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Posted: Wed Dec 13, 2006 10:33 pm
by Stef
TmEE co.(TM) wrote:
Stef wrote: it doesn't have "self feedback" for the first slot.
As far as I know (and tested), OPL2/OPL3 have 8 levels of feedback on their operators.
Self feedback ? anyway i wasn't sure about this one, i though it was a OPN/OPM specific feature ;)

Edit : I just checked and you're totally right :)
TmEE co.(TM) wrote:
Stef wrote: The YM2612 is 2 YM2203 and a 8 bits DAC in a single chip.
OPL3 has some form of 8-bit DAC but it cannot be used when FM sounds are enabled (that DAC sounds like these resistor DACs).

YM2612 (OPN) is better than YMF262 (OPL3). Too bad that I cannot buy YM2612 from store...
You can take an old broken genesis motherboard and uses it YM2612 chip. I wanted to do that with my old japanese megadrive but i'm not experienced with electronicals stuff...

Posted: Thu Dec 14, 2006 6:25 am
by TmEE co.(TM)
Stef wrote:You can take an old broken genesis motherboard and uses it YM2612 chip. I wanted to do that with my old japanese megadrive but i'm not experienced with electronicals stuff...
Actually I removed the YM2612 compatible chip from my fried pirate MD, but the chip itself is little fried... in Estonia there's really hard to find authentic MDs (working or fried) as they were never sold in stores... thank you Russians !!!

Posted: Thu Dec 14, 2006 6:50 am
by stalepie
plee wrote:I have the source code to Barkley Shut Up and Jam!(I'll try to dig it up and check it) but from memory (not sure) it's sampled sounds being played back. I also have some source code that came with my dev. board that (if memory is correct) does do some sound effects...
Thanks. If you could send that to me (stalepie@hotmail.com) or provide a link for download, that'd be great.

Posted: Sun Dec 17, 2006 9:43 pm
by stalepie
Maybe it is not worth making a game if there can't be any music or sound.

Posted: Mon Dec 18, 2006 6:38 am
by TmEE co.(TM)
stalepie wrote:Maybe it is not worth making a game if there can't be any music or sound.
Don't worry, my games doesn't have music nor sound effects yet but they're still quite enjoyable. I've been working on music stuff but due to my lazyness these are not finished yet.

Posted: Mon Dec 18, 2006 12:48 pm
by stalepie
TmEE co.(TM) wrote:
stalepie wrote:Maybe it is not worth making a game if there can't be any music or sound.
Don't worry, my games doesn't have music nor sound effects yet but they're still quite enjoyable. I've been working on music stuff but due to my lazyness these are not finished yet.
Hmm err maybe I can modify the Gens source code to allow mp3s to play in sync with a ROM... no wait, I think I already saw a program that adds just such a mod... uh, but to be serious, I think if I ever get like knee-deep involved in making a Genesis game, I will definitely be, by then, looking into writing my own sound driver and music composing software for the MD. Right now it all seems rather daunting so don't anyone get their hopes up.

Posted: Mon Dec 18, 2006 2:03 pm
by TmEE co.(TM)
As I said, make the game first, then add SFX and BGM, like I do know. Yesterday I got GBMD to make sound (samples). Maybe download it from my site and listen the result...
Anyway don't quit because of it !!!

Posted: Mon Dec 18, 2006 10:01 pm
by plee
stalepie wrote:
TmEE co.(TM) wrote:
stalepie wrote:Maybe it is not worth making a game if there can't be any music or sound.
Don't worry, my games doesn't have music nor sound effects yet but they're still quite enjoyable. I've been working on music stuff but due to my lazyness these are not finished yet.
Hmm err maybe I can modify the Gens source code to allow mp3s to play in sync with a ROM... no wait, I think I already saw a program that adds just such a mod... uh, but to be serious, I think if I ever get like knee-deep involved in making a Genesis game, I will definitely be, by then, looking into writing my own sound driver and music composing software for the MD. Right now it all seems rather daunting so don't anyone get their hopes up.
Worst case you can use digitize samples...like I did with Berzerk.

Posted: Mon Dec 18, 2006 10:07 pm
by stalepie
plee wrote:
stalepie wrote:
TmEE co.(TM) wrote: Don't worry, my games doesn't have music nor sound effects yet but they're still quite enjoyable. I've been working on music stuff but due to my lazyness these are not finished yet.
Hmm err maybe I can modify the Gens source code to allow mp3s to play in sync with a ROM... no wait, I think I already saw a program that adds just such a mod... uh, but to be serious, I think if I ever get like knee-deep involved in making a Genesis game, I will definitely be, by then, looking into writing my own sound driver and music composing software for the MD. Right now it all seems rather daunting so don't anyone get their hopes up.
Worst case you can use digitize samples...like I did with Berzerk.
No, I want to make music. I like the music in certain Genesis games, usually from Japan. Some of it is great -- more important than the graphics.

Posted: Tue Dec 19, 2006 8:57 am
by KanedaFr
Check

http://www.geocities.com/eiennarufuyu/index.html
or
http://www.pascalorama.info/article.php?news=30&cat=22

It's where I started from
Like I said, a new version of MVSTracker is coming soon...but probably in 2007

Re: how can i do music on megadrive?

Posted: Tue Dec 19, 2006 10:41 am
by TmEE co.(TM)
stalepie wrote:I wish to avoid a tracker...
Whats wrong with trackers ? I love trackers !!!

I've been thinking of writing MOD player for MD. First 68K version and later z80 (when I start z80 programming) version (for games). I hope z80 is fast enough...

Re: how can i do music on megadrive?

Posted: Tue Dec 19, 2006 10:58 am
by Pascal
TmEE co.(TM) wrote: I've been thinking of writing MOD player for MD. First 68K version and later z80 (when I start z80 programming) version (for games). I hope z80 is fast enough...
I'm pretty sure the, Z80 won't have the guts for a mod player, specialy that you'll have to mix in software all channels (and mixing is a killer)

Re: how can i do music on megadrive?

Posted: Tue Dec 19, 2006 1:24 pm
by TmEE co.(TM)
Pascal wrote:I'm pretty sure the, Z80 won't have the guts for a mod player, specialy that you'll have to mix in software all channels (and mixing is a killer)
Actually I think it is possible on z80, as in Duke3D there are 4 channels mixed together.... @ 5KHz

Re: how can i do music on megadrive?

Posted: Tue Dec 19, 2006 1:42 pm
by Stef
TmEE co.(TM) wrote:
Pascal wrote:I'm pretty sure the, Z80 won't have the guts for a mod player, specialy that you'll have to mix in software all channels (and mixing is a killer)
Actually I think it is possible on z80, as in Duke3D there are 4 channels mixed together.... @ 5KHz
4 channels at 5 Khz :p
I didn't known the sound engine of Duke3D was done in this way.
5 Khz just hurt ears...
As pascal, i think a real MOD player on a 3.58 Mhz Z80 is almost impossible. But it should be possible to have a sort of (very) light MOD player with 3 channels at an acceptable 12 Khz or something like that. I'll give some tries as soon i've some time to spare on that :)
We can do some research on the net, i'm sure we can find some Z80 asm source code for that type of player ;)

Posted: Tue Dec 19, 2006 1:45 pm
by TmEE co.(TM)
Duke3D has definately z80 sound engine because when I overclocked z80 in my MD2, the sound quality increased a lot and that shows z80 does the sound. It is done @ 5KHz because I "listened" ROM dump from my cartridge and it sounded at correct speed when the sample was being played back @ ~5KHz