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Scorpion Illuminati
12-20-2016, 03:56 PM
Wanted
I need a simple original royalty free vgm that i can incorporate into my homebrew. It has to be royalty free since the project is open sourced and in case someone wants to put it in a cart. It has to be original to prevent issues of copyright infringement. If it's good enough and with your permission I plan to make it an official song for the game. Your song's name and your sega-16 username will be used in the game's songlist like ComradeOj has in the latest build.

Sincerely,

Scorpion Illuminati

LinkueiBR
12-26-2016, 04:30 PM
If you want to use this song that i made right now in VGM Music Maker...
https://www.dropbox.com/s/y07tnx0b4dw67n6/tc.zip?dl=0

ComradeOj
12-27-2016, 04:51 PM
I have a lot of genesis music written that doesn't have a home yet. It's mostly incomplete short loops though.
This song here is probably the most complete unused song I have: http://mode5.net/media/Two%20Guitars.ogg
I'm not sure if you want it, but it's yours if you would like. It kind of has a country western feel to it, in my opinion. Maybe a bit too twangy though.

Scorpion Illuminati
05-26-2017, 07:50 PM
If you want to use this song that i made right now in VGM Music Maker...
https://www.dropbox.com/s/y07tnx0b4dw67n6/tc.zip?dl=0

Hi,

I am trying to get your song working but am having an issue when your song starts slowing everything down. I was wondering if you could please provide the source to the song so that I can figure out if your song is trying to do too much at one time. Any assistance in this matter would be greatly appreciated.

Sincerely,

Scorpion Illuminati

LinkueiBR
05-27-2017, 05:23 PM
Hi,

I am trying to get your song working but am having an issue when your song starts slowing everything down. I was wondering if you could please provide the source to the song so that I can figure out if your song is trying to do too much at one time. Any assistance in this matter would be greatly appreciated.

Sincerely,

Scorpion Illuminati

You can edit my song just opening the .vgm file on the VGM Music Maker

Scorpion Illuminati
05-27-2017, 07:02 PM
You can edit my song just opening the .vgm file on the VGM Music Maker

I can't there are only options for "open module"(VGM Music Maker editable module *.vge), Import MOD file(MOD music module *.mod) and import TFM Music Maker Module(TFM Music Maker Module *.tfe) and the file is a .vgm. I even tried drag and dropping the file into the window and it didn't work either. I am using VGM Music Maker v1.11if that helps. I've narrowed the massive slow down to after around the 8 second mark and it never seems to recover. I initially thought it was a bug with the vgm player code but, when i retested it with ComradeOj's Twangy Thing it ran at full speed with no noticeable slow down whatsoever. Here (https://www.dropbox.com/s/ji4mf318w7bm49r/source_5-27-17.rar?dl=0) is the link to the latest development build of the code. Any assistance in this matter would be greatly appreciated.

Sincerely,

Scorpion Illuminati

ComradeOj
05-28-2017, 12:38 AM
Heads up, my VGM player doesn't handle PCM samples well. Any VGM that uses samples will have screwed up playback. So, if the VGM you're using does, it won't sound correct with my sound player code.

I suspect this could be the reason for your issue.

Raijin Z
05-28-2017, 01:37 AM
Try asking InstantTrain on YouTube if he's got the time to compose something for you? I wouldn't ask him to do it for free, though, as imagination is an expensive use of the mind.

Sik
05-28-2017, 06:58 AM
Heads up, my VGM player doesn't handle PCM samples well. Any VGM that uses samples will have screwed up playback. So, if the VGM you're using does, it won't sound correct with my sound player code.

I suspect this could be the reason for your issue.
That was my thought too and the main hazard with playing back VGM on real hardware. I'm not sure how PCM dictionaries in VGMs work though, although of course there's also the question of whether VGM Music Maker is even using them (most exporters don't bother optimizing because you can just do that separately).

This is also the main thing XGM aims to fix, but the problem is that he's making his game in asm while the XGM player is written in C. While he could just learn the ABI to call the C code... there's still the issue of getting the XGM driver compiled in a way that can be used with the assembler in the first place.

Scorpion Illuminati
05-28-2017, 02:08 PM
Try asking InstantTrain on YouTube if he's got the time to compose something for you? I wouldn't ask him to do it for free, though, as imagination is an expensive use of the mind.

