These are type 5 mca, and all the other stuff we've seen so far is type 3. The only thing is getting proper coefficient offsets for type 5, and it's not always the same as with type 3. I checked it out, and I am lost. I can at least give the proper offsets I found manually.
bgm_em011: left: 0x2c4 right: 0x2f4
bgm_em019: (coincidentally works right now) left: 0x3a0 right: 0x3d0
bgm_em028: left: 0x4f4 right: 0x524
So, channel DSP info is still 0x30 bytes apart. With type 5 mca, the start offset is at 0x2c, 4 bytes.
When changing to 20bytes per row view, it looks as if the part before the data starts, contains some sort of sequence (VBR changes maybe?) which would screw up the song if it's not synced with the data properly.
after finding how this MCA files can be decrypted (pcm16fix and its needed plls) I could finally hear how some files behave with the method
for most files I have tried, there's a lot of noise as Xane said, but for some others, like bgm_Mid01.mca (seltas theme), it works flawlessly, don't know why...
Thanks. I only added support for type 3 MCA files so far. I have to look at these and found out how to get the coefficient offsets properly in order to decode these properly.
In terms of encodig MCA, it's standard DSP. The hard part is rebuilding the header successfully enough for the game to accept it. I'd add MCA as a download type on Brawl Custom Music if I understood it enough.
if a file from the game is encoded in, let's say, type 4 MCA, but I hypothetically encode one in type 3 MCA, there would be no difference, right? do you think the game knows about the type of each MCA?
I say this, because if not, only one encoding would be needed in any case.
in fact, I'll try to swap different BGM to see if the game behaves normally (but with the swapped BGM)
I used my 4.5 3ds to decrypt the a dump I made of my game, I need to follow some steps to rebuild the rom.
with this decryption I have all the files of the game, including these .MCAs, the problems is that I cannot open any of the files, since I know very little and I'm just starting to see how far I can get to mod the rom... which is my purpose...
Are you on GBATemp? If, so message me there and I can try to help you out with custom file loading. I went through a little headache doing it for Smash Bros., but I got it working.
So how's the mh4g/u mca decoding process going? I stopped messing around with it for a while after having tried pretty much everything with the mca's. I even tried to repack the files as .arc according to the fileorder from bgm_bat.stq. But no luck.
Would it make sense if the whole /bgm folder would actually be one single streamfile, that uses the info from .stq as 'song start / song end' reference?
I was wondering how fb2k/vgmstream calculates the number of samples of those mca's. I can't find these values anywhere in their header.
Some of the songs can be fixed by just adding/removing a few bytes. The headache.. someone.. pls...
I've been trying to edit something inside the rom itself, but I've been having no luck rebuilding the rom..
well.. in fact I just did it, but now I need to replicate the process to ensure it's working..
I found that there are different .mca types in the rom itself, and I was trying to swap just 2 of the types in order to check if the rom works ok, because if so, I would only need need 1 type of mca to build the mod I want...
...and that would also take out your hypothesis I would love to prove wrong, because that .stq theory would complicate a lot the decryption/encryption of the MCAs
EDIT: nope, rom rebuilding did not work... going though the route of the update rebuilding
zip contains bgm_em032 original and fixed, stq, and a part from bgm_mid01 (0x2C - 0x4A0).
Like i said before, some files can be fixed by adding or removing a few bytes. But with this one i also replaced the part that starts at 0x2C with the one from bgm_mid01 to see what it does.
The filesize of the fixed version is incorrect according to the .stq file. However they both come out at the same value when doing filesize -minus the size of the part at 0x2C:
anyone had any advances of converting this music from .mp3 back to .mca? would replacing the bytes from a .mca file with those bytes of another MP3 work?
really tossing a random thought since I don't know how much would that be affected by the header.
I just replaced a type-3 file (converted to mp3 fine by pcm16fix) with another file non type-3 and they worked perfectly on the rom. so I think replacing all OST with .mca files of type-3 would work perfectly.
now that there is a new (and much easier method) to mod roms I'm looking to finally convert mp3 files back to mca for modding, if anyone knows I would really appreciate if the information could be shared.