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General Category => News Submissions => Topic started by: RHDNBot on July 26, 2012, 06:09:56 am

Title: Utilities: GBAMusRiper released
Post by: RHDNBot on July 26, 2012, 06:09:56 am
Update By: Bregalad

GBAMusRiper is a brand new utility that allows you to rip music from many commercial GBA games into a combination of MIDI (.mid) and SoundFont (.sf2) formats.

Although a few rippers already exist, this is the most complete one as it allows you to replay music that sounds exactly like the original but without emulating the GBA.

RHDN Project Page (http://www.romhacking.net/utilities/881/)

Relevant Link: (http://www.romhacking.net/utilities/881/)
Title: Re: Utilities: GBAMusRiper released
Post by: Jandazekon on July 26, 2012, 10:27:25 am
The only files i find here are (psg_data.bin) with (.class) files. And the other files are (.java).
I can't find the (.exe) files. And there is no (.jar) file to run. I tested to mount the (psg_data.bin) file with daemontools and failed. And there was no (psg_data.cue) file.
Title: Re: Utilities: GBAMusRiper released
Post by: LostTemplar on July 26, 2012, 11:18:23 am
You should be able to execute the .class files with your Java interpreter. Instructions are contained in this tool's readme.txt.
Title: Re: Utilities: GBAMusRiper released
Post by: Jandazekon on July 26, 2012, 11:40:47 am
You should be able to execute the .class files with your Java interpreter.
I give up.
Title: Re: Utilities: GBAMusRiper released
Post by: Zetshiro on July 26, 2012, 02:57:56 pm
Haha, wow! I actually spent a lot of time last week making a few soundfonts out of GBA music, but to do that I imported the entire ROM into Audacity and manually looked for samples. It worked, but...not very well.

It's really cool that a program like this exists. Thank you, I've tried it and it works very well!
Now, if only there's one for Super Nintendo music... :laugh:

I give up.
There are instructions in the "reame.txt" file. You need to use command prompt and you also need to have Java Runtime Environment installed. :)
Title: Re: Utilities: GBAMusRiper released
Post by: x0_000 on July 26, 2012, 04:12:53 pm
I just tried this out with Advance Wars 2 and Fire Emblem. This is THE BEST THING  :thumbsup:
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 26, 2012, 04:33:03 pm
Quote
I give up.
Just read the readme file before commenting, ok ? Namely :
Quote
Now to use GBAMusRiper. Enter a command line and go inside the \bin directory (type "cd bin"). And type :
java gbaMus.GBAMusRiper name_of_your_rom.gba


Quote
I just tried this out with Advance Wars 2 and Fire Emblem. This is THE BEST THING
Thanks. Fire Emblem was hard to get working by the way. Over 100 different pieces of music, each one using it's own "set" of about 128 instruments ! Talks about something crazy. It's also one of the musically best games for the GBA.

Quote
Haha, wow! I actually spent a lot of time last week making a few soundfonts out of GBA music, but to do that I imported the entire ROM into Audacity and manually looked for samples. It worked, but...not very well.
Yeah samples are uncompressed 8-bit signed. But you also need information about their pitch and looping which is in the header of the sample.

Quote
It's really cool that a program like this exists. Thank you, I've tried it and it works very well!
Now, if only there's one for Super Nintendo music...
I already made a tool to rip samples from .spc files (BRRTools) however to rip music would be complicated because each company used a different sound engine. Therefore such a tool could at the very best rip music from multiple games from the same company.
Title: Re: Utilities: GBAMusRiper released
Post by: Jandazekon on July 26, 2012, 05:41:36 pm
Now it works. I use: (Java gbaMus.GBAMusRiper gamename.gba) in cmd.
Here is a list of games that does not work:
1. Classic NES - The Legend of Zelda
2. Classic Nes - Metroid (U).gba
3. Famicom Mini Vol 23 Metroid
4. Goomba V2.2 - Legend of Zelda, The - Link's Awakening DX
5. Medabots Metabee Version
6. Medabots AX - Metabee Version
7. Lord of the Rings, The - The Return of the King
8. Metroid Zero Mission
9. Metroid Fusion
10. STSound.gba
11. Pokemon Ruby
12. Pokemon Emerald
Title: Re: Utilities: GBAMusRiper released
Post by: Xenesis on July 26, 2012, 07:20:11 pm
This is awesome out of ten!

Nice work! Java means I can run it on my OSX install too. :D
Title: Re: Utilities: GBAMusRiper released
Post by: luisedgarf on July 28, 2012, 12:33:18 pm
Now it works. I use: (Java gbaMus.GBAMusRiper gamename.gba) in cmd.

I did that, and I doesn't works, even after installing the JDE and following the instructions carefully.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 28, 2012, 12:39:32 pm
You are probably in the wrong folder. You should be in the "bin" folder but NOT in the gbaMus folder.

Also it's case sensitive so if you mess up with the case when you write it it won't work.

I fully agree it's annoying, HOWEVER I still picked up java because of it's reliability and portability. If I made the program eforxclusively  Windows then it would be easier to use but only on Windows, and might not even work with some future verison of Windows.
Title: Re: Utilities: GBAMusRiper released
Post by: LostTemplar on July 28, 2012, 01:01:46 pm
Well, even in Java you could write up a GUI. Not that I mind console programs, but a lot of people just have no clue what to do with those.
Title: Re: Utilities: GBAMusRiper released
Post by: luisedgarf on July 28, 2012, 01:05:41 pm
You are probably in the wrong folder. You should be in the "bin" folder but NOT in the gbaMus folder.

Also it's case sensitive so if you mess up with the case when you write it it won't work.

I did precisely that, and it didn't work either.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 28, 2012, 01:24:28 pm
Quote
Well, even in Java you could write up a GUI. Not that I mind console programs, but a lot of people just have no clue what to do with those.
True, but I have no clue how to write a GUI ;)
The program is entirely open source and anyone can make one, though.

@luisedgarf : Oh it sucks you can't get it working. Maybe you could give me more details about the error message you're getting ?
Title: Re: Utilities: GBAMusRiper released
Post by: luisedgarf on July 28, 2012, 04:29:42 pm
@luisedgarf : Oh it sucks you can't get it working. Maybe you could give me more details about the error message you're getting ?

Here the error message I'm getting (In Spanish, since I'm Mexican)

(http://img.photobucket.com/albums/v205/luisedgarf/error.jpg)

The translation of the error message says: ERROR: The gbaMus.GBAMusRiper main class was not found or loaded.

Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 28, 2012, 05:18:02 pm
The error comes from the fact you are into the gbaMus folder, you should be outside of it.

Yes I know it's strange, myself I'm not sure why Java works that way. However that's the way they did it, so you have to call it from outside of the "gbaMus" folder, but inside the "bin" folder.
I'm sorry if this wasn't clear in my readme file. Hopefully it'll work this time.
Title: Re: Utilities: GBAMusRiper released
Post by: luisedgarf on July 28, 2012, 08:56:39 pm
It works now this time,  thanks a lot, pal!  :crazy:
Title: Re: Utilities: GBAMusRiper released
Post by: Jandazekon on July 29, 2012, 02:18:59 pm
Now i say it again!

Here is a list of games that does not work:
1. Classic NES - The Legend of Zelda
2. Classic Nes - Metroid (U).gba
3. Famicom Mini Vol 23 Metroid
4. Goomba V2.2 - Legend of Zelda, The - Link's Awakening DX
5. Medabots Metabee Version
6. Medabots AX - Metabee Version
7. Lord of the Rings, The - The Return of the King
8. Metroid Zero Mission
9. Metroid Fusion
10. STSound.gba
11. Pokemon Ruby
12. Pokemon Emerald
Title: Re: Utilities: GBAMusRiper released
Post by: Dwedit on July 30, 2012, 04:10:20 am
It's made for one specific sound engine.  Granted, it's the one engine that 90% of GBA games use, but still, only that one specific sound engine.

Obviously it won't work on emulated games, so that knocks off the first 4.  You can get NSFs or GBSs of those anyway.
But having problems with Metroid Fusion and Zero Mission is very strange.  I'm pretty sure they used Nintendo's music library, but maybe they don't.  Saptapper can't rip them either.
Title: Re: Utilities: GBAMusRiper released
Post by: Xenesis on July 30, 2012, 08:38:22 am
The Metroids use their own version of the sound engine. It's either a different engine or simply too different from the standard format.

Pokemon Ruby and Emerald not working is incredibly strange however, they're most definitely in the standard M4A format.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on August 02, 2012, 05:45:33 am
@Jandazekon : Why make 2 identical posts ?
Also there is several more games that doesn't use the sappy engine.
Sword of Mana and Konami Crazy Racers comes to mind right now, but there is several more.

I should investigate why the Pokemon games doesn't work. I admit I didn't test them at all.
I detect the engine by looking for a particular sequence of opcodes that normally is always present. If a game managed to use the same engine but while getting rid of this particular opcode sequence then it's doomed. It would still possible to "manually" rip songs and sf2, but you'll have to locate all the adresses by yourself.
Title: Re: Utilities: GBAMusRiper released
Post by: Celice on August 06, 2012, 06:19:27 pm
I also shared this with a Fire Emblem community, and Fire Emblem 7 has messed up drums/snares. Which is strange, as the first page has a post saying the problem specifically works with it :/

http://www.youtube.com/watch?v=Feds-EydczU
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on August 09, 2012, 03:33:23 pm
This is weird, I tested the tool with Fire Emblem (in fact this is one of the game I tested it on the most) and it worked flawlessly. I also tested it on (E), (U), (J) versions, works flawlessly on all 3 of them.

This is almost certainly a problem with the MIDI synthesizer used.
Title: Re: Utilities: GBAMusRiper released
Post by: LuigiBlood on August 13, 2012, 05:22:22 pm
I tried this tool, it certainly works, but I got a few problems.

