most people wanted me to release the files but i can only release the audio files and not the midi files because i didnt export these ones as midis. but i can give it to you in WAV form so take it, hold it, use it on something else i dont mind what you do: drive.google.com/file/d/1mDQg-z-JyDUtJxJ0E_754d_zA8b2Doty/view?usp=sharing however, some files may be loud like the bowser road theme so, i know you can fix that.. correct?
A lot of the samples were pulled from roland synths. the default gm.dls is basically a super cut down sc-55, and several samples are shared between that, sc88, and later synths
Let's pick the one, where all of the Super Mario 64 music is played through windows midi player. This PU is very powerful because by glitching into that PU we can recreate stars from OG universe and that way complete the SM64 in -1,5 A presses.
@@ayyndrew I suppose with the semitone stuff, yeah. It makes sense. Michael's songs were the result of specific invokings of the system of music that lived within him.
@@christiangomez2496I think Koji Kondo used the D-50 (or the rack mounted version, D-550) for some parts of the SM64 soundtrack. But the sounds should be identical to the S-50
11:40 THAT'S HOW THE ACCOMPANYING SYNTH ACTUALLY SOUNDS??? I had to go back to the OST to listen again. It always sounded in time for me, but now that I hear this kinda goofy ahh version of it I can't unhear how out of time it sounds now, even in the original version. That's insane to me.
I think that's intentional, I like it. It helps to convey a feeling of uneasiness to the track, but it only works well with the original instruments, reverbs, and fades. In this soundfont, it's just goofy.
The lead sound is off-set in the original because it has such a long attack, which basically means how long a sound has to play before it reaches its peak volume. Because of this, the lead sound kinda, pun not intended, leads into the sound and what would be perceived as the start of the actual lead sound. It's like reversing a clap sound before playing it normally for a more satisfying effect.
@kovy6447 Not really, most of SC-55 sounds were sampled and compressed to fit in Microsoft GS Wavetable Synth's gm.dls, which is the file that contains all the samples and instruments you hear in computer midi music, Doom's OST are just MIDI files, and they sound like that on windows's default soundbank
12:37 the backing instrument that plays the classic starman theme sounds awfully similar to the instrument used in Yoshi's Island's "Powerful infant" track, which was basically the precursor to this one
Simply because the Microsoft GS Wavetable (the shit that is used to play MIDI files on Windows, you could consider it as a soundfont) has all of its instruments based of a variant of the Roland SC-55 (or actually anything having Roland GS.), Nintendo used Roland GS Instruments heavily in their soundtracks during the mid 90s to the early 2000s. SM64 has those Roland GS instruments too.
I think it might be because this version lacks "release" in the instruments, making it sound way close to the SNES sounds. The SNES sound chip couldn't process the "release" at all on it's sounds, the instruments cut abruptly once the note stops playing, this was usually masked adding reverb to such instruments to add a little bit of fake release. It's something quite simple but makes the big difference.
Didn't have an N64 growing up, but I was very thankful for Nintendo porting Mario 64 to PC so I was able to play it on my family's Windows 95 computer. Good times.
there is a windows 95 version now, made by enigma9o7 in 2020 by minimally editing the code of the windows 7 version made by the sm64 pc port. enigma9o7 is inactive now but i'm pretty sure most versions of sm64 pc port that support OpenGL 1.1 can work on Windows 95 if a Windows app dev is available to compile it for you.
Wow this takes me back to 2006/2007 when I was in middle school learning how to play music. I told my social studies teacher about playing music and he told me about MIDI. I remember looking it up and downloading a ton of MIDI files from a bunch of websites, some a bit sketchy. I downloaded a program called Notation Performer which turned the MIDI files into readable sheet music. Classical music, mortal kombat, and of course Mario were among the files I downloaded. Some of these sound near identical to what I heard back then. I just remember being so amazed, watching the music go by as the computer basically played music on its own without my input. Pure magic back then. I even made videos with that program, which are still on my channel. Thanks so much for sharing, really.
I did the same thing, with a program called Noteworthy Composer. The computers in my high school's music classroom had Sibelius but I never learned how to use it. But instead of playing flash games in break times I'd load midi files into Noteworthy.
