it is interesting to realize that the SMG games relied more heavily on sequence audio than I previously thought, I suppose the whole 'full fledged orchestra' thing gets hyperbolized
I wouldn’t say it’s hyperbolized. Most of the game’s tracks are fully orchestrated, and a good portion of the sequenced tracks are either short jingles, Yoshi drums, or unused tracks.
This would become (by far) the cleanest version of the SMG2 OST that the whole internet would hear. I’m extremely impressed by how this was even possible without ruining the quality of the music files.
Here’s why: music composers are told yoshi a gonna be present or a possiblity so they make it the whole song since they don’t know Mario might just be on yoshi as soon as the course starts idk how to say it but yeah
Any plans for an SMG1 player? To my knowledge the last tool to attempt pulling this off was JaiSeqX, and I'm not sure that tool ever got full support for either game...
@@jesse4437 i prefer 2’s level design a bit but 1 just feels like the objective mario galaxy experience and it just hits different. so they’re close but 1 wins by a small margin
Is "BGM_IN_BUBBLE" a leftover from the Galaxy 1 E3 "Star World" demo, that's STILL in Galaxy 2 for whatever reason? Can't think of anywhere else it plays in the series.
Yes, it was a leftover in SMG1 already and they didnt bother removing it in SMG2 either. Same applies to a ton of sound effects. I have a feeling their tools only really allowed adding stuff, not removing them
How did you manage to convert a BMS back to MIDI?! What tool did you use? If you have the MIDI files and/or a tool that accurately converts the BMS to MIDI, please share it with the SMG2 modding community. It would be extremely useful for making custom BMS for mods.
Great video! Here are some observations I made: -Some of the tracks seemed to be the same, like BGM_TAKAMORO_2 and BGM_Slider. Are these different files? If so, it is weird to have two sequenced files playing the same track. -Some tracks, even the ones not labeled (unused), are from SMG. Were they taken from SMG or were they unused in SMG2's files? -MBGM_SMG2_GALAXY_HURRY and MBGM_SMG2_GALAXY_20, among others, only have the Yoshi drum variants. Are the originals streamed? -Most of the tracks are either sound effects, where soundbanks for shorter sound effects save space on the DVD-ROM disc (which only has 4.7 gigabytes of storage) or the Wii's memory (24 megabytes), or adaptable music where certain instruments can be enabled or disabled based on the situation (like the speed of the Star Ball rolling or whether Yoshi is being ridden or not). -I don't think MBGM_TITLE was unused, it is definitely heard when selecting a file, when one is chosen. It just takes too long to enter that state that the introduction isn't heard normally. The same is true for MBGM_SMG_GALAXY_14, MBGM_SMG2_GALAXY31 and MBGM_SMG2_GALAXY_32, in which the intro normally cannot be heard as it normally takes a player the same amount of time, if not longer, for the intros of Gusty Garden Galaxy, Bowser Jr.'s Fiery Flotilla, and Yoshi Star Galaxy to play to board Yoshi, and the character does not automatically spawn riding Yoshi, even if they die riding him. -I don't remember some of the tracks, like MBGM_SMG2_EV_MOKKU, being used (in this case, it's because Yoshi isn't available in Tall Trunk's Big Slide or Wild Glide Galaxy). -Some of the names are different, like MBGM_SMG2_GALAXY31 and MBGM_SMG2_GALAXY_32. In this case, is the former name spelled properly or is it either a typo made in the game's files or in this video? -Are the Yoshi drum tracks created by applying sequenced drums over the streamed originals or are the originals also resequenced for these tracks? -Some other tracks seem to be missing, like BGM_TAMAKORO_2's fast variant. Was the original supposed to be the fast variant? Seeing as how BGM_TAMAKORO_2 is identical to BGM_Slider, I would think so. To make things a little easier to navigate, I would also recommend adding the soundtrack names (or such) to each track, or at least in a pinned comment. I always have to guess which track is which for most tracks; some are easy, but others have confusing names, like the ones that just say "GALAXY". Again, great video. Would love to see more of these!
