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MIDI to VGM converter - YM2612 edition Very early proof of concept beta

#31 User is offline dsrb 

Posted 16 July 2011 - 01:07 PM

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View PostMeat Miracle, on 15 July 2011 - 01:13 PM, said:

View PostShadow Hog, on 15 July 2011 - 10:23 AM, said:

View PostMeat Miracle, on 15 July 2011 - 09:57 AM, said:

I also know of SSF files that you can use to make playable emulated tunes out of seq/ton/dsp/memory mappings.
Wait, is that the PSF/USF/GSF/2SF spinoff for Saturn music? I'd always wanted to see what'd come of that, but as far as I'd known, nobody had bothered...
Go dig in.
http://snesmusic.org...kingshriek/ssf/
http://evilboris.son...t.net/ssf_rips/
ftp://ftp.modland.co...Sound%20Format/

player:
http://foobar2000.xr...ndex.php?page=2
ctrl+f for aossf.
Standalone player for multiple OSs: Audio Overload.

#32 User is offline Chilly Willy 

Posted 16 July 2011 - 02:54 PM

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View PostMeat Miracle, on 16 July 2011 - 07:52 AM, said:

Yeah, I understand that it's possible to run any kind of code on it, its a general purpose cpu so to speak. What I meant was, could it communicate with the rest of the system in a way so it is feasible to offload calculations to it? The games mentioned supposedly use the 68k next to the sh2s for various calculations, and you said the 68k can only access the sound ram. Would you need to periodically check the code with the SH2s so it can transfer the results to vdp and whatnot?


The SCSP allows interrupts all around. I'd store stuff in the sound ram at set locations, then generate an interrupt from whichever CPU set the value to whichever CPU needs the value. Or you could poll the locations periodically. Whichever is easier while still getting the job done. If you were converting a SCD game, polling set locations would be most similar to the SCD's communication registers.

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