Super Mario Galaxy and wwdumpsnd? by mewgull at 3:47 AM EST on January 20, 2011
Wii game hacking is still young, and it's even more difficult when games have their own encryption processes, but I am wondering if there is a way to extract .aw files from Mario Galaxy using the theory from wwdumpsnd. wwdumpsnd uses Wind Waker's dumped JaiInit.aaf to extract the .aw files from WW. Mario Galaxy has a similar file called JaiSeq.arc. Is it perhaps possible that the coding could be changed to read the JaiSeq.arc file instead of the JaiInit.aaf and still extract the .aw audio files from Super Mario Galaxy?

I don't know how to code in the language that is commonly used, so I wouldn't know; just a theory I'm proposing.
What do you think?
by Elven Spellmaker at 6:19 AM EST on January 20, 2011
This is just a guess, but the Seq part sounds like its to do with sequences not sounds and so that file might not contain the right data.
by mewgull at 10:34 AM EST on January 20, 2011
Was there a program that once existed on HCS called "aw0dec"? I Googled it, but the only results were from "Mario Fan Games Galaxy." It was talked about - a user had used it to rip some instrument samples from Super Mario Galaxy.
by hcs at 12:59 PM EST on January 20, 2011
All I can think of is dumpaw.
Research about aw file in SMG1 by thanghn90 at 12:54 PM EDT on July 16, 2011
I've done some research about sound in SMG1. I used the dumpaw.exe obtained somewhere in this website, along with the wiiscruber to extract aw file from the iso/partition1/audiores/waves. I also use a sound editing program to open the extracted wav files, and some how have to change the pitch for voice only.
Below is my notes:

Super Mario Galaxy Sound data is located in partition1/Audio Res/Waves when use wii scrubber. They are all *.aw file.

*** IF dragging file to dumpaw.exe didnot work, try it again, and it will work!!!!

bxxmahit_0: mostly instrument.
b110take_0: mole voice ^^
b112take_0: penguine voice ^^
b113take_0: bee voice ^^

b114take_0: Rosalina voice (high frequency) ('+_+) *** transform down 8 half-steps (resample, preserve neither time nor pitch).
Also contain some voice of Luma in Mario's hat (do not transform)
Contain mushroom voice (transform 8 pitches).
Might contain the princess peach's "ohhh" voice (also transform 8 pitches).

b115_take0: Princess Peach's voice. Some turbulence voice heard when Peach is kidnapped. (need to be transform down 8 pitches. some need only 6 pitches down o_0)
b116take_0: contain some of the ship's sound (especially power down sound). No transform.
b117take_0: contain some Luigi's voice (mostly like "help!", "waaahhh"). Transform down 8 pitches.
b126goha_0: Some ambient sound (like water fall).
b127goha_0: Sound like pig (^^). Might be bat's voice.
b64kawa_0: REALLY big file. Most sound of the game is in here.
file mono_0: Some ambient sound (fire hearth, water, UFO...)
file mono_1: (same). Some LUigi sound ("with me, Luigi!). Star launching sound is located here. Even some instrument!
file mono_2: (same). "Super Luigi Galaxy!". Some spring mario sound. Some instrument, too!
file mono_3: "Thank you so much for playing my game!". Bird singing. Electric sound when mario is hit by electric - the most precious ELECTRIC sound (IMO). Flying sound (when mario is launched).
file mono_4: Contain the sound you heard when the normal (not grand) powerstar appear (not when you get it). Shorter launching sound.
file mono_5: Contain the sound of broken starbit meteorite.
file mono_6: "Thank you for playing my game!" (Luigi). Contain the "ding" sound, book flipping sound, ambient sound of the power star (waiting for you to get).
file mono_7: Contain starbit ambient sound.
file mono_8: Star launch preparing sound (when you are in the starlaunch, but not shaket the wiimote yet). Falling starbit meteorite sound. Go down the pipe sound (high pitch, must be transform down 6-8 pitches).
b65kawa_0: "Nintendo!"
b66kawa_0: in file mono_6: contain the sound of red cannon pouring out fire. Most precious sound of firing (IMO).
b68kawa_0: Very short sounds. Some water sounds.
b69kawa_0: Contain Wii sounds !!!
b70kawa_0: Contain most mario and luigi voice you heard ingame. Must be transform down 8 pitches. Among the most desirable files.
b70kawa_1: Mario voice. kind of a separation from b70kawa_0.
b70kawa_2: Luigi voice. Just like a separation from b70kawa_0.

