Homebrew Rip music from NDS roms

Boriar

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Hey! I don't know if that is the correct forum, but...

Is there any program (for PC or NDS) to rip music from a rom a write it into a file?
 
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FAST6191

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This is probably more suited to rom hacking but short answer is yes

The vast majority of roms use the SDAT format. This format is split in three main types though plus supporting/container files.

1) SSEQ- this is the sequencer/tracker format in SDAT (think midi). Some have even made conversion tools to and from midi (not 100% though)
These are flanked by SBNK files which are the "instruments" for the sequencer.
2) SWAV and SWAR (SWAR are archives of SWAV)
These are usually reserved for sfx and the like (gunshots, jump sounds, clocks....). 8 and 16 bit PCM as well as ADPCM are used.
3) STRM
Rarely seen although certainly worth knowing about these are usually some form of DS compatible ADPCM and tend to house long tracks (early Tony Hawks games being notable users of them).

The main programs to rip these are

ndssndext
http://www.4shared.com/file/Ut_RM4Pi/ndssndext_v04.html
vgmtrans
http://www.4shared.com/file/tatbAANL/VGMTrans.html (there are newer versions around as well)
vgmtoolbox
http://sourceforge.net/projects/vgmtoolbox/files/vgmtoolbox/
Other tools exist for various uses with crystaltile2 being about the most useful

Specs
http://www.romhacking.net/docs/%5B469%5Dnd...mats.htm#Sounds
http://kiwi.ds.googlepages.com/sdat.html

That is not the only type though although most alternative types are some flavour of PCM audio at some level or are otherwise well established game formats (which again are usually PCM wrapped in something)- the DS audio hardware does have hardware support for various flavours of PCM/ADPCM.

Electroplankton used windows compatible wave files- such things even made for some of the first proper rom hacks.

N+ used raw PCM audio (able to be opened/made using many higher grade audio editors- import raw audio is the thing you want to be looking for)

Many roms use adx/adh format audio, the one most people associate with it is the world ends with you.
I forgot where I sourced these (I am pulling them from my download history) but
http://dl.dropbox.com/u/584016/Romhacking/ahx2wav.exe
http://dl.dropbox.com/u/584016/Romhacking/wav2adx.exe
http://dl.dropbox.com/u/584016/Romhacking/adx2wav.exe
These formats have been around for years so poke around for more
http://wiki.multimedia.cx/index.php?title=CRI_ADX_ADPCM
http://wiki.xentax.com/index.php/Game_File_Format_Central might have something.


Recently roms (and occasionally in the past for things like brothers in arms) have started using assorted other formats as well, Inazuma eleven uses an odd format as does Zombie Daisuki. These to my knowledge have not been reverse engineered which leads to most people using loopback options of emulators http://gbatemp.net/index.php?showtopic=282...p;#entry3506329 dropping channels and other more conventional file system hacks to get the audio they need. I have started to look at these formats though and they appear to be fairly simple as far as multimedia goes.
There was also a few bits in some of the inazuma eleven threads.

As hinted at though some of the ripping methods are not ideal (especially some of the SSEQ- as far as I am aware nobody has made a straight SSEQ emulator that works) so people do use loopback options of more conventional emulators and male-male audio cables into line in/mic in ports of their computers. Being related to rom hacking though it can be quite easy to make songs play out of order simply by pulling the file apart and/or pointing it your chosen file to be ripped.
 

Boriar

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Hey!! You do honor to your nick "Fast6191"
wink.gif


It's a fantastic and COMPLETE answer. Many, many thanks
ohmy.gif
 
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JakePsycho

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FAST6191 said:
This is probably more suited to rom hacking but short answer is yes

The vast majority of roms use the SDAT format. This format is split in three main types though plus supporting/container files.

1) SSEQ- this is the sequencer/tracker format in SDAT (think midi). Some have even made conversion tools to and from midi (not 100% though)
These are flanked by SBNK files which are the "instruments" for the sequencer.
2) SWAV and SWAR (SWAR are archives of SWAV)
These are usually reserved for. 8 and 16 bit PCM as well as ADPCM are used.
3) STRM
Rarely seen these are usually some form of compatible ADPCM and tend to house long tracks (early Tony Hawks games being notable users of them).

