Mario Kart 64 Soundfont by Dutchie at 11:16 AM EDT on June 24, 2011
eh, Hello?

Is there anybody who has or knows where i can get a soundfont [NO SAMPLES] for Mario Kart 64?

Also, Does somebody know how to convert the RAW sequances to midi?

I'am kind of stuck with this, but the people here are the smartest ive ever seen on a forum.

But anyway, I'am stuck this this problem, I want to recreate the mario Kart 64 tunes [in FL studio], but i cant get the origional samples tuned correctly, and i wasnt able to get the origional sequences [in midi format] either.

i have managed to recreate all the songs from Super Mario 64 [and a few other games], so I KNOW it's possible.


Or is there any site where i can learn this stuff? i want to be able to this, but how dont get how to manual hack
by arbingordon at 1:47 PM EDT on June 24, 2011
Mind uploading your other conversions?
by punk7890 at 3:32 PM EDT on June 24, 2011
I'm pretty sure the instruments are 28000khz for that game. I'm not completely certain though.

There is no tool to convert Mario Kart 64 sequences to midi yet.

Also, mind posting your other soundfonts you've made?
by Dutchie at 11:08 AM EDT on June 25, 2011
I can send a few, but only 2 of them are put togheter in 1 complete soundfont, the others still have to be packed as one file, but i can upload serval instruments

but by the way, waths the point of uploading these? you are basicly wasting my time but okey, if you can help me, ill send you them, if you cant, you can forget it

and Mario Kart's samples are 22050khz
by Yoshinkeru at 3:32 PM EDT on June 25, 2011
Don't be too harsh, Dutchie. These guys are sharper than you think; I bet they can do quite a few things with what you've whipped up. ;)
by punk7890 at 10:02 PM EDT on June 25, 2011
The instruments are actually 26807khz. Some might require some tinkering but they won't require much now. Tested a few of them in Viena Soundfont Editor with the auto calculate function and seem to work fine.

Next time, try not to be an ass about things. I simply could have left you hanging.

edited 10:07 PM EDT June 25, 2011
by Lunar at 1:10 PM EDT on June 26, 2011
"do not bite the hand that feeds you" :D
by Dutchie at 3:52 PM EDT on June 26, 2011
hmm, first off @Yoshinkeru than WATH can they do?
2nd @punk7890 the instrument samples are 22050, at least, that the frequention they have when ripped with Srip, and no, i have tested the samples with viena and compared it with the soundfont of MK64 songs ripped from MKDS, the pitches are different, also the quatly is horrible as soon as you go lower or too high, and i can figure out how to loop the samples
and IF you left me, i wouldnt really care, life goes on and other things have to be done, i wont go cry if cant managa to reach my goal
by punk7890 at 4:40 PM EDT on June 26, 2011
You can simply change the sample rate with n64soundtools. Almost everything is in tune at 26807khz. So you can leave it at 22khz if you wish but they will most likely never be in tune.

Have fun trying to tune those 22khz samples :D


edited 4:47 PM EDT June 26, 2011
by Lunar at 4:09 AM EDT on June 28, 2011
when i was recording mystical ninja sounds using coda's tool i was doing so at 44.1KHz, but i noticed that the sounds became very aliased and grainy as you changed pitch (going high and low as mentioned.) i think i downsampled them to 33KHz and they were much better. might be helpful
by Dutchie at 7:02 PM EDT on July 2, 2011


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