar thing with SMG, right? They both use aw files, and bms, but... inb4theyhavedifferentstructuresorsomethingblahblah
by TurbomanAlco at 7:32 PM EDT on June 2, 2012
Yeah, the structure may be slightly different in some ways but it should overall be similair. You might just need to do some extra research and you'll be fine.
by the_audio_ripper at 4:36 AM EDT on June 13, 2012
How to extract the bms files?

edited 4:36 AM EDT June 13, 2012
by TurbomanAlco at 11:23 AM EDT on June 13, 2012
You go into the file system of the game, go to the audiores folder, then go into the sequences folder, extract the sound seqs arc file. Then you use the rarc dump tool to extract the bms files from the arc file. Then use the bms to midi source php code that I mentioned earlier to get the midi files.
by TheUltimateKoopa at 1:07 PM EDT on June 13, 2012
So .... has anyone found any way of actually playing sequenced audio, as it originally should sound, and not through MIDI? As in, has anyone been able to say, get this sort of thing?

http://www.youtube.com/watch?v=vcT6_zVHb6Y

This, as you may or may not know, was ripped by furry bob using some hax skilz.

But is there any way whatsoever (that's been discovered) of playing sequenced audio from Wii or GameCube games, such as Super Mario Galaxy or Mario Kart Wii?
by TurbomanAlco at 2:25 PM EDT on June 13, 2012
Not possible at all the way you're talking about. None of the music is actualy a recording of live music. The only way to do it through actualy ripping (and not recording the music directly through the game) is to get a midi file from the bms files and use the music banks from the aw files and put them together. It can't be any simpler than this unless some one comes out with a method of finding out which music banks go to which bms file or until there's a tool that autmaticly does it.

edited 2:26 PM EDT June 13, 2012

edited 2:27 PM EDT June 13, 2012
by agu fungus at 2:29 PM EDT on June 13, 2012
Once again, someone should develop an xsf file for Wii and GC.

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