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UF's adventures in BMS by unknownfile at 11:17 AM EST on December 15, 2006
This thread created by popular request.

BMS (aka JaiSeq) is a sequence format from Gamecube games. As you are all aware, I have been doing analysis on the format for a while.

Known types of JaiSeq archives:
- SeqBank (.arc files) (Super Mario Sunshine, Luigi's Mansion)
- RARC (.arc files) (Zelda WW, Twilight Princess)

For games that use JaiSeq, take a look at the GC stream database, JaiSeq-powered games are usually identified as having "AW" files.

The purpose of this thread is to analyze the formats used by JaiSeq, including AW (samples), AAC (init files), BMS (sequences), and integrate support in in_cube.

More stuff coming soon.
by PokeParadox at 12:29 PM EST on December 15, 2006
All I can say is: Good luck :)
by unknownfile at 3:38 PM EST on December 15, 2006
And voila, I have written an extractor (with help from hcs) that extracts BMSes from seqbanks. The header is similar to the following (C code):

// Generated by BreakPoint Software's Hex Workshop v4.20
// http://www.hexworkshop.com
// http://www.bpsoft.com

unsigned char rawData[16] =
{
0xA4, 0x08, 0x00, 0xA4, 0x09, 0x00, 0xA4, 0x0A, 0x00, 0xAC, 0x0B, 0x00, 0x00, 0xFE, 0x00, 0x30,
} ;

Regarding the sequences themselves, I am currently doing analysis on the sequence format. Once again, I urge all of you to annoy hcs to decode the .AW sample blocks so that I can figure out how to play this shiz.

You can find the BMS sequences at http://unknown.hcs64.com/JaiSeq

And yes, I am aware the extractor is somewhat broken.

by Mouser X at 1:44 AM EST on December 16, 2006
I know that BMS files aren't playable, as they're not understood at all yet. However, because they're sequenced based, I'd recommend that you look into MIDI files, IT files, MOD files, and things like that. That way, you can familiarize yourself with what sequenced formats look like. Hopefully, that'd make understanding BMS easier. Also, to ease the programming end of it, I'd suggest you look for an open source MIDI/IT/MOD/etc. player. That way, you can see how they did things, and modify it to fit your needs.

Of course, a complete re-write might be in order, to accommodate BMS files. Even so, I'd think having something to learn from would help out a lot.

Anyway, good luck on this. I always look forward to whatever progress you may have had. Mouser X over and out.
by jurassicPieter at 3:02 PM EST on December 16, 2006
I wish you good luck. A few years ago i already tried to decipher them but i suck at reverse engineering(not enough patience) so i gave up pretty early only knowing the files start with a 4 byte signature.
I think there is probably more similarities with the way the nintendo ds plays sequenced data.

Edit: I just checked the bms of Donkey Kong Jungle Beat(yes i wanted the music from that game) and what i noticed is F0 and FF are very common and often with 2 bytes in between so i guess these are the note on and note off events. I could be completely wrong though.
Also the the 5th byte the bigger it is the more i see E0 in the file followed by 00 and another byte(and then E0 again). Sounds like empty channels.

edited 4:14 PM EST December 16, 2006
by unknownfile at 4:42 PM EST on December 16, 2006
There is always the possibility of volume controls. Anyways, my extractor is still being written, so I can't really post it yet.

Stuff to implement:

- RARC support
- Yaz0/Yay0 support

Stuff to fix:

- fake RARC suport
by unknownfile at 9:57 PM EST on December 19, 2006
While looking through the Pikmin ISO, I came across a DLL, assembled in x86. This appears to have a lot of the game code inside of it.

Sequence controls might be in there as well...

UPDATE:


It was rejected by the SMTP server.

edited 10:32 PM EST December 19, 2006
by valiant at 2:42 AM EST on December 20, 2006
Seems like you sent a mail to Colin Reed. You could always ask him to send you a specification of the BMS format. ;-)

Kudos to you if you manage to reverse-engineer the sequenced files.

edited 2:46 AM EST December 20, 2006
by unknownfile at 7:17 PM EST on December 20, 2006
Pikmin anal-ized.

Sequences now have a different flag. For example:

unsigned char jaiseq_pikmin[4] =
{
0xC1, 0x07, 0x00, 0x0E, // extra flags
} ;

is different than

unsigned char jaiseq_standard[4] =
{
0xC1, 0x00, 0x00, 0x00, // unused bytes?
} ;

EDIT: err, screw that

that is the standard format, just stored a bit differently

edited 7:37 PM EST December 20, 2006
good news by unknownfile at 8:36 PM EST on December 21, 2006
AW sample banks figured out, i guess

it is essentially AFC, just modified in a way that I don't know how to decode yet

it's probably mono
JaiSeq's name and functions by unknownfile at 9:36 PM EST on December 24, 2006
JaiSeq is officially known as JAudio.

