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Advice on converting/arranging MP3's into Gym's

#16 User is offline Tweaker 

Posted 18 May 2008 - 01:33 AM

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View PostGranville, on May 18 2008, 02:27 AM, said:

Someone said some of the level art would have to be cut. Why is this?

Not level art, specifically—you'd have to cut some of the available 16x16 tiles. The reason for this is because, in Sonic 1, 16x16 tiles (and, subsequently, 256x256 tiles) are compressed; this leaves you a limit of $64 metatiles and however many 16x16 tiles. In Sonic CD, though, they're uncompressed, allowing up to 255 of either, being limited only by Sega CD program size (256kb per program).

You could use uncompressed mappings in Sonic 1, as well, but it would severely bloat the filesize, limiting the chances further of being able to include every aspect of the game onto a Genesis cartridge. One option is to use bankswapping, which would theoretically make fitting it all in quite possible; however, I'm not entirely sure on the plausibility of such a thing.

The best chance you really have is scrapping the time travel concept and simply including the present timezones for each level. It wouldn't be the full game, but it'd still be pretty complete, in my opinion. :)

#17 User is offline Flygon 

Posted 18 May 2008 - 04:33 AM

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About the bank switching thing, do any emulators actually support bank switching? (Apart from Gens, as far as I'm aware)

#18 User is offline Puto 

Posted 18 May 2008 - 07:12 AM

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View PostTweaker, on May 18 2008, 07:33 AM, said:

View PostGranville, on May 18 2008, 02:27 AM, said:

Someone said some of the level art would have to be cut. Why is this?

Not level art, specifically—you'd have to cut some of the available 16x16 tiles. The reason for this is because, in Sonic 1, 16x16 tiles (and, subsequently, 256x256 tiles) are compressed; this leaves you a limit of $64 metatiles

Actually, $52. Each metatile takes $200 bytes and you have $A400 bytes of RAM space, therefore you can have up to <tt>$A400/$200=$52</tt> metatiles.
This post has been edited by Puto: 18 May 2008 - 07:13 AM

#19 User is offline Jayextee 

Posted 18 May 2008 - 07:17 AM

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View PostGranville, on May 18 2008, 07:27 AM, said:

#2 Take the speed limit out of Sonic 1

There's a tutorial to do that on this very site, which is so simplt to follow that I've even managed it! (Note that it's probably also recommended that you fix the spike bug as well.)

View PostGranville, on May 18 2008, 07:27 AM, said:

#3 Have a speed monitor that measures Sonic's running speed

There is already code within Sonic to do this; speed is measured when determining if the GHZ/SYZ smashable wall can be broken or not. Not having the disassembly with me at the moment (Other laptop, d'oh!) I couldn't tell you where offhand.

View PostGranville, on May 18 2008, 07:27 AM, said:

#4 Have a set speed required to enter the time-stream
#5 Once Sonic reaches that speed, count 3 seconds and he travels through time
#6 Enter the new level

All this is pretty simple to do as well, and I would imagine the Past/Future posts not so hard (Although this is currently above my personal level - I repeatedly state my fail at hacking XD). I would advise attempting Tweaker's "proper' way of doing the different time zones, though.

View PostGranville, on May 18 2008, 07:27 AM, said:

I should win an award for stupidly getting my hype up. There's not even much of a point trying to port Sonic CD to the Genesis....Except it being a cool concept.

It being a cool concept is more than enough! I'd be grateful, anyway; since I primarily use a Mac (Which there isn't a working Mega CD emulator for yet) this would be a cool thing for me. Although as I said, walk before trying to run, huh? :)

#20 User is offline Aquaslash 

Posted 22 May 2008 - 08:55 PM

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View PostGranville, on May 17 2008, 11:21 PM, said:

Yes, the engine, level layout, and features should come first. The graphics and sound should be a side project.

If I weren't so scatterbrained, I could actually live by this rule XD

#21 User is offline Irixion 

Posted 23 May 2008 - 02:41 AM

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I laughed when I read that, it's like saying eat the insides of a hamburger and then the bread. (Sorry for my use or the oddest examples =P)

#22 User is offline Granville 

Posted 28 May 2008 - 05:35 AM

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I hate to bump this, but I found something quite interesting:

http://www.geocities.co.jp/SiliconValley-S...B236/indexE.htm

It's not quite what I was looking for but well.....it converts MIDI files into NES style. I downloaded some Sonic CD MIDI's from VGMusic and ran them in the program. They sound quite cool in 8-bit form. There's some videos on Youtube of new-ish songs being played in 8-bit style using this program.

I'll continue to study on how to do them in Genesis style, but my PC's power cord died and I'm stuck using my mother's PC for now. It's a bit unfit for programming/hacking as it's old and buggy.

Here's a video (youtube) of Stardust Speedway in 8-bit style:

http://www.youtube.c...h?v=4ZcvJWib_IA
This post has been edited by Granville: 28 May 2008 - 06:00 AM

#23 User is offline Overlord 

Posted 28 May 2008 - 01:52 PM

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Yeah, it's a neat little app is that, even if really all it is is a toy =P

#24 User is offline roxahris 

Posted 29 May 2008 - 07:36 AM

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Yeah, it's a shame it can't output to XM or something...

#25 User is offline Granville 

Posted 29 May 2008 - 10:26 AM

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Stardust Speedway Good Future sounds particularly nice in 8-bit style. I've been trying some more MIDI's from other games and it's a very fun little app! It can export the music into a WAV file I believe, but it's too bad you can't save it in true NES sound format.

#26 User is offline sonicblur 

Posted 29 May 2008 - 11:30 AM

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View Postroxahris, on May 29 2008, 07:36 AM, said:

Yeah, it's a shame it can't output to XM or something...

There are several tools that can convert MIDI to XM though.

There's one called midi2xm, which does a reasonable job. It's a Windows 3.1 tool if I recall correctly though, so a bit of a pain to set up under XP. (Gotta keep pathnames 8.3 compatible) I converted a few Sonic CD songs with it several years ago when I used it last.
ModPlug tracker can also import MIDI files into .IT, .XM, or even .MOD formats. However, the accuracy is not as good as midi2xm.
For both programs, you need to provide a soundfont. I believe someone has made a genesis sound-alike font called YM/FM that does a good job approximating some of the instruments.

#27 User is offline roxahris 

Posted 29 May 2008 - 05:18 PM

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Well, I knew about those converters, but an XM with SCC instruments would be good too...
EDIT: SCC is not NES/Famicom, it's the other setting. Yay MSX.
This post has been edited by roxahris: 29 May 2008 - 05:19 PM

#28 User is offline Bibin 

Posted 29 May 2008 - 11:57 PM

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You could open the MIDI in modplug tracker, then save as an xm.

#29 User is offline roxahris 

Posted 30 May 2008 - 01:28 AM

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View PostBibin, on May 30 2008, 02:27 PM, said:

You could open the MIDI in modplug tracker, then save as an xm.
Are you even reading my posts? I said I knew about converters and MPT- I use them. I was pointing out that it would be nice if it could export an XM or IT or something with the SCC or NES instruments in it. Not that I needed to convert MIDI files to XM.

#30 User is offline Granville 

Posted 30 May 2008 - 11:18 PM

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I actually got Windows 3.1 to install and run pretty much perfectly in DosBox. I guess I can try that Win3.1 tool in that.

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