Burning Force I was able to convert without issue as soon as I shortened the name to bftu1-mdesp.it. The one for Chrono Cross, on the other hand, I am having trouble, even though it should be working, so I'll take a look at it by transferring all the samples to a new IT file and see if that doesn't help. Might have to do with the envelopes.

Anyone who has ever looked into SNES Music creation has heard of MML and usually Addmusic for the Super Mario World ROM hacking scene. Well, someone created a neat little Python script that will take your specially crafted IT module into an SPC with ADSR envelopes, noise generation, pitch modulation and so on. I've been using it quite a bit lately and I love it. Came out some time last year and it requires no knowledge of MML to use it, but it helps a tiny bit for some other types of effects, like tone portamento.

Link:
https://github.com/jyosh1/it2amk/releas … .1.0.1.zip

Example SPC files with ADSR envelope settings done in the instrument/filename boxes, echo and so on:
https://www.dropbox.com/s/rlnrfhatb8bws … x.zip?dl=0

They might have a small delay. This can be fixed by loading up the Super Mario World ROM it needs to convert music into an emulator )like SNES9x, ZSNES, etc.) and re-capture the SPC for it to trim the starting delay. Still, the ADSR envelopes allow for greater control without having to worry about the rather glitchy GAIN. I know that SNESMOD now has ADSR, but from the last time I looked at it, it was rather confusing on how to implement it and it was done on a per channel basis instead of per instrument. This might help. If you've used XMSNES, you can take the FIR filter values you used, either from an old copy of C700 or that you would craft on your own, and use them the same way here (just the FIR values, though).

Bope this helps folks looking for SNES music that can be tracked with ADSR and with all the effects one could need. If you need more info on noise and pitch mod, simply check the readme's IT2AMK comes with and it's example IT/SPC files to gain some understanding of how they work.

EDIT:
By the way, just like with XMSNES and SNESMOD, you have to use this in the command-line. It is rather easy though. After you add your IT to the Addmusic_list.txt, simply type:

it2amk name_of_module

Do not add .it at the end as it won't work properly. Just the file name without the extension. Hope that helps! Be sure to check out the it2amk_readme_files folder for all relevant info you'll need.

3

(147 replies, posted in Nintendo Consoles)

Oh, I see what you mean about the features and I'll take a look at that rom when I get the chance.  Also, I wish you good luck on getting that worked out!

4

(147 replies, posted in Nintendo Consoles)

Interesting.  Also, I actually thought SNESMod, your version, had more features.  Hahaa.

As for the gain issue, that may be it.  I personally have no experienced any issues with clicks and pops in audio using XMSNES at all, but I also only worked with it using the reduced amplitude samples.  I think that was the point I wanted to make when I made my last post, but I think I was kind of distracted, so my mind wasn't exactly clear.  Still, glad you were able to interpret what I was getting at. lol

Still though, the song you linked, I didn't really hear any issues with it, so not sure why most music made with SNESMod has the clicks and pops in it while this one didn't.  Guess it was the effects were used or how the samples were handled.  Either way, good to know.

Glad SNESMod is still getting love.  It was my first adventure into making SNES music. big_smile

5

(147 replies, posted in Nintendo Consoles)

I actually tried various samples and always had the clicks and pops with SNESMod.  As I said, the sound of them was reduced when I made them have a lower amplitude, but they were still there.  However, in XMSNES, with all the samples tested, nothing.  And it sounds like the clicks and pops are there at the very start of the sample playback and during release or at the end of release.

Not sure what XMSNES does differently, but I found it odd because a quick glance at the source of both SNESMod and XMSNES suggested that they both use the same drivers.  Mind you, again, quick glance.  Could very well be wrong.

6

(147 replies, posted in Nintendo Consoles)

It's a shame we don't have any updates from cTrix on the SNES Sequencer (I know him and Ferris are really busy), but I ended up finding the updated version of SNESMOD on nesdev being worked on by Augustus Blackheart and, I think, KungFuFurby (not so sure on his involvement), but the clicks and pops were still there.  I did find, however, an alternative solution.  It takes a little bit more finagling and it does involve a little bit more work and access to a DAW and the C700 VST, but XMSNES works pretty well.  It still uses Direct Gain like SNESMOD, but there's not clicking and popping.  The way to set up echo/FIR is by following the instructions in the text file provided, but it leaves out some crucial info.

00-7F => 0 ~ 127 (positive values)
80-FF => -128 ~ -1 (negative values)

The XMSNES manual shows that the coefficients in instrument names spaces is essentially this:

>//7F00000000000000430

Broken down, it's:
> (read)
// = Echo Vol L/R (check C700 VST to change these values properly)
7F00000000000000 = c0 ~ c7 (FIR filter values; check above)
4 = Echo Delay (in hex)
30 = Echo Feedback (in hex)

In order to get a good gauge on how the echo with FIR filter will sound with your music, you can test out values in C700 VST and then simply copy the value (it has a button for that at the very bottom of the GUI) and paste it into your music.  Set your echo to enabled using E03 and E01 for the channels you want it turned on for.  The great thing is that it supports dynamic echo channel switching off or on.  The new SNESMOD does as well, so that's a great thing.  Two of the major things XMSNES lacks that the new SNESMOD has is Pitch Modulation and Noise Generation as well as Global Volume for your music.  It will always be a value of 7F (127) even if you set the volume via Gxx in your XM module.  Best way to control volume is by playing with your instrument volumes and the actual sample amplitude.

