Note* I'm looping these acording to how I hear the loop in the actual game but better since SQEX is known for loop errors such as clicking. Some of the tracks on the OST such as these don't play as far as the versions in-game where the loop is so, i'm forced to extend them with heavy editing/mastering to make sure nothing I did is noticeable except for what SQEX already did. enjoy =)
Not a lot of people respond to the custom tracks you put up, and I admit I've downloaded very few of them; but I wanted to make a point to say it's awesome that you put so much effort into making looping versions of songs for public consumption. I've done quite a bit of ADX work myself and I know that a lot of crazy editing can go into making things "loopable" and seamless; so I wanted to make sure you know that your effort is visible and it's awesome to see someone doing so much of it - even if I'm not necessarily one of its listeners. Keep on rockin' the ADX'ing,bxaimc.
I agree with JILost, bxaimc; you're doing an excellent job. I, too, know how 'crazy' it is to create perfectly-looping ADX audio.
Hopefully, people will catch on and start making their own ADX-looping audio files, for all to enjoy and experiment with (swapping into other games, etc).
As JILost best put it, "Keep on rockin' the ADX'ing,bxaimc."
Hey, bxaimc, do Pulse de Chocobo from Final Fantasy XIII, and also A Brief Respite from the same game. Oh yeah, and do Detune, Karma, Edge of Spring and Midtown Roars, from Tekken 6, then Blood on the Keys from Star Ocean, and One or Eight from beatmania IIDX 9th style. Surely you can do those. It's not that hard.
Holy shit. It is? Oh my god. How did I miss that? Likewise. Koto, is blind. I already ripped the SMG and Brawl streams. Yeah, when Koto says what I already done, you agree with him. But when I tell YOU to do what you've already done, apparently I'm blind.
I'm very happy to see that the ADX mantle has been taken up in style by bxaimc. I really haven't done much since those Dirge of Cerberus sets...all those years ago. <;)
I was bored so I decided to have a little fun with Toy Story 3's x360 set and picked out a song I liked. I wanted to recreate it so I grabbed Toy Story 2's movie soundtrack and did so. Turned out nicely since I had to cut up the track from the movie soundtrack to match the track from the game.
Would I be allowed to upload custom streams (brtsm) that I've made? At the moment, I'm just creating them to add them in Super Smash Bros Brawl. All of them loop correctly (and I made extra, possibly even more than necessary, care to make sure of that, even the 14336 sample start point thingy). Just so you at least know what I have:
Final Fantasy IX - Swords of Fury Super Mario Sunshine - Deep Sea of Mare Super Mario Sunshine - Pinna Park Super Mario Sunshine - Pianta Village Super Mario Sunshine - Noki Bay Super Mario Sunshine - Mecha Bowser Mario Kart 64 - Toad's Turnpike Mario Kart Wii - Credits Super Mario RPG - Happy, Delightful Kingdom
I also have looping BRSTMs of Pentagon Path Remix (I wanted to see what it sounded like in Brawl :P), as well as a shortened version of The Alternate Route (you know the remix of Koopa's Road), as well as Techno Syndrome (Mortal Kombat).
I used the versions from those CDs Nintendo released a few years ago for the Super Mario Sunshine ones.
I also went through all the ones I currently had and added the ones that looped at least 95% perfectly. Some of them had short blips where the loop wasn't perfect, so I left them out.
I should point out that when I asked "would I be allowed", I meant that as in would you accept them?
EDIT: I forgot to check which ones had starting loop points at a multiple of 14336 (why does it have to be 14336 anyway?), and The Alternate Route start sample is out by 3036 samples (or 11300 depending on which way you look). It loops perfectly if played in Winamp or whatever, but if you used it in Brawl it wouldn't loop properly, other than that, apart from maybe one or two being a little quiet (not my fault <_<), these should be acceptable.
I'll do that next time, SmartOne. And if you listened to Pinna Park you'll notice I only included the main part. Should I include the Yoshi drums exactly like the ones already in Brawl, i.e. with one half with and the other half without?
LOL. Speaking of correctly looping BRSTMs, I was trying to do as much of the Goldeneye 007 songs as possible. So far, I've done Dam, Facility, Runway, Surface 1, Surface 2, Control and Caverns. However, there's two that I'm having a little trouble with. One is "Jungle". Is there even a loop point? If so, when does it loop? The USF has it set at about 52 seconds. The other is Depot. The thing is, the short Marimba track that plays the same notes (the very first thing you here in the music), as I think I've mentioned once or twice before, seems to start playing and stop playing randomly, for example, in the first loop it plays from the beginning until about 0:37, then continues from 1:32 to 2:12 (a few seconds before the second loop)... is there actually a time where it fully loops? Which kind of brings me to my next question. Is there some kind of program where you can put in some audio file (WAV or MP3 etc) and it autmatically finds a loop point, by scanning the entire waveform and finding any parts that match, or something (assuming that the WAV has a loop point)?
Well in that case, has anyone got the original version of VGMTrans that supports N64? I tried going to http://www.vgmusic.com/~lunar/VGMTrans.rar but I got a 403 (Forbidden) error.
Also, one thing I've wondered. Why does the start loop point sample NEED to be a multiple of 14336 for it to loop properly when played in Brawl (via Riivolution or other methods)?
That's the block size, and the audio driver in Brawl can only seek to the start of a block.
I'd like to point out that HALPST (used in Melee) didn't have this restriction. Well, it did, sort of, but block sizes were arbitrary, so it could always be set to align properly. Doesn't seem to be so with Nintendo's in-house format for Wii.
Well it makes sense. As for the VGMTrans with N64/Smashy support, does anyone still have it? Lunar, perhaps? Also, apart from Super Smash Bros, what other games are supported?
