¿Has anyone got Animal Crossing City Folk streamed? by Lutarisco at 2:08 PM EDT on August 29, 2016
As the ol' song says:
Years have passed...
Lives were wasted...
And there's not a single pirate in this sea,
that could have extracted all the bcstm,
in Animal Crossing: City Folk's rv_forest.brsar.


I am talking seriously. Does anyone know if someone has "extracted" them or knows how to do it?
I found some, here, but they're not too much... Nearly all the hourly music in weather different than sunny is missing, and some of them sound quite different than in the game (e.g. 11 PM, at 01:16), so I'm not sure about that place...

Sorry for repeating the question, but, does anyone know where can I find that streamed music, possibly all packed up? If not, how could I extract them, using updated software?

Thank you all, people that helped into this through the last decade.
by soneek at 3:56 PM EDT on August 29, 2016
It's all sequenced. It's on my to-do list to finish Wii/U/3DS sequence -> MIDI+SF2 finished once I have some personal stuff in order.
by ArcticJaguar725 at 11:25 PM EDT on September 22, 2016
A few months ago, I actually decided to try and dump some of the music from City Folk. I was able to figure out how to do it through Dolphin and some other sketchy methods. I also had control over the MIDI channels, which allowed me to dump the music in accordance to weather, and I ended up figuring out which channels were actually used through some really (REALLY) close listening. I took the dumps from Dolphin and looped everything I recorded manually and as seemlessly as possible. However, the project proved to be too time consuming, so I stopped after I had recorded all of the hourly and the city music. Here it is if you want them.

(NOTE: Everything is sampled at 32kHz for a reason.)
by ArcticJaguar725 at 5:18 PM EST on January 13, 2017
I finally found the time to resume the Animal Crossing project, and I managed to finish it. I have dumped and looped just about every bit of music from City Folk that I could find, including the K.K. Slider stuff. It took a good deal of work, but they're finally finished. Here they are if anybody is interested in obtaining these.

NOTE: These are compressed BRSTMs using ADPCM encoding. Unlike most things compressed in this format, Animal Crossing's music is not very complex, and some of the music has a slight yet audible drop in quality as a result. I currently have no way of encoding these files to a lossless looping format, so this is the best I can do. However, I have the original WAV files backed up, so I could redo it all if I discover a method to losslessly loop the files. The WAVs have precisely zero static in them, so their quality cannot be exceeded unless a flawless xsf format is produced sometime in the future.
by Kurausukun at 5:27 PM EST on January 13, 2017
Can you upload the WAVs as well?
by ArcticJaguar725 at 2:56 AM EST on January 14, 2017
Oh right, here they are.

http://www.mediafire.com/file/ph8mjbl7am2t6b4/ACCF_WAVs.rar

EDIT: Upon closer listening to the WAV files, I have picked up on some weird distortions that seem to be present with some tracks. I'm not really sure why they're there, but whether or not they are noticeable depends on whatever player you are using, whether or not you are using an equalizer, and your sound setup.

edited 1:17 AM EST January 15, 2017
by Chubby Bub at 3:45 AM EDT on April 3, 2020
I know this thread was created several years ago, but I have a question in regards to this. I’m trying to find the music that plays when you are near Phineas in the City. (It’s not in the files uploaded there, though thank you for that too as it has other versions of the City Theme and must have been hard to do.) This music plays on top of the normal City Theme, and there is a version for each time of day, though apparently some go unused in game. The only place I could find any mention of this was The Cutting Room Floor:

Phineas' music box theme is actually comprised of hidden audio tracks that play over the normal City music when he is present. Even though Phineas only appears when visiting the City during the daytime, there are hidden audio tracks with unique versions of his theme in the late night and early morning versions of the City music. These can be found in Sound/rvÌ forest.brsar as BGMÌ TOWNÌ MIDNIGHT and BGMÌ TOWNÌ EARLY, respectively.

