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Files - N64 Tools - N64 Midi Tool V2

NameN64 Midi Tool V2
DateSeptember 1, 2016
CategoryN64 Tools
DescriptionNow Konami games all supported, such as the request Castlevania 64, with many thanks to Punk7890 for working on the commands, and Zoinkity for the decompression. Like Binary Song format, not everything translates perfectly to midi, but it's pretty good. Import is not supported, but may be at a later date. Also, the N64 Midi games, now the loops that are not master loops, are now unwrapped properly, so missing sections should be fixed.
Many more games, now supporting the recently reverse engineered Binary Sng Format! This adds some long requested games, such as Pokemon Stadium 1, Snowboard Kids 2, Battletanx Global Assault, Army Men Sarge's Heroes, and many more. Note that some games have some octave issues, such as Pokemon Stadium, where the non-drum instruments should be transposed by 12 semitones and Shadowgate 64 by 24 semitones; other games are fine, and others are a little off differently. It's unknown at this time as to the reason, but it should be fixable in any midi tool fairly easily.. Import is also supported for games that are not compressed. This adds most of the rest of the games, though some are still custom formats or unknown. A few may still be compressed. Also, bear in mind that this format, when exported, may exceed the 16 midi controllers available, so some may be split into multiple midis, with _AdditionalPartX tacked on to the name. Import can import multiple midis simultaneously using the same naming scheme.

It supports all the US known midi games, so good luck! The intent is for you to use it with your own programs and make your own midi instrument lookups. It also supports extract of midis (although instruments will be their usual #s, so not right), which should be interesting.

Effects files are provided for these new games, if available. They are not that useful as midis exported, but the Debug checkbox will export and give you info about the sound effects (not tied to instruments, but sfx), and how played. This is interesting in games like Pokemon Stadium 1, where effects are used for Pokedex.
A small amount of sequences just call Seq64 to rip midis, thanks to Saureen for those 10 or so.

Games Supported (and whether can import) - Export is supported for all games listed
Download3.128191 Mb


Posted by Mosky2000 June 17, 2018 3:19 pm
So right now I have ripped the midis from Banjo Kazooie. What I noticed right now about certain percussion is that it only has small amount of notes. For example, I look at Gobi's Valley and the xylophone (which is the shaker in-game) only plays for like a second and then no more notes shows up. I just had to copy and paste the notes that were there so I can hear the entire thing from the original. Same thing goes with the woodblocks too which is (synthstrings 2). The bongos however managed to get all of the notes together. It seems like certain notes just don't get exported.

Posted by Mosky2000 June 4, 2018 4:23 pm
Redownloaded the tool and exported the midi again and now the percussion looks normal again. Thank you so much for fixing this. People would've had a problem too if they were trying to rip midis that the percussion looks weird with all of these high notes. I cannot wait to do a Rainbow Road port for SM64.

Posted by SubDrag June 4, 2018 3:11 pm
OK, notes should no longer be 127 if redownload. It was a bug where it wasn't treating coarse tune as signed. Also, the drums are channel 9, but may not show up on track 9. In this case, they were track 11 - make that the drum track.

Posted by Mosky2000 June 4, 2018 9:46 am
I added images of the notes that I'm talking about in anvil studio and the percussion in the soundtool. https://www.dropbox.com/s/evflokuh4bibuxn/MK64%20Rainbow%20Road%20%28Ripped%29.zip?dl=0

If the percussion when ripped matched the actual percussion according to the general midi instruments, then that could totally fix the problem. But the only thing is that all the notes became 127 and when I loaded with the soundfont of rainbow road, I didn't hear any of the percussion instruments. I haven't test it with the others but I know this one has this problem.

Posted by SubDrag June 4, 2018 6:40 am
What do you mean by a note of 128? Notes only go up to 127. Can you pick a particular midi and show me exactly in Synthfont or an equivalent tool what you mean and how to fix?

Posted by Mosky2000 June 3, 2018 7:25 pm
Mario Kart 64 doesn't export the percussion right. When I exported the rainbow road midi, all of the percussion notes were set to 128. The percussion contains bass drums and snare drums, but for some reason only notes of 128 exists. I'm using a Mario Kart 64 (E) (V1.1) [!] rom. I would really like a fix of this if possible.

Posted by Pyrite May 11, 2018 4:45 pm
I tried porting the SPC's from Kirby's Dreamland 3 to Kirby 64 and I've got a really big problem,
While most songs will import and play correctly,
The siren like synth in Iceberg doesn't work because the pitch bend is capped at 2 instead of 12.

Is there any way to fix this?

Posted by Mosky2000 May 1, 2018 1:56 pm
That sucks unfortunately. I usually thought I was doing something wrong when exporting the midis, but I never knew Glover used a different format. I really don't know much about pitch bends, so it's gonna be a pain to make it sound like the original.

Posted by SubDrag May 1, 2018 1:50 pm
Glover isn't Seq64, it uses "Sng", which is a bit different. Ah yeah, pitch bend is not right on Sng games. I'm not sure its range. You may need to manually add the midi commands to extend the range to the right value (do you know what range should be?).

Posted by Mosky2000 April 30, 2018 8:28 pm
This is a ripped midi of Fear Fortress 1 from Glover 64. It appears to lack most of the percussion on this one. Also some of the pitchbends in ripped midis are not accurate to the original such as Outta This World 1.

Fear Fortress midi: https://www.dropbox.com/s/zhlvkiyu1wpe3ff/Fear%20Fort%201%20Glover%2064%20%28Ripped%29.mid?dl=0

Original Music: https://www.youtube.com/watch?v=uS0wXxyCKJY

One last thing about notes with a loud impact on the end. I don't know if SEQ64 supports notes that starts off with a normal volume and then ending it with a strong impact. Listen to the original of Fear Fortress 1 of the viola in the beginning to know what I'm talking about.

