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Files - N64 Tools - N64 Soundbank Tool

NameN64 Soundbank Tool
AuthorSubDrag
DateJune 23, 2016
CategoryN64 Tools
DescriptionN64SoundbankTool quite simply, rips and previews N64 Soundbanks into Soundfonts. It is the merging of the N64 Midi Tool and N64 Sound Tool, and is powered by VGMTran's DLSFile support and Seq64 for the EAD games sequence extraction. It has been requested since the beginning, to rip straight from an N64 soundbank to a soundfont, and this accomplishes the job. The N64 Midi Tool and N64 Sound Tool also received a good amount of updates and restructuring, in order to better support addition of this new N64 Soundbank Tool. The tool can generate DLS soundbanks for games where midis/sequences are not identified yet, but a preview will not be available.

The tool will be a work in progress, like the other tools, so expect more soundfonts and more accurate banks over time. It is open source if you are interested in helping! Collaboration would be very helpful, considering the difficulty in converting N64 data into regular soundfonts, as well as due to the huge multitude of games. It is ini driven, so if another game is supported, if it is not a new format, it can simply be a config change. It uses all three inis, from the midi tool, sound tool, and its own.

Some formats do not have sound envelope parameters available (N64WavePtrTable), so will only have the sound and loop information available. The N64 S1 format does support all of the parameters, except for Tremolo and Vibrato. It may be possible later to add Vibrato, but Tremolo is not in DLS format. The EAD format (Zelda, Mario, Star Fox, etc), is somewhat supported, though some parameters are still unknown or imperfect. The time multiplier parameter, is only applicable to the normal sound format, and is used in some games, where due to likely reverb or game specific pitch changes, it sounds better if the values for attack, release, and decay time are multiplied by a larger value (1 microsecond per unit is default, 0.000001). The expectation is that this is a starting point, and authors can tweak parameters if need be, and name the instruments, etc, but this yields the critical splits, ADSR, pan, and attenutation.

The soundfonts are written in DLS format, though most soundbank tools can convert to SF2 if necessary. The preview uses DirectMusic, and is a totally different way of loading the data; as such, it is less accurate and does not contain as many parameters as the DLS, so should only be used for quick testing. Instead use Synthfont, for example, to play and record the music.

Some games have multiple banks, and midis only work on certain banks. Not all games are fully identified in this respect (such as Mario Party). Jet Force Gemini is unique, and has actually over 127 sounds, forming two LSB banks. Unfortunately, most soundbank + midi players do not support this command, but the soundfont does reflect this accurately.

Paper Mario is unique, in that it rips a soundbank per song, because it has special tuning parameters that apply. The midis are set for this way. The tuning still isn't perfect
A big thanks to Punk 7890, who assisted in a significant amount of testing, over and over again, ingame determining of parameters and identification of most of the banks. Thanks to Zoinkity for all his help over the years (specifically here in compression and locations for sound tool and midi tool).

Also of course many thanks to VGMTrans, for open sourcing their code, which allowed ease of use of DLS format, as well as Seq64, for open sourcing, so I could make a minor modification to make it command line ripping of midis (source included), and compiled to a new exe.

