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Has anyone managed to rip and 3DS music? by TheUltimateKoopa at 6:03 PM EDT on May 29, 2011
See title
by snakemeat at 6:26 PM EDT on May 29, 2011
I've seen Line-Out rips on the usual forums, but I don't think carts are dumpable yet.
by Infernus Animositas at 10:04 PM EDT on May 29, 2011
Ahh that explains why I haven't seen any roms yet.
by bxaimc at 1:04 AM EDT on May 30, 2011
waiting for encryption to be cracked...
by neo_chip at 9:52 AM EDT on May 30, 2011
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.

edited 9:53 AM EDT May 30, 2011
by TheUltimateKoopa at 7:47 PM EDT on May 30, 2011
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?
by bxaimc at 10:13 PM EDT on May 30, 2011
I still say the games are streamed.
by neo_chip at 10:16 PM EDT on May 30, 2011
^
The 3D effect can be implemented but the gyroscope/accelerometer will be tough.

I think its best using a flashcard this time around instead of emulating it.
by Lunar at 8:00 AM EDT on May 31, 2011
"I still say the games are streamed."

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 :)

edited 8:00 AM EDT May 31, 2011
by bxaimc at 9:15 AM EDT on May 31, 2011
Oh yea, there will be sequences as well considering that this is nintendo we're talking about.
by neo_chip at 9:38 AM EDT on May 31, 2011
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.

Hopefully the 3DS and Project Café packs a bigger punch in quality than its predesuccesors.

Go Stream! :)
by Lunar at 11:45 AM EDT on May 31, 2011
"☆Cheaper"

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.
by Knurek at 5:36 PM EDT on May 31, 2011
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.
by bxaimc at 11:58 PM EDT on May 31, 2011
I agree with Lunar and Knurek on this one.

Especially with:

"Cheaper"

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.

edited 12:05 AM EDT June 1, 2011
by hcs at 2:26 AM EDT on June 1, 2011
Any talks about security concerns and whatnot are just insane.

You haven't seen all the lame encryption/obfuscation I have, then.
by Knurek at 3:16 AM EDT on June 1, 2011
@hcs: What can I say, you are a programmer yourself, so you should know how easily they can get bored.
by CapComMDb at 12:28 AM EDT on September 27, 2011
What's the status with the 3DS? Didn't see anything in the VGM distribution thread...
by bxaimc at 9:08 AM EDT on September 27, 2011
Still encrypted
by neo_chip at 4:46 PM EDT on September 27, 2011
Basically put:

No 'common key', no stream rips.
by starerik at 7:09 PM EDT on September 27, 2011
I know Pilotwings Resort has streamed music.

Well, I don't have proof. But I can tell listening to it.
by Lunar at 10:27 AM EDT on September 29, 2011
see above for why nintendo aren't just doing it to be luddites. there's an actual practical advantage to sequenced audio.
by TheUltimateKoopa at 9:36 PM EST on December 31, 2011
So, for the benefit of this topic here:
http://forums.ffshrine.org/f70/super-mario-3d-land-direct-ripping-3ds-105385/

What's the current status on ripping 3DS music, generally speaking? Is it still completely impossible?
by bxaimc at 3:50 AM EST on January 1, 2012
I have roms, just not the keys.
by WrappedInBlack at 8:20 AM EST on January 22, 2014
Is it possible... yet? It's like... 2014...
by peronmls at 9:25 AM EST on January 22, 2014
My skype friend is decrypting a few things from Kingdom Hearts DDD. So just wait a bit.
by dj4uk6cjm at 3:27 PM EST on February 2, 2014
There's already a cwav dumper out now, no 3ds rom support yet...
by Benjamin at 9:21 PM EST on February 2, 2014
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.

edited 9:25 PM EST February 2, 2014
by dj4uk6cjm at 10:27 PM EST on February 2, 2014
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.
by Team Fail at 12:15 AM EST on February 3, 2014
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.

edited 2:35 AM EST February 3, 2014
by Knurek at 2:00 AM EST on February 3, 2014
Anything happened recently on the 3DS decryption front? Can't say I've been keeping tabs.
by soneek at 10:52 AM EST on February 3, 2014
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.

