Setup Editor

Featured Levels
Mupen Ini

GoldenEye Files
Solo Levels
Multi Levels
Misc Mods
For Fun Mods
Action Blocks
Model Templates

Perfect Dark Files
Solo Levels
Multi Levels
Misc mods
Action Blocks
Model Templates

Diddy Kong Racing Files

Mickey Speedway Files

Jet Force Gemini Files

N64 Extra Files
N64 Tools
N64 Other Game Mods

00 Agents
Message Board

Submit Files

Files - N64 Tools - N64 Sound Tool V1.4

NameN64 Sound Tool V1.4
DateDecember 14, 2017
CategoryN64 Tools
DescriptionMORT decoding now supported! Painstakingly reverse engineered from Pokemon Stadium, all MORT games that use Factor 5's audio compression can be extracted. No encoding as the process is not yet understood (if anyone wants to tackle it, the full source code for decoding is there to help). Note that due to the way the audio works, the end of the audio is padded because the exact endpoint is not determinable at this time.

The following games use MORT and are supported:
007 - The World is Not Enough (E) (M3)
007 - The World is Not Enough (U)
007 - The World is Not Enough (U) TWINE Proto
Biohazard 2 (J)
Command & Conquer (E) (M2)
Command & Conquer (G)
Command & Conquer (U)
Elmo's Letter Adventure (U)
Elmo's Number Journey (U)
Gauntlet Legends (E)
Gauntlet Legends (J)
Gauntlet Legends (U)
Indiana Jones and the Infernal Machine (U)
Indiana Jones and the Infernal Machine - Unreleased PAL Version
Ken Griffey Jr.'s Slugfest (U)
Les Razmoket - La Chasse Aux Tresors (F)
Major League Baseball Featuring Ken Griffey Jr. (E)
Major League Baseball Featuring Ken Griffey Jr. (U)
Pocket Monsters Stadium 2 (J)
Pocket Monsters Stadium Kin Gin (J)
Pokemon Stadium (E) (V1.0)
Pokemon Stadium (E) (V1.1)
Pokemon Stadium (F)
Pokemon Stadium (G)
Pokemon Stadium (I)
Pokemon Stadium (S)
Pokemon Stadium (U) (V1.0)
Pokemon Stadium (U) (V1.1)
Pokemon Stadium (U) (V1.2)
Pokemon Stadium 2 (E)
Pokemon Stadium 2 (F)
Pokemon Stadium 2 (G)
Pokemon Stadium 2 (I)
Pokemon Stadium 2 (S)
Pokemon Stadium 2 (U)
Resident Evil 2 (E) (M2)
Rugrats in Paris - The Movie (E)
Rugrats in Paris - The Movie (U)
Rugrats - Die grosse Schatzsuche (G)
Rugrats - Scavenger Hunt (U)
Rugrats - Treasure Hunt (E)
Star Wars Episode I - Battle for Naboo (E)
Star Wars Episode I - Battle for Naboo (U)
Star Wars - Rogue Squadron (E) (M3) (V1.0)
Star Wars - Rogue Squadron (E) (M3) (V1.1)
Star Wars - Rogue Squadron (U) (M3)
Star Wars - Rogue Squadron (USA) (Rev A)
Star Wars - Shutsugeki! Rogue Chuutai (J)
Sydney 2000 Olympics (E) (Unreleased)
Sydney 2000 Olympics (U) (Unreleased)

Zelda Ocarina of Time and Majora's Mask import now supported in V1.3. Also Star Fox 64 and Mario Kart.

Many many thanks to Zoinkity for his compression work which has added so many games.

Thank to Bobby Smiles, for his open source mupen Musyx code, some musyx games now added!

I have added a new sound bank format which is supported by many more games. Ice Mario and I worked together to make this a long time ago, and I have kept meaning to post it. Anyways, it's an open source sound tool for N64 ROMs, which lets you play standard format waves, and lets you add/change waves that are in the game already.

Games Supported (and whether can import) - Export is supported for all games listed
Download5.220085 Mb


Posted by AVCHD June 13, 2018 11:14 pm
@SubDrag, I got the n64dd rip and retail IPLROM from 64dd.org, do you copy the data from offsets 0x140000-0x3F4000 from the IPLROM and overwrite the section in the n64dd rip at the same offsets?

Posted by SubDrag June 11, 2018 3:04 pm
I just tested it and it worked fine, so I can only gather you are not using the correct N64DD Rip. There are two NUD-DSCJ. One you need to copy a region from the IPL, the other you don't.

Posted by AVCHD June 10, 2018 6:53 pm
@SubDrag Tried an original .ndd file (renamed to .rom so that it would show up in "Load ROM") but it returns the message "Invalid sound bank # from ini for game or error loading", though I am able to load ROMs such as "Mario Kart 64 (U)".

Posted by SubDrag June 10, 2018 4:30 am
I don't support the cartridge ports, just the original N64 DD .ndd files.

Posted by AVCHD June 10, 2018 4:25 am
@SubDrag Hi SubDrag, just trying to use the soundbank tool to open NUD-DSCJ-JPN.n64 (Zoinkity's Sim City 64 cartridge port) but the program crashes on loading it (Windows reports it stopped working). What version of the ROM would work with the tool? Thanks in advance.

Posted by SubDrag June 9, 2018 3:22 am
I think that's still true.

Posted by Mosky2000 June 8, 2018 7:27 pm
I keep having this in mind when injecting whatever edits I did from a rom and then export it. Can I still be able to free space even when I save the rom and then close the editor? I always get this feeling that I shouldn't close the editor or open another rom as the rom I was editing once opened again will not be able to free space or change when I go back and edit it more. I always have to edit the whole rom without closing the tool out.

Posted by Mosky2000 May 19, 2018 7:59 pm
It seems that there are sounds that don't have a loop yet they still do have a loop end point. Is there a way to enable the loop so it matches with the duration of the instrument? Yeah enabling looping is available, but it does not give the duration of a sound.

Posted by Mosky2000 May 10, 2018 7:23 am
It's okay 007. I like the appreciation of my best to help with sounds. You probably have to extract the sound and then use audacity to increase the volume of the sound. To import the louder instrument in the game, you may have to delete a few instruments or unwanted sounds as the instrument won't be able to save due to rom space limitation. When I import custom instruments in DKR, I'd use the soundtool first to see if it will import the sound or not. Nothing seems to be wrong with the keys so those are okay.

Posted by May 10, 2018 2:57 am
GE: https://i.imgur.com/JKyzvu7.png
GEX: https://i.imgur.com/M8VfM6S.png

Same data, different engines

Posted by --007-- May 9, 2018 11:07 pm
Sorry Mosky I'm not good when it comes to all this hacking stuff. I just thought that since you knew something about how the instruments might be missing certain keys and/or sequence maybe you would find the solution to fix the problem of why some of the instruments dont sound as loud and clear in Goldeneye x as they do in Goldeneye. If you listen to instrument 25 you can hear it louder in Goldeneye than in Goldeneye x. Just listen to the beginning of the Cradle's track with the big "DING" like sound that comes after the big build up tune finishes. You can tell in tracks like Frigate X, and Silo X as well.

Posted by Mosky2000 May 9, 2018 6:36 am
007. I don't know much about Goldeneye X. I do know that when I extract the instruments from Goldeneye and import them into SM64 by wav, I get it's key. Some of the instruments I tried do not match it's instrument counterpart. I guess you'll have to manually edit the instruments' key to make it sound good. Just remember that 3C is basically note c5 for sample rate 22050.

Posted by May 9, 2018 3:32 am

I checked GEX instrument bank, everything matches. Are you sure there are differences? It might be due to the different engine revision for 5.1 playback...

Posted by --007-- May 8, 2018 10:58 pm
Hey Mosky2000 This might sound a bit off topic but seeing as you seem to know about instruments being off and whatnot I was wondering if you've read the GoldenEye X bugs on the page here? There is a mention of "certain instruments being off compared to the originals". IF you do a comparison approach between Goldeneye and Goldeneye X you notice some instruments are off. So I was wondering with your knowledge on instruments if you can lend a hand in that department for Goldeneye X instrument bug fix?

Posted by SubDrag May 6, 2018 9:20 am
Don't really have a great way to generate them. I guess you could maybe use one of the normal predictors, but not sure.

Posted by Mosky2000 May 6, 2018 8:44 am
Is there a way to create a loop predictor bin for a wav? Or can I just import the wav with its loop points, extract the loop predictor there and import it to the instrument? I haven't tried it yet, but maybe it can remove the small buffering at the loop point.

Posted by Mosky2000 May 5, 2018 5:30 pm
I'll start a new rom then. I feel like it's something with the splits, but even if I import a wav in one of those instruments, it doesn't play too. I always set my wavs to split 00007FD0.

Posted by SubDrag May 5, 2018 5:14 pm
I'm not sure, wouldn't think so - can try on a new ROM. I'd think more related to splits/params.

Posted by Mosky2000 May 5, 2018 4:37 pm
I just had this in mind now. Do you think the reason why the instruments keep being silent in the game is because I deleted too much instruments in the other banks? That's what I'm thinking right now. Maybe deleting all of those instruments impacted the rom's data with a sort of bug that causes instruments in new banks to be silent. That includes deleting all of the percussion data in those banks.

Posted by Mosky2000 May 3, 2018 4:36 pm
Just for FYI. I reimport the church organ (extracted the bins and then moved them) onto instrument 0013. It still makes the music silent for some reason. It has to do nothing with the splits/release time. Perhaps if you can contact sauren about this bug, I would truly appreciate that. Instruments like Timpani (002F) still works. I guess instruments in bank25 just wants to work or not in seq64.

Posted by SubDrag May 3, 2018 6:57 am
I'm not very familiar with importing in Seq64, you can try importing in N64 midi tool just to see, it's a little different but more limited.

Posted by Mosky2000 May 3, 2018 6:17 am
I always use the number of the instrument that is allocated in the soundtool. Like for example, the string ensemble in the soundtool is 0030 so in seq64, I put 30 and that is one instrument that works fine btw. I think it has to do something with the sm64_info.xml. Perhaps it doesn't have data that allows instruments over 0F to be played.

Posted by SubDrag May 3, 2018 3:41 am
Use the soundbank numbers, not the general midi numbers. Seq64 is a little different, I think it doesn't use soundbank relative number, but absolute one.

Posted by Mosky2000 May 3, 2018 12:21 am
I have a big problem when playing music with some new instruments in SM64. I use seq64 to load a midi and convert it into an m64. Channel 0 uses instrument 38 which is the trumpet. In the soundtool, I also have the trumpet on the same number. When I load the m64 into the game, the music breaks making the rom silent. Nothing is wrong with the instrument itself. I imported all of the data over and now the music turns silent.

Posted by Mosky2000 May 2, 2018 7:19 pm
I realize that the release times from non EAD games are based on the amount of sounds implemented into one instrument. Is that right? It makes sense now on why the release time look different from SM64.

Posted by Mosky2000 May 2, 2018 6:52 pm
That's for sure gonna help with me in the future. Thank you Subdrag. I always like to ask questions frequently because I want to know more about the tools in depth.

Posted by SubDrag May 2, 2018 6:44 pm
The splits in zelda are shown as -0x15 of what the values really are. So if you see a zero, that's really a 0x15. Hope that helps. If you go between other non-EAD to EAD games, etc, you'll need to know that.

Posted by Mosky2000 May 2, 2018 6:34 pm
So what you're saying is that I make the zeros = 21 (0x15) and then add them with the release time depending on what instrument I'm using the splits for? Will I have to do the same thing when I divide the splits/release time too? (ex release time = 0000EA60 for Flying Dragon's Distortion Guitar) Also good to know about the instrument not being affected by the loop.

Posted by SubDrag May 2, 2018 5:47 pm
Loops/loop predictors shouldn't be impacted by any splits/octaves. The splits shown by the tool are - 0x15 (for each byte). So to get the real value, you would add 0x15. So 0 really means 0x15.

Posted by Mosky2000 May 2, 2018 5:45 pm
Now something about using existing looping predictors for instruments. What happens if I apply for example the SM64 Rhodes Piano loop into a +12 octave one? Is it going to ruin the looping? Also how do I add 0x15 into the splits range? I know for fact that 0x15 = 21 in hex.

Posted by Mosky2000 May 1, 2018 9:29 pm
I figured something out. ADSR 4 determines how short or long the instrument will play in the game. I also think it relates to ADSR 7 too. ADSR 1 or 3 gives the instrument a sort of reverb that makes it sound more like a synth.

Posted by SubDrag May 1, 2018 6:25 pm
Sorry we never figured out ADSR properly. Maybe you have a better idea.

Posted by Mosky2000 May 1, 2018 4:56 pm
Just something about the ADSRs. Which ones gives out the entire loop for an instrument in the game? The accordion from SM64 bank 25 instrument 00 has these adsrs.

ADSR 1:0002 ADSR5:7FBC
ADSR 4:7FBC ADSR8:0000

I want my SM64 grand piano (same bank instrument 0004) to sound the same, but with the looping added to it (meaning that I want every other ADSR to stay the same, but only change the ones that gives out the loop)

Grand Piano
ADSR 1:0002 ADSR5:0001
ADSR 2:7FBC ADSR6:0000
ADSR 4:0000 ADSR8:0000

Posted by Mosky2000 April 18, 2018 2:51 pm
This may sound a little irrelevant, but I want like a sort of indicator that tells me whether the instrument has a full loop now. The way to describe is like this: somewhere in the tool there is like this red/green marker. When the marker turns green, that indicates the instrument has the correct starting and ending loop point. Yeah it kind of sounds dumb, but that's okay to say because I was just being innovative for making an advantage.

Posted by Mosky2000 April 15, 2018 10:25 pm
Sidenote: are there any other games that involves predictors like SM64? I know there's already some like Pokemon Stadium 2, Zelda, Animal Crossing, Yoshi's Story, and Star Fox. That would totally give me a great advantage to use some of their split times for custom instruments as predictors. The only ones that I am most familiar with is the 32000/16000 sample rates ex. the french horn.

Posted by Mosky2000 April 15, 2018 6:59 pm
You're right. It had to be the splits that causes the note to not be heard. The three predictors with their splits should still work if I add a wav into either an empty slot or on a new slot? Just need to know so I don't have to recall it again.

Posted by Mosky2000 April 15, 2018 6:41 pm
The notes are setup correctly how it was in the original midi. The note problem also happens too when I split the lower notes to another channel (note I didn't make the other channel into the same one as the higher notes). I tried back and forth to make the other notes hearable with the french horn, but it does not work ingame.

Posted by SubDrag April 15, 2018 6:31 pm
That's the splits, perhaps you have not setup that parameter properly?

Posted by Mosky2000 April 15, 2018 5:04 pm
Yeah it does reset after reloading the rom. Still the notes seems to not be heard. I guess it's like a problem that happens in SEQ64. This is the part of notes that only plays the "lower" section of notes. Plus the square plays all the notes, but not any other instruments that I import over an empty slot. https://www.dropbox.com/s/ad2rsaxy9kd9d40/Capture%20notes.PNG?dl=0

Posted by SubDrag April 15, 2018 4:56 pm
It should update after writing rom and reloading it. Does that not update then?

Posted by Mosky2000 April 15, 2018 4:47 pm
Yes I imported the wav using that option. Everything else is set up from the original instrument. It's that base data I'm talking about. It can't be zero at all. It has to do something with the raw data of that instrument. https://www.dropbox.com/s/jd368remc75rfm9/Capture.PNG?dl=0

Posted by SubDrag April 15, 2018 4:28 pm
When you add, you click Add to End 16-Bit VADPCM Wav right? Then it should pop up with default info. You must change all the parameters. Key Base, etc, can't be 0.0. It has to be real values, like 1.0. Splits/rel time too. Set the parameters to match, for example, instrument 1 in Bank 18.

Posted by Mosky2000 April 15, 2018 11:39 am
Something is totally wrong when I import an instrument over an empty slot for midis for ex.I added a french horn from SM64 in [Bank 18-instrument-0007]. Some of the notes in my music is not heard from this instrument. Is it because the base is absent? I don't know how to get the base to work. Every base that a new instrument gets imported is always zero and not the original.

Posted by Mosky2000 April 3, 2018 6:45 pm
Glad that you fixed it. I'll redownload right away.

Posted by SubDrag April 3, 2018 3:20 pm
You're right, it does crash. It should be fixed now if you redownload the sound tool.

Posted by Mosky2000 April 3, 2018 8:25 am
When it comes to deleting sounds in DKR, the tool does not crash, but for SM64 it does. For example, when I try to delete banks 0E and 13, the deletion works, but after I click on inject to rom, the tool suddenly crashes. From time to time the crash does not appear, but lately it has.

Posted by SubDrag April 2, 2018 6:51 am
Enjoy! Find any unused? MORT is so complicated, but I hope with my source for decoding, one day someone uses it figures it out..and writes an encoder.

Posted by Shift April 2, 2018 1:34 am
Finally, the Pokemon Stadium announcer can be heard clear as a bell! Thank you so much for your hard work!

Posted by Mosky2000 March 29, 2018 12:18 pm
Ahh so that's how it works. Hmm at this time, I was realizing what that add to wav option was and now I figured it out while I was importing instruments into DKR that matched the sample rate (which now I can obviously do now because I deleted a bunch of silent sounds). So Audacity is the way to go. Okay sounds good to me!

Posted by SubDrag March 29, 2018 11:48 am
I used to use Wavosaur. Audacity is probably better for cropping though.

Posted by SubDrag March 29, 2018 11:48 am
You're using the wrong button. You added an instrument, now you need to add a sound. Use "Add to End" and click the "16-Bit VADPCM Wav". That should make it not blank anymore, and then import buttons should work once you have a sound (or add prev/sec).

Posted by Mosky2000 March 29, 2018 9:41 am
For example in SM64, when I try to add a new instrument slot into a soundbank, it's there, but whenever I try to import a bin file, no popout window appears. For a wav file, I import it and there is still nothing there. I know that when I opened this SM64 Hack: Ocarina of Time in the soundtool, in bank 0C, there were many more slots than the original and they all had instruments assigned up until 0028 instead of the usual 000F.

Posted by SubDrag March 28, 2018 2:00 pm
Depends on the game. What happens when you try and add one?

Posted by Mosky2000 March 27, 2018 8:36 pm
I'm having trouble assigning a new instrument to a soundbank. Is it possible to add more instruments yet? It looks like it's there already, but my wav won't count that new bank as it's own number?

Posted by Mosky2000 March 23, 2018 3:15 am
Is there a program that I can use to trim a.k.a cut the wav to match its divided looping point? Some of the wavs I have are too huge and I want to reduce their size by their loop division of 2. I don't know about Audacity though.

Posted by SubDrag March 16, 2018 12:50 pm
Yes, it rips sounds whether instruments or not.

Posted by Kingler March 16, 2018 12:30 pm
I'm looking to rip specific sounds (not instruments) is it possible to do this with the tool or is it just for replacing instruments? If so, how?

Posted by bladeoner March 11, 2018 6:00 am
Hi there for people who want to modify karts and voices of Mario Kart 64 I made a tutorial to do so which can be found here including the use of the N64 Soundtool v1.4 SubDrag created:

Backup link:

I also mentioned in the tutorial that you need to use the expansion if you are using Project 64, otherwise you will end up with no sound fx and voices.

Posted by Mosky2000 March 10, 2018 5:52 pm
That's probably the only option I can do. Probably it's the end loop that matters more than the start loop.

Posted by SubDrag March 10, 2018 5:48 pm
Well you can try messing with loop start manually (probably) or end just to see if fixes the delay. If not, I'm not sure.

Posted by Mosky2000 March 10, 2018 5:38 pm
It kind of depends on the size of the wav because sine waves are usually short, not long. If I double the sample in Audacity by increasing the wav to +12, then I have to divide the original loop points of the original wav by 2 to get those points for the +12 wav. Only thing is that it might make it worse since it gets shorter. So maybe for short wavs, I have to lower the transposition by 12 and then multiply the original loop points to make it sound a little better.

Posted by SubDrag March 10, 2018 5:31 pm
The loop start and end value is in bytes, while the # samples is double that. Just keep that in mind just in case. You may need to double your value for loops.

Posted by Mosky2000 March 10, 2018 5:16 pm
Yes. I copy the exact loop points into SM64. For wavs I have to use a decimal to hex converter to find the loop points for the wavs. The only way I can find the loop points is using Vienna's Loop S-E.

Posted by SubDrag March 10, 2018 5:14 pm
Is the loop count matching the number of samples?

Posted by Mosky2000 March 10, 2018 5:04 pm
No problem!

Posted by SubDrag March 10, 2018 4:27 pm
Glad to hear it and thanks for letting me know how to fix, in case it happes to someone else

Posted by Mosky2000 March 10, 2018 4:27 pm
Some of the instruments I import with the loop points have a buffering in SM64. For example, when I put at least any sine wave and hear it with the loop points in the soundtool, I do not hear a buffering. However, when I import it into SM64, the buffering is there (static sound can be heard even when I check sync audio). It can somewhat be the same for the sitar that plays in Paper Mario. I don't know if this is a "bug" or not, but it mostly happens to instruments that have short loop points.

Posted by Anonymous March 10, 2018 2:38 pm
SubDrag the issue has been resolved, it seemed the audio was changed but I was using Project64 and the Expansion Pack (8MB) was not enabled for the rom. After enabling it, it was resolved.

I can change the voices now in Mario Kart 64.

Thanks for your help.

Posted by SubDrag March 7, 2018 2:26 pm
Ah ok, yeah I missed it in Japanese version of Pokemon Snap - reuploaded the ini with the missing bank now.

Posted by TeridaxXD001 March 6, 2018 8:56 pm
Hi. Pocket Monsters Snap (J) [!] only exports instruments, no voices or sound effects.

Posted by Anonymous March 6, 2018 2:31 pm
Thanks SubDrag I will look into that.

The file sizes are okay they are smaller then the original files but it might be the data within yes.

The strange thing is if I replace 8 files one specific one is not working and sound is not there.

If I only use the file that doesn’t seem to work when replacing all 8 files, it’s working also the voice is changed.

Any idea if that could be the data aswell?

Posted by SubDrag March 6, 2018 1:37 pm
It most likely means your sound data is now bigger so doesn't work.

Posted by Anonymous March 6, 2018 1:11 pm
Hi, I am using the N64 Sound Tool for changing the voices in Mario Kart 64.

With some wav files that other people can use to import I have no sound afterwards.

I was wondering if this could have something to do with the updated version of the tool 1.4?

I'm trying voices from the website below:

Swapping the voices for Wario for example.

Thank in advance.

Posted by SubDrag March 6, 2018 5:45 am
My tools as I always say are starting points, for someone who could take it and run and actually allow for bigger sizes. Anyways I guess you just need to write a new rom every iteration and if it fails revert back.

Posted by Mosky2000 March 6, 2018 3:32 am
I don't even what to do anymore with importing custom sounds into SM64. From time to time, the rom will always not work anymore after importing a ton of sounds. My reason is because the file is too big, so it takes up space in the rom, no matter what I do. It sucks because there is no way of undoing the importation to prevent rom space being used or cleaning the rom back to its original state. What happens if I delete some sounds that I won't even use in the rom? I have a feeling that the rom will crash, thus not letting me be able to open it in the soundtool again. Ii always have to keep making copies every time and it gets annoying for me.

Posted by SubDrag March 5, 2018 3:38 pm
The splits decide the range of the previous, normal, and secondary. The values are encoded as the value - 0x15 (add 0x15 to get real note).

Posted by Mosky2000 March 4, 2018 11:40 pm
Yes! Now I can finally hear the second instrument I added into the secondary predictor in SM64. Thanks Subdrag for the response! Also, I wish there was a way to find the splits time for the instruments. I want to split them by C Note because I find it simpler to do. Some games don't have splits/reltime and instead have release time, attack time, and delay time which is like almost always "00000001" (for only the release time) like Quest 64.

Posted by SubDrag March 4, 2018 6:14 pm
That split is the separation between Previous, Normal, and Secondary.

Posted by Mosky2000 March 4, 2018 5:46 pm
Interesting. Sometimes I get two different sounds working together in one instrument, but some of the others only gets one as a result. I tried importing an existing instrument with the predictors and import other instruments over them, but sometimes it won't play the other. Maybe it's because the new instruments don't have a note range at all? Does the Splits/Reltime have to do with the note range that an instrument uses?

Posted by SubDrag February 20, 2018 6:16 pm
They're basically three different sounds, tied to the same instrument. Depending on the note, it will choose one of them to play it on. Basically the instrument is split into 3 ranges.

Posted by Mosky2000 February 19, 2018 2:42 pm
How does the primary, secondary, and previous predictors work in terms of importing wavs onto them? Do I first have to import a sound from another game that has the predictors (like Ocarina of Time), too or is it based on the notes that plays in a midi file?

Posted by Mosky2000 February 13, 2018 2:53 pm
When you export a sound as a wav and import it to another sound, the imported sound is suppose to have its adsr parameters there correct? I know there are a lot more games out there, but I don't know if they have adsr implemented already.

Posted by SubDrag February 13, 2018 8:06 am
All the rareware games have adsr specified and exported by n64 soundbank tool. Not sure which game you think is missing? Wr haven't found the adsr in paper mario, but the best way is to reverse engineer game and find it precisely.

Posted by Mosky2000 February 12, 2018 9:38 am
Some games that don't have ADSR yet are probably the Rareware games, Paper Mario, Mario Party games, and also games like Flying Dragon. There's probably a lot of games that I've seen that had no ADSR parameters.

Posted by SubDrag February 12, 2018 7:07 am
Most games already have adsr included in data. Which game is missing? A tool sounds possible to detect adsr though quite complicated. I wouldn't be writing that anyways.

Posted by Mosky2000 February 11, 2018 8:08 pm
Is there a way to calculate the ADSR for an audio file? That also includes exporting soundfonts as wavs too. If so, is there a website or program that I can use to import an audio that'll get me them automatically? It'll be a great use when it comes to attaining the quality of the instrument that I obtained it from.

Posted by SubDrag February 2, 2018 5:29 pm
It means you replaced sound and the sound info file is too big. Try replace using existing predictors.

Posted by TheBardockGames February 2, 2018 5:22 pm
Excuse my english, the tried put voices in evangelion n64 but I say that ctl too big, help!

Posted by February 2, 2018 5:21 pm
Excuse my english, the tried put voices in evangelion n64 but I say that ctl too big, help!

Posted by SubDrag January 31, 2018 2:43 pm
This is the soundfont exported by the N64 Soundbank Tool.

In the future, you should consider setting up virtual machines on your mac, such as VirtualBox.

Posted by rewindintime January 30, 2018 11:28 pm
Hey all, i'd give a BTC dontation to anyone that can pass me a soundfont for San Francisco Rush Extreme Racing. Not the sfx, but the instrument fonts. I will also make some dope remixes to share. I dont have windows, so im left out of this one.

Posted by KaijuCakes January 27, 2018 9:29 am
Oh my god, I can't believe you managed to reverse engineer MORT! You're amazing!!
I'm so pumped to have ALL the Pokemon Stadium sounds now!

Posted by Mosky2000 January 26, 2018 5:17 pm
Oh my gosh!! Thank you sooo much for implementing the loop feature to the N64Soundtool. Now I can finally make custom instruments easier to loop.

Posted by SubDrag January 26, 2018 7:34 am
OK I added play looped...hopefully I did it right and it loops properly. Let me know if any issues. I did notice some oddities in the EAD games (Ocarina), but it seems like they are off, like loop is past the end of sound.

Posted by Mosky2000 January 22, 2018 5:54 pm
Yes!! That's good to hear. Take your time to add this feature to the N64Soundtool. It will be tedious to do it, but at the end it will make importing custom sounds much easier for looping.

Posted by SubDrag January 22, 2018 5:20 pm
Ah yes, I will try and add it soon, maybe this Friday; it will be a little more complicated, because there are many different kinds of soundbanks, unlike GE/DKR which all were one easy to do looping kind.

Posted by Mosky2000 January 22, 2018 4:17 pm
Hey Subdrag. Will you ever add a playing loop sound function to the N64Soundtool? The Goldeneye Setup editor has in DKR that and it will really be a great function/feature to have in the N64Soundtool. It will make importing custom sounds much easier when dealing with the loop points. That way you can keep playing the sound to find the loop easier than importing it every time to a rom to hear it.

Posted by SubDrag December 27, 2017 5:01 pm
It already supports Paper Mario. There are only like 10-15 games it doesn't support.

Posted by turntechGodhead December 27, 2017 3:55 pm
Really useful.

I'm still waiting for Paper Mario support, tho.

Posted by SubDrag December 16, 2017 4:47 am
They're kind of the strange other things that still use the same formats. Aleck 64 are arcade machines that are N64-based. There's the N64 DD games. And finally Star Fox Adventures (kiosk) has some game files leftover from the N64 Dinosaur Planet version that can be played.

Posted by SubConcious December 15, 2017 5:05 pm
Can anybody explain what "Aleck 64 Doncdoon to Dinosaur Planet (Inside SFA)" is?

Posted by SubDrag December 11, 2017 10:39 am
Maybe the menus? I'm not sure.

