Search found 48 matches

by Batteryman
Thu Jun 28, 2018 20:56
Forum: The Classics
Topic: Converting AdLib tunes
Replies: 27
Views: 31391

Re: Converting AdLib tunes

So this is my latest update on the project involving making SoundBlaster Live rendition of the tunes from AdLibs Jukebox program.
It's still need more work, but here you can download Midis, MP3 files of the midi's played on my soundblaster and the adlib versions.

https://goo.gl/YCfU6e
by Batteryman
Fri Feb 09, 2018 17:04
Forum: The Classics
Topic: Converting AdLib tunes
Replies: 27
Views: 31391

Re: Converting AdLib tunes : AdLib Jukebox

I'v got 4 tunes as the first draft.
I got them in mp3 and the midi files are included.

This 4 versions are using my Soundblaster Rx with its stock soundfont CT2MGM.SF2
and stock GS midi settings + the 4th fx Default flanger is enabled

https://goo.gl/SkkUJV
by Batteryman
Mon Jan 01, 2018 0:32
Forum: The Classics
Topic: Converting AdLib tunes
Replies: 27
Views: 31391

Converting AdLib tunes : AdLib Jukebox

This would be a resurrection from the grave, but how the time fly.. I'v been poking around the idea of making the tunes from Jukebox , "the nice record player from the AdLib install disk" converting the tunes to general midi, it is a adlib 2 midi challenge after all. i was hesitating posti...
by Batteryman
Sat Oct 28, 2017 11:59
Forum: The Classics
Topic: The Incredible Machine (TIM) 1992 music format
Replies: 23
Views: 27832

Re: The Incredible Machine (TIM) 1992 music format

Many thanks! I updated the recording , which includes the ripped files. Ok, you didn't need to give me any credit :P but anyways I just did it the old fashion way. Using dosbox and slowed the cycled really low to like 2000 so i could have time to react when pressing Record . I also used the DroTrim...
by Batteryman
Fri Oct 27, 2017 16:08
Forum: The Classics
Topic: The Incredible Machine (TIM) 1992 music format
Replies: 23
Views: 27832

Re: The Incredible Machine AdLib RIP

Here is The Incredible Machine music converted to IMF format, same format as used in many Apogee games. You can use adplug for winamp to play your OPL/AdLib tunes https://goo.gl/ay6lMB Sorry for reopening an old thread but this is great! I've been looking for this music for many years and it's one ...
by Batteryman
Mon Apr 17, 2017 18:04
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Re: Converting MOD

I'v done some debugging after the code cleanup, since i actually encounter a problem if a mod file contain a empty instrument, witch made my program stuck in an infinity loop :crazy , only too finally figuring it out after a long debug session, that one line had an incorrect variable name , and that...
by Batteryman
Sun Apr 09, 2017 19:42
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Re: Converting MOD

So are you actually trying to implement an algorithm that tries to guess from the waveform of a MOD instrument what instrument to choose in the resulting MIDI file? No this is the thing : But my goal stands still, that is a tool that preparing tracker music to be worked on in DAW, for remixing or c...
by Batteryman
Sun Apr 09, 2017 18:06
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Programming my own Tool, Code cleaning

I'v been cleaning up my code to alot more structured code, But i do have some more things to add before i could continue with the Music Data to any meaningful Midi like data i has reached 1468 lines of codes as Visual Studio tells, so i have made progress. And i will also add : This program i'm maki...
by Batteryman
Tue Mar 28, 2017 21:00
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Programming my own Tool, MOD music

1251 lines of codes, and a lot of declarations later: I'v managed to implement a general way to decode Pro Tracker a.k.a mod also all music data, such as period, effects and controls event is now converted to text in this Example Format/Signature : Cb3 01 E1 9 C 00 This will allow a text interpreter...
by Batteryman
Fri Mar 17, 2017 18:43
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Re: Programming my own Tool, if no one can, do it yourself..

I'v added Magic number identification and done finishing sample rate calculation After 600 lines of codes Now i can start to actually try too decode pattern and musical note data i do also plan to add sample dumper, so you can store them to wav files with correct loop parameters I'v hit 1003 lines ...
by Batteryman
Tue Mar 07, 2017 18:56
Forum: The Classics
Topic: ReDuke: Duke Nukem 1 for Windows
Replies: 45
Views: 51701

Re: ReDuke: Duke Nukem 1 for Windows

Interesting thing with those atlas'es , didn't know they exist.
I really like your explanation, very informative, i't might came in handy for someone other, if they wonder in the future about the same topic
by Batteryman
Fri Mar 03, 2017 16:24
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Programming my own Tool, if no one can, do it yourself..

I'v added Magic number identification and done finishing sample rate calculation

After 600 lines of codes
Now i can start to actually try too decode pattern and musical note data

i do also plan to add sample dumper, so you can store them to wav files with correct loop parameters
by Batteryman
Mon Feb 27, 2017 20:04
Forum: The Classics
Topic: ReDuke: Duke Nukem 1 for Windows
Replies: 45
Views: 51701

Re: ReDuke: Duke Nukem 1 for Windows

First of all, Duke Nukem II is not supported by ReDuke. And a bigger viewport might even result in situations where you see parts of the level that were never meant to be seen. Plus, the backdrops are designed for this rather small viewport area, so increasing the viewport size would lead to even m...
by Batteryman
Sun Feb 26, 2017 13:06
Forum: The Classics
Topic: ReDuke: Duke Nukem 1 for Windows
Replies: 45
Views: 51701

ReDuke

The latest (and most likely last) version of ReDuke (Beta 4) is now hosted on the Duke Nukem 3D: High Resolution Pack website. Scroll down to the bottom of the page. ReDuke looks pretty cool i must say, however you should include a full wide render of, in game, and not only clamped to 5:3 screen On...
by Batteryman
Sun Feb 26, 2017 0:20
Forum: The Classics
Topic: Converting MOD
Replies: 25
Views: 26964

Re: Converting Terminal Velocity Music

I'm thinking of going a step up, i'm writing my own program to extract note data from MOD files, Some coding update i can so far extract data like Title name Instrument Names Instrument Sample Length , Instrument SampleLengthByte Pointer "This is useful for decode data after this pointer"...