I think there's nothing more that angers me like someone accepting a sad excuse of a corpo slop and then going "But that's not really legal, is it?" and also "But that's really inconvenient!" when telling them about the superior option

Once again, the stupid Nintendo Music app, it's maddening on how it's a hard headed move. They could just have dumped that shit on youtube and I wouldn't have complained. But an app. An app???? What the fuck do you mean an app???? Once again this is the classic DRM scenario, they want to control what has long since been widely available, it's stupid

On top of the fan offering being of way superior quality. I can download the entire Snes OST in spc format for a couples of gigs, have the songs play as long as I want and convert them to any other format with Winamp or any other player that doesn't suck

"But bruh, isn't that illegal?" they wanted to shut down emulators, speedrunning, twitch/streaming/let's play/etc., who the fuck cares? If people gave a shit about the legality of it all, we'd have fuck all

They just deserves no praise for that hard headed move

@coolboymew If you're tech savvy, you could just rip the audio of games you own by dumping the ROMs and extracting the audio. It falls under fair use.

@xianc78 that too

Plus SPCs are actually just ram dumps... It might be a bit more complicated than that, but SPC players supports Zsnes save states. Fuck, I swear I've seen emulators with a "save spc" option
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@coolboymew
I know next to nothing about SNES/SFC music. Those soundfont remixes I made a while back were made from downloading converted MIDI files.

Ripping audio from N64 ROMs seemed to be tricky until recently. For a long time, the only way to rip audio for N64 games (assuming they used the "standard" format) was through some abandonware tool that was difficult to find. You better hope that your favorite game had a debug menu or a sound test that you could access.

VGMTrans seems like the best tool for ripping synthesized music from video game ROMs, especially DS games.

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@xianc78 nice, so there's better toolsets for that now?

I know that USFs for N64 has existed for forever, most of the major games were covered already, but it was a slow growing list last I checked

@coolboymew The N64 music library has been dumped for a long time, but it was mostly songs that appear in the actual game. Trying to find unused content has been extremely difficult until recently.

@xianc78 They had to go the oldschool route of having to actually dig for it, didn't they?

@coolboymew I guess you had to hope your game had a sound test or a debug menu so you could record the audio that way.

@xianc78

(This was in an hidden sound test)
https://www.youtube.com/watch?v=Capm4SWWUdQ

There's also modifying hex values for the music that plays I guess, but I guess that sometimes it's not that easy and that's probably a bitch to find. I haven't figured any of that shit out. I should get into that one day because I really, really want to get into a Claymates mystery but there's no way I can even start digging with the lack of knowledge I have

Otherwise, talking of Claymates, it's like one of 3ish(?) Snes OST they still cannot extract via SPC

@coolboymew I never messed with a GameShark, but I assume they let you see what functions are called at certain frames, granted they would all be in hexadecimal but you will see patterns and get a general idea.

@xianc78 emulators now even allows you to see the running code for Snes games, don't they?

@coolboymew I know VBA allows you to see the games RAM, tiles, and disassembly. Pretty sure most SNES emulators have them as well.

@xianc78 Yeah, the disassembly. But again, with no knowledge of the stuff it's gonna be hard to dig in

@coolboymew I only know basic assembly (MIPS) from college. It's much more different than other languages. You don't even have variables. You manually load values to registers on the CPU and then you can store them on a certain RAM address.

@xianc78 @coolboymew >VGMTrans seems like the best tool for ripping synthesized music from video game ROMs, especially DS games.
Eh, VGMTrans is heavily dependant on formats at an engine (not console) level, and most of the ones I cared about were incompletely specified. I would go so far as to say that anything it would rip/convert correctly has already been done. Fine for playing around with format conversions and learning the basics of esoteric tracker formats, useless for delving into an undumped game.

If you're just ripping spcs/psfs/gsfs/2sfs etc. then the best method is still going to be dumping synth RAM from an emulator and using memory editing to get the game (yes yes requires individual effort per game) to load each track you want. Luckily a lot of emulators have scripting support so once you have a process like [load savestate] -> [set certain address value to 0..255] -> [press up for ten frames] -> [wait 0.5s] -> [save synth RAM to game_bgm(0..255).bin] you can just bash that out in lua and grab a drink or something.
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