Please email any bugfixes, improvements, comment to me at SubDragger@hotmail.com

http://www.goldeneyevault.com/



Games Currently Supported (more to come): 1080 Snowboarding (E) (M4)
1080 Snowboarding (JU) (M2)
64DDIPLROM
64 Hanafuda - Tenshi no Yakusoku (J)
64 Oozumou (J)
64 Oozumou 2 (J)
64 Trump Collection - Alice no Wakuwaku Trump World (J)
All-Star Baseball '99 (E)
All-Star Baseball '99 (U)
All-Star Baseball 2000 (E)
All-Star Baseball 2000 (U)
All-Star Baseball 2001 (U)
AeroFighters Assault (E) (M3)
AeroFighters Assault (U)
AeroGauge (E) (M3)
AeroGauge (J) (V1.0) (Kiosk Demo)
AeroGauge (J) (V1.1)
AeroGauge (U)
AI Shougi 3 (J)
Airboarder 64 (E)
Airboarder 64 (J)
Akumajou Dracula Mokushiroku - Real Action Adventure (J)
Akumajou Dracula Mokushiroku Gaiden - Legend of Cornell (J)
All Star Tennis '99 (E) (M5)
All Star Tennis '99 (U)
Armorines - Project S.W.A.R.M. (U)
Army Men - Air Combat (U)
Army Men - Sarge's Heroes (E) (M3)
Army Men - Sarge's Heroes (U)
Army Men - Sarge's Heroes 2 (U)
Automobili Lamborghini (E)
Automobili Lamborghini (U)
Bakuretsu Muteki Bangai-O (J)
Bakushou Jinsei 64 - Mezase! Resort Ou (J)
Blues Brothers 2000 (E) (M6)
Blues Brothers 2000 (U)
Banjo-Kazooie (U) (V1.0)
Banjo-Tooie (U)
BattleTanx (U)
Battlezone - Rise of the Black Dogs (U)
BattleTanx - Global Assault (E) (M3)
BattleTanx - Global Assault (U)
Batman of the Future - Return of the Joker (E) (M3)
Batman Beyond - Return of the Joker (U)
Bass Hunter 64 (E)
Bass Rush - ECOGEAR PowerWorm Championship (J)
Beetle Adventure Racing! (J)
Beetle Adventure Racing! (U) (M3)
Bio F.R.E.A.K.S. (E)
Bio F.R.E.A.K.S. (U)
Blast Corps (E) (M2)
Blast Corps (U) (V1.0)
Blast Corps (U) (V1.1)
Blast Dozer (J)
Body Harvest (E) (M3)
Body Harvest (U)
Bokujou Monogatari 2 (J) (V1.1)
Bokujou Monogatari 2 (J) (V1.2)
Bomberman 64 (E)
Bomberman 64 (U)
Bomberman 64 - The Second Attack! (U)
Bomberman Hero (E)
Bomberman Hero (U)
Bomberman Hero - Mirian Oujo wo Sukue! (J)
Bomberman 64 - Arcade Edition (J)
Bug's Life, A (E)
Bug's Life, A (F)
Bug's Life, A (G)
Bug's Life, A (I)
Bug's Life, A (U)
Buck Bumble (E) (M5)
Buck Bumble (J)
Buck Bumble (U)
Bust-A-Move '99 (U)
Bust-A-Move 2 - Arcade Edition (E)
Bust-A-Move 2 - Arcade Edition (U)
Bust-A-Move 3 DX (E)
California Speed (E)
California Speed (U)
Carmageddon 64 (E) (M4) (Eng-Spa-Fre-Ger)
Carmageddon 64 (E) (M4) (Eng-Spa-Fre-Ita)
Carmageddon 64 (U)
Castlevania (E) (M3)
Castlevania (U) (V1.0)
Castlevania (U) (V1.1)
Castlevania (U) (V1.2)
Castlevania - Legacy of Darkness (E) (M3)
Castlevania - Legacy of Darkness (U)
Chameleon Twist (E)
Chameleon Twist (J)
Chameleon Twist (U)
Chameleon Twist (USA) (V1.1)
Chameleon Twist 2 (E)
Chameleon Twist 2 (J)
Chameleon Twist 2 (U)
Charlie Blast's Territory (E)
Charlie Blast's Territory (U)
Chopper Attack (E)
Chopper Attack (U)
Choro Q 64 (J)
Choro Q 64 II - Hacha Mecha Grand Prix Race (J)
Chou Kuukan Night Pro Yakyuu King (J)
Chou Kuukan Night Pro Yakyuu King 2 (J)
Clay Fighter - Sculptor's Cut (U)
Clay Fighter 63 1-3 (Beta)
Command & Conquer (E) (M2)
Command & Conquer (G)
Command & Conquer (U)
Conker's Bad Fur Day (E)
Conker's Bad Fur Day (U)
Conker's Bad Fur Day Debug (U)
Conker's Bad Fur Day ECTS (U)
Cruis'n Exotica (U)
Cruis'n USA (E)
Cruis'n USA (U) (V1.0)
Cruis'n USA (U) (V1.1)
Cruis'n USA (U) (V1.2) (VC)
Cruis'n USA (U) (V1.2)
Cruis'n World (E)
Cruis'n World (U)
Custom Robo (J)
Custom Robo V2 (J)
CyberTiger (E)
CyberTiger (U)
Dance Dance Revolution - Disney Dancing Museum (J)
Dark Rift (E)
Dark Rift (U)
Deadly Arts (U)
Densha de Go! 64 (J)
Derby Stallion 64 (J)
Derby Stallion 64 (J) (Beta)
Destruction Derby 64 (E) (M3)
Destruction Derby 64 (U)
Dinosaur Planet (Inside SFA) AMBIENT.bin
Dinosaur Planet (Inside SFA) MUSIC.bin
Dinosaur Planet (Inside SFA) SFX.bin
Disney's Donald Duck - Goin' Quackers (U)
Donald Duck - Quack Attack (E) (M5)
Diddy Kong Racing (E) (M3) (V1.0)
Diddy Kong Racing (E) (M3) (V1.1)
Diddy Kong Racing (J)
Diddy Kong Racing (U) (M2) (V1.0)
Diddy Kong Racing (U) (M2) (V1.1)
Donkey Kong 64 (U)
Donkey Kong 64 (U) (Kiosk Demo)
Doom 64 (E)
Doom 64 (J)
Doom 64 (U) (V1.0)
Doom 64 (U) (V1.1)
Doraemon - Nobita to 3tsu no Seireiseki (J)
Doraemon 2 - Nobita to Hikari no Shinden (J)
Doraemon 3 - Nobita no Machi SOS! (J)
Doubutsu no Mori (J)
Dr. Mario 64 (U)
dragon-sword-64
Dual Heroes (E)
Dual Heroes (J)
Dual Heroes (U)
Duke Nukem 64 (E)
Duke Nukem 64 (F)
Duke Nukem 64 (U)
Duke Nukem - ZER0 H0UR (E)
Duke Nukem - ZER0 H0UR (F)
Duke Nukem - ZER0 H0UR (U)
Eikou no Saint Andrews (J)
Elmo's Letter Adventure (U)
Elmo's Number Journey (U)
Eltale Monsters (J)
Extreme-G (E) (M5)
Extreme-G (J)
Extreme-G (U)
Extreme-G XG2 (E) (M5)
Extreme-G XG2 (J)
Extreme-G XG2 (U)
F-1 Pole Position 64 (E) (M3)
F-1 Pole Position 64 (U) (M3)
F1 Racing Championship (E) (M5)
F-1 World Grand Prix (E)
F-1 World Grand Prix (E) (Prototype)
F-1 World Grand Prix (F)
F-1 World Grand Prix (G)
F-1 World Grand Prix (J)
F-1 World Grand Prix (U)
F-1 World Grand Prix II (E) (M4)
Fighter Destiny 2 (U)
Fire Electric Pen (J)
Flying Dragon (U)
G.A.S.P!! Fighter's NEXTream (E)
G.A.S.P!! Fighter's NEXTream (J)
Ganbare Goemon - Derodero Douchuu Obake Tenkomori (J)
Ganbare Goemon - Mononoke Sugoroku (J)
Ganbare Goemon - Neo Momoyama Bakufu no Odori (J)
Ganbare Nippon! Olympics 2000 (J)
GoldenEye 007 (E)
GoldenEye 007 (J)
GoldenEye 007 (U)
Gex 3 - Deep Cover Gecko (E) (M2) (Fre-Ger)
Gex 3 - Deep Cover Gecko (E) (M3) (Eng-Spa-Ita)
Gex 3 - Deep Cover Gecko (U)
Gex 64 - Enter the Gecko (E)
Gex 64 - Enter the Gecko (U)
Glover (E) (M3)
Glover (U)
Glover Prototype
Glover 2 - Unreleased Beta Version (New Build)
Glover 2
Goemon's Great Adventure (U)
Golden Nugget 64 (U)
GT 64 - Championship Edition (E) (M3)
GT 64 - Championship Edition (U)
Hamster Monogatari 64 (J)
Harukanaru Augusta Masters 98 (J)
Harvest Moon 64 (U)
Heiwa Pachinko World 64 (J)
Hercules - The Legendary Journeys (E) (M6)
Hercules - The Legendary Journeys (U)
Hey You, Pikachu! (U)
Hiryuu no Ken Twin (J)
Holy Magic Century (E)
Holy Magic Century (F)