A list of its functions can be found here.

From what it looks, it was written in C and C++ and assembled with GCC.

Stay tuned for more stuff.
by valiant at 8:00 AM EST on December 25, 2006
They didn't leave the source code for JaiSeqs in Pikmin, did they?
The obvious by unknownfile at 10:36 AM EST on December 25, 2006
no
Bad news by unknownfile at 11:51 PM EST on January 2, 2007
The jaudio library is used only in games that Nintendo EAD has had involvement in, with the possible exception being Pac-Man Vs., which was developed elsewhere in the Nintendo labs.

See the list here (courtesy Wikipedia).

As we don't know who compiled the US build of Pikmin, we cannot determine who has the library, and even asking them about it would result in no response.

We can, however, wait for a Gamecube emulator with sound and debugging features that works so that we can analyze the format from there. Who knows, we even might be able to make 3sf rips...
by valiant at 4:00 PM EST on January 13, 2007
I've seen in the DSP distribution thread that you're working on a BMS ripper for ARC files. So you just want to extract files from ARC archives?
thakis programmed some tools for GC files a whole while ago, among them an ARC archive dumper. If your ripper has a different purpose I apologise for the useless information. :-)

3sf? What's that an acronym for?
by unknownfile at 5:27 PM EST on January 26, 2007
Found this crap in Mario Kart Double Dash. This was compiled by Yoji Inagaki, who was one of the sound programmers for many games using the library. The syntax seems to derrive from C.

Comments written in Japanese have been removed

//***********************************************************
//            
//            Project:    GC KART
//            Author:        Yoji Inagaki
//            Date:        2003.5.8(THU)
//***********************************************************

#define baac 'b', 'a', 'a', 'c', long, long

#include"GCKart.def"

    begin_audio_arc

    bst, _BEGIN_BST, _END_BST

//    bstn, _BEGIN_BSTN, _END_BSTN

    ws, 0, NINTENDO_LOGO_MARIO_WS_START, 0xffffffff
    ws, 1, SE_WS_START, 0    //0xffffffff
    ws, 5, TANAKA_BGM_WS_START, 0    //0xffffffff

    bnk, 1, SE_BANK_START
    bnk, 0, NINTENDO_LOGO_MARIO_BANK_START
    bnk, 5, TANAKA_BGM_BANK_START

    bsft, _BEGIN_SFT

    bsc, _BEGIN_BSC, _END_BSC

    bms, JA_BGM_TITLE, _BEGIN_BMS_0001, _END_BMS_0001
    bms, JA_BGM_SELECT, _BEGIN_BMS_0002, _END_BMS_0002
    bms, JA_BGM_OPTION, _BEGIN_BMS_0003, _END_BMS_0003
    bms, JA_BGM_RECORD, _BEGIN_BMS_0004, _END_BMS_0004
    bms, JA_BGM_START_FANFARE, _BEGIN_BMS_0005, _END_BMS_0005
    bms, JA_BGM_START_FANFARE2, _BEGIN_BMS_0006, _END_BMS_0006
    bms, JA_BGM_START_FANFARE4, _BEGIN_BMS_0008, _END_BMS_0008
    bms, JA_BGM_START_FANFARE5, _BEGIN_BMS_0009, _END_BMS_0009
    bms, JA_BGM_START_FANFARE6, _BEGIN_BMS_0010, _END_BMS_0010
    bms, JA_BGM_STAR, _BEGIN_BMS_0011, _END_BMS_0011
    bms, JA_BGM_FINALLAP_FANFARE, _BEGIN_BMS_0012, _END_BMS_0012
    bms, JA_BGM_WANWAN, _BEGIN_BMS_0013, _END_BMS_0013

    baac, _BEGIN_BAAC, _END_BAAC

    end_audio_arc

_BEGIN_BST
#incbin "GCKart.bst"
_END_BST

//_BEGIN_BSTN
//#incbin "GCKart.bstn"
//_END_BSTN

_BEGIN_SFT
#incbin "GCKart.bsft"
_END_SFT

SE_BANK_START
#incbin"SE/Banks/se00.bnk"
#evencl
SE_BANK_END
SE_WS_START
#incbin"SE/Banks/se00.ws"
#evencl
SE_WS_END