b72take_0: Quite big. LUMA voice HERE. Mushroom-man voice HERE. Again, it's sounds, with some instruments and voice. If it is a voice, it must be transformed 8 pitches down.
Contain the sound of pulling star, train.

b74take_0: contain the "ding" sound of pull star. Many sounds of the small UFOs (I forgot their name..., they are some tribe...)

b81kawa_0: Contain some of the sci-fi sound of spaceship.
b82kawa_0: Do you know the warping sound of Protoss building in Starcraft??? This is the HQ version of that sound!!!
b84kawa_0: Sounds of the baby dino.
b85kawa_0: Voice of the junior bowser (must be transformed down 8 pitches)
b88kawa_0: Sounds when you are inside a telescope room and selecting mission (terrace, fountain, kitchen...).
b89kawa_0: Voice of Bowsers. Some of Peach O_0 ("Help!"). Most sounds are in the battle with bowser (final battle)
b91kawa_0: Sounds of destruction of final black hole (separated as different explosion sounds). Some siren of train. o_0
b92kawa_0: Some Mario voice (after finishing level). Must be transformed 8 pitches down.
b93kawa_0: Sounds of baby fire dino (probably).
b94kawa_0: Sounds of clone Mario.
b96kawa_0: Might be voice of Luigi after finishing level.
b98kawa_0: "Luigi!". "Mario!".

Research about aw file in SMG1&2 by the_audio_ripper at 5:22 AM EDT on August 18, 2011
I ripped all SFXs(Including instrument samples) in SMG1&2 by using baad.exe and wsyster.exe!!

First, extract .aw files (in /AudioRes/Waves) and SMR.szs from image.
Second, use yaz0dec.exe (in szstools) to extract "SMR.szs 0.rarc" file from SMR.szs, and rename it: "Z2Sound.baa"
Third, put "Z2Sound.baa", "baad.exe" and "wsyster.exe" into the directory of .aw files
Fourth, type these in Command Prompt:
baad Z2Sound.baa
for %1 in (*.wsys) do wsyster %1
Then you' ll get thousands of WAVs.
Enjoy!
This is my discovery.
I found some bnk files(from the .baa file), how to use them?
(P.S. :I'm on "the other side" of the Earth)

edited 2:50 AM EDT August 19, 2011
by hcs at 10:48 AM EDT on August 18, 2011
Awesome, so that's where the index was hiding. Thanks!
by Elven Spellmaker at 10:22 PM EDT on August 18, 2011
Does anyone happen to have the *.aw files for SMG 1 and 2? They aren't in the sets I downloaded and I would have no idea how to extract them from a ROM should I ever find one.
by the_audio_ripper at 3:12 AM EDT on August 19, 2011
One day I found the beginning of the file "SMR.szs 0.rarc" is "AA_<bst", it's like the beginning of the file "Z2Sound.baa" obtained somewhere in this website. So I thought SMR.szs contains a baa archive file, not RARC archive file.

edited 3:15 AM EDT August 19, 2011
by logan28469 at 8:53 AM EDT on August 19, 2011
There are three different Super Mario Galaxy files, one that's 847MB, one that's 717MB, and one that's 663MB. You may have gotten the wrong one, Elven Spellmaker. I'm not sure why there are three. Maybe the biggest one has more files and is the newest?


