@Chocolate2890 mkdd is ast files, or prerecorded. Unfortunately MIDI extraction won't happen.
SMS is BMS. Luigi, I don't know.
SF2 extraction is probably broken.
@Kurausukun: You need wszst to extract Wind Waker BMS files.
First extract Audiores/Seqs/JaiSeqs.arc from ISO using wit or Dolphin. Then run "wszst extract JaiSeqs.arc" to obtain BMS songs. Dragged into vgmtrans, BMS songs will only appear on the left side (not bottom). Save As Midi is fully functional.
Drag Audiores/JaiInit.aaf to load instrument banks. They appear on the left side and bottom. Using the bottom crashes (since JaiInit.aaf doesn't link to instruments) and using the left and Save As SF2 does nothing (I think).
Dragging Audiores/Banks/*.aw into vgmtrans does nothing.
edited 5:37 AM EST January 28, 2018
by Excalibur624 at 10:22 AM EST on January 28, 2018
@nobody1089
Does wszst work with Super Mario Sunshine? Specifically the sequence.arc file (if there are any BMS songs hidden in there)
EDIT: Tested, it doesn't. Well that's a shame. Is there any way I could export the BMS files from Sunshine?
In Sunshine, sequence.arc is just the contents of all the BMS files concatenated together. Search for the string "sequence.arc" in msound.aaf in a hex editor; the names, offsets (in sequence.arc), and sizes of each of the sequences should follow immediately after.
gctools (linked on the previous page) can get the BMS sequences from Sunshine's archives - use smsdumpbanks. But it's kind of tedious to build gctools just for this purpose.
by Excalibur624 at 6:12 PM EST on January 31, 2018
Ah thank you. This should help a bunch
by Excalibur624 at 6:12 PM EST on January 31, 2018
[crap, ignore this. the message came out twice for some reason. wish there was a delete thread/comment option]
@nobody1089 Yo so I've begun doing extensive research on how GameCube music was handled, as initially I thought borderline ALL of it was streamed, but obviously that's not the case. Read most of this thread, skimmed a bit.
I'm not a super duper technical guy who knows a lot about very specific computer-related stuff but I know enough that my interest was sparked, particularly when someone sent me a soundfont package (called the "Ultimate Wii Soundfont Package" or something close to that) with a sample that sounded INCREDIBLY similar to the pad used in the "Menu" theme in Mario Kart Double Dash.
All that said, you however recently mentioned that Double Dash was prerecorded, which of course is what I initially thought but hearing that synth pad in that soundfont package really has me questioning if maybe SOME (or even most) of Double Dash is prerecorded but maybe the "Menu" theme is BMS? I haven't been able to extract any files or anything but I'm assuming maybe you would know for a fact if the entirety of Double Dash is prerecorded or not.
The entirety of this is incredibly interesting to me and now I'm really curious how it was all handled and implemented back in the day.
Yes, Mario Kart Double Dash does use some sequences, which are included in the uploaded rip of the game, in the Seqs/JaiSeqs.arc file. I have no idea how to unpack that file, though. Presumably it also goes together with Waves/bgm_0.aw.
Exactly which songs from Mario Kart Double Dash are sequenced? If anyone has a list I'd love to know! Also I'm surprised this thread is still being bumped, just thank god the interest into video game midi sequences hasn't died yet in this community. I was beginning to think all people cared about was only streamed music.
I just took a look at the GCKart.baa and pulled out some file names I believe to be sequenced. I don't know what some of these correspond to, but most of them should be pretty easy to figure out just by their names:
Sorry to bump an old thread, but has anyone figured out proper ways to convert the bms files of Mario Galaxy 1/2 to midis yet? Also would love a soundfont for the games too.
I believe there's a way to convert the bms sequences that is partially laid out in this thread, although you may as well just use the download links over there if they're still valid. As for soundfonts, I don't recall seeing any officially extracted ones anywhere here, but there are some (incomplete) user generated ones floating around the forum somewhere.