First of all...
When trying it to Mega Man Battle Network 6 (U), it works, but the Soundfont just crashes my players, editors, converters...
It has WAY TOO MUCH instruments and I can't even convert it to DLS for other uses.

The only player which actually worked, timidity++, the MIDIs didn't play right.

I tested it on Mother 1+2 (which for some reason... only finds Mother 2 songs, also MIDIs doesn't play right too, the SF2 is fine though) and Mother 3 (no problems with this one, could even make songs: http://www.youtube.com/watch?v=ioW5ecphefA ).

Other than the notable problems I got, it works just fine. But as a request, I'd like to have separated SF2s for every voicegroups (with the offset to that voicegroup) instead of having all in one. Also maybe folders for each voicegroups with the SF2 and MIDs that uses it.

I think that would be better to have.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on August 14, 2012, 04:59:33 am
It's true MMBN6 have an insane amount of instruments, but the soundfont worked for me, with BASSMIDI driver.
This comes from the fact the original game uses a different voicegroup for every song. Capcom apparently liked to do it that way.

I'm not too sure about Mother (the game is only in japanese) but I think the sappy engine is only used for the SNES remake, and that the NES remake uses another engine. This is pure speculation though.


Quote
Other than the notable problems I got, it works just fine. But as a request, I'd like to have separated SF2s for every voicegroups (with the offset to that voicegroup) instead of having all in one. Also maybe folders for each voicegroups with the SF2 and MIDs that uses it.

I think that would be better to have.
This should be very easy to do, I will definitely add a flag that allows you to do this.

EDIT : OK it's done, now you can use the -sb command to do exactly what you describe.
The v1.1 is currently going though the RHDN submission approval.
Title: Re: Utilities: GBAMusRiper released
Post by: Eggplantus on October 12, 2012, 11:20:38 pm
I think that there might be soundfont problems, judging by my experiments with Bomberman Tournament, Mario Party Advance, and even Golden Sun.

Bomberman Tournament - Desert:

How it should sound: http://www.4shared.com/mp3/n3OmbmCD/Desert.html

How it actually sounds: http://www.4shared.com/mp3/Gth5fUx-/Desertmid.html

How it sounds with the Mario Party soundfont: http://www.4shared.com/mp3/YOivdN-n/DesertMPmid.html

Mario Party Advance - Seaside Building:

How it should sound: http://www.4shared.com/mp3/ENwZaTfT/Mario_Party_Advance_-_Shroom_C.html

How it actually sounds: http://www.4shared.com/mp3/50Rw87oC/Shroom_City_-_Seaside_Building.html

How it sounds with the Bomberman Tournament soundfont: http://www.4shared.com/mp3/HqdKfisE/Shroom_City_-_Seaside_Building.html

Golden Sun - Ready for a Challenge:

How it should sound: http://www.4shared.com/mp3/VvXuGmoL/76_Ready_for_a_Challenge.html

How it actually sounds: http://www.4shared.com/mp3/wzl1pt1q/Ready_for_a_Challengemid.html

How it sounds with Mario Party soundfont (seems a bit fuller): http://www.4shared.com/mp3/va4_DWzK/Ready_for_a_ChallengeMPmid.html
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on October 15, 2012, 03:11:31 pm
I don't have access to your files.

However let me just say I never gave any guarantee GBAMusRiper would sound perfect with all GBA games, in fact I pretty much say the opposite in the readme file.
I also mention a problem about some Golden Sun instruments, which is probably what you're encountering.
Title: Re: Utilities: GBAMusRiper released
Post by: Eggplantus on October 16, 2012, 07:17:10 am
What do you mean by not having access? It is easy enough to register there.

Also, I just can't get GBAMusMerger to work.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on October 16, 2012, 12:55:22 pm
Mmh, pehaps I just don't want to make an account just for that ?

And yes I agree GBAMusMerger is a huge mess, in fact I wrote it just for fun and since I wrote it anyway I decided to release it even though it is a huge mess.
If you could tell me more precisely where your problem is, perhaps I could help.
Title: Re: Utilities: GBAMusRiper released
Post by: Eggplantus on October 16, 2012, 07:14:38 pm
OK, I have reuploaded to MediaFire.

http://www.mediafire.com/download.php?cuf88hf04lkq75i
http://www.mediafire.com/download.php?9q93qklszr78kmj
http://www.mediafire.com/download.php?5a1tpd8n58c0a86
http://www.mediafire.com/download.php?hi8v8o0efraq0x1
http://www.mediafire.com/download.php?pa30q0d64apnuuv
http://www.mediafire.com/download.php?uc09j67oydbvrsi
http://www.mediafire.com/download.php?l4a7cv1d2x53tk1
http://www.mediafire.com/download.php?3w4ddjq755veqf4
http://www.mediafire.com/download.php?q073gmocrhrqs41

As for GBAMusMerger:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/GBAMusMerger.png)
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on October 17, 2012, 10:33:46 am
For Golden Sun, it's exactly the problem I expected, one of those special instruments missing. Nothing new here.

For the other 2 games, it sounds like an issue with the noise channel where the notes refuses to decay. It's weird, I should probably investigate this bug, thank you for reporting it.

GBAMusMerger seems to work fine for you, but it seems you got an error when copying the save game.
Title: Re: Utilities: GBAMusRiper released
Post by: Eggplantus on October 18, 2012, 05:30:24 pm
Seems that GBAMusMerger just isn't compatible with the US version of FF4.

Also, I have been looking into the Pokemon issue, and found that there seems to be a different header for what I believe to be the driver.

FFTA:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/SappyFFTA.png)

Mario Kart Super Circuit:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/SappyMarioKart.png)

Sonic Advance 3:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/SappySonAdv3.png)

Pokemon Ruby:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/SappyPokeRuby.png)

Pokemon Emerald:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/PokeEmerald.png)

Pokemon Leaf:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/SappyPokeLeaf.png)

Pokemon Pinball Ru/Sa:
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/SappyPokePinballRUSA.png)

Also, wanted to mention that I was able to extract a MIDI from Pokemon Leaf.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 26, 2012, 12:03:34 am
How is a fix for Golden Sun coming:)?
Would love to make a Flac soundtrack out of the games, the music is fantastic.
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on December 26, 2012, 05:47:23 pm
Indeed, I'm not normally a huge listener of video game music, but as soon as I saw this I went "I wonder if anyone's ripped the Golden Sun music...".

Title: Re: Utilities: GBAMusRiper released
Post by: ChronoMoogle on December 26, 2012, 05:55:59 pm
About Mother 1 & 2: I am pretty sure they simply emulated Mother 1 and it just has the same problem like those NES ports.
But the GBA is not strong enough to emulate the SNES properly, so they decided to reprogram it for GBA. Thus, also the soundengine which became the standart GBA one.
So obviously only the Mother 2 songs can be found.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 27, 2012, 05:10:49 pm
How is a fix for Golden Sun coming:)?
Read the readme.txt file.
The short answer is : it's impossible.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 28, 2012, 08:11:09 pm
Oh, damn, why is it impossible?
I mean, Emulators can play the sounds just fine?

Thanks
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on December 28, 2012, 10:51:20 pm
Oh, damn, why is it impossible?
I mean, Emulators can play the sounds just fine?

Thanks
Quote
Q : The songs in Golden Sun (and Golden Sun : The Lost Age) works fine but there is missing instruments.
A : Sadly this is normal and I can do nothing about it. In fact the developpers were so awesome they improved the sappy engine and implemented their own kind of instruments using mathematical formulas instead of samples, for a cool "synth" sound, especially heard in the battle themes. Unfortunately I have no clue how this instrument works and how to simulate it using Sound Fonts.
^
From the readme  8).
The emulator can play it fine because it just executes the algorithms that were written for the song. Ripping into an audio format that any other music player could understand would require quite a bit of reverse engineering.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 29, 2012, 06:36:13 am
So in simple terms, it´s just the lack of Midi vs GBA sound?
Meaning if there was a "Midi" that had all intruments, it could be possible?

It would really be awesome if it was possible.
Isn´t it someway possible for the emulators maker, to emulate these instruments, as they should now how the instructions works?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 29, 2012, 09:50:38 am
I have not fully reverse engineered how Golden Sun's special instrument works, but basically they're not wave table like other instruments, nor PSG like the GameBoy-ish instruments, but they are made of mathematical forumlas that creates a special synth sound. It would be impossible to simulate this with a SF2 file. The closest I could possibly do is detect Golden Sun artificially and insert instruments that sounds close artificially but that's pretty cheap if you ask me.
Title: Re: Utilities: GBAMusRiper released
Post by: BRPXQZME on December 29, 2012, 09:56:54 am
You could write a VST! But at that point I think it would be outside the scope of how this program normally operates.
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on December 29, 2012, 10:11:50 am
Its not quite that simple. If they're using custom formulas to smooth out a custom instrument, thats likely a ton of cryptic assembly code. People who write emulators have a solid understanding of the hardware and its assembly language, but they only have to write a program that performs the assembly instructions exactly as the original hardware would. That doesn't mean they can look at a giant block of ASM and immediately know what it does, especially when the code is manipulating data that is probably being modified in non-standard ways.

These changes are specifically difficult, because by the looks of the readme, they first modified the sound engine, THEN made custom instruments/algorithms to go along with it. Emulators just sequentially execute all the instructions which make up those algorithms, so there's nothing stopping you from just recording the sound (and you'll get a fairly accurate [depending on the emulator] rendition). Ripping MIDI's and SoundFonts is a different story entirely.

EDIT::
Didn't see BRPXQZME (where'd the name come from anyway :D ), meant this as a response to zerowalkers earlier post.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 29, 2012, 10:47:07 am
But isn´t it possible to just, emulate the sound?
Or is it just the thing to rip just the sound that makes it different than playing it up in an emulator?