Outta this World 1 Midi: https://www.dropbox.com/s/jf5mx7dbvkvtjmf/Outta%20%20This%20World%201.mid?dl=0

Original Music: https://www.youtube.com/watch?v=_ESTi-3tSpo

Posted by SubDrag April 14, 2018 11:09 am
That doesn't help in N64 Midi Tool because it doesn't redo the tables, unlike the GoldenEye Setup Editor.

Posted by Mosky2000 April 14, 2018 10:59 am
Ahh I understand. I was also wondering that if you delete a couple of midis, you'll be able to import bigger size midis? I don't think that's gonna work too.

Posted by SubDrag April 14, 2018 10:55 am
The problem is that every game has its own file tables, etc. My tool is supposed to be a starting point for someone making a full editor on the games, to incorporate (such as Banjo Kazooie, etc, they did).

Posted by Mosky2000 April 14, 2018 10:52 am
I'm hoping that in the near future, we'll be able to import midis that does not limit space for any game. That would absolutely be one desire that I want to happen maybe around this year.

Posted by Mosky2000 April 6, 2018 2:12 pm
I remember when I extracted midis from a few games like Glover 64 and Quest 64, some notes were missing from some channels. I don't know how this happens, but it can't be that they're played by a sound effect rather than a normal instrument.

Posted by SubDrag April 5, 2018 12:00 pm
You're right, should be fixed now to have missing midis.

Posted by Mosky2000 April 4, 2018 8:36 pm
Just to point out something small, Bust A Move 2 does not have all of the midis. There are only 3 stage themes that are in the tool. Two of them are missing and I would really love to extract those, but they're not available in the tool. These are the two that are missing.

Stage Theme 4: https://www.youtube.com/watch?v=d46RYT_5h8o

Stage Theme 2: https://www.youtube.com/watch?v=vxSbfiyKgy4

Posted by SubDrag February 2, 2018 2:50 pm
Paper Mario 64 now supported for imports, at least, an initial simple cut at it.

Posted by SubDrag May 31, 2017 3:59 pm
The Mikit tool is open source and supports DCM (is by the original author who contributed the source to these games). https://sourceforge.net/projects/mikit/

Posted by David Bowie May 30, 2017 3:37 pm
Hey WDLmaster,
Phew, I'm only mildly terrified of DCM now, lmao.

Posted by WDLmaster May 30, 2017 9:59 am
Well, that's not going to be easy!

I don't think any version of MPT ever supported the DCM format. Even though DCM is a tracker-like format, it differs heavily from standard formats like MOD, S3M, XM and IT. The reason is that DCM does not group several ticks into one row like all the other formats do (e.g. speed 6 = 6 ticks per row). Instead, it stores every tick as one complete row. As a result, when displaying the DCM sequence like in a tracker, it runs extremely fast because the number of rows is very high. As another consequence, DCM lacks any effects that other formats have because it stores every value (volume, panning and sample frequency) as absolute values in every row.

DCM is feature-wise roughly comparable to S3M just without patterns but one continuous sequence. DCM has a very high frequency range (higher than any other format) but no instruments so it's impossible to reconstruct the envelope of the original XMs of Tetrisphere and New Tetris. The final output Volume of every Note (including sample volume, envelope, channel volume) was converted to absolute volume commands. The same with panning. Its impossible to convert DCM to usual tracker formats without losing information and a LOT of accuracy in the process. One reason is that trackers don't usually process effects at a speed value of 1 (1 tick = 1 row) which is needed to correctly play a DCM so you have to play it back at speed 2 and double the tempo. Furthermore, as with envelopes and ANYTHING else, you cannot reconstruct ANY effect without analyzing the volume/pan/frequency progression of the sequence to approximate the resulting effect values. Because you only have absolute final values, it's unknown if a volume change was originally part of an envelope, set volume or volume slide. The same goes for every other effect. You can kinda simulate frequency slides using tone portamento in a standard tracker, but the accuracy is devastating. Also, DCM can set all values of a note at any time. Trackers can't. If the DCM sets the volume, pan and sample offset at the same time, you LOSE one of those effects when converting to usual tracker formats.

That's not all! DCM has no note numbers and no C5-frequency of the samples so you have to calculate ALL you note numbers using the sample frequencies. And because samples have no C5-frequency, you have to use some frequency from the sequence, like the first note played or a note with the most occurrence in the sequence.

Posted by David Bowie May 29, 2017 5:23 pm
Hey WDLmaster,
I was trying out a DCM to MIDI conversion using a legacy copy of ModPlugTracker and the DCM files the N64 tool exports from Tetrisphere (U). I had some luck opening the file and playing around with the tempo and speed parameter, but it seems the program is treating the DCM as raw audio data (it will just play pieces of samples from the file with
intermittent bursts of white noise in between). The MIDI it outputs seems a bit chaotic as well. Is there anything specific I should be doing in ModPlug to export a decent MIDI file from the Tetrisphere DCM files?

Posted by TheWrathofRevan April 15, 2017 10:32 am
Oh, thanks for letting me know. I found the tutorials for this program (I felt like an idiot when I did), and now I'm having a lot of fun with this. Thanks a lot for replying, though.

Posted by SubDrag April 14, 2017 9:35 am
You can rip midis, or in some games, import them too.

Posted by TheWrathofRevan April 14, 2017 9:26 am
I'm a bit confused on what this does. Could someone tell me what this is for, and possibly how to use it?

Posted by SubDrag March 9, 2017 12:37 pm
The file I have has a different MD5. Maybe you're using the wrong file or different file? Importing it does not get that issue.


Posted by SubDrag March 9, 2017 12:24 pm
Can you email me the file? I may have lost it.

Posted by apfelsaft March 7, 2017 10:17 am
I'm having trouble ripping DinosaurPlanet (AUDIO.bin from SFAe3): it exports many duplicates and some songs are missing. It seems like the trouble starts when exporting 00000004 0000FBD8.mid, which is invalid and contains tons of "ERROR MISSING PARSE OF TYPE.80" messages.

Could you look into this?

md5sum for AUDIO.bin: e93c0cf65c8186a300305529f04feafd

Posted by apfelsaft March 5, 2017 11:31 am
Great, thanks!

