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by soneek at 10:24 PM EST on February 8, 2014
I don't know, but probably. We don't really have too many samples to work with at the moment, so nothing is guaranteed.
by dj4uk6cjm at 7:54 AM EST on February 9, 2014
Awesome! Development is coming along smoothly and I really do think that oot 3d rip is the complete thing is I couldn't find the brass, whether the original oot had one or not I'll have a listen again. Just curious does the csars have any documentation about the loop points, reverb for the samples like the .wsys did?

edited 7:55 AM EST February 9, 2014
by Benjamin at 8:40 AM EST on February 9, 2014
I don't know. I'd like to see a .WSYS loop finder though, I don't know the loops for the Galaxy/Galaxy 2 sounds.

Also... loop documentation?

edited 8:40 AM EST February 9, 2014
by dj4uk6cjm at 9:03 AM EST on February 9, 2014
.wsys contains all the information/documentaion for each of the samples in super mario galaxy 2 afaik, I suspect the csar may contain something like this? I don't know, it is possible it might all be external. I hope not.

edited 9:04 AM EST February 9, 2014
by Benjamin at 9:11 AM EST on February 9, 2014
1. So how do you find the loop points, is the question I am asking?

2. Also, I think the loop points might be within the samples or something, IDK. The loop points are within the CWAVs for Nintendo 3DS sound samples. Not sure for .aws.

3. Off-topic, but I would also like to know if it will be possible to rip from a .samp file (PM2, specifically)

edited 9:13 AM EST February 9, 2014
by dj4uk6cjm at 9:27 AM EST on February 9, 2014
No clue but a while back a user here by the name of Yuuto did find the loop points for the .wsys files in twilight princess thru hex editing so it is possible I guess and I think your right about the loop points being within the cwav samples themselves because I remember someone saying the aw files already have the loop points in them but they are lost in the conversion to wav but if they were converted to aiff they would retain their loop points apparently...there is no aw to aiff converter though.
Experiment CSEQ conversion by soneek at 5:11 PM EST on February 9, 2014
So I modified RSEQ2MIDI to work with CSEQ sequences.

cseq2midi

Test it out with the OoT3D sequences.

I checked out the sequences inside Super Mario 3D Land, and they seem like they just might be menu tones or something. So, 3D Land is essentially just streamed.

edited 6:18 PM EST February 9, 2014
by Benjamin at 6:41 PM EST on February 9, 2014
It doesn't seem to work for me. I get nothing. Are you able to show the MIDI's?

Yes, I believe 3D Land's all streamed except for the Beat Block tracks, which aren't really music tracks, just complex sound effects.

Speaking of 3D Land, has anybody been able to get the stream files?

Also, I was suprised it was all streams because I could hear echoes in all the tracks except for the death theme, game over theme, mystery box theme, athletic theme (which i still believe was streamed thanks to + clocks), tail bowser battle theme (believed it was streamed because of above), the hurry up music (which i believe, not counting final lap fanfares, is the first time it's been streamed), and the "Demo 01 B", as the files apparently call that mini song that plays when Mario is panicing, which sounds a bit like NSMB to me.

edited 6:45 PM EST February 9, 2014
by soneek at 6:55 PM EST on February 9, 2014
I'll be in the IRC room for a bit, so I'll help you troubleshoot there.

by TheUltimateKoopa at 9:19 PM EST on February 9, 2014
The only stream I'm aware of that soneek's actually ripped was the Title theme, which was a BCWAV, but no BCSTMs (yet). I converted the BCWAV to BRSTM and uploaded it here, so you can listen to it and compare it to those crappy line-in recordings all over the internet :P

http://www.brawlcustommusic.com/18194

The actual file itself is here: http://www.brawlcustommusic.com/temporarycrap/Super%20Mario%203D%20Land%20-%20Title%20Screen.BCWAV

edited 9:20 PM EST February 9, 2014

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