ROM Hack SNBK to DLS?

MinusR

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So, is there any program besides VGMTrans that can convert SBNK to DLS? I'm trying to use it wil Monster Tale's sdat, but it keeps freeze when VGMTrans loads it. Any other SDAT works fine, Puyo Puyo, MegaMan Zero. Puyo Puyo's SDAT is bigger than Monster Tale.

Actually, I think MT's SDAT has some type of encryption or is a new format. The sseq converted doesn't even work. It works, but doesn't. The midi comes out broken.
 

MinusR

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But it does have an SDAT. I ran it through NDSExtractor and it only spit out two midi files, the rest couldnn't be read.

Here's the SDAT.
http://www.mediafire.com/?ct1ulp8wsbscv2f

Maybe someone could look at it. Because, looking through it at in a hex editor and comparing it to another SDAT, it has the same header.

In fact, the only game I've come across that doesn't use SDAT is DisgaeaDS.
 

FAST6191

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I have neither the time or inclination at this point to do a full audit of the file but crystaltile2 seems to parse it- dodgy output of conversion tools is nothing new and this might just be an example of a bad one although ndssndext did falter which is unusual*.

*I did a verbose output and kicked it to a text file which gave me the following sample (only 2 sequences converted- 0003 and 001A which I think corresponds to SEQ_GET_ABILITY and SEQ_NEW_PET_ABILITY )

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->TITLE : "SDATÿþ"
CODEÂÂ: "@"
Analyzing...done.
SDATÿþ_@\sequence000.mid
SSEQ convert error.
SDATÿþ_@\sequence001.mid
SSEQ convert error.
SDATÿþ_@\sequence002.mid
SSEQ convert error.
SDATÿþ_@\sequence003.mid
SDATÿþ_@\sequence004.mid
SSEQ convert error.
SDATÿþ_@\sequence005.mid
SSEQ convert error.
SDATÿþ_@\sequence006.mid
SSEQ convert error.
SDATÿþ_@\sequence007.mid
SSEQ convert error.<!--c2--></div><!--ec2-->

