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Super Mario Galaxy's sequenced files? by TheUltimateKoopa at 1:02 PM EDT on May 6, 2013
OK, as some of you may know, furry bob (Moosehunter) sent MIDI conversions of the sequenced files in Super Mario Galaxy...

They can be found here: https://mega.co.nz/#!EMAAVKpR!DXUVhWHCyNtguBBvUBirUmSSeQRVyxQkO75SHG7pWwE

But is there still currently no way of playing them as they are supposed to be played, with the correct samples, i.e. as you hear them in game?
by Lunar at 5:13 PM EDT on May 6, 2013
nope.
by TheUltimateKoopa at 6:00 PM EDT on May 6, 2013
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 )

edited 6:01 PM EDT May 6, 2013
by Rew at 11:29 PM EDT on April 29, 2014
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.
by Kurausukun at 1:31 AM EDT on April 30, 2014
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.

edited 1:36 AM EDT April 30, 2014
by Rew at 1:04 PM EDT on April 30, 2014
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. =)
by koopatroop at 10:53 PM EDT on April 30, 2014
Wow! Thanks so much!

Anyone knows how to rip these bms file from the sequenced bank?

Here is what I know:
http://hcs64.com/mboard/forum.php?showthread=36967

edited 11:13 PM EDT April 30, 2014
by dj4uk6cjm at 5:20 PM EDT on May 1, 2014
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.

edited 5:23 PM EDT May 1, 2014
by Benjamin at 5:49 PM EDT on May 1, 2014
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.
by dj4uk6cjm at 8:55 PM EDT on May 1, 2014
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.

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