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by TurbomanAlco at 4:37 PM EDT on September 25, 2012
I kinda of stopped working on this but I could upload what I have done so far into a .rar. I think Yuuto has come along allot further than I have though. I'll come around to it soon though. I have other projects I'm working on at the time.
by Yuuto at 10:10 AM EDT on October 2, 2012
Okay, since I saw the MIDI format doesn't support everything the BMS sequences need (especially the higher amount of instruments, the different dynamic parts and looping) I decided to write a player in C# instead of an converter.
I tested the playback with a dummy sound and it sounded okay so far. At the moment I'm implementing the playback of samples using the WSYS/IBNK files.
by peronmls at 6:03 PM EST on December 26, 2012
Has a soundfont been created yet?
by logan28469 at 2:11 AM EST on December 30, 2012
Yeah, a soundfont would be awesome!
by dj4uk6cjm at 4:37 PM EDT on May 25, 2013
Sorry for the bump but I am very interested in this too, any progress on the soundfont yet?
by Benjamin at 1:52 PM EDT on May 26, 2013
Wouldn't we have to know loop points and stuff? wsyster doesn't give out loop points for .aw files
by DrWindows96 at 2:32 PM EDT on June 23, 2013
So, have you already finished the Zelda TP soundfont or do you have a new part like the parts from the Faron Woods or the Death Mountain?
by dormouse at 6:26 AM EDT on July 17, 2013
Terribly silly, but I saw the name thing on the first page. I think either:

-It could just be RSF (Revolution). I would personally dislike this as it lacks the "original" factor, but eh.
-DSF could be renamed to KSF (Katana), and DSF would then be the name of a possible NGC/Wii format (Dolphin). Aside from the above, I also like this because it matches with the likes "USF", even in intention.

(I dislike "CSF", yet have no problem with "2SF". \O_o/)
by dj4uk6cjm at 2:43 PM EDT on July 17, 2013
I tried to rip the wav samples from tp but it didn't work, it doesn't use the szs file like super mario galaxy 2 does. It does however use the Z2Sound.baa file. Would renaming that to szs work? Because I really want a tp soundfont to see the light of day :) doubt I'll be working on it unless we get a whole team to collab.
Attention! guys I made a discovery!!! by dj4uk6cjm at 6:21 AM EDT on July 19, 2013
I finally did it! I was able to get a hold of the wav samples from the Z2Sound.baa using audiorippers code!!!!

The line of code is:

baad Z2Sound.baa
ren "Z2Sound.baa.0.wsys"
for %%1 in (*.wsys) do wsyster %%1
del Z2Sound.baa


I repeat! The line of code is

<i>"baad Z2Sound.baa
ren "Z2Sound.baa.0.wsys"
for %%1 in (*.wsys) do wsyster %%1
del Z2Sound.baa"</i>


I got thousands of wavs after running the batch (too many to count!) more like 16,000 if you want an estimate and don't thank me, thank audioripper as I edited his code from the super mario galaxy 2 sample rip.

I can't upload all the files right now as it's a little more than half a gigabyte but whats the point anyway without knowing the loop points? Merely for entertainment I guess until we find the loop points...enjoy.

edited 7:50 AM EDT July 19, 2013
by peronmls at 11:12 AM EDT on July 19, 2013
It's not really a discover. It's been done already and I just did it a couple days ago to identify some samples
by dj4uk6cjm at 3:19 PM EDT on July 19, 2013
Really? I couldn't find it anywhere in the search, well at least it's here for anyone who wants to rip all the samples from their own copy of the game.
by Yuuto at 5:07 AM EDT on July 23, 2013
I have done 146 instruments from the main sample bank so far. If you're interested I could merge them to one SF2 and upload it.
by peronmls at 11:22 AM EDT on July 23, 2013
Go ahead! It will do for now. =]
by Yuuto at 2:48 PM EDT on July 23, 2013
TP Bank 11 (Incomplete)
Due to MIDI does only support 127 patches per bank the presets have to be selected manually.
by dj4uk6cjm at 3:40 PM EDT on July 23, 2013
Thank you so much for this Yuuto, downloading now. :)
by starerik at 9:36 PM EDT on July 27, 2013
Several programs (Kontakt 5 for example) claim the soundfont is invalid. :S

Also, I have an idea for loop points. Reading through the Wii dev documents it seems the loop points are stored within the audio files themselves. However, Nintendo don't use the WAV format for their files, they use AIFF. If someone could try rewriting the software to dump the AW files to AIFF it would be awesome. I mean the loop meta data COULD be lost in translation. It's worth a try.
by Yuuto at 5:23 AM EDT on July 28, 2013
I used Viena to create the SoundFont and tested it with SynthFont, worked fine.