VGMtoolbox made an SMAP file as well.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--># SEQ:
# labelÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ number fileID bnk vol cpr ppr plyÂÂÂÂÂÂhsizeÂÂÂÂÂÂ size name
ÂÂSEQ_BOSS_BATTLE_MEADEÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂ0ÂÂ 1 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 13840 \Seq\SEQ_BOSS_BATTLE_MEADE.sseq
ÂÂSEQ_CAVERNS_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1ÂÂÂÂÂÂ1ÂÂ 2 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2700 \Seq\SEQ_CAVERNS_BGM.sseq
ÂÂSEQ_DUNGEONS_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2ÂÂÂÂÂÂ2ÂÂ 3 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ7696 \Seq\SEQ_DUNGEONS_BGM.sseq
ÂÂSEQ_GET_ABILITYÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ3ÂÂÂÂÂÂ3ÂÂ 4 127ÂÂ64ÂÂ64ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 676 \Seq\SEQ_GET_ABILITY.sseq
ÂÂSEQ_MEADE_AND_KRUBBLEÂÂÂÂÂÂÂÂÂÂ4ÂÂÂÂÂÂ4ÂÂ 5 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1528 \Seq\SEQ_MEADE_AND_KRUBBLE.sseq
ÂÂSEQ_PET_EVOLVEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 5ÂÂÂÂÂÂ5ÂÂ 6 127ÂÂ64ÂÂ64ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1268 \Seq\SEQ_PET_EVOLVE.sseq
ÂÂSEQ_RUINS_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ6ÂÂÂÂÂÂ6ÂÂ 7 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 11840 \Seq\SEQ_RUINS_BGM.sseq
ÂÂSEQ_SCRATCHPIT_BGMÂÂÂÂÂÂÂÂÂÂÂÂ 7ÂÂÂÂÂÂ7ÂÂ 8 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 12164 \Seq\SEQ_SCRATCHPIT_BGM.sseq
ÂÂSEQ_SUBSCREENÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ8ÂÂÂÂÂÂ8ÂÂ 9 127ÂÂ64ÂÂ64ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2544 \Seq\SEQ_SUBSCREEN.sseq
ÂÂSEQ_BEACHÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ9ÂÂÂÂÂÂ9ÂÂ10 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2364 \Seq\SEQ_BEACH.sseq
ÂÂSEQ_AQUEDUCTSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 10ÂÂÂÂ 10ÂÂ12 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ6036 \Seq\SEQ_AQUEDUCTS.sseq
ÂÂSEQ_TUBEWORQSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 11ÂÂÂÂ 11ÂÂ14 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ8132 \Seq\SEQ_TUBEWORQS.sseq
ÂÂSEQ_AQUA_BOYÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ12ÂÂÂÂ 12ÂÂ11 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2188 \Seq\SEQ_AQUA_BOY.sseq
ÂÂSEQ_MINIBOSSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ13ÂÂÂÂ 13ÂÂ13 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 11348 \Seq\SEQ_MINIBOSS.sseq
ÂÂSEQ_GRUMPKIN_PATCHÂÂÂÂÂÂÂÂÂÂÂÂ14ÂÂÂÂ 14ÂÂ15 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5928 \Seq\SEQ_GRUMPKIN_PATCH.sseq
ÂÂSEQ_AUTUMN_THICKETÂÂÂÂÂÂÂÂÂÂÂÂ15ÂÂÂÂ 15ÂÂ16 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5204 \Seq\SEQ_AUTUMN_THICKET.sseq
