Skip to content

Python script for building raw VGM into finished VGZ

requires python 3.2

Technical discussion about the VGM format, and all the software you need to handle VGM files.

Moderator: Staff

  • User avatar
  • rainwarrior Offline
  • Posts: 19
  • Joined: 2013-01-22, 13:42:04
  • Location: Toronto, Canada
  • Contact:

Python script for building raw VGM into finished VGZ

Post by rainwarrior »

I used this script to help build my first pack (Toki). Basically it automates most of the process, I run the script once, and listen to the results / review the log it creates. Anywhere the log warns me about the auto-detected loop, or if when listening there is a problem with a loop or length, I take a look at the auto-rendered WAV files add individual length/loop entries to the script and start again. After doing this once or twice I have a finished set of vgz files, which I just need to tag etc.

Requires Python 3.2, directions are in the file.

Edit: Revised scripts for each rip I've done, in case anybody wants a look.

http://rainwarrior.ca/projects/nes/auto ... ld_toki.py
http://rainwarrior.ca/projects/nes/auto ... strider.py
http://rainwarrior.ca/projects/nes/auto ... lktiger.py
Last edited by rainwarrior on 2019-10-09, 19:29:34, edited 4 times in total.
  • User avatar
  • MaliceX Offline
  • Posts: 226
  • Joined: 2012-09-29, 11:45:48
  • Location: Australia
  • Contact:

Post by MaliceX »

This certainly looks interesting. :o I might see if I could adapt this for some easy sets I have. Thanks for sharing!
Last edited by MaliceX on 2013-01-24, 16:43:49, edited 1 time in total.
-dj.tuBIG/MaliceX
  • User avatar
  • neologix Offline
  • Posts: 211
  • Joined: 2012-04-22, 4:03:45
  • Location: New York, NY, USA

Post by neologix »

I'll also take a look and see if I can adapt this to be more general and C++ :)
  • User avatar
  • rainwarrior Offline
  • Posts: 19
  • Joined: 2013-01-22, 13:42:04
  • Location: Toronto, Canada
  • Contact:

Post by rainwarrior »

Hm, not sure what advantage rewriting it in C++ would have, but as far as generality, all the stuff that's game specific is basically a couple of lists and directories defined at the top of the file. Everything below that should be generic.
  • User avatar
  • neologix Offline
  • Posts: 211
  • Joined: 2012-04-22, 4:03:45
  • Location: New York, NY, USA

Post by neologix »

rainwarrior wrote:Hm, not sure what advantage rewriting it in C++ would have...
Portable to platforms to compile as native executables without the need of Python, of course.
Post Reply