Holy Magic Century (G)
Hoshi no Kirby 64 (J) (V1.0)
Hoshi no Kirby 64 (J) (V1.1)
Hoshi no Kirby 64 (J) (V1.2)
Hoshi no Kirby 64 (J) (V1.3)
HSV Adventure Racing (A)
Human Grand Prix - New Generation (J)
Hybrid Heaven (E) (M3)
Hybrid Heaven (J)
Hybrid Heaven (U)
Hyper Olympics Nagano 64 (J)
Iggy-kun no Bura Bura Poyon (J)
Iggy's Reckin' Balls (E)
Iggy's Reckin' Balls (U)
In-Fisherman Bass Hunter 64 (U)
International Superstar Soccer 64 (E)
International Superstar Soccer 64 (U)
International Superstar Soccer '98 (E)
International Superstar Soccer '98 (U)
International Superstar Soccer 2000 (E) (M2) (Eng-Ger)
International Superstar Soccer 2000 (E) (M2) (Fre-Ita)
International Superstar Soccer 2000 (U) (M2)
International Track & Field 2000 (U)
International Track & Field Summer Games (E) (M3)
J.League Dynamite Soccer 64 (J)
J.League Eleven Beat 1997 (J)
J.League Tactics Soccer (J) (V1.0)
J.League Tactics Soccer (J) (V1.1)
Jangou Simulation Mahjong Do 64 (J)
Jet Force Gemini (E) (M4)
Jet Force Gemini (U)
Jet Force Gemini (U) (Kiosk Demo)
Jikkyou J.League Perfect Striker (J)
Jikkyou J.League 1999 - Perfect Striker 2 (J)
Jikkyou J.League 1999 - Perfect Striker 2 (Japan) (Rev A)
Jikkyou Powerful Pro Yakyuu 2000 (J) (V1.0)
Jikkyou Powerful Pro Yakyuu 2000 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu - Basic Han 2001 (J)
Jikkyou Powerful Pro Yakyuu - Basic Han 2001 (J) (1.1)
Jikkyou Powerful Pro Yakyuu 4 (J) (V1.0)
Jikkyou Powerful Pro Yakyuu 4 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu 5 (J)
Jikkyou Powerful Pro Yakyuu 5 (J) (v1.1)
Jikkyou Powerful Pro Yakyuu 5 (JP) (v1.2)
Jikkyou Powerful Pro Yakyuu 6 (J) (V1.0)
Jikkyou Powerful Pro Yakyuu 6 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu 6 (J) (V1.2)
Jikkyou World Soccer - World Cup France '98 (J) (V1.0)
Jikkyou World Soccer - World Cup France '98 (J) (V1.1)
Jikkyou World Soccer - World Cup France '98 (J) (V1.2)
Jikkyou World Soccer 3 (J)
Jinsei Game 64 (J)
John Romero's Daikatana (E) (M3)
John Romero's Daikatana (J)
John Romero's Daikatana (U)
Kakutou Denshou - F-Cup Maniax (J)
Ken Griffey Jr.'s Slugfest (U)
Killer Instinct Gold (U) (V1.0)
Killer Instinct Gold (U) (V1.1)
Killer Instinct Gold (U) (V1.2)
Kira to Kaiketsu! 64 Tanteidan (J)
Kirby 64 - The Crystal Shards (E)
Kirby 64 - The Crystal Shards (U)
Last Legion UX (J)
Legend of Zelda, The - Ocarina of Time (U) (V1.0) Decompressed
Legend of Zelda, The - Ocarina of Time - Master Quest (U) (Debug Version)
Legend of Zelda, The - Majora's Mask (U) Decompressed
LEGO Racers (E) (M10)
LEGO Racers (U) (M10)
Lode Runner 3-D (E) (M5)
Lode Runner 3-D (J)
Lode Runner 3-D (U)
Mace - The Dark Age (E)
Mace - The Dark Age (U)
Mahjong 64 (J)
Mahjong Hourouki Classic (J)
Mahjong Master (J)
Major League Baseball Featuring Ken Griffey Jr. (E)
Major League Baseball Featuring Ken Griffey Jr. (U)
Mario Golf (E)
Mario Golf (U)
Mario Golf 64 (J)
Mario Golf 64 (J) (V1.1)
Mario Kart 64 (U)
Mario no Photopie (J)
Mario Party (U)
Mario Party 2 (U)
Mario Party 3 (U)
Mario Tennis (E)
Mario Tennis (E) (VC)
Mario Tennis 64 (J)
Mario Tennis 64 (J) (VC)
Mario Tennis (U)
Mario Tennis (U) (VC)
Mahjong Master (J)
Megaman 64 Proto
Mega Man 64 (U)
Mia Hamm Soccer 64 (U) (M2)
Michael Owens WLS 2000 (E)
Mickey's Speedway USA (U)
Mickey no Racing Challenge USA (J)
Mickey's Speedway USA (E) (M5)
Micro Machines 64 Turbo (E) (M5)
Micro Machines 64 Turbo (U)
Major League Baseball Featuring Ken Griffey Jr. (E)
Major League Baseball Featuring Ken Griffey Jr. (U)
Mickey's Speedway USA (E) (M5)
Mickey's Speedway USA (U)
Milo's Astro Lanes (E)
Milo's Astro Lanes (U)
Mike Piazza's Strike Zone (U)
Mini Racers (Unreleased)
Mischief Makers (E)
Mischief Makers (U)
Mischief Makers (U) (1.1)
Mission Impossible (E)
Mission Impossible (F)
Mission Impossible (G)
Mission Impossible (I)
Mission Impossible (S)
Mission Impossible (U)
Monaco Grand Prix (U)
Monaco Grand Prix - Racing Simulation 2 (E) (M4)
Monopoly (U)
Monster Truck Madness 64 (E) (M5)
Monster Truck Madness 64 (U)
Morita Shougi 64 (J)
Mortal Kombat 4 (E)
Mortal Kombat 4 (U)
Mortal Kombat Mythologies - Sub-Zero (E)
Mortal Kombat Mythologies - Sub-Zero (U)
Mortal Kombat Trilogy (E)
Mortal Kombat Trilogy (U) (V1.0)
Mortal Kombat Trilogy (U) (V1.2)
MRC - Multi Racing Championship (E) (M3)
MRC - Multi Racing Championship (J)
Mystical Ninja Starring Goemon (E)
Mystical Ninja Starring Goemon (U)
Mystical Ninja 2 Starring Goemon (E) (M3)
Nagano Winter Olympics '98 (E)
Nagano Winter Olympics '98 (U)
NBA Hangtime (E)
NBA Hangtime (U)
NBA In the Zone '98 (J)
NBA In the Zone '98 (U)
NBA In the Zone '99 (U)
NBA In the Zone 2 (J)
NBA In the Zone 2000 (E)
NBA In the Zone 2000 (U)
NBA Pro 98 (E)
NBA Pro 99 (E)
Neon Genesis Evangelion (J)
NFL Blitz - 2000 (U)
NFL Blitz 2000 (USA) V1.1
NFL Blitz 2001 (U)
NFL Blitz - Special Edition (U)
NFL Quarterback Club 99 (U)
NFL Quarterback Club 2000 (U)
NFL Quarterback Club 2001 (U)
NHL Blades of Steel '99 (U)
NHL Pro 99 (E)
Nintama Rantarou 64 Game Gallery (J)
Nintendo All-Star! Dairantou Smash Brothers (J)
Nuclear Strike 64 (E) (M2)
Nuclear Strike 64 (G)
Nuclear Strike 64 (U)
Nushi Tsuri 64 - Shiokaze ni Notte (J)
NUD-DKDJ-JPN
NUD-DKIJ-JPN
NUD-DKKJ-JPN
NUD-DMGJ-JPN
NUD-DPGJ-JPN
NUD-EFZJ-JPN
Nushi Tsuri 64 (J)
Nushi Tsuri 64 - Shiokaze ni Notte (J)
Nushi Zuri 64 (JP) (v1.1)
O.D.T. (E) (M5)
O.D.T. (U) (M3)
Off Road Challenge (E)
Off Road Challenge (U)
Ogre Battle 64 - Person of Lordly Caliber (J) (V1.1) (VC)
Ogre Battle 64 - Person of Lordly Caliber (J) (V1.1)
Ogre Battle 64 - Person of Lordly Caliber (U) (V1.1)
Ogre Battle 64 - Person of Lordly Caliber (U)
Ogre Battle 64 - Person of Lordly Caliber (USA) (Rev A)
Olympic Hockey Nagano '98 (U)
Onegai Monsters (J)
Operation WinBack (E) (M5)
Pachinko 365 Nichi (J)
Paperboy (E)
Paperboy (U)
Paper Mario (E) (M4)
Paper Mario (U)
Parlor! Pro 64 - Pachinko Jikki Simulation Game (J)
PD Ultraman Battle Collection 64 (J)
Penny Racers (E)
Penny Racers (U)
Perfect Dark (E) (M5)
Perfect Dark (J)
Perfect Dark (U) (V1.0)