ÂÂSEQ_TREEHOUSE_GROTTOÂÂÂÂÂÂÂÂÂÂ16ÂÂÂÂ 16ÂÂ17 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ8164 \Seq\SEQ_TREEHOUSE_GROTTO.sseq
ÂÂSEQ_ZOEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 17ÂÂÂÂ 17ÂÂ18 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2248 \Seq\SEQ_ZOE.sseq
ÂÂSEQ_ZOE_BATTLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ18ÂÂÂÂ 18ÂÂ19 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5096 \Seq\SEQ_ZOE_BATTLE.sseq
ÂÂSEQ_DEMON_SHUTTLEÂÂÂÂÂÂÂÂÂÂÂÂ 19ÂÂÂÂ 19ÂÂ20 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5832 \Seq\SEQ_DEMON_SHUTTLE.sseq
ÂÂSEQ_FACTORY_FORTRESSÂÂÂÂÂÂÂÂÂÂ20ÂÂÂÂ 20ÂÂ21 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ9932 \Seq\SEQ_FACTORY_FORTRESS.sseq
ÂÂSEQ_FRIGID_CLIFFSÂÂÂÂÂÂÂÂÂÂÂÂ 21ÂÂÂÂ 21ÂÂ22 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1020 \Seq\SEQ_FRIGID_CLIFFS.sseq
ÂÂSEQ_GADGETEERÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 22ÂÂÂÂ 22ÂÂ23 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ6360 \Seq\SEQ_GADGETEER.sseq
ÂÂSEQ_GADGETEER_BATTLEÂÂÂÂÂÂÂÂÂÂ23ÂÂÂÂ 23ÂÂ24 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2872 \Seq\SEQ_GADGETEER_BATTLE.sseq
ÂÂSEQ_SHOPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ24ÂÂÂÂ 24ÂÂ25 127ÂÂ64ÂÂ64ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1876 \Seq\SEQ_SHOP.sseq
ÂÂSEQ_PET_EVOLVED_NEWÂÂÂÂÂÂÂÂÂÂ 25ÂÂÂÂ 25ÂÂ26 127ÂÂ64ÂÂ64ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 836 \Seq\SEQ_PET_EVOLVED_NEW.sseq
ÂÂSEQ_NEW_PET_ABILITYÂÂÂÂÂÂÂÂÂÂ 26ÂÂÂÂ 26ÂÂ27 127ÂÂ64ÂÂ64ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 588 \Seq\SEQ_NEW_PET_ABILITY.sseq
ÂÂSEQ_WIND_AMBIENCEÂÂÂÂÂÂÂÂÂÂÂÂ 27ÂÂÂÂ 27ÂÂ28 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 500 \Seq\SEQ_WIND_AMBIENCE.sseq
ÂÂSEQ_FINAL_STAGEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 28ÂÂÂÂ 28ÂÂ29 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ7820 \Seq\SEQ_FINAL_STAGE.sseq
ÂÂSEQ_PRISCILLAÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 29ÂÂÂÂ 29ÂÂ30 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1176 \Seq\SEQ_PRISCILLA.sseq
ÂÂSEQ_PRISCILLA_BATTLEÂÂÂÂÂÂÂÂÂÂ30ÂÂÂÂ 30ÂÂ31 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ2192 \Seq\SEQ_PRISCILLA_BATTLE.sseq
ÂÂSEQ_DEANU_BATTLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ31ÂÂÂÂ 31ÂÂ32 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5024 \Seq\SEQ_DEANU_BATTLE.sseq
ÂÂSEQ_INTROÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 32ÂÂÂÂ 32ÂÂ33 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ7892 \Seq\SEQ_INTRO.sseq
ÂÂSEQ_TITLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 33ÂÂÂÂ 33ÂÂ34 127ÂÂ64ÂÂ64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ7656 \Seq\SEQ_TITLE.sseq

