Difference between revisions of "BFSTM file list"

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(Made the list.)
(Found some unknown things, and general cleanup.)
 
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{{todo|Fill in the unknowns. Add DLC music.}}
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{{todo|Fill in the unknowns.}}
  
 
The following is a list of all [[BFSTM file]]s in ''Pikmin 3''. These files are located in <code>/CMCmn/audio/audiores/stream</code>.
 
The following is a list of all [[BFSTM file]]s in ''Pikmin 3''. These files are located in <code>/CMCmn/audio/audiores/stream</code>.
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|-
 
|-
 
| <code>demo_a10_2_Connect.aa.32.dspadpcm.bfstm</code>
 
| <code>demo_a10_2_Connect.aa.32.dspadpcm.bfstm</code>
| Cutscene of Alph's first call with Brittany.
+
| Cutscene of Alph's first call with Brittany. Essentially, Brittany's theme.
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
| <code>demo_b22.o.32.dspadpcm.bfstm</code>
 
| <code>demo_b22.o.32.dspadpcm.bfstm</code>
| {{unsure}}
+
| Cutscene of the Koppaites waking up after Louie's theft.
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
| <code>demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm</code>
 
| <code>demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm</code>
| Cutscene of Captain Charlie's appearance after the Vehemoth Phosbat spits him out. <code>demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm</code> is the same song, albeit shorter, so it's unclear how each one is used.
+
| Cutscene of Captain Charlie's appearance after the Vehemoth Phosbat spits him out. <code>demo_c00_CharlieTheme.aa.32.dspadpcm.bfstm</code> is the same song, albeit slightly shorter and very slightly different, so it's unclear how each one is used.
 
|
 
|
 
|-
 
|-
 
| <code>demo_BossEHenka.aa.32.dspadpcm.bfstm</code>
 
| <code>demo_BossEHenka.aa.32.dspadpcm.bfstm</code>
| {{unsure}}
+
| Cutscene of Olimar being freed from the Plasm Wraith's ball at the top of the Formidable Oak.
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
| <code>demo_CourseIn.o.32.dspadpcm.bfstm</code>
 
| <code>demo_CourseIn.o.32.dspadpcm.bfstm</code>
| Cutscene of the player flying and entering a new area. <code>demo_CourseIn_d00.o.32.dspadpcm.bfstm</code> is the same song, albeit longer, so it's unclear how each one is used.
+
| Cutscene of the player flying and entering a new area. <code>demo_CourseIn_d00.o.32.dspadpcm.bfstm</code> is the same song, albeit slightly longer and slightly different, so it's unclear how each one is used.
 
|
 
|
 
|-
 
|-
 
| <code>demo_CourseIn_c07.o.32.dspadpcm.bfstm</code>
 
| <code>demo_CourseIn_c07.o.32.dspadpcm.bfstm</code>
| Cutscene of the player flying and entering the Distant Tundra.
+
| Cutscene of the player flying and entering the Distant Tundra for the first time.
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
| <code>demo_e01_BossEAppear.aa.32.dspadpcm.bfstm</code>
 
| <code>demo_e01_BossEAppear.aa.32.dspadpcm.bfstm</code>
| {{unsure}}
+
| Cutscene of the Mysterious Life Form forming inside of the Formidable Oak.
 
|
 
|
 
|-
 
|-
 
| <code>demo_e02_BossETransform.aa.32.dspadpcm.bfstm</code>
 
| <code>demo_e02_BossETransform.aa.32.dspadpcm.bfstm</code>
| {{unsure}}
+
| Cutscene of the Plasm Wraith's introduction.
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
| <code>demo_Mission_BossETransform.aa.32.dspadpcm.bfstm</code>
 
| <code>demo_Mission_BossETransform.aa.32.dspadpcm.bfstm</code>
| {{unsure}}
+
| Cutscene of the Plasm Wraith's introduction, without the intro.
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
| <code>Mission_Boss_Clear_Fan.o.32.dspadpcm.bfstm</code>
 
| <code>Mission_Boss_Clear_Fan.o.32.dspadpcm.bfstm</code>
| Mission Mode boss defeat fanfare.
+
| Mission Mode mission clear fanfare.
 