Perfect Dark (U) (V1.1)
Pilotwings 64 (E) (M3)
Pilotwings 64 (J)
Pilotwings 64 (U)
Pokemon Puzzle League (E) (VC)
Pokemon Puzzle League (E)
Pokemon Puzzle League (F) (VC)
Pokemon Puzzle League (F)
Pokemon Puzzle League (G) (VC)
Pokemon Puzzle League (G)
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Pokemon Snap (A)
Pokemon Snap (E)
Pokemon Snap (F)
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Pokemon Snap (I)
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Pokemon Snap (S)
Pokemon Snap (U)
Pokemon Snap Station (U)
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 (U)
Power League Baseball 64 (J)
Premier Manager 64 (E)
Pro Mahjong Kiwame 64 (J)
Pro Mahjong Kiwame 64 (J) (V1.1)
Pro Mahjong Tsuwamono 64 - Jansou Battle ni Chousen (J)
Puyo Puyo 4 - Puyo Puyo Party (J)
Puyo Puyo Sun 64 (J)
Quake 64 (E)
Quake 64 (U)
Quest 64 (U)
Rakuga Kids (E)
Rakuga Kids (J)
Rally '99 (J)
Rally Challenge 2000 (U)
Rampage - World Tour (E)
Rampage - World Tour (U)
Rat Attack (E) (M6)
Rat Attack (U) (M6)
Rayman 2 - The Great Escape (U) (M5)
Razor Freestyle Scooter (U)
Road Rash 64 (E)
Road Rash 64 (U)
Roadsters Trophy (U) (M3)
Robotron 64 (E)
Robotron 64 (U)
Rocket - Robot on Wheels (E) (M3)
Rocket - Robot on Wheels (U)
Rockman Dash (J)
Ronaldinho Soccer 64 (Brazil) (Pirate)
RR64 - Ridge Racer 64 (E)
Rugrats - Die grosse Schatzsuche (G)
Rugrats - Scavenger Hunt (U)
Rugrats - Treasure Hunt (E)
Rush 2 - Extreme Racing USA (E) (M6)
Rush 2 - Extreme Racing USA (U)
RTL World League Soccer 2000 (G)
San Francisco Rush - Extreme Racing (E) (M3)
San Francisco Rush - Extreme Racing (U) (M3)
San Francisco Rush - Extreme Racing (USA) (En,Fr,De) (Rev A)
Saikyou Habu Shougi (J)
S.C.A.R.S. (E) (M3)
S.C.A.R.S. (U)
Scooby-Doo! - Classic Creep Capers (E)
Scooby-Doo! - Classic Creep Capers (U)
Scooby-Doo! Classic Creep Capers (U) (v1.1)
SD Hiryuu no Ken Densetsu (J)
Shadowgate 64 - Trials Of The Four Towers (E) (M2) (Ita-Spa)
Shadowgate 64 - Trials Of The Four Towers (E) (M3) (Fre-Ger-Dut)
Shadowgate 64 - Trials Of The Four Towers (E)
Shadowgate 64 - Trials Of The Four Towers (J)
Shadowgate 64 - Trials Of The Four Towers (U) (M2)
Shigesato Itoi's No. 1 Bass Fishing! Definitive Edition (J)
Shin Nihon Pro Wrestling - Toukon Road - Brave Spirits (J)
Shin Nihon Pro Wrestling - Toukon Road 2 - The Next Generation (J)
Sim City 2000 (J)
Sin and Punishment (J)
Snowboard Kids 2 (E)
Snowboard Kids 2 (U)
Sonic Wings Assault (J)
Space Station Silicon Valley (E) (M7)
Space Station Silicon Valley (J)
Space Station Silicon Valley (U)
Star Fox 64 (U) (V1.0)
Star Fox 64 (U) (V1.1)
Star Fox 64 (J)
Star Fox 64 (J) (V1.1) (VC)
Starshot - Space Circus Fever (E) (M3)
Starshot - Space Circus Fever (U) (M3)
S.C.A.R.S. (E) (M3)
S.C.A.R.S. (U)
Star Twins (J)
Super B-Daman - Battle Phoenix 64 (J)
Superman (E) (M6)
Superman (U) (M3)
Superman Nintendo 64 (Early Prototype)
Super Robot Spirits (J)
Super Smash Bros. (A)
Super Smash Bros. (E) (M3)
Super Smash Bros. (U)
SM64Disk
Super Mario 64 (U)
Super Mario 64 (J)
Super Robot Spirits (J)
Susume! Taisen Puzzle Dama Toukon! Marumata Chou (J)
Sydney 2000 (E) (Prototype)
Sydney 2000 (U) (Prototype).z64
Tamiya Racing 64 Proto
Taz Express (E) (M6)
Taz Express (U) (Proto)
Tetris 64 (J)
Tigger's Honey Hunt (E) (M7)
Tigger's Honey Hunt (U)
Tom Clancy's Rainbow Six (E)
Tom Clancy's Rainbow Six (F)
Tom Clancy's Rainbow Six (G)
Tom Clancy's Rainbow Six (U)
Tommy Thunder (USA) (Proto)
Toon Panic (JP) (Proto)
Tonic Trouble (E) (M5)
Tonic Trouble (U) (V1.1)
Top Gear Rally 2 (Beta)
Tower&Shaft
Toy Story 2 (E)
Toy Story 2 (F)
Toy Story 2 (G)
Toy Story 2 (U)
Transformers - Beast Wars Metals 64 (J)
Transformers - Beast Wars Transmetal (U)
Turok - Dinosaur Hunter (E) (V1.0)
Turok - Dinosaur Hunter (E) (V1.1)
Turok - Dinosaur Hunter (E) (V1.2)
Turok - Dinosaur Hunter (G)
Turok - Dinosaur Hunter (U) (V1.0)
Turok - Dinosaur Hunter (U) (V1.1)
Turok - Dinosaur Hunter (U) (V1.2)
Turok - Legenden des Verlorenen Landes (G)
Turok - Rage Wars (E) (M3) (Eng-Fre-Ita)
Turok - Rage Wars (E)
Turok - Rage Wars (U)
Turok 2 - Seeds of Evil (E) (Kiosk Demo)
Turok 2 - Seeds of Evil (U) (Kiosk Demo)
Turok 2 - Seeds of Evil (E) (M4)
Turok 2 - Seeds of Evil (E)
Turok 2 - Seeds of Evil (G)
Turok 2 - Seeds of Evil (U)
Turok 2 - Seeds of Evil (U) (V1.1)
Turok 3 - Shadow of Oblivion (U)
Turok 3 - Shadow of Oblivion (U) (Beta)
Turok 3 - Shadow of Oblivion (U) (Beta-WIP)
Turok 3 - Shadow of Oblivion Prototype
U64 Demo
Uchhannanchan no Hono no Challenger - Denryu IraIra Bou (J)
V-Rally Edition 99 (E) (M3)
V-Rally Edition 99 (J)
V-Rally Edition 99 (U)
Vigilante 8 (E)
Vigilante 8 (F)
Vigilante 8 (G)
Vigilante 8 (U)
Vigilante 8 - 2nd Offence (E)
Vigilante 8 - 2nd Offense (U)
Virtual Chess 64 (E) (M6)
Virtual Chess 64 (U) (M3)
Virtual Pro Wrestling 64 (J)
Virtual Pro Wrestling 2 - Oudou Keishou (J)
Virtual Pool 64 (E)
Virtual Pool 64 (U)
War Gods (U)
Wave Race 64 (E) (M2)
Wave Race 64 (J)
Wave Race 64 (U) (V1.0)
Wave Race 64 (U) (V1.1)
Wayne Gretzky's 3D Hockey '98 (U)
Wayne Gretzky's 3D Hockey (U) (V1.0)
Wayne Gretzky's 3D Hockey (U) (V1.1)
WCW Backstage Assault (U)
WCW Mayhem (U)
WCW Nitro (U)
WCW-nWo Revenge (E)
WCW-nWo Revenge (U)
WCW vs. nWo - World Tour (E)
WCW vs. nWo - World Tour (U) (V1.0)
WCW vs. nWo - World Tour (U) (V1.1)
Wetrix (E) (M6)
Wetrix (J)
Wetrix (U) (M6)
Wildwaters (USA) (Proto)
WinBack (J)
WinBack - Covert Operations (U)
Wipeout 64 (E)
Wipeout 64 (U)
Virtual Pro Wrestling 2 - Oudou Keishou (J)
Wonder Project J2 - Koruro no Mori no Jozet (J)
Worms - Armageddon (E) (M6)
Worms - Armageddon (U) (M3)
World Cup 98 (U) (M8)
WWF No Mercy (E) (V1.0)
WWF No Mercy (E) (V1.1)
WWF No Mercy (U) (V1.0)
WWF - War Zone (E)
WWF - War Zone (U)
WWF WrestleMania 2000 (E)
WWF WrestleMania 2000 (J)
WWF WrestleMania 2000 (U)
Xena Warrior Princess - The Talisman of Fate (E)
Xena Warrior Princess - The Talisman of Fate (U)
Yakouchuu II - Satsujin Kouru (J)
Yoshi's Story (U) (M2)
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Screenshot