# SEQARC:
# labelÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ number fileIDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂsize name
ÂÂSEQARC_SAMPLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂ 34ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ6256 \SeqArc\SEQARC_SAMPLE.ssar

# BANK:
# labelÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ number fileID wa0 wa1 wa2 wa3ÂÂÂÂÂÂÂÂ hsizeÂÂÂÂÂÂÂÂsize name
ÂÂBANK_SAMPLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂ 35ÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ4744 \Bank\BANK_SAMPLE.sbnk
ÂÂBANK_BOSS_BATTLE_MEADEÂÂÂÂÂÂÂÂ 1ÂÂÂÂ 36ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 516 \Bank\BANK_BOSS_BATTLE_MEADE.sbnk
ÂÂBANK_CAVERNS_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2ÂÂÂÂ 37ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 220 \Bank\BANK_CAVERNS_BGM.sbnk
ÂÂBANK_DUNGEONS_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂ3ÂÂÂÂ 38ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 292 \Bank\BANK_DUNGEONS_BGM.sbnk
ÂÂBANK_GET_ABILITYÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 4ÂÂÂÂ 39ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 216 \Bank\BANK_GET_ABILITY.sbnk
ÂÂBANK_MEADE_AND_KRUBBLEÂÂÂÂÂÂÂÂ 5ÂÂÂÂ 40ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 244 \Bank\BANK_MEADE_AND_KRUBBLE.sbnk
ÂÂBANK_PET_EVOLVEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ6ÂÂÂÂ 41ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 120 \Bank\BANK_PET_EVOLVE.sbnk
ÂÂBANK_RUINS_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 7ÂÂÂÂ 42ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 380 \Bank\BANK_RUINS_BGM.sbnk
ÂÂBANK_SCRATCHPIT_BGMÂÂÂÂÂÂÂÂÂÂÂÂ8ÂÂÂÂ 43ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 340 \Bank\BANK_SCRATCHPIT_BGM.sbnk
ÂÂBANK_SUBSCREENÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 9ÂÂÂÂ 44ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 196 \Bank\BANK_SUBSCREEN.sbnk
ÂÂBANK_BEACHÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ10ÂÂÂÂ 45ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 168 \Bank\BANK_BEACH.sbnk
ÂÂBANK_AQUA_BOYÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 11ÂÂÂÂ 46ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 340 \Bank\BANK_AQUA_BOY.sbnk
ÂÂBANK_AQUEDUCTSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ12ÂÂÂÂ 47ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 348 \Bank\BANK_AQUEDUCTS.sbnk
ÂÂBANK_MINIBOSSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 13ÂÂÂÂ 48ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 320 \Bank\BANK_MINIBOSS.sbnk
ÂÂBANK_TUBEWORQSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ14ÂÂÂÂ 49ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 416 \Bank\BANK_TUBEWORQS.sbnk
ÂÂBANK_GRUMPKIN_PATCHÂÂÂÂÂÂÂÂÂÂ 15ÂÂÂÂ 50ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 192 \Bank\BANK_GRUMPKIN_PATCH.sbnk
ÂÂBANK_AUTUMN_THICKETÂÂÂÂÂÂÂÂÂÂ 16ÂÂÂÂ 51ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 240 \Bank\BANK_AUTUMN_THICKET.sbnk
ÂÂBANK_TREEHOUSE_GROTTOÂÂÂÂÂÂÂÂ 17ÂÂÂÂ 52ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 332 \Bank\BANK_TREEHOUSE_GROTTO.sbnk
ÂÂBANK_ZOEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ18ÂÂÂÂ 53ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 244 \Bank\BANK_ZOE.sbnk
ÂÂBANK_ZOE_BATTLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 19ÂÂÂÂ 54ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 320 \Bank\BANK_ZOE_BATTLE.sbnk
ÂÂBANK_DEMON_SHUTTLEÂÂÂÂÂÂÂÂÂÂÂÂ20ÂÂÂÂ 55ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 224 \Bank\BANK_DEMON_SHUTTLE.sbnk
ÂÂBANK_FACTORY_FORTRESSÂÂÂÂÂÂÂÂ 21ÂÂÂÂ 56ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 284 \Bank\BANK_FACTORY_FORTRESS.sbnk
ÂÂBANK_FRIGID_CLIFFSÂÂÂÂÂÂÂÂÂÂÂÂ22ÂÂÂÂ 57ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 208 \Bank\BANK_FRIGID_CLIFFS.sbnk
ÂÂBANK_GADGETEERÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ23ÂÂÂÂ 58ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 244 \Bank\BANK_GADGETEER.sbnk
ÂÂBANK_GADGETEER_BATTLEÂÂÂÂÂÂÂÂ 24ÂÂÂÂ 59ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 272 \Bank\BANK_GADGETEER_BATTLE.sbnk
ÂÂBANK_SHOPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 25ÂÂÂÂ 60ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 268 \Bank\BANK_SHOP.sbnk
ÂÂBANK_PET_EVOLVED_NEWÂÂÂÂÂÂÂÂÂÂ26ÂÂÂÂ 61ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 104 \Bank\BANK_PET_EVOLVED_NEW.sbnk
ÂÂBANK_NEW_PET_ABILITYÂÂÂÂÂÂÂÂÂÂ27ÂÂÂÂ 62ÂÂ 2ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 104 \Bank\BANK_NEW_PET_ABILITY.sbnk
ÂÂBANK_WIND_AMBIENCEÂÂÂÂÂÂÂÂÂÂÂÂ28ÂÂÂÂ 63ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ76 \Bank\BANK_WIND_AMBIENCE.sbnk
ÂÂBANK_FINAL_STAGEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ29ÂÂÂÂ 64ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 260 \Bank\BANK_FINAL_STAGE.sbnk
ÂÂBANK_PRISCILLAÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ30ÂÂÂÂ 65ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 100 \Bank\BANK_PRISCILLA.sbnk
ÂÂBANK_PRISCILLA_BATTLEÂÂÂÂÂÂÂÂ 31ÂÂÂÂ 66ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 244 \Bank\BANK_PRISCILLA_BATTLE.sbnk
ÂÂBANK_DEANU_BATTLEÂÂÂÂÂÂÂÂÂÂÂÂ 32ÂÂÂÂ 67ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 236 \Bank\BANK_DEANU_BATTLE.sbnk
ÂÂBANK_INTROÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ33ÂÂÂÂ 68ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 164 \Bank\BANK_INTRO.sbnk
ÂÂBANK_TITLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ34ÂÂÂÂ 69ÂÂ 1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 164 \Bank\BANK_TITLE.sbnk

