Talk:Music in Pikmin 2: Difference between revisions
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(Created page with "Phew... Okay, so I've been messing about with Pikmin 2's music files in hopes of understanding them a bit better. DebugYoshi and some other people have been trying to decode t...") |
(Wait, I'm not so sure about that one any more. ...I'm sleepy.) |
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#<code>/AudioRes/Stream</code> is where the streamed music is. You can listen to this with Winamp and some plugins. Think of it like MP3 files. | #<code>/AudioRes/Stream</code> is where the streamed music is. You can listen to this with Winamp and some plugins. Think of it like MP3 files. | ||
#<code>/User/Totaka/BgmList.txt</code> is similar to the AudioRes folder's BgmList.txt, but more complete. This might be the one the game actually uses. | #<code>/User/Totaka/BgmList.txt</code> is similar to the AudioRes folder's BgmList.txt, but more complete. This might be the one the game actually uses. | ||
#<code>/User/Totaka/BgmList_*.txt</code> are files for every area in the game. At first glance, they definitely look like the songs (the .cnd files) that the game should use for each sublevel in each cave. But then you start noticing stuff like how | #<code>/User/Totaka/BgmList_*.txt</code> are files for every area in the game. At first glance, they definitely look like the songs (the .cnd files) that the game should use for each sublevel in each cave. But then you start noticing stuff like how the [[Emergence Cave]]'s second sublevel should play a metallic sublevel song, according to the US version's files. The only conclusion I reached is that the game does not use these files and must be getting its sublevel music data elsewhere. So I tried changing them. And the game refused to load. So... is it using the files, but ignoring their content? I honestly don't know. Also, to note is that this includes the songs used on [[newtest]] too. ...I suppose. | ||
#<code>/User/Totaka/ChallengeBgmList.txt</code> is like the previous BgmList files. | #<code>/User/Totaka/ChallengeBgmList.txt</code> is like the previous BgmList files. | ||
#<code>/User/Totaka/StreamList.txt</code> seems to be the map between streamed music and its ID. It also includes the volume of each track, but this might be wrong, because the values are crazy. Some tracks have 60, others have 100. Would they really create the tracks with such wild volume changes that they'd need a configuration file in the final game to balance it? | #<code>/User/Totaka/StreamList.txt</code> seems to be the map between streamed music and its ID. It also includes the volume of each track, but this might be wrong, because the values are crazy. Some tracks have 60, others have 100. Would they really create the tracks with such wild volume changes that they'd need a configuration file in the final game to balance it? |
Revision as of 17:45, July 17, 2015
Phew... Okay, so I've been messing about with Pikmin 2's music files in hopes of understanding them a bit better. DebugYoshi and some other people have been trying to decode the .bms file format, but this time, I just tried snooping around the other files and reaching conclusions. This'll just serve as a bag of notes and... experiment results, I guess?
/AudioRes/BgmList.txt
seems to be unused because it is quite incomplete. I'll try tampering with it some time later to check if the game uses it./AudioRes/Banks
is where the sound effects of the game and the instrument samples are. There's more info on TCRF's Pikmin 2 notes page./AudioRes/Conductor.arc
has .cnd files. I don't know what they are, but opening them with a text editor reveals English names of instruments lying around, like "marimba", "orchpad" or "Dulcima"./AudioRes/Key.arc
contains a folder for some enemies and objects with .bas files in them. The files are named after the respective object's animations, and because this is in the game's main audio folder, I can only assume that these files map what sounds to play at what points during an enemy/plant/etc.'s animation./AudioRes/PSound.aaf
is used with other Nintendo games' .bms files./AudioRes/PSound.asn
is unknown./AudioRes/Seqs/Seq.arc
stores the .bms files./AudioRes/Stream
is where the streamed music is. You can listen to this with Winamp and some plugins. Think of it like MP3 files./User/Totaka/BgmList.txt
is similar to the AudioRes folder's BgmList.txt, but more complete. This might be the one the game actually uses./User/Totaka/BgmList_*.txt
are files for every area in the game. At first glance, they definitely look like the songs (the .cnd files) that the game should use for each sublevel in each cave. But then you start noticing stuff like how the Emergence Cave's second sublevel should play a metallic sublevel song, according to the US version's files. The only conclusion I reached is that the game does not use these files and must be getting its sublevel music data elsewhere. So I tried changing them. And the game refused to load. So... is it using the files, but ignoring their content? I honestly don't know. Also, to note is that this includes the songs used on newtest too. ...I suppose./User/Totaka/ChallengeBgmList.txt
is like the previous BgmList files./User/Totaka/StreamList.txt
seems to be the map between streamed music and its ID. It also includes the volume of each track, but this might be wrong, because the values are crazy. Some tracks have 60, others have 100. Would they really create the tracks with such wild volume changes that they'd need a configuration file in the final game to balance it?/User/Totaka/trackMap_*_T.txt
could be something that relates the .cnd files's instruments with the different gameplay events (carrying treasure, battling an enemy, etc.) tha makes the music change. I have no idea which ones are used and which ones aren't./User/Wakai/trackMap_*_W.txt
: same comment as above.
Hopefully we can gather some more useful data about the way the music and works in the future. But for now, I'll place this information here so I don't forget. — {EspyoT} 18:45, 17 July 2015 (EDT)