Also note that I cannot find the 663MB one on anywhere but a dead torrent that I'm trying to leech: http://thepiratebay.org/torrent/3991935/Wii_Streamed_Audio_1
If anyone wants to help me get the big one: http://thepiratebay.org/torrent/4657018

The other can be found in the VGMPP Wii torrent

edited 9:21 AM EDT August 19, 2011
by the_audio_ripper at 10:26 AM EDT on August 19, 2011
It's 10:28 PM.
It's time to go to bed.
GUESS: Where am I?

edited 10:28 AM EDT August 19, 2011
by logan28469 at 11:21 AM EDT on August 20, 2011
At your computer. Possibly in bed with laptop.


BTW, it seems that the large version of the SMG rip is [AST][PCM]. The other two files would be [PCM](717MB) and [AST](663MB) What I'm wondering is if the big one includes all of the files from the other two. I have uploaded the 717MB one on the tracker:

Super Mario Galaxy (2007)(Nintendo)[WII][PCM]

Fine I'll guess... Thailand.

edited 4:33 AM EDT August 21, 2011
by the_audio_ripper at 9:34 AM EDT on August 21, 2011
Incorrect!
I have 748MB SMG rip[AST].
I dumped them from Wii Disc, and used ast_multi to split *_multi.ast files.
And removed these files:
SMG_astrodome_multi1.ast
SMG_astrodome04_multi1.ast
SMG_boss07_multi1.ast
SMG_boss09a_multi1.ast
SMG_boss09b_multi1.ast
SMG_ev_race02_multi1.ast
SMG_galaxy03_multi.ast
SMG_galaxy04_multi.ast
SMG_galaxy11_multi.ast
SMG_galaxy11_multi1.ast
SMG_galaxy16_multi.ast
SMG_galaxy16_multi1.ast
SMG_galaxy24_multi1.ast
by logan28469 at 2:10 AM EDT on August 23, 2011
hcs has a 933MB rip up of SMG2 on the tracker, BTW. It's [PCM][AST]

edited 2:11 AM EDT August 23, 2011
by PabloACZ at 1:36 AM EDT on September 3, 2011
But then, how can we recreate some of the sequenced tracks with these instrument samples? In the case of SMG2, the Slider remix was not an audio stream, iirc.
by mewgull at 11:06 AM EDT on September 5, 2011
That's what I'm wondering. There were instrumented sounds from the samples in SMG such as the coins, and the launch star. If anyone know how to construct those, let them speak now.

edited 11:07 AM EDT September 5, 2011
by logan28469 at 12:08 AM EDT on September 13, 2011
Added to tracker: Super Mario Galaxy (2007)(Nintendo)[WII][PCM][AST]
Hopefully this helps, and hopefully I don't get banned because the forum posted my post in the distribution thread 4 times.
by cherrypink at 5:46 PM EST on November 11, 2011
Does anyone know which .aw file contains the sound that plays when Bowser's shell is spinning in Mario Galaxy 1?
by the_audio_ripper at 7:48 AM EST on November 12, 2011
I got some text from metable.bmt(from \AudioRes\JaiMe.arc):
ME_TEST_01
ME_TEST_02
ME_MAGIC
ME_DPD_HIT
ME_COIN_APPEAR_S
ME_MAGIC_L
ME_TALKBLN_EXCLA
ME_FLOWER_FAIRY_GET0
ME_FLOWER_FAIRY_GET1
ME_ASTRO_DOME_HIT_GALAXY1
ME_ASTRO_DOME_HIT_GALAXY2
ME_ASTRO_DOME_HIT_GALAXY3
ME_ASTRO_DOME_HIT_GALAXY4
ME_ASTRO_DOME_HIT_GALAXY5
ME_ASTRO_DOME_SELECT1
ME_ASTRO_DOME_SELECT2
ME_ASTRO_DOME_SELECT3
ME_ASTRO_DOME_SELECT4
ME_ASTRO_DOME_CALCEL1
ME_ASTRO_DOME_CALCEL2
ME_ASTRO_DOME_CALCEL3
ME_ASTRO_DOME_CALCEL4
ME_ASTRO_DOME_CALCEL5
ME_ASTRO_DOME_HIT_GALAXY_N1
ME_ASTRO_DOME_HIT_GALAXY_N2
ME_ASTRO_DOME_HIT_GALAXY_N3
ME_ASTRO_DOME_HIT_GALAXY_N4
ME_ASTRO_DOME_HIT_GALAXY_N5
ME_FLIP_PANEL_ON
ME_FLIP_PANEL_OFF
ME_FLIP_PANEL_ON_FIRST
ME_RALLY_COMBO_FIRST
ME_RALLY_COMBO_SECOND
ME_RALLY_COMBO_LAST
ME_2P_ASSIST_JUMP
ME_2P_ASSIST_JUMP_L
ME_2P_ASSIST_ATTACK
ME_FLIP_PANEL_INV_OFF
ME_FLIP_PANEL_INV_ON
ME_FLIP_PANEL_INV_OFF_FIRST