This has got to be one of the biggest comments I've gotten on a video like this lol. To answer the questions: - BGM_TAMAKORO_2 and BGM_SLIDER are indeed two different files. BGM_SLIDER is at a slightly different tempo, and does not contain the Starball Flute that is used by the Mute Group system while you're moving slowly on the Starball. - All songs in this video are found in SMG2's files. The last 3 had to be restored to the game, as while they exist as files, they are not registered with the game, making them unplayable. They were restored for this video. - Every song with Yoshi Drums in this game has the Yoshi Drums in a BMS file _EXCEPT_ Megahammer's boss theme. Those Yoshi Drums are part of the AST file (ASTs are the game's streamed music format) - MBGM_TITLE is unused. There is no reference to it in the game code. The used Title Screen song comes from a looping Sound Effect. You can listen to it here: ruclips.net/video/ATdSxBHSQL0/видео.html (8 minutes, 5 seconds in) - You can hear the starting drums of Yoshi Star Galaxy if you use the Teleporter and keep yoshi through the bonus challenge. The rest of the drums at the start of the song are there because Nintendo mandated it. - The yoshi drums for MBGM_SMG2_EV_MOKKU are never activated, for the reason you stated. (Can't ride yoshi while it's playing) - MBGM_SMG2_GALAXY31 is a typo made by Nintendo. There is supposed to be an _ between "GALAXY" and "31". - The game is capable of playing both sequenced and streamed music in sync with each other at the same time (Streamed data gets priority in this case) so hopping on Yoshi just unmutes the sequenced music. You can find a more in-depth explanation here: ruclips.net/video/7QBAAAn7tD4/видео.html - With regards to music which changes tempo at runtime (such as both Starball themes, and Hightail Falls) the game is actively speeding up and slowing down the tempo of the song itself. There is no alternate file with a different tempo. If you would like to do more reading, you can take a look at the Luma's Workshop Wiki page for Music: www.lumasworkshop.com/wiki/List_of_Music
I wonder if that’s what happened to the Red Star theme too, I always thought maybe they were going to bring it back and had updated the music track, but then decided to not, since it’s still all there in the game, unlike something like the Ice Flower which was completely wiped from the game data.
Funny how there are duplicate versions of the timed power-up music, depending on whether they get it first or otherwise (according to the wiki). Different question: is BGM_MORPH_B even used in this game? All power-ups in this game seem to be using BGM_MORPH_A, though in SMG, B was specifically used for Bee Mario, Boo Mario, and Spring Mario.
Under normal circumstances, BGM_CLEAR is used as a "no music" song, as it has it's volume set to 0 in the base game. The volume was made not 0 so it can be heard for this video.
Yes, these are two completely different formats, that are played back by completely different game engines (JSystem BMS vs NW4R BRSEQ) Their purpose may be identical, but the actual structure of the data is quite different.
it is interesting to realize that the SMG games relied more heavily on sequence audio than I previously thought, I suppose the whole 'full fledged orchestra' thing gets hyperbolized
I wouldn’t say it’s hyperbolized. Most of the game’s tracks are fully orchestrated, and a good portion of the sequenced tracks are either short jingles, Yoshi drums, or unused tracks.
This would become (by far) the cleanest version of the SMG2 OST that the whole internet would hear. I’m extremely impressed by how this was even possible without ruining the quality of the music files.
Orj has got to make more deconstructions on this
A lot of the MBGM tracks have Yoshi drums at the very beginning even though there is no way to get on Yoshi right as the music starts.
Here’s why: music composers are told yoshi a gonna be present or a possiblity so they make it the whole song since they don’t know Mario might just be on yoshi as soon as the course starts idk how to say it but yeah
That’s so interesting, where did you hear this?
47:42 glad they put this in 3D world
What? I've never seen it play in 3D World. Where does it play?
@@brickblock369I think the end of the plessie level
No it’s not in 3D world I forget where it’s at
THIS IS A THING NOW?!
Finallyyyy! This is amazing!!!
