I support Mario Party 1, 2, and 3 (US NTSC version only) in my midi tools. So the process would be:
1) Download and use the N64 Soundbank Tool
http://goldeneyevault.com/viewfile.php?id=302
Find the bank/midi you wish to edit the midi for. They are listed by address. If someone can give me the names of each song, I can update the .ini file to name the songs to help there. You can preview the song in the tool itself.
Example, for Mario Party 1, the first midi loaded is at: 0182AEC8 (Using Bank 4B)
Another one is when you first go in, and Toad says "Hey I'm Toad, I'll show you around Mushroom Village" is at: 01747490 (Using Bank 1E)
Export the soundfont to .dls, using the Write DLS Soundfont button. If needed, convert the soundfont to .sf2, if your midi authoring tool requires it, using a tool such as Awave.
2) Use a midi tool, to create a song using that soundfont. Make sure you use the exported soundfont as the instruments. An example of a free tool is Synthfont.
3) Open the N64 Midi Tool.
Load the ROM of your game.
Find the midi you were editing. Click import midi (loop checkbox, if desired).
Click Write ROM.
Note that this does not let you import bigger midis (nor does it update the internal game tables, as this tool is generic), they must be smaller in binary form.
4) Optional, export step. Import new instruments using N64 Sound Tool to the soundbank (note you would have to actually update your original soundfont with them too), click Inject, and Write ROM. You can update sfx in Mario Party 1, but not 2 and 3 (but you can edit instruments in all 3 games).
http://goldeneyevault.com/viewfile.php?id=212
Here is a tutorial Punk7890 wrote, though it was a bit more generic:
http://goldeneyevault.com/files/tutorials/miditool[punk7890]/n64miditooltutorial.pdf
Perhaps one day Party Planner 64 can incorporate this functionality, as my tools are open source. Here is the technical info on the tables midis are stored, in case that occurs:
This can also be used to change which soundbank, a particular midi will use.
Mario Party
Midi Listing at 015396A0 (4 byte header S2)
Midi Lookup Soundbank # at 0153992C
SS 7FFFFF000007A000029D280002A4C8
SS = Soundbank #
(Note that I believe actually the soundbank association, though in table, may actually be hardcoded)
Midi Listing at 01778BC0 (4 byte header S2)
Midi Lookup Soundbank # at 01778BFC
SS 7FFFFF000007A000029D280002A4C8
SS = Soundbank #
Mario Party 2
01750490 Midi Lookup (ROM)
00SS0000 07000000 OOOOOOOO LLLLLLLL
SS = Soundbank #
OOOOOOOO=Location of Midi (offset from 01750450)
LLLLLLLL=Length of Midi
Mario Party 3
01881C80 Midi Lookup (ROM)
00??SS00 07000000 OOOOOOOO LLLLLLLL
?? = ?
SS = Soundbank #
OOOOOOOO=Location of Midi (offset from 01881C40)
LLLLLLLL=Length of Midi
1) Download and use the N64 Soundbank Tool
http://goldeneyevault.com/viewfile.php?id=302
Find the bank/midi you wish to edit the midi for. They are listed by address. If someone can give me the names of each song, I can update the .ini file to name the songs to help there. You can preview the song in the tool itself.
Example, for Mario Party 1, the first midi loaded is at: 0182AEC8 (Using Bank 4B)
Another one is when you first go in, and Toad says "Hey I'm Toad, I'll show you around Mushroom Village" is at: 01747490 (Using Bank 1E)
Export the soundfont to .dls, using the Write DLS Soundfont button. If needed, convert the soundfont to .sf2, if your midi authoring tool requires it, using a tool such as Awave.
2) Use a midi tool, to create a song using that soundfont. Make sure you use the exported soundfont as the instruments. An example of a free tool is Synthfont.
3) Open the N64 Midi Tool.
Load the ROM of your game.
Find the midi you were editing. Click import midi (loop checkbox, if desired).
Click Write ROM.
Note that this does not let you import bigger midis (nor does it update the internal game tables, as this tool is generic), they must be smaller in binary form.
4) Optional, export step. Import new instruments using N64 Sound Tool to the soundbank (note you would have to actually update your original soundfont with them too), click Inject, and Write ROM. You can update sfx in Mario Party 1, but not 2 and 3 (but you can edit instruments in all 3 games).
http://goldeneyevault.com/viewfile.php?id=212
Here is a tutorial Punk7890 wrote, though it was a bit more generic:
http://goldeneyevault.com/files/tutorials/miditool[punk7890]/n64miditooltutorial.pdf
Perhaps one day Party Planner 64 can incorporate this functionality, as my tools are open source. Here is the technical info on the tables midis are stored, in case that occurs:
This can also be used to change which soundbank, a particular midi will use.
Mario Party
Midi Listing at 015396A0 (4 byte header S2)
Midi Lookup Soundbank # at 0153992C
SS 7FFFFF000007A000029D280002A4C8
SS = Soundbank #
(Note that I believe actually the soundbank association, though in table, may actually be hardcoded)
Midi Listing at 01778BC0 (4 byte header S2)
Midi Lookup Soundbank # at 01778BFC
SS 7FFFFF000007A000029D280002A4C8
SS = Soundbank #
Mario Party 2
01750490 Midi Lookup (ROM)
00SS0000 07000000 OOOOOOOO LLLLLLLL
SS = Soundbank #
OOOOOOOO=Location of Midi (offset from 01750450)
LLLLLLLL=Length of Midi
Mario Party 3
01881C80 Midi Lookup (ROM)
00??SS00 07000000 OOOOOOOO LLLLLLLL
?? = ?
SS = Soundbank #
OOOOOOOO=Location of Midi (offset from 01881C40)
LLLLLLLL=Length of Midi