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Messages - red M95

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1
Look what I made! / Re: apple iigs demo music recreation!
« on: March 07, 2023, 23:10:20 »
update 3: big one this time! i decided to download some modules from the fta website, they are the same modules from the modulae demo, xmas demo, and space harrier, originally meant to be a game, but it got unfinished and ended up being a demo as well.
the modules were all converted from soundsmith to s3m by fta themselves. however, they were still that ~semitone lower than the iigs played at. and since schism tracker, which's what i used to do these, doesn't have any finetune feature, i did a workaround that worked:
i loaded the s3m's on fasttracker ii, which has enough support for this format. so i just set the finetune for all samples to +80, to match the iigs sound. then, i dumped the finetuned samples to dedicated folders for each song, so i wouldn't get lost. then, i replaced the original ones with these finetuned ones, and it worked perfectly :)
however, there was a module that even had a missing sample. xmas_main menu.s3m, i could easily tell what the missing sample was, and fortunately, i already had it dumped from another module.
and yeah, as you can see (or rather, *hear*), i even replicated the panning, for some reason the panning was all messed up on the modules that came from the fta website, i guess they just overlooked that.
i was also thinking of replicating some of the iigs quirks, like the audio skipping that happens sometimes due to the heavy load the demo causes, and, i think the iigs also has a non-linear mixer, 'cos the volumes on the modules sound better on these dumps than what you hear on the iigs.
still, being able to recreate at least the pitch difference is good.
anyways, here you go, give the modules a listen!

2
Look what I made! / Re: apple iigs demo music recreation!
« on: March 05, 2023, 19:51:15 »
update 2: this is kernkompetenz.mod, used in the ninjaforce demo with the exact same name, so this time we got an original demo song!
since this is a 14-channel mod, i couldn't edit it in protracker, so instead, i used fasttracker ii again, and set the finetune for every sample to +64, already enough to replicate the iigs sound :)

3
The Lobby / Re: why is there a pitch difference on amiga and dos?
« on: February 08, 2023, 00:07:59 »
> DOS players have to emulate that based on code trying to divide time over a period linked to the VSYNC (I think, its something like that, im not 100%)
i'm trying to develop my own tracker right now based on the fasttracker ii (clone) source code, and now i discovered. the actual reason is the middle-c frequency. on fasttracker, the middle-c frequency is set to 8363 hz for both amiga and linear frequency tables, and now i'm trying to fix that by setting the middle-c frequency to 8287 hz for the amiga frequency table only. however, many .mod's were made in fasttracker ii, so they'd sound different than supposed since the header isn't very different and there's no 100% accurate way to detect whether the .mod is from dos or a real amiga.
the apple iigs might have the exact same issue, so i'm guessing the middle-c frequency there was even higher than the one in fasttracker ii.

4
sounds like an .s3m for me, due to these (apparently) 6 active channels and i listened to some .s3m's with that same style. still, i have no idea what even the composer might be. but the file format guess should be a good hint.

5
on fasttracker ii, you just select the instrument, go to the disk op. menu, then select "Instr." as the item, then hit the save button.

6
Look what I made! / Re: apple iigs demo music recreation!
« on: January 07, 2023, 12:00:10 »
some small patches, i corrected the pitch and some notes of dragonsfunk.xm, and i realized that for some reason i put no_axxess.mod on +4 finetune instead of +5 lol
i actually made this patches a while ago, but i didn't wanna post here since i didn't get any answer, so i thought it'd be unnecessary. but i don't care now, here you go wild again, for real this time:

7
The Lobby / Re: why is there a pitch difference on amiga and dos?
« on: January 05, 2023, 12:48:30 »
> Amiga MOD uses CIA I/O chip for reference.
bro, i didn't know amigas were made by the us government '-'
jokes aside, that makes much more sense now. from what i understood, the samples were loaded faster in dos by default, so they had higher pitch. i think i've heard of the same problem in the apple iigs. the iigs uses an ensoniq es5503 doc as the sound chip, but it's not sample-based, instead, it's wavetable. so i think the "hack" they used had a disadvantage of playing samples in a faster speed, making them higher pitch. and according to wikipedia, the timer for the iigs sound is in the sound chip itself, but it uses a whole channel for that timing if the program that's running relies on the system firmware or stock tools. if it doesn't, then it's fully possible to use all 32 channels, though i've never seen any iigs music use all these channels, nor have i seen a demo or tracker that can break this limitation. so i'm guessing the default timing on the iigs sound chip was much different, but programmers didn't bother with fixing that to make music sound the same as in the amiga.
> DOS players have to emulate that based on code trying to divide time over a period linked to the VSYNC (I think, its something like that, im not 100%)
i think openmpt does the same thing. amiga music also sounds higher-pitched there. maybe they didn't separate the code that much for amiga and dos, see, if you play an amiga module in protracker 2 clone for windows/ linux/ whatever, it will sound the exact same thing as in a real amiga. the code in there has a much better emulation i assume. though, there are some flaws that can be fixed.