It's been a long time since I last checked this thread. Have there been any improvements to the conversion tools? I saw that someone compiled them at one point for Win32 (x86), but I don't know much beyond that.
@Xayrga Great work! I've wanted full soundtracks for the BMS games for years. Does your tool support WAV output, or if not, is it possible to implement this?
smssynth (https://github.com/fuzziqersoftware/gctools) can produce wav files; search for "convert" in the readme file for a usage example. Don't know if it builds on Windows though; so far it's only been used on Mac OS and Ubuntu. On Windows you could probably use JaiSeqX with an audio recorder like Audacity.
Thanks for the reply. I'd like a direct encode / conversion if possible, rather than recording from stereo mix (partially due to a number of faults of my current setup).
I had a look at gctools and it seems to do what I want, but I didn't have much luck with the compilation: I couldn't get phosg compiled, and the farthest I got with gctools was "cannot find -lphosg", which is presumably related. I think this task is unfortunately beyond my ability.
@fuzziqersoftware Is the windows compatible version planned?
Because its impossible to compile on windows, i tried by compiling the libraries needed with the mingw command prompt, but phosg and phosg-audio can't, because of the non-portable functions.
I cloud install FreeBDS, but building gctools is too much of a trouble, i know there is a super mario sunshine soundfont, but it does not play the "shine get" jingle correctly, and i wanted to re-rip it, but i don't think i can
@fuzziqersoftware thanks, i fell like the vgmtrans fork might be too unstable, and the soundfont extractor doesn't work that well, these problems cloud be fixed
Here's a 64-bit Windows build of gctools/sms: http://www.fuzziqersoftware.net/files/gctools-sms-windows.zip I've also included the MinGW DLLs that the programs were built with, just in case.
smsdumpbanks and smssynth work as described in https://github.com/fuzziqersoftware/gctools/blob/master/README.md, except that --play doesn't work because I couldn't find a 64-bit Windows version of OpenAL. --output-filename (WAV generation) works fine though.
For some reason, generating WAV files is really slow on Windows unless --quiet is given. This could be caused by my VM setup though.
@fuzziqersoftware, i know this is a little demanding, but i was hoping i cloud then use sf2comp to get the soundfonts, but the output txt files don't link to the filenames of the samples, and maybe it isn't the tool to use to convert it to a soundfont, but thanks again. ill' do something about it.
EDIT: tested with mario kart double dash, and renamed the Waves directory into Banks, and done nothing else
I've updated the binaries; you can download the new version from the same url (http://www.fuzziqersoftware.net/files/gctools-sms-windows.zip). The new version of smsdumpbanks produces a metadata-sf.txt file in the output directory, which should be close to the right format for sf2comp.
@fuzziqersoftware ok, the text is definetly close, but two things:
1, the probram doesn't need a raw version of the wave file, it can compile it using the wav files tself, or it would, if where not for thing number two:
2, i am expiriencing a weird error with sf2comp, it can't recompile these text files, the ones your program generated, even the ones i generated as an example, so i can't test it with accuracy, i think it cloud work, because it recognises the samples and the generators, but it can't write it into a soundfont, maybe i cloud contact someone that can help me with that
thanks again
edited 2:22 AM EDT June 4, 2019
SFEDT32.DLL does not get used by sf2comp by icantthinkofagoodusername at 3:02 PM EDT on June 7, 2019
I figured out what was the problem, but i don't find it feasable to solve it,
essentially, i didn't register the SFEDT32.DLL into windows, and the programm doesn't recognise it, but registering it doesn't work, with regsvr32 it gives the "entry point dllinstall was not found" error.
I also tried installing vienna (the one owned by creative, not the synthfont one), that comes with SFEDT32.DLL, but, unfortunately, it doesn't work because it works only in systems with an soundfont capable audio card, maybe from soundblaster, and i have realtek hd audio.
i wanted to ask how did everybody managed to get it working