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Acmlm's Board - I3 Archive - ROM Hacking - NDS music ripping?! | New poll | | |
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FloBo Goomba Since: 05-18-06 Last post: 6507 days Last view: 6432 days |
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Hi there. Just played some nice DS-games and happened to think about wheather it's already been done to create some kind of NDS-music format/player linke it's been done with SNES SPCs, PSX USFs, etc.
Anything already coded/ripped or still nothing? Cause there are some quite nice tunes that wait to be ripped |
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richyawyingtmv Bouncy Since: 11-18-05 From: England Last post: 6433 days Last view: 6430 days |
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Well, I dont know much (nothing at all really) about NDS formats...but arent the games files arranged in seperate folders anyhow?
Surely it'd be incredibly easy to isolate the music files, and extract them. I wouldnt be suprised if a plugin for Winamp is released soon. (If I had enough knowledge of the format, I would even attempt it myself. But I dont. ) (edited by richyawyingtmv on 09-06-06 01:14 PM) |
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FloBo Goomba Since: 05-18-06 Last post: 6507 days Last view: 6432 days |
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Yeah right. The roms are (when uncompressed) like an ISO-file sort of. So it MAY be possible to do so... Anyway, the attempt would be another one I think. Most chiptune players out there just use dumps of the SPUs ram and process it just like an emulated SPU does. Having the music in some format used to store inside the rom, it may be more difficult creating a player for this...
Also something I'm not sure of: does every game use the same playback librarys for playing nds-songs, are there standard music-playback libs included in the official devkits delivered by nintendo? |
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MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6431 days Last view: 6430 days |
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Yes, there are official tools used to create and store the music, so most companies are likely to have their music stored in a similar format. It's not like the SNES where everything would be proprietary. However, if some game programmer for the DS decided to create his own format, there'd be nothing to stop him... but he would have had to reverse engineer the sound system on the DS to get it to work. | |||
Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6430 days Last view: 6430 days |
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Originally posted by MathOnNapkinsIf the GBA docs I have (the official ones) are any indication, that's not very difficult at all. The Need for Speed I once acquired and extracted had something remiscent of MOD. |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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Originally posted by FloBo USFs are Nintendo 64, aren't they? And I think PSX files are PSF1 for PS1, and PSF2 for PS2. (And GSF for Game Boy Advance, NSF for NES, just for the record... you already knew that though) It'd be quite cool if you could rip DS sounds, because I'd finally be able to actually listen to my favourite themes in Mario Kart DS, with out having to download crap MP3s where people have used the kart with the loudest engine, and sometimes even start recording halfway into the tune. An example would be an MP3 of 'Delphino Square'. |
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FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6430 days Last view: 6430 days |
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gbatek explains how the sound works on the NDS quite nicely, if you're interested.
It's probably pretty simple to extract sound files from the NDS images, and then emulate the proper NDS components. (ps, USF is for Nintendo 64. stands for Ultra Sound Format, based on the old Nintendo Ultra 64 name) |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6593 days Last view: 6593 days |
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A lot of games use the SDAT (Nitro Composer) format (which like MP2K for GBA, was the default one given out with the SDK), however it is more wideley used than MP2K is for GBA (although I Haven't looked at many, I haven't seen a game that doens't use it, yet).
We're actually a lot closer to having perfect sound rips (render is a better term here) than I had initally imagined we would be. Look out in the future for a tool called VGMTrans, which along with sdattool and sseq2mid you'll be able to play the songs with their original instruments from the game. I'm not quite sure on what VGMTrans actually is, but from what I gather it aims to rip instruments into DLS for use with ripped MIDI files of a game. An idea i looked into in the past but never had the time to start doing myself. Some samples iirc are on the vgmtrans site and on loveemu's blog.. |
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paulguy Paragoomba Since: 06-29-06 Last post: 6444 days Last view: 6431 days |
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DLS+MID is an awful way to rip music to. Just rip it to a IT or S3M or somecrap or if necessary, make a brand-new format. DLSes are hard to load with certain sound hardware and if you have no midi support you're screwed. | |||
Chainlink1061 Paratroopa Since: 02-01-06 From: Salinas, California Last post: 6434 days Last view: 6436 days |
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Originally posted by TheUltimateKoopa #2 That's the only one they did, and they did it to avoid the Pianta noises. And by any chance, are you 'The Ultimate Koopa' from DKVine's forums? |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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I shouldn't bump this, I know. (Well, if you think about it, it's only 20 days old, when some people bump topics from as old as 2+ months).
Well, Chainlink1061, if you mean the "When the hell is Sparky_Z going to release that BK soundtrack" The Ultimate Koopa, then, yes. I am the very same. |
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