Pokémon X/Y loop info by Koto at 12:55 PM EDT on August 30, 2016
These games don't have streamed audio, as is usual in Nintendo titles. I supose all loop info is stored in the bcsar file, but I don't know how to reach it. Could someone share it or tell me how to seek it, in order to make custom looped files? Thanks!

See ya

edited 12:55 PM EDT August 30, 2016
by Kurausukun at 6:14 PM EDT on August 30, 2016
X/Y does have streamed files. It uses .aac, which is hilarious. I'm almost positive we have determined that the loop points are in the .bcsar, but I don't think there's any way to edit them other than knowing where they are and hex editing them manually.
by TheUltimateKoopa at 7:08 PM EDT on August 30, 2016
I find the X/Y rip weird. Especially how some of them even have a kind of ending. For example the "Battle (Mewtwo)" thing, after the loop usually ends, there's a bit where it just has the percussion, with the weird sound at the beginning... or something.
by Koto at 7:14 PM EDT on August 31, 2016
Well, maybe I have not explained it properly. I'm just interested in loop values from the bcsar, but I don't want to edit the file itself.

See ya
by soneek at 7:24 PM EDT on August 31, 2016
If it's there, it'll be in the sound table from the INFO section of the bcsar. I'll check at some point to confirm if loop information is stored in bcsar/bfsars, though I don't know for sure.
by agu fungus at 10:49 AM EDT on June 23, 2017
Just for curiosity: Has anyone managed to turn the aac files into looped files so they can be played properly in vgmstream?
by Kurausukun at 11:27 PM EDT on June 23, 2017
Probably nobody on here at least. There's really no need for it since the soundtrack was released not long after the game (in much higher quality as well).
by agu fungus at 11:37 PM EDT on June 23, 2017
Yeah, but what if I want to keep my music looping?
by ArcticJaguar725 at 3:37 AM EDT on June 24, 2017
I actually manually looped the X&Y OST's audio myself, although it did take a little while to convert everything. Not sure if I want to share it publicly though because I don't feel comfortable dealing with possible legality issues or something related. (I don't know if sharing looped OSTs has more consequences or something than sharing game rips. I could be totally wrong.)

Actually, you could try checking Smash Custom Music to see if X and Y audio is looped on there (once the site is back up).

edited 3:44 AM EDT June 24, 2017
by TheUltimateKoopa at 8:02 AM EDT on June 24, 2017
It is looped on the site.
by Kurausukun at 4:22 AM EDT on June 25, 2017
Not that the site is up right now. But the solution for now is certainly to make your own brstms (or whatever looping format really).
by agu fungus at 12:25 PM EDT on June 26, 2017
@ArcticJaguar725 At what format are they by any chance?
by ArcticJaguar725 at 5:35 AM EDT on June 27, 2017
I looped them a year or two ago using a (now outdated) version of BrawlBox. They're just BRSTMs encoded with ADPCM. Because of having created them with an older version of the software, a few of them will refuse to convert to other looping video game formats like B(C/F)STM without requiring some form of lossy conversion due to invalid headers (at least in my experience).
by Koto at 9:08 AM EDT on September 5, 2017
Something new about this? Has someone found the official loop points?

See ya
by soneek at 10:38 AM EDT on September 21, 2017
I'll need the bcsar, and then I'll be able to dump the loop points.
by Koto at 4:54 PM EDT on September 21, 2017
Hope this can help


https://www.mediafire.com/file/xa67zoazzita9nx/xy_sound.rar

See ya
by soneek at 6:14 PM EDT on September 21, 2017
Thanks. Here are all of the loop points. I'm trying to figure out this TXTH stuff, since it'd be better than the .pos method I've been using.
by Koto at 7:25 AM EDT on October 21, 2017
I finally figure out how works TXTH, so here you have.

You just have to change AAC extension to LAAC and put these files in the same folder.

Enjoy looped Pokémon X soundtrack

Thanks soneek for the loop points

See ya

edited 7:26 AM EDT October 21, 2017

edited 7:27 AM EDT October 21, 2017
by froggestspirit at 9:16 PM EDT on October 21, 2017
I'm looking into making GENH files for this, as the laac and txth doent seem to show up in droidsound-e.
What settings would be used in VGM toolbox for the aac format?

Edit: nevermind, I got it figured out. I revised the set so all looping songs are in GENH, and the non-looping ones remain as .aac
If anyone is interested, I can upload it

edited 11:55 PM EDT October 21, 2017
by Bonboon228 at 10:01 PM EDT on October 24, 2017
Please Do!
by froggestspirit at 2:26 PM EDT on October 29, 2017
Thanks to Koto and Soneek for the loop points.
I batched this in a program to append loopstart and loopend to the beginning of the looping AAC. With that I was able to use VGMToolbox to batch the songs into Genh. The looping sounded a bit off, with clicking, so I loaded a new loop into audacity, with an un-modified version. I noticed there was a 1024 sample offset, so each loopstart and loopend posted in this thread had 1024 subtracted for this set. The music now loops seamlessly.
This should work in the latest build of droidsound-e. There was a bugfix to allow these all to play.
Download Here I'm not sure if this might be a better version to have on 3ds.josh.info?

All songs that are still in AAC format did not have any loop data, and are unmodified.

edited 2:28 PM EDT October 29, 2017
by bnnm at 11:57 AM EST on November 18, 2017
Reminder for those creating GENH/TXTH + AAC, is this isn't super obvious.

MP3-like formats (AAC/ATRAC3/OGG/etc) often need "skip samples" (aka encoder delay = samples to ignore at the beginning) to get gapless/accurate decoding.

The value depends on the encoder and header but for AAC is typically 2112 or maybe 1024 (experiment). For GENH there is a setting at the bottom of the latest VGMToolbox; for TXTH just write "skip_samples = 2112".

Now, GENH/TXTH loop values should *not* include skip_samples, so you may need to substract.
Ex. if some loop_starts are lower than 2112/1024 then it's probably ok, otherwise check if substracting -2112/1024 loops cleaner.
Conversely if you don't set skip_samples you may need to add 2112/1024 to loop values (plus your file will have garbage samples at the start).

Non-looping AAC benefit from GENH/TXTH + skip_samples too, otherwise it's random whether your player supports it.


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