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Newcomer's Board / Re: Import midi into GBA game
« on: September 11, 2011, 05:37:06 pm »
Ah, I see. I will test it as well and see how it works. Thanks.
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http://gbaemu.dcemu.co.uk/agbmidi-1-0a-177564.htmlAhh...agbMidi, not agb2midi...No wonder I wasn't finding any results.
But I can't download it there.
Try here:
http://filetrip.net/f3836-AGBMidi-1-0a.html
To rip instruments and midi, use agb2midi, NOT sappy.This would be fantastic if I could get it to work. But, I can't seem to find agb2midi with a google search. (only turns up one result, incidentally a different thread I posted about this issue a while ago)
Sappy is old and completely outdated.
You can rip both midis and instruments (in the form of a collection of wavs) with agb2midi. The only problem remaining is the chiptunes instrument, which could be quite simple to simulate.
FYI, you have to register the component after you put it in the relevant directory: run "regsvr32 [path to file]\comdlg32.ocx". I think in 7 it only works if it's in the appropriate SystemXX directory (which is where you put it).Ahh...I saw something about that in the link I posted in the first post, but I forgot to mention it kept telling me it couldn't find the file or something. My comp's 64 bit though so that could be why. Just for my own info, would I put regsvr64 then or something?
I'm guessing you could probably do things the other way around: extract the samples one way or another, and use them to make instrument banks/sound fonts that you can use in some other MIDI-playing program. I know nothing of the details, though.Supposedly, the programmer for the fangame I am trying to write music for "extracted" the instruments library somehow, but it is a "gsflib" file. I have no idea what to do with it. I'm currently in the process of googling the answer but if anyone knows offhand how I can use a gsflib file in a midi sequencer program, please let me know. Thanks. If nobody knows/responds, I'll post the answer here myself if and when I find it so others can see. So if I haven't posted...I haven't found the answer yet.
The bad news is that perfect square waves are hard to reproduce in SF2, because of interpolation. Most/All soundfont-midi compatible drivers will use interpolation and deteriorate significantly the sharp edges of a square wave. Also, the Square Waves from the GBA are not exactly pure square waves but are bandpass-filtered. I'm pretty sure the difference is noticeable by hear. If you only use one square wave sample, the filtering will "translate" as you will go to different tonality, and add the interpolation problem to that and you get some very inaccurate sound.