Posted by SubDrag April 29, 2018 4:23 pm
Awave does proper DLS -> SF2 conversion.

Posted by Mosky2000 April 29, 2018 9:25 am
Odd to see that Viena does not handles dls. Is Awave a good program to merge two soundfonts together? The game "Flying Dragon" and it's expansion "SD Hiryuu no Ken Densetsu" shares a few different instruments such as the synth voice and trumpet from the original and a higher lead 1 (square) and lead 3 (calliope) octave.

Posted by SubDrag April 29, 2018 3:35 am
Viena doesn't handle DLS very well - you need to convert to SF2 for Viena, such as using Awave.

Posted by Mosky2000 April 28, 2018 3:57 pm
Is it normal that when soundfonts are exported and I load them in Vienna, they don't have the loop points in there. Normally in Synthfont, they have the loop, but in Vienna it seems that it doesn't. https://www.dropbox.com/s/wff8pqjn17khui5/Ripped%20N64%20Soundfont%20with%20no%20loop.PNG?dl=0

Posted by SubDrag April 26, 2018 3:14 am
Are you saying to ignore the key base soundfont has for each percussion instrument and just set the key base to the actual note? Can you give me some examples.

Posted by Dragodog25 April 25, 2018 7:56 pm
Example: If EVERY note in the percussion bank were of the default sampling rate (in this case it is 32kHz),then the root note of each note in the percussion bank would be the same as the note number

Posted by Dragodog25 April 25, 2018 7:51 pm
I just tried ripping MIDIs using n64 midi tool and they seem to solve the problem.

Also the percussion mapping is a soundfont problem, they can be fixed easily by using a soundfont editor supporting DLS, by changing the root notes of each note in the percussion bank.

Posted by SubDrag April 25, 2018 5:31 am
I'll investigate, but can you also look in the midi events in Synthfont and and see what is triggering it and show me? Cause I can't find anything in the midi events, and in the playback video you show, the instrument doesn't even change...but I do hear it in your playback. Not sure if synthfont issue, or what...see anything in midi events? Are you also saying all percussion instruments have a keybase that is inverted around middle C? Or the notes themselves should all be middle C, or that they're inverted around middle C? Trying to understand if it's a soundfont or midi issue, thanks.

Posted by Dragodog25 April 24, 2018 6:38 pm
https://youtu.be/VsAjZAPOv9E

As you can see by this MIDI, in bar 5 where the loop section starts all the tracks merge into track 1.




Aside from this:

Another thing I want fixed is the percussion mapping. Most of the notes in the percussion bank are of incorrect pitch. The only note that is the correct pitch is Middle C (note 60). Notes higher or lower than middle C are higher or lower than their intended pitch by the difference in note number between middle C and the target note. For example if the kick drum is mapped to note 36, it will sound 24 semitones lower in pitch than intended.

Posted by SubDrag April 23, 2018 1:52 pm
So I took a look at the first song you had in Synthfont, in the Midi Events tab. Song 0x02-Game Over (it's called Master 2 in midi tool). The only track with both notes and instrument 0, is track 2. The empty tracks do have instrument 0 but no notes (such as track 4). On tracks that loop, the midi has the same Program (instrument change), in the middle of the song, but it always to the same instrument # at the beginning - I see none change to a different instrument or 0. Can you explain what I am missing? Where are you seeing loops and reverting back to instrument 0? Can you show me a picture in Synthfont of the midi events on the track and where it happens on Song 2? I am somehow missing the problem, not seeing it. Maybe it is the tool you are using not handling program change back to same #? An example is Track 13, it is Instrument 11, and at measure 5 (time 7690), it puts Instrument 11 again.

Posted by Dragodog25 April 22, 2018 10:13 pm
I tried shindou version as well, the same thing is happening except when previewing, there is no long attack on the notes, and all of the notes are played 2 octaves lower than they should sound. The instruments still revert to instrument 0 when in a loop section

Posted by Dragodog25 April 22, 2018 10:01 pm
I've tried the USA, JPN and EUR versions........ same thing happens with all of them

Posted by SubDrag April 22, 2018 3:11 am
I'm assuming you're using the (U) version of the game? For fun, can you try the (E) version, it doesn't use Seq64, because he didn't have a mapping file, so I'm just curious if it is better. One thing you can do too, if you open N64 Midi Tool, and export, and have debug checked (using (E) version only, not (U), it will output a debug text file with midi. Maybe you can see what's off and tell me using that.

Posted by Dragodog25 April 21, 2018 5:24 pm
All of the music in SM64 which do not loop in-game (thus sound as you want them to sound in a MIDI export) include:

Song 0x01-Star Fanfare
Song 0x0D-Course Start
Song 0x10-Bowser's Message
Song 0x12-High Score Fanfare
Song 0x14-Koopa The Quick
Song 0x15-Star Appears
Song 0x17-Key Fanfare
Song 0x1A-Staff Credits
Song 0x1B-Puzzle Solved
Song 0x1C-Toad's Theme
Song 0x1D-Peach's Letter
Song 0x1E-Opening Cutscene
Song 0x1F-Ultimate Bowser Clear
Song 0x20-Ending Cutscene
Song 0x22-Lakitu's Theme

All of the songs EXCEPT the ones listed above sound incorrect from a MIDI export.


Also I found that the song names instead show the name of the sound bank based on the song and bank IDs.

I also noticed that "Big Boo's Haunt" (Song 0x0A) is in the wrong bank. In the soundbank tool it is located in bank 0x21 when it should be in bank 0x10.

Remember what I want is for correct MIDI export.

Posted by SubDrag April 21, 2018 3:13 am
OK, then please provide a song where it is plainly obvious, and what track #s you think should loop.

Posted by Dragodog25 April 20, 2018 4:33 pm
Oh, by that I mean they are supposed to have a looping section when played in-game

Posted by SubDrag April 20, 2018 3:44 am
Can you explain how you are looping the midi? What tool are you using? When you play a midi normally it does not loop.

Posted by Dragodog25 April 19, 2018 5:58 pm
All of the songs which have a loop point.

Posted by SubDrag April 18, 2018 5:51 pm
SM64 is a different format. Which song is giving you that loop issue?

Posted by Dragodog25 April 18, 2018 5:24 pm
"Warning: Not enough instruments in bank, some may be defaulted to General MIDI soundfont."

That comes up when I attempt to preview a song from SM64.

When I export a song with a loop point as a MIDI file, the instruments are changed to instrument #0 during the loop.

However it doesn't do this on songs like the staff roll music, because that song doesn't loop. The message still pops up when previewing though.

I've tried other games like Super Smash Bros (USA). They seem to preview and export songs perfectly without any troubles or instrument changes.

I remember from last year, exporting MIDI files from SM64 was cleaner. If you can identify what is going wrong, could you please fix it? Thank you

Posted by SubDrag April 16, 2018 3:35 am
In the ini, anything with type including Zelda or StarFox in name is that format.

Posted by Dragodog25 April 15, 2018 11:37 pm
I exported music from SM64 as MIDI, and the sound banks as DLS.

Posted by SubDrag April 15, 2018 3:54 am
Are you talking about import or export? What specifically are you doing? On export instrument is set at beginning, so maybe your looping in whatever you're using is off? If import, I'll have to look into it.

Posted by Dragodog25 April 14, 2018 10:48 pm
I've tried a few MIDIs from Super Mario 64 (U). When the loop starts all of the instruments are changed to the instrument in channel 1

For instance the wing cap theme (in Bank 0x17). The first 4 measures sound good until the loop begins, and all the instruments are replaced with a guitar.

Posted by SubDrag April 12, 2018 3:39 am
You need the right Visual Studio 2008 sp1 32bit redistributable. The link is in faq on this site.

Posted by Dragodog25 April 12, 2018 2:36 am
So I have used this program before until my hard drive crashed (Had to get it replaced). I've tried to download it again with my new hard drive but now when I run the program I get an error message saying "The ordinal 12384 could not be located in the dynamic link library." Can I fix it?

Posted by SubDrag April 11, 2018 4:24 pm
There are many soundbanks, each corresponds to one or a couple midis. So try a different soundbank.

Posted by KingJulian April 11, 2018 4:14 pm
Well, I Tried Using That Extracted Soundbank And Only Mario Voices Are Played. Not The Instruments.

Posted by SubDrag April 11, 2018 5:18 am
Should be a bunch of soundbanks each with one or more midi associated.

Posted by KingJulian April 10, 2018 5:52 pm
There Seems To Be Missing Lots Of The Mario Kart 64 SoundBanks As Only One Shows Up Which The Intro. Is Something Missing?

Posted by Ninty9 March 21, 2018 5:58 pm
Can I use this to disable the BGM but not the sounds? Im not super experienced but to remove a sound I'd have to get rid of instruments that might mute/mess up the SFX right?

Posted by Mosky2000 March 15, 2018 2:27 pm
Is it because the tool uses midis to use a certain soundbank? Perhaps that's the reason why the other banks don't show up? They don't use music that uses those banks.

