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  #46  
Old 10th September 2011, 06:47 PM
Knuckles500 Knuckles500 is offline
Glowbo
 
Join Date: Jun 2006
Hmm. The positioning is correct, but the duration of some of the notes is messed up. In fact, I think the duration of all the notes is incorrect at least by a hair.

Here's the MIDI file of the new conversion.

Also, let me show you the drum notes of the VGMTrans version and the latest version's output of this track and you'll see what I mean:

Old (VGMTrans):

http://i.imgur.com/SPLb6.png

New (N64 MIDI Tool):

http://i.imgur.com/7Qfly.png

Hope this helps a bit.
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  #47  
Old 10th September 2011, 07:03 PM
SubDrag's Avatar
SubDrag SubDrag is offline
McLovin
 
Join Date: Apr 1999
Location: USA
Total Awards: 3
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Ack this is going to be tricky. Can you also post my original export in the tool too. What tool was that?
The reason this is so complicated is that Nintendo in their midi has a note, then duration, while in midi, it's a start note, then later end note.
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  #48  
Old 10th September 2011, 07:17 PM
Knuckles500 Knuckles500 is offline
Glowbo
 
Join Date: Jun 2006
Oh, I'm using FL Studio 10. Let me post what the drum notes look like for the two older MIDIs as well as the other ones for comparison:

VGMStream:
http://i.imgur.com/lyBtM.png

N64 MIDI Tool (June 18th I think, or the one that was available on Goldeneye Vault before your fixes today):
http://i.imgur.com/DEcmW.png

N64 MIDI Tool (today, first attempt):
http://i.imgur.com/3mZq2.png

N64 MIDI Tool (today, second/last attempt as of writing):
http://i.imgur.com/NIPFG.png

Hope this is what you meant. Let me know if I can help out further.

Good luck!
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  #49  
Old 10th September 2011, 07:24 PM
SubDrag's Avatar
SubDrag SubDrag is offline
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These two look identical other than conjoined?

VGMStream:
http://i.imgur.com/lyBtM.png

N64 MIDI Tool (June 18th I think, or the one that was available on Goldeneye Vault before your fixes today):
http://i.imgur.com/DEcmW.png

That's confusing? Or is this just the problem section. I found a coding issue in what I just uploaded, reuploaded it, for fun try that one, maybe it'll fix the issue, I think, since it probably corrected original problem and doesn't corrupt drums, I hope.

Last edited by SubDrag; 10th September 2011 at 07:29 PM.
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  #50  
Old 10th September 2011, 07:32 PM
Knuckles500 Knuckles500 is offline
Glowbo
 
Join Date: Jun 2006
Quote:
Originally Posted by SubDrag View Post
These two look identical other than conjoined?

VGMStream:
http://i.imgur.com/lyBtM.png

N64 MIDI Tool (June 18th I think, or the one that was available on Goldeneye Vault before your fixes today):
http://i.imgur.com/DEcmW.png

That's confusing?
Yep, the notes in the drum channel were the most correct in the June 18th/whatever version. The only difference it seems is that the duration of the notes are slightly different with N64 MIDI Tool in comparison to VGMTrans. But it may/may not matter too much because it's for drums. I wanted to point out that it seems that the note duration with VGMTrans is the most accurate and that N64 MIDI Tool's note duration seems a little longer causing the notes to overlap with each other. In other words, the timing of the notes themselves seem correct, it's just the duration is slightly off. I guess this might be a nitpick, I suppose...

Hope that made some sense...
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  #51  
Old 10th September 2011, 07:37 PM
SubDrag's Avatar
SubDrag SubDrag is offline
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Tricky stuff, I'm not sure why mine looked conjoined. Ah well, hopefully the one I just posted is close, I'll have to spend some serious time using FL studio to compare this stuff. The last one had issues, this one should be better but prob not perfect.
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  #52  
Old 10th September 2011, 07:51 PM
Knuckles500 Knuckles500 is offline
Glowbo
 
Join Date: Jun 2006
Just checked, now everything sounds the way it should! The only thing left is just that note duration thing, but besides that, awesome work.

Here's the MIDI with the latest version. The notes in the drum channel are identical to the notes in the June version.

Cheers.
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  #53  
Old 10th September 2011, 08:16 PM
SubDrag's Avatar
SubDrag SubDrag is offline
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That's a relief! Any idea why there's are unconnected and mine are? What does that mean in terms of midis? Note on, note off each second?

Is it possible he arbitrarily just ends and restarts a note every 1 second tic?

Last edited by SubDrag; 10th September 2011 at 08:52 PM.
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  #54  
Old 10th September 2011, 08:56 PM
Knuckles500 Knuckles500 is offline
Glowbo
 
Join Date: Jun 2006
Actually...I'm looking at the drum notes from the conversion and it seems it may not have anything to do with drum duration. It's difficult to explain, so maybe some screenshots will help.

These screens are with the scroll bar resized so that you can see more detail up close.