TANAKA_BGM_BANK_START
#incbin"BGM/Tanaka/Banks/bgm.bnk"
#evencl
TANAKA_BGM_BANK_END
TANAKA_BGM_WS_START
#incbin"BGM/Tanaka/Banks/bgm.ws"
#evencl
TANAKA_BGM_WS_END

NINTENDO_LOGO_MARIO_BANK_START
#incbin"SE/Banks/NintendoLogoMario.bnk"
#evencl
NINTENDO_LOGO_MARIO_BANK_END
NINTENDO_LOGO_MARIO_WS_START
#incbin"SE/Banks/NintendoLogoMario.ws"
#evencl
NINTENDO_LOGO_MARIO_WS_END

_BEGIN_BSC
#incbin "SE/Seqs/GCKartSe.bsc"
_END_BSC

_BEGIN_BAAC
#incbin "SceneJPN.baac"
_END_BAAC

_BEGIN_BMS_0001
#incbin "Bms/0001.bms"
_END_BMS_0001

_BEGIN_BMS_0002
#incbin "Bms/0002.bms"
_END_BMS_0002

_BEGIN_BMS_0003
#incbin "Bms/0003.bms"
_END_BMS_0003

_BEGIN_BMS_0004
#incbin "Bms/0004.bms"
_END_BMS_0004

_BEGIN_BMS_0005
#incbin "Bms/0005.bms"
_END_BMS_0005

_BEGIN_BMS_0006
#incbin "Bms/0006.bms"
_END_BMS_0006

_BEGIN_BMS_0008
#incbin "Bms/0008.bms"
_END_BMS_0008

_BEGIN_BMS_0009
#incbin "Bms/0009.bms"
_END_BMS_0009

_BEGIN_BMS_0010
#incbin "Bms/0010.bms"
_END_BMS_0010

_BEGIN_BMS_0011
#incbin "Bms/0011.bms"
_END_BMS_0011

_BEGIN_BMS_0012
#incbin "Bms/0012.bms"
_END_BMS_0012

_BEGIN_BMS_0013
#incbin "Bms/0013.bms"
_END_BMS_0013
by unknownfile at 5:56 PM EST on January 26, 2007
Here's some converted audio I got from ye royale ModPlugTracker. AW seems to just be 8-bit signed PCM.

Forest_0 from Pikmin
wScene_1.aw from Mario Sunshine

Sorry for the static.
code by unknownfile at 12:46 AM EST on January 27, 2007
I have some code that rather crappily decodes the samplebanks.

Decoding is done thus:

outbin=*(long*)inbin - 128;
idx = (outbin)&0xf;
outbin=((outbin-16)+afccoef[idx][1]);
outbin=(outbin << 8)^0x8000; // convert to 16-bit signed pcm

Samples should be decoded at 18000 Hz

This uses some code from the AFC decoder, and I must admit that it works quite nicely, though not accurately.

...

What, you're still here?
Fine, take these wavs and leave me alone!
Wavs from Super Mario Sunshine and Luigi's Mansion
This is on megaupload as the ftp uploads here are slow and I am collapsing from drowsiness atm, so get it while its hot.
by unknownfile at 12:36 PM EST on January 27, 2007
Tweaked the code a bit, it is now easier to hear samples. The playback rate is a bit slow, but whatever.

Decoding is now done thus:

for (int i=0;i<2;i++) {
    outbin=*(long*)inbin + 128;
    idx = (outbin)&0xf;
delta = 1<<(((outbin)>>4)&0xf); // currently unused.
outbin=outbin^afccoef[idx][i];
    outbin=(outbin << 8)^0x8000;
// output the audio here...
}

and the samplerate is 36000 Hz.

The way decoding is done is pretty much the same as before, but at least it's easier to hear now.

I'm also doing analysis on the BMS format as well. Setting up the instruments seems to be done thus

SET_INSTRUMENT(long instrument,long offset)
C1 0000 00E2
by unknownfile at 9:00 PM EST on February 1, 2007
Here's another flowchart, outlining Super Mario Sunshine:



In theory, to get to the function that handles music, we could xref DVD-related functions until we land at the jaudio sequence subroutines.
by agu fungus at 10:56 AM EST on February 2, 2007
I'm really glad this is taking some real progress. Keep it up!
great news by unknownfile at 11:31 AM EST on February 2, 2007
The BUILD.MAP file in the Pikmin ISO is actually an outline of how the DOL was assembled (probably in chronological order). The jaudio library is implemented within a HUGE thread which could be used for gameplay, but I am unsure of this.

For now, I need to go downstairs and brave the idiots in the cafeteria lineups.
by unknownfile at 9:13 PM EST on February 2, 2007
the first appearance of Title.afc, played at E3 2001
by unknownfile at 3:40 PM EST on February 3, 2007
I'm trying to make IDA signature files by hand, but I am currently failing miserably.

