Super Paper Mario by starerik at 4:59 PM EST on January 17, 2008
I just extracted the audio files from Super Paper Mario, and it's a new format - BRSTM. Here's a RAR-file with 3 of these files for anyone who wants to experiment:
Kororinpa: Marble Mania also uses this format. I was able to play them by renaming to rsf, but they were all garbled. I d/led your paper mario samples and they too played and were garbled.
The streams in Mario & Sonic at the Olympic Games are also .brstm They seem to play at the right speed, yet they all have a large amount of crackling/distortion throughout them.
Some Examples (TEST_LOOP is the only file out of all of them that plays ok. Don't know the significance of that.)
Hey, I just ripped Super Monkey Ball Banana Blitz and now they're the opposite speed of Super Paper Mario: they play too slow aka playing at 22kHz instead of 44.1kHz. Also, some song that doesn't loop (ends naturally) loops.
I know you're busy ever since the tools for ripping data from the Wii got release so take your time releasing a fix. If you need sample I can upload it. Right now I can always "correct" the sampling rate using Adobe Audition.
Awesome! Will you please upload them somewhere? (Preferably not a torrent as they don't work too well for me.) Just out of curiosity, what format are they in?
Well, I'll just have to take a look at these danged files and see if I can find something, otherwise I'll have to give up and just let Super Paper Mario play too fast. Or use a hack that specifically looks for the Super Paper Mario files (by name, maybe).
Regarding looping, that I'm not going to try fixing. If the files are marked to loop, then loop they shall.
I think is someone fault at Nintendo where they have a bunch of 44.1kHz audio file and they "accidentally" encode it to 22kHz. So they just add a hack to any file that's 44.1kHz.
On a side note, I find it a bit stupid that Nintendo seems to be still encoding their audio at the sampling rate of 32kHz or lower. I mean the Wii is more powerful than the GCN. I don't think bumping it to 44.1 or 48kHZ wouldn't hurt. Cooking Mama Cook Off is the only title that I see sample their audio at 48kHz. */rant*
Anyway, did you take a look at Super Swing Golf Season 2 yet? And as always keep up the great job.
Do you mean "Fire Emblem: Radiant Dawn"? I have it. The stream folder contains 1186 (!!!) files. It's because the Japanese and English voice acting is streamed, too. If you filter out all the voice acting it has 174 music pieces.
Returning to the subject, I noticed that there are two Underchomp Battle themes in the Super Paper Mario set. Are these identical? I can't seem to find any notably distinguishing note between the two. And if they are truly identical, then why do they have different times?
Speaking of Super Swing Golf Season 2... by Maple at 4:01 AM EST on January 21, 2008
BigCN401, is it possible for you to upload all the music files in the game, please? (I know they don't work as of yet, but I'd like to have them until then...)
For those requesting/discussing streamed sets, might I direct you to here? I figure that it'd be nice to attempt to keep released/requested sets in one thread. It keeps things slightly better organized this way.
As for sets already released, they can often (not always, since they don't always get uploaded) be found here.
As for me, I'd like to see the Fire Emblem songs as well. If you've already cleaned it up, then put the songs up somewhere. If you're capable, put up the voices as well (though, in a seperate archive for "cleanliness" sake). Mouser X over and out.
Is there a full tracklist for all 135 files of the Super Paper Mario rip? I.e., what should I rename "b_happy_flower_44k_lp", or "btl_manera1_44k_lp" to?
I'm curious, why does the Dummy.brstm file play at the correct speed regardless of file extension? (I am aware you added a check for brstmspm and play them at half speed?)
Can someone direct me to an ordered (as in, placed in order, preferably chronologically) tagged set of Super Paper Mario? Either in it's original format or converted (e.g. MP3, whatever)? I'm sure someone said the tagging had been done, but I have yet to find one at all. I've downloaded about 5 'different' soundtracks (different meaning from different places), and they are EITHER full of sound effects, OR just completely unchanged, i.e. "b_happy_flower_44k_lp", or "btl_manera1_44k_lp".
There is an "OST" that is actually just converted from the BRSTM set. I dont currently have the time to look for it, but its got all 135 tracks, and they're numbered chronologically. Was around about six months ago I found it.
I've searched everywhere I can think of that does soundtracks/rips (such as Final Fantasy Shrine and EmuParadise), and whenever I find a "soundtrack" to this game, it's either stupid MP3s with annoying speech bubbles in low quality, or if it IS the BRSTMs they have simply been converted. No tagging or anything whatsoever, or if there is a chance of any tagged BRSTM-MP3 conversions, the file just happens to have been uploaded long ago enough for it to have been deleted due to inactivity on sendspace or something. Does anyone have a fully tagged soundtrack, converted straight from the BRSTMs? Or at LEAST (as I already have the BRSTMs and can easily convert them), does anyone have a list of what I should re-name each of the BRSTMs?
Is it different to Omochao's? All I really wanted was a tagged soundtrack converted from a BRSTM rip (which is what I got). I must say, though that the SPM streams are awfully loud (compared to well, anything).
I found 3 32728Hz BRSTMs: (0x64-0x65:7FD8) map_yuugizyou_e8_lp_32k.brstm map_yuugizyou1_e4_32k_lp.brstm mini_result1_e2_32k_lp.brstm and a 32028Hz BRSTM: (0x64-0x65:7D1C) mini_gameover1_e2.brstm
Ah, interesting, this answers a question that I hadn't figured out. From the source code:
/* NOTE: I'm not clear on what should happen if the byte count is an exact * multiple of the size of a block. At the moment I assume that the * last block size will be set to 0 and the block count will include all * complete blocks. */
So it seems that if the byte count is exact, we set the last block size to 8192, and the block count will still include that last block. Could you upload that file so I can test with it?
Hi leo, this seems unlikely as brstm uses blocked interleave, so it would be hard to mistake that there are 2 channels. Or has there been some advancement in brstm decoding that I'm not aware of?