edited 7:51 AM EST November 12, 2011
by the_audio_ripper at 9:11 AM EST on November 25, 2011
Finally I made this:
Super Mario Galaxy 2 Select File Theme

edited 3:10 AM EST November 26, 2011
by TheUltimateKoopa at 10:13 PM EST on November 25, 2011
Can you do the others? PLZ?
by the_audio_ripper at 8:36 AM EST on November 26, 2011
I made that from B118take_6.aw
by TheUltimateKoopa at 12:16 PM EST on November 26, 2011
I mean can you do other things that involve sequences? I have no idea how to do anything with 'aw' files.

Also, I hate torrents... I'm downloading 933 MB, and I just saw it go below 800 MB left (I've downloaded 133 MB in other words), and those 133 MB started 1 hour, and 36 minutes ago, giving a rough speed of 23.64 kilobytes per second. The speed seems to be currently hovering around 20 kB/s. Also...
Seeds = 2 (3)
Peers = 0 (29)
What do the brackets mean?

Also, is there anything on the SMG2 rip on the tracker that wasn't in the original rip I downloaded about a year or so ago?

edited 9:47 PM EST November 26, 2011
by bxaimc at 11:39 PM EST on November 26, 2011
Numbers inside the parens mean the actual number of peers (seeds and leechers). The ones on the outside are the number of peers that actually connected to you as in you receiving or giving data to and from.
by TheUltimateKoopa at 12:24 AM EST on November 27, 2011
So basically 2 (3) means "There are 3 seeds, of which 2 are connected to me"?
by the_audio_ripper at 3:48 AM EST on November 27, 2011
In fact, it's not sequenced.
I got 3 wav files from that aw file, then I mixed and merged them.

Shound I upload those aw files?
by TheUltimateKoopa at 10:42 AM EST on November 27, 2011
How do you get the WAVs from the aw file? When I got the AW files all I managed to get was the occasional sound, but mostly very loud distorted noise.
And now I don't have the program, and I can't remember what it was called.

edited 9:50 PM EST November 27, 2011
by the_audio_ripper at 7:13 AM EST on November 28, 2011
Please take a look at Page 0
by TheUltimateKoopa at 11:31 AM EST on November 28, 2011
I only have aw files from Super Mario Galaxy, but exactly what did you do to get the SMG2 File Select "percussion", if you know what I mean?
And can what you do be used for other sequences? Such as that piece of music in SMG(1) that plays when you're on 'Megaleg's Moon' (but not actually on him, himself)? Or the many tunes from SMG2 that aren't streamed?
by the_audio_ripper at 7:12 AM EST on November 29, 2011
From B118take_6.aw:
B118take_6.aw_00000000.wav : SMG2 Title Channel 0
B118take_6.aw_00000001.wav : SMG2 Title Channel 1
B118take_6.aw_00000002.wav : Percussion
by TheUltimateKoopa at 6:47 PM EST on November 29, 2011
I'm supposed to be using dumpaw, right?
Also, I got a load of aw files from the SMG ISO, but I don't know what they are.
They have mahit, kawa, take and goha in the file names, like B118take_6.aw for example (although that particular one isn't there).
All I get is 9 mono WAVs containing nothing but sound effects and garbage. Do any of them actually contain music?
by the_audio_ripper at 7:30 AM EST on November 30, 2011
You need the file "SMR.szs".
AND you should use yaz0dec, baad and wsyster.
Put the aw files, exe files and "SMR.szs" into the same directory.
Save these to a batch file:

yaz0dec SMR.szs
ren "SMR.szs 0.rarc" SMR.baa
baad SMR.baa
for %%1 in (*.wsys) do wsyster %%1
del SMR.baa*

