Difference between revisions of "PMM"
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'''''PMM''''' is a container format that combines AdLib music with samples. It is supported by [[Palladix Music System|PSM 2.00 Soundsystem]].
Revision as of 06:42, 29 November 2018
|Developer:||Norbert Schmidt, Jochen Heß|
|First Game:||Das Telekommando kehrt zurück (DOS)|
PMM is a container format that combines AdLib music with samples. It is supported by PSM 2.00 Soundsystem.
This table only lists the games that use PMM stand-alone. For the games that use PMM through a container format, see P2L.
|1993-??-??||Das Telekommando kehrt zurück (DOS)|
|1994-??-??||Magic of Endoria (DOS)|
|1995-??-??||Falsches Spiel mit Eddie M. (DOS)|| |
|1995-??-??||Hilfe für Amajambere (DOS)|
|1995-??-??||Jeff Jet - Abenteuer Infohighway (DOS)|
|1997-??-??||Die Enviro-Kids greifen ein (DOS)|
How to Obtain
PMM files usually have to be manually extracted from game files, a process that is different for pretty much every game that uses them.
All PMM files begin with "MTCVTS PSM 2.00" and 0 and, at offset 0x38, with "MDH" and 0. It is unknown what MTCVTS and MDH stand for.
A PMM file consists of one PMA file, up to 8 SMP (Palladix) files, a table with 4 volumes per sample, and a track that references these samples and volumes. The tempo of the PMM file is hooked to the PMA file. The samples are always played at their original frequency, which is what makes the format more suitable for drums and sound effects than melodies.
The format does not support stereo itself, but the official driver simply routes odd channels (with sound effects coming first and music last) to the left speaker and even channels to the right speaker.