If you just want them for playback the standard for DS is probably still 2sf (there was an alternative that some people were investigating).
I am not inclined to do the full rundown of GBA and DS sound hacking right now, not least of all because I have few things with pictures in the ROM hacking docs
http://gbatemp.net/threads/gbatemp-rom-hacking-documentation-project-new-2014-edition-out.73394/
Suffice it to say
For the GBA the so called Sappy format is the main one seen in GBA games, it is pretty common but not as common/high a percentage as the DS stuff covered in a moment.
For the DS there is a format known as SDAT that the vast majority of games use.
http://sourceforge.net/projects/vgmtoolbox/files/vgmtoolbox/ does the 2sf stuff mentioned before, you may need to flank it with caitsith2's rip kit which can be hard to find these days.
Both consoles have weird and wonderful formats that some games use instead of those, and sometimes in addition to the standard. If you are lucky they are well known formats like wave, mod and XM, or a standard within games like ADX/AHX, if you are unlucky then you get to spent some quality time learning the hardware for the respective consoles. Usually formats stick pretty close to the hardware but that does not necessarily make it easy.
Edit. Had a little poke around Shining Stars Super Starcade, it might not have sdat and it appears to be one of the games that uses lua. I will investigate further.
Edit 2. Ooh, raw lua with what looks like comments in Italian. I hope this means you have easy edits for this game.. Many thanks for pointing me at this one.
The game sound effects use a file format called "sfx" which I can just about get to import in audacity with a lot of noise. ( ShiningStars.sfx, 11025Hz, signed 8 bit PCM, though all that means little at this point).
SFX, the small sizes and the names would lead me to believe they are sound effects rather than music.
Fortunately there are also files in the Sound folder with the extension .mus and sensible looking names, however the sizes are tiny which means they are likely sequenced audio. Looking at the hex of them they are not any format I recognise and have nothing I can really latch onto to pull them apart on the spot right now.
Edit another. Might as well have a shot of the lua, I did not so much as have to decompress it.