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DS Misc > ssequtil

#72862 - The 9th Sage - Wed Feb 22, 2006 5:17 am

Website here

I just found out about this, it's pretty cool. It scans a DS game for sseq data (I'm assuming this is the sequence data to the songs that the standard sound format DS games seem to have uses) and rips them to a MIDI. :) Seems to work pretty well too, even if a few of the songs sound a bit odd in the transition. :)
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Last edited by The 9th Sage on Wed Feb 22, 2006 5:20 am; edited 1 time in total

#72863 - tepples - Wed Feb 22, 2006 5:18 am

So it's like sappy, right?
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#72865 - The 9th Sage - Wed Feb 22, 2006 5:23 am

tepples wrote:
So it's like sappy, right?


Yeah, but for DS games. Actually, it's from the same fellow that did gba2midi.
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#72882 - caitsith2 - Wed Feb 22, 2006 9:05 am

Specifically, the sseq this program is looking for, is contained within the .sdat files inside the games. The sdats contain sequences, samples, soundbanks, sfx banks, and in some cases, streaming audio. most games use this format. sseq2mid rips out just the sequences. They are found with 99% (if not 100%) accuracy, due to them having a header that identifies them.

#72892 - tssf - Wed Feb 22, 2006 11:04 am

It's a nice program and all, just not sure how I should be using it. Instructions anyone?
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#72895 - caitsith2 - Wed Feb 22, 2006 11:09 am

All of these programs are currently command line programs.

First, to get your sseq files, you need to do the following

sseqrip -sseq <nds files>

Then you need to do

sseq2mid *.sseq

to get your midi files.

#72897 - mntorankusu - Wed Feb 22, 2006 11:12 am

If you're not comfortable with a command line, just drag the NDS ROM on top of sseqrip.exe. Then, drag the resulting .sseq files on top of sseq2mid.exe.

Wouldn't it be possible for a program like this to rip to something like MOD instead of MIDI? I would think you could get a ridiculously faithful reproduction of the in-game music like that.

#72983 - tssf - Wed Feb 22, 2006 7:46 pm

Then I have been using the program properly, it just doesn't create any files when I run them on certain ones.
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#73018 - caitsith2 - Wed Feb 22, 2006 10:21 pm

Certain games use entirely streamed music/sound, and as such, have no sseq files present in their sdat. Polarium is a good example of that.

#73022 - tssf - Wed Feb 22, 2006 10:35 pm

I was using it on Daigasso! Band Brothers, and got no results
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#73066 - The 9th Sage - Thu Feb 23, 2006 4:45 am

caitsith2 wrote:
Specifically, the sseq this program is looking for, is contained within the .sdat files inside the games. The sdats contain sequences, samples, soundbanks, sfx banks, and in some cases, streaming audio. most games use this format. sseq2mid rips out just the sequences. They are found with 99% (if not 100%) accuracy, due to them having a header that identifies them.


Ah, I figured that was where it was probably getting the sseq files from. I gathered there was some kind of a standard header from the other program included with it that gives info. This is really interesting. :) Every DS game I've looked at seems to have an sdat, but are all games 'locked' into using this format?
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#73146 - tepples - Thu Feb 23, 2006 5:39 pm

The 9th Sage wrote:
Every DS game I've looked at seems to have an sdat, but are all games 'locked' into using this format?

Probably so, given that Nintendo writes all the ARM7 binaries in official games. It's like asking why games for Windows have .wav files: because that's what Windows DirectSound knows how to play.

caitsith2 wrote:
Specifically, the sseq this program is looking for, is contained within the .sdat files inside the games. The sdats contain sequences, samples, soundbanks, sfx banks, and in some cases, streaming audio.

I guess that's why they call it sdat, right?
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#73212 - The 9th Sage - Thu Feb 23, 2006 10:26 pm

tepples wrote:
The 9th Sage wrote:
Every DS game I've looked at seems to have an sdat, but are all games 'locked' into using this format?

Probably so, given that Nintendo writes all the ARM7 binaries in official games. It's like asking why games for Windows have .wav files: because that's what Windows DirectSound knows how to play.