Run the batch file.
I got 1796 WAVs from SMG1(85,384,144 bytes in total), and 2798 WAVs from SMG2(160,508,424 bytes in total).
by TheUltimateKoopa at 10:48 AM EST on November 30, 2011
Sorry for being a bit of a nuisance, but, do I just copy that code thingy into NotePad and save as a *.bat (batch) file? I've never actually created a batch file in my life :P
by bxaimc at 10:54 AM EST on November 30, 2011
*shoots TheUltimateKoopa*

Yes.
by TheUltimateKoopa at 11:17 AM EST on November 30, 2011
Yoooooo've kiiilllled meeeee!
GOOD!

HEhe, I thought that was it. It just seemed too simple.
by TheUltimateKoopa at 12:20 PM EST on November 30, 2011
EDIT, it seems I don't have the ISO itself anymore... and there's probably on way in hell of getting it, without it being a torrent, is there? I don't really want to download a torrent that's like 2-4 GB... unless there's lots of seeds.
by bxaimc at 12:45 PM EST on November 30, 2011
dunno about you but I got mine in like.....20-30 min?
by bxaimc at 12:56 PM EST on November 30, 2011
Well lookie lookie...

Star Power from Mario Kart: Double Dash

se00_0.aw_00000002.lwav
by TheUltimateKoopa at 1:22 PM EST on November 30, 2011
Prime Blue managed to get all the sequences from MKDD back in 2009, because he uploaded a soundtrack in FLAC to FFShrine that year, that contained the streams as well as the star music, Chain Chomp music, and Menu theme (and other sequenced music).

Also, where's the best place to get either the SMG or SMG2 ISOs (or both?)
by bxaimc at 2:07 PM EST on November 30, 2011
I know that, just pointing it out.
by TheUltimateKoopa at 2:12 PM EST on November 30, 2011
OK...
So, where can I get the ISO(s)?
by TheUltimateKoopa at 3:53 PM EST on November 30, 2011
Did someone die? No one's been here for over an hour (and I mean the whole forum).
by bxaimc at 3:57 PM EST on November 30, 2011
On the web.

Right here
by TheUltimateKoopa at 5:17 PM EST on November 30, 2011
I actually meant is there any particular place that was good, but anyway, I'm downloading the SMG torrent. It's going at about 100-300 kB/s, with over 30 seeds (285 in total), and says about 5-6 hours left <___<. I also have SMG2 and MKWii saved.
by TheUltimateKoopa at 6:42 PM EST on November 30, 2011
Also, is it the same method for Mario Kart Wii?
by bxaimc at 8:42 PM EST on November 30, 2011
MK Wii doesn't have AWs. Everything that isn't BRSTM is inside the BRSAR.
by TheUltimateKoopa at 8:49 PM EST on November 30, 2011
Oh right. Also, I just did everything but, I only get SFX. How do I get the actual er... music?

EDIT: Do I need to do something with JaiSeq.arc?

edited 8:51 PM EST November 30, 2011
by bxaimc at 12:19 AM EST on December 1, 2011
no, play around with the .baa file

edited 12:19 AM EST December 1, 2011
by Benjamin at 6:32 AM EST on December 1, 2011
Hey, if you want, you can give your link to the WAV files for SMG1 and SMG2, in case someone wants to use them. I'll give credit if I use them.
by TheUltimateKoopa at 7:27 AM EST on December 1, 2011
I'm on another laptop at the moment, but what exactly do I do with the .baa file? Basically treat me as if I'm completely new to everything involving this, which I am.
by bxaimc at 11:15 AM EST on December 1, 2011
Benjamin: um....no?