Any plans for an SMG1 player? To my knowledge the last tool to attempt pulling this off was JaiSeqX, and I'm not sure that tool ever got full support for either game...
@@CometMedalI wish people cared about Galaxy 1 as much as they cared about 2. It's sad how SMG1 always gets the shaft
@@jesse4437 i like smg1 better overall
@@krinkles29 Correct answer
@@jesse4437 i prefer 2’s level design a bit but 1 just feels like the objective mario galaxy experience and it just hits different. so they’re close but 1 wins by a small margin
Wow so much is sequenced. Now I wonder what is sequenced in galaxy 1
0:09 Galaxy 1 star theme?
30:41 Master Quest memories
Is "BGM_IN_BUBBLE" a leftover from the Galaxy 1 E3 "Star World" demo, that's STILL in Galaxy 2 for whatever reason? Can't think of anywhere else it plays in the series.
Yes, it was a leftover in SMG1 already and they didnt bother removing it in SMG2 either. Same applies to a ton of sound effects. I have a feeling their tools only really allowed adding stuff, not removing them
I remember extracting the bms and converting to MIDI and I was like OMG there’s so many!
How did you manage to convert a BMS back to MIDI?! What tool did you use? If you have the MIDI files and/or a tool that accurately converts the BMS to MIDI, please share it with the SMG2 modding community. It would be extremely useful for making custom BMS for mods.
Great video! Here are some observations I made:
-Some of the tracks seemed to be the same, like BGM_TAKAMORO_2 and BGM_Slider. Are these different files? If so, it is weird to have two sequenced files playing the same track.
-Some tracks, even the ones not labeled (unused), are from SMG. Were they taken from SMG or were they unused in SMG2's files?
-MBGM_SMG2_GALAXY_HURRY and MBGM_SMG2_GALAXY_20, among others, only have the Yoshi drum variants. Are the originals streamed?
-Most of the tracks are either sound effects, where soundbanks for shorter sound effects save space on the DVD-ROM disc (which only has 4.7 gigabytes of storage) or the Wii's memory (24 megabytes), or adaptable music where certain instruments can be enabled or disabled based on the situation (like the speed of the Star Ball rolling or whether Yoshi is being ridden or not).
-I don't think MBGM_TITLE was unused, it is definitely heard when selecting a file, when one is chosen. It just takes too long to enter that state that the introduction isn't heard normally. The same is true for MBGM_SMG_GALAXY_14, MBGM_SMG2_GALAXY31 and MBGM_SMG2_GALAXY_32, in which the intro normally cannot be heard as it normally takes a player the same amount of time, if not longer, for the intros of Gusty Garden Galaxy, Bowser Jr.'s Fiery Flotilla, and Yoshi Star Galaxy to play to board Yoshi, and the character does not automatically spawn riding Yoshi, even if they die riding him.
-I don't remember some of the tracks, like MBGM_SMG2_EV_MOKKU, being used (in this case, it's because Yoshi isn't available in Tall Trunk's Big Slide or Wild Glide Galaxy).
-Some of the names are different, like MBGM_SMG2_GALAXY31 and MBGM_SMG2_GALAXY_32. In this case, is the former name spelled properly or is it either a typo made in the game's files or in this video?
-Are the Yoshi drum tracks created by applying sequenced drums over the streamed originals or are the originals also resequenced for these tracks?
-Some other tracks seem to be missing, like BGM_TAMAKORO_2's fast variant. Was the original supposed to be the fast variant? Seeing as how BGM_TAMAKORO_2 is identical to BGM_Slider, I would think so.
To make things a little easier to navigate, I would also recommend adding the soundtrack names (or such) to each track, or at least in a pinned comment. I always have to guess which track is which for most tracks; some are easy, but others have confusing names, like the ones that just say "GALAXY".
Again, great video. Would love to see more of these!
This has got to be one of the biggest comments I've gotten on a video like this lol.
