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Messages - raina

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21
This was more probable on the PS3 before they dropped the Linux support. Heck, maybe even PS2. Remember when it had Linux?

I don't see pailes purchasing console developer licenses to go about this the route game developers do.

For anybody else to do it... Yeah, the code is freely available but it's under open source license. The proprietary console software development kits and the open source licensed MilkyTracker are probably all sorts of incompatible. MilkyTracker would need to be adapted to the consoles and its license says these changes need to be made public but that would expose the workings of those consoles which you're definitely not allowed to do under your console developer license.

22
The Lobby / Re: Is FM Synthesis really that hard to program?
« on: April 21, 2016, 09:26:58 »
User interfaces aside, I think the consensus is the more limited an FM synthesizer is, the harder it is to make it sound good.

23
Ah, I see.

24
Feedback & Suggestions / You only preview once
« on: April 08, 2016, 08:37:36 »
...because Preview only works in Quick Reply and not in the full post editor. The XHR response is an HTML snippet with an error about session timeout, and logging out and back in doesn't fix it.

25
VGM is an export/logging format, so basically just a dump of values from a sound chip's registers on a timeline. It can be the result of capturing sound generated by anything like a game or a demo or it could be exported from a music editor. But it's only intended for playback as it doesn't have structure like modules do. I'm not saying it would be totally impossible to import the format in an editor with concepts like patterns and instruments but I imagine it would be a humongous feat and still the results would be less than perfect and certainly not what the original composer was working with.

(And even if you could load the source file from whatever editor was used to create a .vgm, OpenMPT doesn't have FM emulation as stated.)

26
The Lobby / Re: About CocoModX
« on: April 07, 2016, 11:29:29 »
...but I don't quite get Raina's post though. Are you saying that it could still support MOD and S3M despite not being on the list of supported types? I would be angry if AHX or HVL are not supported because I've recently took an interest in these ones and even so, can always go for Chipmachine.

Yes, that's what I'm saying. It's likely that it still supports all the formats XMPlay does without plugins. But that rules out AHX/HVL, XMPlay uses the xmp-ahx plugin to play those.

27
The Lobby / Re: About CocoModX
« on: April 07, 2016, 08:52:07 »
when was the last time you used it to say that it can play modules?
Like 2014.

Meanwhile I found this: http://support.coppertino.com/kb/vox-for-mac/which-file-formats-can-be-played-in-vox
Although it says "the full list of supported audio formats", I doubt they purposefully stripped out support for the likes of MOD and S3M while keeping XM and IT.

28
The Lobby / Re: About CocoModX
« on: April 05, 2016, 09:07:00 »
It seems the CocoModX site is gone and all the references are old, like 5+ years, and in OS X land that is ancient, unsupported history. "It just works", until the OS update and then it doesn't anymore. Prepare for this if you use anything other than mainstream software. I mean, those break too but at least the developers are still around to fix things.

I never used CocoModX during my couple years of Mac use (OS X 10.5 through 10.8) so it might have been dated even back then. Another player supporting a lot of tracker and vgm formats is Richard Bannister's Audio Overload but seeing the latest (news) update on that is dated July 12th 2012 doesn't bode well.

There is Vox, based on the BASS library (same innards as XMPlay) that seemed very promising. No pattern display but pretty much all the settings from XMPlay's MOD tab were there and it sounded great. Then Alessio, the developer, didn't have any more time to work on it (might have moved away from the Apple realm altogether IIRC) and sold Vox to Coppertino who tucked the module player capabilities away from sight. However, the last time I tried the player it was still able to play modules. Worth a shot, I'd say.

29
There's been increased activity on the project lately but I would say these requests fall out of its scope. I wouldn't mind using IT features in a (Milky's) PPUI tracker myself but I would rather see it as a fork into a separate project, and Milky reach 1.0.

30
Help me find that... / Re: Streets of Rage specific track
« on: November 24, 2015, 08:37:47 »
The original track can be found in http://project2612.org/details.php?id=53 in zipped VGM format.

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