1

(16 replies, posted in Sega)

Shiru wrote:

I can provide help with sound code when you will have completed game (without music/sound).

That would be much appreciated indeed, thank you.

2

(16 replies, posted in Sega)

Shiru wrote:

Of course, just write a sample player or reuse an existing one. It is easy, if it just plays samples and nothing more. It is difficult to make a driver that plays FM and samples using just Z80. Easiest way is to play FM and PSG on M68K side and samples on Z80 side, stopping Z80 when you need to write 2612 registers.

When you say Z80, that is the Zilog Z80 which is an 8-bit microprocessor right? Because I know practically nothing about all this as I am just starting out, I didn't really understand anything else you said at all lol. I am guessing I would be the most knowledgeable user on this forum. I will talk to a few people I know that know a little about this stuff as to not bother you with a million questions I could probably come up with. I appreciate your reply, thank you. Oh by the way, I am an amateur musician who is attempting to compose the music for a new home-brew Megadrive game, I can write the music okay, but this world of video game music making (hardware / software) is COMPLETELY new to me.

EDIT: So m68k is the port of Linux to run on systems using Motorola's microprocessor? Megadrive's CPU is a Motorola 68000 correct? So to start off would you recommend downloading Linux and trying to get my head wrapped around that? Or being at the level I am at (starting out) is there something else you would recommend?

3

(16 replies, posted in Sega)

shitbird wrote:

This might be a dumb question, but are you using the S command in one of the PSG channels to play the sample? If it can be loaded and heard in the sample editor, I don't see why it wouldn't  work on the tracker. ):>

Yes I was using the s command on one of the PSG channels. I'm guessing the FM channels are also incapable of doing it?

Shiru wrote:

TFD format does not support PSG or samples, and never will - it was designed for other purposes and now is obsolete. Currently there are no players to use music made in VGM MM in games.

That sucks, so is there ANYWAY at all to be able to get a .wav sample into a Megadrive game? Even if you somehow have to diminish the quality of it quite a bit.

4

(16 replies, posted in Sega)

Hello, I am new here and am starting to get into VGM Maker to compose music for the Megadrive. I am yet to fully understand the program and do not know a whole lot about the Megadrive's music limitations on the technical side of things.

I am using VGM Maker v1.02 and want to add .wav sample for a sound effect in a game. Once I export it as TFD file for the Megadrive, I compile it using BasiEgaXorz and test it on a Emulator using a .bin file and it doesn't work. My source code on the ROM side of things is okay, but I know there are limitations with .wav files regarding VGM and the Megadrive and want to know what they are.

I have a .wav that was stereo, I changed it to mono using Adobe Audition 3 with the lowest quality settings possible that I know of. I then added the sample into VGM and it worked (I can hear it), but then the emulator won't play it. Is there something specific I need to do with the Global PMC Quality settings? it says the total bank size of the .wav file when loaded into VGM is 17928 bytes, is this too much?

If anyone knows anything please explain to me in basic terms as I am a beginner and any help would be appreciated.