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by Kirishima at 5:42 PM EDT on August 19, 2018
I've already converted several to sf2 format and they work. I never made them into a general midi sf2, so I'll just post them to see if they work for you. All SF2's were modified one way or another after creation.

https://www.dropbox.com/s/5vzj6sa45ln70vp/biohazardmidi.7z?dl=0



The midi's included should even use them if you're using foobar2000 and this plugin: https://www.foobar2000.org/components/view/foo_midi

edited 5:45 PM EDT August 19, 2018
by Zetto Kuzuuya at 8:48 AM EDT on August 20, 2018
Thanks alot! I don't know how you did it, maybe I'm using a differnt version of VGMtrans? but mostly they all work, not exactly how I thought they would be, they aren't really clear and cut like most of the ones I have, like super mario 64 or Ace Attorney where you can tell what each instrument is, in most of the fonts, they are looping like samples, some don't play at all, and others are mostly all string and synth sounds, except mainly the malformations of G, other than that it seems that may be as far as I can go unless I can figure out WHY in the HECK this won't work for me. I can see that they were not converted into a general midi sf2, maybe that's why they loop and don't sound so clear.

edited 8:58 AM EDT August 20, 2018

edited 9:06 AM EDT August 20, 2018
by Kirishima at 12:56 PM EDT on August 20, 2018
I forgot to ask, but you are using the latest version of vgmtrans from here: https://github.com/vgmtrans/vgmtrans/releases
by Zetto Kuzuuya at 4:07 PM EDT on August 20, 2018
Yes, I am.
by Zetto Kuzuuya at 2:11 PM EDT on August 22, 2018
Anything else that can be done?
by Kirishima at 1:26 AM EDT on August 23, 2018
I honestly can't think of what could be causing your issues. I just drag and drop, then save as midi+sf2. Most, if not all the sf2's in that file I shared were run through polyphone (https://www.polyphone-soundfonts.com/en/) in order to make adjustments to sounds here and there if there was an issue like using channel 10. I doubt polyphone fixed them in any way, I can only think that the psf's may not work (it happens sometimes even if the original game's format is compatible). I'm tempted to share the original unmodified biohazard 2 bgm files to see if there is better luck with that.
by Zetto Kuzuuya at 11:29 AM EDT on August 23, 2018
Yesterday night, I was doing some remixes on FL studio and while looking through my folders, I found these, I thin it's all the VABs, but I don't know from WHAT game IF resident evil at all, I have NO clue where these came from because I enver downloaded VBAs, and you never gave me them, the only ones are from the resident evil games, but I have NOT extracted ALL of them, only like..1 or 2, this is over 67 or something!

https://drive.google.com/open?id=1leiAlD_Xn7dKT1Mb7W6GyynADIVFiZdd
by Kirishima at 1:19 PM EDT on August 23, 2018
I only looked through 5 of those, and vab 5 is definitely from Bio 2. It's the save theme. A couple others i didn't recognize, but they might be from Survivor.

Edit: Vab 6 is probably from one of the marshalling yards, likely "The Marshalling Yard (The First Half)"

edited 1:22 PM EDT August 23, 2018
by Zetto Kuzuuya at 7:36 PM EDT on August 23, 2018
Huh, wierd. so I guess they are all from the games, the thing is, what I'm trying to do is get them (Mainly an RE2 group) banked and organized all into one soundfont, with labled instruments AND a drumkit, like how super mario sunshine has it's instruments labled and nambed, organized and a drumkit as well
by Kirishima at 10:30 PM EDT on August 23, 2018
Well, that's something you'd have to do yourself. Vgmtrans just gets the sequences and instruments into a more midi compatible format. They likely weren't labeled in the game, and they are all small soundbanks in order to fit in the ps1's 512kb of sound ram. The dreamcast version also uses sequences and a soundbank, but there is no converter for that version. It doesn't appear to use standard dreamcast formats either, so it hasn't been converted to dsf.

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