The sound effects and voice clips are stored decrypted in RAM, while the music is decrypted and played back in real-time from the files.
The only way to decrypt it would be to intercept the process somehow, or to dump the audio buffer while playing, but we still couldn't get the raw ogg file.
It will be really useful, not just for the Super Mario Run oggs, but for adding the info to any looped ogg, especially if a specific game relies on externally defined points!
Maybe consider defining a few more tag names that point to the loop function, because the "XIPH_CUE_LOOP" tag Nintendo used is a bit clunky to type...
That makes sense, I assumed it would be a lengthy process. But take you time with it, I've already waited a while for this, so I really don't mind waiting longer. Thanks again for your work!
The ogg files are still encrypted when in RAM, but I found an exploit/workaround for this.
I won't be disclosing the method publicly, mainly because it works in all the Nintendo mobile games, and also because I don't want them to patch the exploit in case they add more music to each game.
The exploit works in Super Mario Run, Fire Emblem Heroes, Animal Crossing: Pocket Camp and will most likely also work in Mario Kart Tour when it gets released.
>I won't be disclosing the method publicly, mainly because it works in all the Nintendo mobile games, and also because I don't want them to patch the exploit in case they add more music to each game. >because I don't want them to patch the exploit in case they add more music to each game >I don't want them to patch the exploit >patch the exploit Nintendo, you got yourselves an idea.
lol you're just in denial that Nintendo won't encrypt their shit data again so it won't even look readable anymore in one of their shit mobile games
if simonmkwii doesn't want that to happen he should use his head instead of going 180 and saying "meh i know nintendo's gonna act around the whole encryption thing so i'm not gonna show the method to you guys, BUT i'm gonna post the decrypted ogg files anyway 'cuz you just deserve to listen to these precious compositions at least once :P", meaning he has no idea how to actually choose between one thing and another so he just bends two choices at once while attempting to make himself look discrete for doing so. not to mention he will please everyone while doing this, rendering his whole argument a moot point entirely.
@simonmkwii - why is that question even relevant in the first place? jeez, it's as if you decided to cling into that part alone for the sole reason of boiling yourself some blood for no discernible reason.
besides, i already said what needed to be said here. there's no need to nitpick irrelevant parts of my post as an excuse to invalidate anything i have ever said here anyway.
EDIT: lol now you decided to edit your post to make yourself look "better", if that's the case why didn't you think of making an entirely new post instead? you know what, just look elsewhere if you want to underestimate everyone's intelligence like this.
Want to know how to mute the RAM dumping app and not anything else? Right-click volume icon, choose "Open Volume Mixer" and while the RAM Dumper program is producing audio you can turn its volume down.
Under Windows 7 and earlier you can just double-click the volume icon to open the Volume Mixer, in Windows 10 they got rid of that functionality because Microsoft are fucked.
@Chocolate2890 - By done I meant I completed the task of pulling the decrypted ogg files out of memory, naming them, compiling them, adding them to a 7-zip archive and uploading it to JoshW.
Ok...I guess. We’ve got most of them done already so I’ll see what I’m missing then.
Fwiw, I’m rejecting most CRIWare games right now on switch because there isn’t a proper extractor. I want those to be done correctly. I had sonic forces done ages ago but I didn’t want to release it because we already have a PC rip and all the file names are bad. I didn’t want the same issue with switch. So far I’ve redone some of the older rips as well to get a more “proper†rip I guess?
@simonmkwii @bxaimc I played Sonic Forces before, may I help you tagging them like Sonic Adventure DX's Gamecube version? Also, are there any differences between the music of PC and Switch versions?
As promised, SMR is up now. Expect more uploads showing up later throughout the day. I will add support for looping today as well so it should be working hopefully in the next vgmstream release. Do note, the frontend is a little on the slow side with real-time updates, so you might have to go directly to the joshw links, unless it’s displayed on the frontend already by the time you read this.
Update: Looping works now on my end, look forward to next vgmstream release.
Well, here are the title and download tracks, straight from the APK: http://www.mediafire.com/file/35tsfitvn7aj769/ACPC_APK_BGM.zip/file
As for what is downloaded to the SD card, I have been unable to play it, though it appears to be FSB5: http://www.mediafire.com/file/h44siu1jf9c7m8r/ACPC_BGM_Cache.zip/file