Meaning if you rip the sound, it can´t be emulated like in the emulator?
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on December 29, 2012, 11:16:23 am
Or is it just the thing to rip just the sound that makes it different than playing it up in an emulator?
Bingo.

When you're playing in an emulator, you're just blindly executing code contained in the ROM. If that code happens to make sounds, that's what it does. You could record that sound, and its all well and good, but ripping is different.

Ripping it (into a format like SoundFont) allows you to listen to it in a lossless format, modify it however you like, etc. Its literally taking the sound data and putting it into a useful form. Emulating produces the correct end result (the music), but not any of the useful work behind it.

I'm not an expert on audio formats, but this is the general difference between the two. Maybe someone with more experience in this area could put it more clearly...
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 29, 2012, 11:17:38 am
Damn, if only these instructions and stuff was known and how it works, cause the sounds in some games as Golden Sun are amazing;S
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 29, 2012, 12:27:55 pm
What you have to keep in mind is that GBAMusRiper does NOT, under any circonstances, emulate a GBA. It has nothing to do with an emulator.

What it does, in summary, is taking the music data out of ROM, convert them into MIDI, and taking the soundfont data from the ROM and convert it into SF2. It also adds some minor stuff in the MIDI so that the correct sound bank is taken in the SF2 file, so that it's easier to replay the MIDI while it sounds correct.

I'm not even sure what the Golden Sun programmers exactly did. What I can tell is that they use non-standard instruments that are not used in any other game. Also those instruments does not replay when you insert GS music onto another GBA game. So I can conclude that they added something on the top of the sound engine for those special instrument. Why or how they did this is beyond my knowledge.

Now, the problem is that GBAMusRiper don't even *detect* those special Golden Sun instruments.
Title: Re: Utilities: GBAMusRiper released
Post by: BRPXQZME on December 29, 2012, 01:50:55 pm
EDIT::
Didn't see BRPXQZME (where'd the name come from anyway :D ), meant this as a response to zerowalkers earlier post.
Friend of mine came up with it when we were in fifth grade, and then I took it, and then I never got around to changing it. Also, this SMF install used to warn about ninja posts but that’s currently broken.

Why or how they did this is beyond my knowledge.
Oh, I’m pretty sure the “why” behind it is that Motoi Sakuraba is so prog rock (http://www.youtube.com/watch?v=Iu3x8cZwvcc). If he progged any harder he would slip down a rainbow till he landed in a surrealist painting.
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on December 29, 2012, 03:41:13 pm
Also, this SMF install used to warn about ninja posts but that’s currently broken.

Its all good, a nostalgic website with a nostalgic forum  :)
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 29, 2012, 04:32:40 pm
Quote
Oh, I’m pretty sure the “why” behind it is that Motoi Sakuraba is so prog rock. If he progged any harder he would slip down a rainbow till he landed in a surrealist painting.
Oh, that's really many keyboards !  :o

But Sakuraba is not the only composer liking synths - Uemastu and Mitsuda uses those all the time too. Chrono Trigger has a special system with a sample whose pule width varies automatically with time (therefore it's not really a sample) - it is only used in Mitsuda's song and sound effect not in Uematu's songs - but it sounds really cool. I suspect Golden Sun does something very similar, if not exactly similar.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 29, 2012, 11:53:37 pm
Just wondering about Chrono Trigger.

Which should i play to get most out of the game, the PSX version och Snes?

I heard that PSX just got cutscenes added, which i don´t really care about, what i do care about is the game and sound etc.

And i do know that SNES has worse audio than Famicom, so should i play Famicom version or does Emulators play Full Audio no matter where it´s from?
Cause i don´t know of it´s Hardware based or hardcoded in the Rom that it´s worse sound as the PAL and NTSC didn´t have as good Sound Chip as the Famicom.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 30, 2012, 05:25:15 am
I'm not sure what you are talking about but you should really play the original SNES version. PSX is a lamely emulated version, it is very slow, has filtered sound, etc, etc... DS is quite good and have extra content but somehow it doesn't feel exactly like the original does (should be the different font/translation).
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 30, 2012, 05:54:57 am
Okay, well what i mean is, SNES PAL and US version has worse sound than the original SNES(Famicom, or what it was called).

So i am not sure if the US/PAL Rom got worse sound, or if it simply was the Hardware that did the worse sound and the Rom was the same as the original.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 30, 2012, 06:12:11 am
Quote
Okay, well what i mean is, SNES PAL and US version has worse sound than the original SNES(Famicom, or what it was called).
What makes you say that ? I mean all 3 kinds of SNES have the same SPC 700 and the same SDSP in them.

Also Chrono Trigger wasn't released in PAL, not even the PSX remake. The US ROM works fine on a PAL console though.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 30, 2012, 09:57:36 am
I am pretty sure it has worse sound.
I even have Link To The Past, which has worse sound than the original, not sure how the US version is, but i think it´s the same as PAL in terms of hardware except for the HZ.

But it may just be the hardware, so the roms is the same (except languages etc), and the hardware will just play the sound as best as it can.

One good example in this would be, Link to the past, "Dark World", it has 2 "versions", the non original version which is more, weak and more, simple dull sounding, and the original which you all probably have heard.

http://www.youtube.com/watch?v=sslj06K-Nlw - Original


I don´t find the dull version, but i got it recorded from my Snes, i recorded from an Antenna cable, but it´s stereo and everything, though the picture is hell, not sure how to upload it to show it though.
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on December 30, 2012, 10:13:22 am
Just a clarification... SNES [Super Nintendo Entertainment System (USA) ] == Super Famicon (JP). The hardware was the same, I'm pretty sure.

Anyway, I'd throw another recommendation for the SNES version. Mostly because its the one I played, and because I've never really heard anyone rave about how much better any of the ports were. If you really are worried about accuracy as you emulate, go with BSNES if your PC can handle it.

Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 30, 2012, 10:24:01 am
There´s the name, Super Famicom, and well, it should have a better sound chip, i am pretty sure of it.

Okay, looked up the dude who talked about it, it seems he was talking about NES and Famicom.
But i still think there is some difference between the Super aswell.

I got an OST with Zelda, and there i got all the Snes sounds in "Original" and "non-original".
The only thing i can come up with, is that they made the same thing with NES and SNES, and Famicom had a better sound on both versions.


Or maybe it´s just the OST that are special against the real ingame sound;S

Have any of you got the Dark World theme sound like the link to youtube i posted above?
Cause i have always had the Duller version, both on my SNES (PAL) and Emulator (which i probably played US).

Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 30, 2012, 10:37:41 am
Again I have no idea what is the non sense you're talking about.

The only difference between the SNES and SFC is mechanical, the electronics inside are identical. The sound quality may be affected how you connect your console to your TV (RF, AV, etc...), as you'll get worse sound with RF (and it will only be in mono too). But this has nothing to do with the region of the console (in SNES's case. In NES/FC's case it's complicated as some models only have RF and some only have AV, but that's not what we are talking about).
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on December 31, 2012, 12:44:31 am
Well i uploaded the "Dull" version from my SNES.

http://www.youtube.com/watch?v=aDH6qrI89uk&feature=youtu.be

You can here the difference from the other i linked.

And i don´t think this is Mono, it doesn´t sound like it.
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on January 01, 2013, 10:50:58 pm
Disclaimer: I know nothing about audio.

The version you just uploaded definitely does sound a bit lower pitched, and less "crisp" (for lack of a better term) than the one you linked previously (http://www.youtube.com/watch?v=sslj06K-Nlw (http://www.youtube.com/watch?v=sslj06K-Nlw)). Unfortunately, its impossible to tell why just from the sound. I thought the audio might have been ripped from a port (GBA, maybe), but then I specifically looked up a SNES version and it sounded exactly like the one you linked.

Maybe try playing around with your emulator's sound settings? Sorry I don't have any better tips :/.


Title: Re: Utilities: GBAMusRiper released
Post by: BRPXQZME on January 01, 2013, 11:39:33 pm
They pretty much sound the same, with a bit less response in the upper mid frequencies from your recording. That will indeed make it sound dull or less crisp on its own.

It’s probably the connection that makes the difference. Most people are used to how it sounds emulated these days, I guess.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on January 02, 2013, 09:34:25 am
Well i think it sounded that dull when i played it on an Emulator as well, so maybe it´s the GBA version that sound like that, or maybe it´s just an OST version as the Hardware my not be able to produce whe entire sound correctly.

Either that, or it´s like NES where the Famicom is able to produce the Original sound.

But sadly i can´t find any information, and why this is a problem for me, is that i don´t know how it´s supposed to sound, i just want to have the original sound.
Title: Re: Utilities: GBAMusRiper released
Post by: Sinthet on January 03, 2013, 12:35:04 am
I believe a trip to your nearest non-chain owned gaming store, as well as a purchase of a SNES and zelda cartridge is now your best bet  :beer:

The closest you will get with an emulator is probably BSNES with the highest quality audio settings.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on January 03, 2013, 08:01:03 am
But the problem isn´t the emulator or the game itself, i just want to know if there is a difference between the Famicom vs SNES in terms of audio quality.
Cause i can´t see how an emulator today, can´t emulate nearly perfect audio on that old hardware.

But i guess i can try playing Link to the Past on BNES with both J-NTSC rom, and normal NTSC, to see if there is a difference in audio quality.

Will do that and say my results.


EDIT:

Okay tried, everything sounded the same.


