A Thing I Made (HGSS HQ Project) by Kurausukun at 11:40 PM EST on February 23, 2016
If you listen to the DS Pokemon games' music, you'll notice some similar samples being used between them. You may also notice that the music in the Gen V games is a good deal higher than the music in the Gen IV games. And thus, I had an idea--why not take the higher-quality samples from the Gen V games and put them in the Gen IV games?

So I got to work, but my efforts were only half-successful. In DPP, I only found two or so samples that were reusable, so I'm not going to talk about that. What I did find was that HGSS uses a huge number of samples also used in Gen V games. And thus, the HGSS HQ project is born:

Download here.

The download contains both an NCSF set and the modified .sdat.

Some notes about this:

-How much higher quality are we talking? Most of the samples I replaced in HGSS were ones sampled at around 16000Hz or 22050Hz, and all of the samples that come from B/W are at least 32000Hz (most are a couple hundred Hz more than that), so we're talking rather non-marginal gains here.

-Due to the length and articulation of the new samples compared to the old ones, things won't sound exactly the same. Whether it sounds better or worse is a matter of taste, I suppose, but I personally feel that it is almost universally a change for the better

-The new samples are frequently louder than the old ones in addition to the quality boost. This means that there is some amount of clipping in the new songs. It's not audible, but it is certainly clipping. I might look into a way of lowering the overall volume, but it's not exactly a high priority.

-In the NCSF set, I have removed the "GB Sounds" version of the songs along with any sound effects. Even if GB Sounds didn't sound like absolute ass, these sample changes have no effect on them, so it's not worth keeping. Also note that I have not renamed anything, so it's up to you to find out which songs are which (knowing a bit of Japanese helps you here), and they're not in order either because SDATtoNCSF appends the hex number of the song to the beginning of the filename, and Windows doesn't order that properly.

-Lastly, remember that the effect will be greater or lesser for different songs--it all depends on what samples the songs use, so listen to a good deal of them.

Enjoy listening; thoughts and suggestions are welcome.

edited 11:43 PM EST February 23, 2016
by icecream at 10:11 AM EST on February 24, 2016
I recall Black 2 and White 2 used an instrument from Diamond and Pearl that was 16005Hz or something in that game, and is still that in B2W2 (In fact, it really is just B2W2; Black and White didn't use it at all except for one song, being Cynthia's new theme). However, I noticed that when the instrument actually played in the songs it was much higher quality than the actual sample itself. When I put the one from D/P on B2W2's songs, there was no difference. As such, I don't feel that it is higher quality but the exact same instrument. This instrument was used in songs like Route 225 from D/P, and eventually used in Colress's theme (both regular and battle) in B2W2. It's a saw wave-like instrument. When I get home later I'll probably check if upsampling the audio sample does anything notable to the instrument.

I'm not sure if this really adds anything to the discussion but based on all of the above I don't really think there's a way to get a higher quality version of that specific instrument.

Also I should note that also in B2W2 there is a similar sounding instrument (that in most of the songs it is used in is assigned to the same program as the instrument from D/P when used in B2W2), used in songs such as Hugh's theme (again regular and battle) and Iris's battle theme. However to me at least it's not a higher quality version of that instrument but rather a completely different instrument entirely, and imo it doesn't have the same charm as the original instrument from Diamond and Pearl.

LOL hopefully I was clear.
by Kurausukun at 10:28 AM EST on February 24, 2016
I'm pretty sure I do know what sample you're talking about. There were some wave-like samples that technically could have been replaced, but when I tried, it clipped to high hell and didn't sound right due to the different looking which is especially apparent on a sample like that.

If you find the sample, though, please do post a wav of it, or at least let me know where to find it in an swar--I'm pretty sure I checked everything, but I definitely could have missed a sample somewhere.