# WAVEARC:
# labelÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ number fileIDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂsize name
ÂÂWAVEARC_SAMPLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 0ÂÂÂÂ 70ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2226916 \WaveArc\WAVEARC_SAMPLE.swar
ÂÂWAVE_BGMÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 1ÂÂÂÂ 71ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2359796 \WaveArc\WAVE_BGM.swar
ÂÂWAVE_JINGLESÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2ÂÂÂÂ 72ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ284120 \WaveArc\WAVE_JINGLES.swar

# STRM:
# labelÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ number fileID vol pri plyÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂsize name
ÂÂSTRM_TITLEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 0ÂÂÂÂ 73 127ÂÂ64ÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 1963564 \Strm\STRM_TITLE.strm
ÂÂSTRM_ENDINGÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1ÂÂÂÂ 74 127ÂÂ64ÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 3027112 \Strm\STRM_ENDING.strm
ÂÂSTRM_CREDITSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2ÂÂÂÂ 75 127ÂÂ64ÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2192188 \Strm\STRM_CREDITS.strm
ÂÂSTRM_INTROÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 3ÂÂÂÂ 76 127ÂÂ64ÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 2435756 \Strm\STRM_INTRO.strm

# FAT:
# fileIDÂÂÂÂ offsetÂÂÂÂÂÂ size name
ÂÂÂÂÂÂ 0 0x00002B00ÂÂÂÂÂÂ13840ÂÂ \Seq\SEQ_BOSS_BATTLE_MEADE.sseq
ÂÂÂÂÂÂ 1 0x00006120ÂÂÂÂÂÂ 2700ÂÂ \Seq\SEQ_CAVERNS_BGM.sseq
ÂÂÂÂÂÂ 2 0x00006BC0ÂÂÂÂÂÂ 7696ÂÂ \Seq\SEQ_DUNGEONS_BGM.sseq
ÂÂÂÂÂÂ 3 0x000089E0ÂÂÂÂÂÂÂÂ676ÂÂ \Seq\SEQ_GET_ABILITY.sseq
ÂÂÂÂÂÂ 4 0x00008CA0ÂÂÂÂÂÂ 1528ÂÂ \Seq\SEQ_MEADE_AND_KRUBBLE.sseq
ÂÂÂÂÂÂ 5 0x000092A0ÂÂÂÂÂÂ 1268ÂÂ \Seq\SEQ_PET_EVOLVE.sseq
ÂÂÂÂÂÂ 6 0x000097A0ÂÂÂÂÂÂ11840ÂÂ \Seq\SEQ_RUINS_BGM.sseq
ÂÂÂÂÂÂ 7 0x0000C5E0ÂÂÂÂÂÂ12164ÂÂ \Seq\SEQ_SCRATCHPIT_BGM.sseq
ÂÂÂÂÂÂ 8 0x0000F580ÂÂÂÂÂÂ 2544ÂÂ \Seq\SEQ_SUBSCREEN.sseq
