Super Mario Galaxy by crediar at 4:47 PM EST on January 14, 2008
Hi, I happen to have all audio files from smg most of them play fine with the in_cube winamp plugin but some others sadly don't. The audio files are using AST. Here is a file list
all those files with 'multi' don't work. So I wonder if the author of in_cube would want to add support for that type of AST too. Just reply and we'll figure out a way to get such an unsupported file to you.
Hi crediar, I'm very glad to hear that most files are working! I can even guess what's wrong with the _multi ones, but I'd have to take a look at one to see exactly how they implement it (I have a feeling it's like the AIX files, with multiple streams interleaved together). Drop by #usf on Freenode and maybe we can discuss it further, or drop me an email, or just put a sample file online somewhere?
edited 9:27 PM EST January 14, 2008
Another possibility occurs to me, as the file names replace _stream with _multi: the streamed tracks were supposed to have MIDI accompanying them, perhaps this is incorporated into the same file?
For anyone who might need it, ast_multi is now on the in_cube page. These were, as guessed, multiple streams of the same length interleaved together (like AIX).
edited 10:33 PM EST January 15, 2008
And I'll have the files themselves up some time tomorrow.
i managed to get my hands on one of thes _multi files, and it does seem like two interleaved streams. when those files are up i should be able to finish my wii decrypter. then things will be so much easier.
ps - thanks to Prime Blue for believing the truth.
That's awesome to hear. But I would still like to know if the music in the game is all streams, or there are also sequenced files. If it's the latter, we really need a music file format for GC and Wii.
hcs said it best...as he often does; I meant that the tracks are stored separately, but played on top of each other when the player meets certain conditions. Of course I know how the music should sound!
Huh? Touch & Roll is just a low-quality version of Banana Blitz. I mean, to each his own, but I am surprised to hear that. I figured that people would naturally like the higher quality version.
Not only did I get all the streams, but also THE REST OF THE MUSIC FILES! I guess it's really time to come up with a format for GC and Wii sequence files:
On a totally unrelated note, since I have no other means of contacting you:
Omochao - do you still have the Japanese version of The Legend of Zelda: Collector's Edition (called Zelda Collection over there)? I'd like to have the menu track since it's different from the overseas version. An upload of the AST would be appreciated.
@hcs: "Even if he doesn't work for Nintendo, the decrypter and key are online..."
Can you please tell me where to find the decrypter (and key?) for Wii ISOs? I know that someone posted a link in the GamingForce forums, but now the forum is... quite empty. ^^ It's important to me, 'cause I have the "WarioWare: Smooth Moves" and "Metroid Prime 3: Corruption" ISOs on my computer and want to extract the streamed files from those. I hope you can help. If you don't feel comfortable to tell me here, you may send an e-mail to me at: gohdangets at yahoo(.com) Thank you!
Most of the Smooth Moves audio is probably MIDI, at least all mini-game music. But there is probably some nice streamed cutscene audio there. Jimmy T. <3333
Oooooh, thank you. I love you Halley. ^^ xxD @starerik: "But there is probably some nice streamed cutscene audio there. Jimmy T. <3333" YESSS! Jimmy T.! That's exactly the music I want. ^^
Is there an instruction or example of how to use the Wii Tools correctly? I thought it would be so easy like using the GameCube Explorer, but it isn't (for me). ^^ The ReadMe couldn't help me, too. Any help for a noob like me is much appreciated. :)
edited 7:16 PM EST January 20, 2008
Okay, I figured it out now. Actually it IS easy. ^^
@starerik "Did you find any streams?" No. :( Unfortunately there is no stream at all. :((( The only thing I found in the "Sound" folder were files named "sound_data_jp.brsar" (95,5 MB) and "sound_data_jp.rsid" (197 KB). I don't know how to extract them.
The beach bowl theme with a shell underwater is missing and so is the variation when bowser is spinning on his shell. Is there any way to get these to complete the colection?
Well, that banner is of course on the disc (or rather, extracted from the disk with Wiitools if you have an ISO of it)...the real question is if anyone knows a way to 'decompile' that banner.
Message by Peppyman "The beach bowl theme with a shell underwater is missing and so is the variation when bowser is spinning on his shell. Is there any way to get these to complete the colection?"
Once again, a GC/Wii music format is really needed.
I did take a look at the sound format in the banner yesterday but I couldn't do anything with it. It is probably ADPCM but it isn't one I'm familiar with.
Message by Peppyman "The beach bowl theme with a shell underwater is missing and so is the variation when bowser is spinning on his shell. Is there any way to get these to complete the colection?"
