Difference between revisions of "User talk:Binarymaster"

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== MegaRace HERAD music data ==
 
== MegaRace HERAD music data ==
 
 
Hi!  I've been trying to reverse engineer the HERAD music data for quite a while now and I was wondering if I can help or collaborate in any way.  You seem to understand the format a lot more than me.  How similar is HERAD data to MIDI?  From looking at the uncompressed HSQ data, is it just me or is the data stored in little endian?   
 
Hi!  I've been trying to reverse engineer the HERAD music data for quite a while now and I was wondering if I can help or collaborate in any way.  You seem to understand the format a lot more than me.  How similar is HERAD data to MIDI?  From looking at the uncompressed HSQ data, is it just me or is the data stored in little endian?   
  
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::::::: Thanks for the suggestion!  I'll definitely try that out.  The instrument chunk for Dune should be, at least, very similar to Megarace's music files, so I should be able to experiment with Dune's music in RDOSPLAY and capture the DRO there.  --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 10:37, 10 February 2016 (MST)
 
::::::: Thanks for the suggestion!  I'll definitely try that out.  The instrument chunk for Dune should be, at least, very similar to Megarace's music files, so I should be able to experiment with Dune's music in RDOSPLAY and capture the DRO there.  --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 10:37, 10 February 2016 (MST)
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:::::::: UPDATE: I made a forum post at [http://www.classicdosgames.com/forum/viewtopic.php?f=25&t=1511 RGB Classic Games] so hopefully we can get more help.  I tried to use dro2txt, but the program just doesn't want to cooperate with me.  After several attempts of figuring out the syntax, it just says that the NOTE-SEL enabled and does nothing after that.  The only progress I made so far is that zeroing out or even removing the instrument chunk entirely doesn't crash RDOSPLAY, it just changes all the instruments into sine waves. --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 19:49, 12 February 2016 (MST)
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::::::::: How about [[DRO Trimmer|this software]]? It can open DRO files and view AdLib register values. --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 03:16, 13 February 2016 (MST)
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:::::::::: Finally made some progress on the instrument chunk tonight!  I experimented with WATER.SDB from Dune since it has the smallest instrument chunk and basically used DRO2MIDI (yes, I'm aware it's outdated) to create SBI instrument files as I modified bytes.  I got a lot of unknowns figured out and I also found out that each instrument is 28 bytes in length.  There's no FF terminators in between instruments.  To test if MegaRace's instrument data was also 28 bytes long, I grabbed the first 28 bytes from the instrument chunk in NEWSAN.SDB and pasted it in WATER.SDB, and it worked flawlessly.  It's really weird to hear MegaRace's harsh guitar instruments play the soothing Dune melodies, LOL. 
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:::::::::: Looking at the MegaRace instrument data, I'm seeing a lot of interesting stuff, like random 01s and FFs.  I'm wondering if there's flags going on because I noticed that DRO2MIDI created 5 SBI files instead of just one when I placed the MegaRace instrument in the Dune song.  Upon further inspection, I noticed that the Modulator and Carrier output levels were being automated and constantly changing value, through out the song.  I posted my finding on my Userwiki page, but I'll add more to it later and then post it on the HERAD article.  Thanks again for your help so far! --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 23:18, 14 February 2016 (MST)
  
 
==Favorites==
 
==Favorites==
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: Oh, good news, thanks! --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 11:01, 2 February 2016 (MST)
 
