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View topic - Martin Konrad strikes again ..

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  • Joined: 24 Jun 1999
  • Posts: 1732
  • Location: Paris, France
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Martin Konrad strikes again ..
Post Posted: Sun Jun 04, 2000 9:13 pm
MOD2PSG is now available in the Sources section of the site.
This is a converter making Z80 source code playing a music out of a 4 channels modules.
Although result can be either very good or bad depending on the source module, creating a dedicated music for a new SMS/GG project suddenly became very good.
Thanks Martin :)
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Martin
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Post Posted: Mon Jun 05, 2000 11:27 am
The main problem are probably the volumes of the samples.

Example:
If there's effect $C (set volume) with an effect argument of $20 = 32 the sound will played with this volume (i.e. 15 - ($20/$40*15)). But it does not matter how loud the sample data itself is. I'll try to check this in the next updates.
 
  • Joined: 29 Jun 1999
  • Posts: 68
  • Location: Houston TX
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Post Posted: Mon Jun 05, 2000 2:50 pm



Quote
> MOD2PSG is now available in the Sources section of the site.
> This is a converter making Z80 source code playing a music out of a 4 channels modules.
> Although result can be either very good or bad depending on the source module, creating a dedicated music for a new SMS/GG project suddenly became very good.


Would this work on a Genesis too? Even after having done a lot of Genesis programming, I know very little about sound programming?


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Re: Genesis MODs
Post Posted: Mon Jun 05, 2000 3:38 pm
Of course. I'm sure it would.
Would be stupid if the Genesis' sound chip was worse than the Game Gear's one. But I haven't tried to program Genesis yet.

The main thing MOD2PSG does is converting the period values into PSG frequencies.

Probably some XMs (or MODs) with more than 4 channels would work (and hopefully sound) well on Genesis.

BTW: There's a little update (v1.1). I've sent it to Eric.
 
  • Joined: 24 Jun 1999
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  • Location: Paris, France
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Re: Genesis MODs
Post Posted: Mon Jun 05, 2000 10:08 pm
Quote
> Of course. I'm sure it would.
> Would be stupid if the Genesis' sound chip was worse than the Game Gear's one. But I haven't tried to program Genesis yet.

The Megadrive (I hate saying Genesis, hehe) have differents kind of sound hardware, one being a PSG just as the one on the SMS. Also it features that Z80 that actually control those chipsets.
So basically little change of your code could make it usable for a Megadrive project, using PSG of course (the FM chip on the Megadrive is technically better, still).

Quote
> BTW: There's a little update (v1.1). I've sent it to Eric.

You can send to me too if Eric is away ^_^
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  • Joined: 28 Sep 1999
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Re: Genesis MODs
Post Posted: Mon Jun 05, 2000 11:53 pm
Quote
> > Of course. I'm sure it would.
> > Would be stupid if the Genesis' sound chip was worse than the Game Gear's one. But I haven't tried to program Genesis yet.

> The Megadrive (I hate saying Genesis, hehe) have differents kind of sound hardware, one being a PSG just as the one on the SMS. Also it features that Z80 that actually control those chipsets.
> So basically little change of your code could make it usable for a Megadrive project, using PSG of course (the FM chip on the Megadrive is technically better, still).

You could also use the YM2612's 8-bit DAC to just output
raw samples. This is how the 'SEGA' sound effect and most
complex effects in games are done. Of course it would take
a lot of Z80 processing time, but then again it's for
dedicated sound use. Theoretically you could have as many
channels as the Z80 could mix samples together at the
replay rate desired.

It would be harder (and maybe interesting) to convert old PC
mods designed for the Adlib sound card, since the Adlib and
the YM2612 have a lot of similarities. Some of the better
known packs out there like rdosplay and edlib have a load
of modules with them to test.



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Re: Genesis MODs
Post Posted: Tue Jun 06, 2000 5:54 pm
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> It would be harder (and maybe interesting) to convert old PC
> mods designed for the Adlib sound card, since the Adlib and
> the YM2612 have a lot of similarities. Some of the better
> known packs out there like rdosplay and edlib have a load
> of modules with them to test.

Adlib modules?
Who wants to hear ProTracker modules on Adlib?
Do you have some examples?
 
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Re: Genesis MODs
Post Posted: Tue Jun 06, 2000 5:56 pm
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> The Megadrive (I hate saying Genesis, hehe)

I don't like saying Genesis very much because I heard it too many times, hehe.

Quote
>have differents kind of sound hardware, one being a PSG just as the one on the SMS. Also it features that Z80 that actually control those chipsets.
> So basically little change of your code could make it usable for a Megadrive project, using PSG of course (the FM chip on the Megadrive is technically better, still).

If you can give me a little example I could maybe include a command line option for Mega Drive.
 
  • Joined: 28 Sep 1999
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Re: Genesis MODs
Post Posted: Tue Jun 06, 2000 6:41 pm

Quote
> Adlib modules?
> Who wants to hear ProTracker modules on Adlib?
> Do you have some examples?

I didn't mean ProTracker modules on Adlib, that would
not sound very good at all. :)

These are modules designed for the Adlib, using custom
trackers like amusic, edlib, etc. Here are some archives
with modules and players if you're interested.

ftp://us.hornet.org/pub/demos/music/programs/trackers/edlb105a.zip
ftp://us.hornet.org/pub/demos/music/programs/trackers/sadt2.zip
ftp://us.hornet.org/pub/demos/music/programs/trackers/radv1_1a.zip
http://sorry.vse.cz/dimension/rdos/rdosplay/rply021b.zip
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