Posted by SoyAntonio December 11, 2017 8:59 am
Wow, your timing could not be better. I was starting to run into issues now and THIS solves everthing! Exactly what I need right now! Gonna stick with the GESE until I start composing for a different game.

DAM, FACILITY, RUNWAY and KILLED-IN-ACTION theme completed now. By the way, I have noticed that there are two KILLED-IN-ACTION midi spots, do you know what the first one is used for (only the second one seemed to actually change the KIA sound)?

Posted by SubDrag December 11, 2017 7:07 am
Actually if you're just doing a goldeneye midi change, you should be using the GoldenEye setup editor. With that, understand tools, game configuration, you can import midis and they can be bigger than original, unlike N64 midi tool.

Posted by SoyAntonio December 11, 2017 5:29 am

Right now, I'm focusing on replacing all the current Goldeneye songs with new songs (but still somewhat Bond-themed). I'll probably complete that task first to get a solid foundation and then go another "lap" around with the expansion pak boost to add more variations, extended length and so forth.

Having real fun so far, just completed a new Runway theme so I've got Dam, Facility and Runway done and functioning at the moment. Slow but steady...

Couldn't have done it without your tools or help! Thanks a bunch!

Posted by SubDrag December 10, 2017 10:40 am
This xdelta patch, if you patch a base GoldenEye US ROM, will extend the midis to allow for 0x7F00, which is quite a bit bigger. Note that it forces your ROM to use expansion pak (so you must enable it), as it uses Zoinkity's 7 meg patch.

Posted by SubDrag December 10, 2017 7:31 am
Unfortunately it's a very specific hack for GoldenEye. Every game has its own buffer size, it's own hardcoded memory allocated for audio (or not hardcoded), etc. I can try and rig up a ROM for you that increases the size to 5 kb if it helps? It's a case by case basis I'm afraid, but GoldenEye's is likely one of the lowest size limits. I know other games can allow bigger sizes by default, like Jet Force Gemini and Perfect Dark.

Posted by SoyAntonio December 10, 2017 6:14 am
Yeah, mine's slightly larger than the allowed 3 kb so thankfully I shouldn't have to alter much to get below the limit! Thanks for letting me know!

As for now, I'll probably stick keeping my songs below the 3kb limit, but I have a question for future reference:

Is the GE Setup Editor workaround limited to editing GE or does it work with songs in other games as well?

Posted by SubDrag December 10, 2017 5:26 am
There's a size limit - it's pretty small unfortunately. The whole midi (x track + regular + watch) has to fit into less than 3 kb total memory in N64 midi format. I am guessing yours was too large. There's a way to extend it in GE using the GE Setup Editor, but it's a bit complicated.

Posted by SoyAntonio December 9, 2017 8:26 pm
I ran into some problems while creating new music for the Dam stage in GoldenEye(U) that caused the stage not to load.

At first, I thought maybe I was out of the range with an instrumnent or exceeded the max poly. However, by splitting the MIDI into two parts and trying them out one at a time, the songs worked both on real hardware and emulator.

So I figured maybe the song is too long. However, it's only 22 bars long, compared to the original 85 bars for Dam and the MIDI file size is also smaller than the original.

Do you have any idea what I'm doing wrong?

Posted by SoyAntonio December 9, 2017 8:59 am
Thanks for linking the guide, SubDrag! Gonna have a blast making N64-music now!

Posted by SubDrag December 9, 2017 5:02 am
Here's the midi tutorial, you need to use a different tool (N64 Midi Tool) to import songs.


Posted by SoyAntonio December 8, 2017 7:43 pm
I'm familiar with MIDI and making music, but I'm really retarded when it comes to roms and "injecting" information into them. I've extracted samples and created songs, but how does it work to put the songs back in the roms? Is there a thorough tutorial for dummies anywhere?

Posted by Mosky2000 November 21, 2017 4:09 am
I do not know where to replace for the sound when Mario shoots out of the cannon in SM64. Is it not a sound effect that the soundtool cannot detect or is it not editable? The sound that I am referring to is that woosh sound after Mario is shot out of the cannon. Also, I want to know where the timer switch sound is. I don't think I can hear it even with trying many sample rates.

Posted by Mosky2000 September 27, 2017 4:13 pm
Something else I want to do or add is inserting more sounds to a singular instrument (does not include primary previous or secondary predictors). Some games like Quest 64 have instruments that comes with more than one instrument sound [ex. Inst00 are the strings, but there are sound 00 and sound 01] the higher pitch one). If it's possible, I want to do this in SM64 where whichever sound I import to an existing one, I can insert more sounds to it and modify which C note it would play in. Whenever I try to add a sound (the arrows next to the instrument number) ex. Black and White Strings to the SM64 Harmonica in bank 25, the tool just crashes. I really want to know how to do this if it is implemented already or not. This will be a great help when inserting sounds that differ by a C note.

Posted by Mosky 2000 September 17, 2017 3:09 am
Not relevant about the N64 Soundtool (maybe sort of), but is there a tool where you can import a .bin or.wav file to get the key of the sound? I really hate finding the key manually because of the different sample rates the instruments use. The percussion is harder too since the keys for them is atrocious to get (so many drums, cymbals, etc.). This would really help with me importing sounds without having to import them back and forth until I find the right key for it.

Posted by SubDrag September 5, 2017 6:18 am
Ignore the static, as all sounds are there, as far as I know, it's just due to nature of N64 sound tool not filtering out sounds in Bank where some sounds tbl corresponded to different one.

Posted by HotDog September 2, 2017 8:13 am
Just got some time to check it out and it would seem there's still a lot of static. I was able to find what I was looking for however.

Posted by SubDrag August 29, 2017 2:53 am
It's there, it just got renamed to the good new dump, called nud-efzj or something. Yeah, we figured out how it chooses one table or the other, so should sound better now.

Posted by HotDog August 28, 2017 3:32 pm
Hi there, I came here about 2 years ago looking to get the F-Zero X Expansion Kit sounds and was able to get a lot out of it, but there was a lot of files that were just static. I was looking through the comments to see if this had been fixed since then and it looks like you were able to, but F-Zero X Expansion is no longer on the compatibility list for v1.3. Is there any specific reason for this and is there any way to get the Expansion version to work on this version without the static problem? Massive thanks for your efforts on this tool though, great to see you're still working on it!

Posted by SubDrag August 17, 2017 11:48 am
Mario Party 1 now added too for SFX.

Posted by SubDrag August 16, 2017 4:09 pm
I found Mario Party 3 SFX and reuploaded ini. I'm not sure about Mario Party 1 though...looks slightly different format. I'll get back to you on that.

Posted by Mr.S August 16, 2017 1:37 pm
I Notice there are Sfx Files and Regular Files in the List of games known. I been trying to rip the Sound effects from Mario Party 1 - 3
Mario Party 2 seems to be the only one with a SFX File though, Is there a way to make Mario Party 1 and 3 have an Sfx file as well? Or are those still compressed?
As the only things I can find in the Mario Part 1 and 3 Files are the instruments.

Posted by SubDrag July 16, 2017 6:31 am
OK, I just removed that unnecessary continue. Now the version uploaded of N64 Sound Tool should not (hopefully) have issues.

Posted by mib_f8sm9c July 15, 2017 5:53 pm
Yeah, the continue can be deleted. I had originally commented out the break, but I reverted it back and forgot to remove the continue.

Posted by SubDrag July 15, 2017 5:48 pm
Thanks! I tested it and it indeed does work in PJ64. It was uploaded so everyone can now take advantage of the improvements.

Perhaps the old file was too large without repeating predictors. Got it incorporated, the relevant pieces. The only piece I wasn't sure about was line 15432, where you have a break; then a continue; in the Read. So it will just do the break and not continue, maybe you were just testing something, and continue can be deleted?

Posted by mib_f8sm9c July 15, 2017 12:53 pm
Here ya go, the N64AIFCAudio.cpp file.


There's a bunch of commented out code for the missing files, and there might be unneeded leftover code in the ReadAudioMario function where I tried to prevent it from optimizing the percussion count, but the rest should be good.

Posted by SubDrag July 15, 2017 11:49 am
Thanks for posting, that's very helpful! Can you upload a copy of the fixes you made so I can incorporate into the real tool? Also, I fixed the uploaded tool, with the missing files. I guess I had added them and not realize forgot to add to the zip (I'm sure you just commented it out temporarily). I'm not sure why I had that part commented out...hmm, maybe it was getting too big sound banks without it, and Mario Kart wasn't liking it. WriteAudioSuperMario is old code...I cleaned up the checks for existing in WriteAudioZelda (way cleaner code) but never re-tackled Super Mario...it works though in Mario Kart/Mario. Admittedly part of it was Project 64, as some imports did work console and Nemu but not Project64, but perhaps were some real things too which were what you found.

It's not bad to port to C# - I ported the standard audio format (not Mario ones) to C# for Banjo's Backpack and it wasn't a big deal.

Posted by mib_f8sm9c July 15, 2017 11:11 am
Just popping in here to say that I believe I resolved the MK64 sound issue for Project 64. There were two things I changed, though one didn't seem to cause the issue, and the other fix was already written in for me, lol. I'll list them for future reference.

BTW, MK64 uses the ReadAudioMario and WriteAudioSuperMario functions in N64AIFCAudio.cpp.

1. If the start property of the wave loop data is set to 0, SoundTool assumes that there is no loop data. However, in MK64, there can be loop data still if the count property does not also equal zero.

2. There was commented out code in WriteAudioSuperMario that determined if wave predictor data was being re-used, and if it was, simply point to that previous predictor data instead of duplicating the same data. Once I uncommented the lines, the audio started working in MK64 again.

There's also the issue that 3 files seem to be missing from the N64SoundLibrary project. I can't remember which ones exactly, but it's MidwayDecoder, Yaz0, and then another encoding file that starts with 'L'.

As for Pitstop64 in the future, I really want to focus on the level editing first before I jump into the sound stuff. Your code is organized well enough that I don't think there'd be too much a problem in porting it. I'll hit you up when the time comes. Thanks so much for having made such a crazy audio tool for N64 roms, every time I dive into its source code I really get sucked into it : )

Posted by SubDrag July 15, 2017 9:40 am
Ah ok, it's C#, so someone would have to unfortunately port the relevant Sound Tool sections to C#. We could probably figure something out if the main author contacts me and tells me how he would see it working. Maybe he has a way to simplify the GUI for importing purposes for your game, etc.

Posted by zouzzz July 15, 2017 8:06 am
Here : https://github.com/mib-f8sm9c/MarioKart64Pitstop

Posted by SubDrag July 15, 2017 7:53 am
Is that tool open source? Or what language is it in. But basically just be incorporating Sound Tool code into it.

Posted by zouzzz July 15, 2017 4:32 am
We'd like a window on Pitstop to simply replace the sound effects of the game, Mario Kart 64 US.

Posted by SubDrag July 15, 2017 3:56 am
My tool is open source, what is he trying to do? And what language is his written in.

Posted by zouzzz July 14, 2017 11:00 pm
Hi SubDrag,

Can you help mib_f8sm9c to add the sound modification to the excellent utility (Pitstop) ?


Thanks a lot.

Posted by SubDrag July 13, 2017 4:28 am
As mentioned, it is a Project 64 bug, not a sound tool bug. Use another emulator like Nemu or test on real console.

Posted by simba July 13, 2017 12:55 am
Take Nemu64 :works.

Posted by dryboney July 12, 2017 6:56 pm
Having trouble with edited voice samples in Mario Kart. Project64 disables sounds altogether if I add new voices. Been trying other audio plugins and no luck so far. Anyone know a solution?

Posted by SubDrag July 12, 2017 2:07 pm
I'm afraid I'm not a linux developer, only windows. Perhaps you could try your hand at porting (https://wiki.winehq.org/Winelib has some MFC C++...who knows if enough). Your best bet though...I'm sure hate hearing this, is just run a Windows VM to extract the sounds, at least for a small amount of time. Or maybe ask a favor of someone to extract the sounds for you.

Posted by Lazar Wolf July 11, 2017 8:57 pm
No, sir. I don't know how to use Mono. When I first found out about your program, I wanted to download it because I wanted to extract sound files from N64 ROMs. It's too bad there's no Linux version available. Would've been great to have, especially considering that it's open-source. FYI, I use the Cinnamon Edition of Linux Mint 18.1 "Serena" as my flavor of choice for an operating system that I use on a regular basis.

Posted by SubDrag July 11, 2017 2:26 pm
Looks like a Project64 bug. It loads the sound fine in Nemu and on real hardware (console). I was able to recreate the issue in PJ64 and show it played in Nemu and tested console fine.

Also, there are no plans to use Linux, sorry; it is heavily dependent on MFC. Have you tried running it in Mono?

Posted by Lazar Wolf July 11, 2017 8:06 am
Excuse me, sir. I do not mean to be rude, but is there a Linux version of this tool available? I would really like to know when a release will be made. Thanks in advance.

Posted by simba July 10, 2017 10:50 pm

Of course I press Inject in Place before saving the ROM (I do it on video) but the sound isn't replaced but deleted (watch the video above).

On the video, I do this :
1-Open the Mario Kart 64 US ROM
2-Search the Introduction Music : Instruments 0063
3-Replace the Introduction Music : Imports - 16 bits VAPCM Wav (for import my wav mono 16bits)
4-Inject In Place
5-Save the ROM : File/Save ROM


Posted by SubDrag July 10, 2017 2:54 pm
You need to press inject after importing a sound, otherwise when you save it won't write to rom.

Posted by simba July 10, 2017 7:32 am
I tried but it doesn't work. What's wrong ?


Thanks again.

Posted by SubDrag July 10, 2017 6:05 am
I think you just want to import vadpcm sounds,then inject and save rom.

Posted by simba July 9, 2017 11:25 pm
I found a solution.
If i select Mario Kart 64 on File - Open Know Games, NO CRASH when i save.
The crash appears when i save when i have selected the rom with File - Select all Known Games.

Where can i find a tut for change sound ?
I do this :
1-Copy the data Start / End / Count
2-Export Loop Predictor
3-Imports - 16 bits VAPCM Wav (for import my wav mono 16bits)
4-Paste the data Start / End / Count
5-Import Loop Predictor (same as 2- ?)
6-Inject In Place
7-File/Save ROM

It's good ?


Posted by SubDrag July 9, 2017 12:01 pm
Hmm I tried, and that didn't crash for me. You have the latest sound tool download right?

Posted by simba July 9, 2017 10:56 am
No sound imported.

1- I dl the rom here : https://drive.google.com/file/d/0B1BLd6t9vUnRNzlmY2MxOTItZWRmNC00MTgyLWIzOGItNWU1NjM4YzA0MTQ4/view?ddrp=1&hl=en#
2- I open the N64SoundListTool.exe
3- I open the rom
4- I save the rom
and it craches

Posted by Lazar Wolf July 9, 2017 10:35 am
Is there a Linux version of this tool available? I would really like to know when a release will be made. Thanks in advance.

Posted by SubDrag July 9, 2017 9:58 am
Did you import any sounds? You literally just opened the ROM for Mario Kart 64 and tried to save? I am not getting the crash doing that. Is it possible you are using a bad or modified ROM?

Posted by simba July 9, 2017 8:01 am
It's on Mario Kart 64, see my capture :


Posted by SubDrag July 8, 2017 4:46 am
It shouldn't. What game, and what have you done before saving?

Posted by simba July 8, 2017 1:22 am
The app crashes when Save Rom.

Posted by recog July 3, 2017 8:00 am
Sorry I resolved it by my self.

Posted by recog July 3, 2017 7:56 am
How can I put the 1/2 sampling rate effect on the Majora's Maskes SFX sound?
I wanted the clearly Enemy's voice.

Just by checking that 1/2 effect,It dous'nt work to SFX sound.

Posted by chickenfry June 28, 2017 5:02 pm
I confirmed it!How fast it is to reflect!Im very proud about your work!Thank you,Thank you very much!

Posted by SubDrag June 28, 2017 2:32 pm
You are right. If you redownload, now Baku Bomberman 2 (J) has SFX in the ini file. Enjoy.

Posted by chickenfry June 28, 2017 9:50 am
"Baku Bomberman 2 (J)" has the sfx sounds,like the"Baku Bomberman (J) sfx"

If you have time,I wish to add this Japanese sfx.Please...I wanted the voice clip of Baku Bomberman2(J),but I could'nt.So very please.

Posted by Pablo\\\'s Corner June 9, 2017 12:26 pm
Yeah, it was working before. I might have had some samples longer than the original lengths (although I deleted one of Peach's lines to make up for the space).

Posted by SubDrag June 9, 2017 3:56 am
At some point did N64 Sound Tool work, and now it doesn't? Maybe need to show me how to recreate it from a working ROM. Or did it never work on your ROM? Did you by any chance move or adjust sound pointers anywhere or data?

Posted by Pablo\\\'s Corner June 8, 2017 7:20 pm
No, I used N64SoundTool. I'll even show you what I made with it.


Posted by SubDrag June 8, 2017 3:48 pm
Did you buy any chance use another tool to edit sounds? That other tool isn't compatible. I think it's called InstEd or something.

Posted by Pablo\\\'s Corner June 8, 2017 3:03 pm
Hey, so for some strange reason, I am getting this "Out of Memory" error when I try opening up one of my Super Mario 64 hacks. I replaced a good amount of samples with custom ones before hand.

Posted by SubDrag June 7, 2017 1:07 pm
See FAQ on site. You need to install VS2008 SP1 redistributable and DirectX 9.0c.

Also, on the Snowboard Kids, I could probably rip one song or two from the RAM, if you had a request and can send me a save with all levels unlocked.

Posted by Nathan_FAAAACE June 5, 2017 6:22 pm
SubDrag, thank you so much for creating this. Bummer about Snowboard Kids 1 - that seriously has some of the best music and, though it's probably a nostalgia thing, the sound effects/voices are awesome. I have no idea what it means to "break compression" but I wish you luck if that's part of your endeavor. Wish I could help.

Oh, and thanks for the mass-dump trick - worked like a charm. Now I just gotta name them!

Posted by Patrick Correlli III June 5, 2017 2:23 pm
Yo, I just recently download the application. When I try to start it up, it tells me that the "side-by-side configuration is incorrect". Would you happen to know how to fix this? Thank you!

Posted by SubDrag June 2, 2017 3:51 am
Unfortunately Snowboard Kids 1 is compressed, and we haven't broken the compression yet. Otherwise we would have it on the list. To dump a game to files, click Rip Sound Bank or Rip All Sound Banks after opening a game.

Posted by Nathan_FAAAACE June 1, 2017 8:50 pm
Hi there. I love this software. I'm wondering if support for Snowboard kids (the original) will ever show up. I would appreciate that more than you know. Also, is there a way to mass dump every sample into a folder as .wav files somewhere?

Posted by SubDrag May 25, 2017 11:38 am
See FAQ on site. You need to install VS2008 SP1 redistributable and DirectX 9.0c.

Posted by TM7 May 24, 2017 7:45 pm
It keeps saying missing ordinal

Posted by SubDrag March 16, 2017 11:56 am
It must share the raw sound data then with another sound, or parameters, or something that makes file bigger when split off. You don't have much choice but to make room.

Posted by kaijucakes March 16, 2017 8:59 am
That didn't work. The only way I made it work before was deleting another sound to "make room," but there has to be another way, right?

Posted by SubDrag March 16, 2017 5:40 am
The problem is some sounds or predictors are shared, so importing a smaller sound can make the Ctl too big. Try using import using existing predictors and maybe won't get error.

Posted by kaijucakes March 15, 2017 7:27 pm
I've actually run into something. I'm trying to replace sounds in pokemon puzzle league, namely squirtle's, and when I click "inject in place" it says it's too big, yet the file I'm replacing is smaller than the original.

Not only that, I replaced it with the original sound again and it still says it's too big. Do I need to edit the CTL/TBL somehow?

Posted by kaijucakes March 15, 2017 5:36 pm
How strange. Well if you go to crack it, I wish the best of luck to you.

Posted by SubDrag March 11, 2017 2:12 pm
Unfortunately that is the MORT Factor 5 encoded sound that we have not been able to reverse engineer yet to success. It's very complicated.

Posted by kaijucakes March 11, 2017 11:55 am
Will there be a way to rip the Narrator and the Pokemon cries from Pokemon Stadium 1 and 2?

Posted by Kuro February 26, 2017 5:05 pm
Awesome, thanks SubDrag!

Posted by SubDrag February 26, 2017 7:46 am
I added Baku Bomberman SFX, if you want to regrab.

Posted by Kuro February 19, 2017 7:34 pm
Would it be possible to add the Japanese sfx for Bomberman 64?

Baku Bomberman (J) is listed as a known game, but sfx is missing though US and EU have it. (trying to find a way to get clean voice clips).

Posted by mario64play !!! February 13, 2017 9:18 am
Well, I tried it out and I saw that the same thing happens as in the modified ROM. And for some reason, if I click "Inject in Place" in the modified ROM, nothing happens.

Posted by mr64 February 12, 2017 4:21 pm
wtf are you guys still commenting you know this website is old af

Posted by SubDrag February 12, 2017 4:18 pm
Thank you for the video!

I noticed you tried it with a modified ROM. Can you try the normal Super Mario 64 and see if it crashes? I can't reproduce the issue even following your instructions using the normal ROM. If that doesn't crash, I'm afraid you may need to send me your modified ROM in order for me to figure out what's wrong. Perhaps a previous sound edit is causing the crash, maybe just clicking Inject without deleting will crash too?

And make sure you also redownload the Sound Tool, right now, just to be sure you are using the absolute latest.

Posted by mario64play !!! February 12, 2017 1:52 pm
Hey SubDrag, the video that you asked for is FINALLY done! Sorry about that, but there were a few situations that didn't give me the chance to upload the video. But I hope you'll get the answers that you require.
Here is the link:

PS. Hopefully I won't offend you at the end of the video.

Posted by mario64play !!! February 7, 2017 6:42 am
Ok, I'll be working on it right now.

Posted by SubDrag February 6, 2017 3:02 pm
I can't recreate the crashing, can you make a short video showing the whole process?

Posted by mario64play !!! February 6, 2017 12:14 pm
Hey SubDrag, I just discovered something interesting. While I was experimenting with Cheat Codes aka no music and voice clips in SM64 (what I could've used earlier), I found out that two clips (it might be two) still play, which are the "Let's-a-go!" clip and the "Okiedokie" clip. Do you think that this is what caused N64 Sound Tool to crash all the time?

Posted by mario64play !!! February 6, 2017 2:36 am
Well, I use the latest version of N64 Sound Tool (v. 1.3), but I didn't know I had to delete the clips that way. Ok, I'll try it out, then I'll respond to you if it worked or not.

Posted by SubDrag February 5, 2017 1:30 pm
Hmm, I can't recreate it. Are you deleting from highest # to lowest? You're deleting the whole instrument by clicking the - sign next to it? Like B, then A, then 9, etc? Also, are you injecting after each soundbank is changed? You want to inject after each soundbank is changed, A, then 8.

When was last time you got sound tool, maybe yours is out of date?

Posted by mario64play !!! February 5, 2017 12:10 pm
Alright, after I open up the ROM, I go to soundbank 08 and 0A. Then I delete the following sounds:

In Soundbank 0A

In Soundbank 08

All of them except for:
-001A (even if it sometimes disappears for some reason)

Well, that's what I delete from the ROM, but I think I've been a bit too specific here...

Posted by SubDrag February 5, 2017 11:28 am
Can you tell me specifically, after you open a ROM, what you delete, so I can recreate it exactly.

Posted by mario64play !!! February 5, 2017 10:41 am
Sorry, I meant to write "whenever I click on Inject to Place after I finish deleting the voice clips".

Posted by mario64play !!! February 5, 2017 10:39 am
Hmm, that's weird, N64 Sound Tool crashes whenever I delete most of the voice clips. Do you know why that happens?

Posted by mario64play !!! February 5, 2017 7:03 am
Oh... I thought it was only necessary if I would insert new voice clips. Thanks for telling me though.

Posted by SubDrag February 4, 2017 6:59 am
Did you click Inject into ROM? You have to do that or saving ROM won't use any of your changes.

Posted by mario64play !!! February 4, 2017 6:16 am
Hey SubDrag, I have another question to you. This time it's about Super Mario 64.

I was opening up a SM64 Mod called Super Luigi 64, which had high pitched voice clips of Mario. As I opened the ROM, I deleted almost all of the clips except for the clip where Mario is sleeping. But after I saved the ROM, I opened it on Project64 and it didn't work, the clips were still there. How can I prevent that from happening?

Posted by January 6, 2017 7:12 pm
Thanks for the help Subdrag, but I found it now. It had to do with the Splits/Rel time. Had to change the value to another one to make the instrument increase its length. Thanks still, because it might come in use for the future.

Posted by SubDrag January 2, 2017 1:37 pm
The loop values in SM64 are a bit weird, they actually refer to the count of samples. When you import a new wav, it should automatically update that.

Posted by Mosky 2000 January 2, 2017 1:35 pm
Hey Subdrag. Is there anyway to increase the length of an instrument? I want to increase the length of the synth voice instrument and the electric piano in SM64. I try to edit the loop, but for no reason the instrument remains the same length. Also I try to put other loop predictor ex. the Harmonica, but still doesn't work.

Posted by G-Boy December 25, 2016 9:39 am
I cannot find the ROM with the name "Mario Party (E) (M3) [!]".

Posted by OldGoldie October 3, 2016 7:55 am
Hey, I can't get this to work myself. I'm trying to get all the Mario Party 2 sound effects. Could you send them to me or help me get it to work?

Posted by CruisnEma September 12, 2016 5:00 pm
I've sent you a request via mail for calculate a cheat code in Cruis'n World for decrease the rival cars's speed by 13 MPH. Please con you do it? :)

Posted by Mosky 2000 August 30, 2016 9:00 pm
Yes that's what I mean by "exceed" WDLmaster. I remember doing it once to an instrument and it exceed the pitch, but I'm not sure if it had to do with the instruments that were already in the game. Dang.

Posted by lezg_g August 29, 2016 5:52 pm
Thank you :)

Posted by SubDrag August 28, 2016 4:46 pm
The ctls table is at: 0057B720. There's 0001, then count ctls 16-bits (00026), then starting at offset 0057B724, it's 4-byte offset (from 0057B720), and then 4-byte size, repeat till 0x26 entries.

Posted by lezg_g August 28, 2016 4:40 pm
Hey Subdrag, remember you gave me the offsets of all Zelda Sound Data?

Would you give me the same for SM64?

Posted by WDLmaster August 28, 2016 12:47 pm
What do you mean with "exeed" the pitch? If you mean that you cannot play notes higher than a certain pitch than that's because the N64 audio engine's resampler does not support upsampling to higher than 200% of the original pitch (that is one octave above original sample rate). More than one octave is only supported for downsampling.

Posted by Mosky 2000 August 28, 2016 9:26 am
Probably think it's not the keys because they don't exceed the pitch of the instrument whenever I do it (it only changes the pitch though) and also the Key Prev and the Key Sec are the pitch keys only for the secondary and the primary instruments

Posted by SubDrag August 28, 2016 9:06 am
I guess it's possible, maybe if the key base is a really high or low value. There is a value for the split between previous, normal, and secondary, maybe you just exceed the split so goes into a different one, or splits not set properly?

Posted by Mosky 2000 August 28, 2016 8:51 am
Hey Subdrag. I want to know if there is a way to exceed the pitch of an instrument in SM64. I really want to know because some of the notes when I play a theme with a wav just tends to not get the pitch of the notes and just sounds like if it's messed up. Does it have to do with the ADSR or the instrument itself?

Posted by SubDrag August 27, 2016 5:16 am
I'm not sure why that suddenly manifested itself, it was always a bug but somehow never crashed before. Anyways thanks, it's fixed now.

Posted by SomeDude August 26, 2016 3:34 pm
Hey. When I open my Mario 64 rom in this the program crashes. Do you know how to fix this or if it's possible to fix it?

Posted by SubDrag August 24, 2016 2:57 pm
Hi! I am sorry to say but Conker importing is not supported yet, though since you have requested it, I have added it to my list to look at sooner than later.

Posted by Shurrick August 24, 2016 2:09 pm
Hi folks!
Thank you so much for this tool!
But, nevertheless - can anybody tell me, does that soft support wav import in Conker BFD? I really need it for my russian translation)
Anyway thanks!

Posted by lezg_g August 21, 2016 5:09 pm
Well I'll try it :), thanks for the information

Posted by SubDrag August 21, 2016 3:56 pm
I believe it's in samples. The end is right now the length of the sample (in samples, so / 2 size, since is 16-bit). If you want a real loop, it is the start and end (but in samples). I believe if you use Waveasaur to add loops to a wav, the sound tool imports them automatically. And count is number time loops, or FFFFFFFF is infinite. However, loop predictors I don't know how to calculate so it may not sound right after it loops.

Posted by lezg_g August 21, 2016 10:21 am
I have a question about loops:
how does that start and end works? and how to get the right values?

Posted by lezg_g August 19, 2016 6:14 pm
Yeah, I'm using that option and for now it works perfectly :) (I'll test more tomorrow haha, I got some other things to do today)

Posted by SubDrag August 19, 2016 4:44 pm
I hope so, that would be good! Did you use the replace with same predictors option? And make sure you do from scratch, as the two bugs before this would've corrupted (and did) some sounds in your last ROM.

