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Fossil Fighters 2sf by NLOG at 11:53 AM EDT on June 27, 2009
I ripped 2sf and strm of "Fossil Fighters" - it called "‚Ú‚­‚ç‚̓JƒZƒLƒzƒŠƒ_["(Bokura-wa-kasekihoridar) in Japan. This game already released in Japan, which also announced for US.

Fossil Fighters 2sf, total 98 tracks (16 STRMs , 78 2SFs).

[Detail]
Release:[JP] Apr. 17, 2008 / [US] Aug. 10, 2009
Publisher:Nintendo
Designer:Red Entertainment
Developer:Artdink, Studio Artdink, M2
by snakemeat at 3:17 PM EDT on July 17, 2009
Moved from xSF thread:


dynamic tracks 2sf by jurassicPieter at 4:46 AM EDT on July 17, 2009

Hey, I found a way to split tracks for dynamic tracks with 2sfs. You don't need to know assembler, only the generic rip kit and tools to edit the sdat file.


Here's the example where I split the museum track from Animal Crossing Wild World.
http://www.megaupload.com/?d=6M59UQK7

Software I used:
some kiwi.ds software i found on a forum that allows you to convert a directory into a sdat file. I have to google it again to find it.
vgmtoolbox and testpack.nds

Steps:
1. extract sdat from the nintendo ds rom
2. open the kiwi.ds editor and extract the sdat
3. open a hex editor and load the sseq you want to split. Look at offset 0x40 where you see FE followed by 2 bytes telling which channels it uses. If you change these 2 bytes you can mute channels.
4. with the kiwi.ds editor recreate the sdat file
5. and use the generic rip creator to build the 2sf again.



Nice find. It seems like an additional .mini2sf could be created using the original .mini2sf as its _lib to modify the values for track selection in multi-track SSEQs. Either that or the _lib2 tag; but as the pointed out in the 2sf thread, it doesn't seem to work with the plugin.

Hopefully someone more knowledgeable can elaborate a bit here. Would you use an additional .mini2sf to modify the SDAT (the second time) or another _lib? Does a .mini2sf that has another .mini2sf as its _lib just try to modify the .mini2sf in its _lib tag or the SDAT pointed to by the .mini2sf in its _lib tag?

edited 2:25 AM EDT July 18, 2009
Re: by jurassicPieter at 12:16 PM EDT on July 20, 2009
sorry for writing it in the wrong thread. And the offset is incorrect. I memorized the offset 0x40 for some other thing i tried. The correct one is 0x1D.

I made the entire acww soundtrack with dynamic tracks(srry for the subdirectory structure, gives me more structure and overview, but also dupes of the 2sflib files):
http://www.megaupload.com/?d=33THR83Q

It also contains missing songs in the wave library(mainly the TV channels and nintendo items, like Starman, Metroid and the Master Sword) as genh files. So it's as complete as it can be.

And Mario Kart DS(tagged and with sped up versions of the race tracks):
http://www.megaupload.com/?d=BZ5SBJD6

the sped up versions are 1.25x faster as long the tempo doesn't exceed 240(the maximum tempo possible that works without glitches), which only 2 racetracks had, so i changed it into 240.

If you use the generic ripkit on the edited sseq, only 2 bytes are changed. A tempo change(for final laps in mario kart ds) needs more bytes changed since you need to change every E1 instruction in the sseq. I don't think a DS game can change the sdat file on the fly.
A change would only be possible if you change the source code of the player and change the response to these commands. A changed player that actually plays the files 25% too fast would help a lot, not only for mario kart ds, but any game that uses this approach of hurrying.

If there are troubles with the tags or dynamic tracks, i want to hear it.



I tried different methods first for pruning for the dynamic tracks, but I get silence or it's only using gba sounds, not the changed soundbank.
I can't get them smaller easily.

edited 12:42 PM EDT July 20, 2009

edited 12:44 PM EDT July 20, 2009
by Dais! at 5:09 AM EDT on July 21, 2009
I kind of skimmed the above posts since I, uh, don't really understand technical stuff of any kind. Just a quick question - nothing in the process would allow you to figure out if a track is used dynamically if you didn't know beforehand, right?

I'm specifically thinking of Tingle's Rosy Colored Rupeeland. I probably won't ever get around to tagging it, or finishing the game, but I'm pretty confident at least one of the bosses uses a dynamic track. Let's see....umm, can't do winamp right now, so I can't confirm, but I think it's this mini2sf:

NTR-ACHP-EUR-0054

I might be missing a variant somewhere, but I'm pretty sure that's the only version of the theme that plays when you fight the main boss of the Deku Tree (or Deku Tree-alike) dungeon. I can't remember exactly how (ugh, my memory is getting worse), but as part of the battle you have to launch yourself at the bosses head, and while you're flying towards the boss, an extra channel of the song kicks in. That channel is muted when you're just dodging the bosses attacks. Once again, I'd load up Winamp if WINE didn't lock up my system last time I tried it, but I *think* that the extra channel adds in a variant of the Zelda 64 Lost Woods theme that you hear several times throughout the dungeon.

My point is, if there was a way to know in advance that certain tracks did stuff like that, it would be pretty awesome.
by snakemeat at 10:26 AM EDT on July 21, 2009
My point is, if there was a way to know in advance that certain tracks did stuff like that, it would be pretty awesome.

According to an unofficial spec, Section 2.2, the 0xFE command does indicate multi-track. I don't think it means that there would necessarily be tune variations used in the game, but tracks could be selectively turned on or off and compared to an OST or a game play through.

Unfortunately, I haven't been able to find a way to do this without making multiple 2sflibs which will take up too much space to exhaustively check each song. Maybe someone with knowledge can explain how this could be done with nested .mini2sfs or using _lib, _lib2 tags? I've already gone through this in my previous post, so I won't drag it on here.
by Knurek at 11:05 AM EDT on July 21, 2009
snakemeat, _lib tag handling is broken in vio2sf. Works with a single 2sflib, doesn't allow for _lib2 handling.
Nothing can be done about this until the plugin gets fixed, but I couldn't make Pluginja understand what was needed to be fixed last time I've tried, sorry.
by snakemeat at 1:44 PM EDT on July 21, 2009
Thanks for the info Knurek. Good to know that it'd be a waste of time. Also good to know that _lib2 would be the way to do this if the plugin is fixed.
by jurassicPieter at 7:33 PM EDT on July 21, 2009
well, if you could add a song instead of replacing it in the sdat it's possible to keep a single 2sflib file. But I haven't been able to do that. I haven't played Tingle's Rupee Land so I don't know the music from that game to look at it.
by agu fungus at 7:52 AM EDT on July 22, 2009
I already posted them in another thread, but I'm posting it here, too, just in case:

Kirby Super Star Ultra, updated to 155 tracks, and with the track names from the Japanese versions.

Rhythm Heaven (Rhythm Tengoku Gold), needs tags, ripped from Japanese version.

P.S.: I checked out the MKDS soundtrack, and as far as I know, there's supposed to be a second version of Logo Intro where Mario says "Yahoo" instead of "Here we go". And good luck trying to find out how to alter the pitch of the sped-up songs.

edited 8:18 AM EDT July 22, 2009
Sped up versions don't change pitch by jurassicPieter at 9:49 AM EDT on July 22, 2009
ehm, sped up versions don't change pitch, since the music is sequenced.

If you want to be a real completionist, there should be a hit by lightning version of the racetracks too. Anyone who has an idea how they did that?

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