GBAMusRiper (a conversion tool I made)

Talk about anything and everything, preferably related to video games. Please read the other board descriptions before posting here.

Moderator: Administrative Staff

GBAMusRiper (a conversion tool I made)

Postby Bregalad » Thu Jul 26, 2012 4:25 pm

I made a tool in Java to rip music from Game Boy Advance games into MIDI (.mid) and Sound Font (.sf2) format. When used in combination, for example using the BASSMIDI driver, the resulting files sounds extremely close to the original song, and without emulating the Game Boy Advance in any way.

Download here : http://www.romhacking.net/utilities/881/

Just don't submit MIDIs ripped with this to VGMusic please.
Bregalad
Member
 
Posts: 266
Joined: Wed Sep 01, 2010 2:47 pm
Location: Switzerland

Re: GBAMusRiper (a conversion tool I made)

Postby Pizzaking271 » Fri Aug 03, 2012 12:33 am

Good! Question is, though, how do I run it with the command prompt?
I have taken over the Internet! :P
User avatar
Pizzaking271
Member
 
Posts: 52
Joined: Sun Jul 15, 2012 5:22 am
Location: Britain

Re: GBAMusRiper (a conversion tool I made)

Postby Bregalad » Fri Aug 03, 2012 3:51 pm

There is instruction in the redame file, but as they are apparently not clear enough I made a better explaination on the Romhacking.net boards.
Bregalad
Member
 
Posts: 266
Joined: Wed Sep 01, 2010 2:47 pm
Location: Switzerland

Re: GBAMusRiper (a conversion tool I made)

Postby Black_Wing » Wed Aug 08, 2012 1:49 pm

Might want to add that you need to have file you are trying to convert inside the bin folder. Took a little trial and error as I haven't touched Java. Tried this with Tactics Ogre: The Knight of Lodis and it worked like a charm.

Oh nice, perfectly ripped the voice sample from Castlevania: Circle of the Moon.
Image
User avatar
Black_Wing
Member
 
Posts: 150
Joined: Sat Jul 30, 2005 5:01 pm
Location: Minnesota

Re: GBAMusRiper (a conversion tool I made)

Postby Merit Celaire » Thu Aug 09, 2012 3:18 pm

This is still one thing that I just don't understand... what in the heck is the purpose of the "Direct Sound 1" and "Direct Sound 2" channels. I'm still baffled because I thought those types of channels would somewhat work like Super Nintendo music channels... o_O
Merit Celaire
Member
 
Posts: 688
Joined: Thu Aug 04, 2005 7:17 pm
Location: Florida (United States)

Re: GBAMusRiper (a conversion tool I made)

Postby Jayster » Thu Aug 09, 2012 9:35 pm

Not completely sure of everything, but I believe the GBA mixes and process all of the samples within software and outputs it through two channels, a right and left channel, or Direct Sound 1 & 2. It doesn't have a separate channel that can play a sample at a time like the SNES. As for how many samples the software could mix and output through the direct sound at a time, I'm not sure of the limitations, but I would bet it would have to do more with the CPU usage than anything, so there would have to be a trade off between the sound and the game itself.
User avatar
Jayster
Member
 
Posts: 777
Joined: Sun Jul 31, 2005 4:38 pm
Location: Colorado

Re: GBAMusRiper (a conversion tool I made)

Postby Pizzaking271 » Fri Aug 10, 2012 4:54 am

Yeah, I'm confused too! Why would Nintendo make a console that uses voice samples like a Sega Genesis? :?
I have taken over the Internet! :P
User avatar
Pizzaking271
Member
 
Posts: 52
Joined: Sun Jul 15, 2012 5:22 am
Location: Britain

Re: GBAMusRiper (a conversion tool I made)

Postby Bregalad » Sat Aug 11, 2012 8:30 am

It's basically what Jaystair said.

Instead of providing hardware to play samples like the Super Nindendo does, the Game Boy Advance's Direct channels just allows to play back a sound buffer where the program can mix whatever it wants. You can think of it being like on a PC - you send a few samples for a short amount of time and the hardware play it, but you need to send something again when it has completed playing.