The main programs to rip these are

ndssndext
http://www.4shared.com/file/Ut_RM4Pi/ndssndext_v04.html
vgmtrans
http://www.4shared.com/file/tatbAANL/VGMTrans.html (there are newer versions around as well)
vgmtoolbox
http://sourceforge.net/projects/vgmtoolbox/files/vgmtoolbox/
Other tools exist for various uses with crystaltile2 being about the most useful

Specs
http://www.romhacking.net/docs/%5B469%5Dnd...mats.htm#Sounds
http://kiwi.ds.googlepages.com/sdat.html

That is not the only type though although most alternative types are some flavour of PCM audio at some level or are otherwise well established game formats (which again are usually PCM wrapped in something)- the DS audio hardware does have hardware support for various flavours of PCM/ADPCM.

Electroplankton used windows compatible wave files- such things even made for some of the first proper rom hacks.

N+ used raw PCM audio (able to be opened/made using many higher grade audio editors- import raw audio is the thing you want to be looking for)

Many roms use adx/adh format audio, the one most people associate with it is the world ends with you.
I forgot where I sourced these (I am pulling them from my download history) but
http://dl.dropbox.com/u/584016/Romhacking/ahx2wav.exe
http://dl.dropbox.com/u/584016/Romhacking/wav2adx.exe
http://dl.dropbox.com/u/584016/Romhacking/adx2wav.exe
These formats have been around for years so poke around for more
http://wiki.multimedia.cx/index.php?title=CRI_ADX_ADPCM
http://wiki.xentax.com/index.php/Game_File_Format_Central might have something.


Recently roms have started using assorted other formats as well, Inazuma eleven uses an odd format as does Zombie Daisuki. These to my knowledge have not been reverse engineered which leads to most people using loopback options of emulators http://gbatemp.net/index.php?showtopic=282...p;#entry3506329 dropping channels and other more conventional file system hacks to get the audio they need. I have started to look at these formats though and they appear to be fairly simple as far as multimedia goes.
There was also a few bits in some of the inazuma eleven threads.

As hinted at though some of the ripping methods are not ideal (especially some of the SSEQ- as far as I am aware nobody has made a straight SSEQ emulator that works) so people do use loopback options of more conventional emulators and male-male audio cables into line in/mic in ports of their computers. Being related to rom hacking though it can be quite easy to make songs play out of order simply by pulling the file apart and/or pointing it your chosen file to be ripped.

Thanks.
smile.gif
 

avenir

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What is vgmtoolbox? It can generate riff midi from sdat like vgmtrans?
I have used vgmtrans, but it is too heavy...
 

DJ91990

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If you are a lazy like me then use my method;

You will need;
Mac or PC
Audicity
Male-to-Male Auxiliary cable (for best results, I recommend a gold-tipped one.)
Game system with earphone output. [For GBASP you WILL need the earphone out adapter!(Sold separately.)]
Game or Application's audio to record:

1) Launch Audicity"
OPTIONAL A) Adjust the input volume slider to 0.3
2) Press the RECORD button in Audicity
3) Start your game and activate the music you wish to record.
4) After you have finished recording, clip the silence out of the audio track.
5) Play back the recorded audio in Audicity to ensure that everything turned out right.
6) Click File -> Export
7) In the filename window ensure the extension .mp3 is selected, enter a name and save
OPTIONAL B)Enter the ID3 Tags for the MP3 file. [ID3 tags are what media players use to display the artist name, and track name as well for the track number, year made, and genre.]
8) Click SAVE
9) Load your .MP3 into your favorite MP3 player or Media Player and enjoy.

You can also use another method similar to the one is described above to record audio from Youtube videos like VIVO to get FREE MUSIC without all of the viruses, spyware, torrents, and additional software. (Kick LIMEWIRE and BEARSHARE to the curb!) I will cover how to do that in a Youtube video on my Youtube channel.
 