PAL NTSC and J, only thing i can conclude from that is that the OST is some kind of "Master Sound" and the Rom didn´t get it cause the Hardware couldn´t produce it.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 03, 2013, 03:06:09 pm
The S-DSP has only a sample rate of 32kHz, which is quite lower than the standard 44.1 kHz used by CD-players.
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on January 03, 2013, 03:24:48 pm
True, and that probably messes it up alot, as the high frequency is gone, it´s probably why it´s more dull.
Title: Re: Utilities: GBAMusRiper released
Post by: BRPXQZME on January 03, 2013, 05:53:33 pm
I know some game soundtracks were processed using equipment that failed to sound like the hardware. Like, the official Pokémon (gen1) soundtrack had reverb.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 03, 2013, 06:01:22 pm
My biggest disapointment in that regard is Castlevania : Aria of Sorrow's OST which, while the tracks are really amazing, sounds like total crap. I know the GBA sounds pretty bad but here it seems they did they worst to convert it to the CD format.
Thanfully with GBAMusRiper it's not possible to listen to CV-AOS tracks with perfectly fine quality, even if it doesn't sound like the hardware at all :)
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on January 04, 2013, 08:47:38 am
Oh, didn´t know that there was versions of OST from games that sounded, worse:(

But well, some stuff are probably thanks to the Loudness War, though the gaming market hasn´t been that hit by it yet.

What´s wrong with the Castlevania OST btw?
What makes it sound like crap?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 04, 2013, 08:53:49 am
I think it sounds bad because the terrible quality of the GBA sound which is 8-bit internally, then it is mixed into a 8-bit DAC (but it is not aligned to the 8-bits of the internal sound), and has a very low sample rate. The DAC is made by some PWM technique instead of being made with some actual analog conversion (flash/semi-flash converters, etc...) which isn't for the best.

My biggest disapointment was when I bought the Dragon Quest VIII OST only to figure out that it sounded all like MIDIs... while in the western game it was played with an actual orchestra (streamed music).
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on January 04, 2013, 08:56:41 am
I see, well i think it´s just laziness, i mean.
How hard can it be to actually make it sound Better or Transparent to the original when you have all the tools and made the sound yourselves.

Title: Re: Utilities: GBAMusRiper released
Post by: BRPXQZME on January 04, 2013, 10:17:55 am
But well, some stuff are probably thanks to the Loudness War, though the gaming market hasn´t been that hit by it yet.
Sure it has. People complained that Skyrim is so much quieter than the rest of their games... actually, it’s just got a huge dynamic range in comparison.

My biggest disapointment was when I bought the Dragon Quest VIII OST only to figure out that it sounded all like MIDIs... while in the western game it was played with an actual orchestra (streamed music).
Well, that sounds like you got the Japanese version....
Title: Re: Utilities: GBAMusRiper released
Post by: zerowalker on January 04, 2013, 12:11:23 pm
Well that´s very good:)!

I never understood the Loudness War debate, the only thing they have for it is, that everything is always high volume.

But they don´t care how it sound.

I mean, i don´t listen to music just because it´s loud so i don´t have to change volume or anything.

I want to here the drums, the voices and clarity in all it´s glory:)


PS:

In foobar when i change the GBA sound to Wave, it goes to high and i get clipping in some parts, is there a way to prevent this?
Title: Re: Utilities: GBAMusRiper released
Post by: IamHetfield on June 30, 2013, 03:43:21 am
hey man, Im having a problem, the command result says that the file was not found. where am i supposed to place the gba file during this process?

June 30, 2013, 01:39:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Update By: Bregalad

GBAMusRiper is a brand new utility that allows you to rip music from many commercial GBA games into a combination of MIDI (.mid) and SoundFont (.sf2) formats.

Although a few rippers already exist, this is the most complete one as it allows you to replay music that sounds exactly like the original but without emulating the GBA.

RHDN Project Page (http://www.romhacking.net/utilities/881/)

Relevant Link: (http://www.romhacking.net/utilities/881/ (http://www.romhacking.net/utilities/881/))

I cant get it to work because the command result says that the system couldnt find the file. What do I do? Also, I'm trying to rip the DBZ buus fury music - does it use sappy?
Title: Re: Utilities: GBAMusRiper released
Post by: JtPace on December 07, 2013, 02:00:05 pm
Could you like edit the GBAMusRiper that converts to .dls (Downloadable Sounds)?
I want to try them out with my Midi files :)
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 07, 2013, 03:07:50 pm
Sure, if you give me pointers to how the DLS format works and which free player support this format.
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on December 18, 2013, 09:08:38 am
Hi,

Just joined because I wanted to ask a question related to what this utility does. First off, thanks for creating it! I am REALLY bothered by the poor sound quality the GBA produces making all music sound really muffled/fuzzy whereas this tool has allowed me to create high quality versions of most of my favourite tunes (often surfacing finer details that I never knew were there).

Anyway, my question is whether it is theoretically possible to make this into a music player or even somehow integrate it with the GSF format so that rather than emulating the GBA's (poor) sound hardware, the actual samples stored in the rom are simply used directly. Obviously this won't work for procedurally generated samples like in (in Golden Sun) but what about other games? It would be really neat if the process could be streamlined like that. Please pardon my ignorance of the GSF spec; I will understand if this idea is not possible but I thought I would present it.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 18, 2013, 02:46:01 pm
Hello,

I myself know almost nothing about GSF either. But basically it's a GBA emulator, so that will emulate the "poor GBA's sound hardware" no mater what you do.

Also the primary reason for me to write this tool was to get sheet music of games easily, although now everyone including myself seem to use it for listening music in better quality. It's fun how it turned out.
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on December 19, 2013, 01:04:29 pm
Indeed and I'm really glad you wrote it! I found it while looking up why exactly GBA music was so fuzzy in the first place and if there was a way to filter it out somehow. That search led me to a page showcasing part of the Mother 3 soundtrack being run through it and a side by side comparison of how it sounds emulated and ripped. It was like night and day so I got the tool and went to town replacing any GBA songs I had with ones ripped using your tool. This solution works extremely well on all games that support it.

I would have LOVED to have seen this put into emulators (i.e. have the audio samples play back exactly as they are stored in the ROM image and no quality tampering to simulate GBA hardware limitations) but I don't know if that's even possible. I always thought low quality samples WERE in the ROM image itself but clearly not as this tool proves. Reminds me of how higher quality textures on Wii game discs than what the system can output.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 19, 2013, 04:41:01 pm
Doing soft emulation of the sappy engine in an emulator should be perfectly possible, although definitely not simple.
Someone would need to reverse engineer the engine a bit further and look how the game passes messages to the sound engine, and intercept them, and passes them to an alternate sound engine based on MIDIs and SF2s. The problem is locating those message passing routines as they will have different adresses in each game and there is probably several version of them so looking at the binary might not be of much help.

However this sounds like a great idea, it'd fall into the "emulated game is improved over the original hardware" category. If some emu author feel tempted to do this I'd be happy to collaborate !

As for the quality of samples, they are stored in 8-bit, and the sample rate depends on the game. Even at high sample rate the quality decreases as bits are lost in the mixing process (or else you'd get buffer overflows). And most games uses low sample rates...
The main weakness of my system is that it emulates the PSG in a very lossy way, although the result sounds acceptable most of the time.
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on December 24, 2013, 09:28:22 am
Thanks for the explanation. It sounds like the idea would be too difficult to implement and compatibility would not even be that high either.

One more question though. Once a game has been ripped to minigsf format, would it be easy to convert that into the midi/soundfont format?  It might help with some of those titles that couldn't be ripped directly from the rom itself (e.g. Pokemon Emerald). Not sure if everything needed it still in tact or not though.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 24, 2013, 09:44:33 am
Nope, the gsf is basically a compressed ROM as far I know. So ripping from them would be absolutely identical than ripping from ROMs exept with an extra decompression stage before it.

I'll look into games which are so called "unrippable" once I'll have the time (this means.... in a very very long time  ;) )
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on December 26, 2013, 03:21:58 pm
I understand. I just thought GSF's were the rom but with all unneeded data stripped out leaving the essentials and thereby making it easier to rip.  Ah well; it was worth asking anyway.

Best of luck with the un-rippable roms once you find the time in the far future for it :). What you've created so far is already really awesome for those of us that DO have an ear for quality.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 06, 2014, 04:48:26 am
The new version 2.0 is here, enjoy !
Title: Re: Utilities: GBAMusRiper released
Post by: Gedankenschild on January 06, 2014, 11:56:41 am
Oh my, I downloaded it twice and WinRAR says it is broken...  :'(
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on January 07, 2014, 08:45:14 am
Oh my, I downloaded it twice and WinRAR says it is broken...  :'(

I had no trouble extracting GBAMusRiper. Is your copy of WinRaR updated to the latest version?
Never mind, that was the old version. The new one is broken for me too. Zip file seems to be corrupted. Using the "Repair Archive" function in WinRaR does not resolve the problem either.
Title: Re: Utilities: GBAMusRiper released
Post by: Mauron on January 07, 2014, 11:33:18 am
I couldn't open it with the built in Windows zip support, but 7-Zip handled it.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 08, 2014, 09:33:57 am
I'm sorry I didn't know this format was not so widely supported. I used bz2 compression in a ZIP archive, that may be why some decoded doesn't recognise it.

Anyways I'm not going to fix this version right away because I'll be releasing yet another upgrade soon so I'll encode it using a different archival next time. I'll fix the problem of games having hundreds of thousands of useless instruments which messes up the sound font and do the best to keep only the useful ones.
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on January 10, 2014, 11:13:57 am
Seems you just updated GBAMusRiper (so now I can extract and use the newest version). I like how you converted the jar files into command line windows executables which means I don't have to keep remembering the Java parameters to rip something. Thanks!

Pokemon Emerald now rips like a charm too meaning I can replace the low quality GBA rip recording I have with this. I also find it interesting that all the song data for Pokemon Red/Blue is contained within the Emerald rom.


Anyway, one question though (I've been meaning to ask before). It seems a "Summon Night" (the first game in the series) rip ends up having at least one missing instrument (usually the lead synth) even when using this new version of GBAMusRiper. Any idea if the game uses a special driver for part of the music?

