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by a574045075 at 9:44 PM EDT on October 31, 2015
Soneek! Can you compile the code to exe ?
by MindReader at 5:26 PM EST on November 3, 2015
With braindump now making it very easy for me to rip sound files from 3DS games, you can expect some uploads from me now ;)

Starting with PokÚdex 3D Pro.

I'll be taking requests, but only if I own the game in question :P
by logan28469 at 2:47 AM EST on November 4, 2015
So for Tri Force Heroes, I have managed to use various tools to dump the bcwavs and bcseqs, but I have not made any further progress. I convert the bcseqs to midi, but then they play in strange instruments of the Windows midi library. Any way to make them sound like they do in-game? What about bcwars?

So I'm guessing all that need be made is a soundfont.

edited 3:48 AM EST November 4, 2015
by hcs at 8:07 AM EST on November 4, 2015
Thanks MindReader!
IPFS mirror: PokÚdex 3D Pro.rar
by Uiriamu at 8:44 AM EST on November 4, 2015
@logan28469

Well, as long as we have the instrument samples, and know their loop points it should be easy to make a soundfont. Otherwise it'd have to be done manually.

If you could share what you have. We can at least take a look and see how complicated it might be doing that.

edited 8:51 AM EST November 4, 2015
by soneek at 11:48 AM EST on November 4, 2015
Remind me this weekend to compile my tool and provide instructions for building soundfonts from BCSARs.
by 54634564 at 3:22 PM EST on November 4, 2015
I'm not very happy with the code, but here's my BCSEQ decompiler:
see my post below for link
I'm more of a code reader than a code writer, so it's pretty damn ugly and inefficient. :(


Pass in a BCSEQ file, and get output like these:
http://pastie.org/private/kdyp2snpzafakvjq3halq
http://pastie.org/private/b8jtebu7ujqvzuvquohwa
http://pastie.org/private/ugykgwc7glftjx1qzgavha

edited 5:17 PM EST November 4, 2015
by soneek at 4:15 PM EST on November 4, 2015
I'm an engineer rather than a computer scientist, so my code is always ugly, heh. Nice, that's also useful for BRSEQ and BFSEQ, since the DATA and LABL sections are the same structure. B(R/F)SEQ might have different endianness in the data, though I have to check again to be 100%.
by 54634564 at 5:16 PM EST on November 4, 2015
Slight update:
http://pastie.org/private/6tdtxrxxvwgzvj1egz6yg

I've improved the speed by a lot with a minor change(from minutes to seconds with large BCSEQ, like in TFH).

EDIT: Updated link. Variable names shouldn't have padding, fixed that.

edited 5:55 PM EST November 4, 2015
by rikineko at 7:02 PM EST on November 4, 2015
Here a rip for 7th Dragon 3 VFD:
https://mega.nz/#!h80xFSjL!g66_joKQwQ2jh-YMiGGT4szQimMsMIsTp7HdiqlYmOc

Format should be correct(ADX),and the password is sega.

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