|
 
|
 
|-
 
|-
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| Cave theme.
 
| Cave theme.
 
| 1+2: Base.<br>3+4: {{unsure}}<br>5+6: {{unsure}}<br>7+8: Combat mix overlay.
 
| 1+2: Base.<br>3+4: {{unsure}}<br>5+6: {{unsure}}<br>7+8: Combat mix overlay.
 +
|-
 +
| <code>STRM_BGM_DLC.bfstm</code>
 +
| Advanced Mission Mode theme.
 +
| 1+2: Base.<br>3+4: Carrying mix overlay.<br>5+6: Task mix overlay.<br>7+8: Combat mix overlay.
 +
|-
 +
| <code>STRM_BGM_DLC_HurryUp.bfstm</code>
 +
| Advanced Mission Mode theme, sped up when one minute is remaining.
 +
| 1+2: Base.<br>3+4: Carrying mix overlay.<br>5+6: Task mix overlay.<br>7+8: Combat mix overlay.
 +
|-
 +
| <code>STRM_BGM_DLC2.bfstm</code>
 +
| Fortress of Festivity.
 +
| 1+2: Base.<br>3+4: Carrying mix overlay.<br>5+6: Task mix overlay.<br>7+8: Combat mix overlay.
 +
|-
 +
| <code>STRM_BGM_DLC_HurryUp.bfstm</code>
 +
| Fortress of Festivity, sped up when one minute is remaining.
 +
| 1+2: Base.<br>3+4: Carrying mix overlay.<br>5+6: Task mix overlay.<br>7+8: Combat mix overlay.
 
|-
 
|-
 
| <code>STRM_BGM_mapA_Day.bfstm</code>
 
| <code>STRM_BGM_mapA_Day.bfstm</code>
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|-
 
|-
 
| <code>STRM_BGM_Mapselect_48k.bfstm</code>
 
| <code>STRM_BGM_Mapselect_48k.bfstm</code>
| Area selection menu.
+
| Inside the S.S. Drake.
 
| 1+2: Base.<br>3+4: {{unsure|Unknown mix}}.
 
| 1+2: Base.<br>3+4: {{unsure|Unknown mix}}.
 
|-
 
|-

Latest revision as of 18:29, 22 February 2020

To do: Fill in the unknowns.

The following is a list of all BFSTM files in Pikmin 3. These files are located in /CMCmn/audio/audiores/stream.

For the "channels" cells, if there is no information, that means it's just a standard stereo track. If two numbers are joined with a plus sign, that means they play together, one on the left and the other on the right speaker.

List[edit]