ÂÂÂÂÂÂ 9 0x0000FF80ÂÂÂÂÂÂ 2364ÂÂ \Seq\SEQ_BEACH.sseq
ÂÂÂÂÂÂ10 0x000108C0ÂÂÂÂÂÂ 6036ÂÂ \Seq\SEQ_AQUEDUCTS.sseq
ÂÂÂÂÂÂ11 0x00012060ÂÂÂÂÂÂ 8132ÂÂ \Seq\SEQ_TUBEWORQS.sseq
ÂÂÂÂÂÂ12 0x00014040ÂÂÂÂÂÂ 2188ÂÂ \Seq\SEQ_AQUA_BOY.sseq
ÂÂÂÂÂÂ13 0x000148E0ÂÂÂÂÂÂ11348ÂÂ \Seq\SEQ_MINIBOSS.sseq
ÂÂÂÂÂÂ14 0x00017540ÂÂÂÂÂÂ 5928ÂÂ \Seq\SEQ_GRUMPKIN_PATCH.sseq
ÂÂÂÂÂÂ15 0x00018C80ÂÂÂÂÂÂ 5204ÂÂ \Seq\SEQ_AUTUMN_THICKET.sseq
ÂÂÂÂÂÂ16 0x0001A0E0ÂÂÂÂÂÂ 8164ÂÂ \Seq\SEQ_TREEHOUSE_GROTTO.sseq
ÂÂÂÂÂÂ17 0x0001C0E0ÂÂÂÂÂÂ 2248ÂÂ \Seq\SEQ_ZOE.sseq
ÂÂÂÂÂÂ18 0x0001C9C0ÂÂÂÂÂÂ 5096ÂÂ \Seq\SEQ_ZOE_BATTLE.sseq
ÂÂÂÂÂÂ19 0x0001DDC0ÂÂÂÂÂÂ 5832ÂÂ \Seq\SEQ_DEMON_SHUTTLE.sseq
ÂÂÂÂÂÂ20 0x0001F4A0ÂÂÂÂÂÂ 9932ÂÂ \Seq\SEQ_FACTORY_FORTRESS.sseq
ÂÂÂÂÂÂ21 0x00021B80ÂÂÂÂÂÂ 1020ÂÂ \Seq\SEQ_FRIGID_CLIFFS.sseq
ÂÂÂÂÂÂ22 0x00021F80ÂÂÂÂÂÂ 6360ÂÂ \Seq\SEQ_GADGETEER.sseq
ÂÂÂÂÂÂ23 0x00023860ÂÂÂÂÂÂ 2872ÂÂ \Seq\SEQ_GADGETEER_BATTLE.sseq
ÂÂÂÂÂÂ24 0x000243A0ÂÂÂÂÂÂ 1876ÂÂ \Seq\SEQ_SHOP.sseq
ÂÂÂÂÂÂ25 0x00024B00ÂÂÂÂÂÂÂÂ836ÂÂ \Seq\SEQ_PET_EVOLVED_NEW.sseq
ÂÂÂÂÂÂ26 0x00024E60ÂÂÂÂÂÂÂÂ588ÂÂ \Seq\SEQ_NEW_PET_ABILITY.sseq
ÂÂÂÂÂÂ27 0x000250C0ÂÂÂÂÂÂÂÂ500ÂÂ \Seq\SEQ_WIND_AMBIENCE.sseq
ÂÂÂÂÂÂ28 0x000252C0ÂÂÂÂÂÂ 7820ÂÂ \Seq\SEQ_FINAL_STAGE.sseq
ÂÂÂÂÂÂ29 0x00027160ÂÂÂÂÂÂ 1176ÂÂ \Seq\SEQ_PRISCILLA.sseq
ÂÂÂÂÂÂ30 0x00027600ÂÂÂÂÂÂ 2192ÂÂ \Seq\SEQ_PRISCILLA_BATTLE.sseq
ÂÂÂÂÂÂ31 0x00027EA0ÂÂÂÂÂÂ 5024ÂÂ \Seq\SEQ_DEANU_BATTLE.sseq
ÂÂÂÂÂÂ32 0x00029240ÂÂÂÂÂÂ 7892ÂÂ \Seq\SEQ_INTRO.sseq
ÂÂÂÂÂÂ33 0x0002B120ÂÂÂÂÂÂ 7656ÂÂ \Seq\SEQ_TITLE.sseq
ÂÂÂÂÂÂ34 0x0002CF20ÂÂÂÂÂÂ 6256ÂÂ \SeqArc\SEQARC_SAMPLE.ssar
ÂÂÂÂÂÂ35 0x0002E7A0ÂÂÂÂÂÂ 4744ÂÂ \Bank\BANK_SAMPLE.sbnk
ÂÂÂÂÂÂ36 0x0002FA40ÂÂÂÂÂÂÂÂ516ÂÂ \Bank\BANK_BOSS_BATTLE_MEADE.sbnk
ÂÂÂÂÂÂ37 0x0002FC60ÂÂÂÂÂÂÂÂ220ÂÂ \Bank\BANK_CAVERNS_BGM.sbnk
ÂÂÂÂÂÂ38 0x0002FD40ÂÂÂÂÂÂÂÂ292ÂÂ \Bank\BANK_DUNGEONS_BGM.sbnk
ÂÂÂÂÂÂ39 0x0002FE80ÂÂÂÂÂÂÂÂ216ÂÂ \Bank\BANK_GET_ABILITY.sbnk
ÂÂÂÂÂÂ40 0x0002FF60ÂÂÂÂÂÂÂÂ244ÂÂ \Bank\BANK_MEADE_AND_KRUBBLE.sbnk
ÂÂÂÂÂÂ41 0x00030060ÂÂÂÂÂÂÂÂ120ÂÂ \Bank\BANK_PET_EVOLVE.sbnk
ÂÂÂÂÂÂ42 0x000300E0ÂÂÂÂÂÂÂÂ380ÂÂ \Bank\BANK_RUINS_BGM.sbnk