: Oh, good news, thanks! --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 11:01, 2 February 2016 (MST)
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== GameCube MusyX MIDI Data ==
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Hi again Binarymaster!  I'm currently working with a few friends on reverse engineering Metroid Prime and [https://github.com/AxioDL/PathShagged reimplementing the engine for PC].  We're trying to figure out the MIDI data used by MusyX, Nintendo's GameCube audio engine, and see how it works.  There's a program in the GameCube SDK that takes MIDI files and converts them into SON files.  What I understand, it seems to be word-formatted, but that's about it.  Since you seem to know a lot about MIDI, I was wondering if you can look at the files and see if you can figure the file format out.  I have a link to an example MIDI file and the resulting SON file, that way you can compare the MIDI data to the SON equivalent.  If you can figure out the delta timing or anything else pertinent, it would be greatly appreciated.  Here are the files [https://www.mediafire.com/?ib911mp37inybvj musyxson.zip]  Thanks again for your help! --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 23:21, 2 March 2016 (MST)
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: Hello SynaMax! I've found a working open source converter on internet, and uploaded it on GitHub: https://github.com/binarymaster/MusyX2Midi
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: I also built a Windows executable using cygwin (see releases section), and it was able to convert your <tt>.son</tt> file back to MIDI although with some errors. The format probably uses its own opcodes in tracks instead of standard MIDI. --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 04:18, 3 March 2016 (MST)
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== Star Control 2 (DOS) ==
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Такой вот вопрос. Настройки [[:File:Star Control 2 - DOS - Setup.png|аудио]] игры [[Star Control 2 (DOS)]] показывают, что игра поддерживает много разных устройств. Но на самом деле, по сути, все они дают один и тот же звук (только разного качества и либо строго моно, либо стерео). Дело в том, что в игре не используется PSG-музыка (соответственно, чип [[YM3812]] в игре "отдыхает"). Что речь, что музыка - обычные [[MOD]]-файлы, проигрывающиеся через [[DAC]] (или, в случае с [[PC Speaker]]/[[UltraSound]] - через встроенный протокол/чип, но всё равно в формате PCM). Разница лишь только в том, что, например, PC Speaker имеет более жёсткие ограничения по частоте воспроизводимой музыки и количеству каналов (только монозвук), чем UltraSound  (а вот эта карта вполне может воспроизводить стерео). Значит ли это, что нужно записать через DOSBox проигрыш звука через каждое устройство, не совместимое с другим, или же достаточно через [[DUMB Module Decoder]] записать файлы, как если бы они звучали с использованием только Грависа?
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P.S. Хотя не совсем правильно говорить, что как для Грависа. Сами MOD-файлы были написаны ещё до создания карты, и её явно добавили просто для поддержки - а изначально треки писались, возможно, для [[Speech Thing]]/[[Sound Blaster]] в моно. --[[User:M1911|M1911]] ([[User talk:M1911|talk]]) 08:19, 15 June 2016 (MDT)
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: Тут всё просто, трекерную музыку с разных устройств записывать не надо, ибо смысла нет. Её достаточно проиграть в пригодном плеере (отрендирить в WAV), и потом уже загружать в OGG на сайт. Если плеер не даёт правильного звучания, то записать во время игры с использованием лучшего по качеству звучания устройства, и конечно в стерео лучше. Формат MOD по стандарту стереофонический, выдаёт два канала налево и два направо. -- [[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 13:18, 15 June 2016 (MDT)
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==MIDIPLEX==
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This multi-format editor sounds really cool, where can I get it? --[[User:TheAlmightyGuru|TheAlmightyGuru]] ([[User talk:TheAlmightyGuru|talk]]) 08:01, 24 June 2016 (MDT)
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: MIDIPLEX is [https://github.com/stascorp/MIDIPLEX here], however it needs to be compiled from source.
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: I'm working on it just now, release coming soon. ;) --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 09:23, 24 June 2016 (MDT)
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: Today [[MIDIPLEX]] have been released! --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 14:29, 10 July 2016 (MDT)
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::Do you think it would be possible to add HERAD support for MIDIPLEX?  All you would need to do is truncate the NoteOff velocity data for version 2 songs and convert pitch bends to a 00-80 value range. --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 15:41, 31 July 2016 (MDT)
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::: Yes, I'm planning to add Cryo HERAD format support. See [https://github.com/stascorp/MIDIPLEX/blob/master/TODO TODO] file. --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 05:03, 1 August 2016 (MDT)
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::::I'm so glad to hear that, thank you so much!!  Also, I know a few people that are knowledgeable on MusyX SON and have documentation.  Here's the project that they're working on: [https://github.com/AxioDL/amuse Amuse].  They have a [https://github.com/AxioDL/amuse/blob/master/lib/SongConverter.cpp SON to MIDI converter] and [http://www.metroid2002.com/retromodding/wiki/CSNG_(File_Format) documentation on CSNG], which is SON but in a custom header for Metroid Prime. --[[User:SynaMax|SynaMax]] ([[User talk:SynaMax|talk]]) 20:13, 1 August 2016 (MDT)
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==A-Train / God of Thunder==
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Thanks again for your contributions! These were two games that I always wanted to get recorded properly, but never could! You are awesome! --[[User:TheAlmightyGuru|TheAlmightyGuru]] ([[User talk:TheAlmightyGuru|talk]]) 17:54, 15 August 2016 (MDT)
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==Spam Users==
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Thanks for helping me stem the tide of spammers! It amazes me that people have enough time on their hands to write bots for this! --[[User:TheAlmightyGuru|TheAlmightyGuru]] ([[User talk:TheAlmightyGuru|talk]]) 07:19, 11 October 2016 (MDT)
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: Only sad thing is they are not talkative enough :) --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 16:11, 12 October 2016 (MDT)
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==A-Train Song Files==
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I noticed there is a strange addendum on the songs you uploaded for the A-Tran soundtrack. It's referencing a non-existent template called "Cc-by-sa 3.0" and puts the files in a category called "Uploaded with VicuñaUploader". Do you know what this is about? --[[User:TheAlmightyGuru|TheAlmightyGuru]] ([[User talk:TheAlmightyGuru|talk]]) 14:21, 26 July 2018 (EDT)
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: Hello! I don't remember exactly, but I tried to use some uploader (VicuñaUploader) to speed up music uploads to the Wiki. Probably it automatically added that metadata which I did not noticed, and I think it can be safely removed. --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 18:57, 3 October 2018 (EDT)
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==Toy Story==
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Hey there. I was wondering if you could help me in extracting the music from Toy Story for the PC? The music is compressed in a .PKG file. Thanks!
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--[[User:Doommaster1994|Doommaster1994]] ([[User talk:Doommaster1994|talk]])

Revision as of 19:06, 21 January 2020

Rips

Thanks for the rips, especially for Wolfenstein 3D. I really appreciate it! --Doommaster1994 (talk) 12:09, 13 September 2014 (MDT)

I'm glad you like it :) --binarymaster (talk) 12:20, 13 September 2014 (MDT)

Astérix EPF extractor + playback

Hi Binarymaster,

I've seen you made some contributions to the game Astérix & Obélix. I remember this game very well from my childhood and it was very hard and fond memories came back when I listened to the soundtrack.

I however saw that you made the recordings with DOSBox instead of a real DOS computer. I still do have a DOS computer that I recently got myself including the SoundBlaster compatible soundcard that is able to do OPL2/3 synthesis. I would like to re-record the tunes and feature them on this page as DOSBox sounds still somehow different with its current emulation.

I see that you uploaded the rips from the EPS file and you mentioned a tool named UN EPS. However, I was nowhere able to find it. Could you give the tool to me?

How did you playback the music for recording? I'm asking because for example the INTRO2 tune does not playback normally as long as your recording is. So what trick did you use so that it did not end after a too short time? Maybe this may make also the recording easier so that I do not need to go into every level in order to record.

I probably won't have time to do the recordings before the new year, but I would like to be at least prepared.

SimSaw (talk) 12:44, 5 December 2014 (MST)


Hello, SimSaw!


I see that you uploaded the rips from the EPS file and you mentioned a tool named UN EPS. However, I was nowhere able to find it. Could you give the tool to me?

Of course, I can share this utility.

Now you can get it from my page.

The format is also documented here:


How did you playback the music for recording? I'm asking because for example the INTRO2 tune does not playback normally as long as your recording is. So what trick did you use so that it did not end after a too short time? Maybe this may make also the recording easier so that I do not need to go into every level in order to record.

The trick I used is renaming internal file names in EPF file with hex editor :) Also Sound Forge was used to make some short songs looping.


I however saw that you made the recordings with DOSBox instead of a real DOS computer. I still do have a DOS computer that I recently got myself including the SoundBlaster compatible soundcard that is able to do OPL2/3 synthesis. I would like to re-record the tunes and feature them on this page as DOSBox sounds still somehow different with its current emulation.

I think this would be awesome to record it with real hardware! Good luck ;)

The game uses HMP music with two BNK banks for musical and percussion instruments. Maybe you'll find an external DOS player for this.

--binarymaster (talk) 10:00, 6 December 2014 (MST)

Авторство некоторой музыки - кто же автор?

