17

(2 replies, posted in Nintendo Consoles)

Noplanet wrote:

Anyone have an executable build of the SNES tracker to run on SNES?

https://github.com/bazzinotti/SNES-Tracker

Or any other native SNES music programs(other than OG mario paint, already got that)

I see song players and whatnot, looks like most stuff is composed on PC and compiled for playback on SNES.

The software you linked to works (sort of) but it runs on Linux, macOS and Windows, not on the SNES. It produces output that can be played back on real hardware or in an emulator.

A few people in the past have attempted to make native SNES music trackers but I haven't seen any released publicly. Since the SNES mostly just plays back samples people generally just use existing sample trackers and then use converters like XMSNES or SNESMOD to convert the track to be played on the SNES.

18

(19 replies, posted in Nintendo Handhelds)

nitro2k01 wrote:

The downside with lsdpack is that the files can become pretty enormous, to the point that a 1 MB ROM might fit just one song.

Yeah, it's not ideal for playback on original hardware. It's not in the title but OP clarified that they were looking for a way to play them on their computer.

19

(19 replies, posted in Nintendo Handhelds)

This would actually be pretty doable for songs prepared with lsdpack. Since the resulting data is recorded as a series of register writes there is no complicated logic involved and the playback routine is much, much simpler.

Unfortunately, an lsdpack-format player—hereafter referred to as a .lsdp player—won't play .lsdsng songs, but frankly .lsdp might make a better format for exporting playable songs anyway.

Aaron Johnson wrote:

Hello Forum,

I am new to this site and in the short time that I've been here I've found a couple of threads that have solved a few issues I've had with my Homebrew program.

However, I need to create a "score" for my RPG game and don't have the skill (or talent) to even know where to start.

The music as you might know has to be a .mod file and size is an issue for the Gameboy Classic. The AAA game Last of Us has such a iconic soundtrack and the Gameboy is a 4 channel tin-can and what I've heard some of the artists here do with it is impressive, so where do I begin or find help?

Aaron

You're making a homebrew DMG game? As I'm sure you'll soon realize, with much of your CPU time being used for game logic and graphics you won't be able to mimic everything you hear from Game Boy songs written with LSDJ and the like.

Your first step really should be to implement your music and SFX routines. Until you do that, it'll be difficult to start diving deep into doing arrangements of your music.

21

(7 replies, posted in Bugs and Requests)

It'll happen on any browser that blocks flash by default.

pcm2pwm v0.8.1 fixes a bug that was affecting the quality of the output.

Grab it now and see for yourself how much better the results are!

https://github.com/JeffAlyanak/pcm2pwm/tree/v0.8.1

Find it hard to find or make samples for HT2's awesome sample feature? So did I, until I added a feature to my pcm2pwm program!



https://chipmusic.org/forums/post/262036/#p262036:

jefftheworld wrote:

Version 0.8.1 is out! A few years ago I added support for outputting in Houston Tracker 2's inverted format for my own use but I never got around to releasing that feature.

Well, that's the only new feature in pcm2pwm v0.8.1! Enjoy!

https://github.com/JeffAlyanak/pcm2pwm/tree/v0.8.1

Version 0.8 is out! A few years ago I added support for outputting in Houston Tracker 2's inverted format for my own use but I never got around to releasing that feature.

Well, that's the only new feature in pcm2pwm v0.8! Enjoy!

https://github.com/JeffAlyanak/pcm2pwm/tree/v0.8

25

(10 replies, posted in General Discussion)

Orgia Mode wrote:

I'm looking for raw data to send to a PWM DAC, or R2R DAC. I have no clue on what these encoded formats are.
LIke this sine wave:

128,140,152,165,176,188,198,208,218,226,234,240,245,250,253,254,255,254,253,250,245,240,234,226,218,208,198,188,176,165,152,140,128,115,103,90,79,67,57,47,37,29,21,15,10,5,2,1,0,1,2,5,10,15,21,29,37,47,57,67,79,90,103,115

This has 64 bytes per period for example.

Even with a PWM resistor-ladder DAC you can store the data in a few different ways. It really depends on your playback routine. What is your playback routine like? How does it read data and how does it control your output pins?

If you're using a 1-bit routine that wants a simple differential PWM byte stream you can use my tool below to generate that from any 8-bit WAV file and the readme has a little detail on how the playback routine would work.

https://github.com/JeffAlyanak/pcm2pwm

26

(10 replies, posted in General Discussion)

You can even read a WAV header yourself to confirm the format of the data.

note: keep in mind that RIFF/WAV format files are little-endian.

First, check format value — 21st and 22nd bytes: If the value is 1, the format is PCM.
Second, check the 23rd and 24th bytes: This will be the number of channels, almost always just 1 or 2.
Third, check the 25th to 28th bytes: This will be the sample-rate as a 32-bit integer.
Fourth, check the 35th to 36th bytes: This will be the bits-per-sample.

The data itself will start at byte 55 and go until the end of the file.

Channels are interleaved in the data, so to illustrate let's look at how a 16-bit WAV with two channels would look. I'll give each value a letter — a for the first channel and b for the second — and a number representing which sample it is — the first sample would be 1, etc.

a1 a1 b1 b1 a2 a2 b2 b2 a3 a3 b3 b3 a4 a4 b4 b4
a5 a5 b5 b5 a6 a6 b6 b6 a7 a7 b7 b7 a8 a8 b8 b8

You'll see that it's actually rather easy to understand this simple PCM encoding as encapsulated by the WAV format since it's just a simple header followed by a byte-stream.

27

(10 replies, posted in General Discussion)

Orgia Mode wrote:

Anyone have a link to some waveforms in hex, decimal, binary or even octal, text-arrays?
Looking for the basics: tri, saw, squ, sin, etc. And maybe even a few more complex waveforms.
8-, 10-, or 12-bit would be ideal.

What encoding do you want them in? Just asking for the base in which you represent them isn't really meaningful. Do you want DPCM? PWM? Some other more complex or more application-specific encoding?

If you're looking for something like (L)PCM then you can actually just open up most/all WAV files and read that data out directly. Aside from the preamble bytes it'll just be a byte stream at the bit-depth of the WAV that you can read and copy directly.

Lol, such trolls.

Here's an actual copy of it for people who find this thread in frustration: http://cdn.rights.ninja/GBSImport_v020.tar.gz

29

(9 replies, posted in Commodore Computers)

You can just get a y connector to split that audio to two connections:

Something like this: https://www.amazon.com/C2G-Stereo-Femal … amp;sr=8-4

Unfortunately the VCS is both really common and really limited for chip music. I've got a couple and but I've only ever done a couple tunes for them.

31

(119 replies, posted in Motion Graphics)

Here are a few of older ones of mine that never really got posted anywhere:

Aegis of Iliad (4 channel XM)

Sunny Day (C64 & LSDJ w/ MIDIOUT to 3 Volcas)

STylish Amigas (Atari ST + Amiga)

Superspace Memories (4 channel XM)

32

(12 replies, posted in Motion Graphics)

Here are a few of older ones of mine that never really got posted anywhere:

Aegis of Iliad (4 channel XM)

Sunny Day (C64 & LSDJ w/ MIDIOUT to 3 Volcas)

STylish Amigas (Atari ST + Amiga)

Superspace Memories (4 channel XM)