ÂÂÂÂÂÂ43 0x00030260ÂÂÂÂÂÂÂÂ340ÂÂ \Bank\BANK_SCRATCHPIT_BGM.sbnk
ÂÂÂÂÂÂ44 0x000303C0ÂÂÂÂÂÂÂÂ196ÂÂ \Bank\BANK_SUBSCREEN.sbnk
ÂÂÂÂÂÂ45 0x000304A0ÂÂÂÂÂÂÂÂ168ÂÂ \Bank\BANK_BEACH.sbnk
ÂÂÂÂÂÂ46 0x00030560ÂÂÂÂÂÂÂÂ340ÂÂ \Bank\BANK_AQUA_BOY.sbnk
ÂÂÂÂÂÂ47 0x000306C0ÂÂÂÂÂÂÂÂ348ÂÂ \Bank\BANK_AQUEDUCTS.sbnk
ÂÂÂÂÂÂ48 0x00030820ÂÂÂÂÂÂÂÂ320ÂÂ \Bank\BANK_MINIBOSS.sbnk
ÂÂÂÂÂÂ49 0x00030960ÂÂÂÂÂÂÂÂ416ÂÂ \Bank\BANK_TUBEWORQS.sbnk
ÂÂÂÂÂÂ50 0x00030B00ÂÂÂÂÂÂÂÂ192ÂÂ \Bank\BANK_GRUMPKIN_PATCH.sbnk
ÂÂÂÂÂÂ51 0x00030BC0ÂÂÂÂÂÂÂÂ240ÂÂ \Bank\BANK_AUTUMN_THICKET.sbnk
ÂÂÂÂÂÂ52 0x00030CC0ÂÂÂÂÂÂÂÂ332ÂÂ \Bank\BANK_TREEHOUSE_GROTTO.sbnk
ÂÂÂÂÂÂ53 0x00030E20ÂÂÂÂÂÂÂÂ244ÂÂ \Bank\BANK_ZOE.sbnk
ÂÂÂÂÂÂ54 0x00030F20ÂÂÂÂÂÂÂÂ320ÂÂ \Bank\BANK_ZOE_BATTLE.sbnk
ÂÂÂÂÂÂ55 0x00031060ÂÂÂÂÂÂÂÂ224ÂÂ \Bank\BANK_DEMON_SHUTTLE.sbnk
ÂÂÂÂÂÂ56 0x00031140ÂÂÂÂÂÂÂÂ284ÂÂ \Bank\BANK_FACTORY_FORTRESS.sbnk
ÂÂÂÂÂÂ57 0x00031260ÂÂÂÂÂÂÂÂ208ÂÂ \Bank\BANK_FRIGID_CLIFFS.sbnk
ÂÂÂÂÂÂ58 0x00031340ÂÂÂÂÂÂÂÂ244ÂÂ \Bank\BANK_GADGETEER.sbnk
ÂÂÂÂÂÂ59 0x00031440ÂÂÂÂÂÂÂÂ272ÂÂ \Bank\BANK_GADGETEER_BATTLE.sbnk
ÂÂÂÂÂÂ60 0x00031560ÂÂÂÂÂÂÂÂ268ÂÂ \Bank\BANK_SHOP.sbnk
ÂÂÂÂÂÂ61 0x00031680ÂÂÂÂÂÂÂÂ104ÂÂ \Bank\BANK_PET_EVOLVED_NEW.sbnk
ÂÂÂÂÂÂ62 0x00031700ÂÂÂÂÂÂÂÂ104ÂÂ \Bank\BANK_NEW_PET_ABILITY.sbnk
ÂÂÂÂÂÂ63 0x00031780ÂÂÂÂÂÂÂÂ 76ÂÂ \Bank\BANK_WIND_AMBIENCE.sbnk
ÂÂÂÂÂÂ64 0x000317E0ÂÂÂÂÂÂÂÂ260ÂÂ \Bank\BANK_FINAL_STAGE.sbnk
ÂÂÂÂÂÂ65 0x00031900ÂÂÂÂÂÂÂÂ100ÂÂ \Bank\BANK_PRISCILLA.sbnk
ÂÂÂÂÂÂ66 0x00031980ÂÂÂÂÂÂÂÂ244ÂÂ \Bank\BANK_PRISCILLA_BATTLE.sbnk
ÂÂÂÂÂÂ67 0x00031A80ÂÂÂÂÂÂÂÂ236ÂÂ \Bank\BANK_DEANU_BATTLE.sbnk
ÂÂÂÂÂÂ68 0x00031B80ÂÂÂÂÂÂÂÂ164ÂÂ \Bank\BANK_INTRO.sbnk
ÂÂÂÂÂÂ69 0x00031C40ÂÂÂÂÂÂÂÂ164ÂÂ \Bank\BANK_TITLE.sbnk
ÂÂÂÂÂÂ70 0x00031D00ÂÂÂÂ2226916ÂÂ \WaveArc\WAVEARC_SAMPLE.swar
ÂÂÂÂÂÂ71 0x00251800ÂÂÂÂ2359796ÂÂ \WaveArc\WAVE_BGM.swar
ÂÂÂÂÂÂ72 0x00491A00ÂÂÂÂ 284120ÂÂ \WaveArc\WAVE_JINGLES.swar
ÂÂÂÂÂÂ73 0x004D6FE0ÂÂÂÂ1963564ÂÂ \Strm\STRM_TITLE.strm
ÂÂÂÂÂÂ74 0x006B6620ÂÂÂÂ3027112ÂÂ \Strm\STRM_ENDING.strm
ÂÂÂÂÂÂ75 0x009996E0ÂÂÂÂ2192188ÂÂ \Strm\STRM_CREDITS.strm
ÂÂÂÂÂÂ76 0x00BB0A20ÂÂÂÂ2435756ÂÂ \Strm\STRM_INTRO.strm<!--c2--></div><!--ec2-->

