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uhajdafdfdfa

Haha, silly misunderstanding... thanks for this huge amounts of info, I'll look at this Squirrel thing too! smile

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Milwaukee, WI

Wooo!  I'm excited for the XM to PCE converter!  big_smile  Still a native PCE tracker sounds so cool...

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Sorry, the XM to PCE converter is still not ready for public release (been pretty busy and not too motivated wink ). Here's a small XM-ish music player (separate from the original one and totally re-written from the ground up) I wrote for a 8k PCE compo: http://www.youtube.com/watch?v=GPg73WFemAA . The HES file link is in the description. It's not a full feature player, because of limited space for the compo - I only write code to support what was needed for the PCE XM file to this HES file.

I honestly would rather write a tracker from scratch, but on the target system cpu (much easier). Mednafen supports PCE mouse and PCE keyboard support - so that's totally doable for an interface. Not sure about any other emulators, but the problem is how to get the data *from* ram to an external file - to import/inject into playable rom/hes file. It would be a bit 'messy' to say the least (the dumping of the user song data and loading of external song data too).

Last edited by tomaitheous (Dec 11, 2010 2:12 pm)

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astral cat
tomaitheous wrote:

I honestly would rather write a tracker from scratch

you should! yikes this would be a dream!

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sorry to dig up an old thread, but has there been any progress with MOD2PCE?  I've been wanting to get my PC engine music on for a long time, and now that Im getting more into mods and shiz, i'd love to make some tunes for my duo (i've got a flash cart too, WAAY cheaper to buy a flash cart than all the games I wanted).

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Sorry to ask, but is there any docs showing the specifications of the Turbografx 16's sound chip? Would really help if it existed.

And I'd also like to request a HES mod program to skip the bulky step to convert music from mod to PCE, and from PCE to HES.

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New York City

Delek, Deflemask's author, was considering including TG16 support on Deflemask. Why not ask him about it?

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I really don't like that tracker since it is really convoluted, and no good spoken tutorials about how to use it.

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New York City

Convoluted in which sense? Looks like a normal tracker to me and it comes with a manual.

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Chicago IL

why don't you guys just start learning mml/xpmck? i promise it's not that hard

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Sure doesn't look that hard, but let's face it. I personally prefer a more straight forward tool to use. I like the idea of having to program the music, but I personally like it better the way I currently work with a DAW that gives me instant feedback of the sounds I work with at the moment. That's why I ask if anyone got some knowledge what synthesis the TG16 uses since I try to design a VST plugin for modern DAWs to use.

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New York City

It doesn't have a synth chip. It's a 6 channel, 5 bit sample thing. So you can "emulate it" with any DAW.


http://www.interlog.com/~daves/pce_info/pcesound.txt

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Milwaukee, WI

+1 for Defle PCE support!  Hoping a PCE Everdrive comes soonish.

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Some specs: http://www.pcedev.net/blog/files/XM_volume_tables.txt
Channel: each channel has a 5bit mono volume with 1.5db steps, and two 4bit right/left volume with 3.0db steps
Each channel has a 32 sample buffer, 5bit linear PCM (forward looping only, no ping-pong)
6 channels total.
Channel 5 and 6 can independently be switched into white noise mode (32 levels/periods)
Channel frequency is a 12bit value and is the exact same rate as the Amiga
Most game drivers use a 7khz driver and drive 1 or 2 channels in DDA mode
DDA mode is where you just write a 5bit linear PCM value to the DAC (can be switched back and forth)
The waveform buffer play 'pointer' and write pointer are shared, so you can update the channel's waveform while it's play to 'corrupt' the waveform to get some strange effect (some pce games do this).
There's a master volume dual 4bit left/right register with 3.0db steps
Updating frequency register of channels doesn't not reset the channel's waveform pointer, so it won't 'click'.
There's a control bit that will reset the waveform pointer per channel, you can use this to manually do sync on the channel (though no game does this)
Not sure what else to say about it...

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Seattle, WA

I started writing a HuSIC guide a few years ago, but never finished.  I believe some of the information I discovered may not be in ant1's husic zip file.  For example, there is a built-in autoecho macro:  SDx.
Here it is, even though it's unfinished (there may be a couple of errors in there too):
http://www.tadpolemusic.us/HuSIC_commands.txt

What I was able to find out was from analyzing Naruto's MML files.  http://www.rootnyanplus.com/user/naruto/chiptune.html


edit:  I never realized this before but the #<num> command (insert note for <num> frames into the beginning of the next note), and the k command in conjunction with the SD autoecho macro and the @vr macro(manually decide where to use the autoecho) also work in ppmck!

Last edited by tadpole (Mar 11, 2012 1:02 pm)

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Milwaukee, WI
tadpole wrote:

I started writing a HuSIC guide a few years ago, but never finished.  I believe some of the information I discovered may not be in ant1's husic zip file.  For example, there is a built-in autoecho macro:  SDx.
Here it is, even though it's unfinished (there may be a couple of errors in there too):
http://www.tadpolemusic.us/HuSIC_commands.txt

What I was able to find out was from analyzing Naruto's MML files.  http://www.rootnyanplus.com/user/naruto/chiptune.html

Oh man, sweet!  Thank you for that! HuSIC/Squirrel still seems like the best way for PCE music.