BGM_ADV_NORMAL.bcstm

edited 11:05 AM EST February 3, 2014
by Team Fail at 1:33 PM EST on February 3, 2014
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.

edited 2:18 PM EST February 3, 2014
by soneek at 7:11 PM EST on February 3, 2014
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.
by Team Fail at 8:39 PM EST on February 3, 2014
I have a couple.

Super Mario 3D Land

Legend of Zelda: Ocarina of Time 3D

edited 8:40 PM EST February 3, 2014
by AceK at 12:52 AM EST on February 4, 2014
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?

edited 12:54 AM EST February 4, 2014
by Team Fail at 1:01 AM EST on February 4, 2014
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.
by AceK at 3:07 AM EST on February 4, 2014
Bummer ;_; I'm hoping there will be a way to decrypt 3DS files without the use of buying a flash cart.
by a574045075 at 6:15 PM EST on February 4, 2014
https://www.dropbox.com/s/zuaj8nfjyeonivx/FCRamDump.rar
How to use?

edited 6:16 PM EST February 4, 2014
by AceK at 6:25 PM EST on February 4, 2014
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.

edited 6:26 PM EST February 4, 2014
by Benjamin at 6:38 PM EST on February 4, 2014
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.
by Team Fail at 7:26 PM EST on February 4, 2014
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.
by Benjamin at 7:29 PM EST on February 4, 2014
I would love to see a .7z of it.

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)

edited 7:30 PM EST February 4, 2014

edited 7:32 PM EST February 4, 2014
by dj4uk6cjm at 8:54 PM EST on February 4, 2014
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.
by Benjamin at 8:59 PM EST on February 4, 2014
Oh, I know how to loop them, but only if I get the BCWAVs. (I can get the BCWAVs with VGMStream with looping included)
by dj4uk6cjm at 9:11 PM EST on February 4, 2014
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.
by soneek at 9:33 PM EST on February 4, 2014
As I suspected, the CSTM streams are only referenced by location in the CSAR, just like with RSTM/RSAR on the Wii.



This is gonna be awesome for research purposes though. :)
by Benjamin at 9:40 PM EST on February 4, 2014
What do you know? The Hurry Up and Star music are both streamed. I thought they were sequenced.

Are the mystery box and death/game over theme streamed too? or sequenced like in the SMGs?

edited 9:46 PM EST February 4, 2014
by Team Fail at 9:55 PM EST on February 4, 2014
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.

edited 10:12 PM EST February 4, 2014
by soneek at 10:09 PM EST on February 4, 2014
I'm suspecting the file tree would be something like this for the external streams.