I was wondering if anyone has this music (for any/all times of day), or could help me find it? I’m not experienced with game file extraction at all, but I figured this was my best chance. Thanks.
by Chubby Bub at 3:09 AM EDT on April 4, 2020
For what it’s worth, I managed to figure out how to extract the brsar. I’ve uploaded them here, though I doubt anyone really cares.
by ArcticJaguar725 at 9:52 AM EDT on April 7, 2020
True, I didn't bother to dump the Phineas stuff back in the day. As for your request however, I have provided them here. These tracks cave been converted losslessly unlike everything else on here, so there should be no need for me to upload the associative WAVs.

A general note about these dumps that I didn't realize back in the day is that they contain no reverb effects whatsoever comparative to the actual game. The only real way to dump these accurately thus far would be to disable all SFX and dump them straight from the game. That would be an absolute monster of a project and would certainly require even more effort than I've already put into these.
by Chubby_Bub at 5:51 PM EST on February 22, 2021
Hello again. I had to make a new account because I forgot my password. Don't know if you'll see this ArcticJaguar725, but anyway, I'm in the process of compiling complete and lossless soundtracks for Animal Crossing games. I thought your rips would be extremely helpful for City Folk, but I worry about your final comment, about the reverb. How big is the difference, if any? What tracks did you notice it in? You also seemed to imply in this thread that they did indeed have reverb? Considering there are already rips of the game online (albeit low quality and incomplete), I can only assume they suffer from the same problem however they were ripped.

As another note, none of the city themes or hourly themes are looped in those WAVs, though everything else is. I don't know how you were doing it, but I've found you can figure out the looping point by extracting the rseq via hex editing, using rseq2midi and you have to half the tempo. The loop points are converted to markers in the MIDI. However if these dumps are indeed significantly inaccurate, I suppose the only options left would be to create an xSF format (which I've seen a lot of talk of, but nothing actually happen) or as you said to record in-game while muting sound effects. My only idea as to how to do the latter would be removing other sounds in the brsar or replacing them with silence, though I get the feeling that wouldn't work well.
by ArcticJaguar725 at 12:37 PM EST on February 23, 2021
I can provide an example of the track differences here. I've taken 6:00 AM and compared the result of the dump I compiled together before with the dump from the actual game. You'll notice the reverb effect is fairly subtle overall, but IMO it does make it a lot more pleasing to listen to. I chose this track because it's easier to notice through an A to B comparison, so it might not matter nearly as much for some other tracks. That being said, it is these subtle, less noticeable effects that can make a track that much better.
http://www.mediafire.com/file/7o71z3tzb98c01c/ACCF_-_6_AM.zip/file

I'm still not sure if there's an easier way to get proper dumps of these tracks without doing it through the main game. I don't foresee myself doing another full game dump like the first one, but I can at least leave you with a BRSAR that I made a while ago that has its sound effects wiped: http://www.mediafire.com/file/hknb7fwd20ndm2c/rv_forest_%2528no_sfx%2529.brsar/file

If you do mess around with this, let me know if you run into any issues or need help along the way, and I'll see if I have any more insight. :)

edited 12:38 PM EST February 23, 2021
by ArcticJaguar725 at 12:51 PM EST on February 23, 2021
Also quick note on the phase inverted track in the example. Even if it may sound like it, that's not a misalignment that you're hearing; that's the actual reverb effect itself.
by Chubby_Bub at 4:37 AM EST on February 24, 2021
Alright, here's something weird: I checked with a midi I got using hex editing and rseq2midi (which I've found to be more accurate than VGMTrans), and not only does the track have reverb, it has more reverb: https://mega.nz/file/XGo0DYCB#8zZiO5LTPyAq1z5T4t66rSo7TTM8ANUe1Wl3weBuI1w
by ArcticJaguar725 at 6:38 PM EST on February 24, 2021
It looks to me on my end that the reverb effect is actually linked to the soundfont itself and not the actual MIDI. I'm admittedly not exactly sure how that works, but maybe there's a way to find the accurate reverb data by looking at the game's bank information rather than the sequence.