I guess then it might be a new/improperly implemented command in SSEQ those two files did not use which coupled with names and sizes I am going to call the others all actual music rather than those two which look to be (and play like) jingles at best.

I did however manage to punch vgmtoolbox hard enough that it spat out some mini2sf files which foobar seems to be playing although I am far too lazy right now to source and test them against the game (it is an emulated format apparently and most other 2sf file packs I have heard are near 1:1 so I imagine it is pretty good).


As for non SDAT there are a fair few these days
Electroplankton (straight up wave files), N+ (PCM audio), TWEWY (and loads of other games using CRI middleware's stuff- adx/ahx), brothers in arms (not entirely sure- everything uses similar extensions and packing), zombie daisuki and Inazuma Eleven both share an odd format and there probably a few others to boot. Granted most of those are variations on PCM rather than anything resembling a tracker format.

Either way very interesting- it looks like I could stand to return to fiddling with
 

Gericom

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So, is there any program besides VGMTrans that can convert SBNK to DLS? I'm trying to use it wil Monster Tale's sdat, but it keeps freeze when VGMTrans loads it. Any other SDAT works fine, Puyo Puyo, MegaMan Zero. Puyo Puyo's SDAT is bigger than Monster Tale.

Actually, I think MT's SDAT has some type of encryption or is a new format. The sseq converted doesn't even work. It works, but doesn't. The midi comes out broken.
You can use mkds course modifier. It can convert sbnk to dls.
 
P

pasc

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Since this thread is still open I got a question:

How does one point all soundeffects in a game to an empty adress e.g. effectively turning them off.

I remember FAST6191 posting something like that a while ago, but can for the life of me not find how.

I think it might have involved a hex editor.
 

FAST6191

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On the DLS matter we also have a new tool- http://gbatemp.net/threads/nitro2dls-new-tool-for-making-dls-files-from-sdat.340330/ though I have yet to actually investigate what is actually causing the trouble here for this game.

SFX.... ehh as it can very much depend upon the game.
Many games just use SSEQ (pokemon going quite far in it and using it for almost everything if you want an example of the extremes) - these you can take out with the standard repoint out of the SDAT file or one of a few other methods (replace SSEQ with silence, drop SSEQ volume, kill the bank and on and on). For the repointing I have a reasonably worked version in the hacking docs but http://gbatemp.net/threads/audio-swapping-question.122534/ might be the thread you were thinking of.
Other games will use a large SWAR file (I was using a Castlevania game as part of my hacking docs and it had some 1600 files in there, I also ended up looking at NSMB another time and it was equally fun). Trouble with these is they are not named so you will have to search in them to find the files you want, being wave samples it is not so bad to make new ones for. I believe tinke might even be able to import things here but I have not checked that.
Some games will use straight STRM for some sound effects too. STRM are not that bad to edit either.
 
P

pasc

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If you have any idea of the soundformat it uses, I want to know this for the game "Nanostray 2"

I'd like to disable all SFX Sounds in that one.
 

FAST6191

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It appears to use SDAT and has some files in the audio folder. They do not have the sdat extension (rather dsxe) and they do not play nicely with vgmtrans, crystaltile2 or tinke.

Rather nicely it seems it has split the FX and the music files from each other and named them accordingly. The FX is one long bank of 170 sfx files (I listened to the lot) though VGMtrans seems to miss the STRM stuff that the nice developer left header file has mentioned (not to mention just extracting the files only gives you a 2.25 meg file compared to the 5.18 one it came from).

The obvious thing of replacing the file with a bunch of 00 did not get far, I could probably fiddle around and see how much of the header it needs or not but that is too much like hard work (I tested a few things anyway and it errored out shortly before the title screen). Fortunately we are playing with SSAR today so volume values are back in play- volume is contained within the SSAR itself and within the data section of the SSAR ( http://kiwi.ds.googlepages.com/sdat.html ).

If you want to be lazy grab your hex editor and do a find and replace for 00007F60 with 00000060 . As it happens 00007F60 only appears in the offending SDAT in the offending sections. I tested it in desmume and you should be good. The 7f in this case corresponds to 127 decimal or the highest supported volume, depending upon how you want to play it you could even mix and match SFX to be muted or change volumes relative to the rest.

If you want to be really lazy then here is a patch for the North American release.
http://filetrip.net/nds-downloads/rom-hacks/download-nanostray-2-sfx-muting-patch-10-f31556.html
xdelta 3.0 format- http://code.google.com/p/xdelta/
Command to apply patch will read something like
"xdelta3-3.0.6-win32.exe -d -s "2119 - Nanostray 2 (US).nds" nanostray2audio.delta nanostrayaudiohack.nds"

All in all though I have certainly released patches with messier underlying logic I still reckon it could stand to be a bit more elegant and if I did it might help the framerate a touch (assuming it is the CPU that bottlenecks it), that said if it crashes I will be shocked as it is using functionality baked into the game itself and it should not trouble any other hacks or mods you might want to use though do apply this one first if you are going to play with other mods. I might be able to turn it into a cheat format but I have really tried it before for files that are not the actual binary, a bit of data in memory from the firmware or an overlay.
Again if you want rather than replacing all the SFX you could go through and disable say the voiceovers (they got on my nerves and I only tested the thing)- they should still be the same order as they are in the "fx.dsxe.h" file though do note that file also includes a few STRM files so start counting from the first "FX_" file.
 

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