Posted by SubDrag March 5, 2017 8:24 am
OK I updated it with BT. Just bear in mind that the Controller number, is only 0-15 (16 channels), so since BT can have more than 16 tracks, there may be some repeats in that case. Since it's just a marker, probably not a big deal.

Posted by apfelsaft March 5, 2017 5:49 am
Could implement exporting track loops to MIDI CC 102/103 for BanjoTooie?

Posted by SubDrag February 26, 2017 7:48 am
No I haven't. And midi is severely hampered by only have 16 channels and lack of a lot of controller types. It seems nowadays, most composition programs store proprietary formats, and they are exported as scored music only really (mp3, etc).

Posted by apfelsaft February 20, 2017 9:45 am
Among the many sequenced formats you came across, is there any format which you would consider as a suitable MIDI successor? (only speaking of it as file format, not necessarily realtime protocol)

Posted by SubDrag December 13, 2016 1:05 pm
That is true. I haven't fixed it but the GoldenEye Setup Editor in PD mode can dump all pd midis, none missed. Use that instead for this.

Posted by Oddbrother December 12, 2016 8:37 pm
The program doesn't list more than 63 songs when loading Perfect Dark.

Posted by SubDrag October 31, 2016 7:37 am
It is hardcoded in game code what tracks to play. However, the guys at Banjos Backpack might be able to help identify which tracks are what.

Posted by apfelsaft October 31, 2016 6:10 am
Some games provide several variations of a single song (e.g. overworld, cave or aquatic theme, dont know how to call that technique though), like in:

Banjo-Kazooie (U) (V1.0) 00000001 00D28170

The game needs to know which midi tracks form a group, so that it can mute the other tracks when being under water for instance. Do you know whether that information is stored inside the song itself? Or is it hard coded in the gamelogic? Because if it's in the song, one could think about exporting that to some MIDI CC, too.

Posted by apfelsaft October 14, 2016 11:22 pm
Works great! Now, even the loops of those missing tracks are obvious. And since they are master loops (==infinite) themselves, they don't get unwrapped. I understand now. I wouldn't even try to unwrap them. The CC102 and 103 markers can be used by players to unwrap them on-the-fly, but it also aids users to manually unwrap them, if necessary.

I guess, we can leave it with that. Thanks!

Posted by SubDrag October 14, 2016 12:47 pm
OK I reuploaded midi tool, it now shows controller 102 start and 103 end loop, for the N64 Midi format only (not any other format as of right now). Try it.

Posted by SubDrag October 14, 2016 12:39 pm
I guess I could do it by track #, as there are only 16 tracks possible.

Posted by apfelsaft October 14, 2016 11:41 am
The SDK says: "All midi events for channel 1 are put in the first track, and all midi events for channel 2 are put in the second track, and so on. This is particularly important when considering loops. If a loop is put in a track, all midi events from that channel will loop."

And it should be possible to map that back to CC 102 and 103, or am I missing smth?

Posted by apfelsaft October 14, 2016 11:02 am
For a start, I guess, the master loop should be fine.

Posted by apfelsaft October 14, 2016 10:41 am
That would be cool, thanks. And getting those track loops unwrapped would be really great. This is the wishlist so far :)

Posted by SubDrag October 14, 2016 9:46 am
I mean I could use controllers 102 and 103, but I'm not sure how they knew which channel index (0-F) it would be. The problem is loops operate on tracks, while controllers update on channels.

Posted by apfelsaft October 14, 2016 8:37 am
Just had a quick look into N64 sdk, very fascinating. The only info I found about loops:

Probably not very helpful, but it shows a nice way of how loops could be exported back to midi.

Posted by SubDrag October 14, 2016 7:01 am
Yeah a master loop means an infinite loop. I only unwrap the finite loops (not loop count = 255). Is it possible that some tracks start their loop earlier, even though infinite, so that is maybe why it is sounding off?

Not sure but I couldn't find any loop in that song.

Posted by apfelsaft October 14, 2016 6:44 am
Yeah, I'm missing track data. Let me visualize it, using 0000007A 0013AA02 as example. Exporting this song to midi, the file I get looks like this:


The midi track marked (the black one on channel 4) is a looped track. Unwrapping this loop it would look like the following:


There are many more looped tracks though. Unwrapping them too, the midi should actually look something like this:


I just thought, since there are so many undefined MIDI CCs, one could use one of them to store the master loop. E.g. setting CC3 to 0 on begin master loop, setting to 1 on leaving. (for clarification: by master loops you mean a single loop across the whole song to make infinite playback possible, correct?)

And why are there no loops present in 0000000D 0010860C? That's Angry Aztec, which is a looped song?!?

Posted by SubDrag October 14, 2016 4:11 am
0000000D 0010860C - No loops present
0000000F 00109CBE - Only master loops
0000007A 0013AA02 - Only master loops
Are you saying even though no sub-loops, only master, some tracks loop earlier than others, so you are missing track data at the end?
I suppose it's possible to mark master loops, but I didn't think midi had a Controller to define those. What were you recommending?

Posted by apfelsaft October 13, 2016 8:49 am
> "the loops that are not master loops, are now unwrapped properly, so missing sections should be fixed."

sry, I cant confirm that for Donkey Kong 64 (U). A few examples:

0000000D 0010860C
0000000F 00109CBE
0000007A 0013AA02

Though it would be a really nice feature to get those individually looped tracks unwrapped.

Speaking of loops, is it possible to mark the positions of the master loop (on export), by using a custom defined MIDI CC?

Posted by SubDrag June 18, 2016 10:44 am
Yep, it's finally here! Was a tricky format, and alas not even shared by any other games. What midis were missing?

Posted by pieordie1 June 18, 2016 8:30 am
Ah nice, Paper Mario is finally ripped! I can start filling in the missing midi files now ^^

Posted by SubDrag June 9, 2016 5:31 pm
And lots of thanks to Punk7890 for his help!

Posted by SubDrag June 9, 2016 5:27 pm
Paper Mario and Doubutsu no Mori (J) have been added! Lots of hard work went into Paper Mario.