I would do that in a heartbeat if I already wasn't already paying out of pocket for everything else(domain, hosting, tools, hardware etc.). Yea maybe it is the fact it may be using PCM samples, but there isn't anyway for me to know that since I tried to open the vgm file but couldn't. I also was open to the option of using xgm, but as stated even if I learned the ABI to call it, there is still the problem of getting it to compile in some fashion that can be used with the assembler. I even thought of using echo but, as there currently are no trackers or converters for the format to my knowledge, every song would have to be manually done by hand and I want to make it easier on everyone not harder.

Sincerely,

Scorpion Illuminati

UPDATE: PCM Samples are confirmed to be the issue.
@LinkueiBR: Please send me your VGMMM Source File?

Stef
05-29-2017, 06:41 AM
That was my thought too and the main hazard with playing back VGM on real hardware. I'm not sure how PCM dictionaries in VGMs work though, although of course there's also the question of whether VGM Music Maker is even using them (most exporters don't bother optimizing because you can just do that separately).

This is also the main thing XGM aims to fix, but the problem is that he's making his game in asm while the XGM player is written in C. While he could just learn the ABI to call the C code... there's still the issue of getting the XGM driver compiled in a way that can be used with the assembler in the first place.

I wrote a BasiEgaXorg wrapper for the XGM driver, in fact it's almost 100% pure assembly wrapper so you may try it if you want to use the XGM driver inside your project :
http://devster.proboards.com/thread/1071/add-music-sfx-game-driver

Sik
05-29-2017, 05:27 PM
OK just to keep this topic updated: I've been working on porting that to pure assembly, we'll see how it goes. It'll be probably the easiest way out.

Also in the long term seriously considering doing a vgm2echo tool as ridiculous as it sounds, I've lost track of how often composers think that VGM is a good enough format (the poor 68000 simply can't keep up with it, it was designed to be played by emulators running on modern platforms).

ComradeOj
05-29-2017, 05:51 PM
OK just to keep this topic updated: I've been working on porting that to pure assembly, we'll see how it goes. It'll be probably the easiest way out.

Also in the long term seriously considering doing a vgm2echo tool as ridiculous as it sounds, I've lost track of how often composers think that VGM is a good enough format (the poor 68000 simply can't keep up with it, it was designed to be played by emulators running on modern platforms).

Dumb question, but could you compile the C code, then run it through a disassembler to get it in ASM? I did this once a long time ago for something and it actually worked. I don't know it it would be so easy with something so complicated though.

Scorpion Illuminati
05-29-2017, 10:46 PM
I wrote a BasiEgaXorg wrapper for the XGM driver, in fact it's almost 100% pure assembly wrapper so you may try it if you want to use the XGM driver inside your project :
http://devster.proboards.com/thread/1071/add-music-sfx-game-driver

Anyway to get the source code for null.raw and z80_xgm.bin, I think some people will find it very useful for learning purposes also my project is open source as your SGDK, though no worries if you can't. Any assistance in this matter would be greatly appreciated.

Sincerely,

Scorpion Illuminati

Stef
05-30-2017, 12:23 PM
Anyway to get the source code for null.raw and z80_xgm.bin, I think some people will find it very useful for learning purposes also my project is open source as your SGDK, though no worries if you can't. Any assistance in this matter would be greatly appreciated.

Sincerely,

Scorpion Illuminati

You can find everything in SGDK, here are some files directly from the repository :
- XGM Z80 driver source : https://raw.githubusercontent.com/Stephane-D/SGDK/master/src/z80_xgm.s80
- Null sample : https://raw.githubusercontent.com/Stephane-D/SGDK/master/src/smp_null.s
- XGM driver methods (C) : https://raw.githubusercontent.com/Stephane-D/SGDK/master/src/xgm.c
- XGM driver methods (H) : https://raw.githubusercontent.com/Stephane-D/SGDK/master/inc/xgm.h

The later one is important as it gives you the method prototype and also explain a bit how the XGM driver work (music tempo, DMA contention...)

Hope that is what you are looking for :)

Scorpion Illuminati
07-01-2017, 02:15 AM
Wanted to give everyone an update, Sik converted the xgmplayer c code into pure assembly. However for some reason the code doesn't seem to work as the game has gone completely mute. I made a test case of the title screen, game and pause states and removed everything else. Pressing start at the title screen should start a game with the song Twangy Thing by ComradeOj. Pressing start in the middle of the game pauses it. After the song finishes it goes back to the title screen until start is pressed for another go.

Source: https://www.dropbox.com/s/0lcn21uo4vv2sfv/xgmtest.rar?dl=0