sound/3DL.bcsar (made up name for the csar)
sound/stream/StmDummy.bcstm
sound/stream/STM_BGM_TRUCK_A.bcstm
sound/stream/STM_BGM_TRUCK_B.bcstm
sound/stream/STM_BGM_TRUCK_B_FAST.bcstm
sound/stream/STM_BGM_CASTLE_B_HEAT.bcstm
sound/stream/STM_BGM_CASTLE_B_HEAT_FAST.bcstm
sound/stream/STM_BGM_CHIKA.bcstm
sound/stream/STM_BGM_CHIKA_FAST.bcstm
sound/stream/STM_BGM_AFTER_BOSS.bcstm
sound/stream/STM_BGM_AFTER_BOSS_FAST.bcstm
sound/stream/STM_BGM_GOAL_03_B.bcstm
sound/stream/STM_BGM_HURRY_UP.bcstm
sound/stream/STM_BGM_RAREROOM.bcstm
sound/stream/STM_BGM_SENKAN.bcstm
sound/stream/STM_BGM_SENKAN_FAST.bcstm
sound/stream/STM_BGM_MUTEKISTAR.bcstm
sound/stream/STM_BGM_GOAL_01.bcstm
sound/stream/STM_BGM_GOAL_02.bcstm
sound/stream/STM_BGM_GOAL_03.bcstm
sound/stream/STM_BGM_ENDING_FAST.bcstm
sound/stream/STM_BGM_FIELD_WALK.bcstm
sound/stream/STM_BGM_FIELD_WALK_FAST.bcstm
sound/stream/STM_BGM_SKYPANEL.bcstm
sound/stream/STM_BGM_SKYPANEL_FAST.bcstm
sound/stream/STM_BGM_POTER.bcstm
sound/stream/STM_BGM_JG_MISS.bcstm
sound/stream/STM_BGM_JG_GAME_OVER.bcstm
sound/stream/STM_BGM_BOSS_BUNBUN.bcstm
sound/stream/STM_BGM_BOSS_BUNBUN_FAST.bcstm
sound/stream/STM_BGM_BOSS_PUNPUN.bcstm
sound/stream/STM_BGM_BOSS_PUNPUN_FAST.bcstm
sound/stream/STM_BGM_COURSE_SELECT.bcstm
sound/stream/STM_BGM_JG_COURSEIN.bcstm
sound/stream/STM_BGM_BEACH.bcstm
sound/stream/STM_BGM_BEACH_FAST.bcstm
sound/stream/STM_BGM_STAFF_ROLL.bcstm
sound/stream/STM_BGM_GHOST.bcstm
sound/stream/STM_BGM_GHOST_FAST.bcstm
sound/stream/STM_BGM_CASTLE_A.bcstm
sound/stream/STM_BGM_CASTLE_B.bcstm
sound/stream/STM_BGM_CASTLE_B_FAST.bcstm
sound/stream/STM_BGM_SNOW.bcstm
sound/stream/STM_BGM_SNOW_FAST.bcstm
sound/stream/STM_BGM_CLOCK_TOWER.bcstm
sound/stream/STM_BGM_CLOCK_TOWER_FAST.bcstm
sound/stream/STM_BGM_ATHLETIC.bcstm
sound/stream/STM_BGM_ATHLETIC_FAST.bcstm
sound/stream/STM_BGM_DESERT.bcstm
sound/stream/STM_BGM_DESERT_FAST.bcstm
sound/stream/STM_BGM_MANEC.bcstm
sound/stream/STM_BGM_MANEC_FAST.bcstm
sound/stream/STM_BGM_DOTCOIN.bcstm
sound/stream/STM_BGM_DOTCOIN_FAST.bcstm
sound/stream/STM_BGM_ENDING.bcstm
sound/stream/STM_BGM_KOOPA_01.bcstm
sound/stream/STM_BGM_KOOPA_01_FAST.bcstm
sound/stream/STM_BGM_KOOPA_02.bcstm
sound/stream/STM_BGM_KOOPA_02_FAST.bcstm
sound/stream/STM_BGM_WORLD1_A.bcstm
sound/stream/STM_BGM_WORLD1_B.bcstm
sound/stream/STM_BGM_WORLD2_A.bcstm
sound/stream/STM_BGM_WORLD2_B.bcstm
sound/stream/STM_BGM_WORLD3_A.bcstm
sound/stream/STM_BGM_WORLD3_B.bcstm
sound/stream/STM_BGM_WORLD4_A.bcstm
sound/stream/STM_BGM_WORLD4_B.bcstm
sound/stream/STM_BGM_WORLD5_A.bcstm
sound/stream/STM_BGM_WORLD5_B.bcstm
sound/stream/STM_BGM_WORLD6_A.bcstm
sound/stream/STM_BGM_WORLD6_B.bcstm
sound/stream/STM_BGM_WORLD7_A.bcstm
sound/stream/STM_BGM_WORLD7_B.bcstm
sound/stream/STM_BGM_WORLD8_A.bcstm
sound/stream/STM_BGM_WORLD8_B.bcstm
sound/stream/STM_BGM_WORLD8S_A.bcstm
sound/stream/STM_BGM_WORLD8S_B.bcstm
sound/stream/STM_BGM_KINOHOUSE.bcstm
sound/stream/STM_BGM_DEMO01_A.bcstm
sound/stream/STM_BGM_DEMO01_B.bcstm
sound/stream/STM_BGM_DEMO02_A.bcstm
sound/stream/STM_BGM_DEMO02_B.bcstm
sound/stream/STM_BGM_DEMO03_A.bcstm
sound/stream/STM_BGM_DEMO03_B.bcstm
sound/stream/STM_BGM_DEMO04_A.bcstm
sound/stream/STM_BGM_DEMO04_B.bcstm
sound/stream/STM_BGM_DEMO05.bcstm
sound/stream/STM_JG_KINO_GIFT_SILVER.bcstm
sound/stream/STM_JG_KINO_GIFT_GOLD.bcstm

