I'd also like this. I do have the sequences for the other STreetpass Games (i.e. Puzzle Swap, and Find Mii (including II)), as well as the other stuff, but not the downloadable stuff.
I think you'd have to find a way to dump DLC in games, unfortunately. There's a way to do it, but I'm not quite sure how....I think you have to be on a custom firmware or something.
Thanks for the link! I'll download it when I get home in a few hours though so please don't take it down!
Do you know anything about the music in the other preinstalled 3DS apps (primarily AR Games and the Activity Log, maybe the eShop though I feel those songs are not in the system)? I hear some of the same instruments in the activity log tracks so maybe it uses sequences too?
I've got a dump of the DLC (.cia format) but haven't been able to extract the music. It's doable, since TCRF found some unused Flower Town music, I'm just coming up short in my own attempts!
Would it be useful to anyone if I uploaded it?
Also, it wouldn't surprise me if the DLC music is in streams. Listen to the Plaza's music player, when you stop one of the core games' sequenced songs, the last notes decay. The DLC songs have a more complete envelope fade out. Also the .cia file size is notable.
I wish I could help you, but I don't know a damn thing about extracting DLC .CIAs. I know update .CIAs can be extracted using Decrypt9 but how would one go about extracting one for DLC? I want to know especially since I know they can be rebuilt.
As for uploading it, I think you can find it on what GBATemp calls "that one ISO site" (let me know if mentioning the site violates this forum's rules), so it would probably be unnecessary.
I had a feeling the DLC music was streamed, as while the regular music cuts off sometimes from playing too many sounds at once (to me at least), the DLC music never did so.
If the TCRF was able to decrypt it, how about asking them how they did so? I can't imagine that it violates any of their rules to at least ask.
Hmmm....that's precisely what I'm doing, but the output file isn't any greater than like 15 megabytes, and the DLC cia is over 200. I must be doing something wrong.
I'll probably try something else soon, but if you somehow got it to work, how about providing me with a link to your dump? I think that would ease my frustration with this a bit.
Well that would have been nice to know, oh well :p
Honestly I think it would be easier to extract a DLC cia and get the music from there. Taking it apart is possible, especially since they can be put back together and Decrypt9 even fully decrypts them. Problem is, no tool I know of exists to actually extract them (even PackHack which you mentioned states explicity no DLC cias can be extracted with it), and I lack the coding expertise to make such a tool. This approach clearly isn't working for me and I doubt installing a different DLC cia (especially since the DLC loads just fine) would change the output.
One theory I had, to why this cia is different, is because the games in streetpass plaza are separate and in a hub, so therefore maybe it's encrypted more in some way. And maybe it would be different if there were individual cia's for the 6 individual games?
I really don't know, but just a thought I had. That because they're in the mii plaza hub, and not their own individual software , that's why it may not work as usual.
Makes me wonder, if after installing these cia's, it just loads the data into the main streetpass plaza music data? Worth checking out.
And I'll try to get my 3DS homebrewed soon, if I don't get an extra to play with.
I'd like to think it was that simple, just adding an extra layer of encryption. Then it would be easy to break, considering how open and accessible 3DS hacking is now. But there's certainly more to it that prevents the streetpass DLC from being dumped (or any in general, as for instance with Mario Kart 8's DLC the only way to get the files for the DLC tracks is to actually buy it, then dump it while you're running the game).
It is fair to reason though that the DLC just adds to the RomFS part of the application, so when the whole application is dumped the DLC gets dumped along with it like you said. But it doesn't. Thinking about it now, it may be like the Wii U where the DLC is stored in a different location separate from the core file structure (like with Mario Kart 8 the tracks aren't in the main course folder but an alternate add-on content folder) and when you try reading the game's data with an FSA tool like pyGecko it picks up on the updates but not the DLC. Indeed, when I tried dumping it I only got a .BCSAR file with only the original Mii Plaza music (heck I don't think it even had the Find Mii 2 music, which I think was also sequenced. I don't recall though, I should check again soon). No traces of the DLC. So maybe it can't be dumped with a regular dumping tool.
Then again, the TCRF was somehow able to do it, through some undiclosed means..... oh yeah speaking of which did you ask them how they did it? Maybe get a little insight?
Yes, I was referring to that. Hopefully you can get a response.
While, yes, the Plaza's music player does have all of the tracks, I was hoping to get a more.... direct rip, instead of in line recording, especially after reading this thread. And even then, I can't do it myself, and there don't seem to be recordings of them anywhere except for YouTube, which irritates me as YouTube compresses them even further.
It's here! So the guy who made the article and ripped the tracks, named Ehm on Twitter and tcrf, was nice enough to let me have his full rip of the DLC!
He was using Decrypt9, and 4.5 firmware. So likely, that's why it didn't work on the other software.
I took his dump, and used 3DS Audio Ripper version 0.5 to extract the .bcwav, .csar, and .seq files.