FAST6191

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"You can also use another method similar to the one is described above to record audio from Youtube videos like VIVO to get FREE MUSIC without all of the viruses, spyware, torrents, and additional software. (Kick LIMEWIRE and BEARSHARE to the curb!) I will cover how to do that in a Youtube video on my Youtube channel. "
Because
http://keepvid.com/
http://userscripts.org/scripts/show/13333
http://www.downloadhelper.net/
and the hundreds of similar methods or even the plain old school temp folder methods coupled with a MP4 demuxer (to remove any video tracks) are not available and well .... trivial to pull off?

Back on topic vgmtoolbox is more of an SDAT parser/extractor than a ripper like vgmtrans (at least as far as I have seen), it has some nice abilities in other formats but not so much in SDAT beyond doing things like making SMAP files and some stuff with 2sf. It is still seeing development though so it is worth knowing about.
 
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Boriar

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DJ91990 said:
If you are a lazy like me then use my method;

You will need;
Mac or PC
Audicity
Male-to-Male Auxiliary cable (for best results, I recommend a gold-tipped one.)
Game system with earphone output. [For GBASP you WILL need the earphone out adapter!(Sold separately.)]
Game or Application's audio to record:

1) Launch Audicity"
OPTIONAL A) Adjust the input volume slider to 0.3
2) Press the RECORD button in Audicity
3) Start your game and activate the music you wish to record.
4) After you have finished recording, clip the silence out of the audio track.
5) Play back the recorded audio in Audicity to ensure that everything turned out right.
6) Click File -> Export
7) In the filename window ensure the extension .mp3 is selected, enter a name and save
OPTIONAL B)Enter the ID3 Tags for the MP3 file. [ID3 tags are what media players use to display the artist name, and track name as well for the track number, year made, and genre.]
8) Click SAVE
9) Load your .MP3 into your favorite MP3 player or Media Player and enjoy.

You can also use another method similar to the one is described above to record audio from Youtube videos like VIVO to get FREE MUSIC without all of the viruses, spyware, torrents, and additional software. (Kick LIMEWIRE and BEARSHARE to the curb!) I will cover how to do that in a Youtube video on my Youtube channel.

I think that must be the last solution because of the difficult to "select" the music you like into a game. Normaly the music sounds during your playing time with effects in the background. Also, not all music are quickly accesible: last level of game, secret level, etc...

BTW, thanks for explain your method. It's better to have severel solutions to choose from.
yay.gif
 

FAST6191

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@Boriar loopback works but remember we have DS emulators like desmume that can drop audio channels at will- BG music and SFX will usually be in different channels.

Also if you pull apart a game and it has nicely named sound files (or parts thereof) you can change where the game finds them or even make it unable to locate the SFX channels.
 

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VGMToolbox will do a full automatic conversion of game image files to the .2SF format. Looping and timing, included. It will extract any STRM, ADX, and SWAV found as well. It really cannot get any easier.

Just open the NDSto2SF tool, drag and drop your image file, and listen to the results using vio2sf and vgmstream plugins for Winamp. You'll need the testpack.nds file, which can easily be found via your favorite search engine.

It cannot handle the new formats listed above, but nothing outside of a line-out rip can do that yet anyhow.
 
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Hugo Steinmetz

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VGMToolbox will do a full automatic conversion of game image files to the .2SF format. Looping and timing, included. It will extract any STRM, ADX, and SWAV found as well. It really cannot get any easier.

Just open the NDSto2SF tool, drag and drop your image file, and listen to the results using vio2sf and vgmstream plugins for Winamp. You'll need the testpack.nds file, which can easily be found via your favorite search engine.

It cannot handle the new formats listed above, but nothing outside of a line-out rip can do that yet anyhow.


after that you can use http://web.axelero.hu/fka2636/adxplay_english.rar
 
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Sonic Angel Knight

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Doesn't zophar have like a bunch of those formats? Is not illegal is it? I usually just get them there or anywhere i can find them. Sometimes i can't always find them and i do use vgmtoolbox which is godlike. :D

The mega man starforce soundtrack, and sonic rush, Sonic colors, or even pheonix wright. I need to go rip some right now, lol :P
 

FAST6191

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bin is a generic extension used for thousands of different formats across the DS, and more throughout computing, and indeed I have seen the SDAT format with the extension .bin at some point in the past.