I think the last bank in OoT may be corrupt or something, it doesn't seem loaded in RAM, not sure what it was.

Posted by lezg_g August 19, 2016 4:34 pm
It seems fixed :), I'll let you know if I find bugs, but really thanks :D

Posted by SubDrag August 19, 2016 6:31 am
I uploaded a new version, with a button that says "Import 16-Bit VADPCM Wav (same pred). That makes the file smaller since it reuses the existing predictors. At least for importing this sound it worked. I am suspecting that maybe there is some kind of ctl limit, and by adding new predictors it exceeds that limit in bank 0 or 1 (importing any sound in the ROM you sent into that bank causes the issue, and the ctl exceeds the original size). I can't find anything else wrong. Also, make sure you start over from a clean ROM, as I have fixed the previously mentioned bugs that would've previously corrupted some sounds. If you get to a point where it fails to play sound again, if you can send me a before, and sound and slot, and then let me know how to recreate. Hopefully keeping the ctls smaller by using existing predictors (make sure play sound to see if sounds ok with that), will avoid the loss of sfx.

Yoshi's Story still does not import without crashing on boot, it is unclear what is wrong at this time, but the other games seem "ok", at least until we find more problems, hopefully not though, or possibly hardcoded things.

Posted by SubDrag August 19, 2016 5:15 am
I am starting to think we are running into a ctl size limit. When we imported a new sound, it added a new predictor set, and the ctl size got a little bigger. I wonder if somehow they buffer size available and it is overwriting or something.

Posted by WDLmaster August 19, 2016 12:17 am
@ lezg_g
Yes I know. It was late at night when I wrote the text. The Z-trigger sound is the missing sine wave + pitch modulation.

Posted by lezg_g August 18, 2016 6:39 pm
just emailed you one: I replaced most of all adultlink sounds(the same sfx bank 0)

Posted by SubDrag August 18, 2016 6:16 pm
I uploaded a new version that finally fixes F-Zero to avoid the static sounds and utilize both tables (and output is supported for F-Zero and Star Fox), but I can't figure out yet, why Yoshi's Story doesn't work, or the Zelda Ocarina of Time issue we have been discussing yet still happens...there is nothing obvious right now. There are some oddities in the original OoT sound data, like the last sound bank, seems like it is weird. And table 4 wasn't used by the first table...confusing stuff, stuck, but I'll look more tomorrow. Also, lezg_g can you give me a complete set of sounds and what bank/instrument slot you replaced for that ROM? I want to at least start over, so I know it's at least all valid.

Posted by lezg_g August 18, 2016 4:07 pm
Wow, I didn't thought those were micro sequences...(just a correction, the z targeting is a different sound haha)
Thanks for the information WDLmaster and sorry for the confusion Subdrag(I really thought they were sounds because with the Audio debugger you can listen to them as they were sfx(they are in the same place as the enemies sounds))

Posted by SubDrag August 18, 2016 1:55 pm
Interesting, thanks for the info, the horse hoof I feel like you are right and that's first. I think I did find one major issue, I was using the wrong bank index (though I'm not clear if they ever use the second bank index). It's confusing because some games use one way of indexes, and another type use another index choice, still working it out. I am hoping that will fix it, however, now I am getting too big tbl heh. Still trying to figure out why. In tracking that, I finally figured out how F-Zero chooses the index for the sound, so there shouldn't be any more static, but Zelda doesn't seem to have that so not related. However, Yoshi's Story still crashes, confused by that...may still be missing something, but I'm trying to work this out still fully, getting closer.

Posted by WDLmaster August 18, 2016 1:07 pm
Very interesting topic! The first sound that plays after booting is B00I30S00 (horse hoof sound). The first GUI sound that plays is when pressing a button. But I highly suspect that this is not a single sound but a "micro sequence" (like the other MIDIs but maybe simpler in structure?) because a number of different GUI sounds is completely missing.

There are many other uses of those "micro sequences" in the game like the quest menu navigation and cursor sounds. For instance, B00I54S00 (a harp sound) is used at least in the following situations, in the form of "micro sequences": open the quest menu, closing the quest menu, changing pages, placing an item on the C buttons, request the save screen, placing the cursor over a page selector, select Link's equipment, reaching the end of a conversation, closing a textbox, press the Z-button to move the camera behind Link.

Those sequences can at least play two voices at the same time. Additionally to the harp sound, B00I44S00 is used when confirming the selection of a file in the main menu or aborting the file selection. B00I44S00 and a missing sine wave sound is used when selecting a main menu option. That missing sine wave is also used when picking up a heart (a very quick pitch modulation is applied), when collecting the big silver rupees and in the aforementioned open quest menu sound (a pitch modulation is applied here too).

There are at least two (probably very short and looped) sounds missing that are also used with those "micro sequences": a triangle wave and a square wave. The triangle wave is used when pressing START on the title screen (maybe also other occurrences). The missing square wave is used at least in the following situations: when moving the cursor over an item in the quest menu or in a shop, when filling the magic meter and of course for the signature sound of Zelda: when activating a button or having a puzzle solved correctly. You know? That typical Gameboy-like fanfare thingy.

I'm sure there's more but for the moment that's all I know from the top of my head.

Posted by SubDrag August 18, 2016 6:17 am
It does look like some sound effects use the bank choice, which I still have been unable to solve (primarily used in F-Zero, but it looks like is used here too). Ack. That may be the issue. It seems that every ctl bank has two options for tbl, and they must have used it in Zelda when I thought they didn't. I cannot find any info that indicates which it uses right now, it's been bugging me for a while. Do you know which sound effect (which bank, which sfx #? That is played first from when you boot up? I guess the first effect is when you press a button to go to menu?

Posted by lezg_g August 17, 2016 3:49 pm
Nice finds.
I'll wait until its complete to be safe :) and yeah, hopefully we have a mechanism to import things faster on a new rom.

Posted by SubDrag August 17, 2016 12:55 pm
Also found out that loop predictors for sfx were being done improperly (actually a read error this time). Neither seems to be preventing the sound issue...still looking.

Posted by SubDrag August 17, 2016 12:46 pm
I found one issue so far, that the key base previous was not writing properly, and was filling with 0s instead. I don't think it's responsible for dropout of sound effects though. Still looking at it. So unfortunately you will need to start over importing sounds, but before doing that, I need to see if can figure out why we are losing sound still on sfx.

Posted by lezg_g August 16, 2016 6:08 pm
Thank you for all :)

Posted by SubDrag August 16, 2016 6:05 pm
I'm seeing some things, it will take a couple days I'm afraid, but thanks for reporting, it will be fixed soon and I will post when it is fixed.

Posted by lezg_g August 16, 2016 5:51 pm
Well, I think any sound you add more causes the problem, not only sfx4 (just tested)

Posted by SubDrag August 16, 2016 5:50 pm
In your ROM, yeah, I'm going to do some more testing on base Zelda too. I'm trying to figure out what's wrong now. I'm not sure how long will take, hopefully it's not too bad.

Posted by lezg_g August 16, 2016 5:48 pm
Ohh ok, so only sfx4 causes the problem ? haha

Posted by lezg_g August 16, 2016 5:47 pm
It seems that you only replaced those 2 ounds(the rom I sent to you had 4 sounds imported already) try to replace more sounds with those sounds I sent to you and I think you will get the same results as mine.

Posted by SubDrag August 16, 2016 5:47 pm
Oh I recreated it now, never mind. All you need to do is import to sfx 4 and it happens.

Posted by lezg_g August 16, 2016 5:34 pm

Posted by lezg_g August 16, 2016 5:28 pm
It's about to finish the upload :)
(yeah my internet is slow sorry:'p)

Posted by SubDrag August 16, 2016 5:04 pm
Thanks, I'll compare, I also emailed you a link to the one I generated.

Posted by lezg_g August 16, 2016 5:00 pm
I'm gonna upload the bad rom now

Posted by lezg_g August 16, 2016 4:59 pm
nope it doesnt work. maybe is my pc?
would you try for me importing sounds in the modded rom I gave to you?, If it works then It might be my pc

Posted by SubDrag August 16, 2016 4:42 pm
I tried importing the two sounds, but the ROM still played sound fine. Can you maybe redownload the sound tool just in case I accidentally fixed something. Also, if it still fails, can you upload the bad rom too for me to compare to what I did. I just import vadpcm the first sound to slot 4 sfx bank 0, and second sound to slot 5 sfx bank 0, and inject, then write ROM, and it still played sound.

Posted by lezg_g August 16, 2016 4:17 pm
Thanks to you :)!

Posted by SubDrag August 16, 2016 2:48 pm
Thanks, I'll look into it and get back to you this week.

Posted by lezg_g August 15, 2016 4:34 pm
Here is the rom:

and the 2 sounds:


Posted by lezg_g August 14, 2016 6:57 pm
This rom works but now try importing this two sounds over Bank00: sfx 0004 and 0005

You'll see what I mean.

PD: I'm sorry I can't upload it today. My internet is very glitchy at this hour. Tomorrow I'll upload it

Posted by lezg_g August 14, 2016 6:18 pm
Ok, uploading

Posted by SubDrag August 14, 2016 4:08 pm
I guess if you can email me the ROM, and I'll check it out. Also, does the ROM reload in Sound tool?

Posted by lezg_g August 14, 2016 4:06 pm
Well I'm replacing the adult link sounds(bank00: sfx)
I replaced like 10 sounds and then my rom doesnt play sfx.

Posted by SubDrag August 14, 2016 12:28 pm
I guess you need to tell me better exactly step by step, with specific sounds uploaded and which slots you are doing what to, when it happens.

Posted by lezg_g August 14, 2016 12:20 pm
Im sure thats not the problemas as i imported the same link sounds i used before(they are smaller or equal un size)

Posted by SubDrag August 14, 2016 12:13 pm
I'm not clear on the exact problem, I was wondering if the sound you are importing itself is just too big size for the engine. Like try a smaller sound for it or lower frequency.

Posted by lezg_g August 14, 2016 11:47 am
Anyway to delete child links voice ? So i can use that space

Posted by SubDrag August 14, 2016 11:39 am
Could it be the replaced sound is too big, so it overloads the sound buffer and all sounds stop playing? I've had that in other games.

Posted by lezg_g August 14, 2016 11:37 am
And my corrector is dumb lol

Posted by lezg_g August 14, 2016 11:35 am
Just try it yourself, it seems to be a space thing.
Try to replace links voice with a sound (you have to replace a lot of sounds) and then inject and open the ROM, there isnt any sfx.
I just tried with a original oot debug.(im sorry, i cantón send the Roma right nos, muy internet is ver y glitchy at this hour

Posted by SubDrag August 14, 2016 10:31 am
I can't reproduce that. Can you email me, original ROM, imported sound, and where you imported, ROM 1 that works, info on where inject second sound and wav, and then ROM 2 that mutes all sounds.

Posted by lezg_g August 14, 2016 10:27 am
Hey subdrag, i found a bug.
When i import sounds the 1st time they import fine, but when i import any sound again and pres inject, it mutes all the sfx.

Posted by lezg_g August 14, 2016 8:59 am
Ohh well, no problem then, I think we will start again importing everithing

Posted by SubDrag August 14, 2016 8:55 am
No because it requires updating the tables to work, which someone or some tool has screwed with in your rom. I don't support which, I guess maybe other people tried just literally overwriting data assuming smaller. Like mario, I only support full rewrite of all tables.

Posted by lezg_g August 14, 2016 8:41 am
just wondering, would be possible to use 1.2 to import sounds?

Posted by lezg_g August 14, 2016 8:38 am
Maybe InstED. I'll test it

Posted by SubDrag August 14, 2016 8:37 am
Somebody changed sound as that one sound table was different, perhaps it was not him, but somebody did...so I suspect something changed with regards to assembly code relating to sound, perhaps to make those weird changes work.

Posted by lezg_g August 14, 2016 8:35 am
he said:
the only changes i have made are expanding the data, and the ram.
plus i removed the dma table
but other than that
just adding maps in.

Posted by SubDrag August 14, 2016 8:34 am
Well he did something, otherwise it would work like the standard debug rom...I mean I see assembly code changes, not sure if related to sound, but definitely are in this ROM.

Posted by lezg_g August 14, 2016 8:32 am
nope, doesn't work :/.
Well my friend says he hasn't touched asm.
Even if we couldn't fix that, Thank you for all your support :)

Posted by lezg_g August 14, 2016 8:17 am
ok I'll do that now

Posted by lezg_g August 14, 2016 8:16 am
I changed the bites from 00BCC270 to 00BCC4E0 and the rom produces sound, but really weird, many sounds sound like static

Posted by SubDrag August 14, 2016 8:14 am
Replace the entire section from 00019030 to 004E5C00, and then 00BCC270 to 00BCC4E0 and 00BCCD90 to 00BCCE10. If it does not work, then maybe someone has changed the assembly code for sound, and you will unfortunately have to find out from them what they did before it gets fixed.

Posted by lezg_g August 14, 2016 8:11 am
yep, it works with original debug rom.
Can you tell me how to replace all sound data?(put the data from the original debug rom to the modded one)

Posted by SubDrag August 14, 2016 8:01 am
Does that happen with the standard debug ROM as well? Can you try that. I don't know what someone did to your ROM......you should probably ask them what they did to sound. All I can say is overwrite the entire section of tables, and ctl and tbl data...and then start over...but I have no idea what someone did to ROM, perhaps they have caused some issues with their sound modifications or changed some assembly code in ROM.

Posted by lezg_g August 14, 2016 7:01 am
It worked.... by a half:
It now opens in N64SoundTool, but any sound I replace mutes the audio in my rom

Posted by SubDrag August 14, 2016 3:58 am
It looks like somebody tried to redo 4 of the ctls to the end of ROM, but they did it incorrectly. They have different sizes so they must've done more than just attempt to move it.

00BCC270 to 00BCC4E0 copy from good ROM to yours and it will be fine again.

Posted by lezg_g August 13, 2016 6:50 pm
Also it seems it wasn't a tool, my friend removed the dma table(allow bigger maps)

Posted by lezg_g August 13, 2016 6:36 pm
Could you tell me the start and end position of the tables so I can copy paste it to the modded rom? I'll try that

Posted by SubDrag August 13, 2016 5:36 pm
Some tool is messing up those two tables, but seems to preserve original data, so just overwrite the tables with clean rom data and use sound tool.

Posted by lezg_g August 13, 2016 4:20 pm
I haven't been able to solve it, but thank you for all your help :)

Posted by SubDrag August 13, 2016 11:33 am
I'm not sure what tool did this, wasn't one of mine, but they have incorrectly written out the tables. the tables are at 0xBCC270 and 0xBCCD90. It looks like some tool tried to make these banks point to data high up in ROM, but did not do it validly.

If you used bank 3 ingame it would've crashed, as its offset is invalid. The reason Sound Tool 1.2 works, is the offsets are hardcoded, insteaded of reading these new tables, and whatever adjusted these tables left these old spots alone. My recommendation if you can't undo whatever this other tool did, is to replace the tables in both spots, with a clean ROMs data, and then avoid using that tool, whatever did this, and my tool will then update the data in the right spots. I believe you will have enough room seeing as Zelda's data was not that efficient and mine is slightly better. You can see here the difference: https://gyazo.com/8dc35d71b74a476da502a53d7b4a8316

Posted by lezg_g August 13, 2016 7:03 am
Sure, I sent it to your hotmail.

Posted by SubDrag August 13, 2016 3:36 am
Can you send or link me a modified rom that crashes with sound tool? I will have to see what people did, they must've done something related to audio tables. Voyager of Time and Zelda's Birthday both opened fine for me.

Posted by lezg_g August 12, 2016 6:33 pm
It doesn't seem to be InstED. I imported a sequence(with its bank) and loads perfect from 1.3

Posted by lezg_g August 12, 2016 6:23 pm
I tried also with a unmodified modded rom(I didnt modify any sounds with your tool) it doesnt load, and crashes.

Posted by lezg_g August 12, 2016 6:15 pm
I also modified the instrument banks with instED(for custom music)

Posted by lezg_g August 12, 2016 6:12 pm
It actually loads fine on a clean debug rom.
The mod rom size is now 65mb, that maybe is causing problems?(we added some stuff on free space)

Posted by SubDrag August 12, 2016 5:52 pm
The older version used hardcoded spots and counts. The new one uses the actual Zelda tables. Perhaps there was some kind of modification done that is off on them? If you have made any sound modifications i recommend resetting that entire data chunk and making them again using the new version. Does that load if sound chunks are reset from a clean debug ROM?

Posted by lezg_g August 12, 2016 4:29 pm
For a reason, I can't open the modded rom(the one I'm working on) it just crashes.

The original oot debug rom opens fine.

I tried with 1.2 and opens fine my rom. what could be happening :'(?

Posted by lezg_g August 12, 2016 4:16 pm
I'm going to test it right now!
I'll let you know if I find bugs ;)

Posted by SubDrag August 11, 2016 5:00 pm
Experimental Zelda - OoT and Majora's Mask importing supported! Please let me know how it goes. It may have some issues, although some quick tests it is working, so make sure you backup your work in progress ROM before using, until we are sure it is stable.

Posted by lezg_g August 7, 2016 4:59 pm
and 0x09 is File Select screen

Posted by lezg_g August 7, 2016 4:58 pm
0x06 is the one from Title Screen

Posted by SubDrag August 7, 2016 4:53 pm
Just need a bank/instrument #, from retail OoT, of something that plays early on when booting game (so I can test import). Like the sound when you access the first menu.

Posted by lezg_g August 7, 2016 4:50 pm
what do you mean, the Raw file?

Posted by lezg_g August 7, 2016 4:49 pm
If you want to check the audio debugger:


you can play any sequence or sound with that, is really useful

Posted by SubDrag August 7, 2016 4:48 pm
Actually if you don't mind finding something like a sound effect that is easy to access (like from once boot game, empty file).

Posted by lezg_g August 7, 2016 4:46 pm
Sure :) Wow can't wait :D

This is the bank(I suppose you meant this one):

This is a txt with the instruments of that bank:

Posted by SubDrag August 7, 2016 1:35 pm
Do you have a good bank and instrument # I can try and test importing with? Something played in the intro or something. I am finally starting working on Zelda importing, a lot of people have been requesting it. Now that we have a better Yaz compression I am giving it a shot...

Posted by SubDrag August 7, 2016 11:42 am
So one interesting thing I noticed is that bank 4 is not used, but clearly has data. You may be right in that there is something strange going on in one set of data...

Posted by lezg_g August 6, 2016 4:06 pm
Nice :), Thank you

Posted by SubDrag August 6, 2016 3:20 pm
I'll keep that in mind as I poke more. I still need to add import capability for Zelda.

Posted by lezg_g August 6, 2016 1:39 pm
Thank you.
Well I'm sure now you're missing some sounds, the lizalfos for example, some more enemies(deku baba), rupees, heart,
and the system sounds(pause menu sounds, etc) I also checked the sfx and percussion sounds.

I've listened them with the audio debugger of zelda oot, so I'm sure they are streamed sounds(not sequences)

Aside from that, I love your tool, I wouldn't be able to replace link's sounds without your tool :D

Posted by SubDrag August 6, 2016 4:27 am
That's cool, should work. The tool can convert to both the 1/2 and full raw zelda formats, I just can't rewrite the tables yet.

As for missing sounds, have you made sure to toggle the SFX and Percussion comboboxes? They also have that. That should be all the sounds in Zelda I thought, I am not aware of any missing banks or data being garbled.

Posted by lezg_g August 5, 2016 5:46 pm
Hello Subdrag, I've managed to replace OOT Debug rom sounds with other method, I converted the files to RAW sound and imported them with a hex editor, and they sound perfect, Thank you :D

I have a question though, I downloaded the lastest version but it still lacks on some sounds such as ruppees, hearts, system sounds, enemies sounds. I just can't find them in your tool, could you help me with that?


these are some sounds I imported succesfully :)

Posted by lezg_g July 22, 2016 4:29 pm
Thanks for the reply, I'll be looking forward to it.
Take your time :)

Posted by SubDrag July 22, 2016 5:39 am
One day...hopefully, not sure how soon though. It's a little more complicated than Super Mario 64, but a similar format.

Posted by lezg_g July 21, 2016 7:34 pm
Hey subdrag, will the tool support importing sounds to zelda ocarina of time debug ROM? I want to be able to modify some sounds there

Also I really like the tool :) you helped me a lot with fixing it for

Posted by SubDrag July 19, 2016 3:17 am
You'll have to go through sounds one by one, but this has all the sounds, so it should be there.

Posted by SmithJrBlaquaLuigi July 18, 2016 10:24 pm
Where can I find the Water drip sound inside the cave on DK64 using a sound tool?

Posted by SubDrag July 14, 2016 11:06 am
Was accidentally a space before [. Try now, should be called: Aleck64 - Super Real Mahjong VS (nus-zsej-0.u2)

Posted by Billy Biscuits July 12, 2016 1:58 pm
Super Real Mahjong VS for Aleck64 is listed here, but not in the program itself.

Posted by SubDrag July 7, 2016 1:24 pm
The formats close, but a little more complicated than Super Mario 64 - I haven't tackled it at least for import.

Posted by Brandondorf9999 July 6, 2016 3:22 am
Could you make Yoshi's Story sound effects replaceable? I don't know the offsets to any of the sound effects and I want to replace a sample with custom ones like Super Mario 64 and be able to zero the effect out using a hex editor like HxD for example.

Posted by mario64play !!! July 2, 2016 1:28 am
Well,ok. I'll try to find out myself for now.

Posted by SubDrag July 1, 2016 5:56 pm
There may be a second entry for it check for one called like Sfx after it and pick the normal rom. I do not believe old or new version import.

Posted by mario64play !!! July 1, 2016 9:16 am
Yup, I already downloaded it. The thing is that the old version supports Mario Party 2 Imports. I checked the sound banks, but it seems there are only instruments in here.
Where could I find the SFX (Voices) in 1.1?

Posted by SubDrag July 1, 2016 8:33 am
The new version is far superior in every way, I recommend using that but the old version I think is still at that link below.

Posted by mario64play !!! July 1, 2016 6:04 am
Sorry, I mean it's been a few months, we still have 2016.

Posted by mario64play !!! July 1, 2016 5:01 am
Hey SubDrag, it's been a year since I wrote my comments in here. Do you mind that I downloaded the old N64 Sound Tool Version? I'm trying to work with that one.

Posted by TheGhastSlayer June 11, 2016 6:38 am
Right, thanks!

Posted by SubDrag June 11, 2016 6:16 am
You have to click something like Inject into ROM, otherwise the changes aren't incorporated, then save ROM.

Posted by TheGhastSlayer June 11, 2016 6:06 am
Yeah, I was speaking of Sound Tool. Was curious because I tried to import my own WAV sounds but nothing changed when I loaded the saved ROM.

Posted by SubDrag June 11, 2016 5:32 am
If you're talking sound tool, pretty sure Banjo-Kazooie already is supported here (but sizes can't go bigger). Banjo Tooie is not supported. Midi is supported by Mumbo's Wand (using the N64 Midi Tool code) that was made by RWC.

Posted by TheGhastSlayer June 10, 2016 7:11 pm
Just wondering if it's not possible at all to add import for Banjo-Kazooie :)

Posted by SmithJrBlaquaLuigi March 28, 2016 11:08 pm
Where can i locate Raygun sound on Super Smash Bros? I need to change a different sound as Silenced Pistol.

I tried to find it but couldn't find it :/

Your's truly, SmithJrBlaquaLuigi

Posted by mario64play !!! February 14, 2016 6:12 am
Ok then.

Posted by SubDrag February 14, 2016 5:50 am
I'm not sure, try them all.

Posted by mario64play !!! February 14, 2016 4:46 am
As I see, I would be able to import voice clips in Mario Party 1. But which soundbank do I use to find the original voice clips this time?

Posted by SubDrag February 12, 2016 2:03 pm
I don't think I support import on Mario Party 2, just export at this time.

Posted by mario64play !!! February 12, 2016 1:41 pm
I found the voice clips, but the weird thing is that I can't import any other voice clips in there. Same thing goes with Mario Kart 64. Why is that? And how could I fix that?

Posted by SubDrag February 12, 2016 9:18 am
Mario Party 2 has two entries in the ROM set. Use the one that has Mario Party 2 (U) (VC) Sfx.

Posted by mario64play !!! February 12, 2016 8:28 am
Hello SubDrag, which soundbank should I use to find Mario Party 2 voices?

Posted by SubDrag January 24, 2016 7:04 am
Hmm, you know, I've forgotten about loop predictors. I'm guessing it's something like, the state it should be, to get to the next one to sound best. I am surprised it has such an impact though, I thought loop predictors were just helpers and still sound ok? I couldn't figure out just by looking at one (like Castlevania has sound 0x41 at loop point 0, but it's nothing obvious on how it works. It's called ADPCM_STATE in the SDK. Unfortunately I'm stuck.

Posted by Tombi January 23, 2016 9:29 pm
Hi SubDrag, love the program. Just wondering, has there been any further progress in figuring out how to manually adjust predictors? I've managed to get a load of new music into WWF No Mercy, sounding great, but am stuck at the last hurdle of getting the tracks to loop. The default loop points aren't of much use, right now not looping at all works much better but I thought I'd ask. Keep up the good work :)

Posted by Adrien January 21, 2016 6:38 am
Thanks :D it's work perfectly now :D :D

Posted by SubDrag January 20, 2016 3:24 pm
It should now be fixed, thanks for bug report. Please try regrabbing this zip on sound tool and trying again. Basically the two sounds had same predictors, and bug in algorithm was writing wrong offset for matching predictors.

Posted by SubDrag January 19, 2016 4:52 pm
Thanks, yeah one of the sounds crashed decoding after inject. I'm not sure why, trying to look into it.

Posted by Adrien January 19, 2016 3:43 pm
for the lenght, i keep an eye on each injection so i don't think it's the problem,

By curiosity, can you try to modify these 6 slots, save rom, close N64 Sound tool, re-open N64SoundTool, open the modified rom and try to listen the
SB : 0B
INSTR : 0007

because for me N64SoundTool finally crash when i try to listen this sound :/

Posted by Adrien January 19, 2016 3:00 pm
okay, here is the link for the zip file : http://dl.free.fr/j8Ml6uPdJ

(I send the N64 rom directly in the zip file)

Hope you find solution :)


Posted by SubDrag January 19, 2016 11:50 am
Can you post a zip of your sounds and what goes to what slot? Also how to hear each ingame. It worked ok on my test of slots you said. Perhaps your sounds got too big for region?

Posted by Adrien January 18, 2016 4:13 pm
(a part of my message was hidden, because I use ''< -'') (without space..)

so, just for precision

but if i inject only 01 0039 it works great ! (it make me crazy)

note : if i try to listen 01 0039 after save rom and re-open N64 sound tool the soft crash :/
maybe a problem with a wrong address ?


Posted by Adrien January 18, 2016 4:07 pm
Hello SubDrag, Everyone,

Thanks for this great tools, but i have a little problem with ''pokemon puzzle league'' (I test all version)
when i try to inject some of sound in rom it works great, but when i test it on emulator it didn't work propely (the injected sound sizzling)

for example, when i try to inject sound :
0B 0004
0B 0005
0B 0006
0B 0007
01 0039 maybe he inject sound at wrong address ?

i try a lot of things (other sound injection, re-inject the original sound, try an other version) but i have the same problem :(

i read coments below but i don't find the answer :/

hope you know a solution or just ideas :)

thanks in advance,

(sorry my english is not very good..)


Posted by SubDrag January 4, 2016 7:55 pm
Not all ROMs are supported for import, only certain types.

Posted by GM9-ingotzYT January 4, 2016 4:43 pm
Sometimes can't work on some roms, i Can't import any sound...

Posted by Maquereau December 24, 2015 8:02 am
It just crashes when I try to select a sound command. I was using the US version of Hot Wheels Turbo Racing.

Posted by SubDrag December 2, 2015 5:44 am
Should work fine. What games? Try Mario 64 for example.

Posted by ugh December 1, 2015 11:34 pm
basically every game i try on windows 7 crashes. is it just my OS? i've tried running it in compatibility mode as well and then it wouldn't even open.

Posted by HotDog November 15, 2015 7:24 pm
Okay, makes sense to me. The only reason I though they were playing wrong is mostly because it doesn't have all the songs from F-Zero and I assumed they would be there. I think the reason they're not there is because in order to play the Expansion Kit you need the F-Zero cartridge too, so it probably just takes some songs from the cartridge and everything else from the expansion's disk. Thanks for the help and understanding though.

Posted by SubDrag November 15, 2015 7:37 am
The half ones, are known, it's sort of a hack for the way n64 sound tool works.

You can see it shares the same pointers (first number), but different banks. Half the sounds are from the first pointers, have from second, same bank. That is why I said just delete the static ones, you're not losing any sounds, it's just half were from first pointer set, half from second.


However, I can't explain 11/12/13, they seem to be the game reporting wrong bank spot for pointers, so just getting nonsense.