8
Look what I made! / apple iigs demo music recreation!
« on: December 23, 2022, 23:12:27 »
so far i made 3 recreations of demo music for the apple iigs:
the revenge of the bobs intro;
the revenge of the bobs demo;
and delta demo intro music.
they all use ripped music from amiga, the first 2 use ripped music from an amiga 2000 as ninjaforce (creators of the revenge of the bobs demo) confirmed, with the intro using no_axxess from tyrell/dual crew and the demo using tennis.mod from starbuck, and the last one uses dragonsfunk.mod from moby, as fta (free tools association, the creators of the last demo) confirmed as well. what i did here was to change the original modules to the closest possible to the iigs, 'cos the iigs had a much different sound than the amiga.
full story, skip it if you want:
all of those modules had their pitch changed, 'cos for some reason, as i mentioned on my first forum post here (which i still got no answers, sadly), the iigs had a weird pitch difference compared to dos and amiga, which's about a semitone. so, with the exception of the last module, i just set the finetune for all samples to +5, which matches the iigs' sound pitch and that was it. now, the delta demo intro music was the worst part. the pitch difference compared to the original dragonsfunk.mod was of 4 semitones! that's a third of an octave, which has 12 semitones! and, the player used to play this module also didn't support some protracker effects, so it also sounded more "plain" compared to the original.  the original module was made on protracker, but i had to move on to fasttracker! why? because at position $0C, there's a drum solo part, but the original module had the note of this drum set at the maximum frequency protracker can handle, so i had to move to fasttracker, which supports 8 octaves, unlike protracker, which only supports 3. there were more advantages, though! since i couldn't set the panning on protracker unless i changed all notes in all channels, i used fasttracker to match the iigs panning as well! the amiga has a left-right-right-left panning, while the iigs doesn't have a fixed panning like amiga does, but the player used to play the module had a default panning of left-right-left-right used in this modified dragonsfunk.mod, but it was later modified on the revenge of the bobs by ninjaforce themselves to match the amiga panning too, so i didn't have to change the panning on the first 2 modules : D
tl;dr: basically just a sound pitch and later also effect craziness on the original modules, to match the iigs sound.
- why did you do that?
well, i was bored and had no idea of what to compose, so i did this and surprisingly the result was perfect (at least to me).
- are you planning on doing more?
yes! i was thinking of the modulae intro music, which this time is an original module, but the original sound format is soundsmith, and as far as i know there're no players nor trackers at all that run on windows and support this format. if i open it on soundsmith on the iigs it'll ask for the samples, which i don't have. yes, it worked the same way as the early ultimate soundtracker, you had to load the samples in order to play the module.
- cool, where are the modules, though???
here you go, go wild!

EDIT: absurdly wrong semitone calculation, how the hell did i get to the conclusion that dragonsfunk had a difference of 10 semitones??? it's obviously 4 lol

9
The Lobby / why is there a pitch difference on amiga and dos?
« on: December 14, 2022, 23:21:15 »
title says pretty much everything, i'm wondering why when i play a .mod on dos it has a slightly higher pitch than the same thing on an amiga. actually, if i play any module, no matter the format, on dos, the pitch is higher than on the amiga. does dos have a much different way of handling sound, so everything sounds higher-pitched when played on it? also, if you're reading this and also listened to apple iigs music, you may also have noticed the huge pitch difference from the iigs to anything else. with the iigs, the pitch difference is much worse, it's pretty much a semitone, or, if you use protracker, it's approximately a +5 finetune. no idea why.
also, i almost forgot: hi everyone, i'm red M95, a very beginner composer who uses protracker, sometimes famitracker too.

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