It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I was very pleased to be able to buy this game on PC finally, but like many of you I'm disappointed by the music issues which have persisted since this version was originally released.

Having done a little poking around in the game data, It seems that when Capcom made this port, they converted the soundtrack from MIDI to 16 bit WAV files, but no-one apparently accounted for the reverb that is generated internally by the PS1 sound hardware. So what we are hearing in the PC port is essentially the "dry" MIDI output with no effects on top, which makes everything sound very flat and odd.

Theoretically I think it should be possible to just swap out the music files (which are in the DAT folder labelled BGM000 to BGM075) with the versions from the official soundtrack, which should hopefully give a much improved experience! I'm going to give this a go and see how I get on.
It might help to sync up with the BoF Discord's modding section as they are looking into this and other mods:

https://discord.gg/6cJNgD7

Also, I'm still confused whether Capcom handled the 2003 port or if it was really SourceNext, which handled other Capcom PC ports back then. The reason I'm confused is because the 2003 Japanese PC release makes no mention of SourceNext, meanwhile the 2005 Japanese PC reissue was handled by SourceNext, but the disc contents is exactly the same as the 2003 release.

Also, the game's OST is available in FLAC on Steam, so if somebody transplants from there, that'd be excellent quality. The only stuff missing from the official OST are the boss victory themes, which are not in the GOG re-release.

https://store.steampowered.com/app/1335100/Breath_of_Fire_IV_Original_Soundtrack/
Post edited May 02, 2025 by Odjn Ryu
avatar
Pheeel: I was very pleased to be able to buy this game on PC finally, but like many of you I'm disappointed by the music issues which have persisted since this version was originally released.

Having done a little poking around in the game data, It seems that when Capcom made this port, they converted the soundtrack from MIDI to 16 bit WAV files, but no-one apparently accounted for the reverb that is generated internally by the PS1 sound hardware. So what we are hearing in the PC port is essentially the "dry" MIDI output with no effects on top, which makes everything sound very flat and odd.

Theoretically I think it should be possible to just swap out the music files (which are in the DAT folder labelled BGM000 to BGM075) with the versions from the official soundtrack, which should hopefully give a much improved experience! I'm going to give this a go and see how I get on.
Wow this is freaking awesome, will definitely keep my eye on this thread :D


Edit: Audacity can load the BGM.DAT files without issue, tricky part is trying to find what name goes with what track, and then converting the PS1 OST to the right DAT names.
Post edited May 02, 2025 by nintendo1889
avatar
nintendo1889: Edit: Audacity can load the BGM.DAT files without issue, tricky part is trying to find what name goes with what track, and then converting the PS1 OST to the right DAT names.
would it not be easier just to import it into audacity, add the reverb (that seems to be the main complaint here, it has no reverb) export it as an mp3 and wrap it back into .dat container with ffmpeg?

or do you want to convert the ps1 midis into high quality midi-instruments mp3 to wrap it in dat containers?

most likely the midis on the ps1 discs are in the same order and named the same too.
avatar
nintendo1889: Edit: Audacity can load the BGM.DAT files without issue, tricky part is trying to find what name goes with what track, and then converting the PS1 OST to the right DAT names.
avatar
derGott-EiK: would it not be easier just to import it into audacity, add the reverb (that seems to be the main complaint here, it has no reverb) export it as an mp3 and wrap it back into .dat container with ffmpeg?

or do you want to convert the ps1 midis into high quality midi-instruments mp3 to wrap it in dat containers?

most likely the midis on the ps1 discs are in the same order and named the same too.
I have no idea how to add the reverb, and the names in the PC port don't seem to match the file names on the PS1 OST, so I'm not sure how to proceed. It might be easier to get a spreadsheet and have someone list them, heck, there is the official OST on Steam too, *sigh* I'm too sleep deprived to think right now heh. Maybe someone with more programming knowhow knows what they're talking about than me. I don't know if I'm just spouting nonsense.

TLDR - The names of the BGM files in the DAT folder don't correspond with the list on the OST, essentially, one would have to find out what BGM001, 002, etc correspond to on the PS1 OST and then replace them and see if the game boots.
Post edited May 02, 2025 by nintendo1889
Ok, so...I was up most of last night trying to figure this out but unfortunately I think I've hit a brick wall.

My first attempt to switch out BGM001 (which is actually three separate bits of audio appended together, so I had to spend far too long syncing up the relevant files from the soundtrack so they matched the original as far as possible) was unfortunately a complete failure, as it just resulted in a crash to desktop at the point in the game the relevant file is loaded (it's the cutscene where Nina first meets Ryu, the file contains the three pieces of audio that play during the scene). Back to the drawing board.