Also, the loop points are set properly due to they have been read from the sample banks.
by dj4uk6cjm at 7:00 AM EDT on July 28, 2013
Starerik try opening the soundfont in your daw with sfz player (e.g. fl studio, sfz player) it worked for me :) and wow :O how did you find/read the loop points for the samples Yuuto? Can viena do it? I've been trying to find the loop points for the dumped sample wavs for a long time. I use Vsampler to loop some of the wavs to some success but not perfect.
by Yuuto at 7:37 AM EDT on July 28, 2013
I found out that the WSYS banks contain information about each sample and after I have understood the structure I have done the looping manually using a hex editor.
But now I've written a tool to show that information. It would also be a good idea to write a program that creates the SoundFont automatically but I don't know how envelope data is handled.
by dj4uk6cjm at 9:33 AM EDT on July 28, 2013
Cool, do you mind sharing the tool you made? :3
by starerik at 10:12 AM EDT on July 28, 2013
Yuuto: Did you also find the sample keymaps? Root key, lowest and highest key?

Edit: Oh, weird. Redownloaded the soundfont and now it works.

edited 10:18 AM EDT July 28, 2013
by Yuuto at 6:47 AM EDT on July 30, 2013
I'm going to upload it but I have to modify some components first.

Yes I can also access the keymaps. Otherwise I couldn't have created the SoundFont ^^

edited 9:02 AM EDT July 30, 2013
by starerik at 1:16 PM EDT on July 30, 2013
Well, you could have guessed the keymaps. Heh. But that's awesome. Looking forward to the tool.
by muddyfish at 4:55 PM EDT on October 9, 2013
Does anyone have a complete soundfont yet?

Sorry about bumping this thread though...
Bump by MCMorrise at 4:15 PM EDT on October 13, 2014
Sorry to resurrect a way-dead thread, but has anything happened with this yet?
by Kein at 8:43 PM EST on January 24, 2015

Sound font does not work properly with SynthFont2 or does not work properly at all. If I assign it to track from ZTP it just plays drums. May be I'm doing something wrong.
by dj4uk6cjm at 2:29 PM EDT on March 27, 2015
One thing that has been bugging me all this time is why we don't have a sample for wolf link howling, you know from the howl stone songs in TP? Is it just streamed or doesn't exist?
by kode54 at 7:47 PM EDT on March 31, 2015
Maybe it's procedurally generated?
by G-Boy at 1:12 PM EDT on May 4, 2017
I'm very sorry for resurrecting this old thread, but can anyone tell me how to rip soundfonts from Twilight Princess?
by bxaimc at 2:03 PM EDT on May 4, 2017
Google is your friend ;)
by TheUltimateKoopa at 3:41 PM EDT on May 4, 2017
Not necessarily, bxaimc.

I've often had that problem where Google actually does not help.

What I ask:
"How do you install [insert thing]?"

What I get:
"How to uninstall [insert thing]"
by G-Boy at 2:55 AM EDT on May 5, 2017
The only relevant result I got when I used Google was this thread, but I didn't find an answer in it.

edited 3:01 AM EDT May 5, 2017
by Kagemori at 3:42 AM EDT on May 5, 2017
"The only way to do it through actualy ripping (and not recording the music directly through the game) is to get a midi file from the bms files and use the music banks from the aw files and put them together."

Hey wait a minute, is it possible to join a midi file with its .aw? It's what I need for Pokemon Box!!

edited 3:43 AM EDT May 5, 2017
by G-Boy at 3:51 AM EDT on May 5, 2017
That's exactly what I want to do (convert the BMS files to MIDI files and convert the AW files to SF2 files and put them together).
by bxaimc at 8:07 AM EDT on May 5, 2017
*googles Nintendo aw extractor*

Contained within the first link (the stream ripping tools page for this forum) that google spits out.

Just modify the source code and recompile to make it dump raw instead of converting to wav. As far as turning it into a soundfont is beyond my capabilities.

edited 8:10 AM EDT May 5, 2017
by Kagemori at 8:50 AM EDT on May 5, 2017
Oh nevermind, the format I meant was .wt not .aw, oops.
by Jasper at 11:36 PM EDT on May 5, 2017
my vgmtrans fork should get you what you need
by G-Boy at 4:44 AM EDT on May 6, 2017
@Jasper I tried to open the ISO file of TP, but the program stopped responding. What did I do wrong?

edited 4:44 AM EDT May 6, 2017
by Nisto at 4:56 AM EDT on May 6, 2017
You can't pass the entire disk image to the program. You need something to extract the relevant files first. IsoBuster can extract from GameCube images.
by G-Boy at 7:20 AM EDT on May 6, 2017
@Nisto Is there a free program that can extract the files?
by Nisto at 8:18 AM EDT on May 6, 2017
Yeah, sorry, you can also use VGMToolbox. I'm just used to using IsoBuster.. handles most of my needs.

