Super Mario Galaxy and wwdumpsnd? by mewgull at 3:47 AM EST on January 20, 2011
Wii game hacking is still young, and it's even more difficult when games have their own encryption processes, but I am wondering if there is a way to extract .aw files from Mario Galaxy using the theory from wwdumpsnd. wwdumpsnd uses Wind Waker's dumped JaiInit.aaf to extract the .aw files from WW. Mario Galaxy has a similar file called JaiSeq.arc. Is it perhaps possible that the coding could be changed to read the JaiSeq.arc file instead of the JaiInit.aaf and still extract the .aw audio files from Super Mario Galaxy?
I don't know how to code in the language that is commonly used, so I wouldn't know; just a theory I'm proposing. What do you think?
Was there a program that once existed on HCS called "aw0dec"? I Googled it, but the only results were from "Mario Fan Games Galaxy." It was talked about - a user had used it to rip some instrument samples from Super Mario Galaxy.
Research about aw file in SMG1 by thanghn90 at 12:54 PM EDT on July 16, 2011
I've done some research about sound in SMG1. I used the dumpaw.exe obtained somewhere in this website, along with the wiiscruber to extract aw file from the iso/partition1/audiores/waves. I also use a sound editing program to open the extracted wav files, and some how have to change the pitch for voice only. Below is my notes:
Super Mario Galaxy Sound data is located in partition1/Audio Res/Waves when use wii scrubber. They are all *.aw file.
*** IF dragging file to dumpaw.exe didnot work, try it again, and it will work!!!!
b114take_0: Rosalina voice (high frequency) ('+_+) *** transform down 8 half-steps (resample, preserve neither time nor pitch). Also contain some voice of Luma in Mario's hat (do not transform) Contain mushroom voice (transform 8 pitches). Might contain the princess peach's "ohhh" voice (also transform 8 pitches).
b115_take0: Princess Peach's voice. Some turbulence voice heard when Peach is kidnapped. (need to be transform down 8 pitches. some need only 6 pitches down o_0) b116take_0: contain some of the ship's sound (especially power down sound). No transform. b117take_0: contain some Luigi's voice (mostly like "help!", "waaahhh"). Transform down 8 pitches. b126goha_0: Some ambient sound (like water fall). b127goha_0: Sound like pig (^^). Might be bat's voice. b64kawa_0: REALLY big file. Most sound of the game is in here. file mono_0: Some ambient sound (fire hearth, water, UFO...) file mono_1: (same). Some LUigi sound ("with me, Luigi!). Star launching sound is located here. Even some instrument! file mono_2: (same). "Super Luigi Galaxy!". Some spring mario sound. Some instrument, too! file mono_3: "Thank you so much for playing my game!". Bird singing. Electric sound when mario is hit by electric - the most precious ELECTRIC sound (IMO). Flying sound (when mario is launched). file mono_4: Contain the sound you heard when the normal (not grand) powerstar appear (not when you get it). Shorter launching sound. file mono_5: Contain the sound of broken starbit meteorite. file mono_6: "Thank you for playing my game!" (Luigi). Contain the "ding" sound, book flipping sound, ambient sound of the power star (waiting for you to get). file mono_7: Contain starbit ambient sound. file mono_8: Star launch preparing sound (when you are in the starlaunch, but not shaket the wiimote yet). Falling starbit meteorite sound. Go down the pipe sound (high pitch, must be transform down 6-8 pitches). b65kawa_0: "Nintendo!" b66kawa_0: in file mono_6: contain the sound of red cannon pouring out fire. Most precious sound of firing (IMO). b68kawa_0: Very short sounds. Some water sounds. b69kawa_0: Contain Wii sounds !!! b70kawa_0: Contain most mario and luigi voice you heard ingame. Must be transform down 8 pitches. Among the most desirable files. b70kawa_1: Mario voice. kind of a separation from b70kawa_0. b70kawa_2: Luigi voice. Just like a separation from b70kawa_0.
b72take_0: Quite big. LUMA voice HERE. Mushroom-man voice HERE. Again, it's sounds, with some instruments and voice. If it is a voice, it must be transformed 8 pitches down. Contain the sound of pulling star, train.
b74take_0: contain the "ding" sound of pull star. Many sounds of the small UFOs (I forgot their name..., they are some tribe...)
b81kawa_0: Contain some of the sci-fi sound of spaceship. b82kawa_0: Do you know the warping sound of Protoss building in Starcraft??? This is the HQ version of that sound!!! b84kawa_0: Sounds of the baby dino. b85kawa_0: Voice of the junior bowser (must be transformed down 8 pitches) b88kawa_0: Sounds when you are inside a telescope room and selecting mission (terrace, fountain, kitchen...). b89kawa_0: Voice of Bowsers. Some of Peach O_0 ("Help!"). Most sounds are in the battle with bowser (final battle) b91kawa_0: Sounds of destruction of final black hole (separated as different explosion sounds). Some siren of train. o_0 b92kawa_0: Some Mario voice (after finishing level). Must be transformed 8 pitches down. b93kawa_0: Sounds of baby fire dino (probably). b94kawa_0: Sounds of clone Mario. b96kawa_0: Might be voice of Luigi after finishing level. b98kawa_0: "Luigi!". "Mario!".
