Edit read on for some info below but a quick link list:
Specs:
http://loveemu.yh.land.to/page/NDS/SDAT.html
http://kiwi.ds.googlepages.com/sdat.html
Preferred tool for ripping: ndsdnsext
http://nintendon.s6.xrea.com/
Second link down on the left or ??????
Original post:
As the topic says some people have worked at reverse engineering the sound files of the DS and have got reasonably far in doing so.
http://d.hatena.ne.jp/loveemu/20060114
The original site gives me a SQL error but you can download the tool here: http://djbouche.net/dl/sdattool0.32.rar
The original site: http://djbouche.net/sdat!sdattool (google has it cached)
Oh and for those that care Tony Hawks A.S. uses STRM so a custom sound track should be almost trivial and could probably even be done with a batch file and a few tools.
Now if you will excuse me this has just given me a lot of new stuff to play with now.
Specs:
http://loveemu.yh.land.to/page/NDS/SDAT.html
http://kiwi.ds.googlepages.com/sdat.html
Preferred tool for ripping: ndsdnsext
http://nintendon.s6.xrea.com/
Second link down on the left or ??????
Original post:
As the topic says some people have worked at reverse engineering the sound files of the DS and have got reasonably far in doing so.
http://d.hatena.ne.jp/loveemu/20060114
The original site gives me a SQL error but you can download the tool here: http://djbouche.net/dl/sdattool0.32.rar
The original site: http://djbouche.net/sdat!sdattool (google has it cached)
Oh and for those that care Tony Hawks A.S. uses STRM so a custom sound track should be almost trivial and could probably even be done with a batch file and a few tools.
QUOTE(http://d.hatena.ne.jp/loveemu/20060114) said:Hello loveemu,
I'm just informing you that I started a new utility called sdattool.
It's main purpose is to generate an SMAP file, similar to the one I have attached in this e-mail which was found with the SDAT file in the game Zoids Genesis DS. It has proven a very useful file in the reverse engineering of SDAT and it was nice of the game developers to [perhaps accidentally] leave it in there.
So far the utility reads the SYMB table in order to obtain the filenames for each file. It reads the INFO table in order to retrieve the main information necessary for the SMAP file. Finally it reads the FAT table (and as an option, like sseqrip, extracts the files from the FILE block into an organised set of folders and named using their symbols) and generates the FAT list for the SMAP file.
Hopefully by this we can get an even greater understanding of the files in the SDAT system.
Here is some interesting things I have noted:
SSEQ
SEQ - Sequence - A converted MIDI sequence. Linked to a BANK for instruments.
SSAR
SEQARC - Sequence Archive - A collection of sequences (used mainly for sound effect banks, format is unknown, the entries look nothing like SSEQ at all...)
SBNK
BANK - Bank - A bank which is linked to up to 4 WAVEARCs which contain the samples. Define the instruments in which a sequence can use. (format still unknown)
SWAR
WAVEARC - Wave Archive - A collection of wave samples (which can be in either PCM or ADPCM compression)
STRM
STRM - Stream - An individual wave (PCM or ADPCM).
GROUP
I'm not quite sure.
My apologies, I was wrong about sseq2mid not converting Mario Kart DS correctly. There was something wrong with my MIDI sequencer. It works fine now. I am in the process of making a command line tool which allows you to specify a MIDI instrument/drum map and apply it to any standard MIDI file.
Feel free to post any of this information. Hope it helps!
Andrew
Now if you will excuse me this has just given me a lot of new stuff to play with now.