I was a bit confused why the file I'd saved was so much larger than the original. Turns out they're not actually PCM files at all, as I found when I loaded one into Goldwave they're actually 128k mp3s! I thought I'd made a breakthrough at that point, but putting the mp3 in the DAT folder still results in a crash. I then wondered if it might be due to differing file length, as the replaced version had a tiny amount of silence at the end. Corrected this so both files were exactly the same length, but still no joy.

Could it be due to the difference in file size? They're almost the same size but I think there maybe a single byte's difference between them, I don't know if that would be enough to cause the problem?

I'm not quite sure where else to go at this point, I have a feeling there maybe something peculiar to the original mp3 encode which I'm not able to ascertain, I'm just a bit stumped really!
avatar
nintendo1889: Edit: Audacity can load the BGM.DAT files without issue, tricky part is trying to find what name goes with what track, and then converting the PS1 OST to the right DAT names.
avatar
derGott-EiK: would it not be easier just to import it into audacity, add the reverb (that seems to be the main complaint here, it has no reverb) export it as an mp3 and wrap it back into .dat container with ffmpeg?

or do you want to convert the ps1 midis into high quality midi-instruments mp3 to wrap it in dat containers?

most likely the midis on the ps1 discs are in the same order and named the same too.
Hmm, I did think about that, but I think trying to recreate the PS1 reverb manually is always going to produce something that's slightly "off". I'm far too anal about these things and the lack of accuracy would just annoy me :)

I haven't really been thinking about upgrading the instrument samples as my interest is only really in trying to make it sound as authentic to the original soundtrack as possible, I'll leave to other people to do as they wish :)
avatar
Pheeel: Ok, so...I was up most of last night trying to figure this out but unfortunately I think I've hit a brick wall.

My first attempt to switch out BGM001 (which is actually three separate bits of audio appended together, so I had to spend far too long syncing up the relevant files from the soundtrack so they matched the original as far as possible) was unfortunately a complete failure, as it just resulted in a crash to desktop at the point in the game the relevant file is loaded (it's the cutscene where Nina first meets Ryu, the file contains the three pieces of audio that play during the scene). Back to the drawing board.

I was a bit confused why the file I'd saved was so much larger than the original. Turns out they're not actually PCM files at all, as I found when I loaded one into Goldwave they're actually 128k mp3s! I thought I'd made a breakthrough at that point, but putting the mp3 in the DAT folder still results in a crash. I then wondered if it might be due to differing file length, as the replaced version had a tiny amount of silence at the end. Corrected this so both files were exactly the same length, but still no joy.

Could it be due to the difference in file size? They're almost the same size but I think there maybe a single byte's difference between them, I don't know if that would be enough to cause the problem?

I'm not quite sure where else to go at this point, I have a feeling there maybe something peculiar to the original mp3 encode which I'm not able to ascertain, I'm just a bit stumped really!
There is the possibility that there is quite more to the .dat than we can see without capcoms tools.
I also tinkered around with the files and i guess this is the work for true modders that have better tools and understanding of code than i do.
But as they have done so great work with the PSX Version, i guess it is only a matter of time.

Still fun messing around and learning :)
avatar
Pheeel: Ok, so...I was up most of last night trying to figure this out but unfortunately I think I've hit a brick wall.

My first attempt to switch out BGM001 (which is actually three separate bits of audio appended together, so I had to spend far too long syncing up the relevant files from the soundtrack so they matched the original as far as possible) was unfortunately a complete failure, as it just resulted in a crash to desktop at the point in the game the relevant file is loaded (it's the cutscene where Nina first meets Ryu, the file contains the three pieces of audio that play during the scene). Back to the drawing board.

I was a bit confused why the file I'd saved was so much larger than the original. Turns out they're not actually PCM files at all, as I found when I loaded one into Goldwave they're actually 128k mp3s! I thought I'd made a breakthrough at that point, but putting the mp3 in the DAT folder still results in a crash. I then wondered if it might be due to differing file length, as the replaced version had a tiny amount of silence at the end. Corrected this so both files were exactly the same length, but still no joy.

Could it be due to the difference in file size? They're almost the same size but I think there maybe a single byte's difference between them, I don't know if that would be enough to cause the problem?

I'm not quite sure where else to go at this point, I have a feeling there maybe something peculiar to the original mp3 encode which I'm not able to ascertain, I'm just a bit stumped really!
avatar
kakiss4: There is the possibility that there is quite more to the .dat than we can see without capcoms tools.
I also tinkered around with the files and i guess this is the work for true modders that have better tools and understanding of code than i do.
But as they have done so great work with the PSX Version, i guess it is only a matter of time.

Still fun messing around and learning :)
Yes, I think there's a distinct possibility there's been some proprietary software used to encode those DATs which isn't apparent at first glance, but yeah as you say, we're just tinkering around seeing what can be done. I'm more than happy to leave it to the experts to figure out :)