From what I heard, 3DS cards could be dump through a DS Lite, for now, 'saves' by cutting off that ledge that prevents it from being inserted through a DS handheld.
I'm sure it won't be long before we see an "R4" type of flashcart or if they hack the OS to load code and from there 'jump' to a rom dumper, or just dump it manually using the RAM.
The only real problem with the actual ROMs is emulating the gyroscope and accelerometer, and also, the autostereoscopic effects. Anyway, even if the audio was able to be ripped, how long would it take for the plugin for Winamp to be developed?
i thought the same, but apparently that's not necessarily true. a little bird told me that 3DS games will still largely use sequenced music. while the cartridge storage has no doubt increased and streamed soundtracks will be more common, there was a data bandwidth limit with DS cartridges that's still present in 3DS, which makes using streams no soft option.
there are certain advantages to using sequences anyway, they're more flexible with game dynamics. (for instance, it's totally unfeasible to do something like this with streamed audio.) i don't think we'll see sequences disappearing any time soon.
anyway i am hopeful that games will be dumped and music ripping will begin :)
Nintendo knows what they are doing arranging music in sequenced format (especially with they're games):
☆Cheaper ☆Uses very low space capacity ☆Security
Streamed songs are in effect much easier to crack than sequenced itself. Sequence songs needs intruments, its sheet and a driver. And from what I can see it ain't no walk in the park. The only reward in doing all this is a guaranteed 44khz sound quality, although I know some instruments in some games sound horribly. While streamed music varies such as the dreadful 32khz.
not necessarily! maybe if you assume that delivery of streamed audio implies there'll be instrumentalists to hire, which is often the case but not always. Metroid Prime, for instance, was all streamed music (afaik) and has no performers (again, afaik.) developing a sequence-based sound engine and spending extra time implementing the music in that way has a cost attached to it, too!
"☆Uses very low space capacity"
that's has been the greatest advantage and is why sequenced music has disappeared from games as the mainstay. no real need to skimp on that these days.
"☆Security"
i doubt that developers would compromise on audio quality for this reason. i mean you are right that sequenced audio is less trivial for hackers to deal with, but ultimately any game developer is looking to make the game as good as it can realistically be with retail in mind. fending off the internet is lower priority.
i'm not entirely sure why nintendo has been so stubborn about this. capacity hasn't been an issue for ages, security honestly isn't one (not for this reason), and while cost could be, it shouldn't be for Japan's 3rd largest corporation. Koji Kondo says a little about it here, but it's still confusing, just a meandering "we didn't feel like it". granted i agree, i don't think it's THAT important, and fortunately i know their soundtracks will be good whether they are sequence or stream based. i guess historically they've been able to get away with sequences more easily since their soundtracks are typically not highbrow and symphonic, and tend to be more weird and kitchy.
Honestly, guys, this is video game music we're talking about, 99.99% of the people don't give a flying fuck about it. Any talks about security concerns and whatnot are just insane.
not necessarily! maybe if you assume that delivery of streamed audio implies there'll be instrumentalists to hire, which is often the case but not always. Metroid Prime, for instance, was all streamed music (afaik) and has no performers (again, afaik.) developing a sequence-based sound engine and spending extra time implementing the music in that way has a cost attached to it, too!
Look at works by Sakimoto for example. Genius, even though he doesn't use orchestras except for some main themes.
Speaking of which I just looked at the topic and I think somebody actually ripped the title screen music from 3D Land.
Are any other songs rippable?
BTW: I think I know what that Yoshi sound is. I remember a trailer with Note Blocks making Yoshi sounds when hit. They never do that in the final game.
I saw, that does bring hope. Theres only a couple of songs I want to rip out of new super mario bros. 2, mainly the twinkle effect that plays in nearly all the songs. I wonder if csars will be rippable in the future.
Yeah, I do have dumps of the audio files from 3D Land, as well as another title that I intend to keep secret for now. Hopefully in the future, my app will be of some use (Thanks for noticing it btw!)
The program can support 3DS roms, only if they're decrypted, however, you'll need the RAM for it (It copies the whole loaded file to a byte buffer). I might upload the 3D Land sound file for someone to analyse, as I'd like to see a modified VGMtrans that supports it.