And yes, there are a number of samples reused in BW/B2W2 that are of the exact same quality as DPP because I guess there was no higher quality source. I would like to know where these instruments come from since I've heard at least one of them used in a completely unrelated work.

edited 10:31 AM EST February 24, 2016
by icecream at 10:42 AM EST on February 24, 2016
Correct me if I'm wrong but a good portion of D/P's soundbank was from the Roland SC-88. The saw wave I'm talking about (I'll put up a link when I get home, which is in several hours) does indeed sound somewhat like it's from there, but I haven't found it (yet). That however is a discussion more appropriate for this thread: http://hcs64.com/mboard/forum.php?showthread=24937

edited 10:43 AM EST February 24, 2016
by Kurausukun at 11:01 AM EST on February 24, 2016
There isn't a place where people upload those sets, is there? I am interested in taking a look, but I'd also rather not (read: cannot afford to) spend $300. If I were going to do this same process for DPP, I'd also need to know how to loop .swav files, which sadly I have been unable to find any information on.

edited 11:03 AM EST February 24, 2016
by Master_E at 4:07 PM EST on February 24, 2016
What an interesting project! I'm rather eager to see where this one goes. And going with NCSF and providing the SDAT is a good start in my book!
by Kurausukun at 4:53 PM EST on February 24, 2016
I don't know how much further this project will "go." If I can somehow figure out how to loop .swavs, then there are a couple more samples that I could replace, but honestly I've gotten most of the ones that can be replaced.
by icecream at 5:23 PM EST on February 24, 2016
So I'm back.
This is the sample I was talking about:
https://www.dropbox.com/s/f0o00t2objci11z/Synth%20Wave.wav?dl=0
I tried upsampling it, and the results.....less than stellar. The quality took a massive nose drive. So I guess there's no modifying this instrument.
by Kurausukun at 7:14 PM EST on February 24, 2016
That was indeed the sample I was thinking of, thanks for the upload. I actually remember finding a higher-quality version of it (I think?), but I ended up not replacing it because it sounds quite different. I'll try finding it and uploading it, I'd like your opinion if you don't mind. If I can find it, anyway.

EDIT: I found it, and it sounds better than I recall. A gain of ~24000Hz versus ~16000Hz. The only problem is the loop is a bit more noticeable. Here it is.

edited 7:33 PM EST February 24, 2016
by icecream at 8:21 PM EST on February 24, 2016
Yeah that's the sample that I was talking about that was used in Hugh's theme and such. The loop being a lot more noticeable is primarily why I prefer the original sample.
by Kurausukun at 8:53 PM EST on February 24, 2016
Just for fun, I tried putting it in, and just like we all thought, it didn't work very well at all.
by Kurausukun at 5:54 AM EST on February 25, 2016
Small breakthrough: I finally figured out how to loop .swavs manually. With that, I have been able to replace 5 samples I previously left alone because their new articulation and volume made things sound weird. It's not a huge difference, but it's worth sharing. Download here.

edited 4:45 PM EST February 25, 2016
Houston, we have a problem. A big one. by icecream at 9:54 PM EST on February 25, 2016
So I was trying it out, and while the replaced samples are definitely higher quality, the old ones seem to be of much lower quality, at least on my end (best heard when comparing this pack's version of the rival battle theme to the one from the officially released soundtrack). I'm pretty sure this is the complete opposite of what you wanted to accomplish so....yeah.

edited 9:56 PM EST February 25, 2016
by Master_E at 11:25 PM EST on February 25, 2016
Well of course they have artistic liberties they can take on the official OST. What I like to do is compare this to the .2sf rip. That ensures that you get an apples to apples comparison.
by icecream at 11:39 PM EST on February 25, 2016
Right. That completely slipped my mind. I still feel though that what I'm hearing out of the NCSF is not the greatest it can be, and this is something I have noticed with other .2sf rips in comparison to how they sound ingame (like Diamond and Pearl). How to fix that is beyond me.
by Master_E at 11:47 PM EST on February 25, 2016
Think if we bug CyberbotX about it he'll give us an explanation?

edited 11:48 PM EST February 25, 2016
by Kurausukun at 12:14 AM EST on February 26, 2016
I don't know what exactly they did, but the official OST is definitely higher-quality than what you hear ingame. It almost sounds like a slight high-pass filter, but it does sound cleaner. I still think at its peak, this modification sounds superior. If you want to hear one of the better ones in my opinion, have a listen to the Super-Ancient Battle theme (SEQ_GS_VS_KODAI, it's near the bottom)--one of the best results.
by Master_E at 12:25 AM EST on February 26, 2016
Wow you're right. The replacements really do shine on that track.

