Encoding SAD files for NDS Games by cocomonk22 at 10:52 PM EST on December 18, 2010
I'm trying to modify the music for Professor Layton and the Unwound Future by replacing the instrumental ending song with the vocal version from the Japanese game. Since the voice is played over the music in the same SAD file, I have had to use vgmstream to save the SAD files to wave, and then mix the voices and new music together.

The files used were:
034.SAD - the voices combined with ending song used in story mode
038.SAD - just the voices for this scene, not used in the game
BG_004.SAD - just the ending song used in the music playing menu

So now I have a new 034.WAV created using the Japanese BG_004.SAD and the English 038.SAD. Based on the metadata from vgmstream, I need to convert it to an SAD file with the following specifications:
sample rate 32728 Hz
channels: 2
encoding: Procyon Studio Digital Sound Elements NDS 4-bit APDCM
layout: interleave
interleave: 0x10 bytes
with sadl header

I have no idea how to encode to NDS 4-bit ADPCM. I tried the Procyon Studio site, but it does not show how to get the Digital Sound Elements software, so I am not sure what to do next.
by headerless at 11:01 PM EST on December 18, 2010
Write an ADPCM encoder from scratch, use vgmstreams meta's as a basis for what needs to be done (but in reverse).
(tip: easier said then done)
by cocomonk22 at 12:56 AM EST on December 19, 2010
Thanks, that's what I thought.

After looking at it a bit, I figured out another way to accomplish the modification to the SAD without having to re-encode. The English SAD has an additional few seconds before playing the part when the vocals should come in, which happens to now occur after the dialogue is finished. So I just manually trimmed off the English version right until the beginning of the vocal section, and hexed in the Japanese vocal section to the end.


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