Deprecated: mysql_connect(): The mysql extension is deprecated and will be removed in the future: use mysqli or PDO instead in /storage/content/49/145849/famitracker.com/public_html/forum/classes/dbHandler.php on line 29
Did this w/o splitting channels because I don't know of a way to do so with DS games, plus I take that as an opportunity to get better at covering stuff just by listening rather than rely on splitting channels. That said, I think this turned out pretty good.
Edit: Added a slightly altered version with an octave increase at the last bit in the song. I left the original there because maybe some might prefer it. Personally, I like the increase in octave.
Technically, you can split the channels using the vio2sf plugin with Foobar, though really, it doesn't do much to help. There's 16 channels, and it seems like no songs actually use them like, say, SNES games did, with (usually) one instrument per channel. They're all over the place, kinda like with .psfs.
I've tried that. I couldn't figure out how it works. I probably need an earlier version for it to work or something. It'd be cool to actually be able to do that.
Thanks though. I feel as though I've gotten it close enough to the original even without being able to hear each channel individually.
Actually as far as MIDI goes, simply use VGMTrans to open a rom of the game and extract the MIDI from it. Unfortunately, the instruments are garbage and I have no idea how to assign instrument samples pre-export (if that is even possible) so it's pretty much useless.
Also, thanks. I know of noone who likes this track from Advent, but I appreciate the simplicity and atmospheric, yet epic mood it gives off. The ZX series holds true to having my favorite OSTs in the entire franchise, even though I'm a huge X series fan that overplays all those particular games lol
Ah yeah, that's one of those "formats" I was talking about XD. There is some way to export the instruments to a .sf2 file which would make it sound just like it did in the game when you play the midi file. (If your soundcard doesn't support .sf2 midi mapping, there are some programs you can download that can do it themselves)
As I said though, I really don't remember how I did everything... Sorry about that.
[quote=KuroBit]Ah yeah, that's one of those "formats" I was talking about XD. There is some way to export the instruments to a .sf2 file which would make it sound just like it did in the game when you play the midi file. (If your soundcard doesn't support .sf2 midi mapping, there are some programs you can download that can do it themselves)
As I said though, I really don't remember how I did everything... Sorry about that.[/quote]
VGMTrans outputs a DLS file. I believe these can be opened by FL Studio and ModPlug Tracker. It's a somewhat decent format, dare I say better than SF2, but it never really caught on as well as it should have.
A program called Viena, made by the same person as the one who made Synthfont, can open .dls files and save them to .sf2 format. It's basically a .sf2 editing tool.
Hmm... Well, isn't there some way to open the produced midi from a DS game and use the sf2 or dls file and somehow assign the instruments without FLstudio?
This may sound like an odd thing to suggest, but why not use the 0xx effect to play an ultra-rapid alternation between two notes? You can then increase the engine speed in such a way that the note alternations sound very close to being two notes (in two channels) played at the same time.
That way, you can play mind tricks by making the track appear to have more channels. The only downside is that compiling an NSF doesn't guarantee that the engine speed will be proper.
_______________________
Technology: the one thing that's hated & cursed at by all engineers, technologists, scientists & technicians!
That sounds like an interesting idea... But quite unexpected really. I think I'll avoid that kind of thing for the time being. Seems kind of strange to me for some reason. But surely, I'll give it a try some time.
Making the 0xx effect faster won't make it sound more like two notes. Once it gets fast enough you no longer get enough of a waveform for each slice to define the tone (also the slicing becomes its own audible tone).
It'll do something, but probably not what you want.
...Well, I think I can say without a doubt that this thread has been immensely educational. I wasn't aware that there was a program that could do that stuff with DS music in the slightest, and being able to turn DS instruments into actual soundfonts has far further reaching implications for me, that's for sure.
Now, there wouldn't by chance be a similar program for GBA games, would there? :D