Extracting MIDI sequence data from game roms (and ISOs) by JacintaB19 at 3:55 AM EDT on October 9, 2020
Any help for me to get MIDI sequence/sample data from game roms (such as Pocket Fighter on arcade (CPS-2), Playstation and Sega Saturn, or it's Wonderswan port)?

Only asking for help, thanks.

edited 3:58 AM EDT October 9, 2020
by Kirishima at 2:36 PM EDT on October 13, 2020
The ps1 and saturn versions are streamed, so they will be of no use to you. If the game was an arcade title ported to a cd based console and the music sounds exactly the same, then more often then not is the port going to use a streamed audio format like uncompressed pcm(wav/aiff/cdda), adpcm or some other compressed format. There are exceptions, but that's the general rule due streamed audio being potentially easier to implement.

edited 2:36 PM EDT October 13, 2020
by JacintaB19 at 8:44 AM EDT on October 14, 2020
Is there a way for me to get the CPS-2 (and Wonderswan) version's MIDI sequence data? And do Sega Genesis games (like Vectorman 1 and 2) have MIDI data, or are streamed?

In addition, how can i get instument/soundfont data from Rhythm Tengoku (both GBA and Arcade)? Any help for that, as it's music is sequenced?

edited 8:48 AM EDT October 14, 2020
by Kirishima at 3:29 PM EDT on October 14, 2020
Cartridge based Megadrive games generally do not use stream formats due to space constraints. Many of them used their own sequence formats and sound drivers rather then general midi in order to sound the way they do on the console. Your best bet for conversion would be to see if a vgm file exists for it either on joshw or project2612 and use the file vgm2mid to convert.

With cps2, the only thing I know of is vgmtrans, and that's both not guaranteed to work and may have issues with the midi conversions, both due to some oversites and just how the author designed the conversions.

If the GBA version of Rhythm Tengoku uses the sappy driver, then a command line converter exists (forgot what it was named) that you can use for simple midi/soundfont conversion unless the driver is headerless. The arcade version runs on Naomi hardware and there are no converters as far as I know. If one did exist, it would probably be driver dependant.
by JacintaB19 at 12:55 AM EDT on October 15, 2020
If you know where the GBA converter for the game is, then it would help. And the GBA version doesn't use the sappy driver, so how can i get it's .sf2 files from it's soundbanks if the game does not use sappy?

And does vgm2midi work on CPS-2 vgm files?

edited 2:08 AM EDT October 15, 2020
by Kirishima at 1:41 AM EDT on October 16, 2020
If the GBA version doesn't use sappy, then the program will not work for it. Someone has to reverse engineer the sound driver before midi conversion could ever be considered. VGM2mid is more for fm based sound chips, specifically Megadrive/Genesis vgms. CPS2 is pcm based, but your welcome to experiment. You won't get a soundfont out of it, though.
Extracting MIDI sequence data from game roms (and ISOs) by vgbywb at 5:22 AM EDT on October 23, 2020
Not all psx games using only streamed audio.
RE2 for example contains many midi files I were able to grab back then. If I find the tool again in my database I'll provide and show you how to get midi files from psx iso...


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