Posted by WDLmaster November 15, 2015 5:23 am
Those half static/half music samples seem to me like unused/wrong/out of date pointers that were used sometime in the development cycle but later got removed without setting the pointers to a common "null sound" like other games do. You have to keep in mind that not every entry in every bank is actually used in-game. So I guess those sounds are just invalid (because unused) pointers that were left behind after some ROM size optimizations and whatnot. Many other games have that too but their pointers are not undefined and point to some short sine wave sound or something.

Posted by HotDog November 14, 2015 9:51 pm
That sucks, hopefully a solution can be found. Also, bank 00 is another one static sound, and strangely bank 12's sound is static for the first half and plays a sample from a song for the other half. Not sure it that's of any help but I though I might point it out.

Posted by SubDrag November 14, 2015 7:20 pm
I took a look, and there's something weird about those 3. It's like they're offset by 5 bytes, or just plain off, but I tried that and still didn't work. I'm not sure what's going on with those I'm afraid, they seem unique.

Posted by WDLmaster November 14, 2015 6:09 pm

Just a guess but: F-Zero X is a Nintendo developed game, so could it be that those static sounds use the same 2-bit VADPCM compression that Ocarina and Majora uses?

Posted by HotDog November 14, 2015 4:29 pm
On F-Zero X Expansion Kit, bank 1 and 2 are half sound and half static, and some of the static ones average 35 seconds. Bank 11, 12 and 13 have one sound each and they're all static.

Posted by SubDrag November 14, 2015 4:16 pm
Oh, maybe you're thinking of other banks. Which on which game are staticy specifically?

Posted by HotDog November 14, 2015 3:41 pm
Dang it! It just feels like there's something I can do, I mean there's like 3-4 banks that have just static and I'm only missing a couple songs from the game so I felt like those were it. But, you know a lot more about this than I do so if you say I'm getting all the sounds then I probably am. Thanks a ton for the help!

Posted by SubDrag November 14, 2015 12:14 pm
Just ignore/delete the static sounds - they're correct in the other bank, so you're not losing any.

Posted by HotDog November 14, 2015 8:45 am
Yeah in the end I found out that Wavosaur can use loops and for VGM it's great. Still can't find out if I can do anything with these static sounds, it half of the sounds I ripped.

Posted by WDLmaster November 14, 2015 4:55 am
Yeah, sadly most (?) audio editors can't handle loop points at all. I personally still use my old stone age programs "Cool Edit 96" and "Cool Edito Pro 2" to this day and it always supported loop points and cue lists basically since day one. If you just want to play the music (without editing it) I think Foobar2000 can play those arbitrarily looped WAV files using the foo_loop.dll. But I never tried it.

Posted by HotDog November 13, 2015 6:23 pm
Disregard the second part of my previous comment, Audacity doesn't do loops like that

Posted by HotDog November 13, 2015 5:00 pm
Thank you WDLmaster, that's very good to know that it can be done. I never said that the program wasn't exporting sound loops correctly, I just assumed from SubDrag's comment that loops couldn't be exported with a file but I'm glad to know I was wrong.

So I'm using Audacity and I've exported the loop predictor, what do I do with it?

Posted by WDLmaster November 13, 2015 4:21 pm

Unrelated to your last question BUT: sample loop points ARE exported correctly by the Sound Tool! You can find them in the sampler chunk at the end of the WAV file. It's not the Sound tool's fault that your audio program is unable to read the sampler chunk correctly or at all. If your audio program does not recognize (AKA skip) the sampler chunk, try another one...

About the static sounds: I have no idea.

Posted by HotDog November 13, 2015 4:09 pm
I don't understand, so that noise is just data for a sound in another bank? Or are the "noisy" sound files just not being played correctly?

Posted by SubDrag November 13, 2015 3:40 pm
Some banks "share" the sound data. If you play banks 0 and 1, it should be all the sounds, just some are for bank 0, and some are bank 1, or something like that.

Posted by HotDog November 13, 2015 2:57 pm
I'm getting it from F-Zero X and F-Zero X Expansion. And darn it's unfortunate you can't export it with a loop I'll try and loop it in an audio program

Posted by SubDrag November 13, 2015 2:22 pm
Loops aren't part of the midi spec. Which game is giving you mostly static for sounds?

Posted by HotDog November 12, 2015 11:05 pm
Also (sorry for double posting) is there any way to export a song with a loop ?

Posted by HotDog November 12, 2015 10:50 pm
Thanks! Now I'm just wondering why so many sounds are just loud noise, do I have to export as raw data?

Posted by SubDrag November 6, 2015 7:51 am
It's at the bottom.

Posted by HotDog November 5, 2015 3:14 pm
How can I open 64DD games? I'm trying to open F-Zero X Expansion but I don't see it in the programs list to chose from?

Posted by SubDrag November 1, 2015 8:20 pm
What game?

Posted by ugh November 1, 2015 7:18 pm
how to use n64 sound tool: 1) open up sound tool. 2) wait for it to crash 3) you have now finished using n64 sound tool, have a nice day

Posted by SubDrag October 14, 2015 11:32 am
The n64 midi tool can rip midis, and n64 soundbank tool can rip soundfont a to play midis against.

Posted by pollito October 14, 2015 10:50 am
This tool only extract sound effects?,theres a way to extract soundtracks from the stages of the games?

Posted by lezg_g October 4, 2015 3:25 pm
Problem solved lol, I think it was my internet.

Posted by lezg_g October 4, 2015 3:22 pm
I think n64soundtoolupdated.rar file is corrupted, I extracted it but get an error

Also a question, with this update, Can we edit zelda OOTDBG sounds ?

Posted by WDLmaster September 23, 2015 7:41 am
No, there won't be any setting that will satisfy your needs. Did you actually read all my numerous walls of text, explaining over and over again why it is impossible (at the moment) to obtain the correct sample rates of any sound? You have to tweak the rates manually. Simply using the master rate for every sound will not work in the majority of games, as I already pointed out a gazillion times. Try using lower rates. Different sounds have different rates and so it's just normal that your exported sounds are way off.

Subdrag should make a big red flashing warning next to the download button above in which that issue is explained. I have a feeling that this complain will continue to come up every once in a while :-/

Posted by Steven B September 22, 2015 8:58 pm
hi, the voices and a lot of the sound effects sound like theyre somewhat way off.. if i play them in winamp or vlc they dont sound simliar to the emulator.

ive added the sample rates from WDLmaster's post on here to the program's .ini file but its still not matching up to the game.

does anyone have screenshots for the program's settings that would result in an accurate copy of the sounds from what i remember from the gameplay? =)

Posted by Moggey0921 September 17, 2015 3:39 pm
My friend mariosan will send you the rom so you can look over it with the soundtool version 1.1 and see why the problem crashes when it loads in it.

Posted by SubDrag September 17, 2015 5:05 am
Can you email one that crashes if you can get it. 1.1 is same locations. So don't quite get it.

Posted by Moggey0921 September 16, 2015 9:01 pm
I think it crashes some SM64 roms because when using the SM64 rom extender for the rom to be 64mb, there may be like something inside the rom that makes the soundtool crash. I used the extender on my own rom, but it didn't crash soundtool for me. Probably it's because of the version of the rom that you use, but it's not supported for soundtool. Maybe that's why.

Posted by SubDrag September 14, 2015 5:02 pm
Super Mario 64 should work fine in 1.2, strange. Can you recreate crash in 1.2 or provide information so I can fix.

Posted by Moggey0921 September 13, 2015 11:05 pm
I need it because my friend Mario san is recreating the beta of SM64 and every time he tries to import sounds and open his beta rom into the soundtool, it just crashes. That's why and also thank you so much for the link. For me I'm using the new version of the soundtool.

Posted by SubDrag September 13, 2015 3:04 pm
It's still available here: http://goldeneyevault.com/files/n64tools/n64soundlisttoolupdatedold.rar But can I ask why you want it? 1.2 should support it but better.

Posted by Moggey0921 September 12, 2015 9:39 pm
Hey Subdrag, I was wondering if you still have the old version of n64soundtool 1.1. Mind if you give me a link to it? I'll appreciate it.

Posted by jc September 12, 2015 3:19 pm
Hey man! I couldn't get your program to run on mac (through wine), I'm looking for Pokemon Stadium 2, and Goemon's Great Adventure!

and for anybody who didn't know, a guy on twitter used this program and started compiling a big list of n64 games!


Posted by Moggey0921 August 31, 2015 12:49 am
I'm also exaggerated too. The first DKR hack to feature custom music. It can take some time though, but it doesn't matter. I will try the editor and see how it comes up. The soundtool just makes things more complicated XD.

Posted by SubDrag August 30, 2015 5:00 pm
Ah cool! For reference, for DKR rooms right now, make everything Room00 named, in the future, it will support multiple rooms. Also, with the latest beta if you download it of GoldenEye Setup Editor, the tab in "Game Configuration" of Sound lets you edit sound right there. Choose your sound, then click "Import .wav with duplicates" or something like that, when you import your level name sound, and should work fine! I'd recommend using editor, not N64 Sound Tool if doing DKR.

Posted by Moggey0921 August 30, 2015 3:39 pm
Thank you very much. The error is now removed and now I can use the tools again. I was going to make a diddy kong racing hack with custom music and now I can. I support your work.

Posted by SubDrag August 30, 2015 1:48 pm
Install the VS2008 x86 SP1 redistributable linked to in the FAQ here.

Posted by Moggey0921 August 30, 2015 1:34 pm
I really need help with something. Everytime I open n64soundtool or n64miditool I get this error

( The ordinal 12384 could not be located in the dynamic link library mfc90.dll).

What can I do to remove this error and use the sound and midi tools again?

Posted by fluidvolt August 15, 2015 5:47 pm
Oh, that's weird. I was using an N64 sound tool I downloaded a week ago. I re-downloaded the sound tool and it sounds right..?

This is the waveform I was getting, along with the one I now get -- it matches yours:


I'm not sure if there was a change in the code since I last downloaded, or maybe my internet garbled up the file, but I was getting that distortion on two or three percussion instruments. It's all gone now. Awesome.

Thanks for the help, and sorry for the trouble. Cheers!

Posted by WDLmaster August 15, 2015 4:39 pm
Ok, my testing of the interim version with different games proves once more that there's no solution for every game. It's simply not possible. The newly added sample rate display is correct in some games like Banjo Kazooie but it "broke" many other games that I tested (like Cruis'n World or Mischief Makers). Not your fault, of course, just the way N64 works. The reason is simple: the base key alone is not enough to find the final rate of every sound. It still depends on the note number sent to the playback engine AND the key min/max values. This makes obtaining the correct sample rates for the majority of games outright impossible.

So for now, please do not yet implement the new sample rates in WAV export and preview but use the tool's old behavior (master or 1/2 sample rate for every sound) until I find THE solution. There has to be one. But you can still keep the sample rate display. It comes in handy for testing purposes.

Posted by SubDrag August 15, 2015 12:26 pm
I'm not sure, this is the sound I see from it:

It doesn't sound like that ingame? Also, @WDLMaster, I did some cleanup of the games, there weren't really sampling rates wrong, it was just some games it seems I thought were working, but aren't loading. I'll have to track them later, for example Doom 64 and NBA Jam 99. I also added a simple form of key base showing the adjusted sampling rate. In the end it wasn't any major changes though. And removed the ignore key base, though I kept 1/2 sampling rate for now.

Posted by fluidvolt August 14, 2015 9:43 pm
I'm so happy to see Paper Mario added to the list! I'm planning on ripping the sounds from Paper Mario and assembling a soundfont. Quick question: a handful of instruments have distortion. For example, Soundbank 0, Instrument 06, the crash sample sounds like it's clipping. Is there anything that can fix that? Or is it even known what the cause could be? If there's no fix, I understand. Thankfully it affects only three or four samples. Keep up the great work, SubDrag!

Posted by WDLmaster August 13, 2015 3:42 pm

When you have some time, could you compile a separate test/interim version with some changes described below? But keep the current version to be able to undo the changes if necessary.

I personally have no problem with the tool in its current form but I'm sure the not-so-technical people out there find it kinda confusing, especially the concept about sample rates. The changes apply ONLY to those formats with BaseKey support:

First of all, remove the "1/2 sample rate" checkbox and everything attached to it. It was just introduced a few years ago due to some vague assumptions that certain banks MAY use half the master sample rate. But there is no such rule in any game. The key map is what decides the rate.

Then, rename the current "sample rate" field to "reference sample rate" because it more accurately reflects what that field actually represents. In its current state, people assume this rate is the sound's sample rate that is used when exporting or previewing the WAV, which is not the case as you'll see when you read on.

In the "sounds" section, add a new edit field called "sample rate" but disable user input because the value displayed there is calculated from the reference sample rate and the base key. THAT value is the actual rate used for the currently selected sound and is always calculated from the reference rate and the base key (and the detune value, but leave that out for the moment). That's also the reason why the user cannot edit it. To change it, you have to change the base key. Now, this rate is used for both the sound preview and the WAV export – very important!. How you calculate the rate:

SampleRate = pow(2, (BaseKey - 60) / 12) * ReferenceRate;

I don't know what the "Ignore Key Base Sample Rate …" checkbox does but it seems to do nothing. I remember in older versions that when you leave it unchecked, the exported WAVs had way too high sample rates so I always checked it. You should change the behavior of that checkbox to the following: when unchecked, use the calculated rate (different for every sound. Recommended because intended behavior). When checked, use the reference rate (not recommended in most cases, especially for SFX banks).

Posted by SubDrag August 12, 2015 2:02 pm
Basically File->Open Known Game, pick your game, pick your ROM when prompts, then good to go.

Posted by aaron August 12, 2015 11:39 am
When I launch the tool I can't seem to find a way to load the rom up to get the files from it. what am I doing wrong? there aren't many option in the tool that I can click that actually bring up anything... so..?

Posted by WDLmaster August 12, 2015 9:31 am
I suggest you scroll down a bit and read through the lengthy discussion about that issue. There's no need to update anything because (I repeat my self over and over) there will NEVER be a single sample rate for every sound in every game. The soundbank's internal rate, which is not correct in many cases, also specifies 22050, and is obviously wrong, so you have to set it manually to 11025. Even if you set the global sample rate for Banjo Kazooie to 11025 (which is plain wrong, because no game ever made for N64 has such ungodly low quality) it might apply to the SFX but not to the music samples, which are 22050. As said numerous times before: you will always have different sample rates for different sounds in every ROM. Rates are not stored inside the ROM so you have to set them manually. Depending on how the keymapping for each game is set up, one could calculate them to a certain degree but it's not consistent across different ROMs.

That discussion goes on for more than 3 years now. If you scroll down even further, you'll see that at least since Spring 2012 we're looking for a way to consistently get the sample rate for every sound but there is none. It depends on the key mapping. The base key to be precise, and even then it does not necessarily mean it's the correct key to get the original sample rate. Why? Because if the sound guy specified the base key wrong, he simply plays the note a few semi tones lower/higher to compensate for that error. That’s it. That's the reason why internal values are not always correct and it's the actual MIDI message (the key number) that decides how to play a sound…

Posted by SubDrag August 11, 2015 7:21 pm
I'll check this weekend, I think one of the fixes accidentally makes me need to half sampling rate on most of the games.

Posted by Pysis August 11, 2015 4:17 pm
I used the tool to extract the sound banks from Banjo Kazooie U V1.0. In the "gamesoundconfig.ini" file, the "AllSamplingRate" is set to "22050", but all of the sounds were too high and fast. It seems checking the box "1/2 Sampling Rate" makes them sound better. Should there be an update to simply change this number to "11025"? Is there another purpose for having the value set like it is currently?

Posted by WDLmaster July 10, 2015 10:01 am
Erm... I think you skipped one of my last posts (or misunderstood it) about that floating point number given in the 'float key' field. If you multiply 32000 with the value there, you get the correct sample rates. It has mixed rates. Some speech samples are in 16000, some even as low as 7000. A unified rate of 8000 is wrong.

Posted by WDLmaster July 10, 2015 9:56 am
Yes, I know, it is 8000 for THAT bank only. That's why I said to leave the override as completely optional. The master sample rate is still correct (32000). There you have an example, where the bank's rate (8000) is correct. But in other games (Yoshi for instance) the 8000 is definitely, without doubt, wrong. It HAS to be 32000 unless the tool hides some other, unknown stuff about the bank.

Posted by SubDrag July 10, 2015 9:10 am
I fixed the Star Fox gui, but I think your override rate is wrong, it looks more like 8000 to me.

Posted by WDLmaster July 10, 2015 4:40 am
This has no effect on Dolby Surround because it's just a matter of where you send (analog) audio data, after everything else is already decompressed and processed. Sorround is basically the last step in the chain. The problem with the different formats discussed here is/was how to decompress them, which comes before anything else. That seems to be pretty much covered by now. The only optional thing left is how to get the original sample rate for every sound for lazy people who don't want to tweak stuff on their own (I'm NOT one of them).


It doesn't matter if the rate is different from the master rate as long as the key mapping compensates for that. With the SF64Uncompressed and ZeldaUncompressed format, thanks to that floating point variable called ''(float) key'', the original sample rate for any sound can be obtained simply by multiplying the master rate with that factor. This yields correct results at least for SFX. I noticed that ''decay time'' and ''float key'' labels have to be swapped in SF64Uncompressed format.

But the more I look into the key mappings of games the more I come to the conclusion that it's simply impossible to obtain the original sample rate for every sound because of the ''nature'' of things. In the majority of games it's kinda possible with base key and min/max key but because the sounds in N64 are played like on a virtual keyboard, the actual center frequency can be seen as undefined. It can be anything between key min and max. The MIDI message that is sent when playing the sound decides at which rate it should be played.

Posted by Ortsa July 10, 2015 12:46 am
How would all this effect a game that has dolby surround sound like Perfect Dark? Maybe it can explain why GE:X has instrument issues with PD's sound banks system.

Posted by SubDrag July 9, 2015 5:08 pm
Alright thanks, added those (rounded to common rates). A lot of games the banks seemed to show double the rate (I wondered if maybe cause of something with stereo vs mono), while other games seem to be completely different than their specified rate.

Posted by WDLmaster July 9, 2015 5:42 am
Hmmm…. I'm confused. Some game's sound banks indeed use the bank's own sample rate to get the correct pitch but not ALL games. Of course not, because every developer can do arbitrary stuff – sigh. Better leave the override in as completely optional because, as I see it, it's impossible to correctly support EVERY game out there without some user tweaking. I can only speculate but to me it seems that at least the more "primitive" and badly ported games, that only use Nintendo's Dev Kit are working with the bank's sample rate. Other, mode advanced developers do things differently and do not entirely rely on the specs given by Nintendo. Even Nintendo itself (as seen with OOT and Yoshi's Story) does not use the bank's sample rate.

Posted by WDLmaster July 9, 2015 4:23 am
Yes, I would round them to nearest standard rate. I have no idea why they are that way. I have a few more, taken from the USFs this time. Quite a bunch of 44 kHz games. Tetrisphere and The New Tetris are 2 special cases that do not depend on the master sample rate because DCM is self contained. It stores the packed frequency with EVERY note and does not use key numbers. But the sounds themselves still have no standard frequency in the header…

1080° Snowboarding: 32006
Battle Tanx: 22047
Buck Bumble: 44016
Diddy Kong Racing: 22047
Doom64: 22047
Duke Nukem Zero Hour: 22047
Excitebike: 22047
Extreme G: 22047
Extreme G XG 2: 22047
Goemon's Great Adventure: 44095
Ganbare Goemon - Mononoke Sugoroku: 44095
Mystical Ninja: Starring Goemon: 44095
Hybrid Heaven: 44095
Killer Instinct Gold: 22047
Mace (Dark Age): 22047
Magical Tetris: 44095
Mario Kart: 26807
Mario Party: 32006
Pilot Wings: 22047
Pokemon Puzzle League: 22047
Quake: 22047
Quest: 22047
Ridge Racer: 22047
Rush 2: 22047
San Francisco Rush (2049): 22047
San Francisco Rush (Extreme Racing): 22047
Wave Race: 32006
Wipeout: 22047
Wonder Project: 22047
Zool: 22077 (yes, 77, not 47, hehe)

Posted by SubDrag July 8, 2015 7:27 pm
Thanks for that list - I am assuming supposed to round to standard rates. It seems to make sense to bin them in 32K, 22050, 44100, etc? It doesn't make sense they're those random numbers nearby? I'll update the list with that though.

Posted by WDLmaster July 8, 2015 6:27 pm
Yep, sample loops are now properly exported, nice work! The tool's getting better and better every day. Unfortunately, there's no list with all the sample rates of EVERY (!) game ever released. At least not that I'm aware of. As long as we have no simple way of reading the sample rates we have to boot up every game. Alternatively, one can use the USFs. It's faster but I noticed some differences between USF and emulator output. At least with Tetrisphere, where the USF reports 40001 but the emulator (which I consider "true") outputs at 44095. Might be region-dependent. I just have a fraction of games and most of them I only have to extract sounds.

Banjo Kazooie: 21998
Banjo Tooie: 22047
Blast Corps: 22047
Bomberman Hero: 32006
Bomberman Second Attack: 32006
Bomberman 64: 32006
Chameleon Twist 2: 22047
Chameleon Twist 1: 44099
Castlevania 64: 44096
CV Legacy of Darkness: 44095
Conker's Bad Fur Day: 22018
Cruis'n World: 22047
DK 64: 22047
Forsaken: 22047
F-Zero X: 32006
Glover: 22047
Jet Force Gemini: 22018
Kirby Crystal Shards: 32006
Lylat Wars (AKA Star Fox) (E): 32006
Starfox (J): 32006
Majora (U): 32006
Majora (E): 31995
Mischief (U): 22049
Mischief (J): 22047
The New Tetris: 36007
OOT 1.0 (U): 32006
OOT 1.2 (E): 31995
Paper Mario: 32006
Perfect Dark: 22458
Rayman 2: 22047
Mario 64: 32006
Smash Bros: 32006
Tetrisphere: 44095
Tsumi: 22047
Turok (all of them): 22047
Wetrix: 22047
Yoshi's Story: 32006
OOT Master Quest debug ROM: 32006
OOT Master Quest: 32006

Posted by SubDrag July 8, 2015 4:37 pm
Loops should export properly now, I hope, in Zelda. At least wavosaur seemed to not have a loop set for those.

Also, you should be able to see the override sampling rate in latest version. It's part of ini, you put at beginning of game, right after the name declaration, for example:

It just updates the play/save function. Those sampling rates that show there, are what the bank itself has stored. It's supposed to be the bank they are played at...but clearly games didn't use it that way.

I updated the few games sampling rates I knew (including Zelda to 32000). If you have a complete list, or make one, I will update ini with it to help people out. If a game has a different rate for each bank, that is possible, but we can deal with it when it comes.

Posted by WDLmaster July 8, 2015 3:07 pm
Good, I checked every sound in OOT and Majora and found a 100% accurate, totally simple method to decide which sounds are looped: the ones where the loop start is != 0. That's it. But I suggest to only apply that special rule to those games that have that problem in the first place (all Nintendo-made games, I guess).

Now to the master sample rates: You said '' […] I can make an update so it overrides the banks, and defaults to that.'' Wait a sec. Does that mean that each TBL has its own sampling rate specified? Where do you have the sample rates from, that are displayed when you select a bank? Yoshi's story for example shows 8000 Hz as sample rate but it's supposed to be 32000. I have no idea where the 8000 comes from. The master sample rate of a game is actually set somewhere in the initialization code when the game boots. But, as you know, I have zero knowledge about where and how it's stored inside the ROM. But you/we need that value because the exported sounds, especially later in the SoundBank tool depend on that. You can easily test It in SoundBankTool, when playing Yoshi's Story midis, the sounds are of course 4 octaves (32000/8000) lower than expected. If you type 32000 in the sample rate field, everything is alright.

Quote: ''If it's per sound, probably out of luck for now heh.'' I'll answer that in my next post, because I need a big WALL of text to describe that in detail ;-D

Posted by SubDrag July 8, 2015 2:38 pm
It seems like those two games include loop points for all sounds, and then when you play them. I don't know how you differentiate which are real loops. They seem to include it on all sounds, then it must choose when playing it back.

I fixed the crashing, there is a NULL sound in that sfx bank.

Posted by WDLmaster July 8, 2015 8:33 am
Addition to last post: The SoundTool itself reports EVERY sound in Majora and OOT as looped.

Posted by WDLmaster July 8, 2015 8:29 am
Yes, every (!) sound in bank 00 has it. That's all SFX. The music samples are not affected. It does not occur when previewing the sound inside the Tool. And it's not an issue with other programs that might read the WAV in a wrong way. I imported the WAV into 6 different audio programs and it's always there (CoolEdit 96, CoolEdit Pro 2, Audacity, ModPlug Tracker, Winamp, XM play).

As for the Zelda SMPL chunks: it's actually not the presence of the chunk itself but the loop end point is set in Zelda WAVs, which effectively activates the loop (even if it's zero, which simply means "forward/infinite loop"). It's not a ModPlug Tracker only issue. Other programs also report it as "active" loop.

Posted by SubDrag July 8, 2015 6:24 am
If you can post a list of all "corrected" frequencies you know about, as you go, I can make an update so it overrides the banks, and defaults to that. If it's per sound, probably out of luck for now heh.

I'll look into that crashing.

Also, the reason it exports the sampler chunk is to give the base key (called unity key I think in that sampler chunk). All the loop info is set to 0, so it must be a bug in those other tools, but the advantage is you get key base exported to the wav for soundfonts, etc. So I think maybe should file a DR on those tools.

It is odd about cruis'n, not sure what to make of that. Every last sound?

Posted by WDLmaster July 8, 2015 4:39 am
Did some more testing:

This may happen in other games, too: If you open Majora and select sound 0039, the tool crashes. In OOT it crashes when selecting sound 0044.

Very low-priority: All non-looping WAVs exported from Zelda games (possibly every game with Zelda format) have the sampler chunk at the end of them, which makes them loop in some programs (like ModPlug tracker) when previewing them. But this is not too much of a problem really.

Cruis'n World, bank 0 (which is for SFX) has a few bytes of garbage at the end of every sound. The length seems to be 128 samples and as far as I can see, it's part of the sound, not "outside" of it because it lies inside the loop points.

The master sample rate of Yoshi's Story is 32000 Hz, not 8000 Hz, as the tool says. Smash Bros. also has 32000 Hz, not 44100, as in bank 01. Rayman is 22050, not 44100 as in bank 01 […] There are just a handful of games ever released that use 44100 Hz as master sample rate. Tetrisphere (not 44, but close), Buck Bumble, Castlevania and the Goemon games for example. There are some odd Frequencies like 40000 Hz (Tetrisphere) and 36000 Hz (New Tetris) but the majority is 32000 and 22050. This is not really an issue for me personally and I couldn't care less but I've seen may users out there that are confused and complain about too high pitched samples and what not. But this is a general N64 issue and the way it works and has nothing to do with your Tool.

Maybe we should discuss somewhere else? My issue reports growing bigger and bigger and the comment section here explodes...

Posted by SubDrag July 7, 2015 8:40 pm
I reuploaded it so it tells you whether the sound (checkbox) is the half precision kind. There are quite a bit, and also it looks any game that is ZeldaCompressed can have this. 1080 Snowboarding had some of them, for example.

Posted by SubDrag July 7, 2015 7:33 pm
Glad it works! I think that gets all of Zelda's sounds. Let me know if you find anything else that seems missing. N64 uses a proprietary VADPCM algorithm. Almost all games use it. What's interesting about the 2 bit zelda ones, is the predictors set is always 00s. I really do agree they probably hacked this in themself very late in the game, and these are way too compressed. It's based every 16 samples, only has 2-bits of resolution. That's pretty low. I can't figure out what decides in F-Zero between A and B bank, but all sounds are playable, it's just you have to ignore static ones. If they are static in one bank, that same number will be valid in the other.

Posted by WDLmaster July 7, 2015 9:41 am
OK, I tested OOT and Majora, and so far all sounds seem to be complete!!! You're so freaking awesome - I have no words damn it! The others may not know it, but this is the most valuable piece of N64 related software since at least 15 years… I can't thank you enough.

Yes, those 2-bit sounds are horribly bad quality. I actually noticed the heavy distortion already back in 1998/99 when I first played OOT, especially with the witches scream at the end of the boss battle in Spirit Temple. Back then I thought it's simply clipping of too loud samples but now that I see the actual waveforms … ouch!

It's a VERY bad decision of the developers to apply that 2-bit compression to voice samples. I would've used it for other, already "white-noise-ish" samples, like waterfalls, hissing and explosions. To me it seems they were forced to further compress the sounds later in development to stay within the 32Mbyte ROM size. I compared the N64 sounds to the 3DS sounds and all of them are 4-bit, thus sound better than the OOT ones. They all have the same old sample rate, though. But then again, OOT was a pretty complex game back in the day. I speculate lot's of the seemingly over-complicated stuff in there comes from ROM size limitations and were introduced (very) late in development because they were hitting the 32Mbyte wall but wanted to stay within the boundaries no matter cost … or something :-)

As for F-Zero X: I actually don't know much about that game aside from the soundtrack. I have no idea if the sounds are complete or not. I just brought that up because I remembered that it had static in a lot of sounds. It was released in 1998, too, like Zelda and was developed by Nintendo itself, so I guess that other in-house developed games might use 2-bit sounds as well.