@@wingstosky256this is because Koji Kondo used either a Roland SC-55 or a SC-88 for those two tracks, most sample sounds on the Windows Wavetable come from those two, which is why it's nearly identical
@@BluelightAmelia as far as I know, the windows wavetable synth includes SC-55 patches, and JV-1080 patches, not SC-88. though, I could be wrong. none of them sound like an SC-88 though :P
Are you thinking of those MP3 to MIDI converters perhaps? In this case, these are likely not using those and are instead using ripped versions of the sequenced music from the game. So really it’s more accurate to say this is a sound font swap lol
but trust me, before editing all of the tracks everything sounded like acoustic pianos and nothing much. the drums we're one hell of a story too especially hmc
@@maikerunezumiWell windows midi instruments are basically Roland SC55 bank but compressed. Mario 64's instruments are also SC55/88 instruments so there's instruments that sound very close. I remember trying things with the windows instruments back then and realizing Mario 64 pause SFX was literally using Windows' "organ" sample but with reverb.
It's like the opposite of the really low effort "in sm64 style" midiswaps because the underlying midi track is high quality enough that it's perfectly transferable to another set of sounds
Windows Media Player uses the Microsoft GS Wavetable Synth which is a virtual copy of the Roland SC-55 Sound Canvas, which was used for most early 90s PC games including DOOM to live-perform the music. Being the most popular sound module of the time it's why some tracks like Plant's Lullaby sound almost identical as it's possible the composer of this game used some SC-55 instruments in the game.
That's pretty much the kind of sound Nintendo would produce for a mainline Mario game if, in the 1990s, it created a workstation-style PC designed to play its products and those of its business partners. It's absolutely plausible that the Roland Sound Canvas SC-55 - the most famous of 90s General MIDI modules - would be almost the exclusive source of instrumentation for the music of games made for a 90s Nintendo computer. Believe me, that module has EVERY instrument and drumset it needs to be that.
This video made my day, seriously. It's amazing how such small details become noticeable when you use a different soundfont, some are almost identical, some are goofy and the rest are amazing.
this is like the midi version of reverse engineering since so many of windows' general midi samples are taken from the same roland synths that koji kondo used
The pre-2005 versions were reproductions, these came straight from the game itself. We only got proper SM64 MIDI editing/ripping tools around 2016-ish after the decompilation project finished reverse engineering the game's sound engine. Around the same time, RU-vid was taking it where the sun doesn't shine from Nintendo at their absolute worst, so it was forgotten about for a while.
The whimsical, intellectual vibe of File Select is just gone 😐 pannenkoek just says floor detection is broken some odd thousands of units away uninterested instead of ✨parallel universes✨
pointing out some issues because 🐟 0:01 a few pitch bends are missing, i mean like 5 thousand of pitch bend instructions are missing steel drum is supposed to be 1 octave up 2:54 is that a trumpet at the end? should be french horn 4:15 although voice ooh a.k.a. voice doo does sound like sm64's duuh, its a synth voice 5:32 handclap should be an acoustic snare 6:50 why are the 2 e.piano tracks are different instruments 7:03 yes i know its a french accordion in sc-55 but its a bandoneon 8:35 the bass track is bass & lead instrument 10:07 the trumpet (muted trumpet?) is tabla, recreated with muted e.guitar at D4 and Db4 11:19 is this even a dist.guitar and charang? 14:29 its tabla: F#5 is tabla "garun", Eb5, E5 and F5 are tabla riffs, tho they dont exist in GM but it does in GSm but rarely appears in soundfonts the second sitar is koto, 1 octave up 15:53 first notes that go like C F G Bb Bb G F G F C C F G C is melodic tom 18:33 is this brass? should be trumpet 19:18 i like how you did strings to replace that wind instrument, but its breath noise its not an celesta, it's agogo and 1 octave up or maybe 2 21:04 same accordion thing here also one of the tracks is an electric piano, i really can't hear it or its an accordion here
It's crazy how it isn't *completely* different from the original so it kinda feels like that null space between the part of a sneeze where you feel it building up but it starts going away leaving you unsatisfied but like you can just *barely* get it to come back by looking at a bright light