ACFF was done with my BRSAR hacking because i figured out that all tracks not handled by ripping_mama are inside RSEQ and they are equivalent to SSAR files on the DS. Setting all data in the DATA chunk to FF (end of track) mutes most sound fx.
But for Super Mario Galaxy 1 and 2 I used gecko codes for the yoshi remixes and sequenced variations in SMG1 and zero-ing out all *.aw files except the *mahit*.aw was enough to get all tracks except for a few small ones, like the hungry luma themes.
My next challenge is Donkey Kong Jungle Beat, but this game is a hell to get all variations, since I could find about 7 to 9 variations a song and to make matters worse it's not perfectly arranged as Super Mario Galaxy is. I have now about 80 songs of Donkey Kong Jungle Beat, but I fail at recording the blowhog and, rolling blowfish and the huge combo variations. Any help how to mute out a few sounds inside the .aw files? I know the exact files that contain sounds of the instruments, but it also has a few sound effects in it. My findings so far *mahit*.aw most soundbanks. b00_mahit.aw and 01_mahit.aw contain the general bg sounds, where the rest contains the melodies for individual songs. b16_kawa.aw: half of grim volcano instruments b17_kawa.aw: most of lava cavern instruments b67_kawa.aw: the blowhog and rolling blowfish variations, but also mooshin's sound fx and the notes playing when dk walks or collects banana's b73_kawa.aw: can't remember what this one contained
Thx you liked my soundtracks. But I wish someone could help me on Donkey Kong Jungle Beat. I see many people who would like this one sfx-free. And personally I want a complete soundtrack and to complete it I'm forced to either change the file pointers as Primeblue did or mute individual songs inside the *.aw files. Maybe I can just zero out half of the file or something and hope I have muted the sound effects only.