Haha, ok, I guess that was a stupid question. :P
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#73281 - DekuTree64 - Fri Feb 24, 2006 10:31 am

Nah, there are a few games out there that don't use .sdat ;)
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#73301 - m2pt5 - Fri Feb 24, 2006 1:23 pm

DekuTree64 wrote:
Nah, there are a few games out there that don't use .sdat ;)

Some of the sounds in Electroplankton (specifically, Rec-Rec's beats) are in .wav form.
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#73509 - The 9th Sage - Sun Feb 26, 2006 4:03 am

m2pt5 wrote:
DekuTree64 wrote:
Nah, there are a few games out there that don't use .sdat ;)

Some of the sounds in Electroplankton (specifically, Rec-Rec's beats) are in .wav form.


Do'h, that's right. I even commented on how easy it is to insert new beats and I totally forgot about it.
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#73851 - Knurek - Tue Feb 28, 2006 10:37 am

mntorankusu wrote:

Wouldn't it be possible for a program like this to rip to something like MOD instead of MIDI? I would think you could get a ridiculously faithful reproduction of the in-game music like that.


Yeah, SSEQ2XM/SSEQ2IT would be freaking sweet.

#74365 - tssf - Sat Mar 04, 2006 8:25 pm

Knurek wrote:
mntorankusu wrote:

Wouldn't it be possible for a program like this to rip to something like MOD instead of MIDI? I would think you could get a ridiculously faithful reproduction of the in-game music like that.


Yeah, SSEQ2XM/SSEQ2IT would be freaking sweet.


Examining some of the midi files converted from SSEQ2MID, it probably wouldn't be very easy to do..although possible. Remember that this tool was developed by someone from Japan, and to my knowledge, midi tools are much more popular that side of the world.

At any rate, the format itself seems to be very midi-based, for the DS. It's strange how most of the drum layouts for say, Band Brothers or Lunar are perfect General MIDI matches. Whereas, Seiken Densetsu DS uses a highly customized instrumentation layout.

It wouldn't be impossible, though. But, some channels have more than one note going on at a time in some games' music ripped..not something the IT format can handle. But if the notes were pushed to the next channel if multiple channels were detected, it could be done..

A little slightly off this current topic, does anyone know if the instrumentation format ripped by this tool can be converted to, say, WAV format? Or better yet: a Soundfont/Downloadable Sound format?
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#74369 - thundrestrike - Sat Mar 04, 2006 9:09 pm

how do you "command"
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#74371 - MaHe - Sat Mar 04, 2006 9:30 pm

Start -> Run -> cmd

...

Did anyone suceed ripping AC:WW? It has some really nice songs ... :>

#74372 - thundrestrike - Sat Mar 04, 2006 9:32 pm

haha thanks :D

but sseqrip is not recognized

how do you command it?
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#74469 - tssf - Sun Mar 05, 2006 9:59 am

thundrestrike wrote:
haha thanks :D

but sseqrip is not recognized

how do you command it?


Make sure SSeqrip.exe is in the folder you're trying to rip.

Any word on an SWAR or Swhateverthesampleformatis-to-WAV converter yet all?
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#75873 - Knurek - Thu Mar 16, 2006 6:53 pm

tssf wrote:

But, some channels have more than one note going on at a time in some games' music ripped..not something the IT format can handle.


IT format can handle this perfectly fine with NNA (NewNoteAction) commands.
But yeah, MIDI+Custom Soundfont would work better. ;)

#75965 - tssf - Fri Mar 17, 2006 7:31 am

Knurek wrote:
tssf wrote:

But, some channels have more than one note going on at a time in some games' music ripped..not something the IT format can handle.


IT format can handle this perfectly fine with NNA (NewNoteAction) commands.
But yeah, MIDI+Custom Soundfont would work better. ;)


No it can't, New Note Actions are nothing more than sustain effects. It doesn't allow you to play more than one note in one channel unless you actually set up your envelopes to accomodate, and even then it won't be as versitile as MIDI. You can't start two separate notes at the same time in one channel. You'd have to set up some form of structure in that groupings of mod channels would be dedicated to a certain set of MIDI channels.
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