Posted by SubDrag April 26, 2016 6:10 am
I'm glad we were finally able to get Pokemon Stadium ripped, thanks :)

Posted by Keaton Grovey April 25, 2016 10:17 pm
This orchestration for you SubDrag thanks for your hard work :D

Posted by SubDrag April 24, 2016 4:43 am
Oh and thanks to Zoinkity for Mario Tennis decompression, otherwise would not have been possible. Paper Mario is surely custom music,not standard, sorry.

Posted by Exor April 23, 2016 9:27 pm
Still no Paper Mario. =(

Posted by SubDrag April 23, 2016 5:34 pm

Posted by Friendly Floyd April 23, 2016 3:05 pm
MARIO TENNIS!!! 良し!!!! Now I have the missing bits to complete my sequences of the Exhibition and Tournament themes! SubDrag (or whoever reverse engineered this and the other games), you are the BEST!!!!!

Posted by SubDrag April 22, 2016 5:17 pm
Pokemon Stadium and many new games added!~!!

Posted by Keaton Grovey March 29, 2016 8:29 pm
It's alright man thanks I look forward to your hard work and for Pokemon Stadium to be supported :D

Posted by SubDrag March 29, 2016 1:45 pm
Sorry it was in error :( I removed it from list. Pokemon Stadium 1 is NOT supported by midi tool right now. I hope one day..

Posted by SubDrag March 29, 2016 3:05 am
I'll try myself tonight to see if anything is off with the that game.

Posted by Keaton Grovey March 28, 2016 8:48 pm
So i finally found the rom which is in its exact name Pokemon Stadium (U) (V1.0) but it still gives me the error message: TODO: Filedescrip something stopped working :( :( :( plz help

Posted by Keaton Grovey March 27, 2016 12:10 pm
Where can I find this exact rom (Pokemon Stadium (U) (V1.0)) because I've looked all over the internet and it seems like it don't exist for downloading. All I find is that you can patch the Pokemon Stadium (U) rom to be that exact version

Posted by SubDrag March 27, 2016 5:32 am
Yes, has to be exact version. You must be using the wrong one.

Posted by Keaton Grovey March 26, 2016 10:52 pm
I have the n64 rom of Pokemon Stadium (U) or do i need the actual rom in its exact name: Pokemon Stadium (U) (V1.0) otherwise I can't find it on the internet

Posted by Keaton Grovey March 26, 2016 9:59 pm
Yea I figured, every time I try to load up Pokemon Stadium 1 in n64 midi tool it says that ToDo stopped working and the app crashes :(

Posted by SubDrag March 25, 2016 10:11 am
On doing some research, it looks like almost all the games that use N64WavePtrTableV2 sound, uses a music format called .sng. Unfortunately, even on Nintendo's documentation, it says converting back to midi format is not feasible. If can ever find some specifications for the format, maybe it will be possible. Unfortunately that rules out a lot of games.

Posted by SubDrag March 24, 2016 1:43 pm
Zoinkity made the file lists for No Mercy, Wrestlemania 2000, VPW2, and he has not found any midi, just all the sound banks. He said there was no midi. So it's either not there, or it's in some format that is unknown. They all seem to be the same engine. Revenge he doesn't have a file list, but still can't find anything, except in soundbank.

I'm afraid there's not much need for a tutorial, as every game I'm aware of that could be done, was done. If it's not there, it's because the data was compressed or they use a custom format. I mean in general, I look for a 00000044 starting a midi, and 0x40 of offsets, that indicates a midi. There are a couple less used formats I actually can decode, but that's the most common. But I always check any game someone requests in RAM, to see if it's there (if it's compressed, it'd show in RAM), and I cannot find them.

Posted by AdzFM March 23, 2016 3:18 pm
Thanks very much for including War Zone support!

I know that there's plenty of streamed music in Revenge, WM2k, VPW 2, and No Mercy, but I also know that there's plenty of sequenced music because the instruments FOR those midi tracks (like distorted guitar, rock organ, snare drum, etc) are in the soundbank rip.

A tutorial for finding out the addresses would also be useful if you could include one?

Posted by SubDrag March 19, 2016 6:21 am
Added California Speed, Rush 2 Extreme Racing, and San Francisco Rush Extreme Racing.

Posted by SubDrag March 17, 2016 11:34 am
As you probably feared, Pokemon Stadium and Puyo Puyo Party the format is not known (or figured out at all).

Posted by Keaton Grovey March 16, 2016 8:22 pm
I hope Pokemon Stadium will come soon to N64 midi tool, i have some great orchestral remixes waiting for it :D :D :D :'( :'(

Posted by Sodisna March 16, 2016 1:54 am
Is ripping from Puyo Puyo~N (Puyo Puyo~n Party) still not possible*?

Posted by Sodisna March 16, 2016 1:53 am
Is ripping from Puyo Puyo~N (Puyo Puyo~n Party)

Posted by SubDrag March 13, 2016 3:27 pm
If it's figured out, I guess format is not known right now.

Posted by Alex March 13, 2016 3:03 pm
How can export midis from Pokemon stadium 1

Posted by Keaton Grovey March 13, 2016 2:45 pm
Will this support the first Pokemon Stadium game?

Posted by SubDrag February 14, 2016 5:51 am
I'm afraid that is also not N64 standard midi, so is unknown type.

Posted by Friendly Floyd February 13, 2016 7:08 am
What about Mario Tennis? I've been waiting for that one for ages. Can it be supported?

Posted by SubDrag February 12, 2016 3:39 pm
WWF WarZone (U) I added. All the others are just part of the sound bank, which the sound tool supports. There is no midi in those games.

Posted by AdzFM February 11, 2016 1:08 pm
This is still missing a number of games to be supported, such as:
WWF WarZone (U)
WCW vs. nWo Revenge (U)
WWF WrestleMania 2000 (U)
Virtual Pro Wrestling 2 - Oudou Keishou (J)
and WWF No Mercy (U)

If it helps, Revenge, WM2k, VPW2, and No Mercy might be running similar to WCW vs. nWo World Tour/Virtual Pro Wrestling 64.
WarZone is from Acclaim, if that helps any.