I personally like the additional articulation of most of these samples (with the exception of the Trombones maybe). The strings and tubular bells really make tracks sound smoother IMO.
by Master_E at 12:34 AM EST on February 26, 2016
Speaking of replacements, do you think the next step of this little enhancement involves getting a few of the VSTs sourced on the Instrument Source thread and recreating the instruments without all that compression needed to stuff it into a DS cartridge? Maybe? ;)
by Kurausukun at 1:03 AM EST on February 26, 2016
Is there a place I could actually find the source samples? Also, as far as compression goes, swav actually supports 16-bit PCM audio, so I could technically do everything completely losslessly if all I cared about were making an SDAT. I'm not sure if it would fit into the ROM (I think it would, there's tons of free space on that ROM), but if all you wanted to do was listen, it could work.

As far as finding original samples, I don't know how I'd do that. I don't think it's that important, though--the SWAVs used in DS games aren't actually that compressed (they typically use 4-bit IMA ADPCM). But if you know where I can find source instruments, let me know.
by icecream at 9:45 AM EST on February 26, 2016
I think a good portion of the original soundsources costs a lot of money, so AFAIK there is no way to "find" the original soundsources. You'd have to buy them, and you said you can't afford to spend that kind of cash. Of course, uploading it would probably be piracy (especially for Stylus RMX, Spectrasonics IIRC specifically states on their website that you are not allowed to sample any of their grooves).

edited 9:51 AM EST February 26, 2016
by Master_E at 5:01 PM EST on February 26, 2016
Well yeah. That's why I said "find". I got the feeling nobody would want to shell out the cash for the VSTs.

If we keep it a secret between just us, nobody would know! ;)
by Kurausukun at 5:47 PM EST on February 26, 2016
Not like piracy is anything new on these forums. I was just wondering if there was some underground site that uploaded these things, but I guess the audience is too small to warrant that. Either way, the sample quality we have now is nothing to sneeze at. Also the DS hardware resamples any audio to 32768 using nearest-neighbor, so it wouldn't really be useful to go any higher than that.
by Master_E at 6:51 PM EST on February 26, 2016
Well okey dokey then. Because this isn't being played on DS hardware, do you think doing it would hypothetically produce gains? Y'know, because NCSF can support sample rates higher than 44.1KHz?

edited 6:52 PM EST February 26, 2016
by Kurausukun at 7:52 PM EST on February 26, 2016
I'm not sure about that. NCSF is emulating the DS hardware, so my first instinct is to assume the same behavior applies, but that's pretty far beyond my knowledge, and I don't know if that's actually how NCSF works in that regard.
by Master_E at 8:06 PM EST on February 26, 2016
So does that mean we can still bug CyberbotX?
by Kurausukun at 8:13 PM EST on February 26, 2016
Feel free if you want. I'm not going to personally because as I mentioned, I'm rather satisfied with what I have right now, but if he can tell us something interesting, that'd be cool.

edited 8:15 PM EST February 26, 2016
by CyberBotX at 9:09 AM EST on March 1, 2016
So JFD62780 pointed me at this topic. While I have not actually tried to download the files yet, I am quite interested in NCSF being used for this.

Long story short, the NCSF player does not technically emulate DS hardware, because I used very few components from a DS emulator for playback. I suppose it might be more proper to say it simulates how a DS would play the music without emulating the DS's hardware of doing so.

I can't say 100% for sure if NCSF can handle samples over 44.1KHz, but it should be able to load samples and play them back with no problems, as it'll try to use interpolation to the sample rate that the player wants. So for example, if you had 44.1KHz samples but told the player you want to output at 22.05KHz, while it'll try to use interpolation to make it sound less like crap, it will probably still sound somewhat worse than setting the player to 44.1KHz. And if the player was set to something like 96KHz, it'll interpolate to fill in the gaps and while it won't sound exact as a result, it also won't sound terrible unless you use no interpolation or one of the weaker interpolation options.