The .PAT file syntax is very screwy. What I'm currently attempting to do is thus:

3C8080..54630BFC3804..7C601A14A06300004E8000200000000000000000 20 0000 0040 :0000 ac_WsVirtualToPhysical__FUs :0020 Jac_BnkVirtualToPhysical__FUs ....0000

It keeps turning me away, claiming "bad pattern". Can your lordship hcs help me?
by unknownfile at 8:15 PM EST on February 3, 2007
hcs got back to me on the previous comment.

Currently, the following functions are supported by the signature file:

Jac_WsVirtualToPhysical__FUs
Jac_BnkVirtualToPhysical__FUs
Jac_WsConnectTableSet__FUlUl
Jac_BnkConnectTableSet__FUlUl
Jac_PlayBGM

I hope to have more functions supported later. For now, I'm going to play Mario Sunshine.
by unknownfile at 11:34 AM EST on February 5, 2007
hcs sent me the ZeldaWW code last night, and it seems that jaudio went under a major overhaul.

The second version of the library is written in C++ as opposed to C, so there are likely to be major differences. Super Mario Sunshine might use some of the same functions, but I'm not sure.

I am still working on the .sig files for Dolphin OS Revision 37 (Luigi's Mansion, Pikmin), and I'll do OS Revision 54 (ZeldaWW, Mario Sunshine) when I get around to it. There are very very few functions supported, so you'll need to wait a bit.

As for killing threads, it can probably be achieved in this manner

infiniteloop:
b infiniteloop
nop

hcs, here's a hint at what jaudio does:

1) Sequence notes are played back on the CPU.
2) A mixer compiles the notes into AFC.
3) The AFC stream is passed to the DSP.
4) The DSP decodes the data.
5) Rinse and repeat.

Perhaps by looking for the decoding function that you could capture the ADPCM and pass it to the output?
by hcs at 4:40 PM EST on February 5, 2007
You might be interested to know that pure AFC streams are decoded by the CPU in Wind Waker.
by agu fungus at 3:05 PM EST on February 27, 2007
I wonder how this is going now.
by unknownfile at 9:10 PM EST on March 6, 2007
Here's some documentation on jaudio:

http://unknown.hcs64.com/gcformatdev/jaudio.htm
by jurassicPieter at 5:39 AM EDT on March 16, 2007
Thank's for the info on jaudio. Now I understand why the BMS-format is hard to comprehend.
Anyway I can tell Donkey Kong Jungle Beat is Revision 5(it has BMS files inside ARC files and AFC codecs inside AST containers).

Anyway what are the CIT files inside the JaiChord.arc files then? Chords Info Table or something?

edited 5:43 AM EDT March 16, 2007
by agu fungus at 10:52 AM EDT on April 25, 2007
If you've seen the Pokémon Box thread, I guess you could start experimenting on that game first.
by agu fungus at 10:49 AM EDT on June 6, 2007
Is there any progress now, I wonder?
by unknownfile at 12:31 PM EDT on June 6, 2007
no progress for a while... i guess i lost interest or can't be arsed with it.
That Stuff by wolup at 9:30 AM EDT on August 10, 2007
Hey Man,

Just wanna know if you could upload the luigis mansion and super mario sunshine .aw files, and the program you used to convert them to wav, and anything else that might help me get the .aw files onto a cd. Video game music CD's are my life!
by unknownfile at 9:28 AM EDT on August 11, 2007
aw files only contain the samples for the music
by unknownfile at 2:07 PM EDT on August 13, 2007
also all further updates go on the wiki

ova hea
by wolupgm6 at 12:33 AM EDT on September 24, 2007
Oh... Sorry...
by unknownfile at 11:44 AM EDT on September 24, 2007
please explain why you bumped this out of the depths of hell just to say "sorry" and i might just spare your life
by wolupgm6 at 7:55 PM EDT on September 27, 2007
Hey! When I said sorry it was 6th on page 1! I severly doubt that this is hell... Though it might be a Taco Shop...
back to work by unknownfile at 1:26 PM EST on February 11, 2008
I am investigating this stuff again for developing a multi-game HLE emulator. However, the Gamecube debugger that I use (gcnrd) sucks enough to randomly crash games, or not even break propertly on old games (Luigi's Mansion won't allow breakpoints).
BARC files figured out by unknownfile at 9:44 PM EST on February 13, 2008
The three early jaudio games have quite nasty ways of setting their ARC files up, in particular the headers are hidden somewhere else:

- Luigi's Mansion has the BARC header in JaiInit.aaf
- Pikmin has the BARC header in the DOL executable
- Super Mario Sunshine has the BARC header in msound.aaf, hidden away inside nintendo.szs

The format is rather simple, however, and all the sequences have been extracted.

