Punk, thank you for pointing me in the direction of the new dump tool. Everything lines up perfectly now (for the few tracks I tested), however the only issues I'm having are with the percussion track. Each percussion sound has it's own part in the DLS file (I'm viewing these with Viena Soundfont Editor), but there is only one MIDI track for percussion (Example: in my MIDI, E2 is for a tambourine shake sound , and C2 is for a tambourine hit sound). What you would you suggest for a work around here? Splitting the MIDI track into several tracks and pointing them each at a different instrument within the DLS file, or can I edit the DLS file to put the percussive sounds all on one instrument. I have a feeling the latter may produce more problems down the track, so I'm curious as to your experience with this?
Thank you so much for your help, I don't feel like pulling my hair out anymore hehe
There isn't a easy work around do to the way the EAD percussion works. I'm also not fully sure as to why there are separate instruments in the DLS. For now, the best would be to split them to new midi channels like you said.
Last Edit: Aug 16, 2016 4:22:07 GMT -5 by punk7890™
I'm getting pretty okay at separating these percussion tracks (working on Ocarina of Time). I only have mp3 versions of the songs to compare to, and I notice in some tracks there is massive reverse (and possible other FX?). When I open the DLS file I made with the N64 Midi tool, and I click on the sample in either "instruments" or "presets" I also hear some reverb. But when playing the midi file in Synthfont, even when extending the length of the note, I am not getting the reverb (echo?) sound coming through. Am I missing something? Thanks again for your all your help
I have to agree with punk, when I was remaking music I had to use and make my own reverb for ripped midis using VST's to try and replicate them to their OST counterparts as close as possible but there really is noway around it. No one can can truly make reverb as good as the sound engines in games.
Alright, I thought I may have to add my own reverb. I guess some songs have very little and sounds almost 1:1 just with using ripped midi and ripped soundfont. One big example is the song "inside the deku tree", it only has 2 tracks and both are atmospheric in nature. Of course the start of each note is correct and the sounds are right, but the sounds cut off abruptly, whereas in the OST it "rings on". There is a note triggered at the start of each bar, lasting only 1/4 length of bar, but in OSt it plays the entire time overlapping each other. This would be some echo and reverb effects then?
Do you guys apply these using VST? In your DAW of choice? Post editing using other methods? I'm using SynthSoft as it is creating the least work but didn't see a reverb setting. Perhaps I need to use other software.
I am making steady progress so high quality results should be achieved soon. I have correct notation and samples, just need to get it to sound a bit better in some cases, reverb perhaps?
Last Edit: Aug 16, 2016 17:47:08 GMT -5 by volkov73
That sounds like release time, which is part of the ADSR info not being fully correct yet. I'd imagine that song does indeed use reverb as well, but for the most part the soundbank for the deku tree probably has high release time. Not much you can do there other than manually override it yourself somehow with your workstation.
Sorry for the delay, only just reading this For subtle effects like replicating in-game reverb and delay, I would definitely opt to use a DAW. In addition to reverb and delay, stereo image is another characteristic I would think of as a key characteristic in the output of the Nintendo 64. I thinkthe Ocarina Of Time 3D sequences utilize a dub method to achieve a wider stereo image for select sounds (the synth pad for Spirit Temple and the pad for Song Of Healing from Majora's Mask come to mind). This effect can be manually replicated the tried-and-true way in a DAW by duplicating the desired channel and having the duplicate instrument play the same sequence as the original (this may produce a flat "stereo" or dual mono image if heard in a headphone environment and could also potentially phase-cancel if the stereo image of one instrument were flipped; I recommend delaying the duplicate channel's sequence by a few milliseconds and slightly lowering its volume for a more desirable doubling effect that has positive qualities of both a chorus and a delay. A light touch of reverb or preferably delay on top of both instruments together may also get the two to gel as a single large sound).
Post by mockingboard on Aug 9, 2017 19:40:20 GMT -5
reza kidaffi has some n64 and ds soundfonts on his youtube channel: kirby super star, kirby squeak squad, mario kart 64, mario kart ds, mario and luigi 3, super mario 64 (and ds), banjo kazooie/twoie, donkey kong 64, new super mario bros ds. UTSF2 has the following snes soundfonts (and undertale and homestuck ones): kirby's dreamland 3, earthbound (drumkit is a sepparate sf), lufia, mario paint kukuzatoo has the following general old computer soundfonts: pc98, c64
the robot you have reached has been discomboobulated, and the hedgehog you've been chasing got away.
Post by zettokuzuuya on Aug 15, 2017 9:52:07 GMT -5
Has anyone tried ripping the instruments used in Pokemon GO? I know it is on phones, but is that even possible? and if it is I would love to actually do music in that font rather than just the other pokemon Osts, it would fit more for when me and my friends are playing.