BFSTM file list
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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
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. | |
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
|
Unknown[unsure] | |
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_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm is the same song, albeit shorter, so it's unclear how each one is used.
|
|
demo_BossEHenka.aa.32.dspadpcm.bfstm
|
Unknown[unsure] | |
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 longer, 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. | |
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
|
Unknown[unsure] | |
demo_e02_BossETransform.aa.32.dspadpcm.bfstm
|
Unknown[unsure] | |
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
|
Unknown[unsure] | |
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 boss defeat 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
|
Area selection menu. | 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. |