The CSTMs would be too big to be in a CSAR that small. I definitely believe they're all external files like with the Wii. :(

edited 10:16 PM EST February 4, 2014
by dj4uk6cjm at 10:23 PM EST on February 4, 2014
Damn, I want the CSTMs now :P where else could they be located?
by Team Fail at 10:36 PM EST on February 4, 2014
It seems 3DBrew has some info on the CSAR format.

Check here. I'm looking at it to no avail/
by soneek at 10:42 PM EST on February 4, 2014
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.

RSEQ2MIDI+Source

Some 3DS sequences

edited 10:55 PM EST February 4, 2014
by Team Fail at 11:00 PM EST on February 4, 2014
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.
by Benjamin at 5:35 AM EST on February 5, 2014
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.

edited 5:47 AM EST February 5, 2014
by dj4uk6cjm at 5:48 AM EST on February 5, 2014
Gosh I hope not, theres only like 15 sequences in there. On the other hand that looks like all the sequences for oot 3ds though but I'm not sure.
by Benjamin at 5:50 AM EST on February 5, 2014
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.
by dj4uk6cjm at 6:02 AM EST on February 5, 2014
I thought it was weird when I couldn't find the samples for the starman :( not even the bass, I had a midi ready for it too...


Edit: Some of the native percussion instruments might be the same just from listening to them.

edited 6:25 AM EST February 5, 2014
by Benjamin at 7:19 AM EST on February 5, 2014
I think some games have the same sound samples more than once, probably for different sound effects.

I'm guessing the instruments (i have not heard them) are for the rainbow notes seen in several levels?

So... any progress on the sound pack, anybody?

edited 7:22 AM EST February 5, 2014

edited 8:53 AM EST February 5, 2014
by dj4uk6cjm at 10:02 AM EST on February 5, 2014
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.

edited 10:07 AM EST February 5, 2014
by Benjamin at 10:50 AM EST on February 5, 2014
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.

edited 10:55 AM EST February 5, 2014

edited 1:03 PM EST February 5, 2014

edited 2:44 PM EST February 5, 2014
by TheUltimateKoopa at 5:18 PM EST on February 5, 2014
Just so you know, SENKAN is literally Japanese for "Battleship" according to Google, so I'm assuming it's simply what we call the "Airship" theme.
by Benjamin at 5:28 PM EST on February 5, 2014
Alright.

Guessing MANEC is the Cosmic Clone theme then? It was streamed in SMG2, so I'm definitely guessing that.

Also, when the music is rippable, will multi-channel songs be rippable too? There are 2 songs in 3D Land that use multiple channels, I believe.

edited 5:30 PM EST February 5, 2014
by dj4uk6cjm at 5:37 PM EST on February 5, 2014
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+.
by dj4uk6cjm at 5:41 PM EST on February 5, 2014
If only not all the music was streamed we could remake the music with a sampler in daw :/ that's the good thing about having samples and sequences.
by Benjamin at 6:08 PM EST on February 5, 2014
daw?
by TheUltimateKoopa at 6:39 PM EST on February 5, 2014
I assume 'daw' is short for something like 'dump aw'?
by dj4uk6cjm at 6:52 PM EST on February 5, 2014
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.

edited 6:53 PM EST February 5, 2014
by Benjamin at 6:53 PM EST on February 5, 2014
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)

edited 6:59 PM EST February 5, 2014
by dj4uk6cjm at 6:58 PM EST on February 5, 2014
The latest one which is 0.3b.
by Benjamin at 7:00 PM EST on February 5, 2014
OK. Was the one CSAR all you got?
by dj4uk6cjm at 7:11 PM EST on February 5, 2014
No, go back to Team Fails first link on page 3 for both CSARs.
by Benjamin at 7:38 PM EST on February 5, 2014
I just meant for 3D Land.
by dj4uk6cjm at 7:43 PM EST on February 5, 2014
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.
by Benjamin at 9:23 PM EST on February 5, 2014
Team_Fail: I still would love to hear the rest of the soundpack, even with the system sounds.
by peronmls at 9:26 PM EST on February 5, 2014
NVM

edited 12:52 PM EST February 6, 2014
by soneek at 11:35 PM EST on February 6, 2014
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.
by Benjamin at 11:50 PM EST on February 7, 2014
...I would like to hear what M&L: Dream Team's sample pack sounds like as well, I guess.