And I have not found a tutorial anywhere as to how to add games/find the addresses for the midi sequences.

I would very much like to rip the midis from the above-mentioned games, but cannot because the current version of the config file(s) doesn't contain those games/the addresses to those games' sequences.

Posted by WDLmaster February 10, 2016 2:35 pm

"there's no way streamed audio could fit into 64MB + the actual game."

That's not entirely correct. I thought the same for a long time but there are a handful of N64 games with streamed music, even within a 16 MB ROM. At the cost of quality of course. In most (all?) cases the streams are just 22 kHz mono. But still, the compression ratio of 4:1 allows some streamed music. One minute of 22 kHz mono (V)ADPCM audio roughly consumes 650 KB.

Coincidentally, I'm also a huge Impulse Tracker fan (the format, not the DOS program, I'm using MPT) and always did re-creations of mainly N64 music, which is MIDI based in 99% of cases. The only 2 exceptions that I know of are Tetrisphere and The New Tetris, which use DCM (an unusual tracker format). Needless to say that the automated conversion from MIDI to IT is mediocre at best. You'll need quite a bit of tweaking, especially when "assembling" instruments from separate WAV files extracted by the N64SoundTool. And in case the key-assignment format is unknown (all Nintendo games like Zelda, Yoshi etc) you have to guess the note assignments by ear, which works fine in most cases but not always. Some games (Bomberman 64) can be recreated nearly perfect, others (Mischief makers) kinda OK, others (Rareware games) are almost impossible to recreate without massive manual post-processing because they do some fancy stuff with the MIDI player like separate looping of individual tracks, which the N64 MIDI format supports by default, but is seldom used by "normal" developers

Still nice that you're doing stuff like this. I though I was the only one dumb (or clever?) enough to recreate that stuff in Impulse Tracker format :D

Posted by SubDrag February 9, 2016 2:17 pm
The format is unknown and not the same as any other game, as far as I know, so no dice.

Posted by SpazZTRoN64 February 8, 2016 3:58 pm
You've probably gotten this question a million times, but why isn't Paper Mario supported? It's format is definitely a sequencer/tracker format since there's no way streamed audio could fit into 64MB + the actual game. You've found a way to rip sound effects from the game so that's why I'm asking. It would be really nice if I could get a 100% .IT replica of the final boss theme (by making one of course).

Posted by Wreck January 27, 2016 7:25 pm
That's just an emulator issue, common with any PD mod. You need to adjust both the ROM settings in the emulator, and any certain configuration files used by graphic plugins, such as Glide. If you update everything correctly, it should work out fine. But don't worry about it being anything wrong with the ROM itself.

Posted by SmithJrBlaquaLuigi Inc. LLC. January 27, 2016 7:12 pm
Thank god it worked, but something wrong else. After patch MIDI to ROM then play it for a while, i use Spycam and Night Vision, the lens were black too. The tool or ROM has been acting weird for some reason.

Posted by SubDrag January 26, 2016 9:19 am
And you're doing Replace mid with .mid right (not the bin way)? And looping checked.

Posted by SubDrag January 26, 2016 9:02 am
This is what I got, xdelta patch.

Posted by SubDrag January 26, 2016 9:01 am
I had no issues and it ran fine after importing that midi, and it played. Do you have latest beta version of GoldenEye Setup Editor downloaded? Update if not. If so, maybe you did not set ROM settings, or not in 8 meg for ROM?

Posted by SmithJrBlaquaLuigi Inc. LLC. January 26, 2016 8:39 am
On PD editor, at model details Game configuration, import the currently modified MIDI into 0003 Pause Menu Music

Posted by SmithJrBlaquaLuigi Inc. LLC. January 26, 2016 8:35 am

Posted by SmithJrBlaquaLuigi Inc. LLC. January 26, 2016 8:35 am
Perfect Dark Dropbox

Posted by SubDrag January 26, 2016 8:10 am
Please send me the midi and let me know what slot # trying to import into, and I'll look into it.

Posted by SmithJrBlaquaLuigi Inc. LLC. January 25, 2016 5:01 pm
Double post: forgot to add more details.

Edit: May i send you the Modified ROM?

Posted by SmithJrBlaquaLuigi Inc. LLC. January 25, 2016 5:00 pm
Done! I've found the Model Details MiDI section, after i erase the track of pick bass(bright acoustic)I've saved it by clicking "Write ROM 3050/39850 Mods. then open the rom. When the game is going to begin to show the first Logo, It gave me the same error: "Fatal Error: Stopping Emulaton".

Posted by SubDrag January 25, 2016 1:28 pm
In PD mode it's under Tools -> Game Configuration, on one of the tabs to import midi.

Posted by SmithJrBlaquaLuigi Inc. LLC. January 25, 2016 10:02 am
So is there a way to replace some MIDI Sequences on Perfect Dark Editor? Because i don't see All Musics from Perfect Dark.

All it shows: "All Music Off" and "Randomize Music"

Posted by SubDrag January 25, 2016 6:17 am
Use the GoldenEye Setup Editor for this game not midi tool. It will handle injection and sizing properly.

Posted by SmithJrBlaquaLuigi Inc. LLC. January 25, 2016 12:11 am
Hello, im new here. I have one problem with the rom. I used the Perfect Dark rom and save Pause Menu Midi, i was going to erase Acoustic Piano so i won't hear Pick Bass or something. After i import Pause Menu MIDI back to the rom, then I save the rom, then open it on PJ64. then while on mission, i press pause button it and it gave me this error: "Fatal Error: Stopping Emulation" Can you tell what's the issues? Thanks! Yours Truly, SmithJrBlaquaLuigi Inc. LLC.

Posted by SubDrag December 29, 2015 7:15 am
It's fixed, please try regrabbing. I had tried to add the full midi list, but it seems a couple were empty and tripping up editor.