I'm personally waiting for SNESMOD to get ADSR envelopes and click/pop-less playback, but until then, I'll use XMSNES for the cleaner audio.  Although, if you want better features, use the updated SNESMOD.  Still highly recommended.

Note:
The XMSNES version I linked is older than the one found on Github, but it seems to be about the same in functionality, so I'm just linking the one I'm using that has great results.  Also, if you're going to tweak a piece using XMSNES, be sure to delete the generated SPC before regenerating. Seems the program has an issue with replacing the file...I don't know why.  I just use a BAT file to delete the SPC and then have the program recreate the SPC.

7

(22 replies, posted in Nintendo Consoles)

Another SNES tracker in the works?  This year is gonna be the Year of the SNES.  Can not wait!  much hype

8

(147 replies, posted in Nintendo Consoles)

omg, yes.  It's happening, it's sexy and I personally can't wait for this!

9

(147 replies, posted in Nintendo Consoles)

Yeah.  I can't wait until their done with it.  It's gonna be great!

10

(147 replies, posted in Nintendo Consoles)

Augustus Blackheart wrote:

You can already do ADSR envelopes with SNESMOD.  Also, KungFuFurby added Pitchmod and Noise Generation to it.  It's in this thread (Page 6)

Apparently not.  I checked several times with different options and every time I opened a converted SPC into SPCTool, it would show that all instruments were Direct Gain.  Unless you know of some secret that I don't. lol

I saw that post.  I have yet to add those functions in with what he provided, but I still don't see any commands or ways to set up ADSR.  Using instrument envelopes doesn't do that, just controls gain.  Mind you, I'm using the 2009 version, slightly modified to "fix" FIR filter values beyond the 127/-128 that were coded into it, which didn't seem to work all that well anyway.

11

(147 replies, posted in Nintendo Consoles)

cTrix wrote:

Yeah man - I love OpenMPT also.  Segamusix (the lead dev) is one of my German drinking chip-bro's when I'm in EU.  Also one of the best peeps in the universe.

We (ferris & I) looked at doing XM import or something like that, but we are more focused on making a tool which is a good tracker from the outset... uses standard command sets (like OpenMPT) but gives WYHIWYG access to all the SNES internals.  We are working on our own UI for Envolopes and DSP.

You'll love this shiz man - trust me!  There's just lots of data mashing to deal with - the SNES does some wierd shit.  And also not launching without a live mode so people can rock out on stage with it.  All very well opening up the "SNES wave"... be we want to open up "the SNES wave which rocked"

Also, Welcome to the community :-)

Thanks for the warm welcome!  This is awesome news to wake up to!  I completely understand and am very happy to see this still in production and that you guys are hard at work on this.  My dream of finally being able to work on SNES tracks is coming true and you guys are at the forefront of it all.  Thanks for your hard work and, I know I speak for everyone else here when I say, we all look forward to this getting completed!  To the "SNES wave"!

Hey there,

I just signed up, but I've been to this site before to look for various tools and things for working on chip music.  I've been working on chip music WAY back during the later days of Impulse Tracker and the old days of MODPlug Tracker.  I pretty much started in my later years of High School and started out with simple XM and IT renditions of Sonic 3 music (with recorded and non/looped FM waveforms) and my own half-assed music (I suck at composing my own stuff lol).

Anyway, nowadays, I mostly work on Gameboy conversions of music from the RPG Maker series (mostly because there's a graphics pack sold by them and the GB renditions of the editors music works really well with it) and SNES stuff, which I've been commissioned to work on some custom music for an RPG being made in the latest version of RPG Maker for the PC to be as close to the SNES experience as possible, so they called me up to produce some tracks for them with authentic SNES sound, rather than just using a soundfont and modern VST effects.  I make my own samples as well using modern VST synths or even my old, cheap synth.

I love NES, SNES, Genesis, GB/C/A, DS, N64, PS1/2 and Wii (sequenced and streamed) music and have always been a fan since I started playing FF2 (FF4j) and found out about tracked music.  That's another thing.  My favorite game on the SNES, including it's GBA counterpart (the other ones don't really count for me) is FF4 since that was the first real RPG I played when I started gaming on the NES and made the transition to the SNES.  After that would be Super Mario RPG: Legend of the Seven Stars, FF6, Terranigma (I had to play this via emulation since it was never released in the US), Seiken Densetsu 3 (emulation again) and even the very poorly rated Tecmo Secret of the Stars.  I know, I'm weird, but I like that game, even its steep difficulty.  I'm also someone who like Beyond the Beyond for the PS1, but mostly for the music.

My favorite VG composer used to be Nobuo Uematsu, but that changed when I really listened to some more of Motoi Sakuraba's music.  He is my absolute favorite composer and right next to him is Mr. Uematsu.

Closing up, I'll mostly be lurking, but I like to put in my 2ยข every once in a while. I'm mostly interested in the progress of the SNES Sequencer Cart and the improvement of SNESMOD.  C700 is great and all, but I like the converter better...I can't really say why.

13

(147 replies, posted in Nintendo Consoles)

Personally, if they can just update the SNESMOD converter to include noise channels, pitch mod and ADSR envelopes, that would be enough for me.  I prefer using something like OpenMPT or Schism to make the tracks and then just converting.  Combining the DSP Editor in SPCTool with SNESMOD allows you to get the values you need for the FIR filter and listening to how it affects the echo in real-time.

Anyway, yeah, I'm new here, but I saw this project and just had to say I'm really thrilled to see this.  Keep up the great work fellas!