Posted by WDLmaster July 7, 2015 8:28 am
Say, what kind of ADPCM is that actually? Don't tell me it's simply the standard IMA ADPCM. Because the IMA standard also specifies a (seldom used?) 3-bit and 2-bit encoding. The latter, as you said, has obviously a compression ratio of 8:1. As soon as I saw your ''4 bytes yielded 16 samples'' statement I immediately thought about that IMA standard…

Posted by SubDrag July 6, 2015 8:50 pm
Great news!! Narrowed in on those static ones in Zelda. They were unique to all the other games, but simple in the end; basically it just was encoded at half bits of every other standard ADPCM (must've written their own little modification of tool to save some bytes?). So 4 bytes yielded 16 samples, instead of most games, 8 bytes yielding 16 samples. They must be crazy low resolution. Can you maybe try the latest download out there for Zelda on static ones, see if it is working! I remember what happened in F-Zero, and I need to handle better. But basically some sounds in bank 0 are for Tbl 1, and some for Tbl 2. So in the gameconfig, I had the first two banks, really are the same, just half sounds work in one, and half in other: [F-ZERO X (U)]:type=FZeroUncompressed 524D60,528730,47 524D60,5531C0,47 527A40,F57A90,01 This needs to be handled better, I'll look at that tomorrow hopefully.

Posted by SubDrag July 5, 2015 5:40 pm
Yeah there is a little bit of static sounds, I originally thought it was due to the first couple banks sharing the same tbl, and maybe some unused, but it's probably something more complicated. I know the formats do support A and B banks, it might be something like that, though I didn't think Zelda used that, since bank 1 is empty and that's always second one. So I'm not really sure what's going on with those, but some do have a special flag on those sounds of 0x30 (just not sure what it means). There's only really been raw and adpcm (for these games). I guess it's conceivable the 0x30 special ones mean a different compression or raw. All those flag ones are static, and their data does look a bit different.

Posted by WDLmaster July 5, 2015 5:25 pm
Addition to the post below:

In F-Zero X, the problem actually looks exactly the same, as if some pointers are just invalid (because unused). I'm not sure of course, but there are some samples that contain parts and small cutouts of music, which, again, supports the theory of unused pointers. The actual music is complete and there's no problem with it.

Posted by WDLmaster July 5, 2015 5:21 pm
Well, the 3 Zelda games and F-Zero X are weird and the issue with them was actually known since the beginning and when I remember correctly, it might have something to do with the (v)ADPCM predictors which causes some samples to contain just loud static. All 4 games (maybe others that use the same formats, too) seem to have at least two different compression methods or predictor sets inside the same game, but what do I know. I assume every other game always uses ONE compression method for EVERY sound, right? Maybe in Zelda and F-Zero they use different compressions for different sounds.

So far, I was unable to find any reliable pattern as to when there's static and when not. My first guess was that the unknown compression is always used on boss sounds, because all Ganondorf voice sounds in OOT, the singing of Bongo Bongo, the Phantom Ganon's floating sound, the Witches laughter and screaming sounds, Odolwa's voice sounds in Majora, the Skull Kid's screams, the Twinmold hit sounds, the sounds of the freaking frog whose name escaped me and all those weird sounds of that crazy miniboss dude who runs across those light emitting pads on the ground […] to name a few are all missing or rather contain static while all (?) other general sounds are OK. But a few boss' sounds are correctly decoded like the Volvagia and Dodongo scream. BUT: they're used with some pitch modulation as regular sound elsewhere in the game, which, technically, makes them non-boss-sounds!

Sooooooo: COULD it be that there are unused/invalid CTL pointers in the current banks supported by the SoundTool that were used earlier in development but later were rejected, and that there's actually a yet unknown, other sound bank for boss-exclusive sounds that point to the correct offsets? My observations so far STRONGLY support that theory!

Posted by SubDrag July 5, 2015 3:45 pm
It happened when I split out the SFX bank. It should be working again, had an issue where some were null (and I didn't realize it). Try it again, and let me know if any more issues or missing sfx/instruments.

Posted by WDLmaster July 5, 2015 2:37 pm
Man, you're getting more and more awesome with every SoundTool release!!! As someone said in the SoundBankTool section: 'You're doing god's work, Subdrag'

That's all I can say!

I noticed that the latest version(s) crash when attempting to rip Ocarina Of Time and Majoras Mask sound banks. It does not crash immediately (without ripping anything) but in the middle of the process, after a few sounds were successfully ripped. Don't know when this problem was introduced but I know for a fact that it worked a few months ago.

Posted by SubDrag July 5, 2015 1:58 pm
Found the remaining issues - Bomberman 64/Second Attack had a unique new soundbank format which I now support (you have open the (Sfx) game and choose the rom). The other bomberman was just missing a bank. The other games all were percussion which is now supported. Let me know if any more are missing please! Enjoy.

Posted by SubDrag July 5, 2015 12:41 pm
I fixed Chameleon Twist and Mischief Makers, try grabbing the latest version of sound tool. It adds standard bank format percussion for those games (maybe more). Not sure about the Bomberman games, that doesn't appear to be its issue. Let me know if that fixes some at least.

Posted by SubDrag July 4, 2015 7:36 pm
I just assumed that having percussion in standard format meant it was part of the regular bank. I guess I'll have to look deeper, it appears that those instruments are not part of the normal bank - instead is just another instrument reference. I'll add it tomorrow.

Posted by WDLmaster July 4, 2015 8:25 am
Addition to my post below:

Chameleon Twist 1 & 2 are also complete (SFX and sounds) except for the drum kit, as usual. In the Twist 2 ROM, the drum samples come right after the other music samples, near offset 0x113D5D and before the SFX. In Twist 1, it's around offset 0x1696F0. US versions in both cases.

The offsets are just estimations and are in no way exact. They're off a few bytes in either direction.

Posted by WDLmaster July 4, 2015 7:48 am
Ok, I'll try to give some examples. There's no "list" of games which have stuff missing because, obviously, that would be a monster task to look through every game out there. So, for a start I list the games which I know really well (sound wise).

Bomberman 64: music samples complete but all other SFX missing

Bomberman 64 Second Attack: music complete but all other SFX missing

Bomberman Hero: music complete, all other SFX missing

Mischief Makers: All SFX complete, All non-drum sounds complete, huge part of drum kit missing. Only 2 snares and a clap sound are available atm. It misses at least 3 hihats, 1 crash cymbal,1 techno kick, 1 acoustic kick, 2 ride bells, 3 toms. It also contains a few sounds that do not seem to belong there at first glance but they do: a turn-table-stop kind of sound, an engine-stop sound and a jet-engine sound. In the ROM, the drums come before the other sounds. They start right at the TBL offset 0x4C8C10 (US version).

Cruis'n World: all SFX complete it seems. All music samples except, again, the drum kit is completely missing. The majority of songs in that game have their own set of sounds that are mostly used exclusively in just one song (a few exceptions here and there). But there's also a shared drum kit used in 'Cairo cruisn', 'The Chase', 'Grunge Factor' and 'Cruisn Shuffle' (basically all rock songs share a common drum kit). I'm not quite sure where it is located but to me it looks like it's directly after all the other sound banks (at the very end of the ROM).

That's it for now. I'll have a look into other games as well. Could take a while, though.

Posted by SubDrag July 3, 2015 6:03 pm
If you can provide me a list of all the games you think are missing sounds, and what is missing, I will try and look into them. There could be various reasons for each missing one.

Posted by WDLmaster July 3, 2015 4:34 pm
Did you ever found out what's causing the missing sound banks in some games? From the top of my head I remember Bomberman 64 and Second Attack has all SFX missing (music samples only), Mischief Makers has almost the entire Drum Kit missing, Cruisin World also has no Drum Kit. There are certainly other games with drum kit problems. Yeah, I would do all that by my self if I wouldn't utterly SUCK at understanding compression of basically any kind, no matter how simple. Oh well…

Posted by SubDrag June 25, 2015 1:49 pm
OK, you will be very excited (guess late birthday present?). Zoinkity pointed me to the location of the sound, and I was able to figure out enough to get it parsing. Mario Party is now supported! I'm sure it's not 100%, it's possible more sounds are hiding, and the parameters are all unknown, but it's an excellent start and many sounds are rippable. Give it a shot.

Posted by SpazZTRoN64 June 25, 2015 8:38 am
SubDrag,sadly as far as i am aware there is no sound modifier code for Paper Mario.The game also has got a small quantity of fanmade codes so youre out of luck there sadly.

Posted by SubDrag June 25, 2015 5:04 am
I have had no luck finding sound data in Paper Mario. Are there any gameshark codes for sound modifiers?

Posted by SubDrag June 24, 2015 8:08 pm
I will download and check it out, I hope the new sound tool is working better :)

Also, I finally added the missing Sound Effects from Mario Party 2. I'm not sure if this was requested, but figured out how they worked.

Posted by lezg_g June 24, 2015 7:23 pm
Hey Subdrag, here it's my First Hack DEMO,you can check the imported sounds and also play it if you want :)


Posted by SpazZTRoN64 June 24, 2015 6:21 am
I cant believe the new version was released on my birthday :D.But im still kind of down since Paper Mario is still not supported.I can only wait :(

Posted by Ortsa June 21, 2015 6:06 pm
Sorry I was just going by what you said before that it needed to be fixed. Although there are some instruments in GoldenEye X that need looking into. Sorry for the mix up.

Posted by lezg_g June 21, 2015 4:12 pm
PERFECT !!!!!!!!!

I have no errors now !!!!! :D Thanks a LOT SUBDRAG for the update !!!!!!

Posted by SubDrag June 21, 2015 6:24 am
What do you mean? Sound tool does support attack vol/decay vol properly now in 1.2

Posted by Ortsa June 21, 2015 5:43 am
Is there any chance of fixing the attack volume for this sound tool so that it can fix up the attack volume on GoldenEye X triangle instrument key?

Posted by TwangaBass June 20, 2015 2:05 pm
Followup to my old comment: well I'm just stupid then. Turns out I was searching for stuff when the ROM wasn't even loaded.
I guess I was just used to the MIDI tool from before considering it has a big "load rom" button instead of the small file thing in the corner. Ironically enough, the midi tool is what I needed anyway. :>

My bad!

Still not sure what causes that ini error though, since it definitely is in there.

Posted by SubDrag June 17, 2015 7:54 pm
OK, 1.2 is ready for you to check out. Should show the majority of useful parameters, perhaps now pitch and such should work between EAD games.

Posted by SubDrag June 16, 2015 8:30 pm
I decided to abandon 1.1 and instead improve the more accurate 1.2. I think it can now write out the ROMs correctly. Tomorrow and possibly until day after depending on how long it takes, I will add more parameters that are missing that I believe are the ones you are asking for that are shared among EAD games (attack time, etc). I will post more when I get that ready. The current version supports the frequency for prev/sec/normal sounds, as well as the splits. It's labelled "Attack Volume" but I need to fix. It is, 00, then Split start (between previous and normal, add +0x14 to value to get note split), then the next byte is between normal and secondary, add +0x14 to value to get note split), then some kind of release time parameter that I am having trouble figuring out exactly how works. But once get going you can just copy between games.

Posted by lezg_g June 15, 2015 8:16 pm
That would be great :D, I'll be waiting for that 1.1 update ..., also I figured out that the release controls the global pitch of an instrument, I changed that value a lot of times to get the correct pitch xd, but there's an error here, when I increase the value it should be high pitched(it's like that in game) but In the n64 sound tool it lowers the pitch, I don't know why, maybe fixing st so we don't have to open the rom to see if the pitch is correct again and again. Also when I import a sound without touching that release parameter, it sounds different in game (It seems to be fixed in 1.2)

Posted by SubDrag June 15, 2015 8:02 pm
I will look this week at including splits and key bases in 1.1, so EAD games will be a bit better to exchange sound info. Unfortunately some sounds are shared which are less conducive to importing I guess.

Posted by lezg_g June 15, 2015 7:58 pm
Yes, I'm using 1.1 (I used 1.2 to rip the instruments but in 1.1 did all the import)

It would be great if you do that for 1.1, It would increase possibilities a lot (I've seen a lot of instruments that use that primary previous and secondary sounds) , another thing I figured out is that there are some instruments that arent editable (there's a error 'Error extracting sound') I supposse it's because thst instruments are like copies of one before (for example there is a E.piano sound and then there are other e pianos after, but aren't editable , soif you modify the first one, you are modifying all of them(the copies and the first one)

Posted by SubDrag June 15, 2015 7:49 pm
I have it identified in N64 Sound Tool 1.2, but it doesn't really write Super Mario 64 as efficiently as 1.1. I'll try and work on a 1.1 version that includes it (assuming you're using that version).

Posted by lezg_g June 15, 2015 7:32 pm
Thanks a lot, It is part for my SM64 hack, as long as the mario sound replacements.

With Splits you mean 'primary', 'previous' and 'secondary' ? If so, I don't know how to modify them well (I replace them but there's only a short range that plays the pitch correctly , I think its because its programated to go to another note), Is there a way to change that pitch changes ??

Posted by SubDrag June 15, 2015 7:22 pm
Very nice! Unfortunately that area isn't fully known, the pitch is though, it's key base, it should be shown somewhere. And there's the splits.

Posted by lezg_g June 15, 2015 7:16 pm
Hey Subdrag, I made this with your tool !!!
Is a Custom bank (I did it ripping raw instruments from different games like OOT)

And... A question...., Do you know a way to edit those RawSound.bin files ?? It would be useful for editing volume and pitch

Posted by SubDrag June 10, 2015 4:27 pm
Run out of the Release folder, that file should be there. Then File->Open Known Game and then things should populate.

Posted by TwangaBass June 10, 2015 12:46 pm
Please help?

Whenever I pull up the n64soundtool.exe, I get nothing. As in all the fields and drop-downs are absolutely blank. Zip. Zero. Nada.

And if I try to drag a .n64 onto the tool, I get an "Error reading gameconfigsound.ini, file must exist error.

I've tried placing the gameconfigsound.ini file in every folder in every directory possible, nothing works.

The only time the rom will load when dragged upon the exe file is if I place the rom in the same directory as the exe. But even then, everything. Is. Still. Blank.

Help. This is super annoying. I just want to rip midis. >.

Posted by SubDrag May 30, 2015 8:07 pm
Ah you're right. I uploaded it with it enabled. Btw - I had to make some changes to Super Mario 64, to make it written bank by bank, instead of all banks written together, and it's much harder for sounds to fit now and less efficient. So if you are editing sounds, I actually recommend using the 1.1 version, still downloadable here:
N64 Sound Tool V1.1

Posted by lezg_g May 30, 2015 6:53 pm
Hey Subdrag, I have one problem with the update 1.2
When I open the SM64 ROM all is ok, except that the Import WAV button doesn't appear :P, here an image


Maybe it is a bug, because when I open for example.. SMASH BROS (U), It appears correctly

Posted by Mosky2000 April 4, 2015 2:57 pm
I'll use your advice and see if it works. Thank you.

Posted by SubDrag March 30, 2015 3:18 pm
The only real way is if your sound is bigger, you need to make other sounds smaller (maybe import an empty wav to some unused sounds).

Posted by Mosky2000 March 30, 2015 12:54 am
Is there a way to fix or bypass the (error ctrl is too big) because I'm trying to import a SMG (Super Mario Galaxy) wav into the it's a me Mario from SM64 and then the error shows.

Posted by JimmyBoy March 22, 2015 11:55 am
Ahh, thanks for informing me. Guess I can only use wave logging on Project64 to get the Clay Fighters' voice samples, then.
Still, I figured out my problem with EWJim 3D's sounds. Thank-you very much!

Posted by SubDrag March 22, 2015 11:13 am
I see quite a bit of sounds in Earthworm Jim, you sure doing it right? Clayfighter it's known those sounds are missing, but not sure how to parse those banks.

Posted by JimmyBoy March 22, 2015 3:23 am
G'day, SubDrag! Sorry to bother ya, but I can only get one lousy sound effect out of the Earthworm Jim 3D roms (PAL and US), also the ClayFighter roms are missing all the character's voice samples. Could you please confirm this?

Posted by Clayminator March 16, 2015 8:20 pm
Actually, I did some reading and found you already addressed this problem (adjusting the Key Base). Cheers! You are a man/woman of great patience.

Posted by Clayminator March 16, 2015 7:22 pm
Ahh, a thousand thank-yous, SubDrag!
There's just one problem... the pitch of the samples is incredibly low/slow. Please tell me there's a way to adjust it so it sounds normal. I heard the sound rip of Donkey Kong 64 here, so there must be a way.

Posted by SubDrag March 16, 2015 6:08 pm
Try this tutorial somebody made: http://imgur.com/a/GLCDj

Posted by Clayminator March 16, 2015 11:25 am
I'm just a poor, simple man (not a tech head) and for YEARS I've wanted to extract all the sounds/voice samples from the ClayFighter N64 games, into a useable wav format. Is there a tutorial somewhere to teach me how to use this program, step by step? I see that all three ClayFighter roms are in the list above, which gives me hope!

Posted by patto2k March 7, 2015 8:18 pm
I got past the "Side-by-side configuration is incorrect" error by installing this runtime.

I'm running the technical preview of Windows 10.

Posted by HENBHAKRI March 6, 2015 4:58 pm
Thank you so much!

Posted by SubDrag March 5, 2015 9:26 pm
Here you go:

Posted by HENBHAKRI March 5, 2015 5:53 pm
Hey SubDrag, is there anywhere I can find a file with DK64 sound effects? I've been looking all over and I can't get your program to work on my Mac (through Wine).

Posted by SubDrag February 1, 2015 11:29 am
It's base bank sampling rare is supposed to be adjusted by base key to get frequency. Some games seem to ignore that field and use for other purposes. That change was introduced to tool at some point so most games would play properly. I guess the ones that changed sound player field usage are off though.

Posted by apfelsaft January 31, 2015 2:06 pm
Agreed. However, I came over some differences between an old DK64 sound bank rip (guess the one from RareWareCentral) and a recent one. E.g. sample 0 of instr. 0x12: In both rips they are meant to play at root key 43. The sample of the recent rip actually does play at this key while the sample from the old rip doesnt. Both samples contain the same pcm data, the only difference is the sample rate.

So could it be that only the sample rates calculated for the games mentioned do not match?

(a trivial issue, of course)

Posted by SubDrag January 24, 2015 8:41 am
Some games have changed the way sound banks are used, and use certain fields differently or use code to change things.

Posted by apfelsaft January 23, 2015 12:06 pm
I have experienced that the base midi keys to each sample may not always be correct. this issue occurs at least on:

e.g. with BK: lets take instr. 2 which are the strings. sample 0 according to this tool plays at midi key 49, although natively the exported sample plays at key 38.

however, everything seems to be correct for DonkeyKong64(U)[!]

Any ideas?

By the way: The units of attack, release and decay time are microseconds, right?

Posted by apfelsaft January 23, 2015 11:21 am
@rareltddude: the struct ALInst of N64aifcaudio.h has a member called bendRange, tried this one?

Posted by rareltddude December 1, 2014 11:59 pm
I was reading some N64 documentation, and it said that the pitch bend range was located in the .inst file rather than in individual midi files (using a cc command).

The instrument pitch bend range doesn't appear to be in this program, and I'm unable to locate it in a raw .inst file. Any ideas?

Posted by Veraxis October 19, 2014 1:01 pm
I am extremely interested in doing exactly what you described-- swapping out two voice clips in starfox 64. I am able to get the predictor files for the target clip and the wav for the replacement, but what did you do to encode the two files into a usable ADPCM file that could be copied into the rom? Is there a way to do it through the sound tool (i.e. overlaying them onto a game that does support importing), or did you use a separate program to encode them? If you see this, I would be incredibly grateful if you could help me on this-- it sounds like your work could help crack the code on importing sounds into starfox!

Posted by SubDrag September 7, 2014 6:42 am
Hmm, it must share the key information among multiple sounds, so when you change one, it impacts them all unfortunately.

Posted by Oddbrother September 6, 2014 10:13 pm
Here's the steps I did:
1. Loaded WCW/nWo Revenge (U) into tool.
2. Replace several samples in Soundbank 00 with blank ones, ensuring it is the same length and sample rate.
3. Inject in place.
4. Save ROM.
5. Load saved ROM into emulator.

Now for every sample in the bank I replace, any sample that I didn't replace plays at a slightly lower pitch than originally, and the more samples I replace, the more untouched samples are affected. I looked up YouTube videos of music from this game which also had the same results as mine.

Posted by lezg_g September 1, 2014 5:53 pm
It took me a bit, but is finished :),
im planning to do a SMG based hack with it :)

Posted by PastaWeegee September 1, 2014 2:24 pm
Will do, I need a way to quickly/easily overwrite sounds in Star Fox so I'll see if I can write in an official method to import sounds to the STARFOX64FORMAT games.

Posted by SubDrag September 1, 2014 1:51 pm
Not sure why it limited your posts to a certain # of characters, but I'll look into that. Thanks for the bugfixes on the encode. I've often wondered why it sounded so bad, but I just assumed it was due to poor predictors...who would've thought it was just a small bug in the code. Glad you took a look at it! I have updated the posted zip; oh and as for the determine best index + pred, I believe I've incorporated, and I really appreciate bringing it all together. Imports do sound way better. I am also very happy you got a new Star Fox 64 sound going...would love for you to keep helping progress with the editor!

Posted by PastaWeegee September 1, 2014 1:03 pm
Haha, looks like my post was a little too long. Here's a link to the full thing.

Posted by PastaWeegee September 1, 2014 1:01 pm
Hello! I've been using this SoundTool for a while now, it's been super useful for me! Thanks so much for making it!

I've been playing around with the N64 Star Fox rom for a bit, trying to see just how much I can change in the game, and though it took a bit of work, I finally got importing sounds to work! (Though by 'importing sounds' I really mean encoding a wav file to the ADPCM format using the predictors of the sound I'm replacing, and using a hex editor to replace the sounds in the rom by hand) I had to make a few changes to your code to make the encoding process work, so I thought I'd share those changes here in case you're interested.

I noticed that when decoding from the Star Fox format, it created the wav file perfectly. But when encoding from the wav (using the same predictors), the sound would become horribly distorted. After a bit of analysis of the decoding and encoding processes, I found 2 things that caused this error, and after fixing them the encoding went perfectly.

1. In both the DetermineBestEncodeIndex function and the Encode function, there is a line that reads:
tmp[i] = (bestMatch

Posted by SubDrag September 1, 2014 8:35 am
Thanks for sharing, glad you're having fun with it ;)

Posted by lezg_g August 30, 2014 8:14 pm
Look what i've done with your tool :)


It works better(the model) with this gfx plugin


Posted by WDLmaster August 27, 2014 4:06 am
If you can't raise the volume setting inside the n64Soundtool, maybe the source WAV file itself is too quiet. Use an audio editor to see if it's well spread over the whole vertical "spectrum". If not, use a normalize function or amplifier to boost the volume.

Posted by lezg_g August 26, 2014 4:12 pm
THANKS, well, one question more, how to increase the volume of a sound, it sounds well but with less volume than requeired

Posted by WDLmaster August 26, 2014 7:06 am
A suddenly cutoff sample is more likely caused by missing loop points (or you haven't enabled sample looping).

Posted by SubDrag August 25, 2014 4:26 pm
Unfortunately I'm not sure, it's not part of attack time?

Posted by lezg_g August 25, 2014 4:09 pm
I can't find the parameter that modyfies that lenght, If you can help me with it , it would be cool!!

and, THANK YOU for doing this amazing program, is it cool that we can replace all the sounds of n64 games!!

Posted by SubDrag August 24, 2014 4:23 pm
Got to be one of those parameters there I'd think.

Posted by lezg_g August 24, 2014 4:16 pm
i solved it!!!, one question more, how to increase the length of he sound, because it cuts off in game in one part

Posted by lezg_g August 24, 2014 10:11 am
I tried with different values but it doesn't do nothing

Posted by SubDrag August 22, 2014 5:28 am
It's got to be one of the parameters - I think key base is sampling rate, so that may be what mean.

Posted by lezg_g August 21, 2014 9:53 pm
Subdrag, I tried imorting one sound to sm64, and it sounds good but the pitch is low than that i want, how to increase the pitch ??

Posted by SubDrag July 28, 2014 5:35 am
Check the FAQ on here. It's likely the redistributable for VS2008.

Posted by Tylerds1 July 27, 2014 10:34 pm
I get side-by-side error (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 sxstrace.exe tool for more detail.) Is there a certain program or component I'm missing?

Posted by Pliskin June 19, 2014 5:11 pm
Alright, thanks for the info anyway =)

Posted by SubDrag June 15, 2014 6:53 pm
I don't really support recompression of the Pokemon Stadium banks (that aren't musyx), though the US version supports opening.

Posted by Pliskin June 14, 2014 6:40 am
Ouch, not good... Any way to get disable the soundbank in the game by modding the memory or the game itself so I can record the narrator as he speaks ? That would be a way to get them ^^
(Sorry if this question is obvious to you, I have no experience in N64 modding or programmation ^^')

Posted by SubDrag June 14, 2014 5:25 am
Unfortunately I think they are stored in the software Musyx format that I can't decode.

Posted by Pliskin June 13, 2014 3:21 pm
Hello SubDrag
I'm trying to find the ctl/tbl from Pokemon Stadium, but the French version to extract the narrator voices, can you give me a hand about this ? Thanks

Posted by SubDrag June 8, 2014 5:28 am
The Sound Tool now supports DK64. I assume it's the first bank, sound 34. Ocassionally a game will say sound 0 is empty, and +1 the #s, so it's probably either 34 or 35.

Posted by XaikuTheMaverickHunter June 7, 2014 5:14 pm
Hello, again. SubDrag, I was recently looking into the sounds you ripped from Donkey Kong 64, and I was wondering which sample was used for "instrument 34." In MIDI format, it would normally be "Fingered Base," but in the game, it's some type of flute-like instrument. An example of where this instrument is used would be most of the main melody regarding DK Island's main theme. Thanks.

Posted by jordi April 3, 2014 6:44 am
Been using this for a while, great tool. Thanks for all the efforts

Posted by SubDrag April 2, 2014 4:23 pm
It's a completely different way of doing it, this is not similar to usfs.

Posted by MAK April 2, 2014 8:21 am
Great tool! I have a question (or suggestion maybe): How about export to *.usflib/*miniusf?

Posted by SubDrag March 23, 2014 12:49 pm
It doesn't seem to use the sound effects directly. We probably need to hack a music track modifier, oddly doesn't exist yet.

Posted by Earth March 22, 2014 7:40 pm
Hi Subdrag, in The World is Not Enough there is what sounds to be an unused alternate pause menu song at number 0250 under instruments. It only plays for 2 seconds, so I can't hear the whole thing, same for the used pause song at 0251. Is there a possibility you could create a GS code to swap the pause menu song with this mysterious one so it can be heard? (assuming that music from TWINE is still unable to be extracted due to it's unique music format.)

Posted by Majora February 16, 2014 2:03 am
Done, email sent.
Very glad to see some work being done with Tetrisphere, yet another classic example of solid audio presentation on the Nintendo 64.

Posted by SubDrag February 9, 2014 5:49 pm
To whomever was asking about Tetrisphere, please email me. Zoinkity ripped the files, and we have a way to convert songs to .wav, depending if you are interested in instruments or song.

Posted by WDLmaster January 23, 2014 12:54 pm
In a very old interview from 1998, Neil D. Voss (composer for Tetrisphere and The New Tetris) said he converted the .XM files (Fast Tracker 2) to some proprietary format that still keeps the original 8-bit samples and does not use ADPCM but another ''simple'' compression. http://www.ign.com/articles/1998/06/17/interview-with-neil-voss-part-ii

Posted by SubDrag January 21, 2014 8:49 pm
Enjoy! If you do something fun with it, post here.

Posted by adrian January 21, 2014 8:24 pm
Thank you very much for such an awesome piece of software.

Posted by SubDrag January 19, 2014 6:02 pm
Unfortunately it is one of the few games who has unique and unknown audio formats, at this time. I have a list of all the games remaining (it's not very large), but alas, it's one.

Posted by Cuomo January 19, 2014 2:24 pm
I was wondering if anyone knows how the game 'Tetrisphere' stores its audio, and if its storage method differs at all from the 'Tetris 64 (J)' title already supported by the Sound Tool

Posted by SubDrag November 13, 2013 4:42 pm
Unfortunately not, it means the midi format of the game is unknown. And I guess it doesn't use sound bank for the song (or you'd have found it using this tool).

Posted by Ailee November 13, 2013 9:20 am
Hello again,
First, thank you for the fast answer.
Second, I downloaded the program but I see it doesn't support Dance Dance Revolution Disney Dancing Museum.
Is there something that I can do to make it support the game that I want rip the music?

Posted by Cruisnema November 13, 2013 4:00 am
Hello, you will create a tool to convert the algorithm of the wav to import perfectly them in the Nintendo 64 roms?

Posted by SubDrag November 12, 2013 8:47 pm
These are the sounds. If you want the midis (songs), you want the N64 Midi tool which is also on this site.

Posted by Ailee November 12, 2013 8:31 pm
I wanna know if this program can rip the entire track or if it only rips each part of an track.
I'm trying to rip Dance Dance Revolution Disney Dancing Museum tracks, but only ripping little "samples" of audio ._.