В игре 180 (A8) написано, что музыка создана Джейсоном Бруком. Но в 180 (C64) на HVSC обозначено, что абсолютна та же музыка для Commodore 64 была создана Дэвидом Виттейкером. Кто из двух - автор этой музыки, а кто лишь арранжировщик? А может, оба - не авторы? И да, в рипнутой версии для Amiga 800 нет как минимум ещё одного трека (когда ты три раза кинул дротики в дартс, появляется карикатурный соперник от третьего лица, кидающий за кадр дротики - при этом начинается мелодия так же, как вот эта, но на девятой секунде обрывается странным быстро затихающим жужжанием, и проигрывается лишь раз. А может, даже два - в ZXS и C64 версиях есть запись чьего-то голоса, произносящего "One hundred eighty!" (да-да, а вы думали, на это только цифровые форматы и годны? Я нашёл ещё две игры с подобной фичей - Castle Wolfenstein (C64) и Beyond Catle Wolfenstein (C64)). Не знаю, есть ли он в версии от Атари, это надо проверить. В любом случае, рип игры неполон.
Похожая история и с Ski or Die (DOS). На странице игры указано, что музыку сделал Роб Хаббард, при этом никакого источника - ни текста игры, ни мнения самого композитора - не указано. В версии с абсолютно той же музыкой, Ski or Die (C64), автором у HVSC обозначен Дейв Уорхол. Опять же - кто прав? --M1911 (talk) 09:30, 30 January 2015 (MST)
Надо будет покопать это, противоречий много, и разные источники пишут по-разному. --binarymaster (talk) 09:44, 30 January 2015 (MST)
И да. Я создал страницу Apache Strike (DOS). Но я не уверен, эта музыка только на ПК динамике и проигрывается? Или есть ещё девайсы вроде Tandy 3 Voice? Потому что даже для 1989 года как-то нетипично программистам было эмулировать лишь PC динамик при наличии намного более лучших альтернатив в виде MT-32, Tandy 3 Voice, CMS и AdLib. Попрошу вас помочь разобраться в этом деле.
Ок, посмотрю как время будет. --binarymaster (talk) 12:03, 31 January 2015 (MST)
P.S. Я заметил, у вас образовалась слишком большая страница, ввиду того что компьютерщик я так себе. Может, некоторые обсуждения как-то заархивировать или стереть? Неудобно же, должно быть. --M1911 (talk) 07:54, 31 January 2015 (MST)
Я в общем-то не критично отношусь к размерам страницы обсуждения. Можете самостоятельно удалить, что считаете не обязательным к хранению здесь, только из своих тем коненчо :) Оно всё сохраняется в истории изменений. --binarymaster (talk) 12:03, 31 January 2015 (MST)
Я перезалил тему Apache Strike (DOS). Но она всё равно кешируется как старая, хоят залил я новую и нормальную. Что делать? --M1911 (talk) 05:31, 1 February 2015 (MST)
Кеш браузера чистить, это норма.
Андрей, я у вас постоянно замечаю множество опечаток (ещё даже не все исправил), вероятно вы торопитесь при наборе текста, и промахиваетесь по клавишам. Ещё очень часто замечаю использование слова then вместо слова than. Эти слова отличаются по значению, хотя произносятся одинаково. Прошу внимательнее относиться к внесению правок, ибо из-за этого у меня возникает много работы. -- binarymaster (talk) 05:55, 1 February 2015 (MST)
Да... Я практически не делаю опечаток в русских текстах, но опечатываюсь в английских, потому что не так отрабатывал эту раскладку, как ЙЦУКЕН. Хорошо, учту это.

Xonotic

Hi - before I upload the tracks from Xonotic, would you mind having a quick look at the page and ensuring the filenames etc. are correct per the wiki rules? I only ask because the game is cross-platform, so you can't really put the platform in the page name or the song filenames. Let me know what you think. Thanks! -- Malvineous (talk) 05:29, 2 February 2015 (MST)

Hello. As long as I know we're creating different pages for different platforms, even if the game is multiplatform. If it uses the same music / graphic / arts / etc, you may specify the one of supported platforms (Linux or Windows, etc). Then you may create redirect pages to this page.
And maybe TheAlmightyGuru will give you better advice on this :) I'll check game page as soon as I can. -- binarymaster (talk) 05:47, 2 February 2015 (MST)
UPD. checked the page and modified it a bit. Also added multiplatform category to the platform list. -- binarymaster (talk) 12:05, 16 February 2015 (MST)
To keep things standardized, if there are multiple games with identical soundtracks, make only one page using the primary platform (use your best judgment as to which platform is primary). Then, make a redirect for each additional platform. For example, The Goonies was released for the Famicom, Famicom Disk System, PlayChoice-10, and Vs. System, all with the same soundtrack. I think the most popular release was for the Famicom, so the main page is The Goonies (FC). There are also The Goonies (FDS), The Goonies (PC10), and Vs The Goonies (VS), but they all redirect to the Famicom page. In the case of Xonotic, if the primary platform is Linux, the page should be renamed to Xonotic (LIN), and the additional platforms, Xonotic (W32), Xonotic (MAC), etc. should redirect to it. I can do the associated renames for you if you'd like. --TheAlmightyGuru (talk) 11:07, 22 October 2015 (MDT)

New template proposal

Hi Binarymaster! With TheAlmightyGuru's blessing, I'm working on some new templates for the tables that list all the recordings for a game. The idea is that everyone will be happy enough with them to start using them on new pages, and update existing pages as we can.

Before we go through with this, would you mind having a quick look at them and letting me know if you can spot any issues or limitations with them? e.g. you might know some game that has weird naming that the template can't accommodate. If you have any other suggestions let me know too.

The main reason for the change is to introduce microdata into the pages, with the goal being that search engines should be able to directly link to songs in the search results like this. It will also help push standard filename naming schemes, as you won't have to specify any song recording filenames if they patch the wiki's naming scheme.