I wish I could remember what these sounded like for sure. There are a few of those multi files, with several streams in them...usually these are a single track, then something extra, such as a drum track, making two versions of the song (the regular one, then one combined with the other track).
I believe that sequences are also used with some songs, like Beach Bowl with shell, the first variation of Megaleg before getting on it, the third variation of Gateway Galaxy (where you have to catch the rabbits), File Select, etc. Other sequenced songs include: Star Get, Grand Star Get, Hungry Luma Feeding, Flying Mario, Fire Mario, Ice Mario, Star Mario, Power Mushroom, Miss, Bowser Jr. Confrontation, Game Over, etc.
And I like those songs, too (once again, need for a GC/Wii misic format, maybe GCSF/WSF?)
They came up with a way to sync the sequenced parts to the live recordings, resulting in the extra music heard part of the time. The part that gets me the most is the changing arpeggios when you use one of the small sling stars, and it changes depending on what chord the music is playing at the moment. Anyway, I suppose my point is that a sound format that just played the extra little bits without the rest of the music wouldn't be very useful (for Mario Galaxy). That's not to say that there doesn't need to be a GC/Wii sequenced format by any means.
I think a few DO use sequences come to think of it (not a lot, but a few) as it seems like there are a few I couldn't find, having gone through all the streams, though I couldn't think of anything specific like Peppyman did.
The music is there for the most part at least, and sounding far better than any gamerip I've heard of the game so far.
What I don't understand is the seperate tracks for most of them are there such as the kingfin battle with the drums solo which can't be heard in the game by it's own but there isn't the two missing things which just have a single extra beat or instrument. Also the final cutscene music is missing.
I thought I should mention that the drum effects from the file select screen (when you've selected a file, and are about to start the game) are missing as well.
I created a soundtrack using the stream rips. I weaved together the multi tracks into individual songs among other things. I chose to create an album that includes only the songs that contribute to a compact cohesive listening experience, something that you could listen to over and over again.
Oh, he also did Good Egg Galaxy. This is based off what I read Soundtrack Central's forum, which was using the liner notes from the soundtrack CD release which has just hit the web in the last couple days.
Is there any confirmation that the rip posted was everything that was extracted, as it seems odd that it misses out a few tracks as they should be included.
Nintendo tends to use a mixture of sequenced and streamed tracks, not surprising that we don't have the sequences.
by Only3Penguins at 3:08 PM EST on February 14, 2008
Something odd I noticed about the SMG soundtrack, specifically the two tracks that play during the Megaleg boss battle (don't remember the DSP filenames off the top of my head). As heard in-game, these tracks both open with a brass/piano intro. The DSP files only open with piano though (it's never heard this way in the game; the brass is always there). So it seem like the brass here is sequenced and layered over the streaming audio. But we're talking about two seconds tops, after which there's no instruments missing from the DSP tracks. Why in the hell would one instrument heard for less than three seconds, and which is always present, need to be sequenced when the rest of the music is streamed?
There was something similar with the Boulder Canyon variants in Diddy Kong Racing.
by Only3Penguins at 8:49 AM EST on February 15, 2008
Well I know instruments occasionally are missing from USFs, but it's not really similar to what I'm talking about. If this one instrument is sequenced and the rest is streamed, then it's to be expected that this instrument would be missing, what with the whole can't-listen-to-sequenced-GC/Wii-audio thing. I'm just questioning WHY one tiny part of the music would be sequenced when the rest isn't.
by agu fungus at 10:52 AM EST on February 15, 2008
For Only3Penguins:
The streams are used when you're on Megaleg. The sequences, intro included, are only played when you are not on it.
by Only3Penguins at 11:24 AM EST on February 15, 2008
Not true. It is true that there is a variation, not included in the streaming audio rip, that plays before you get on Megaleg which is pretty much the standard version's backing percussion and piano with no actual melody. But you're still wrong, because the second, faster variation of the Megaleg theme doesn't kick in until you're on Megaleg's head and have a Bullet Bill smash open the glass around the Star, and that track also exhibits the intro-brass-in-the-game-but-not-in-the-rip oddity.
Also beach bowl music when you're underwater with a shell an extra drum beat is added, along with the high pitched instrument when you are fighting Bowser and he is spinning on his shell. These are both not included so they must be sequenced.
They programmed in sequences and stuff to augment the live music ingame. It makes sense that the brass sequence would be used to transition from one stream to the other. Or perhaps they decided to add it in later, after the recording session was over. Also, all the things like spinning around in sling stars have arpeggios keyed to the rhythm and key of the music.