This is the drum channel up close from the MIDI generated with VGMTrans. This is how it should look:
http://i.imgur.com/AbcFn.png

This is the drum channel up close from the MIDI generated with the latest version of N64 MIDI. If you look closely, some of the notes appear to be overlapping.
http://i.imgur.com/mU0Np.png

However, when you move the notes that appear to be overlapping up or down to another note.
http://i.imgur.com/RQUTp.png
Yeah, I can't really explain what's going on here, but it's messed up. When it comes to drums, note duration doesn't really matter as long as the timing of when the notes occur is there. So when you playback the MIDI generated by N64 MIDI Tool you don't notice it. But underneath the skin, there's this long drawn out note with smaller notes for the drums on top.

I don't know where exactly the problem lies, so... :\
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  #55  
Old 10th September 2011, 09:12 PM
SubDrag's Avatar
SubDrag SubDrag is offline
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Join Date: Apr 1999
Location: USA
Total Awards: 3
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I can't explain, it may be something interesting in the original midi in N64 format. My guess is that VGMTrans is snapping the note every one second to a new one, possibly merging out weirdness that you're seeing in mine. I guess as long as there's no difference in note being on/off at any point it's good enough for now.
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  #56  
Old 24th September 2011, 02:39 AM
SubDrag's Avatar
SubDrag SubDrag is offline
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Total Awards: 3
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The following games have been added!! The 4 Titus games are thanks to Zoinkity breaking the compression. Oddly they use pure midi, no conversion, so import is also supported.
[64 Oozumou (J)]
[Automobili Lamborghini
[BattleTanx (U)]
[Dark Rift (U)]
[Disney's Donald Duck -
Goin' Quackers (U)]
[F1 Racing Championship
(E) (M5)]
[Golden Nugget 64
(U)]
[Hey You, Pikachu!
(U)]
[Mace - The Dark Age
(U)]
[Olympic Hockey Nagano
'98 (U)]
[Premier Manager 64
(E)]
[Rayman 2 - The Great
Escape (U) (M5)]
[Roadsters Trophy (U)
(M3)]
[Superman (U)
(M3)]
[Tonic Trouble (U)
(V1.1)]
[Virtual Chess 64 (U)
(M3)]
[Wayne Gretzky's 3D
Hockey '98 (U)]
[Wayne Gretzky's 3D
Hockey (U) (V1.0)]
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  #57  
Old 8th October 2011, 03:18 PM
Derarghi Derarghi is offline
Glowbo
 
Join Date: Aug 2011
Nice! Thanks for the update!
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  #58  
Old 18th February 2012, 12:45 PM
cjc102399 cjc102399 is offline
Glowbo
 
Join Date: Feb 2012
Hey SubDrag, my computer says it can't open N64 Midi Tool because its side-by-side configuration is incorrect. Have any idea what that means? Please help!
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  #59  
Old 18th February 2012, 03:43 PM
SubDrag's Avatar
SubDrag SubDrag is offline
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Join Date: Apr 1999
Location: USA
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You need to install VS2008 redistributable.
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  #60  
Old 22nd February 2012, 07:58 PM
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Banjo-Fella Banjo-Fella is offline
Bunnycomb
 
Join Date: Jul 2003
Location: Inside a box.
Hey SubDrag, this is an amazing bit of software you've put together, I love it so far!

I'm trying to use it to import a custom MIDI (saved using FLStudio) into a suitably-sized spot in the Banjo-Kazooie ROM, but I'm having some difficulty getting it to work.

I wasn't sure if FLStudio was saving the MIDI in such a way that it would be incompatible with the program, so I tried a little experiment to see what will and won't work. I tried getting the MIDI Tool to export a MIDI from one spot in the ROM, and to then import that exported MIDI into a larger spot - which I hoped would make the first spot's music play at any location where the second spot's music would play. Unfortunately, it didn't work...

Here are the steps I took:
  1. I loaded the Banjo-Kazooie (U) (v1.0) ROM into the tool.
  2. I exported a MIDI of the music at spot 00D4BEC0:00001A58 (the Rusty Bucket Bay theme), which worked successfully. I saved this as "rbb.mid".
  3. I selected spot 00D255C0:00002BB0 (the Final Battle theme), ticked the "Loop" checkbox, and imported "rbb.mid" to this spot.
  4. I clicked "Write ROM" and saved a new file called "test.rom".
  5. I loaded the ROM into an emulator, and found that the game freezes upon entering any door leading to a room where that music would play. The emulator itself doesn't crash - it continues reporting a typical fluctuating frame rate, but the actual game hangs.
  6. Loading "test.rom" into the MIDI Tool gives the error message "Not 1172/1173/1F8B0800/1F8B0800/1F8B0808 Compressed", and then another error message stating "Error Decompressing", and then the ROM continues to load.
  7. Any untampered spots' music remains intact, but the spot I imported the MIDI to (00D255C0:00002BB0) appears to be messed up. Attempting to export a BIN or MIDI of this spot makes the previous error messages reappear.

The same thing happens when attempting to import a MIDI into any of the other spots I tested. It also happens with MIDIs saved via FLStudio.

Any idea what I might be doing wrong? I'd love if I could get this working properly!
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