@TheUltimateKoopa: Anything that uses the Smashy Driver, I know Mario Party 3 works and so probably 1 and 2 too.
Something it does on my PC which is odd and worth noting, when I open the old VGMTrans it opens and sits there and hangs for about a minute or two. Just leave it till the cursor stops showing the loading symbol (Otherwise Vista/7 will think its not responding and try to close it. -.-)
The newer versions of VGMTrans sit there in the background for about a minute or two and then the window appears. Just check the task manager to see you actually opened a copy.
(Unless these "bugs" are only my computer in which case disregard.)
The link isn't working. I'm clicking on it, and ... nothing happens. Literally nothing. That's why I hate file sharing sites I've never heard of. And I've never heard of http://psyjla.bay.livefilestore.com
To be honest, I don't think there's even such a thing. It's almost like you copied an old link from 5 years ago to a site that doesn't even exist <_<.
Also, I tried Chameleon Twist, which also works. And even better, the instrument patches don't need fixing (but then, that's obvious... if you've played the game, and know that the sound font in Chameleon Twist is the standard soundfont for MIDI).
What's the difference between a remix and a remake? Oh, right, remake is just an original sequence designed to sound like the original.
Also, yours sounds like a rendered version produced with a General MIDI or XG synthesizer, whereas it is unknown what the composer for Sonic Fan Remix used for their tracks. (Tracks which did not loop originally, either.)
The difference between a remake and a remix isn't, to me, quite how you define it. The soundtrack to Super Mario All-Stars is mostly remakes to me, for example. When I see "sound like the original", I interpret keeping the instrumentation as similar as possible to the original (ie. Super Mario All-Stars done all with square waves). The way I used the term in my post was more to mean the note data and "feel" of the song was the same, but the instruments were updated to something a little better/different.
The difference is that a remix would change a lot of the existing note data and possibly also the style and "feel" of the song itself.
Here's how I look at the difference between remake and remix, at least with video game music. I think of "Blue Sky Athletic" from Super Mario Galaxy and "Athletic" from the SMAS version of SMB3, as both being remakes of "Athletic" from the original Super Mario Bros. 3, likewise, for example, Hyrule Castle from the original SSB, I think of as a remake of the original Zelda overworld theme. Consider "Gourmet Race" from Kirby's Fun Pak/Super Star", the version in Super Smash Bros is a remake, and it pretty much sounds exactly the same, just with slightly different sounds (although the instruments are close to the SNES version), where as the version in Brawl is a reMIX... a speed metal one to be exact, and it sounds completely different. You may say that the Athletic theme from SMG (as in Sweet Sweet Galaxy, etc) is a remix, but it doesn't actually change the general structure of the song. If they made it faster, added bassy kick drums and lots of electronic sounds, then it'd be some kind of techno remix, or maybe added electric guitars with lots of distortion and loud fast hard drumming, then it'd be some kind of rocky remix. If the melody is the same, including the bass line, and the general percussion, and is relatively the same speed, but maybe with extra parts like with the Athletic theme from SMG, I consider it a remake. If however, the tune has a completely different style, like Gourmet Race from Brawl compared to the original from KSS, I consider that a remix.
Also did you use the Super Mario History version for the New Super Mario Bros Overworld BRSTM, or are there more NSMB songs that have been remastered like that?
edited 4:10 PM EST November 7, 2010
Boredom by bxaimc at 12:25 AM EST on November 28, 2010
Thank you. I also did the entire soundtrack to Castlevania: Rondo of Blood and the FM Towns version of Raiden Densetsu, along with a few songs from Racing Battle C1 Grand Prix.
This is absolutely one ODDBALL of a boss theme! :)
Some backstory - about a year ago, the IceCrown Citadel raid opened in WoW, and with it came three new dungeons for 5-man teams. The first, Forge of Souls, featured a most unusual midboss by the name of Bronjahm, who was the "Godfather of Souls". Gee, I wonder who that's supposed to be hinting at...? ;)
Well, if there was any doubt, the music for that fight sure gave it away. Enjoy! :D
Special Treat by bxaimc at 6:32 PM EDT on June 15, 2011
As a special treat, I'll be uploading Ridge Racer 3D tracks as ADX and Lossless (and yes, real lossless, not some lossy stream such as ADX or MP3 to WAV. CD source)
by nothingtosay at 4:08 AM EST on December 5, 2011
Heh, clever job of looping something that wasn't intended to loop. I was quite happy when I first heard that version, I thought "He made the Lord of Vermilion theme sound like Final Fantasy XII!" It reminds me of "The Phon Coast".
Revival of the lost and forgotten by bxaimc at 3:07 PM EDT on March 29, 2012
Just some customs that were lost in the shutting down of bxaimc.hcs64.com and links before that. Spent hours compiling this list of some customs I made over the years (2007-2011) so ENJOY!!
-Lucky Star - Satoru Kosaki - Filna Fatansy.adx <- eventually I got the hang of that editing software and started expermenting with multi-tracking and crossfading techniques combined with some looping. Can I recreate this track? sadly, no. one shot thing especially since the data on that computer was lost :(
I really don't like making brstms because the process is really tedious and annoying compared to ADX but since I wanted to upload this to that custom brawl music site I decided to make one for the hell of it. Problem was that I couldn't figure out how to....so I'll just post it in my thread here.
Enjoy.
EDIT: Well damn. Discovered there's a tiny little click a little before the loop. This is another reason I hate making brstms: it always screws up the loop because of that short block at the end. Oh well...
EDIT2: Yea, it's just the brstm. DSPs and LWAVs play fine.