Posted by Dan December 29, 2015 3:27 am
Banjo Tooie just crashes it saying error decompressing.

Posted by SubDrag November 25, 2015 3:54 pm
That game does not use midi. The n64 sound tool supports all its music.

Posted by 1983parrothead November 25, 2015 7:01 am
What about Tsumi to Batsu / Sin & Punishment?

Posted by SubDrag November 24, 2015 6:16 pm
I added Sim City DD and Japan Golf DD (NUD-____ titled). The rest appear to use a different format, perhaps sequenced.

Posted by apfelsaft November 23, 2015 2:19 am
Any chance to get some more 64dd roms supported? http://bsxproj.superfamicom.org/64dd/dump/

Posted by SF2 October 6, 2015 8:37 pm
Why doesn't this work for Glover 64??

Posted by SubDrag September 26, 2015 10:40 am
Glad it worked. You can post it here, my email is below though.

Posted by Keaton Grovey September 26, 2015 10:12 am

Posted by SubDrag September 26, 2015 5:51 am
Yes, it's in the list, although really all I did was make seq64 config files for the game (those configs are not part of official seq64 release) and wrap seq64 in N64 Midi Tool.

Posted by Keaton Grovey September 25, 2015 9:06 pm
Will n64 midi tool support Pokemon Stadium 2?

Posted by SubDrag September 25, 2015 5:25 am
The n64 midi tool wraps seq64 so you can use my tool which is much simpler to export it.

Posted by Keaton Grovey September 25, 2015 12:41 am
I got happy when I got seq64 because I thought I might be able to rip the white city music from the pokemon stadium 2 rom but it looks like hell to work with considering i can't rom hack :(

Any suggestions for a noob who just needs to rip a song from the rom and turn it into a midi file?

Posted by SpazZTRoN64 August 2, 2015 1:55 am
Took me a while to even get the Perfect Editor to do anything without crashing.Eventually i got to the Model Details Menu and i found the Perfect Menu midi.To get it to sound like the original i had to patch-up a few things in ModPlug but i got what i wanted.

Thanks for all your help SubDrag.

Posted by SubDrag August 1, 2015 3:34 pm
Use the GoldenEye Setup editor, in PD mode, in 39850 dialog, model details tab. It lets you rip all the midis. Seems like N64 Midi Tool list lost some of the midis, but that tool has them all.

Posted by SpazZTRoN64 August 1, 2015 2:04 pm
The only time menu is mentioned is when it lists Pause Menu,no main menu or Perfect Menu(Lol).I downloaded the tool again and used the correct rom(V1.1)and still nothing.If you see it in the list please upload it somewhere.

Posted by SubDrag August 1, 2015 1:39 pm
Should be there - I see a lot of names with the word Menu in there in midi tool.

Posted by SpazZTRoN64 August 1, 2015 11:17 am
Thanks for the tool SubDrag but just a few minutes ago i found a soundfont of perfect dark,which when injected into MPT as the main midi library takes care of pretty much all the issues i had.But i do have one problem.I really need the main menu theme yet neither the regular midi tool nor the soundbank tool show it in the track list,let alone export it,and i really want it.So why isnt it supported?Is it because it cant find it in Version 1.1 or something?

Posted by SubDrag August 1, 2015 5:40 am
There is a combined one, it's called N64Soundbank Tool at http://goldeneyevault.com/viewfile.php?id=302 It can export the soundfont, or preview the midi using SoundFont.

Posted by SpazZTRoN64 August 1, 2015 2:09 am
I really wish the midi tool and sound tool were combined into one,or at the very least do what VGMtrans does best with DS games,being able to export midi's and recognize and export the correct sound bank for the midi/track.Its really easy with DS games,and you can make a perfect tracker reconstruction with the snap of a finger,but with n64 games you need to put alot of hard work into it.It took me around 3 months to make a 90% accurate reconstruction of smash bros 64 hyrule castle theme (https://www.dropbox.com/s/fkyuqew4jkvinic/legend%20of%20zelda2.it?dl=0).Im asking for this(if possible)purely because i need some themes from perfect dark in tracker format purely because of it being small in size in comparison with mp3 files,and since im gonna use it for jazz jackrabbit 2 servers it really matters since the file transfer protocol by digiex is really slow,and noone is gonna wait for an mp3 to download

Posted by SubDrag July 11, 2015 5:33 am
Pokemon Stadium 2...is supported! Has been for a little bit. It uses seq64.

Posted by Keaton Grovey July 11, 2015 5:20 am
Will there be any support for Pokemon Stadium 2, the White City menu music is calling out to me to be remixed :(

Posted by ComJay April 9, 2015 6:55 am
I'm trying to edit music in Super Smash Bros., and when it's supposed to play the music in the emulator, it the game loses it's audio and runs extremely fast, like over 300 FPS.

Posted by SubDrag April 6, 2015 4:01 pm
Not at this time.

Posted by MML April 6, 2015 3:21 pm
Is there any info on the sequence format Forsaken 64 uses?

Posted by Mosky2000 March 30, 2015 1:06 am
I found a cool method that can help you import MIDIS into other game with the correct instruments. First, you have to make a text document called instruments list and then put it in a folder (where the game is can be any) and then use anvil studio or any other midi program and copy the instruments to the text documents. Before you do that import a midi to a game and then go to the game. When you hear the song in the game, depending on what instrument you put in the midi, sometimes it won't hear because it has no instrument in the game, but if it does then good. After listening to it, go to the text document and copy the instrument from one of the midi tracks and paste it in the document for ex. (Brass Section). This may be complicated to you because you have to go back and forth from the midi to the game and hear the instruments. If you have the brass section in one of the tracks, if the game has an instrument (any instrument that's in the brass section track), then you try to name the instrument that sounds in the game and put it next to the brass section in the text document for ex. ( Brass Section = Strings). Finally, have fun with my tutorial importing MIDIS in games with correct instruments. If you have any problems, please tell me in my Skype. My Skype name is Mosky2000.

Posted by soneek December 21, 2014 3:55 am
Great! I won't worry about the Pokemon stuff for now then.

