VGMPlay for MSX

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By Grauw

Enlighted (6369)

Grauw's picture

06-10-2017, 20:15

Parn wrote:

I think you mean the Sega MultiPCM, right?

That’s the one!

By Pencioner

Master (248)

Pencioner's picture

06-10-2017, 21:06

I saw some rips for 2xAY-3-8910 on VGMRips, just curious if they are technically just two unrelated PSGs with different ports for accessing. If it is the case, then probably those can be played with one internal PSG and other from MFRSCC+SD - correct?

EDIT: Sorry for the noise, i have found out that it is already implemented.

By Parn

Master (218)

Parn's picture

06-10-2017, 21:13

Just keep in mind sometimes the clock rate is different. For example, the Mockingboard uses slower-clocked PSGs, so its packs sound higher pitched on MSX hardware. There are also faster-clocked packs (usually from Arcade) that sound lower-pitched on MSX.

By Pencioner

Master (248)

Pencioner's picture

06-10-2017, 22:45

Parn wrote:

Just keep in mind sometimes the clock rate is different. For example, the Mockingboard uses slower-clocked PSGs, so its packs sound higher pitched on MSX hardware. There are also faster-clocked packs (usually from Arcade) that sound lower-pitched on MSX.

Thank you, good to know it.

Another question for the experts:
K054539 and K052539 - the numbers are so similar, and the second one is the SCC+ afaik and i have found reference to first one in the VGMPlay code. does that mean that K054539 can be used as SCC+ too? like, has it all capabilities of it and also some of it's own?

EDIT: Ok i have the evening of confusion and stupid questions btw. I just realized that i looked in source code of vgmplay for PC not the MSX one. Uh-oh, sorry, i probably just go to bed and have some sleep instead Tongue

Just curious, because photos of K054539 differs pretty much from SCC+ one though...

By Grauw

Enlighted (6369)

Grauw's picture

06-10-2017, 23:03

K054539 only differs by 1 digit, but it’s completely different from the SCC; stereo 8 channel PCM with reverb. Sure confusing of Konami that with so many digits in the chip code, they managed to only change one and keep 5 the same.

There’s also a K005289 by the way, used on the Bubble System and GX400 arcade boards, which is an SCC. If the chip code is different, I wonder if something’s different inside as well…

By Pencioner

Master (248)

Pencioner's picture

06-10-2017, 23:06

Thank you Grauw, i already understood that, and yes, very weird that only one digit differs. That took my attention...

And another big Thank You for the VGMPlayer for MSX! I just recently discovered and started using this gem (while looking for some music to make my wozblaster busy) and i have a lot of pleasure listening to all familiar and much more unfamiliar tunes i've downloaded recently Smile Tons of respect!

By Parn

Master (218)

Parn's picture

07-10-2017, 06:13

Grauw wrote:

There’s also a K005289 by the way, used on the Bubble System and GX400 arcade boards, which is an SCC. If the chip code is different, I wonder if something’s different inside as well…

K005289 only has two sound channels, but it looks the same otherwise. Too bad there isn't support for K005289 in the VGM format. Maybe it's possible to rip K005289 music like it was a K051649?

I wished the VGM format supported every Konami chip, but I don't think it will happen anytime soon (or ever, for that matter). Perhaps with VGM2? I'm very interested on your contribution to the discussion at VGMRips.

By Grauw

Enlighted (6369)

Grauw's picture

11-10-2017, 23:27

Quote:

I finally got around to making a video of the YM2612 OPN2 emulation on the YM2151 OPM and turboR PCM, which I finished last week. Here I’m playing a nice selection of Sega MegaDrive music, which all seem to be working well!

The delay was due to some equipment issues, primarily my slot expander being a bit annoying by introducing bus noise to the audio path and damping the SN76489 DCSG’s volume, making it a bit hard to get the right mix with relatively little noise. Oh, and I upped the high end of the equalizer a bit to compensate for the strong filter on the turboR’s output. But I got the set-up in a recordable state now Smile. Still a bit hummy here and there, and the mix isn’t perfect, but oh well.

The PCM that is present in most Sega MegaDrive music is quite demanding on the CPU, and requires an MSX turboR. Even with that, at first the Alien³ VGM at first didn’t play right, but after optimising it with vgm_cmp it ran fine with time to spare! Project2612 has a lot of nice VGMs, but their optimisation leaves something to be desired. I also had to trim the second Comix Zone track by 1 sample since it contained the entire first track on sample 0! VGMPlay can’t really deal with that Eek!.

Something else I had to tackle was that the OPN2 on the MegaDrive has a pretty weird clock frequency relative to the DCSG, a 7:15 ratio. So for the first time I had to adjust the note frequencies, otherwise they really wouldn’t sound right in combination. Luckily in the OPN2 on OPM emulation code, this was simply a matter of changing the value of an addition.

Anyway, happy with the way it sounds. For Sega MegaDrive VGMs, visit http://project2612.org/. And there’s a couple more for systems like FM-Towns on http://vgmrips.net/.

VGMPlay MSX, YM2612 OPN2 emulation on SFG + turboR PCM

By ToriHino

Expert (118)

ToriHino's picture

11-10-2017, 23:46

By ImATrackMan

Resident (59)

ImATrackMan's picture

13-10-2017, 07:30

OPN and OPN2 on MSX with existing hardware, holy shit. Is there any mechanism for the split channel 3? You have enough channels if you can do it. OPN will have a max of 6 channels used if channel 3's used in expanded mode:

1 - 4op
2 - 4op,
3, 4, 5, 6, one for each operator

or

1 - 4op
2 - 4op,
3 - 2op
4, 5, remaining two operators

or

1 - 4op
2 - 4op
3 - 2op
4 - 2op

You don't have enough for the OPN2 though, you'd need one more channel for a fully independent operator (I don't think any Gen/MD games did that, and I have absolutely zero clue if any FM-Towns games did.)

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