Posted by SubDrag November 7, 2013 5:05 pm
I have not found an open source package that can do that. Feel free to though, it is open source. I'd love to add that ability.

Posted by XaikuTheMaverickHunter November 7, 2013 10:45 am
Hello, there. Is there any way of incorporating a a feature that allows us to rip the entire soundbanks of roms into a .sf2/.dls format? I need that right now for easier access to a game's complete instrument set.

Posted by SubDrag October 28, 2013 3:36 pm
It does rip the loop points, it's encoded in the wav.

Posted by SF2 October 28, 2013 7:23 am
Apparently this does not rip the loop points.

Posted by AlveinHero October 9, 2013 6:18 pm
I have ripped the samples from Mario Kart 64. Now, I'm going to make some music with FL Studio.

Posted by SubDrag October 6, 2013 7:32 am
They are both already supported, you just need to rip it using the tool.

Posted by TeridaxXD001 October 5, 2013 2:43 pm
Do you think you could make rips of the Japanese versions of Mario Party and Mario Kart 64?

Posted by SubDrag September 13, 2013 8:32 pm
Enjoy, let me know if you do something grand with it! They need to be looped. The loop info is part of the exported wav.

Posted by Eric September 13, 2013 8:02 pm
this is a really good program. Thank you so much for creating it!

I have a question, I loaded the samples into a software that allows you to play them on a midi piano , but the soundfonts only play for a second or two and then stop, like a beep or something.
How can i make, for example, the trumpet or synth play for an extended amount of time, so it sounds like "baaaaaaaaaaaaaaaaaaaa etc" instead of "ba"?

Posted by rareltddude September 12, 2013 9:14 pm
I got it. Thanks.

Posted by SubDrag September 12, 2013 4:09 pm
You can change the center key rate, it's in the n64 sound tool in the top left. Called Sampling rate.

Posted by rareltddude September 12, 2013 3:51 pm
What about the master output? Most N64 games output 32kHz and Rare seems to use 22kHz. I just thought it might sound kind of neat upsampled (if that's a word).

Posted by SubDrag September 12, 2013 3:10 pm
It's the base key.

Posted by rareltddude September 12, 2013 12:06 pm
Do you know how to change the output sample rate of N64 ROMS? For example, Diddy Kong Racing: from 22kHz to 44.1kHz

Posted by SubDrag September 1, 2013 3:20 pm
I can't find a good open source and usable sound font C++ library. The n64 sound tool can rip the sounds to match though. The n64 midi tool can rip midis.

Posted by SF2 September 1, 2013 2:42 pm
Make it exactly like bregalands GBAMusRiper.

Posted by SF2 September 1, 2013 2:40 pm
You should update your software to support ripping midi's, as well as samples and have it map the correct key points etc. automatically to make a soundfont using the samples.

Posted by JB August 31, 2013 8:11 pm
Nvm my post. Got it all figured out. Maybe I'll do a tutorial if it gets requested enough.

Posted by JB August 31, 2013 2:20 pm
Hey guys. Anyone have incite into how to convert raw .bin files to .wav? I can't mount them in a virtual drive.

I'm messing with sample rates to get the pitches I want out of samples but am having trouble dumping individual sounds.

Any help is much appreciated!

Posted by rareltddude August 30, 2013 12:08 pm
Ok. I see. I noticed that there isn't that prominent white noise that is present in Nintendo DS ADPCM sounds.

Posted by SubDrag August 30, 2013 9:48 am
They're similar concepts, but they're different algorithms. The n64s is a 4:1 ratio approximately, I don't think Vox is that.

Posted by rareltddude August 28, 2013 8:59 pm
Hi. I was wondering, how is the Nintendo 64 ADPCM format like and different from VOX ADPCM / IMA ADPCM?

Posted by SubDrag August 22, 2013 8:46 pm
Super Smash Bros. (U) is there. Is there a difference?

Posted by AlveinHero August 22, 2013 6:04 pm
Um, Nintendo All-Star Dairantou Smash Brothers by any chance? I want to hear "Hurry to the Battlefield."

Posted by WDLmaster August 21, 2013 7:34 am
I won't write a tutorial but I will explain a few things: The reason why you can't find any sample rate is because unless a WAV file, which stores it's sample rate in the header, a sound on the N64 (in most cases, not all) is played like a note and thus the rate has to be calculated from the key mapping. Sample rates are not stored inside the ROM. But non the less, most samples still have common sample rates. Try some of the following: 11025, 16000, 22050, 24000 or 32000. The game's main frequency is 32000 but that does not mean the sounds are also sampled at 32000. 16000 is actually VERY often used for speech samples. There is no single rule for every game. N64 has no dedicated sound hardware or driver and that's also the reason why not every game is supported by the tool.

Posted by Morpheus414 August 20, 2013 9:47 pm
Already tried it, 90% of the SFX is a loud grinding noise, and the rest I can't get the correct sample rate. That's why I was looking for help, I have no idea what I'm doing.

Posted by SubDrag August 20, 2013 3:42 pm
I guess extract, listen to 'em all until hear one you want?

Posted by Morpheus414 August 20, 2013 11:14 am
Ok, so what do you think would be the best way to find these sound effects and extract them?

Posted by Morpheus414 August 3, 2013 9:14 pm
I can't possibly write a tutorial, I don't even know what this thing is, or how it really works.

It would be like holding a lecture on splitting atoms.

I might as well tell you what I'm trying to do--I need to get 4 sound effects from F-Zero X:

1. Selecting a menu item
2. Cancelling a menu item
3. Confirming settings(OK? prompt)
4. Adjusting cursor(the sound made for each movement of the control stick)

I found the first one, but like I said I need to adjust it properly so it sounds like the real thing. I'll try out what you said earlier, but I'll probably need a lot more handholding.

Posted by SubDrag August 3, 2013 4:06 pm
I don't think there is a tutorial, but feel free to write one! Which game? To adjust the speed of a particular sound, adjust the key base (you can see lookup of frequency in bottom right).

Posted by Morpheus414 August 3, 2013 11:07 am
Hello, SubDrag! I wanted to ask a few questions if you don't mind.

I'm a complete noob at using tools like this--I used ROMs in high school a few years ago for nostalgia, but I have no idea how to manipulate them.

I've learned a few things on my own, like how to preview and save sound banks, but I wanted to know how to adjust the sample rate to reflect the speed and pitch of the normal game.

Whenever I play the sound in the game, I'd say it plays at 1/4th speed. Changing the sample rate manually gives me unpredictable results that I can't put into a pattern.

Additionally, how will I know when I'm using the right ROM? Going through all the available "Instruments" one by one, I recognize a few music pieces and sound effects, but a good 87% of the other sounds is just a horrible loud grinding noise.

Is there already a tutorial on how to use SoundTool? and if not, can you teach me?? Thanks for listening!

Posted by Grim June 19, 2013 9:18 pm
Thank you Sub! You saved my day! It was getting frustrating trying to figure out the problem. Every where I looked no one really had an answer. Glad I came straight to the source! :) And im happy I could help make your program better. It was definitely a big issue. A lot of people will be happy to know the problem has been solved. Keep up the great work and thanks again for helping me out! I Appreciate it! :)

Posted by SubDrag June 19, 2013 8:56 pm
You're right, it was a bug, thanks for reporting it. It's fixed if you redownload this.

Posted by June 19, 2013 8:40 pm
Anyway you could try out WWF No Mercy in the tool and see if you get the same issue? Thanks Sub.

Posted by Grim June 19, 2013 8:25 pm
Im using WWF No Mercy same as the guy who made the tutorial. I followed it step by step and it still gives me that error. I don't know whats wrong, ive seen a few people having the same problem with the same game but their questions weren't answered. Any idea on what I could be doing wrong or something? And again Sub thanks for the fast replies, I really appreciate it.

Posted by SubDrag June 19, 2013 8:15 pm
That game doesn't use mio0, it uses I think no compression, so that's why that game works. Not sure what game you picked, but happened to be one not supported encoding, only decoding.

Posted by Grim June 19, 2013 8:12 pm
Ahh ok, but I was following this tutorial: http://s4.zetaboards.com/Old_Skool_Reunion/topic/9502937/1/

It explains how to inject a .wav into the rom and replace the old music. Every time I try I just get that error. Do the songs have to be MIO0 format or something before you inject? This person who wrote the tutorial doesn't seem to have any problems. Sorry if im asking noob questions lol, just new to the program. Thanks for your speedy replies!

Posted by SubDrag June 19, 2013 6:39 pm
Heh, that's normal. I don't support reencoding mio0. Although I think there are maybe libraries for that, so it may be possible.

Posted by Grim June 19, 2013 6:21 pm
I keep getting "Sorry, no encoding yet for MIO0 format." every time i hit inject. Any idea on what might be wrong?

Posted by Cruisnema May 28, 2013 8:11 am
Have you solved the problem of the crappy/static sound importing? :)

Posted by SubDrag May 25, 2013 12:58 pm
I have had no success locating or finding format of Paper Mario, unless you have more info on game?

Posted by AlveinHero May 25, 2013 10:25 am
Um, Paper Mario soundbanks by any chance?

Posted by SubDrag May 24, 2013 1:50 pm
Nice getting there!

Posted by Cruisnema May 24, 2013 3:32 am
Hei look: https://www.youtube.com/watch?v=ZRhEnItkFQU I've used your cheat codes, thanks a lot! :)

Posted by SubDrag May 23, 2013 2:34 pm
Conker and Banjo Tooie added to tool to play/rip only, no import.

Posted by SubDrag May 22, 2013 10:10 pm
Where do you have a ctl/tbl that's not in the ROM list? All you do then, is put them in the same file, remember their offsets, then open ctl/tbl specific to offset 0, and tbl offset.

Posted by Oddbrother May 22, 2013 9:22 pm
Your tool tells me it opens ROM files only, not CTL or TBL files.

Posted by SubDrag May 22, 2013 6:26 am
Not sure what you mean?

Posted by Oddbrother May 21, 2013 11:38 pm
I do hope this tool supports opening existing CTL/TBL packages eventually.

Posted by MarioFan April 25, 2013 5:30 pm

Posted by MarioFan April 25, 2013 5:01 pm
"Do you have redistributable of msv2008 installed?" where do i get that?

Posted by pdinklag March 21, 2013 9:40 am
Thanks a lot!

Posted by SubDrag March 19, 2013 3:03 pm
It used to be async, can't remember why I changed it. Eh it should be alright now in latest, and be stoppable.

Posted by pdinklag March 19, 2013 10:14 am
This is simply awesome! One suggestion: a "stop" button and simple multi-threading. Checked out some stuff in F-Zero X, and they seem to have put whole music themes as a single instrument in there. That means I can't do anything but kill the program once I hit play - or I have to listen to the entire thing.

Posted by SubDrag March 5, 2013 8:16 am
Do you have redistributable of msv2008 installed?

Posted by MarioFan March 5, 2013 5:08 am
Hi, I get an error saying "This application has failed to start because the application configuration is incorrect" How do i fix this?

Posted by AlveinHero February 11, 2013 1:42 pm
That's cool! I can use those N64 soundbanks in FL Studio.

Posted by pikachu896 February 5, 2013 5:10 am
Oh i see, i will try it, thank you :)

Posted by SubDrag February 4, 2013 5:36 pm
Open the ROM, then rip the sound bank using n64 sound tool.

Posted by pikachu896 February 4, 2013 12:00 pm
But how?

Posted by SubDrag February 4, 2013 8:00 am

Posted by pikachu896 February 4, 2013 7:26 am
Excuse me, how can i extract music from WWF No Mercy with this? Sorry, i'm new

Posted by TeridaxXD001 January 23, 2013 10:03 am

Posted by Majora January 23, 2013 1:00 am
Very well done with the DK64 ROM, been after its banks for ages. Has some of the raddest one-shot samples featured on the Nintendo 64. Wicked cool

Posted by SubDrag January 22, 2013 8:31 pm

Posted by TeridaxXD001 January 22, 2013 7:18 pm
Thanks! And if it's not too much trouble, could you post a link to the actual Donkey Kong 64 rip? (Commercial, non-kiosk, that is.)

Posted by SubDrag January 22, 2013 2:38 pm
Here's kiosk. http://www.mediafire.com/download.php?be069syajkyyjrv

Posted by TeridaxXD001 January 22, 2013 12:00 am
Is it possible to use this on the Donkey Kong 64 Kiosk Demo? I wanted to see if there were any beta sounds left on it.

Posted by SubDrag December 25, 2012 1:08 am
Emailed, the rap is fun.

Posted by soneek December 23, 2012 10:49 pm
Yes that would be perfect! My email is soneek00@gmail.com. Thank you for going through this trouble.

Posted by SubDrag December 23, 2012 7:45 pm
It seems to have a compression format that's not gzip. However I believe I can dump it from RAM and give a zip of sounds (but can't import new)? Do you want me to do that for you?

Posted by soneek December 23, 2012 7:24 pm
Hi there. I was wondering if there was any luck finding the Ctl and Tbl values for Donkey Kong 64?

Posted by JayTheBrainMann December 21, 2012 12:11 pm
Just sent it to ya... Hopefully it works!

Posted by SubDrag December 21, 2012 10:03 am
Please email me a copy of wav, what slot importing it into, settings, and how to hear it ingame.

Posted by JayTheBrainMann December 21, 2012 9:07 am
I import the WAV, and it appears to work, but I save the ROM and it doesn't work. Also, all the sampled songs in the game have a volume of FFFFFFE8, but when I import a song and go off of it, it goes to 00. I even try to make the songs I import the same length as the original just to make sure it's not taking up too much space.

Posted by SubDrag December 20, 2012 10:27 pm
I think so. What's gone wrong.

Posted by JayTheBrainMann December 20, 2012 9:58 pm
Is it possible for me to import music into WWF No Mercy with this? Just wondering, as I'm trying to put some songs in but they're not working.

Posted by SubDrag December 15, 2012 1:42 pm
Can you use table earlier in thread? http://wdlmaster.de/NoteMappingForBaseKey60.png

Posted by Miles December 15, 2012 12:46 pm
So I'm extracting the instrument from Zelda and I'm trying to figure out the correct notes they play. They all seem to be playing an F#. Is this the correct pitch they play at or should they all be playing a C???

Posted by Majora October 30, 2012 12:46 pm
Absolutely. The game itself is a bit dull, but the samples it used in its tracks are pretty classic. Thing's like a goldmine of mid to late 90s electronica samples

Posted by SubDrag October 29, 2012 6:24 pm
Enjoy! Pretty cool audio clips, looks like 14000 is right rate for most. Let me know if find beta.

Posted by Majora October 29, 2012 5:13 pm
You are a sage, my good friend. Appreciated very much!

Posted by SubDrag October 29, 2012 4:53 pm
Today's your lucky day ;) Forsaken 64 now supported by N64 Sound Tool.

Posted by Majora October 28, 2012 11:06 pm
Ah, I appreciate the prompt response. Working on the "Forsaken 64" ROM at the moment

Posted by SubDrag October 28, 2012 6:30 pm
That features really been replaced by the ini file. You'd have to use hex editor and compare regions if you want to port to other regions. If you want an all new game, if I haven't found it most likely it's a new format not known or compressed. What game you looking for?

Posted by Majora October 28, 2012 5:26 pm
A question regarding the "Explicit Ctl / Tbl" variables in the program; for N64 games whose variables the program is not familiar with, surely some guesswork would be necessary when attempting to rip sounds. For the sake of simplifying the guessing process, is there a certain format the Ctl / Tbl variables must follow?

Posted by SubDrag October 26, 2012 2:30 pm
You're right, it should be able to delete. I added that if you regrab it. Yep it can get too big for space.

Posted by jjesss064 October 25, 2012 9:47 pm
Oh and BTW, the error i mentioned in my previous post pops up after I click "Inject into Place"

Posted by jjesss064 October 25, 2012 9:37 pm
Thanks for the info! But can you please add a delete feature in the sound tool for SM64. Sometime, after replacing a few sounds, I get an error saying "CTL is too big" because the sound bank is too big and deleting a few sounds might fix this problem.

Posted by SubDrag October 25, 2012 4:36 pm
Glad you're enjoying it! You'll have to add a sound, then export/import the predictors/sound info. Of course, some games may not allow for adding sounds or not utilize it.

Posted by jjesss064 October 23, 2012 2:07 pm
This program is amazing! This program helped me a lot when it came to sound/music hacking (especially for OOT, SM64, B-K, etc.). Do you know if you can make it possible to add a feature to move a sound to another set. Not copy to another set but to move it (like cut and paste).

Posted by Jellybones October 22, 2012 5:56 pm
Right, well that's all good then on my system... Weird. I'll try it again later tonight and copy exactly what the error says, I couldn't make any sense out of it.

Posted by SubDrag October 22, 2012 3:56 pm
ROM can be anywhere, the executable and ini need to be same folder.

Posted by Jellybones October 22, 2012 3:51 pm
Oh wait, do you have to relocate the rom file or the gameconfig into the same directory?

Posted by Jellybones October 22, 2012 3:48 pm
Yeah, it seemed really weird. You open it by right click > open with right? I don't see any other way to load it up.

Posted by SubDrag October 22, 2012 3:20 pm
That's odd. It opened for me. You extracted the zip to a folder, and ran from the release directory with ini right there?

Posted by Jellybones October 22, 2012 2:26 am
I'm having an issue trying to open Jet Force Gemini with the program (tried both US and Kiosk Demo versions), an error states an issue with gameconfig.ini saying "the file must exist". Call me an idiot, but I must be missing something here.

Posted by SubDrag October 8, 2012 4:30 pm
I never figured out how it set the sound rate (maybe externally?) so yeah unfortunately. I think most in same bank are same sampling rate at least.

Posted by fabio73 October 8, 2012 3:23 pm
I'm trying to extract certain Star Fox 64 sound effects using version 1.1 of N64 Sound Tool. When I load the rom into N64ST and play the sound files from the Soundbank, it plays the files either too slow or to fast and not at the right speed. This is obviously fixed by adjusting the sample rate however, I want the sound to sound just as it does when playing the game. Is there a way to have the sample rate set to the correct Hz level automatically so the sound files play at normal speed, or am I stuck adjusting manually until it sounds good?

Posted by SubDrag September 23, 2012 2:32 pm
Raw sound only works in GE not other games. I guess your ctl is getting too big though when adding one.

Posted by Warwiio September 23, 2012 2:13 pm
Can you implement a feature to add a raw sound and predictors at the end? And I get an error when i add a sound at the end saying "CTL is too big" (something like that).

Posted by SubDrag September 23, 2012 1:44 pm
Oh I just meant when you add one, you need to set all the parameters since the defaults aren't right.

Posted by Warwiio September 23, 2012 1:38 pm
SubDrag, you said earlier "You'll have to edit parameters since just defaults." What so you mean and how do you do it?

Posted by Cruisnema September 9, 2012 3:07 pm
Remember that the savestates work only if you have loaded normally a random track, otherwise you'll see all black and only the car...

Posted by Cruisnema September 9, 2012 3:05 pm
Ok I'll send you a zip with the savestate in front of the trash baskets (for replace their routine with the other presents in the game) and the savestates with the fly in the windshield and a savestate just before the fly.

Posted by SubDrag September 9, 2012 2:00 pm
I can't find any flies, can you send me a save state at flies.

Posted by Cruisnema September 9, 2012 1:36 pm
So what have you decided? You'll calculate the codes? If yes you'll send them me to e-mail? You have my e-mail? When you'll send to me the codes can you post here please? Because I don't use often the mail viewer. Thanks for now. ;)

Posted by Cruisnema September 6, 2012 12:39 am
Oh yes, for also view the different windshield backgrounds you can use the flies of the Alaska track. You can use for all edits the Alaska track, thanks.

Posted by Cruisnema September 6, 2012 12:35 am
In Sahara there are 2 camels in the track, but perhaps like the cow have the default routine of the palms, obviously the 2 camels are over the edge. Try with the animals of the Alaska track, but are only 2D sprite over the edge, I don't think that have a routine GIB if that haven't the animals in 3D... For hit everything I mean hit ad example the palms or the signs, or the trash baskets and then replace the default routine of that things to any routine that are present in the rom, ad example, the possibility to change the routine of the signs to the routine for sweep away, for car slide and for view the background windshield effects, if you would use only 1 object to apply the edits you can use the trash baskets in the Alaska, Korea and Holland track that are easy to hit. Thanks for now.

Posted by SubDrag September 5, 2012 5:39 pm
I don't uh really know where to hit anything? I didn't see any animals in sahara.

Posted by Cruisnema September 5, 2012 4:42 pm
And meanwhile please can you find a cheat code for change the routine of common object (like the sign) on the track to replace with any routine? In the game you can see 2 routine of the windshield, similar to the GIB and the shitting elephant, the 2 routines are the flies (In the Alaska Track) and the routine of the shitting birds (in the Tibet track, is different like the shitting elephant). The common objects on the track could have about 3 different routine, you can bend signs and trees for example, or sweep away trash baskets, also you can slide if you hit a rock or a palm, the rock stay static, the palm have an animation (the same animation of the incorrect routine of the cow of the new video) and in the original arcade if you hit an animal it does explode in a meat chunk pieces and you can view the meat pieces in the background (for simulate the pieces in the windshield) and perhaps is possible also in the Nintendo 64 version but if is possible this routine is unused. If you can't find a cheat code for view the special routines on the background when you hit some object on the track, can you find a cheat code for replace the background routines of the Alaska (flies) and Tibet (shitting birds) with the other 2 background routines (shitting elephant and meat chunk pieces of the animals) if they does exist into the rom? Please, is very important to discover what are the limits of this porting. Thanks in advance. ;)

Posted by SubDrag September 5, 2012 4:04 pm
Unfortunately I was not able to figure out how to do those sound banks, they are MORT compressed or something. Alas they may be there. It's possible gib routine exists, but it's definitely tricky to hack.

Posted by Lezard September 5, 2012 12:34 pm
Hi! I'd appreciate some help with the Pokemon Stadium games, as I was searching throughout all the sound banks and couldn't find the pokemon's cries. On the Pokemon Stadium 2 ROM, banks 4 through 6 throws me errors ("Error extracting sound") on every instrument, and those have a lot of instruments, i assume those are the cries (i hope not).

Posted by Cruisnema September 5, 2012 2:08 am
Hello, you are also on the work to found the method to calculate the algorythm to import the songs without statics properties? And watch this video: http://www.youtube.com/watch?v=qEIUqzLQi9E I was able to hit only 1 cow in Cruis'n Exotica, but not is the correct routine, can you calculate a cheat code for change the routine when I hit ad example a sign to all the routine existing in the rom even if some are hidden? So I could find out the GIB routine (if does exist) or the routine of the shitting elephant. Let me know please.

Posted by SubDrag July 30, 2012 5:58 pm
I added it anyways, although I couldn't get ctl to fit so not sure if really works. You'll have to edit parameters since just defaults.

Posted by SubDrag July 30, 2012 5:44 pm
Is it going to be used ingame? There's a lot of fields unknown in SM64, not sure adding would work.

Posted by Warwiio July 30, 2012 5:36 pm
Can you implement a feature to add sounds in the end of a instrument list (like what you did to Banjo-Kazooie and GE007) for Super Mario 64?

Posted by SubDrag July 30, 2012 4:48 pm
There are some files, I guess need to rip from disc. I don't know how to do that though.

Posted by rareltddude July 30, 2012 4:45 pm
Thanks, and also how do you extract sound files from Star Fox Adventures? I know it's a little off topic.

Posted by SubDrag July 4, 2012 10:45 am
It also mainly uses mp3, which can be ripped using the GEDecompressor.

Posted by SubDrag July 4, 2012 10:45 am
Uses unknown format, similar to BT.

Posted by rareltddude July 4, 2012 10:10 am
Not to sound offensive, but how come Conker's Bad Fur Day is not on the list?

Posted by SubDrag June 23, 2012 9:28 pm
OK Sin and Punishment is 100%, including all their massive freaking songs: It's under this game's name. [Tsumi to Batsu - Hoshi no Keishousha (J)]:type=N64WavePtrTableV2

Posted by SubDrag June 23, 2012 9:15 pm
Oh so it was already there. It's called Tsumi to Batsu - Hoshi no Keishousha (J). I'm still working out full songs though. I got 3 so far. Will finish rest tom.

Posted by SubDrag June 23, 2012 8:39 pm
OK, those N64 Ptrs by Matso are full massive wavs of songs used in each level! I'll get them, I'm close.

Posted by SubDrag June 23, 2012 8:33 pm
Added. I must not have had that game dumped oddly or I would've had it before. Note that it has a lot of banks and very clear voice audio, but there are some in beginning that say N64 Ptr by Matso which I don't know what they are. Seemed to parse but I couldn't find tbl file so commented out for now, but I think all normal banks there.

Posted by Warwiio June 23, 2012 3:16 pm
Can you add Sin & Punishment?

Posted by Cruisnema June 19, 2012 4:20 am
If you are interested look what I've discovered in the Nintendo 64 version of Cruis'n World! http://www.youtube.com/watch?v=1mfRjJ8k92M Wow, now would be nice to add the other little things that are missing in this porting, to example the removed voices of the president and the race announces, but without predictors is impossible... But if you know how fix all the other things and would help me please contact me!

Posted by SubDrag June 16, 2012 1:55 pm
I know where the sound bank format is, it just looks like it's encrypted or something, it's really off from the real bank.

Posted by Warwiio June 16, 2012 9:59 am
Can't we just test every offset in banjo-tooie to figure out which one has the soundbanks.

Posted by SubDrag June 14, 2012 6:32 pm
As far as I can tell that format has no key base, it must be fixed for all sounds? It's the N64 Ptr/Wavetables.

Posted by Warwiio June 14, 2012 2:41 pm
Can you add key for Pokemon Stadium?

Posted by BroDute June 10, 2012 10:47 pm
Read my comment on the midi tool page.

Posted by SubDrag June 10, 2012 9:17 pm
I didn't have any issues in my test of exporting midi from 1035F6 to 102010, in DK. Maybe yours really is too big? I didn't see your post, where was it? You can continue this in midi tool page. I'm assuming yours are just too big?

Posted by BroDute June 9, 2012 7:32 pm
Sorry I head to post this here but it seems like you don't respond on the midi tool page. Whenever I try to import a midi or bin file into DK64, I get an error message saying "???? is too big for ????" The question marks represent different values that show up depending on what you import. Even small midi files don't work. Do you think you can fix it.

Posted by SubDrag June 3, 2012 10:40 am
I've tried, but I couldn't figure out format.

Posted by Warwiio June 2, 2012 5:23 pm
Are you going to add support for 1080 Snowboarding?

Posted by WDLmaster June 2, 2012 6:57 am
What do you mean with non-linear format? If you mean the connection between note and frequency: that has nothing to do with any format but is simply (as I said earlier) the physical behaviour of sound waves… What's more important is how the secondary/previous system works. There must be some other (yet unknown) fields in the instrument definition which are responsible for key mapping. For example, in OOT the 3rd instrument in bank 18 has 2 samples (primary/previous). Now, if you have a good hearing and can differentiate between the two samples while listening to the song "temple of time", you will notice, that their splitting point MUST BE one of the two notes number 56 or 57. Because notes 55 and 57 are played throughout the song, the trained ear can CLEARLY identify the two different samples. The "primary" sample plays when note 57 occurs and the "previous" sample plays at note 55. That leads to the assumption, that the "previous" sample is mapped from 0 to 55 (or 56) and the "primary" sample is mapped from 57 (or 56) to 127. The same goes for instrument 0 in bank 13. But this time, the splitting point is definitive at number 55 because all surrounding notes are played – leading to the assumption that "primary" is mapped from 00 to 54 and "secondary" from 55 to 127. BUT these numbers are only correct when we assume that middle C is defined at note number 60. If not, all the numbers above are irrelevant and must be transposed according to the middle C note. Sorry, I can only help with acoustic/technical stuff. SubDrag is the expert when it comes to ROM hacking…

Posted by SubDrag June 2, 2012 6:39 am
Looks like just the EAD games.

Posted by Warwiio June 1, 2012 8:45 pm
Are there any other games that are based on non-linear key format.

Posted by SubDrag June 1, 2012 5:16 am
Do they not share key?

Posted by Warwiio May 31, 2012 9:13 pm
How does previous/secondary work? Is there a way to edit the key for those.

Posted by WDLmaster May 31, 2012 4:50 am
Why is it shifted 14 semitones in positive direction? Because this is the difference from base key to specified key. In other words: it is the (inverse) amount of semitones needed to get from 22050 Hz to 9822 Hz. I don't know why you didn't get 9822. Maybe you forgot some parentheses? Or you pressed [=] at some point where it doesn't belong. If you type it for example in Windows' calculator, you get the correct result.

Posted by Warwiio May 30, 2012 8:46 pm
I also did "2 ^ ((65 – 79) / 12) * 22050" but I didn't get 9822.

Posted by Warwiio May 30, 2012 8:44 pm
Why does the keyboard move 14 semitones positive?