Awesome job Team Fail! Hopefully we'll be able to all help with researching these file. dumps. CSTM files will be the big ones, so good luck if you decide to try implementing that into your dumper. This is the only CSTM file available that I'm aware of, but hopefully it helps.
The program can rip .CSAR files, which contain, in themselves, .CSTM files. If I can make a detection algorithm to find CSTM files, I may make a ripper for those too.
Edit: Hate to be a bringer of bad news, but that CSTM file seems to be incomplete. The size of the file is defined in the header, and the size of the file itself doesn't match anything in the header.
Ah I see, so it's similar to DS in terms of storing those streams inside, rather than another folder like on the Wii. Do you have any CSARs available to look at?
Figures, since that file was found in a Transformers game for the Wii.
Damn... I have the right 3DS 4.5 firmware and Shin Megami Tensei IV (the only game that convinced me into getting a 3DS lol)... too bad I haven't researched enough on how to dump the ram of it. Would really like to rip a raw vgm rip of this game if no one has already done it.
Team Fail, if I may ask, is there anyway I can do a ram dump of SMTIV without having to buy a Gateway cart?
I don't have one myself - Someone is providing me ram dumps to analyse, but if memory serves, you just need a DS-mode flashcard to install the profile exploit, then you launch it from the System Settings. Other than that, I'm not sure on any of it.
a574045075: You need either a gateway flashcart or the latter provided along with a 3DS with version 4.1 - 4.5. Without that, I don't believe there is an easy way to rip music at the moment unless there is something out there that can help decrypt roms in a more easier fashion.
I do wish there was something that could do so in a more easier fashion too. Say, I also don't mean to be buggy, but I would love to hear more of the sound samples that can be ripped from 3D Land? Or is that all that is rippable?
I do know that doesn't sound like all the sounds in the game.
Benjamin: I have, what I believe is, a complete dump of all the sounds of the game. That is, the streamed Title Screen song, as well as the samples for the various songs. If you want, I can .7z them for you, although it will contain a few other samples from the RAM, like system menu sounds. I also have the same for OoT3D.
Besides, I like using Game Maker and MODPlug, and those samples would be useful. (I'd like to be able to loop them though so you are allowed to just upload the BCWAVs and whatnot)
In fact, this could contribute to finding beta sounds and whatnot. (Fun fact I posted in an earlier post: I believe the Yoshi sound was used by Note Blocks in one trailer, so add this to your TCRF, plus I don't remember hearing the first part of the SM64 Bowser Message theme in-game, I believe that's unused too)
I could help with looping some of the samples as well if you'd like and it's funny benjamin mentioned finding beta sounds in games, I've been thinking about making a new forum where people can submit sounds like this.
VGMstream can get the original loop points? That's great! Lol I haven't used VGMstream in a long time, specifically the latest version so I wouldn't know.
Actually, using my app, you can just rip the files directly from the sound data file I linked earlier. It should work. If you can tell me how to read the offset for the CSTM files to detect where they are in the CSAR, I can attempt to make a detection algorithm for it and include it in 0.4.
edited 10:10 PM EST February 4, 2014. Reason: I can't seem to spell for my life.
The most I can do is try to understand the source for RSEQ2MIDI, and try to convert it to work with CSEQ files. In case anyone else is interested in checking it out.
I wouldn't have any knowledge of C++ yet (Although I'm learning it this year in Comp. Sci). It wouldn't be of much use to me. Perhaps caitsith could help out here.