Regardless, the MIDI+sf2 combo has some other issues, like poorly timed note releases and a bunch of other things. The MIDIs are really nice to have as a reference, but I don't see them being ideal for creating proper rips for listening purposes.
Missing Tracks by Golden_winged at 7:30 PM EST on February 28, 2021
Hello everyone! I happen to also be in the process of compiling the City Folk lossless OST using the files here and retagging and organizing them. I've been at it on and off for a couple of weeks now. I can't thank ArcticJaguar725 enough for their work with this soundtrack! In this process, I've noticed a few things when comparing ArcticJaguar725's files to PieJee1's ACCF soundtrack (https://www.youtube.com/user/PieJee1).

There are a handful of tracks missing from ArcticJaguar725's, the most notable of which is the Bunny Day music (https://youtu.be/RIF04kCDP7A) that plays when the player approaches Zipper T. Bunny during the Bunny Day (Easter) event. Using VGMTrans, I've extracted every single MIDI, DLS, SF2, and WAV from the BRSAR, and I've been in the process of sorting these MIDIs with their banks into named folders, but as with some game music, I have been unable to find the Bunny Day music. It could be in there, as the file names are confusing, but I haven't seen it so far. It is in PieJee1's OST (in the comments he says he recorded in-game with a muted town tune).

The Museum (Bugs) track is missing (https://youtu.be/4pN3PkJSFyM). I think this is because the track is exactly the same as the Museum (Fish) track (https://youtu.be/XZ3CWbXh-Xw), so it was probably omitted intentionally (though I think it should still be included).

There are also some files that I found are missing but it's probably fine, as these may not belong in the OST anyway. The Channel Intro (https://youtu.be/ol6q4GE1Cc0) track, I could not find this so far in the files I extracted from ACCF, so I'm not sure where a lossless source for this would be. The Default Town Tune (https://youtu.be/lGICFxtOi3c), The City (New Hour) (https://youtu.be/oHq_ElGId5I), 10 TV tracks (one example: https://youtu.be/usFDyUQzogY), and 7 furniture tracks including Pinball Machine, Music Box, Master Sword, Triforce, Metroid, Starwing, and Pikmin (one example: https://youtu.be/gfvtGyUEBCo).

I would love to hear anyone's thoughts! Sorry for my lengthy post, I have a lot to say about this topic!

edited 11:48 PM EST February 28, 2021
by Chubby_Bub at 3:49 AM EST on March 1, 2021
So actually, ArcticJaguar725 did rip most of those tracks, but they were provided in this thread. Only the music box isn't lossless. I managed to get the .elf method they used working the other day, and also found all the tracks you mentioned, so they can be dumped.

I'd also invite both of you (and anyone else interested) to join the Animal Crossing Modding Discord server, where we have a channel dedicated to our project for creating comprehensive soundtracks for not only ACCF but all games in the series. (New Leaf is almost done!) (Edit: as a note I feel I should mention this is not the main focus of the server, in fact if anything that's the ongoing translation of the Japan-only Doubutsu no Mori e+. But it is still one of the server's projects and you will no doubt be welcome there.)

While the BRSAR dumps have no doubt proven valuable, with this project I believe we will be recording in-game using the modified BRSAR for most tracks, because, as has been demonstrated, there is a significant difference, at least for some tracks. In my opinion, it will be tedious, but it will be worth it.

edited 3:56 AM EST March 1, 2021
by Golden_winged at 11:20 PM EST on March 1, 2021
Chubby Bub, ok, I'm dumb, lol. I actually did find that thread in my searches but I was mostly interested in reading about ArcticJaguar725's "sketchy methods" and didn't read the whole thing. But I see now! And I definitely agree about recording in-game (or in-emulator). Making recordings using the MIDIs and soundbanks clearly has innumerous problems (not to mention it apparently is not truly lossless, according to Arctic). I joined the Discord! I hope to see this project reach a completion.

edited 3:50 AM EST March 2, 2021
by ArcticJaguar725 at 11:44 PM EST on March 1, 2021
Okay, I've done some more close research, and it looks like the reverb and other effect information probably isn't even stored in the brsar. While I don't know this for certain, I think what we need is contained somewhere deep in the actual game's code, likely somewhere in the main.dol. I am pretty sure if we could find a way to disassemble the code and grab the reverb parameters being used for the BGM, we should also be able to replicate it perfectly using the dvdroot method.

