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by Chocolate2890 at 2:47 AM EST on January 28, 2018
somebody yell at me when an sf2/midi version of the luigi's mansion/sunshine/double dash/galaxy music is available for download. i neeeeeed \

edit:neverfuckingmind this is an old-ass thread haha

edited 2:48 AM EST January 28, 2018
by jimbo1qaz at 5:36 AM EST on January 28, 2018
@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
@jimbo1qaz

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?

edited 12:31 PM EST January 28, 2018
by fuzziqersoftware at 8:14 PM EST on January 28, 2018
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]

edited 6:13 PM EST January 31, 2018
by rebooter23 at 4:25 PM EST on February 1, 2018
Just to make this clear: I'll need a running Windows for this, right? No Wine/CrossOver or self compiling allowed?
by jimbo1qaz at 8:12 AM EST on February 8, 2018
Dolphin, wit, and wszst support Linux. Vgmtrans may run under Wine, but I haven't checked.

I seem to recall Vgmtrans crashing under Wine a few years ago, but I'm not entirely sure.

edited 8:15 AM EST February 8, 2018
by gwilly at 7:00 PM EDT on August 22, 2018
@jimbo1qaz 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.
by kode54 at 8:22 PM EDT on August 22, 2018
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.
by jimbo1qaz at 9:13 PM EDT on August 22, 2018
>JaiSeqs.arc

.arc files can be extracted using wszst I think.
by dj4uk6cjm at 1:41 AM EDT on August 23, 2018
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.
by Lunar at 6:20 AM EDT on August 23, 2018
"a sample that sounded INCREDIBLY similar to the pad used in the "Menu" theme in Mario Kart Double Dash."

Thought I'd mention that the sample you are talking about is almost certainly the Roland D50's "Staccato Heaven" preset.
by ArcticJaguar725 at 2:37 PM EDT on August 23, 2018
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:

JA_BGM_TITLE
JA_BGM_SELECT
JA_BGM_OPTION
JA_BGM_RECORD
JA_BGM_START_FANFARE
JA_BGM_START_FANFARE2
JA_BGM_START_FANFARE4
JA_BGM_START_FANFARE5
JA_BGM_START_FANFARE6
JA_BGM_STAR
JA_BGM_FINALLAP_FANFARE
JA_BGM_WANWAN

EDIT: I believe the Final Lap Fanfare, Chain Chomp, and Star music are actually just sound effects rather than real sequences.

edited 1:09 AM EDT August 24, 2018
by mariofan12ify at 3:19 PM EDT on May 3, 2019
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.
by ArcticJaguar725 at 6:00 PM EDT on May 3, 2019
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.
by mariofan12ify at 2:25 AM EDT on May 4, 2019
I know some somehow, some people got a hand of soundfonts and accurate midis since there's meme edits on SiivaGunner

https://www.youtube.com/watch?v=_23lzILIRiQ
https://www.youtube.com/watch?v=jExS8RZabNE

I'm honestly dying to know how these people got these.
by XaikuTheMaverickHunter at 10:43 PM EDT on May 15, 2019
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.
by Xayrga at 8:09 PM EDT on May 20, 2019
@XaikuTheMaverickHunter

I don't know if this has been abandoned yet as it's old af. There hasn't been improvements to this tool AFIAK, but i've made my own tool for playback

https://github.com/XAYRGA/JaiSeqX

There's also my tool for walking a JaiSeq archive and playing instruments or converting midi to bms (not the other way around, still working on that)

https://github.com/XAYRGA/JAIMaker
by HelpfulPCM at 6:36 AM EDT on May 23, 2019
@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?
by fuzziqersoftware at 10:49 PM EDT on May 24, 2019
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.
by HelpfulPCM at 9:43 AM EDT on May 25, 2019
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.

edited 9:52 AM EDT May 25, 2019
by icantthinkofagoodusername at 9:39 AM EDT on May 29, 2019
@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
by fuzziqersoftware at 3:26 PM EDT on May 30, 2019
I'll work on it. I got a copy of Windows only yesterday, so probably I'll have a Windows build ready a couple of days from now.
by icantthinkofagoodusername at 6:43 AM EDT on May 31, 2019
@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
by fuzziqersoftware at 7:57 PM EDT on June 1, 2019
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.
by icantthinkofagoodusername at 4:55 AM EDT on June 2, 2019
@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

edited 6:40 AM EDT June 2, 2019
by fuzziqersoftware at 3:01 PM EDT on June 2, 2019
I can change the text file format without much difficulty. What should the resulting text file look like? (Can you show me an example file?)
by icantthinkofagoodusername at 3:56 PM EDT on June 2, 2019
i feel this text format is a little complicated to learn, but here it is a small soundfont: link

i remember there was also a site where examples where shown, but i can't find it, maybe i'm misrmembering.

for a more complicated file, here

here is the main site, where the source can be downloaded, this can help with the necessary text, is this going to be a new command, or a new version of the program?

edited 4:00 PM EDT June 2, 2019
by fuzziqersoftware at 5:48 PM EDT on June 2, 2019
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.
by icantthinkofagoodusername at 11:19 AM EDT on June 3, 2019
@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

sorry for the costant BUMP.

edited 2:59 PM EDT June 8, 2019
by icantthinkofagoodusername at 9:10 AM EDT on June 10, 2019
Do i make a new thread about sf2comp, or ask in another forum?

I know i'm getting annoying, and i'm sorry.

edited 5:43 AM EDT June 11, 2019
by icantthinkofagoodusername at 4:51 PM EDT on June 20, 2019
did i kill the thread?

i'm sorry, is there any place you recomend for sf2comp?

i had a mockup of it with code:blocks, but because of exams, i didn't complete it...

me asking for sf2comp shouldn't destroy the conversation about gamecube soundfonts/midis.

it was exam period for you too, and didn't want to disturb anyone in a period that's this slow for any forum...

edited 5:55 AM EDT June 21, 2019

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