.BCSTM Encoder by Kurausukun at 12:49 PM EDT on September 21, 2014
Soneek has alluded to this in the past, so I'm going to be annoying and ask--are we anywhere close to having a .bcstm encoder yet? I'd be really interested in having one, especially if it has a wrapper for vgmstream like brstmmake does.
BCSTM converter by kyogre123 at 6:44 PM EDT on September 21, 2014
I was about to ask the same thing. I have a tool to convert wav to bcwav (which is another audio format for 3DS), but I don't have anything to convert to bcstm.
Anything that can convert from any handled format to bcstm would be appreciated.
m by kyogre123 at 11:19 AM EST on November 2, 2014
I've been updating BCM to have a bcstm download option. I just need to make sure I have the headers rebuilt properly. Do you have the resources to replace 3DS game files? I need testers.
So, the downloads on BCM will work, but only for stereo songs (99% of the uploads). I'll work on an offline converter when I can find the time, but it will likely just be a BRSTM->BCSTM tool, since that was easy for me to figure out.
I'll work on multichannel's for A Link Between Worlds, MK7, etc. later.
Would BRSTM->BCSTM be a lossy conversion? Or would it be the same as if you converted from wav to bcstm? I'm assuming it would be the latter because both formats are 4 bits per sample, right? Or am I thinking about it totally wrong
Geh. That's disappointing. If that's the case, wouldn't a wav->BCSTM converter be a better idea? I know it would still be lossy, but it would be "less" lossy since the source would be uncompressed converted to lossy rather than a lossy source becoming even more lossy.
Well, that's what I figured at first... But how would that be lossy? It wouldn't lose any data compared to the BRSTM, right? So the brstm is lossy, true, but between the brstm and the bcstm it would be lossless since you're just changing the header... Either way it sounds awesome, and I can't wait for the program.
You're right. Just changing the headers won't result in any loss. I still don't know how brstm conversion is done though, so it's easiest for me to just go from brstm->bcstm, rather than modify the original conversion method.
I've done some work on this over the weekend, and I'm able to build bcstms and bfstms of any channel size now. I'm keeping 12 as the limit, since that's the most I've seen (Super Mario 3D World). Once I understand this REGN section a bit more for some BFSTMs (looping specific sections of the file), I'll implement that as well.
It's a modification of hcs's Revolution B. The only thing I need to fix is writing out channel pair parameters for songs with an odd # of channels. I'm gonna add the new Namco IDSP format as a build option as well. Whatever I add to Brawl Custom Music as a download option in the future, will be buildable from Revolution B.
Sounds cool. Except I have no idea how to build anything (and I can't anyway since Visual Studio doesn't run on my comp). But thanks for the work, I'm sure someone on here will have a build of it. Also, not to bug you, but I'm curious as to the status of Xenoblade 3D. No rush :p
I'll release a build once I finish some necessary features, such as song pair volume, panning, and also which channels to actually load for each pair.
I really just need to add the Xenoblade 3D format to vgmstream. It has an adx extension, but it's DSP ADPCM. I might rename it to .xbadx or something. I need to ask around about that.