I then converted the sequences to midi using cseq2midi. I included the cseq2midi software I used, just in case, as I'm not sure if there are any version differences, and not sure if there are midi issue with it here, yet.
There are very few actual streamed sound files, and it seems all or most of the bcwav's are just instrument samples for use in a soundfont.
So all there is to do, it seems, is to compile soundfonts for each game. Each game uses its own custom soundbanks, hence the bcwav's for each, and needing a soundfont for each.
So if someone can compile the soundfonts for each, this can be a complete release!
I've uploaded the soundtrack for every StreetPass game out at the moment at <removed>. It contains MID files for the sequences and SF2 files for the banks.
I can't convert the eShop audio because it uses a version of the CWAV format that soneek's vgmstream fork doesn't recognise. I'm incorporating an ADPCM decoder into my program, but I don't have a clue how ADPCM works ;/
Thank you for this! If my predictions are corrent, your talents will be very useful once warioware gold comes out. Do you have a discord account i could talk to you on? I'd love to learn more about how to do this kind of thing. I know mario party island tour uses sequenced music and i'd love to get that.
@TheUltimateKoopa Only the actual BGM files play. And foobar doesn't play these correctly, anyways. you need an external tool like synthfont to make them sound right.
Just to clarify, I'm helping kr3nshaw with the ripping process, so if it seems like we're working in tandem, that's because we are :P
In regards to playback, that needs work. These CSEQs use CC to control the release time instead of programming it into the soundfont (guess it lets them get away with using a single soundfont) so for accurate playback it needs to pick up on that value. As you can probably expect, most MIDI players aren't designed to do that, so you have to modify the soundfont (for each song too, because they each set different values for it :P). Funny that you mention foobar, because kr3n recently found that foobar is the only thing that recognizes that CC, but as has been said, even that doesn't play it back correctly. A simple solution would be to duplicate the soundfont for every song and have each contain the required release value. Though this would dramatically inflate the file size and make it far more unwieldy to use, I'm honestly down for that if it comes to it. Maybe it's better to have a single soundfont that sounds "good enough", but meh, I'm not willing to sacrifice usability. I personally don't care for a solution that revolves around foobar (my concern is getting it to sound right in Awave and Fruity Loops), but if others want to try and fix that, go ahead.
As for Island Tour, that has actually already been extracted, with MIDI and SF2. I have it too: I got it from this site, though it seems the link is down.
Well, could you upload it somewhere? Also, thank you for the info. I was able to get the songs uploaded here sounding pretty much perfect in synthfont. Here's an example. http://picosong.com/w9Chw/
Downloaded and mirrored. https://www.dropbox.com/s/6iyzqx5yzb1enhz/Mario%20Party%20-%20Island%20Tour%20%28MIDI%2BSF2%29.zip?dl=0 Also, I would like to discuss this further elsewhere, so if you have a discord acc, i'm ChocolateJake#2385. Thank you. I'm glad all of this is suddenly possible.
I've uploaded the source code here. I'll put it up on GitHub once I consider it out of alpha.
At the moment, I run the program with CBNK conversion disabled, because it needs actual WAV files to generate a SoundFont. Once I've run it once, I convert the extracted CWAV files with vgmstream-soneek, then I run the program again with CBNK conversion enabled.
Unfortunately, the CWAV format used in this game is the same as the one used by the eShop music, so vgmstream-soneek can't convert it at the moment.
I managed to get the program to work in Visual Studio, so the link to the source code that I posted earlier is now a link to the Visual Studio solution folder. Here's the executable, too:
Yeah same, I realize that this site doesn't really have any rules against piracy (hell I literally asked for an SDK tool a while ago)....but stuff like the processed and extracted files? Unless Josh wants to host them, I say let people get them themselves. Otherwise there's no point in hosting a tool to fetch them lol
I would be interested in the midi and the sf2 of the 3ds camera how could I do to extract them all in an optimal way or ask even better if someone already has the bcsar? I have already tried to translate the bcsar, but I was able to extract only the midi with cseq2midi.
Hello! I am coming back to this to see if we were ever able to figure out how to play the music from Flower Town? This was one of my favorite soundtracks on the 3DS and it would make me so happy to be able to play it in the original quality!
Edit: Looks like yes, but the link to download the StreetPass rips are down. Anyone have them somewhere?
It looks like you convert the CSAR by dropping the StreetPassSound\Garden\sound\csar\0x0.CSAR onto ceasar.exe. Then the SF2 and MIDIs in 0x\BANK_SOUNDLIST seem to basically work!
I have one more issue, which is that the MIDI plays thru the Windows Media Player, but it seems to be using default sounds rather than the custom MIDI intstruments in the soundbank.
Which software or which method is correct to play the MIDIs where it will use the sounds in the bank?
In most MIDI players there will be an option to set the sound font, for instance here are instructions for VLC, which uses Fluidsynth (a common synth library).
I found that BANK_SOUNDLIST seems to have the most songs in one place using the same sf2, otherwise you'll have to switch it depending on the song.