I have updated Xargon (DOS) and Halloween Harry (DOS) to use the new style, so see what you think. Many thanks! -- Malvineous (talk) 21:15, 4 February 2015 (MST)

I also have an idea described above. But for some reasons Stas forgot to translate it in Englsh for you:( --M1911 (talk) 23:07, 4 February 2015 (MST)
Do you mean under the 'unusual offer' heading directly above this one? Google Translate isn't very clear but it seems like you want to include screenshots comparing different platforms of a game that was released on multiple systems? That's probably a different issue to this one (the recording table) and probably one TheAlmightyGuru will need to decide on. It would be nice, but I think it would introduce some overlap with MobyGames, which already provides screenshots of the different platforms. It might be out of scope for a wiki about game music? -- Malvineous (talk) 02:02, 5 February 2015 (MST)
It's rare example of good translation by Google Translate :-) Yes, you are sure with translation. But note that MobyGames marks its shots with ugly signature "MobyGames", and even the VGMPF (with 570 games overall contra thousands on MobyGames) has games which doesn't have a page on MobyGames (e. g. Wolfenstein 3D (AST)). I think, it's better to duscuss about this with Dean Tersigni. He might know is this worth it. --M1911 (talk) 04:41, 5 February 2015 (MST)
Hello!
Wow, I've been waiting for this moment... The unified standart for game recording tables! :) I've checked it and I think "Artist" field needs to be renamed to "Composer", because an artist (in video game context) usually makes game arts and graphics. Also some game recordings uses such fields as "Arranger" and "Programmer". Arranger and programmer fields can be optional, while Composer is required (if it's empty, then the composer is unknown).
Here are some examples:
- Lemmings (DOS) - many composers and arrangers
- Commander Keen IV: Secret of the Oracle (DOS) - programmer
-- binarymaster (talk) 14:31, 5 February 2015 (MST)
Also it would be awesome if the player works with all tracks on the page as with a playlist, so we can listen entire game music without clicking play button for each song :) -- binarymaster (talk) 14:59, 5 February 2015 (MST)
It's been a while but I've done this now! I've updated the Lemmings page to use the new format. TheAlmightyGuru has said that programmers shouldn't be included in the tables any more (unless they made substantial contributions to the song, when they should be listed as the Arranger) so for Commander Keen I guess that field will be removed when it is updated to the new template. I'm not sure of a way to make the songs play one after the other, but if you know of a way I'll be happy to investigate. Can you think of any other pages that might be problematic to switch to the updated template? Thanks! -- Malvineous (talk) 02:03, 16 May 2015 (MDT)
Hello! Sounds great, I'll notify you if I find some problematic game pages. Also, here's a little problem with Lemmings (DOS) - the actual song name Ten Lemmings is not displayed, but name of the linked page. -- binarymaster (talk) 01:44, 19 May 2015 (MDT)
Ohh my mistake! I saw the name of the page as "Ten Green Bottles" so I renamed the ogg file itself thinking it was a mistake. So the correct song name is "Ten Lemmings" and it is a cover of "Ten Green Bottles"? -- Malvineous (talk) 04:29, 21 May 2015 (MDT)
Yes, "Ten Lemmings" is a remake of "Ten Green Bottles" song. Maybe you add an optional page link parameter to the template? See Ski or Die (DOS) recording list - Main Theme links to the song disambiguation page, and I can't make link to game's song page. -- binarymaster (talk) 15:29, 21 May 2015 (MDT)
If you have a look at the template page it explains how to use it in detail, and there is a TitleLink parameter that can be used to point the song to a different page. However the idea is that you rarely have to use this unless the song title contains a character you can't use in a wiki article. The template will automatically link to a page called "Title - Game (Platform)" if it exists, so to get that Ski or Die main theme link to work, create a page called Main Theme - Ski or Die (DOS) and the song list will point there automatically. That page doesn't exist at the moment which is why it's falling back to Main Theme and showing the disambiguation page. I see that the disambiguation page leaves the platform name off the link (presumably as there are so many platforms for Ski or Die's main theme), which is a case the template does not handle. I can add this case to the template so it will also check for "Title - Game" and link there if that page exists, if you think this would be useful? Otherwise the alternative is to create a bunch of redirects - "Main Theme - Ski or Die (DOS)" -> "Main Theme - Ski or Die", and "Main Theme - Ski or Die (AMI)" -> "Main Theme - Ski or Die", etc, etc. Although the redirect method is more work, it does mean that there will always exist a page of the type "Title - Game (Platform)" which can help with automation, and you'll just get forwarded somewhere else if need be, so for the sake of consistency that would be my preferred way of doing it. What do you think? -- Malvineous (talk) 15:57, 21 May 2015 (MDT)
Oh, it would be useful if you add check for "Title - Game" pages. Many thanks! -- binarymaster (talk) 17:04, 21 May 2015 (MDT)
Done! Just remember it checks for page existence, so the link won't update until you create one of the matching song pages. -- Malvineous (talk) 06:13, 22 May 2015 (MDT)

Можете мне посоветовать MIDI создатель

Я делал музыку в MIDI Maker (выглядит вот так), но он завершил триал. Попрошу аналогичный бесплатный создатель музыки в MIDI формате, с подобными же настройками. В нотах не разбираюсь (я делаю музыку, ориентируясь на звук инструмента, а ноты меня волнуют мало), поэтому попрошу именно вот подобного типа, без указания нот.

Попробуйте Anvil Studio. Правда я не помню, есть ли там режим редактирования piano roll. Ещё варианты:
Также могу посоветовать перейти сразу на трекерную музыку, там вместо продольных нот - вертикальные таблицы нот. OpenMPT может экспортировать музыку в MIDI. -- binarymaster (talk) 15:54, 10 February 2015 (MST)
Мне нужно именно MIDI для конвертации в IMF. --M1911 (talk) 02:33, 11 February 2015 (MST)
Как я уже выше сказал, нет никаких особых сложностей в конвертации трекерной музыки в MIDI. Вот здесь можно почитать, как настроить вывод прямо на MIDI устройство.
Если не понравится, то чуть выше я также предложил чисто MIDI секвенсоры. -- binarymaster (talk) 06:45, 11 February 2015 (MST)
Хорошо. И ещё. У меня вопрос. Зачем нам нужны вот такие ущербные иконки, когда можно залить нормальные svg-файлы, просто указывая длину в пикселях?
Ну... для начала png по ссылке = 210 байт, svg по ссылке = 522 байта. Экономия :) А если серьёзно, это лучше обсудить с Дином, поскольку много страниц и шаблонов придётся переделать. -- binarymaster (talk) 07:13, 11 February 2015 (MST)
Тогда, наверное, поручаю это вам, поскольку вы лучше знаете английский. --M1911 (talk) 07:16, 11 February 2015 (MST)
Снова вы за своё :) Тренируйте свой английский, это пригодится в любом случае. Ладно, напишу ему, т.к. накопилось ещё два небольших вопроса. -- binarymaster (talk) 07:19, 11 February 2015 (MST)
Кстати, по поводу моей игры. Я уже написал одну мелодию в Midi Maker'е, сейчас замыслил вторую (записал вокалом на телефон, чтобы не забыть мотив). Осталось только воплотить да дорисовать спрайтов хотя бы десяток-другой. --M1911 (talk) 07:23, 11 February 2015 (MST)
Хорошо. UPD: написал Дину. -- binarymaster (talk) 07:27, 11 February 2015 (MST)

Как сэмулировать Apple 2GS

В связи с тем, что я собрался делать страницу Wolfenstein 3D (A2GS), меня интересует вопрос эмуляции.

