Is there any chance you'd be willing to look into some of konami's drivers? they seem to have muliple. in particular im interested in Castlevania 2 and Yu-Gi-Oh! Monster Capsule GB. also, whatever jake kaufman used for shantae.birdmanager6 wrote: ↑2024-07-02, 23:09:17 If you have any requests for specific GB/GBC sound engines or games you would like to see a MIDI/tracker converter for, please let me know and I will look into it. (In the future, I will also figure out the architecture of other systems so I can work on converters for those as well.)
Game Boy to MIDI (and tracker) converters
Technical discussion which is not directly related to VGM files. Talk about Hardware and Software.
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Re: Game Boy to MIDI (and tracker) converters
- birdmanager6 Offline
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Re: Game Boy to MIDI (and tracker) converters
And once again, here's CAP2MID:
https://github.com/turboboy215/CAP2MID
https://github.com/turboboy215/CAP2MID
- birdmanager6 Offline
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Re: Game Boy to MIDI (and tracker) converters
Shantae uses the Paragon 5 tracker driver, which I will work on next. Konami's driver(s) I will also look at soon.LF222 wrote: ↑2024-09-04, 8:57:16Is there any chance you'd be willing to look into some of konami's drivers? they seem to have muliple. in particular im interested in Castlevania 2 and Yu-Gi-Oh! Monster Capsule GB. also, whatever jake kaufman used for shantae.birdmanager6 wrote: ↑2024-07-02, 23:09:17 If you have any requests for specific GB/GBC sound engines or games you would like to see a MIDI/tracker converter for, please let me know and I will look into it. (In the future, I will also figure out the architecture of other systems so I can work on converters for those as well.)
Re: Game Boy to MIDI (and tracker) converters
Ah awesome, thanks for thatbirdmanager6 wrote: ↑2024-09-08, 4:35:46 Shantae uses the Paragon 5 tracker driver, which I will work on next. Konami's driver(s) I will also look at soon.
- birdmanager6 Offline
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- ValleyBell Offline
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- Location: Germany
Re: Game Boy to MIDI (and tracker) converters
Awesome work!
I'm amazed at how quickly you figure out all those formats.
A small nitpick though: It would be nice if your format descriptions could be a tiny bit more verbose.
e.g. for Paragon 5 command "00" it is not clear, under which conditions which of the 3 features (break pattern / empty rows / change speed) is used.
I'm amazed at how quickly you figure out all those formats.
A small nitpick though: It would be nice if your format descriptions could be a tiny bit more verbose.
e.g. for Paragon 5 command "00" it is not clear, under which conditions which of the 3 features (break pattern / empty rows / change speed) is used.
- marklincadet Offline
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Re: Game Boy to MIDI (and tracker) converters
If you're taking requests, a real challenge I'd love to see you take up is Manabu Namiki's Sheep sound driver for Doki Doki Sasete!! on GBC.
- birdmanager6 Offline
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Re: Game Boy to MIDI (and tracker) converters
At long last, I finally completed my creatively-named KONAMID converter, my hardest one yet. Take a guess as to which sound engine this works with. This took me a long time to figure out how it worked for all games. (Note that it only works with the original driver; the later ones used by the Kobe, Osaka, and Japan divisions are completely different.)
All three Castlevania games are supported, but none of the Yu-Gi-Oh! games since they do not use the original driver.
https://github.com/turboboy215/KONAMID
All three Castlevania games are supported, but none of the Yu-Gi-Oh! games since they do not use the original driver.
https://github.com/turboboy215/KONAMID
Re: Game Boy to MIDI (and tracker) converters
All works well and good, however Castlevania 2 seems to have several missing channels in its exports, no matter what sequence mode i trybirdmanager6 wrote: ↑2024-09-27, 21:48:48 At long last, I finally completed my creatively-named KONAMID converter, my hardest one yet. Take a guess as to which sound engine this works with. This took me a long time to figure out how it worked for all games. (Note that it only works with the original driver; the later ones used by the Kobe, Osaka, and Japan divisions are completely different.)
All three Castlevania games are supported, but none of the Yu-Gi-Oh! games since they do not use the original driver.
https://github.com/turboboy215/KONAMID
- birdmanager6 Offline
- Posts: 32
- Joined: 2015-12-08, 3:01:17
Re: Game Boy to MIDI (and tracker) converters
This should be fixed now. Since earlier versions of the sound engine don't have a definite method of looping, what the program does is it ends the channel when it reaches a jump command leading to an earlier address, in order to prevent the program from getting into an infinite loop, running out of memory, and crashing. This works for most games, but this might be the only one that actually features jumps to earlier addresses. Later versions are fine since they have a built-in "loop point" command. I had to do some ugly hacks to prevent channels in some songs from ending prematurely, sometimes right at the start. The last song from Pardius has also been fixed, since it recycles the looping part from the previous song.LF222 wrote: ↑2024-09-30, 6:37:14All works well and good, however Castlevania 2 seems to have several missing channels in its exports, no matter what sequence mode i trybirdmanager6 wrote: ↑2024-09-27, 21:48:48 At long last, I finally completed my creatively-named KONAMID converter, my hardest one yet. Take a guess as to which sound engine this works with. This took me a long time to figure out how it worked for all games. (Note that it only works with the original driver; the later ones used by the Kobe, Osaka, and Japan divisions are completely different.)
All three Castlevania games are supported, but none of the Yu-Gi-Oh! games since they do not use the original driver.
https://github.com/turboboy215/KONAMID
Re: Game Boy to MIDI (and tracker) converters
Thank you! works a dream nowbirdmanager6 wrote: ↑2024-10-01, 0:53:24This should be fixed now. Since earlier versions of the sound engine don't have a definite method of looping, what the program does is it ends the channel when it reaches a jump command leading to an earlier address, in order to prevent the program from getting into an infinite loop, running out of memory, and crashing. This works for most games, but this might be the only one that actually features jumps to earlier addresses. Later versions are fine since they have a built-in "loop point" command. I had to do some ugly hacks to prevent channels in some songs from ending prematurely, sometimes right at the start. The last song from Pardius has also been fixed, since it recycles the looping part from the previous song.LF222 wrote: ↑2024-09-30, 6:37:14All works well and good, however Castlevania 2 seems to have several missing channels in its exports, no matter what sequence mode i trybirdmanager6 wrote: ↑2024-09-27, 21:48:48 At long last, I finally completed my creatively-named KONAMID converter, my hardest one yet. Take a guess as to which sound engine this works with. This took me a long time to figure out how it worked for all games. (Note that it only works with the original driver; the later ones used by the Kobe, Osaka, and Japan divisions are completely different.)
All three Castlevania games are supported, but none of the Yu-Gi-Oh! games since they do not use the original driver.
https://github.com/turboboy215/KONAMID
Re: Game Boy to MIDI (and tracker) converters
Sorry to double post, but Yugioh Capsule Monster GB does work with it, but its the exception.