Posted by SubDrag March 15, 2018 2:20 pm
People have been using it to import new songs...kind of confused that are missings sounds - it should be complete. Maybe they are different banks or pitches? Each song can use up to 2 banks I think, so maybe half sounds are in one, half in the other? Not sure though.

Posted by Mosky2000 March 15, 2018 2:08 pm
Yes indeed.

Posted by SubDrag March 15, 2018 12:09 pm
The Sound Tool should have a complete set of sounds? You are saying that despite what it has, it is missing some?

Posted by Mosky2000 March 15, 2018 12:47 am
SM64 actually contains more instruments than just the unused bank (0B). Like somewhere in either 06 or 07 there seems to be a sort of a midi timpani sound. Also the camera bank contains other instruments such as the rock organ, another electric piano, and a glockenspiel (which is used for the coin sound). I wonder if you could update this for just SM64; being able to rip other banks that the tool couldn't before? Also why does the general percussion sound off? Like for example, if a midi I play has a snare drum, it won't play the snare drum, but a sort of tom instead. It also causes the other percussion to sound like if you were to transpose it instead of having the original pitch. It bothers me a little, but that can be fixed too.

Posted by SubDrag March 14, 2018 1:52 pm
You'd want the Sound Tool, not the Soundbank tool. But I guess just have to play all the sounds till you find the right one.

Posted by Kingler March 14, 2018 7:17 am
Hey, I'm looking for some certain things in the Mario Party 3 sound bank (the coin sound effects, sound of dice, sound of when you walk on spaces)

How would I go about finding these sound effects?

Posted by SubDrag February 23, 2018 7:09 am
We never really got tuning perfectly for Paper Mario 64, though I thought we got close and only fine tune wasn't perfect. Imports use the GM bank while exports use the individual midi info and I think that's not quite perfect right now.

Posted by mariofan12ify February 22, 2018 6:06 pm
Ok, scratch that, most of them do have the right instruments and stuff, but the pitch for them are entirely off.

Also, "Phonograph" has literally only a marimba as the instrument.

Posted by mariofan12ify February 22, 2018 5:43 pm
I've already tried that. Still doesn't seem to want to work. Tried with "Phonograph" and "Heart Pillar" and their combined banks and they were really off.

Posted by SubDrag February 22, 2018 4:53 pm
What button did you press? Paper Mario is a weird one. Write DLS Soundfont is for importing midis (uses its GM only). Write DLS Combined Banks is probably what you want, as that rips a soundfont per midi (matches instruments to that song).

Posted by mariofan12ify February 22, 2018 4:30 pm
Having a bit of trouble with Paper Mario here, as I ripped the midis with your N64MidiTool (latest version) and tried ripping the sound banks with this and most of the banks don't match up with the midis, such as "Game Over" which I couldn't find the bank for. And when I found the banks for songs, some of the instruments were either out of pitch or just... wrong. Can you have a look for me?

Posted by SubDrag February 21, 2018 3:40 pm
I never was able to get that going into DLS format - so yeah, no vibrato alas goes into any encoding. It's almost never used as well.

Posted by dblaney1 February 21, 2018 3:32 pm
One other thing is still not working. Vib LFO->Pitch is not set.Instrument 37 in banjo tooie has the vibrato in it. I guestimated by playing with settings to be somewhere around 30-40. Sound more like the ingame instrument that way.

Posted by dblaney1 February 21, 2018 2:53 pm
Thanks, that worked.

Posted by SubDrag February 19, 2018 3:25 pm
I am seeing it written out. Open it up in Awave, edit properties for instrument 1 and you can see it. I think Viena doesn't handle DLS, you have to convert it to SF2 first to really use it. Here's BT's SF2 conversion using Awave, you can see fine tune show up: http://goldeneyevault.com/priv/ExtractedSoundbankBanjoTooie.sf2

Posted by dblaney1 February 19, 2018 11:05 am
I do believe though that it is reading the value properly from the rom, its just not writing it out to dls file. I looked through the cpp to see if I could see any issues but its hard to follow the code since theres so many if statements for handling specific games.

Posted by dblaney1 February 19, 2018 11:02 am
When I open up the soundfont in vienna there is absolutely no finetune values on any instrument. I don't think its actually writing them to the file when exporting.

Posted by SubDrag February 18, 2018 6:27 am
Fine tune is going into the DLS from Banjo Tooie, but maybe somehow the units are different? It's just turning the detune value specified, into the fine tune value in the DLS. So instrument 6 for example, would be -44 fine tune based on sound info. What is the correct expected value? Maybe DLS just needs conversion of some kind.

Posted by dblaney1 February 17, 2018 7:39 pm
So it looks like the issue is that the fine tune values are missing on all the instruments. Some just have smaller correct values so they aren't as noticeable.

Posted by dblaney1 February 17, 2018 7:08 pm
The clarinet, flute and trombone are all off. I'll try to see if I can find out more. The Flute and clarinet are really bad.

Its instruments 06, 07, 11 I have noticed so far but I am sure there are more. They were extracted with a banjo tooie rom and I used a Cauldron Keep (main) midi extracted with the tool as well. The midi itself is fine.

Posted by SubDrag February 17, 2018 6:43 am
Can you examine the soundfont, sometimes a value of zero can mess up certain players. See what looks off on what instrument.

Posted by dblaney1 February 16, 2018 9:52 pm
I am still having issues with detuned instruments with banjo tooie. Is the download on here the latest version? The preview in the tool itself sounds correct but once you use the soundfont in synthfont with the exported midi the pitch on a bunch of instruments is really off.

Posted by SubDrag February 3, 2018 6:14 am
The tuning for Paper Mario 64 should now also be fixed in the N64 Soundbank Tool, thanks to Punk7890 messing with tuning. If you Write DLS Soundfont after opening Paper Mario, it will write out the GM bank for midi imports.

Posted by SharkSkin December 27, 2017 11:57 pm
Thank you, SubDrag!
I have wished I listen to music of many Nintendo 64's game with their original sound again.
I reminded the memory when I play Nintendo 64.
I'll study composing from these good game musics. Thanks!

(I'm not good at writing with English. Please forgive me for my mistakes.)

Posted by OM HAM OM OM May 15, 2017 11:58 am
What about Beta Games and DD64?

Posted by B-Tango April 28, 2017 5:33 am
Neat! thank you SubDrag.

Posted by April 28, 2017 1:47 am
@SubDrag

Thanks for fixing the issue i have with the Banjo Tooie part, now the soundbank really work.

Posted by SubDrag April 27, 2017 5:14 pm
Not right now, but perhaps I will add it sometime.

Posted by B-Tango April 26, 2017 11:32 pm
Thank you for this wonderful tool, SubDrag.

Also I wanted to ask you if is there any possibility of adding a "batch process" to rip the soundfonts from all supported roms instead of doing it one by one?.

Posted by SubDrag April 25, 2017 4:23 pm
I think I fixed Banjo-Tooie. What was happening was that attenuation was set to 100%, but decay was 0%. This seemed to confuse tools. Now I set attenuation to 0% in this situation and it seemed to behave. Please redownload and try again.

Posted by April 14, 2017 11:39 pm
Hello there, i seen be having a issue ripping instruments from Banjo Tooie when i put it in FL Studio.

There is no sound when it comes of the midi.

It just a issue i am having.

Posted by Jonalonadingdong February 10, 2017 4:26 pm
I don't actually know what most of that means, but I did extract it from the .zip and it does work in Project 64 2.3.

Posted by SubDrag February 10, 2017 4:18 pm
Hmm, that opened fine for me. Are you sure you have an unzipped GoldenEye ROM, US, and it is not byteflipped, and has a valid MD5? It's also possible maybe your system doesn't support directsound or the default audio for it.

Posted by Jonalonadingdong February 10, 2017 3:19 pm
I've tried Goldeneye and Majora's Mask.