Research about aw file in SMG1&2 by the_audio_ripper at 5:22 AM EDT on August 18, 2011
I ripped all SFXs(Including instrument samples) in SMG1&2 by using baad.exe and wsyster.exe!!
First, extract .aw files (in /AudioRes/Waves) and SMR.szs from image. Second, use yaz0dec.exe (in szstools) to extract "SMR.szs 0.rarc" file from SMR.szs, and rename it: "Z2Sound.baa" Third, put "Z2Sound.baa", "baad.exe" and "wsyster.exe" into the directory of .aw files Fourth, type these in Command Prompt: baad Z2Sound.baa for %1 in (*.wsys) do wsyster %1 Then you' ll get thousands of WAVs. Enjoy! This is my discovery. I found some bnk files(from the .baa file), how to use them? (P.S. :I'm on "the other side" of the Earth)
Does anyone happen to have the *.aw files for SMG 1 and 2? They aren't in the sets I downloaded and I would have no idea how to extract them from a ROM should I ever find one.
One day I found the beginning of the file "SMR.szs 0.rarc" is "AA_<bst", it's like the beginning of the file "Z2Sound.baa" obtained somewhere in this website. So I thought SMR.szs contains a baa archive file, not RARC archive file.
There are three different Super Mario Galaxy files, one that's 847MB, one that's 717MB, and one that's 663MB. You may have gotten the wrong one, Elven Spellmaker. I'm not sure why there are three. Maybe the biggest one has more files and is the newest?
Also note that I cannot find the 663MB one on anywhere but a dead torrent that I'm trying to leech: http://thepiratebay.org/torrent/3991935/Wii_Streamed_Audio_1 If anyone wants to help me get the big one: http://thepiratebay.org/torrent/4657018
BTW, it seems that the large version of the SMG rip is [AST][PCM]. The other two files would be [PCM](717MB) and [AST](663MB) What I'm wondering is if the big one includes all of the files from the other two. I have uploaded the 717MB one on the tracker:
Incorrect! I have 748MB SMG rip[AST]. I dumped them from Wii Disc, and used ast_multi to split *_multi.ast files. And removed these files: SMG_astrodome_multi1.ast SMG_astrodome04_multi1.ast SMG_boss07_multi1.ast SMG_boss09a_multi1.ast SMG_boss09b_multi1.ast SMG_ev_race02_multi1.ast SMG_galaxy03_multi.ast SMG_galaxy04_multi.ast SMG_galaxy11_multi.ast SMG_galaxy11_multi1.ast SMG_galaxy16_multi.ast SMG_galaxy16_multi1.ast SMG_galaxy24_multi1.ast
But then, how can we recreate some of the sequenced tracks with these instrument samples? In the case of SMG2, the Slider remix was not an audio stream, iirc.
That's what I'm wondering. There were instrumented sounds from the samples in SMG such as the coins, and the launch star. If anyone know how to construct those, let them speak now.
edited 11:07 AM EDT September 5, 2011
by logan28469 at 12:08 AM EDT on September 13, 2011
I mean can you do other things that involve sequences? I have no idea how to do anything with 'aw' files.
Also, I hate torrents... I'm downloading 933 MB, and I just saw it go below 800 MB left (I've downloaded 133 MB in other words), and those 133 MB started 1 hour, and 36 minutes ago, giving a rough speed of 23.64 kilobytes per second. The speed seems to be currently hovering around 20 kB/s. Also... Seeds = 2 (3) Peers = 0 (29) What do the brackets mean?
Also, is there anything on the SMG2 rip on the tracker that wasn't in the original rip I downloaded about a year or so ago?
Numbers inside the parens mean the actual number of peers (seeds and leechers). The ones on the outside are the number of peers that actually connected to you as in you receiving or giving data to and from.
How do you get the WAVs from the aw file? When I got the AW files all I managed to get was the occasional sound, but mostly very loud distorted noise. And now I don't have the program, and I can't remember what it was called.
I only have aw files from Super Mario Galaxy, but exactly what did you do to get the SMG2 File Select "percussion", if you know what I mean? And can what you do be used for other sequences? Such as that piece of music in SMG(1) that plays when you're on 'Megaleg's Moon' (but not actually on him, himself)? Or the many tunes from SMG2 that aren't streamed?
