That's too bad.... Some of the sequences are actually not in the game, but from the beta. For example, the tune that plays when you were in the Bubble, as seen here: Mario Galaxy ( E3 2006 )
Forgive me for bumping a year-old thread, but I just downloaded the MIDI conversions (thanks for uploading!).
This is probably a very obvious question to those who already know a lot about sequenced files, but why do these tracks sound like they're missing instruments from them? Specifically the brass that's so prominent in many of these themes I seem to be missing the most.
I would assume if you outfitted the as of yet nonexistant soundfonts, you would hear what is supposed to be the brass; sometimes the midi bank instruments don't match up with the soundfont instruments and it can sound like something isn't playing. At least I think that's what you're talking about. On a somewhat related note, it's high time someone actually got the soundfonts out of this game. I'd love to help, except I have no knowledge of anything relating to this.
No, that makes perfect sense. And yeah, it would be great if those soundfonts could be cracked! I'd love to have a collection of all those jingles in their full glory. (The OST includes so few of them.) Alas, I have no knowledge on how to do any of that myself either, so I'll content myself to wait on the sidelines.
Relatedly, does anyone have a rip of the SMG2 sequence files similar to the SMG1 rip in the first post? Even if the instrumentation is off, I'd still love to have it. =)
In regards to the soundfont http://hcs64.com/mboard/forum.php?showthread=35052 this is something we had attempted to do last year for super mario galaxy 2 but it was too hard. I still have the looped samples for that game btw if you want them, Note: they are "Experimental" meaning not that good. :(
I've been trying to find the exclusive samples to the original super mario galaxy if anyone has them and would like to share.
I think I might know how to do the loopings, but it'd be long and tedious and it's hard to explain. (Kinda like when I discovered PM2's sample loopings not long ago, and I had a hard time explaining that to Nisto, but this is harder to explain)
The samples wsyster dumps do not loop at the end sample, but they have a loop end you'll have to find as well.
I'm not sure but I always thought the .wsys files had the sample loop information, it would be easier if someone could decipher the code in these unknown files and make them readable. All we'd really need is the loop point information and the reverb information then wii/gc soundfonts will be a reality.