Obtaining SoundFont (.sf2) files
If you want to obtain samples from non-GBA games, or obtain samples from a Multi or Drum instrument, you’ll need to get the .sf2 file containing them and all the panning/loop/frequency adjustment values as well.
There are two main methods I’m going to show you which will allow you to rip samples from any GBA game using the Sappy/M4A engine as well as most NDS games. Additionally, any other game or source that you can obtain an .sf2 from will work with this.
But first, you have to get your .sf2 file.
Exporting GBA SoundFonts
This requires the use of a program called GBA Mus Riper (sic). Extract it to your favourite music folder and read the reame.txt (sic) included with the program. We’re using the SoundFont Riper function. Instructions are as follows:
== 1) GBAMusRiper ==
This is the main program which does everything automatically. Normally you’d only want to use this one, but the other parts can also be used individually too.
It detects the presence of the sappy sound engine in a given rom, and converts all detected songs to .mid files, and rip all detected sound banks to a .sf2 file.
To use this program you’ll need Java Runtime Environment (JRE). To know if you already have JRE installed, just enter in a command line and type “java” then enter. Normally you should get a long message explaining how to use Java from the command line. If a short error message appears then JRE isn’t installed on your machine and you should download it from the internet.
Now to use GBAMusRiper. Enter a command line and go inside the \bin directory (type “cd bin”). And type:
java gbaMus.GBAMusRiper name_of_your_rom.gba
You’ll need to use a command prompt for this. In order to use the SoundFontRiper.class, we have to direct the command prompt to the correct folder first. So if your \bin directory is in C:\Users\Agro\Documents\FE Editing\gbaMus\bin, then in your command prompt you must type:
cd C:\Users\Agro\Documents\FE Editing\gbaMus\bin
The program will take care of everything itself after that. You should obtain a .sf2 file with the same name as your .gba file, e.g. fe7.sf2. After this. You’ve gotten your SoundFont!
Exporting NDS/Other SoundFonts
This is really easy. Just follow the steps outlined in this topic. Also, make sure that you export as .sf2 files, and not .dls files. .dls files don’t support certain functions so .sf2 files are better, in this case. Note that when you rip .sf2 files from NDS games they are on a per-song basis. In some games, songs do not share the same .sf2 file so you may have to rip sounds from each song individually. I’m sure you’ll figure it out.