File Description Channels
BootUpOnyonBlue.w.32.dspadpcm.bfstm Cutscene of the Blue Onion's activation.
BootUpOnyonRed.w.32.dspadpcm.bfstm Cutscene of the Red Onion's activation.
BootUpOnyonWing.w.32.dspadpcm.bfstm Cutscene of the Winged Onion's activation.
BootUpOnyonYellow.w.32.dspadpcm.bfstm Cutscene of the Yellow Onion's activation.
BossC_LastChance.o.32.dspadpcm.bfstm Vehemoth Phosbat battle, all lights on.
demo_a00.o.32.dspadpcm.bfstm Cutscene of Alph's awakening. It contains the tutorial music loop too.
demo_a01.o.32.dspadpcm.bfstm Cutscene of Alph's first encounter with a Pikmin.
demo_a02.o.32.dspadpcm.bfstm Cutscene of the Koppaites making an "peculiar discovery", like an Onion.
demo_a10_00.o.32.dspadpcm.bfstm Cutscene of Alph finding the S.S. Drake.
demo_a10_01.o.32.dspadpcm.bfstm Cutscene of Alph scanning for signs of life near the S.S. Drake.
demo_a10_03.o.32.dspadpcm.bfstm Cutscene of Alph explaining how he needs to lift off due to nocturnal predators.
demo_a10_2_Connect.aa.32.dspadpcm.bfstm Cutscene of Alph's first call with Brittany. Essentially, Brittany's theme.
demo_b07_JellyfishFind.aa.32.dspadpcm.bfstm Cutscene of the Rock Pikmin Medusal Slurker discovery.
demo_b11_Briconnect.aa.32.dspadpcm.bfstm Cutscene of Alph's call with Brittany after spotting her in the Garden of Hope.
demo_b13_Briagain.aa.32.dspadpcm.bfstm Cutscene of Alph reuniting with Brittany in the Garden of Hope.
demo_b22.o.32.dspadpcm.bfstm Cutscene of the Koppaites waking up after Louie's theft.
demo_bossCDie.o.32.dspadpcm.bfstm Cutscene of the Vehemoth Phosbat's death.
demo_BossCLightOn.o.32.dspadpcm.bfstm Cutscene of the large light being lit in the Vehemoth Phosbat battle.
demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm Cutscene of Captain Charlie's appearance after the Vehemoth Phosbat spits him out. demo_c00_CharlieTheme.aa.32.dspadpcm.bfstm is the same song, albeit slightly shorter and very slightly different, so it's unclear how each one is used.
demo_BossEHenka.aa.32.dspadpcm.bfstm Cutscene of Olimar being freed from the Plasm Wraith's ball at the top of the Formidable Oak.
demo_c00_CharlieTheme.aa.32.dspadpcm.bfstm See demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm.
demo_c06.o.32.dspadpcm.bfstm Cutscene of Captain Charlie being swallowed by the Vehemoth Phosbat.
demo_c23_CharlieRap.aa.32.dspadpcm.bfstm Cutscene of Captain Charlie talking to the crew after being rescued. Essentially, Captain Charlie's theme.
demo_CourseIn.o.32.dspadpcm.bfstm Cutscene of the player flying and entering a new area. demo_CourseIn_d00.o.32.dspadpcm.bfstm is the same song, albeit slightly longer and slightly different, so it's unclear how each one is used.
demo_CourseIn_c07.o.32.dspadpcm.bfstm Cutscene of the player flying and entering the Distant Tundra for the first time.
demo_CourseIn_d00.o.32.dspadpcm.bfstm See demo_CourseIn.o.32.dspadpcm.bfstm.
demo_d06_02.o.32.dspadpcm.bfstm Cutscene of Louie calling the Koppaites. Essentially, Louie's theme.
demo_dayend_bad.w.32.dspadpcm.bfstm Unused. Weak version of the end of day theme.
demo_dayend_good.w.32.dspadpcm.bfstm Unused. Strong version of the end of day theme.
demo_dayend_normal.w.32.dspadpcm.bfstm End of day theme.
demo_e01_BossEAppear.aa.32.dspadpcm.bfstm Cutscene of the Mysterious Life Form forming inside of the Formidable Oak.