Problem is, that's way easier said than done. I have some experience hex editing and writing my own Gecko codes for use with Dolphin, but I think it may be a bit beyond me at this time to disassemble this game's code and find what I need. If anybody else is experienced enough to take a shot at it, that would be extremely helpful to getting these rips, since getting every last piece of BGM through normal game dumps really can't be too fun either.


EDIT: It's probably also worth mentioning I believe this is the case for every single Wii game that uses a brsar with sequences. This means an xsf format would probably not fix the Reverb/FX issues either unless somebody generated the files considering said game's code file as well.


EDIT 2: For anyone that decides to look into this further, here are some keywords to look out for:

• FxBase
• FxReverbHi
• FxReverbStd
• FxChorus
• FxDelay

I'm not sure if the last three are used at all in ACCF, but the first two are definitely present in some form. You can trace them somewhat either through a memory editor in Dolphin or by hex editing the main.dol file. What I need is the parameters associated with the first two classes, and that should be sufficient (hopefully). There are some other details related to the effects like auxillary outputs, but that in itself is less important.

edited 12:13 AM EST March 2, 2021
by Chubby_Bub at 2:52 AM EST on March 2, 2021
This tool for Ghidra could possibly prove useful. It can disassemble .rel and .dol files. While it is mainly for GameCube, I’m pretty sure it will work with Wii games.
by ArcticJaguar725 at 4:25 PM EST on March 2, 2021
So I finally managed to figure out where the reverb parameters were stored in memory, and I was able to translate them over to the dvdroot application. Although I did ultimately find them via hex editing the memory of Dolphin, the Ghidra disassembly ended up being still helpful for getting info, so thank you for bringing the GameCube extension to my attention. Anyway, to replicate the effect using the dvdroot, you will need to set the AuxA-0 effect to REVERB HI and set the parameters as follows:



In the SoundArchivePlayer, you will also need to navigate to SEND PARAMS and set 'fx send a' to 0.25.


I have verified through phase inversion that these parameters do in fact match the dump of the game exactly. There are only a couple of issues left to deal with. The first issue is that I don't know with certainty that these parameters never change. I've tried using them on a few random tracks and found them all to match, but I don't know if say, some of the K.K. Slider stuff is different for example. If you come across something that you think might possibly use different parameters, I would recommend trying a phase version just to verify that it is indeed the same. If it is, you can probably safely assume everything else related will match.

The second thing that I'm worried about is getting the channel information. I wouldn't be surprised if some of the channel information (for things like rain, snow, etc.) is stored in the form of code rather than in the BRSAR. However, I still have a text file I preserved here that contains said information. The problem with this text file is it was created through careful listening rather than a proper dump, so don't take it completely for granted. I would expect it to be at least 99% correct, but it's not impossible that I missed something in there.


So even with the discovery of the reverb parameters, I still don't know if I have it in me to do another full game dump on my own. At the very least, I hope this will benefit anybody that does attempt to make a proper music dump of the game, and I'll hopefully still be around here every so often if anybody wants to ask me anything else. :)

edited 5:06 PM EST March 2, 2021
re: by jurassicPieter at 9:05 AM EST on March 5, 2021
Hi,
I am the one who made the rip you find on youtube on pieterjee's account many years ago. It was a line-in recording as emulating a wii was too slow back then.