Also, as far as an "apples to apples" comparison, I'd say it would be more fair to compare NCSFs of DPP to this set, as opposed to comparing the 2SFs of DPP to this set, as it is possible there could be very, very slight differences between the NCSF and 2SF sets. (I've tried my best to make sure that NCSF playback is as close as possible to how it should actually be playing.)
by Master_E at 1:20 PM EST on March 1, 2016
He appears! And I didn't even have to bug you! :o
by icecream at 3:34 PM EST on March 1, 2016
I see. I'll try NCSF and see how the quality changes. Hopefully for the better.

Also on an unrelated note, as an amendment to my first reply to this thread, N's decisive battle theme appears to have the synth wave instrument in its soundbank, though it goes completely unused by the song (as far as I can tell).

edited 3:34 PM EST March 1, 2016
by Kurausukun at 5:21 PM EST on March 1, 2016
Actually, funny story: NCSF seems to be MORE accurate in certain cases; back at the very beginning of this project, I was using 2sf (don't ask me why) and the lake cavern theme from DPP sounded totally clippy. It might just have been a one-time ripping problem, though--I never investigated it since it wasn't really an issue to me.

Also, thank you very much for shedding some light on the inner workings of NCSF, CyberBotX. It was helpful and interesting.
by icecream at 6:19 PM EST on March 1, 2016
Out of curiosity did you try the 2SFs of any other songs in Diamond and Pearl? For instance, when I tried the trainer battle theme, it sounded really clippy. I don't think that was a one time issue because I've gotten that to happen to me and I know someone else has to have done so too, because the D/P trainer theme upload on Smash Custom Music sounds near identical to the 2SF rip, since it's just as clippy.

edited 7:26 PM EST March 1, 2016
by Kurausukun at 6:28 PM EST on March 1, 2016
Yes, that does sound familiar. I did try the 2sfs of plenty of songs in DPP, and I did experience the clippiness (which is thankfully completely absent in NCSF). Thanks for corroborating with me on that, it's good to know it wasn't just a fuckup on my part.
by Bonboon228 at 8:41 AM EST on March 2, 2016
Re-up please?
by icecream at 9:36 AM EST on March 2, 2016
The second link works fine.
by Kurausukun at 11:14 AM EST on March 2, 2016
Yeah, the forums aren't letting me edit my first post, but the updated version on the second page is still there.
by MetalKnick at 11:50 AM EDT on April 22, 2016
Is it possible to replace the samples in the game?
by Kurausukun at 6:21 PM EDT on April 23, 2016
Unfortunately, as I found out some time ago, the .sdat does not work ingame. The music will not play, and the only sounds you can hear are Pokemon cries. I've been looking into it a little, but I think it would take a lot of work to manually correct it.
by MetalKnick at 3:13 PM EDT on May 3, 2016
Darn. It would've been really cool to replay this game with better music tbh
by icecream at 9:25 PM EDT on May 12, 2016
Hey, has anyone seen this thread?
http://www.pokecommunity.com/showthread.php?t=234036

At first glance, it becomes obvious that values such as the attack and sustain rate are different for the higher quality samples from BW, and if they are different, the sound does not play.

Now, Kurausukun, I'm obviously not suggesting you try this, especially since as you said it might be a lot of work. But perhaps this is the main (and hopefully the only) reason they don't play.
by Kurausukun at 1:47 AM EDT on May 13, 2016
Wow, that's an old thread. Good find.

It seems that Spiky-Eared Pichu's experience over there is exactly the same thing that's happening with my replacements. But why would the sound not play from the attack and sustain values being different? Yes, they are clearly different since almost all of the samples are not only clearer but longer in BW vs. in HGSS, but that shouldn't be a problem. If it were, how would any of these rips be playing at all? If the ASDR info were invalidated, it shouldn't play at all, even in a rip. This is why I think the problem is the game not finding the offsets properly.

