Pokemon Colosseum by froggestspirit at 7:34 PM EDT on July 8, 2014
Pokemon Colosseum uses sequenced music. I'm really interested in getting a soundfont from this game, or atleast the samples, but cannot figure out the encoding of them. As for the actual sequences, It'd be nice to have them converted to midi, but that'd be a tougher one
Some progress. The important things missing are the pitch bends. I changed some of the instruments to match the actual sounds used in-game, and I'm looking into generating a soundfont.
If anyone is familiar with how the GC MusyX sound engine works, or has any documentation on it, please let me know. The annoying part is matching sound samples -> instruments patches, and also ADSR enveloping.
I am also curious as to how it works. All the following GameCube games also uses it:
Biohazard 0 (Resident Evil 0) Biohazard (Resident Evil) Eternal Darkness: Sanity's Requiem Paper Mario: The Thousand-Year Door Star Fox Adventures
I have some knowledge on the files it produces, and I also have the MusyX SDK if you want to try reverse engineering some of the tools from it (personally, x86 assembly is not for me :P). Also check this thread (there is a sample extractor I wrote): http://hcs64.com/mboard/forum.php?showthread=36979&lastpage
May I ask how you made these Pokemon Colosseum midis? Did you make a tool? If so, mind sharing?
Assembly isn't my thing either, but I can make edits and look for changes in converted files. :P
I'll Github it tonight. Also, I have an update for your sample extraction script with loop points. I just GENH'd the looping files though since they failed with vgmstream.
Great! And you're right, editing the sequence data has proven helpful on another sequence format I'm researching (KDT1) :D
What's the update for the sample extractor? I'm glad I can finally fix that mess.
By the way, if you want/need the SDK you can PM me (same name) on VGMdb, FFShrine and probably some other common sites I'm forgetting about (Nisto7777 on YouTube).