Posted by SubDrag December 5, 2014 8:50 am
There's some work on Pokemon Stadium 2, the other two are not known type at this time. Pokemon Stadium 2 is Mario/Zelda type format.

Posted by SMGLOL911 December 3, 2014 1:20 am
Can we please update the miditool so we can support more games to rip music from and rip all the music in the game with just a second?

Posted by soneek December 2, 2014 2:56 pm
Even though Mario Tennis, Mario Golf and Pokemon Stadium (2) aren't supported for MIDIs, have the sequence offsets been discovered? I have some motivation to try and understand the format.

Posted by SubDrag October 23, 2014 3:36 pm
Do not know how it stores music.

Posted by XaikuTheMaverickHunter October 22, 2014 5:43 pm
Does that game, by any chance, use MIDI at all?

Posted by SubDrag October 21, 2014 4:38 pm
No it does not.

Posted by XaikuTheMaverickHunter October 21, 2014 4:33 pm
SubDrag, does this tool support Castlevania: Legacy of Darkness?

Posted by DD64 October 11, 2014 2:19 am
Hi SubDrag,
thanks for replying, I've tried to contact Skelux via email about the conversion problem, as for VGMTrans I have 2 similar versions from 2002, do you know where I can still get v0.1? Thanks again.

Posted by SubDrag October 10, 2014 7:13 pm
You should report that to Skelux. MML to midi is a tough conversion. Also it's a very, very early of VGMTrans. I'm not sure why it was removed in later versions, but it's in the 0.1 version, from 2004.

Posted by DD64 October 10, 2014 6:28 pm
Hi all,
I've tried ripping Mario 64's sequences using messiaen's 'Sequence Bank Ripper' and converting the .m64 files to MIDI with Skelux's 'M64 to MIDI Converter', I've noticed that at least one sequence ('Main Theme i.e. Bob-omb Battlefield') has some instruments that play too early about midway into the sequence, just wondering if anybody else had this problem...
By the way, can anyone please confirm the version of VGMTrans that worked with certain N64 roms (not sure if I'm using the wrong rom as well, n64, v64 or z64)? Thanks.

Posted by SubDrag October 5, 2014 10:04 am
It's possible they're compressed or different, I at least couldn't find anything on them at this point.

Posted by Oddbrother October 3, 2014 5:35 pm
The Virtual Pro Wrestling 64 games are as follows, in chronological order:

WCW vs. nWo World Tour;
Virtual Pro Wrestling 64;
WCW/nWo Revenge;
WWF Wrestlemania 2000;
Virtual Pro Wrestling 2 Oudou Keishou;
WWF No Mercy

Posted by SubDrag October 3, 2014 10:48 am
It's conceivable but not guaranteed. Which game did they also make?

Posted by Oddbrother October 3, 2014 4:58 am
Theoretically speaking from a broad standpoint, would the same technique for getting MIDIs from any N64 wrestling game developed by AKI be the same as it was for Virtual Pro Wrestling 64/WCW vs. nWo World Tour?

Posted by WDLmaster August 26, 2014 7:11 am
The short answer is: DCM can actually be converted back to a more usable format (I've chosen ImpulseTracker format for conversion) but for technical reasons, some songs have to be played at very fast tempos (> 255) and a low speed parameter to more or less keep the original sequence intact. And as far as I know, only ModPlugTacker can handle tempos > 255. The long answer would cause this textbox to explode :)

Posted by SubDrag August 20, 2014 7:22 pm
Those two particular games as you mentioned use a special format called dcm. The mikit tool included with the n64 midi tool can convert them to .wav.

Posted by Tylerds1 August 20, 2014 7:16 pm
When I try to play the midi files from The New Tetris and Tetrisphere it just opens up the My Documents folder. It used to work fine but something changed so it doesn't work anymore. Also when I extract the midis from those two games, I get .dcm files and I can't find any use for them. I would think that I would be able to open them in Milkytracker or Fasttracker 2 but I don't know. Can you help?

Posted by khblpb18 August 2, 2014 10:03 pm
OK thanks. I'll just have to mess around with those a bit

Posted by SubDrag July 31, 2014 4:41 am
You'd have to make a soundbank using the N64 Sound Tool to rip the wavs, and make soundbank using another tool. Then play midi using that sound bank's instruments.

Posted by khblpb18 July 31, 2014 1:07 am
Is there any way I can listen to the midis with the original instrumentation? Specifically for Rayman 2? All the music is there, just with very different sounds/instruments. I'm pretty new all this so sorry if I don't understand everything.
Either way, thanks for this program!

Posted by SubDrag July 10, 2014 7:01 pm
Glad you like it, let us know if you do anything interesting with it.

Posted by thanks July 10, 2014 6:30 pm
Just wanted to say thanks for this tool, it's been very useful!

Posted by SMG911 July 9, 2014 6:26 pm
What can't Paper Mario extract midis does it have a different music format?

Posted by SubDrag July 5, 2014 6:59 pm
When I've seen Zelda's format, it is similar, just slightly different commands, just another format of MML. At least that was my understanding on looking at the formats briefly.

Posted by SF2 July 5, 2014 6:55 pm
Zelda 64 and Majora's Mask only support ZSEQ, not MML.

Posted by SubDrag July 5, 2014 5:57 am
Zelda's format is similar, but not identical. You'll have to ask Skelux if he can support it.

Posted by Friendly Floyd July 4, 2014 10:08 pm
Found the program in "Hacking Documents", and apparently it will only take "M64" files, found in SM64 Music Imports.

Posted by Friendly Floyd July 4, 2014 10:03 pm
Attempt to download the tool from that site gives "Attachment error"

Posted by SubDrag July 4, 2014 5:04 pm
It's on here:

Posted by SF2 July 4, 2014 1:08 pm
Link to the zelda to midi converter please.

Posted by SubDrag April 11, 2014 1:53 pm
I believe there is now a tool to rip zelda MML to midi, created by Skelux.

