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by dj4uk6cjm at 6:59 PM EDT on May 3, 2016
I have noticed how difficult it is to map each individual percussion sample note when using DLS fonts in Synthfont or FL Studio for the ripped N64 midis the program outputs, at least for mario kart 64.

Is there a reason why percussion instrument notes are split like that, is it the composers doing on how he made them or how the program outputs them? Lol I know its weird, I'm just so used to percussion instruments in midi files being fused together as a whole like ps1 midis are occasionally.
by punk7890-2 at 7:23 PM EDT on May 3, 2016
It's how the program outputs them. As I said previously, Nintendo EAD game's drums are mostly not supported as they are handled very oddly. Zelda drum instruments are 10x worse. It's a complete mystery on how the EAD games sorts their drums as they are repeated a ton of times. If anyone has info on this issue, feel free to contribute.
by SubDrag at 7:07 AM EDT on May 8, 2016
Oh, as an aside, I am adding loops to the old N64 midi format - stuff like Aztec in GoldenEye's triangles should show up properly now finally. Should be in in a week or two.

edited 7:12 AM EDT May 8, 2016
by punk7890-2 at 11:22 PM EDT on May 8, 2016
Along with that update, we've figured out the problem with incorrect sounding sound banks. All games that have SNG sequences in them should be fixed now (if it has "Separate by Instrument" when selecting a game, it uses SNG or a new format that will be released shortly). You'll just have to re-save your bank from the updated tool. This will be coming in a week or so as well.
by ArcticJaguar725 at 1:04 AM EDT on May 9, 2016
Perhaps I'm just doing something wrong, but I have only been able to extract empty and corrupted MIDIs coming from The Legend of Zelda: Ocarina of Time, but I was able to extract the soundbanks. Is this a potential error, or do you know if the game is genuinely not fully supported yet?

edited 1:05 AM EDT May 9, 2016
by punk7890-2 at 1:19 AM EDT on May 9, 2016
It works for me. Are you sure your ROM is decompressed? You'll need Zdec.exe to decompress it. To use it, create a txt file with Zdec and Zelda ROM in the same directory. Open the text file and do something like this:
@echo off
zdec.exe OcarinaofTime1.z64 ZeldaDec.z64

Once done, save it and rename the txt to something here.bat. Then double click the .bat file to run it. OcarinaofTime1.z64 would be your ROM name in this case, and ZeldaDec.z64 is the decompressed ROM after running the tool.

If you don't want to do this, there is a Debug version that is already decompressed. Only difference would be the Fire Temple sequence and sound bank.

Oh also, here's a tagged midi archive extracted from games. It includes Zelda as well so if you're still having trouble that's a option as well.

edited 3:38 PM EDT May 9, 2016
by punk7890-2 at 3:18 AM EDT on May 13, 2016
Updates coming soon:

We've now reverse engineered Konami's sequence format! That was quite tricky, yikes! Thankfully, Mystical Ninja Starring Goemon had a sound test for this. Would have been a nightmare without it (well, it still was generally a nightmare!). Unfortunately, there is quite a bit of automation that cannot be translated to midi due to this uniquely interesting system they use. That includes, pitch bend, tremolo (not supported by midi), volume increment/decrements, tempo increments/decrements, note fade outs (not channel volume related in this format), stereo swap, note trills (some sort of special effect for a note. Not a effect in midi), and sliding notes. This format uses milliseconds on when to start a pitch bend as well as volume/tempo/increments/decrements. Basically, during those milliseconds, it somehow starts increments and/or decrements based on the millisecond's time then reaches the desired value. This adds a ton of variable on which to translate to midi, as such it would be near impossible to get that all into midi correctly (the pitch bend range is beyond midi as well). Tempo timing seems to be off by a bit for unknown reasons. Most songs are generally off by +2 or +3 tempo.

Even with all that, it still has correct notation and volume/tempo static changes, and the banks play fine. ADSR hasn't been quite understood yet. Hopefully at a later time. If anyone would like my notes on this format, and ADSR notes for these banks, I could upload them (might be a bit messy, however). The ADSR has also been added to N64 Sound Tool on Konami games so you can look at the info for instruments in Konami games. Also Sng games now sound at least 90% correct in Sound Bank Tool and are exported much more correctly. If you had a bank that sounded off, you'll need to re-download the sound bank tool and re-extract them (games like Mario Tennis, Pokemon Stadium, Mission Impossible, Ogre Batte, etc). Also SubDrag added missing note info for a small amount of type 1 midi games (Banjo Kazooie, Aztec in Goldeneye).

edited 6:07 PM EDT May 13, 2016
by punk7890-2 at 6:03 PM EDT on May 13, 2016
And the update is now live! Enjoy. here's a tagged set of Mystical Ninja Staring Goemon midis.

edited 6:08 PM EDT May 13, 2016
by hcs at 1:44 AM EDT on May 14, 2016
Thank you for your research!
by vajuvaju at 12:18 AM EDT on May 15, 2016
Great update!

I have a small issue with Toy Story 2. MIDI and DLS are extracted well (you fixed an error in the previous update where the .mids were broken apart as "additional parts"), and the correct instruments are wrapped using the Fruity LSD Wrapper in FL Studio, but at least half of the instruments in the soundbank sound out of tune. Is it the MIDI files or the DLS's fault?

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