Wow, I am baffled! This is super cool, thanks a bunch!
EDIT: Hm, some programs seem to have a problem with either the midi or sf2 file generated by this tool. Id say its the sf2 file.
FL Studios synthfont player plugin doesnt play the .sf2 file for some reason. But LMMS works just fine out of the box. I rather work with FL Studio but cant even begin to understand why it doesnt like the .sf2 files. :/
This is really amazing,But can it support the following games? The Legend Of Zelda: A Link To The Past & Four Swords (A Link To The Past only) Super Robot Taisen A Super Robot Taisen D Super Robot Taisen J Super Robot Taisen R
@marcoxD95 When you say FL Studio doesn't play the SF2 file, what's the problem exactly? It may be something I can fix, but in my experience FL Studio is really bad for this kind of stuff. I'd use a different program
Well, the synthfont plugin from FL Studio does load the .sf2 file but whenever I playback the track/instruments, its still using the default FL Studio soundfont so my guess is it cannot read the .sf2 file properly.
I am all up for using another program but I would need something that lets me render individual instruments/channels and has a gui. All these modern DAWs work rather wonky with classic midi soundfonts and FL Studio used to still be the best until now.
Thanks a lot, I didn’t expect it to be finished so quickly. Also, could you add support for the following games?
Sword of Mana Golden Sun: The Lost Age Super Robot Taisen - Original Generation 2 Kingdom Hearts - Chain of Memories The Legend Of Zelda: A Link To The Past & Four Swords (game selection and Four Swords only) The Legend Of Zelda: The Minish Cap
SynthFont 2 seems to work fine, thanks for the recommendation. Just didnt find a way to change the type of interpolation used on the samples but it does seem to use a high quality interpolation method by default so I guess thats fine with me.
I hate to do another request but do you think you could add support for Digimon Racing? The composer is Ian Stocker and he did also create a own driver for his GBA compositions. Unsure if all of his GBA game compositions use the same custom driver he made. He actually composed for a HUGE amount of GBA games. (https://www.vgmpf.com/Wiki/index.php?title=Ian_Stocker)
Also noticed your new supergbamidi git doesnt list Donkey Kong Country 3 GBA as compatible. Just an oversight I guess? Did seem to rip fine via that raremidi tool you shared some days ago.
edited 12:21 PM EDT October 6, 2026
Wow by DeadAwake at 3:03 PM EDT on October 6, 2026
You are a good, seasoned programmer. I wish the code at my job was this high-quality and meangingfully commented. Everything built cleanly without fuss.
I tested a Japanese Mother 3 ROM (MD5 af8b0b175f7ec8914cb87b3161ba1aaa), and supergbaamidi seems to have converted it just fine (1,622 songs in total). I look forward to testing more later. Best of luck with this wonderful project!
You can submit as many requests as you like, no problem! The driver for Digimon Racing is actually Sebastian Kienzl's Krawall. I've added support for that and DKC3 in 1.4.0
The Tomb Raider music doesn't sound right at all. (8 seems to be Language Select, and nine appears to be Main Theme).
As for Rare: Banjo-Pilot Voxel and Diddy Kong Pilot 2001 (when converted to .gba from .elf) also work.
As for R&D2: Super Mario Advance 4 (Super Mario Bros. 3) also works, but Super Mario Advance 3 (Yoshi's Island) does NOT work. "found Nintendo R&D2's sound driver, but not its pitch table"
In Digimon Racing some instruments play wrong compared to what they sound like on the actual device or gsf encodes.
In Track 00 for example, channel 9 with sample 256 sounds incorrect compared to the real deal. https://youtu.be/ZgtxyWLXHrQ?si=rGl_r-iq0qMTxJr0&t=5
I am unsure about the other samples, they do seem to be correct but with the gba interpolation and such its sometimes hard to tell. Maybe worth investigating more.
Can you add reverb effects to agbsf2, The MID converted by gbamusriper is played using the foo_midi plugin's BASSMIDI, The sound quality is better than agbsf2, I also don't know if this is a reverb effect, but it sounds good.
Can I make a small suggestion? SoundFont 2 has a parameter called "Exclusive Class". If you assign this parameter to a low note (i.e. note 1), all notes from 2-127 will be monophonic. This could be an optional behavior for the PSG, especially when the PSG presets have high release rate values, making them sounding strange or unnatural. SoundFont players may reproduce this differently, I use foo_midi with the BASSMIDI engine.
Here are two tracks converted using agbsf2 and GBAMusRiper respectively, I noticed that some instruments in the music converted by agbsf2 sound too quiet, Listen to this. I really hope the MIDI converted by agbsf2 can sound just like GBAMRiper.
There's a bug related to DKC3 in agbsf2, but it's present in a single song. Listen to the underwater version of Enchanted Riverbank. Apparently agbsf2 detects the normal and underwater version and merges them in one single song, and it sounds bugged, like polyphony limits (note cuts).
Hey, didn't you add reverb to agbsf2 before? I used agbsf2 to extract the .mid from Legend of Zelda The Minish Cap,Then, using foobar2000's MIDI plugin to play it, the difference compared to minigsf is quite significant,But I found that the difference between the .mid and .minigsf of A Link to the Past,Sword of Mana,Super Robot Taisen A,Super Robot Taisen D,Super Robot Taisen J and Super Robot Taisen R are not significant,Can you add reverb effects to the music in these games?