So what are the 3D Land sequences? Judging from the sequence list I think every song in the game might be streamed. Even all the fanfares... I might not be correct on some of them, but I'm guessing the streams are:
sound/stream/STM_BGM_TRUCK_A.bcstm - No idea. sound/stream/STM_BGM_TRUCK_B.bcstm - No idea. sound/stream/STM_BGM_TRUCK_B_FAST.bcstm - No idea. sound/stream/STM_BGM_CASTLE_B_HEAT.bcstm - 8-5? sound/stream/STM_BGM_CASTLE_B_HEAT_FAST.bcstm - Fast version of above. sound/stream/STM_BGM_CHIKA.bcstm - Underground sound/stream/STM_BGM_CHIKA_FAST.bcstm - Underground - Fast sound/stream/STM_BGM_AFTER_BOSS.bcstm - Victory sound/stream/STM_BGM_AFTER_BOSS_FAST.bcstm - Victory - Fast sound/stream/STM_BGM_GOAL_03_B.bcstm - Final castle clear? sound/stream/STM_BGM_HURRY_UP.bcstm - Hurry up fanfare sound/stream/STM_BGM_RAREROOM.bcstm - Golden Mystery Box? sound/stream/STM_BGM_SENKAN.bcstm - Not sure sound/stream/STM_BGM_SENKAN_FAST.bcstm - Not sure sound/stream/STM_BGM_MUTEKISTAR.bcstm - Super Star sound/stream/STM_BGM_GOAL_01.bcstm - Course clear sound/stream/STM_BGM_GOAL_02.bcstm - Guessing it's 2-3 clar sound/stream/STM_BGM_GOAL_03.bcstm - Guessing it's castle clear sound/stream/STM_BGM_ENDING_FAST.bcstm - Fast Peach theme? (Peach theme does not have fast version used i guess, as the time limit disappears there) sound/stream/STM_BGM_FIELD_WALK.bcstm - Overworld sound/stream/STM_BGM_FIELD_WALK_FAST.bcstm - Overworld - Fast sound/stream/STM_BGM_SKYPANEL.bcstm - Athletic sound/stream/STM_BGM_SKYPANEL_FAST.bcstm - Athletic - Fast sound/stream/STM_BGM_POTER.bcstm - No idea. Probably Mystery Box? sound/stream/STM_BGM_JG_MISS.bcstm - Too Bad! fanfare (that answers my question - it's streamed) sound/stream/STM_BGM_JG_GAME_OVER.bcstm - Game over fanfare sound/stream/STM_BGM_BOSS_BUNBUN.bcstm - Boom Boom sound/stream/STM_BGM_BOSS_BUNBUN_FAST.bcstm - Boom Boom - Fast sound/stream/STM_BGM_BOSS_PUNPUN.bcstm - Pom Pom sound/stream/STM_BGM_BOSS_PUNPUN_FAST.bcstm - Pom Pom - Fast sound/stream/STM_BGM_COURSE_SELECT.bcstm - Probably the E3 course select sound/stream/STM_BGM_JG_COURSEIN.bcstm - No idea sound/stream/STM_BGM_BEACH.bcstm - Beach/Water sound/stream/STM_BGM_BEACH_FAST.bcstm - Beach/Water - Fast sound/stream/STM_BGM_STAFF_ROLL.bcstm - Staff Roll sound/stream/STM_BGM_GHOST.bcstm - Ghost house sound/stream/STM_BGM_GHOST_FAST.bcstm - Ghost house - fast sound/stream/STM_BGM_CASTLE_A.bcstm - Castle 1 sound/stream/STM_BGM_CASTLE_B.bcstm - Castle 2 sound/stream/STM_BGM_CASTLE_B_FAST.bcstm - Castle 2 - Fsat sound/stream/STM_BGM_SNOW.bcstm - Snow sound/stream/STM_BGM_SNOW_FAST.bcstm - Snow - Fast sound/stream/STM_BGM_CLOCK_TOWER.bcstm - Clock Tower sound/stream/STM_BGM_CLOCK_TOWER_FAST.bcstm - Clock Tower - Fast sound/stream/STM_BGM_ATHLETIC.bcstm - Special 2-1? sound/stream/STM_BGM_ATHLETIC_FAST.bcstm - Fast version of above sound/stream/STM_BGM_DESERT.bcstm - Desert sound/stream/STM_BGM_DESERT_FAST.bcstm - Desert - Fast sound/stream/STM_BGM_MANEC.bcstm - No idea sound/stream/STM_BGM_MANEC_FAST.bcstm - Fast version of above sound/stream/STM_BGM_DOTCOIN.bcstm - 2-3 sound/stream/STM_BGM_DOTCOIN_FAST.bcstm - 2-3 - Fast sound/stream/STM_BGM_ENDING.bcstm - Peach's song? sound/stream/STM_BGM_KOOPA_01.bcstm - Tail Bowser sound/stream/STM_BGM_KOOPA_01_FAST.bcstm - Tail Bowser - Fast sound/stream/STM_BGM_KOOPA_02.bcstm - Final Bowser sound/stream/STM_BGM_KOOPA_02_FAST.bcstm - Final Bowser - Fast sound/stream/STM_BGM_WORLD1_A.bcstm - World 1 sound/stream/STM_BGM_WORLD1_B.bcstm - Special 1 sound/stream/STM_BGM_WORLD2_A.bcstm - World 2 sound/stream/STM_BGM_WORLD2_B.bcstm - Special 2 sound/stream/STM_BGM_WORLD3_A.bcstm - World 3 sound/stream/STM_BGM_WORLD3_B.bcstm - Special 3 sound/stream/STM_BGM_WORLD4_A.bcstm - World 4 sound/stream/STM_BGM_WORLD4_B.bcstm - Special 4 sound/stream/STM_BGM_WORLD5_A.bcstm - World 5 sound/stream/STM_BGM_WORLD5_B.bcstm - Special 5 sound/stream/STM_BGM_WORLD6_A.bcstm - World 6 sound/stream/STM_BGM_WORLD6_B.bcstm - Special 6 sound/stream/STM_BGM_WORLD7_A.bcstm - World 7 sound/stream/STM_BGM_WORLD7_B.bcstm - Special 7 sound/stream/STM_BGM_WORLD8_A.bcstm - World 8 Part 1 sound/stream/STM_BGM_WORLD8_B.bcstm - World 8 Part 2 sound/stream/STM_BGM_WORLD8S_A.bcstm - Special 8 sound/stream/STM_BGM_WORLD8S_B.bcstm - Special 8 after unlocking the final level sound/stream/STM_BGM_KINOHOUSE.bcstm - Toad House sound/stream/STM_BGM_DEMO01_A.bcstm - Intro sound/stream/STM_BGM_DEMO01_B.bcstm - Hurry theme sound/stream/STM_BGM_DEMO02_A.bcstm - Intermission sound/stream/STM_BGM_DEMO02_B.bcstm - Hurry theme without intro sound/stream/STM_BGM_DEMO03_A.bcstm - World 7-8 intermission sound/stream/STM_BGM_DEMO03_B.bcstm - World 7-8 hurry fanfare sound/stream/STM_BGM_DEMO04_A.bcstm - No idea, probably final Bowser intro sound/stream/STM_BGM_DEMO04_B.bcstm - Probably Peach's theme, no idea sound/stream/STM_BGM_DEMO05.bcstm - No idea sound/stream/STM_JG_KINO_GIFT_SILVER.bcstm - Gift Box sound/stream/STM_JG_KINO_GIFT_GOLD.bcstm - Full Gift Box
So... where's Truck_a_fast and Castle_a_fast? That's weird, because their normal versions seem to be streamed.
I meant the stream post, not the sequence list. It says 3D Land sequences, I'm not sure if those are for sound effects though. That's my only hunch, it seems to be that EVERY SONG IN 3D LAND is streamed, except for two fast versions of two streamed songs.
That's true like in super mario galaxy 2 I've learned that one or more instruments are used more than once, I'm guessing it's the same in super mario galaxy and super mario 3d land probably. Interestingly enough one of the wind sounds is from wind waker just a shorter version, I put it in the archive.
You know whats cool is there are some really good sound effects and voices in the csar, I would of thought that was the whole thing
oot 3ds samples sound so rich and natural, maybe High-Quality rips are encoded? At least when you compare the samples with oot n64 samples it sounds that way but music comparison sounds the same - an example would be both oot miniboss themes sound and play exactly the same.
Do you mean the sound archive? I just uploaded it incase anyone wants it.
The percussion? I don't think that's really percussion. Some of them are walking sounds, while some are used for sound effects. Not sure what the true percussion instruments are for though, maybe for beta Note Blocks or something?
I was hoping that archive had ALL the sounds and ALL the voices too.
I'm guessing truck_a = final level intro, and truck_b = final level, and castle_a = castle intro. Explains why they don't seem to have fast versions.
Maybe the voices and sound effects are located somewhere else? Idk but that is the whole archive using 3ds audio dumper afaik, the oot csar archive had around the same amount of sounds 500+.