Posted by SubDrag February 10, 2017 9:55 am
What game?

Posted by Jonalonadingdong February 10, 2017 7:07 am
I load up N64SoundbankTool.exe and click LOAD ROM and try to open a rom, and the program stops running.

Posted by SubDrag February 10, 2017 5:20 am
Which ones are crashing? Make sure it is unzipped. Give me an example.

Posted by Jonalonadingdong February 9, 2017 6:28 pm
Every time I try to load a rom, the program just crashes on me. I've tried different versions of the same rom, such as different websites and roms of other nationalities. I was wondering if and how to fix this, and if somebody could post a link to some rom downloads that work?

Thanks much

Posted by SubDrag February 7, 2017 4:38 pm
Bomberman 64 is supported. It's the gameconfig.ini that has the games. Romdesc is only used for Seq64 games.

Posted by February 7, 2017 12:41 pm
There's no bomberman 64 in romdesc?? In fact not even half the games listed are in there?

Posted by SubDrag January 3, 2017 4:21 am
It's by bank in this tool. Change bank to see more or use N64 midi tool.

Posted by lulz January 2, 2017 9:56 pm
Um.....okay so now the program only exports 9 midis for MP2 rather than 80-something like before. A glitch or am I being stupid???

Posted by SubDrag December 29, 2016 10:36 am
I uploaded a new version with ini files that support the correct banks to midis for Mario Party (U), Mario Party 2 (U) and Mario Party 3 (U). I also figured out how it looks it up. Didn't do other regions.

Mario Party
Midi Listing at 015396A0 (4 byte header S2)
Midi Lookup Soundbank # at 0153992C
SS 7FFFFF000007A000029D280002A4C8
SS = Soundbank #

Midi Listing at 01778BC0 (4 byte header S2)
Midi Lookup Soundbank # at 01778BFC
SS 7FFFFF000007A000029D280002A4C8
SS = Soundbank #
Mario Party 2

01750490 Midi Lookup (ROM)
00SS0000 07000000 OOOOOOOO LLLLLLLL
SS = Soundbank #
OOOOOOOO=Location of Midi (offset from 01750450)
LLLLLLLL=Length of Midi

Mario Party 3

01881C80 3 Midi Lookup (ROM)
00??SS00 07000000 OOOOOOOO LLLLLLLL
?? = ?
SS = Soundbank #
OOOOOOOO=Location of Midi (offset from 01881C40)
LLLLLLLL=Length of Midi

Posted by SubDrag December 29, 2016 5:50 am
Actually I was hoping someone would look into Mario Party(ies). I'm not sure what lines up to what. I guess that needs to be figured out. Presumably out of the ton of soundbanks, each midi corresponds to one...I'll try and help though, this would be useful for the new Mario Party imports to be able to do new music. One correct Mario Party 2 mapping is Song 01750B30 is Bank 32 (first one in game).

Posted by lulz December 28, 2016 8:36 pm
Ugh, I want to love this, but it's so frustrating for working with stuff like Synthfont. I've tried EVERYTHING suggested here and I cannot for the life of me get appropriately corresponding midis and soundfonts (at least for Mario Party 2). There are more midis than soundbanks, and for multiple songs, I've tried matching it up against all 50-something soundfonts and all that's outputted in Synthfont is a bunch of garbage, no matter the hex suffix on the soundfont nor the hex suffix on the midi, nore the order that the files are outputed like others here have suggested :(

Help, please? :'(

Posted by G-Boy December 18, 2016 11:04 am
@SubDrag
I have searched for that ROM on the DopeROMs website, but it doesn't exist anymore.

Posted by SubDrag December 18, 2016 8:04 am
That tool works on the normal ROM of Ocarina of Time, titled Legend of Zelda, The - Ocarina of Time (U) (V1.0) [!].z64

Here's a tutorial it looks like someone wrote:
http://cloudmodding.com/forum/topic/11

Posted by G-Boy December 18, 2016 6:33 am
I have searched for the decompressed The Legend of Zelda: Ocarina of Time ROM, but I can't find it. Where is it? I know that you have to use the zdec tool to decompress the file by yourself, but it's impossible to do that without the right ROM.

Posted by SubDrag December 15, 2016 2:08 pm
I fixed preview for Yoshi's Story to not sound so horrible. The problem is the ADSR. The EAD format it's just not known, and it seems the Star Fox/Yoshi's Story format doesn't work with the temporary set of values that worked ok for Zelda games. For some reason it's ok in DLS, but didn't sound right at all on preview.

Posted by SubDrag December 14, 2016 4:43 pm
Ah you're right. It still doesn't seem right in preview, but you can try redownloading. Exported dls seems fine. I changed sampling rate from 8000 to 32000. At least seemed way better in Synthfont.

Posted by Jasper December 14, 2016 2:33 am
Yeah, each bank only has one song each and they all sound like that.

Posted by SubDrag December 13, 2016 1:06 pm
I believe there are multiple banks in that game, did you try different banks?

Posted by Jasper December 13, 2016 1:08 am
SubDrag why does your tool turn Yoshi's Story into multiple circles of hell

http://picosong.com/Uxtk/
http://picosong.com/Uxt5/
http://picosong.com/Uxth/

Posted by SubDrag October 24, 2016 7:55 am
You need the VS 2008 SP1 c++ Redistributable. Check out the FAQ link on this site, it has a link to it.

Posted by Jeremy October 24, 2016 5:46 am
I am using Windows 7; the N64 Soundbank Tool won't open. It says it failed to start because a side-by-side configuration is not correct... any idea what to do?

Posted by SubDrag August 25, 2016 12:49 pm
Snowboard Kids 1, the sound bank is compressed, and compression not yet cracked, that is why it is missing. You have to decompress the Ocarina of Time ROM yourself, using a tool called Zdec.

Posted by G-Boy August 25, 2016 6:54 am
I can't find the Ocarina of Time ROM anywhere on the internet. There's OoT ROMs everyhere, but none of them has the same name as the one in the list. The closest name I could find was "The Legend of Zelda - Ocarina of Time v1,0 (USA)".

Posted by spk August 25, 2016 1:29 am
Is it possible to add support for the first Snowboard Kids? It seems to only support the 2nd. Or do they share the same soundfont?

Posted by ARNAK June 20, 2016 4:45 pm
I can confirm at least that the last two digits of the first set of numbers in each MIDI dataset matches the ending numbers of the corresponding soundfont. I see there are 3 extra MIDI sets than soundfonts. Not sure what to do there, maybe they recycle and reuse. But at least everything else maps correctly. Thanks again SubDrag!

Posted by SubDrag June 20, 2016 1:43 pm
I am glad you are enjoying it. It does seem like there are a couple more midis than soundfonts.

Posted by ARNAK June 20, 2016 8:53 am
As far as I can tell the Soundbanks match up the MIDI in the exact order they are pulled from the game, I'll make another post later today to double check but so far thats the case :). Thank you much again!

Posted by ARNAK June 20, 2016 8:37 am
As long as the tool can rip both the MIDI and the soundbanks right now, I can match the MIDI to each soundback and send you back the list :). Thank you!

Posted by SubDrag June 20, 2016 3:01 am
I don't know that game very well but instead of 1 soundbank there are 0x15 of musical instruments. So I would guess midis each must go to one of the banks, though I'm not sure which. You'd have to try them against ripped soundfonts to find right ones. If you do make a list let me know so I can update the ini.

Posted by ARNAK June 20, 2016 12:59 am
Thank you so much. I am about to redownload to see what happens. Since I am quite a noob at this tool since it is quite a new concept to me, is there anything I can try and do to understand how the MIDI maps to a particular sound font. I haven't looked in the tool yet to see the number of overall soundbanks in the ROM.

Please let me know how I can help you with this as getting this perfect is literally a dream come true to me.

A million thanks again!