Достать нужный файл (даже в разных вариантах) легко - он лежит в открытом доступе, поскольку игра бесплатная и выложена тут (видео вот). Но вот как его заставить работать через эмулятор для Windows 7? Никак не приложу, что делать, по-всякому пытался. Поможете? --M1911 (talk) 07:47, 19 February 2015 (MST)

Попробуйте KEGS, правда к нему потребуется найти загрузочный ROM операционки, помимо самой игры. -- binarymaster (talk) 10:59, 19 February 2015 (MST)
Инструкцию по использованию можно почитать здесь. -- binarymaster (talk) 11:03, 19 February 2015 (MST)
А слово было "quatrain". И пока что последни на данный момент вопрос. В Wolfram (W32) десятый трек, тот, что со знаком вопроса - явно какой-то нацисткий марш. Как он называется и кто его автор? Маршей у Третьего Рейха было куча, Horst-Wessel-Lied - это лишь самый известный. Гугл не дал ничего. --M1911 (talk) 04:40, 22 February 2015 (MST)
Ммм... прослушал, не знаю. Попробуйте связаться с создателями Wolfram, или искать конкретно информацию по саундтреку из этой игры. -- binarymaster (talk) 04:44, 27 February 2015 (MST)

Касательно названий треков и Wolfenstein 3D

Wolfenstein 3D - DOS - Jukebox 2.png
Wolfenstein 3D - DOS - Jukebox 3.png

Бобби Принца не надо уже спрашивать об именах треков вроде Lurking.... Потому что они есть в игре. И известны почти все - неизвестны только Funk You! и неиспользуемые 4 песни.

Вы спросите меня - как? Есть простой и в то же время нелёгкий способ.

Ставите программу, замедляющую ход работы Wolfenstein 3D (DOS), или садитесь за самый медленный компьютер, желательно с Windows XP (это важно, иначе активировать будет сложно!).

Во время загрузки игры зажмите M (практика показывает, что удаётся, когда только появляется таблица используемых ресурсов копьютера, но песня Хорста Весселя ещё не звучит.

Вам, с вероятностью 1 к 3, выпадет одна из трёх таблиц. В них треки поименованы, их можно случшать. Вот два из них (первый потом загружу).

Как видите, они нормально поименованы. Более того, Дин местами оказался неправ - оригинальное название The Ultimate Challenge - Ultimate Conquest, Wolf Pac - Wolfpack.

На шестидесятичетырёхбитках игра прогружается так быстро, что жукбокс активировать почти невозможно, даже через Dos-Box (придётся замедлять компьютер).

Бобби Прниц умел хорошо прятать секреты. Настолько, что лишь 23 года после выхода игры спустя я разгадал его секрет. Хочешь спрятать надёжно - прячь на видном месте, как говориться.

Сразу скажу, в Spear of Destiny не сработает.

Круто я сделал? --M1911 (talk) 05:02, 5 March 2015 (MST)

Я знал про эту пасхалку, точнее догадывался :D Видел заголовок и названия треков в памяти программы, и понимал что это игровое меню, но не знал, какой комбинацией клавиш в него попасть. Сейчас удаётся достаточно стабильно туда попасть, поставив кол-во циклов на 400 в DOSBox. Вот полный список из jukebox:
Get Them!
Searching
P.O.W.
Suspense
War March
Around The Corner!
Nazi Anthem
Lurking...
Going After Hitler
Pounding Headache
Into the Dungeons
Ultimate Conquest
Kill the S.O.B.

The Nazi Rap
Twelfth Hour
Zero Hour
Ultimate Conquest
Wolfpack

(Ultimate Conquest повторяется дважды, т.к. в разных меню)

Spear of Destiny - DOS - Jukebox.png

А вот из Spear of Destiny, там это тоже работает, но меню лишь одно:

Funky Colonel Bill
Death To The Nazis
Tiptoeing Around
Is This THE END?
Evil Incarnate
Jazzin' Them Nazis
Puttin' It To The Enemy
The SS Gonna Get You
Towering Above

-- binarymaster (talk) 11:11, 14 March 2015 (MDT)

Итого у нас получается так:
У Get Them Before They Get You второе официальное название - Get Them!
У Searching For the Emeny - ещё и Searching.
The March to War - War March.
Enemy Around the Corner - Around the Corner!
The Ultimate Challenge - Ultimate Conquest
Funkie Colonel Bill - Funky Colonel Bill.
Не угадали с Wolf Pac - должно быть Wolfpack.
Надо ли ставить редиректы и переименовывать последнюю статью, а также дописывать в них про это? Ведь мы получили или первые, или вторые официальные названия почти всех треков игры (песня Хорста Весселя и так сама по себе не нуждается в проверке, Wondering... по архиву, неявно только с неиспользуемыми треками и End of Level.
Я думаю, можно пока поставить редиректы, а также как-то упомянуть этот Jukebox на страницах игр. Ещё свяжитесь с Дином насчёт этого, я думаю ему понравится находка. -- binarymaster (talk) 03:17, 15 March 2015 (MDT)

У меня к вам ещё один вопрос.