If I needed to change these values, I would need to edit the .SBNK as well, for close to 100 instruments. This would take a good amount of time, especially since I'd need to find out what the correct new values are using the .SBNK from BW. We would also need to consider that I especially have no idea what I'm doing there because there are no SBNK editing tools I'm aware of, and I don't feel like I have enough experience to dig through the hex and find the information myself. If I knew for sure this would fix the issue, then I'd be a lot more motivated to try, but I'm not at all convinced this would do anything.

edited 6:02 AM EDT May 13, 2016
by icecream at 8:24 AM EDT on May 13, 2016
Hmm....that is true. It works in a rip even though it shouldn't be playing at all according to that thread.

Actually out of curiosity what did you use to make this? I imagine it's not a tool most of us here are unfamiliar with, but it's worked for them and not for this.

Also I shouldn't get credit for finding that thread, someone on Discord messaged me that :P
by Kurausukun at 4:25 PM EDT on May 13, 2016
I made the SWAR using SWAV2SWAR, and I made the individual SWAVs using wav2swav (Nintendo's tool). Of course, mostly I just replaced them with SWAVs ripped directly from BW, but in the few cases where it was necessary to modify them, that's what I used. I replaced the SWAR using Tinke 0.9.0.

edited 4:35 PM EDT May 13, 2016
by icecream at 9:13 PM EDT on May 13, 2016
Okay that is strange. I was told Tinke might fix it as it does all the needed stuff automatically, though if what you said is true then it really can't, can it?
by Kurausukun at 8:16 AM EDT on May 14, 2016
I'm not sure exactly what you mean by that. If you try and replace individual SWAVs in an SWAR using Tinke, it doesn't work and all of the sample information is completely fucked, so there's no choice but to rebuild the entire SWAR and replace it like that, but evidently Tinke doesn't do that flawlessly, either--or I'm trying to do something impossible, but I doubt it.
by icecream at 9:57 AM EDT on May 14, 2016
I know replacing individual swavs in an swar does not work with Tinke, but I was told replacing working swars using Tinke would work just fine. It's obviously possible, but I myself don't know enough to think of a solution.
by Kurausukun at 5:11 PM EDT on May 14, 2016
Well that's what I thought too, until I tried actually playing it :P
by RebeccaSugar at 4:54 AM EDT on May 18, 2016
What are these VSTs you guys are talking about?
If they are sounds sample that use the same instruments in HG/SS then I would definetly shell out the cash for them.
by Kurausukun at 6:07 AM EDT on May 18, 2016
When did anyone mention VSTs? If you read my first post, all I did was take samples from the Gen V games.
by icecream at 9:40 AM EDT on May 18, 2016
@Kurausukun I think the person is talking about the post from Master_E on this page of the thread.

I am honestly not certain re-sampling them from the original plugins would make a difference but it wouldn't hurt to try if one had the plugins.

Also @RebeccaSugar yes, the waves in BW and HGSS were sampled from the plugins, but I do not think at the maximum quality possible.

edited 9:41 AM EDT May 18, 2016
by Kurausukun at 10:49 PM EDT on May 18, 2016
Well I actually don't know anything about what the standards for those sort of plugins are, but I would imagine the original samples are either 44100Hz or 48000Hz. Either way, they sound fine to me at the ~32000Hz that the game uses, except for the ones not reused in BW that are sampled at ~16000Hz.
by Kurausukun at 10:49 PM EDT on May 18, 2016
Duplicate post, cool

edited 10:49 PM EDT May 18, 2016
Re-Up? by Bonboon228 at 12:16 PM EDT on March 11, 2018
Sorry to Necro a dead thread, but does anyone still have the ncsf set? The Links on this thread are dead.
by Kurausukun at 1:33 AM EDT on March 21, 2018
I'm actually still working on this, and a few updates have been made since the last time I posted. I hesitate to post anything new now because I'm sure I'll find something else new down the road, but I might upload a new interim set soon if you want it.
by Bonboon228 at 2:41 AM EDT on March 21, 2018
If you could, Please...
=)
by despycl at 9:56 AM EDT on March 21, 2018
Yes please! Really wanted to listen to the ncsf set but the mega link is dead af :(
by Kurausukun at 5:32 PM EDT on March 21, 2018
I've uploaded the current set to Google Drive. I didn't include the .sdat with this one because I still haven't gotten it working in-game yet (but I am working on that).


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