BR1GHT PR1MATE wrote:ah yes, so a .nsf player or .mod player is likewise irrelevant because you could just play them from a tracker, yet there are quite a few of both.
from what i understand, .NSFs and MODs are each special cases.
.NSFs are more readily playable because the format is basically a wrapper for the original audio data, which equates to low-level hardware instructions. if you have a emulator that understands these instructions faithfully, then it's irrelevant whether you used Famitracker or some closed-source dev kit tool to write the music, as long as you were only concerned about the result being a compiled NSF.
.MODs are "relatively" easily to decode and playback because the .MOD format is basically a bunch of info about the module itself + the note data + raw sample data. that data tends to be hardware-agnostic, so you wouldn't need to faithfully emulate the original hardware; all you need is a program that can decode and play the samples in the order that the note data dictates. (how accurate the resulting playback is to the original author's hardware is another story though). the MOD file formats have also been documented well enough that a programmer could accurately interpret the data.
.lsdsngs, by contrast, consist of data that does not directly correlate to hardware playback instructions. for them to be more readily playable, you'd need a tool that could convert an .lsdsng into a .GBS file (which is the game boy equivalent of NSF files). but all i could find through some quick googling is johan saying that to do so is "hard".
can anybody with more GB technical expertise (nitro2k01 maybe) elaborate on what exactly makes this process hard? what's the significance of the "bank switching" that johan described in the thread above?