(see next post for sequence filenames)

edited 9:54 PM EST February 13, 2008
im too lazy to edit by unknownfile at 9:53 PM EST on February 13, 2008
Microsoft Windows [Version 5.2.3790]
(C) Copyright 1985-2003 Microsoft Corp.

>barcdump jaiinit.aaf
BARC----
Output LuigiSe.bms OK
Output Mario02.com OK
Output PianistQuiz01 OK
Output PianistQuiz02 OK
Output PianistQuiz03 OK
Output Mario.com OK
Output OyamaLab.com OK
Output LuigiSings.co OK
Output Training.com OK
Output Mario.com OK
Output Demo_FirstMon OK
Output Demo_FirstDoc OK
Output OyamaLab.com OK
Output Training.com OK
Output GetKey.com OK
Output Gallery.com OK
Output OyamaPress.co OK
Output Total.com OK
Output GoodNight.com OK
Output Fishing_Zako. OK
Output Fishing_Event OK
Output PictureSays.c OK
Output Telescope.com OK
Output DanceHall.com OK
Output Demo_BabyCrie OK
Output Demo_Entrance OK
Output Demo_FirstDoc OK
Output Demo_FirstMon OK
Output DoorLoop.com OK
Output Kinopio.com OK
Output Kinopio_Light OK
Output Room_Baby.com OK
Output Room_Space.co OK
Output Tittle.com OK
Output Total_Picture OK
Output Total_Score.c OK
Output Warp.com OK
Output Training_Cont OK
Output Training_Resu OK
Output Training_Stop OK
Output select.com OK
Output Babyroom.com OK
Output BabyDemo.com OK
Output BabyBattle.co OK
Output BlueOhaka.com OK
Output BlueDemo.com OK
Output BlueBattle.co OK
Output TelesaDemo01. OK
Output TelesaDemo02. OK
Output TelesaBattle. OK
Output BattleClear.c OK
Output PianistBattle OK
Output Room_AfterBos OK
Output GetKey_Heart. OK
Output OyamaPress_Pr OK
Output Ending01.com OK
Output Ending02.com OK
Output Ending03.com OK
Output Event_Speak.c OK
Output Event_Game.co OK
Output Event_Speak.c OK
Output GetKey.com OK
Output OyamaCall.com OK
Output OyamaSpeak.co OK
Output Change_Kabe.c OK
Output Change_Water. OK
Output Change_Mayoi. OK
Output StuffRoll.com OK
Output Demo_GetPictu OK
Output Demo_Lion1_1. OK
Output Demo_Lion1_2. OK
Output Demo_Lion2.co OK
Output Demo_Sakasa.c OK
Output Demo_TeleChec OK
Output Demo_TeleOpen OK
Output Telesa.com OK
Output TelesaSpeak.c OK
Output TelesaSpeak2. OK
Output Light.com OK
Output Light.com OK
Output KuppaDemo01.c OK
Output KuppaDemo02.c OK
Output KuppaBattle.c OK
Output KuppaDemo03.c OK
Output Ochi01.com OK
Output Ochi02.com OK
Output Ochi03.com OK
Output HeyHoo.com OK
Output Demo_Star.com OK
Can't open - for writing. Probably hit the end of the file

>barcdump pikmin.dol
BARC----
Output pikise.jam OK
Output sysevent.jam OK
Output dummy OK
Output dummy OK
Output tutorial.jam OK
Output play3.jam OK
Output d_end2.jam OK
Output jungle.jam OK
Output dummy OK
Output yaku.jam OK
Output cave.jam OK
Output boss2.jam OK
Output map.jam OK
Output demobgm.jam OK
Output dummy OK
Output dummy OK
Output boss3.jam OK
Output flow.jam OK
Output select.jam OK
Output char.jam OK
Output cresult.jam OK
Output fresult.jam OK
Can't open - for writing. Probably hit the end of the file