Есть ли у вас по вечерам один-два часа, чтобы выделить их на некоторые улучшения на одном проекте, где я администратор (хотя бы на настройку шаблонов на языке MediaWiki)? Беда в том, что я в этих вещах не очень хорошо смыслю, а больше помочь мне попросту некому. --M1911 (talk) 07:40, 25 March 2015 (MDT)

Не смогу вам с этим помочь, поскольку это не мой профиль... Это вы зря говорите, что некому помочь. Интернет огромен, много тематических форумов. Знающих людей много, просто не нужно стесняться просить помощи :) -- binarymaster (talk) 06:43, 26 March 2015 (MDT)
В реале прошу - никому нет дела. В интернете прошу - тоже никому нет дела, все говорят, что есть английская версия того, что я собираюсь делать, гугл в помощь, мои усилия бесполезны и всё такое. Кстати, покопаетесь в структуре MIA файлов? Я в них ничего не понял. В архиве они приложены. --M1911 (talk) 06:44, 26 March 2015 (MDT)
Насчёт формата MIA, я сомневаюсь в его ценности для VGMPF, учитывая, что он не используется напрямую ни в одной из игр. -- binarymaster (talk) 06:48, 26 March 2015 (MDT)
ORC, AU или SNG же имеют) --M1911 (talk) 06:51, 26 March 2015 (MDT)
Не аргумент. ORC используется напрямую в Digital Orchestrator Pro (W16), записи именно с этого формата. AU достаточно известен, уверен что есть игры, которые его используют напрямую. Насчёт SNG не могу прокомментировать ситуацию. В любом случае, решает Дин. -- binarymaster (talk) 07:03, 26 March 2015 (MDT)
Ладно. Пусть он и решит. Но в структуре поможете разобраться? --M1911 (talk) 07:04, 26 March 2015 (MDT)
По возможности. Если будет время. -- binarymaster (talk) 07:05, 26 March 2015 (MDT)
Хорошо. Добавил ещё одну фотку сюда. И ещё. Что такое MIDIPLEX и можете ли вы мне скинуть эту программу, дабы изучить её и написать по ней статью? В интернете ссылок на неё нету вообще. --M1911 (talk) 06:58, 29 March 2015 (MDT)
Эта программа пока только у меня есть, я её создал :) В интернет пока не выкладывал, она ещё очень сырая и требует доработок. Рекомендую пока не упоминать её в секциях конвертеров. -- binarymaster (talk) 07:22, 29 March 2015 (MDT)
Хмм... Хорошо. Я так понимаю, суть её - конвертирование различных форматов, хранящих содержимое по типу MIDI, в MIDI? --M1911 (talk) 07:25, 29 March 2015 (MDT)
Да, но не только конвертирование. Также воспроизведение и редактирование на уровне MIDI событий. Планируется также встроенный модульный синтезатор, но я его вообще ещё не начинал делать. -- binarymaster (talk) 07:29, 29 March 2015 (MDT)
А поддержка проигрывания иных устройств (кроме General MIDI - PC Speaker, Tandy 3 Voice, PS/1 и MT-32) планируется? Я сейчас пытаюсь экспериментировать с бипером. В интернете есть даже инструкция воспроизведения PCM файлов через PC Speaker. Пытаться ли сделать то же самое для MIDI? --M1911 (talk) 07:34, 29 March 2015 (MDT)
Этого не планировал. Была лишь мысль поддержки AdLib через эмуляцию, но там всё не так просто. Важно учитывать, что это программа под Windows, следовательно прямого доступа к оборудованию нет. Можно только эмулировать. Либо писать проигрыватель под DOS. Но зачем все эти извращения, вроде воспроизведения WAV на динамике ПК ? :D -- binarymaster (talk) 07:43, 29 March 2015 (MDT)
  • Про DX-Ball (W32). Там прямо чётко сказано что-то вроде "You may freely destribute this game". А это похоже на GNU GPL - хотя и не опенсурс, но автор разрешает распространять как саму игру, так и ещё данные в любых целях, прося за это лишь указание авторства. Мне кажется, это всё же GNU GPL или что-то вроде... Но не просто freeware - freeware может быть игра, которую нельзя самому распространять свободно, лишь скачивать её "для себя" с официального сайта разработчика. --M1911 (talk) 03:00, 8 April 2015 (MDT)

И вопрос касательно арранжировщиков. Я понимаю - музыку можно угадать, авторы её ищутся на раз. Но откуда вы взяли сведения о людях, что писали эту музыку в MDS? Ни в бинарных файлах, ни в самой игре они абсолютно нигде не обозначены. --M1911 (talk) 03:07, 8 April 2015 (MDT)

Лицензии GNU GPL (они бывают разные) подразумевают открытие исходных кодов и документации по сборке. Рекомендую почитать. В случае DX-Ball это скорее Public Domain.
Касательно аранжировщиков, никто эту музыку в формате MDS изначально не писал. Всё было в MIDI, можно найти оригинальные файлы в интернете, оттуда я и взял информацию. Автор DX-Ball просто сконвертировал MIDI в формат MDS. -- binarymaster (talk) 03:11, 8 April 2015 (MDT)
Что-то я не могу найти эти файлы 0_0. Не знаю, тот ли ключ я задаю Яндексу? Когда я вбиваю "DX-Ball MIDI", он показывает совсем левый результат. --M1911 (talk) 03:23, 8 April 2015 (MDT)
Важно заметить, что музыка для игры была позаимствована, т.е. не была сделана специально для игры. Я использовал иной подход - искал файлы с совпадением по имени, но с расширением .mid, искал на файлообменниках, FTP, и DC++ хабах. -- binarymaster (talk) 14:10, 8 April 2015 (MDT)

_________________________ 1) Можете написать конвертер MIA в MIDI? Сам формат MIA технически несложный, его устройство описано, я могу скинуть примеры файлов MIA и конвертированные из них MIDI. Но я ничего не понимаю с устройстве MIDI-файлов, кроме заголовка. Мне для дальнейшего создания музыки для игры нао. --M1911 (talk) 08:44, 4 May 2015 (MDT)

Увы, но времени нет совсем. -- binarymaster (talk) 02:35, 19 May 2015 (MDT)
Я сделал другую вики. Более того, заюзал часть оформления с VGMPF (шаблоны песен и их длина - стандарты VGMPF, они идентичны и взаимозаменяемы). Мне кажется, вам была бы интересна тема Ski or Die хотя бы в части музыки? --M1911 (talk) 05:55, 26 May 2015 (MDT)

Dransik

Oh no! I was still in the process of doing the Dransik (W32) page when you uploaded your recording. I used the titles of the game's data file because they better represented how the game utilizes the music. The meta data, even though it was created by the composer, represents how he expected the music to be used. I also added 2 loops and a 10-second fade out in the recording of the looping tracks. Sorry I had to remove your recording! --TheAlmightyGuru (talk) 11:57, 28 January 2016 (MST)

Allright, no problem. Maybe also we'll need to update some other pages, like song disambiguations. --binarymaster (talk) 12:02, 28 January 2016 (MST)
UPD: done. --binarymaster (talk) 12:11, 28 January 2016 (MST)
Awesome. And thanks again for all your help, you've really contributed a lot to this site! --TheAlmightyGuru (talk) 15:05, 29 January 2016 (MST)

MegaRace HERAD music data

Hi! I've been trying to reverse engineer the HERAD music data for quite a while now and I was wondering if I can help or collaborate in any way. You seem to understand the format a lot more than me. How similar is HERAD data to MIDI? From looking at the uncompressed HSQ data, is it just me or is the data stored in little endian?

