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
Search found 48 matches
- Thu Jun 28, 2018 20:56
- Forum: The Classics
- Topic: Converting AdLib tunes
- Replies: 27
- Views: 31870
- Fri Feb 09, 2018 17:04
- Forum: The Classics
- Topic: Converting AdLib tunes
- Replies: 27
- Views: 31870
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
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
- Mon Jan 01, 2018 0:32
- Forum: The Classics
- Topic: Converting AdLib tunes
- Replies: 27
- Views: 31870
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...
- Sat Oct 28, 2017 11:59
- Forum: The Classics
- Topic: The Incredible Machine (TIM) 1992 music format
- Replies: 23
- Views: 28150
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...
- Fri Oct 27, 2017 16:08
- Forum: The Classics
- Topic: The Incredible Machine (TIM) 1992 music format
- Replies: 23
- Views: 28150
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 ...
- Mon Apr 17, 2017 18:04
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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...
- Sun Apr 09, 2017 19:42
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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...
- Sun Apr 09, 2017 18:06
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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...
- Tue Mar 28, 2017 21:00
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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...
- Fri Mar 17, 2017 18:43
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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 ...
- Tue Mar 07, 2017 18:56
- Forum: The Classics
- Topic: ReDuke: Duke Nukem 1 for Windows
- Replies: 45
- Views: 52118
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
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
- Fri Mar 03, 2017 16:24
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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
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
- Mon Feb 27, 2017 20:04
- Forum: The Classics
- Topic: ReDuke: Duke Nukem 1 for Windows
- Replies: 45
- Views: 52118
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...
- Sun Feb 26, 2017 13:06
- Forum: The Classics
- Topic: ReDuke: Duke Nukem 1 for Windows
- Replies: 45
- Views: 52118
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...
- Sun Feb 26, 2017 0:20
- Forum: The Classics
- Topic: Converting MOD
- Replies: 25
- Views: 27340
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"...