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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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  • LF222 Offline
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Re: Game Boy to MIDI (and tracker) converters

Post by LF222 »

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.)
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.

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

And once again, here's CAP2MID:
https://github.com/turboboy215/CAP2MID

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

LF222 wrote: 2024-09-04, 8:57:16
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.)
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.
Shantae uses the Paragon 5 tracker driver, which I will work on next. Konami's driver(s) I will also look at soon.
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Re: Game Boy to MIDI (and tracker) converters

Post by LF222 »

birdmanager6 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.
Ah awesome, thanks for that

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

And here we go, Paragon 5 to XM converter:

https://github.com/turboboy215/P52XM
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  • ValleyBell Offline
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Re: Game Boy to MIDI (and tracker) converters

Post by ValleyBell »

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.

Re: Game Boy to MIDI (and tracker) converters

Post by marklincadet »

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.

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

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
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Re: Game Boy to MIDI (and tracker) converters

Post by LF222 »

birdmanager6 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
All works well and good, however Castlevania 2 seems to have several missing channels in its exports, no matter what sequence mode i try

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

LF222 wrote: 2024-09-30, 6:37:14
birdmanager6 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
All works well and good, however Castlevania 2 seems to have several missing channels in its exports, no matter what sequence mode i try
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.
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Re: Game Boy to MIDI (and tracker) converters

Post by LF222 »

birdmanager6 wrote: 2024-10-01, 0:53:24
LF222 wrote: 2024-09-30, 6:37:14
birdmanager6 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
All works well and good, however Castlevania 2 seems to have several missing channels in its exports, no matter what sequence mode i try
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.
Thank you! works a dream now
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Re: Game Boy to MIDI (and tracker) converters

Post by LF222 »

Sorry to double post, but Yugioh Capsule Monster GB does work with it, but its the exception.

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

AJG2MID:
https://github.com/turboboy215/AJG2MID

Sorry this one took so long; it was much more difficult than I had been hoping for, mainly due to the programmer/musician having the habit of making the driver slightly different from game to game. I had to use a lot of hacks and conditioning to make it work with all the games, and additionally the program requires the offset to the first song's pointer due to most of the games relying on JP commands to access each of the songs.

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

Here we are again with HAL2MID:
https://github.com/turboboy215/HAL2MID

Re: Game Boy to MIDI (and tracker) converters

Post by birdmanager6 »

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