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Originally Posted by s-island
Why format 0? Format 1 is much easier to edit with its multiple tracks.
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Basically, because I couldn't find a "midi2to1" program. Anyway, the tracks (and the instrument/patch information) are gone in format 0, but the channels are still there, so all I need to do to transfer it to Western music notation is open the resulting MIDI files in
Finale and select "Channels become Staves".
My main problem at the moment is a rather basic one: how can I tell which patches are being called in the original format 2 MIDI files? I used
MIDI File Analyser II to open the MIDI files in readable format, but I couldn't find where the patches are listed.
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You can find the default patch list of the MT-32 at the bottom of this file: http://www.queststudios.com/roland/docs/mt32-2.txt
The number of the patch changes in the raw MT-32 MIDIs correspond to this list. There are, however, some custom patches embedded in the MIDI files as sysex data that the MT-32 was programmed with on-the-fly as the MIDIs were played back. They're easily identified because they're all 256 bytes.
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Thanks! One of the reasons I'm not yet sure whether to focus on making Mt-32-type WAV recordings or AdLib-type is because of these custom patches, which would be difficult to reproduce without having the original equipment. The other reason is that most players would have heard the AdLib-type music, so an argument could be made that this was the "default" soundtrack for the game.
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There are some MT-32 emulators out there, but I don't know how accurate they are. They also require the original ROM files from the MT-32 to work, which are illegal to distribute. My suggestion would be to pick up a real MT-32, or preferrably a CM-32L or CM-64 which are later revisions of the MT-32 with minor differences. They also seem to be the models used for composing the soundtrack in the first place.
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Actually, I think it was found that the ROM is legal to distribute, according to
this history, at least.
I've tried a number of MT-32 emulators and Soundfonts.
The ones I've found so far are:
http://www.artworxinn.com/alex/
http://sourceforge.net/projects/munt/ (this seems to be an updated version of the previous one)
Instructions for MUNT were in the download zip. MT32_PCM.ROM and MT32_CONTROL.ROM are not provided, but I used the instructions
here to get them:
I did this, but found the resulting quality of the MT-32 emulation to be a bit iffy. Out of tune, and a bit slow. So proceeded to try a few other things.
Installing a soundfont player:
http://www.sygyt.com/en/installing-y...undfont-player
then using a mt-32 soundfont. That worked ok for tuned notes, but percussion was not correct, and Wally theme was missing.
Then tried using 16-mb soundfont from this website:
http://www3.telus.net/anapan8/oldscardemu.htm
Result: not that good
Other options:
Shan's Soundfont (136mb) (tried it, but it seems it's too large for my computer)
Silverspring soundfont (32mb)
8mbgm enhanced soundfont (17mb):
http://www.bredel.homepage.t-online....s-english.html
That last one seems to work, if I manually adjust everything.
For the Wally theme (channel=patch): 3=60 (f.horns), 1=24 (nylon guitar), 2=33 (fingered bass), 4=46 (harp)
the result is a close approximation of what it actually sounds like when I was playing the game, but not perfect.
Here's what it sounds like:
Link.
I'm also going to try this software:
http://erolfi.wordpress.com/scumm-explorer/
He also mentions a more specific one called "SCUMM Midi Player", but I can't find a download.
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A few years back, I also recorded the entire soundtrack: http://s-island.mixnmojo.com/monkey2.php
I edited the MIDIs, using the original transitions, so they could be played back as separate pieces so you won't find every transition in there.
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Yes, I saw that. I'm trying to record everything from the "Woodtick" section of the game, including every transition.
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The AdLib MIDIs were converted to whatever format the FM chip on those cards needed when they were played back. I don't know any more about that part. They're all dumbed down versions of the MT-32 MIDIs anyway.
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Except for the main theme, which was apparently written in AdLib first then adapted to Mt-32 (or so the notes in the Scumm Revisited 2 program say, anyway). Would some of the people working on Scumm know more about that, since they have to emulate this part?
Quote:
Originally Posted by LogicDeLuxe
For WAV files, maybe the Special Edition is just what you're locking for. The classic version is basically recorded from an MT-32, separated in stems and transitions ready to be mixed on the fly by the game. Unfortunately, they got some instruments wrong, though.
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So the special edition includes separate WAV files for all of the transitions, as well?