I'm supposed to be using dumpaw, right? Also, I got a load of aw files from the SMG ISO, but I don't know what they are. They have mahit, kawa, take and goha in the file names, like B118take_6.aw for example (although that particular one isn't there). All I get is 9 mono WAVs containing nothing but sound effects and garbage. Do any of them actually contain music?
You need the file "SMR.szs". AND you should use yaz0dec, baad and wsyster. Put the aw files, exe files and "SMR.szs" into the same directory. Save these to a batch file:
yaz0dec SMR.szs ren "SMR.szs 0.rarc" SMR.baa baad SMR.baa for %%1 in (*.wsys) do wsyster %%1 del SMR.baa*
Run the batch file. I got 1796 WAVs from SMG1(85,384,144 bytes in total), and 2798 WAVs from SMG2(160,508,424 bytes in total).
Sorry for being a bit of a nuisance, but, do I just copy that code thingy into NotePad and save as a *.bat (batch) file? I've never actually created a batch file in my life :P
EDIT, it seems I don't have the ISO itself anymore... and there's probably on way in hell of getting it, without it being a torrent, is there? I don't really want to download a torrent that's like 2-4 GB... unless there's lots of seeds.
Prime Blue managed to get all the sequences from MKDD back in 2009, because he uploaded a soundtrack in FLAC to FFShrine that year, that contained the streams as well as the star music, Chain Chomp music, and Menu theme (and other sequenced music).
Also, where's the best place to get either the SMG or SMG2 ISOs (or both?)
I actually meant is there any particular place that was good, but anyway, I'm downloading the SMG torrent. It's going at about 100-300 kB/s, with over 30 seeds (285 in total), and says about 5-6 hours left <___<. I also have SMG2 and MKWii saved.
I'm on another laptop at the moment, but what exactly do I do with the .baa file? Basically treat me as if I'm completely new to everything involving this, which I am.
Some games do have brief bits of streamed music in the wsys. I don't know about the "drums" bit, if it is sequenced it must have been recorded from an emulator.
Ok, do you have the B118take_6.aw in the same directory as the wsys? There are a few different wsyses files, you may need to try a few before you find the one that uses this aw.
And afaik it should work ok with wine, too, weird. You gotta run it on the command line, of course.
by chenxiaolong at 4:16 PM EST on December 19, 2011
@hcs: I agree, I was able to run it in wine.
By the way, if anyone uses Linux, I've modified szstools so that it compiles on Linux. Other tools compile natively. And some packaging I did for Arch Linux:
to run blah.exe in wine, but I've never used OS X so I don't know. gcc is the GNU C compiler, as chenxiaolong said above: gcc wsyster.c -o wsyster
by chenxiaolong at 11:59 PM EST on December 19, 2011
@Benjamin: Sorry, I should have read more carefully. I assumed you were using Linux, since you mentioned Wine :)
With Wine, you should be able to run the programs with something like this: http://paste.kde.org/175802/
Or if Wine doesn't work, you can compile the programs natively for Mac. Like hcs, I've never used OS X before :P However, the following should work: http://paste.kde.org/175808/
Can somebody who uses Mac just compile them? Honestly, I won't know how to do this. BTW I don't use Xcode either
by agu fungus at 10:47 AM EST on February 15, 2012
Thank you for these tools. Thanks to these, I finally managed to make three versions of the SMG2 Title Screen, in the same style as the Super Mario Sunshine Soundtrack:
The necessary files were found in B118take_6.aw, by the way.
Now that I'm thinking, can somebody ask the person (you know, furrybob) who recorded the SMS soundtrack if there is any possibility to also record the SMG soundtracks? For the best quality, he could also mix them with the tracks from the CD soundtrack.
agu fungus: Thing is, I'm not sure how to rip the sequenced files to MP3.
Everyone else: I ripped sounds from SMG2, it was about 2000 wav's, but how do I rip the other sounds? Looks like some sound effects don't seem to be in the .aw files.
Everyone else: I ripped sounds from SMG2, it was about 2000 wav's, but how do I rip the other sounds? Looks like some sound effects don't seem to be in the .aw files.
guys, i know this is a pretty dead thread, but please help me.
i did what the guy on the first page said, to run yaz0dec, wsys, etc etc but none of these work, and dumpaw just gave me some random (and loud) distorted sounds. like, is 2019, is there any an easy way to do that? i really need those files to complete my project, any help is appreciated.
You might be able to extract the sounds with gctools (Windows build; Linux/MacOS source + readme) if the format is similar enough to the games it's built for. Use smsdumpbanks.
I've never tested it with the SMG games since I don't have them. You might need to manually rename some stuff - I'm guessing rename the .baa file to GCKart.baa and rename the Waves directory to Banks.