This is how the song is supposed to sound (taken from the GSF):
https://www.dropbox.com/s/mo1e8pca6455b6d/Sea%20Bottom%20Cave.mp3

This is what GBAMusRiper produces:
https://www.dropbox.com/s/hu2rdwizsgejrz7/song012.mp3
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 10, 2014, 05:15:35 pm
The problem is that this instrument is identical in all points to unused instruments, but it is actually used. First time I'm seeing this in a sappy game. Unfortunately I can't fix this without adding a lot of dummy square waves instruments in all soundfonts of all games (I don't want to).

The easier thing to do would be to manually edit the MIDI so that it uses instrument 0-1 instead of instrument 0-0, the only different is that it is a square 2 instrument instead of a square 1 instrument which makes no difference when it's played as MIDI.

To fix it for all songs you'd have to edit the soundfont and copy preset 0-1 to preset 0-0 and that'll fix all the songs using preset 0-0.
Title: Re: Utilities: GBAMusRiper released
Post by: DualHero on January 10, 2014, 11:03:18 pm
(http://prntscr.com/2ibcll)  Can someone please tell me what's going on here :/  :banghead:


If the image didn't show, here's the link >  http://prntscr.com/2ibcll
Title: Re: Utilities: GBAMusRiper released
Post by: Jorpho on January 10, 2014, 11:25:25 pm
(http://prntscr.com/2ibcll)  Can someone please tell me what's going on here :/  :banghead:


If the image didn't show, here's the link >  http://prntscr.com/2ibcll
See http://www.romhacking.net/forum/index.php/topic,17545.0.html .
Title: Re: Utilities: GBAMusRiper released
Post by: Gedankenschild on January 11, 2014, 11:11:42 am
Works fine now, wonderful!  :)
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on January 12, 2014, 10:42:05 am
The problem is that this instrument is identical in all points to unused instruments, but it is actually used. First time I'm seeing this in a sappy game. Unfortunately I can't fix this without adding a lot of dummy square waves instruments in all soundfonts of all games (I don't want to).

The easier thing to do would be to manually edit the MIDI so that it uses instrument 0-1 instead of instrument 0-0, the only different is that it is a square 2 instrument instead of a square 1 instrument which makes no difference when it's played as MIDI.

To fix it for all songs you'd have to edit the soundfont and copy preset 0-1 to preset 0-0 and that'll fix all the songs using preset 0-0.

Thanks. I'll try editing the midi file and see if that works (it's only for a couple songs so no big deal). I think "Mr Driller 2" may have the same problem as all the square wave instruments are muted and thus only the samples play.
Title: Re: Utilities: GBAMusRiper released
Post by: djnforce9 on January 20, 2014, 08:49:07 am
Finally got around to attempting to edit the midi file and it turned out to be easier than I thought. All I did was open the midi file in Synthfont2 and assigned the soundfont to all the instruments and they played just fine (both Summon Night and Mr. Driller 2). Thanks! Now the percussion in the song is crystal clear unlike before.
Title: Re: Utilities: GBAMusRiper released
Post by: Vague Rant on February 15, 2014, 06:55:02 am
Does anyone have any ideas for ripping the Disney Sports games (particularly Soccer US/Football EU)? Here's me trying to use GBAMusRiper on Disney Sports: Football (Europe):

Code: [Select]
Sappy sound engine detector (c) 2013 by Bregalad
Searching.....Sound engine detected : Mono version
# of song levels : 0
Engine parameters :
Main Volume : 15 Polyphony : 8 channels, Dac : 8 bits, Sampling rate : 13379 Hz
Song table located at : 0x12ad6c
Parsing song table...Collecting sound bank list... DEBUG 12ad78Song 0
GBA ROM sequence ripper (c) 2012 Bregalad
14 tracks.
Converting...

It never gets any further than this and RAM usage blows out insanely; I think if I'd left it running its footprint would have just kept growing, so I had to kill it (Ctrl+C).
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on February 15, 2014, 07:19:52 am
You're obviously using the old version. Try the new one (2.0) Also this is probably a false positive. (i.e. the program doesn't use sappy but GBAMusRiper "thinks" it uses sappy, and rips garbage)
Title: Re: Utilities: GBAMusRiper released
Post by: Vague Rant on February 15, 2014, 08:34:51 am
I was using version 2.1 (http://www.romhacking.net/utilities/881/) when I encountered the issue, not the old Java version, but thanks for the rapid and helpful response.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on February 17, 2014, 05:19:59 am
I'm terribly sorry for accusing you to use the old version, I was in a hurry when I wrote that, and I based this conclusion on the copyright dates, but I kept them when switching the version. I'd rather have to write nothing at all.

Anyways, this is a false positive. I don't have this particular game or ROM, but the only info telling me this is a fake positive is the # of song levels which is 0. If in my search program I force it to be at least 1, I could stop this false positive.

If this is a western-made game it's very likely to NOT use the sappy engine, from my experience I noticed mostly japanese games used the sappy engine.

I hope this was more helpful. I'll release a new version that prevents a false positive when # of song levels is 0.
Title: Re: Utilities: GBAMusRiper released
Post by: Pandemoniu on June 14, 2014, 08:53:28 pm
Hi.

I have a question regarding the use of this application. I'm not too familiar with the command prompt window, so I am unsure if I'm doing anything wrong, but I can't quite get it to work.

This version doesn't require Java, which is good, since I have it, but it doesn't seem to be recognized.

For me, the "Reame" isn't as comprehensive as I'd like; I'm not quite sure why I can't get it working.

Do I drag and drop the gba_mus_riper.exe file into the prompt or the folder it came in after unzipping it? At what time do I drag and drop the game file? Should there be any spaces (i.e., should I press the space bar at any time)? How do I know it's working correctly and where do the files come out? Does using Windows 8 make a difference?

If I drag the folder and hit 'Enter', I get "...does not recognize as an internal or external command...". Dragging the gba_mus_riper.exe file and hitting 'Enter' gives me a list of stuff; unfortunately, I don't think that alone is enough to get it working.

Dragging the gba_mus_riper.exe file and the game file in with no spaces gives me "The filename, directory name, or volume label syntax is incorrect", whereas dragging them in with a space between them gets me the above "...is not recognized..." error followed by a "Parsing song table...Error: Can't seek to song table at:0xed55b9e1", whatever that means...

Putting the game file in just asks me what do I want to open it with, just as if I double-clicked on it.

So yeah, I don't know if I'm doing something right or wrong and I could certainly use some help.

Thanks in advance for your time and (potential) answers!  :)
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on June 15, 2014, 05:08:37 am
Well, you're supposed to drag and drop or manually type the name/path of the program, followed by a space and the name/path of the ROM. (you need the whole path if the command line is not in the same folder as the file/program, but only the name if you are already in the good folder) (since you typically have the progam in a different folder than your ROM at least one of the names should be full).

All that drag and drop does is to make windows type the full path and file name for you.

Now what you get if you just run the program without arguments (i.e. drag and drop the program and click enter) is instructions how to use it with arguments. You're supposed to use the ROM as argument (with a space in between of course, how could your OS know what you are talking about if you appond two different things without a space ?).

Now if you have this can't seek error, it looks like you ran the program corectly and encountered a (real) error. Which ROM did you try to rip ?
Title: Re: Utilities: GBAMusRiper released
Post by: Pandemoniu on June 15, 2014, 10:10:35 am
Ah! Thank you so much for the explanations. I'll try to keep those general things in mind for later.

As for the game in question, I was trying Yugioh 7 Trials to Glory: World Championship 2005, with the hope that afterwards, if successful, I'll go on to Yugioh Ultimate Masters: World Championship 2006.

When I didn't seem to get any headway with 7 Trials to Glory, I thought I'd try Pokemon Emerald, since I read on page 4 or 5 that someone got it working beautifully using Emerald. But that still didn't work. So I don't know.

It is supposed to be a .GBA file, right? Not .bin or anything?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on June 15, 2014, 01:33:47 pm
It does not matter whether it is called '.gba' or '.bin'

This particular game doesn't seem to use sappy engine so its no wonder you can't rip it. I get a "There's no sappy engine here" message, I don't know how you managed to get this "can't seek" or whatever. Maybe it's from a different region and that gbamusriper was tricked into thinking there was a sappy here at some time.

The detection is extremely hard to work hard, if I tighten the condition it breaks games which does actually use sappy (like it did for Pokemon in the previous version), and if I release them it makes fake positives on games which doesn't use sappy...
Title: Re: Utilities: GBAMusRiper released
Post by: nex01 on June 15, 2014, 02:41:59 pm
I think I'm doing something wrong but I'm not entirely sure.

First I scan my game with sappy, this comes out:
Code: [Select]
Sappy sound engine detector (c) 2013 by Bregalad
Searching...............Sound engine detected : Stereo version
# of song levels : 0
Fake alert. Continue searching
Sound engine detected : Stereo version
# of song levels : 8
Engine parameters :
Main Volume : 15 Polyphony : 10 channels, Dac : 8 bits, Sampling rate : 31536 Hz

Song table located at : 0x1c4530

Then trying to rip the file.

song_riper.exe gs2.gba blah.mid 0x1c4530 <- the given adress.

and it gives me following error:
Code: [Select]
GBA ROM sequence ripper (c) 2012 Bregalad
Invalid amount of tracks 152 ! (must be 1-16)

I assume the game has 152 tracks, but the tool can only  rip 16? 
So this means I can't dump games with more than 16 tracks?  :o

it is not the only game i tried, other games giving me this error too.
Title: Re: Utilities: GBAMusRiper released
Post by: Pandemoniu on June 15, 2014, 08:29:37 pm
It does not matter whether it is called '.gba' or '.bin'

This particular game doesn't seem to use sappy engine so its no wonder you can't rip it. I get a "There's no sappy engine here" message, I don't know how you managed to get this "can't seek" or whatever. Maybe it's from a different region and that gbamusriper was tricked into thinking there was a sappy here at some time.