demo_e02_BossETransform.aa.32.dspadpcm.bfstm Cutscene of the Plasm Wraith's introduction.
demo_e12_FindOlimar.aa.32.dspadpcm.bfstm Cutscene of Captain Olimar being found, asleep.
demo_explain_loop.aa.32.dspadpcm.bfstm Cutscene of the Koppaites explaining something, like the 100 Pikmin limit.
demo_get_Equipment.w.32.dspadpcm.bfstm Cutscene of the collection of an important item, like the first fruit or the Data Glutton.
demo_get_luie.w.32.dspadpcm.bfstm Cutscene of Louie's collection.
demo_get_pikmin.w.32.dspadpcm.bfstm Cutscene of the discovery of a new Pikmin type.
demo_glad.aa.32.dspadpcm.bfstm Cutscene of the finding of an important item, like the first fruit or the KopPad.
demo_Metaboss_die.aa.32.dspadpcm.bfstm Cutscene of the Plasm Wraith's death.
demo_Mission_BossETransform.aa.32.dspadpcm.bfstm Cutscene of the Plasm Wraith's introduction, without the intro.
demo_PikminExtinction.w.32.dspadpcm.bfstm Cutscene of a Pikmin extinction.
demo_PlayerDown.w.32.dspadpcm.bfstm Cutscene of a leader's knockout.
demo_s02_ending01_mix.yr.32.dspadpcm.bfstm Cutscene of the game's conclusion, where Olimar explains his situation.
demo_z17_PikuminDrown.aa.32.dspadpcm.bfstm Cutscene of a Pikmin suffering for the first time. This is just the loop section.
ff_WinLoop.aa.32.dspadpcm.bfstm Bingo Battle post-victory song.
FileSelect.o.48.dspadpcm.bfstm Day selection menu.
Gameover.o.32.dspadpcm.bfstm Game Over screen.
mapA_Evening.o.32.dspadpcm.bfstm Tropical Wilds, sunset.
mapB_Evening.o.32.dspadpcm.bfstm Garden of Hope, sunset.
mapC_Evening.o.32.dspadpcm.bfstm Distant Tundra, sunset.
mapD_Evening.o.32.dspadpcm.bfstm Twilight River, sunset.
mapE.o.32.dspadpcm.bfstm Formidable Oak when it's raining.[unsure]
mapE_1stday.o.32.dspadpcm.bfstm Formidable Oak.[unsure]
mapE_1stday_evening.o.32.dspadpcm.bfstm Formidable Oak, sunset theme.[unsure]
mapE_Evening.o.32.dspadpcm.bfstm Formidable Oak when it's raining, sunset theme.[unsure]
Metaboss01_Catch.aa.32.dspadpcm.bfstm Mysterious Life Form escape sequence, when Olimar has been captured.
Metaboss02.aa.32.dspadpcm.bfstm Plasm Wraith battle.
Minigame.aa.32.dspadpcm.bfstm Gameplay tutorial segment, with the one-second intro.
Minigame_Introless.aa.32.dspadpcm.bfstm Gameplay tutorial segment, without the one-second intro.
Mission_Boss_Clear_Fan.o.32.dspadpcm.bfstm Mission Mode mission clear fanfare.
MissionSelect.o.48.dspadpcm.bfstm Mission Mode mission selection screen.
m_result.o.32.dspadpcm.bfstm Mission Mode mission result screen.
Rain_evening.o.32.dspadpcm.bfstm Rainy day, sunset.
Result.o.48.dspadpcm.bfstm Today's Report screen.
Snow_Evening.o.32.dspadpcm.bfstm Snowy day, sunset.
STRM_BGM_Cave.bfstm Cave theme. 1+2: Base.
3+4: Unknown[unsure]
5+6: Unknown[unsure]
7+8: Combat mix overlay.
STRM_BGM_DLC.bfstm Advanced Mission Mode theme. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_DLC_HurryUp.bfstm Advanced Mission Mode theme, sped up when one minute is remaining. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_DLC2.bfstm Fortress of Festivity. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_DLC_HurryUp.bfstm Fortress of Festivity, sped up when one minute is remaining. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapA_Day.bfstm Tropical Wilds, afternoon. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapA_Morning.bfstm Tropical Wilds, morning. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapB_Day.bfstm Garden of Hope, afternoon. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapB_Morning.bfstm Garden of Hope, morning. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapC_Day.bfstm Distant Tundra, afternoon. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapC_Morning.bfstm Distant Tundra, morning. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapD_Day.bfstm Twilight River, afternoon. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_mapD_Morning.bfstm Twilight River, morning. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_Mapselect_48k.bfstm Inside the S.S. Drake. 1+2: Base.
3+4: Unknown mix[unsure].
STRM_BGM_Metaboss01_Escape.bfstm Mysterious Life Form escape sequence. 1+2: Base.
3+4: Overlay for when it's near Olimar.
STRM_BGM_Mission_Poko.bfstm Standard Mission Mode mission theme. 1+2: Base.
3+4: Carrying mix overlay.[unsure]
5+6: Task mix overlay.[unsure]
7+8: Combat mix overlay.
STRM_BGM_Mission_Poko_HurryUp.bfstm Standard Mission Mode mission theme, sped up when one minute is remaining. 1+2: Base.
3+4: Carrying mix overlay.[unsure]
5+6: Task mix overlay.[unsure]
7+8: Combat mix overlay.
STRM_BGM_Ohbake_Lv0.bfstm Vehemoth Phosbat battle, lights off. 1+2: Unknown[unsure].
3+4: Base.
5+6: Overlay for when it's near.
STRM_BGM_Ohbake_Lv1.bfstm Vehemoth Phosbat battle, unknown variation[unsure]. 1+2: Unknown[unsure].
3+4: Base.
5+6: Overlay for when it's near.
STRM_BGM_Ohbake_Lv2.bfstm Vehemoth Phosbat battle, unknown variation[unsure]. 1+2: Unknown[unsure].
3+4: Base.
5+6: Overlay for when it's near.
STRM_BGM_Ohbake_Lv3.bfstm Vehemoth Phosbat battle, small lights have been turned on. 1+2: Unknown[unsure].
3+4: Base.
5+6: Overlay for when it's near.
STRM_BGM_Rain_Day.bfstm Rainy day, afternoon. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_Rain_Morning.bfstm Rainy day, morning. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_Snow_Day.bfstm Snowy day, afternoon. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_Snow_Morning.bfstm Snowy day, morning. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_Title_48k.bfstm Title screen. 1+2: Base.
3+4: Gentle birds and stream of water overlay.
5+6: Misc. wildlife and water overlay.
STRM_BGM_Tutorial.bfstm First day. 1+2: Base.
3+4: Carrying mix overlay.
5+6: Task mix overlay.
7+8: Combat mix overlay.
STRM_BGM_Vs.bfstm Bingo Battle, nature stage. 1+2: Base.
3: Koppai cheer overlay.
4: Hocotate cheer overlay.
5: Unknown[unsure]
6: Unknown[unsure]
STRM_BGM_VsBlues.bfstm Bingo Battle, metal stage. 1+2: Base.
3: Koppai cheer overlay.
4: Hocotate cheer overlay.
5: Unknown[unsure]
6: Unknown[unsure]
STRM_BGM_Vs_Reach.bfstm Bingo Battle, one-away state. 1+2: Base.
3: Koppai cheer overlay.
4: Hocotate cheer overlay.
5: Unknown[unsure]
6: Unknown[unsure]
STRM_BGM_VsToy.bfstm Bingo Battle, toy stage. 1+2: Base.
3: Koppai cheer overlay.
4: Hocotate cheer overlay.
5: Unknown[unsure]
6: Unknown[unsure]
STRM_DEMO_s03_Epilogue01_48k.bfstm Epilogue, small amount of fruits. 1+2: Base.
3+4: Narrator.
STRM_DEMO_s03_Epilogue02_48k.bfstm Epilogue, reasonable amount of fruits. 1+2: Base.
3+4: Narrator.
STRM_DEMO_s03_Epilogue03_48k.bfstm Epilogue, healthy amount of fruits. 1+2: Base.
3+4: Narrator.
STRM_DEMO_s03_Epilogue04_48k.bfstm Epilogue, all fruits. 1+2: Base.
3+4: Narrator.
Vsselect.aa.48.dspadpcm.bfstm Bingo Battle stage selection menu.