VGMPlay / in_vgm
Last update: 2023-12-31 (v0.51.1)
Technical discussion about the VGM format, and all the software you need to handle VGM files.
Moderator: Staff
So I wanted to update VGMPlay from 0.40.3 to 0.40.5 on my ArchLinux machine.
A couple of issues to report:
1. SAA1099 is missing from Makefile's EMUOBJ
2. At least on my machine io.h is included as <sys/io.h>
3. _wfopen, _wopen and gzopen_w are probably windows specific, replacing these with non-wide variants work OK.
4. As I'm making arch package install -m *** had to be changed to install -Dm ***
5. yrw801.rom is not included in source, maybe use separate install for it?
A couple of issues to report:
1. SAA1099 is missing from Makefile's EMUOBJ
2. At least on my machine io.h is included as <sys/io.h>
3. _wfopen, _wopen and gzopen_w are probably windows specific, replacing these with non-wide variants work OK.
4. As I'm making arch package install -m *** had to be changed to install -Dm ***
5. yrw801.rom is not included in source, maybe use separate install for it?
- ValleyBell Offline
- Posts: 4791
- Joined: 2011-12-01, 20:20:07
- Location: Germany
Most of those issues got already fixed in the Git repo.
About the YRW ROM ... even though it fails to copy the file, make should still return a success code, because it ignores errors on that command.
About the YRW ROM ... even though it fails to copy the file, make should still return a success code, because it ignores errors on that command.
Alternate build for VGMPlay 0.40.6 for OPL Hardware Playback on WinNT (including Win7 x64) updated:
Last updated 1 Aug 2015
Last updated 1 Aug 2015
- (31-Jul) Replaced PortTalk routines with InpOut32.dll-based ones (again...)
- (31-Jul) Added patch table switching between VGM's in OPLL and VRC7 mode for hardware playback (note: does not apply if YM2413 set to MEKA HW core)
- (1-Aug) Fixed YM2149 PIN26_SEL_LOW mode to halve its master clock for hardware playback (basically played one octave too high)
- Attachments
-
- VGMPlay-040-6-inpout32.zip
- Last updated 1 Aug 2015
- (394.48 KiB) Downloaded 783 times
Last edited by MaliceX on 2015-08-13, 16:18:07, edited 1 time in total.
-dj.tuBIG/MaliceX
Turbografx-16 Noise Algorithm?
Is this a good place to talk about any suggestions for the next update of this in_vgm plugin?
A while back, I tested some games like Bonk's Adventure on a real Turbografx 16 (well, actually a TurboExpress) that play straight-out noise in a constant loop. One of the soundtracks on the game includes noise being played representing the sound of a waterfall. I determined that the noise algorithm sounds totally different from what most players and emulators make it out to be, including this plugin. They assume that the sound chip uses the same algorithm as the NES (15-bit LFSR) but it doesn't sound anything like it, at least I don't think it does.
I do not know how to reverse-engineer anything, let alone a sound chip, to examine the output more carefully, but if anyone else can confirm this on a real system, that would be good. Oh, and I believe the Jackie Chan game VGM (Opening 3) plays the noise, too.
A while back, I tested some games like Bonk's Adventure on a real Turbografx 16 (well, actually a TurboExpress) that play straight-out noise in a constant loop. One of the soundtracks on the game includes noise being played representing the sound of a waterfall. I determined that the noise algorithm sounds totally different from what most players and emulators make it out to be, including this plugin. They assume that the sound chip uses the same algorithm as the NES (15-bit LFSR) but it doesn't sound anything like it, at least I don't think it does.
I do not know how to reverse-engineer anything, let alone a sound chip, to examine the output more carefully, but if anyone else can confirm this on a real system, that would be good. Oh, and I believe the Jackie Chan game VGM (Opening 3) plays the noise, too.
The VGM format is not really responsible for how music is rendered.
For PC Engine games, VGM uses Ootake's audio core. If you have suggestions to improve its sound emulation (especially the noise generator), you should contact Kitao Nakamura.
For PC Engine games, VGM uses Ootake's audio core. If you have suggestions to improve its sound emulation (especially the noise generator), you should contact Kitao Nakamura.
K007232
I know I shouldn't ask for features here, but what I'd like to know is this: should I keep my hopes up for future K007232 support? I think there's a big gap in Konami support without this chip. Would it be too difficult to support it in the future? Thank you for your attention and I hope you forgive my impertinence.
- ValleyBell Offline
- Posts: 4791
- Joined: 2011-12-01, 20:20:07
- Location: Germany
So far I've been pretty hesitant with sound chips that have only very few channels.
One of the reasons is that having 2 or more of them is pretty common (looks at MSM 5205) and VGMs support only 2x the same chip at once currently.
I might find a better way to support multiple chips than we have currently, but that won't be within the next few months.
One of the reasons is that having 2 or more of them is pretty common (looks at MSM 5205) and VGMs support only 2x the same chip at once currently.
I might find a better way to support multiple chips than we have currently, but that won't be within the next few months.
- ValleyBell Offline
- Posts: 4791
- Joined: 2011-12-01, 20:20:07
- Location: Germany
Due to regular reports about VGMPlay or the VGM tools not being able to read VGMs properly due to a zlib bug, here is a fixed zlib1.dll.
link
Just building it with MSVC fixed this issue, but I also made another tiny change to improve gzseek.
link
Just building it with MSVC fixed this issue, but I also made another tiny change to improve gzseek.
- ValleyBell Offline
- Posts: 4791
- Joined: 2011-12-01, 20:20:07
- Location: Germany
The VGM's are clipping, because the volume is too high. (The default volume used by VGMPlay doesn't fit for everything.)
If you copy vgm_ptch into the folder of the extracted VGMs (or set the PATH variable to point to the folder with the VGM tools), you can execute this small line in cmd.exe to reduce the volume:
I might update the Ghosts 'n' Goblins pack with one of the next updates.
If you copy vgm_ptch into the folder of the extracted VGMs (or set the PATH variable to point to the folder with the VGM tools), you can execute this small line in cmd.exe to reduce the volume:
Code: Select all
for %f in (*.vg?) do vgm_ptch -SetVolMod:0.25 "%f"