Mario Golf: World Tour's bcstms? by Ruiji at 9:19 PM EDT on April 18, 2016
So recently I've been ripping the music from various 3ds games I own and I've hit a bit of a roadblock with Mario Golf: World Tour's .bcstms. They seemed like regular bcstms but vgmstream, brawlbox, and everyfileexplorer don't want to play them. Anything I can do to fix the lot/make them work or am I screwed?
by Vector Harbor at 9:28 PM EDT on April 18, 2016
Use foobar and those component
https://mega.nz/#!VxdwDICA!845tltH1m7Kjh68g8CAiWCH2ytxp8QqyWrF8XN_ePJw

(How many time did i just said that?)
by soneek at 10:04 PM EDT on April 18, 2016
They're not normal bcstms. Only vgmstream will decode them right now, since they use the IMA ADPCM codec rather than Nintendo's DSP ADPCM codec. It's the same case with Mario Tennis Open.
by Ruiji at 10:38 PM EDT on April 18, 2016
Ah, do I have to do anything special for vgmsteam to decode them? Neither the foobar version or the winamp version want to do anything with the World Tour bcstms right now. I also assume that I can't convert them to .mp3/the like?
by soneek at 9:59 AM EDT on April 19, 2016
Oh, shoot. Sorry, I'm just remembering I ran a script to make all of them playable, after hcs figured out the blocking in the song data.

My fixed rip is in Josh W's archive.

Mario Golf: World Tour fixed bcstms
by Ruiji at 4:02 PM EDT on April 19, 2016
Do you know how hcs figured it out? I was hoping I could do the bcstms myself, but if not I'll use the fixed rip.
by MurraySkull at 3:04 AM EDT on April 20, 2016
Yeah, it still needs work - still hearing volume blips at the loop points.
by Ruiji at 10:37 PM EDT on April 24, 2016
So I can get the 'delete 4 bytes and make the bcstms playable but sound awful' to work, but I'm still curious about fixing the awfulness to something more nice to listen to. Anything else I can do/try to figure out?
by ArcticJaguar725 at 5:58 PM EDT on May 17, 2016
I happened to notice that these bcstms have loop points with a greatest common factor of 8. I know that most games made by Nintendo usually have streams with a GCF of 14336 for their loop points. I have to wonder if the volume spikes near the loop points have anything to do with that or if it is completely irrelevant.


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