The forum about vgm files
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PostPosted: 2020-06-04, 1:10:11 

Joined: 2019-04-13, 15:38:34
Posts: 29
hay vally bell, your sps unpacker works great with the 3 games I tested. I only did the ones you personally tested, because there I know what files to use to get just the sc55 compatible midis, the fm ones probably won't play well in modurn soundfonts.
ever plan onadding the varient used in nemesis 90kai? it uses 3 different file extentions for the music, 1 for each module. for internal fm, for roland mt32/cm64, and is for roland gs (sc55).
also, ever plan on doing something similar for the magical company format? Magical Company is the studio responsible for the x68000 ports of some neo geo games. these games have sc55 music support. also do an extractor for star luster on x68000. and also the konami x68000 driver (for castlevania x68, of course)

be a hero and stop coppa now!

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PostPosted: 2020-06-04, 8:26:35 

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Joined: 2011-12-01, 20:20:07
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The converter may work for other S.P.S. games, but you may need to play with the parameters.
The file extension is usually irrelevant/arbitrary.

I'm currently staying away from the Konami sound driver due to its complexity. (I only looked at the MegaDrive variant so far.)

As shown by the X68000 Music Drivers wiki page, games by Magical Company often use the ZmuSiC sound driver, which I already have a converter for.
The converter usually breaks on FM data though and works with v1 and v2 only. (ZmuSiC v3 uses a different binary format.)

When games compress their data, it is often a good idea to look for the respective Hoot packs. Those usually contain decompressed song data.

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