>barcdump msound.aaf
BARC----
Output se.scom OK
Output k_dolpic.com OK
Output k_bianco.com OK
Output k_manma.com OK
Output t_pinnapaco_s OK
Output t_pinnapaco.c OK
Output t_mare_sea.co OK
Output t_montevillag OK
Output t_shilena.com OK
Output k_rico.com OK
Output k_clear.com OK
Output t_chuboss.com OK
Output k_miss.com OK
Output t_boss.com OK
Output t_select.com OK
Output t_bosspakkun_ OK
Output k_title.com OK
Output t_chuboss2.co OK
Output k_ex.com OK
Output t_delfino.com OK
Output t_marevillage OK
Output t_corona.com OK
Output k_kagemario.c OK
Output k_camera.com OK
Output t_montevillag OK
Output t_mechakuppa_ OK
Output k_airport.com OK
Output k_chika.com OK
Output k_titleback.c OK
Output t_montevillag OK
Output t_delfino_kaj OK
Output t_event.com OK
Output t_timelimit.c OK
Output t_extra_skyan OK
Output t_montevillag OK
Output t_pinnapaco_m OK
Output k_select.com OK
Output t_casino_fanf OK
Output t_race_fanfar OK
Output k_camerakage. OK
Output k_gameover.co OK
Output t_boss_hanach OK
Output t_boss_geso_i OK
Output t_chuboss_man OK
Output t_montevillag OK
Output t_shine_appea OK
Output k_kuppa.com OK
Output t_monteman_ra OK
Can't open - for writing. Probably hit the end of the file
by marioman at 12:02 PM EST on February 14, 2008
Looks like you are figuring it out. I assume that some sort of GC sequence player will be needed to play the files?
by unknownfile at 5:19 PM EST on February 14, 2008
I have to run the stuff on the actual system before coming to any conclusions, really.

The good news is that the audio library just seems to use sequence IDs as opposed to file names so easy memory pokes can be done to make an easy gamerip.
by Lunar at 5:54 PM EST on February 14, 2008
JSF? :P no wai
possible patch for Pikmin by unknownfile at 7:53 PM EST on February 14, 2008
0x80018CC4 = nop
0x80018CC8 = nop

This skips a check and writes sound code 2. I can't test it yet, though, because every GCM streaming program I've tried won't work and I'm not willing to waste DVDs.

But I will, to test this patch.

...and it froze up.

edited 8:05 PM EST February 14, 2008
by wolupgm6 at 3:40 AM EST on February 15, 2008
Wow... I Mean That I Absolutely--- Wow!!
by jurassicPieter at 8:01 AM EST on February 15, 2008
So much good news lately. I didn't even know someone was still trying to figure it out.
Maybe we can finally get a full pikmin, luigi's mansion and super mario sunshine rip with all the songs and no sound effects like the line over rips on galbadia hotel.

I hope donkey kong jungle beat follows too.
by Only3Penguins at 8:41 AM EST on February 15, 2008
Put me down for Star Fox Adventures when this sequenced stuff finally becomes available. There's no complete quality rip of that one anywhere.
Some stuff from the Pikmin 2 ISO by unknownfile at 1:07 PM EST on February 18, 2008
caverelax.bms
{
    8     # basic
    1     # event
    1     # otakara event
    1     # kehai
    1     # battle
    2     # ground
    
    # pikmin (moonspeak I can't translate)
    {
         0 0 0 0    # 0~3
        0 0 0 1    # 4~7
        0 0 0 0    # 8~11
        0 0 0 0    # 12~15
    }

    # do mask - note on ID
    {
        0 0 0 1     #0~3
        1 1 1 1     #4~7
    }
}
by Peppyman at 1:32 PM EST on February 18, 2008
so does this mean luigi's mansion and mario sunshine will soon be available with no sound effects? Granted someone can make a sequence player.
by nensondubois at 2:03 PM EST on February 18, 2008
If someone makes a sequence player than I can play those Playstation demo menus as long as it supports .seq files which I assume it does or it'll be like having a car with no gas tank.
by Peppyman at 2:05 PM EST on February 18, 2008
Mario galaxy also has some sequenced tracks but i'm not sure if they'd be the same format. (a few tracks were not in the disc extraction or the official soundtrack)
by unknownfile at 3:27 PM EST on February 18, 2008
They'll be available once I can get stuff built and working
by Peppyman at 3:46 PM EST on February 18, 2008
That's great news! Best of luck!
by Chupperson Weird at 6:15 PM EST on February 18, 2008
In relation to Only3Penguins' post, I've actually attempted a complete rip of Star Fox Adventures before... all the BGMs are actually available in the sound test (however they fade in at the beginning) but what has always been the problem is the cutscene BGMs which are often overlaid with sound effects and/or voices. I've wondered recently if there's a way to separate them (a la Twilight Princess) or if they're mixed down already. Until I take a look at the files on the disc, though, I'm just speculating...
by Only3Penguins at 6:31 PM EST on February 18, 2008
I know about the sound test. The fact that it fades is the reason I'd prefer them directly from the game. That and the fact that the sound test doesn't actually tell you what you're listening to. Hopefully the files are named in such a way to give some indication of what each one actually is.
by Chupperson Weird at 10:36 PM EST on February 18, 2008
Failing that, I have a list that I made a couple years ago. (Since they're in pretty random order on the sound test I don't hold much hope for an orderly nomenclature on the disc.)
by Kurtis at 3:02 AM EST on February 19, 2008
I've never even played Star Fox Adventures, but Star Fox Assault certainly mixed the sound effects directly into the DSPs that played during the cut scenes.
by Peppyman at 3:36 AM EST on February 19, 2008
What about the cutscenes in mario sunshine and luigi's mansion? Any word on if these will be available as music only or not?
by unknownfile at 8:45 AM EST on February 19, 2008
Nope. Sound effects are mixed in.
by Peppyman at 9:16 AM EST on February 19, 2008
oh well, most of the cutscene music from sunshine can be put into mono and most of the voices are drowned out. It doesn't work with luigi's mansion though.
by Peppyman at 5:27 AM EST on February 20, 2008
Heres one of the tracks from mario sunshine put in mono and inverted: http://www.mediafire.com/?7x0ttjgwjun

