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by WrappedInBlack at 12:36 AM EST on January 23, 2015
ok... I needs helps with the Luigi's Mansion 2 wav files then... like... pls helps

I have no idea to correctly GENH them... but there are WAY MORE files than the ones already up for download...

edited 10:08 AM EST January 23, 2015
by soneek at 11:03 AM EST on January 26, 2015
There's a bunch of files for Luigi's Mansion that are cutscenes with SFX and voices mixed in, so I left those out specifically.

I forgot to mention that the newest foobar2000 vgmstream update has support for the MCA files from Phoenix Wright, Monster Hunter, and Resident Evil.
by Knurek at 12:30 PM EST on January 26, 2015
Unless I missed something, you haven't uploaded PW5 yet? I have 3 MCA sets only, MHU, Resi and SF4
by soneek at 1:12 PM EST on January 26, 2015
Oh, it was never posted. This was one of the rips Slashmolder did a while ago.

Phoenix Wright: Dual Destinies
by WrappedInBlack at 1:35 AM EST on January 27, 2015
@soneek yeah I figured they'd have sfx but I swear it's missing other stuff too. Like the songs to the other phases of the spider boss... cause it changes with each hit @u@
by soneek at 2:12 PM EST on January 27, 2015
I only looked at that one huge archive, and not the other ones. I don't have the original files anymore though.

Cave Story 3D
by Vittas at 6:45 PM EST on January 27, 2015
Now that the game's been out for awhile, does anyone have plans for Persona Q?
by ChillyBilly at 8:08 PM EST on January 27, 2015
Believe I asked this a while back, but.... are any of the Senran Kagura games rippable?
by 54634564 at 9:35 AM EST on January 28, 2015
soneek, how's progress going on your CSEQ tools?
BCSAR Research Progress by soneek at 12:01 PM EST on January 28, 2015
@ 54634564

Did you find a game that has just a bcsar? I haven't looked at anything cseq or csar related since mid-December. I can try to release an unfinished tool with instructions this weekend if I have time, but it's not guaranteed to work everywhere, and it gets very tedious if there are a lot of sound banks.

I don't know how far behind the source code is from where I finished. My most up-to-date code was on my external hard drive that crashed. Also, I'm not really proud of the source code. It's really ugly.

The main problem I have is that converting some stuff to MIDI comes out at twice the required tempo, and I can't find any flags to know when to cut it in half. I also have some effects that aren't really implemented, as pointed out when I was checking out Metal Max. I had an issue reading the tracks properly for some OoT 3D sequences, and I fear it might happen with Majora's Mask for a couple songs as well.

A big thing that needs to be implemented is writing directly to a soundfont or DLS file. Vgmstream can be implented into the program to decode the .bcwav samples before writing the RIFF samples, but at this point I've been generating text file templates for SF2Comp.

If anyone wants to pick up where I've left off, I'd be more than happy to push them in the right direction. I did it as a research project for one of my classes, so I have a paper detailing most of the process.

BCSAR is very similar to BFSAR, but BFSAR has a lot more features, and larger sound banks for some stuff. I haven't run into Wii U sequenced music yet, but it should be possible to properly sort the NSMBU and NSLU bcwavs with a little tinkering of my tool.

edited 5:09 PM EST January 28, 2015

edited 9:21 PM EST January 28, 2015

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