From what I've remembered, I recorded it line-in by changing all RSEQ's that contained no music with 0xFF (end of track) in the data. As for the other ones:
- the channel intro is in the opening.bnr as channel.bns. It's not encoded so it plays just fine in vgmstream once extracted.
- The bunny day track were just line-in recording without a modified brsar and I have no idea where it is in the brsar. I set the town tune to empty and waited when there was a hour transition. It's a short track so it was easy to record and edit.
- The TV tracks were just line-in recordings. No idea how these tracks were made.
- The furniture music was just ripped as RWAV, except the Music Box. Could not find it either in the RSAR.
- the default town tune is constructed of lots of small RSEQ's that play a single note programmatically. same for the hourly tune in the city
by ArcticJaguar725 at 4:53 PM EST on March 5, 2021
FYI: For anybody who download the channel status document, I've detected a mistake for the rain and snow instances of 9:00 PM. The text document should be updated, and you should just be able to redownload it if you wish. I haven't had a chance to verify the city or museum tracks yet, and I haven't checked all of the snowy instances for the hourly music, but I'm fairly confident all instances of the normal/rainy hourly music are accurate now.

edited 4:55 PM EST March 5, 2021
by ArcticJaguar725 at 5:44 AM EST on March 6, 2021
Huh, so here's an interesting find. It seems that the sequence that plays when you're working for Tom Nook during early game (BGM_ARBEIT in the BRSAR) is missing a proper instrument mapping in its sequence data. The end result by default maps it to the first instrument in the bank, which is the shaker in this case. When you consider the higher pitched note it tries to play, it almost sounds like a static pop, and it just doesn't sound right at all.

So I went into a hex editor and threw in a channel identifier to what I believe it was intended to be, and it sounds better, albeit also quite different. I've uploaded the music dumps of the original/fixed sequence for anybody who wants to check them out and compare. In addition, here is the updated BRSAR for anybody interested in that as well.
by Chubby_Bub at 12:23 AM EST on March 8, 2021
Does that happen as a mistake when it plays in-game or just as an error when you play it in the sound viewer or rip it?
by ArcticJaguar725 at 4:22 AM EST on March 8, 2021
This seems to be an issue with the game itself. Every instance of the track that I've seen online contains that error, which even more leads me to believe it's a fault on Nintendo's end (especially when we have confirmation that some of those dumps were recorded line-in from the Wii). That's why I find this especially interesting and worthy of showcasing.
by Chubby_Bub at 9:32 PM EST on March 8, 2021
I'm sure there is one, but I'm not able to tell the difference. Where is it exactly?

Also, for jurassicPieter/PieJee1: were your recordings in game or in the sound viewer? If the former, then the issue with reverb shouldn't matter. I'm not sure about how line-in recordings work, but if the tracks are lossless(I know there's an mp3 download, is there wav or flac?) then only the few missing ones would need to be dumped, which would save the project a lot of time and effort.
by ArcticJaguar725 at 3:07 AM EST on March 9, 2021
There are four extra guitar notes total that play, which make the chords overall fuller.

About the other rips that I've seen: almost everything that I've encountered on YouTube seems to be panned in reverse for whatever reason. I'm also fairly confident that issue lies in those rips rather than on my end somehow. Additionally, even if there are FLACs somewhere, they're not technically lossless if they were recorded line-in. Line-in recordings tend to come with a lot of noise that usually results in more loss than a high quality mp3 conversion even in good conditions. It's not a big deal if it's being published for the masses, but it is a problem if you're looking for the highest quality possible.

Something else I encountered is (unless there's some weird issues with my emulator that I haven't uncovered,) it looks to me like some of the tracks don't have the reverb fx applied to them at all in game. This would mean that some of the dumps I had before are already correct and could be used instead. The issue is tracking down which tracks actually use the fx_send and which don't. I've done some searching through the BRSAR and with a hex editor to no avail, so it seems we might be back at square one in that regard. At minimum though, I know that the hourly music for sure has the reverb effects applied. Chances are you would only need to check a singular KK Slider and Aircheck tune to figure out the parameters for the other 70 something tracks. Those alone make up most of the rip (154/243 total BGM sequences).
by Chubby_Bub at 3:24 AM EDT on April 12, 2021
I'm going to look further into this soon, but for now I just want to mention that I recorded the city theme in-game without sound effects, then compared it with inversion to versions from the sound player with either the specified reverb parameters or none, and neither canceled it out. Unless I made a mistake, it might use something different.
by ArcticJaguar725 at 5:29 AM EDT on April 12, 2021
So I dumped the City Day Theme though both the game and the dvdroot with reverb fx applied and found them both to match perfectly (with exception to some pretty negligible bit rounding errors or something), so my guess is you either lined up the phase inversion poorly or didn't set the reverb parameters correctly. Can you post a screenshot of your parameters and/or upload your audio dumps?