The voices are almost completely drowned out, it sounds a bit static at times with the voices but it's the best possible.
libjaudio by unknownfile at 10:26 AM EST on February 20, 2008
Another shitty attempt at a library in the works from yours truly. I have yet to figure out all the file formats, but I will start with what hcs did.

Also, as was posted elsewhere, Link's Crossbow Training seems to be using a Wii variant of the same library. I'll check it out once I can find an ISO of it.

I'm also going to need to make signatures for IDA Pro so I can get stuff analyzed without needing to keep comparing crap. (I did at one point, but I lost them)
by Peppyman at 10:35 AM EST on February 20, 2008
I think this is crossbow training: http://isohunt.com/torrent_details/29967179/link%27s+crossbow+training?tab=summary
by Peppyman at 1:29 PM EST on February 21, 2008
How are things going with the sequenced stuff?
by unknownfile at 1:51 PM EST on February 21, 2008
busy with other stuff at the moment, will let you idiots know when i have some tracks playing correctly
by Peppyman at 1:57 PM EST on February 21, 2008
Sounds good, sorry not good with the technical stuff.
by Peppyman at 4:21 PM EST on February 25, 2008
I'm just wondering if the Yoshi drum beats in mario sunshine will be kept as seperate files? If so we would have them isolated from the main music. I think that's the only sort of variation that mario sunshine's music had.
by wolupgm6 at 3:28 AM EST on March 7, 2008
Yeah, As Far As I Can Tell, That Is The Only Variation... Now, The Question Is: Will They BE Stubborn Like Those Stupid Dynamic USF Sets?!
by nensondubois at 3:24 PM EST on March 7, 2008
They used stereo based vocal removal for the sunshine cut scene. I don't even know why someone requested that.
by wolupgm6 at 9:49 PM EDT on April 1, 2008
yeah, it appears just to have removed the center pan.
by Peppyman at 4:34 AM EDT on April 2, 2008
yes it doesn't appear to work for the luigi's mansion cutscenes. Sorry was just trying to be helpful and provide the music with as little sound effects as possible.
by wolupgm6 at 4:26 AM EDT on April 11, 2008
thanks for that; it doesnt really help the project as a whole, but for now, it will keep me occupied. THANKS
by agu fungus at 10:03 PM EDT on July 27, 2008
Still any progress?
by unknownfile at 12:55 PM EDT on July 28, 2008
No. This project is dead, and will stay dead while I work on other things which do not include this.
by wolupgm6 at 4:48 AM EDT on August 1, 2008
killing this project is like killing one of my relatives. not nice.

hmm... i wonder what i inherit?
by spyfoxguy at 4:32 PM EDT on September 16, 2008
hey i just got wwdumpsnd03 to work with mario sunshine. dont know if this is news for not
by nensondubois at 3:18 PM EDT on September 18, 2008
What song is it?
by hcs at 4:04 PM EDT on September 18, 2008
wwdumpsnd dumps sounds (like instrument samples and sound effects), not songs.

@spyfoxguy: that's pretty cool, if someone else tried it I don't remember hearing about it
by Lunar at 4:14 PM EDT on September 18, 2008
very nice. if i had more patience for digging through the .wav files i'd try it myself.
by spyfoxguy at 3:51 AM EDT on September 20, 2008
well, most of the .aw's went untouched. no songs came out of it, just sound FX
by wolupgm6 at 6:16 AM EDT on July 10, 2009
As I previously mentioned, here is some very well needed whining.

