VGMPlay for MSX

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By Grauw

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20-01-2019, 12:42

nitrofurano wrote:

how difficult would be "emulating" rp2a03 on k051649, co12294 on ay-3-8910, saa1099 on ay38910+k051649, etc?

Some level of emulation may be possible, but any type of modulation functions (especially at audio rates) makes things more difficult. I haven’t looked in depth but e.g. the RP2A03 seems to have some frequency sweep function, as well as a PCM channel. POKEY can have 3 noise channels with selectable polynomial function and also a high pass filter of sorts. SAA1099 is stereo (Darky?).

nitrofurano wrote:

(i'm asking this after seeing that converting vgm files among these chips seems to be not that hard)

Do you mean that there are tools for that? Got a link for future reference?

By Grauw

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20-01-2019, 12:57

p.s. In case you missed it, I plan to release VGMPlay 1.3 for the Nijmegen fair.

After that I will have free reign again to make some more radical changes :). The base memory requirement will go up by 16K, so 128K systems will only be able to play 32K plain VGMs (down from 48K). But I also plan to work on some memory saving features, such as discarding sample data once it’s loaded into sample memory.

Later on hopefully on-the-fly decompression for VGZ files as well, which would mean you only need enough memory to fit the VGZ file rather than the full decompressed data (looping may be disabled if you don’t have enough memory to fit all decompressed data). This will also decrease load times.

Additionally I want to work on a GUI and multi-file playback (wildcard and playlist support).

By Grauw

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20-01-2019, 23:46

With the help of l_oliveira I implemented Franky detection. He and I tested it, but can some other Franky owners test it as well? There’s a wait value I want to make sure I got right. Please run it a couple of times and see if it detects it every time. Build here.

By Grauw

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25-01-2019, 19:33

If a real DCSG isn’t found I now emulate it on the PSG. The emulation isn’t perfect, the chips are a bit different after all, however it sounds good in most cases.

And if you have a Musical Memory Mapper, I just made a fix for a difference in how the SN76489 and the Sega VDP treat period 0, which meant there were no hi-hat drums in e.g. Sonic (MegaDrive). So that works better now too. Thanks to l_oliveira for reporting and providing test code.

By Parn

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25-01-2019, 22:25

I'm very excited about these news, since I couldn't get my hands on a Musical Memory Mapper. I'd like to try emulating 2A03 with SCC, but I wouldn'r know where to begin with VGMPlay. I think I could write some tool to convert from one chip to the other. I would be happy if I could use it to listen to some Mega Man music on MSX. Smile

By Grauw

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25-01-2019, 23:15

Glad you like it! Smile I didn’t expect to be working on this before the release, but since I was already looking at the DCSG for l_oliveira’s bug report I gave it a shot and it turned out to work pretty well.

Writing conversion tools is also great I think! Ctr from the #vgmrips channel also writes some, e.g. he made a C140 to OPL4 conversion, so I could listen to Valkyrie no Densetsu on MSX thanks to that. A conversion script gives a usable proof of concept and a way to iron out the kinks.

By alexito

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26-01-2019, 00:48

Well, I have tested with my SANNO MSX1 + FRANKY (NTSC) + MSXDOS2 + 4096KB RAM + EXED EXES (04 MAIN BGM.vgm) but not FRANKY SN76489 AUDIO OUTPUT.

Crying

By Grauw

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26-01-2019, 01:42

Thanks for testing. Is it detected (does it show Franky in the chip list underneath SN76489)?

And can you try this build?

By alexito

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26-01-2019, 20:48

Not FRANKY CHIP MESSAGE on the screen. lets try the next build.

By alexito

Champion (416)

alexito's picture

26-01-2019, 21:05

I have tested VGMPLAY2 with FRANKY (NTSC) and now PLAYSONIQ (PAL) still nothing is detected not AUDIO CHIP MESSAGE on screen.

https://www.youtube.com/watch?v=7rCaisx1CBw

;(

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