Posted by WDLmaster May 30, 2012 1:41 pm
Let me try to explain it: Imagine 2 keyboards (tables in our case) directly next to each other. The left keyboard is the "real" keyboard, which does not play any sound but receives all the MIDI data. So THIS is the keyboard which is "played" by the sound engine. Its keys are labelled and numbered as in our table, where C5 is always (!! Important !!) number 60. Now, the right Keyboard is a "virtual" Keyboard (one for each sample in the instrument). It plays the actual sample and is labelled exactly like the "real" keyboard. The important thing about this "virtual" keyboard is: it can SLIDE to re-position itself in a way, that its C5 key (!! Important !!) lies directly beneath the base key of the "real" keyboard! The base key is (so to speak) the offset of the "virtual" keyboard relative to the "real" keyboard. To proof the concept, we take a look at Cruis'n World again. Sample number 3 of instrument 45 in bank 1 is sampled at 9822 hz (pretty bad quality). You won't find this number anywhere in the ROM, because the sound engine uses the games global sample rate, which is 22050 and the base key to calculate this frequency. The sample is mapped to key number 65 (F5). That means: when we play F5 on our "real" keyboard, the "virtual" keyboard plays A#3. Why? Because we shifted the "virtual" keyboard 14 semitones in positive direction. Its C5 key now points to G6 on the "real" keyboard and A#3 of the "virtual" keyboard points to F5 on the "real" keyboard – which is exactly the note specified in the key min/max fields. Now: when we look in our table, we can find the factor 0.44545 at note A#3. The formula is as follows: 2 ^ ((65 – 79) / 12) * 22050 = 9822 (rounded).

Posted by SubDrag May 30, 2012 7:42 am
I think what WDL is saying to note, is if your base key isn't 3C (which the table must be based on), you need to subtract key - base key to go into table.

Posted by Warwiio May 30, 2012 7:39 am

Posted by WDLmaster May 30, 2012 7:29 am
The table is still correct, because the purpose of the BaseKey is to remap all notes of a given sample to play at C5 at original sample frequency. Take a look at any game. Cruisn World for example has a global sample rate of 22050. And the first instrument of bank 2 consists of 4 samples, which are recorded/sampled at 22050 hz. The base key is 3C hex (60 dec). And this translates to C5... the only explanation COULD be, that the n64 uses anoter convention for what the "standard key" is. But that's only a matter of how you label the keys...

Posted by Warwiio May 30, 2012 7:21 am
Never mind. I'll just used the table you posted earlier (the messed up on) and make it look better.

Posted by Warwiio May 30, 2012 7:18 am
SO that means that sm64 key format is based on non-linear format?

Posted by Warwiio May 30, 2012 7:15 am
Your table is wrong. C5 is not key 60. Key 60 is C3.

Posted by WDLmaster May 30, 2012 7:12 am
sure! But the formula is not really new. It's no N64 or MIDI specific thing. It's simly the way in which note and frequency are connected (non-linear).

Posted by Warwiio May 30, 2012 7:09 am
Nice! Is it okay if I post a tutorial on youtube of how to import new sounds in mario 64 and use your table (I'll give you credit).

Posted by WDLmaster May 30, 2012 7:03 am
http://wdlmaster.de/NoteMappingForBaseKey60.png The table DEPENDS on the base bey! In my example i used Key 60 as base.

Posted by Warwiio May 30, 2012 6:58 am
Thanks, now i t makes a lot more sense. I have to find what's in the group then do 2 to the power of what I find.

Posted by WDLmaster May 30, 2012 6:50 am
The formula makes perfect sense. But normally it's the other way around (heighter factors for heighter notes). the ^is the sign for "power". 2 raised to the power of ((Base Key - PlayedNote) / 12). I'll upload a table in a minute...

Posted by SubDrag May 30, 2012 6:46 am
It should now show key for mario kart 64.

Posted by Warwiio May 30, 2012 6:35 am
The formula is kind of confusing though. Does the ^ mean multiplying and the part BaseKey - Key, what's supposed to go on the "Key" part.

Posted by Warwiio May 30, 2012 6:28 am
Good job! You really are a master.

Posted by SubDrag May 30, 2012 5:44 am
Cool, that'll be useful! A table would be good too though, if you can link it maybe from here?

Posted by WDLmaster May 30, 2012 5:29 am
the formula is: 2 ^ ((BaseKey - Key) / 12) and you can delete my last post because it is messed up for some reason. It was supposed to look like a table...

Posted by WDLmaster May 30, 2012 5:25 am
... 41 2 42 1,887748625 43 1,781797436 44 1,681792831 45 1,587401052 46 1,498307077 47 1,414213562 48 1,334839854 49 1,25992105 50 1,189207115 51 1,122462048 52 1,059463094 53 1 54 0,943874313 55 0,890898718 56 0,840896415 57 0,793700526 58 0,749153538 59 0,707106781 60 0,667419927 61 0,629960525 62 0,594603558 63 0,561231024 64 0,529731547 65 0,5 66 0,471937156 67 0,445449359 68 0,420448208 69 0,396850263 70 0,374576769 71 0,353553391 72 0,333709964 73 0,314980262 74 0,297301779 75 0,280615512 76 0,264865774 77 0,25 78 0,235968578 79 0,22272468 80 0,210224104 81 0,198425131 82 0,187288385 83 0,176776695 84 0,166854982 85 0,157490131 86 0,148650889 87 0,140307756 88 0,132432887 89 0,125 ...

Posted by Warwiio May 29, 2012 9:44 pm
0.84 = 57

Posted by Warwiio May 29, 2012 9:37 pm
1.0 = 53

Posted by Warwiio May 29, 2012 9:34 pm
0.5 = 66

Posted by Warwiio May 29, 2012 9:26 pm
Can you add key for Mario Kart 64?

Posted by Warwiio May 27, 2012 9:24 am
I will try to find more values. It should be easier now that we know one value.

Posted by SubDrag May 27, 2012 6:29 am
Hmm, do you have any more values? Maybe can make table of all values between games since only 0-7F in one.

Posted by Warwiio May 26, 2012 11:34 am
Good news! I discovered that if you add 0.5 more to the key, then the instrument will play one octave higher. Another good news is that I was able to successfully import a Banjo-Kazooie instrument(clarinet) into SM64. The root key of that instrument was 77 and I put in 0.250000 in the key field so that mean 77 = 0.250000

Posted by SubDrag May 26, 2012 7:24 am
Don't worry, there's work on it every day ;) But it does take time, a lot of time. I am not releasing that much info in these stages, but as we go forward there will be more trailers and such.

Posted by me May 26, 2012 4:28 am
MR.SUBDRAG first of all i want to say that this is the best site ever.I already was a big fan of goldeneye64(played it for years) and I discovered this site in 2011, and i am everyday lookin for new levels, made by fantastic editors, like you and zoinkity and all the others. I saw you are one of the "leaders" of goldeneyevault, so now I have a questione for you please. Yesterday I saw that you guys are making a mod of goldeneye to change it in goldfinger 64. I was like, superdupermegaultragiga happy, but then I saw that the latest update was in march. ooch. Now, i know that it takes much time to make projects like this, but i am not sure. ARE YOU MASTERS STILL WORKING AT THIS PROJECT? AND DO YOU, MASTER SUBDRAG,KNOW WHEN IT COMES OUT? I am excusin myself if i disturbed you, but this seemed to me the best place to place this comment. I am excusin me again for my bad english, i am still learning it. THANK YOU FOR INVENTING ALL THIS GOODNESS, GUYS!

Posted by Warwiio May 13, 2012 7:05 am
Actually, it's the release time. That means how long a single note plays.

Posted by SubDrag May 13, 2012 7:02 am
Ah, that mean reverb?

Posted by Warwiio May 13, 2012 6:46 am
The field in your tool that's labled "key minimum" is actually the echo of the sound. The lower the number on the field, the more echo there is.

Posted by Warwiio May 11, 2012 6:22 pm
Just so you know, I'm still looking into the SM64 instrument data. If I somehow find a way to convert the data into hex, then you can make the fields based on hex like Banjo-Kazooie so instrument editing will be much easier.

Posted by SubDrag May 11, 2012 5:41 pm
I looked into it once, but never found a good library to use to generate soundfonts.

Posted by Warwiio May 11, 2012 5:30 pm
If it's possible, can you please add a feature to export soundfonts from n64 games.

Posted by SubDrag May 6, 2012 10:02 pm
The format appears to be different for the Star Fox J format. Similar, but not same. The first bank is same, but rest are oddly different. May take some time. Here's to get first bank, don't think voice though. [Star Fox 64 (J)]:type=SF64Uncompressed 124920,143A40,7F

Posted by SubDrag May 6, 2012 9:22 pm
I can't encode to Star Fox format, but I can try and add support for Japanese. Good luck determining how key works.

Posted by Warwiio May 6, 2012 4:04 pm
I just noticed something something, 1.0 doesn't equal 78 I know this beca use when I was moving this bassoon instrument from zelda to SM64, the key was 3.1 (I rounded). My prediction is that 4.0 equals 78. I am going to test this. I'm also guessing that you need to do proportions to convert hex (Banjo-Kazooie) to SM64 sound format. That means you would do (for example): 120 (78 in decimal) over 4.0 equals (lets say) 54 (I used 54 as an example of the instrument key) over x (since you don't know the release time. Then do cross products and divide. I haven't tested this yet.

Posted by andreiagmu May 5, 2012 7:59 am
Your Sound Tool is great! I tested it on Star Fox 64 (U), and it ripped the voices and sound effects of the game! Will you make a new release of the tool, supporting more games? Could you add the japanese version of Star Fox 64 in a new release? I want to swap the voices from the (U) version with the voices of the (J) version.

Posted by Cruisnema April 18, 2012 4:58 am
Yes right, I've used HEX workshop, now I hope that you'll improve the import of the sounds, because now unfortunately the new sounds imported suck, I hope that it will be done, thanks for now.

Posted by SubDrag April 16, 2012 3:18 pm
Also, game would need to read it, so you'd have to do a lot of work changing code.

Posted by SubDrag April 16, 2012 3:18 pm
I guess your best bet is to just copy one somewhere in ROM and then add to gameconfig.ini so points to it? Then just delete/add as usual?

Posted by Cruisnema April 16, 2012 11:21 am
A function to add music in new spaces/offsets and new tables, is possible?

Posted by SubDrag April 16, 2012 7:42 am
Similar tool? Not sure what you mean.

Posted by Cruisnema April 16, 2012 7:14 am
If I find free space I can add a table with new sounds with your tool? You think that you will make a similar thing later?

Posted by Lex1888 April 16, 2012 6:01 am
I wanted to play around with 'Star Fox 64 (J) [!]' and 'Lylat Wars (E) (M3) [!]'. Nothing important so take your time.

Posted by SubDrag April 15, 2012 12:13 pm
Difficult no. Take time to do each one sure. But basically are same. Easy to do hex editor. Any specifically?

Posted by Lex1888 April 15, 2012 11:55 am
Would it be difficult to add (E) roms?

Posted by Warwiio April 14, 2012 8:41 pm
I have a question. Is there any other tool that can import sounds into n64 games? If there is, then you could probably take a look on the tool to see how the sound decodes/encodes.

Posted by Warwiio April 13, 2012 6:22 pm
SubDrag, you're the admin of this site right? Shouldn't you delete all of the comments in this page. It's taking up a lot of space. Anyways, found nothing on quantization filters and the teams haven't responded yet.

Posted by SubDrag April 11, 2012 2:35 pm
Those three new protos are supported by sound tool in config now.

Posted by SubDrag April 11, 2012 2:35 pm
I fixed it, looks like there's a corrupt bank. Redownload!

Posted by Alveinhero April 11, 2012 9:07 am
Hey! Long time no see! I tried ripping the samples from Pokemon Stadium 2. and it failed. Oh well. good luck with the new update with Tamiya Racing 64, Wild Waters, and Mini Racers.

Posted by Warwiio April 6, 2012 9:22 pm
I'll search for filters and see if it solves the problem. You could probably a built-in quantization encoder in your tool.

Posted by SubDrag April 6, 2012 6:13 pm
Yeah it's definitely predictors. When it tries to encode the quantization is too low due to poor predictors so it gets staticy. Are there quantization filters? Maybe if it was better quantized, but predictors are really the key.

Posted by Warwiio April 6, 2012 4:40 pm
The Audacity and Wavosaur team still haven't left feedback. I have a question. Are you sure it's the predictors that cause the problem of static? When I import a .wav I can still hear the sound loudly it's just there's static in the back. I keep thinking that it's just probably something you have to remove in the sound before you import that might get rid of the static. Try adding more predictors in your tool and see if the sound turns out better.

Posted by Warwiio April 1, 2012 9:23 pm
I sent them an email. I hope they can help.

Posted by SubDrag April 1, 2012 9:08 pm
Sure. It is open source, maybe they understand what the heck it's doing when decoding.

Posted by Warwiio April 1, 2012 8:53 pm
OK. I'll contact Audacity and see what they can do. Is it okay if I mention your tool or not?

Posted by SubDrag April 1, 2012 8:45 pm
Anyone who can understand those two articles and use it with the N64 algorithm to make predictors.

Posted by Warwiio April 1, 2012 8:43 pm
When you mean an audio expert do you mean the developers of audio codecs or audio programs (like Audacity).

Posted by SubDrag April 1, 2012 8:40 pm
Maybe you can find an audio expert?

Posted by Warwiio April 1, 2012 8:36 pm
Well, try your best to understand it. I found another page. http://webcache.googleusercontent.com/search?q=cache:PU3_5qbwrGkJ:www.lloydwatts.com/WattsGlobecom1988.pdf+vadpcm+predictors&cd=2&hl=en&ct=clnk&gl=us

Posted by SubDrag April 1, 2012 8:31 pm
That one perhaps, if I could understand it.

Posted by Warwiio April 1, 2012 7:26 pm
Will this help? https://docs.google.com/viewer?a=v&q=cache:mYpFcr_a4TQJ:www.lloydwatts.com/WattsVADPCM1988.pdf+&hl=en&gl=us&pid=bl&srcid=ADGEESjAcPL4ziWFUMzMrmhR7eoEkdIMRHqxBf2IZaQ0byR8jZLA3slab3KgI3q-7mP7GquqjwrwouFmTqwuToId8PO8kLAsSEhIbzh6y__lvLo1l8g2fNNbUggKIBRwE08R8v_8Z-xY&sig=AHIEtbRirJhI2frY0ygi6gdSO1-Je140Gg

Posted by SubDrag April 1, 2012 6:38 pm
I dunno, it seemed unrelated. It would have to be predictor calculations related to VADPCM encoding.

Posted by Warwiio April 1, 2012 6:29 pm
Will this help in predictors? http://www.otolith.com/otolith/olt/lpc.html

Posted by SubDrag March 31, 2012 3:09 pm
Maybe if we learn what they are it'd be useful in importing new ones too.

Posted by tabregocer March 31, 2012 9:59 am
That sucks. Well it doesn't really mattter because those fields in Mario are not important when it comes to importing sounds from other games.

Posted by SubDrag March 31, 2012 9:43 am
They're all the same format.

Posted by tabregocer March 31, 2012 9:09 am
Were you able to find it in the other games I listed?

Posted by SubDrag March 31, 2012 9:00 am
I had trouble finding them in Zelda, the format seems a little different.

Posted by Warwiio March 30, 2012 9:13 pm
I'm going to investigat these unknown fields, I already concluded that "Release Time" in your tool for SM64 is supposed to bey key.

Posted by tabregocer March 30, 2012 9:11 pm
SubDrag, can you also please add the fields into Yoshi's Story, Mario Kart 64, Legend of Zelda, and Star Fox 64.

Posted by SubDrag March 28, 2012 7:24 am
Oh the names are just random, in spot, I don't know what each is. Perhaps you can investigate and tell me what each affects? Good it fixes it.

Posted by tabregocer March 28, 2012 6:42 am
Thanks. It worked. It's great to see that you added key base, key minimum and detune. Can you also add key maximum because some of the music I'm trying to import have parts where it plays high. For example, I'm trying to import this music from DK64 Creepy Castle, and there's a part where a marimba played very high notes to make the instrument sound like a bell. Although the instruments in SM64 can't do that because it goes over the bounderies for the highest note it can play. Maybe if you add key maximum than I can make the instruments in SM64 play parts with high notes.

Posted by SubDrag March 27, 2012 9:20 pm
OK, I just wanted to be sure. Try latest version, it adds 3 fields to mario, perhaps one is it.

Posted by tabregocer March 27, 2012 9:01 pm
Yes but it still doesnt work. And besides, this is not a looping problem.

Posted by SubDrag March 27, 2012 8:53 pm
Did you also input loop predictors between them?

Posted by tabregocer March 27, 2012 4:38 pm
Some thing sounds out of whack. I moved this instrument in SM64 to another instrument set and the sound plays very high notes. The sound is from Instrument 25, Sound 4 to Instrument 1A, Sound 1. I copied the instrument info and everything but it still sounds wrong. If your going to add a field, make sure to also add it to Yoshi's Story, Legend of Zelda games, Star Fox 64, and Mario Kart 64.

Posted by Cruisnema March 27, 2012 11:54 am
Ok, now I'll send a Pj savestate, (is made with PJ64 1.6) to left, near the player is the first cow, after other 3 cows in lef and right.

Posted by SubDrag March 27, 2012 11:32 am
Send me a pj64 save state. Not promising I'll hack it or soon but maybe.

Posted by Cruisnema March 27, 2012 10:38 am
To find the level go to Cruis'n FREESTYLE and set the Ireland track, the cows are after the building in the second part of the campaign.

Posted by SubDrag March 26, 2012 2:50 pm
It's not that easy because cows don't change. I don't know, maybe try and find how level is setup, and try and find this in the set of object spawns? Not going to be that easy.

Posted by Cruisnema March 26, 2012 2:43 am
Yes, move the cows in the original positions will be better, but how i can do this?

Posted by SubDrag March 25, 2012 7:31 pm
Sounds like need to hack either A) Cow coordinate movement, moving him to the main track B) Drive through walls code

Posted by Cruisnema March 25, 2012 4:23 pm
Ok, look this image: http://img534.imageshack.us/img534/7862/censorn.png The game was censored, before the censorship was released a beta image, the cows we're in the street, now are over the invisible wall, IMHO if i can go over the wall I can hit them and I can watch the GIB routine, i would check if does exist, can you help me then please?

Posted by SubDrag March 25, 2012 3:53 pm
I do do a lot of GS hacking, but I'm not very familiar with this game. Perhaps eventually could play it, and then hack it but somewhat busy at moment with Goldfinger 64.

Posted by Cruisnema March 25, 2012 3:13 pm
Hello subdrag, I've read on You tube that you also find the cheat codes for the N64 games. Can you find a cheat for trough the wall board in Cruis'n Exotica? And a cheat for change the sky's colors in Cruis'n World? (In Cruis'n World some tracks have a predeterminated sky color, but i would use only the blue sky ofr example) Please can you do?

Posted by Warwiio March 24, 2012 10:44 am
Not sure if this is going to help but there's no reason to not post. http://www.digifon.com/algorithms.html

Posted by SubDrag March 24, 2012 8:35 am
Getting closer but that doesn't calculate predictors.

Posted by Warwiio March 24, 2012 7:57 am
I found this thing http://www.mathworks.com/matlabcentral/fileexchange/6480-adpcm-encoder-and-decoder It compresses/decompresses sound files

Posted by SubDrag March 24, 2012 7:36 am
I don't think so, predictors moreso have to do with the VADPCM.

Posted by Warwiio March 24, 2012 7:18 am
SubDrag, will this help when it comes to predictors? http://www.ajdesigner.com/phpsound/sound_wave_equation_spl_sound_pressure_level.php

Posted by SubDrag March 23, 2012 11:37 am
Me too! I will definitely add sound/midis if I can parse when they're out!

Posted by Alveinhero March 23, 2012 8:56 am
Hey, SubDrag. Guess What? I can't wait to play Mini Racers, and Tamiya Racing 64! and when they get dumped, You should add them to the N64 Sound Tool.

Posted by SomeRussianDude March 21, 2012 8:04 pm
Great tool so far SubDrag! I finally found a clarinet, saxophone, and flute predictors (turns out the instruments were from Ocarina of Time and Majoras Mask). Anyways, I'm making something on SM64 which is a hack that replaces the instruments in SM64 to make remixes of the music in the game. If anyone is hacking SM64 instruments and need to find woodwind instruments, go to those two games.

Posted by Warwiio March 20, 2012 6:42 am
Yeah, I couldn't find anything on the official n64 sound tool. Cruisnema, thanks for the link and I hope it will be useful for the sound tool.

Posted by Cruisnema March 20, 2012 6:25 am
Hello, I don't know if is of help fpr you, but I've find this page of predictions: http://elliottwavepredictions.com/

Posted by Warwiio March 18, 2012 5:29 pm
I couldn't fine the programs corresponding to the manual.

Posted by Warwiio March 18, 2012 5:00 pm
Found the problem. Those .man files were actually the text files for the manual, they weren't the programs. I'm looking for the programs right now.

Posted by SubDrag March 18, 2012 3:42 pm
Should be a way to add user, use the email from this post.

Posted by Warwiio March 18, 2012 3:03 pm
I'm new to MSN and I just made a hotmail. How do I add you?

Posted by Warwiio March 18, 2012 3:00 pm
Yeah, I'm going to add you. That's strange. Instead of executable files, there are AISS text decoding files instead (which is .man).

Posted by SubDrag March 18, 2012 2:53 pm
I have no idea, add me to MSN if you've got it. Can discuss further. Use my hotmail email.

Posted by Warwiio March 18, 2012 2:27 pm
Something wierd about this program is that the tool files are all .man files, not exe. According to the manual, the tools are used with command with command prompt. I tried it anyways but when I press enter when I'm done typing the prompt, a pop-up shows saying "open file with what program."

Posted by Warwiio March 18, 2012 2:16 pm
SubDrag, I found these devkit tools online for n64 and there was a program in it that converts AIFF or AIFC sound files to compressed raw sound and and makes a predictor file with it too.

Posted by Warwiio March 17, 2012 3:49 pm
If you send me the nintendo sound tool, then I'll reverse engineer it.

Posted by Warwiio March 17, 2012 12:16 pm
I searched online and I can't find it. If you find it or you do have have it, can you please send me an email of the tool.

Posted by SubDrag March 17, 2012 12:04 pm
You'll have to acquire it from "shady" sources if you want it, it's Nintendo's. I of course being this site admin don't condone that activity.

Posted by Warwiio March 17, 2012 12:01 pm
Where can you download the official Nintendo N64 Sound Tools program? Is it only available for nintendo employees?

Posted by SubDrag March 17, 2012 11:18 am
(or an audiophile who understands algorithm)

Posted by SubDrag March 17, 2012 11:18 am
There's no progress, the only thing someone could do is download the official Nintendo N64 Sound Tools program and try and reverse engineer their x86 program.

Posted by Warwiio March 17, 2012 10:08 am
SubDrag, is there any progress on the calculating the predictors? I found a program called wavosaur that converts an audio file to raw binary. Do you think its the same file export as the one in your tool?

Posted by SomeRussianDude March 17, 2012 8:28 am
Warwiio, all the games you listed have those different crypted info like banjo kazooie.

Posted by SomeRussianDude March 17, 2012 6:50 am
Warwiio, all the games you listed have those different crypted info like banjo kazooie.

Posted by SomeRussianDude March 15, 2012 6:03 am
Warwiio, Mario Party games have those different crypted sound info like banjo kazooie

Posted by Warwiio March 14, 2012 4:40 pm
SomeRussianDude, Mario Part 1,2, and 3, Flying Dragon, and Bomberman 64.

Posted by SubDrag March 14, 2012 11:09 am
No sorry I just write the tools.

Posted by SomeRussianDude March 13, 2012 3:19 pm
SubDrag, do you know a game (besides Banjo-Kazooie) that has a lot of woodwind instruments like the flute, clarinet, sax etc.? And tabregocer, that instrument you mentioned in Ocarina of Time, wasn't a clarinet. It sounded exactly like an english horn or bassoon.

Posted by SubDrag March 11, 2012 7:45 pm
OK now Star Fox/Yoshi's Story show the key. Regrab.

Posted by tabregocer March 11, 2012 4:51 pm
SubDrag, can you add the release time field for Yoshi Story? I'm also going to move sounds from that game into SM64.

Posted by SubDrag March 11, 2012 2:07 pm
I unfortunately have no idea the conversion. I guess someone needs to try and discover what it is to port instruments.

Posted by Warwiio March 11, 2012 12:52 pm
I tried both factors and it still played the wrong notes. Until then, no one is going to be able to import sounds correctly from RareWare games to Official Nintendo games until someone might be able to bring up a right formula to figure out the release time.

Posted by Warwiio March 11, 2012 12:36 pm
You know how I said that 3C converted to a real number was 59, I made a mistake. 3C converted to a real number is 61 so I did 0.500000 divided by 61 and I got 0.00819672131. I will try that factor.

Posted by Warwiio March 11, 2012 12:22 pm
SubDrag, I tried to find the release time with my method and 0.008474576271 seems to not be the factor. I tried it with a few more instruments from B-K and when it played the notes, it played sharps and flats when it was supposed to play normal notes. I'll try 0.0083333333 as the factor and see if that works

Posted by SubDrag March 11, 2012 11:34 am
There is, but it seemed to be mostly 0s. Let me know if something sounds of whack and I'll investigate.

Posted by tabregocer March 11, 2012 10:33 am
Thanks! It worked SubDrag. SubDrag, didn't you mention in the Jul Hacking Forums that there are more unknown sound data for SM64? If there is can you add it because some of them are probably important when it comes to sound replacing.

Posted by SubDrag March 10, 2012 10:44 pm
I fixed the Export/Import loop predictors. Please regrab the sound tool, try exporting from Zelda, and importing that to your new sound in SM64 and see if that fixes it. I tried your ROM but honestly I can't hear the sound. If it doesn't work please give me a simpler song, one instrument (nonworking one) and simple tune in main menu.

Posted by tabregocer March 10, 2012 6:16 pm
I tested the clarinet sound in Banjo-Kazooie and it also does the same thing that Ocarina of Time's clarinet does, it keep making those fart-like sounds with it.

Posted by Warwiio March 10, 2012 5:05 pm
Uploaded file: http://www.sendspace.com/file/iz43ku Go to the file select menu and listen to the music. The main melody is the part with the clarinet. Listen closely and you'll hear the sounds.

Posted by SubDrag March 10, 2012 4:24 pm
Not sure why but I still have not received the files via email.

Posted by tabregocer March 10, 2012 3:52 pm
SubDrag, did you find any differences between the two sounds?

Posted by Warwiio March 10, 2012 3:04 pm
This time, I sent the file to your hotmail.

Posted by Warwiio March 10, 2012 1:21 pm
Are you sure? I'll try to resend.

Posted by SubDrag March 10, 2012 1:16 pm
I didn't get one?

Posted by Warwiio March 10, 2012 10:55 am
Thanks. I don't know why you couldn't email SubDrag the file but ok.

Posted by tabregocer March 10, 2012 10:54 am
I sent you the email.

Posted by tabregocer March 10, 2012 10:54 am
I sent you the email.

Posted by Warwiio March 10, 2012 10:31 am
I'll upload it for you. Just send me the email attachment.

Posted by tabregocer March 10, 2012 10:29 am
Dang it! The mediafire uploader freezed!

Posted by tabregocer March 10, 2012 9:38 am
I'm uploading the link to the rom right now. You mentioned that SM64 had more unknown sound data, right? Well if it does can you add them because some of them might be important when replacing sounds.

Posted by SubDrag March 9, 2012 9:07 pm
How can I test ingame?

Posted by tabregocer March 9, 2012 4:13 pm
LOZ:Ocarina of time - Soundbank 3, Instrument 0. SM64 - Soundbank 0, Instrument 25, Sound 0

Posted by SubDrag March 9, 2012 8:25 am
Which sound in Zelda are you trying to import to which sound in Mario and how can I test?

Posted by tabregocer March 9, 2012 7:59 am
When I try to import the loop predictors into SM64, I get an error saying the file size is too small so I just copy and paste the loop start and end field but it keeps making that sound.

Posted by SubDrag March 9, 2012 12:20 am
You imported loop from other game?

Posted by tabregocer March 8, 2012 6:03 pm
There seems to be something wrong with SM64 loops. I'm trying to import this clarinet instrument from LOZ: Ocarina of Time but when I play the game, every time the clarinet loops, it plays fart sounds with it (not kidding).

Posted by Alveinhero March 8, 2012 9:43 am
Actually, there is a decompressor for N64 Rareware games.

Posted by Alveinhero March 8, 2012 6:45 am
Yes, I can.

Posted by SubDrag March 7, 2012 2:25 pm
Can you use the USA versions?

Posted by Alveinhero March 7, 2012 10:15 am
Because, their voice acting sounds way cool! Besides, I played both versions of Star Fox 64, Mario Kart 64, and Super Smash Bros.

Posted by Warwiio March 6, 2012 8:41 pm
I'm glad you like it! I will post .ppf patch since I don't know how to make an ips or xdelta for SM64.

Posted by SubDrag March 6, 2012 8:35 pm
Sounds great! You should post ips patch or xdelta or whatever so people can hear in game.