Posted by XaikuTheMaverickHunter April 11, 2014 1:10 pm
Never mind. I read the earlier posts describing the whole "MML" thing.

Posted by XaikuTheMaverickHunter April 11, 2014 1:07 pm
Wait a minute, no Zelda? SubDrag, can you get on that some time soon?

Posted by soneek November 15, 2013 2:53 pm
As well as the Pokemon Stadium games.

Posted by soneek November 15, 2013 2:34 pm
I tried out his program with Mario Kart 64 m64 sequences, and it works great! The hard part is gonna be actually finding the sequences inside Mario Golf & Tennis. :(

Posted by SubDrag November 15, 2013 11:38 am
I believe they do. Skelux recently came out with an MML to Midi convertor for Mario, perhaps it can be reused for those too.

Posted by soneek November 15, 2013 11:03 am
Do Mario Tennis and Mario Golf use MML? Or some other unknown sequence format?

Posted by SubDrag September 15, 2013 8:01 pm
It doesn't use midi, it uses Music Markup Language (MML). There's a Zelda/SM64 community that lets you import MML, but not export to midi.

Posted by SF2 September 15, 2013 7:40 pm
You must find away of ripping midis from ocarina of time and majoras mask with this tool. oot does use midis they are in the same format as super mario 64.

Posted by SubDrag June 27, 2013 11:32 am
I guess what you'd need to do, is in the midi in ROM (or RAM save state for usf), you have to use the raw binary, and 00000000 a track in the header, the inject it back.

Posted by DD64 June 27, 2013 2:58 am
Subdrag, if you don't mind, can you give me a tutorial on how to null a track out of the USF file? I have done extraction on some MIDI files out of game archive files before but I'm lost in getting the N64 sequences to become usable MIDI files.

Posted by SubDrag June 19, 2013 5:45 am
USF is the just running a small piece of a ROM. You could use same strategies as n64 midi tool to look at midi file in RAM and null out a track.

Posted by DD64 June 18, 2013 11:51 pm
Hey Subdrag, as of now, there is no way to mute individual channels in a piece of USF music, right?
I was going to use an old version of VGMTrans to try extract the DD64 sequences, but realised that there's some streamed music in the game. Do you happen to have a version of VGMTrans which can actually open a N64 rom? Thanks.

Posted by SubDrag June 13, 2013 2:42 pm
Unfortunately I was not able to find it, and that particular ROM doesn't appear to have compression known yet.

Posted by DD64 June 13, 2013 1:25 am
Hey Subdrag, any chance of ripping from Destruction Derby 64 with the tool in future? By the way, great tool, thanks.

Posted by I NEED HELP April 25, 2013 4:57 pm
when i try opening it it says "The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrance.exe tool for more detail." what do i do

Posted by b00f January 13, 2013 12:46 am
great, i never realized games actually stored the music in midi format. in case you have problems running it, you probably need to install the visual C++ Redistributable (e.g. vcredist_x86.exe)

Posted by SubDrag July 31, 2012 7:22 pm
I have it commented out in midi config. I'm not sure why but it crashes the tool.

Posted by Warwiio July 31, 2012 5:31 pm
I looked at this music adress list for Banjo Kazooie and I searched for CCW - Spring. The music adress for that was D6A280 but I couldnt find it in the tool.

Posted by Warwiio July 31, 2012 5:31 pm
I looked at this music adress list for Banjo Kazooie and I searched for CCW - Spring. The music adress for that was D6A280 but I couldnt find it in the tool.

Posted by SubDrag July 25, 2012 5:28 pm
Alas it uses a proprietary format very dissimilar from the one known.

Posted by MAURO July 25, 2012 5:07 pm
Hey Subdrag! I wanted to rip MIDI files from 007 - The world is not enough, but I noticed that this tool doesn't work with the game ROM. Any chance to Rip the game midi files?

Posted by SubDrag June 27, 2012 11:10 am
As far as I know you can't import bigger into any game there. So it must be smaller?

Posted by Warwiio June 27, 2012 8:43 am
Where's the "other" option. I don't see it.

Posted by BroDute June 27, 2012 8:39 am
Okay, it worked. But how come I can import bigger midi files into Banjo-Kazooie but I can't with Donkey Kong 64 and Banjo Tooie.

Posted by SubDrag June 11, 2012 8:37 am
That's not small. It probably is accurate when doesn't fit. Try looking at each midi dize per song that it shows and replace another one.

Posted by BroDute June 10, 2012 10:48 pm
The midi file I import is 22KB. That seems kind of small to me.

Posted by Warwiio March 17, 2012 8:21 am
I'm confused about the instrument lookups. What are midi instrument lookups and how do you make them?

Posted by Jeepsrt1231 October 1, 2011 12:39 pm
Can u at least create something that load and add xdelta

Posted by SubDrag August 25, 2011 3:04 pm
Alas you're correct, that format was somewhat complex. Feel free to contribute! Format is: http://wiki.spinout182.com/index.php?title=Music_Sequences

Posted by Richard Philip August 25, 2011 2:18 pm
I found that this does not work with Zelda OOT. The main reason could be because all the music is in .zseq files?

Posted by SubDrag May 27, 2011 4:50 pm
Hmm, that's odd. Other won't work - only the games there are truly identified, Other was a brute force method. You have to use the games in list, make sure they're unzipped, and then it should work fine. Try the games on the list.

Posted by Friendly Floyd May 26, 2011 10:50 pm
Found this program while searching for VGMTrans (the N64 version), downloaded to test it out. All test results negative. The only ROM I've downloaded that's in this list is Perfect Dark. It does give a bunch of addresses when opened, but crashes when attempting to actually export the MIDIs. It also crashes when opening any other ROM I've downloaded (when selecting "Other"), except for Mario Tennis, which gives a single address: 005AA81D:00A457E4 but again, crashes when exporting MIDI. It exports a BIN just fine, but I have no idea what to do with that file. I admit, I'm not as into hacking into the games as you guys are. I do enjoy playing with some of the toys you come up with to see if I can create some projects from them. So either this is too advanced for me, or this program needs updating.

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