TUK: use baad.exe on it to extract wsys files. Then use wsyster on those with the Aw files in the same directory.
by hcs at 12:03 PM EST on December 1, 2011
Speaking of wsyster, I made an update yesterday to support 8-bit PCM, which shows up in a few places on MK:DD: wsyster 0.2
by TheUltimateKoopa at 2:18 PM EST on December 1, 2011
Where's the .baa file? There's nothing in the ISO that I can see with a .baa extension, and none of the 3 zips you gave me, contain any .baa files.

EDIT: Wait, found it... well ... sort of.

EDIT again... I'm still getting only SFX (instruments, etc), but no music.

edited 2:46 PM EST December 1, 2011
by hcs at 4:21 PM EST on December 1, 2011
What are you expecting to find? This won't be any help with sequences.
by TheUltimateKoopa at 4:52 PM EST on December 1, 2011
... What you said it wouldn't help with >_>.

I asked "Oh right. Also, I just did everything but, I only get SFX. How do I get the actual er... music?"

And bxaimc said to "play around with the .baa file".
What I mean is, like how the_audio_ripper got the file select "drums" for SMG2, for example.
by hcs at 6:36 PM EST on December 1, 2011
Some games do have brief bits of streamed music in the wsys. I don't know about the "drums" bit, if it is sequenced it must have been recorded from an emulator.
by TheUltimateKoopa at 7:42 PM EST on December 1, 2011
But according to the_audio_ripper:

From B118take_6.aw:
B118take_6.aw_00000000.wav : SMG2 Title Channel 0
B118take_6.aw_00000001.wav : SMG2 Title Channel 1
B118take_6.aw_00000002.wav : Percussion
by hcs at 7:46 PM EST on December 1, 2011
Ok, do you have the B118take_6.aw in the same directory as the wsys? There are a few different wsyses files, you may need to try a few before you find the one that uses this aw.
by the_audio_ripper at 7:29 AM EST on December 2, 2011
The baa file is in SMR.szs, use yaz0dec to decompress it.
And the wsys file is *.48.wsys

EDIT:
Super Mario Galaxy 2 : You Got A Star(aw:B74take_27.aw, wsys:*.6.wsys)
Super Mario Galaxy 2 : You Got A Grand Star(aw:B74take_26.aw, wsys:*.6.wsys)

edited 7:47 AM EST December 2, 2011
by Benjamin at 3:31 PM EST on December 10, 2011
bxalmc: Sorry, I have a Mac and these ripping programs don't work under Wine nor Wineskin.
by chenxiaolong at 1:10 PM EST on December 19, 2011
@Benjamin: The source code can be compiled on Mac and Linux with:

gcc wsyster.c -o wsyster
by hcs at 1:27 PM EST on December 19, 2011
And afaik it should work ok with wine, too, weird. You gotta run it on the command line, of course.
by chenxiaolong at 4:16 PM EST on December 19, 2011
@hcs: I agree, I was able to run it in wine.

By the way, if anyone uses Linux, I've modified szstools so that it compiles on Linux. Other tools compile natively. And some packaging I did for Arch Linux:

patched szstools: https://aur.archlinux.org/packages.php?ID=55109
wsyster: https://aur.archlinux.org/packages.php?ID=55106
baad: https://aur.archlinux.org/packages.php?ID=55110

And a script to automate the process:

awextract: https://aur.archlinux.org/packages.php?ID=55113

For people using other distros, it should be pretty easy to compile the programs based on the PKGBUILD scripts in the links above.
by Benjamin at 6:43 PM EST on December 19, 2011
I'm not using Linux, I'm using Mac OS X.
by hcs at 8:01 PM EST on December 19, 2011
Doesn't OS X come with gcc?
by Benjamin at 9:52 PM EST on December 19, 2011
gcc? Can you tell me what that is? And I don't know how to use Wine Command Line either.
by hcs at 10:03 PM EST on December 19, 2011
You should just have to do:
wine blah.exe

to run blah.exe in wine, but I've never used OS X so I don't know.
gcc is the GNU C compiler, as chenxiaolong said above:
gcc wsyster.c -o wsyster
by chenxiaolong at 11:59 PM EST on December 19, 2011
@Benjamin: Sorry, I should have read more carefully. I assumed you were using Linux, since you mentioned Wine :)