The detection is extremely hard to work hard, if I tighten the condition it breaks games which does actually use sappy (like it did for Pokemon in the previous version), and if I release them it makes fake positives on games which doesn't use sappy...
:'(

Wow...I just cannot seem to get this game's music. I wish I could get someone to rip it, but who would I ask? Another frustrating thing is that I can't seem to get any other game to work, so I have no clue what it looks like done correctly.

Well, thanks for your time and answers.

I don't suppose you know any other way to rip this game's music?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on June 16, 2014, 02:47:05 am
If you want me to be of any help, you should tell me exactly what's wrong. You should tell me what you are trying to do, what you are trying to rip, and why it does not work - what it displays on screen exactly. I can't be of any help otherwise.

As for other ways to rip it, yes, there is an older GBA2MID program, so you can also try it. It only rips sequences, not sound fonts, however.
Title: Re: Utilities: GBAMusRiper released
Post by: loveemu on August 30, 2014, 10:00:17 pm
Hi Bregalad. I am a fan of your GBAMusRiper. It does everything I've wanted, in very beautiful approach. However, I've encountered to a little problem with it.

Problem with Unused Instrument

Song 29 of Castlevania Harmony of Dissonance (Maxim Theme; song header is at ROM:$25f648) does not sound correctly. This is because GBAMusRiper considers that instrument #4 (GBA pulse; instrument header is at ROM:$19e414) is unused.

As for workaround, I could avoid the problem by removing the branch like `if (inst.word0 == 0x3c01 ...)`. Can you provide an option to force to output the "potentially unused" instruments, or apply an other good workaround for the problem? Or, I'm missing an existing way to do that? (I simply used `gba_mus_riper rom.gba` to get outputs.)

Problem with RPN/NRPN

You need to resend RPN messages after you have sent NRPN messages. Otherwise, Data Entry changes NRPN control value instead of RPN (e.g. tuning).

The simplest way to fix the problem is: send RPN/NRPN messages always ;)

Also, you may need to send Data Entry LSB = 0, if it had been changed before.

Edit: By the way, I'm just curious, but do you have a source code repository and/or issue tracker for your tool?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on August 31, 2014, 04:51:01 pm
Thank you, I'll look forward to fix those glitches for the next release.

And no I have no repository, outside of my hard disks.

I tried to detect unused instruments because that would make even more garbage in the converted sound font than there already is.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on December 22, 2014, 03:39:42 pm
I just post to say there is currently an update in the queue. Once approved, the problems mentioned by loveemu with RPN/NRPN will be gone, and I use his supperior routine to detect sappy engine instead of my original way (which was too flawed, as it tended to have too many of both false positives and misses).

The Golden Sun synth instruments will now be (partially) supported. Doesn't sound exactly as good, but close enough.
Title: Re: Utilities: GBAMusRiper released
Post by: loveemu on January 24, 2015, 03:40:05 am
I recently noticed v2.2 update. Congratulations.

It works very good, but I'd like to mention to a few of nitpicky things.

Order of RPN/NRPN

GBAMusRiper sends LSB first, but AFAIK most MIDI files sends MSB first. (General MIDI Lite v1.0 RP (RP-033) PDF has an example of it)

I prefer GBAMusRiper changes MSB/LSB order of RPN/NRPN. (I mean, use 101, 100, 6, 38, rather than 100, 101, 6, 38)

Pan and Volume Curve

I guess GBA MP2000 uses linear pan (well, it's a guess). On other hand, GM2 compatible sound modules does not use linear pan, but they use sin/cos volume curve instead. (see RP024)

If you want to make the volume balance of output sequence more GBA-like, you probably need to convert pan value and adjust volume value.

Code: [Select]
// Takes a percentage pan value (linear volume curve)
// and converts it to a standard midi curve (sin/cos curve)
double ConvertPercentPanToStdMidiScale(double percent, double * ptr_volume_scale)
{
double panPI2 = atan2(percent, 1.0 - percent);
if (ptr_volume_scale != NULL)
{
*ptr_volume_scale = 1.0 / (cos(panPI2) + sin(panPI2)); // <= 1.0
}
return panPI2 / M_PI_2;
}

However, I like the current simple conversion. It's just a nitpick.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on January 26, 2015, 08:41:39 am
Ok I will fix the RPN/NRPN order, I never though it mattered, but if it does then it's easy to get it in the other order.

About the pan, I'll have to verify or deny your guess somehow. If there is a linearity problem, then I could make it the same as the volume/velocity correction I already does (you can set it to native or corrected, but it defaults to corrected, so that "sounds" like the original - while destroying part of the information).

By the way, I am also not satisfied in how the Golden Sun synths sounds currently but I don't know how to make them sound better without a major rewrite of the instrument generation (something I don't feel like doing).
Title: Re: Utilities: GBAMusRiper released
Post by: Evolite on January 30, 2015, 10:12:50 am
i have some trouble running this program. some time it's says can't find the rom, sometimes says can't read from input gba file. I read the readme but english is not my mothertongue, im not sure to understand all perfecly. Im am very young myself please someone can explain it with simple words?
Title: Re: Utilities: GBAMusRiper released
Post by: wyatt8740 on February 02, 2015, 01:40:34 am
Hey, I tried using this to rip the music from Mystery Dungeon: Red Rescue Team. it kind of works, but it too is missing some instruments.
Attached is the .mid file and the soundfont your program generated.
https://dl.dropboxusercontent.com/u/74519404/song.zip (https://dl.dropboxusercontent.com/u/74519404/song.zip)
I've tested it with BASSMIDI in windows XP, and with timidity in debian linux. Other (MOST) tracks from the game have the same problem.
When I run it in timidity, I get some useful warnings:
Code: [Select]
No instrument mapped to tone bank 0, program 21 - this instrument will not be heard
No instrument mapped to tone bank 0, program 46 - this instrument will not be heard
No instrument mapped to tone bank 0, program 76 - this instrument will not be heard
For comparison, here's approximately what it should sound like (This is taken from the NDS version (blue rescue team), but it gives a good idea of how bad it is; both use the same instruments and music).
https://www.youtube.com/watch?v=lC3P3Q71jUI (https://www.youtube.com/watch?v=lC3P3Q71jUI)

I recorded the GBA version by playing through the game a bit. It's a good game, so I could justify doing so. :D
This is how it sounds on a GBA emulator:
https://www.youtube.com/watch?v=kNO1UiiGdxI (https://www.youtube.com/watch?v=kNO1UiiGdxI)
When I use a different soundfont, it works but sounds terrible. So the data is there, but not the correct sounds in the soundfont.


If you need anything from me, let me know. :) I've loved your program for a lot of other games.


i have some trouble running this program. some time it's says can't find the rom, sometimes says can't read from input gba file. I read the readme but english is not my mothertongue, im not sure to understand all perfecly. Im am very young myself please someone can explain it with simple words?

First run sappy_detector and copy the 'song table' that it spits out.


for example, if it spits out 'Song table located at : 0x1e866bc', copy '0x1e866bc'.
then run this:
gba_mus_riper <rom> <offset> <optional parameters>.
So for mine, I'd type:
gba_mus_riper red.gba 0x1e866bc
and if I wanted to do something else, type the parameter after it.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on February 04, 2015, 04:46:54 am
I have many things to do these 2 weeks but in the second part of February I'll have time to take a indepth look in it and see if there is bugs to be corrected.

I have a few other corrections planned anyway for a future 3.1 release.

Besides it is not my role to teach anyone how to use a command line (or any other part of your computer for that matter), now that the program does not require Java (phew) anymore it is easy to run like any other command-line program.

EDIT : OK I looked into the problem and it seems there is empty instrumemnts : They are here but instead of containing references to samples they are empty. This is definitely a bug and I should look into fixing it.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on February 21, 2015, 09:18:57 am
I found the bug. It is at line 336 of gba_instr.cpp
To fix it, replace

Code: [Select]
if(!inst_type&0x07) continue;
by

Code: [Select]
if((inst_type & 0x07) != 0) continue;

I'll include this fix in the next release
Title: Re: Utilities: GBAMusRiper released
Post by: Snubben on March 14, 2015, 09:40:42 am
I'm having no luck trying to rip the sounds from the GBA Pokémon games even thought people previously have reported having success and according to the readme file the ROMs should have support as of version 2.0. When running gba_mus_riper I get this result:

Code: [Select]
C:\Users\Snubben\Desktop\gba_mus_riper_v22>gba_mus_riper.exe "C:\User
s\Snubben\Desktop\pkm_test\Pokemon Emerald\Pokemon Emerald.gba"
Sappy sound engine detector (c) 2014 by Bregalad and loveemu

Sound engine detected at offset 2e0124
# of song levels : 140991640
There is a problem :(

When allowing sappy_detector.c to go past the point were it stops by commenting the check I get the following result:

Code: [Select]
C:\Users\Snubben\Desktop\gba_mus_riper_v22>gba_mus_riper.exe "C:\User
s\Snubben\Desktop\pkm_test\Pokemon Emerald\Pokemon Emerald.gba"
Sappy sound engine detector (c) 2014 by Bregalad and loveemu

Sound engine detected at offset 2e0124
# of song levels : 140991640
Engine parameters :
Main Volume : 7 Polyphony : 7 channels, Dac : 17 bits, Sampling rate : invalid
Song table located at : 0x67d8cac0
Parsing song table...Collecting sound bank list... DEBUG 5fd8cac0GBA ROM sound f
ont ripper (c) 2012 Bregalad
Dumps a sound bank (or a list of sound banks) from a GBA game which is using the
 sappy sound engine to SoundFont 2.0 (.sf2) format
Usage : sound_font_riper in.gba out.sf2 [options] address1 [address2] ...
addresses will correspond to instrument banks in increasing order...
Available options :
-v : verbose : Display info about the sound font in text format. If -v is follow
ed by a file name,
     info is output to the specified file instead.
-s : Sampling rate for samples. Default : 22050 Hz
-gm : Give General MIDI names to presets. Note that this will only change the na
mes and will NOT
      magically turn the soundfont into a General MIDI compliant soundfont.
-mv : Main volume for sample instruments. Range : 1-15. Game Boy channels are un
naffected.