DO IT UF! DO IT! FIGURE IT OUT!

edited 6:23 AM EDT July 10, 2009
by Peppyman at 3:55 PM EDT on July 11, 2009
Yes you can do it!
by Mouser X at 4:32 PM EDT on July 11, 2009
We all know that UF isn't going to finish work on this. Instead, why not concentrate on Dolphin? Zelda Wind Waker actually has working sound (or so I've been told), and that game is definitely sequenced. This means that Dolphin has progressed enough that the audio hardware is getting close to being emulated. This means that we don't need to know the format to be able to play the music (though, to create rips for it, you'd need to know how to cut up the NGC executable to remove all of the non-audio related functions). And, having seen what UF has done (or ignored) in the past, I have no doubt that Dolphin will get their emulator working before UF figures out BMS stuff.

I suppose the other possibility is that someone else (not UF) decides to fiddle with this stuff, and figures it out. That might happen before a NGC xSF player is created, but I certainly wouldn't put my hopes on that. Mouser X over and out.
by SmartOne at 6:33 PM EDT on July 11, 2009
We still need a PSF2 plugin with proper reverb and NO CLIPPING.
by agu fungus at 12:22 PM EDT on July 12, 2009
As MouserX said, it's true! They are finally getting the music sequences working. I just checked out the videos on YouTube and they pretty much prove it. If this progresses even more, we might finally have a xSF format for both GC and Wii. How about naming them GCSF and WSF respectively?
by JILost at 9:50 PM EDT on July 12, 2009
My understanding is that GC xSF is already named. Similarly to DS xSF files being called "2SF" because of the dual screens, Gamecube is "3SF" because....you know, cube, third power...hardy har har. WSF could work though.
by holyice7 at 4:16 PM EDT on July 13, 2009
What, was CSF taken?

Yes, though, everyone annoy UF until he does all the work for us and gives us what we want.

...

Please?
by agu fungus at 9:58 AM EDT on July 17, 2009
Hmmm... 3SF. I like it better. Now, it only a matter of time before we finally get these playable music formats. Can you say Super Mario Sunshine 3SF?

I also recall that SSBB also has some sequenced jingles, like DK's Final Smash.
by bxaimc at 1:58 PM EDT on July 17, 2009
Why are we calling GC seqs 3SF? Why 3? What does 3 have to do with it? I understand 2SF for the dualscreen thing but, 3? CSF makes more sense than this "3SF"....
by hcs at 2:20 PM EDT on July 17, 2009
A cube has 3 dimensions, "cubed" is written with a 3. It also goes along nicely with 2SF.
Anyway, I'm glad there are so many people interested in deciding on the name. Anyone interested in actually making the format?

edited 2:21 PM EDT July 17, 2009
by bxaimc at 2:46 PM EDT on July 17, 2009
Hmm, point taken. I still view the name as if someone was trying to make somehthing that follows a chronological order like 3 comes after 2.
by holyice7 at 2:27 AM EDT on July 18, 2009
Hey, I'll give all the help I can offer. Of course you'd probably waste more time teaching me how to figure this out than working among yourselves. Last time I coded was in Assembly.

I guess it would be beneficial if I started kicking around the iRC more often. Where is it again?
by arbingordon at 8:47 PM EDT on July 18, 2009
here and here
by valiant at 10:20 AM EDT on July 19, 2009
Hey guys, let's create a sequenced music format that has been used for eight game soundtracks three of which have been ripped or released on CD!!
by Lunar at 11:16 AM EDT on July 19, 2009
indeed. there's complete soundtracks available for most these games, official or otherwise. that's more than can be said for the snafu of playstation and nintendo 64 games without soundtrack rips of any kind ... the costs outweigh the benefits here.

reminds me though. i gotta redownload full soundtracks for SMS and Wind Waker...
by valiant at 1:16 PM EDT on July 19, 2009
I did release the missing TWW tracks some time ago over at GFF, which brings the remaining rips down to:

Luigi's Mansion
Super Mario Sunshine (large parts released on multiple CDs)
Pikmin (large parts released on CD)
Pikmin 2
Donkey Kong Jungle Beat
by Peppyman at 4:00 AM EDT on July 20, 2009
I think a few tracks from Mario Galaxy are sequenced as the complete ost is missing a few, such as the drum beat when you have a shell in beachbowl galaxy underwater and a variation of the bowser battle theme.
by bxaimc at 2:10 PM EDT on July 20, 2009
You are correct. Some tracks in Super Mario Galaxy are indeed sequenced, though I'm not so sure about that bowser battle theme.

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