Without knowing the game you are hacking, or seeing the files, there is not much anybody can do though.
 

DeslotlCL

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bin is a generic extension used for thousands of different formats across the DS, and more throughout computing, and indeed I have seen the SDAT format with the extension .bin at some point in the past.

Without knowing the game you are hacking, or seeing the files, there is not much anybody can do though.
since this thread was bumped, do you know a way to rip ridge racer ds music? vgmtoolbox can't extract its files for some reason.
 

supermario666

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This is probably more suited to rom hacking but short answer is yes

The vast majority of roms use the SDAT format. This format is split in three main types though plus supporting/container files.

1) SSEQ- this is the sequencer/tracker format in SDAT (think midi). Some have even made conversion tools to and from midi (not 100% though)
These are flanked by SBNK files which are the "instruments" for the sequencer.
2) SWAV and SWAR (SWAR are archives of SWAV)
These are usually reserved for sfx and the like (gunshots, jump sounds, clocks....). 8 and 16 bit PCM as well as ADPCM are used.
3) STRM
Rarely seen although certainly worth knowing about these are usually some form of DS compatible ADPCM and tend to house long tracks (early Tony Hawks games being notable users of them).

The main programs to rip these are

ndssndext
http://www.4shared.com/file/Ut_RM4Pi/ndssndext_v04.html
vgmtrans
http://www.4shared.com/file/tatbAANL/VGMTrans.html (there are newer versions around as well)
vgmtoolbox
http://sourceforge.net/projects/vgmtoolbox/files/vgmtoolbox/
Other tools exist for various uses with crystaltile2 being about the most useful

Specs
http://www.romhacking.net/docs/%5B469%5Dnd...mats.htm#Sounds
http://kiwi.ds.googlepages.com/sdat.html

That is not the only type though although most alternative types are some flavour of PCM audio at some level or are otherwise well established game formats (which again are usually PCM wrapped in something)- the DS audio hardware does have hardware support for various flavours of PCM/ADPCM.

Electroplankton used windows compatible wave files- such things even made for some of the first proper rom hacks.

N+ used raw PCM audio (able to be opened/made using many higher grade audio editors- import raw audio is the thing you want to be looking for)

Many roms use adx/adh format audio, the one most people associate with it is the world ends with you.
I forgot where I sourced these (I am pulling them from my download history) but
http://dl.dropbox.com/u/584016/Romhacking/ahx2wav.exe
http://dl.dropbox.com/u/584016/Romhacking/wav2adx.exe
http://dl.dropbox.com/u/584016/Romhacking/adx2wav.exe
These formats have been around for years so poke around for more
http://wiki.multimedia.cx/index.php?title=CRI_ADX_ADPCM
http://wiki.xentax.com/index.php/Game_File_Format_Central might have something.


Recently roms (and occasionally in the past for things like brothers in arms) have started using assorted other formats as well, Inazuma eleven uses an odd format as does Zombie Daisuki. These to my knowledge have not been reverse engineered which leads to most people using loopback options of emulators http://gbatemp.net/index.php?showtopic=282...p;#entry3506329 dropping channels and other more conventional file system hacks to get the audio they need. I have started to look at these formats though and they appear to be fairly simple as far as multimedia goes.
There was also a few bits in some of the inazuma eleven threads.

As hinted at though some of the ripping methods are not ideal (especially some of the SSEQ- as far as I am aware nobody has made a straight SSEQ emulator that works) so people do use loopback options of more conventional emulators and male-male audio cables into line in/mic in ports of their computers. Being related to rom hacking though it can be quite easy to make songs play out of order simply by pulling the file apart and/or pointing it your chosen file to be ripped.

I want to rip a song from a rom hack, but every time i drag the rom into vgmtrans, the program closes.
 

FAST6191

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I want to rip a song from a rom hack, but every time i drag the rom into vgmtrans, the program closes.
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).
 
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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).

The rom is revo kart.
 
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