Rip completed !

With no sounds ripped. I get the same result for FireRed. Is it possible that the sappy engine searcher by loveemu doesn't work for the Pokémon games? I would try version 2.0 or 2.1, but can't find them anywhere. Trying the old java version included in the v2.2 download would not even claim to find the engine.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on March 15, 2015, 05:37:50 am
Thanks for reporting. The problem seems to be (again) that for some reason the game adds more bytes somewhere and the location of the sound table isn't where I expect it to be. RAAH. I'll have to fix that in the next version, hopefully without breaking any games that are working fine right now.

Quote
When allowing sappy_detector.c to go past the point were it stops by commenting the check I get the following result:
Well there's a reason I make it stop if it detects an anomaly :)

March 15, 2015, 01:49:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
In the meantime you can rip it by affecting the following 2 code lines :

In sappy_detector.c replace
Code: [Select]
uint32_t *data = (uint32_t*)(inGBA_dump + offset - 16);by
Code: [Select]
uint32_t *data = (uint32_t*)(inGBA_dump + offset - 32);
In gba_mus_riper.cpp replace
Code: [Select]
if(fseek(inGBA, sound_engine_adr - 16, SEEK_SET))by
Code: [Select]
if(fseek(inGBA, sound_engine_adr - 32, SEEK_SET))

Now I'd need to make it autodetect whether it should use 16 or 32 somehow.
Title: Re: Utilities: GBAMusRiper released
Post by: Snubben on March 15, 2015, 03:53:31 pm
Thank you, it seems to be working fine now.
Not that it bothers me, but if you are interested a few songs seem to be using wrong soundbank when I play them with foobar2000 with BASSMIDI driver if I use separate banks, but are working if I use one bank. Generally though the song seem to be of lower quality when using one bank and playing with foobar2000 compared to separate banks. I can't really tell if this is expected or not.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on March 15, 2015, 06:06:33 pm
Ok now the next version 2.3 is in the process queue and it fixes the 2 bugs mentionned above, among a couple of others. I am still unsatisfied with the loop handling on the MIDIs, so I'll probably have to release yet another update later. This is an endless project :-X
Title: Re: Utilities: GBAMusRiper released
Post by: StarWolf3000 on April 01, 2015, 09:11:40 am
Was it intended to package a music dump of Golden Sun 2 TLA (French Version) with GBAMusRiper 2.3 (in /src)? I don't think so.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on April 01, 2015, 09:22:16 am
No, and an edit to remove it is in the queue (http://www.romhacking.net/submissions/QueueStatus/) since 2 days.
Title: Re: Utilities: GBAMusRiper released
Post by: Lilinda on April 02, 2015, 10:39:32 pm
Hi, I had to reject that submission because our setup cannot grab those links by default. Please resubmit ASAP so we can get rid of those MIDIs.
Title: Re: Utilities: GBAMusRiper released
Post by: kikadu on April 17, 2015, 04:14:04 pm
Hi Bregalad.
First of all, thanks for creating GBAMusRiper!

I have a question regarding the use of this application.
When I use addressing, sometimes the instruments sampling rate is higher.
Is there a way to specify the sampling rate at gba_mus_riper?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on April 17, 2015, 05:51:59 pm
Yes, but for some reason I did not include this in the root program "gba_mus_riper" because it's supposed to detect automatically the correct one and use it when calling "sound_font_riper".

You should use "sound_font_riper" directly, and use -s to set the sample rate you want to do. Now the easiest/simplest way to know which arguments you should use for sound_font_riper would be to recompile gba_mus_riper after uncommenting line 337, and see what is the command line command it uses internally, and change the -s argument.

Another (more proper) way would be to search for the address of the sound font manually in the ROM, using either the existing dump (with the wrong samplerate) or the sappy sound engine information (http://www.romhacking.net/utilities/881/) I wrote as a basis.

Oh, and you are welcome :)
Title: Re: Utilities: GBAMusRiper released
Post by: kikadu on April 18, 2015, 03:35:37 pm
Yes, but for some reason I did not include this in the root program "gba_mus_riper" because it's supposed to detect automatically the correct one and use it when calling "sound_font_riper".

You should use "sound_font_riper" directly, and use -s to set the sample rate you want to do. Now the easiest/simplest way to know which arguments you should use for sound_font_riper would be to recompile gba_mus_riper after uncommenting line 337, and see what is the command line command it uses internally, and change the -s argument.

Another (more proper) way would be to search for the address of the sound font manually in the ROM, using either the existing dump (with the wrong samplerate) or the sappy sound engine information (http://www.romhacking.net/utilities/881/) I wrote as a basis.

Oh, and you are welcome :)

Thank you for your explanation.
It works properly now.
I understand about "sound_font_riper".
Title: Re: Utilities: GBAMusRiper released
Post by: StarWolf3000 on April 23, 2015, 11:14:37 am
I tried to get in company with the instrument "types" GBAMusRiper sets.

From what I've tested is the following definition:
Type 0 : Single-Sample Instrument
Types 1 to 11, except Type 8 : PSG/FM Synth (emulated using samples)
Type 8 : Single-Sample Instrument
Type 12 : PSG/FM White Noise (emulated using samples)
Type 64 : Multi-Sample Instrument
Type 128 : Multi-Sample Instrument, reserved for Drumkits not using MIDI Channel 10

Regarding the Camelot Games (Golden Sun and the like) I'm using the Synths from a small Soundfont called "Famicom.sf2". But to get a suitable Synth you cannot rely on just 1 of these Synths for each Instrument. I always use 2 of them together at one time for a single "formula" Synth of the games.

For the Main Theme/Title of GS2 for example, I mixed a Saw Wave and a 12.5% Square Wave on the main Synth and a 25% Square Wave on the background Synth. With disabled Interpolation and a Mixing Rate of 22050 Hz at 8-bit it gives an output similar to the original GBA, but without the heavy reverb effect on the drumkit.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on April 23, 2015, 11:35:52 am
1) Instrument types are already described or the sappy sound engine information doccument (http://www.romhacking.net/documents/462/).

2) The latest release of GBAMusRiper supports Golden Sun instruments, although one of them* (the one that is the melody of the battle themes) is not accurately reproduced. However your way to reproduce it is not accurate either. It's a square wave whose duty cycle permanently changes. How exactly it changes is complicated and mysterious, and independent of the pitch, so reproducing that in .sf2 is impossible.

The closest I could get is to have a sample of constantly changing duty cycle square wave, but it depends on the pitch, i.e. the duty cycle changes slower for low notes, and faster for high notes. In the real soundtrack it does not acts like this. Perhaps there is ways to make it "sound close enough" using completely different methods.

*) There is 3 types of Golden Sun instruments, 2 of them are simple (saw wave and triangle wave) and are accurately simulated with .sf2 format. I should mention this on the next update of my document.
Title: Re: Utilities: GBAMusRiper released
Post by: John Enigma on June 27, 2015, 05:56:54 pm
Hey, Mr. Bregalad

I have some questions regarding the tool: why can't the tool rip and edit music from the Classic NES Series for GBA, and Mother 1 from Mother 1+2? If it's because of a different sound engine, can you tell me which sound engine it is?
Title: Re: Utilities: GBAMusRiper released
Post by: StarWolf3000 on June 28, 2015, 10:46:14 am
For the Classic NES Series it may because of them running inside a NES Emulator instead of "real" games for the GBA. That means, they actually don't use the MP2k/Sappy Engine, as the Emulator redirects calls of the NES Sound Hardware and prepares them for the GBA DAC and Synth/Noise/Wave Channels.
So you can't actually rip these soundtracks using GBAMusRiper, because the "technology" behind that is completely different.

You could rip them using dumps of the original NES/FDS games (requires some sort of a NSF ripping tool).

This also applies for Mother 1 of the Mother 1+2 cartridge, which originates on NES/Famicom, while Mother 2 was released on the SNES/Super Famicom.
Title: Re: Utilities: GBAMusRiper released
Post by: John Enigma on October 13, 2015, 02:39:36 pm
You could rip them using dumps of the original NES/FDS games (requires some sort of a NSF ripping tool).

This also applies for Mother 1 of the Mother 1+2 cartridge, which originates on NES/Famicom, while Mother 2 was released on the SNES/Super Famicom.
Let's say I want to improve the music of Mother 1 from Mother 1+2 , to make it sound like the original NES version of Mother 1. Isn't there some kind of progress on ripping the music from the GBA version, editing the music, converting it to some kind of format, and then inserting it back to the GBA cart?
Title: Re: Utilities: GBAMusRiper released
Post by: Kurausukun on November 15, 2015, 07:46:52 pm
Hello! I wanted to firstly thank you for releasing this awesome tool, and secondly, complain about a bug. I'm not sure which version it was, but using 2.3, I can't rip Mother 3--which is odd because I was definitely able to rip it in the past. Is there somewhere where I could download the old versions, or am I doing something wrong?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on November 17, 2015, 12:17:05 pm
This is definitely a bug on my side, because lovemu's tool mp2ktool, who'se code is re-used in the newest version of gbamusriper, is able to locate the song table at 0x120e94.