Oh yeah, and when BCSTMs are rippable, will multiple channel rippers be available anytime soon?

edited 1:55 PM EST February 8, 2014
by peronmls at 8:27 PM EST on February 8, 2014
A couple unused music sample in OOT 3d
by soneek at 8:42 PM EST on February 8, 2014
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.
by Benjamin at 10:04 PM EST on February 8, 2014
Cool! I'd like to hear BCSTM dumps of 3D Land and Sticker Star soon, and maybe NSMB2's new songs.

Will multi-channel BCSTMs be supported?
by soneek at 10:24 PM EST on February 8, 2014
I don't know, but probably. We don't really have too many samples to work with at the moment, so nothing is guaranteed.
by dj4uk6cjm at 7:54 AM EST on February 9, 2014
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?

edited 7:55 AM EST February 9, 2014
by Benjamin at 8:40 AM EST on February 9, 2014
I don't know. I'd like to see a .WSYS loop finder though, I don't know the loops for the Galaxy/Galaxy 2 sounds.

Also... loop documentation?

edited 8:40 AM EST February 9, 2014
by dj4uk6cjm at 9:03 AM EST on February 9, 2014
.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.

edited 9:04 AM EST February 9, 2014
by Benjamin at 9:11 AM EST on February 9, 2014
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)

edited 9:13 AM EST February 9, 2014
by dj4uk6cjm at 9:27 AM EST on February 9, 2014
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.

cseq2midi

Test it out with the OoT3D 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.

edited 6:18 PM EST February 9, 2014
by Benjamin at 6:41 PM EST on February 9, 2014
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.

edited 6:45 PM EST February 9, 2014
by soneek at 6:55 PM EST on February 9, 2014
I'll be in the IRC room for a bit, so I'll help you troubleshoot there.

by TheUltimateKoopa at 9:19 PM EST on February 9, 2014
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

http://www.brawlcustommusic.com/18194

The actual file itself is here: http://www.brawlcustommusic.com/temporarycrap/Super%20Mario%203D%20Land%20-%20Title%20Screen.BCWAV

edited 9:20 PM EST February 9, 2014
by bxaimc at 11:18 PM EST on February 9, 2014
Why does it have to be .BCWAV and not .bcwav?
by TheUltimateKoopa at 9:18 AM EST on February 10, 2014
-___________________-
by Team Fail at 10:49 AM EST on February 10, 2014
.bcwav and .BCWAV are the exact same thing. It just reads the Magic in the file and copies it. Other than that, they both read the same.
by dj4uk6cjm at 12:29 PM EST on February 10, 2014
Late on the post but I had time to convert and listen to the midi files. Super Mario 3D Land & Ocarina of Time 3D Midis


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. :(

edited 5:03 PM EST February 10, 2014
by bxaimc at 11:02 PM EST on February 10, 2014
@Team Fail: It was a joke, dude.
by dj4uk6cjm at 7:52 AM EST on February 11, 2014
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.
by Team Fail at 10:40 AM EST on February 11, 2014
Would it be possible if I could see the CSEQ converter? I'd like to play around with it a bit.

Edit: The 3D Lands one are all 1KB in size and fail to play.

edited 10:42 AM EST February 11, 2014
by TheUltimateKoopa at 10:54 AM EST on February 11, 2014
Actually they're mostly 58 bytes, with one being 38 bytes, one being 45 bytes, and one being 50 bytes.
by soneek at 11:05 AM EST on February 11, 2014
Converter is on the previous page. And yeah, the CSEQs in 3D Land aren't music or anything, so that's why they don't convert properly.
by Team Fail at 11:52 AM EST on February 11, 2014
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.

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