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by MurraySkull at 8:15 PM EST on November 4, 2015
MindReader, what games do you have?
by The12thGripper at 9:48 PM EST on November 4, 2015
Thanks for sharing the tool, MindReader! I decided to do a test rip of Dream Trigger 3D and I noticed that it's not on the 3sf site so here's a link in case it's never been posted before:

Dream Trigger 3D Sound Rip

I've included the banner.bin file in case someone knows how to extract that (I'm assuming the music associated with the HOME Menu banner is in there) and the sound.bcsar for whenever we can extract sequenced music from .bcsar files.
by logan28469 at 11:53 PM EST on November 4, 2015
So, what I currently have are the output files from 3DSAudioRipper, BCSAR Unpacker, and I could not get soneek's tool to work after compiling it (it crashes).
output2 has midis exported from cseqconv. I would love to do complete the rip, if I can apply the instruments.

edited 12:02 AM EST November 5, 2015

edited 12:08 AM EST November 5, 2015
by The12thGripper at 1:17 AM EST on November 5, 2015
I'm unsure if these were posted before but I apologize if they were:

Chibi-Robo! Zip Lash
Pokémon Rumble World
Rusty's Real Deal Baseball

One thing though, Rusty's Real Deal Baseball is mostly sequenced (which isn't surprising thinking about it).

On a side note, if there any non-digital game on my Backloggery that hasn't been ripped, let me know and I'd be more than happy to do it!

edited 9:46 AM EST November 5, 2015
by McStoat at 7:24 AM EST on November 5, 2015
Cool, thanks MindReader! Gave it a try and this is all I managed to extract from my games that weren't already dumped by someone else


The rest would either crash braindump or were all sequenced. Actually Pushmo almost worked? It only extracted a couple of bcstms but only one would play. Shame because judging by the one file that extracted properly the music in there was 44khz. Stretchmo also includes some (all?) of Pushmo's music but the files are all 28khz.
by Uiriamu at 8:46 AM EST on November 5, 2015
A lot of the midis don't seem to play when I click on them. But From what I could tell. Each one that I could play seemed to be the 8-bit versions.

I opened the midi for the Woodland level. (0x764F20) and muted some of the overlaying sounds for the totem. And put a standard 8-bit soundfont over it.
I also recorded off of my 3DS for to give a comparison.

(midi + soundfont)

From what I can recall for the DS. Most games that used 8-bit instruments were actually coming from the system itself and were not sampled. I don't know if that is the case with this game, but still.

edited 8:48 AM EST November 5, 2015
by The12thGripper at 11:22 AM EST on November 5, 2015

Looking at the STRG_Text.txt file provided by logan28469, there are 2 (sound) bank files labeled FAMICOM and FAMICOM_SKY. Most of the other bank files are labeled with SE but there's one labeled STAGE_Tailor and I have no idea what that could be. Maybe I'm a bit too hopeful but maybe the choir sounds are sampled for some reason?

edited 11:22 AM EST November 5, 2015
by Uiriamu at 12:29 PM EST on November 5, 2015

The normal version of the tailor lady's music doesn't sound any different than the rest of the music. So I'm kind of curious about that. All of the other voice related stuff I heard in the game sounded like the same Mario galaxy(ish) group that's been doing stuff for them.

Though... I'm pretty sure the music for bouncing the purple ball are midis. (Or at least they appear to be.) So if I were to make a educated guess. I would say the samples for those songs might be inside it.

edited 12:35 PM EST November 5, 2015

edited 12:37 PM EST November 5, 2015
by The12thGripper at 1:30 PM EST on November 5, 2015
Question: Is the 3sf site the only archive for 3DS sound rips or is there another one that has more and/or is more frequently updated?


Yeah, those songs are sequenced. They're all labeled "LobbyBall" and each song has at least 20 sequences. I knew that the LobbyBall songs had to be sequenced but didn't think each part of the song would be a separate sequence. I don't know why they did that but I guess it was easier for some reason.

by 54634564 at 1:54 PM EST on November 5, 2015
Yeah, the music ball in TFH is sequenced. The songs for it are broken up into many small parts that are basically like sequenced sound effects. They're called one at a time. With some small effort, you can turn them into midis of the full songs, though.

Here's a few:

Some of them play a little fast. In game, they play at variable speed. It gets faster the more you hit it, so I'm guessing the speed is controlled outside the sequence.

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