Create a txt file. Type a line in it:
dump 1.vgm
Save file, change file extension to .bat. Double click on the file to run it.
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ChipMusic.org / Forums / Posts by Shiru
Create a txt file. Type a line in it:
dump 1.vgm
Save file, change file extension to .bat. Double click on the file to run it.
It is not that long, though, it is 10 or more seconds on 3 GHz for a song. However, if something is wrong, it can just wait forever (or create empty files without waiting). Try to unpack VGZ if it is packed and call it through bat file instead of drag and drop. How it works for sure: unpack a VGM, put into the same dir, rename to 1.vgm (to exclude spaces from the name), make a bat with a line 'dump 1.vgm', run the bat. Don't know what is necessary and what is not.
Yes. Just wait, it is really slow.
No plans for YM2413. I think it is much easier to just make a NSF to VGM converter and use FamiTracker, or use OPLL (MSX-Music) software on MSX. I actually had idea of YM2413 only tracker (for MSX and SMS), but it was before VRC7 support in FT, now I think it is just not necessary.
Not a ROM, A VGM file, of course. There are a lot of already ripped VGMs from games at Project2612, and some emulators has VGM recording feature as well.
Use a CHM decompiler, or an online CHM viewer. Also, try to read this.
Some Genesis games has a simple compression on samples. As far as I remember, it is an optional feature of SMPS engine, 4-bit DPCM compression (2:1 fixed rate). There are decompression tools, but it is not easy to use, you need to extract compressed data first, and it is not always the same, there is minor difference between games - different step tables or data organization. So in these cases it is simpler to just write sound from sound test or from game with all but FM6 channels turned off in an emulator.
Would also be nice if VGM MM takes advantage of 32X PWM, being that the VGM format supports it!
I'm not interested in writing yet another MOD/XM tracker, sorry.
I don't think it is a good idea to fix something for something that is not working properly. GD3 works in other players? They play VGMs? If there is similar problem in some other player, then OK, needs to be fixed in the exporter, but so far only VGMPLAY 3.00 does not work.
Currently it is like, you know, fixing a game that works on the hardware and in every but one emulator.
VGMs generated by the editor are working in in_vgm, in VGM player of NeoMyth, and in VGMPLAY 2.00, so it is easy guess that the problem is with VGMPLAY 3.00.
Samples in Genesis games are often uncompressed, so you can get them just by opening a ROM as 8-bit raw PCM.
Download VGM Music Maker v1.02
1.02 08.07.11
* Help item disappeared from the About menu after a module or an instrument has been opened
* VGM output is improved and optimized, also fixed bugs with exporting modules with large amount of sample data
+ Built-in VGM optimization code from VGMTools by Valley Bell
* Saved VGE files were too big, had 32K of empty data added by a mistake
* PSG envelope now is reset on every new note, previous FM-like behaviour didn't allowed to use instruments with slow attack in a predictable way
* Effects above F were displayed incorrectly in previous/next patterns
* Resampling had problems with large samples with 32000 Hz samplerate
* DAC and FM desync by a frame in the VGM exporter is fixed
* Detune parameter of a wrong PSG instrument has been used
* Unsupported WAV files were blocked until the editor closed
* Some clicks in the end of samples are removed
* Default volume is lowered a bit to prevent clipping
* SMPS instruments import is fixed
+ Automatic horizontal scroll in the pattern editor for cursor movements
+ Now detune for PSG is audible in the instrument editor
* Periodic noise was detuned because of wrong emulated PSG settings
+ Adjustable pitch for samples
+ Testing samples with Space key
You can post feature requests here, but please consider this:
Other important decision is to minimize amount of efforts needed to make the project. .. Thus, no major changes from TFM Music Maker interface and code will be made, other than ones that are really needed to support the additional sound capabilities.
So, regarding the knobs updating according to effects, sorry, this would be too much work (requires major changes in instrument editor code).
Lack of a console is only part of the problem, I also don't have a flash cart.
TmEE have said he did a volume balance test few years ago and promised to find it. Don't know how long it'll take. Actually, anyone with a flash cart can make a test - create a song that uses both FM and PSG in the editor, playback on the hardware and record the result into audio file. Recording of a test pattern where FM and PSG instruments play in order (to see output level of one FM or PSG channel at a time) would be even better.
Native linux version is not possible.
I don't have real console to compare volumes of PSG vs FM. All the emulators has different volume balance, I modelled one in the tracker after old version on in_vgm, but it was changed in later versions too. I guess the volume balance is different between different Genesis/MD models, that's why it is different in emulators.
PSG can't go below A#1, and probably has detune in high octaves, because it has just 10-bit divider.
One example module can explain way more than words. The words just confuse me more and more. With current behaviour you just can't have an envelope that has predictable timing. So for first time the pattern plays it will be 80 ticks, for next time it will be just 40, etc.
I can definitely say that having an option is not an option. It should be one way or another.
ChipMusic.org / Forums / Posts by Shiru