I'm working on making custom music for a nes homebrew. Would a tracker be a better option? I thought the music had to be in MML format to properly convert it for use in programming a game rom.

Say you have two envelopes:

@v0 = { 10 9 8 7 6 5 4 3 2 }
@v1 = { 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 }

and you're using quarter notes,
Does that mean that the entire envelope is compressed into the space of the quarter note?
Would v0 and v1 in the above example BOTH fit into the same space of one note?

So if the envelope was "15, 0, 15" then the empty "0" part would take up only a third of the time of the note, whereas if the envelope was "15, 0, 0, 15" the empty 0 would take up half the note?
Can the envelope be 30 numbers long? Are there limits?

Just trying to understand the envelope function a bit more.

I've read http://nesdev.com/mck_guide_v1.0.txt  but it didn't answer the question.

Also, is there a way to rip a commercial GB rom and convert it's audio to MML to analyze it?

I'm using XPMCK to compile the MML into ASM for use in the game, but is there a good way to preview the GameBoy MML before compiling it and loading it into an emulator? Does XPMCK offer playback or just compiling? Because I didn't see anything on the site or in the program.

Would researching the shape of different instrument wave shapes help, you think?

Hey guys, I'm making a "de-make" and hoping to produce a nice piano sound without samples for the NES. Anyone know of some good settings with MML to produce this kind of timbre?

I've decided to use MML and already have most of the song structure finished. I've been using http://www.mmlshare.com to preview the music, but is there a better way to quickly test things? MMLshare seems more designed for the NES as well. Anyone else make GameBoy music in MML have any tips on programs to use for Gameboy?

I'm making a "homebrew" game, and was curious what would be the best way to write music for the system. This is a real game that runs on a GameBoy. Any idea how the game developers did this? I've heard there wasn't an official dev kit or software until the GameBoy Color era, which I think explains why there weren't many "voice" samples until that time.

Sorry guys, please let me clarify.

Researching how to program GameBoy, I came across software that appears to allow you to take WAV files and convert them for use in a ROM project.

EXAMPLE:

MM_X's GameBoy Wave Convertor - Posted by: Jeff Frohwein
One program allows you to convert raw 8-bit audio files to GB format wave files that can be played on the GB by dynamically updating GB wave RAM memory ($ff30-$ff3f). Two programs are included in this freeware DOS package. RAW soundfile to GameBoy 4-bit (also "packs" nibbles together), GameBoy 4-bit to RAW soundfile ("unpacks" nibbles). It runs fine in a Win95 DOS box.

Source: http://devrs.com/gb/software.php#misc


Here is a link explaining how to install it:
http://cratel.wichita.edu/cratel/ECE238 … dioSamples

There's also another program:
Graham's Tool - Posted by: Jeff Frohwein
Here's windows software to convert .wav files to 4-bit GB format & Visual Basic source code. Other info can be found here as well.


Now is there something that these sites are not explaining about the sound files? It sounds like you can take a WAV file and then convert it for use in programming.

I'm all for making the music myself. I was just hoping that some of these wav converters would help.

I'm just curious if the wav converter programs have worked for anyone else, because I haven't had any luck with them.

For example, there is a bell sound that is 3 seconds long that I tried to convert, but no luck. I'm not necessarily looking to record 3+ minute full tracks.

So no one here has used MegaMan_X's wav converter? Seriously?

Do the SNES buttons have the same height as DMG buttons? I ask because I got a NES dogbone controller precisely for the red convex buttons, but they ended up being a tad too tall and stuck out too much.

Basically, I recorded a short wav sample from MAME from an arcade game I am trying to de-make for the GameBoy.
I am looking for a way to convert sounds and music for use in this GameBoy project to play on a real GameBoy.

I am hoping to find some kind of conversion tool that can take the original sounds and translate them for use in assembly code.

So I followed the directions, and here's what I got:
"
sox WARN formats: raw can't encode to 4-bit
sox WARN rate: rate clipped 1 samples; decrease volume?
sox WARN dither: dither clipped 1 samples; decrease volume?
"

Any ideas?

I am making a GameBoy rom, and want to have intro music and "stage" music.
I will look into your suggestions and keep you posted. Thank you!

I've tried WAV2GB 0.2b, but each time I get the same error: "Checking filetype of souldfile: Error on opening: soundfile"

I've tried emailing the author but his email doesn't work.

I'm hoping to convert some audio for a GameBoy project of mine.
Any help would be much appreciated!

Thank you