One of my favorite soundtracks of all time is MegaRace and to have the ability to playback the music natively would be amazing. I know that my copy of RDOSPlay crashes after playing the first few seconds of Megarace's music files, so I'm assuming that the music format is a different version than Dune's music files, which makes sense since the game was released later.

I know Stephane Picq through a friend, so I'm going to see if he can get any documentation on the HERAD file format or any contact info for Remi Herbulot. Thanks in advance! --SynaMax (talk) 22:14, 31 January 2016 (MST)

Hello, SynaMax! I have some experience in reversing HERAD format only in Dune (DOS) game. There's very few things that I know about the format: HERAD#File structure. Since you have compressed and uncompressed music files, it would be nice if you upload the game rip for MegaRace (DOS). Before doing so, please read Editing Rules: Rips.
Also it would be nice to obtain format specification from trusted source, such as from the format creator. :) --binarymaster (talk) 06:17, 1 February 2016 (MST)
Thanks for the quick reply and for posting the file structure that you have so far! I'll compare it to the decompressed HSQ Files that I have. I'll be sure to upload my MegaRace HSQ files and decompressed files as soon as I get home from work. I also have OGG recordings of the soundtrack that were done on a native Sound Blaster 2.0, that sound perfect, however they were recorded by someone else (for the Kohina internet radio station). Would it be okay to upload those recordings on here, or should I ask AlmightyGuru? Thanks again! --SynaMax (talk) 10:11, 1 February 2016 (MST)
The MegaRace game rip is up! I also included what I believe are the drivers for in-game SDB playback. I compared the SDB files from Dune and the decompressed music from MegaRace, and from what I can tell, the header and file structure seems to be exactly the same. --SynaMax (talk) 04:39, 2 February 2016 (MST)
About reuploading new recordings, it's better to consult with TheAlmightyGuru. Although I think if the recording is better (made on real hardware) this should be no problem. Current recording also needs to be remade according to latest editing rules.
I inspected your game rip, and the format is the same, except the MIDI notation. It has some differences, for example NoteOff event has only 1 parameter, while Dune music uses 2 parameters for it. That's why RdosPlay can't playback these files. Also I think it's possible to convert songs into older format without problems. --binarymaster (talk) 09:46, 2 February 2016 (MST)
UPD: Added my new researchings to the format page. --binarymaster (talk) 11:11, 2 February 2016 (MST)
Wow, incredible work! Thanks so much for sharing! Very interesting, I was wondering what could've been causing RDOSPlay to crash on those songs. That would awesome if we can convert song formats like that. I'm going to look into the instrument chunk. I have *.sbi instrument files that I was able to rip from the News an song with some DRO utility. I'll compare the values and see if I can come up with anything. Let me know if you want to look at those files. --SynaMax (talk) 14:50, 2 February 2016 (MST)
Quick update: I tried to figure out the instrument chunk in the SDB files, but no luck. I did upload my rips of the instruments from a DRO file. These are SBI instrument files, which is a documented format. You can download them from mediafire here: newsan_sbi.rar I'm sure these will be useful in deciphering the instrument chunk. Note the only problem of the SBI files is that there's a lot of duplicates because the software that I used to rip them noticed lots of small changes to the instruments like volume changes and the program proceeded to rip everything as if it was a new instrument, if that makes sense. The very first file is the very first audible instrument in the song and all the other instrument files are arranged in when they play in the song chronologically. Hope this helps! --SynaMax (talk) 23:10, 9 February 2016 (MST)
If you would like a tip on how to reverse-engineer OPL instrument formats, the method I have had great success with is using a hex editor to change each byte one by one. After each change, put the modified file back into the game, perform an OPL capture then extract the instruments again and see what has changed. It can be a bit laborious (I use the dro2txt utility so I can then use "diff" to see what has changed) but, assuming you can put modified files back into the game, it is a very reliable method. This method has also previously revealed assumptions programmers make about the size of various fields, and I have discovered that putting out-of-range values in certain fields allows OPL registers to be adjusted which some formats don't technically support. So you can find out a lot of information this way! Also after you have reverse-engineered the first few bytes, have a look at the OPL instrument file formats on the ModdingWiki. You may find that the instruments are stored in a well-known structure, e.g. the CMF format stores each instrument in the same structure as an SBI file, so once you realise that you can stop reverse-engineering earlier than you expected. -- Malvineous (talk) 04:54, 10 February 2016 (MST)
Thanks for the suggestion! I'll definitely try that out. The instrument chunk for Dune should be, at least, very similar to Megarace's music files, so I should be able to experiment with Dune's music in RDOSPLAY and capture the DRO there. --SynaMax (talk) 10:37, 10 February 2016 (MST)
UPDATE: I made a forum post at RGB Classic Games so hopefully we can get more help. I tried to use dro2txt, but the program just doesn't want to cooperate with me. After several attempts of figuring out the syntax, it just says that the NOTE-SEL enabled and does nothing after that. The only progress I made so far is that zeroing out or even removing the instrument chunk entirely doesn't crash RDOSPLAY, it just changes all the instruments into sine waves. --SynaMax (talk) 19:49, 12 February 2016 (MST)
How about this software? It can open DRO files and view AdLib register values. --binarymaster (talk) 03:16, 13 February 2016 (MST)
Finally made some progress on the instrument chunk tonight! I experimented with WATER.SDB from Dune since it has the smallest instrument chunk and basically used DRO2MIDI (yes, I'm aware it's outdated) to create SBI instrument files as I modified bytes. I got a lot of unknowns figured out and I also found out that each instrument is 28 bytes in length. There's no FF terminators in between instruments. To test if MegaRace's instrument data was also 28 bytes long, I grabbed the first 28 bytes from the instrument chunk in NEWSAN.SDB and pasted it in WATER.SDB, and it worked flawlessly. It's really weird to hear MegaRace's harsh guitar instruments play the soothing Dune melodies, LOL.
Looking at the MegaRace instrument data, I'm seeing a lot of interesting stuff, like random 01s and FFs. I'm wondering if there's flags going on because I noticed that DRO2MIDI created 5 SBI files instead of just one when I placed the MegaRace instrument in the Dune song. Upon further inspection, I noticed that the Modulator and Carrier output levels were being automated and constantly changing value, through out the song. I posted my finding on my Userwiki page, but I'll add more to it later and then post it on the HERAD article. Thanks again for your help so far! --SynaMax (talk) 23:18, 14 February 2016 (MST)

