Others have tried to be polite and usually I would carry on ignoring things but you are making it very hard for that to continue and chief among those is your continued typing in capitals and overuse of exclamation marks.
So far you have had at least three hackers that have done a fair bit in DS sound hacking work and maybe even could be said to be noted for their work in it and several others that certainly know what they are doing give you viable methods, viable guides and viable alternatives should one of those methods fall short. In your defence some of those required a tiny leap of logic and some understanding of how files and methods work which admittedly not everybody is cut out for and there is no shame in not being able to do such things although it certainly does not excuse acting the fool.
For most others someone would have served it up on a silver platter or held your hand but the twenty or so minutes it would take to generate the pictures and sort it all for that tends to be the sort of efforts reserved for those that engage in civil conversation. I am bored and I hope some of this could be salvaged at a later date for a proper guide so
A runthrough of a handful of the methods
I got a version of the US pokemon black and ripped it apart, the sound file is called "wb_sound_data.sdat" and is found in the data folder as extracted by ndstool (the first main directory where all the files usually sit if you are using a different method). Many of these tools do not require it to be extracted but it is nicer to do so.
Sound ripping
I decided to go with the big three and ignore any recent developments or older tools as hey.
NDSSNDEXT
Filetrip download
I fed it the sound file. It chugged along for a while (although to be fair it does have nearly 4000 subfiles*). I was greeted with a bunch of wave files many of which sounded someone bashed their head on an electric sampling xlyophone so after double checking I had not hacked pokemon blue by mistake I concluded that I had indeed sourced all the pokemon SFX even if the midi was a bit clunky but damned if I was going to figure out what was what.
*which morphs to closer to 7000 by the time all is said and done.
VGMtrans
http://gbatemp.net/u...3_143_59616.jpg
Right click the highlighted sections (I have no idea which ones you want) and you should be able to save it as a common format (or if you prefer as the original file/format).
I noticed the last version was not up on filetrip so I upped it
http://filetrip.net/...ns-9_29_09.html
VGMtoolbox
Links might be a bit harder here (you should be able to get something done from
http://gbatemp.net/t...mats-of-the-ds/ though)
Still I gave it a spin
In defence of my machine I was doing at lot at this point in time and running on the last few gigs of very fragmented hard drive space.
http://gbatemp.net/u...3_143_22941.jpg
It also generated a wonderful SMAP file which you can see a sample of in a moment
Code:
# SEQ:
# label number fileID bnk vol cpr ppr ply hsize size name
...
...
...
...
SEQ_BGM_DUMMY 1000 11001 65 30 64 0 8032 SeqSEQ_BGM_DUMMY.sseq
SEQ_BGM_SILENCE_FIELD 1001 21002 65 30 64 0 48 SeqSEQ_BGM_SILENCE_FIELD.sseq
SEQ_BGM_SILENCE_DUNGEON 1002 21002 65 30 64 0 48 SeqSEQ_BGM_SILENCE_DUNGEON.sseq
SEQ_BGM_TITLE 1003 31003 92 30 64 6 5104 SeqSEQ_BGM_TITLE.sseq
SEQ_BGM_TITLE01 1004 41004 93 30 64 6 3240 SeqSEQ_BGM_TITLE01.sseq
SEQ_BGM_OPENING_TITLE_B 1005 21002 65 30 64 0 48 SeqSEQ_BGM_OPENING_TITLE_B.sseq
SEQ_BGM_OPENING_TITLE_W 1006 21002 65 30 64 0 48 SeqSEQ_BGM_OPENING_TITLE_W.sseq
SEQ_BGM_POKEMON_THEME 1007 51007 106 30 64 6 20136 SeqSEQ_BGM_POKEMON_THEME.sseq
SEQ_BGM_STARTING 1008 61008 45 30 64 0 1728 SeqSEQ_BGM_STARTING.sseq
SEQ_BGM_STARTING2 1009 71008 90 30 64 0 6208 SeqSEQ_BGM_STARTING2.sseq
SEQ_BGM_SHINKA 1010 81010 68 30 64 0 176 SeqSEQ_BGM_SHINKA.sseq
SEQ_BGM_KOUKAN 1011 91011 76 30 64 0 5364 SeqSEQ_BGM_KOUKAN.sseq
SEQ_BGM_BICYCLE 1012 101012 82 30 64 0 10832 SeqSEQ_BGM_BICYCLE.sseq
...
...
...
That method is somewhat besides the point though as we tend to use it for the 2SF abilities.
http://gbatemp.net/u...3_143_54732.jpg
Even the current version seemed to have issues with this though but hey there are other methods before we have to start doing things to make it accept it (also I think I might have gone wrong somewhere).
Sound swapping/relinking.
In the guide linked
http://gbatemp.net/i...opic=122534&hl= a few posts in I cover a basic method to relink sounds. This is usually done when you want to change what music plays where (probably to get rid of the annoying default song) but rather than changing the sound to something you can point it right outside the player or make it think the sound is 0 long.
Even nicer than that though this rom should make your life even easier as looking at the other methods and ripping a copy to test there is a nice file called SEQ_BGM_SILENCE_FIELD which does exactly what it says on the tin.
Here is is highlighted on crystlatile2's readout (
http://filetrip.net/...2010-09-06.html in case you did not have a copy of the program).
http://gbatemp.net/u..._143_135026.jpg
Further hint you want to replace all the SSEQ entries for music at least (it does seem to abuse the tracker format for SFX unlike most other games as avenir said).
0003 6040 becomes 4060 0300 and the length section is 48 decimal or 30h
Each line then wants to read "0000 0000 4060 0300 3000 0000 0000 0000" aka the location and size of the silent sound file (others reading if it was not silent this method is a bit cowboy style as it does not take into account any changes in audio banks that might have occurred, it does not matter though if you are pointing outside the file or zero sizing everything).
Desmume channel muting.
Don't know what went wrong for you, busted out a copy of desmume and loaded the rom (hopefully my street cred remains intact and they accept the excuse I was playing pokemon for science and possibly a passive aggressive post).
Just to make sure I did not have some legacy functionality or something from a beta (I was using an old SVN build) grabbed the latest and greatest from the site
http://gbatemp.net/u..._143_100619.jpg
Clicking each of those tick boxes (and again for the next 8 channels after you click the V in the top left) does indeed mute the channels and change the audio. This just feels crude though (indeed this trick is my third most disliked method after using a microphone and using a line in cable)
Note you can improve this method by doing the audio swap/relink hack from above to make sure you have no stray sounds during your ripping.
Also as for avenir's suggestion homebrew takes a bit of effort to get running in desmume.
http://wiki.desmume....flash_emulation in combination with
http://dldi.drunkencoders.com/ might help (I had some troubles when I was trying to do something a few months back but it turned out I was trying to skip steps despite knowing far better than to try that when doing technical things I am not entirely clear on).
Either way once there you find the sound and record it out. Desmume has nice options which I suggest you use over a lookback/grabbing program unless you can argue otherwise.