I meant digital audio workstation (daw) something like fl studio :P anyways heres the ocarina of time 3ds archive, it sounds like a complete rip you can play these with vgmstream. I couldn't get the cstms or cseq out using 3ds audio dumper with super mario 3d land or oot 3ds, I think there were none.
So, just curious, but what version do you have for 3DS Audio Ripper?
dj4uk6cjm: Team_Fail did acknowledge that the CSTM ripping is experimental. It probably doesn't work. All of 3D Land's music, save the title screen music, which is one of the CWAVs, is CSTM, judging from the list of streams the one guy had. not counting the two beat block music tracks (although those two aren't really music tracks to begin with)
Yep btw does anyone have any test midis I can use for the oot 3ds samples? I think there are some songs that would work like the file select, title theme and ganondorfs theme.
Mario Tennis Open is one game that I've been interested in getting sounds out of for a while. Even if someone is able to just dump a CSAR file, it'll be enough to see what's streamed, get voices, and some other stuff.
I finished vgmstream support for BCSTM files. It's not in the official build yet, but we'll be ready once we get some BCSTM files dumped out of these games.
Awesome! Development is coming along smoothly and I really do think that oot 3d rip is the complete thing is I couldn't find the brass, whether the original oot had one or not I'll have a listen again. Just curious does the csars have any documentation about the loop points, reverb for the samples like the .wsys did?
.wsys contains all the information/documentaion for each of the samples in super mario galaxy 2 afaik, I suspect the csar may contain something like this? I don't know, it is possible it might all be external. I hope not.
1. So how do you find the loop points, is the question I am asking?
2. Also, I think the loop points might be within the samples or something, IDK. The loop points are within the CWAVs for Nintendo 3DS sound samples. Not sure for .aws.
3. Off-topic, but I would also like to know if it will be possible to rip from a .samp file (PM2, specifically)
No clue but a while back a user here by the name of Yuuto did find the loop points for the .wsys files in twilight princess thru hex editing so it is possible I guess and I think your right about the loop points being within the cwav samples themselves because I remember someone saying the aw files already have the loop points in them but they are lost in the conversion to wav but if they were converted to aiff they would retain their loop points apparently...there is no aw to aiff converter though.
Experiment CSEQ conversion by soneek at 5:11 PM EST on February 9, 2014
So I modified RSEQ2MIDI to work with CSEQ sequences.
I checked out the sequences inside Super Mario 3D Land, and they seem like they just might be menu tones or something. So, 3D Land is essentially just streamed.
It doesn't seem to work for me. I get nothing. Are you able to show the MIDI's?
Yes, I believe 3D Land's all streamed except for the Beat Block tracks, which aren't really music tracks, just complex sound effects.
Speaking of 3D Land, has anybody been able to get the stream files?
Also, I was suprised it was all streams because I could hear echoes in all the tracks except for the death theme, game over theme, mystery box theme, athletic theme (which i still believe was streamed thanks to + clocks), tail bowser battle theme (believed it was streamed because of above), the hurry up music (which i believe, not counting final lap fanfares, is the first time it's been streamed), and the "Demo 01 B", as the files apparently call that mini song that plays when Mario is panicing, which sounds a bit like NSMB to me.
The only stream I'm aware of that soneek's actually ripped was the Title theme, which was a BCWAV, but no BCSTMs (yet). I converted the BCWAV to BRSTM and uploaded it here, so you can listen to it and compare it to those crappy line-in recordings all over the internet :P
Edit: Nevermind I had to convert them one at a time for some reason.
Also you can use punks ocarina of time soundfont for further analysis into the midis, btw I got word that he might work on the ocarina of time 3ds soundfont :) cross your fingers guys.
Why is the miniboss theme so garbled? Really all the other midis outputed just fine except that. :(
Off-Topic: Now that oot 3ds sequences are rippable and converted into midi, does anyone mind taking another look at the oot 64 zseqs and making a converter for them? Would love to see the difference between the midis.
Ah, I see. Well, I'll be sure to add CSEQ support to the next version of my application (I've actually just finished coding it in, so if any other formats are uncovered, I can add those before launch). C++ is currently black magic to me (Although I'll know it a bit better in a few months as I'm learning it in school right now) but hopefully your command-line converter gets better with time. I didn't think it'd get documented this fast lmao.