To answer the questions:
- BGM_TAMAKORO_2 and BGM_SLIDER are indeed two different files. BGM_SLIDER is at a slightly different tempo, and does not contain the Starball Flute that is used by the Mute Group system while you're moving slowly on the Starball.
- All songs in this video are found in SMG2's files. The last 3 had to be restored to the game, as while they exist as files, they are not registered with the game, making them unplayable. They were restored for this video.
- Every song with Yoshi Drums in this game has the Yoshi Drums in a BMS file _EXCEPT_ Megahammer's boss theme. Those Yoshi Drums are part of the AST file (ASTs are the game's streamed music format)
- MBGM_TITLE is unused. There is no reference to it in the game code. The used Title Screen song comes from a looping Sound Effect. You can listen to it here: ruclips.net/video/ATdSxBHSQL0/видео.html (8 minutes, 5 seconds in)
- You can hear the starting drums of Yoshi Star Galaxy if you use the Teleporter and keep yoshi through the bonus challenge. The rest of the drums at the start of the song are there because Nintendo mandated it.
- The yoshi drums for MBGM_SMG2_EV_MOKKU are never activated, for the reason you stated. (Can't ride yoshi while it's playing)
- MBGM_SMG2_GALAXY31 is a typo made by Nintendo. There is supposed to be an _ between "GALAXY" and "31".
- The game is capable of playing both sequenced and streamed music in sync with each other at the same time (Streamed data gets priority in this case) so hopping on Yoshi just unmutes the sequenced music. You can find a more in-depth explanation here: ruclips.net/video/7QBAAAn7tD4/видео.html
- With regards to music which changes tempo at runtime (such as both Starball themes, and Hightail Falls) the game is actively speeding up and slowing down the tempo of the song itself. There is no alternate file with a different tempo.
If you would like to do more reading, you can take a look at the Luma's Workshop Wiki page for Music: www.lumasworkshop.com/wiki/List_of_Music
@@SuperHackio hii
@@SuperHackio How did you exactly restore the last 3 tracks?
28:03 Gen 3 Galaxy
That BMG_Clear and BMG_JG_GRAND_STAR_GET should be in the final game
Edit: Both sounds sligtly different from SMG1
Happy new year super hackio
34:40 Shocked
WHY ARE GALAXY 1’S STAR GET JINGLES STILL HEEEEEEEEEEEEEEEERE
It sounds like a slightly different version, like a higher quality one
@@jytvrealactually now that you mention it, they *do* sound a bit richer in quality. Interesting
34:40 This is sequenced?
It’s crazy huh?
The Yoshi drums are. The main track isn't.
@@brickblock369 Makes sense
I can’t tell if I’m just making it up in my head but BGM_Clear and BGM_JG_GRAND_STAR_GET I swear I think I hear like maybe one different instrument?
Yeah, the instrument soundbank has been updated, and this must've unintentionally caused the SMG1 leftovers to play differently.
I wonder if that’s what happened to the Red Star theme too, I always thought maybe they were going to bring it back and had updated the music track, but then decided to not, since it’s still all there in the game, unlike something like the Ice Flower which was completely wiped from the game data.
Yeah. Red Star and Ice Flower too (although Ice Flower is hard to differentiate).
Funny how there are duplicate versions of the timed power-up music, depending on whether they get it first or otherwise (according to the wiki).
Different question: is BGM_MORPH_B even used in this game? All power-ups in this game seem to be using BGM_MORPH_A, though in SMG, B was specifically used for Bee Mario, Boo Mario, and Spring Mario.
BGM_MORPH_B is not used in SMG2.
What does the "(unmuted)" mean next to BGM_CLEAR mean?
Under normal circumstances, BGM_CLEAR is used as a "no music" song, as it has it's volume set to 0 in the base game. The volume was made not 0 so it can be heard for this video.
Worldmap_far moment
hii
Is there any difference between the BMS format and the BRSEQ format?
Yes, these are two completely different formats, that are played back by completely different game engines (JSystem BMS vs NW4R BRSEQ) Their purpose may be identical, but the actual structure of the data is quite different.