![]() |
![]() |
#341 |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 100
|
|
![]() |
![]() |
#342 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
|
![]() |
![]() |
#343 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 1,002
|
I'm very nearly done with converting tons of graphics to AGA- it was a bit of a headache at times but nearly there now- everything still looks great, with only limited concessions here and there---mostly colour swaps etc. Next up for converting, will be all the in-game traffic and perhaps other miscellaneous graphics too.
|
![]() |
![]() |
#344 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
It IS clearly intended to be a steel drum (even being synthed). It sounds like a a steel drum and any conversion should sound like a steel drum. |
|
![]() |
![]() |
#345 | |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 100
|
Quote:
As far as what makes the filesizes quite large, it's less the number of discrete instruments such as the number of chord inversions and mixed drum samples required for each tune - this is where having a hard limit of four channels really trips things up. I'm sure I can get the filesizes down by resampling/downsampling - effectively sacrificing some audio fidelity for file size. Hopefully doing that with the mixed drum samples alone (where fidelity is less of a big deal) can give a decent improvement. Generally speaking DJ MeTune's effort does sound really good, and closer to the arcade's sounds than mine. It also keeps two channels free, thus making implementation of sound FX easier. His methodology is really clever and involves taking long, HQ samples of the arcade music as a whole and using the tracker 9xx [sample offset] command to set the start point for each individual note, however the downside of this is that it is very memory-hungry. The demo version he posted is already over 300k and it only goes as far as halfway through the first chorus. You'd be looking at at least another couple of long, HQ samples in order to do the rest of it that way (The steel drum wigout middle-eight I suspect would be particularly tricky in this regard) - so let's say another 600k at a conservative estimate. That's 900k total - almost half your Chip RAM gone for one song, and that's on an AGA machine. Last edited by TuRRIcaNEd; 31 May 2024 at 20:57. |
|
![]() |
![]() |
#346 |
Registered User
Join Date: Apr 2022
Location: Italy
Posts: 24
|
i used the same approach to make my splash wave mod, and in fact the final size is 830kb. moreover i used all 4 channels since i didn't compose it with the intention of using it in some game but as a personal challenge. great job by djmetune to make his song practically identical using only 2 channels. unfortunately if you want to make it as equal as possible to the arcade without losing anything the size compared to a conventional mod increases a lot
|
![]() |
![]() |
#347 |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 100
|
Do you have a link handy for listening?
I must confess, of the conversions I did, Splash Wave is the one furthest from completion (as it was my least favourite tune of the main three) Interestingly, it's also the only one of the main three that worked using the "default" vblank tracker song speed of F06 - the other two had to be double-tempo (F03). |
![]() |
![]() |
#348 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,991
|
|
![]() |
![]() |
#349 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
Do you think it would be possible to somehow optimize the size, to make it usable in any of the ports? |
|
![]() |
![]() |
#350 |
Registered User
Join Date: Apr 2022
Location: Italy
Posts: 24
|
the problem is that outrun uses 8 channels for the main melody+bass+chords (which i condensed into the first three channels), and i'd honestly avoid touching them so as not to distort the song. the only way forward is to rewrite the fourth percussion channel accepting the fact that in the arcade (and in my mod) 16 pcm channels play on channel 4, with a minimum of 4-5 together at any one time. In order to make it as faithful as possible, I cut and recomposed long rhythmic samples for use with the offset control. Of course, deleting them recoups about 456kb of ram and the mod becomes 374kb (not calculating the size of the new samples to be added) but the song still remains at least 4-channel and you have to accept the fact that by composing the track in a conventional way the rhythmic part will be greatly penalized
|
![]() |
![]() |
#351 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
This is one of the case in which "accurate" is barely possible, so a strong cover or readaptation need to be considered
|
![]() |
![]() |
#352 | |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 100
|
Quote:
Magical Sound Shower actually doubles up the melody line on a couple of the YM2151 FM channels - with the lead line a combination of two FM patches - so the background chords are usually missing a resolving note... This made reverse-engineering the chord inversions a real pain at times! |
|
![]() |
![]() |
#353 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
Hey TurricanEd, did you try to use hoot? Has the advantage to turn on and off single channels and to record them, however with Power Drift (that i suspect having the same audio chip) the drum channels were not selectable; this is not the latest version that i made (i did refine the loops later on) but gives an idea, and is reduced at three channels
[ Show youtube player ] |
![]() |
![]() |
#354 | |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 100
|
Quote:
Admittedly, this was a long time ago, but I used a customised build of MAME which enabled export of the YM2151 patches to disk in a format that could be imported into the VOPM VST instrument plugin. I then sampled/exported the patches playing all the required notes and chords as WAV and converted them to 8SVX format using MilkyTracker. |
|
![]() |
![]() |
#355 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
Quote:
|
|
![]() |
![]() |
#356 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
|
Quote:
|
|
![]() |
![]() |
#357 |
Registered User
Join Date: Apr 2022
Location: Italy
Posts: 24
|
36 chords, and I made them fit into 17 samples with multiple chords to be called up with the 9xx command (with some I kept 1 chord per sample because they required a loop). I rewrote the mod 3 times in all, one of which because I had initially underestimated the number of samples needed for this song
|
![]() |
![]() |
#358 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,041
|
Some people call it self-censorship, and it seems to be fashionable in our Western societies actually.
Quote:
![]() |
|
![]() |
![]() |
#359 | |
Registered User
Join Date: Feb 2018
Location: Poland
Posts: 363
|
Quote:
|
|
![]() |
![]() |
#360 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
![]() [ Show youtube player ] source: https://powerprograms.nl/amiga/audio-mixing.html It takes very few processing time, so it is totally usable and much easier to achieve a smaller size since you can use much smaller samples. Because the other alternatives would be to reduce sampling quality and perform some kind of dithering on the samples and/or player (like in GRID) or reduce the required samples, replacing some parts that require their own samples with the ones that better suit for most cases, even the cover sound less loyal to the original |
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Better Outrun port for Amiga | tekopaa | Retrogaming General Discussion | 399 | 14 April 2022 17:56 |
Outrun Port using Lotus engine? Possible? | 005AGIMA | Retrogaming General Discussion | 243 | 14 March 2022 16:43 |
Outrun adfs | macce2 | request.Old Rare Games | 3 | 18 April 2021 21:22 |
would you like to have an Outrun like for Aga? | sandruzzo | Retrogaming General Discussion | 50 | 30 January 2013 12:03 |
Outrun arcade challenge.......... | Bloodwych | Retrogaming General Discussion | 0 | 12 September 2003 15:42 |
|
|