I do not have backups of old versions but they're not needed. Just add 0x120e94 as a command line argument when riping the ROM and it'll work.
Title: Re: Utilities: GBAMusRiper released
Post by: Kurausukun on November 17, 2015, 05:42:44 pm
Cool, thanks for the tip. Hopefully this will be patched in a newer version :P
Title: Re: Utilities: GBAMusRiper released
Post by: DreamSora100 on July 04, 2016, 05:31:27 pm
Can someone help me out? It just gives me the options and that's it
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 05, 2016, 02:21:46 pm
Please learn to use a command line and come back with a real question.
Title: Re: Utilities: GBAMusRiper released
Post by: DreamSora100 on July 05, 2016, 02:55:14 pm
FYI I do https://drive.google.com/file/d/0B2KKgWion9pRRkk3RGE2N0VKWlU/view?usp=drivesdk
I want an apology sir
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 06, 2016, 03:59:15 pm
It seem you have a problem using the command line because there is a space in your path. Anyway this is your problem - only if you have a bug within GBAMusRiper itself then it becomes my problem.
Title: Re: Utilities: GBAMusRiper released
Post by: DreamSora100 on July 06, 2016, 04:07:35 pm
I never did say it was your problem. All I asked was for some help

July 06, 2016, 04:20:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Once again I only ask for help
Title: Re: Utilities: GBAMusRiper released
Post by: Avicalendriya on July 06, 2016, 05:16:20 pm
You want help when you link to images like that?

This forum may want to reconsider the singup process considering how many garbage users have been registering and posting lately.
Title: Re: Utilities: GBAMusRiper released
Post by: DreamSora100 on July 06, 2016, 05:42:57 pm
Well excuse me for being on a 📱I just want help! THAT'S ALL I ASK!  ASSISTANCE

July 06, 2016, 05:44:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
O my God. I'm so sorry. I didn't mean to do that

July 06, 2016, 05:47:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This is what I meant to link https://drive.google.com/file/d/0B2KKgWion9pRNDk3TFJmbWN0cjQ/view?usp=drivesdk
Title: Re: Utilities: GBAMusRiper released
Post by: justin3009 on July 06, 2016, 07:01:10 pm
Shouldn't the ROM be in the same folder as the program itself so you just have to use the ROM name instead of that long path?
Title: Re: Utilities: GBAMusRiper released
Post by: DreamSora100 on July 06, 2016, 07:15:35 pm
I tried that. It didn't work
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on July 07, 2016, 03:41:27 pm
Quote
Shouldn't the ROM be in the same folder as the program itself so you just have to use the ROM name instead of that long path?
It doesn't matter, normally the program calls to fopen() which supports both. It is possible that there is a mistake or a bug somewhere. But then I need a description of the bug not just some "IT DOESNT WORK".
Title: Re: Utilities: GBAMusRiper released
Post by: DreamSora100 on July 09, 2016, 12:35:07 pm
https://youtu.be/iiyEm5MMLrk am i doing anything wrong?
Title: Re: Utilities: GBAMusRiper released
Post by: Weario on September 29, 2016, 04:34:46 pm
Hey, I've recently been using this tool and it is just amazing!

I've been using it to rip songs from Wario Land 4 and I have been replacing the instruments in the .sf2 file with higher quality ones.
Here's a comparisson:
Before: https://www.youtube.com/watch?v=ATuPu9472qA
After: https://clyp.it/301upkiy

However, I found out that some of the ripped midi files have some notes missing or misplaced. Crescent Moon Village and Toy Block Tower are two examples of that.
I've been trying to fix it myself in FL Studio, but that program seems to completely butcher the midi file and replace the instruments with completely different ones.
Is there anthing else you can recommend me to do to fix this issue? Or is this something that needs to be fixed in the tool itself?

October 04, 2016, 02:22:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Regarding my issue, I have some more information.
I've been manually repairing the music by splitting the channels of the midi files. It seems that it's always the 1st channel that is broken. And by broken, I mean it either misses notes, or the notes aren't the right pitch. Hope this is of any use. :)
Title: Re: Utilities: GBAMusRiper released
Post by: bobrocks95 on November 21, 2016, 11:54:45 pm
Has anyone tried this with Donkey Kong Country 3?  It seems like it doesn't use sappy, but I'm not sure if I've 100% confirmed that or not.
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on November 22, 2016, 06:08:55 am
Has anyone tried this with Donkey Kong Country 3?  It seems like it doesn't use sappy, but I'm not sure if I've 100% confirmed that or not.
None of the Donkey Kong Country remakes use sappy.
Title: Re: Utilities: GBAMusRiper released
Post by: bobrocks95 on November 22, 2016, 08:04:03 pm
None of the Donkey Kong Country remakes use sappy.

Ah, thanks for the info before I bashed my head against a wall for a couple hours trying to get it to work...  Maybe someday someone will have enough interest to rip those David Wise tunes, but it might depend on how many games Rare rolled their own sound engine for...
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on November 23, 2016, 01:45:02 am
Ah, thanks for the info before I bashed my head against a wall for a couple hours trying to get it to work...  Maybe someday someone will have enough interest to rip those David Wise tunes, but it might depend on how many games Rare rolled their own sound engine for...
I am not 100% sure, but I believe the program VGMTrans can do a similar treatment to the SNES version of the Donkey Kong Country trilogy, whose music is infinitely superior to the GBA remakes.
Title: Re: Utilities: GBAMusRiper released
Post by: bobrocks95 on November 23, 2016, 02:24:13 pm
I am not 100% sure, but I believe the program VGMTrans can do a similar treatment to the SNES version of the Donkey Kong Country trilogy, whose music is infinitely superior to the GBA remakes.

I agree with you completely for DKC and DKC2, but for the GBA version of DKC3, David Wise came in and wrote a completely new soundtrack after only composing about a quarter of DKC3's SNES soundtrack.  There are some great compositions lost underneath the GBA's crummy sound hardware.
Title: Re: Utilities: GBAMusRiper released
Post by: wyatt8740 on December 01, 2016, 06:01:13 pm
I just tried using GBAMusRiper on Pokemon Mystery Dungeon Red again. There's still a couple bugs.

Using timidity to play the MIDI with the soundfont, the drums sound far too loud (they drown out the other sound).

If I use -rc, I still get drums a bit too loud, and this in my console in timidity:

Code: [Select]
Playing rom/song005.mid
MIDI file: rom/song005.mid
Format: 0  Tracks: 1  Divisions: 24
Drum set 127 is undefined
No instrument mapped to drum set 0, program 39 - this instrument will not be heard
No instrument mapped to drum set 0, program 54 - this instrument will not be heard
No instrument mapped to drum set 0, program 68 - this instrument will not be heard
No instrument mapped to drum set 0, program 70 - this instrument will not be heard
No instrument mapped to drum set 0, program 81 - this instrument will not be heard
(Converted by SequenceRipper 2.0)

song005.mid should sound something like this:
https://www.youtube.com/watch?v=kNO1UiiGdxI

I don't even get a triangle channel, though.
Title: Re: Utilities: GBAMusRiper released
Post by: Gedankenschild on January 25, 2017, 12:19:59 pm
Hey there!

I think I encountered a bug using the latest version:
I ripped the Mother 3 music adding 0x120e94 as described above. GBAMusRiper did successfully rip 1430 files from the ROM. Listening to them I couldn't find certain songs however.
Then I encountered another rip someone did with an earlier version of GBAMusRiper and this archive consists of 1624 files and does indeed contain the songs missing from the rip I did myself with v2.4.
(I was going to include a link to that older rip, but at the time of writing this the link seems down.)

There were some error messages during the extraction, but I don't remember the exact wording. They pass really quickly!
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on February 21, 2017, 03:47:26 pm
I apologize for not answering earlier. The matter is - further improving GBAMusRiper is pretty low on my "to do" list right now, because I have many other things to do, ESPECIALLY in february where all my weekends were busy as ****. In March I'm going to get some free time, but I still do have more interesting matters to deal with. Basically I'm part of 2 music bands, learning 1 language, researching history for the 100th birthday of the great war, and also volunteering here and there frequently.

GBAMusRiper is completely free and open source, so anyone (including you) can look in its inner working and fix bugs. I know understanding someone else's code is incredibly hard, probably harder than writing one own's from scratch for some reason, but I'll gladly help if you have questions about GBAMusRiper's inner working. I'll also mention the existance of VGMTrans which is basically inspired by GBAMusRiper exept that it supports hundred of different sound engines from various games and platforms instead of being restricted to Sappy and GBA. The project is not complete (by definition it'll never be) but I suspect in the long term this program is going to absorb the integrity of GBAMusRiper and basically making it obsolete.
Title: Re: Utilities: GBAMusRiper released
Post by: Gedankenschild on February 24, 2017, 09:03:52 pm
No problem, my own project has been resting for some time and I had to reassure people via PM that it's not dead...  :-[

I have actually fooled around with VGMTrans quite a bit, mostly with SPC and PSF files. loveemu has indeed improved that program tremendously. I never tried it with GBA music files, mostly because GBAMusRiper does the job so well, especially exporting all songs at once and sorting music and SFX in their own folders.

The thing is that as far as I'm concerned GBAMusRiper doesn't even need that much improvement. The only major problem I see is the implementation of the new sappy engine searcher by loveemu. As you said above concerning Mother 3, something must have gone wrong there. I also found Minish Cap not to be working anymore with the latest version. Would it be much of a hassle to reinsert the old searcher?
Title: Re: Utilities: GBAMusRiper released
Post by: loveemu on September 11, 2017, 10:01:01 am
Dear Bregalad,

I've found a wrong value in the gameboy channel 3 lookup table.

Code: (sf2_chunks.hpp) [Select]
case GAMEBOY_CH3:
{
// Conversion lookup table
const int16_t conv_tbl[] =
{
-0x4000, -0x3800, -0x3000, -0x2800, -0x2000, -0x1800, -0x0100, -0x0800,
0x0000, 0x0800, 0x1000, 0x1800, 0x2000, 0x2800, 0x3000, 0x3800
};

Here conv_tbl[6] must be -0x1000, right?
Title: Re: Utilities: GBAMusRiper released
Post by: Bregalad on September 24, 2017, 02:34:14 pm
Indeed.
By the way how are you progressing on VGMTrans ? Will it eventually support Squaresoft PS1 games properly ?
Regards.