edited 8:19 AM EDT May 6, 2017
by dj4uk6cjm at 4:44 PM EDT on May 6, 2017
An even easier and less time consuming program to use would be the Dolphin Emulator, just browse (not open) for the ISO in question in the emulator and then right click it and go to properties and filesystem and from there you can look for the desired sound/bgm/data folder you want, right click again and hit extract.
by AnonRunzes at 4:52 PM EDT on May 6, 2017
@dj4uk6cjm - Dolphin though requires a 64-bit system as of this writing, in this case Windows 7 and beyond.
by dj4uk6cjm at 5:03 PM EDT on May 6, 2017
@AnonRunzes the older ones like 3.0 I believe which are still on Dolphins website have 32-bit versions for Windows 7 and work for said extracting.
by AnonRunzes at 8:43 PM EDT on May 6, 2017
@dj4uk6cjm - Well I just stick with vgmtoolbox anyway since I don`t have the tendecy to sometimes lose out many updates for an older build. It supports Windows XP even on its latest version, too.
by G-Boy at 4:40 AM EDT on May 7, 2017
I digged into the ISO with VGMToolbox, and I only found AST files in the AudioRes folder. Are these the same as AW files? I can't open them with VGMTrans, anyway.

EDIT: I found AW files too, but I can't open them with the VGMTrans fork either.

edited 4:47 AM EDT May 7, 2017
by rebooter23 at 10:22 AM EDT on May 7, 2017
Do we even have a way to play the tracks?
by Tkibbs at 9:19 AM EDT on May 22, 2017
Hey @Yuuto
I congratulate you on the significant progress on the soundfont!
By chance, are you about finished with the soundfont?
No pressure haha
Take your time.
Or maybe I haven't downloaded the most recent one?
The reason I was curious was because this soundfont is literally my most favorite of all time.
I'm obsessed with the Twilight Realm atmospheric sounds for some reason lol
Anyways, I'm thoroughly enjoying the current soundfont!
I'm just curious if there are more instruments you're working on..
If you can't do any of the above, it's perfectly fine.
We are all human, and we are all consumed by time and life.

edited 9:21 AM EDT May 22, 2017

edited 3:13 PM EDT May 22, 2017

edited 3:15 PM EDT May 22, 2017
by kode54 at 5:57 AM EDT on August 29, 2018
Is there a tool for extracting the BMS sequences from the sequence.arc file? Searching this bloody forum is a nightmare. I already have VGMTrans built with the Qt UI.
by datschge at 12:07 PM EDT on August 29, 2018

edited 12:07 PM EDT August 29, 2018
by kode54 at 5:07 PM EDT on September 1, 2018
It wasn't that obvious when I tried, but thanks. It was like the second result, I think.
by datschge at 6:08 PM EDT on September 1, 2018
Glad it helped. ^^;
by Xerxes at 9:33 AM EDT on April 9, 2019
Since no form of BMSDEC or anything like that I could find was capable of converting the final boss music I just used the TP soundfont to do this

edited 9:34 AM EDT April 9, 2019
by Nonchalantree at 10:42 PM EDT on September 9, 2020
Time for another resurrection! I'm going to complete the TP SoundFont once and for all. But I had trouble understanding Yuuto on how to get the AW file number, (likely because of those missing characters that appear like this "�").

So for example, I have instrument #3's (hex is 026B). But I can't figure out where to find the corresponding AW file.

Anyone here who does understand how to do this?

EDIT: Nevermind, I found a VGMTrans fork to do the dirty work for me.

edited 11:41 PM EDT September 9, 2020
by Nonchalantree at 1:17 AM EDT on September 13, 2020
actually I take back that nevermind. Magicus's VGMTrans fork has trouble with getting some of the instruments.
by Blockteen at 4:54 PM EST on November 28, 2020
As with everyone here, I too am interested in TP SoundFont creation that's why I created a forum account to share my findings... and also to bump the topic ¯\_(ツ)_/¯.

Using the wsyster method is great if you want all the wave files, but I want the complete collection... root keys and loop points. Sure I could figure that out using Yuuto's guide, but I don't dabble in hex.

As Nonchalantree pointed out, Magicus' fork of VGMTrans has been able to spit out sf2 banks. But upon further inspection, his code only scans the first aw file. I know this because when you open the .baa file alone the log reads it can't locate Also renaming a different file to be 0 results in a crash. If you open that bank_11 converted by VGMTrans in a soundfont editor you'll get 240 instruments of repeated sounds.

I'm not a coder, but if someone else can pick up where Magicus left off you might be able to write code to search for the rest of the .aw files in the wsys collection.
by BenOn90 at 8:00 PM EDT on August 22, 2021
Anyone having trouble with the Staff Roll’s bms files from Twilight Princess ? I tried to convert them into midi files but all I got is a 41o unreadable file.

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