Favorites

I've added a new page called Editor's Favorite Songs. This will list the favorite songs for just the editors of this site so we can gauge the overall opinion of the community. Each editor is encouraged to vote for up to five songs per platform as their favorite. If you want to vote for an existing song, add your vote to the total, then add your user name to the comment in the edit code so we can keep track; for example:

2 <!-- Users: TheAlmightyGuru, YourNameHere -->

Of course, you're welcome to add a new song to the list too! I hope you'll join us in creating a list of favorites for each other and our guests! --TheAlmightyGuru (talk) 10:58, 2 February 2016 (MST)

Oh, good news, thanks! --binarymaster (talk) 11:01, 2 February 2016 (MST)

GameCube MusyX MIDI Data

Hi again Binarymaster! I'm currently working with a few friends on reverse engineering Metroid Prime and reimplementing the engine for PC. We're trying to figure out the MIDI data used by MusyX, Nintendo's GameCube audio engine, and see how it works. There's a program in the GameCube SDK that takes MIDI files and converts them into SON files. What I understand, it seems to be word-formatted, but that's about it. Since you seem to know a lot about MIDI, I was wondering if you can look at the files and see if you can figure the file format out. I have a link to an example MIDI file and the resulting SON file, that way you can compare the MIDI data to the SON equivalent. If you can figure out the delta timing or anything else pertinent, it would be greatly appreciated. Here are the files musyxson.zip Thanks again for your help! --SynaMax (talk) 23:21, 2 March 2016 (MST)

Hello SynaMax! I've found a working open source converter on internet, and uploaded it on GitHub: https://github.com/binarymaster/MusyX2Midi
I also built a Windows executable using cygwin (see releases section), and it was able to convert your .son file back to MIDI although with some errors. The format probably uses its own opcodes in tracks instead of standard MIDI. --binarymaster (talk) 04:18, 3 March 2016 (MST)

Star Control 2 (DOS)

Такой вот вопрос. Настройки аудио игры Star Control 2 (DOS) показывают, что игра поддерживает много разных устройств. Но на самом деле, по сути, все они дают один и тот же звук (только разного качества и либо строго моно, либо стерео). Дело в том, что в игре не используется PSG-музыка (соответственно, чип YM3812 в игре "отдыхает"). Что речь, что музыка - обычные MOD-файлы, проигрывающиеся через DAC (или, в случае с PC Speaker/UltraSound - через встроенный протокол/чип, но всё равно в формате PCM). Разница лишь только в том, что, например, PC Speaker имеет более жёсткие ограничения по частоте воспроизводимой музыки и количеству каналов (только монозвук), чем UltraSound (а вот эта карта вполне может воспроизводить стерео). Значит ли это, что нужно записать через DOSBox проигрыш звука через каждое устройство, не совместимое с другим, или же достаточно через DUMB Module Decoder записать файлы, как если бы они звучали с использованием только Грависа?

P.S. Хотя не совсем правильно говорить, что как для Грависа. Сами MOD-файлы были написаны ещё до создания карты, и её явно добавили просто для поддержки - а изначально треки писались, возможно, для Speech Thing/Sound Blaster в моно. --M1911 (talk) 08:19, 15 June 2016 (MDT)

Тут всё просто, трекерную музыку с разных устройств записывать не надо, ибо смысла нет. Её достаточно проиграть в пригодном плеере (отрендирить в WAV), и потом уже загружать в OGG на сайт. Если плеер не даёт правильного звучания, то записать во время игры с использованием лучшего по качеству звучания устройства, и конечно в стерео лучше. Формат MOD по стандарту стереофонический, выдаёт два канала налево и два направо. -- binarymaster (talk) 13:18, 15 June 2016 (MDT)

MIDIPLEX

This multi-format editor sounds really cool, where can I get it? --TheAlmightyGuru (talk) 08:01, 24 June 2016 (MDT)

MIDIPLEX is here, however it needs to be compiled from source.
I'm working on it just now, release coming soon. ;) --binarymaster (talk) 09:23, 24 June 2016 (MDT)
Today MIDIPLEX have been released! --binarymaster (talk) 14:29, 10 July 2016 (MDT)
Do you think it would be possible to add HERAD support for MIDIPLEX? All you would need to do is truncate the NoteOff velocity data for version 2 songs and convert pitch bends to a 00-80 value range. --SynaMax (talk) 15:41, 31 July 2016 (MDT)
Yes, I'm planning to add Cryo HERAD format support. See TODO file. --binarymaster (talk) 05:03, 1 August 2016 (MDT)
I'm so glad to hear that, thank you so much!! Also, I know a few people that are knowledgeable on MusyX SON and have documentation. Here's the project that they're working on: Amuse. They have a SON to MIDI converter and documentation on CSNG, which is SON but in a custom header for Metroid Prime. --SynaMax (talk) 20:13, 1 August 2016 (MDT)


A-Train / God of Thunder

Thanks again for your contributions! These were two games that I always wanted to get recorded properly, but never could! You are awesome! --TheAlmightyGuru (talk) 17:54, 15 August 2016 (MDT)

Spam Users

Thanks for helping me stem the tide of spammers! It amazes me that people have enough time on their hands to write bots for this! --TheAlmightyGuru (talk) 07:19, 11 October 2016 (MDT)

Only sad thing is they are not talkative enough :) --binarymaster (talk) 16:11, 12 October 2016 (MDT)

A-Train Song Files

I noticed there is a strange addendum on the songs you uploaded for the A-Tran soundtrack. It's referencing a non-existent template called "Cc-by-sa 3.0" and puts the files in a category called "Uploaded with VicuñaUploader". Do you know what this is about? --TheAlmightyGuru (talk) 14:21, 26 July 2018 (EDT)

Hello! I don't remember exactly, but I tried to use some uploader (VicuñaUploader) to speed up music uploads to the Wiki. Probably it automatically added that metadata which I did not noticed, and I think it can be safely removed. --binarymaster (talk) 18:57, 3 October 2018 (EDT)

Toy Story

Hey there. I was wondering if you could help me in extracting the music from Toy Story for the PC? The music is compressed in a .PKG file. Thanks! --Doommaster1994 (talk)