Posted by SubDrag June 19, 2016 5:01 pm
Glad you are taking advantage of the tool, post any fun projects or things you did here! I tried to add Star Soldier, you can try regrabbing. It at least rips the midis, and I am not sure which soundbank goes to which midi though. If you identify which is which, please let me know so I can update it with that.

Posted by ARNAK June 19, 2016 1:02 pm
Hello. SubDrag your insane amount of work on this has helped me out more than I could have ever imagined. Thank you!

Is there any way we can get support for Star Soldier: Vanishing Earth for N64?

I have been trying to rip soundfonts from that game since I was a child.

Thank you ever so much!

Posted by SubDrag June 15, 2016 1:54 pm
Thanks for the bug report! I think I fixed it, can you try regrabbing the zip and trying those games again.

Posted by GexFan June 15, 2016 3:59 am
Interestingly enough the error is present in Starshot but not Megaman64, which were both added in the same update.

Posted by GexFan June 15, 2016 3:56 am
AT some point the functionality for Gex 64 (U) and presumably other games using the same system was broken. All I get are "wbk" files with no midis or sounds listed when I open the ROM.

Posted by SubDrag June 9, 2016 5:28 pm
Paper Mario and Doubutsu no Mori (J) have been added! Paper Mario rips a soundbank per song, and should be used with that song, though tuning isn't perfect yet.

Posted by SubDrag June 9, 2016 1:26 pm
That should share the format with Zelda, give me a little bit to look into it.

Posted by Mojius June 7, 2016 9:05 pm
Could we PLEASE get support for Animal Forest (Animal Crossing on N64?) I can't believe it's already on here, isn't it part of the EAD set?

Posted by Gavin May 20, 2016 10:08 pm
Was going to ask about that, thanks for the preemptive fix lol

Posted by SubDrag May 19, 2016 2:54 pm
I reuploaded again, for BK. Apparently some tracks like TTC, they had infinite loops, that were really supposed to loop forever as the track went on (and not just master loop, even though command is the same). There's a new extend to end of track flag you can use, if you check it, to have these weird situations loop until the end of track for a better export.

Posted by Gavin May 18, 2016 11:26 am
Nice, the instruments sound fine now. Really glad to see one of these tools in active development, and with such quick fixes to boot! You've got my utmost respect SubDrag.

Posted by SubDrag May 17, 2016 3:43 pm
There was a mixup with detune, it should be applying it now as finetune again for these games, such as Banjo.

Posted by Gavin May 17, 2016 12:36 am
Tried this out with Banjo Kazooie and found that some (all?) of the instruments are really out of tune. The midi playback is fine without a soundbank, and that's about as far as I know to debug. Would love a fix, this game has great instrumentation!

Posted by SubDrag May 13, 2016 4:47 pm
GASP and all Konami games now supported!

Posted by SubDrag May 10, 2016 2:09 pm
Luckily enough, yes I believe they will be coming in the next couple weeks.

Posted by Adz May 10, 2016 1:53 pm
Will the sequences for Deadly Arts (U)/G.A.S.P!! Fighters' NEXTream (J) be discovered and rippable hopefully soon?
I notice that it's listed on Sound Tool, so I'm optimistic about MIDIs being discovered and rippable from it. :)

Posted by AdzFM April 26, 2016 2:39 pm
BOO-YAH, the other wrestling games!
Heck yeah! Thanks!

Posted by SubDrag April 24, 2016 1:17 pm
Sorry about that, I accidentally put the sound tool list, not soundbank list. It's now corrected, thanks for letting me know.

Posted by James Bond April 24, 2016 12:13 pm
Hey SubDrag, just a quick thing. In the list of games currently supported, both Forsaken 64 and Tetrisphere (E)/(U) appear, but neither are selectable from the Game drop-down field. Are these two games currently supported by the tool, do you know? Thank you

Posted by SubDrag April 22, 2016 5:19 pm
Well, it's a lot different concept than USF. USF is basically just emulating music, so it gets more things that are not just in midi, such as reverb effects, etc. This is more for if you want to play as midi with original score or compose your own.

Posted by SubDrag April 22, 2016 5:18 pm
Starshot, Megaman 64, and Gex now added!! And many more thanks to new midi format discovery.

Posted by SoupChef April 20, 2016 12:12 am
Is it possible to use the methods this tool uses to make a proper alternative to USF? It's a great format, but it was flawed from the beginning. This seems like the right way to approach N64 sequences.

Posted by Corey Burton April 19, 2016 9:07 pm
That makes a lot of sense, I've got a version from last year at some point so I'll download it and see what's changed! Thanks for the reply, SubDrag!

Posted by SubDrag April 19, 2016 2:23 pm
Games are added whenever new midis and/or sound banks that are corresponding are found. I add new ones all the time, so hopefully one day Starshot is there! Unfortunately some games use custom music formats so they may not be found for a long time, not standards.

Posted by Corey Burton April 19, 2016 8:37 am
What sort of work does it take to get a game in here? I'd be happy to learn and contribute in some way if it's something I can grasp.

If not, I do have two requests. Starshot: Space Circus Fever is a game I've always wanted access to the MIDIs and Soundfont of and to include this would be incredible. I also noticed Gex 64, one of my childhood favorites wasn't in the list.

Posted by XaikuTheMaverickHunter April 9, 2016 10:34 am
Is there any way that you can further update this tool to include compatibility with Mega Man 64/Mega Man Legends? I apologize for asking, but I actually need some MIDIs from that game's data.

Posted by SubDrag March 24, 2016 4:39 pm
Please redownload and try Kirby again. We fixed it, by treating 7E as 7F (> 99%) as not putting the sustain in the DLS. It should be better now at least. There's something weird about the way Kirby does their soundfont.

Posted by SubDrag March 24, 2016 1:34 pm
For Kirby, there is an issue with decay volume. Looking into it. You could fix in soundfont for vol env sustain.

I added WCW/nWO World Tour, Shin Nihon Pro Wrestling - Toukon Road - Brave Spirits (J) was there, but I added the second one now. Not sure if the sampling rate is correct, but at least, it seems a start. If you have a correction to that, let me know.

As a general rule, if the game is in the N64 Midi Tool, and the N64 Sound Tool, and the N64 Sound Tool has an instrument bank, it can be supported in this tool. If there are any missing, certainly want to add. The only caveat, is if the game was the N64PtrWavTable type, that one doesn't have envelope info, so it won't be as great as the ones with all the actual soundfont info.

Posted by Exor March 23, 2016 3:57 pm
When I export the DSL bank for Zero-Two (song #01), only a few instruments play back when imported into FL LSD. Most of them are omitted, including the drum track, flute, tubular bells, strings, etc.

Posted by AdzFM March 23, 2016 3:23 pm
With VPW64 in the list, does that mean WCW/nWo World Tour will soon follow?

And how long do you think until Toukon Road and Toukon Road 2 get added?

Posted by SubDrag March 23, 2016 7:10 am
Which bank doesn't work and what's wrong with it?

Posted by Exor March 23, 2016 3:15 am
Only some of Kirby 64's soundbanks export properly. =(

Posted by Daniel February 14, 2016 1:44 pm
Nevermind, I got it to work with sforzando. For some reason, I was having trouble finding the sf2 files.

Posted by Daniel February 14, 2016 9:53 am
I think it's because I'm running mac os x I can't open these

Posted by SubDrag February 14, 2016 5:49 am
Soundfont software, such as Viena to edit. Synthfont to play with midi, for example.

Posted by Daniel February 13, 2016 10:33 pm
What program do you use to open these files?

Posted by XaikuTheMaverickHunter November 17, 2015 11:29 am
Thanks. It works, now.

Posted by SubDrag November 16, 2015 5:27 pm
There's a tool to do it. I think it's called zdec. Then, you take that ROM, and use that in this tool (decompressed ROM).

Posted by XaikuTheMaverickHunter November 16, 2015 3:14 pm
Ocarina of Time... Decompressed? What does that mean, and how do I do it?

Posted by guess who? May 21, 2015 6:10 pm
You're doing God's work, Subdrag. Thanks.


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