Homebrew Rip music from NDS roms

supermario666

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First make sure the author did not release it standalone.

Anyway make sure you have the latest version of VGMtrans
https://github.com/vgmtrans/vgmtrans/releases

If that does not work we are going to need to know what ROM and what hack to it -- the ROM might be one of the few to not use SDAT ( https://gbatemp.net/threads/the-various-audio-formats-of-the-ds.305167/ ) or do something odd with it, and beyond that some hackers took to adding things in different ways (if the original game does not use the PCM/ADPCM STRM player then it does not include it in the final build, hackers then added a means to play wave format audio by themselves -- https://gbatemp.net/threads/telling-the-game-to-play-a-strm-instead-of-sseq.340692/ for one example). You might also have a better time rather than dragging the ROM if you first unpack the ROM (ndstool, crystaltile2, tinke, ndsts... there are hundreds of tools to pull apart DS games and fish the files out) and try to feed vgmtrans the SDAT file by itself.

You could also do the classic loop back RIP -- assuming the hack works in an emulator then load up the game, get the song playing (preferably at a point without sound effects) and just record it with whatever you care to use here (audacity would be my pick but plain old windows wave recorder will probably do, and some emulators have options to grab audio and video).

So I unpacked the rom. I dragged the sound_data.sdat in the vgmtrans and the thing still quit. What is the problem
 
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FAST6191

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Found a copy to have a look at. ndstool spat out a sound_data.sdat which looks fairly normal. That said all the file names within were "NO_NAME" so I guess they repacked it with something, possibly one of the older tools. Such a thing could make vgmtrans have some troubles.

I have not got a complete kit with me right now so try tinke, vgmtoolbox, ndssndext or one of the other tools and see what goes there.
 
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FAST6191

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How can I extract SAD files from inazuma Eleven 2?
Tinke got support for SADL files (pokemon conquest if memory serves) so you might try that. I can't remember offhand if that was the overlap format or not -- a couple of the non SDAT sound formats were named various things depending upon their extension or magic stamp before people realised they were the same format. Generally speaking though not much work has been done as far as rippers for the non SDAT formats that are not otherwise known and are not just PCM/ADPCM/wave you can slap audacity hard enough to import.

Otherwise emulator/line in ripping time. Hopefully there is a sound test, if doing emulators then any sound effects are sent to their own channels (the DS has 16 of the things so you can get lucky there) so you can just mute them, or you are able to repack* the ROM at a silent point in the game.

*you don't need to know how the sound works to overwrite another file that plays at a point without sound effects, sometimes it might not work if the files are radically different to what it expects but such things are definitely worth trying. If another entry in the series (or another game) that uses the same audio formats has a sound test, or more suitable ripping point, then you can also try overwriting those.
 
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Milozaki

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Tinke got support for SADL files (pokemon conquest if memory serves) so you might try that. I can't remember offhand if that was the overlap format or not -- a couple of the non SDAT sound formats were named various things depending upon their extension or magic stamp before people realised they were the same format. Generally speaking though not much work has been done as far as rippers for the non SDAT formats that are not otherwise known and are not just PCM/ADPCM/wave you can slap audacity hard enough to import.

Otherwise emulator/line in ripping time. Hopefully there is a sound test, if doing emulators then any sound effects are sent to their own channels (the DS has 16 of the things so you can get lucky there) so you can just mute them, or you are able to repack* the ROM at a silent point in the game.

*you don't need to know how the sound works to overwrite another file that plays at a point without sound effects, sometimes it might not work if the files are radically different to what it expects but such things are definitely worth trying. If another entry in the series (or another game) that uses the same audio formats has a sound test, or more suitable ripping point, then you can also try overwriting those.
Thanks for the answer!
 

Milozaki

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Tinke got support for SADL files (pokemon conquest if memory serves) so you might try that. I can't remember offhand if that was the overlap format or not -- a couple of the non SDAT sound formats were named various things depending upon their extension or magic stamp before people realised they were the same format. Generally speaking though not much work has been done as far as rippers for the non SDAT formats that are not otherwise known and are not just PCM/ADPCM/wave you can slap audacity hard enough to import.

Otherwise emulator/line in ripping time. Hopefully there is a sound test, if doing emulators then any sound effects are sent to their own channels (the DS has 16 of the things so you can get lucky there) so you can just mute them, or you are able to repack* the ROM at a silent point in the game.

*you don't need to know how the sound works to overwrite another file that plays at a point without sound effects, sometimes it might not work if the files are radically different to what it expects but such things are definitely worth trying. If another entry in the series (or another game) that uses the same audio formats has a sound test, or more suitable ripping point, then you can also try overwriting those.
I managed to extract the SAD files with Tinke, but there is still a very large PKB file.
How can I open it?
 

FAST6191

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Tinke should have had a player already embedded in it if it is going to work. Sometimes with tinke I had to stuff the files I wanted to view back into a ROM to get its viewers to pick them up.

I did do some things with inazuma Eleven 1 some time back ( https://gbatemp.net/threads/inazuma-eleven-e-full-project.276441/page-13 ). If it is like that then you can figure out the given archives if you want, or you can try just finding one (should start with SAD, SED and some other things) and keep going until you hit the next file.

Failing that we are back to emulator ripping.
 
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