I should mention that I made a mistake when setting the parameters in the screenshot. The 'pre delay time max' should be set to 0.05, not 0.01. Either way, I honestly doubt that particular field matters that much, so that probably isn't why it's not matching very well.

edited 5:30 AM EDT April 12, 2021
by Chubby_Bub at 3:53 PM EDT on April 12, 2021
I tried again and it still didn't work. I suspect I'm not doing the phase inversion right. Can you explain how to do it? If that still doesn't work I'll upload my audio and parameters.
by ArcticJaguar725 at 5:17 PM EDT on April 12, 2021
I can attempt to explain phase inversion briefly. First, you'll want to import both tracks into your DAW. (I personally use/recommend Audacity for this in particular, as it satisfactorily meets my needs for zoomed audio visualization.) From here, try to line up the two waveforms horizontally as precisely as possible with each other (this pretty much needs to be sample perfect to yield good results). If the two are matches, this process should be even easier to do. Here's an example visually what I mean:



Once your two waveforms are lined up, you'll need to highlight the entire second waveform and navigate to Effect->Invert. From here, you should be able to check how well the phase inversion worked through playback. To properly visualize the difference, you'll want to select everything (Ctrl+A) and navigate to Tracks->Mix->Mix and Render to New Track (or just Ctrl+Shift+M) to generate a new waveform that you can inspect visually.

Make sure when inspecting differences through phase inversion to zoom in vertically on the resulting waveform, as the reverb differences may not be very visible even if present. If the two waveforms match, you shouldn't see much more than small bits of noise at full zoom.

Here's an example of a match:


EDIT: I should note also that there is at least one instrument in my experience (I think the vibraphone) that does not produce a matching output between dvdroot and game dumps. I don't know if this is because these dumps are coming from two different versions of Dolphin or something else, but the difference should be minute enough that you can probably ignore it for compiling game rips. Heck, if you were trying to phase invert the City Midnight Theme, it might not match at all since the entire thing is basically vibraphone.

edited 5:39 PM EDT April 12, 2021
by Chubby_Bub at 7:36 PM EDT on April 12, 2021
This time it worked, I was using Audacity to invert but I had trimmed the audio from a very long Dolphin dump in FL Studio, which changed the exported version. When I imported it straight into Audacity and trimmed it, it worked perfectly.

This tells me that the city themes most likely all use the same reverb parameters (although I will have to investigate the vibraphone issue), and next I will check some indoor shop themes. I get the feeling they all use the reverb but I want to make sure. Thanks once again for your help.
by Chubby_Bub at 8:55 PM EDT on April 12, 2021
Well, I just found that the Marquee uses reverb, but Nook's Cranny does not. Which makes it a bit more complicated...

Edit: actually the Marquee doesn't. so I suspect, but am not sure, that indoor themes do not use reverb.

edited 8:58 PM EDT April 12, 2021
by ArcticJaguar725 at 10:12 PM EDT on April 12, 2021
I haven't investigated too far into indoor tracks, though I do think I remember Nook's Cranny having no reverb from my testing, so that sounds right to me. I also believe some of the tutorial themes had no reverb as well, though I haven't checked all of them to be sure.
The line-in recording I made many years ago by jurassicPieter at 8:55 AM EDT on May 8, 2021
I guess I missed the question asked in march about the recording I made many years ago.


They were all recorded in-game and manually edited to get proper looping points.
A line in recording is by connecting the wii audio cables with a few conversion cables to your line-in input of your soundcard on your pc. The higher quality the soundcard, the less noise you have (cheap soundcards interfere the cables and produce noise) I did record silence and did get some noise which I removed with sound editing afterwards.