The only limitation then becomes the CPU itself - and unfortunately in the GBA's case the CPU is not very powerful therefore the number of simultaneously playing samples and the quality of re-sampling are usually mediocre.

The sappy sound engine, which is what most games used and what the ripper can rip allows games to select from 4 to 12 sound "channels" which works similarly to Super Nintendo's channels. However, if a game chooses 12 channels, the music engine can take a lot of time to complete, while if it chooses 4 channels, it is guaranteed the music engine will be reasonably fast.
Also the sampling rate is selectable, and most games selected a low sample rate to avoid lagging.

When music is played after being ripped by GBAMusRiper, it is played entirely by MIDI - no GBA is being emulated - therefore there is no limitations in sample rate and number of simultaneously playing channels (or I'd say those are limited to your PC instead of your GBA - which is thousands of times less limited).
Bregalad
Member
 
Posts: 266
Joined: Wed Sep 01, 2010 2:47 pm
Location: Switzerland

Re: GBAMusRiper (a conversion tool I made)

Postby jhonsmith » Tue Dec 18, 2012 5:51 am

Hello dear...
i think its might want to add that you need to have file you are trying to convert inside the bin folder. Took a little trial and error as I haven't touched Java. Tried this with Tactics Ogre: The Knight of Lodis and it worked like a charm...!!! :| :arrow:
testking free brain dumps questions testking free brain dumps questions
1y0-a18 dumps 1y0-a18 dumps
ccip dumps ccip dumps
FCNSA dumps FCNSA dumps
70-515 dumps 70-515 dumps
jhonsmith
Member
 
Posts: 1
Joined: Tue Dec 18, 2012 5:31 am

Re: GBAMusRiper (a conversion tool I made)

Postby Darkmind » Mon Jan 07, 2013 3:46 am

I just got a look at this, pity that the pokemon games don't seem to work, even though I'm almost sure they're Sappy sound engine format. Good stuff nonetheless! :) If you can find a way to support Pokemon, I could work on a soundfont for it.
Darkmind
Member
 
Posts: 44
Joined: Fri Aug 25, 2006 3:26 am

Re: GBAMusRiper (a conversion tool I made)

Postby Blitz Lunar » Wed Jan 16, 2013 2:24 pm

Bregalad wrote:Just don't submit MIDIs ripped with this to VGMusic please.


Don't worry, I'm sure people will :)
To make it easier on us though, consider adding some kind of "converted by GBAMusRiper" text into the tracknames of midis made with it (that is if you haven't already, haven't used it myself yet.) Might be a wise idea to do this for other purposes as well, quite what I dunno. Just a thought.
iridescent audio : youtube
#maj7 @ irc.esper.net
User avatar
Blitz Lunar
Update Staff
Update Staff
 
Posts: 3901
Joined: Sat Jul 30, 2005 6:36 pm
Location: UK

Re: GBAMusRiper (a conversion tool I made)

Postby Bregalad » Sun Jan 20, 2013 8:04 am

Well it sucks if people use my tool for this purpose, hopefully nobody will.
Anyway it could be easily detected. I output MIDI format 0 which is quite rare, most sequencers record in format 1. The reason I used format-0 is that it is simpler to output such a MIDI in binary (only a single track to deal with, all events in it).
So if you see MIDIs with plafrom = GBA, Delta-time value = 24 and midi format 0, chances are they were converted with GBAMusRiper.

Anyways, all these things can be edited out... I mean it's not hard to convert from format 0 to format 1 (most sequencers do it by default), as it is easy to remove a "converted by ..." message. But some people are so dumb they don't even remove this and submit MIDIs here.
Bregalad
Member
 
Posts: 266
Joined: Wed Sep 01, 2010 2:47 pm
Location: Switzerland


Return to General Message Board

Who is online

Users browsing this forum: Google [Bot] and 1 guest