With Wine, you should be able to run the programs with something like this: http://paste.kde.org/175802/

Or if Wine doesn't work, you can compile the programs natively for Mac. Like hcs, I've never used OS X before :P However, the following should work: http://paste.kde.org/175808/
by Benjamin at 6:08 AM EST on December 20, 2011
Can somebody who uses Mac just compile them? Honestly, I won't know how to do this. BTW I don't use Xcode either
by agu fungus at 10:47 AM EST on February 15, 2012
Thank you for these tools. Thanks to these, I finally managed to make three versions of the SMG2 Title Screen, in the same style as the Super Mario Sunshine Soundtrack:

http://www.mediafire.com/?20w3i8ofiobe5v0,xfggu8xzwc4q7cb,2ka3xi66ltf5v2u

The necessary files were found in B118take_6.aw, by the way.

Now that I'm thinking, can somebody ask the person (you know, furrybob) who recorded the SMS soundtrack if there is any possibility to also record the SMG soundtracks? For the best quality, he could also mix them with the tracks from the CD soundtrack.

edited 10:57 AM EST February 15, 2012
by Benjamin at 6:36 PM EST on February 15, 2012
agu fungus: Thing is, I'm not sure how to rip the sequenced files to MP3.

Everyone else: I ripped sounds from SMG2, it was about 2000 wav's, but how do I rip the other sounds? Looks like some sound effects don't seem to be in the .aw files.
by TheUltimateKoopa at 7:53 PM EST on February 16, 2012
Furry bob hasn't been on the internet since January 11th. Don't expect to even find him at all until at least 2013.
by bxaimc at 10:35 PM EST on February 16, 2012
Everyone else: I ripped sounds from SMG2, it was about 2000 wav's, but how do I rip the other sounds? Looks like some sound effects don't seem to be in the .aw files.

It's all there.
by Benjamin at 5:16 AM EST on February 17, 2012
If I upload them, you'd have trouble finding some sounds. You know that, right?
by Vravolmardo at 8:11 PM EDT on August 10, 2012
C'est intéressant tout ça, peux-ton avoir les sons sonore instrument des jeux vidéos nintendo game cube ?
by Benjamin at 6:42 AM EDT on August 11, 2012
Um... What?
by TheUltimateKoopa at 9:00 PM EDT on August 11, 2012
Without accents:

C'est interessant tout ca, peux-ton avoir les sons sonore instrument des jeux videos nintendo game cub ?

The Google Translation is:

It's interesting all this, can have your instrument sounds sound of video games nintendo game cube?

Which would probably translate to something like:

This is all interesting, you can have instruments sound like Game Cube games?
by Benjamin at 9:43 AM EDT on August 12, 2012
Most of the songs in SMG2 are sequenced. I also figured out that some of the sounds are also different pitches and/or sequenced using other sounds.
by Mr.Sanic at 9:46 PM EDT on July 4, 2019
guys, i know this is a pretty dead thread, but please help me.

i did what the guy on the first page said, to run yaz0dec, wsys, etc etc
but none of these work, and dumpaw just gave me some random (and loud) distorted sounds.
like, is 2019, is there any an easy way to do that? i really need those files to complete my project, any help is appreciated.
by fuzziqersoftware at 12:00 AM EDT on July 6, 2019
You might be able to extract the sounds with gctools (Windows build; Linux/MacOS source + readme) if the format is similar enough to the games it's built for. Use smsdumpbanks.

I've never tested it with the SMG games since I don't have them. You might need to manually rename some stuff - I'm guessing rename the .baa file to GCKart.baa and rename the Waves directory to Banks.


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