I had a different recording method that uses a modified Final Fantasy Crystal Chronicles Life as a King to make recordings for some of the Wii channels back then, but that method could only be used with brsar's that did not have streaming so I could not use it for Animal Crossing. Since the reverb was in the lua-script of that game I could control the reverb with that method (and it confirms brsar does not contain reverb information). If we ever get a wii gsf/2sf like format it would be easy to use that game to make a generic brsar player
by lunarigloo at 12:04 PM EDT on June 18, 2021
@jurassicPieter

Hi! I've been a long time listener and admirer since I first found your rips back in 2011, so firstly a big thankyou for your work. Anyway, I'm attempting to put together a sort of archive of rips at the moment and I was wondering if you might possibly be able to upload some of your rips in FLAC? Also, some of the uploads were missing parts or perhaps those parts were deleted (eg Brawl and Wii Music) so would it be possible for you to upload those as well?

I understand that you're busy these days and probably too busy to go through the process of uploading to a file host, but perhaps some of the more painless alternatives that you can set and forget (eg soulseek and the like) would be alright? If you're able and you'd like to get in touch, you can email me at ^my username above^ at proton mail dott com.

Thanks!

(Sorry for hijacking the thread, but I wasn't sure where else I could ask you.)
by Chubby_Bub at 1:36 AM EDT on August 8, 2021
So, I've begun to record the hourly themes with reverb. I'm also recording tracks in game to see if they have reverb or not. But I have a few questions for you once again, ArcticJaguar725:

Firstly, how would you recommend trimming the beginnings and loop points of the tracks down to the sample, as you did? Perhaps the MIDIs would come in handy for reference... I'm also considering making BRSTMs like you did, again I'm not sure how. Lastly, it seems that your rips all are slightly more amplified compared to anything I dump from the game itself or the sound player. It's not really a big deal but I wanted to save myself some work for the tracks that you've already dumped without reverb, and I don't know if it's too much of an inconsistency or the reason for it. Thanks!

Edit: Oh, another thing I realized is the DSP engine used to dump these. Do you know which you used? Apparently LLE Interpreter is the most "accurate"— this slows down the game significantly, but it's not much of a problem with the bare-bones sound player. This could also account for the difference you heard in the night city theme, maybe? I don't know how much this affects the accuracy of sound in ACCF, but I do know it can depend on the game; I determined (via phase inversion) that any of Dolphin's DSP engines function the same for GC Animal Crossing, and it didn't affect the emulation speed.

edited 1:40 AM EDT August 8, 2021
by codycody at 9:58 PM EST on February 14, 2022
Seems there hasn't been an update to this thread in quite a while, but i'm interested, has any progress been made on doing a complete batch of clean rips with the proper effects paramaters applied? It seems everything needed to do so has been found but nobody has gone to the lengths to dump everything just yet.

I sound a bit like a choosing beggar here, but if nobodies made much progress on the front and there's a somewhat comprehensive guide on how to go about doing it then I'll happily do it myself :P

Also, the link to that Discord server posted a few posts back is dead. Is the community for this still active in anyway?
by Chubby_Bub at 1:46 PM EST on February 24, 2022
So I've heard from some people in a different server that unfortunately, due to only being able to run in old versions of Dolphin, dumping with the soundplayer is still inaccurate (perhaps responsible for the errors ArcticJaguar725 ran into). As such, the only way I can think of currently to rip accurately would be to record in-game with the sfx-less BRSAR, which would be extremely tedious and still prone to error. However, I have also been told that it may be possible with some Switch SDK tools, using some methods I don't entirely understand. This depends on if kr3nshaw can implement BRSAR support to caesar (a tool that can convert BCSAR and BFSAR to MIDI + SF2), which they said they would look into, so we'll see.

Here's a new link to that Discord: https://discord.gg/HcpymVA
The community is still active but on this project, currently, it's pretty much Only Me. Even if we're still figuring out a new method, your help would still be appreciated!


Go to Page 0

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source