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Old 04 February 2009, 11:29   #41
StingRay
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Quote:
Originally Posted by mai View Post
That will take the fun to rip the samples by hand.
A good example is the game "Banzai", its only possible to rip the mods by hand.
I was referring to converting the already ripped module. =)
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Old 04 February 2009, 11:33   #42
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I was referring to converting the already ripped module. =)
Ah sorry, i should read the post more carefully.
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Old 04 February 2009, 11:36   #43
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Maybe we wait for Toni to tell us how accurate the sample ripper feature is. Anyway I won't write a converter, so if that's okay for Venku I'll do it again (as done with the Megaforce tune before).
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Old 04 February 2009, 18:31   #44
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Ok, here is my attempt, and i am sure its original unmodified.
.....and of course ripped straight from the file, using only a hex-Editor.

Last edited by mai; 29 October 2010 at 19:45.
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Old 04 February 2009, 20:41   #45
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thx

hey guys,

and thx for your answers and to mai for the ripping. file sounds very good,


to stingray, tcd or any other able coder: a conversion tool for these older mods would really be cool, best thing would be to implement the conversion function in a tool like prowiz, maybe a task for a real pro.

mai, did you find the modname phr1.mod15 in the ripped tune?
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Old 04 February 2009, 20:46   #46
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Originally Posted by Venku Skirata View Post

mai, did you find the modname phr1.mod15 in the ripped tune?
"phr1" is the real name, the suffix is by me to show its Soundtracker15.
And by the way, all automatic rippers show this name.
For my own i use simple "mod" suffix.
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Old 04 February 2009, 21:32   #47
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hello,

For my own information, why converting these old musics ?
Oh, and to what ?

Sylvain
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Old 04 February 2009, 21:49   #48
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hello,

For my own information, why converting these old musics ?
Oh, and to what ?

Sylvain
For my own - Collectors stuff.

Probably you know this old Soundtracker format is not playable with any Player for Amiga or PC, because the mod has stored its samples in front of the songdata, so it must be reconstructed.
The best plan would be to code a player, which support Soundtracker15( this ones, where the samples are stored in front of the songdata).
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Old 04 February 2009, 22:08   #49
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hum .. this old sountracker format has separate sample as it was such in the old days. Storing wise, samples can, hence, be anywhere in the demo data. I don't see where a given tool can _know_ where those data could be. In my opinion, no tool is necessary, or would prove very rarely used. Fact is that often the sample sizes are different in the data than in the description in the header. Some recalc are often necessary, etc. From a collector point of view, keeping the data "as is" from the demo is useless, unless brought up with a custom where the replay is ripped too. Now, that's another job which requires a bit more than an hex-editor .
Honestly, rebuilding by hand like you did is clearly the solution. It takes nearly no time and it's accurate. (While using FT2 to do this .. brrr ... please no ! aske for help if you need).

Ok, maybe I missunderstood the whole point where "conversion" is conserned. You probably meant sample data + header -> header + sample data. I meant the file you shared to be converted to something .

Anyway, I'm willing to help if some other stuff is to be checked out. Though, obviously, some ppl are quite capable too, around here

Cya
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Old 04 February 2009, 22:20   #50
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Originally Posted by Asle View Post
hum .. this old sountracker format has separate sample as it was such in the old days. Storing wise, samples can, hence, be anywhere in the demo data. I don't see where a given tool can _know_ where those data could be. In my opinion, no tool is necessary, or would prove very rarely used. Fact is that often the sample sizes are different in the data than in the description in the header. Some recalc are often necessary, etc. From a collector point of view, keeping the data "as is" from the demo is useless, unless brought up with a custom where the replay is ripped too. Now, that's another job which requires a bit more than an hex-editor .
Honestly, rebuilding by hand like you did is clearly the solution. It takes nearly no time and it's accurate. (While using FT2 to do this .. brrr ... please no ! aske for help if you need).

Ok, maybe I missunderstood the whole point where "conversion" is conserned. You probably meant sample data + header -> header + sample data. I meant the file you shared to be converted to something .

Anyway, I'm willing to help if some other stuff is to be checked out. Though, obviously, some ppl are quite capable too, around here

Cya
Sylvain
Of course there is no need to convert the file, which i have shared.
Thank you for offering your help.
I think this kind of Soundtracker format(sampledata+songdata) was often used in the early days.
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Old 04 February 2009, 22:36   #51
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(While using FT2 to do this .. brrr ... please no ! aske for help if you need).
Huh? What's wrong with FT2?
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Old 05 February 2009, 09:46   #52
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Quote:
Originally Posted by Venku Skirata View Post
to stingray, tcd or any other able coder: a conversion tool for these older mods would really be cool, best thing would be to implement the conversion function in a tool like prowiz, maybe a task for a real pro.
If I'm bored on a rainy sunday (or at work ) I might hack a converter.

Quote:
Originally Posted by TheCyberDruid
Huh? What's wrong with FT2?
Blasphemy, using a PC tracker to save old ST mods. You never know which bugs FT (or any other PC tracker for that matter) adds to the module while saving.
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