Posted by Warwiio March 6, 2012 7:30 pm
Alveinhero, why do you need the japanese versions of these games to work on tool? So far SubDrag, your tool is going great! I uploaded a video of a music import on Super Mario 64. The music I imported was the Angry Aztec Race from DK64. I mentioned in the description that I used your tool to change the instruments. If you want to see it, go to my channel and look for my video. My youtube username is Warwiio.

Posted by Alveinhero March 6, 2012 5:54 pm
Excellent work, SubDrag! Now, all you need to add for the next release of N64 Sound Tool is Star Fox 64 Japanese version, and Nintendo All-Star Dairantou Smash Brothers. Oh, and don't forget Baku BomberMan the Japanese version of Bomberman 64.

Posted by SubDrag March 6, 2012 4:13 pm
I put in the Mario Kart J if you want to get latest of sound tool. Yeah, until Paper Mario is discovered how it encodes its sound bank, it will not be decodable.

Posted by Alveinhero March 6, 2012 11:13 am
I know. but, If N64 Sound Tool supports Mario Kart 64 Japanese Version, I will rip the voices from Mario Kart 64 Japanese Version. As for the Decompressor, you should look for it on google until you found a way to decompress. Just let me know. I'll be waiting.

Posted by Warwiio March 5, 2012 10:19 pm
The reason why it doesn't support Paper Mario because no one found a way to decompress. It doesn't support Donkey Kong 64 because the format is different from any other n64 game (I think the format is the same as Banjo Tooie's and Coker's Bad Fur Day).

Posted by Alveinhero March 5, 2012 5:48 pm
What if N64 Sound Tool supports the soundbanks for Mario Kart 64 Japanese Version, Paper Mario, or Donkey Kong 64?

Posted by Warwiio March 5, 2012 7:45 am
I don't know. It depends if the sounds have some extra data in them that's not needed then probably.

Posted by tabregocer March 3, 2012 8:14 am
I understand what you mean Warwiio, then is there a way to trim the sound predictors so the file size is smaller?

Posted by Warwiio March 3, 2012 8:08 am
Tabregocer, unfortunately there's not way to expand the SM64's soundbank. If we wanted to expand the SM64's soundbank then we would go over the boundaries of the rom so it's not possible. Just try to look for another n64 game that have smaller sized sounds.

Posted by Cajetan March 3, 2012 8:01 am
Not yet. I'm currently making a sort of Shop, but need some addresses for this. (current coins in RAM, etc.) This will take me some time. If you wanna also code in C for SM64, then look here: http://sites.google.com/site/cajetan64/home/coding-in-n64-with-c

Posted by tabregocer March 3, 2012 7:59 am
Cool! Did you manage to make some interesting hacks.

Posted by Cajetan March 3, 2012 7:53 am
Great tool... exactly for what i need to rewrite something in SM64. For people who ask me later... I use C coding to write my own stuff, compiling it into GameShark and later, if all works right, patch it to ROM.

Posted by tabregocer March 3, 2012 7:29 am
That would be well appreciated, thanks!

Posted by Warwiio March 3, 2012 7:28 am
Tabregocer, if you feel like not making an account then I could ask the question for you

Posted by Warwiio March 3, 2012 7:25 am
Tabregocer, the best mario hacking community i know is a forum website called Jul

Posted by SubDrag March 2, 2012 8:57 pm
I think you're close, 0.0083333333333333 maybe is factor. Close enough. I don't know how to increase bank size, you'll need to ask Mario community to hack it.

Posted by Warwiio March 2, 2012 6:43 pm
I imported an instrument into SM64 (a small sized instrument since bigger ones will get a "ctl is too big" error) and I used my calculation to find out the release time of this instrument. The instrument in-game worked correctly so I think my calculations might work. I haven't tried it for many instrument yet. What I did was 0.008474576271 times the key converted into a real number and I get a release time. You have to type in the first 6 digits of the output you get from the calculator into the release time field. Not sure if this method completely works but so far I tested it on two instruments and it worked.

Posted by SubDrag March 2, 2012 6:24 pm
0x12 = 18 0x78 = 120 18/120 = 0.15 Assuming my bounds are correct.

Posted by tabregocer March 2, 2012 4:39 pm
Subdrag, is there a way to expand the SM64 soundbank so every time I import an instrument from Banjo-Kazooie I dont get an error saying "Ctl is too big"?

Posted by Warwiio March 2, 2012 4:23 pm
Subdrag, ignore my last two posts. I did 0.5\\59 (3C converted to normal number is 59) and I got 0.008474576271. I think that's what one key hex equals. I did 0.008474576271x59 and I got 0.499999999989 which is very close to 0.5, and then I did 0.008474576271x118 (78 converted to normal number is 118) and I got 0.999999999978 which is very close to 1.0

Posted by Warwiio March 2, 2012 4:06 pm
I did 18x0.67777777 and I got 1.2199999986. Does that mean if your key is 12 then the release time is 1.2199999986?

Posted by Warwiio March 2, 2012 4:01 pm
So that must mean that every time you add a key hex digit, you have to add 0.0677777777 on the release time field. Is that right?

Posted by Warwiio March 2, 2012 3:57 pm
I was wrong about the order but I think I was right about hex having 15 single digits

Posted by SubDrag March 2, 2012 8:19 am
HEx goes 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F,10,11,12... which is in normal digits 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18... But I think the float conversion is a ratio.

Posted by Warwiio March 2, 2012 7:49 am
I reasearched it more and I think that the key is based on hex. I think Hex goes in this order: A B C D E F 1 2 3 4 5 6 7 8 9 and then back to AA AB AC AD AE AF A1 A2 A3. Not sure if this pattern is correct and I did 1 divide by 15 (which is the number of single digits in hex: A B C D E F 1 2 3 4 5 6 7 8 9 which is 15 digits) and I got 0.0677777777

Posted by SubDrag March 1, 2012 8:16 pm
Someone needs to research this a bit more, but I think that the key is equivalent to the floating point in Mario. So I think 3C = .5, 78 = 1.0 and 0 = 0.0, but I must admit someone needs to look into it more. They're very different formats. The other fields I guess set as default.

Posted by tabregocer March 1, 2012 6:07 pm
Subdrag, I'm trying to move Banjo-Kazooie instruments over to Super mario 64 but the release time is written differently. Is there a way to translate it?

Posted by Warwiio March 1, 2012 7:32 am
Sound sound ripping worked for me. There's probably something wrong with your microsoft framework (if you have Windows). Try re-downloading microsoft framework.

Posted by tabregocer March 1, 2012 7:17 am
Thanks Subdrag. Super Mario 64 was the game I was trying to sound edit.

Posted by Alveinhero March 1, 2012 7:06 am
I tried to rip soundbanks from Super Mario 64. and N64 Sound Tool stopped working. Sorry, I asked.

Posted by SubDrag March 1, 2012 12:12 am
I added ability to add/remove secondary/primary if you download latest. It only works for Super Mario 64 of course (and that's only game I encode that has secondary/primary).

Posted by tabregocer February 29, 2012 2:52 pm
Hey, can you add a feature to make a sound split into 3 (primary,secondary, etc.). There' a game that I'm trying to sound edit and only 3 or 4 sounds in that game have primary, secondar, etc.

Posted by Warwiio February 29, 2012 2:22 pm
Can you use an n64 gameshark device to decompress the game?

Posted by Alveinhero February 29, 2012 11:08 am
Maybe, you should google N64 decompressor. I'm not sure. but, I can find N64 decompressor on google.

Posted by SubDrag February 29, 2012 10:58 am
The format is alas unknown or compressed for that game. Have you found a decompressor for game?

Posted by Alveinhero February 29, 2012 9:43 am
I have N64 Sound Tool. I tried it with Kirby 64 The Crystal Shards, Mario Golf, Mario Tennis, Mario no Photopie, Pokemon Stadium, and Super Smash Bros. and it actually works. but, we're missing something with N64 Sound Tool. Can you please add Paper Mario in N64 Sound Tool? I really want to rip samples from Paper Mario AKA Mario Story. Just let me know. I'll be waiting.

Posted by Warwiio February 20, 2012 10:46 am
It fixed it! Thanks again!

Posted by SubDrag February 20, 2012 10:23 am
Please try the latest version. It now show primary/secondary/normal correctly, so you have to copy both over, that's probably the issue.

Posted by SubDrag February 20, 2012 9:43 am
I found the problem. I am fixing it. That instrument has the three sound thing that Mario did, I didn't even realize Zelda did it that way too.

Posted by Warwiio February 19, 2012 9:56 pm
I think that is the problem. The music format for zelda is diiferent than mario's so it should probably also have a different sound format too.

Posted by Warwiio February 19, 2012 9:54 pm
The instrument plays high notes.

Posted by SubDrag February 19, 2012 9:07 pm
The problem I guess then is the Zelda sound, it must have a parameter not being set. I will have to try and figure out why it is different in Zelda, maybe it has similar fields to Mario. They are different formats but seem to have a common base format (ie Zelda is probably based on Mario format). When you say sound is wrong, do you mean it is too loud, wrong pitch, what is wrong? It might take some time to figure out what's wrong and I need a good way to test it from you.

Posted by Warwiio February 19, 2012 8:46 pm
The instrument in soundbank 3, instrument 2 worked. Did you find the differences between the sounds I listed in my previous comment?

Posted by SubDrag February 19, 2012 8:38 pm
You said some instruments from Zelda did work? Can you give me the indexes of one that did? I'll see what's different.

Posted by Warwiio February 19, 2012 8:07 pm
I tried it on every sound slot (except for the percussion sounds) and the instrument still doesn't play correctly.

Posted by SubDrag February 19, 2012 7:47 pm
If you replace a diff sm64 sound in slot is it ok? What's off w instrument? Does it work any other slots?

Posted by Warwiio February 19, 2012 3:44 pm
I have a problem importing this pizzicato string instrument from zelda into SM64. The instrument doesnt play correctly. I think there might be another info I have to edit that is not in your tool. The instrument is in soundbank 3, instrument 000C, sound 1 and the sound that is being replaced in SM64 is instrument 25, sound 4.

Posted by Warwiio February 19, 2012 3:26 pm
Subdrag, do you know an n64 game (besides Banjo-Kazooie) that have woodwind instruments. I am trying to look for a game that has a clarinet.

Posted by SubDrag February 14, 2012 9:57 pm
Great! Please post here when you release something so we can be informed.

Posted by Warwiio February 14, 2012 8:48 pm
I just hope that you can figure out the coding for Banjo-Tooie, Donkey Kong 64, Conkers Bad Fur Day and the other new RareWare games. Good luck!

Posted by Warwiio February 14, 2012 8:46 pm
It worked! Thanks so much! All my problems got fixed and there's nothing I need for now. Thanks!

Posted by SubDrag February 14, 2012 6:07 pm
I added that floating point thing for Zelda. That should be enough to port instruments? Try it. Not sure what that other data is, I can keep looking if need be. So you should see the key now for it, I believe that it is just simply a floating point from 0 to 7F (equivalent to other sound banks), so 0.5 is probably midway.

Posted by Warwiio February 14, 2012 7:56 am
Subdrag, can you add all the unknown fields in your tool for SM64. There's other sounds I want to replace that have different fields. Also do you think you can add more fields in Legend of Zelda: Majoras Mask and Ocarina of Time. There are other sounds in that game that I want to move into SM64.

Posted by Warwiio February 14, 2012 7:35 am
YEP! IT FIXED IT! THANKS SO MUCH!! YOUR THE BEST! I subsribed to your youtube channel.

Posted by SubDrag February 14, 2012 12:03 am
Try the version I just posted. There was a floating point value that was different between the two, otherwise I couldn't find much of anything else different. Let me know if that's it (and how it works if so).

Posted by Warwiio February 13, 2012 10:31 pm
Another thing, you said that there are more unknown sound info for SM64. Do you think think you can add them and I will try to identify what the info is. Also do you think that the error with the notes may be effected by the sound that is getting replaced (what I mean is the sound that is going to be deleted and replaced with another one).

Posted by Warwiio February 13, 2012 9:52 pm
One more thing, the sound I was trying to replace was the sound in instrument set 12, sound 4 and paste it into instrument set 25, sound 6.

Posted by Warwiio February 13, 2012 9:50 pm
I tried it and now it goes back to playing extremely high notes. There's no point of adding decay and attack time if all of the sounds in SM64 have the same attack and decay time. And when I export the loop predictors and then import them, I get an error saying the file is to small.

Posted by SubDrag February 13, 2012 5:37 pm
Which sounds exactly were you replacing within the instruments you mentioned? Regrab the sound tool, I added two more fields, maybe one of them is key. Give it a shot. There a couple more unknowns but these were more suspicious.

Posted by Warwiio February 12, 2012 11:24 pm
Subdrag, I think in Super Mario 64 there's hidden info for each sound (key,base). When I copied a sound from another instrument set and replace into another the sound plays out perfect as usual. To test if your updated tool works, I imported a custom music into SM64. The custom music was The Lost Forest from Ocarina of Time. Thers this part of the theme where it plays the ocarina. So I assigned that ocarina track a flute from the intrument set 12 in SM64. As I mentioned before, I copied the sound from where it was already originally from (instrument set 12) and pasted it into a sound in instrument set 25. The flute part played perfectly. I imported the custom music again but this time, I assigned the ocarina track the flute I pasted into instrument set 25. I opened the rom and listened but the flute part played notes that went up 10 keys (for example, the first note of the part was key 50 but it played key 60 instead). It doesnt play extremely high anymore but now it plays notes a little bit higher. I think there is hidden info for each sound. Because I copied the loop from the sound and there's still something with the music import.

Posted by Cruisnema February 11, 2012 8:58 am
Ok, I tell you the problem, In Cruis'n World in the track Hawaii originally we're a waterfalls in the arcade, in Nintendo 64 version nope, only the sounds of the waterfalls found with your tool (sound C6 of (U) version). I've exported and reimported it to 4C (U) version, that is the warning sound of the nuclear power plant of Russia/Moscow, to ear the effect of the waterfall in the game, but doesn't work, and causes the problem that i've sayed before. If you would try I'll send you the sound and predictors (of the waterfall) and the save game before the power plant, the power plant have a loop, the waterfall nope, is this the problem?

Posted by SubDrag February 11, 2012 7:58 am
Can you post the exact recreation steps and any files needed so I can recreate 1:1 and also include how to test in-game so I can hear it wrong.

Posted by SubDrag February 11, 2012 7:56 am
Doesn't make any sense, uses the same logic as all the other tables which has been proven for a while on other games like GE/PD. How odd.

Posted by Cruisnema February 11, 2012 3:20 am
Also with the new version is the same thing, the raw sound with predictors if imported move the order of the sounds and ruin the spunds in the rom, but is only a problem of the first table, in Cruis'n Exotica this problem doesn't exist, can you fix it, also it is a problem of the first table?

Posted by SubDrag February 10, 2012 10:24 pm
I noticed the 1st sound bank's tbl size is reported as too large. When you imported a new sound, if it was a bigger tbl it could explain why game crashed.

Posted by SubDrag February 10, 2012 10:09 pm
I can't explain crashing of new imports, but try latest version, I added importing/exporting loop predictors, maybe it was missing piece that was causing weirdness transferring sounds to different spots.

Posted by Cruisnema February 10, 2012 4:46 pm
If I delete a sounds doesn't happen nothing into the game. If I replace a song (with a song of the game exported and reimported with the predictors) the sounds go to out of pahse and they play in wrong positions, if I import my recorded wav the game doesn't play for nothing, crash! You can try with every version of Cruis'n World, the bug is with all versions, american and european. But the bug appear only of the first table of the sounds: [Cruis'n World (U)] 5C4C60,5CEE08 [Cruis'n World (E)] 5C1D00,5CBDD8 the second table: [Cruis'n World (U)] 835C10,841510 [Cruis'n World (E)] 831340,83CC40 Works perfectly. Maybe can be an error of the table?

Posted by SubDrag February 10, 2012 4:02 pm
Which sound did you try replacing? Don't delete as that will move sounds down and be very messed up ingame.

Posted by Cruisnema February 10, 2012 6:16 am
There is a bug. If in Cruis'n World I change a sound in the game all the sounds are changed with others sounds of places or effects, if I click to delete a sound it will disappear only from the tool, in the game it continues to work normally, in both versions, american and european, i use this tables: [Cruis'n World (U)] 5C4C60,5CEE08 835C10,841510 [Cruis'n World (E)] 5C1D00,5CBDD8 831340,83CC40 Can you fix the bug please?

Posted by Warwiio February 5, 2012 11:53 am
What I mean is that it was the sound that caused it to play loud sounds not high notes (I said high notes on my other comment below when I meant high volume).

Posted by Warwiio February 5, 2012 7:21 am
Never mind about the problem, it was the sound that caused it to play high notes because when I imported something else, it played correctly. Thank you very much Subdrag!

Posted by Warwiio February 5, 2012 7:13 am
It plays notes correctly now but it plays notes very loud that all I hear is the instrument I imported.

Posted by Warwiio February 5, 2012 7:00 am
Thanks for fixing and sorry for the novel explaining what the problem was (because it was very long).

Posted by SubDrag February 4, 2012 9:58 pm
Try now, it should be fixed, sorry about that. Forgot about that.

Posted by Warwiio February 4, 2012 9:05 am
Subdrag, there is a bug in your GUI. When ever I try to edit the loop for the secondary and previous sound, it actually changes the loop for the primary. If you dont get it, what hI mean is that when i edit the loop for lower and higher tone and i switch back to primary, the primary has the loop edit and the high and low goes back to having no loop. If you still dont get it then load a mario 64 rom, import a sound, make sure to get the three tones of the sound your trying to import, and replace it with the strings in instrument 25, sound 7. Edit the loop for the high or low tone and go back to the primary and then back to the low or high. Make sure you look at the loop start and end at the bottom as your switching and you'll see the problem.

Posted by Warwiio February 3, 2012 8:06 am
it probably took quick because super mario 64 only have 5 or 6 sounds that have 3 parts

Posted by Warwiio February 3, 2012 7:04 am
thanks for the update

Posted by SubDrag February 2, 2012 10:19 pm
That took less than I thought. See if the importing works for you, has all 3 now in sound tool. Grab it again and try.

Posted by Warwiio February 2, 2012 8:06 am
Try your best and take your time

Posted by Warwiio February 2, 2012 8:06 am
Try your best and take your time

Posted by SubDrag February 1, 2012 11:08 pm
OK I will add, but it will take some time.

Posted by Warwiio February 1, 2012 7:08 pm
Subdrag, you are right because when I exported all sounds in SM64, each sound rips 3 .wav files. If you can, please update the tool so that you can export 3 parts of a sound and import them too.

Posted by SubDrag February 1, 2012 6:24 pm
I realized problem with Mario - each sound is really 3 sounds. I only support the midtone one though, the upper and lower are different and must be messing up your sound. The code reads it in but GUI doesn't let you edit it.

Posted by Cruisnema February 1, 2012 5:38 pm
I've send you in the attachmente of the email the correct zip, sorry again for the error, but is the last, i swear it.

Posted by SubDrag February 1, 2012 5:35 pm
That's the location of sound in the rom (offset from tbl location), so it would be different.

Posted by Warwiio February 1, 2012 7:34 am
Subdrag, I just noticed that there is an instrument info that super mario 64 has. When you load the game with the tool, there is something on top of the loop support that says Base and Length. When I imported the sound, it didn't have the same base as the one that was already in the other instrument set. The problem is, I can't change the base. next to the base and length, there is tick box that says "raw" but you can't click on it either.

Posted by Cruisnema February 1, 2012 1:30 am
Hem, Doesn't work, I've turned up the volume, I'm sorry, can you accpet the last zip? Is the last, I swear...

Posted by SubDrag February 1, 2012 12:32 am
Did you set all the other properties the same for instrument and sound?

Posted by Warwiio January 31, 2012 9:04 pm
Subdrag, the instrument I wanted to import in Super Mario 64 was already in the game but in a different instrument set. So I exported the .bin files from that instrument and imported them into another instrument set. But somehow it still played high notes. I think there might be a problem with your raw sound and predictor exporter or importer.

Posted by SubDrag January 31, 2012 8:10 pm
You can try the volume setting in sound tool, but if that doesn't fix it yeah you'd need to make them louder.

Posted by Cruisnema January 31, 2012 4:21 pm
There is a problem, the sounds that i've sended have low volume as the sounds present in the game. Is possible turn up the volume with the tool or is necessary that the wav files to insert have the correct volume?

Posted by Cruisnema January 30, 2012 2:03 pm
Send to subdragger@hotmail.com is correct?

Posted by Cruisnema January 30, 2012 1:54 pm
If isn't a problem I resend you the 16 bit mono WAV.

Posted by SubDrag January 30, 2012 1:33 pm
The ones you will be importing.

Posted by Cruisnema January 30, 2012 6:31 am
Oops, the address is different, I can resend you all, are only few MB, but you prefer clean WAV or the file WAV converted in 16 bit mono?

Posted by Cruisnema January 30, 2012 4:56 am
I've send the attachment-mail to subdrag@rarewitchproject.com, is incorrect?

Posted by SubDrag January 29, 2012 5:21 pm
Hmm, I didn't get it, how big is it? Try sending it to my hotmail here with link to file upload site maybe?

Posted by Cruisnema January 29, 2012 1:33 pm
Hello, as requested I've sent to your e-mail address the sounds of Cruis'n World to calculate the predictors, you've received them? :)

Posted by Warwiio January 29, 2012 10:51 am
I tried my best to calculate it but it seems almost impossible so I gave up. I'll just wait until someone else might be able to. Anyways, good luck trying to add the instrument data to super mario 64. I won't probably be back until a few months.

Posted by SubDrag January 29, 2012 9:36 am
I believe the Nintendo Official N64 Sound Tools are the only ones who are able to do the conversion correctly, which are of course proprietary, and you'd have to reverse engineer it I guess...in my code there's a DeterminePredictors or something method you would replace.

Posted by Warwiio January 29, 2012 8:14 am
Well I hope you can but if you cant, then tell where to find the file with the predictor algorithm. I try to calculate it.

Posted by SubDrag January 28, 2012 6:16 pm
The instrument info, like key base. Don't know where it is in Mario format.

Posted by Warwiio January 28, 2012 3:17 pm
You can add what?

Posted by SubDrag January 28, 2012 8:45 am
I can't find them in Mario. If you can let me know and I can add...

Posted by Warwiio January 28, 2012 8:07 am
Super Mario 64 doesn't have the feature to change an instrument's key, volume, etc. Only rareware games do.

Posted by SubDrag January 24, 2012 6:29 pm
Oh, I didn't realize was from another game, yeah you can certainly import raw sound and raw predictors! So, did you copy all the instrument/sound data manually? Like key, volume, etc? If you don't it'll sound wrong. If you do all parts should sound close. If different sampling rate though not much can do except reimport from scratch.

Posted by Warwiio January 24, 2012 6:03 pm
I have good news. I exported a predictor and raw sound bin with same sound in both of them and when I imported the sound into another game, the sound came out perfectly with no static or anything. But then the dream ended when I started the game. When I started the game the sound played very high notes and it was so annoying. Do you think you can add a feature to decrease the sound's sample rate when you import so it wont play high notes?

Posted by Cruisnema January 24, 2012 4:20 am
Oh, thanks, but for now I have only the missed announces for Cruis'n World, because Bridged M1 doesn't work with Cruis'n Exotica Arcade, I have used a crappy recording for my hack rom, i haven't a clean wav to start, but when possible i pass to you the sounds of the entire game, thanks very much.

Posted by SubDrag January 23, 2012 5:44 pm
Ooh nice, that sounds pretty good, far better than I'd have thought. I'll have to try and improve predictors, if you email me the sounds you're using I'll try to tailor them to those sounds.

Posted by Cruisnema January 23, 2012 3:44 pm
Thanks for your work, can I know a thing? If you find the algorthm this can work for all roms? Because I'm work to the uncensored project Cruis'n, I must insert the missed announces in Cruis'n World and the missed announces and OST to Cruis'n Exotica, thanks for now, can you watch the first ost added for the project: http://www.youtube.com/watch?v=eeU7-9798_c Thanks again. ;)

Posted by SubDrag January 22, 2012 12:14 pm
Unfortunately that's about best can do, I could add more and more predictors I guess with hope would be better, but really need algorithm for calculating it.

Posted by Warwiio January 21, 2012 6:45 pm
This new version imports wav but with a metal hit like sound in the backround instead of static.

Posted by SubDrag January 14, 2012 10:26 am
Well, I put in importing loop support, but I don't think it's going to sound right ingame because there are predictors associated with the loop, which would be for in the middle of the sound and we don't know algorithm to calculate. Maybe if loop point was 00000000.

Posted by Warwiio January 14, 2012 8:41 am
Another thing, can you add a feature to import a wav file with the loop because the loop start and end thing on the botton is written differently so I dont know how to add the loop when I import a wav file.

Posted by SubDrag January 12, 2012 6:04 pm
The format is different, and either encrypted, compressed weirdly, pieced together, or radically different.

Posted by Warwiio January 12, 2012 5:48 pm
Do you think you can add support for Banjo-Tooie and Conkers Bad Fur Day?

Posted by SubDrag January 9, 2012 3:27 pm
It's not removed - it only shows in GoldenEye as no other game supports it that I know of (comes out as garble).

Posted by Warwiio January 8, 2012 10:06 pm
Why did you remove the "import 16-bit raw wav" feature. It imports wav files perfectly rather than that other wav import feature "import 16-bit VADPCM Wav" which imported with static sounds.

Posted by derpy July 9, 2011 4:41 am
Yay! Thank you so very much SubDrag! I'll let you know if I find anything on quake II though I don't think I will. Kaiser spent years trying to figure out the formats for doom64.

Posted by derpy July 9, 2011 4:21 am
Yay! Thank you so very much SubDrag! I'll let you know if I find anything on quake II though I don't think I will. Kaiser spent years trying to figure out the formats for doom64.

Posted by SubDrag July 8, 2011 3:41 pm
Quake 1 is now supported! Quake 2 is compressed, if you can find out how to decompress it, I'll happily add it since format is already knonw.

Posted by derpy July 8, 2011 9:34 am
Woot! Well looks like doom64 was figured out though. I hope it's similar to quake since it was ported by the same programmer. Quake II was but they probably used a different development library I'm sure. http://doom64ex.svn.sourceforge.net/viewvc/doom64ex/src/WadGen/Sound.c?revision=876&view=markup

Posted by SubDrag June 28, 2011 2:33 pm
It looked compressed in Quake for the Ctls. Maybe it's something similar to PC compression? Do you have any tools or someone who could unpackage it or know about that?

Posted by derpy June 27, 2011 3:17 am
I see you were working on quake 2, but never figured it out. Any chance of ever seeing support for it? Also maybe the first quake? Really cool stuff anyway and it's plenty useful for me now. :>

Posted by SubDrag June 17, 2011 4:19 am
I don't think so. It does make a temporary wav when playing and copies rn64crc if you write a new ROM

Posted by mistamontiel June 14, 2011 3:29 pm
SubDrag !! Hey. Does this tool make a Temp folder anywhere..? I've sampled a bunch of sounds, then all of a sudden I'm super short on hard drive space. And what's rn64crc.exe ? It also spawns when applying an .xdelta

Post a comment
Type GOLDENEYE in this box   

Latest GE Files
Mountain Base
Drax Silo
Training 001
Footsteps V15
Blood Patch
Japanese Temple
Doom-Style Looking
Aiming Down Sights
Dual Eyes Cooperative GoldenEye 2.0

Latest PD Files
Perfect Dark Real Gun Names
Perfect Dark Plus
DataDyne Compound
GoldenEye X
2X Weapons No Reloads Plus
Perfect Dark XBLA mp3s
Darks Corp Music
Perfect Dark Soundfont
Landing Zone Trilogy
Weather Selector Multi

Latest DKR Files
Tiptup Choir
Green Saturn
Blue Streak Row
Sunfire Sanctum
Doom Base
Dino Valley
Test Map
Froggy Haze
Rainbow Road
Big Donut

Latest Mickey Files
None Yet!

Latest JFG Files
None Yet!

Most Popular GE
Library Mission
GoldenEye X
GoldenEye Setup Editor 3.0
Counter-Strike Map Pack 1.2
Classic Nintendo Maps
Goldfinger 64
Mupen64 Ini
GoldenEye Setup Editor Windows Theme
Silo Mission
All Solo's in Multi (with Weather)

Most Popular PD
GoldenEye X
All Solo's in Multi (with Weather)
Kakariko Village
dataDyne Facility - Stealth
Area 51: Secret Agent
CI Training Gun Names
GE Weapons Multi
Japanese with Eng Text
Carrington Villa CS
Crash Site CS

Most Popular DKR
Rainbow Road
Big Donut
Test Track
Froggy Haze
Test Map
Sunfire Sanctum
Doom Base
Dino Valley
Blue Streak Row

Most Popular Mickey
None Yet!

Most Popular JFG
None Yet!

GoldenEye Vault features a collection of fan-made, custom materials based on popular N64 games. We are not affiliated with, nor do we support, endorse, or condone the distribution of Patches, ROMs, or Reproduction Carts for monetary gain of any kind. Our focus is to freely showcase the works of various authors, in an attempt to extend both the life and fun of such classic titles for hobby purposes.